Communication game apparatus
Abstract
Problem to be solved.To provide a communication game apparatus performing communication with each other, storing information relating to a communicating party in communication, performing an arithmetic processing for which the stored information is taken into consideration in the next and succeeding communication and reflecting the information relating to the communicating party on the contents of a game and a simulation.
Solution.The communication game apparatus is provided with an arithmetic processing part, a program storage part for storing a control program, an image storage part for storing a character image made to correspond to an image ID and an operation part operable by a player, judges when receiving a parameter of another communication game apparatus whether or not a parameter including the same machine body ID and optional data as the machine body ID and the optional data in the parameter is stored, and performs the control of updating the parameter when it is stored and newly storing it when it is not stored.
Copyright (C)2005,JPO&NCIPI
Term
Term ended
Projected expiry passed 26 December 2023, 2.7 years ago.
- Priority and filed
- Published
- Projected expiry
- Today
2 claims: 1 independent, 1 dependent
- 1A communication game device that stores an arithmetic processing unit, a program storage unit that stores a control program that controls the communication game device by the arithmetic processing unit, an image ID, and a character image associated with the image ID. The image storage unit, the operation unit that can be operated by the player, at least the image ID of the character image, the machine ID assigned to the communication game device by the arithmetic processing unit based on the control program, and the operation unit by the user. A parameter storage unit that stores parameters including arbitrarily determined arbitrary data, and an image in the parameters stored in the parameter storage unit that is read from the image storage unit by the arithmetic processing unit as a virtual life form of the own machine. A display unit capable of displaying a character image corresponding to an ID, a transmission unit capable of transmitting parameters stored in the parameter storage unit to another communication game device, and receiving parameters transmitted from the other communication game device. The arithmetic processing unit is composed of a possible receiving unit and a communication partner storage unit that can store parameters received by the receiving unit for each machine ID and name data. Based on the control program, control for displaying a list of parameters stored in the communication partner storage unit on the display unit, and when the reception unit receives parameters of the other communication game device, the communication partner storage unit Judgment control for determining whether or not a parameter including the same aircraft ID and arbitrary data as the aircraft ID and arbitrary data in the received parameters is stored, and in the determination control, the communication partner storage unit Update control that updates the stored parameters to the received parameters when it is determined that the aircraft ID in the received parameters and the parameters including the same aircraft ID and the arbitrary data as the arbitrary data are stored. When it is determined in the determination control that the communication partner storage unit does not store the aircraft ID in the received parameters and the parameters including the aircraft ID and the arbitrary data that are the same as the arbitrary data, the received parameters. A communication game device, characterized in that a new storage control is performed to store the data in the communication partner storage unit. 通信ゲーム装置であって、 演算処理部と、 当該演算処理部により通信ゲーム装置を制御せしめる制御プログラムを記憶するプログラム記憶部と、 画像IDと、当該画像IDに対応付けられたキャラクター画像を記憶する画像記憶部と、 遊戯者によって操作可能な操作部と、 少なくとも前記キャラクター画像の画像ID、前記演算処理部が前記制御プログラムに基づいて通信ゲーム装置に付与した機体ID、使用者が前記操作部により任意で決定した任意データを含むパラメーターを記憶するパラメーター記憶部と、 自機の仮想生命体として、前記演算処理部が前記画像記憶部から読み出した、前記パラメーター記憶部に記憶されたパラメーター中の画像IDに対応するキャラクター画像を表示可能な表示部と、 前記パラメーター記憶部に記憶されたパラメーターを他の通信ゲーム装置に送信可能な送信部と、 前記他の通信ゲーム装置から送信されたパラメーターを受信可能な受信部と、 前記受信部により受信されたパラメーターを機体IDおよび名前データ毎に記憶可能な通信相手記憶部とからなり、 前記演算処理部は、 前記制御プログラムに基づき、前記通信相手記憶部に記憶されているパラメーターを前記表示部にリスト表示する制御と、 前記受信部で前記他の通信ゲーム装置のパラメーターを受信したとき、前記通信相手記憶部を参照し前記受信されたパラメーター中の機体IDおよび任意データと同一の機体IDと任意データを含むパラメーターが記憶されているか否かを判断する判断制御と、 前記判断制御において前記通信相手記憶部に前記受信されたパラメーター中の機体IDおよび任意データと同一の機体IDと任意データを含むパラメーターが記憶されていると判断したとき、当該記憶されているパラメーターを前記受信されたパラメーターに更新する更新制御と、 前記判断制御において前記通信相手記憶部に前記受信されたパラメーター中の機体IDおよび任意データと同一の機体IDと任意データを含むパラメーターが記憶されていないと判断したとき、前記受信されたパラメーターを前記通信相手記憶部に記憶する新規記憶制御とを行なうことを特徴とする通信ゲーム装置。
68 paragraphs, as filed
The present invention relates to a communication game device. In particular, the present invention relates to a game device capable of communicating with a plurality of communication game devices and storing information on the game device as a communication partner.
Conventionally, as an application relating to a liquid crystal game device that communicates with a partner machine, "a connected battle type liquid crystal game machine and a connected battle type liquid crystal game method" (Patent Document 1) is known. Patent Document 1 describes a technique in which a character displayed on a liquid crystal screen is grown by gaining virtual experience, and a character of another machine that has grown in the same way as the grown character is made to play against each other by communication to determine victory or defeat. Is disclosed.<patcit num="1"><text>Japanese Unexamined Patent Publication No. 10-263212</text></patcit>
<p> The above-mentioned conventional liquid crystal game device simply communicates with the opponent's machine to make the character of the own machine and the character of the opponent's machine play against each other, and stores information about the opponent's machine that has played against each other. , The information about the opponent could not be reflected in the games and the like that are repeatedly played thereafter.</p><p> The present invention has been invented in view of the above-mentioned conventional technique, and communicates with a plurality of partner machines to perform various games, simulations, etc. with the character possessed by the partner machine, and communicates with the character of the partner machine. By memorizing the information related to, it is possible to perform arithmetic processing in consideration of the memorized information at the time of the next and subsequent communications, and reflect the memorized communication history with the character of the partner machine and various information in the contents of the game or simulation. The subject is to provide communication game devices and peripheral technologies. In addition, it is a communication game device that can display the character of the other machine on the display screen of the own machine when communicating with the other machine, and is a communication game that does not send and receive the data itself of the character image having a large data size. The subject is to provide the device. Furthermore, when communicating with a communication game device of a different version from the own machine, the character of the other machine is displayed on the display screen of the own machine even if the image data related to the character of the other machine is not stored in advance. It is an object of the present invention to provide a communication game device capable of displaying other alternative images as if the characters are being used and smoothly performing a communication game, a simulation, or the like even between devices of different versions.</p>
<p> In view of the above problems, the invention of claim 1 has the means described below. That is, a communication game device, an arithmetic processing unit, a program storage unit that stores a control program that controls the communication game device by the arithmetic processing unit, an image ID, and a character image associated with the image ID. An image storage unit to be stored, an operation unit that can be operated by the player, at least an image ID of the character image, an aircraft ID assigned to the communication game device by the arithmetic processing unit based on the control program, and the operation by the user. Among the parameters stored in the parameter storage unit, which are read from the image storage unit by the arithmetic processing unit as a virtual life form of the own machine, and a parameter storage unit that stores parameters including arbitrary data arbitrarily determined by the unit. A display unit capable of displaying a character image corresponding to the image ID of the above, a transmission unit capable of transmitting parameters stored in the parameter storage unit to another communication game device, and parameters transmitted from the other communication game device. With a receiver that can receive The parameter received by the receiving unit is composed of a communication partner storage unit that can store each machine ID and name data, and the arithmetic processing unit is a parameter stored in the communication partner storage unit based on the control program. Is displayed in a list on the display unit, and when the receiving unit receives the parameters of the other communication game device, the communication partner storage unit is referred to and the same as the aircraft ID and arbitrary data in the received parameters. Judgment control that determines whether or not parameters including the aircraft ID and arbitrary data are stored, and the aircraft ID that is the same as the aircraft ID and arbitrary data in the received parameters in the communication partner storage unit in the determination control. When it is determined that a parameter including arbitrary data is stored, the update control for updating the stored parameter to the received parameter, and When it is determined in the determination control that the communication partner storage unit does not store the aircraft ID in the received parameters and the parameters including the aircraft ID and the arbitrary data that are the same as the arbitrary data, the received parameters are stored. A communication game device characterized by performing new storage control for storing in a communication partner storage unit.</p><p> Further, the invention according to claim 2 has the means described below. That is, in the communication game device according to claim 1, a storage image code determined according to the type of character image stored in the image storage unit or the correspondence between the character image and the ID is stored. The transmitting unit has a code storage unit, and the transmitting unit can transmit a stored image code stored in the stored image code storage unit together with the parameters to the other communication game device, and the receiving unit can transmit the other communication. It is possible to receive the stored image code transmitted from the other communication game device together with the parameters transmitted from the game device, the image storage unit stores the stored image code mismatched image, and the arithmetic processing unit is described. Based on the control program, recognition code comparison control for comparing the stored image code of the other communication game device received by the receiving unit with the stored image code stored in the stored image code storage unit, and When it is determined in the recognition code comparison control that the stored image code of the other communication game device and the stored image code stored in the stored image code storage unit are the same, the image in the parameter received by the receiving unit. A control that reads a character image corresponding to an ID from the image storage unit and displays it on the display unit as a virtual life form of the other communication game device, and a storage image of the other communication game device in the storage image code comparison control. When it is determined that the code and the stored image code stored in the stored image code storage unit are different, the stored image code mismatch image is read out from the image storage unit, and the display unit is used as a virtual life form of the other communication game device. The communication game machine according to claim 1, wherein the control displayed on the device is performed.</p>
<p> The communication game device in the present invention includes parameters including an aircraft ID assigned to the communication game device by the arithmetic processing unit based on a control program and arbitrary data (name of a virtual life form, etc.) that can be arbitrarily determined by the user. It is stored, and the parameters are transmitted and received to and from other communication game devices, the parameters received from other communication game devices are stored in the communication partner storage unit, and the received parameters are stored in the communication partner storage unit. At that time, the communication partner storage unit is referred to to determine whether or not the aircraft ID in the received parameters and the parameters including the same aircraft ID and arbitrary data as the arbitrary data are stored, and the communication partner storage unit stores the data. When it is determined that a parameter containing the same aircraft ID and name data as the aircraft ID and name data in the received parameters is stored, the stored parameter is updated to the received parameter and the communication is performed. When it is determined that the other party storage unit does not store the aircraft ID and the parameters including the name data that are the same as the aircraft ID and the name data in the received parameters, the received parameters are stored in the communication partner storage unit. By doing so, it is possible to prevent the arbitrary data that can be arbitrarily determined by the user from being accidentally updated when it accidentally matches the arbitrary data determined by another user.</p><p> Further, the communication game device according to the present invention stores a stored image code that is determined according to the type of stored character image or the correspondence between the stored character image and the image ID. It has a storage unit, and the image storage unit has a storage image code mismatch image used when the "storage image code" received from another communication game device and the "storage image code" of the own machine are different. The "memory image code" transmitted from the other communication game device is compared with the "memory image code" of the own machine, and if they are different, the stored image code mismatch image is used as the virtual life form of the other communication game device. By displaying, it is possible to communicate with the old communication game machine and the old communication game device, but communication can be performed without any problem even between a new communication game device having a different stored character image. ..</p>
Hereinafter, one embodiment of the present invention will be described with reference to the drawings. FIG. 1 is a view showing an external view of the communication game device according to the present invention, and FIG. 1 shows a communication game device main body (hereinafter, referred to as main body). A (liquid crystal) display unit 5 constituting the liquid crystal display device 3 is provided in the center of the front surface of the main body 1. Below the display unit 5, three switches (A button 7, B button 9, and C button 11) are provided as operation units. The A button 7 is a switch for selecting commands and the like performed by the program. The B button 9 is a switch on which a command is determined. The C button 11 is a switch that cancels the selected command. In addition, a plurality of icons 13 and 15 are displayed at the upper and lower ends of the display unit 5 by executing a program described later, and a character image 16 representing a virtual life form is displayed in the center. It has become so. The main body 1 has an infrared light emitting device 17 and a light receiving device 19 as a transmitting unit and a receiving unit at the upper part of the main body 1 so as to communicate with other communication game devices. In addition, a small hole 20 through which a hanging chain is inserted is also provided on the crown.
