Patent Publication Number: US-2006003824-A1

Title: Game system

Description:
CROSS REFERENCE TO RELATED APPLICATION  
      This application is based upon and claims the benefit of priority from the prior Japanese Patent Applications No. 2004-196032, filed on Jul. 1, 2004 and No. 2004-344679, filed on Nov. 29, 2004, the entire contents of which are incorporated herein by reference.  
      This application is related to US Patent Application being filed on Jul. 1, 2005 based upon and claims the benefit of priority from the prior Japanese Patent Application No. 2004-196033, filed on Jul. 1, 2004, and to U.S. Patent Application being filed on Jul. 1, 2005 based upon and claims the benefit of priority from the prior Japanese Patent Applications No. 2004-196030, filed on Jul. 1, 2004, and No. 2004-196031, filed on Jul. 1, 2004. These applications including specifications, drawings, and claims are expressly incorporated herein by reference in their entirety.  
     BACKGROUND OF THE INVENTION  
      1. Field of the Invention  
      The present invention relates to a game system in which multiple terminal devices and a server are connected via a communication line. More particularly, the present invention relates to a game system that can execute a multiplayer online game, such as MMORPG (Massively Multiplayer Online Role Playing Game), RTS (Real Time Strategy), FPS (First Person Shooting Game), or the like.  
      2. Description of Related Art  
      In recent years, with the development of information communication technologies, a game system in which multiple office or home terminal devices and a server are connected via a communication line is spreading. In the game system, various online games can be executed. Recently, as online games, for example, a multiplayer online game, such as MMORPG (Massively Multiplayer Online Role Playing Game), RTS (Real Time Strategy), FPS (First Person Shooting Game), or the like, is provided.  
      In terms of a player, such a multiplayer online game is attractive in that he can play a game with many and unspecified players who are not acquainted with him at remote places via a network, such as Internet, at home and abroad and communication can be performed by means of the game. Further, the multiplayer online game has been gaining support from all countries of the world. On the other hand, in terms of a game manufacturer, the multiplayer online game has advantages in that the semi-permanent game environment can be constructed by updating data or program regarding new events, characters, items, and the like sequentially and by distributing data or program to the respective terminal devices via the network. Accordingly, the game manufacture can ensure stable profits, without causing the players to lose interest in the game.  
      In the multiplayer online game, generally, the characters are set to correspond to the respective players, and each player operates a character of his own to participate in the game (see Japanese Patent Laid-Open No. 2002-224448). The corresponding character gains experience by clearing various conditions (so-called missions) and increases the level. With the increase of the level, the ability or position of the character is improved, such that the character can perform various functions. When the mission is cleared, money, which can be used on the game, is imparted to the player as the reward by the amount according to the difficulty of that mission. For this reason, the player can acquire a lot of money by clearing many missions and can buy weapons or items, which can be used on the game, so as to progress the game favorably.  
      Further, in the multiplayer online game, a so-called chat can be performed. In this case, if the message is transmitted from the terminal device operated by each player to the server, the message is transmitted from the server to the terminal devices operated by all players (See Japanese Patent Laid-Open Nos. 2004-89584 and 2003-181147) By performing the chat, the player can communicate with other players and can obtain all kinds of information regarding the game.  
     SUMMARY OF THE INVENTION  
      During the chat described above, since the message is transmitted from the server to the terminal devices operated by all players, the message may be transmitted to some player whom the message would not be transmitted. Accordingly, the construction of close friendship and an exchanged of beneficial information with a specified player through the communication cannot be achieved.  
      Further, in the chat or the like, it is assumed that the players actually participate in the game simultaneously, and it is impossible or difficult to perform the communication among the players at different points of time.  
      It is an object of the invention to provide a game system in which an exchange of beneficial information with a specified player through the communication can be achieved.  
      It is another object of the invention to provide a game system that allows the communication among players to be achieved at different points of time.  
      According to a first aspect of the invention, there is provided a game system in which a plurality of terminal devices, each having a display unit, and a server are connected via a communication line and in which a plurality of players operates characters corresponding to the respective players by using the respective terminal devices to play a game, comprising: an image display control unit for causing the display unit to display a game image including the characters; a selection unit, according to an operation of a player, selecting any one of characters corresponding to other players than the player, who performs the operation, from among the characters included in the game image; a message input unit for inputting a message according to an operation of the player; and a message transmission unit for transmitting the message inputted by the message input unit to a terminal device used by a player who operates the character selected by the selection unit.  
      In accordance with the above-described configuration, a player can select a character included in a game image so as to specify a player serving as a destination and transmit a message to the specified player. Therefore, an exchange of beneficial information with the specified player through the communication can be achieved. Further, only by selecting the character included in the game image, the player serving as the destination of the message can be specified with superior operationality.  
      According to a second aspect of the invention, there is provided a game system in which a plurality of terminal devices, each having a display unit, and a server are connected via a communication line and in which a plurality of players operates characters corresponding to the respective players by using the respective terminal devices to play a game, comprising:  
      an image display control unit for causing the display unit to display a game image including the characters and for causing the display unit to display the game image such that a character corresponding to a player moves according to an operation of the player;  
      a message input unit provided in each of the terminal devices for inputting a message according to an operation of the player;  
      a first position determination unit for determining whether or not any one of the characters is at a first position;  
      an input permission unit for, when the first position determination unit determines that one character is at the first position, permitting the massage input unit of a terminal device used by a player, who operates the character, to input a message via the communication line; and a message storage unit provided in the server for storing the message inputted by the massage input unit, which is permitted to input the message by the input permission unit.  
      In accordance with the above-described configuration, the message is stored in the message storage unit, such that the communication at different points of time among the players can be achieved. 
    
    
     BRIEF DESCRIPTION OF THE DRAWINGS  
      Other and further objects, features, and advantages of the invention will appear more fully from the following description taken in connection with the accompanying drawings in which:  
       FIG. 1  is a diagram showing a configuration of a game system according to a first embodiment of the invention;  
       FIG. 2  is a perspective view showing eight terminal devices and one card vending machine, which are disposed in a shop, in the game system of  FIG. 1 ;  
       FIG. 3  is a perspective view showing one of the terminal devices of  FIG. 2 ;  
       FIG. 4  is a block diagram showing a hardware configuration in the terminal device of  FIG. 3 ;  
       FIG. 5  is a block diagram showing a hardware configuration of a shop server in the game system of  FIG. 1 ;  
       FIG. 6  is a block diagram showing a hardware configuration of a center server in the game system of  FIG. 1 ;  
       FIG. 7  is a block diagram showing a hardware configuration of the card vending machine shown in  FIG. 2 ;  
       FIG. 8  is a flowchart showing a game play flow in the game system of  FIG. 1 ;  
       FIG. 9  is a flowchart showing a processing which is executed by a card vending machine, a shop server, and a center server when an ID card is issued.  
       FIG. 10  is a diagram showing player participation information;  
       FIG. 11  is a diagram illustrating a data communication among respective shop servers;  
       FIG. 12  is a flowchart showing a processing which is executed by a terminal device, a shop server, and a center server until a game starts;  
       FIG. 13A  is a diagram showing an example of player history data;  
       FIG. 13B  is a diagram showing an example of game history data;  
       FIG. 14  is a diagram showing an example of player information;  
       FIG. 15  is a flowchart showing a game execution processing routine which is executed by a terminal device;  
       FIG. 16  is a flowchart showing a guild execution processing routine which is executed at a step S 120  of  FIG. 15 ;  
       FIG. 17A  is a diagram schematically showing an image which is displayed on a first display of a terminal device when the routine of  FIG. 16  is executed;  
       FIG. 17B  is a diagram schematically showing an image which is displayed on a first display of a terminal device when the routine of  FIG. 16  is executed;  
       FIG. 18  is a flowchart showing a mission reference/acceptance processing routine which is executed at a step S 131  of  FIG. 16 ;  
       FIG. 19  is a flowchart showing a processing which is executed by a shop server corresponding to the routine of  FIG. 18  executed by a terminal device;  
       FIG. 20  is a diagram showing mission summary data;  
       FIG. 21A  is a diagram schematically showing an image which is displayed on a first display of a terminal device when the routine of  FIG. 18  is executed;  
       FIG. 21B  is a diagram schematically showing an image which is displayed on a first display of a terminal device when the routine of  FIG. 18  is executed;  
       FIG. 21C  is a diagram schematically showing an image which is displayed on a first display of a terminal device when the routine of  FIG. 18  is executed;  
       FIG. 21D  is a diagram schematically showing an image which is displayed on a first display of a terminal device when the routine of  FIG. 18  is executed;  
       FIG. 22  is a flowchart showing a board use processing which is executed at a step S 133  of  FIG. 16  and a processing which is executed by a shop server corresponding to the board use processing;  
       FIG. 23  is a diagram showing an example of a message list which is used when a step S 1334  of  FIG. 22  is performed;  
       FIG. 24A  is a diagram schematically showing an image which is displayed on a first display of a terminal device when the processing of  FIG. 22  is executed;  
       FIG. 24B  is a diagram schematically showing an image which is displayed on a first display of a terminal device when the processing of  FIG. 22  is executed;  
       FIG. 24C  is a diagram schematically showing an image which is displayed on a first display of a terminal device when the processing of  FIG. 22  is executed;  
       FIG. 25  is a flowchart showing a reward payment processing which is executed at a step S 135  of  FIG. 16  and a processing which is executed by a shop server corresponding to the reward payment processing;  
       FIG. 26  is a diagram showing an example of a reward decision table;  
       FIG. 27  is a flowchart showing a mission game execution processing routine which is executed at a step S 121  of  FIG. 15 ;  
       FIG. 28  is a flowchart showing a processing which is executed by a shop server corresponding to the routine of  FIG. 27  executed by a terminal device;  
       FIG. 29  is a diagram showing an example of a chat message list;  
       FIG. 30A  is a diagram schematically showing an image which is displayed on a first display of a terminal device when the processings of  FIGS. 27 and 28  are executed;  
       FIG. 30B  is a diagram schematically showing an image which is displayed on a first display of a terminal device when the processings of  FIGS. 27 and 28  are executed;  FIG. 30C  is a diagram schematically showing an image which is displayed on a first display of a terminal device when the processings of  FIGS. 27 and 28  are executed;  FIG. 30D  is a diagram schematically showing an image which is displayed on a first display of a terminal device when the processings of  FIGS. 27 and 28  are executed;  
       FIG. 31  is a flowchart showing a biographical data generation processing which is executed by a center server;  
       FIG. 32  is a diagram showing an example of a history data evaluation table;  
       FIG. 33  is a diagram showing an example of an evaluation message creation table;  
       FIG. 34  is a flowchart showing a processing which is executed by a card vending machine and a center server when a biographical image is displayed;  
       FIG. 35  is a diagram schematically showing a biographical image which is displayed on a display of a card vending machine when the processing of  FIG. 34  is executed;  
       FIG. 36  is a diagram showing a configuration of a game system according to the invention, as another example different from that of  FIG. 1 ;  
       FIG. 37  is a diagram schematically showing an image which is displayed on a first display of a terminal device when the routine of  FIG. 16  is executed, in a game system according to another embodiment of the invention;  
       FIG. 38  is a flowchart showing a reward payment processing which is executed at a step S 135  of  FIG. 16  and a processing which is executed by a shop server corresponding to the reward payment processing, as a modification different from that of  FIG. 25 ;  
       FIG. 39A  is a diagram showing a reward decision table, as another example different from that of  FIG. 26 ;  
       FIG. 39B  is a diagram showing a reward decision table, as another example different from that of  FIG. 26 ;  
       FIG. 40  is a flowchart showing a processing which is executed by a card vending machine and a center server when a biographical image is displayed, as a modification different from that of  FIG. 34 ;  
       FIG. 41  is a diagram schematically showing a biographical image which is displayed on a display of a card vending machine when the processing of  FIG. 40  is executed;  
       FIG. 42  is a diagram showing a message list, as another example different from that of  FIG. 23 ;  
       FIG. 43  is a flowchart showing an example of an input completion message transmission processing routine which is executed by a shop server at a step S 3330  of  FIG. 22 ; and  
       FIG. 44  is a diagram showing an example of an input completion message list. 
    
    
     DESCRIPTION OF THE PREFERRED EMBODIMENTS  
      Hereinafter, preferred embodiments of the invention will be described with reference to the drawings.  
      First, referring to  FIG. 1 , the configuration of a game system according to an embodiment of the invention will be described. The game system of the present embodiment includes three shop servers  2  that are disposed at three shops, respectively, eight terminal devices  1  and one card vending machine  6  that are communicatably connected to the shop server  2  via a private line  5  at each shop, and a center server  3  that manages a game which is played by a player with a terminal device  1 . The three shop servers  2  can communicate with one another via a communication line  4 .  
      The terminal device  1  receives a predetermined operation which is performed by the player via a touch panel  14  (see  FIG. 3 ) and progresses the game based on data transmitted from the shop server  2  (or the center server  3 ), data from other terminal devices  1 , or the like.  
      Each terminal device  1  has unique machine ID. The machine ID includes a code of the shop server  2  to which the terminal device  1  is connected and a code of each terminal device  1  which is disposed in the shop. For example, when the code of the shop server  2  at the shop A is A and when the code of the terminal device  1  in the shop A is 1, the machine ID of the terminal device  1  is a 1 .  
      The shop server  2  performs a data communication between the terminal devices  1  and the center server  3 . The center server  3  is communicatably connected to the respective shop servers  2  via the communication line  4  and stores history data regarding the respective players. The center server  3  performs the data communication with the terminal devices  1  via the shop server  2  and performs a processing, such as an authentication of each player, or the like. The shop server  2  corresponds to a server according to the invention.  
      The card vending machine  6  is communicatably connected to the center server  3  via the shop server  2  so as to receive an input operation of individual data by a player and to issue an ID card  8  (see  FIG. 4 ). The player is registered in the center server  3  according to individual data inputted at that time and then is imparted with identifiable ID data through the center server  3 . In the issued ID card  8 , ID data is imparted in advance. When the ID data is imparted, a password inputted by the player is stored in a RAM  303  and is used for the authentication of the player at the time of the game start.  
       FIG. 2  is a perspective view showing appearances of eight terminal devices and one card vending machine which are disposed at one shop.  FIG. 3  is a perspective view showing one of the terminal devices of  FIG. 2 .  
      The game executed by using the terminal device  1  is the MMORPG (Massively Multiplayer Online Role Playing Game) which introduces elements of an action game. The player who operates the terminal device  1  operates a corresponding character by using various buttons  118  and an operating lever  119  so as to progress the game. The respective characters belong to an adventurer guild (which means a fellow group on the game constructed by adventurers and, hereinafter, which is simply referred to as a guild) and accept a mission (which means a condition on the game set for each player) from the guild. After accepting the mission from the guild, the character performs a mission game to adventure a virtual game space. In the mission game, it is possible to strength the character by fighting with a monster and increasing the level and to gain an item. Since the characters corresponding to the respective players perform the game in the same virtual game space, a player can challenge the mission together with the character corresponding to any other player or can exchange information with the character corresponding to any other player. When clearing the mission in the virtual game space and then returning to the guild, the player can receive a reward according to the kind of the mission from the guild and accept a new mission.  
