Program and method for controlling game progress, and video game apparatus
Abstract
[Task] Improve the fun of the game.
Solution.The CPU 161 of the video game device is a feature of the player in the game based on the result determination unit 161b that determines the ranking of the player in the game each time the game ends and the game history data stored in the history storage unit 162b described later. The RAM 162 includes a parameter calculation unit 161g for calculating a parameter representing the above, and a title assignment unit 161h for assigning a player title in the game to the player based on the calculated parameter. It includes a history storage unit 162b that stores each player, and a title storage unit 162c that stores the titles assigned by the title assignment unit 161h in association with the player.

Term
Term ended
Projected expiry passed 17 October 2021, 4.9 years ago.
- Priority and filed
- Published
- Projected expiry
- Today
10 claims: 3 independent, 7 dependent
- 1【特許請求の範囲】 【請求項1】 複数のプレイヤで行なうゲームの進行をゲーム画面に反映しつつ制御するゲーム進行制御プログラムであって、ビデオゲーム装置を、プレイヤの過去のゲーム履歴データをプレイヤ毎に格納する履歴記憶手段と、前記ゲーム履歴データに基づいてプレイヤのゲーム上での特徴を表わすパラメータを算出するパラメータ算出手段と、算出されたパラメータに基づいてプレイヤにゲーム内でのプレイヤの称号を付与する称号付与手段と、前記称号をプレイヤに対応付けて格納する称号記憶手段として機能させることを特徴とするゲーム進行制御プログラム。
- 2【請求項2】 所定の条件を満たすプレイヤに仮想的に所定数量のアイテムを付与するアイテム付与手段と、ゲームの終了毎にプレイヤの勝敗又は順位を判定する成績判定手段と、前記成績判定手段による判定結果に基づいてプレイヤが仮想的に所持しているアイテムから所定の数量分をプレイヤ間で移動するアイテム移動手段と、プレイヤが仮想的に所持しているアイテムの数量に基づいて当該プレイヤのゲーム上での強さのレベルを表わす段位を決定する段位決定手段と、前記アイテムの数量及び段位をプレイヤに対応付けて格納する段位記憶手段としてとして前記ビデオゲーム装置を更に機能させることを特徴とする請求項1に記載のゲーム進行制御プログラム。
- 3【請求項3】 前記ゲームは麻雀ゲームであって、前記ゲーム履歴データは、少なくとも累積上がり回数データ及び累積対局数データを含み、前記パラメータ算出手段は、累積上がり回数を累積対局数で除した1局当たりの上がり回数を算出することを特徴とする請求項1または2に記載のゲーム進行制御プログラム。
- 4【請求項4】 前記ゲームは麻雀ゲームであって、前記ゲーム履歴データは、少なくとも累積振込み回数データ及び累積対局数データを含み、前記パラメータ算出手段は、累積振込み回数を累積対局数で除した1局当たりの振込み回数を算出することを特徴とする請求項1~3のいずれかに記載のゲーム進行制御プログラム。
- 5【請求項5】 前記ゲームは麻雀ゲームであって、前記ゲーム履歴データは、少なくとも上がり手の翻数の累計データである累計上がり翻数データ及び累積上がり回数データを含み、前記パラメータ算出手段は、累計上がり翻数を累積上がり回数で除した上がり1回当たり翻数を算出することを特徴とする請求項1~4のいずれかに記載のゲーム進行制御プログラム。
- 6【請求項6】 前記ゲームは麻雀ゲームであって、前記ゲーム履歴データは、少なくとも上がり手のドラ数の累計データである累計上がりドラ数データ及び累積上がり回数データを含み、前記パラメータ算出手段は、累計上がりドラ数を累積上がり回数で除した上がり1回当たりのドラ数を算出す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進行制御プログラム。
- 7【請求項7】 対戦相手の段位及び称号の少なくとも一方をゲーム画面に表示する対戦相手表示手段として前記ビデオゲーム装置を更に機能させることを特徴とする請求項1~6のいずれかに記載のゲーム進行制御プログラム。
- 8【請求項8】 前記ゲームは麻雀ゲームであって、ゲームを開始する際に複数の対局数をゲーム画面に表示し、プレイヤからの選択入力を受け付ける対局数選択手段として前記ビデオゲーム装置を更に機能させ、前記アイテム移動手段は、選択された対局数に基づいてプレイヤ間で移動するアイテムの数量を決定することを特徴とする請求項2に記載のゲーム進行制御プログラム。
- 9【請求項9】 複数のプレイヤで行なうゲームの進行をゲーム画面に反映しつつ制御するゲーム進行制御方法であって、ビデオゲーム装置において、記憶手段にプレイヤの過去のゲーム履歴データをプレイヤ毎に格納しており、前記ゲーム履歴データに基づいてプレイヤのゲーム上での特徴を表わすパラメータを算出するパラメータ算出処理と、算出されたパラメータに基づいてプレイヤにゲーム内でのプレイヤの称号を付与する称号付与処理とを実行し、記憶手段に前記称号をプレイヤに対応付けて格納することを特徴とするゲーム進行制御方法。
- 10【請求項10】 複数のプレイヤで行なうゲームの進行をゲーム画面に反映しつつ制御するビデオゲーム装置であって、プレイヤの過去のゲーム履歴データをプレイヤ毎に格納する履歴記憶手段と、前記ゲーム履歴データに基づいてプレイヤのゲーム上での特徴を表わすパラメータを算出するパラメータ算出手段と、算出されたパラメータに基づいてプレイヤにゲーム内でのプレイヤの称号を付与する称号付与手段と、前記称号をプレイヤに対応付けて格納する称号記憶手段とを備えることを特徴とするビデオゲーム装置。
Independent claims10
255 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 progress control program, a game progress control method, and a video game device that control the progress of a game performed by a plurality of players while reflecting the progress on the game screen.
【0002】
[Conventional technology]
Conventionally, various video game devices played by a plurality of players have been proposed or have already been used. For example, in the case of a mahjong game, a plurality of parameters for each player change based on the battle results, and the rank or the like indicating the player the level of strength in the game is determined based on the parameters. Players will seriously work on the game for the purpose of raising their rank.
【0003】
[Problems to be Solved by the Invention]
However, in the conventional video game device for mahjong games, the relationship between the parameters and the rank is complicated, so that the player tends to have an unclear specific goal for raising the rank. As a result, the motivation to work on each game such as Hanso was diminished, so there was a limit to the fun of the game.
【0004】
Also, in the case of a mahjong game, it is necessary to consider how to hit according to the characteristics of the opponent. For example, if there is an opponent who wants to go up early, try to go up early to some extent. However, since the video game device of the conventional mahjong game cannot grasp (or is difficult to grasp) the characteristics of the opponent, enjoy the real pleasure of mahjong by flexibly changing the way of hitting oneself according to the opponent. It was difficult, and it was an obstacle to enhance the interest.
【0005】
The present invention has been made in view of the above, and an object of the present invention is to provide a highly interesting game progress control program, game progress control method, and video game device.
【0006】
[Means for solving problems]
The game progress control program according to claim 1 is a game progress control program that controls the progress of a game performed by a plurality of players while reflecting it on a game screen, and uses a video game device to display past game history data of the players. A history storage means stored for each player, a parameter calculation means for calculating parameters representing the characteristics of the player in the game based on the game history data, and a player in the game based on the calculated parameters. It is characterized in that it functions as a title giving means for giving a title and a title storage means for storing the title in association with a player.