FIG. 2 shows a circuit diagram of the communication game device according to the present application. Reference numeral 21 denotes a one-chip microcomputer having a CPU (Central Processing Unit) function for controlling each means described later as an arithmetic processing unit, a liquid crystal display device 3, and a driver function for controlling various other devices. The microcomputer 21 includes a liquid crystal display device 3, an A button 7, a B button 9, a C button 11, an infrared light emitting device 17, a light receiving device 19, an EEPROM 23, a battery 25, a clock signal generating means 27, and a reset switch. 29, a buzzer 31, etc. are connected, and the microcomputer 21 controls each of them based on a program described later. Inside the microcomputer 21, a program storage unit that stores a program (control program) that causes the main body 1 to function as a communication game device, an image ID (ID: identification information), and a character image associated with the image ID. There is an image storage unit that stores 16, and the EEPROM 23 sequentially stores various information acquired in the execution of the program, and functions as a parameter storage unit, a communication partner storage unit, and the like. ..
FIG. 3 is an explanatory diagram for explaining the growth process of the virtual life form (hereinafter referred to as virtual life form) displayed as the character image 16. The virtual life form is divided into growth stages of egg stage, early childhood, rebellious stage, puberty, and spawning stage. The egg stage is a mode in which the eggs of the virtual life form are displayed when the power is turned on for the first time or after the reset switch is operated. In this mode, the animation display of the egg breaking is performed for 2 to 3 minutes after the appearance of the egg, and then the transition to the next childhood occurs. One hour after infancy, it shifts to the rebellious phase, one day after the rebellious phase, it shifts to puberty, and three days after it reaches puberty, it shifts to the spawning phase. There is no new growth after the spawning season, and images such as laying new eggs of the next generation are displayed according to communication and operation. If the necessary operation is not performed and the virtual life form is left unattended, the normal mode transition is not performed and the virtual life form dies, and an image showing that the virtual life form has died is displayed.
FIG. 4 is a list showing the types of virtual life forms displayed in the spawning season according to the growth process in each of the infant, rebellious, and adolescent modes. Each virtual life form has 5 ranks of A (serious), B (normal), C (mischievous), D (sickness), and E (tampering) depending on the difference between "heart parameter" and "body parameter". The image of the virtual life form displayed for each rank is defined by the image ID. FIG. 34 is a table showing the correspondence between the name of each character image 16 stored in the image storage unit and the character number serving as the image ID. For example, when the character number stored in the parameter storage unit is "01", the character image of "Bebitchi" is displayed, and when it is "02", the character image of "Shirobebitchi" is displayed as a virtual life form of the own machine. Will be done. The character image with the character number "16" is said to be a "mystery", but this is a "memory image code mismatch" used when the "memory image code" described later differs between the communication partner and the own device. Image ".
As described above, the microprocessor 21 stores a program executed by the microcomputer 21 in response to the operation of the A button 7, the B button 9, and the C button 11 and the communication with another device. FIG. 5 is a schematic diagram showing an outline of program processing performed by the microcomputer 21. Images of virtual life forms according to the rank of the character are displayed on the display unit 5 in the normal state according to each mode, and the five commands shown in (1) to (5) of FIG. 5 are displayed at the upper end of the display unit 5. It is displayed as an icon 13, and the five commands shown in FIGS. 5 (6) to (10) are displayed as an icon 15 at the lower end of the display unit 5. As shown in Fig. 5, the names of each icon are (1) "parameter check", (2) "meal", (3) "toilet", (4) "mini game", and (5). "Communication", (6) is "discipline", (7) is "treatment", (8) is "electricity", (9) is "notebook", and (10) is "call sign".
Each of the command icons (1) to (10) above indicates that (1) is first highlighted and selected when the A button 7 is pressed, and when the B button 9 is pressed in the highlighted state, the corresponding command icon is displayed. The "parameter check" command corresponding to the inverted (1) is now executed. When the C button 11 is pressed, the highlighted icon is deselected and the screen returns to the normal screen display. If you press the A button 7 continuously with the above (1) selected, the icon ("meal") of (2) is selected next, and every time you press the A button 7, (3) (4) (5) ... The command selection changes in the order of (9) and (10).
The "parameter check" in (1) is a command for displaying and confirming the contents of various parameters set for the character, which is a virtual life form, on the screen. In the "parameter check", the player of the virtual life form can arbitrarily determine the "name", "tummy", "good luck", "taste", "male / female", "age" of the virtual life form. , "Weight" and various parameters such as data indicating the state of the character named "generation" can be confirmed. In addition, in the present embodiment, in addition to the parameters that can be displayed on the virtual life form, there are 3 levels of "underdeveloped mind", "underdeveloped body", and "lucky degree" that cannot be confirmed by the user. Two parameters and an aircraft ID assigned to the communication game machine by the microcomputer 21 based on a program are provided. Details of each parameter will be described later.
"Meal" in (2) is a command for setting to give "rice" or "snack" to a virtual life form, and by selecting "rice" or "snack", "rice" or "snack" is given each time. The number of "snack" is increasing. In the mode of giving "rice", even if "tummy" parameter 4 (fullness) is displayed as "eating function", you can eat up to 2 more times. If you give more than that, an unpleasant sign (image) will be displayed. When "rice" is given, the "tummy" parameter and the "weight" parameter are increased by one. As a general rule, "snack" can be eaten at any time, but it is set that it cannot be eaten during sleep or depending on the type of illness. Giving a "snack" will increase the "tummy" parameter by one and the "weight" parameter by two. Also, during the spawning season, an image is displayed as an obese body shape when the weight reaches 99 g depending on how the food is raised, and if the weight can be reduced to 80 g by dieting (mini game), the character will return to the normal body shape. In addition, if the person becomes obese, the probability of illness increases, and if the person becomes obese, he / she cannot eat and does not make discipline calls. In addition, the contents of rice and snacks that can be given differ depending on the growth stage and the type of virtual life form (character). FIG. 8 (a) shows the rice and snacks that can be given at the growth stage, and FIG. 8 (b) shows the rice and snacks for each character during the spawning season.
As for the "toilet" in (3), the "poop" image is displayed on the screen with the setting that the virtual life form "poops" after a certain period of time, so the "poop" is flushed and erased from the screen. Is the command. If you accumulate 8 or more of the "poop" without playing it, the virtual life form will become ill (control that you cannot eat snacks or rice, or you cannot play games). It is set to poop one every time the tummy parameter decreases by two. Figure 9 (a) shows an outline of the control process when pooping. When a virtual life form poops, it displays a fidgeting image as a precursor to it. If you select the "Toilet" icon in this state, an image of a virtual creature pooping on the toilet bowl will be displayed, and the "Gokigen" parameter will increase by two. If the user does nothing in the fidgeting state, an image of a virtual life form and a poop is displayed on the screen. If you select the toilet icon in this state, the poop will be washed away and the image that the virtual life form will be pleased with will be displayed. In addition, the types of toilet bowls and poops are displayed differently according to each growth stage (Fig. 9 (b)).
The "mini game" icon in (4) is a process for executing various games such as "dance" and "hurdle". "Dansu" and "Hurdle" can be selected and played by the user at any time except during sleep or illness. In addition, "matchmaking" can be selected during the spawning season. Each mini-game repeats one small game multiple times, and the game continues until it fails or is cleared. In addition, the reaction of the character and the fluctuation of the parameters differ depending on the level (number of times) cleared. In "dance", the virtual life form continuously moves in the directions of "left", "center", and "right" on the screen, and the user memorizes a series of actions of the virtual life form and stores the memory. The operation order of the virtual life form is correctly input using the operation switch. When one small game is successful and finished, the virtual life form dances continuously, and the operation of inputting the operation order memorized by the user is continued. If you clear it 21 times or more, you will lose 2g of weight and one less underdeveloped mind. "Hard" is a game that jumps over the hurdles that appear to flow from the right side to the left side of the screen in a timely manner. The game is designed to clear one game when a predetermined number of hurdles are exceeded. If you clear the game 20 times or more, you will lose 3 grams of weight and 1 less underdeveloped mind.
One day after the growth period of the virtual life form becomes the "spawning period", "matchmaking" becomes possible. The "matchmaking" is a command that can make a child with a lucky degree of 1 if it succeeds without communicating with another machine. "Maiai" means that if you select one of the four virtual life forms that are candidates for matchmaking and choose the ones you like, the matchmaking will be successful, the heart will light up, and a child will be born. The user has a chance to select a partner up to three times a day, and the user can select a matchmaking partner by referring to the character of the character (virtual life form). You can select a virtual life form with the A button and display the character of the virtual life form with the B button. Also, the matchmaking success rate changes depending on the degree of luck, and if you have an item, the success rate will increase by 20%. When it becomes a fat character (obese type virtual life form), it is 100% fluttering (failing) at the time of matchmaking. If the "matchmaking" is successful, you can have a child, but after giving birth, the parent and child will live for 3 days (displaying images of the parent and child), and the parameter will display the value of the parent. It has become.
