Game apparatus and game program
Abstract
Problem to be solved.To provide a game apparatus and a game program capable of improving reality of a simulated versus game against another player.
Solution.A player character appearing in a virtual game world is caused to perform actions in accordance with operation data. Based on the actions performed by the player character, operation tendency data indicating a tendency in operations performed by a player operating the player character is generated, and a group of image data and the operation tendency data of the player character is stored. Then, an image of a non-player character indicated by the stored image data is displayed on a display device in accordance with the image data. An action of the non-player character in the virtual game world is controlled in accordance with the stored operation tendency data.
Copyright (C)2010,JPO&INPIT
Term
Projected expiry 11 April 2028.
- Priority and filed
- Published
- Today
- Projected expiry
12 claims: 5 independent, 7 dependent
- 1A game device that executes a predetermined game according to a player's operation input and can communicate with another game device, and corresponds to an operation data acquisition means for acquiring operation data output from the input device and the operation data. Operation tendency data indicating the operation tendency of the player who operates the player character based on the player character control means for causing the player character appearing in the virtual game world and the action of the player character controlled by the player character control means. The operation tendency data generation means for generating the operation tendency data, the player data storage means for storing the image data of the player character controlled by the player character control means, and the operation tendency data generated by the operation tendency data generation means, and the player data storage means. A transmitting means for transmitting the set of the image data and the operation tendency data stored by the user to the other game device, and a receiving means for receiving the set of the image data and the operation tendency data transmitted from the other game device. And the non-player data storage means for storing the set of the image data and the operation tendency data of the other game device received by the receiving means. Based on the image data of the other game device stored in the non-player data storage means, the display control means for displaying the image of the non-player character indicated by the image data on the display device and the non-player data storage means A game device including a non-player character control means for controlling the behavior of the non-player character in a virtual game world based on the stored operation tendency data of the other game device. プレイヤの操作入力に応じて所定のゲームを実行し、他のゲーム装置と通信可能なゲーム装置であって、 入力装置から出力される操作データを取得する操作データ取得手段と、 前記操作データに応じて、仮想ゲーム世界に登場するプレイヤキャラクタを行動させるプレイヤキャラクタ制御手段と、 前記プレイヤキャラクタ制御手段が制御するプレイヤキャラクタの行動に基づいて、当該プレイヤキャラクタを操作するプレイヤに関する操作傾向を示す操作傾向データを生成する操作傾向データ生成手段と、 前記プレイヤキャラクタ制御手段が制御するプレイヤキャラクタの画像データおよび前記操作傾向データ生成手段が生成する操作傾向データを記憶するプレイヤデータ記憶手段と、 前記プレイヤデータ記憶手段が記憶した前記画像データおよび前記操作傾向データの組を前記他のゲーム装置へ送信する送信手段と、 前記他のゲーム装置から送信された前記画像データおよび前記操作傾向データの組を受信する受信手段と、 前記受信手段が受信した前記他のゲーム装置の前記画像データおよび前記操作傾向データの組を記憶するノンプレイヤデータ記憶手段と、 前記ノンプレイヤデータ記憶手段に記憶された前記他のゲーム装置の画像データに基づいて、当該画像データが示すノンプレイヤキャラクタの画像を表示装置に表示する表示制御手段と、 前記ノンプレイヤデータ記憶手段に記憶された前記他のゲーム装置の操作傾向データに基づいて、仮想ゲーム世界における前記ノンプレイヤキャラクタの行動を制御するノンプレイヤキャラクタ制御手段とを備える、ゲーム装置。
- 3The non-player character control means determines the behavior of the non-player character by weighting the itemized points set for the game scene with the numerical values indicated by the operation tendency data, respectively. The game device described in. 前記ノンプレイヤキャラクタ制御手段は、ゲーム場面に対して設定された項目別の点数を前記操作傾向データで示される数値でそれぞれ重み付けして、前記ノンプレイヤキャラクタの行動を決定する、請求項1または2に記載のゲーム装置。
- 10A game device that executes a predetermined game in response to a player's operation input, an operation data acquisition means for acquiring operation data output from the input device, and a player appearing in the virtual game world according to the operation data. A player character control means for causing a character to act, and an operation tendency data generation means for generating operation tendency data indicating an operation tendency regarding a player who operates the player character based on the action of the player character controlled by the player character control means. , The player data storage means for storing the image data of the player character controlled by the player character control means and the operation tendency data generated by the operation tendency data generation means, and the image data and the operation stored by the player data storage means. A non-player data storage means for selecting and storing a set of the image data and the operation tendency data for displaying and acting as a non-player character from a set of tendency data, and a non-player data storage means stored in the non-player data storage means. A display control means for displaying an image of a non-player character indicated by the image data on a display device based on the image data, and a display control means. A game device including a non-player character control means for controlling the behavior of the non-player character in the virtual game world based on the operation tendency data stored in the non-player data storage means. プレイヤの操作入力に応じて所定のゲームを実行するゲーム装置であって、 入力装置から出力される操作データを取得する操作データ取得手段と、 前記操作データに応じて、仮想ゲーム世界に登場するプレイヤキャラクタを行動させるプレイヤキャラクタ制御手段と、 前記プレイヤキャラクタ制御手段が制御するプレイヤキャラクタの行動に基づいて、当該プレイヤキャラクタを操作するプレイヤに関する操作傾向を示す操作傾向データを生成する操作傾向データ生成手段と、 前記プレイヤキャラクタ制御手段が制御するプレイヤキャラクタの画像データおよび前記操作傾向データ生成手段が生成する操作傾向データを記憶するプレイヤデータ記憶手段と、 前記プレイヤデータ記憶手段が記憶した前記画像データおよび前記操作傾向データの組から、ノンプレイヤキャラクタとして表示させて行動させるための前記画像データおよび前記操作傾向データの組を選択して記憶するノンプレイヤデータ記憶手段と、 前記ノンプレイヤデータ記憶手段に記憶された前記画像データに基づいて、当該画像データが示すノンプレイヤキャラクタの画像を表示装置に表示する表示制御手段と、 前記ノンプレイヤデータ記憶手段に記憶された前記操作傾向データに基づいて、仮想ゲーム世界における前記ノンプレイヤキャラクタの行動を制御するノンプレイヤキャラクタ制御手段とを備える、ゲーム装置。
- 11A game program executed on a computer of a game device capable of communicating with another game device by executing a predetermined game in response to a player's operation input, and the computer acquires operation data output from the input device. Based on the operation data acquisition means to be performed, the player character control means for making the player character appearing in the virtual game world act according to the operation data, and the action of the player character controlled by the player character control means, the player character The operation tendency data generation means for generating the operation tendency data indicating the operation tendency regarding the player who operates the player, the image data of the player character controlled by the player character control means, and the operation tendency data generated by the operation tendency data generation means are stored in the memory. The player data storage control means stored in the memory, the transmission means for transmitting the set of the image data and the operation tendency data stored in the memory to the other game device, the image data transmitted from the other game device, and the image data. A receiving means for receiving the set of operation tendency data and A non-player data storage control means for storing a set of the image data and the operation tendency data of the other game device received by the receiving means in a memory, and the other game stored in the memory by the non-player data storage means. Based on the image data of the device, the display control means for displaying the image of the non-player character indicated by the image data on the display device and the operation tendency data of the other game device stored in the memory by the non-player data storage means. Based on this, a game program that functions as a non-player character control means for controlling the behavior of the non-player character in the virtual game world. プレイヤの操作入力に応じて所定のゲームを実行し、他のゲーム装置と通信可能なゲーム装置のコンピュータで実行されるゲームプログラムであって、 前記コンピュータを、 入力装置から出力される操作データを取得する操作データ取得手段と、 前記操作データに応じて、仮想ゲーム世界に登場するプレイヤキャラクタを行動させるプレイヤキャラクタ制御手段と、 前記プレイヤキャラクタ制御手段が制御するプレイヤキャラクタの行動に基づいて、当該プレイヤキャラクタを操作するプレイヤに関する操作傾向を示す操作傾向データを生成する操作傾向データ生成手段と、 前記プレイヤキャラクタ制御手段が制御するプレイヤキャラクタの画像データおよび前記操作傾向データ生成手段が生成する操作傾向データをメモリに記憶するプレイヤデータ記憶制御手段と、 メモリに記憶した前記画像データおよび前記操作傾向データの組を前記他のゲーム装置へ送信する送信手段と、 前記他のゲーム装置から送信された前記画像データおよび前記操作傾向データの組を受信する受信手段と、 前記受信手段が受信した前記他のゲーム装置の前記画像データおよび前記操作傾向データの組をメモリに記憶するノンプレイヤデータ記憶制御手段と、 前記ノンプレイヤデータ記憶手段がメモリに記憶した前記他のゲーム装置の画像データに基づいて、当該画像データが示すノンプレイヤキャラクタの画像を表示装置に表示する表示制御手段と、 前記ノンプレイヤデータ記憶手段がメモリに記憶した前記他のゲーム装置の操作傾向データに基づいて、仮想ゲーム世界における前記ノンプレイヤキャラクタの行動を制御するノンプレイヤキャラクタ制御手段として機能させる、ゲームプログラム。
- 12A game program executed by a computer of a game device that executes a predetermined game in response to a player's operation input, wherein the computer is used as an operation data acquisition means for acquiring operation data output from the input device, and the operation. Based on the player character control means for making the player character appearing in the virtual game world act according to the data and the action of the player character controlled by the player character control means, the operation tendency of the player who operates the player character is shown. An operation tendency data generation means for generating operation tendency data, and a player data storage control means for storing image data of a player character controlled by the player character control means and operation tendency data generated by the operation tendency data generation means in a memory. From the set of the image data and the operation tendency data stored by the player data storage control means, the set of the image data and the operation tendency data for displaying and acting as a non-player character is selected and stored in the memory. Non-player data storage control means and Based on the image data stored in the memory by the non-player data storage control means, the display control means for displaying the image of the non-player character indicated by the image data on the display device and the non-player data storage control means in the memory. A game program that functions as a non-player character control means that controls the behavior of the non-player character in the virtual game world based on the stored operation tendency data. プレイヤの操作入力に応じて所定のゲームを実行するゲーム装置のコンピュータで実行されるゲームプログラムであって、 前記コンピュータを、 入力装置から出力される操作データを取得する操作データ取得手段と、 前記操作データに応じて、仮想ゲーム世界に登場するプレイヤキャラクタを行動させるプレイヤキャラクタ制御手段と、 前記プレイヤキャラクタ制御手段が制御するプレイヤキャラクタの行動に基づいて、当該プレイヤキャラクタを操作するプレイヤに関する操作傾向を示す操作傾向データを生成する操作傾向データ生成手段と、 前記プレイヤキャラクタ制御手段が制御するプレイヤキャラクタの画像データおよび前記操作傾向データ生成手段が生成する操作傾向データをメモリに記憶するプレイヤデータ記憶制御手段と、 前記プレイヤデータ記憶制御手段が記憶した前記画像データおよび前記操作傾向データの組から、ノンプレイヤキャラクタとして表示させて行動させるための前記画像データおよび前記操作傾向データの組を選択してメモリに記憶するノンプレイヤデータ記憶制御手段と、 前記ノンプレイヤデータ記憶制御手段がメモリに記憶した前記画像データに基づいて、当該画像データが示すノンプレイヤキャラクタの画像を表示装置に表示する表示制御手段と、 前記ノンプレイヤデータ記憶制御手段がメモリに記憶した前記操作傾向データに基づいて、仮想ゲーム世界における前記ノンプレイヤキャラクタの行動を制御するノンプレイヤキャラクタ制御手段として機能させる、ゲームプログラム。
Independent claims5
123 paragraphs, as filed
The present invention relates to a game device and a game program, and more specifically, to a game device and a game program for playing a pseudo-competition game with another player.