【0007】
According to the above invention, the player's past game history data is stored in the history storage means for each player, and the parameter calculation means calculates a parameter representing the characteristics of the player in the game based on the game history data. Will be done. Further, the title-giving means assigns the player's title in the game to the player based on the calculated parameters, and stores the title in the title storage means in association with the player.
【0008】
Therefore, since a title representing the characteristics of the player in the game is given, the player can grasp the characteristics in the game by his / her own title, and in addition, the title of the opponent can be used to grasp the characteristics of the opponent's game. You can understand the above features. Therefore, the player is added with the pleasure of changing the operation method of the game according to the title of the opponent, and the fun of the game is enhanced.
【0009】
The game progress control program according to claim 2 is an item giving means for virtually giving a predetermined number of items to a player who satisfies a predetermined condition, and a result determining means for determining the victory or defeat or ranking of the player at each end of the game. The item moving means for moving a predetermined quantity from the items virtually possessed by the player based on the determination result by the result determining means, and the quantity of items virtually possessed by the player. The video game device is further used as a stage determining means for determining a stage indicating the level of strength of the player in the game based on the above, and a stage storage means for storing the quantity and the stage of the item in association with the player. It is characterized by making it work.
【0010】
According to the above invention, a predetermined number of items are virtually given to a player who satisfies a predetermined condition by the item giving means, and the winning or losing or ranking in the game of the player is determined at each end of the game by the result determining means. Will be done. In response to this result, the item moving means moves a predetermined number of items from the items virtually possessed by the player between the players based on the determination result by the result determining means. Then, the rank determining means determines the rank representing the level of strength of the player in the game based on the number of items virtually possessed by the player. In addition, the number and rank of the items are stored in the rank storage means in association with the player.
【0011】
Therefore, since the rank representing the level of strength of the player in the game is determined based on the number of items that the player virtually possesses, how much the player can raise the rank in this game. You can clearly see if you should get the number of items. That is, the goal of the game can be clearly grasped. Therefore, the motivation of the player to work on each game is promoted, and the fun of the game is further enhanced.
【0012】
In the game progress control program according to claim 3, the game is a mahjong game, the game history data includes at least cumulative increase number data and cumulative game number data, and the parameter calculation means calculates the cumulative increase number. It is characterized by calculating the number of increases per station divided by the cumulative number of games.
【0013】
According to the above invention, the game is a mahjong game, the game history data includes at least cumulative increase count data and cumulative game number data, and the cumulative increase number is divided by the cumulative number of games by a parameter calculation means1 The number of rises per station is calculated. The fact that the number of rises per station is large means that the player makes a quick rise (haste) type of hitting, and the number of rises per station clearly shows the characteristics of the player's way of hitting.
【0014】
In the game progress control program according to claim 4, the game is a mahjong game, the game history data includes at least cumulative transfer number data and cumulative game number data, and the parameter calculation means calculates the cumulative transfer number. It is characterized by calculating the number of transfers per station divided by the cumulative number of games.
【0015】
According to the above invention, the game is a mahjong game, the game history data includes at least the cumulative transfer number data and the cumulative game number data, and the cumulative transfer number is divided by the cumulative number of games by the parameter calculation means1 The number of transfers per station is calculated. Since the number of transfers per station is small, it means that the guard is hit firmly, so the number of transfers per station further expresses the characteristics of the player's way of hitting.
【0016】
In the game progress control program according to claim 5, the game is a mahjong game, and the game history data includes at least cumulative ascending number data and cumulative ascending number data which are cumulative data of ascending numbers. The parameter calculation means is characterized in that the cumulative ascending number is divided by the cumulative ascending number to calculate the transliteration number per ascending time.
【0017】
According to the above invention, the game is a mahjong game, and the game history data includes at least cumulative ascending number data and cumulative ascending number data which are cumulative data of ascending numbers, and is a parameter calculation means. Is calculated by dividing the cumulative number of ups and downs by the cumulative number of ups and downs. The fact that the number of translations per climb is large means that the player has a high-scoring, hand-made type of hitting, and the number of translations per climb further expresses the characteristics of the player's hitting method.
【0018】
In the game progress control program according to claim 6, the game is a mahjong game, and the game history data includes at least cumulative rising dora number data and cumulative rising number data which are cumulative data of the number of rising players. The parameter calculation means is characterized in that the cumulative number of rising dramas is divided by the cumulative number of rising dras to calculate the number of dora per rise.
【0019】
According to the above invention, the game is a mahjong game, and the game history data includes at least cumulative rising dora number data and cumulative rising number data which are cumulative data of the number of rising players, and by a parameter calculation means. , The number of dora per increase is calculated by dividing the total number of increase dora by the cumulative number of increase. A large number of dora per climb means that the player is loyal to luck (or left to luck), and the number of dora per climb makes the player's way of hitting even better. Represented.
【0020】
The game progress control program according to claim 7 is characterized in that the video game device further functions as an opponent display means for displaying at least one of the rank and title of the opponent on the game screen.
【0021】
According to the above invention, by the opponent display means, for example, at the time of starting the game or during the game, at least one of the rank and the title of the opponent is displayed on the game screen, so that the title of the opponent is displayed on the game screen. By checking with, you can surely grasp the characteristics of the opponent in the game.
【0022】
The game progress control program according to claim 8 is a game in which the game is a mahjong game, and is used as a game number selection means for displaying a plurality of game numbers on the game screen when starting the game and accepting selection input from the player. Further functioning the video game device, the item moving means determines the number of items to move between players based on the number of games selected.
【0023】
According to the above invention, the game is a mahjong game, and a plurality of game numbers are displayed on the game screen when the game is started by the game number selection means, and selection input from the player is accepted. Then, the item moving means determines the number of items to be moved between the players based on the selected number of games. Therefore, as the number of games increases, the player's ability is reflected in the result of the game, and the reality of the game is enhanced by increasing the number of items that move between the players.
【0024】
The game progress control method according to claim 9 is a game progress control method that controls the progress of a game performed by a plurality of players while reflecting the progress of the game on the game screen. History data is stored for each player, parameter calculation processing that calculates parameters representing the characteristics of the player in the game based on the game history data, and the player in the game based on the calculated parameters. It is characterized in that the title assignment process for assigning the title is executed, and the title is stored in the storage means in association with the player.
【0025】
According to the above invention, the player's past game history data is stored in the storage means for each player, and in the parameter calculation process, a parameter representing the characteristics of the player in the game is calculated based on the game history data. Will be done. Further, in the title assignment process, the title of the player in the game is assigned to the player based on the calculated parameter, and this title is stored in the storage means in association with the player.
【0026】
Therefore, since a title representing the characteristics of the player in the game is given, the player can grasp the characteristics in the game by his / her own title, and in addition, the title of the opponent can be used to grasp the characteristics of the opponent's game. You can understand the above features. Therefore, the player is added with the pleasure of changing the operation method of the game according to the title of the opponent, and the fun of the game is further enhanced.
【0027】
The video game device according to claim 10 is a video game device that controls the progress of a game performed by a plurality of players while reflecting the progress of the game on the game screen, and is a history storage that stores the player's past game history data for each player. Means, parameter calculating means for calculating parameters representing the characteristics of the player in the game based on the game history data, and title giving means for giving the player the title of the player in the game based on the calculated parameters. It is characterized by including a title storage means for storing the title in association with the player.
