Game system and information storage medium
Abstract
[Task] To provide a game system and information storage medium that can effectively increase the attachment of players to teams, especially special teams.
Solution.When the player selects a normal team and plays a game, the MVP character in that game is selected and MVP points are accumulated. The accumulated MVP points are totaled, and the constituent characters of the All-Star team are sequentially replaced based on the totaled results. MVP points will be awarded to the character on condition that 9 innings in the normal team game are completed. Swap characters in the same position. The accumulated data includes the character's activity point, ID, date, and the like. Save the storage capacity required for data storage by increasing the number of active points, limiting the storage area of the ID, and deleting the stored data using the date. Aggregate the accumulated data for each given period. The data may be stored in the host device, and the host device may aggregate the stored data.

Term
Term ended
Projected expiry passed 19 May 2019, 7.4 years ago.
- Priority and filed
- Published
- Projected expiry
- Today
18 claims: 18 independent, 0 dependent
- 1【特許請求の範囲】 【請求項1】 ゲーム画像を生成するゲームシステムであって、 ゲームプレイに使用されるチームを選択するための手段と、 選択されたチームを用いてプレーヤがゲームプレイするためのゲーム演算を行う手段と、 ゲームプレイでのゲーム結果を演算する手段と、 演算されたゲーム結果に基づいて、プレーヤが選択可能なチームの構成キャラクタを順次入れ替える手段と、 を含むことを特徴とするゲームシステム。
- 2【請求項2】 請求項1において、 ノーマルチームを用いたゲームプレイでのゲーム結果に基づいて、スペシャルチームの構成キャラクタが順次入れ替わることを特徴とするゲームシステム。
- 3【請求項3】 請求項2において、 ノーマルチームを用いたゲームプレイでの1ゲームの終了を条件としてキャラクタに活躍ポイントが与えられ、与えられた活躍ポイントに基づいてスペシャルチームの構成キャラクタが入れ替わることを特徴とするゲームシステム。
- 4【請求項4】 請求項1乃至3のいずれかにおいて、 同一ポジションのキャラクタ同士が入れ替わることを特徴とするゲームシステム。
- 5【請求項5】 請求項1乃至4のいずれかにおいて、 ゲームプレイにおける各キャラクタに関するデータがゲーム結果として蓄積され、蓄積されたデータの集計結果に基づいてチームの構成キャラクタが入れ替わることを特徴とするゲームシステム。
- 6【請求項6】 請求項5において、 蓄積される前記データが、キャラクタの活躍ポイント、活躍したキャラクタの識別データ、及び蓄積時間データの少なくとも1つを含むことを特徴とするゲームシステム。
- 7【請求項7】 請求項6において、 前記活躍ポイントの増加の制限処理、前記識別データの記憶領域の制限処理、及び前記蓄積時間データを用いた蓄積データの削除処理の少なくとも1つが行われることを特徴とするゲームシステム。
- 8【請求項8】 請求項5乃至7のいずれかにおいて、 蓄積されたデータが所与の期間毎に集計されることを特徴とするゲームシステム。
- 9【請求項9】 請求項5乃至8のいずれかにおいて、 ゲームプレイにおける各キャラクタに関するデータがホスト装置に蓄積され、該ホスト装置が、蓄積されたデータを集計することを特徴とするゲームシステム。
- 10【請求項10】 コンピュータが使用可能な情報記憶媒体であって、 ゲームプレイに使用されるチームを選択するための手段と、 選択されたチームを用いてプレーヤがゲームプレイするためのゲーム演算を行う手段と、 ゲームプレイでのゲーム結果を演算する手段と、 演算されたゲーム結果に基づいて、プレーヤが選択可能なチームの構成キャラクタを順次入れ替える手段と、 を実現するための情報を含むことを特徴とする情報記憶媒体。
- 11【請求項11】 請求項10において、 ノーマルチームを用いたゲームプレイでのゲーム結果に基づいて、スペシャルチームの構成キャラクタが順次入れ替わることを特徴とする情報記憶媒体。
- 12【請求項12】 請求項11において、 ノーマルチームを用いたゲームプレイでの1ゲームの終了を条件としてキャラクタに活躍ポイントが与えられ、与えられた活躍ポイントに基づいてスペシャルチームの構成キャラクタが入れ替わることを特徴とする情報記憶媒体。
- 13【請求項13】 請求項10乃至12のいずれかにおいて、 同一ポジションのキャラクタ同士が入れ替わることを特徴とする情報記憶媒体。
- 14【請求項14】 請求項10乃至13のいずれかにおいて、 ゲームプレイにおける各キャラクタに関するデータがゲーム結果として蓄積され、蓄積されたデータの集計結果に基づいてチームの構成キャラクタが入れ替わることを特徴とする情報記憶媒体。
- 15【請求項15】 請求項14において、 蓄積される前記データが、キャラクタの活躍ポイント、活躍したキャラクタの識別データ、及び蓄積時間データの少なくとも1つを含むことを特徴とする情報記憶媒体。
- 16【請求項16】 請求項15において、 前記活躍ポイントの増加の制限処理、前記識別データの記憶領域の制限処理、及び前記蓄積時間データを用いた蓄積データの削除処理の少なくとも1つが行われることを特徴とする情報記憶媒体。
- 17【請求項17】 請求項14乃至16のいずれかにおいて、 蓄積されたデータが所与の期間毎に集計されることを特徴とする情報記憶媒体。
- 18【請求項18】 請求項14乃至17のいずれかにおいて、 ゲームプレイにおける各キャラクタに関するデータがホスト装置に蓄積され、該ホスト装置が、蓄積されたデータを集計することを特徴とする情報記憶媒体。
Independent claims18
263 paragraphs in 1 section, as filed
Description: TECHNICAL FIELD [Detailed description of the invention]
【0001】
[Technical field to which the invention belongs]
The present invention relates to a game system and an information storage medium.