Conventionally, a game system for playing a simulated battle game with another player is known (see, for example, Patent Document 1 and Patent Document 2). The game machine disclosed in Patent Document 1 generates a tendency parameter (player's habit) indicating the player's play tendency based on the player's play history, and transmits the tendency parameter (player's habit) to another game machine. When the game machine receives a tendency parameter from another game machine, the application processing unit operates the character based on the tendency parameter. As a result, the player of the game machine can perform a pseudo battle play with another player.
Further, in Patent Document 2, the player's operation input tendency performed by a game device capable of communicating with a server is reproduced by another game device, thereby playing a match against a character simulating the player in another game. The server system realized in the device is disclosed. In the server system disclosed in Patent Document 2, the server generates a reproduction code based on the play tendency data uploaded from the game device. Then, the server transmits the generated reproduction code to the player terminal. Therefore, the player of the player terminal can play a simulated battle with another player by using the acquired reproduction code.<patcit num="1"><text>Japanese Unexamined Patent Publication No. 2005-319134</text></patcit><patcit num="2"><text>Japanese Unexamined Patent Publication No. 2006-280453</text></patcit>
<p> However, the game machine disclosed in Patent Document 1 and the server system disclosed in Patent Document 2 both transmit and receive only play tendency data (player's habits) in a pseudo manner with other players. It is intended to enable a battle, and is not intended to transmit and receive the player's play tendency data and the character data representing the player in association with each other. For example, the character controlled by using the received play tendency data is selected from a plurality of types of characters stored in advance in the game device. Therefore, the characteristics of the player that is the source of the play tendency data and the selected character may not match, and there is a problem that the reality in the pseudo battle game is lacking.</p><p> Therefore, a main object of the present invention is to provide a game device and a game program capable of improving the reality when playing a simulated battle game with another player.</p>
<p> In order to achieve the above object, the present invention has adopted the following configuration. The reference numerals, step numbers, and the like in parentheses indicate the correspondence with the embodiments described later in order to help the understanding of the present invention, and do not limit the scope of the present invention at all.</p><p> The first invention is a game device (3) capable of executing a predetermined game in response to a player's operation input and communicating with another game device. The game device is an operation data acquisition means (CPU10 that executes step S103; (Hereinafter, only the step number is described), player character control means (S103), operation tendency data generation means (S105, S122), player data storage means (S52 to S54, S105, S122, Db, Dc), transmission means. (S86, S124), receiving means (S87, S125), non-player data storage means (S88, S126, Dd, De), display control means (S114, FIGS. 9 to 11), and non-player character control means (S108). ~ S114) is provided. The operation data acquisition means acquires the operation data (Da) output from the input device. The player character control means causes the player character appearing in the virtual game world to act according to the operation data. The operation tendency data generation means generates operation tendency data (habit data) indicating an operation tendency regarding a player who operates the player character, based on the behavior of the player character controlled by the player character control means. The player data storage means stores image data of the player character controlled by the player character control means and operation tendency data generated by the operation tendency data generation means. The transmission means transmits a set of image data and operation tendency data stored by the player data storage means to another game device. The receiving means receives a set of image data and operation tendency data transmitted from another game device. The non-player data storage means stores a set of image data and operation tendency data of another game device received by the receiving means. The display control means displays the image of the non-player character indicated by the image data on the display device (2) based on the image data of another game device stored in the non-player data storage means. The non-player character control means controls the behavior of the non-player character in the virtual game world based on the operation tendency data of another game device stored in the non-player data storage means.</p><p> The second invention further includes, in the first invention, the image data creating means. The image data creation means selects a part object for each part from a plurality of types of part objects prepared in advance for each part according to the operation data, and data showing a caricature created by combining the selected part objects ( Caricature data) is created as image data.</p><p> According to the third invention, in the first or second invention, the non-player character control means is set for each item in the game scene, and the points (safety basic points, ease of climbing basic points, specific coefficient addition). The value) is weighted by the numerical values (coefficient A, coefficient B) indicated by the operation tendency data, and the behavior of the non-player character is determined.</p><p> In the fourth invention, in the third invention, the non-player character control means weights the score for each item set for each action option (possible hand) for the game scene by the numerical value indicated by the operation tendency data. The total score (E) is calculated, and the action option with the highest total score is determined as the action of the non-player character.</p><p> In the fifth aspect of the invention, in the third aspect of the invention, the operation tendency data generating means estimates the operation tendency regarding the player based on the ratio of the actions of the player character selected in the game scene (specific phase), and generates the operation tendency data. Generate (Fig. 15).</p><p> According to the sixth aspect of the invention, in the fifth aspect of the invention, the operation tendency data generating means updates the operation tendency data by updating the ratio of actions each time a scene similar to the game scene arrives.</p><p> According to the seventh invention, in the third invention, the operation tendency data generating means includes the statistical information generating means (S121). The statistical information generation means generates and stores statistical information of the result of the game in which the player character acts (Dl). The operation tendency data generation means estimates the operation tendency regarding the player based on the statistical information of the player character and generates the operation tendency data.</p><p> The eighth invention further includes, in the first or second invention, the question presenting means and the operation tendency data correcting means. The question presenting means presents a question about a player of another game device. The operation tendency data correction means obtains operation tendency data indicating the operation tendency of a player of another game device stored in the non-player data storage means according to the operation data obtained as a response to the question presented by the question presenting means. to correct.</p><p> In the ninth aspect of the invention, in the second aspect of the invention, the operation tendency data generation means sets an initial value of a value indicated by the operation tendency data according to a part object selected by the image data generation means.</p><p> A tenth invention is a game device that executes a predetermined game in response to a player's operation input. The game device includes operation data acquisition means, player character control means, operation tendency data generation means, player data storage means, non-player data storage means, display control means, and non-player character control means. The operation data acquisition means acquires the operation data output from the input device. The player character control means causes the player character appearing in the virtual game world to act according to the operation data. The operation tendency data generation means generates operation tendency data indicating an operation tendency regarding a player who operates the player character, based on the behavior of the player character controlled by the player character control means. The player data storage means stores image data of the player character controlled by the player character control means and operation tendency data generated by the operation tendency data generation means. The non-player data storage means selects and stores a set of image data and operation tendency data for displaying and acting as a non-player character from a set of image data and operation tendency data stored by the player data storage means. The display control means displays the image of the non-player character indicated by the image data on the display device based on the image data stored in the non-player data storage means. The non-player character control means controls the behavior of the non-player character in the virtual game world based on the operation tendency data stored in the non-player data storage means.</p><p> The eleventh invention is a game program executed by a computer (10) of a game device capable of executing a predetermined game in response to a player's operation input and communicating with another game device. The game program is used as an operation data acquisition means, a player character control means, an operation tendency data generation means, a player data storage control means, a transmission means, a reception means, a non-player data storage control means, a display control means, and a non-player character control means. , Make your computer work. The operation data acquisition means acquires the operation data output from the input device. The player character appearing in the virtual game world is made to act according to the player character control means and the operation data. The operation tendency data generation means generates operation tendency data indicating an operation tendency regarding a player who operates the player character, based on the behavior of the player character controlled by the player character control means. The player data storage control means stores the image data of the player character controlled by the player character control means and the operation tendency data generated by the operation tendency data generation means in the memory (12, 17, 35). The transmission means transmits a set of image data and operation tendency data stored in the memory to another game device. The receiving means receives a set of image data and operation tendency data transmitted from another game device. The non-player data storage control means stores in the memory a set of image data and operation tendency data of another game device received by the receiving means. The display control means displays an image of the non-player character indicated by the image data on the display device based on the image data of another game device stored in the memory by the non-player data storage means. The non-player character control means controls the behavior of the non-player character in the virtual game world based on the operation tendency data of another game device stored in the memory by the non-player data storage means.