      As shown in  FIG. 3 , the terminal device  1  has a cabinet  10 , a first display  11  that is provided to be inclined at a predetermined angle on the front surface of the cabinet  10 , and a second display  12  that is provided above the first display  11 . On the first display  11 , a game image representing the virtual game space in which the character is disposed, an image representing the guild, and the like are displayed. On the second display  12 , various images, such as an image representing a map (a general view) of the virtual game space, an image for advertisement of the game, and the like, are displayed. The first display  11  corresponds to a display unit according to the invention.  
      On the first display  11 , the touch panel  14  is provided. The touch panel  14  can detect a contact by the player and, when detecting the contact, output a detection signal representing a contact position to an operation input section  114  (see  FIG. 4 ) which will be described below. The player contacts the touch panel  14  so as to input various instructions. On both sides of the second display  12 , speakers  13  that output sound are provided.  
      Below the first display  11 , a coin insertion slot  15  into which a coin is inserted and an ID card insertion slot  16  into which the ID card is inserted are provided. The coin inserted into the coin insertion slot  15  is detected by a coin sensor  115  (see  FIG. 4 ). From the ID card inserted into the ID card insertion slot  16 , ID data is read out by an ID card reader  116  (see  FIG. 4 ).  
      On the cabinet  10 , a base portion  18  is provided so as to project forward. On the upper surface of the base portion  18 , an attack button  118   a , a defense button  118   b , a magic use button  118   c , and the operating lever  119  are provided. The attack button  118   a  is a button for inputting an instruction to cause the character to perform an attack operation. The defense button  118   b  is a button for inputting an instruction to cause the character to perform a defense operation. The magic use button  118   c  is a button for inputting an instruction to cause the character to perform a magic use operation. The operating lever  119  is one for inputting an instruction to move the character.  
       FIG. 4  is a block diagram showing a hardware configuration of a terminal device. A control section  100  controls the overall operation of the terminal device  1  and includes a CPU  101 , a ROM  102 , and a RAM  103 .  
      The ROM  102  stores various image data, programs, and the like. Specifically, the ROM  102  stores, for example, image data representing images to be displayed on the first display  11  and/or the second display  12 , such as various character images that represent a character operated by a player, characters operated by other players, and the like, monster images that represents monsters appearing in the virtual game space, various background images that represent the virtual game space, an image representing the guild, and the like. In addition, the ROM  102  stores, for example, objects constituting the characters or the monsters, texture data, background images, and the like. The objects constituting the characters or the monsters and the like are constructed by the predetermined number of polygons for three-dimensional drawing. The ROM  102  stores an ability setting table (not shown) in which the levels of the players or the characters corresponding to the players and the abilities of the characters are correlated with each other.  
      The ROM  102  may be a storage medium built in the terminal device  1  or may be a detachable storage medium. Further, the ROM  102  maybe constructed by using both storage mediums. Among various data stored in the ROM  102 , data which can be stored in the detachable storage medium may be read out by a driver, such as a hard disk drive, an optical disk drive, a flexible disk drive, a silicon disk drive, or a cassette medium reader. In this case, the storage medium may be, for example, a hard disk, an optical disk, a flexible disk, a CD, a DVD, or a semiconductor memory.  
      The RAM  103  temporarily stores information, variables, and the like during processing. The RAM  103  stores, for example, player participation information (see  FIG. 10 ), player information (see  FIG. 14 ), or the like. The CPU  101  selects a single mode in which a single player participates in any mission on the game or a multi mode in which the player participates in the mission together with other players, according to the input operation of the player with the touch panel  14 , and stores the selection result in the player information.  
      A communication interface circuit  104  communicates data (for example, the player participation information, the player information, or the like) with the shop server  2  via the private line  5 . The communication interface circuit  104  transmits the instruction inputted by the player through the touch panel  14 , various buttons  118 , or the operating lever  119  to the shop server  2  via the private line  5  and then the shop server  2  progresses the game based on the instruction. Further, the communication interface circuit  104  receives a display command for the first display  11  or the second display  12  from the shop server  2  via the private line  5 . Based on the display command, various images are displayed on the first display  11  and the second display  12 .  
      A first drawing processing section  111  causes the first display  11  to display the game image in which the characters are disposed in the virtual game space, the image representing the guild, or the like. The first drawing processing section  111  includes a VDP (Video Data Processor), a video RAM, or the like. According to the display command, the first drawing processing section  111  refers to the player information (see  FIG. 14 ) stored in the RAM  103  and extracts image data from the ROM  102 . Then, the first drawing processing section  111  stores image data in the video RAM according to a display priority on the first display  11  (for example, in an order of the background images, the monster images, and the character images), generates the game image, and outputs the generated game image to the first display  11 . As a result, the game image is displayed on the first display  11 . Further, when the game image is expressed in a three-dimensional image, first, the first drawing processing section  111  performs a calculation for converting positions of the objects (for example, the objects constituting the characters, the monsters, or the like) stored in the ROM  102  on the three-dimensional space into positions of them on a pseudo three-dimensional space, an optical source calculation processing, or the like. Then, the first drawing processing section  111  performs a write processing of image data to be drawn on the video RAM based on the calculation result (for example, mapping of texture data to the areas of the video RAM designated by the polygons, or the like). Accordingly, the game image is generated and is outputted to the first display  11 . As a result, on the first display  11 , the game image constituted by three-dimensional images is displayed. In the game system according to the present embodiment, the characters corresponding to multiple players play the game in the same virtual game space. Here, when the characters exist to be close to each other in the virtual game space, the first drawing processing section  111  displays on the first display  11  the game image which includes multiple character images representing the respective characters. The first drawing processing section  111  functions as an image display control unit that displays the game image including the character images representing the respective characters on the first display  11 .  
      A second drawing processing section  112  causes the second display  12  to display the image representing the map of the virtual game space, the image representing the advertisement of the game, or the like and includes a VDP (Video Data Processor), a video RAM, or the like. The second drawing processing section  112  extracts a predetermined image from the ROM  102  according to the display command. Then, the second drawing processing section  112  stores image data in the video RAM according to a display priority on the second display  12 . Accordingly, the predetermined image is generated and is outputted to the second display  12 . As a result, the predetermined image is displayed on the second display  12 .  
      A sound reproducing section  113  outputs predetermined sound, BGM, or the like to the speakers  13  according to an instruction from the shop server  2 . The touch panel  14  is a thin layer structure which is provided in front of the first display  11 . The touch panel  14  is constructed by arranging linear pressure-sensitive members made of a transparent material at predetermined pitches in horizontal and vertical directions and by coating a transparent cover thereon. As the touch panel  14 , the well-known touch panels in the related art maybe adopted. The touch panel  14  outputs the detection signal indicating the contact position when contacting to the operation input section  114 .  
      The operation input section  114  is a microcomputer having a memory  114   a  and a timer  114   b . The contact position indicated by the detection signal outputted from the touch panel  14  is buffered in a predetermined area of the memory  114   a  as data. Subsequently, the instruction content is determined based on the data by using the timer  114   b  or the like and the determination result is supplied to the control section  100  as an operation command.  
      The coin sensor  115  transmits a predetermined signal to the control section  100  when detecting the coin inserted into the coin insertion slot  15 . The ID card reader  116  reads out ID data from the ID card  8  inserted into the ID card insertion slot  16  and supplies read ID data to the control section  100 . The attack button  118   a  is a button for causing the character to perform the attack operation. The defense button  118   b  is a button for causing the character to perform the defense operation. The magic use button  118   c  is a button for causing the character to perform the magic use operation. When detecting the operations by the player, the buttons  118   a  to  118   c  transmits detection signals to the control section  100 . When being inclined in a predetermined direction by the player, the operating lever  119  transmits a detection signal according to that direction to the control section  100 .  
      As shown in  FIG. 5 , the shop server  2  has a control section  200  that controls the overall operation of the shop server  2 . The control section  200  includes a CPU  201 , a ROM  202 , and a RAM  203 .  
      The ROM  202  stores a game control program. The CPU  201  of the shop server  2  executes the game control program stored in the ROM  202  and performs various processings so as to progress the game. Further, the ROM  202  stores various data or table data to be used to progress the game, such as, mission summary data representing a summary of a mission set for a player in the game system of the present embodiment (see  FIG. 20 ), mission reference data representing detail contents of the respective missions, a message list in which messages to be inputted by the player on the guild board are stored (see  FIG. 23 ), a reward decision table for deciding the reward for the mission clear (see  FIG. 26 ), a chat message list that is used for a message exchange (so-called chat) with other players in the mission game (see  FIG. 29 ), and the like.  
      The ROM  202  may be a storage medium built in the shot server  2  or may be a detachable storage medium. Further, the ROM  202  maybe constructed by using both storage mediums. Among various data stored in the ROM  202 , data which can be stored in the detachable storage medium may be read out by a driver, such as a hard disk drive, an optical disk drive, a flexible disk drive, a silicon disk drive, or a cassette medium reader. In this case, the storage medium may be, for example, a hard disk, an optical disk, a flexible disk, a CD, a DVD, or a semiconductor memory.  
      The RAM  203  temporarily stores information, variables, and the like during processing. The RAM  203  stores, for example, the player participation information (see  FIG. 10 ), the player information (see  FIG. 14 ), or the like. When player history data (see  FIGS. 13A and 13B ) is supplied from the center server  3 , the RAM  203  stores this player history data.  
      A communication interface circuit  204  communicates various data with the center server  3  and other shop servers  2  via a network, such as Internet or the like. The shop server  2  has an interface circuit group  205  and the interface circuit group  205  is connected to eight terminal devices  1  and one card vending machine  6  via the private line  5 .  
      As shown in  FIG. 6 , the center server  3  has a control section  300  that controls the overall operation of the center server  3 . The control section  300  includes a CPU  301 , a ROM  302 , and a RAM  303 .  
      The ROM  302  may be a storage medium built in the center server  3  or may be a detachable storage medium. Further, the ROM  302  maybe constructed by using both storage mediums. Among various data stored in the ROM  302 , data which can be stored in the detachable storage medium may be read out by a driver, such as a hard disk drive, an optical disk drive, a flexible disk drive, a silicon disk drive, or a cassette medium reader. In this case, the storage medium may be, for example, a hard disk, an optical disk, a flexible disk, a CD, a DVD, or a semiconductor memory.  
      The RAM  303  stores, for example, ID data, history data (see  FIGS. 13A and 13B ), and the password of each player. A communication interface circuit  304  communicates data with the respective shop servers  2  via the network, such as Internet or the like.  
       FIG. 7  is a block diagram showing the hardware configuration of the card vending machine  6 . A control section  600  controls the overall operation of the card vending machine  6  and includes a CPU  601 , a ROM  602 , and a RAM  603 .  
      The ROM  602  stores various image data and programs, such as image data constituting the biographical image, image data constituting the image representing the instruction to buy the ID card, or the like.  
      The ROM  602  may be a storage medium built in the card vending machine  6  or may be a detachable storage medium. Further, the ROM  602  may be constructed by using both storage mediums. Among various data stored in the ROM  602 , data which can be stored in the detachable storage medium may be read out by a driver, such as a hard disk drive, an optical disk drive, a flexible disk drive, a silicon disk drive, or a cassette medium reader. In this case, the storage medium may be, for example, a hard disk, an optical disk, a flexible disk, a CD, a DVD, or a semiconductor memory.  
      The RAM  603  temporarily stores information, variables, and the like during processing. The RAM  603  stores, for example, history data (see  FIGS. 13A and 13B ), evaluation messages, biographical data, or the like. The CPU  601  generates multiple evaluation messages based on an instruction inputted via an operating button  618  or ID data read out by an ID card reader  616 , which will be described below, and history data stored in the ROM  602 , edits the multiple evaluation messages according to the time axis of the game, and generates biographical data representing the game progress state of the player. When the CPU  601  transmits a request signal purporting to request biographical data corresponding to ID data to the center server  3 , biographical data received from the center server  3  is stored in the RAM  603 . A communication interface circuit  604  communicates data (for example, history data, or the like) with the shop server  2  via the private line  5 . A drawing processing section  611  causes a display  61  to display the biographical image and includes a VDP (Video Data Processor), a video RAM, or the like. Based on biographical data stored in the RAM  603 , the drawing processing section  611  extracts various image data constituting the biographical image from the ROM  602  and stores image data in the video RAM according to a display priority on the display  61 . Accordingly, the biographical image is generated and is outputted to the display  61 . As a result, the biographical image is displayed on the display  61 .  
      A sound reproducing section  613  outputs predetermined sound, BGM, or the like to a speaker  63 . A coin sensor  615  transmits a predetermined signal to the control section  600  when detecting the coin inserted into the card vending machine  6 . The operating button  618  has multiple buttons and is used to input various instructions to the card vending machine  6 . The operating button  618  transmits a detection signal to the control section  600  when detecting the operation of the player. An ID card eject device  617  ejects one ID card among multiple ID cards stored in a predetermined place of the card vending machine  6  when the predetermined amount of the coin and individual data are inputted to the card vending machine  6 . An ID card reader  616  reads out ID data from the ID card  8  inserted into the card vending machine  6 .  
      Next, a game play flow in the game system of the present embodiment will be described with reference to  FIG. 8 . A player, who plays the game newly, buys the ID card  8  at the card vending machine  6 , first (ST 1 ). Specifically, the player inserts the predetermined amount of the coin into the card vending machine  6  and inputs individual data of his own (for example, full name or first name, date of birth, blood type, asterism, or the like) by using the operating button  618 . Then, the ID card  8  is ejected from the ID card eject device  617 . Since a player, who plays the game continuously, obtains the ID card  8  in advance, the step of ST 1  does not need to be performed.  
      The player, who plays the game newly or plays the game continuously, performs an operation through the terminal device  1  at the time of the game start (ST 2 ). As the operation at the time of the game start, for example, the insertion of the coin into the coin inserting slot  15 , the insertion of the ID card  8  into the ID card insertion slot  16 , and the like may be exemplified.  
      After the step of ST 2  is performed, when playing the game newly, the player creates the character (ST 3   a ). Specifically, the player inputs an instruction trough the touch panel  14  so as to select the figure, ability, characteristic, and the like of the corresponding character (the character operated by the player) and create the character according to his liking. On the other hand, when the player plays the game continuously, history data (see  FIGS. 13A and 13B ) is stored in the RAM  303  of the center server  3 . Then, history data is called from the center server  3 , and, at the time of the game end, the figure, ability, characteristic, and the like of the character are set (ST 3   b ).  