【0002】
[Problems to be solved by background technology and invention]
Conventionally, a game system that allows you to enjoy baseball in a simulated manner while viewing the game image projected on the screen has gained popularity.
【0003】
In this game system, the player first selects a team he / she desires from a plurality of teams (teams). Then, at the time of defense, the pitcher character, which is a constituent character of the selected team, is operated to perform pitching, and the opponent player or the computer operates the batter character to enjoy the battle. In addition, at the time of attack, the batter character, which is a constituent character of the selected team, is operated to make a hit, and the opponent player or the computer operates the pitcher character to enjoy the battle.
【0004】
However, in the conventional game system, the constituent characters (members) of the team that can be selected by the player are fixedly set as they are at the time of shipment. Therefore, no matter which game system the player plays on, the constituent characters of the team selected by the player are the same, and the degree of attachment of the player to the team cannot be further increased.
【0005】
For example, among the teams that players can select, there is a team called an all-star team (in a broad sense, a special team) that gathers excellent players from each team. Then, consider the case where the player is, for example, a fan of Team A. In this case, the player wants as many Team A characters as possible to be members of the All-Star team. However, in the conventional game systems, the constituent characters of the all-star team have been fixedly set as they were at the time of shipment. Therefore, the player has no choice but to play the game using, for example, an all-star team in which many characters of the team he dislikes are selected. For this reason, the all-star team prepared with great care may not be selected by the player, resulting in a decrease in the fun and popularity of the game.
【0006】
In particular, which team a player prefers (a real-world team) varies from region to region. For example, in Tokyo, Tokyo-based Team G is popular, and in Osaka, Osaka-based Team T is popular. Therefore, in order to increase the fun and popularity of the game, it is desirable that many Team G characters are selected in the all-star team of the game system installed in the amusement facilities (game centers, etc.) in Tokyo, and Osaka. It is hoped that many team T characters will be selected in the all-star team of the game system installed in the amusement facility of.
【0007】
However, in the conventional game system, the constituent characters of the all-star team have been fixedly set as they were at the time of shipment. Therefore, even though the game system is installed in Osaka, many of the characters of the All-Star team become the characters of Team G. As described above, there is also a problem that the conventional game system cannot improve the community-based degree of the game system.
【0008】
The present invention has been made to solve the above problems, and an object of the present invention is a game system and information storage that can effectively increase the attachment of a player to a team, particularly a special team. To provide the medium.
【0009】
Another object of the present invention is to provide a game system and an information storage medium capable of enhancing the community-based degree of the game system.
【0010】
[Means for solving problems]
In order to solve the above problems, the present invention is a game system that generates a game image, in which a player plays a game using a means for selecting a team to be used for game play and the selected team. It is characterized by including a means for performing game calculation for the purpose, a means for calculating the game result in game play, and a means for sequentially replacing the constituent characters of the team that can be selected by the player based on the calculated game result. To do. Further, the information storage medium according to the present invention is an information storage medium that can be used by a computer, and is characterized by including information (program) for realizing (execution) the above means. Further, the program according to the present invention is a program that can be used by a computer and is a program for realizing (execution) the above means.
【0011】
According to the present invention, for example, a player selects a team to be used using a selection screen or the like, and plays a game using that team. Then, the game result in the game play is calculated. Then, based on the calculated game result, the constituent characters of the team that can be selected by the player are replaced (the constituent characters are changed). Therefore, according to the present invention, the game result in the game play can be reflected in the replacement process of the constituent characters of the team. Therefore, it is possible to prevent the constituent characters of the team from becoming uniform, and it is possible to increase the degree of attachment of the player to the team.
【0012】
The method of selecting the team to be used is preferably, but is not limited to, the team selection screen or the like. Further, as the calculated game result, the degree of activity of the character is particularly desirable, but in addition to this, various things such as victory / defeat, ranking, score, etc. can be considered. Further, the team to be replaced with the constituent characters may be a team used by the player for game play, or a team other than the team used by the player for game play (special team, etc.).
【0013】
Further, the game system, the information storage medium, and the program according to the present invention are characterized in that the constituent characters of the special team are sequentially replaced based on the game result in the game play using the normal team. By doing so, it becomes possible to reflect the game result in the game play in the process of replacing the constituent characters of the special team, and it is possible to increase the variety of the constituent characters of the special team (all-star team, etc.). Become.
【0014】
Further, in the game system, information storage medium and program according to the present invention, active points are given to the character on condition that one game is completed in the game play using the normal team, and the special team is given active points based on the given active points. The feature is that the constituent characters are replaced. In this way, the player will continue to play the game until the end of one game, and will be able to give the player an effective motivation for continuous play.
【0015】
Further, the game system, the information storage medium, and the program according to the present invention are characterized in that characters in the same position are exchanged with each other. By doing so, for example, it is possible to prevent the player from feeling unnatural because the character that should be assigned to the first position (defensive position, placement position) is assigned to the second position.
【0016】
Further, the game system, information storage medium and program according to the present invention are characterized in that data relating to each character in game play is accumulated as a game result, and the constituent characters of the team are replaced based on the aggregated result of the accumulated data. .. In this way, the constituent characters of the team can be statistically determined, and the degree of community closeness of the game system can be improved.