【0028】
According to the above invention, the player's past game history data is stored in the history storage means for each player, and the parameter calculation means provides a parameter representing a feature of the player in the game based on the game history data. It is calculated. Further, the title-giving means assigns the title of the player in the game to the player based on the calculated parameters, and the title is stored in the title storage means in association with the player.
【0029】
Therefore, since a title representing the characteristics of the player in the game is given, the player can grasp the characteristics in the game by his / her own title, and in addition, the title of the opponent can be used to grasp the characteristics of the opponent's game. You can understand the above features. Therefore, the player is added with the pleasure of changing the operation method of the game according to the title of the opponent, and the fun of the game is further enhanced.
【0030】
BEST MODE FOR CARRYING OUT THE INVENTION
FIG. 1 is a perspective view showing the appearance of an embodiment of the video game device according to the present invention. In the following description, a commercial video game device in which a monitor is integrally configured will be described as an example of the video game device, but the present invention is not particularly limited to this example, and a home video game machine is used as a home TV. It can also be applied to a home video game device configured by connecting to John, a personal computer functioning as a video game device by executing a video game program, and the like.
【0031】
Further, in the present embodiment, the game played by using the video game device according to the present invention is a mahjong game, in which a player who operates the video game device, a player who operates another video game device, and a CPU player At least one will play against it. When playing against a player who operates another video game device, data is transmitted / received between the video game devices via the network communication unit 18 described later.
【0032】
The video game device 1 is a touch panel 11a that determines which button is instructed from the monitor 11 that displays the game screen, the address of the button that prompts selection or the like displayed on the game screen of the monitor 11, and the pressing position by the player. The feature point data required for personal authentication is extracted using the speaker 12 that outputs voice, the card reader 13 that reads information such as the user ID stored in the personal card, and the fingerprint information from the CCD camera 14a described later. It is provided with a fingerprint authentication unit 14 for receiving data and a coin receiving unit 15 for receiving coins inserted by the player. The feature point data extracted by the fingerprint authentication unit 14 is stored in the illustrated server via the network communication unit 18 and the network, which will be described later.
【0033】
The monitor 11 is, for example, a thin liquid crystal display that displays an image. The speaker 12 outputs a predetermined message or BGM. The fingerprint authentication unit 14 includes a CCD camera 14a that captures the fingerprint of the player. Instead of the CCD camera 14a, another digital imager (for example, a CMOS camera) may be used. The coin receiving unit 15 is provided with a coin ejection port 151 for ejecting when the inserted coin is a defective coin.
【0034】
The personal card is a magnetic card, IC card, or the like in which personal information such as a user ID is stored. Although not shown in the figure, the card reader 13 makes it possible to read the information from the inserted personal card. ..
【0035】
A control unit 16 (see FIG. 2) composed of a microprocessor and the like that outputs detection signals from each unit and control signals to each unit is arranged at an appropriate position in the video game device 1.
【0036】
FIG. 2 is a hardware configuration diagram showing an embodiment of the video game device according to the present invention. The control unit 16 controls the overall operation of the video game device, and includes an information processing unit (CPU) 161, a RAM 162 that temporarily stores information during processing, and predetermined image information and a game program described later. It has a ROM 163 stored in advance.
【0037】
The game progress control program of the present invention is recorded on the ROM 163 like the game program, is loaded on the RAM 162, and while the operation performed by the player via the touch panel 11a is accepted, the game on the RAM 162 is received by the CPU 161. Each function is realized by sequentially executing the progress control program.
【0038】
The external input / output control unit 171 converts the detection signal into a digital signal for processing between the control unit 16 and the detection unit including the card reader 13, the touch panel 11a, and the CCD camera 14a, and converts the command information into each of the detection units. It is converted into a control signal and output to the device, and such signal processing and input / output processing are performed in a time-division manner, for example. The external device control unit 172 performs an output operation of the control signal to each device of the detection unit and an input operation of the detection signal from each device of the detection unit within each time division period.
【0039】
The drawing processing unit 111 displays a required image on the monitor 11 according to an image display instruction from the control unit 16, and includes video RAM and the like. The voice reproduction unit 121 outputs a predetermined message, BGM, or the like to the speaker 12 according to an instruction from the control unit 16.
【0040】
The touch panel 11a is a rectangular thin layer body, which is composed of an array of pressure-sensitive materials made of linear transparent materials at predetermined pitches in the vertical and horizontal directions, covered with a transparent cover, and the like. It is affixed on the surface. A known touch panel 11a can be used. For example, long pressure-sensitive conductive inks, for example, conductive particles and non-conductive particles, are used on opposite surfaces of two flexible film substrates. It may be manufactured by laminating both film substrates after printing a material made of a thermoplastic resin in which and is dispersed and mixed at corresponding positions. Further, each pressure-sensitive conductive ink is drawn out of the film with the lead wire insulated and coated, and a predetermined voltage is applied to the lead wire of one film base material to that of the other film base material. A circuit for detecting voltage is connected to the lead wire so that each lead wire can be recognized. The contact surface between the pressure-sensitive conductive inks of both film substrates in the laminated state is in a state where minute irregularities (due to printing or the presence of fine particles) are formed, and the player's contact surface with the film substrate surface is formed. The voltage appearing on the other lead wire side due to a change in the substantial contact area between the ink surfaces due to pressurization with a finger (or a pressing pen, etc.), that is, a change in resistance at the contact surface can be detected in an analog manner. This makes it possible to detect the pressing position. Then, it is possible to determine which button is instructed from the address and the pressing position of the button that prompts selection or the like displayed on the monitor 11 screen.
【0041】
The ROM 163 stores mahjong tile characters, background images, images of various screens, etc., which will be described later. The mahjong tile character etc. is composed of the required number of polygons that compose it so that it can be drawn in 3D, and the drawing processing unit 111 starts from the position in the 3D space based on the drawing instruction from CPU161. Calculation for conversion to position in pseudo 3D space, light source calculation processing, etc., and writing processing of image data to be drawn to video RAM based on the above calculation result, for example, specified by polygon Write (paste) texture data to the area of the video RAM.
【0042】
Here, the relationship between the operation of the CPU 161 and the operation of the drawing processing unit 111 will be described. The CPU 161 reads out image, audio and control program data, and game program data from the ROM 163 based on the operating system (OS) recorded in the ROM 163 as a built-in or externally attached / detachable type. A part or all of the read image, sound, control program data, etc. is held in the RAM 162. After that, the CPU 161 is based on the control program stored in the RAM 162, various data (image data including other character images such as polygons and textures of the display object, audio data), and detection signals from the detection unit. Processing proceeds. That is, the CPU 161 appropriately generates commands as tasks for drawing and audio output based on the detection signal and the like. Based on the above command, the drawing processing unit 111 calculates the viewpoint position, calculates the position of the character in the three-dimensional space with respect to the viewpoint position (of course, the same applies in the two-dimensional space), calculates the light source, and so on. Data generation and processing are performed. Subsequently, based on the above calculation result, writing processing of image data to be drawn in the video RAM and the like are performed. The image data written in the video RAM is supplied to the monitor 11 (after being supplied to the D / A converter via the interface and converted into an analog video signal), and is displayed as an image on the tube surface thereof. On the other hand, the audio data output from the audio reproduction unit 121 is output as audio from the speaker 12 (via the amplifier after being supplied to the D / A converter via the interface and converted into an analog audio signal).
