Game system and computer readable recording medium
Abstract
[Task] Provide a game system that can reflect the player's intention regarding the appearance of the event occurrence mass.
Solution.A means for displaying the game control device 10 on the screen of the display device 3 together with a symbol indicating the attribute of each square, the route 23 including a plurality of squares 24A to 24F, based on the player's instruction via the input device 4. A means of determining the value to be acquired, a means of moving the player character 22 on the route 23 according to the acquired value, a means of controlling the eigenvalue associated with the attribute of each square based on the stop position of the character 22, A means of controlling the appearance of the event occurrence mass on the route 23 based on their eigenvalues, the event associated with the event occurrence mass provided that the stop position of the character 22 has a predetermined relationship with the event occurrence mass. Each function as a means to generate.

Term
Term ended
Projected expiry passed 7 January 2020, 6.7 years ago.
- Priority and filed
- Published
- Projected expiry
- Today
11 claims: 3 independent, 8 dependent
- 1【特許請求の範囲】 【請求項1】 画像の表示装置と、 プレイヤーの操作に応じた信号を出力する入力装置と、 前記入力装置の出力を参照しつつ所定のプログラムに従ってゲームを実行するとともに、そのゲームの進行状況に応じたゲーム画面を前記表示装置上に表示させるゲーム制御装置とを備え、前記ゲーム制御装置は、 複数のマスを並べて構成されたルートを各マスのそれぞれに割り当てられた属性を示す象徴とともに前記表示装置の画面上に表示させるルート提示手段と、 前記入力装置を介したプレイヤーの指示に基づいてプレイヤーが獲得する値を決定する抽選手段と、 前記抽選手段によって決定された値に応じて、前記プレイヤーの操作対象として設定されたキャラクタを前記ルートに沿って移動させるキャラクタ位置制御手段と、 前記キャラクタの停止位置に基づいて、各マスの属性に対応付けられたイベント発生に関する固有値を制御する固有値制御手段と、 前記固有値に基づいて、前記ルート上へのイベント発生マスの出現を制御するイベント発生マス出現制御手段と、 前記イベント発生マスに対して前記キャラクタの停止位置が所定の関係にあることを条件として、そのイベント発生マスに関連付けられたイベントを発生させるイベント発生制御手段と、を備えたことを特徴とするゲームシステム。
- 2【請求項2】 前記入力装置に対する前記プレイヤーの操作の技量が前記抽選手段による前記値の決定に反映されることを特徴とする請求項1に記載のゲームシステム。
- 3【請求項3】 前記抽選手段は、所定範囲の数値の列を前記表示装置の画面上で各数値が判別できる範囲の速度でスクロールさせるスクロール手段と、前記入力装置に対して前記指示としての所定の停止操作が行われたタイミングと前記値の決定との間に一定の関係が保たれるようにして前記プレイヤーが獲得する値を前記スクロールされる数値の列から選び出す値決定手段と、を備えていることを特徴とする請求項1に記載のゲームシステム。
- 4【請求項4】 所定のテーマに関連付けられたストーリを有するゲームを進行させるゲーム進行制御手段を前記ゲーム制御装置が具備し、前記ゲーム進行制御手段は、前記ルート上における前記キャラクタの位置の変化に関連付けて前記ストーリを変化させながら前記ゲームを進行させることを特徴とする請求項1に記載のゲームシステム。
- 5【請求項5】 前記ゲームの進行状況が所定の条件を満たしたときに、複数のエンディングからその時点での前記進行状況に対応したエンディングを選択し、その選択したエンディングに対応した画像を前記表示装置を介して前記プレイヤーに提示するエンディング制御手段を前記ゲーム制御装置が備えていることを特徴とする請求項4に記載のゲームシステム。
- 6【請求項6】 前記イベントとして、前記入力装置に対する前記プレイヤーの操作の技量がそのイベント結果に反映されるゲームを前記イベント発生制御手段が発生させることを特徴とする請求項1~5のいずれかに記載のゲームシステム。
- 7【請求項7】 前記キャラクタが前記ルート上の特定の位置に停止した場合、前記イベントとして実行されるゲームの練習環境を前記プレイヤーに提供する練習提供手段を前記ゲーム制御装置が備えていることを特徴とする請求項6に記載のゲームシステム。
- 8【請求項8】 前記エンディング制御手段は、前記エンディングに至るまでの前記イベントの経験と関連付けて前記エンディングを選択することを特徴とする請求項6に記載のゲームシステム。
- 9【請求項9】 前記固有値制御手段は、前記キャラクタがいずれかのマスに停止すると、その停止したマスの属性に対応付けられたイベント発生に関する固有値を所定量増加させ、前記イベント発生マス出現制御手段は、前記固有値が所定の値に達するとその固有値に対応するイベント発生マスを前記ルート上に出現させることを特徴とする請求項1に記載のゲームシステム。
- 10【請求項10】 前記イベント発生制御手段は、前記イベント発生マスに前記キャラクタが停止したことを条件として、そのイベント発生マスに関連付けられたイベントを発生させることを特徴とする請求項1に記載のゲームシステム。
- 11【請求項11】 ゲームシステムの入力装置からの出力を参照してゲームを実行するとともに、そのゲームの進行状況に応じたゲーム画面をゲームシステムの表示装置の画面上に表示させるためのプログラムが記録されたコンピュータ読取可能な記憶媒体であって、前記プログラムは、前記ゲームシステムに設けられたコンピュータを、 複数のマスを並べて構成されたルートを各マスのそれぞれに割り当てられた属性を示す象徴とともに前記表示装置の画面上に表示させるルート提示手段、 前記入力装置を介したプレイヤーの指示に基づいてプレイヤーが獲得する値を決定する抽選手段、 前記抽選手段によって決定された値に応じて、前記プレイヤーの操作対象として設定されたキャラクタを前記ルートに沿って移動させるキャラクタ位置制御手段、 前記キャラクタの停止位置に基づいて、各マスの属性に対応付けられたイベント発生に関する固有値を制御する固有値制御手段、 前記固有値に基づいて、前記ルート上へのイベント発生マスの出現を制御するイベント発生マス出現制御手段、および前記イベント発生マスに対して前記キャラクタの停止位置が所定の関係にあることを条件として、そのイベント発生マスに関連付けられたイベントを発生させるイベント発生制御手段、としてそれぞれ機能させることを特徴とするコンピュータ読取可能な記憶媒体。
Independent claims11
179 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 computer-based game system and a storage medium.