In (5), "communication" sends and receives predetermined information to the other party, which is the communication destination, and performs various processes such as "play", "souvenir", "renai", and "store communication". A predetermined image display process corresponding to various processes such as "play", "souvenir", "renai", and "store communication" is performed on the communication game device of the above. In communication, information is transmitted and received to and from the other party using infrared rays. When communication is performed, the name (name data) of the virtual life form of the communication partner is stored in the communication partner storage unit, and by repeating the communication performed after the communication, the virtual life form of the communication partner and the virtual life form of the own machine are repeated. The "friendship" with and is changed, and is set to "acquaintance", "friend", "best friend", and "lover" classified by "friendship". In communication, the above-mentioned "play", "souvenir", and "renai" are based on whether the other machine (the virtual life form of the other machine) is of the opposite sex, what kind of relationship the friendship is, and a predetermined probability. ", Etc. are automatically executed, and when the communication partner is a device installed in a store described later, the processing of" store communication "is executed.
The "play" process can be performed regardless of whether the virtual life form of the own machine is in the rebellious period to the spawning period, or the virtual life form of the other machine is in the rebellious period to the spawning period. For "play", "tug of war" (the one who pulls the rope and defeats the opponent wins), "balloon inflatable" (the one who inflates the balloon and breaks it first wins), "fast eating competition" (rice) It includes games such as (continue to eat and lose if you fall full). If you win, "Gokigen" will increase by 1, and if you lose, "Gokigen" will decrease by 1, and "Friendship" will increase by 5% regardless of whether you win or lose. The "tug-of-war game" is a game in which the person who pulls each other's ropes, takes the ropes, and falls down loses. "Balloon inflatable game" is "Yoi In "Renda!", The user hits a button repeatedly, displays an image of inflating a balloon while jumping on the pump, and the one with the balloon broken first wins. In addition, the one with the larger number of repeated hits increases the winning / losing rank by one rank under the winning / losing conditions shown in FIG. The winning and losing rank is divided into 5 stages of ABCDE according to the number of miscounts. A has 0 miscounts, B has 1 to 2 miscounts, C has 3 to 4 miscounts, D has 5 to 6 miscounts, and E has 7 or more miscounts. "Eating Eating Competition" is "Yoi Don", which is a game in which the player who keeps eating each other's meals and falls down when the meter is full first loses. The lower the tummy parameter at the start of the game, the higher the rank by 1 under the winning and losing conditions shown in Fig. 10.
FIG. 10 is a table showing the winning and losing conditions between virtual life forms. A, B, C, D, and E shown in the upper and left columns represent the ranks of virtual life forms, with A at the top and E at the bottom, in the order of A> B> C> D> E. It is the order that was given. For example, when determining the superiority such as victory or defeat based on the rank, if the rank of the own machine is A and the opponent machine is A', the ranks of both are the same, and which one wins is 50. Determined with a probability of%. Also, if your machine's rank is B and the opponent's machine is A', you lose, and if the opponent's machine is B', the victory or defeat is decided with a 50% probability, and the opponent's machine is C'~ E'. If it is, it is decided to win. In other combinations as well, victory or defeat is determined according to the table shown in FIG.
In the "souvenir" process, an image of the virtual life form on the sending side appearing with a souvenir is displayed on the screen of the other party (receiver) and saved in the souvenir list of the other party's "notebook", or as a souvenir. It displays an effect image that uses. The souvenirs to be given to the other party cannot be selected on the sending side, and from the rebellious period to the spawning period, they are selected by the program processing on the receiving side according to the conditions shown in Fig. 11 (a) and displayed as if they were sent from the other party. It is a thing. In addition, the "friendship" that expresses the relationship between each other fluctuates according to the souvenirs received, and the probability of receiving good souvenirs from a partner with a high degree of friendship is high. During the spawning season, receiving souvenirs increases the degree of friendship by 15%, and only during the spawning season, the souvenirs shown in Fig. 11 (b) can be obtained. In addition, as shown in Fig. 11 (c), relationships (acquaintances, friends, best friends, best friends, lovers, enthusiastic love) are defined according to the numerical value of the degree of friendship. In addition, the partner who is of the opposite sex, has a friendship degree of 81% or more and has the highest degree of friendship is in a "enthusiastic" relationship, and if there are multiple partners with the same conditions, the partner with the highest number of communications becomes enthusiastic. Other than that, it has become a "lover".
"Renai" is a process that is executed only when the other party that communicated is of the opposite sex after one day has passed since the spawning season, and is provided for virtual life forms on both the transmitting side and the receiving side. It is a process to create a new virtual life form as a child based on various parameters, and to update the generation later. The above-mentioned (4) "matchmaking" in the mini-game is whether or not there is an actual bleed (marriage) partner (whether or not there is an actual communication partner) and the degree of luck of the child to be born. Whether it is predetermined or not is different. The degree of luck of a child born is determined by the combination of the degree of luck of both bleeding virtual life forms (see Fig. 12 (b)). The details of "renai" will be described later, but the relationship with the other party that communicated is greater than or equal to "lovers" (that is, they are of the opposite sex to each other, and the relationship based on the degree of friendship of the transmitting side and the receiving side. There is a certain probability that the relationship based on the degree of friendship is "lovers" or "lovers" and "enthusiasm"), and 100% automatically if they are "enthusiasms". It is a process to shift to. In the "relationship" process, the effect images are displayed on the display unit 5 in the order shown in FIG. 12 (a). That is, the virtual life form of the own machine and the virtual life form of the other machine are displayed on the same screen (image G1), then an animation display as if talking for a while is performed, a heart mark is displayed, and the person gets married. The image is displayed (image G2). Next, two children, a male and a female, are born, and an image is displayed in which the virtual life form of the other machine disappears from the screen with one child (Image G3). At this time, the image of the virtual life form of the own machine and the child returning is displayed on the display unit of the other machine at the same timing. After that, two images of the virtual life form that became the parent and the virtual life form of the child are displayed on both devices for a predetermined period, and after about 3 days, the parent disappears and the generation changes, and the virtual life form of the child becomes It is designed to repeat the growth process like its parents.
The "discipline" in (6) executes the commands "stroking" and "discipline", and is executed by selecting the discipline icon. Only during the rebellious period or adolescence other than the childhood and spawning period, "selfish" calls other than the necessary calls are made every 3 hours after waking up. The "selfish" call makes a night cry (beeping sound) even though the "tummy parameter" and "gokigen parameter" are 1 or more (that is, there is no urgency) (only during the rebellious period, the electricity is turned on at 21:00). It makes a call to the user such as (to take a crying action). It is necessary to execute discipline (stroking, discipline) at the timing of this call, and the numerical values of the above-mentioned "good luck" and "discipline" parameters fluctuate depending on how to deal with it. In other words, if you take a "scrupulous" response, the "gokigen" parameter will decrease by 1 and the "discipline" parameter will increase by 1. Also, if you deal with "stroking", the "gokigen" parameter will increase by 1, and the "discipline" parameter will not be changed. In addition, except during the spawning season, "stroke" is called. Until the rebellious period, a "crying" image is displayed, and in adolescence, "moving image actions that you want to approach and stroke" are displayed according to the type of virtual life form. For this call as well, it is necessary to execute discipline (stroking, discipline) at the timing of the call, and the numerical values of the above-mentioned "good luck" and "discipline" parameters fluctuate depending on how to deal with it. In other words, if you take a "scrupulous" response, the "gokigen" parameter will decrease by 1, and the "discipline" parameter will not change. Also, if you deal with "stroking", the "gokigen" parameter will increase by 1 and the "discipline" parameter will also increase by 1.
"Treatment" in (7) executes a command to treat "disease", and is performed when there is a "disease sign" (image display of a virtual life form accompanied by a skull image). Types of illness include "cavities" and "Tamagotchi cold". "Caries" is caused by overeating snacks (10 pieces a day) during the rebellious period and adolescence, and the symptomatology of not being able to eat snacks and rice appears. "Tamagotchi cold" occurs at all stages of growth, occurs with a predetermined probability according to care mistakes, and always occurs when 8 poops are accumulated. Symptomatology of not being able to play games and not eating rice appears. The illness will not heal unless treated, and in the case of "Tamagotchi cold", the virtual life form will die if left unattended for 12 hours. "Tamagotchi" is a registered trademark of Bandai Co., Ltd.
"Electricity" in (8) is a command that means turning on or off the light. When ON / OFF is selected by the electric icon, the entire display screen is darkened (displays all liquid crystal segments) when it is OFF. When it is ON, it displays a normal standby screen where you can see the virtual life form. Each virtual life form is set to sleep at a time determined for each growth stage (no calls are made except for the above-mentioned "selfish" call). FIG. 13 (a) shows the flow of processing performed when the virtual life form is displaying the "yawning and sleepy sign" image or the "already sleeping" image. It is a flowchart. When the virtual life form is displaying the "Yawning and sleepy sign" image, selecting the electric icon to turn it off (turns off) raises the "Gokigen" parameter by 1 and turns it off, and the virtual life form sleeps. It will be in a state of yawning. Then, according to the growth stage, the light turns on automatically at a predetermined time in the morning (at this time, the electric icon is ON), and a virtual life form is woken up. In addition, when ON is selected (that is, the light is turned on) by the electric icon during the time zone during sleep, as shown in the table of FIG. 13 (b), it varies depending on each growth stage and the type of virtual life form. The event image is displayed.
In (9), "Notebook" is a friend list of virtual life forms of other communicated devices stored in the communication partner memory by selecting "Friends (friend list)" and "Souvenir" from the lower menu. It is a menu that can be displayed as, or a list of souvenirs obtained by communicating with other devices. In the communication game device according to the present application, when the above-mentioned communication commands such as "play", "souvenir", and "renai" are executed with another machine, the parameters of the virtual life form of the other machine are stored in the communication partner storage unit. It is designed to be remembered in. When communicating with the same other machine multiple times, the latest information about each growth stage and parameters of the virtual life form of the other machine is acquired and updated. In the friend list, the names of virtual life forms of other devices that communicated in the order of communication are displayed. The name is a name arbitrarily determined by the user of the other machine as the name of his / her own virtual life form. When an arbitrary virtual life form is selected from the friend list, the image of the virtual life form (character image corresponding to the "character number" (image ID) stored in the communication partner storage unit) and the virtual life form are displayed. The relationship with one's own virtual life form (relationship determined according to the degree of friendship described above: see Fig. 11 (c)) is displayed. In addition, every time 10 friends are made by communication, an image display with a festive banner is displayed so that you can get a special cake that you can not usually eat as a gift. A special cake is a special cake that gives you the highest price at once without gaining weight.