      After the step of ST 3  (ST 3   a  or ST 3   b ) is completed, next, a mission acceptance format is selected (ST 4 ). As described above, the mission is accepted from the guild, and the player can select any one of the single mode in which the player accepts the mission by himself and the multi mode in which the player accepts the mission together with other players. Further, the reward acquired when the mission is cleared is proportionally divided by the number of players who clear that mission. Therefore, when the single mode is selected, since the player has to clear the mission by himself, the difficulty of the mission is increased, but much reward can be acquired. On the other hand, when the multi mode is selected, since the player may clear the mission together with other players, the difficulty of the mission is lowered, but the reward to be acquired is decreased.  
      If the step of ST 4  is completed, the game starts and the character corresponding to the player can appear on the guild and take various actions on the guild (ST 5 ). In the guild, the player can perform, for example, the following (i) to (v) (see  FIGS. 17A and 17B )  
      (i) Refer to or accept a mission (Only prior to the mission acceptance). In the present embodiment, for example, there are multiple missions, such as a mission of a serious content, a mission of a comical content, and the like (see  FIGS. 20 and 21 A). The player selects an interesting mission among the multiple missions so as to refer to the content of that mission (see  FIG. 21B ). After referring to the mission and grasping the mission, the player accepts the mission.  
      (ii) Collect information regarding other characters or missions. In the guild, the player can obtain information regarding other characters or missions. In particular, the player can obtain a hint for capturing the mission, information of the monsters appearing in the virtual game space, and information of an acquirable item by paying a predetermined amount of money which can be used on the game. As the information of other players, information about which character exists in the virtual game space and which adventure that character makes can be obtained. Moreover, the information that can be obtained in the (ii) step is information predetermined in the program, not information that can be obtained from other players.  
      (iii) Gain the reward for the mission clear (only when the mission is cleared). Here, the value of experience or money that can be used on the game is paid from the guild according to the level of the player (the character corresponding to the player) who cleared the mission. However, when the mission is cleared in the multi mode, the reward is proportionally divided by the number of players who cleared the mission.  
      (iv) Use the board. Each player can write the message into the guild board. In this case, the message written by the player is displayed on the first display  11  of the terminal device  1  ( FIGS. 24A  to  24 D). The board can be used for the players to exchange the information with each other. The player writes the message to other players so as to exchange the information regarding the mission with other players and invite other players to participate in the mission.  
      (v) Sell the belonging (the item possessed by the character). The character can sell the item obtained in the virtual game system or the item obtained as the reward for the mission clear on the guild.  
      (vi) Start the mission and progresses to the mission game (only after the mission acceptance). When the mission is accepted in the (i) step, the (vi) step is performed so as to progress to the mission game.  
      In the step of ST 5  described above, the player contacts the image displayed on the first display  11  through the touch panel  14  so as to input various instructions.  
      In ST 5 , when the above-described (vi) step is performed, the mission game is progressed (ST 6 ). The mission game is a game for achieving the mission received from the guild, which is at the core of the game in the present embodiment. In the mission game of ST 6 , the player uses various buttons  118  and the operating lever  119  to operate the corresponding character and make an adventure in the virtual game space. During the mission game, the life level of the character becomes zero ( 0 ) due to the attack from the monster or the like, the game ends (ST 7 ).  
      In the mission game, when the character images representing other characters are displayed on the first display  11 , a chat button is also displayed on the first display  11 . At this time, if the player contacts the chat button via the touch panel  14 , a chat window is opened on which various kinds of chat messages are displayed. The player contacts any one chat message of various kinds of the chat messages via the touch panel  14  so as to input the chat message. In addition, the player contacts the character image representing a character, which serves as a destination of the input chat message, via the touch panel  14 , such that the chat message can be transmitted to the terminal device  1  of the player, who operates the character serving as the destination, via the shop server  2 .  
      In ST 6 , when the mission is cleared, the player returns to the guild of ST 5 , receives the reward for the mission clear, and accepts a new mission to progress the mission game again. As such, in the present embodiment, the game is a game that is progressed by performing the guild (ST 5 ) and the mission game (ST 6 ) alternately.  
      Next, the processing which is performed in the game system of the present embodiment when the game is progressed as described above will be described with reference to  FIG. 9 .  
      First, the CPU  601  of the card vending machine  6  receives the insertion of the coin into the card vending machine  6  (Step S 600 ). When receiving the predetermined signal from the coin sensor  615  at the time of the coin detection, the CPU  601  receives the input of individual data (for example, full name or first name, date of birth, blood type, asterism, or the like) by the operation of the player (Step S 601 ). In addition, the CPU  601  receives the input of the password by the operation of the player (Step S 602 ). This password is used for the authentication of the player by the center server  3 . Next, the CPU  601  transmits the input individual data and password to the center server  3  via the private line  5  by the communication interface circuit  604 , while passing through the shop server  2  (Step S 603 ).  
      The CPU  301  of the center server  3  stores the individual data and password transmitted from the terminal device  1  in the RAM  303  (Step S 310 ). As such, the player is registered in the center server  3  and then the CPU  301  transmits a reply signal to the terminal device  1  (Step S 311 ).  
      The CPU  601  of the card vending machine  6  extracts one ID card  8  among the multiple ID cards stored in the card vending machine  6  (Step S 604 ). Then, ID data stored in the extracted ID card  8  is transmitted to the center server  3  (Step S 605 ) and the ID card  8  is ejected. As a result, the player can obtain the ID card  8 . On the other hand, the center server  3  that receives ID data stores ID data in correlating with the individual data and password stored in the RAM  303  (Step S 312 ).  
      In the game system of the present embodiment, the game is progressed through the data communication between the respective terminal devices  1  and the shop server  2  that is connected to the terminal devices  1  via the private line  5 . The player participation information that is stored in the RAM  203  of the shop server  2  connected to the terminal devices  1  via the private line  5  and the RAM  303  of the center server  3  at this time will be described with reference to  FIG. 10 .  
      In a table shown in  FIG. 10 , information of an order of receipt (RN) which is an order of participation in the game received by the center server  3 , the machine ID (CN) which is identification information of the terminal device  1 , and a shop server symbol (SN) which is identification information of the shop server  2  are stored sequentially from the left. In the game of the present embodiment, when the predetermined number (for example,  20 ) of players participates in the same game, a player participation status is managed by the player participation information shown in  FIG. 10 .  
      In a table shown in  FIG. 11 , the machine ID (CN) of the terminal device  1  which is the source of data received by the shop server  2  (shop server A, B, or C) and the shop server symbol (SN) of the shop server  2  through which data passes until that shop server  2  receives data are marked on the left side. On the right side of the table, the machine ID (CN) of the terminal device  1  which is the destination of data transmitted from the shop server  2  (shop server A, B, or C) and the shop server symbol (SN) of the shop server  2  through which data passes until that terminal device  1  receives data are marked. Moreover, the CPU  201  provided in the shop server A, B, or C updates various data stored in the predetermined area of the RAM  203  when receiving data transmitted from the terminal device  1  (for example, terminal device al) which is participating in the game.  
      The CPU  201  of the shop server A receives data from any one of the terminal devices a 1  to a 8  and transmits data to the remainder of the terminal devices a 1  to a 8 , the shop servers B and C, as described in the second row from the top in the table. Then, the CPU  201  of the shop server B receives data from any one of the terminal devices a 1  to a 8  through the shop server A and transmits data to the terminal devices b 1  to b 8 , as described in the second row from the top in the table. The CPU  201  of the shop server C receives data from any one of the terminal devices a 1  to a 8  through the shop server A and transmits data to the terminal devices c 1  to c 8 , as described in the second row from the top in the table.  
      The CPU  201  of the shop server B receives data from any one of the terminal devices b 1  to b 8  and transmits data to the shop server A, as described in the third row from the top in the table. Then, the CPU  201  of the shop server A receives data from any one of the terminal devices b 1  to b 8  through the shop server B and transmits data to the terminal devices al to a 8 , the remainder of the terminal devices b 1  to b 8 , and the terminal devices cl to c 8 , as described in the third row from the top in the table. The CPU  201  of the shop server C receives data from any one of the terminal devices b 1  to b 8  through the shop servers B and A, and transmits data to the terminal devices cl to c 8 , as described in the third row from the top in the table.  
      Similarly, the CPU  201  of the shop server C receives data from any one of the terminal devices c 1  to c 8  and transmits data to the shop server A, as described in the fourth row from the top in the table. Then, the CPU  201  of the shop server A receives data from any one of the terminal devices c 1  to c 8  through the shop server C and transmits data to the terminal devices a 1  to a 8 , the terminal devices b 1  to b 8 , and the remainder of the terminal devices c 1  to c 8 , as described in the fourth row from the top in the table. The CPU  201  of the shop server B receives data from any one of the terminal devices c 1  to c 8  through the shop servers C and A, and transmits data to the terminal devices b 1  to b 8 , as described in the fourth row from the top in the table.  
      In such a manner, among the shop servers A, B, and C, the CPU  201  transmits data from the respective terminal devices  1  and, whenever receiving data from the respective terminal devices  1 , updates various data stored in the RAM  203 . Thus, the respective terminal devices  1  progress the game by using data stored in the RAM  203 , such that the time synchronization in the progress of the game among the respective terminal devices  1  (the coincidence of the game progress statuses) can be easily controlled. Moreover, in the invention, the message (chat message) is transmitted to only the terminal device  1  serving as the destination of that message. In this case, the communication of the message is not performed by means of the data communication method described with reference to  FIG. 11 .  
      That is, the shop server  2  that receives the participation in the game first (here, the shop server A) receives data from the terminal device  1 , that is connected thereto via the private line  5 , and transmits data to all other terminal devices  1 . Further, the shop server  2  receives data from the terminal device  1 , that is connected to another shop server  2  (here, the shop server B or C) via the private line  5 , through another shop server  2  (the shop server B or C) and transmits data to all other terminal devices  1 . Further, another shop server  2  (the shop server B or C) receives data from the terminal device  1 , that is connected to the shop server  2  (the shop server A) via the private line  5 , through the shop server  2  (the shop server A) and transmits data to the terminal device  1  connected thereto via the private line  5 .  
       FIG. 12  is a flowchart showing the processing which is executed by the terminal device  1 , the shop server  2 , and the center server  3  until the game starts. First, the CPU  101  of the terminal device  1  receives the insertion of the coin into the coin insertion slot  15  (Step S 100 ). When receiving the predetermined signal outputted from the coin sensor  115  at the time of the coin detection, the CPU  101  reads ID data of the player from the ID card  8  inserted into the ID card slot  16  by means of the ID card reader  116  (Step S 101 ). Next, the CPU  101  receives the input of the password by the operation of the player (Step S 102 ). Next, the CPU  101  transmits the read ID data to the center server  3  via the private line  5  by means of the communication interface circuit  104  to pass through the shop server  2 , 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 exists ID data received from the terminal device  1  in ID data stored in the RAM  303 . If it is determined that there exists ID data, it is determined whether the password of the player stored in the RAM  303  correlated with that ID data matches with the password received from the terminal device  1 , and thus the authentication is performed according to that determination result (Step S 301 ). Moreover, at the time of the authentication, the CPU  301  refers to history data stored in the RAM  303  and determines whether the player is a player who plays the game newly or a player who plays the game continuously.  
      Then, the CPU  301  of the center server  3  updates the player participation information (see  FIG. 10 ) stored in the RAM  303  (Step S 302 ) and transmits that player participation information to the shop server  2  to update the player participation information stored in the RAM  203  of the shop server  2  (Step S 201 ). Next, the CPU  301  of the center server  3  transmits the authentication result to the terminal device  1  as the reply signal (Step S 303 ).  
      The CPU  101  of the terminal device  1  determines whether the player who starts the game is a player who plays the game newly or a player who plays the game continuously, based on the reply signal received from the center server  3  (Step S 104 ).  
      In the step S 104 , if it is determined that the player who starts the game is a player who plays the game newly, the CPU  101  creates the character based on the operation of the player (Step S 105 ). In this step, the player inputs the instruction to select the figure, ability, characteristic, and the like of the corresponding character (the character operated by the player) by using the touch panel  14  while seeing the image displayed on the first display  11 . Then, the CPU  101  creates the character according to that instruction. Besides, the CPU  101  sets the level of a character corresponding to a player, who plays a game newly, to an initial value (for example, level  1 ). Next, the CPU  101  generates the player information (see  FIG. 14 ) including multiple entries, such as the information regarding the player, the ability of the character, and the like, based on the result of the step S 105  and stores the player information in the RAM  103 , thereby setting the character (Step S 107 ). Moreover, the player information shown in  FIG. 14  represents the player information of all players who participate in the game, while the player information generated through this step represents only predetermined entries of one player.  
      On the other hand, in the step S 104 , if it is determined that the player who starts the game is a player who plays the game continuously, the CPU  101  transmits a signal purporting to request history data of that player to the center server  3 via the private line  5  by means of the communication interface circuit  104  (Step S 106 ). When receiving that signal from the terminal device  1 , the center server  3  reads history data regarding that player from the RAM  303  and transmits history data to the terminal device  1  (Step S 304 ).  
      History data shown in  FIG. 13A  is history data of the player and the character at that time (that is, player history data) and history data shown in  FIG. 13B  is history data representing the game status of the player (the character corresponding to the player) (that is, game history data). These history data is data which is updated at the predetermined timing (for example, when the mission is cleared, when the reward for the mission clear is received, when the monster is defeated, or the like).  
      In player history data, as shown in  FIG. 13A , for example, there are entries, such as the ID data, name, and level of the player, the weapon, shield, or belonging of the character, money of the player, the skill level of the player, and the like. In game history data, as shown in  FIG. 13B , there are multiple history data including various kinds of elements, such as the date when the mission is cleared, the participated players, the level at the time of the mission clear, the required time, and the acquired reward.  
      In the step S 304 , history data shown in  FIGS. 13A and 13B  are transmitted from the center server  3  to the terminal device  1 . The CPU  101  of the terminal  1  that receives history data from the center server  3  generates the player information (see  FIG. 14 ) including multiple entries, such as the information regarding the player, the ability of the character corresponding to the player, based on the history data and stores the player information in the RAM  103 , thereby setting the character (Step S 107 ). As regards the ability of the character, the CPU  101  refers to the ability setting table stored in the ROM  102  and determines the ability of the character based on the level of the player (the character corresponding to the player) included in history data. Moreover, the player information shown in  FIG. 14  represents the player information regarding all players who participate in the game, while the player information generated through this step represent only the predetermined entries of one player.  