【0002】
[Conventional technology]
As a board game using a computer, lottery means such as roulette and dice displayed on the screen are operated according to the player's operation, and a predetermined number of pieces are advanced along a certain route by the number obtained by the lottery. There is something. In this type of game, various events are generated according to the stop position of the pieces in the process of repeating the lottery and the progress of the pieces, thereby changing the progress of the game and deepening the enjoyment of the game.
【0003】
The occurrence of an event is controlled, for example, as shown in FIG. 10 (a). In this example, event occurrence cells A, B, and C are set in advance on the route R on which the piece advances, and when a piece stops in any of the cells A to C, an event associated with that cell A to C occurs. .. As shown in Fig. 10 (b), a plurality of routes R1, R2, and R3 in which the positions of the event occurrence cells A, B, and C are different from each other are prepared in advance, and one route randomly selected from these routes is selected on the game screen. There is also an example in which an event associated with an event occurrence cell occurs when a piece stops in any of the event occurrence cells A, B, or C.
【0004】
[Problems to be Solved by the Invention]
In the conventional event generation method described above, what kind of event generation mass is to appear on the route is determined in advance by the creator of the game, and the player cannot be involved in the determination. In some cases, the position of the event-generating square on the route is randomly changed, but even in that case, the player cannot be involved in the appearance of the event-generating square. The event occurrence mass and the event are interrelated, and even if the player wants to experience the event associated with the event occurrence mass A, for example, if the event occurrence mass A is not placed in the course from the next time onward, it is It is not possible, and subsequent games may be dull against the player's will.
【0005】
Therefore, an object of the present invention is to provide a game system capable of reflecting the player's intention regarding the occurrence of an event more than before, and a computer-readable storage medium suitable for use in such a game system. To do.
【0006】
[Means for solving problems]
Hereinafter, the present invention will be described. Reference numerals in the accompanying drawings are added in parentheses to facilitate understanding of the present invention, but the present invention is not limited to the illustrated form.
【0007】
The game system of the present invention executes a game according to a predetermined program while referring to an image display device (3), an input device (4) that outputs a signal according to a player's operation, and the output of the input device. In addition, the game control device is provided with a game control device (10) for displaying a game screen (100,101,102,103) according to the progress of the game on the display device, and the game control device has a plurality of squares (24A, 24B ... 24F). ) Is displayed on the screen of the display device together with a symbol indicating the attribute assigned to each of the squares, and the route (23) is displayed on the screen of the display device based on the instruction of the player via the input device. A lottery means for determining a value acquired by a player, and a character position control means for moving a character (22) set as an operation target of the player along the route according to a value determined by the lottery means. , A unique value control means for controlling an event occurrence eigenvalue associated with an attribute of each mass based on the stop position of the character, and an event occurrence mass (25A, 25B.) On the route based on the eigenvalue. On the condition that the stop position of the character has a predetermined relationship with the event occurrence mass and the event occurrence mass appearance control means for controlling the appearance of the cell on which ..25D is displayed), the event occurrence mass is used. The above-mentioned problems are solved by providing the event occurrence control means for generating the associated event.
【0008】
According to the present invention, the square in which the character stops changes according to the value acquired by the lottery of the lottery means, the eigenvalue related to the event occurrence is controlled according to the stop position, and the event occurrence square is based on the eigenvalue. Appearance is controlled. Since the lottery means determines the value based on the player's instruction via the input device, there is room for the player to be involved in the stop position of the character, and as a result, the player is also involved in the appearance of the event occurrence square. It becomes possible to do. Therefore, it is possible to reflect the player's intention regarding the occurrence of the event more than before, and it is possible to proceed with the game according to the player's wishes, so that the player can freely develop a wide range of games according to his / her taste. You can play it.
【0009】
In the game system of the present invention, it is preferable that the skill of the player's operation on the input device is reflected in the determination of the value by the lottery means. In this way, the player can exert his / her skill with respect to the stop position of the character, and the appearance of the event occurrence square is controlled according to the skill of the player. As a result, the skill of the player can be more strongly reflected in the progress of the game, and the interest of the game is enhanced as compared with the case where the progress of the game is dominated by chance.
【0010】
The lottery means includes a scrolling means for scrolling a sequence of numerical values in a predetermined range at a speed within a range in which each numerical value can be discriminated on the screen of the display device, and a predetermined stop operation as an instruction to the input device. A value determining means for selecting a value acquired by the player from the scrolled sequence of numerical values may be provided so that a certain relationship is maintained between the timing and the determination of the value. In this way, the lottery means can be configured so that the player can obtain almost the desired result by adjusting the timing of the stop operation so that the desired numerical value is selected while checking the scrolling numerical value. .. As a result, the stop position of the character more strongly reflects the skill of the player regarding the stop operation. Therefore, the appearance of the event-generating square will be controlled according to the skill of the player. As a result, the skill of the player can be more strongly reflected in the progress of the game, and the interest of the game is enhanced as compared with the case where the progress of the game is dominated by chance. The constant relationship between the timing of the stop operation and the determination of the numerical value is, for example, a constant time from the stop operation to the stop of scrolling, or a constant scroll amount from the stop operation to the stop of scrolling. It can be realized by.
【0011】
In the game system of the present invention, the game progress control device includes a game progress control means for advancing a game having a story associated with a predetermined theme, and the game progress control means is a position of the character on the route. The game may be advanced while changing the story in association with the change.
【0012】
In this way, the game progresses while the story changes according to the determination of the value related to the lottery means. Therefore, the player can be involved not only in the stop position of the character and the occurrence of the event, but also in the change of the story. As a result, it is possible to provide the player with a novel game with a high degree of freedom and abundant interest, which cannot be obtained by a simple board game in which the character is simply moved along the route. As the theme, various themes may be selected in the same manner as various games classified as so-called adventure games or simulation games.
【0013】
When the progress of the game satisfies a predetermined condition, an ending corresponding to the progress at that time is selected from a plurality of endings, and an image corresponding to the selected ending is displayed via the display device. The game control device may include an ending control means presented to the player. In this way, the player can be involved in the selection of the ending in the so-called multi-ending game in which a plurality of endings are prepared. Moreover, since the selection includes the game nature of operating the input device so that the desired value can be obtained by the lottery by the lottery means, the content of the game becomes wider and deeper.