In addition, in the communication game device according to the present application, "souvenirs received from friends through communication" and "gifts received at seasonal events" are saved as "souvenirs (items)" (see FIGS. 11 (a) and 11 (b)). , You can use the souvenirs you received. The souvenir will be reset at the end of the first generation. The item you received when you select the souvenir icon is displayed, and when you confirm with the B button, an image of playing with that item is displayed. As an example of play, if you use dress-up / play equipment, "Gokigen" will increase by one. Also, if you use the items you wear, you can play dress-up of the character. The dress-up mode is canceled when the dress-up is performed and the next action is taken.
The "call sign" in (10) is a command selected when there is a call from a virtual life form made by sound or image display and the user answers the call.
The processing, parameters, etc. related to the execution of icons 13 and 15 (commands (1) to (10)) have been explained above. Next, they are displayed for 3 days after bleeding (or after successful meeting). The processing, parameters, etc. related to the execution of each of the commands (1) to (10) above when there are two parent and child (two virtual life forms) will be described. "Parameter" displays the state of the parent. When a "meal" is given to a parent, it is given to the child, and if the parent dislikes it, the child also imitates and displays an image that dislikes it. In the "mini game", when you play a game with your parents, an image that makes your child happy is displayed according to the game result. In addition, when you are a parent and child, you cannot select a matchmaking. In addition to parental poops, "toilet" causes child poops (children's poops occur once an hour). The child's poop disappears automatically after 15 minutes even if left unattended (the setting is that the parent cleans it up). An image that flows even when flushed with the toilet icon is displayed, and if you flush with the toilet mark when there is a poop of parent and child, both will flow at once. In "discipline", an image is displayed in which the child gets angry when scolding the parent other than "selfish". "Treatment" requires treatment for both because the child also gets sick (twice a day) in addition to the parent's illness. Since the child also activates "electricity" according to the parent's wake-up / sleep time, it is necessary to operate it according to the parent's activity. "Communication" cannot be selected at the time of parent and child, and communication play is not possible. In the "notebook", the friend list displays the parent's friends, and the item list displays the items collected by the parent. In the case of parent-child dying, if the parent dies of illness, the child also dies. In addition, the parent-child screen is displayed, and around 12:00 pm on the third day, the parent disappears (parent-child separation (fledged)). At this time, the screen is displayed when the electricity is turned on. From the next day, the parameters will also display the child's data, and care for only the child will start. The "friend list" is inherited from the parent's friend list to the child, and the "item list" is deleted by setting it to be taken when the parent disappears.
In addition, pressing the B button 9 on the normal standby screen (screen when not operated) shifts to the clock mode. In the clock mode, the date and time can be set and changed. The set date and time are managed by the microcomputer 21 and updated by using the oscillation pulse of the clock signal generating means 27. The date and time are set in advance together with other information when the device is used for the first time. Further, by pressing the A button 7 and the C button 11 at the same time, it is possible to set the presence / absence of the sound notified by the buzzer 31. From the buzzer 31, an operation sound is normally generated when each button is operated, and the ringing tone is also notified when the virtual life form calls. The generation / stop of such a sound can be set by pressing the A button 7 and the C button 11 at the same time.
Next, an outline of the communication game device according to the present invention will be described. As described above, the communication game device according to the present invention displays an image of a virtual life form on the display unit 5, exchanges between the user and the virtual life form, and grows the virtual life form in a pseudo manner. It is a device that performs simulations. In the device, the characteristics of the virtual life form are defined by parameters that can be confirmed by the user and hidden parameters that cannot be confirmed. Each parameter is determined by the way of response between the virtual life form and the user, the content of communication with other machines, and the like. The main interaction between the virtual life form and the user is a "call" from the virtual life form to the user. The call occurs when the parameters set for the virtual life form are in a predetermined state, or based on the conditions and time set by the program. The call is made by the generation of a sound called a "sign sound". Further, an indicator light such as a light emitting diode may be provided in the housing of the main body 1 so that a call can be made using the display or the like together with the sound. The call occurs at "when the tummy parameter is 0", "when the stomach parameter is 0", "when sleeping", "selfish sign", and "when you want to stroke".
For the call, it is determined whether or not there was an appropriate operation (care) within 15 minutes, and if it is not taken care of, it is recorded as a care miscount. In addition, when the life of the virtual life form is reached or when the above-mentioned care is not taken properly, the virtual life form is in a "dying" state. Dying means that a skull image is flashed on the screen, followed by a ringing tone for 1 minute, and then an image of a grave indicating that the virtual life form has died is displayed. The conditions for dying are: if the stomach parameter is 0 and left for 12 hours, if left sick for 12 hours, if you get sick four times during one growth stage, Oyajitch / Oyajitch For example, when 3 days have passed since then (lifetime).
Next, the contents of each parameter will be described with reference to FIGS. 6 and 7. Figure 6 shows a list of parameters that can be confirmed by the above-mentioned (1) "Parameter check". The "tummy" parameter is a parameter that increases by one in the range of 0 to 6 by selecting "rice" in the above (2) "meal" command, and decreases by one with the passage of a predetermined time. .. On the screen, a heart symbol is used to represent up to four. If the "tummy" parameter becomes 0 and the call is left as it is despite the above-mentioned call, a care miscount is recorded every predetermined time (15 minutes). In addition, the body weight parameter decreases every predetermined time (1 hour), and the hidden parameter "underdeveloped frequency" parameter increases by one. The "gokigen" parameter is a parameter that increases by 1 in the range of 0 to 5 by selecting "funny" in the above (2) "meal" command and (4) executing the "mini game", and is a parameter for a predetermined time. It decreases by one over time. If the "Gokigen" parameter becomes 0 and the call is left unattended even though it has occurred, a care miscount is recorded every specified time (15 minutes). It also has the effect of increasing the hidden parameter "cardiac underdevelopment frequency" by one. The "discipline" parameter is a parameter that fluctuates in the range of 0 to 9 depending on the selection of "stroking" or "discipline" in the above (6) "discipline" command, and is represented by a bar graph-shaped memory. Also, if you select "Stroke", the "Gokigen" parameter and the "Discipline" parameter will increase by one. Selecting "Karu" decrements the "Gokigen" parameter by one and increases the "Discipline" parameter by one. The "age" parameter displays the number of days accumulated with one day as one year old. The "weight" parameter is a numerical value (g: gram) that increases by giving the above-mentioned "rice" and "snack" and decreases by playing a "mini game". Also, when the "tummy" parameter is 0, it decreases by 1 g every hour. The "name" parameter displays the name of the virtual life form that can be arbitrarily determined by the user at the time of initial startup or when a new virtual life form is born. The name cannot be changed once it has been decided. The "male / female" parameter is a parameter that represents gender. Gender is determined at birth based on the program. The "generation" parameter indicates the number of generations of the virtual life form being cultivated.
FIG. 7 shows a list of hidden parameters that are not displayed on the screen and cannot be known by the user. "Body underdevelopment" represents the underdevelopment of the body due to a mistake in taking care of Tamagotchi. "Undeveloped body" is increased by miscounting of "tummy" parameter, (7) increasing by treatment (disease treatment) miscounting, (6) increasing by "discipline" (discipline) mistake, (4) If you clear 20 times or more by "Hurdle" of "Mini Game", it will decrease by 1. The parameter is a parameter that affects the character branching condition. "Mental underdevelopment" is a parameter that indicates the degree of mental underdevelopment due to a mistake in taking care of Tamagotchi. "Undeveloped mind" is increased by the miscount of the Gokigen parameter, increased by the miscount of sleeping, increased by the mistake of stroking, and (4) Cleared 21 times or more by "Dance" of "Mini game". It will decrease by 1. The parameter is a parameter that affects the character branching condition. "Luckiness" is a parameter that determines the luck of Tamagotchi. "Lucky degree" is determined by the relationship between parents (no change). It is a parameter divided into 1 to 5 stages that affects the level of the matchmaking partner and the degree of luck of the child to be born.
The above parameters are stored in the parameter storage unit provided in the EEPROM 23. FIG. 35 is a map of the parameter storage unit. The above-mentioned "tummy" parameter is stored using NAME 4 to 7 of ADDRESS013. Similarly, the "good" parameter is stored using NAME 0 to 3 of ADDRESS 013, and the "discipline" parameter is stored using NAME 0 to 3 of ADDRESS 012. Also, the "age" parameter is stored using NAME 0 to 7 of ADDRESS00B. Similarly, the "weight" parameter is stored using NAME 0-7 of ADDRESS00D. For the "name" parameter, one character is stored in each ADDRESS using NAME 0 to 7 of ADDRESS 003 to 007, and a total of 5 characters are stored. The "male / female" parameter is memorized using NAME0 of ADDRESS00E. Specifically, when "0" is memorized, it represents male, and when "1" is memorized, it represents female. There is. The "generation" parameter is stored using NAME 0-7 of ADDRESS00C. The hidden parameter "Undeveloped body" parameter is stored using NAME 4 to 7 of ADDRESS 014, "Undeveloped mind" parameter is stored using NAME 0 to 3 of ADDRESS 015, and "Lucky degree" parameter is stored using NAME 4 to 7 of ADDRESS 015. ..
Next, the daily life schedule of the virtual life form will be described. FIG. 14 is a table showing the daily life schedule of the rebellious and adolescent virtual life forms. In the rebellious period, images such as waking up at 9 am and yelling are displayed from 9 am to 10 am, and a simple image of a virtual life form is displayed from 10 am to 11 am. , Display an image of playing alone from 11 am to 6 pm, display a simple image of a virtual life form from 6 pm to 7:30 pm, 7:30 pm to 8 pm Until the time is up, it displays an image of yelling and goes to bed at 8 pm. In addition, from 9 pm to 9:30 pm, the above-mentioned "selfish" call, such as night squeal, is occurring. In puberty, the properties of virtual life forms are divided into four stages, a, b, c, and d, depending on the state of hidden parameters, and as shown in Fig. 14, the daily schedule is set according to the properties.
In the spawning season, one day is spent according to the schedule shown in FIG. 15, depending on which type of virtual life form (character) A to B shown in FIG. 4 is. In the daily schedule, various images called events are displayed at a specific time zone. As the event, moving images such as "toothpaste", "yawning", "night squeal", "bath", and "playing alone / playing with items" are displayed. "Toothpaste" is displayed according to the result of the lottery once every 5 minutes in the set time zone, and it always occurs once within the set time zone. "Yawning" includes "morning yawning" and "night yawning", and "morning yawning" occurs once every 15 minutes in a set time zone with a 50% chance. "Yawning at night" is a 50% chance that a lottery will be held once every 5 minutes during the set time period. For "night cry", turn on the light at 9 pm and cry only during the rebellious period, and within 15 minutes of "calling", "discipline" and select OFF with the electric icon to complete the care. .. If you do not take care of it within 15 minutes, it will be added as a miscount. "Bath" displays an image of taking a bath for 30 minutes at a set time. The image disappears when other operations are performed. "Solo play / item play" is an image display that occurs once every 15 minutes in the rebellious period with a probability of 50%, and there are 5 types of displayed images including item play, 5 types. Which of these is displayed is selected from the types that have not been displayed until the first 5th occurrence of "single play / item play", and the 6th time. After the occurrence of, it will be randomly selected from 5 types. .. After puberty, a lottery is held once every 30 minutes with a 50% chance of occurring. Seasonal events, item play, and solo play occur preferentially, and after all types of "single play / item play" images have been displayed once, of all types It is designed to be randomly selected from. The image display during solo play / item play is as shown in Fig. 16, and differs depending on the rebellious period, puberty, spawning period, and each character.