      After the step S 107  is performed, the CPU  101  receives the selection of the mission acceptance format according to the operation of the player (Step S 108 ). In this step, the player operates the touch panel  14  to input an instruction purporting to select any one of the single mode in which the player accepts the mission by himself and the multi mode in which the player accepts the mission together with other players, while seeing the image displayed on the first display  11 . Then, the CPU  101  stores data according to the input instruction in a column for the mission acceptance format of the player information (see  FIG. 14 ) stored in the RAM  103 . Moreover, the player information shown in  FIG. 14  represents the player information regarding all players who participate in the game, while data stored in the column for the mission acceptance format through this step is only data regarding one player.  
      Next, the CPU  101  the player information regarding one player stored in the RAM  103  transmits to the shop server  2  via the private line  5  by means of the communication interface circuit  104  (Step S 109 ).  
      With the player information regarding one player, the CPU  201  of the shop server  2  performs the setting for allowing that player to participate in the game (Step S 202 ). In this step, the CPU  201  adds the player information regarding one player received from the terminal device  1  to the player information stored in the RAM  203  in advance. In addition, the CPU  201  set a play field coordinate of the character corresponding to a player, who participates in the game newly, to the initial value (the value corresponding to the location of the guild) (see  FIG. 14 ).  
      As shown in  FIG. 14 , in the RAM  203  of the shop server  2 , the player information regarding multiple players (in the drawing, five players) is stored. The player information includes multiple entries and stores, for example, the information regarding the player and the information regarding the level, ability, and skill level of the character, and the like. In  FIG. 14 , in a column for the mission, information regarding a mission under setting at present is stored. Further, in the column for the mission acceptance format, data regarding which of the single mode and the multi mode is selected is stored. Further, in a column for the play field coordinate, data regarding a position at which the character exists in the virtual game space at that time is stored.  
      After the step S 202  is performed, the terminal device  1  and the shop server  2  start the game, respectively (Steps S 110  and S 203 ). As shown in  FIG. 12 , the respective players can participate in the game, which is executed on the game system according to the present embodiment, at the desired time. Further, the multiple players can play the game simultaneously in the virtual game space. This is one of the features of the MMORPG. Further, during the progress of the game, as described with reference to  FIG. 11 , the data communication is made between the shop server  2  and the respective terminal devices participating in the game, thereby controlling the time synchronization. Therefore, in the RAM  203  of the shop server  2  and the RAMs  103  of the respective terminal devices  1 , the same player information is stored constantly.  
       FIG. 15  is a flowchart showing a game execution processing routine that is executed by the terminal device  1 . First, the CPU  101  of the terminal device  1  performs the guild execution processing (Step S 120 ). The guild execution processing will be described below in detail with reference to  FIG. 16 , but, as shown in ST 5  of  FIG. 8 , the mission reference and acceptance, the information collection, the reception of the reward for the mission clear, the use of the guild board, the selling of the item, or the like can be performed. In addition, the guild execution processing ends when the character accepts the mission and starts that mission.  
      When the guild execution processing of the step S 120  is completed, the CPU  101  performs a mission game execution processing (Step S 121 ). The mission game execution processing will be described below in detail with reference to  FIGS. 27 and 28 . In summary, in the mission game execution processing, the player operates the corresponding character by using various buttons  118  and the operating lever  119  and makes an adventure in the virtual game space. Further, the player can communicate the chat messages with other players. The mission game execution processing ends when a predetermined condition for the mission completion is satisfied. As the condition for the mission completion, the mission clear, the return to the guild, the life level of the character of zero (0), or the like may be exemplified.  
      When the above-described condition for the mission completion is satisfied and thus the mission game execution processing of the step S 121  is completed, the CPU  101  determines whether or not the life level of the character is zero (0) (Step S 122 ). If it is determined that the life level of the character is zero (0), since the character cannot continue to play the game, various steps (for example, the generation of history data based on the player information, the transmission of history data to the center server  3 , and the like) for ending the game are performed (Step S 123 ) and the present subroutine ends.  
      On the other hand, in the step S 122 , if it is determined that the life level of the character is not zero (0), since other conditions for the mission completion (for example, the mission clear, the return to the guild, and the like) are satisfied, the process returns to the guild execution processing of the step S 120 . Therefore, in the game execution processing, until the life level of the character is zero (0), the guild execution processing of the step S 120  and the mission game execution processing of the step S 121  are executed repeatedly. Of course, though not shown in the drawing, when an instruction purporting to end the game by the player is inputted, the steps for ending the game of the step S 123  are executed, regardless of whether or not the life level of the character, is zero (0) and the present subroutine ends.  
      Next, the guild execution processing routine that is executed through the step S 120  of  FIG. 15  will be described with reference to  FIG. 16 .  
      When the guild execution processing is executed, an image shown in  FIG. 17A  is displayed on the first display  11  by the first drawing processing section  111 . An image representing the present location of the character, which is called ‘GUILD, is disposed on the upper left side of the screen and an image representing an instruction to the player of ‘PLEASE SELECT ONE’ is disposed on the upper right side of the screen. Images representing selections of ‘MISSION REFERENCE/ACCEPTANCE’, ‘BOARD’, ‘REWARD’, ‘INFORMATION COLLECTION’, and ‘BELONGING SELLING’ are sequentially from the top at the center of the screen. The player contacts any one of the images representing the selections through the touch panel  14  so as to input the instruction according to that selection.  
      If the guild execution processing routine is executed, first, the CPU  101  determines whether or not the mission reference/acceptance instruction is inputted (Step S 130 ). This instruction is inputted when the player contacts the image representing the selection of ‘MISSION REFERENCE/ACCEPTANCE’ through the touch panel  14 . If it is determined that the mission reference/acceptance instruction is inputted, the CPU  101  executes a mission reference/acceptance processing (Step S 131 ). The mission reference/acceptance processing will be described with reference to  FIG. 18 . In the mission reference/acceptance processing, when the player accepts the mission, as shown in  FIGS. 17A and 17B , the selection of ‘MISSION REFERENCE/ACCEPTANCE’ displayed on the first display  11  is changed into a selection of ‘MISSION START’.  
      Next, the CPU  101  determines whether or not the board use instruction is inputted (Step S 132 ). This instruction is inputted when the player contacts the image representing the selection of ‘BOARD’ through the touch panel  14 . If it is determined that the board use instruction is inputted, the CPU  101  executes a board use processing (Step S 133 ). The board use processing will be described below in detail with reference to  FIG. 22 .  
      Next, the CPU  101  determines whether or not the reward payment request instruction is inputted (Step S 134 ). This instruction is inputted when the player contacts the image representing the selection of ‘REWARD’ through the touch panel  14 . If it is determined that the reward payment request instruction is inputted, the CPU  101  executes a reward payment processing (Step S 135 ). The reward payment processing will be described in detail with reference to  FIG. 25 .  
      Next, the CPU  101  determines whether or not the information collection instruction is inputted (Step S 136 ). This instruction is inputted when the player contacts the image representing the selection of ‘INFORMATION COLLECTION’ through the touch panel  14 . If it is determined that the information collection instruction is inputted, various information display processings are performed (Step S 137 ). In these processings, the CPU  101  obtains the information (for example, the information regarding other characters or missions), which is selected from the ROM  203  when the CPU  201  of the shop server  2  executes the program stored in the ROM  202 , from the shop server  2  and, based on the information, causes the first display  11  to display the image representing the information by the first drawing processing section  111 .  
      Next, the CPU  101  determines whether or not the belonging selling instruction is inputted (Step S 138 ). This instruction is inputted when the player contacts the image representing the selection of ‘BELONGING SELLING’ through the touch panel  14 . If it is determined that the belonging selling instruction is inputted, a belonging selling processing is performed (Step S 139 ). In this processing, when the player selects the belonging to be sold at the guild among the belongings of the character, the corresponding instruction is transmitted to the shop server  2 . Then, the CPU  201  of the shop server  2  increases the money of the player information stored in the RAM  203  and deletes data regarding the target belonging. On the other hand, when the player selects an item on sale at the guild, the corresponding instruction is transmitted to the shop server  2 . Then, the CPU  201  of the shop server  2  decreases the money of the player information stored in the RAM  203  and adds data of the target item.  
      Next, the CPU  101  determines whether or not the mission start instruction is inputted (Step S 140 ). This instruction is inputted when an image shown in  FIG. 17B  is displayed on the first display  11  and the player contacts the image representing the selection of ‘MISSION START’ through the touch panel  14 . If it is determined that the mission start instruction is inputted, the present subroutine ends. On the other hand, if it is determined that the mission start instruction is not inputted, the process returns to the step S 130 .  
       FIG. 18  is a flowchart showing the mission reference/acceptance processing routine that is executed through the step S 131  of  FIG. 16 .  FIG. 19  is a flowchart showing a processing that is executed by the shop server  2  corresponding to the routine of  FIG. 18  executed by the terminal device  1 .  
      First, the CPU  101  of the terminal device  1  transmits a mission summary request signal to the shop server  2  via the private line  5  by means of the communication interface circuit  104  (Step S 1310 ). This step corresponds to a step S 3310  of  FIG. 19  and the CPU  201  of the shop server  2  extracts mission summary data regarding a mission, in which the player can participate at present, from mission summary data stored in the ROM  202  and transmits that mission summary data to the terminal device  1 , when receiving the mission summary request signal from the terminal device  1 .  
       FIG. 20  is a diagram showing an example of mission summary data. In a leftmost column, the mission code (for example, “AA”, “AB”, or the like) constituted by a two-digit signal allocated to each mission is stored. Further, in a right column, the number of participatable players in each mission is stored. As for the number of participatable players, “1” is stored as the number of participatable players in the signal mode and “4” is stored as the number of participatable players in the multi mode.  
      In the present embodiment, the case in which the number of participatable players is 1 in the single mode and the number of participatable players is 4 in the multi mode is described. However, the invention is not limited to this example. For example, there may be a mission in which the number of participatable players in the single mode is zero (0). In this case, since the player cannot participate in the mission in the single mode, the multi mode has to be selected. Further, the number of participatable players in the multi mode is not particularly limited.  
      The content of the mission “AA” is ‘WANT TO DELIVER CARGO TO MR. XX’ and the participatable level is 1. Moreover, the participatable level is the minimum level required for accepting that mission. A player who does not reach that level cannot accept that mission. The content of the mission “AB” is ‘WANT TO GUARD PRINCESS ●● FROM MONSTER ΔΔ’ and the participatable level is 3. The content of the mission “AC” is ‘WANT TO INVESTIGATE OO CAVERN AND FIND TREASURE’ and the participatable level is 5. The content of the mission “AD” is ‘WANT TO INVESTIGATE ISOLATED ISLAND □□ AND FIND TREASURE’ and the participatable level is 7. The content of the mission “AE” is ‘WANT TO INVESTIGATE ANCIENT RUINS AND UNRAVEL MYSTERY OF ▪▪ ’ and the participatable level is 9. The content of the mission “AF” is ‘INVESTIGATE UNPRECEDENTED LAND’ and the participatable level is 11. The difficulties of the missions are set to increase in an order of the missions “AA” to “AF” and the participatable levels are set to increase in an order of the difficulties of the missions. Of course, the mission (condition) of the invention is not limited to them. A mission is not particularly limited as long as it can be set on the game.  
      After the step S 1310 , the CPU  101  determines whether or not mission summary data is received from the shop server  2  (Step S 1311 ). If it is determined that mission summary data is not received, the process returns to the step S 1310 . On the other hand, if it is determined that mission summary data is received from the shop server  2 , the CPU  101  controls the first drawing processing section  111  and causes the first display  11  to display an image shown in  FIG. 21A  (Step S 1312 ).  
       FIG. 21A  is a diagram showing an example of images displayed on the first display  11  when the step S 1312  is performed. An image representing the present location of the character which is called ‘GUILD’ is disposed on the upper left side of the screen and an image representing the instruction to the player of ‘WHICH MISSION’ is disposed on the upper right side of the screen. Images representing the contents of the missions of ‘DELIVER CARGO TO MR. XX’, ‘GUARD PRINCESS ●● FROM ΔΔ’, ‘TREASURE OF OO CAVERN’, ‘INVESTIGATION OF ISOLATED ISLAND □□’, and ‘MYSTERY OF ANCIENT RUINS’ are disposed sequentially from the top at the center of the screen. Further, images representing selections of ‘REFER’ and ‘ACCEPT’ are disposed to correspond to the respective missions. The player contacts any one of the images representing the selections through the touch panel  14  so as to input the instruction according to the corresponding selection. For example, the player contacts the image representing the selection of ‘REFER’ corresponding to the ‘TREASURE OF OO CAVERN’ through the touch panel  14  so as to obtain information regarding ‘TREASURE OF OO CAVERN’. Further, the player contacts the image representing the selection of ‘ACCEPT’ corresponding to the ‘TREASURE OF OO CAVERN’ through the touch panel  14  so as to accept the mission ‘TREASURE OF OO CAVERN’.  
      After the step S 1312 , the CPU  101  determines whether or not the mission reference instruction is inputted (Step S 1313 ). This instruction can be inputted when the player contacts the image representing the selection of ‘REFER’ through the touch panel  14 . If it is determined that the mission reference instruction is inputted, the CPU  101  a mission reference request signal to the shop server  2  via the private line  5  by means of the communication interface circuit  104  (Step S 1314 ). This step corresponds to the step S 3312  of  FIG. 19 . The shop server  2  that receives the mission reference request signal from the terminal device  1  extracts mission reference data regarding the target mission from mission reference data (for example, data that describes the content of the mission in detail, motion pictures or still images representing the content, or the like) stored in the ROM  202  and transmits mission reference data to the terminal device  1 .  
      In the step S 1313 , if it is determined that the mission reference instruction is not inputted or if the step S 1314  is performed, next, the CPU  101  determines whether or not mission reference data is received (Step S 1315 ). If it is determined that mission reference data is received, the CPU  101  controls the first drawing processing section  111  and causes the first display  11  to display an image shown in  FIG. 21B  (Step S 1316 ).  
       FIG. 21B  is a diagram showing an example of images displayed on the first display  11  when the step S 1316  is performed. An image representing the present location of the character which is called ‘GUILD’ is disposed on the upper left side of the screen and an image representing the name of the mission to be referred to of ‘ON TREASURE OF OO CAVERN’ is disposed on the upper right side of the screen. An image representing an entrance of the OO cavern is disposed on the left side of the screen. On the right side, an image representing a message for illustrating the content of the mission is disposed and images representing the selections of ‘ACCEPT’ and ‘RETURN’ are also disposed.  
      In the step S 1315 , if it is determined that mission reference data is not received from the shop server  2  or if the step S 1316  is executed, the CPU  101  determines whether or not the mission acceptance instruction is inputted (Step S 1317 ) This instruction can be inputted when the player contacts the image representing the selection of ‘ACCEPT’ through the touch panel  14 . If it is determined that the mission acceptance instruction is inputted, the CPU  101  transmits a mission acceptance request signal to the shop server  2  via the private line  5  by means of the communication interface circuit  104  (Step S 1318 ). This step corresponds to the step S 3314  of  FIG. 19 .  