【0014】
As the event, the event generation control means may generate a game in which the skill of the player's operation on the input device is reflected in the event result. In this way, the player can demonstrate his / her skill even in the event, and the fun of the game is further enhanced. As a game in this case, for example, a game in which a player plays against a predetermined opponent is preferable. The opponent may be a computer or another player who operates another game system via a communication device.
【0015】
When the character stops at a specific position on the route, the game control device may include a practice providing means for providing the player with a practice environment for a game to be executed as the event. In this case, the player can enjoy the practice of the game, and the interest of the game is further enhanced. At the same time, the player who is unfamiliar with the game naturally increases his / her skill as the game progresses and can fully enjoy the game.
【0016】
The ending control means may select the ending in association with the experience of the event leading up to the ending. In this case, the player should carefully consider what kind of event the player needs to experience in order to reach the desired ending, and carefully instruct the lottery means so that the desired event occurs. Need to do. As a result, the player can be more interested in the lottery by the lottery means and the movement of the character corresponding to the result.
【0017】
In the game system of the present invention, when the character stops at any of the squares, the eigenvalue control means increases the eigenvalue related to the event occurrence associated with the attribute of the stopped square by a predetermined amount, and the event occurrence square appears. When the eigenvalue reaches a predetermined value, the control means may cause an event occurrence mass corresponding to the eigenvalue to appear on the route. In this case, in order to generate the desired event, first, the lottery means is instructed to stop the character in the square having the attribute associated with the event, and the eigenvalue related to the event occurrence is set to another event. It will be necessary to prioritize and increase the eigenvalues related to the occurrence. As a result, the player can be more interested in the lottery by the lottery means and the movement of the character corresponding to the result.
【0018】
The event occurrence control means may generate an event associated with the event occurrence mass, provided that the character has stopped in the event occurrence mass. In this way, when the desired event occurrence square appears, the lottery means may be instructed to stop the character in that square, and the relationship between the lottery result and the event occurrence can be easily grasped. ..
【0019】
The present invention can also be expressed as a computer-readable storage medium. The storage medium executes the game by referring to the output from the input device (4) of the game system, and displays the game screen (100,101,102,103) according to the progress of the game on the screen of the display device (3) of the game system. A computer-readable storage medium (18) in which a program for displaying above is recorded, the program is a computer (10) provided in the game system, and a plurality of squares (24A, 24B .. Based on the route presenting means for displaying the route (23) composed of .24F) side by side on the screen of the display device together with the symbol indicating the attribute assigned to each of the squares, and the instruction of the player via the input device. A lottery means for determining a value acquired by a player, a character position control means for moving a character (22) set as an operation target of the player along the route according to a value determined by the lottery means. Unique value control means that controls the unique value related to the event occurrence associated with the attribute of each mass based on the stop position of the character, and the event occurrence mass (25A, 25B ...) On the route based on the unique value. The event occurrence mass appearance control means for controlling the appearance of the cell on which 25D is displayed) and the event occurrence mass are associated with the event occurrence mass provided that the stop position of the character has a predetermined relationship with the event occurrence mass. It is characterized in that it functions as an event generation control means for generating a generated event.
【0020】
According to the storage medium of the present invention, the computer can function as a game control device in the game system of the present invention by having a computer read and execute the program.
【0021】
In the present invention, the character to be operated by the player may be displayed in various forms such as a piece, a person, and a vehicle. As the symbol indicating the attribute assigned to each cell, various symbols, symbols, characters, patterns, colors, etc. that can be visually recognized may be used. The route on which the character moves may be logically identified as containing a plurality of cells, and the boundary of each cell does not necessarily have to be shown in the image of the route displayed on the display device. That is, on the screen of the display device, only symbols indicating the attributes of each square may be shown on the route. The storage medium includes a magnetic storage medium, an optical storage medium, a photomagnetic storage medium, a semiconductor storage element, and various other storage means.
【0022】
BEST MODE FOR CARRYING OUT THE INVENTION
FIG. 1 shows a simple embodiment of the present invention. FIG. 1 (a) schematically shows the route R displayed on the game screen. The route R is formed by connecting a plurality of cells in which any of the plurality of attributes A, B, C, and D is set in one direction. Hereinafter, the mass of attribute A is referred to as mass A, the mass of attribute B is referred to as mass B, the mass of attribute C is referred to as mass C, and the mass of attribute D is referred to as mass D. The character (called a player character) CR as the operation target of the player moves the route R to the right by the number of squares equal to the value acquired by the player by the lottery means using roulette or the like, for example. When the character CR stops at the square A, the EP points of the event occurrence characters E and F are added, when the character CR stops at the square B, the EP points of the event occurrence characters G and H are added, and when the character CR stops at the square C, the event occurrence characters I and J are added. EP points are added, and when you stop at square D, K and L EP points are added. EP point is an abbreviation for event point and corresponds to an eigenvalue related to event occurrence.
【0023】
Figure 1 (b) shows how the EP points for the event-generating characters G, E, and H exceed the predetermined values, and the event-generating characters G, E, and H appear on the squares B and A, respectively. There is. The cell B or cell A in which the event occurrence characters G, E, and H appear is the event occurrence cell. When the player character CR stops in the square B or the square A in which the event occurrence characters G, E, and H are displayed, an event corresponding to the event occurrence character is generated. For example, when the player character CR stops in the square B where the event occurrence character G appears, an event associated with the character G such as a confrontation or a conversation with the character G occurs.
【0024】
The progress of the game changes according to the experience level of the event with each event occurrence character, and when the progress condition satisfies a predetermined condition, the game reaches the ending. There are multiple types of endings depending on the progress of the event. For example, if you have experienced the most events associated with the event-generating character G, you will be associated with the character G, such as winning a match against that character G or defeating a common enemy in collaboration with the character G. It will be the ending.
【0025】
According to such a system, the degree of appearance of each event occurrence character E to K changes depending on which square the player character CR stops. In the lottery means such as roulette, if the skill of the player is reflected in the determination of the value, it becomes possible to intentionally adjust the square where the player character CR stops according to the skill of the player, and the player desires. The game can proceed accordingly. That is, in a lottery by a lottery means such as roulette, the player character CR stops at a square on which a specific attribute is set, or the player exerts his / her skill so as not to stop, so that the event-generating character desired by the player can be obtained. It is possible to make it appear or not to make it appear, so that a very wide range of game development can be freely played according to the player's preference.