Further, since the communication game device main body according to the present invention has a calendar function, it is possible to display an image according to the season according to the month and day. An example of image display according to the season is shown in FIG. From January 1st to 3rd, various event images will be displayed as "New Year". "Happy New Year" is displayed at 0:00 of the day, and the image of "Kadomatsu" is displayed when waking up in the morning (it disappears when the next action is taken). Also, during the time of playing alone, they are supposed to dance. On February 3rd, as a "Setsubun" event, an image of a demon appearing during a solo play will be displayed, or an image of fortune appearing will be displayed. On February 14th, as an event of "Valentine's Day", an image will be displayed in which the male character can get chocolate from a friend, and the male character can get chocolate with a probability of being lucky during the time of playing alone. From March 1st to 3rd, "Bonbori" images will be displayed as an event of "Hinamatsuri". It flashes and lights up when you wake up in the morning and turns off when you take the next action. On March 14th, as a "White Day" event, female characters will be shown an image of receiving cookies from their friends. Also, during the time of playing alone, the female character can get a cookie with a probability of being lucky. On April 1st, as an "April Fool's Day" event, an image pretending to be dead during solo play time will be displayed. From April 3rd to 10th, images of cherry blossom viewing are displayed mainly during solo play time. From May 1st to 5th, an image of a carp streamer will be displayed when you wake up in the morning as an event of "Children's Day" (it will disappear in the next action). From June 15th to 30th, an image of Teru Teru Bozu will be displayed when you wake up in the morning as a "rainy season" event (it will disappear in the next action). On July 7, as an event of "Tanabata", an image of "Milky Way" will be displayed in a solo play after 17:00. From August 15th to 17th, as an event of "Obon", a ghost image will be displayed during the time of playing alone. On August 20, as an event of the "Summer Festival", an image of "fireworks rising" will be displayed for solo play after 17:00, and an image of playing mikoshi during the solo play time will be displayed. .. From September 17th to 19th, as an event of "Jugoya", the image of "watching the moon" will be displayed in the solo play after 17:00. On October 10th, as an event of "Health Sports Day", images of hurdle competition at a tremendous speed will be displayed during the time of playing alone. On October 31st, as a "Halloween" event, an image of "a pumpkin ghost appears" will be displayed during solo play time. On November 15th, as an event of "Shichigosan", images with gifts will be displayed on the virtual life forms (Tamagotchi) of 3, 5, and 7 years old when they wake up in the morning. .. From December 20th to 25th, as a "Christmas" event, an image of the tree will be displayed when you wake up in the morning (it will disappear in the next action). On December 24th, an image of Santa Claus bringing a present will be displayed while sleeping at midnight. On New Year's Eve, the countdown ", 5,4,3,2,1," is displayed from 5 seconds before the beginning of the year, and the image of "Happy New Year" event is displayed. ..
Hereinafter, using the flowcharts shown in FIGS. 18 to 32, the communication game device according to the present invention is referred to as another communication game device (hereinafter, appropriately referred to as other device, other device, reception side). The main control processes related to communication will be described. FIG. 18 is a flowchart showing the initial processing at the start of communication. In the screen display (normal standby screen) as shown in FIG. 1, the icon (5) (E icon in FIG. 18) is selected by the A button, and the selection icon is determined by the B button. Processing is started. The screen display in the initial state in which no operation is performed is called the "normal standby screen", and when the A button is pressed on the "normal standby screen" (step S1), first of the icons (1) (Fig.) 18: A icon) is selected, and by pressing the A button in succession, the selection by the icon moves to (2) (3) ... (step S2), and the state where the predetermined icon is selected is displayed as "normal". "Screen" is displayed. If you press the B button while a specific icon is selected, the selection is confirmed (step S3), and if the C button is pressed, the selection is canceled and the screen returns to the "normal standby screen" (step S4). ). When the "E icon (5)" is selected in step S3, the growth period of the virtual life form is determined as step S5 based on the "generation" parameter stored in the parameter storage unit. The types of growth period are shown as growth stages in Fig. 8 (a), but if the growth period is a rebellious period, puberty, or spawning period other than infancy in step S5, the initial communication process is started (Fig. 25). Will be in the "waiting for reception" state). (Step S8) In the case of early childhood, the icon selection screen, which is the "normal screen", is returned as "error processing" (step S7).
In step S6, the initial communication process with the other party is performed. In step S6, communication with the other party is performed, and when the communication is successful (step S8), the "communication branch" process shown in FIG. 19 is performed. The details of the initial communication process (step S6) will be described with reference to FIG. In FIG. 25, the left column shows the processing of the communication game device on the transmitting side (the side that starts transmission first), and the right column shows the processing of the communication game device on the receiving side. Before moving to the initial communication processing, the communication game device on the receiving side also performs steps S1 to S5 in the same manner as the communication game device on the transmitting side, and puts it in the "waiting for reception" state as shown in FIG. When both communication game devices are waiting for reception and the "B button" on either side is pressed (step S101), the side on which the "B button" is pressed becomes the transmitting side and is stored as the "initial communication data". Is transmitted to the other party (receiver) (step S103). "Initial communication data" means "recognition code", "version", "ID" (aircraft ID), "character number" (image ID), "gender", "no mystery", "name code" (name data) ), "Age", "Lucky", "Friendship", "Tummy Para", "Basic Rank", "Fat?", "Illness?", Etc. The outline of the various parameters will be described below, but when the "initial communication data" is received by the receiving side (step S105), the same "initial communication data" is transmitted from the receiving side to the transmitting side (step S105). In step S107), the "initial communication data" is received on the transmitting side (step S109). This completes the initial communication process.
An outline of the "initial communication data" will be described with reference to FIG. 36. The "recognition code" is the recognition code of the device represented by 8 bits, and is the information identified by the difference in the configuration on the hardware. For example, communication game machines having the same hardware configuration have the same recognition code, but communication game machines capable of transmitting and receiving parameters to each other have different recognition codes if they have different hardware configurations. The "version" is information represented by 8 bits, which differs depending on the type of character image (image of a virtual life form) that can be displayed, or the correspondence between the stored character image and the image ID. The "version" is a "stored image code" and is stored in a stored image code storage unit provided in the EEPROM 23. The "command" is information expressed in 8 bits, which differs depending on the communication being performed. During the initial communication processing, the "initial communication" code on the transmitting side and the "initial communication response" on the receiving side. The code is set. The "ID" is information (airframe ID) randomly assigned to the communication game device from the numbers 0 to 256 by the arithmetic processing unit at the time of reset (battery replacement, etc.) based on the control program. This is information used to identify the communication game device of the communication partner in combination with the "name code". The "ID" is stored in the parameter storage unit, and is stored using NAMEs 0 to 7 of ADDRESS000 in the map of the parameter storage unit in FIG. 35, and is read out according to the communication process. The "character number" is information represented by 6 bits, and is a code (image ID) given to each of various images (character pictures) expressed as a virtual life form, and about 35 types are prepared. .. The "character number" is stored in the parameter storage unit, and is stored using NAME 0 to 7 of ADDRESS00A in the map of the parameter storage unit in FIG. 35, and is read out according to the communication process. "Gender" is information represented by 1 bit and represents either male or female, and is set by reading out the "male / female" parameter stored in the parameter storage unit. "No mystery" is information represented by 1 bit, and when the "version" (memory image code) transmitted from the communication partner is different from the "version" of the own machine (that is, the communication game of the communication partner). When it is determined that there is a difference in the type of character image that can be displayed between the device and the communication game device of the own device, or the correspondence between the stored character image and the image ID), as "mystery" "0" is set. On the contrary, when it is determined that the "versions" are the same, "1" is set as "no mystery". The "name code" is a character representing the name of a virtual life form that can be arbitrarily determined by the user after reset, and is information specified by 5 characters. The "name" parameter stored in the parameter storage unit is read out. Set. The "age" is information represented by 7 bits and can be stored up to 99 years old, and is set by reading out the "age" parameter stored in the parameter storage unit. "Lucky degree" is information expressed in 3 bits, and is information that affects the lucky degree of a child born by the compatibility of the lucky degree with the other party / self when a conflict occurs, and is stored in the parameter storage unit. The "lucky degree" is read and set. "Tummy para" is information represented by 3 bits, is a parameter that affects during "eating competition", and is set by reading out the "tummy" parameter stored in the parameter storage unit. Below, "basic rank" is 3 bits, "fat?" Is 1 bit, and "illness?" Is a parameter that affects when playing 1 bit. Fat? And Illness? Are set based on the information stored in the parameter storage (NAME1 of ADDRESS00E and NAME0 of ADDRESS016 in the map of the parameter storage in FIG. 35, respectively). The "basic rank" will be described later. The "friendship degree" is information represented by 3 bits determined by the relationship with the other party at the time of communication, and is information in which the communication branch is affected by the friendship with the other party. At the initial communication processing stage, the receiving party cannot be identified on the transmitting side (for example, it is not known which of the virtual life forms of other devices stored in the friend list is trying to communicate with. ) Therefore, the degree of friendship transmitted from the transmitting side to the receiving side is undecided. The "number of encounters" is a parameter that is incremented by +1 each time communication is performed with a communication partner already stored in the communication partner storage unit.
When the transmission / reception of the "initial communication data" is normally completed, the communication branching process (step S10) shown in FIG. 19 is performed, and a screen display indicating that communication is in progress is performed (step S11). After the initial communication process, the transmitting side performs a process of confirming the received "recognition code" and "version" (step S12), and determines whether the other party is a communicable device. As a result of the determination, if the other party cannot communicate, the communication process is canceled as "error processing" (step S13) and the screen returns to the "normal screen". If it is determined in step S12 that the other party can communicate, then it is determined whether or not the "recognition code" of the communication partner is "store" (step S13). The "recognition code" of the "store" is a device dedicated to the communication game device, which is installed in a store such as a store and is attached to a device that communicates with the communication game device. Based on this judgment, if the communication partner is a device installed in the store, the process proceeds to the store communication process shown in FIG. 31 (step S14). When the communication partner is other than the device installed in the store, "storage or update in the communication partner storage unit" is performed based on the received initial communication data of the partner device (step S15).