</p><p> A twelfth invention is a game program executed by a computer of a game device that executes a predetermined game in response to a player's operation input. The game program causes the computer to function as an operation data acquisition means, a player character control means, an operation tendency data generation means, a player data storage control means, a non-player data storage control means, a display control means, and a non-player character control means. The operation data acquisition means acquires the operation data output from the input device. The player character control means causes the player character appearing in the virtual game world to act according to the operation data. The operation tendency data generation means generates operation tendency data indicating an operation tendency regarding a player who operates the player character, based on the behavior of the player character controlled by the player character control means. The player data storage control means stores in the memory the image data of the player character controlled by the player character control means and the operation tendency data generated by the operation tendency data generation means. The non-player data storage control means selects a set of image data and operation tendency data for displaying and acting as a non-player character from a set of image data and operation tendency data stored by the player data storage control means, and stores the memory. Remember in. The display control means displays an image of the non-player character indicated by the image data on the display device based on the image data stored in the memory by the non-player data storage control means. The non-player character control means controls the behavior of the non-player character in the virtual game world based on the operation tendency data stored in the memory by the non-player data storage control means.</p>
<p> According to the first invention, the operation tendency data of the player and the image data of the player character operated by the player are transmitted and received to and from the other game device. Then, even after the communication with the other game device is completed, the character used in the other game device can be used as the non-player character. In this case, since the character based on the already received image data is displayed on the screen and the behavior of the character is controlled based on the operation tendency data, it is as if the player character operated by the player of another game device and the actual game are played. You can get the feeling that you are doing, and you can improve the reality of pseudo play.</p><p> According to the second invention, since the caricature that can be the alter ego of the player who operates the other game device is transmitted and received together with the operation tendency of the player, the reality of the pseudo play can be further improved.</p><p> According to the third invention, since the behavior of the non-player character in a specific phase or the like that arrives in the progress of the game is weighted and determined by the operation tendency of the other player, the operation tendency of the other player in the specific phase is determined. Can be taken by a non-player character.</p><p> According to the fourth invention, when there are a plurality of action options in a specific phase or the like that arrives in the progress of the game, the action selected by the non-player character is weighted and determined by the operation tendency of another player. , The non-player character can take an action selected by reflecting the operation tendency of another player in the specific situation.</p><p> According to the fifth invention, it is possible to create operation tendency data that reflects the operation tendency of another player in a specific phase or the like that comes in the progress of the game.</p><p> According to the sixth invention, since the operation tendency data is updated every time the specific phase or the like in the progress of the game arrives, the non-player character can take an action reflecting the latest operation tendency.</p><p> According to the seventh invention, since the behavior of the non-player character is weighted and determined by the operation tendency of the other player based on the statistical information of the game result, the tendency of the other player to proceed with the game is reflected. The non-player character can take the action.</p><p> According to the eighth invention, the operation tendency data is corrected according to the result of the question about the other player, so that the operation tendency data reflecting the personality of the other player from an objective point of view is generated. It becomes possible to do.</p><p> According to the ninth invention, the operation tendency data corresponding to the caricature created by the player is created.</p><p> According to the tenth invention, the operation tendency data of the player played on the game device and the image data of the player character operated by the player are stored. Then, the character used in the game device can be used as a non-player character. In this case, since the character based on the image data already used in the game play is displayed on the screen and the behavior of the character is controlled based on the operation tendency data, it is operated by another player who has previously played on the game device. It is possible to obtain the feeling of actually playing a game with the player character to play, and it is possible to improve the reality of pseudo play. For example, in the case of a game such as a mahjong game or a card game in which the opponent's tiles and cards are hidden and progress, it is difficult for multiple players to operate the same game device at the same time to play the game, but it has already been obtained. By using the image data and the operation tendency data, it is possible to play a realistic game as if a plurality of players are operating at the same time.</p><p> According to the game program of the present invention, the same effect as that of the game device described above can be obtained.</p>
A device for executing a game program according to an embodiment of the present invention will be described with reference to FIG. Hereinafter, in order to make the description concrete, a game system including the stationary game device main body 5 as an example of the device will be described. Note that FIG. 1 is an external view of the game system 1 including the stationary game device 3, and FIG. 2 is a block diagram of the game device main body 5. Hereinafter, the game system 1 will be described.
In FIG. 1, the game system 1 is composed of a home television receiver (hereinafter referred to as a monitor) 2 as an example of display means and a stationary game device 3 connected to the monitor 2 via a connection cord. It is composed. The monitor 2 includes a speaker 2a for outputting an audio signal output from the game device main body 5. Further, the game device 3 is equipped with an optical disk 4 on which a game program, which is an example of the game program of the present invention, is recorded, and a computer for executing the game program of the optical disk 4 and displaying and outputting the game screen on the monitor 2. It includes a game device main body 5 and a controller 7 for giving operation information necessary for a game for operating a character or the like displayed on the game screen to the game device main body 5.
In addition, the game device main body 5 incorporates a wireless controller module 19 (see FIG. 2). The wireless controller module 19 receives data wirelessly transmitted from the controller 7, transmits data from the game device main body 5 to the controller 7, and connects the controller 7 and the game device main body 5 by wireless communication. Further, an optical disk 4 which is an example of an information storage medium used interchangeably with the game device main body 5 is attached to and detached from the game device main body 5.
Further, the game device main body 5 is equipped with a flash memory 17 (see FIG. 2) that functions as a backup memory for fixedly storing various data to be described later and data such as save data in game software processing. The game device main body 5 executes a game program or the like stored in the optical disk 4, and displays the result as a game image on the monitor 2. Further, the game program or the like is not limited to the optical disk 4, and a game program or the like recorded in advance in the flash memory 17 may be executed. Further, the game device main body 5 can reproduce the game state executed in the past by using the save data stored in the flash memory 17, and display the game image on the monitor 2. Then, the player of the game device main body 5 can enjoy the progress of the game by operating the controller 7 while viewing the game image displayed on the monitor 2.
The controller 7 wirelessly transmits transmission data such as operation information to the game device main body 5 incorporating the wireless controller module 19 by using, for example, Bluetooth (Bluetooth; registered trademark) technology. The controller 7 is an operation means for mainly operating an object or the like displayed on the display screen of the monitor 2. The controller 7 is provided with a housing having a size that can be grasped with one hand, and a plurality of operation buttons (including a cross key, a stick, etc.) that are exposed on the surface of the housing. Further, as will be clarified later, the controller 7 includes an imaging information calculation unit 74 that captures an image viewed from the controller 7. Further, as an example of the image pickup target of the image pickup information calculation unit 74, two LED modules (hereinafter referred to as markers) 8L and 8R are installed near the display screen of the monitor 2. These markers 8L and 8R each output, for example, infrared light toward the front of the monitor 2. Further, the controller 7 can also receive the transmission data wirelessly transmitted from the wireless controller module 19 of the game device main body 5 by the communication unit 75 and generate a sound or vibration according to the transmission data.
Next, the internal configuration of the game device main body 5 will be described with reference to FIG. FIG. 2 is a block diagram showing the configuration of the game device main body 5. The game device main body 5 includes a CPU (Central Processing Unit) 10, a system LSI (Large Scale Integration) 11, an external main memory 12, a ROM / RTC (Read Only Memory / Real Time Clock) 13, a disk drive 14, and an AV-IC. (Audio Video-Integrated Circuit) 15 etc.
The CPU 10 executes game processing by executing a game program stored in the optical disk 4, and functions as a game processor. The CPU 10 is connected to the system LSI 11. In addition to the CPU 10, the external main memory 12, ROM / RTC 13, disk drive 14, and AV-IC 15 are connected to the system LSI 11. The system LSI 11 performs processing such as controlling data transfer between each component connected to the system LSI 11, generating an image to be displayed, and acquiring data from an external device. The internal configuration of the system LSI 11 will be described later. The volatile external main memory 12 stores programs such as a game program read from the optical disk 4 and a game program read from the flash memory 17, and stores various data. The CPU 10 It is used as a work area or buffer area of. The ROM / RTC 13 has a ROM (so-called boot ROM) in which a program for booting the game device main body 5 is incorporated, and a clock circuit (RTC) for counting time. The disk drive 14 reads program data, texture data, and the like from the optical disk 4, and writes the read data to the internal main memory 35 or the external main memory 12, which will be described later.