【0026】
It should be noted that the appearance condition of the event occurrence character does not have to be limited to the fact that the EP point exceeds a predetermined value, and other conditions may be added. For example, if the event of the event occurrence character G has not been experienced, the event of the event occurrence character H may not occur. In addition to this, by adding various conditions according to the story and progress (development) of the game, it is possible to realize a complicated and profound game.
【0027】
Figure 1 (c) shows an example in which the distribution of attributes of each cell is changed. The difference between route R1 and route R2 is that while route R1 has many cells with attribute A, route R2 has many cells with attribute B. As a result, in route R1, the probability that the event occurrence characters E and F associated with attribute A will appear is higher than the probability that other event occurrence characters will appear, and in route R2, the event occurrence associated with attribute B will occur. The probability that characters G and H will appear is higher than the probability that other event-occurring characters will appear. With this setting, it is possible to easily realize a game development centered on events with event-generating characters E, F or G, H, while a game centered on events with other event-generating characters. Difficulty can be increased in terms of deployment. Root R3 is an example of giving regularity by arranging cells of attribute C every other cell. According to this, it is possible to entertain the player with the development of stopping the player character every other square.
【0028】
Next, a more detailed embodiment of the present invention will be described with reference to FIGS. 2 to 9. FIG. 2 shows an embodiment in which the present invention is configured as a portable game machine. The portable game machine 1 has a main body 2, a liquid crystal monitor 3 as a display device attached to the main body 2, and an input device 4. The input device 4 includes a direction indicator switch 5 and a plurality of push button switches 6. The direction indicator switch 5 has, for example, a cross-shaped operating member 5a, and outputs a signal corresponding to an operation of the operating member 5a in the up / down / left / right direction (pushing operation of the up / down / left / right ends). The configuration of such an input device 4 is well known and can be modified in various ways. For example, instead of the operating member 5a, one push button switch may be arranged on each of the top, bottom, left, and right.
【0029】
FIG. 3 shows the configuration of the control device 10 provided in the game machine 1. The control device 10 is configured as a computer mainly composed of a CPU 11 using a microprocessor. ROM 12 and RAM 13 as main storage devices, an image processing circuit 14, and a sound processing circuit 15 are connected to the CPU 11 via a bus 16, respectively. The ROM 12 stores a program required for basic control (for example, startup processing) of the game machine 1. A work area for CPU 11 is secured in RAM 13. The image processing circuit 14 controls the liquid crystal monitor 3 in response to a drawing instruction from the CPU 11 to display a predetermined image on the screen. The sound processing circuit 15 generates an analog audio signal according to a sounding instruction from the CPU 11 and outputs the analog audio signal to the speaker 7.
【0030】
The switches 5 and 6 of the input device 4 are connected to the CPU 11 via the bus 16, whereby the CPU 11 can determine the operating state of the switches 5 and 6. Further, an external storage device 17 separate from the control device 10 is connected to the bus 16. The external storage device 17 is configured as a cassette type that can be attached to and detached from the main body 2, for example, and for example, ROM 18 and RAM 19 are provided as storage media inside the external storage device 17. A program for making the control device 10 function as each means of the present invention and various data necessary for executing the program are recorded in the ROM 18 in advance. For example, game save data is recorded in RAM 19 as needed. The data in the RAM 19 is held by, for example, an auxiliary battery built in the external storage device 17. Instead of RAM19, a rewritable ROM such as EEPROM may be used. The storage medium of the external storage device 17 is not limited to the semiconductor storage element, and various storage media such as a magnetic storage medium, an optical storage medium, and an optical magnetic storage medium may be used. An interface circuit is interposed between the bus 16 and each element as needed, but their illustrations are omitted. The configuration of the control device 10 is not limited to the above, and various control devices may be used.
【0031】
4 to 7 show screens of a game executed by a program recorded in the external storage device 17. The game executed by the game machine 1 of the present embodiment has three parts, a board game part, an adventure game part, and a fishing battle game part.
【0032】
FIGS. 4 (a) and 4 (b) show an example of a game screen (hereinafter, referred to as a board game screen) in a board game. The board game screen 100 includes a route display unit 20 and a roulette display unit 21. The route display section 20 displays the route 23 on which the player character 22 should proceed. Route 23 corresponds to Route R in FIG. 1 (a), and is configured by arranging a plurality of squares 24A, 24B, 24C, 24D, 24E, 24F in one direction. In the following description, when it is not necessary to distinguish each cell 24A to 24F, these are represented by reference numeral 24.
【0033】
The letters "SUN", "MON" ... "SAT" indicating the days of the week from Sunday to Saturday are displayed on each cell 24 according to the order of each cell. In addition, a mark as a symbol indicating the attribute assigned to each cell 24 is also displayed on each cell 24. Casting, retrieve, hooking and fight as elements necessary for fishing are assigned as attributes to the squares 24A to 24D, respectively. The mark of mass 24A symbolizes casting, the mark of mass 24B symbolizes retrieve, the mark of mark 24C symbolizes hooking, and the mark of mass 24D symbolizes fight.
【0034】
The mass 24E is assigned the attribute of the forced event mass. Whenever the player character 22 passes through the square 24E, it temporarily stops here, and the player executes the event assigned to the square 24E. Holiday attributes are assigned to the 24th floor of the square, and the mark on the 24th floor of the square symbolizes Sunday. From Monday to Saturday, any of the squares 24A to 24E will be assigned appropriately, but on Sunday, the square 24F will always be assigned. In addition, the current date in the game is displayed on the upper left of the route display unit 20.
【0035】
On the roulette display unit 21, numerical values in an appropriate range (for example, 1 to 6) are randomly arranged and displayed. A question mark ? Indicates an arbitrary number may be included in the numerical column. The roulette display 21 is used to determine the number of squares 24 to which the player character 22 moves. The decision is made in the following procedure.