【0017】
Further, the game system, information storage medium and program according to the present invention are characterized in that the stored data includes at least one of a character's active point, active character identification data, and storage time data. For example, by accumulating the active points of the characters and the identification data of the active characters, and replacing the constituent characters of the team based on the aggregated results of the accumulated active points and the identification data, the characters with higher activity can be configured as a team. It becomes possible to register as a character. In addition, if the accumulation time data, that is, the time (year, day, hour, etc.) in which the data is accumulated is accumulated, the data can be deleted by using the accumulation time data, or every given period. It becomes possible to perform aggregation processing.
【0018】
Further, the game system, the information storage medium and the program according to the present invention have at least one of the process of limiting the increase of the active points, the process of limiting the storage area of the identification data, and the process of deleting the stored data using the stored time data. It is characterized in that one is done. In this way, it is possible to save the storage capacity required for accumulating data, and it is possible to prevent a situation in which the accumulated data increases indefinitely.
【0019】
Further, the game system, the information storage medium and the program according to the present invention are characterized in that the accumulated data is aggregated every given period. In this way, it becomes possible to accumulate data at a given period and replace the constituent characters of the team, and it becomes possible to realize a more varied replacement.
【0020】
The game system, information storage medium, and program according to the present invention are characterized in that data relating to each character in game play is accumulated in a host device, and the host device aggregates the accumulated data. In this way, the game results of a wider range of players can be reflected in the replacement process of the constituent characters of the team.
【0021】
BEST MODE FOR CARRYING OUT THE INVENTION
Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings. In the following, the case where the present invention is applied to a baseball game will be described as an example, but the present invention is not limited to this and can be applied to various games.
【0022】
1. Configuration FIG. 1 shows an example of a block diagram of the present embodiment. In the figure, the present embodiment may include at least the processing unit 100 (or the processing unit 100 and the storage unit 140, or the processing unit 100 and the storage unit 140 and the information storage medium 150), and other blocks. (For example, operation unit 130, image generation unit 160, display unit 162, sound generation unit 170, sound output unit 172, communication unit 174, I / F unit 176, memory card 180, etc.) shall be arbitrary components. Can be done.
【0023】
Here, the processing unit 100 performs various processes such as control of the entire system, instruction of instructions to each block in the system, and game calculation, and its functions are CPU (CISC type, RISC type), DSP. Alternatively, it can be realized by hardware such as ASIC (gate array, etc.) or a given program (game program).
【0024】
The operation unit 130 is for the player to input operation information, and its function can be realized by hardware such as levers and buttons.
【0025】
The storage unit 140 serves as a work area for the processing unit 100, the image generation unit 160, the sound generation unit 170, the communication unit 174, the I / F unit 176, and the like, and its functions can be realized by hardware such as RAM.
【0026】
The information storage medium (storage medium that can be used by a computer) 150 stores information such as programs and data, and its functions are an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, and a hard disk. , Magnetic tape, or hardware such as semiconductor memory (ROM). The processing unit 100 performs various processes of the present invention (the present embodiment) based on the information stored in the information storage medium 150. That is, various information (programs, data) for realizing (execution) the means (particularly the blocks included in the processing unit 100 and the storage unit 140) of the present invention (the present embodiment) are stored in the information storage medium 150. To.
【0027】
A part or all of the information stored in the information storage medium 150 will be transferred to the storage unit 140 when the power to the system is turned on or the like. The information stored in the information storage medium 150 includes program code, image information, sound information, shape information of a display object, table data, list data, player information, and the processing of the present invention for processing the present invention. It includes at least one piece of information for instructing, information for performing processing according to the instruction, and the like.
【0028】
The image generation unit 160 generates various images according to instructions from the processing unit 100 and outputs them to the display unit 162, and its functions include hardware such as an image generation ASIC, CPU, or DSP. , Given program (image generation program), can be realized by image information.
【0029】
The sound generation unit 170 generates various sounds according to instructions from the processing unit 100 and outputs them to the sound output unit 172, and its function is hardware such as a sound generation ASIC, CPU, or DSP. It can be realized by a given program (sound generation program) and sound information (waveform data, etc.).
【0030】
The communication unit 174 performs various controls for communicating with an external device (for example, a host device or another game system), and its function is a communication ASIC or hardware such as a CPU. , Can be realized by a given program (communication program).
【0031】
The information for realizing the processing of the present invention (the present embodiment) may be distributed from the information storage medium of the host device (server) to the information storage medium 150 via the network and the communication unit 174. The use of such an information storage medium of a host device (server) is also included in the scope of the present invention.
【0032】
Further, a part or all of the functions of the processing unit 100 may be realized by the functions of the image generation unit 160, the sound generation unit 170, or the communication unit 174. Alternatively, a part or all of the functions of the image generation unit 160, the sound generation unit 170, or the communication unit 174 may be realized by the function of the processing unit 100.
【0033】
The I / F unit 176 serves as an interface for exchanging information with a memory card (in a broad sense, a portable information storage device including a portable game machine) 180 according to an instruction from the processing unit 100 or the like. The function can be realized by a slot for inserting a memory card, a controller IC for writing / reading data, and the like. When exchanging information with the memory card 180 using wireless such as infrared rays, the function of the I / F unit 176 can be realized by hardware such as a semiconductor laser and an infrared sensor.
【0034】
The processing unit 100 includes a game calculation unit 110.
【0035】
Here, the game calculation unit 110 receives coins (price), sets game modes, progresses games, sets selection screens, determines the position and direction of moving objects (characters, balls, etc.), and viewpoints. Processing to determine the position and line-of-sight direction, processing to reproduce the motion of a moving object, processing to place objects in the object space, hit check processing, processing to calculate game results (results, achievements), game space common to multiple players Various game arithmetic processing such as processing for playing in the game or game over processing is performed based on operation information from the operation unit 130, information from the memory card 180, a game program, and the like.