【0043】
Drawing commands include drawing commands for drawing a three-dimensional image using polygons and drawing commands for drawing a normal two-dimensional image. Here, the polygon is a two-dimensional image of a polygon, and in the present embodiment, a triangle or a quadrangle is used. The drawing commands for drawing a three-dimensional image using polygons are the polygon vertex address data read from ROM163, the texture address data indicating the storage position of the texture data to be pasted on the polygon, and the color indicating the color of the texture data. It consists of color palette address data indicating the storage position of the palette data and brightness data indicating the brightness of the texture. A character (or object) is made up of many polygons. The CPU161 stores the coordinate data of each polygon in the three-dimensional space in the RAM162. Then, when moving the character or the like on the screen of the monitor 11, the following processing is performed.
【0044】
The CPU 161 sequentially holds three dimensions after the movement and rotation of each polygon based on the three-dimensional coordinate data of the vertices of each polygon temporarily held in the RAM 162 and the movement amount data and the rotation amount data of each polygon. Obtain coordinate data. Of the three-dimensional coordinate data of each polygon obtained in this way, the coordinate data in the horizontal and vertical directions is supplied to the drawing processing unit 111 as address data on the display area of the RAM 162, that is, polygon vertex address data. To. The drawing processing unit 111 writes the texture data indicated by the texture address data assigned in advance on the display area of the triangle or the quadrangle indicated by the three or four polygon vertex address data. As a result, a character (or object) in which texture data is pasted on a large number of polygons is displayed on the display surface of the monitor 11.
【0045】
Of the various data stored in the ROM 163, the data that can be stored in the removable recording medium can be read by a driver such as a hard disk drive, an optical disk drive, a flexible disk drive, a silicon disk drive, or a cassette medium reader. Often, in this case, the recording medium is, for example, a hard disk, an optical disk, a flexible disk, a CD, a DVD, a semiconductor memory, or the like.
【0046】
The network communication unit 18 is for transmitting and receiving various event information and the like generated during the execution of the mahjong game to and from a server (or another video game device) outside the figure via a network (Internet, etc.).
【0047】
Here, the personal authentication method in the video game device 1 will be described. Personal authentication means that the player recognized by the video game device 1 (or the network communication unit 18 and the server (not shown) connected via the network) is the same as the player actually playing. It is to confirm. When the player plays the video game device 1 for the first time, the card reader 13 reads the user ID data from the inserted personal card, the CCD camera 14a of the fingerprint authentication unit 14 captures the player's fingerprint, and the CCD camera 14a Feature point data required for personal authentication is extracted using fingerprint information. Then, the user ID data and the feature point data are transmitted and stored in the network communication unit 18 and a server (not shown) connected via the network. In this way, the player is registered in the server. When a player registered in the server plays on the video game device 1, the card reader 13 reads the user ID data from the inserted personal card, the CCD camera 14a of the fingerprint authentication unit 14 captures the player's fingerprint, and the CCD The feature point data required for personal authentication is extracted using the fingerprint information from the camera 14a. Then, the user ID data and the feature point data are transmitted to the network communication unit 18 and a server (not shown) connected via the network, and the feature point data and the feature point data corresponding to the stored user ID are transmitted by the server. It is determined whether or not the feature point data is the same, and if this determination is affirmed, play is permitted, and if this determination is denied, play is rejected (for example,). An error message is displayed on the monitor of the video game device 1 to prompt the user to perform fingerprint authentication again).
【0048】
FIG. 3 is a functional configuration diagram of the control unit 16. The CPU 161 of the control unit 16 plays a game with an item giving unit 161a (corresponding to an item giving means) that virtually gives a predetermined number of items to a player who satisfies a predetermined condition, and a plurality of games when the game is started. The number of games selection unit 161c (corresponding to the number of games selection means) that is displayed on the screen and accepts selection input from the player, and the result determination unit 161b (means for determining the number of games) that determines the ranking of the player in the game each time the game ends ), And an item that moves a predetermined number from the items that the player virtually possesses based on the judgment result by the performance judgment unit 161b and the number of games selected by the game number selection unit 161c. A stage determination unit 161f (corresponding to an item movement means) and a stage determination unit 161f (corresponding to an item movement means) that determines a stage indicating the level of strength of the player in the game based on the number of items virtually possessed by the player. 161g (corresponding to the parameter calculation means) and the parameter calculation unit 161g (corresponding to the parameter calculation means) that calculates the parameters representing the characteristics of the player in the game based on the history data stored in the history storage unit 162b described later. , A title-giving unit 161h (corresponding to the title-giving means) that assigns the player's title in the game to the player based on the calculated parameters, and an opponent display unit that displays the rank and title of the opponent on the game screen. It is equipped with 161k (corresponding to the opponent display means).
【0049】
Further, the RAM 162 of the control unit 16 has a stage storage unit 162a (corresponding to a stage storage means) that stores the quantity and rank of items in association with the player, and a history that stores the player's past game history data for each player. It includes a storage unit 162b (corresponding to the history storage means) and a title storage unit 162c (corresponding to the title storage means) that stores the titles assigned by the title assignment unit 161h in association with the player.
【0050】
When starting the game, the number of games selection unit 161c displays the table selection screen (see Fig. 9), which will be described later, and accepts the selection input from the player to select the table. And one of the half-village battles is decided, and the opponent is selected. However, the desks that can be selected by the player are preset according to the rank of the player. Here, depending on the type of table, players with a dan level of 1 or higher will play against each other (this battle is called a dan level battle), and players with a dan level of 1 or lower will play against each other (this battle). There is a dan battle table, which is a table (a battle is called a dan battle), and if the player's dan level is higher than the first dan, the dan battle table can be selected, and the player's dan level is 1st or lower. In some cases, a rank battle table can be selected.
【0051】
The item granting unit 161a virtually grants an item (here, an item called a dragon chip) to a player who satisfies a predetermined condition, increases or decreases the points virtually held by the player, and increases the number of items and points. It is stored in the stage storage unit 162a in association with the player. The points that the player virtually possesses are also a kind of item like the dragon chip. Here, the method of increasing / decreasing points and the conditions for granting items will be specifically described. During the game, when the player finishes (goes up), the points virtually owned by the player are added by a predetermined number, and when the player fires (transfers), the points are subtracted by a predetermined number. It is a thing. For example, when the player finishes, points are added at a ratio of 20 points to 1000 points won. When the player fires, points are subtracted at a ratio of 10 points to 1000 points fired. When the points are 1000 or more, 3 items called dragon chips are virtually given.
【0052】
The result determination unit 161b determines the ranking in descending order of the number of points that the player virtually possesses as a point stick when the game of the number of stations selected by the game number selection unit 161c ends. However, at the start of the game, the points (called the origin) that the player virtually possesses as a point stick are the same. For example, the origin is 15,000 points in the case of one-station battle, 20,000 points in the case of Dongfeng battle, and 25,000 points in the case of Hanso battle.
【0053】
The item moving unit 161d is an item virtually possessed by the player based on the determination result by the grade determination unit 161b and the number of games selected by the game number selection unit 161c after the ranking is determined by the grade determination unit 161b. A predetermined number of items are moved between players. Specifically, in the case of the 1st station battle, the dragon chip is not moved, and in the case of the Dongfeng battle, one dragon chip is moved from the 4th place player to the 1st place player, and in the case of the half-village battle. Moves two dragon chips from the 4th player to the 1st player and 1 dragon chip from the 3rd player to the 2nd player. When a tournament or the like is held virtually, it is possible to increase the number of dragon chips moved from the above number to encourage the player's willingness to participate in the tournament or the like. In addition, the item moving unit 161d updatesly stores the number of dragon chips in the stage storage unit 162a, which will be described later.