【0036】
When the player performs a predetermined lottery operation on the input device 4, the numerical value displayed on the roulette display unit 21 starts scrolling in the left-right direction. After that, the player performs a predetermined stop operation on the input device 4, or scrolling stops when a predetermined time elapses after the start of the lottery operation, and the numerical value stopped at the position of the cursor 22a is determined as the value acquired by the player. Scroll. Here, scrolling is controlled by CPU 11 as follows. First, the scroll speed is set within a range in which the player can determine the numerical value even while scrolling. The range varies depending on the skill of the player, but in general, it is sufficient to set the speed at which each value advances by one frame in 5/60 seconds. In addition, the time from when the player performs the stop operation to the input device 4 until the scroll stops is set to be constant. With such control, the player can adjust the scroll stop timing so that the numerical value desired by the player stops at the position of the cursor 22a while checking the numerical value during scrolling. Thus, the skill of the player is reflected in the determination of the value by the roulette wheel.
【0037】
When the numerical value is determined by the roulette display unit 21, the player character 22 moves to the right of the screen by the same number of squares as the acquired numerical value, and the route 23 moves to the left of the screen by the same amount as the amount of movement. Only scrolled. The adventure game progresses according to the stop position of the player character 22 determined in this way.
【0038】
As is clear from FIG. 4 (b), the route 23 may have a branch. In this case, it is up to the player to decide which route 23 to go up or down. In addition, when a predetermined condition is satisfied in the board game, the event occurrence character 25A, 25B, 25C, 25D ... (hereinafter, may be represented by the reference code 25) is one of the squares 24 on the route 23. Is displayed in.
【0039】
5 (a), 5 (b) and 6 (a) show an example of a game screen (hereinafter referred to as an adventure game screen) in an adventure game. The adventure game screen 101 shown in these figures includes a main display unit 26 and a conversation display unit 27. The adventure game progresses along a story with the theme that players enjoy school life with a focus on fishing. Specifically, the main character set as the player's operation target transfers to the school set as the stage of the game, where the ending is reached while accumulating various experiences associated with fishing with various characters. It can be advanced. Multiple endings are prepared, and multiple stories leading up to each ending are also prepared.
【0040】
The main display 26 displays scenes according to the progress of the adventure game, such as the main character 28 talking to the character 29, and the conversation display 27 displays the main display 26. A character string indicating the content of the conversation corresponding to the scene is displayed. The main character 28 corresponds to the player character 22 on the board game screen 100. Both characters 22, 28 are given commonality, at least in part, so that the player can at first glance recognize their identity. Similarly, the character 29 corresponds to the event-generating character 25, and both characters 25 and 29 are given commonality, at least in part, so that the player can at first glance recognize their identity. At the top of the main display unit 26, the current date, comments for identifying the scene of the adventure game, and the like are displayed. Part of the commonality of appearance can be ensured, for example, by making the facial expressions, contours, hairstyles, clothes, etc. the same or similar.
【0041】
The adventure game screen 101 is displayed every time the player character 22 moves on the board game screen 100. The display content is controlled according to the attribute of the square 24 in which the player character 22 has stopped. For example, screen 101 in Fig. 5 (a) is an example of the screen displayed when the player character stops at the casting square 24A, and the main character 28 attends the class (cast class) associated with casting. , It expresses the state of talking with the character 29 named "Yutosei". In this way, various adventure game screens 101 are displayed according to the stopped squares 24 of the player character 22 on the board game screen 100, and the contents of the adventure game screen 101 change sequentially as the game progresses. As described above, in the game system of the present embodiment, the position of the character 22 on the route 23 changes according to the result of the roulette in the board game, and the adventure game moves toward the ending while the story changes in association with the change. proceed.
【0042】
When the player character 22 stops at the square 24 where the event occurrence character 25 appears on the board game screen 100, an event associated with the event occurrence character 25 occurs. In Fig. 5 (b), as a result of the player character 22 stopping at the square 24 where the event occurrence character 25 corresponding to the above-mentioned "Yutosei" appears, a fishing battle with the "Yutosei" occurs as an event. The adventure game screen 101 displayed when the game is played is shown. After this screen 101 is displayed, the game screen is switched to the fishing battle screen 103 of FIG. 7, and the fishing battle game is played.
【0043】
FIG. 6A shows an example of the adventure game screen 101 displayed when the player character 22 stops on the 24th floor of the square on Sunday. Holiday attributes are assigned to the 24th floor of the square on Sunday, but if the player character 22 stops here, the player can train (practice) the fishing battle game. There are four types of training, cast operation, retrieve operation, hooking operation, and fight operation, corresponding to the attributes assigned to each of the above-mentioned squares 24A to 24D. Players can select and play one type of training they desire.
【0044】
FIG. 6 (a) shows the adventure game screen 101 when the cast operation training is selected, and FIG. 6 (b) shows the screen 102 during the training. The content of the training will be explained following the explanation of the fishing battle game. On the board game screen 100, when the player character 22 stops at the square 24 at the end of the month, one of the above four types of practice is executed as a test.
【0045】
FIG. 7 shows an example of a game screen (hereinafter referred to as a fishing battle screen) in a fishing battle game. The fishing battle game screen 103 includes the main screen 30, and the main screen 30 shows a scene in which the main character 28 in the adventure game and the character 29 of the character who is the opponent are fishing side by side. Is displayed. The player holding the game machine 1 can cast and retrieve the lure by operating the main character character 28 via the input device 4, and can compete with the other character 29 for fishing results. The other character 29 is controlled by, for example, CPU 11. When the control device 10 is provided with a communication device, another character 29 may be operated by a player who operates another game machine 1.
【0046】
Sub-screens such as the animation window 32 are superimposed on the main screen 30 as needed. The sub screen is used to display operation guidance for the lure and various information. If there is no need to display, the sub screen is cleared. The animation window 32 of FIG. 7 is for displaying a state in which a fish is attacking a lure. Fish school gauges 33 and 33 are displayed on the left and right of the main screen 30. The school of fish gauge 33 has an elongated rectangular shape in the vertical direction, and shows the distribution of fish between each character 28, 29 and the pointer 34.
【0047】
That is, the lower end of the fish school gauge 33 corresponds to the position of the character 28 or 29, the upper end corresponds to the position of the pointer 34, and the distance from the lower end of the fish school gauge 33 is the character on the line connecting the character 28 or 29 and the pointer 34. Corresponds to the distance from 28 or 29. The inside of the fish school gauge 33 is divided into a white part and a colored part (for example, displayed in red), and the colored part indicates the place where the fish is. The triangular cursor 33a indicates the current position of the lure.