The friend list is a list of information about the virtual life form of the other party that has been communicated with one or more times, which is stored in the communication partner storage unit. The communication partner storage unit is provided in the EEPROM 23, which is a non-volatile storage memory. In the case of the other party who communicated for the first time, the communication partner storage unit corresponds to the "ID" (aircraft ID) of the partner machine and the "name code" of the virtual life form of the partner machine as "new memory". , "Character number", "Gender", "No mystery", "Friendship" between the virtual life form of the other party and your own virtual life form (0% for the first person to communicate), "Friendship degree" Based on "relationship" and "number of encounters" are memorized. For devices that have communicated in the past, the "character number", "friendship", "relationship", and "number of encounters" of the virtual life form of the other party are updated as "memory update". In addition, which virtual life form of the virtual life form that has communicated in the past, which is stored in the communication partner storage unit, is specified by the combination of "name" and "ID". It has become like. The "name" is five-character character information input by the user and is arbitrarily determined by the user, so that it may be duplicated with other users. However, the communication game machine in the present invention may be duplicated. Then, when identifying the virtual life form of the communication partner from the communication partner storage unit, not only the difference in the "name" of the virtual life form, but also the "ID" set for each communication game machine (specifically, 256 ways). By checking the difference in (code), it is possible to judge that it is another virtual life form if the "ID" is different, so that it will not be mistakenly recognized as another virtual life form of another partner machine with a duplicate "name". It has become.
FIG. 37 is a map of the communication partner storage unit provided in the EEPROM 23. Information for one communication partner is accumulated from ADDRESS040 to 04F, and below, ADDRESS050 to 05F stores the second person, ADDRESS060 to 06F stores the third person, and ADDRESS070 to 07F stores the fourth person. In this example, it is for 4 people, but it may be increased as appropriate. Explaining the structure of the communication partner storage unit using ADDRESS040 to 04F, "ID" is stored using NAME0 to 7 of ADDRESS040, similarly, "character number" is NAME0 to 5 of ADDRESS041 and "relationship" is. It is stored using NAME 4 to 7 of ADDRESS042. The "name code" is memorized using NAME 0 to 7 of ADDRESS 3 to 7, and each ADDRESS memorizes one character, and memorizes a total of five characters. "Friendship" is memorized using NAME 0 to 7 of ADDRESS 048, and "number of encounters" is memorized using NAME 0 to 7 of ADDRESS 049. In addition, NAME6 of ADDRESS041 stores the "gender" of the virtual life form of the communication partner, and NAME7 stores the "mystery" acquired in the initial communication process.
After the "storage / update to the communication partner storage unit" process (step S15), it is determined whether the communication partner is the same sex or the opposite sex based on the gender of the partner device (step S16). As a result of the determination, if the communication is of the opposite sex, the "renai lottery" process shown in Fig. 26 is performed in detail, and if they are of the same sex, "tug of war (details in Fig. 20)" is performed based on a predetermined probability. "Balloons (details in Fig. 21)" "Eating fast (details in Fig. 22)" "Souvenirs (details in Fig. 23, Fig. 24, Fig. 30)" are processed.
The "renai lottery" process will be described. As a result of the gender determination "Character = male and female?" (Step S16) of the other party, if the communication partner is of the opposite sex, the process proceeds to the "renai lottery" process (step S16), and the process shown in FIG. 26 is performed. Will be. In the goodwill lottery process, the comparison data is first transmitted from the transmitting side to the other unit (receiving side) (step S120). The "comparison data" is the "friendship" between the virtual life form of the other party and the virtual life form of the own machine stored in the communication partner storage unit. As explained with reference to FIG. 11 (C), the "friendship degree" is a parameter set for each communication partner, and is sequentially changed based on the past communication contents. When the receiving side receives the "friendship" of the transmitting side (step S121), the receiving side compares the "friendship" with the transmitting side stored in the own machine and acquires the "bilateral relationship" (step S122). As shown in Fig. 11 (c), the relationship (bilateral relationship) is determined according to the degree of friendship with the other machine, and when the degree of friendship is 1% to 20%, the relationship is "acquaintance", 21%. In the case of ~ 60%, the relationship is "friend", in the case of 61% ~ 80%, the relationship is "best friend", in the case of 81% ~ 100%, the relationship is "best friend", and between the opposite sexes. In the case of 81% to 90%, the relationship is "lover", and in the case of 91% to 100% between the opposite sex, the relationship is "enthusiasm". The relationship derived from is compared with the relationship derived from the degree of friendship stored on the receiving side, and is acquired as "both comparison result data" (step S123).
Next, it is determined whether or not the relationship is "enthusiastic" (step S124). When it is determined that they are "enthusiastic", the predetermined production image is displayed after obtaining the "renai processing communication" described in FIG. 28 as "renai success" (step S150). There is. If it is determined in step S124 that the relationship is not between "enthusiasm", then the relationship is greater than or equal to "lovers" (including the case where one is "enthusiasm" and the other is "romance"). Whether or not it is judged (step S125), if there are more than "lovers" (the "friendship" between the opposite sex is 81% to 90%), there is a 70% chance that "ren" will be the same as "enthusiasm". It is decided (lottery) whether to shift to "Ai success" (step S150) or "Renai failure" (step S129).
When the process proceeds to the relationship failure (step S129), the processing shown in the relationship failure flow (step S130) shown in FIG. 27 is performed. When "renai failure" (step S129) is reached based on the above-mentioned probability, the other unit (original sender) is notified that the renai has failed as "renai failure transmission" (step S130), and the other unit is notified. On the side, the "renai failure reception" (step S132) for receiving the notification related to the "renai failure transmission" is performed. The communication game device on the transmitting side that has performed the "reception failure reception" performs the "relation failure understanding transmission" process (step S132) for notifying the other party (reception side) that the notification regarding the failure has been received. After that, the process shifts to "play or souvenir lottery probability" (step S134) (details are shown in Fig. 19), and the receiving side performs the "reception failure acceptance reception" process (step S133) and then notifies the notification sent from the sending side. Wait (Waiting for reception step S135).
In addition, a case where the goodwill is successful in the goodwill determination (step S128) in the goodwill lottery process will be described. When the goodwill is successful, the goodwill process communication shown in FIG. 28 is performed as the goodwill process success process (step S125). In the "relationship processing communication", the "relationship request transmission" (step S300) is performed from the receiving side. On the transmitting side, a "renai request reception" process (step S301) for receiving the transmission related to the "renai request transmission" is performed, and a "renai consent transmission" process (step) is performed to notify that the image has been received normally. S303) is performed, and the process of "starting the goodwill effect" (step S304) for displaying an image indicating that the goodwill is successful is performed. Further, on the receiving side, the "renai acceptance reception" process (step S305) for receiving the transmission related to the "renai consent transmission" process is performed, and an image indicating that the goodwill has been successful is displayed. (Step S306).
The above-mentioned "play or souvenir lottery probability" (step S134) will be described. The content of the "play or souvenir lottery probability" is the processing after the "50% probability judgment" in FIG. As shown in FIG. 19, if it does not become "relationship", of the three games named "tug of war", "balloon", and "eating fast" as "play" in the communication game device on the transmitting side. There is a 50% chance that which game to play or which process the name "souvenir" will be played will be decided (step S134). When the transition to "play" processing is decided with the above 50% probability, 5 points of "friendship" are added (step S30), and "tug of war" (step S32), "balloon" (step S33), and "early". Which process of "eating" (step S34) is to be performed is determined with a 30% probability (step S31). Based on the above probability, the process shown in FIG. 20 is performed when shifting to "tug of war", the process shown in FIG. 21 is performed when shifting to "balloon", and the process shown in FIG. 21 is performed when shifting to "eating fast". The processing shown in 22 is performed. If the transition to the "souvenir" process is decided in step S134, 5 points of "friendship" are added (step S35), and the "souvenir" process shown in FIGS. 23, 24, and 31 (step S36). Is supposed to be done.
Hereinafter, each processing content of "tug of war", "balloon", "eating fast" and "souvenir" will be described. FIG. 20 is a flowchart showing the tug of war process. In the "tug of war" process (step S32), the "basic rank" is first determined (step S140). The basic rank is the same as the win / loss rank described in FIG. 10, and is determined according to the number of miscounts for the virtual life form. Next, the age difference with the opponent machine is determined (step S141), and if the difference is 5 years or older, the basic rank increases by 2 ranks (step S142), and if the difference is within 5 years, the basic rank is As it is, the process proceeds to the next "fat type" determination (step S143). The fat type represents a form on an image display of a virtual life form, and is one of "normal" and "fat type" determined according to the body weight. In step S143, it is determined in this way whether it is "normal" or "fat type", and in the case of fat type, the basic rank increases by 2 ranks (step S144), and in the case of non-fat type ("normal"). In the case of "), the basic rank remains the same, and the process proceeds to the next" disease? "Judgment (step S145). In the case of illness, the basic rank is lowered by 2 ranks in the process (step S146), and the "total rank" is determined based on the addition and subtraction of the basic rank described above (step S147). After the overall rank is determined, the communication process with the other party shown in "Play communication process" (Fig. 29), which is a common process with other "balloons" and "eating fast", is performed (step S148).
In the "play communication" process (step S148), the winning or losing of the game is calculated on the receiving side, and the result is transmitted to the transmitting side as "play winning or losing transmission". The contents of the "play communication" process will be described with reference to FIG. 29. After the "overall rank" is determined, the "play request transmission" is performed from the transmitting side to the receiving side (step S351). Since the receiving side is in the "waiting for reception" state, the "play request transmission" is received (step S352), and the "play request acceptance transmission" (step S353) is performed to notify the other party that the reception has been received. On the transmitting side, when the "play request acceptance transmission" is received (step S354), the "play type + total rank transmission" (step S356) including the information on the "play type" and the "total rank" is performed. When the receiving side receives the "play type" and the "overall rank" (step S357), the winning / losing judgment processing between the transmitting side and the own machine is performed. On the receiving side that has received the "play type", the overall rank of the own machine is determined by the same process as steps S140 to S147 described earlier in the processing on the transmitting side shown in FIG. In other words, with respect to the basic rank determined by the miscount, if the age is 5 years or older, it will be increased by 2 ranks, if it is fat type, it will be increased by 2 ranks, and if it is ill, it will be decreased by 2 ranks. Determines the overall rank by. After determining the overall rank of your own machine, compare the overall rank with the sender (step S360). In the comparison, if the overall rank is higher than that of the transmitting side, a "winning judgment" (step S370) indicating that the receiving side has won is performed, and the receiving side is referred to the transmitting side as "play winning / losing transmission" (step S380). Send information indicating that you have won. On the transmitting side, the winning / losing result is received as "play winning / losing reception" (step S390), and as shown in FIG. 20, "directing processing according to winning / losing" (step S391) is performed. Further, after performing "play win / loss transmission" (step S380) on the receiving side, "directing processing according to winning / losing" (step S392) is performed in the same manner as the processing on the transmitting side.