【0054】
The rank determination unit 161f determines the rank indicating the level of strength of the player in the game based on the number of items virtually possessed by the player. Hereinafter, a specific method for determining the rank will be described with reference to FIGS. 4 and 5.
【0055】
FIG. 4 is a chart showing the conditions for assigning ranks (10th grade to 1st grade) indicating the level of strength of the player in this game performed by the rank determination unit 161f. The player who plays this game for the first time is considered to have a rank of ten. For example, when the points are 100 to 199, the rank is set to 9th grade. Then, the rank is raised (or lowered) as the points increase (or decrease), and for example, when the points reach 900 to 999, the rank is set to the first grade. When the points are 1000 or more, the rank is set as the first rank.
【0056】
FIG. 5 is a chart showing the conditions for assigning ranks (first to eighth dans) indicating the level of strength of the player in this game performed by the dan level determination unit 161f. As described above, the item granting unit 161a virtually grants three items called dragon chips to the player whose points are 1000 or more. Then, the item moving unit 161d moves the dragon chips virtually possessed by the player between the players based on the judgment result by the performance determination unit 161b and the number of games selected by the game number selection unit 161c. The number of dragon chips virtually possessed by the player changes, and is updatedly stored in the stage storage unit 162a described later. Then, for example, when the number of dragon chips is 5 or more and less than 10, the rank is set to 2 ranks. Then, the rank is raised (or lowered) as the number of dragon chips increases (or decreases), and when the number of dragon chips reaches 46 or more, the rank is set to eight. If the number of dragon chips becomes 0 or less as a result of playing the game while the player is in the first stage, the player is demoted to the first grade.
【0057】
That is, the rank determination unit 161f includes a point that is determined by the item assigning unit 161a, the eye is determined by the item assigning unit 161a and the item movement unit 161d based on the number systems out, grade table shown in FIGS. 4 and 5 The corresponding rank is determined with reference to.
【0058】
The parameter calculation unit 161g represents the characteristics of the player in the game based on the history data stored in the history storage unit 162b, which will be described later, when the stage is determined in the first stage in the stage determination performed by the stage determination unit 161f. It calculates the parameters. The parameters include the winning rate, the transfer rate, the average number of dramas, and the average translation number defined by the following formulas. (Completion rate) = (Cumulative number of wins) / (Cumulative number of play stations) (Transfer rate) = (Cumulative number of shots) / (Cumulative number of play stations) (Average number of dramas) = (Cumulative number of dramas at the end of the game) / (Total number of games completed) (Average number of translations) = (Cumulative number of translations at the end of the game) / (Number of total number of games completed) The cumulative number of wins, the total number of shots, the total number of play stations, the total number of dramas at the end, the total number of translations at the end, and the total number of wins used in the above formula are associated with the player. It is stored in the history storage unit 162b, which will be described later.
【0059】
The title-giving unit 161h virtually gives the player the title of the player in the game based on the parameters calculated by the parameter calculation unit 161g when the stage is determined in the first stage in the stage determination performed by the stage determination unit 161f. And stored in the title storage unit 162c in association with the player.
【0060】
FIG. 6 is a chart for explaining the title granting conditions performed by the title granting unit 161h. As shown in FIG. 6, the level is set in association with the numerical value of each parameter. For example, if the winning rate is 0.31, the winning rate level is 6, and if the transfer rate is 0.125, the transfer rate level is 7. The title-giving unit 161h first determines the levels of the winning rate, the transfer rate, the average number of dramas, and the average number of translations based on the chart of FIG. Then, a title corresponding to the highest level parameter is given. When the level of the winning rate is the highest, the player judges that it is a haste type and is given the title of "Suzaku". When the transfer rate level is the highest, the player judges that it is a defensive type and is given the title of "Genbu". When the level of the average number of dramas is the highest, the player judges that he is lucky and is given the title of "Blue Dragon". When the average translation level is the highest, the player judges that it is an attack type and is given the title of "white tiger". Each title represents a character name in which the player's striking type (for example, haste type) is imaged.
【0061】
FIG. 7 is a diagram showing what kind of character each title given by the title giving unit 161h is displayed on a game screen or the like. (a) is an image diagram of a blue dragon character corresponding to the title "Blue Dragon", (b) is an image diagram of a white tiger character corresponding to the title "White Tiger", and (c) is an image diagram of a white tiger character corresponding to the title "Suzaku". It is an image diagram of the corresponding Suzaku character, and (d) is an image diagram of the Genbu character corresponding to the title "Genbu".
【0062】
The stage storage unit 162a stores the number of items given by the item assigning unit 161a and changed by the item moving unit 161d and the stage determined by the stage determining unit 161f in association with the player.
【0063】
The history storage unit 162b, as the player's past game history data, is the cumulative number of times the player has completed the game, the total number of times the game has been fired, the total number of times the game has been fired, and the total number of stations played. The cumulative number of play stations, which is the number, the cumulative number of dora, which is the cumulative number of dora that was in the hand at the end of the game, the cumulative number of translations, which is the total number of translations that were in the tehai at the end of the game, and the sum. The cumulative number of completions, which is the cumulative number of completions, is stored for each player.
【0064】
The title storage unit 162c stores the parameter values calculated by the parameter calculation unit 161g and the titles and the like given by the title assignment unit 161h in association with the player.
【0065】
FIG. 8 is an example of a flowchart showing the operation of the video game device 1 according to the present invention. Here, a personal card is inserted into the card reader 13 in advance, the player's fingerprint is imaged by the CCD camera 14a of the fingerprint authentication unit 14, and the fingerprint authentication unit 14 uses the fingerprint information from the CCD camera 14a to perform personal authentication. The feature point data is extracted, and the user ID data stored in the personal card and the feature point data extracted by the fingerprint authentication unit 14 are transmitted to the network communication unit 18 and a server (not shown) connected via the network. It is assumed that the personal authentication is affirmed by the server.
【0066】
First, the number of games selection unit 161c displays the table selection screen shown in FIG. 9, and accepts selection input from the player to select one table from a plurality of tables. One of the battles will be decided (step ST1). Next, the opponent display unit 161k displays the opponent display screen shown in FIG. 10, which displays the opponents of the table selected in step ST1, after a predetermined time (or when a predetermined operation is performed by the player). The rank display screen shown in FIGS. 11 and 12 showing the rank and the like of the current player is displayed in (step ST3). Next, the field and the parent are determined (step ST5), the battle is started in step ST7, and the battle screen is displayed (see FIGS. 17 and 18). Then, when the match is completed, in step ST9, the result determination unit 161b determines the ranking in the game, and the ranking display screen is displayed (see FIG. 19).
【0067】
Then, the points are increased or decreased by the item giving unit 161a, and the player virtually possesses the points based on the judgment result by the performance determination unit 161b by the item moving unit 161d and the number of games selected by the game number selection unit 161c. The item is moved between players (step ST11) and the item display screen is displayed. Next, the rank determination unit 161f determines the rank indicating the level of strength of the player in the game based on the number of items and points virtually possessed by the player, and the rank is promoted to the first rank. Whether or not it is determined is performed (step ST13). If the rank is not promoted to the first rank, the item display screen (see Fig. 20) showing the current number of items, etc. is displayed and the process is completed.