      In the step S 1317 , if it is determined that the mission acceptance instruction is not inputted or if the step S 1318  is executed, the CPU  101  determines whether or not a waiting image display command is received from the shop server  2  (Step S 1319 ). This step corresponds to the step S 3322  of  FIG. 19 . In the waiting image display command, data regarding the number of participatable players and the number of participation registration players to the mission is included.  
      In the step S 1319 , if it is determined that the waiting image display command is received, the CPU  101  controls the first drawing processing section  111  based on the waiting image display command (Step S 1320 ). The first drawing processing section  111  extracts predetermined image data from the ROM  102  based on data regarding the number of participatable players and the number of participation registration players included in the above-described waiting image display command and stores these image data in the video RAM according to a predetermined priority, thereby generating a waiting image. Next, the first drawing processing section  111  outputs the waiting image to the first display  11 . As a result, an image shown in  FIG. 21C  is displayed on the first display  11 .  
       FIG. 21C  is a diagram showing an example of images displayed on the first display  11  when the step S 1320  is performed. An image representing the present location of the character which is called ‘GUILD’ is disposed on the upper left side of the screen and an image representing the name of the mission of ‘TREASURE OF OO CAVERN’ is disposed on the upper right side of the screen. Further, an image representing that the number of participatable players is 4 and the number of participation registration players is 3 is disposed at the center of the screen.  
      In the step S 1319 , if it is determined that the waiting image display command is not received from the shop server  2  or if the step S 1320  is executed, next, the CPU  101  determines whether or not a notification signal is received from the shop server  2  (Step S 1321 ). This step corresponds to the step S 3324  of  FIG. 19 .  
      In the step S 1321 , if it is determined that the notification signal is received, the CPU  101  controls the first drawing processing section  111  and causes the first display  11  to display an image representing a purport that the mission is set, as shown in  FIG. 21D  (Step S 1322 ).  
       FIG. 21D  is a diagram showing an example of images displayed on the first display  11  when the step S 1322  is performed. An image representing the present location of the character which is called ‘GUILD’ is disposed on the upper left side of the screen and an image representing the name of the accepted mission of ‘TREASURE OF OO CAVERN’ is disposed on the upper right side of the screen. On the left side of the screen, an image representing the entrance of the OO cavern is disposed. On the right side of the screen, an image representing a purport that the mission is accepted is disposed.  
      In the step S 1321 , if it is determined that the notification signal is not received or if the step S 1322  is executed, the CPU  101  determines whether to end the mission reference/acceptance processing or not (Step S 1323 ). The mission reference/acceptance processing ends when an instruction purporting to return to the subroutine of  FIG. 16  after the processing is completed is inputted through the touch panel  14 . In the step S 1323 , if it is determined to end the mission reference/acceptance processing, the present subroutine ends. On the other hand, if it is determined not to end the mission reference/acceptance processing, the process progresses to the step S 1313 .  
      Next, the flowchart shown in  FIG. 19  will be described. First, the CPU  201  of the shop server  2  determines whether or not the mission summary request signal is received from the terminal device  1  (Step S 3310 ). This step corresponds to the step S 1310  of  FIG. 18 . If it is determined that the mission summary request signal is received from the terminal device  1 , the CPU  201  of the shop server  2  extracts mission summary data regarding a mission, in which the player can participate at present, from mission summary data stored in the ROM  202  and transmits mission summary data to the terminal device  1  (Step S 3311 ). This step corresponds to the step S 1311  of  FIG. 18 . Then, a mission summary image (see  FIG. 21A ) is displayed on the first display  11  of the terminal device  1  that receives mission summary data (see  FIG. 18 ) (Step S 1312 ).  
      In the step S 3310 , if it is determined that the mission summary request signal is not received or if the step S 3311  is executed, the CPU  201  of the shop server  2  determines whether or not a mission reference request signal is received from the terminal device  1  (Step S 3312 ). This step corresponds to the step S 1314  of  FIG. 18 .  
      In the step S 3312 , if it is determined that the mission reference request signal is received from the terminal device  1 , the CPU  201  extracts mission reference data regarding the target mission from mission reference data stored in the ROM  202  and transmits that mission reference data to the terminal device  1  (Step S 3313 ). This step corresponds to the step S 1315 . A mission reference image (see  FIG. 21B ) is displayed on the first display  11  of the terminal device  1  that receives mission reference data ( FIG. 18 ) (Step S 1316 ).  
      In the step S 3312 , if it is determined that the mission reference request signal is not received or if the step S 3313  is executed, the CPU  201  determines whether or not a mission acceptance request signal is received (Step S 3314 ). This step corresponds to the step  1318  of  FIG. 18 .  
      In the step S 3314 , if it is determined that the mission acceptance request signal is received, the CPU  201  of the shop server  2  compares the level of the player included in the player information (see  FIG. 14 ) stored in the RAM  203  and the participatable level included in mission summary data (see  FIG. 20 ) stored in the ROM  202  (Step S 3315 ). Next, the CPU  201  determines whether or not the level of the player is equal to or more than the participatable level of the mission based on the comparison result in the step S 3315  (Step S 3316 ). For example, in the player information shown in  FIG. 14 , the player “DDD” has the level of 11, such that he can participate in the mission “AB” the participatable level of which is 3. However, since the player “AAA” has the level of 1, such that he cannot participate in the mission “AB”.  
      In the step S 3316 , if it is determined that the level of the player is not equal to or more than the participatable level of the mission, the CPU  201  does not perform the participation registration of that player in the mission (Step S 3317 ) and the process progresses to the step S 3321 .  
      On the other hand, in the step S 3316 , if it is determined that the level of the player is equal to or more than the participatable level of the mission, the CPU  201  determines whether or not other players perform the participation registration in that mission in advance (Step S 3318 ). If it is determined that other players do not perform the participation registration in that mission yet, the CPU  201  refers to mission summary data stored in the ROM  202  and stores the number of participatable players in that mission in the RAM  203 , thereby setting the number of participatable players in that mission (Step S 3319 ). For example, when that player selects the single mode, data representing a purport that the number of participatable players is “1” is stored in the RAM  203 . Further, when that player selects the multi mode, data representing a purport that the number of participatable players is “4” is stored in the RAM  203 .  
      In the step S 3318 , if it is determined that other players perform the participation registration in that mission in advance or if the step S 3319  is executed, the CPU  201  updates the number of participation registration players (Step S 3320 ). When the step S 3319  is executed, in the step  3320 , the CPU  201  stores in the RAM  203  data representing a purport that the number of participation registration players in that mission is “1”. On the other hand, when other players perform the participation registration in that mission in advance, since data representing the number of participation registration players in that mission is stored in the RAM  203 , in the step S 3320 , the CPU  201  updates the number of participation registration players stored in the RAM  203  by adding 1 thereto.  
      In the step S 3314 , if it is determined that the mission acceptance request signal is not received or if the step S 3320  is executed, the CPU  201  determines whether or not the number of participation registration players in the mission that is sequentially updated (1 addition) whenever the step S 3320  is performed is equal to the number of participatable players in the mission set through the step S 3319  (Step S 3321 ). When the single mode is selected, since the number of participatable players is set to “1” in the step S 3319  and the number of participation registration players in the mission of “1” is stored in the RAM  203  in the step S 3320 , the determination in the step S 3321  becomes “YES”. Further, when the multi mode is selected, since the number of participatable players is set to “4” in the step S 3319  and the number of participation registration players in the mission of “1” is stored in the RAM  203  in the step S 3320 , the determination in the step S 3321  becomes “NO”. Subsequently, the step S 3320  is performed repeatedly and, when the number of participation registration players in the mission becomes “4”, the determination in the step S 3321  becomes “YES”.  
      In the step S 3321 , if it is determined that the number of participation registration players is not equal to the number of participatable players, the CPU  201  of the shop server  2  transmits the waiting image display command including data about the number of participation registration players and the number of participatable players to the terminal device  1  that is registering for participation (Step S 3322 ). This step corresponds to the step S 1319  of  FIG. 18 . The waiting image (see  FIG. 21C ) is displayed on the first display  11  of the terminal device  1  that receives the waiting image display command ( FIG. 18 ) (Step S 1320 ). Then, the present subroutine ends.  
      On the other hand, in the step S 3321 , if it is determined that the number of participation registration players is equal to the number of participatable players, the CPU  201  of the shop server  2  updates data of the column for the mission of the player information (see  FIG. 14 ) stored in the ROM  203  and sets the mission to the player who is registering for participation (Step S 3323 ). Next, the CPU  201  transmits to the terminal device  1 , which is registering for participation, the notification signal representing a purport that the mission is set (Step S 3324 ). This step corresponds to the step S 1321  of  FIG. 18 . An image (see  FIG. 21D ) representing the purport that the mission is set is displayed on the first display  11  of the terminal device  1  that receives the notification signal ( FIG. 18 ) (Step S 1322 ). Then, the present subroutine ends.  
       FIG. 22  is a flowchart showing a board use processing which is executed through the step S 133  of  FIG. 16  and a processing which is executed by the shop server corresponding to the board use processing.  
      First, the CPU  101  of the terminal device  1  transmits a request signal purporting to request an input completion message to the shop server  2  (Step S 1330 ). The request signal purporting to request the input completion message is sent when a predetermined game input is made from a game terminal, for example, when the player contacts an image of ‘BOARD’ through the touch panel  14 . When receiving the request signal, the shop server  2  transmits a message (input completion message), which is inputted by the terminal device  1  and is stored in the RAM  203  in advance, to the terminal device  1  serving as the source of the request signal (Step S 3330 ).  
      When receiving the input completion message from the shop server  2 , the terminal device  1  causes the first display  11  to display an image representing the input completion message shown in  FIG. 24A  by means of the first drawing processing section  111  (Step S 1331 ).  
       FIG. 24A  is a diagram showing an example of images displayed on the first display  11  of the terminal device  1  when the step S 1331  of  FIG. 22  is executed. An image representing the present location of the character which is called ‘GUILD’ is disposed on the upper left side of the screen and an image of ‘BOARD’ is disposed on the upper right side of the screen. On the right side, an image representing a selection of ‘NEW INPUT’ is disposed. ‘NEW INPUT’ is the selection that is used to input a message newly, not to input a message to a message of any other player. The player contacts the image of ‘NEW INPUT’ through the touch panel  14  so as to input an instruction purporting to input a message newly.  
      At the center of the screen, the input completion message inputted by each player is displayed. For example, an image of ‘AAA—‘MY NAME IS AAA. I&#39;M PLEASED TO MEET YOU.’’ represents a message of ‘MY NAME IS AAA. I&#39;M PLEASED TO MEET YOU.’ inputted by the player “AAA”. Further, on the left side thereof, an image representing a selection of ‘COMMENT’ is disposed. ‘COMMENT’ is the selection that is used to input a message to a message of any other player, not to input a message newly. The player contacts the image of ‘COMMENT’ through the touch panel  14  so as to input an instruction purporting to input a message to any other player. Further, an image ‘DDD—‘MY NAME IS DDD. I&#39;M PLEASED TO MEET YOU.’’ disposed just below represents a message of ‘MY NAME IS DDD. I&#39;M PLEASED TO MEET YOU.’ inputted by the player “DDD”. On the lower side of the message of the player “DDD”, an image of ‘BBB—‘WHY DON&#39;T YOU ADVENTURE WITH ME?’’ and an image of ‘CCC—‘WHY DON&#39;T YOU ADVENTURE WITH ME?’’ are disposed. These are the messages inputted by the players “BBB” and “CCC” to search a player who participates in the mission together with them, respectively.  
      After the step S 1331 , the CPU  101  determines whether or not an instruction purporting to input a message is inputted (Step S 1382 ). The instruction purporting to input a message can be inputted when the player contacts the image of ‘NEW INPUT’ or ‘COMMENT’ through the touch panel  14 .  
      In the step S 1332 , if it is determined that the instruction purporting to input a message is inputted, the CPU  101  of the terminal device  1  transmits a request signal purporting to request a message list to the shop server  2  (Step S 1334 ). The CPU  201  of the shop server  2  that receives the request signal extracts the message list stored in the ROM  202  and transmits the extracted message list to the terminal device  1  serving as the source of the request signal (Step S 3331 ).  
       FIG. 23  is a diagram showing an example of a message list which is used when the step S 1334  of  FIG. 22  is performed. In the left column, a message number is stored and, in the right column, a message corresponding to each number is stored. For example, a message of ‘MY NAME IS “AAA (the player name)”. I&#39;M PLEASED TO MEET YOU.’ is correlated with the number “001”. Further, a message of ‘WHY DON&#39;T YOU ADVENTURE WITH ME?’ is correlated with the number “002”. In addition, a message of ‘LET&#39;S ADVENTURE TOGETHER.’ is correlated with the number “003”. Though not shown in the drawing, in this message list, multiple messages are stored, in addition to the above-described messages.  
      The CPU  101  of the terminal device  1  that receives the message list from the shop server  2  controls the first drawing processing section  111  based on the message list and causes the first display  11  to display a message selection for selecting any one message of the multiple messages (Step S 1335 ).  
       FIG. 24B  shows an image displayed on the first display  11  when an image shown in  FIG. 24A  is displayed on the first display  11  and when the player “AAA” inputs an instruction purporting to input a message to a message of the player “BBB” through the touch panel  14 . On the upper left side of the screen, the image representing the present location of the character of ‘GUILD’ is disposed. On the upper right side of the screen, the image of ‘BOARD’ is disposed. Below the images, an image of the message of the player “BBB” which is the input target of the message of the player “AAA” is disposed. In addition, below the image representing the message of the player “BBB”, the message list in which multiple selections representing the messages are arranged vertically is displayed. When the image shown in  FIG. 24B  is displayed, the player contacts the image representing the input message through the touch panel  14  so as to input an instruction to transmit the corresponding message to the shop server  2 .  
      After the step S 1335 , the CPU  101  determines whether or not the instruction to select the message is inputted (Step S 1336 ). This instruction can be inputted when the player contacts any one selection of the multiple selections representing the messages through the touch panel  14  when the image shown in  FIG. 24B  is displayed on the first display  11 .  
      In the step S 1336 , if it is determined that the instruction to select the message is inputted, the CPU  101  transmits the corresponding message to the shop server  2  via the private line  5  by means of the communication interface circuit  104  (Step S 1337 ). On the other hand, when receiving the message from the terminal device  1 , the CPU  201  of the shop server  2  stores that message in the RAM  203  (Step S 3332 ). Here, the message stored in the RAM  203  becomes the message that is communicated between the terminal device  1  and the shop server  2  in the above-described step S 1330 , S 1331 , or S 3330  and that is displayed on the first display  11  of the terminal device  1 , that is, the input completion message.  