Further, the system LSI 11 is provided with an input / output processor 31, a GPU (Graphics Processor Unit) 32, a DSP (Digital Signal Processor) 33, a VRAM (Video RAM) 34, and an internal main memory 35. Although not shown, these components 31-35 are connected to each other by an internal bus.
The GPU 32 forms a part of the drawing means and generates an image according to a graphics command (drawing command) from the CPU 10. VRAM34 stores data (data such as polygon data and texture data) required for GPU32 to execute graphics commands. When the image is generated, the GPU 32 creates the image data using the data stored in the VRAM 34.
The DSP 33 functions as an audio processor and generates audio data using sound data and sound wave (timbre) data stored in the internal main memory 35 and the external main memory 12. Then, when the sound is output from the speaker 2a, the DSP 33 reads the sound data and outputs the sound data to the speaker 2a provided on the monitor 2 via the AV-IC15 and the AV connector 16. Further, when the sound is output from the speaker 706 (see FIG. 7) mounted on the controller 7, the DSP 33 reads the sound data and transmits the voice data to the controller 7 via the wireless controller module 19 and the antenna 23. ..
The image data and audio data generated as described above are read out by the AV-IC15. The AV-IC15 outputs the read image data to the monitor 2 via the AV connector 16 and outputs the read audio data to the speaker 2a built in the monitor 2. As a result, the image is displayed on the monitor 2 and the sound is output from the speaker 2a.
The input / output processor (I / O processor) 31 executes data transmission / reception to / from the components connected to the input / output processor (I / O processor) 31 and executes data download from an external device. The input / output processor 31 is connected to the flash memory 17, the wireless communication module 18, the wireless controller module 19, the expansion connector 20, and the external memory card connector 21. The antenna 22 is connected to the wireless communication module 18, and the antenna 23 is connected to the wireless controller module 19.
The input / output processor 31 is connected to the network via the wireless communication module 18 and the antenna 22, and can communicate with other game devices and various servers connected to the network. The input / output processor 31 periodically accesses the flash memory 17, detects the presence or absence of data that needs to be transmitted to the network, and if there is such data, the data is present via the wireless communication module 18 and the antenna 22. To the network. Further, the input / output processor 31 receives data transmitted from another game device or data downloaded from the download server via the network, the antenna 22, and the wireless communication module 18, and receives the received data in the flash memory 17. Remember in. By executing the game program, the CPU 10 reads the data stored in the flash memory 17 and uses it in the game program or the execution operation of the game program. In the flash memory 17, in addition to data transmitted and received between the game device main body 5 and other game devices and various servers, save data of the game played using the game device main body 5 (of the game) as described above. Result data or intermediate data) may be stored.
Further, the input / output processor 31 receives the operation data and the like transmitted from the controller 7 via the antenna 23 and the wireless controller module 19, and stores them in the buffer area of the internal main memory 35 or the external main memory 12 (temporary storage). To do. Similar to the external main memory 12, the internal main memory 35 stores programs such as a game program read from the optical disk 4 and a game program read from the flash memory 17, and stores various data. It may be used as a work area or a buffer area of the CPU 10.
Further, the expansion connector 20 and the external memory card connector 21 are connected to the input / output processor 31. The expansion connector 20 is a connector for interfaces such as USB and SCSI, and can be used to connect media such as external storage media, peripheral devices such as other controllers, and wired communication connectors. By connecting, it is possible to communicate with the network instead of the wireless communication module 18. The external memory card connector 21 is a connector for connecting an external storage medium such as a memory card. For example, the input / output processor 31 can access the external storage medium via the expansion connector 20 or the external memory card connector 21 to store data or read data.
Further, the game device main body 5 (for example, the front main surface) has a power button 24 of the game device main body 5, a reset button 25 for game processing, a slot for attaching / detaching the optical disk 4, and a slot for the game device main body 5. An eject button 26 or the like for taking out the optical disk 4 from the device is provided. The power button 24 and the reset button 25 are connected to the system LSI 11. When the power button 24 is turned on, power is supplied to each component of the game device main body 5 via an AC adapter (not shown). Further, when the power button 24 is pressed again with the power button 24 turned on, the mode shifts to the low power standby mode in which the power button 24 operates at a relatively low power. Since the game device main body 5 is energized even in this low power standby mode, the game device main body 5 can be always connected to a network such as the Internet. If you want to completely turn off the power of the game device 5 with the power button 24 turned on, press and hold the power button 24 for a predetermined time or longer to completely turn off the power. Is possible. When the reset button 25 is pressed, the system LSI 11 restarts the boot program of the game device main body 5. The eject button 26 is connected to the disk drive 14. When the eject button 26 is pressed, the optical disk 4 is ejected from the disk drive 14.
Here, the types of communication performed by the game device main body 5 with other devices (other game devices and servers) will be described. There are roughly two types of communication. The first type of communication is communication using an always-on network (hereinafter, referred to as always-on type communication) that can perform communication even in the above-mentioned low power standby mode. The second communication is, for example, a communication that depends on an application program such as a communication battle game and is controlled to connect each time as needed (hereinafter, referred to as an occasional connection type communication). In the always-on connection type communication, the input / output processor 31 independently transmits the transmission data written in the flash memory 17 as described above, regardless of the processing by various programs such as a game program. Further, the data received or downloaded via the antenna 22 and the wireless communication module 18 are written to the flash memory 17. Therefore, an application that uses always-on connection type communication (for example, a mail application) need only write the data to be transmitted to the flash memory 17 and read the received data from the flash memory 17. Further, by using the always-on connection type communication, it is possible to perform communication periodically even in the low power standby mode, and further, even if a predetermined game program is being executed, the background thereof. It is also possible to communicate as a process of.
The game device main body 5 can be communicably connected to a server on the network via a network or the like. For example, the game device main body 5 transmits / receives data to / from the server by using the above-mentioned occasional connection type communication. In the above server, a storage device, a memory, a CPU, and a communication unit are roughly connected to each other via a bus. The CPU of the server is an arithmetic unit or control device that executes various programs read from the storage device into the memory. Further, the communication unit of the server communicates with the game device main body 5 and the like via the network.
For example, the server periodically receives terminal information from each game device 3 and stores it in a memory, and based on the terminal information, sets an address information list in response to a request from the game device 3 to the game device 3. Its main function is to reply to. The terminal information includes information such as a terminal ID, an IP address, a host flag, and a user ID of each game device 3, and is updated based on the information sent from each game device 3. The terminal ID is information for identifying the game device 3. The IP address is address information for accessing the game device 3 using the TCP / IP protocol, and also includes port number information. The host flag is a flag indicating whether or not the game device 3 is operating as a host terminal. The user ID is information for identifying a user who is playing a game using the game device 3. Then, the game device 3 constructs a peer-to-peer network so that a plurality of players can play the game together by using the received address information list, and communicates game data between the user terminals of the constructed peer-to-peer network. It is possible to play video games such as mahjong games.
As a specific example, when an address information list is requested from the game device 3, the server extracts at least one terminal information for which the host flag is turned on, and uses the extracted terminal information list as an address information list. Reply to game device 3. Next, the game device 3 extracts at least one terminal information from the address information list as a connection request destination. Then, the game device 3 starts communication with another game device 3 which is a connection request destination by using the IP address included in the extracted terminal information.
The controller 7 will be described with reference to FIGS. 3 and 4. Note that FIG. 3 is a perspective view of the controller 7 as viewed from the rear of the upper surface. FIG. 4 is a perspective view of the controller 7 as viewed from the front of the lower surface.
In FIGS. 3 and 4, the controller 7 has a housing 71 formed by, for example, plastic molding, and the housing 71 is provided with a plurality of operation units 72. The housing 71 has a substantially rectangular parallelepiped shape with its front-rear direction as the longitudinal direction, and has a size that can be gripped by one hand of an adult or a child as a whole.
A cross key 72a is provided on the center front side of the upper surface of the housing 71. The cross key 72a is a cross-shaped four-way push switch, and operating portions corresponding to the four directions (front, back, left, and right) are arranged on the protruding pieces of the cross at intervals of 90 °. When the player presses any of the operation parts of the cross key 72a, either the front, back, left, or right direction is selected. For example, by operating the cross key 72a, the player can instruct the moving direction of the player character or the like appearing in the virtual game world, or can instruct the selection from a plurality of options.
The cross key 72a is an operation unit that outputs an operation signal in response to the above-mentioned direction input operation of the player, but an operation unit of another mode may be used. For example, four push switches may be arranged in the cross direction, and an operation unit that outputs an operation signal according to the push switch pressed by the player may be provided. Further, apart from the above four push switches, a center switch may be arranged at a position where the cross directions intersect, and an operation unit in which the four push switches and the center switch are combined may be provided. Further, an operation unit that outputs an operation signal according to the tilt direction by tilting a tiltable stick (so-called joystick) protruding from the upper surface of the housing 71 may be provided instead of the cross key 72a. Further, an operation unit that outputs an operation signal according to the slide direction by sliding the horizontally movable disk-shaped member may be provided instead of the cross key 72a. Further, a touch pad may be provided instead of the cross key 72a.