【0068】
When the rank is promoted to the first rank, the parameter calculation unit 161g calculates a parameter representing the characteristics of the player in the game (step ST15). Then, in step ST17, the title assignment unit 161h virtually assigns the player title in the game to the player based on the parameters calculated by the parameter calculation unit 161g, and the item display screen (FIG. 20) is used for a predetermined time. (See) is displayed, then the promotion screen (see Figure 21) is displayed, and the process is completed. Before the battle (up to step ST5) and after the battle (step ST9 or later), the personal information screens shown in FIGS. 13 to 16 can be displayed by pressing a predetermined button on the game screen.
【0069】
Next, the game screen displayed on the monitor 11 will be described with reference to the flowchart shown in FIG. 8 using the screen diagrams shown in FIGS. 9 to 21. FIG. 9 is a screen view of the desk selection screen displayed in step ST1 of the flowchart shown in FIG. On the table selection screen 500, there is a table name 501 that indicates one of the 1-station battle, Dongfeng battle, and Hanso battle, a join / create button 502 that is pressed when joining the table, and already on the table. Participant information 503 such as the names and ranks of participating participants is displayed in the center of the screen in two upper and lower tiers for each table. Here, the tables currently recruiting participants are the table whose second table name 501 from the left side of the screen is "Dongfeng Battle A" and the table whose table name 501 at the left end of the lower screen is "Hanso Battle A". When the former participation / creation button 502 is pressed, Dongfeng battle is selected, and when the latter participation / creation button 502 is pressed, Hanso battle is selected. .. Also, if the table name 501 at the left end of the upper screen is "Create new table" and the join / create button 502 of the table is pressed, the player creates a new table for Dongfeng battle and other players Participation can be invited. In this case, Dongfeng is selected.
【0070】
FIG. 10 is a screen view of the opponent display screen displayed in step ST3 of the flowchart shown in FIG. The opponent display screen 510 displays player information 511 including handle names 511a, titles and ranks 511b, and points 511c of four opponents including the player. The player information 511 at the bottom of the screen is the player information about the player of the video game device 1, and the player information 511 at the top of the screen is the player's face-to-face (Toymen: virtually sits in front of the player and is two hands ahead of the player. Player information about the opponent located in), and the player information 511 on the left side of the screen is located in the player's superior (Kamicha: a person who virtually sits on the left side of the player and hits one step ahead of the player). Player information about the opponent to play, and the player information 511 on the right side of the screen is the player information about the opponent located in the lower side of the player (simocha: a person who virtually sits on the right side of the player and hits one move after the player). is there. Since the title and rank of the opponent can be confirmed on the opponent display screen 510, the strength of the opponent and the characteristics of the way of hitting can be grasped, and the player devises his own way of hitting according to the opponent (strategy is devised). ) Have fun. For example, if the opponent has a high rank (that is, strong) and the title is Suzaku (that is, haste type), the player can devise a way of hitting so as to quickly counter the handmade.
【0071】
FIG. 11 is a screen view (in the case of a dan battle) of the dan display screen displayed in step ST3 of the flowchart shown in FIG. On the stage display screen 520, a character message 521 (here, "currently white tiger 4th stage") indicating the player's current title and stage, a character image 522 corresponding to the character message 521, and a current character image 522 are displayed in the center of the screen. A chip display unit 523 indicating the number of dragon chips possessed by the player and a character message 524 indicating the conditions for the player to be promoted are displayed. Here, it can be seen that the player currently has 6 dragon chips and can be promoted to 5th dan if he gets 1 more dragon chip. Also, if you lose 6 dragon chips, you will be demoted. In this way, since the promotion condition and the demotion condition can be clearly grasped as the number of dragon chips, it is possible for the player to clearly set a goal when playing the game, and it is possible to increase the motivation to play the game.
【0072】
FIG. 12 is a screen view (in the case of a rank battle) of the rank display screen displayed in step ST3 of the flowchart shown in FIG. On the dan display screen 525, a character message 526 (here, "second grade") indicating the player's current title and dan and a point display indicating the number of points held by the current player are displayed in the center of the screen. Part 527 and a character message 528 indicating the conditions for the player to be promoted are displayed. Here, it can be seen that the player currently has 880 points and can be promoted to the first grade by earning only 20 points. Also, if you lose 81 points, you will be demoted to the third grade. In this way, since the promotion condition and the demotion condition can be clearly grasped as the number of points, it is possible for the player to clearly set the goal when playing the game, and it is possible to increase the motivation to play the game.
【0073】
13 to 16 show the predetermined buttons (personal material button PDB described later) on the game screen before the match (up to step ST5 of the flowchart shown in FIG. 8) and after the match (after step ST9 of the flowchart shown in FIG. 8). It is a screen view of the personal information screen of a player which is displayed by pressing. The personal information screen includes a comprehensive personal information screen 530, which is a screen showing the player's comprehensive personal information, a rising role distribution screen 540, which is a screen showing the distribution of the player's winning combination, and a screen showing the player's battle record. A certain battle record screen 550 and a dragon chip screen 560, which is a screen showing the number of dragon chips owned by the player, are included. 13 to 16 are screen views of the comprehensive personal information screen 530, the rising role distribution screen 540, the battle record screen 550, and the dragon chip screen 560, respectively.
【0074】
On the general personal information screen 530, the ascending role distribution screen 540, the battle record screen 550, and the dragon chip screen 560, the personal material button PDB pressed when displaying the player's personal information in the center of the right side of the screen, and the personal material button The point stick confirmation button BNB that is pressed when displaying the number of point sticks of all opponents (4 people) including the player on the lower side of the PDB, and the personal information button on the left side of the PDB, the player's comprehensive personal information Comprehensive button TIB pressed when displaying the comprehensive personal information screen, which is a screen showing the player, RDB, which is pressed when displaying the rising role distribution screen, which is a screen showing the distribution of the player's rising role. The battle record button FRB pressed when displaying the battle record screen, which is the screen showing the player's battle record, the dragon chip pressed when displaying the dragon chip screen, which is the screen showing the number of dragon chips owned by the player, etc. The button HDB and the back button BB that is pressed when returning to the original screen are displayed.
【0075】
In the comprehensive personal information screen 530 shown in FIG. 13, the handle name 531 of the player is on the upper left side of the screen, and four parameters (completion rate, transfer rate, average number of radars, and average translation number) indicating the characteristics of the player are displayed on the lower left side of the screen. ) Is displayed on the radar chart 532, and various data 533 showing the player's past battle record are displayed at the bottom center of the screen.
【0076】
On the rising combination distribution screen 540 shown in FIG. 14, the combination name 541, which is the name of the combination, the combination number 542, which is the number of times the combination was included when the player completed the game, and the combination are displayed. The winning combination probability 543, which is a percentage of the value obtained by dividing the winning combination number 542 by the number of times the player has completed the winning combination, is displayed.
【0077】
On the battle record screen 550 shown in FIG. 15, the recent battle results of the past 15 times are displayed in a table format on the upper side of the screen, and a line graph 556 showing the ranking of the past 15 times is displayed on the lower side of the screen. The battle record includes the number of prewar 551, which indicates how many times the battle was made, and the game type 552, which indicates whether the number of stations played at that time was one, Dongfeng, or Hanso. The game result 553 etc. which is the result of the time is included.
【0078】
On the dragon chip screen 560 shown in FIG. 16, the cumulative number of dragon chips acquired by the player in the past battle and the cumulative number of dragon chips lost by the player in the past battle are displayed. Various data 561 including, character image 562 corresponding to the title representing the characteristics of the player, and the required number of chips image 563 showing the number of dragon chips required for the player to be promoted from the current rank to the rank immediately above. It is displayed.