      Then, the CPU  101  of the terminal device  1  determines whether to end the board use processing or not (Step S 1338 ). The board use processing ends when an instruction purporting to return to the subroutine of  FIG. 16  after the processing is completed is inputted through the touch panel  14 . In the step S 1338 , if it is determined to end the board use processing, the present subroutine ends. On the other hand, if it is determined not to end the board use processing, the process returns to the step S 1330 . Then, the CPU  101  transmits the request signal purporting to request the input completion message again (Step S 1330 ). The shop server  2  that receives that request signal transmits the input completion message to the terminal device  1  (Step S 3330 ). Then, the terminal device  1  that receives the input completion message from the shop server  2  causes the first display  11  to display the input completion message (Step S 1331 ).  
       FIG. 24C  shows an image displayed on the first display  11  of the terminal device  1  when the image shown in  FIG. 24B  is displayed on the first display  11  and when the player contacts the image of ‘LET&#39;S ADVENTURE TOGETHER.’ through the touch panel  14 . Unlike the image shown in  FIG. 24A , the image shown in  FIG. 24C  is displayed with the message of ‘LET&#39;S ADVENTURE TOGETHER.’ inputted by the player “AAA” to the message of the player “BBB” added thereto.  
       FIG. 25  is a flowchart showing a reward payment processing which is executed through the step S 135  of  FIG. 16  and a processing which is executed by the shop server corresponding to the reward payment processing. First, the CPU  101  of the terminal device  1  transmits a reward payment request signal to the shop server  2  (Step S 1350 ). When receiving the reward payment request signal from the terminal device  1 , the CPU  201  of the shop server  2  determines whether or not the player clears the mission, based on the player information (see  FIG. 14 ) stored in the RAM  203  (Step S 3350 ). In the step S 3350 , if it is determined that the player clears the mission, the CPU  201  of the shop server  2  refers to the reward decision table and decides the reward based on the kind of the cleared mission, the level of the player, and the mission acceptance format (the number of participants in the mission) (Step S 3351 ).  
      As shown in  FIG. 26 , in the left column of the reward decision table, the mission code constituted by a two-digit signal is stored. In the right column thereof, the reward corresponding to that mission is stored. For example, the reward corresponding to the mission “AA” is 100 and the reward corresponding to the mission “AB” is 300.  
      After the step S 3351 , the CPU  201  refers to the player information (see  FIG. 14 ) stored in the RAM  203  and determines whether or not the player clears the mission in the multi mode (Step S 3352 ). If it is determined that the mission is cleared in the multi mode, the reward decided through the step S 3351  is divided proportionally by the number of participants in the mission (Step S 3353 ). For example, when four players participate in the mission “AA”, the reward becomes 25.  
      In the step S 3352 , if it is determined that the player clears the mission in the single mode, not in the multi mode, or if the step S 3353  is executed, the CPU  201  updates the player information (see  FIG. 14 ) stored in the RAM  203  (Step S 3354 ). Specifically, data of the column for the mission is cleared and the amount of money is increased by the reward. The CPU  101  of the terminal device  1  updates the player information in synchronization with the updated player information in the shop server  2  (Step S 1351 ).  
      Next, a mission execution processing routine which is executed through the step S 121  of  FIG. 15  will be described with reference to  FIG. 27 .  FIG. 28  is a flowchart showing a processing which is executed by the shop server corresponding to the routine of  FIG. 27  executed by the terminal device.  FIGS. 30A  to  30 D are diagrams showing examples of images displayed on the first display  11  of the terminal device  1  when the processings shown in  FIGS. 27 and 28  are executed.  
      First, the CPU  101  of the terminal device  1  determines whether or not an operation instruction to the character is inputted (Step S 150 ). The operation instruction to the character can be inputted when the player operates various buttons  118  or the operating lever  119 . When the operation instruction to the character is inputted, the CPU  101  transmits an operation command to the shop server  2  (Step S 151 ). This step corresponds to the step S 330  of  FIG. 28 .  
      In the step S 150 , if it is determined that the operation instruction to the character is not inputted or if the step S 151  is executed, the CPU  101  determines whether or not the player information is received from the shop server  2  (Step S 152 ). This step corresponds to the step S 332  of  FIG. 28 . If it is determined that the player information is received, based on that player information, the CPU  101  updates the player information stored in the RAM  103  (Step S 153 ).  
      In the step S 152 , if it is determined that the player information is not received from the shop server  2  or if the step S 153  is executed, the CPU  101  determines whether or not a display command is received from the shop server  2  (Step S 154 ) This step corresponds to the step S 333 , S 335 , S 338 , or S 341  of  FIG. 28 .  
      In the step S 154 , if it is determined that the display command is received, the CPU  101  executes an image display processing to the first display  11  or the second display  12  (Step S 155 ). In this step, the CPU  101  supplies the display command to the first drawing processing section  111  or the second drawing processing section  112 . The first drawing processing section  111  refers to the player information (see  FIG. 14 ) stored in the RAM  103  and extracts image data from the ROM  102  according to the display command. Then, according to the display priority (for example, in an order of background images, monster images, and character images) on the first display  11 , image data is stored in the video RAM, such that a game image is generated and is outputted to the first display  11 . As a result, the game image is displayed on the first display  11 .  
      When the game image is displayed by means of three-dimensional images, the first drawing processing section  111  performs a calculation for converting positions of the objects (for example, the objects constituting the characters, the monsters, or the like) stored in the ROM  102  on the three-dimensional space into positions of them on a pseudo three-dimensional space, an optical source calculation processing, or the like. Further, the first drawing processing section  111  performs a write processing of image data to be drawn on the video RAM based on the calculation result (for example, mapping of texture data to the areas of the video RAM designated by the polygons, or the like). Accordingly, the game image is generated and is outputted to the first display  11 . As a result, the game image constituted by three-dimensional image is displayed on the first display  11 . The second drawing processing section  112  extracts a predetermined image from the ROM  102  according to the display command. Then, the second drawing processing section  112  stores image data in the video RAM according to a display priority on the second display  12 . Accordingly, the predetermined image is generated and is outputted to the second display  12 . As a result, the predetermined image is displayed on the second display  12 .  
      In the step S 154 , when the display command purporting to display the game image is received from the shop server  2  ( FIG. 28 ) (Step S 333 ), the step S 155  is performed, such that the game image (see  FIG. 30A ) is displayed on the first display  11 . An image shown in  FIG. 30A  is an image displayed on the first display  11  of the terminal device  1  that is operated by the player “P1”. This image has a character image P 1 ′ corresponding to the player “P1” and a character image P 2 ′ corresponding to the player “P2”.  
      In the step S 154 , when a display command purporting to display a chat button is received from the shop server  2  ( FIG. 28 ) (Step S 335 ), the step S 155  is performed, such that the chat button  92  is displayed on the first display  11  (see  FIG. 30A ). Thus, when the game image including not only one but two or more characters is displayed on the first display  11 , the chat button  92  is also displayed thereon. On the lower right side of the image shown in  FIG. 30A , the chat button  92  of ‘CHAT’ is disposed. The player contacts the chat button  92  through the touch panel  14  so as to input an instruction purporting to execute a chat.  
      In the step S 154 , when a display command purporting to display a chat window is received from the shop server  2  ( FIG. 28 ) (Step S 338 ), the step S 155  is performed, such that the chat window  90  (see  FIG. 30B ) including three chat messages  90   a  to  90   c  is displayed on the first display  11 . On the lower right of the image shown in  FIG. 30B , the chat window  90  including three chat messages  90   a  to  90   c  of ‘WHAT ARE YOU DOING?’, ‘WHAT PLACE IS THIS?’, and ‘WHO ARE YOU?’ is disposed. The player contacts any one chat message through the touch panel  14  so as to select a chat message to be transmitted. Then, the player “P1” contacts the character image P 2 ′ corresponding to the player “P2” through the touch panel  14  so as to transmit the selected chat message to the terminal device  1  of the player “P2”.  
      Further, in the step S 154 , when a display command purporting to display a chat message is received from the shop server  2  ( FIG. 28 ) (Step S 341 ), the step S 155  is performed, such that a chat message  91  (see  FIGS. 30C and 30D ) is displayed on the first display  11 . An image shown in  FIG. 30C  is an image displayed on the first display  11  of the terminal device  1 , which is operated by the player “P1”, when the image shown in  FIG. 30B  is displayed and when the chat message  90   b  is selected through the touch panel  14 . Near the character image P 1 ′ corresponding to the player “P1”, the chat message  91  of ‘WHAT PLACE IS THIS?’ is displayed. At this time, on the first display  11  of the terminal device  1  operated by the player “P2″ which is the destination of the chat message, an image shown in  FIG. 30D  is displayed. Near the character image P 1 ′ corresponding to the player “P1”, the chat message  91  of ‘WHAT PLACE IS THIS?’ is displayed. Further, on the lower right side of the screen, the chat window  90  including three chat messages  90   d  to  90   f  of ‘IT&#39;S RUINS.’, ‘I DON&#39;T KNOW.’, and ‘NO ANSWER.’ is displayed.  
      In the step S 154 , if it is determined that the display command is not received or if the step S 155  is executed, the CPU  101  determines whether or not an instruction purporting to execute the chat is inputted (Step S 156 ). This instruction can be inputted when the player contacts the chat button  92  through the touch panel  14 . If it is determined that the instruction purporting to execute the chat is inputted, the CPU  101  transmits a chat execution command to the shop server  2  (Step S 157 ). This step corresponds to the step S 336  of  FIG. 28 .  
      In the step S 156 , if it is determined that the instruction purporting to execute the chat is not inputted or if the step S 157  is executed, the CPU  101  determines whether or not an instruction purporting to select a chat message is inputted (Step S 158 ). This instruction can be inputted when the player contacts any one of three chat messages  90   a  to  90   c  included in the chat window  90  through the touch panel  14 . At this time, the CPU  101  functions as a message input unit that inputs a message according to the operation of the player.  
      In the step S 158 , if it is determined that the instruction purporting to select the chat message is inputted, the CPU  101  stores the selected chat message in the RAM  103  (Step S 159 ). In the step S 158 , if it is determined that the instruction purporting to select the chat message is not inputted or if the step S 159  is executed, the CPU  101  determines whether or not an instruction purporting to select a character which is the destination of the chat message is inputted (Step S 160 ). This instruction can be inputted when the player contacts the character image P 2 ′ through the touch panel  14 . At this time, the CPU  101  functions as a selection unit which selects any one character image from the character images included in the game image.  
      In the step S 160 , if it is determined that the instruction purporting to select the destination character is inputted, the CPU  101  stores in the RAM  103  destination data representing the terminal device  1  that is the destination of the chat message (Step S 161 ). Next, the CPU  101  transmits the chat message and destination data stored in the RAM  103  to the shop server  2  (Step S 162 ). The CPU  201  of the shop server  2  that receives the chat message and destination data specifies the terminal device  1  serving as the destination based on destination data and transmits the chat message to the terminal device  1  serving as the destination. At this time, the CPU  101  functions as a message transmission unit which transmits the chat message inputted by the CPU  101  serving as the message input unit to the terminal device  1  used by the player who operates the character representing the selected character image by the CPU  101  serving as the selection unit.  
      In the step S 160 , if it is determined that the instruction purporting to select the destination character is not inputted or if the step S 162  is executed, the CPU  101  refers to the player information (see  FIG. 14 ) stored in the RAM  103  and determines whether or not a predetermined mission completion condition is satisfied (Step S 163 ). As the predetermined mission completion condition, for example, the mission clear, the return to the guild, the life level of the character of zero (0), or the like may be exemplified.  
      If it is determined that the mission game does not end, the process progresses to the step S 150 . On the other hand, if it is determined that the mission game ends, the present subroutine ends.  
      Next, a processing which is executed by the shop server  2  will be described with reference to  FIG. 28 . First, the CPU  201  determines whether or not the operation command is received from the terminal device  1  (Step S 330 ). If it is determined that the operation command is received, according to that operation command, the CPU  201  updates the player information stored in the RAM  203  (Step S 331 ) and transmits the player information to the terminal device  1  (Step S 332 ). These steps correspond to the step  152  of  FIG. 27 .  
      Next, the CPU  201  transmits to the terminal device  1  a display command purporting to cause the first display  11  to display the game image based on the player information (Step S 333 ). This step corresponds to the step S 154  of  FIG. 27 .  
      In the step S 330 , if it is determined that the operation command is not received or if the step S 333  is executed, the CPU  201  refers to the player information and determines whether or not the character representing any other character is included in the game image displayed on the first display  11  of the terminal device  1  (Step S 334 ). If it is determined that any other character is included, the CPU  201  transmits to the shop server  2  the display command purporting to display the chat button (Step S 335 ). This step corresponds to the step S 154  of  FIG. 27 .  
      In the step S 334 , if it is determined that any other character is included in the same game image or if the step S 335  is executed, the CPU  201  determines whether or nor a chat execution command is received (Step S 336 ). This step corresponds to the step S 157  of  FIG. 27 . If it is determined that the chat execution command is received, the CPU  201  selects a predetermined number (for example, 3) of chat messages from the chat message list stored in the ROM  202 .  
       FIG. 29  is a diagram showing an example of a chat message list. In the leftmost column, a four-digit number for identifying the chat messages and the chat message corresponding to the number are stored. This represents an initial message. In the column on the right side thereof, for one initial message, three first reply messages are stored. In addition, in the column on the right side thereof, for one first reply message, three second reply messages are stored. The initial message is a message displayed on the first display  11  of the terminal device  1  when the player contacts the chat button  92  through the touch panel  14  and inputs the instruction purporting to execute the chat (see  FIG. 30B ). The first reply message is a message displayed on the first display  11  of the terminal device  1  that receives the initial message (see  FIG. 30D ). Further, though not shown in  FIGS. 30A  to  30 D, the second reply message is a message displayed on the first display  11  of the terminal device  1  that receives the first reply message.  
      After the step S 337  is executed, the CPU  201  transmits to the terminal device  1  a display command purporting to display a chat window including the selected chat message through the step S 337  (Step S 338 ). This step corresponds to the step S 154  of  FIG. 27 .  
      In the step S 336 , if it is determined that the chat execution command is not received or if the step S 338  is executed, the CPU  201  determines whether or not the chat message and destination data are received (Step S 339 ). This step corresponds to the step S 162  of  FIG. 27 . In the step S 339 , if it is determined that the chat message and destination data are received, based on destination data, the CPU  201  specifies the terminal device  1  serving as the destination of the chat message (Step S 340 ) and transmits the display command purporting to display the chat message to the terminal device  1  serving as the destination (Step S 341 ). This step corresponds to the step S 154  of  FIG. 27 .  