【0036】
The game calculation unit 110 includes a team selection unit 112, a game result calculation unit 114, and a character replacement unit 120.
【0037】
Here, the team selection unit 112 performs a process for selecting a team to be used for game play. More specifically, for example, a process of displaying a team selection screen, a process of receiving a player's selection instruction on the selection screen, and the like are performed.
【0038】
The game result calculation unit 114 performs a process of calculating the game result in the game play. More specifically, for example, a process of calculating the degree of activity (impression) of a character (player) in a game (match) played by a player is performed. In addition to the above-mentioned activity, the calculated game results include, for example, victory / defeat, ranking, score, batting average, number of defeated opponents, number of shots, number of assists, number of enemy invasion, number of interception, lap time, etc. Number of laps, remaining physical strength, batting average, ERA, number of goals, countries taken and their numbers, military commanders pulled out and their numbers, items acquired and their numbers, correct number and correct answer rate of quizzes, clearing time, assigned mission You can think of various things such as the success or failure of.
【0039】
The character replacement unit 120 performs a process of sequentially replacing the constituent characters (members) of the team that can be selected by the player (a process of changing the constituent characters) based on the calculated game result. For example, the replacement process is performed so that the characters selected based on the calculated game result become the constituent characters of the team. More specifically, the constituent characters of the all-star team (in a broad sense, the special team) are replaced based on the game result in the game play using the normal team. In this case, for example, in the game play using the normal team, the character with the highest degree of activity is set to be the constituent character of the all-star team.
【0040】
When replacing the constituent characters, it is desirable to replace the characters in the same position (defensive position, arrangement). That is, a character having the same position as that character is selected as a replacement target. For example, when replacing the third character of the all-star team, the character in the same third position is selected as the replacement target.
【0041】
The game result calculation unit 114 includes a data storage processing unit 116 and a data aggregation unit 118.
【0042】
Here, the data storage processing unit 116 stores data related to each character in game play (character active points, active character identification data, storage time data, etc.) in the data storage unit 142 in the storage unit 140. Perform the processing for. Further, the data aggregation unit 118 performs a process for aggregating the data accumulated in the data storage unit 142. Then, the character replacement processing unit 120 performs the replacement processing of the constituent characters of the team based on the aggregation result in the data aggregation unit 118. More specifically, data on characters that were highly active in game play using a normal team is accumulated in the data storage unit 142 as a game result, and the composition of the all-star team is based on the aggregated result of the accumulated data. Character replacement processing will be performed.
【0043】
In the game system of the present embodiment, both game play in the single player mode played by one player and game play in the multi player mode played by a plurality of players are possible.
【0044】
Further, when a plurality of players play, game images and game sounds provided to the plurality of players may be generated using one terminal, or may be connected by a network (transmission line, communication line) or the like. It may be generated using a plurality of terminals.
【0045】
2. Features of this embodiment In the present embodiment, first, the team selection screen as shown in FIG. 2 is displayed on the player. While looking at this selection screen, the player selects one team from teams G, T, B, D, C, S, ALLX, H, L, M, F, O, R, ALLY and plays the game. I do.
【0046】
Here, the team ALLX is an all-star team (in a broad sense, a special team) composed of characters selected from the normal teams G, T, B, D, C, and S. Team ALLY is an all-star team composed of characters selected from normal teams H, L, M, F, O, and R.
【0047】
The constituent characters of the all-star team ALLX are initially set as shown in A1 of FIG. 3, for example.
【0048】
That is, at the time of initial setting (at the time of shipment of the game system), ALLX is composed of characters B6, D4, G3, G8, G9, S2, T5, C7, G1 and the like (note that ALLX is other than these characters). Also includes the characters of pinch hitters, defensive personnel, other starting personnel, and characters of middlemen and rescue personnel).
【0049】
Here, B6 means the short (6) character of Team B. Further, D4 means the second (4) character of team D, and G3 means the first (3) character of team G. The same applies to G8, G9, S2, T5, C7 and G1. The character at the time of this initial setting is set in advance by the game system maker based on the results of the previous year of the baseball player in the real world and the result of the all-star voting of the previous year (on ROM, DVD, etc.). Write it down).
【0050】
Now, as shown in FIG. 4, consider a case where a player selects, for example, a normal team T and plays a game, and the character T8 plays an active role in the game (match) and becomes an MVP. In this case, in this embodiment, as shown in A2 of FIG. 3, MVP points (active points in a broad sense) of the character T8 are added by, for example, only one point. Then, as a result of totaling the MVP points, if it is determined that the MVP points of the character T8 are the highest among the characters in the same position, the character T8 is selected and registered as a constituent character of the all-star team ALLX. That is, as shown in A3 and A4 of FIG. 3, the character G8, which was a constituent character of ALLX until then, is replaced with the character T8 at the same position.
【0051】
By doing the above, the constituent characters of ALLX (or OLLY) will be sequentially replaced according to the game result of the player, and it will be possible to effectively prevent the constituent characters of the all-star team from becoming uniform. become.
【0052】
That is, in the conventional game system, the constituent characters of the all-star team are fixedly set as they are at the time of shipment (see A1 in FIG. 3). Therefore, the constituent characters of the all-star team are always the same regardless of whether the player in Tokyo plays the game or the player in Osaka plays the game.
【0053】
However, players living in Osaka generally want an all-star team in which the characters (players) of Team T based in Osaka occupy the majority. However, at the time of initial setting, as shown in A1 of Fig. 3, the characters of team G based in Tokyo (G3, G8, G9, G1) occupy most of the constituent characters of the all-star team. For this reason, the players in Osaka cannot have an attachment to the all-star team, which is dominated by the characters of team G, which they dislike, rather than the characters of team T, and the prepared all-star team is selected by the player. There was a situation where it disappeared.