【0048】
The pointer 34 is displayed as a mark in the casting direction when each character 28, 29 casts a lure. In order to clarify the distinction between characters 28 and 29, the pointer 34 for the character 29 on the left side has the character "1P", and the pointer 34 for the character 29 on the left side of the opponent has the character "2P". Is displayed. In FIG. 7, only the pointer 34 for the character 29 on the right is shown.
【0049】
At the bottom of the main screen 30, a fishing result meter 35, a power meter 36, an appeal meter 37 and a line tension meter 38 are displayed. The mass of the fish caught by each character 28, 29 is numerically displayed on the fishing result meter 35. The power meter 36 displays the power when each character 28, 29 casts. When the meter 36 is at the left end, the power is the minimum, and when the meter 36 extends to the right end, the power is the maximum.
【0050】
The cast position of the lure by the characters 28 and 29 is determined in relation to the power displayed on the power meter 36 and the position of the pointer 34. That is, when casting a lure, the power meter 36 repeats expansion and contraction at regular intervals. The pointer 34 moves in the left-right direction in the main screen 30 in response to a predetermined cast direction selection operation (preferably, an operation in the left-right direction of the direction indicator switch 5) with respect to the input device 4. When the player performs a predetermined cast operation (for example, a push operation of the push button switch 6), the reach of the lure is calculated in proportion to the power indicated on the meter 36 at that time. Then, the lure is thrown into the position corresponding to the calculated reach on the line connecting the character 28 or 29 and the pointer 34.
【0051】
The appeal meter 37 is used to indicate the degree of appeal of the lure to the fish, and notifies the player of the suitability of the retrieve operation. When the meter 37 is at the left end, the appeal is minimum, and when the meter 37 extends to the right, the appeal is maximum. You can't catch fish except when the appeal is maximum. The degree of appeal increases as the player faithfully operates the lure with respect to the lure action guided through the lure window 50 illustrated in FIG.
【0052】
When the player operates the character 28 and throws in the lure, the lure window 50 is displayed as a sub screen on the main screen 30 corresponding to the character 28 to be operated. The lure window 50 is displayed to guide the player to retrieve the lure. In FIG. 8, each window 50 is displayed side by side at different times in order to show the temporal change of the display contents of the lure window 50. Time progresses in the order of (a) (b) (c) in Fig. 8.
【0053】
The lure window 50 shows the abstracted lure 51 swimming on the water surface or underwater in a state of looking down from above, and the lower part of the window 50 is the traveling direction (collection direction) of the lure 51. The display position of the lure window 50 is above the character 28 or 29. For example, when guiding the lure operation for the character 28 on the left side of FIG. 7, the position of the animation window 32 of FIG. 7 is displayed in the window 32. Instead, the lure window 50 is displayed. As shown in FIG. 8, the background 52 is displayed together with the lure 51 in the lure window 50, and the triangular marks 53A and 53B are displayed on the background 52 as an image that functions as a guide for the passing position of the lure 51. At the same time, a plurality of equally spaced dividing lines 54 ... 54 extending in the left-right direction (crossing direction) of the lure window 50 are displayed. The lure window 50 is not limited to the illustrated example, and may show, for example, how the lure 51 moves on a vertical cross section from the water surface to the bottom of the water.
【0054】
The lure 51 moves in the lure window 50 in the left-right direction in response to a predetermined course change operation for the input device 4. The course change operation in this case is an image of an operation of swinging the rod left and right to meander the lure left and right in actual fishing. Therefore, it is desirable to assign the operation of the direction indicator switch 5 in the left-right direction as a course change operation. The background 52, along with the marks 53A and 53B and the dividing line 54, is scrolled from the bottom to the top of the window 50 at a predetermined speed. By scrolling the background 52, it is expressed that the lure 51 is collected (retrieved) toward the character 28 while meandering to the left and right in response to the course change operation to the input device 4.
【0055】
Marks 53A and 53B indicate the passing position of the lure 51 when the appropriate action is given to the lure 51, respectively. Also, marks 53A and 53B are distinguished from each other by color. If the player can operate the lure 51 left and right to pass over the mark 53A, the appeal degree (value of the appeal meter 37) will increase. Further, when the lure 51 passes over the mark 53B, the appeal degree is increased by performing a predetermined appeal operation (coordination operation) accordingly. The appeal operation is an image of an operation in which the rod is fanned up to cause the lure 51 to act up and down. For example, it is desirable to set an upward operation by the direction indicator switch 5 as an appeal operation. If the lure 51 deviates from the mark 53A or the appeal operation is not performed properly, the appeal level will decrease.
【0056】
When the lure passes the position where the fish is in the maximum appeal, the fish reacts to the lure and attacks. At this time, the animation window 32 shown in FIG. 7 is displayed as a sub screen on the main screen 30. Hooking is successful when the player performs a predetermined hooking operation (for example, pushing operation of the push button switch 6) on the input device 4 at the timing when the fish displayed in the animation window 32 swallows the lure and closes the mouth.
【0057】
The hooked fish is caught by the player performing an appropriate fight operation on the input device 4. For example, when the line tension increases due to a fish rampage, the state of the tension meter 38 changes accordingly, so the player temporarily suspends the winding operation or a direction indicator switch. By operating 5 to tilt the rod in the direction opposite to the running direction of the fish, the fish can be caught without cutting the line. If the fight operation is inappropriate, the line will be cut or the fish will come off the lure and fail to catch.
【0058】
In the practice in the adventure game described above, the cast operation, retrieve operation (operation according to the display of the lure window 50), hooking operation, and fight operation used in the above fishing battle can be practiced individually. For example, in the cast operation, the fish school gauge 33 is displayed as shown in FIG. 6 (b), and it is required to perform the cast operation so that the lure is thrown into the colored portion in the gauge 33. By repeating the cast operation while referring to the display of the power meter 36, the player can learn the correlation between the display of the power meter 36, the timing of the cast operation, and the flight distance of the lure.
【0059】
Although not shown below, the lure window 50 appears when practicing the retrieve operation, and the player is requested to perform the retrieve operation according to the display. By repeating this practice, the player can learn proper retrieve operation. In the practice of hooking operation, the animation window 32 is displayed, and the player is requested to perform the hooking operation at the timing when the fish closes his mouth. By repeating this practice, the player can learn the timing of the proper hooking operation. In the fight operation, the display of the animation window 32 starts from the state where the hooking is successful, the state of the fish rampaging is expressed, and the tension meter 38 changes accordingly. Players are required to perform fight operations according to their display, and by repeating this, they can learn appropriate fight operations.