A plurality of operation buttons 72b to 72g are provided on the rear surface side of the cross key 72a on the upper surface of the housing 71. The operation buttons 72b to 72g are operation units that output operation signals assigned to the respective operation buttons 72b to 72g when the player presses the button head. For example, the operation buttons 72b to 72d are assigned functions as the first button, the second button, the A button, and the like. In addition, the operation buttons 72e to 72g are assigned functions as a minus button, a home button, a plus button, and the like. The operation buttons 72a to 72g are assigned their respective operation functions according to the game program executed by the game device main body 5. In the arrangement example shown in FIG. 3, the operation buttons 72b to 72d are arranged side by side along the center front-rear direction of the upper surface of the housing 71. The operation buttons 72e to 72g are arranged side by side between the operation buttons 72b and 72d along the left-right direction on the upper surface of the housing 71. The operation button 72f is a type of button whose upper surface is embedded in the upper surface of the housing 71 so that the player does not accidentally press it.
In addition, an operation button 72h is provided on the front side of the cross key 72a on the upper surface of the housing 71. The operation button 72h is a power switch that remotely turns on / off the power of the game device main body 5. The operation button 72h is also a type of button whose upper surface is embedded in the upper surface of the housing 71 so that the player does not accidentally press it.
In addition, a plurality of LED 702s are provided on the rear surface side of the operation button 72c on the upper surface of the housing 71. Here, the controller 7 is provided with a controller type (number) in order to distinguish it from other controllers 7. For example, the LED 702 is used to notify the player of the controller type currently set in the controller 7. Specifically, a signal for lighting the LED corresponding to the controller type among the plurality of LEDs 702 is transmitted from the wireless controller module 19 to the controller 7.
Further, on the upper surface of the housing 71, a sound extraction hole for emitting sound from a speaker (speaker 706 shown in FIG. 5), which will be described later, is formed between the operation buttons 72b and the operation buttons 72e to 72g.
On the other hand, a recess is formed on the lower surface of the housing 71. The recess on the lower surface of the housing 71 is formed at a position where the index finger or middle finger of the player is positioned when the player grasps the front surface of the controller 7 with one hand toward the markers 8L and 8R. An operation button 72i is provided on the inclined surface of the recess. The operation button 72i is an operation unit that functions as, for example, a B button.
Further, on the front surface of the housing 71, an image sensor 743 that forms a part of the image pickup information calculation unit 74 is provided. Here, the image pickup information calculation unit 74 is a system for analyzing the image data captured by the controller 7, determining a place having high brightness in the image data, and detecting the position of the center of gravity and the size of the place. Since the sampling cycle is up to 200 frames / sec, even relatively high-speed movement of the controller 7 can be tracked and analyzed. The detailed configuration of the imaging information calculation unit 74 will be described later. A connector 73 is provided on the rear surface of the housing 71. The connector 73 is, for example, an edge connector, and is used for fitting and connecting to, for example, a connection cable.
Next, the internal structure of the controller 7 will be described with reference to FIGS. 5 and 6. Note that FIG. 5 is a perspective view of the controller 7 with the upper housing (a part of the housing 71) removed, as viewed from the rear surface side. FIG. 6 is a perspective view of the controller 7 with the lower housing (a part of the housing 71) removed from the front side. Here, the substrate 700 shown in FIG. 6 is a perspective view seen from the back surface of the substrate 700 shown in FIG.
In FIG. 5, a substrate 700 is fixed inside the housing 71, and operation buttons 72a to 72h, an acceleration sensor 701, an LED 702, an antenna 754, and the like are provided on the upper main surface of the substrate 700. Then, these are connected to the microcomputer 751 or the like (see FIGS. 6 and 7) by the wiring (not shown) formed on the substrate 700 or the like. The wireless module 753 (see Figure 7) and antenna 754 also allow controller 7 to act as a wireless controller. A crystal oscillator (not shown) is provided inside the housing 71 to generate the basic clock of the microcomputer 751 described later. Further, a speaker 706 and an amplifier 708 are provided on the upper main surface of the substrate 700.
Further, the acceleration sensor 701 is provided on the substrate 700 on the left side of the operation button 72d (that is, not in the central portion of the substrate 700 but in the peripheral portion). Therefore, the acceleration sensor 701 can detect the acceleration including the component due to the centrifugal force in addition to the directional change of the gravitational acceleration according to the rotation about the longitudinal direction of the controller 7. From the detected acceleration data, the movement of the controller 7 can be determined by the game device main body 5 or the like with good sensitivity. For example, controller 7 includes a 3-axis accelerometer 701. The three-axis acceleration sensor 701 detects linear acceleration in three directions, that is, in the vertical direction, the horizontal direction, and the front-back direction. Then, the data indicating the acceleration detected by the acceleration sensor 701 is output to the communication unit 75.
On the other hand, in FIG. 6, the imaging information calculation unit 74 is provided on the front end edge on the lower main surface of the substrate 700. The image pickup information calculation unit 74 is composed of an infrared filter 741, a lens 742, an image sensor 743, and an image processing circuit 744 in this order from the front of the controller 7, and is attached to the lower main surface of the substrate 700, respectively. Further, the connector 73 is attached to the rear end edge on the lower main surface of the substrate 700. Further, a sound IC 707 and a microcomputer 751 are provided on the lower main surface of the board 700. The sound IC 707 is connected to the microcomputer 751 and the amplifier 708 by wiring formed on the board 700 or the like, and outputs an audio signal to the speaker 706 via the amplifier 708 according to the sound data transmitted from the game device main body 5.
Then, the vibrator 704 is mounted on the lower main surface of the substrate 700. The vibrator 704 is, for example, a vibration motor or a solenoid. The vibrator 704 is connected to the microcomputer 751 by wiring formed on the board 700 or the like, and its operation is turned on / off according to the vibration data transmitted from the game device main body 5. Since vibration is generated in the controller 7 by operating the vibrator 704, the vibration is transmitted to the hand of the player holding it, and a so-called vibration-compatible game can be realized. Here, since the vibrator 704 is arranged slightly forward of the housing 71, the housing 71 vibrates greatly while being held by the player, and the vibration is easily felt.
Next, the internal configuration of the controller 7 will be described with reference to FIG. 7. Note that FIG. 7 is a block diagram showing the configuration of the controller 7.
In FIG. 7, the controller 7 includes a communication unit 75 inside the operation unit 72, the image pickup information calculation unit 74, the acceleration sensor 701, the vibrator 704, the speaker 706, the sound IC 707, and the amplifier 708 described above. ..
The image pickup information calculation unit 74 includes an infrared filter 741, a lens 742, an image sensor 743, and an image processing circuit 744. The infrared filter 741 allows only infrared rays to pass from light incident from the front of the controller 7. The lens 742 collects infrared rays transmitted through the infrared filter 741 and emits them to the image sensor 743. The image sensor 743 is a solid-state image sensor such as a CMOS sensor or a CCD, and captures infrared rays focused by the lens 742. Therefore, the image sensor 743 captures only the infrared rays that have passed through the infrared filter 741 to generate image data. The image data generated by the image sensor 743 is processed by the image processing circuit 744. Specifically, the image processing circuit 744 processes the image data obtained from the image sensor 743 to detect the high-luminance portion, and the communication unit 75 transmits the processing result data indicating the result of detecting the position coordinates and the area thereof. Output to. The image pickup information calculation unit 74 is fixed to the housing 71 of the controller 7, and the image pickup direction can be changed by changing the direction of the housing 71 itself.
The communication unit 75 includes a microcomputer (microcomputer) 751, a memory 752, a wireless module 753, and an antenna 754. The microcomputer 751 controls the wireless module 753 that wirelessly transmits transmission data while using the memory 752 as a storage area during processing. Further, the microcomputer 751 controls the operation of the sound IC 707 and the vibrator 704 according to the data from the game device main body 5 received by the wireless module 753 via the antenna 754. The sound IC 707 processes sound data and the like transmitted from the game device main body 5 via the communication unit 75. Further, the microcomputer 751 operates the vibrator 704 in response to vibration data (for example, a signal for turning on or off the vibrator 704) transmitted from the game device main body 5 via the communication unit 75.
The operation signal (key data) from the operation unit 72 provided in the controller 7, the acceleration signal (acceleration data) in the three axial directions from the acceleration sensor 701, and the processing result data from the imaging information calculation unit 74 are sent to the microcomputer 751. It is output. The microcomputer 751 temporarily stores each input data (key data, acceleration data, processing result data) in the memory 752 as transmission data to be transmitted to the wireless controller module 19. Here, the wireless transmission from the communication unit 75 to the wireless controller module 19 is performed at predetermined intervals, but since the game processing is generally performed in units of 1/60 seconds, it is more than that. It is necessary to perform transmission in a short cycle. Specifically, the processing unit of the game is 16.7 ms (1/60 seconds), and the transmission interval of the communication unit 75 composed of Bluetooth (registered trademark) is 5 ms. When the transmission timing to the wireless controller module 19 arrives, the microcomputer 751 outputs the transmission data stored in the memory 752 as a series of operation information, and outputs the transmission data to the wireless module 753. Then, the radio module 753 radiates a radio signal indicating operation information from the antenna 754 using a carrier wave of a predetermined frequency, for example, using the technology of Bluetooth (registered trademark). That is, the key data from the operation unit 72 provided in the controller 7, the acceleration data from the acceleration sensor 701, and the processing result data from the imaging information calculation unit 74 are transmitted from the controller 7. Then, the radio controller module 19 of the game device main body 5 receives the radio wave signal, and the game device main body 5 demodulates or decodes the radio wave signal to obtain a series of operation information (key data, acceleration data, and processing result data). ) Is obtained. Then, the CPU 10 of the game device main body 5 performs game processing based on the acquired operation information and the game program. When the communication unit 75 is configured by using the technology of Bluetooth (registered trademark), the communication unit 75 can also have a function of receiving transmission data wirelessly transmitted from another device.