      Next, the CPU  201  refers to the player information (see  FIG. 14 ) stored in the RAM  203  and determines whether or not the predetermined mission completion condition is satisfied (Step S 342 ). If it is determined that the predetermined mission completion condition is not satisfied, the process returns to the step S 330 . If it is determined that the predetermined mission completion condition is satisfied, the present subroutine ends.  
       FIG. 31  is a flowchart showing a biographical data generation processing which is executed by the center server  3 . This processing is executed when the game according to the present embodiment starts. First, the CPU  301  starts a time check processing for measuring a lapsed time after the game according to the present embodiment starts (Step S 350 ). As for this step, the lapsed time may be measured by setting a timer on the RAM  303  and by counting up the value of the timer sequentially stored in the RAM  303  through a periodic interrupt processing or the like. Further, the timer may be provided in the control section  300 . Moreover, in addition to the step S 350 , the present time may be acquired via Internet at a predetermined cycle.  
      Next, the CPU  301  determines whether or not game history data (see  FIG. 13B ) having various kinds of elements regarding the mission clear is stored in the RAM  303  (Step S 351 ). Moreover, when the terminal device  1  executes the step S 123  of the subroutine shown in  FIG. 15 , history data regarding the player who operates the terminal device  1  is transmitted from the shop server  2  to the center server  3  and is stored in the RAM  303 . In the step S 351 , it is determined whether or not history data having various kinds of elements regarding the mission clear exists in history data newly stored in the RAM  303 .  
      Next, based on game history data (see  FIG. 13B ) stored in the RAM  303 , the CPU  301  refers to a history data evaluation table stored in the ROM  302  and decides an evaluation point (Step S 352 ).  FIG. 32  is a diagram showing an example of a history data evaluation table. In the history data evaluation table, for each mission, the elements of game history are correlated with the evaluation point. For example, at the time of the mission “AA”, if the level at that time is equal to or less than 3, the evaluation point one (1) and, if the level exceeds 3, the evaluation point is zero (0). Therefore, when the mission is cleared with the low level, the high evaluation is made. Further, if the required time is within one hour, the evaluation point is one (1) and, if the required time exceeds one hour, the evaluation point is zero (0). Thus, when the mission is cleared at the short time, the high evaluation is made. Further, if the number of participants in the mission is one (1), the evaluation point 1 and, if the number of participants exceeds one (1) (equal to or more than 2), the evaluation point is zero (0). Therefore, when the single mission is selected, the high evaluation is made.  
      Moreover, referring to the history data evaluation table shown in  FIG. 32  based on game history data shown in  FIG. 13B , as for the player “DDD”, the evaluation point of the mission “AA” is 2, the evaluation point of the mission “AB” is 1, and the evaluation point of the mission “AC” is 2.  
      After the step S 352 , the CPU  301  refers to an evaluation message creation table according to the evaluation point and creates the evaluation message by using history data stored in the RAM  303  (Step S 353 ).  FIG. 33  is a diagram showing an example of an evaluation message creation table. In the evaluation message creation table, for each mission, an evaluation message when the evaluation point is equal to or more than 2 and an evaluation message when the evaluation point is less than 2 are stored. Further, each evaluation message has the columns for the elements of game history and fixed expressions alternately arranged therein. The evaluation message is created by inserting the elements of game history into the columns, respectively.  
      With game history data shown in  FIG. 13B , the following evaluation messages are created by referring to the evaluation message creation table shown in  FIG. 33 . That is, since the evaluation point for the mission “AA” of the player “DDD” is 2, the evaluation message becomes an evaluation message representing a good evaluation of ““DDD” DELIVERED CARGO TO XX PERFECTLY WITHIN “TWO HOURS” BY “HIMSELF” AT “LEVEL 2”’. Further, since the evaluation point for the mission “AB” of the player “DDD” is 1, the evaluation message becomes an evaluation message representing a bad evaluation of ‘“DDD” MANAGED TO DEFEAT ΔΔ AND GUARD PRINCESS ●● IN NOT LESS THAN “TWO HOURS” IN “THREE PERSONS” AT “LEVEL 11”.  
      After the step S 353 , the CPU  301  edits the created evaluation message in the step S 353  according to the time axis on the game and generates biographical data (Step S 354 ). For example, in the step S 35 , at the time of creating the evaluation messages for the missions “AA” to “AE” shown in  FIG. 13B , in the step S 354 , since these evaluation messages are edited according to the time axis on the game, the evaluation messages are arranged in an order of the missions “AA”, “AC”, “AD”, “AE”, and “AB”. Next, the CPU  301  stores biographical data in the RAM  303  (Step S 356 ) and the process returns to the step S 351 .  
       FIG. 34  is a flowchart showing a processing which is executed by the card vending machine  6  and the center server  3  when the biographical image is displayed. First, the CPU  601  reads ID data of the player from the ID card  8  by means of the ID card reader  616  (Step S 610 ). The CPU  601  that reads ID data from the ID card  8  by means of the ID card reader  616  transmits to the center server  3  a request signal purporting to request biographical data corresponding to this ID data via the private line  5  by means of the communication interface circuit  604  to pass through the shop server  2  (Step S 611 ). When receiving the request signal, the CPU  301  of the center server  3  extracts biographical data according to the ID data from biographical data stored in the RAM  303  (biographical data stored in the RAM  303  in the step S 356  of  FIG. 31 ) and transmits that biographical data to the card vending machine  6 , which is the source of the request signal (Step S 370 ). Further, image data representing the content of image data may be extracted from the ROM  302 , in addition to biographical data, and is transmitted, together with biographical data.  
      The CPU  601  of the card vending machine  6  that receives biographical data from the center server  3  causes the display  61  to display a biographical image shown in  FIG. 35  by means of the drawing processing section  611  based on that biographical data (Step S 612 ) and the present subroutine ends.  
       FIG. 35  is a diagram showing an example of a biographical image displayed on the display  61  of the card vending machine  6  when the processing of  FIG. 34  is executed. On the upper side of the screen, an image of ‘BIOGRAPHY OF DDD’ is disposed. Further, on the left side of the screen, the biographical image that represents biographical data in table is disposed. Specifically, each of the evaluation messages regarding the mission clear is disposed in correlating with the date when the mission is cleared. Further, on the right side of the screen, an image representing the content of biographical data is disposed.  
      As described above, according to the game system of the present embodiment, the player selects the character image included in the game image so as to specify the player as the destination and to transmit the message. Thus, with the communication with the specified player, it is possible to construct the friendship and to exchange the beneficial information with the specified player. Further, if the character image included in the game image is selected, it is possible to specify the player serving as the destination of the message, and thus the operationality can be enhanced.  
      In the invention, like the present embodiment, each of the multiple terminal devices  1  has the touch panel  14  that provided in front of the display unit (the first display  11 ) and can detect the contact by the player to output the detection signal representing the contact position when the contact is detected. The selection unit (CPU  101 ) preferably selects the character image displayed at the display position that matches with the contact position represented by the detection signal outputted from the touch panel  14 . While performing the movement or attack operation of the character by means of various buttons  118  or the operating lever  119 , the player contacts the character image through the touch panel  14  so as to specify the player serving as the destination of the message, thereby rapidly enhancing the operationality.  
      The selection of character may be performed as follows. When, in the game image, one character corresponding to one player comes in contact with another character, the another character may be selected as to receive the message inputted by the one player. In this case, an operation only for specifying the player serving as the destination of the message can be omitted. In other words, a player can specify another player serving as the destination of the message not through the touch panel  14  but through the buttons  118  or the operating lever  119  which is used for moving the character in the game image. Thus, the operationality can be more enhanced. Further, in this case, a message is transmitted when characters come in contact with each other in the game image, thereby enhancing the feeling of being at a live performance as if the players actually have a conversation.  
      In the present embodiment, the case, in which three chat messages are selected according to the progress status of the game or chat from the chat message list (see  FIG. 29 ) in which various kinds of chat messages are stored, the chat window including three chat messages is displayed, and one message to be transmitted from them is selected. In the invention, however, one message to be transmitted from all chat messages included in the chat message list (all predetermined chat messages) may be selected. Further, the terminal device  1  may have a message input unit such as a keyboard, such that the player may create and input messages freely through the message input unit. Further, the game system of the invention may be constructed such that the RAM  203  of the shop server  2  stores the chat message, which is communicated during the mission game, as the input completion message and the input completion message is read on the guild board. For this reason, multiple players can provide the information for the chat to the many and unspecified players, regardless of the chat time. Further, the many and unspecified players who participate in the game can read the information provision, regardless of the reading time, thereby further urging the chat between the players.  
      Further, in the present embodiment, since the message is stored in the RAM  203  of the shop server  2  (Step S 3332 ), the communication at different points of time among the players can be achieved. That is, the players can exchange information with one another, even when they do not participate in the game simultaneously.  
      Further, the messages, which can be inputted by the player on the guild board, are stored in the ROM  202  as a message list (see  FIG. 23 ) and the messages to be inputted are limited to the messages included in that list. Thus, when many and unspecified participants send information, information against public order and standards decency caused can be prevented from being sent.  
      In the above embodiment, the game system having the multiple terminal devices  1 , the shop servers  2  that are communicatably connected to the multiple terminal devices  1  via the private line  5 , and the center server  3  that is communicatably connected to the multiple shop servers  2  via the communication line  4  is described. However, the invention is not limited to this example.  
      Here, another example of a game system according to the invention will be described.  FIG. 36  is a diagram showing a configuration of a game system according to the invention, as another example. The game system shown in  FIG. 36  has multiple terminal devices  1010 , shop servers  1020  that are communicatably connected to the multiple terminal devices  1010  via the private lines  1050 , and a center server  1030  that is communicatably connected to the multiple shop servers  1020  via a communication line  1040 . Further, the game system has a card vending machine  1060  that is connected to the shop server  1020  via the private line  1050  for each shop. Moreover, in the shop Q, a shop server  1020  for a game A and a shop server  1020  for a game B are disposed.  
      The center server  1030  has a database server  1039  and multiple game servers  1031 ,  1032 , . . . . The database server  1039  performs (1-1) the data management for each ID data imparted to each player, (1-2) the authentication at the time of the game start, and (1-3) the transmission of game data.  
      Specifically, as for the above-described (1-1), the database server  1039  manages (stores, sets, updates, or the like), for example, ID data imparted to the player, the password that is used for the authentication of the player, the kind of the game played by the player, and game data. Further, game data includes, for example, the game progress status (character unique data, or the like), the character operated by the player, the level value or ability of that character, the increase of the ability, or the like.  
      As for the above-described (1-2), the database server  1039  performs the authentication of the player by using, for example, the ID data and password and permits to participate in the game. In addition, as for the above-described (1-3), the database server  1039  transmits character data from the game data to the terminal device  1010 , for example, based on ID data of the player.  
      The game servers  1031 ,  1032 , . . . . are disposed to correspond to games to be executable on the game system according to the present embodiment. Moreover, one of the multiple game servers is the game server corresponding to the game according to the present embodiment. The game servers  1031 ,  1032 , . . . (hereinafter, referred to as the game server  1031  and the like) performs (2-1) the mapping processing between the terminal devices  1010  which are disposed at different shops and (2-2) the traffic regulation regarding the data communication after mapping.  
      Specifically, as for the above-described (2-1) or when the player participates in the game by operating the terminal device  1010 , the game server  1031  and the like determines whether or not other players participate in the game. Then, if it is determined that other players participate in the game, the mapping of the terminal device  1010  operated by that player. On the other hand, when it is determined that other players do not participate in the game, a CPU player is set. When the CPU player is set, the shop server  1020  may be set as the CPU player or the center server  1030  (for example, the game server  1031  and the like) may be set to the CPU player.  
      Further, as for the above-described (2-2), the game server  1031  and the like performs the traffic regulation regarding the data communication among the terminal devices  1010  that are mapped through the mapping processing of the above-described (2-1). For example, the game server  1031  and the like transmit data received from the terminal device  1010  connected to the shop server (for the game B)  1020  of the shop P to the terminal device  1010  connected to the shop server (for the game A)  1020  of the shop Q. As such, the shop server  1020  according to the present embodiment directly receives data from only the center server  1030 , while the direct data communication is not performed among the shop servers  1020 .  
      The shop server  1020  is connected to the center server  1030  via a router  1070 . The router  1070  has a predetermined routing table. Like the shop Q shown in the drawing, when the multiple shop servers  1020  are provided in the same shop, the router  1070  receives game data or the like from the center server  1030  and transmits that game data to the shop server  1020  that is connected to the terminal device  1010  serving as the destination via the private line  1050 . Further, when the data communication is performed among the terminal devices  1010  that are connected to the multiple shop servers  1020  provided in the same shop, the router  1070  receives game data or the like from the terminal device  1010  through the shop server  1020  and transmits that game data to the shop server  1020 , that is connected to the terminal device  1010  serving as the destination via the private line  1050 , with reference to the routing table.  
      The shop server  1020  performs (3-1) the traffic regulation regarding the data communication between the center server  1030  and the terminal device  1010  or among the terminal devices  1010  connected to the multiple shop servers  1020  that are provided in the same shop and (3-2) the download of an application to the terminal device  1010 .  
      Specifically, as for the above-described (3-1), the shop server  1020  performs the traffic regulation regarding the communication of game data or the like between the center server  1030  and the terminal device  1010 . However, when the terminal device  1010  serving as the destination is connected to the same shop server  1020  or is connected to another shop server  1020  which is provided in the same shop, game data or the like is not transmitted to the center server  1030 . In this case, the data communication is performed to the terminal device  1010 .  
      Further, as for the above-described (3-2), at the timing when a request signal purporting to request for the download from the center server  1030  is received from the terminal device  1010 , the shop server  1020  downloads the application to that terminal device  1010 . The application includes various data regarding the game content (for example, image data or the like) and program, and a board program that allocates the functions on the game to the input unit (for example, multiple input switches or the like (not shown)) provided in the terminal device  1010 . Further, the download of the application is not limited to the download from the shop server  1020 . Alternatively, the download may be performed from the center server  1030 .  
      The terminal device  1010  is connected to the shop server  1020  via the private line  1050 . The terminal device  1010  performs (4-1) the download of the application and (4-2) the progress of the game. Specifically, as for the above-described (4-1), when power is supplied, the terminal device  1010  transmits a request signal purporting to request for the download of the application to the shop server  1020  and performs the download of the application. The downloaded application is stored in a temporarily storage area of the RAM or the like in the terminal device  1010 . Further, as for the above-described (4-2), the terminal device  1010  performs the progress of the game with the downloaded application. The progress of the game is performed as follows. The terminal device  1010  receives data for each ID data imparted each player from the database server  1039  at the time of the game start. During the progress of the game, data of the terminal device  1010  and another terminal device  1010  in the same game is communicated via the shop server  1020  to pass through the center server  1030 . However, when another terminal device  1010  is connected to the same shop server  1020  or is connected to another shop server  1020  provided in the same shop, game data or the like is not transmitted to the center server  1030 . That is, the game data or the like is transmitted to the terminal device  1010 . At the time of the game end, game data updated during the game or the game result itself is transmitted to the database server  1039 . Moreover, the progress of the game may be performed by the shop server  1020 , in addition to the terminal device  1010 .  