【0060】
FIG. 9 is a flowchart showing a game processing procedure executed by the CPU 11 according to the program recorded in the external storage device 17. However, the illustrated flowchart is for showing the mutual relationship between the board game, the adventure game, and the fishing battle game, and the details of the processing in each game are omitted.
【0061】
When the game is started, the board game screen 100 is first displayed (step S1), and then a lottery is performed on the roulette display unit 21 according to the player's operation (step S2). Player character 22 advances along route 23 according to the value obtained by roulette (step S3). Subsequently, it is determined whether or not the player character 22 has passed the forced event mass 24E (step S4), and if that is denied, the player character 22 is the cell in which the event occurrence character 25 appears (event occurrence mass) 24. It is determined whether or not it has stopped at (step S5), and if it is denied, it is determined whether or not it has stopped at the square 24 at the end of the month (step S6).
【0062】
If it is not the end of the month, it is determined whether or not it stopped on Sunday's 24th floor (step S7), and if this is denied, processing is performed according to the attributes of the stopped square 24 (step S8). This process is a process of advancing the adventure game according to the stop position, such as displaying the adventure game screen 101 and having the main character character 28 attend the class and talk with the character 29 as illustrated in FIG. ..
【0063】
Subsequently, EP points related to the event occurrence character 25 corresponding to the attribute of the square 24 in which the player character 22 has stopped are added (step S9). The EP points and their addition are as described with reference to FIGS. 1 (a) and 1 (b). For example, when the event occurrence characters 25A and 25B are associated with the mass 24A, EP points related to those event occurrence characters 25A and 25B are added. The amount to be added may be constant or may be changed depending on the situation. EP points are independently accumulated for each event occurrence character 25 and recorded in RAM 13. The accumulated values are stored in the external storage device 17 as needed.
【0064】
Next, it is determined whether or not the added EP points are equal to or higher than the predetermined value (step S10), and if it is affirmed, the event occurrence character 25 having the EP points equal to or higher than the predetermined value appears on the route 23 (step S10). Step S11). At this time, for example, if the EP points related to the event occurrence character 25 associated with the square 24A to which casting is assigned exceeds a predetermined value, the square 24A of the same attribute located after the current position of the player character 22 The event occurrence character 25 is made to appear in. The mass 24 that causes the event occurrence character 25 to appear may be one or a plurality. When a plurality of event occurrence characters 25 are associated with one type of mass 24A, the predetermined values for their appearance may be the same or may be different for each character. For example, character 25A may appear at EP points 50 or higher, and character 25B may appear at EP points 60 or higher. After the processing of step S11, the processing proceeds to step S12.
【0065】
If it is determined in step S4 that the player character 22 has passed the forced event square 24E, the player character 22 stops at that square 24E, and the event corresponding to the date assigned to that square 24E is executed. (Step S21). After the event is executed, EP points are added according to the event result (step S22). After that, the process proceeds to step S10.
【0066】
If it is determined in step S5 that the player character 22 has stopped at the display position of the event occurrence character 25, the process proceeds to step S31 and the event associated with the event occurrence character 25 is executed. A typical example of an event is a fishing match with the event-generating character 25, but it is not necessary to limit it. However, there is a clear distinction between the process for advancing the game such as lessons and conversations executed in step S9 when the player character 22 stops in a cell 24 other than the event occurrence cell, and the event executed in step S31. Will be done. For example, in the process of step S9, a so-called passive process is performed that simply displays a prepared still image and instills in the player the feeling that the adventure game is in progress, whereas in the event of step S31, A game in which the skill of the player is reflected in the event result is executed like a fishing match. After the processing of step S31, the processing proceeds to step S12.
【0067】
If it is determined in step S6 that the player character 22 has stopped in the square 24 at the end of the month, the process proceeds to step S41 and the test is performed. In this test, a task is presented to the player for any one of a cast operation, a retrieve operation, a hooking operation, and a fight operation, and it is determined whether or not the player has cleared the task at a predetermined level or higher. The type of exams that are imposed is pre-determined on a monthly basis.
【0068】
At the end of the test, EP points will be added according to the result (step S42). For example, if a result of a predetermined level or higher is achieved in the cast operation test, EP points for the event-generating character 25 corresponding to the mass 24A associated with the casting are added. After the processing of step S42, the processing proceeds to step S10.
【0069】
If it is determined in step S7 that the player character 22 has stopped on the 24th floor of the square on Sunday, fishing training is executed (step S51). The process in this case causes the player to select any one of the cast operation, the retrieve operation, the hooking operation, and the fight operation, and provides a practice environment for the selected operation. When the fishing training is completed, the process proceeds to step S12.
【0070】
In step S12, various parameters recorded in the RAM 13 are updated according to the current progress of the game in order to identify the progress of the game. For example, the parameter indicating the current position of the player character 22 and the parameter related to the appearance status of the event occurrence character 25 are updated. When the main character 28 talks with a character in step S9, a parameter indicating the intimacy with the character is added. When an event is executed in steps S21 and S31, the parameter indicating whether or not the event has been experienced and the parameter indicating the result of the event are updated. If the test was performed in step S41, the parameters indicating the result of the test are updated. In addition, various parameters may be prepared so that the progress of the game can be judged from various viewpoints. In this way, the parameters are set separately according to the characters, the event, the victory or defeat of the fishing match, etc., and the progress of the adventure game is expressed by the combination. The parameters are stored in the external storage device 17 as needed.
【0071】
In the following step S13, it is determined whether or not the conditions for reaching the ending are satisfied according to various parameters after the update. Then, when it is determined that the conditions for reaching the ending are satisfied, the ending according to the progress of the game at that time is expressed through the monitor 3 (step S61), and the game processing ends with this. Multiple types of endings are prepared, and which ending is used is determined according to the progress of the game at that time. The progress status may be determined according to, for example, the distribution status of the stop positions of the characters 22 up to the ending, the EP points for each of the accumulated event occurrence characters 25, the status of the event experience, and the like. The experience status of the event may be determined based on whether or not each of the prepared events has been experienced, or may be determined based on the result of each event. The experience of the event may be judged by combining the presence or absence of experience for each event and the result of the experienced event.