Next, before explaining the specific processing performed by the game device main body 5, an outline of the game processing performed by the game device main body 5 and an example of the game screen displayed on the monitor 2 will be described with reference to FIGS. 8 to 11. To do. For example, as an example of the game processing in the present invention, there is a mahjong game in which a plurality of characters are played against each other. In the game device main body 5, the game processing in the online game mode in which the game progresses while data communication is performed with other game devices via a network or the like, and the game device main body 5 without data communication with other game devices. It is possible to process the game in the local game mode in which the game progresses only by itself. In the game processing in any of the game modes, the player character operated by the player using the controller 7 of the game apparatus main body 5 and the other player character operated by another player and / or the non-player character controlled by the CPU 10 A game is played between them.
As shown in FIG. 8, other player characters and / or non-player characters operated by other players who are candidates for the player's opponent are displayed as a plurality of caricature images displayed on the monitor 2. In the local game mode, the caricature image that the player can select as the opponent can be selected from the caricatures of the characters registered in advance in the game device main body 5. Here, the characters registered in the game device main body 5 in advance are used in other game devices 3 that have played in the online game mode in the past, in addition to the preset characters pre-installed in the game program of the mahjong game. There is a player character (the example in FIG. 8 shows a player selection screen in the local game mode). In FIG. 8, it is shown that "Sato" is selected as the opponent from a plurality of caricature images.
In the online game mode, in addition to displaying the caricature of the character registered in the game device main body 5 in advance as a game partner candidate, it is not until data communication is performed with another game device via a network or the like. Characters operated by other players playing the game can also be selected. Characters operated by the other player may be displayed as opponent candidates by the portrait of the player character used by the other player, or only the name of the player character may be displayed as the opponent candidate. Absent. The display mode in which the characters of the other player who plays for the first time is displayed as the opponent candidate may be determined depending on whether or not the caricature data has been received from the other player.
Here, the caricature created by the game device 3 will be described. The player of the game device 3 can create a player character object (caricature image) which is an alter ego of the player by operating the controller 7 while looking at the caricature generation screen displayed on the monitor 2. For example, the player of the game device 3 selects and combines the parts objects for each part from a plurality of types of parts objects prepared in advance for each part to create a caricature that becomes the player's alter ego. The data indicating the caricature created by the player (caricature data) is stored in the game device main body 5 operated by the player. Then, the caricature created by the player may be used as the face of the player character appearing in the virtual game world expressed by the game device main body 5 executing the game program.
In addition, when a character using the above caricature appears in a game that progresses by communicating with a plurality of game devices 3, the caricature data of the player character of the game device 3 is registered in another game device 3. .. In addition, the caricature data created by one game device 3 may be transmitted to the other game device 3 by data communication between the game devices 3, and in this case, the received caricature data is transmitted to the other game device 3. To be registered in. Then, even after the communication with the other game device 3 of the creator is cut off, the game device main body 5 uses the caricature data created by the other game device 3 and registered in the own machine to play the game and information. Processing etc. becomes possible. In the present invention, the operation tendency data (hereinafter, referred to as habit data) indicating the operation tendency of the player generated based on the action of the player character executed in response to the operation of the player is the player character. It is sent to another game device 3 in combination with the caricature data.
Three opponents in the mahjong game are determined by the player sequentially selecting an opponent from a plurality of opponent candidates displayed on the monitor 2. In the game screen example shown in FIG. 9, the non-player characters "Sato", "Sasaki", and "Chan" are determined as the opponents together with the caricatures of each.
Next, as shown in FIG. 10, a game is started with three opponents. In FIG. 10, the player character "Aoi" is displayed together with a portrait as a player character who plays a game with the above-mentioned non-player character. Typically, the caricature of the player character "Aoi" is a caricature image generated and registered in advance as an alter ego of the player who operates the game device main body 5. Then, while the game is in progress, caricature images of the player character and the non-player character appear and be displayed in the virtual game world at all times or as appropriate (Fig. 11). By displaying the caricature image of the opponent in this way, it is possible to obtain a feeling as if the player is actually playing the game.
When the game is advanced, the actions of the player character operated by the player and the player character operated by another player are determined according to the operation of each player. On the other hand, for a non-player character that is not operated by any player, the CPU 10 controls its behavior based on the habit data registered together with the caricature data of the non-player character. By controlling the behavior of the opponent based on the habit data of the player who has previously operated the opponent in this way, it is possible to further obtain the feeling of actually playing the player. The method of creating habit data and the behavior control method based on the habit data will be described later.
Next, the details of the game processing performed in the game system 1 will be described. In the following description, in order to make the description concrete, a mahjong game in which a player character operated by a player and a plurality of non-player characters and / or other player characters play a game will be described as an example.
First, the main data used in the game processing will be described with reference to FIGS. 12 to 17. Note that FIG. 12 shows the main memory stored in the external main memory 12 and / or the internal main memory 35 (hereinafter, the two main memories are collectively referred to simply as the main memory) and the flash memory 17 of the game device main body 5. It is a figure which shows an example of the data. FIG. 13 is a diagram showing an example of data showing a coefficient A calculation table included in the habit data calculation table data Dh. FIG. 14 is a diagram showing an example of data showing the coefficient B calculation table included in the habit data calculation table data Dh. FIG. 15 is a diagram showing an example of data showing a specific phase addition point calculation table included in the habit data calculation table data Dh and an example of a specific phase. FIG. 16 is a diagram showing an example of data showing a safety basic point calculation table included in the basic point calculation table data Di. FIG. 17 is a diagram showing an example of data showing the ease of rising basic point calculation table included in the basic point calculation table data Di.
As shown in FIG. 12, the operation information data Da, the player caricature data Db, the player habit data Dc, the opponent caricature data Dd, the opponent habit data De, the preset character caricature data Df, and the preset are stored in the main memory and the flash memory 17. Character habit data Dg, habit data calculation table data Dh, basic point calculation table data Di, evaluation point data Dj, highest point data Dk, statistical information data Dl, image data Dm, etc. are stored. In addition to the data shown in FIG. 12, the main memory and the flash memory 17 store data necessary for various processes such as data for executing game processing and data for executing other processes. , Detailed description is omitted.
The operation information data Da stores data indicating a series of operation information (key data, acceleration data, and processing result data) transmitted as transmission data from the controller 7. The wireless controller module 19 included in the game device main body 5 receives operation information transmitted from the controller 7 at a predetermined cycle (for example, every 1/200 second) and stores it in a buffer (not shown) provided in the wireless controller module 19. .. After that, the latest operation information stored in the buffer is read out every frame (for example, every 1/60 second), which is the game processing cycle, and the operation information data Da is updated.
The player caricature data Db stores data indicating a caricature image created by the player so as to be the alter ego of the player. The player habit data Dc stores data indicating the player's habit, which is generated based on the action of the player character executed in response to the player's operation. For example, in the player habit data Dc, data indicating the coefficient A, the coefficient B, the specific phase addition point, and the like are stored as habit data, and the detailed contents thereof will be described later.
The opponent caricature data Dd stores data showing a portrait image created so that another player who is the opponent becomes his own alter ego. The game opponent habit data De stores data indicating the habit of the player (other player) generated based on the action of the character executed in response to the operation of the other player who is the player. For example, in the game opponent habit data De, data indicating the coefficient A, the coefficient B, the specific phase addition point, etc. of the player are stored as the habit data of the player (other player), and the details thereof are stored. The contents will be described later.
The preset character caricature data Df stores data indicating a caricature image of the preset character created in advance. The preset character habit data Dg stores data indicating the habit of the preset character created in advance. For example, the preset character habit data Dg also stores data indicating the coefficient A, the coefficient B, the specific phase addition point, and the like of the preset character as the habit data of the preset character.
The habit data calculation table data Dh is the statistical value of the entire game regarding the behavior of the player character according to the operation performed by the player in each game, and the behavior of the player character according to the operation performed by the player in a specific phase in the game. Data for deriving the player's habit data (coefficient A, coefficient B, specific phase addition point, etc.) from the local statistical values obtained from the above are stored.
For example, as shown in FIG. 13, the habit data calculation table data Dh includes data indicating a coefficient A calculation table in which a coefficient A set for the transfer rate of the player is described. Here, the transfer rate means that the player character "transfers" to the opponent against the total number of games played by the player (the player character discards the tile that the opponent raises and the opponent goes up). It is a value indicating the ratio of the number of games played. For example, as shown in FIG. 13, in the coefficient A calculation table, a coefficient A = 2.0 is assigned when the transfer rate is less than 11%, a coefficient A = 1.5 is assigned when the transfer rate is 11% or more and less than 13%, and the transfer rate is 13%. If it is more than 15% and less than 15%, a coefficient A = 1.0 is assigned, if the transfer rate is 15% or more and less than 18%, a coefficient A = 0.8 is assigned, and if the transfer rate is 18% or more and less than 21%, a coefficient A = 0.5 is assigned and the transfer rate is 21. It is described that the coefficient A = 0.0 is assigned to% or more. As will be clarified later, the coefficient A is a parameter indicating how important the safety level for "transfer" is to the player.