【0054】
On the other hand, according to the present embodiment, the constituent characters of the All-Star team are sequentially replaced based on the game results of an unspecified number of players, so that the above situation can be effectively prevented. That is, in the game system installed in Osaka, since many players in Osaka play, the frequency of use (selection probability) of Team T in Osaka increases. For this reason, the probability that the character of Team T will become an MVP is high, and as shown in Fig. 5 (A), the characters of Team T in Osaka (or Teams D and C in Kansai) occupy most of the all-star team. become. As a result, Osaka players will be attached to this all-star team.
【0055】
On the other hand, in the game system installed in Tokyo, since the frequency of use of Team G in Tokyo increases, the probability that the character of Team G becomes an MVP increases. Therefore, as shown in Fig. 5 (B), the all-star team is dominated by the characters of team G in Tokyo (or teams S and B in Kanto), and players in Tokyo are attached to this all-star team. You will be able to have it.
【0056】
As described above, according to the present embodiment, it is possible to increase the degree of community-based contact of the game system, and it is possible to provide the optimum game system according to each region. In addition, since the constituent characters of the all-star team will be different for each store, it will be possible to bring out the characteristics of each store.
【0057】
In this embodiment, the character can acquire MVP only when one game (9 innings) is established in the game play of the normal team (one game in the game play using the normal team). The character will be given active points on condition of the end).
【0058】
For example, in this embodiment, one coin can play a gameplay of three innings, and three coins are required to complete the gameplay of nine innings. Therefore, as shown in FIG. 6A, if the player pays only one coin, even if the character T8 supported by the player plays an active role, the T8 cannot acquire the MVP. On the other hand, as shown in Fig. 6 (B), when the player pays 3 coins and 1 game is completed, the character T8 who played an active part in the game can acquire MVP and replaces the character G8 to be an all-star team. The possibility of being registered in is increased. Therefore, the player will continue to play the game by inserting coins until the end of 9 innings so that his / her favorite character T8 can acquire MVP and be registered in the All-Star team. As a result, it becomes possible to give the player an effective motivation for continuous play, and it becomes possible to improve the operating rate of the game system.
【0059】
Further, in the present embodiment, as shown in A3 and A4 of FIG. 3, when the constituent characters of the all-star team are exchanged, the characters in the same position (defensive position, arrangement position) are exchanged.
【0060】
For example, as a method different from the present embodiment, a method of exchanging characters in the same batting order can be considered. However, according to this method, a situation occurs in which the character who should protect the center becomes, for example, a catcher, which gives the player a sense of unnaturalness. That is, in this kind of game, the virtual reality of the player is enhanced by using a character that anthropomorphizes a player in the real world. Therefore, if a character who anthropomorphizes a player who protects the center in the real world becomes a catcher, the reality of the game is lowered and the improvement of virtual reality is hindered.
【0061】
If the characters in the same position are exchanged as in the present embodiment, the character that should protect the center will be replaced with another character that should also protect the center, so that the situation that gives the player an unnatural feeling can be prevented. Become.
【0062】
By the way, in this embodiment, MVP points acquired by each character are sequentially accumulated (pooled), and character replacement processing is performed based on the accumulated MVP points. Therefore, for a character who has become MVP many times and has acquired many MVP points, the probability of replacement is low. That is, it is assumed that G8, which was a constituent character at the time of initial setting of the all-star team, acquired MVP once, for example. Then, the character T8 will not be registered in the all-star team unless he gets MVP twice. Similarly, if character G8 acquires MVP 10 times, for example, character T8 will not be registered in the all-star team unless MVP is acquired 11 times.
【0063】
By performing the character replacement process based on the MVP points (data related to the character in a broad sense) accumulated in this way, the constituent characters of the all-star team can be determined in the same way as the all-star voting in the real world. As a result, the realism of the game can be increased.
【0064】
In addition, by performing the replacement process based on the accumulated MVP points, the game results of many players will be reflected in the selection of the constituent characters of the all-star team. As a result, the degree of community closeness of the game system can be further increased. That is, for example, it is assumed that a method of registering a character who has acquired MVP in the previous game in the all-star team without accumulating MVP points is adopted. According to this method, in a game system installed in Osaka, if a player who likes Team G happens to play a game in succession, most of the all-star team will be occupied by the constituent characters of Team G. Therefore, the degree of community closeness of the game system is weakened.
【0065】
On the other hand, according to the method of performing the replacement process based on the accumulated MVP points, the constituent characters of the all-star team can be statistically determined. Therefore, in the game system installed in Osaka, even if a player who likes Team G happens to play the game in succession, most of the all-star team will be occupied by the constituent characters of Team T, and the area of the game system The degree of adhesion can be increased.
【0066】
3. Processing of this embodiment (1) First processing example Next, a first processing example of the present embodiment will be described with reference to the flowchart of FIG.
【0067】
First, it is determined whether or not the game (match) has ended (step V1), and if so, the MVP character of the game is determined (step V2). In this case, for example, a character who recorded a winning RBI, a character who hit a goodbye hit or a goodbye home run, a character who won a shutout victory, a character who achieved a perfect game or a no-hitter no-run, a character who recorded a save point, etc. are candidates for MVP. Become. The MVP may be decided separately for the fielder section and the pitcher section.
【0068】
Next, add 1 to the MVP points of the character that became the MVP (step V3). Then, the accumulated MVP points are totaled for each position, for example, and the character with the highest MVP points is selected based on the totaled result (step V4). Then, the selected character is registered as a constituent character of the all-star team (step V5).