As a result of the comparison of the overall ranks (step S360), if the overall rank of the opponent aircraft is not larger than the overall rank of the own aircraft, it is next determined whether or not the overall ranks are the same (step S361). If it is determined that the overall ranks of both are the same, a "win / loss lottery" (step S362) is performed, and which one wins is determined with a 50% probability. If it is determined that the receiving side has won in the process (step S363), a "winning judgment" (step S370) indicating that the winning side has been won is performed, and a "play winning / losing transmission" (step S380) is performed to the transmitting side. And sends information indicating that the receiving side has won. If the sender is determined to win in the "win / loss lottery" (step S362) (step S363), a "defeat judgment" (step S365) indicating that the player has lost is performed, and "play win / loss transmission" (step S363). As step S380), information indicating that the receiving side has lost is transmitted to the transmitting side. On the receiving side, after performing the "play win / loss transmission" (step S380), the "directing process according to the win / loss" (step S392) is performed in the same manner as in the case described above.
In addition, as a result of the comparison of the total ranks (step S360), if the total rank of the opponent machine is larger than the total rank of the own machine and the total ranks are not the same (step S361), the receiving side is defeated. "Defeat determination" (step S365) is performed, and information indicating that the receiving side has lost is transmitted to the transmitting side as "play winning / losing transmission" (step S380). The above is the outline of the "play communication" process, and the same communication and win / loss determination process are performed for other "balloons" and "gluttony".
When the "play win / loss transmission" is received, the process branches based on the win / loss of the own machine (step S149). If it is determined that the player wins in step S149, a tug-of-war effect is performed in step S150 to indicate that the player has won. Show the victory effect (step S151), increase the "good luck" parameter by one (step S152), and return to the normal screen (step S153). If it is determined to be defeated in step S149, a tug-of-war effect is performed in step S154, a failure effect indicating that the player has been defeated (step S155), and one "gokigen" parameter is subtracted and added (step S156). , Return to the normal screen (step S153).
FIG. 21 is a flowchart showing the balloon process. In the "balloon" process (step S33), the "basic rank" is first determined (step S160). Next, a "fat type" determination (step S161) is performed, and if it is determined to be a fat type, the basic rank is raised by 2 ranks (step S162) and it is determined that the type is not a fat type ("standard"). If so, the next "illness?" Judgment (step S163) is performed without changing the basic rank. "Illness?" Of the judgment result, group when it is determined that it is not in the basic rank perform two ranks lower processing (step S164) disease when it is determined that the disease does not change the present rank, comprehensive Perform the process of determining the rank (step S165). When the overall rank is determined, the communication process with the other party shown in "Play communication process" (Fig. 29), which is a common process with other "tug of war" and "eating fast", is performed (step S166).
Similar to the "tug of war", in the "play communication process" (step S166), the winning or losing of the game is calculated on the opponent machine, and the result is transmitted to the transmitting side as "play winning or losing transmission". When the "play win / loss transmission" is received, the process branches based on the win / loss of the own machine (step S167). If the own machine wins in step S167, a balloon effect is performed in step S168 to indicate that the player has won. Perform a victory effect (step S169), increase the "good luck" parameter by one (step S170), and return to the normal screen (step S171). If it is determined to be defeated, a "balloon effect" (step S172) is performed, a failure effect indicating that the player has lost (step S173) is performed, and one "gokigen" parameter is subtracted and added (step). S174), return to the normal screen (step S171).
FIG. 22 is a flowchart showing the eating fast process. In the "eating fast" process (step S34), the "basic rank" is first determined (step S180). Next, "Is it lower than the opponent's tummy?" Judgment (step S181), and if it is determined that the tummy parameter is lower than the opponent's machine, the basic rank is raised by one rank (step S182), and the tummy parameter is higher than the opponent's machine. If it is determined, the next "fat type?" Judgment (step S183) is performed without changing the basic rank. As a result of the "fat type" judgment, if it is determined to be a fat type, the basic rank is raised by 2 ranks (step S184). If it is determined to be not a fat type ("standard"), the basic rank is increased. Without changing, the next "illness?" Judgment (step S185) is performed. As a result of the "illness?" Judgment, if it is determined to be ill, the basic rank is lowered by 2 ranks (step S185). If it is determined not to be ill, the basic rank is not changed and the overall rank is not changed. Is performed (step S187). When the overall rank is determined, the communication process with the other party shown in "Play communication process" (Fig. 29), which is a common process with other "tug of war" and "balloon", is performed (step S188).
Similar to the "tug of war" and the like, in the "play communication process" (step S188), the winning or losing of the game is calculated on the opponent machine, and the result is transmitted to the transmitting side as "play winning or losing transmission". When "play win / loss transmission" is received, the process branches based on the win / loss of the own machine (step S189). If it is determined that the player wins in step S189, the "fast eating effect" is performed in step S190 to win. Perform a "victory effect" to indicate that (step S191), increase the "good luck" parameter by one (step S192), and return to the normal screen (step S193). If it is determined to be defeated in step S189, a "fast eating effect" is performed in step S194, a "failure effect" indicating that the player has lost is performed (step S195), and one "good luck" parameter is subtracted. Add (step S196) and return to the normal screen (step S193).
Next, the "souvenir" processing will be described. The "souvenir" process is the process after the "play or souvenir lottery probability" (step S134) explained in the "renai failure flow" shown in FIGS. 19 and 27, and is transmitted after the "renai" fails. This is a process that is selected and determined with a probability of 50% in the communication game device on the side. When the transition to the "souvenir" processing is decided with the above-mentioned 50% probability, the "friendship degree" is added by 5% (step S35), and the transition to the "souvenir" processing (Fig. 19, step S36) is performed. The relationship between the transmitting side and the receiving side of the "souvenir" processing will be described with reference to FIG. When the process shifts to the souvenir process, the souvenir request transmission is performed to the receiving side (step S200). On the receiving side, after "Receiving a goodwill failure" (Fig. 27, step S135), the communication standby state ("Communication is being accepted", step S201) is set for the transmitting side, and the "souvenir request transmission" from the transmitting side is set. Is received, the "souvenir determination" process (step S202) is performed. The outline of souvenirs was explained using Fig. 11, but when the sender "souvenir request transmission" is performed (the souvenirs sent to the receiver are undecided at this point), the souvenirs that the receiver can receive based on the conditions shown in Fig. 11 To determine. When the souvenir is decided, the receiving side sends the souvenir consent transmission (step S203) to the transmitting side, and the information about the decided souvenir is transmitted. After the transmission of the "souvenir consent transmission", the receiving side processes the "communication partner storage unit update" such as changing the friendship level based on the determined souvenir (step S204), and receives the determined souvenir. After the "start of souvenir production" process (step S205) for displaying various images is performed, the screen returns to the "normal screen". In addition, the transmitting side is "accepting communication" waiting for communication from the receiving side after performing the "souvenir request transmission" (step S200) (step S206), and in this state, the "souvenir" of the step S203 is set. When "OK transmission" is received, the "Souvenir production start" process (step S207) is performed and the screen returns to the "normal screen".
FIG. 23 shows the processing on the transmitting side of the souvenir processing in more detail, and the described reference numerals are the same as the symbols of the processing steps in FIG. 30 described above. When "souvenir request transmission" (step S200) is performed and "communication is being accepted" (step S206), it is determined from the receiving side whether or not there is a "souvenir consent transmission". If there is a "souvenir consent transmission" during the "communication acceptance" process, the "souvenir consent acceptance" process is performed, and the memorized "after updating the friend list" and "souvenir production start" process (step). S207) is performed and the screen returns to the "normal screen". In addition, if 5 seconds have passed without "souvenir consent transmission" from the receiving side after "communication is being accepted" (step S206), the screen returns to the "normal screen" as "error processing".
FIG. 24 shows the processing on the receiving side of the souvenir processing in more detail, and the described reference numerals are the same as the symbols of the processing steps in FIG. 30 described above. On the receiving side, the "souvenir request transmission" from the transmitting side is received within 5 seconds after "communication is being accepted" (step S201) after "reception of goodwill failure" (Fig. 27, step S135). It is determined whether or not the souvenir request has been received. If "souvenir request reception" is not performed within 5 seconds, the screen returns to the "normal screen" as an error process. If the "souvenir request is received" within 5 seconds, the "souvenir consent transmission" is performed as described above (step S203), and the "communication partner storage unit update" process is performed (step S204). , "Start souvenir production" processing (step S205) is performed.
Next, the store communication process will be described with reference to FIG. The store communication process is a process determined and branched in step 13 of FIG. 19 described above. Whether or not to shift to the store communication process is based on the content of the "recognition code" of the initial communication data transmitted and received in the initial communication process shown in FIGS. 18 and 25. The "recognition code" is information for identifying a device to be a communication partner, and as shown in FIG. 33, 15 types of VER1 to 15 are prepared. When the "recognition code" is VER1, the device that receives the "recognition code" recognizes that the communication partner is a device installed in the store. The "device installed in a store" is a device installed in a store or the like having a function capable of communicating with the communication game device according to the present invention, and has a function not given to a normal communication game device. Information is given. Images displayed by communication between the "device installed in the store" and the communication game device according to the present invention and various programs to be executed are stored in advance on the communication game machine side, but they are communication games. Information unique to the "device installed in the store" that is not displayed / executed in communication between devices, and the "recognition code" of the communication partner acquired in the initial communication process is VER1 and is displayed only after shifting to the store communication process. It is designed to be feasible.
The specific contents of communication will be described. When the process shifts to the store communication process, the sender sends a "store request acceptance transmission" (step S400). Since the "basic communication data transmission" has already been exchanged by the initial communication before the store communication process, the transmitting side is in a state of acquiring the information of the communication device installed in the store. The transmitting side performs "communication partner memory update" (step S401) based on the information included in the "basic communication data transmission", and reads out the unique information corresponding to the communication device on the store side that communicated from the storage means. , A predetermined image display or the like is performed as "sending side store production" (step S402). The communication device on the store side also performs the "store request acceptance reception" process (step S405) for receiving the communication related to the "store request acceptance transmission" on the transmitting side, and similarly to the processing on the transmitting side, the above-mentioned "initial communication data". Based on the information included in the "transmission", the "communication partner memory update" (step S406) is performed, and a predetermined image display or the like is performed as the "sender store effect" (step S407).