Further, as shown in FIG. 14, the habit data calculation table data Dh includes data indicating a coefficient B calculation table in which a coefficient B set for the player's rise rate is described. Here, the rise rate is the score according to the rules by the player character "going up" (the hand tiles that meet certain conditions and rules are disclosed to the opponents) with respect to the total number of games played by the player. It is a value indicating the ratio of the number of games that became). For example, as shown in FIG. 14, in the coefficient B calculation table, a coefficient B = 0.4 is assigned when the rise rate is less than 18%, a coefficient B = 0.6 is assigned when the rise rate is 18% or more and less than 20%, and the rise rate is 20%. If it is more than 22% and less than 22%, a coefficient B = 0.8 is assigned, if the rate is 22% or more and less than 24%, a coefficient B = 1.0 is assigned, and if the rate is 24% or more and less than 26%, a coefficient B = 1.2 is assigned and the rate is 26. It is described that a coefficient B = 1.4 is assigned when% or more and less than 28%, and a coefficient B = 1.6 is assigned when the rise rate is 28% or more. As will be clarified later, the coefficient B is a parameter indicating the player's aggressiveness toward "rising".
Further, as shown in FIG. 15, the habit data calculation table data Dh includes a specific phase addition point calculation table in which the addition points set for the ratio of the options selected by the player in the specific phase in the game are described. Contains the data shown. For example, in the "tenpai" state shown in Fig. 15 (the state in which one more effective tile can be used), either the tile T1 (five-claw cord) or the tile T2 (seven-cord cord) is discarded. It becomes. Here, when the player discards the tile T1, the effective tile (waiting) for raising becomes the tile T3 (six-claw tile) as shown in selection P, so-called waiting for the tile. "(The tile in the middle of the face made by arranging the numbers is missing, and if this tile in the middle is obtained, it will be in the" raised "state). On the other hand, when the player discards the tile T2, the effective tile for "raising" becomes the tile T4 (two-claw cord) or the tile T5 (five-cord cord) as shown in the selection Q, so-called "double pong". (Champon) Waiting (There are two sets of two tiles of the same tile, and if one of the tiles is obtained, it will be in the raised state). As described above, in the above-mentioned "tenpai" state, the player has two options, and the tile that the player discards causes the "waiting" form that the player prefers to appear. Then, in the above-mentioned "tenpai" state, the player preferentially selects the selection P (that is, "waiting for the tile") by performing the operation of discarding the tile T1, and the player discards the tile T2. By doing this, you have preferred the selection Q (that is, "waiting for a double-pong (champon)"). In the present embodiment, the scene in which the player selects from such options is watched as an example of a specific aspect in which the player's habit appears.
In the specific phase addition point calculation table, the addition points for the selection P and the addition points for the selection Q, which are set respectively, are described for the ratio in which the player selects the selection P in such a specific phase. For example, as shown in FIG. 15, in the specific phase addition point calculation table, when the ratio of selecting the selection P is less than 20%, the selection P addition point = -20 and the selection Q addition point = +20 are assigned, respectively, and the selection P is assigned. If the ratio of selecting is 20% or more and less than 30%, the selected P addition point = -15 and the selected Q addition point = +15 are assigned respectively, and if the ratio of selecting the selected P is 30% or more and less than 40%, the selected P addition point is assigned. = -10 and selection Q addition point = +10 are assigned respectively, and when the ratio of selecting selection P is 40% or more and less than 50%, selection P addition point = -5 and selection Q addition point = +5 are assigned respectively. When the ratio of selecting selection P is 50% or more and less than 60%, selection P addition point = + 5 and selection Q addition point = -5 are assigned respectively, and when the ratio of selecting selection P is 60% or more and less than 70%, selection P is selected. Addition point = +10 and selection Q addition point = -10 are assigned respectively, and when the ratio of selecting selection P is 70% or more and less than 80%, selection P addition point = +15 and selection Q addition point = -15 are assigned respectively. It is described that when the ratio of selecting the selected P is 80% or more, the selected P addition point = +20 and the selection Q addition point = -20 are assigned respectively. As will be clarified later, the above-mentioned addition points are parameters indicating the tendency of the player in a specific situation.
The basic point calculation table data Di stores data for deriving the safety basic point and the ease of rising basic point used when calculating each evaluation point for a possible hand.
For example, as shown in FIG. 16, the basic point calculation table data Di is a safety basic point that describes the safety basic points that are set corresponding to the combination of the possible hand disposal and the state of the opponent. Contains data showing the calculation table. For example, as the types of tiles, "in-kind" (the same tile as the opponent's tile), "streak (several tiles three away from the" in-kind "), and wall (four tiles of the same type can be seen in the field). In the state of being, it is classified into "several tiles close to the tile)" and "others", and their safety is quantified. In addition, as the state of the opponent, "ringing" (opening a part of the hand tile to the opponent and adding the discard of the opponent to his own hand), "reaching" ("screaming" When you "listen" without "", you declare to the opponent that you "listened"), and "other", and their safety is quantified. For example, as shown in FIG. 16, in the safety base point calculation table, it is described that the safety base point = 0 is assigned to the state of all the opponents in the discard "in-kind". In addition, the safety basic point calculation table shows the safety basic point = -20 for the opponent's state "reach" and the safety basic for the opponent's state "ringing" in the discard "muscle / wall". It is described that point = -4 and basic safety point = 0 are assigned to the opponent's state "Other" respectively. Then, in the safety basic point calculation table, the safety basic point = -60 for the opponent's state "reach" and the safety basic point = for the opponent's state "ringing" in the discard "others". It is described that -10 and the basic safety point = 2 are assigned to the opponent's status "Other" respectively. As will be clarified later, the basic safety point is a parameter indicating the safety level of discarding in the game (that is, a parameter whose negative value becomes larger as the discarding is more dangerous to the opponent).
Further, as shown in FIG. 17, the basic point calculation table data Di includes data indicating an easy-to-raise basic point calculation table in which the easy-to-raise basic points set according to the number of tiles up to the tenpai are described. included. For example, as shown in FIG. 17, the ease of raising basic point calculation table is "tenpai", that is, when the number of tiles up to the tenpai = 0, the basic point of ease of raising = 250, and when the number of tiles up to the tenpai = 1, it is easy to finish. Basic point = 150, number of tiles up to tenpai = 2 is easy to get up Basic point = 80, number of tiles up to tenpai = 3 is easy to get up basic point = 30, number of tiles up to tenpai = 4 is easy to get up basic point It is described that when = 4, the number of tiles up to the tenpai = 5, the basic point of ease of raising = 2 and the number of tiles up to the tenpai 6, the basic point of ease of raising = 0 are assigned. As will be clarified later, the basic point of ease of climbing is a parameter indicating the degree of approaching "rising" in the game (that is, a parameter in which the positive value increases as the hand approaches "rising").
The evaluation point data Dj stores data indicating the evaluation point E calculated for each possible move. The highest point data Dk stores data indicating the maximum evaluation point (highest point Ebest) among the evaluation points E calculated for each possible hand. Statistical information data Dl stores data showing the statistical information of the player when the game is played. The image data Dm stores various image data for expressing the virtual game world on the display device (monitor 2).
Next, the details of the game processing performed by the game device main body 5 will be described with reference to FIGS. 18 to 21. Note that FIG. 18 is a flowchart showing an example of the flow of game processing executed in the game device main body 5. FIG. 19 is a subroutine showing the detailed operation of the game mode selection process in step 55 of FIG. FIG. 20 is a subroutine showing the detailed operation of the game processing in step 56 of FIG. FIG. 21 is a subroutine showing the detailed operation of the game end processing in step 57 of FIG. In the flowcharts shown in FIGS. 18 to 21, among the game processes, the process of advancing the game will be described, and detailed description of other game processes not directly related to the present invention will be omitted. Further, in FIGS. 18 to 21, each step executed by the CPU 10 is abbreviated as S.
When the power button 24 of the game device main body 5 is turned on, the power is completely turned off, or the low power standby mode is shifted to the normal processing mode. Then, the CPU 10 of the game device main body 5 executes a booting program stored in the ROM / RTC 13, thereby initializing each unit such as the main memory. Then, when the optical disk 4 is mounted, the game program stored in the optical disk 4 is read into the main memory, and the CPU 10 is in a state where the game program can be executed. The flowchart shown in FIG. 18 is a flowchart showing a game process performed after the above process is completed.
In FIG. 18, the CPU 10 determines whether or not the player has selected a game using existing data (step 51). Here, the player can make the player character appear in the existing caricature by selecting his / her own caricature and habit data that have already been saved. In this case, the player selects his / her own portrait and determines the player character by operating the controller 7. The player can also start the game with a new player character. In step 51, the CPU 10 determines which selection the player has made by referring to the operation information data Da, and determines whether or not to play a game using the existing data. Then, when the CPU 10 plays a game using the existing data, the CPU 10 proceeds to the next step 52. On the other hand, when the CPU 10 plays a game using new data, the CPU 10 proceeds to the next step 53.
In step 52, the CPU 10 updates the player caricature data Db and the player habit data Dc using preset player caricature data and habit data. Then, the CPU 10 proceeds to the next step 55.