【0069】
The constituent characters of the all-star team are initially set as shown in FIG. 8 (A), for example. However, if character T8 gets MVP points in the game of normal team T and it is judged that character T8 has the highest MVP points as shown in Fig. 8 (B), T8 is an all-star team instead of character G8. Will be registered in.
【0070】
When accumulating MVP points (active points), it is desirable to perform a process to limit the increase of MVP points as shown in Fig. 8 (C). More specifically, it limits the MVP points so that they do not exceed a given limit value.
【0071】
By doing so, for example, it is possible to prevent a situation in which the MVP points of the character increase indefinitely and the storage capacity required for accumulating the MVP points becomes insufficient.
【0072】
Also, for example, if only a specific team continues to be used, the MVP points of the character of that specific team will increase excessively, and it will be possible to prevent the situation where the all-star team replacement process is not performed at all. ..
【0073】
(2) Second processing example FIG. 9 shows a flowchart of the second processing example of the present embodiment. In FIG. 7, the MVP points (active points in a broad sense) of the MVP character are accumulated, whereas in FIG. 9, the IDs of the MVP characters (identification data in a broad sense) are accumulated.
【0074】
When the game ends and the MVP character of the game is determined, the ID of the MVP character is stored in the current pointer indication position (steps V11, V12, V13). Then, as shown in FIG. 10 (A), the pointer is advanced by one (step V14).
【0075】
Next, it is determined whether or not the ID storage (accumulation) area is full (step V15), and if it is full, the pointer is placed at the beginning of the ID storage area as shown in FIGS. 10 (B) and 10 (C). Return (step V16).
【0076】
Next, the accumulated data is aggregated, the character with the largest number of ID accumulations is selected (step V17), and the selected character is registered as a constituent character of the all-star team (step V18). For example, if the ID of the character T8 is accumulated the most, T8 is selected and registered in the all-star team. On the other hand, when the number of times the ID of the character G8 is accumulated is the largest, G8 is selected and G8 is registered in the all-star team.
【0077】
As shown in Fig. 9, by limiting the ID storage area using pointers, the storage capacity required for ID storage can be saved, and the situation where the ID storage area increases indefinitely can be prevented. become.
【0078】
(3) Third processing example FIG. 11 shows a flowchart of the third processing example of the present embodiment. In FIG. 9, only the ID of the MVP character is accumulated, whereas in FIG. 11, the date (accumulation time data in a broad sense) is accumulated together with the ID of the MVP character.
【0079】
When the game ends and the MVP character of the game is determined, the ID of the MVP character and the date when the ID is accumulated are stored as shown in FIG. 12 (steps V21, V22, V23). Then, it is determined whether or not there is data with an old date (step V24), and if there is old data, it is deleted (step V25).
【0080】
Next, the accumulated data is aggregated, the character with the largest number of ID accumulations is selected (step V26), and the selected character is registered as a constituent character of the all-star team (step V27).
【0081】
As shown in Fig. 11, by deleting the old stored data using the date stored in association with the ID, the storage capacity required for data storage can be saved, and the storage area of the stored data is unlimited. It will be possible to prevent the situation of increasing.
【0082】
(4) Fourth processing example FIG. 13 shows a flowchart of the fourth processing example of the present embodiment. In FIG. 13, the accumulated data is aggregated for each given period.
【0083】
When the game ends and the MVP character of the game is determined, as shown in FIG. 14 (A), the ID of the MVP character and the date when the ID is accumulated are stored in the ID storage area for the current month (step). V31, V32, V33). Then, check the current date and determine whether it is the turn of the month (steps V34, V35). Then, as shown in FIG. 14 (B), when the month changes (May 31), the accumulated data for the previous month is deleted and replaced with the accumulated data for the current month (step V36).
【0084】
Next, the accumulated data for the previous month is totaled, the character with the largest number of ID accumulations is selected (step V37), and the selected character is registered as a constituent character of the all-star team (step V38).
【0085】
As shown in Fig. 13, by aggregating the stored data for each given period, the storage capacity required for data storage can be saved, and the situation where the storage area of the stored data increases indefinitely is prevented. it can. In addition, since the all-star team constituent characters are replaced every given period (for example, every month), it is possible to prevent situations such as the all-star team constituent characters becoming rutted. Players will also be sent to amusement facilities to see how the characters of the All-Star team have changed at the turn of the month, providing an effective motivation to attract players to the amusement facility. ..
【0086】
(5) Fifth processing example FIG. 15 shows a flowchart of the fifth processing example of the present embodiment. In FIG. 15, the constituent characters of the All-Star team are replaced based on the activity points of each character accumulated from the past to the present, instead of the MVP points earned in units of one game (match).
【0087】
When the game is over, the activity points are calculated according to the degree of activity of all the characters who participated in the game (steps V41 and V42). As an example, 1 point for hits and steals, 2 points for home runs, 3 points for wins, 4 points for goodbye hits, 5 points for goodbye home runs, and 2 points for complete games. , 3 points for winning pitchers and successful rescues, 5 points for shutouts, and 10 points for no-hitters and no-runs.
【0088】
Next, the calculated activity points are added to the past activity points of each character (step V43). For example, if the character T8's active points before this game are 100 points and the active points of this game are 5 points, the active points after addition will be 105 points. The same addition processing is performed for the active points of characters other than character T8 (characters that participated in this game). Next, the accumulated active points are totaled, and the character with the highest active points is selected and selected. Register the created character as a constituent character of the all-star team (steps V44, V45).
【0089】
As shown in Fig. 15, by performing the replacement process based on the activity points of each character accumulated from the past to the present, it does not play an outstanding role in each game, but it plays an average role in all games. Characters can be selected as constituent characters of the All-Star team.