【0079】
Here, it is assumed that the data necessary for displaying the screens shown in FIGS. 13 to 16 is updatedly stored in the RAM 162 shown in FIG.
【0080】
FIG. 17 is a screen view of the battle screen displayed in step ST7 of the flowchart shown in FIG. On the battle screen 570, at the bottom of the screen, there are a reach button 570B that is pressed when making a reach, a chi button 570C that is pressed when making a chi, and a pong button 570D that is pressed when making a pong. The can button 570E that is pressed when you do, the up button 570F that is pressed when you declare an uphill, the progress button 570G that is pressed when you advance the field, and the abandoned tiles of other players The sound change button 570H that is pressed when changing the selection of whether or not it is present is displayed, and the point bar confirmation button BNB that is pressed when confirming the point bar is displayed on the right side of the screen.
【0081】
If all the opponents of this table have selected "Do not ring against other player's discarded tiles" by the sound change button 570H, the tile will be given to the next player immediately after one player discards the tile. It will be tiled. When the player selects "squeal against another player's discarded tile" by the sound change button 570H, when the other player discards the tile that can be squealed by the player, the discard is discarded. The tiles flash to indicate that the player can squeal, and the player presses one of the Chi Button 570C, Pong Button 570D, and Can Button 570E to squeal, or , The tile is not picked up by the next player until the player presses the progress button 570G to advance the field or a predetermined time (for example, 5 seconds) elapses.
【0082】
In addition, on the battle screen 570, the player's hand tile 571 is displayed on the lower side of the screen so that the type of tile can be seen, and the opponent's hand tile 573 is displayed on the upper side of the screen and on both the left and right sides so that the type of tile cannot be seen. Has been done. Further, on the battle screen 570, a mountain 574 including a Dora display is displayed in the center of the screen, and a discard 572 is displayed around the mountain 574.
【0083】
FIG. 18 is a screen view of the point bar confirmation screen displayed when the point bar confirmation button BNB is pressed on the battle screen 570. On the point stick confirmation screen 580, in addition to the items displayed on the battle screen 570, the point display unit 585 including the handle names 585a of all the opponents including the player, the title / dan level 585b, and the points 585c is displayed. Is displayed. The point bar confirmation screen 580 (holding point display unit 585) is displayed when the point bar confirmation button BNB is pressed, is hidden after a predetermined time (for example, 5 seconds), and becomes the battle screen 570.
【0084】
FIG. 19 is a screen view of the ranking display screen displayed in step ST9 of the flowchart shown in FIG. On the ranking display screen 590, the ranking display unit 591 including the ranking 591a of all the opponents including the player and the final score 591b is displayed.
【0085】
FIG. 20 is a screen view of the item display screen displayed in steps ST13 and ST17 of the flowchart shown in FIG. On the item display screen 600, a result display unit 601 showing the results of this match and a required number of chips image 602 showing the number of dragon chips required for the player to be promoted from the current rank to the rank immediately above are displayed. ing.
【0086】
FIG. 21 is a screen view of the promotion screen displayed in step ST17 of the flowchart shown in FIG. On the promotion screen 610, a promotion information display unit 611 indicating the previous rank and the rank after promotion is displayed.
【0087】
The present invention can take the following aspects.
【0088】
(A) In the present embodiment, the case where the game played by the video game device 1 is a mahjong game has been described, but it may be a game played by a plurality of other players. For example, it may be a card game, a Go game, a shogi game, or the like.
【0089】
(B) In the present embodiment, the case where the item assignment unit, the number of games selection unit, the result determination unit, the item movement unit, the rank determination unit, the parameter calculation unit, the title assignment unit, and the opponent display unit are on the CPU161 will be described. However, at least one of the item assignment unit, the number of games selection unit, the grade judgment unit, the item movement unit, the rank determination unit, the parameter calculation unit, the title assignment unit, and the opponent display unit is on the server connected via the network. It may be in the form. If the item assignment unit, the number of games selection unit, the result judgment unit, the item movement unit, the rank determination unit, the parameter calculation unit, the title assignment unit, and the opponent display unit are all on the server, communication is possible via the server. Net battles can be easily performed between connected video game devices.
【0090】
(C) In the present embodiment, the case where the stage storage unit, the history storage unit, and the title storage unit are located on the RAM 162 has been described, but at least one of the stage storage unit, the history storage unit, and the title storage unit is via a network. It may be in the form of the connected server. When the stage storage unit, history storage unit, and title storage unit are all on the server, the information is centrally managed.
【0091】
(D) In the present embodiment, the case where the items are counted by the number of items has been described, but the items may be counted by the quantity. For example, it is a case where the item imitates gold and is virtually given to the player as an item in gram units. In such a case, since the amount of items to be given (or moved) can be finely set, for example, the setting of the dan level determination condition and the like can be finely set, and the variety of the game can be improved. Can be done.
【0092】
(E) In the present embodiment, the case where the title is given when the title is promoted to the first stage has been described, but the title is given each time the title is promoted or demoted (if the title has already been given, the title is given). May be changed). In this case, since the titles representing the characteristics of the player's striking method are renewed, the characteristics of the player's striking method can be determined by the title even when the characteristics of the player's striking method change. ..
【0093】
[Effect of the invention]
According to the invention of claim 1, since a title representing the characteristics of the player in the game is given, the player can grasp the characteristics of the player in the game by his / her title and also play a match. By the title of the opponent, the characteristics of the opponent in the game can be grasped. Therefore, the player can add the enjoyment of changing the operation method of the game according to the title of the opponent, and can enhance the interest of the game.
【0094】
According to the second aspect of the present invention, the player is determined to represent the level of strength of the player in the game based on the number of items virtually possessed by the player. You can clearly see how many items you should get to raise your rank in the game. That is, the goal of the game can be clearly grasped. Therefore, the motivation of the player to work on each game is promoted, and the fun of the game can be further enhanced.
【0095】
According to the invention of claim 3, the game is a mahjong game, the game history data includes at least cumulative increase count data and cumulative game number data, and the cumulative increase number is calculated by the parameter calculation means. The number of increases per station divided by is calculated. The fact that the number of rises per station is large means that the player makes a quick rise (haste) type of hitting, and the characteristics of the player's way of hitting can be well expressed by the number of rises per station.
【0096】
According to the invention of claim 4, the game is a mahjong game, the game history data includes at least the cumulative transfer number data and the cumulative game number data, and the cumulative transfer number is calculated by the parameter calculation means. The number of transfers per station divided by is calculated. Since the small number of transfers per station means that the guard is hit firmly, the characteristics of the player's hitting method can be further expressed by the number of transfers per station.
【0097】
According to the invention of claim 5, the game history data includes the cumulative ascending number data, which is the cumulative number of ascending numbers, and the cumulative ascending number is divided by the cumulative ascending number by the parameter calculation means. The number of translations is calculated for each rise. Having a large number of translations per climb means that the player has a high-scoring handmade type of hitting, and the number of translations per climb can further express the characteristics of the player's hitting method. ..
【0098】
According to the invention of claim 6, the game is a mahjong game, and the game history data includes at least cumulative rising dora number data and cumulative rising number data which are cumulative data of the number of rising players. The parameter calculation means calculates the number of dora per increase by dividing the cumulative number of increase dora by the cumulative number of increase. A large number of dramas per climb means that the player is hitting faithfully (or leaving it to luck), and the number of dora per climb is a good indication of the characteristics of the player's hitting method. be able to.