      The card vending machine  1060  is communicatable with the center server  1030  via the shop server  1020 . The card vending machine  1060  receives the input operation of individual information by the player and sells the ID card in which ID data is stored. The ID card is used when the game starts and ID data is read out by an ID card reader provided in the terminal device  1010 .  
      In this embodiment, the first drawing processing section provided in the terminal device  1010  functions as an image display unit that causes the first display serving as a display unit to display the game image including the character images representing the characters. The CPU provided in the terminal device  1010  functions as a selection unit that selects any one character image from the character images included in the above-described game image. The CPU provided in the terminal device  1010  functions as a message input unit that inputs a message according to the operation of the player. The CPU provided in the terminal device  1010  functions as a message transmission unit that transmits the message inputted by the message input unit to the terminal device  1010  used by the player who operates the character represented by the character image selected by the above-described selection unit. Moreover, when the terminal device  1010  serving as the destination is connected to the same shop server  1020 , the CPU of the terminal device  1010  functioning as the message transmission unit transmits the message to the terminal device  1010  serving as the destination not to pass through the game server  1031  and the like of the center server  1030 . On the other hand, when the terminal device  1010  serving as the destination is connected to a different shop server  1020 , the CPU of the terminal device  1010  functioning as the message transmission unit transmits the message to the terminal device  1010  serving as the destination to pass through the game server  1031  and the like of the center server  1030 .  
      Next, a game system according to another embodiment of the invention will be described with reference to  FIG. 37 . The game system according to the present embodiment has the substantially same configuration as that of the above-described embodiment, and thus only the difference will be described below.  
      In the present embodiment, when the guild execution processing is executed, an image schematically representing the room of the guild shown in  FIG. 37  is displayed on a first display  11  by means of a first drawing processing section  111 , instead of the image shown in  FIG. 17A  or  17 B. On an upper left side of the screen, a display representing ‘room of guild’ is made. In the room of guild, an object  701  representing ‘mission reference/acceptance window’, an object  702  representing ‘board’, an object  703  representing ‘reward reception window’, an object  704  representing ‘information collection space’, an object  705  representing ‘belonging selling window’, an object  706  representing ‘mission start exit’ are arranged. (The arrangement of these objects is not limited to that shown in the drawing. For example, these objects may be arbitrarily arranged.) Further, the character  801  representing the player is disposed near an entrance (not shown) in an initial stage of the guild execution processing. The player can arbitrarily move the character  801  representing him by operating the operating lever  119  of the game terminal  1 . The determination of ‘whether or not a mission reference/acceptance instruction is inputted’, ‘whether or not a board use instruction is inputted’, ‘whether or not a reward payment request instruction is inputted’, ‘whether or not an information collection instruction is inputted’, ‘whether or not a belonging selling instruction is inputted’, or ‘whether or not a mission start instruction is inputted’, is performed according to whether or not the hit judgment between the object representing the mission reference/acceptance window, the board, the reward payment window, the information collection space, the belonging selling window, or the mission start exit, and the character representing to the player is made.  
      The guild execution processing routine shown in  FIG. 16  according to the present embodiment will be described.  
      In a step S 130 , when the hit judgment is made by the relationship between the character  801  representing the player and the mission reference/acceptance window object  701 , the CPU  101  determines that the mission reference/acceptance instruction is inputted.  
      If the player accepts the mission, the CPU  101  changes the portion ‘mission reference/acceptance’ shown in  FIG. 21B  to ‘mission start’ in the mission reference/acceptance processing (Step S 131 ).  
      In a step S 132 , the CPU  101  performs a comparison processing of image data of the character and image data of the board object  702  according to the operation of the player via the game terminal  1  with the positional relationship between the character  801  representing the player and the board object  702  and, when it is determined that the character  801  and the board object  702  come in contact with each other, determines that the board use instruction is inputted. At this time, the CPU  101  functions as a position determination unit that determines whether or not the character is positioned at a predetermined position.  
      In a step S 134 , the CPU  101  determines that the reward payment request instruction is inputted when the hit judgment is made by the relationship between the character  801  representing the player and the reward reception window object  703 .  
      In a step S 136 , the CPU  101  determines that the information collection instruction is inputted when the hit judgment is made by the relationship between the character  801  representing the player and the information collection space object  704 .  
      In a step S 138 , the CPU  101  determines that the belonging selling instruction is inputted when the hit judgment is made by the relationship between the character  801  representing the player and the belonging selling window object  705 .  
      In a step S 140 , after the mission acceptance processing, the CPU  101  determines that the mission start instruction is inputted when the hit judgment is made by the relationship between the character  801  representing the player and the mission start exit object  706 .  
      As described above, according to the game system of the present embodiment, the player operates the character representing him and input the message at the moment that the character  801  comes in contact with the board object  702 , thereby enhancing the feeling of being at a live performance as if the player actually performs a writing operation on the board.  
      Similarly, the board admission is made at the moment that the character comes in contact with the object representing the board, thereby enhancing the feeling of being at a live performance as if the player actually sees the board.  
      Further, as still another embodiment, the message according to the game history of each player may be selectively transmitted. This embodiment will be described below with reference to  FIG. 43 .  FIG. 44  shows a summary of an input completion message list which is transmitted from the respective terminal devices to the shop server in advance and which is stored in the RAM  203 . “The reference condition” on the table of  FIG. 44 , which is provided to limit players capable of receiving a message, is based on a game history of a player who inputted a message. The reference condition may be set by a player and otherwise preset.  
      In a step S 3341  of  FIG. 43 , the shop server  2  which receives the input completion message request from the game terminal sequentially reads the respective messages from the input completion message stored in the RAM  203  in advance (Step S 3342 ). Then, the shop server  2  compares game history information of the player, who requests the message, similarly, stored in the RAM  203 , to the reference condition stored in preliminary information of each message and determines whether or not the history information of the player who requests the message matches with the reference condition (Step S 3343 ). For example, referring to  FIG. 14 , when the player CCC requests the input completion message from the game terminal b 1  under operation, as seen from  FIG. 44 , the message of the serial number  001  is transmitted since it satisfies the reference condition (the same level) (Step S 3344 ), while the messages of the serial numbers  002  and  003  are not transmitted since they do not satisfy the reference condition.  
      The reference condition is not limited to the level of the player who requests the message. For example, the message may be transmitted to only the player who possesses a specified item, as in the serial number  003  shown in  FIG. 44 .  
      It is determined whether or not the reference condition is satisfied for each player (Step S 3342 ). If all messages are checked (Step S 3345 : YES), the present subroutine ends. If there is a message which is not checked (Step S 3345 : NO), the message from the list is called again and the routine is performed repeatedly.  
      As such, there is no case in which the message inputted by each player is indiscriminately transmitted to all players. Further, the information exchange can be performed according to the level or the state of the game progress of each player. As a result, the player can be prevented from losing interest in the game due to overflowing of the information. Further, as in the serial number  003  shown in  FIG. 44 , the message can be transmitted to only the player who possesses the specified item, such that the story can have the expanse.  
      In addition, in a step S 3330  of the board use processing shown in  FIG. 22 , the shop server  2  may transmit any one of message image data and source data, which is required for displaying the board image on the terminal device  1 , as message data. When a drawing program, texture image information serving as drawing source image data, mapping information, and the like are stored in the terminal device  1 , source data means vertex information for arranging multiple objects in a three-dimensional space, coordinate data of an object arranged in a two-dimensional space, identification information of an arranged character image, and the like. When source data is transmitted, it has an advantage in that the amount of communication data becomes small, as compared to the case in which message image data is transmitted.  
      The reward payment processing, which is executed at the step S 135  shown in  FIG. 16 , is not limited to the processing shown in  FIG. 25 , but may be the processing shown in  FIG. 38 . In  FIG. 38 , steps S 3352  and S 3353  shown in  FIG. 25  are omitted.  
      In a step S 3351  shown in  FIG. 38 , a CPU  201  of the shop server  2  decides the reward based on the kind of the cleared mission, the level of the player, and the mission acceptance format (the number of mission participants).  
       FIGS. 39A and 39B  show examples of a reward decision table which is different from that shown in  FIG. 26 , respectively.  FIG. 39A  is a diagram showing an example of a reward decision table for the mission “AA”. The reward decision table is stored in the ROM  202  of the shop server  2  as data. Moreover, the example of the reward decision table for the mission “AA” is described herein, but, similarly, reward decision tables for other missions are stored in the ROM  202  as data.  
      In the reward decision table shown in  FIG. 39A , the reward is correlated with the combination of the level of the player (the character corresponding to the player) and the mission acceptance format (the number of mission participants). For example, when the level of the player is 1 and the mission acceptance format is a single mode, the reward becomes  100 .  
      Further, in the reward decision table shown in  FIG. 39A , even when the same mission (here, the mission “AA”) is cleared, the higher the level of the player is, the higher the reward is. For example, when the mission acceptance format is the single mode, if the level of the player is increased in an order of 1, 2, 3, . . . , the reward is increased in an order of 100, 120, 140, . . . accordingly.  
      Therefore, when the reward is decided with reference to the reward decision table shown in  FIG. 39A , even in a low-difficulty mission, a high-level player can receive the reward more than a low-level player receives, as the game result.  
      In addition to the reward decision table shown in  FIG. 39A , for example, the reward may be decided with reference to the reward decision table shown in  FIG. 39B .  FIG. 39B  is a diagram showing another example of a reward decision table for the mission “AA”.  
      In the reward decision table shown in  FIG. 39B , like  FIG. 39A , the reward is correlated with the combination of the level of the player (the character corresponding to the player) and the mission acceptance format (the number of mission participants). However, the correlated reward is different from that in the reward decision table of  FIG. 39A . That is, in the reward decision table shown in  FIG. 39B , even when the same mission (here, the mission “AA”) is cleared, the higher the level of the player is, the lower the reward is. For example, when the mission acceptance format is the single mode, if the level of the player is increased in an order of 1, 2, 3, . . . , the reward is decreased in an order of 300, 280, 260, . . . , accordingly.  
      Therefore, when the reward is decided with reference to the reward decision table shown in  FIG. 39B , even if the same mission is cleared, the high-level player cannot but receive the reward smaller than the low-level player receives, as the game result.  
      After the step S 3351 , the CPU  201  skips over the steps S 3352  and S 3353  shown in  FIG. 25  and progresses to a step S 3354 .  
      Further, a processing which is executed by a card vending machine  6  and a center server  3  when the biographical image is displayed is not limited to that shown in  FIG. 34 , but, may be a processing shown in  FIG. 40 . In  FIG. 40 , steps S 613  to S 615  are added after a step S 612  by the card vending machine  6  in  FIG. 34  and steps S 371  to S 373  are added after a step S 370  by the center server  3  in  FIG. 34 .  
      After the step S 612 , the present subroutine does not end and continuously, it is determined whether or not an instruction purporting to delete the evaluation message is inputted through the operation of the player (Step S 613 ). This instruction can be inputted through the operation of an operating button  618  of the card vending machine  6  by the player. If it is determined that the instruction purporting to delete the evaluation message is not inputted, the present subroutine ends.  
      On the other hand, if it is determined that the instruction purporting to delete the evaluation message is inputted, the CPU  601  transmits a request signal purporting to delete the evaluation message to the center server  3  (Step S 614 ). When receiving the request signal, a CPU  301  of the center server  3  performs a processing of deleting the evaluation message from the ROM  303  based on the request signal (Step S 371 ). Next, the CPU  301  updates biographical data stored in the RAM  303  based on the processing result of the step  371  (Step S 372 ) and transmits updated biographical data to the card vending machine  6  (Step S 373 ). When receiving updated biographical data from the center server  3 , the CPU  601  of the card vending machine  6  displays a biographical image shown in  FIG. 41  on a display  61  by means of a drawing processing section  611  based on biographical data (Step S 615 ).  
       FIG. 41  shows a biographical image displayed on the display  61  when an instruction purporting to delete a lowermost evaluation message (evaluation message representing low evaluation) is inputted in a state in which the biographical image shown in  FIG. 35  is displayed on the display  61  of the card vending machine  6 . That is, in  FIG. 41 , the lowermost evaluation message of  FIG. 35  is deleted.  
      The message list is not limited to that having a fixed expression format shown in  FIG. 23 . For example, a message list having an element selection supplement format shown in  FIG. 42  may be used. When a player wants to participate in a mission ‘OO’ together with any other high-level player, the number ‘001’ of the message list is selected and the subnumbers ‘L01’ and ‘M01’ are selected. Then, a message ‘I wants to participate in the mission OO together with any other high-level player’ can be inputted.  
      In the above-described embodiment, a case in which the board is disposed in the guild is described. However, the invention is not limited to the embodiment. For example, the board may be disposed in a game space during the mission game execution. For example, the object representing the board may be provided near an entrance of a dungeon (underground maze) and the message input may be permitted at the moment that the hit judgment of this object and the character is made.  
      The game image displayed on the first display  11  is not necessarily a three-dimensional image. A two-dimensional image in which characters or all kinds of objects are disposed with coordinate data on a planar coordinate applied thereto.  
      As an example of the terminal device, an office game device having two displays (first display  11  and second display  12 ) is described. However, the invention can be applied to a home video game device in which a home video game device is connected to a home television, a personal computer which executes a video game program to function as a video game device, or the like.  
      As for the terminal device  1 , a case in which an input unit, through which the player inputs an instruction, has a touch panel  14 , various buttons  118 , and an operating lever  119  is described. However, the input unit may be constructed by only the touch panel  14  or may be constructed by only various buttons  118  and the operating lever  119 . Further, as the input unit, for example, a well-known keyboard, a mouse, a pointing device, or the like may be adopted.  
      In the above-described embodiment, a case in which the ROM  202  of the shop server  2  stores a chat message list is described. However, for example, the ROM  102  of the terminal device  1  may store the chat message list.  
      Elements of any one of the terminal device  1 , the shop server  2 , and the center server  3  may function as the respective units according to the invention. For example, in the above-described embodiment, the first display  11 , the CPU  101 , and the keyboard of the terminal device  1  function as a display, a selection unit and a message transmission unit, and a message input unit, respectively. Alternatively, the respective elements of the shop server  2  or the center server  3  may function as the above-described units.  
      While this invention has been described in conjunction with the specific embodiments outlined above, it is evident that many alternatives, modifications and variations will be apparent to those skilled in the art. Accordingly, the preferred embodiments of the invention as set forth above are intended to be illustrative, not limiting. Various changes may be made without departing from the spirit and scope of the invention as defined in the following claims.