【0090】
4. Hardware configuration Next, an example of a hardware configuration capable of realizing this embodiment will be described with reference to FIG. In the system shown in the figure, CPU1000, ROM1002, RAM1004, information storage medium 1006, sound generation IC1008, image generation IC1010, and I / O ports 1012 and 1014 are connected to each other by system bus 1016 so that data can be transmitted and received. A display 1018 is connected to the image generation IC 1010, a speaker 1020 is connected to the sound generation IC 1008, a control device 1022 is connected to the I / O port 1012, and a communication device 1024 is connected to the I / O port 1014. Has been done.
【0091】
The information storage medium 1006 mainly stores programs, image data for expressing display objects, sound data, and the like. For example, in a home-use game system, a DVD, a game cassette, a CDROM, or the like is used as an information storage medium for storing a game program or the like. Further, in a commercial game system, a memory such as a ROM is used, and in this case, the information storage medium 1006 becomes the ROM 1002.
【0092】
The control device 1022 corresponds to a game controller, an operation panel, etc., and is a device for inputting the result of a judgment made by the player according to the progress of the game into the system main body.
【0093】
The CPU 1000 controls the entire system and processes various data according to the program stored in the information storage medium 1006, the system program stored in the ROM 1002 (initialization information of the system body, etc.), the signal input by the control device 1022, and the like. .. The RAM 1004 is a storage means used as a work area of the CPU 1000, and stores a given content of the information storage medium 1006 or the ROM 1002, or a calculation result of the CPU 1000. Further, a data structure having a logical structure for realizing the present embodiment will be constructed on the RAM or the information storage medium.
【0094】
Further, this type of system is provided with a sound generation IC 1008 and an image generation IC 1010 so that a game sound or a game image can be appropriately output. The sound generation IC 1008 is an integrated circuit that generates game sounds such as sound effects and background music based on the information stored in the information storage medium 1006 and ROM 1002, and the generated game sounds are output by the speaker 1020. The image generation IC 1010 is an integrated circuit that generates pixel information for output to the display 1018 based on image information sent from the RAM 1004, ROM 1002, information storage medium 1006, and the like. As the display 1018, a so-called head-mounted display (HMD) can also be used.
【0095】
In addition, the communication device 1024 exchanges various information used inside the game system with the outside, and is connected to another game system to send and receive given information according to the game program and to connect a communication line. It is used to send and receive information such as game programs via.
【0096】
The various processes described in FIGS. 1 to 15 include an information storage medium 1006 that stores information such as programs and data, a CPU 1000 that operates based on information from the information storage medium 1006, an image generation IC 1010, or sound generation. It is realized by IC1008 etc. The processing performed by the image generation IC 1010, the sound generation IC 1008, etc. may be performed by software using the CPU 1000, a general-purpose DSP, or the like.
【0097】
FIG. 17A shows an example when the present embodiment is applied to a commercial game system. The player enjoys the game by operating the lever 1102, the button 1104, etc. while watching the game image displayed on the display 1100. A CPU, an image generation IC, a sound generation IC, etc. are mounted on the built-in system board (circuit board) 1106. Then, the information for executing (realizing) the processing of the present embodiment (means of the present invention) is stored in the semiconductor memory 1108, which is an information storage medium on the system board 1106. Hereinafter, this information is referred to as stored information.
【0098】
FIG. 17B shows an example when the present embodiment is applied to a home-use game system. The player enjoys the game by operating the game controllers 1202 and 1204 while watching the game image displayed on the display 1200. In this case, the stored information is stored in a DVD 1206, a memory card 1208, 1209, etc., which are information storage media that can be attached to and detached from the main system.
【0099】
Figure 17 (C) shows the host device 1300 and the terminals 1304-1 to 1304- connected to the host device 1300 via a communication line (small network such as LAN or wide area network such as the Internet) 1302. An example when this embodiment is applied to a game system including n is shown. In this case, the stored information is stored in an information storage medium 1306 such as a magnetic disk device, a magnetic tape device, or a semiconductor memory that can be controlled by the host device 1300, for example. If the terminals 1304-1 to 1304-n have a CPU, an image generation IC, and a sound processing IC and can generate a game image and a game sound independently, the game image and the game can be generated from the host device 1300. Game programs and the like for generating sounds are delivered to terminals 1304-1 to 1304-n. On the other hand, if it cannot be generated standalone, the host device 1300 will generate a game image and game sound, transmit them to terminals 1304-1 to 1304-n, and output them at the terminal.
【0100】
In the case of the configuration shown in FIG. 17C, the processing of the present invention may be distributed among the host device (server) and the terminal. Further, the stored information for realizing the present invention may be distributed and stored in the information storage medium of the host device (server) and the information storage medium of the terminal.
【0101】
The terminal connected to the communication line may be a home-use game system or a business-use game system. When the business game system is connected to a communication line, information can be exchanged with the business game system and also with the home game system. It is desirable to use a device (memory card, portable game machine).
【0102】
The present invention is not limited to the one described in the above embodiment, and various modifications can be made.
【0103】
For example, in the invention according to the dependent claim of the present invention, a part of the constituent requirements of the dependent claim may be omitted. In addition, the main part of the invention according to one independent claim of the present invention may be subordinate to another independent claim.
【0104】
Further, as shown in FIG. 18, the game system is configured such that terminals (household game system, business game system) 210-1 to 210-n are connected to the host device (server) 200 via the communication line 206. If, it is desirable to do as follows. That is, the data related to each character in the game play (character active point, active character identification data, storage time data, etc.) is stored in the data storage unit 202 of the host device 200. Then, the data aggregation unit 204 of the host device 200 aggregates the data accumulated in the data storage unit 202. Then, based on this aggregation result, the host device 200 or each terminal 210-1 to 210-n is made to perform the replacement processing of the constituent characters of the team.