【0099】
According to the invention of claim 7, at least one of the rank and title of the opponent is displayed on the game screen by the opponent display means, for example, at the time of starting the game or during the game. By confirming the title on the game screen, the characteristics of the opponent in the game can be surely grasped.
【0100】
According to the invention of claim 8, the game is a mahjong game, and a plurality of game numbers are displayed on the game screen when the game is started by the game number selection means, and selection input from the player is accepted. Be done. Then, the item moving means determines the number of items to be moved between the players based on the selected number of games. Therefore, as the number of games increases, the player's ability is reflected in the result of the game, so that the reality of the game can be enhanced by increasing the number of items that move between the players.
【0101】
According to the invention of claim 9, since a title representing the characteristics of the player in the game is given, the player can grasp the characteristics of the player in the game by his / her title and also play a match. By the title of the opponent, the characteristics of the opponent in the game can be grasped. Therefore, the player can add the enjoyment of changing the operation method of the game according to the title of the opponent, and can improve the interest of the game.
【0102】
According to the invention of claim 10, since a title representing the characteristics of the player in the game is given, the player can grasp the characteristics of the player in the game by his / her title and also play a match. By the title of the opponent, the characteristics of the opponent in the game can be grasped. Therefore, the player can add the enjoyment of changing the operation method of the game according to the title of the opponent, and can improve the interest of the game.
[Simple explanation of drawings]
[Figure 1]
It is a perspective view which shows the appearance of one Embodiment of the video game apparatus which concerns on this invention.
[Figure 2]
It is a hardware block diagram which shows one Embodiment of the video game apparatus which concerns on this invention.
[Fig. 3]
It is a functional block diagram of the control unit 16.
[Fig. 4]
It is a chart which shows the condition of giving the rank (10th grade to 1st grade) which shows the level of strength in this game of a player.
[Fig. 5]
It is a chart which shows the condition of giving the rank (first rank to eight ranks) which shows the level of strength in this game of a player.
[Fig. 6]
It is a chart for explaining the conditions for giving a title.
[Fig. 7]
It is a figure which shows what kind of character each title is displayed on a game screen or the like.
[Fig. 8]
This is an example of a flowchart showing the operation of the video game device 1 according to the present invention.
[Fig. 9]
It is a screen view of a desk selection screen.
[Fig. 10]
It is a screen view of the opponent display screen.
[Fig. 11]
It is a screen view of the dan display screen (in the case of dan battle).
[Fig. 12]
It is a screen view of the rank display screen (in the case of a rank battle).
[Fig. 13]
It is a screen view of a comprehensive personal information screen.
[Fig. 14]
It is a screen view of the rising combination distribution screen.
[Fig. 15]
It is a screen view of the battle record screen.
[Fig. 16]
It is a screen view of a dragon chip screen.
[Fig. 17]
It is a screen view of a battle screen.
[Fig. 18]
It is a screen view of the point bar confirmation screen.
[Fig. 19]
It is a screen view of a ranking display screen.
[Fig. 20]
It is a screen view of the item display screen.
[Fig. 21]
It is a screen view of a promotion screen.
[Explanation of symbols]
1 Video game device 11 Monitor 11a touch panel 12 speakers 13 Card reader 14 Fingerprint authentication unit 14a CCD camera 15 Coin reception 16 Control unit 161a Item granting department (item granting means) 161b Grade Judgment Department (Grade Judgment Means) 161c Number of games selection unit (Means for selecting the number of games) 161d Item movement part (item movement means) 161f Stage determination unit (stage determination means) 161g Parameter calculation unit (parameter calculation means) 161h Title granting department (Title granting means) 161k Opponent display section (Opposite display means) 162b History storage unit (history storage means) 162a Stage storage unit (stage storage means) 162c Title storage unit (title storage means) 171 External I / O control unit 172 External device control unit 18 Network Communication Department
9 sheets
Sheet 1 Sheet 2 Sheet 3 Sheet 4 Sheet 5 Sheet 6 Sheet 7 Sheet 8 Sheet 9
Every citation, both ways
| Document | Relation | Office | Cited during |
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| JP2014147791A | Cited by | Japan | Search report |
| US8583266B2 | Cited by | United States of America | Applicant |
| JP2012105902A | Cited by | Japan | Search report |
| US7846024B2 | Cited by | United States of America | Applicant |
| US8538910B2 | Cited by | United States of America | Applicant |
| JP2026023618A | Cited by | Japan | Search report |
| JP2006051250A | Cited by | Japan | Examiner |
| JP2014004474A | Cited by | Japan | Search report |
| JP2005342307A | Cited by | Japan | Examiner |
| JPWO2006092839A1 | Cited by | Japan | Search report |
| JP2010172629A | Cited by | Japan | Examiner |
| JP7733182B1 | Cited by | Japan | Search report |
| WO2007062097A1 | Cited by | World Intellectual Property Organization (WIPO) | International search |
| JP2016144687A | Cited by | Japan | Search report |
| US7288024B2 | Cited by | United States of America | Applicant |
| JP2011005163A | Cited by | Japan | Examiner |
| JP2012105902A | Cited by | Japan | Examiner |
| KR100794247B1 | Cited by | Republic of Korea | Search report |
| US8175726B2 | Cited by | United States of America | Applicant |
| JP2014004474A | Cited by | Japan | Examiner |
22 members in 5 offices
Members22
| Document | Office | Kind | |
|---|---|---|---|
| US2003073488A1 | United States of America | A1 | |
| JP2003117226A | Japan | A | |
| JP2003117243AThis record | Japan | A | |
| EP1304150A1 | European Patent Office (EPO) | A1 | |
| EP1304666A2 | European Patent Office (EPO) | A2 | |
| EP1304667A2 | European Patent Office (EPO) | A2 | |
| US2003078102A1 | United States of America | A1 | |
| KR20030032861A | Republic of Korea | A | |
| KR20030032891A | Republic of Korea | A | |
| CN1413753A | China | A | |
| EP1304667A3 | European Patent Office (EPO) | A3 | |
| US2003104868A1 | United States of America | A1 | |
| KR20030044877A | Republic of Korea | A | |
| EP1304666A3 | European Patent Office (EPO) | A3 | |
| JP2003225469A | Japan | A | |
| JP3443417B2 | Japan | B2 | |
| JP2003290555A | Japan | A | |
| JP2004321831A | Japan | A | |
| CN1216668C | China | C | |
| KR100522059B1 | Republic of Korea | B1 | |
| KR100613803B1 | Republic of Korea | B1 | |
| US7097559B2 | United States of America | B2 |
2 legal events, as the office reported them to INPADOC
Over the term
Point at a mark for the eventEvents
| Event | Code | |
|---|---|---|
| Notification of appointment of power of attorneyJAPANESE INTERMEDIATE CODE: A7423RD03 | RD03 | |
| Notification of change in applicantJAPANESE INTERMEDIATE CODE: A712A711 | A711 |
Numbers
- Publication
- 2003-117243
- Application
- 319866
Titles2
- Japanese
- 【発明の名称】ゲーム進行制御プログラム、ゲーム進行制御方法及びビデオゲーム装置
- English
- Description: Game progress control program, game progress control method, and video game device
Classification
- CPC, 7
- G07F17/32
- G06Q50/10
- A63F2300/50
- A63F2300/5546
- A63F2300/5566
- G07F17/3276
- G07F17/3283
- IPC, 5
- A63F13 45
- A63F13 69
- A63F13 79
- A63F13 798
- G07F17 32