Next, the content of the memory & update to the communication partner storage unit process (FIG. 19, step S15) will be described with reference to FIG. 32. When the processing of "recognition code version check" (step S12) and "store?" (Step S13) shown in FIG. 19 is completed normally, the transmitting side determines that "communication is successful" (step S501) and performs initial communication. Based on the information acquired by the process (FIG. 25), in the "other party data acquisition" process (step S502), the "ID" and "name" are the information required for the "memory & update to the communication partner storage unit" process. "Code", "Character number", "Gender", "No mystery" are acquired. After the "other party data acquisition" process (step S502), the "name code" stored in the communication partner storage unit is used to determine whether the communication partner is a new communication partner or a communication partner in the past. Is scanned to determine whether or not it matches the "name code" acquired in the "counterpart data" acquisition process S502 ("name code match?" Process, step S503), and if it matches, the "ID" is further increased. Determine if they match (ID Match process, step S504). Here, if the "ID" matches, it is determined that the other party has already communicated in the past, and the "character number" stored corresponding to the matched "ID" is processed by "acquisition of partner data". The "character number" acquired in S502 is updated, the "memory data update" process is performed to increase the "number of encounters" by +1 (step S505), and the screen returns to the normal screen (step S506). In the above-mentioned "ID match?" Process (step S503) and "name code match?" Process (step S504), when the other party has never communicated in the past (there is no matching "ID" or "ID". If they match, but the "name code" does not match), the communication partner's storage unit is stored. First, check the number of communication partners stored in the communication partner storage unit. As a communication partner, for example, a storage area for 20 bodies is secured in advance, and when the number of communication partners exceeds 20, a new communication partner is stored, and the integrated portion already stored based on a predetermined condition. Delete the other party's information. After step S504, it is determined whether or not the maximum number of stored items is exceeded (step S510), and if the maximum number of stored items is not exceeded, the acquired "ID" corresponds to the acquired "name". The "new data storage" processing step S511 for memorizing the "code", "character number", "gender", and "no mystery" and setting the "number of encounters" to +1 is performed, and the screen returns to the normal screen. In step S510, when the maximum number of stored items is exceeded, a process of scanning the partner information already stored in the communication partner storage unit and extracting the partner with the lowest "friendship degree" is performed (step). S512). If the partner with the lowest "friendship" does not exist in the process, the oldest data is extracted (step S513) and the extracted data is deleted (step S514). Next, the data of the new communication partner is stored (new data storage) (step S515).
Next, a method of determining a character image representing a virtual life form of a communication partner used during the production of "souvenir" and "renai" will be described. If the "version" (stored image code) exchanged in the initial communication process is the same on the transmitting side and the receiving side, the character image corresponding to the "character number" exchanged in the initial communication process is read out from the image storage unit. However, if the "version" is different on the transmitting side and the receiving side, the type of character image stored in the image storage unit is different, or even if the same "character number" is used, the associated character image is associated. May be different. Therefore, in the communication game machine according to the present invention, the "version" of the communication partner and the own machine is compared, and if the "version" is different, the "mystery" of the character number "16" which is the stored image code mismatch image is displayed. Control to do. Also, if the "memory image code" of the communication partner to communicate for the first time is different from the "memory image code" of the own machine, the "mystery" of the communication partner storage unit is used in the new storage process of the storage & update process in the communication partner storage unit. Set the None parameter to 0 (ie, with mystery). As a result, the character image displayed as the virtual life form of the communication partner when the friend list is displayed displays the "mystery" of the character number "16" which is the stored image code mismatch image.
<figref num="1">It is a front view which shows the appearance of the communication game apparatus which concerns on this invention.</figref><figref num="2">It is a circuit diagram of the communication game apparatus which concerns on this invention.</figref><figref num="3">It is explanatory drawing for demonstrating the growth process of the virtual life form which is image-displayed in the communication game apparatus which concerns on this invention.</figref><figref num="4">It is a list which shows the kind of the virtual life form which is image-displayed in the communication game apparatus which concerns on this invention.</figref><figref num="5">It is the schematic which shows the outline of the program processing performed by the microcomputer of the communication game apparatus which concerns on this invention.</figref><figref num="6">It is a parameter list of the virtual life form which can be confirmed in the communication game apparatus which concerns on this invention.</figref><figref num="7">It is a list of hidden parameters of the virtual life form in the communication game apparatus which concerns on this invention.</figref><figref num="8">It is a list of rice and snacks that can be given to a virtual life form in the communication game device according to the present invention.</figref><figref num="9">It is explanatory drawing for demonstrating the outline of the control process at the time of pooping of the virtual life form in the communication game apparatus which concerns on this invention.</figref><figref num="10">It is a table which shows the winning or losing condition at the time of a game of the virtual life form in the communication game apparatus which concerns on this invention.</figref><figref num="11">It is a list of available souvenirs of virtual life forms in the communication game device according to the present invention.</figref><figref num="12">It is explanatory drawing for demonstrating an example of the display image which is displayed when the "renai" command of the virtual life form is executed in the communication game apparatus which concerns on this invention.</figref><figref num="13">The flow of processing performed when the virtual life form in the communication game device according to the present invention displays the "yawning and sleepy sign" image and the "already sleeping" image is shown. It is a flowchart.</figref><figref num="14">It is a table showing the daily life schedule of the rebellious period and the puberty of the virtual life form diagram in the communication game apparatus which concerns on this invention.</figref><figref num="15">It is a table showing the daily life schedule of the spawning season of the virtual life form diagram in the communication game apparatus which concerns on this invention.</figref><figref num="16">It is explanatory table about image display at the time of solo play and item play of the virtual life form diagram in the communication game apparatus which concerns on this invention.</figref><figref num="17">It is a list about an example of the image display according to a season in the communication game apparatus which concerns on this invention.</figref><figref num="18">It is an initial flowchart at the time of communication in the communication game apparatus which concerns on this invention.</figref><figref num="19">It is a main flowchart at the time of communication in the communication game apparatus which concerns on this invention.</figref><figref num="20">It is a flowchart at the time of "tug of war" processing in the communication game apparatus which concerns on this invention.</figref><figref num="21">It is a flowchart at the time of "balloon" processing in the communication game apparatus which concerns on this invention.</figref><figref num="22">It is a flowchart at the time of "fast eating" processing in the communication game apparatus which concerns on this invention.</figref><figref num="23">It is a flowchart at the time of "souvenir" processing on the transmission side of the communication game apparatus which concerns on this invention.</figref><figref num="24">It is a flowchart at the time of "souvenir" processing on the receiving side of the communication game apparatus which concerns on this invention.</figref><figref num="25">It is a flowchart of "initial communication" processing of the communication game apparatus which concerns on this invention.</figref><figref num="26">It is a flowchart of "renai lottery communication" processing of the communication game apparatus which concerns on this invention.</figref><figref num="27">It is a flowchart of "relation failure" processing of the communication game apparatus which concerns on this invention.</figref><figref num="28">It is a flowchart of "relation processing communication" of the communication game apparatus which concerns on this invention.</figref><figref num="29">It is a flowchart of "play communication" processing of the communication game apparatus which concerns on this invention.</figref><figref num="30">It is a flowchart of "souvenir communication" processing of the communication game apparatus which concerns on this invention.</figref><figref num="31">It is a flowchart of "store communication" processing of the communication game apparatus which concerns on this invention.</figref><figref num="32">It is a flowchart of "friend list registration and update" processing of the communication game apparatus which concerns on this invention.</figref><figref num="33">It is a table which shows the list of "recognition code" in the communication game apparatus which concerns on this invention.</figref><figref num="34">It is a table which shows the correspondence between a character image and a character number (image ID) in the communication game apparatus which concerns on this invention.</figref><figref num="35">It is a map of the parameter storage part provided in EEPROM in the communication game machine which concerns on this invention.</figref><figref num="36">It is a map of the initial communication data in the communication game machine which concerns on this invention.</figref><figref num="37">It is a map of the communication partner storage part provided in EEPROM in the communication game machine which concerns on this invention.</figref>
Code description
1 Communication game device main unit (main unit) 3 LCD display device 5 Display unit 7 A switch 9 B button 11 C button 13, 15 Icon 17 Light emitting device 19 Light receiving device 21 Microcomputer 23 EEPROM 25 Battery 27 Clock signal generating means 29 Reset switch 31 buzzer
Every citation, both ways
| Document | Relation | Office | Cited during |
|---|---|---|---|
| JP2008206800A | Cited by | Japan | Examiner |
| JP2011056301A | Cited by | Japan | Examiner |
| WO2007116727A1 | Cited by | World Intellectual Property Organization (WIPO) | International search |
| JP2008293401A | Cited by | Japan | Examiner |
| JP2007267874A | Cited by | Japan | Search report |
| JP2013232230A | Cited by | Japan | Examiner |
| JP2014230929A | Cited by | Japan | Search report |
| WO2014024846A1 | Cited by | World Intellectual Property Organization (WIPO) | International search |
| JP2014064944A | Cited by | Japan | Search report |
| JP5367192B1 | Cited by | Japan | Examiner |
| JP2014064944A | Cited by | Japan | Search report |
| US8814705B2 | Cited by | United States of America | Applicant |
| JP2019030779A | Cited by | Japan | Search report |
| JP2011200706A | Cited by | Japan | Examiner |
15 members in 8 offices
Priority claims2
| Document | Office | Kind | Date |
|---|---|---|---|
| 2003435001 | Japan | A | |
| JP20030435001 | – | – | – |
Members15
| Document | Office | Kind | |
|---|---|---|---|
| KR20050067082A | Republic of Korea | A | |
| US2005148390A1 | United States of America | A1 | |
| CN1637765A | China | A | |
| JP2005192599AThis record | Japan | A | |
| EP1557211A1 | European Patent Office (EPO) | A1 | |
| JP3702283B2 | Japan | B2 | |
| TW200533404A | Taiwan Province of China | A | |
| HK1077702A2 | Hong Kong, China | A2 | |
| KR100633822B1 | Republic of Korea | B1 | |
| CN2914191Y | China | Y | |
| TWI293565B | Taiwan Province of China | B | |
| CN100470561C | China | C | |
| EP1557211B1 | European Patent Office (EPO) | B1 | |
| ES2378440T3 | Spain | T3 | |
| US8545324B2 | United States of America | B2 |
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Numbers
- Publication
- 2005192599
- Publication, DOCDB
- 2005192599
- Publication, EPODOC
- JP2005192599
- Application
- 435001
- Application, DOCDB
- 2003435001
- Application, EPODOC
- JP20030435001
Titles2
- English
- COMMUNICATION GAME APPARATUS
- Japanese
- 通信ゲーム装置
Classification
- CPC, 17
- A63F13/31
- A63F13/825
- A63F13/73
- A63F13/12
- A63F2300/204
- A63F2300/402
- A63F13/58
- A63F2300/65
- A63F2300/8058
- A63F13/92
- A63F2300/201
- A63F2300/64
- A63F13/22
- A63F2300/1018
- A63F13/57
- A63F2300/1031
- A63F13/235
- IPC, 4
- A63F13 33
- A63F13 34
- A63F13 45
- A63F13 52