【0105】
By doing so, the game results of a wider range of players can be reflected in the replacement process of the constituent characters of the team. That is, when each terminal accumulates and aggregates data, only the game result of the player played on that terminal can be reflected in the replacement process. On the other hand, if the host device accumulates and aggregates the data as shown in Fig. 18, it will have a wider range, such as the game results of the Kanto player, the game results of the Kansai player, and the game results of the players nationwide. The player's game result can be reflected in the replacement process. It should be noted that voting may be performed on each terminal, the voting data may be accumulated and aggregated by the host device, and the constituent characters of the team may be replaced based on the aggregation result.
【0106】
In addition to baseball game players, the characters in the present invention include players appearing in sports games other than baseball games, fighters appearing in fighting games, cars, motorcycles, airplanes, ships, and robot battles appearing in competitive games. You can think of various things such as robots that appear in games.
【0107】
Further, in the present embodiment, the case where the constituent characters of the special team are replaced has been mainly described, but the present invention is not limited to this, and for example, the constituent characters of the normal team may be replaced. Also, special teams are not limited to all-star teams, for example, teams that collect only characters with low activity, teams that collect only characters who have performed rare plays, teams that collect only characters with special skills, etc. You can think of various special teams, such as teams for team fighting games.
【0108】
Further, the method of accumulating and aggregating data, the type of data to be accumulated, and the like are not limited to those described in FIGS. 7 to 15, and various modifications can be performed.
【0109】
Further, the present invention can be applied to various games other than baseball games (sports games other than baseball games, fighting games, competition games, robot battle games, shooting games, role-playing games, music playing games, dance games, etc.).
【0110】
The present invention is also applied to various game systems such as commercial game systems, home game systems, large attraction systems in which a large number of players participate, simulators, multimedia terminals, image generation systems, and system boards for generating game images. it can.
[Simple explanation of drawings]
[Figure 1]
This is an example of a block diagram of the game system of the present embodiment.
[Figure 2]
It is a figure which shows the example of the team selection screen.
[Fig. 3]
It is a figure for demonstrating the exchange process of the constituent characters of an all-star team.
[Fig. 4]
It is a figure for demonstrating acquisition of MVP of a character.
[Fig. 5]
5 (A) and 5 (B) are diagrams for explaining an example of the constituent characters of the all-star teams that have been replaced in the game systems installed in Osaka and Tokyo.
[Fig. 6]
6 (A) and 6 (B) are diagrams for explaining a method for causing a character to acquire MVP on the condition that one game is established in the game play of a normal team.
[Fig. 7]
It is a flowchart which shows the 1st processing example of this embodiment.
[Fig. 8]
8 (A), (B), and (C) are diagrams for explaining the first processing example.
[Fig. 9]
It is a flowchart which shows the 2nd processing example of this embodiment.
[Fig. 10]
10 (A), (B), and (C) are diagrams for explaining a second processing example.
[Fig. 11]
It is a flowchart which shows the 3rd processing example of this embodiment.
[Fig. 12]
It is a figure for demonstrating the 3rd processing example.
[Fig. 13]
It is a flowchart which shows the 4th processing example of this embodiment.
[Fig. 14]
14 (A) and 14 (B) are diagrams for explaining a fourth processing example.
[Fig. 15]
It is a flowchart which shows the 5th processing example of this embodiment.
[Fig. 16]
It is a figure which shows an example of the hardware structure which can realize this embodiment.
[Fig. 17]
17 (A), (B), and (C) are diagrams showing examples of various types of systems to which the present embodiment is applied.
[Fig. 18]
It is a figure for demonstrating the method which a host device stores and aggregates data.
[Explanation of symbols]
100 processing unit 110 Game calculation unit 112 Team Selection Department 114 Game result calculation unit 116 Data storage processing unit 118 Data Aggregation Department 120 character replacement part 130 Operation unit 140 memory 142 Data storage section 150 Information storage medium 160 Image generator 162 Display 170 Sound generator 172 Sound output section 174 Communication Department 176 I / F section 180 memory card
19 sheets
Sheet 1 Sheet 2 Sheet 3 Sheet 4 Sheet 5 Sheet 6 Sheet 7 Sheet 8 Sheet 9 Sheet 10 Sheet 11 Sheet 12 Sheet 13 Sheet 14 Sheet 15 Sheet 16 Sheet 17 Sheet 18 Sheet 19
Every citation, both ways
| Document | Relation | Office | Cited during |
|---|---|---|---|
| US7357718B2 | Cited by | United States of America | Applicant |
| US7144323B2 | Cited by | United States of America | Applicant |
2 members in 1 office
Priority claims2
| Document | Office | Kind | Date |
|---|---|---|---|
| 13798999 | Japan | A | |
| JP19990137989 | – | – | – |
Members2
| Document | Office | Kind | |
|---|---|---|---|
| JP2000325656AThis record | Japan | A | |
| JP3953231B2 | Japan | B2 |
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Numbers
- Publication
- 2000-325656
- Publication, DOCDB
- 2000325656
- Publication, EPODOC
- JP2000325656
- Application
- 11137989
- Application, DOCDB
- 13798999
- Application, EPODOC
- JP19990137989
Titles2
- Japanese
- ゲームシステム及び情報記憶媒体
- English
- [Title of Invention] Game system and information storage medium
Classification
- IPC, 5
- A63F13 55
- A63F13 58
- A63F13 67
- A63F13 812
- A63F13 95