【0072】
In the above processing, the arrangement of the squares 24A to 24E on the route 23 may be determined in advance by the game creator and written in the external storage device 17, or the squares 24A to 24E may be randomly assigned using random numbers. It may be generated. The event is not limited to the case where the character 22 stops in the event occurrence mass, and may be generated when the character 22 stops within a predetermined allowable range for the event occurrence mass. There may be a difference in the content of the event when the character 22 stops in the event occurrence square and when the character 22 stops within a certain range before and after the character 22.
【0073】
The present invention is not limited to the above-described embodiment, and may be implemented in various embodiments. For example, the adventure game is not limited to the one associated with school life, and may be configured according to various themes. For example, an adventure game may be constructed with the themes of exploration, sports, and romance. The part of the battle game is not limited to fishing, and various changes such as a fighting game and a racing game can be made.
【0074】
[Effect of the invention]
As described above, according to the game system of the present invention, a lottery is performed based on a player's instruction via an input device, and the number of squares in which the character moves is determined based on the value obtained there. Since the unique value related to the event occurrence is controlled according to the stop position of the character and the appearance of the event occurrence mass is controlled based on the unique value, the player can be involved in the appearance of the event occurrence mass, and as a result. , The player's intention regarding the occurrence of the event can be reflected more than before, and the game can proceed according to the player's wishes, so that the player can freely play a wide range of game development according to his / her taste. Can be made to.
【0075】
Further, according to the storage medium of the present invention, the control device of the game system of the present invention can be realized by having a computer read and execute the program recorded therein.
[Simple explanation of drawings]
[Figure 1]
The figure for demonstrating the arrangement of the mass in the game system of one Embodiment of this invention.
[Figure 2]
The figure which shows the embodiment of this invention as a portable game machine.
[Fig. 3]
The figure which shows the schematic structure of the control device mounted on the portable game machine of FIG.
[Fig. 4]
The figure which shows an example of the board game screen displayed by the portable game machine of FIG.
[Fig. 5]
The figure which shows an example of the adventure game screen displayed on the portable game machine of FIG.
[Fig. 6]
The figure which shows another example of the adventure game screen displayed by the portable game machine of FIG.
[Fig. 7]
The figure which shows an example of the fishing battle screen displayed on the portable game machine of FIG.
[Fig. 8]
The figure which shows an example of the lure window which is superposed on the main screen of FIG.
[Fig. 9]
The flowchart which showed the procedure of the game processing executed by the CPU of the control device of FIG.
[Fig. 10]
The figure which shows the arrangement of the event occurrence mass in a conventional game system.
[Explanation of symbols]
1 Portable game machine (game system) 3 LCD monitor (display device) 4 Input device 5 turn signal switch 6 Push button switch 10 Game controller (computer) 11 CPU 18 ROM (storage medium) 20 Route display 21 Roulette display 22 player character 23 routes 24A, 24B, 24C, 24D, 24E, 24F mass 25A, 25B, 25C, 25D Event occurrence character 26 Main display 27 Conversation display 28 Character of the main character 30 Main screen 31 characters 32 animation window 33 School of fish gauge 36 power meter 37 Appeal meter 38 Tension meter 50 lure window 51 lure 52 background 53A, 53B mark 54 demarcation line 100 board game screen 101 adventure game screen 102 Screen during training 103 Fishing match game screen CR player character E, F, G, H, I, J, K Event occurrence character R, R1, R2, R3 root
11 sheets
Sheet 1 Sheet 2 Sheet 3 Sheet 4 Sheet 5 Sheet 6 Sheet 7 Sheet 8 Sheet 9 Sheet 10 Sheet 11
Every citation, both ways
| Document | Relation | Office | Cited during |
|---|---|---|---|
| JP2018015068A | Cited by | Japan | Search report |
| JP2019150102A | Cited by | Japan | Search report |
| US8456475B2 | Cited by | United States of America | Applicant |
| JP2007527260A | Cited by | Japan | Search report |
| JP2021168937A | Cited by | Japan | Search report |
| JP6446762B1 | Cited by | Japan | Search report |
| US7965295B2 | Cited by | United States of America | Applicant |
| WO2019167372A1 | Cited by | World Intellectual Property Organization (WIPO) | International search |
| JP2007527260A | Cited by | Japan | Search report |
| JP6130037B1 | Cited by | Japan | Search report |
| TWI696483B | Cited by | Taiwan Province of China | Examiner |
| JP6130037B1 | Cited by | Japan | Search report |
6 members in 3 offices
Priority claims2
| Document | Office | Kind | Date |
|---|---|---|---|
| 2000005961 | Japan | A | |
| JP20000005961 | – | – | – |
Members6
| Document | Office | Kind | |
|---|---|---|---|
| US2001007826A1 | United States of America | A1 | |
| JP2001190845AThis record | Japan | A | |
| EP1118365A2 | European Patent Office (EPO) | A2 | |
| EP1118365A3 | European Patent Office (EPO) | A3 | |
| JP3328256B2 | Japan | B2 | |
| US6979265B2 | United States of America | B2 |
35 legal events, as the office reported them to INPADOC
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| Written notification of registration of transferJAPANESE INTERMEDIATE CODE: R350R350 | R350 | |
| Request for change of ownership or part of ownershipJAPANESE INTERMEDIATE CODE: R313111S111 | S111 | |
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
| Certificate of patent or registration of utility modelJAPANESE INTERMEDIATE CODE: R150R150 | R150 | |
| Decision of grant or rejection writtenTRDD | TRDD |
Numbers
- Publication
- 2001-190845
- Publication, DOCDB
- 2001190845
- Publication, EPODOC
- JP2001190845
- Application
- 5961
- Application, DOCDB
- 2000005961
- Application, EPODOC
- JP20000005961
Titles2
- Japanese
- ゲームシステムおよびコンピュータ読取可能な記憶媒体
- English
- Description: Game system and computer readable storage medium
Classification
- CPC, 7
- A63F13/47
- A63F13/55
- A63F2300/204
- A63F2300/8035
- A63F2300/632
- A63F13/92
- A63F13/818
- IPC, 5
- A63F13 44
- A63F13 45
- A63F13 52
- A63F13 55
- A63F13 67