On the other hand, in step 53, the CPU 10 sets a caricature selected by the player as a new player character with reference to the operation information data Da, and updates the player caricature data Db. Then, the CPU 10 initializes the player's habit data, updates the player's habit data Dc using the initialized habit data (step 54), and proceeds to the next step 55. For example, in step 54 above, the CPU 10 initializes the habit data showing a flat habit in which a specific habit does not appear.
In step 55, the CPU 10 performs a game mode selection process and proceeds to the next step. Hereinafter, the detailed operation of the game mode selection process will be described with reference to FIG.
In FIG. 19, the CPU 10 refers to the operation information data Da and determines whether or not the player has selected an online game (step 81). Then, when the online game is selected, the CPU 10 proceeds to the next step 82. On the other hand, when the local game is selected, the CPU 10 proceeds to the next step 89.
In step 82, the CPU 10 accesses a server in which a game partner that can be connected via the network is registered, searches for a game partner candidate, and displays the game partner candidate on the monitor 2. Next, the CPU 10 determines whether or not four game members including the player character operated by the player have been determined (step 83). Then, when the number of players playing the game via the network is less than 4, the CPU 10 proceeds to the next step 84. On the other hand, CPU10 proceeds to the next step 86 when four members to play via the network are determined.
In step 84, the CPU 10 randomly selects an opponent from the preset characters for the number of players who are insufficient as opponents. Then, the CPU 10 updates the preset character caricature data Df and the preset character habit data Dg using the caricature data and the habit data set for the selected preset character (step 85), and processes in the next step 86. Proceed.
In step 86, the CPU 10 transmits the player caricature data and the habit data stored in the player caricature data Db and the player habit data Dc to the game device 3 of the opponent playing the game via the network via the network. Send. Next, the CPU 10 receives the caricature data and the habit data transmitted from the game device 3 of the opponent to play the game via the network (step 87). Then, the CPU 10 updates the game partner caricature data Dd and the game partner habit data De using the received caricature data and habit data of the game partner (step 88), and ends the processing by the subroutine.
On the other hand, when the local game is selected in step 81 above, the CPU 10 displays a portrait of the game partner candidate registered as the game partner on the monitor 2 (step 89; see FIG. 8). Here, the caricature displayed in step 89 includes a caricature of a player character used in another game device 3 that has played in the online game mode in the past. Then, when the selection of the opponent by the player is completed by referring to the operation information data Da (Yes in step 90), the CPU 10 uses the portrait data and the habit data of the selected opponent to perform the opponent portrait data. The Dd and the opponent habit data De are updated (step 91), and the processing by the subroutine is terminated.
Returning to FIG. 18, the CPU 10 performs a game game process (step 56) after the game mode selection process in step 55, and proceeds to the next step. Hereinafter, the detailed operation of the game processing performed in step 56 will be described with reference to FIG. 20.
In FIG. 20, the CPU 10 performs a game start process to start the game (step 101), and proceeds to the next step. For example, in the game start process, initial setting processes for starting a game such as a process for displaying a virtual game world in which a portrait of a player and a player and an opponent appear on the monitor 2 are performed. Initial setting processing peculiar to the mahjong game (for example, parental decision, place decision, assignment of hand tiles, etc. as shown in FIG. 10) is performed. Therefore, in step 101, data or the like indicating operation information operated by a plurality of game devices 3 may be transmitted / received via online, but detailed description thereof will be omitted here.
Next, the CPU 10 determines whether or not the player is waiting for an operation (step 102). Then, when the CPU 10 is in the operation waiting state from the player, the CPU 10 proceeds to the next step 103. On the other hand, if the CPU 10 is not in the operation waiting state from the player, the CPU 10 proceeds to the next step 107.
In step 103, the CPU 10 acquires data indicating a series of operation information from the controller 7, updates the operation information data Da, executes the action of the player character according to the operation information, and proceeds to the next step. .. For example, the CPU10 can be used by player characters such as "select and discard tiles from hand tiles", "sound the opponent's tiles", "see off the opponent's tiles", and "go up" according to the player's operation. Take action. If an online game partner (that is, another player who operates the game device 3 in a communication game) participates in the current game, the acquired operation information or data indicating the behavior of the player character is displayed. Send to the opponent.
Next, the CPU 10 determines whether or not the current game scene is in a specific phase (step 104). Here, the specific aspect is a scene in which the habit of the player as described above is likely to appear in the game of the mahjong game, and the scene is set in advance. CPU10 determines whether or not it is a set specific phase in the progress of the game at the present time. Then, in the case of a specific phase, the process proceeds to the next step 105. On the other hand, if the CPU 10 is not in a specific phase, the CPU 10 proceeds to the next step 106.
In step 105, the player habit data Dc is updated according to the action of the player character executed in step 103, and the process proceeds to the next step 106. For example, in the specific phase described with reference to FIG. 15, the specific phase addition points are updated according to the change in the ratio of the player character selecting the action of the selection P. Then, the CPU 10 updates the data indicating the specific phase addition point in the player habit data Dc.
On the other hand, if the player is not in the operation waiting state in step 102, the CPU 10 determines whether or not the online game partner is in the operation waiting state (step 107). Then, if the CPU 10 is not in the operation waiting state of the opponent, the CPU 10 determines that it is the turn of the non-player character operated by the CPU 10, and proceeds to the next step 108. On the other hand, when the CPU 10 is in the operation waiting state of the opponent, the CPU 10 proceeds to the next step 115.
In step 108, the CPU 10 initializes the highest point Ebest and updates the highest point data Dk. Then, the CPU 10 selects a possible move in the current hand (step 109), calculates the evaluation point E for the selected move, updates the evaluation point data Dj (step 110), and processes the next step. Proceed.
The evaluation point E calculated in step 110 will be described. For example, the evaluation point E is a value obtained by calculating the basic points for the currently selected hand element, multiplying them by the coefficients indicated by the habit data of the opponent, and totaling them. Further, in the specific phase, the evaluation point E is calculated by further adding the specific phase addition value indicated by the habit data of the opponent to the total value. Therefore, the evaluation point E is E = Safety basic point x Coefficient A + Ease of climbing Basic point x Coefficient B + Specific phase addition value It is calculated by.
The basic safety point is a value calculated and added up for each opponent, and is calculated by the basic safety point of the opponent a + the basic safety point of the opponent b + the basic safety point of the opponent c. To be safe. Then, the safety basic points for each opponent are set using the safety basic point calculation table (see FIG. 16) indicated by the basic point calculation table data Di. For example, as shown in FIG. 16, when the selected hand is discarded as the "in-kind" for the opponent a, the safety base point of the opponent a is set to = 0. Also, if the selected hand is a "line / wall" for the opponent b and the opponent b is "reach", the safety base point of the opponent b is set to -20. Furthermore, if the selected hand is not "in-kind" or "muscle / wall" for the opponent c and the opponent c is "ringing", the safety base point of the opponent c is set to -10. To.
Ease of climbing The basic point is a parameter that indicates the minimum number of tiles required to lift the currently selected hand. Then, the ease of rising basic point is set using the ease of rising basic point calculation table (see FIG. 17) indicated by the basic point calculation table data Di. For example, as shown in FIG. 17, when the minimum number of tiles up to "tenpai" is "1" when the selected hand is executed, the basic point of ease of raising = 150 is set.
Then, the CPU 10 has the safety basic points and the ease of rising basic points set as described above, and the habit data (coefficient A, coefficient B) indicated by the opponent's opponent's habit data De, which is the current turn. , Specific phase addition value, etc.) is used to calculate the evaluation point E of the currently selected hand.
Next, the CPU 10 determines whether or not the evaluation point E calculated in step 110 is greater than the current highest point Ebest (step 111). Then, when the evaluation point E is equal to or less than the current highest point Ebest (E Ebest), the CPU 10 proceeds to the next step 113. On the other hand, when the evaluation point E is larger than the current highest point Ebest (E> Ebest), the CPU 10 sets a new highest point Ebest using the evaluation point E and updates the highest point data Dk (step 112). , Proceed to the next step 113.
In step 113, the CPU 10 determines whether or not all possible moves have been evaluated. Then, when the CPU 10 evaluates all possible moves, the CPU 10 proceeds to the next step 114. On the other hand, if there are unrated hands remaining, the CPU 10 returns to step 109 and repeats the process.
In step 114, the CPU 10 selects the hand with the highest score Ebest at the present time as the hand of the target non-player character (game opponent), and causes the non-player character of the game opponent to execute the selected hand. The process proceeds to the next step 106. In this step 114, the caricature image of the opponent may be displayed.
Further, in the state of waiting for the operation of the opponent in the above step 107, the CPU 10 waits for the reception of the data transmitted from the opponent (step 115). Then, when data is received from the online opponent (Yes in step 115), the player character of the opponent is made to execute a hand corresponding to the data (step 116), and the process proceeds to the next step 106. ..
In step 106, the CPU 10 determines whether or not the game has ended. For example, when any of the game members "goes up", the CPU 10 determines that the game has ended. Then, when the game is not completed, the CPU 10 returns to the above step 102 and repeats the process. On the other hand, when the game is completed, the CPU 10 ends the night processing in the subroutine.
Returning to FIG. 18, the CPU 10 performs a game end process (step 57) after the game game process in step 56, and proceeds to the next step. Hereinafter, the detailed operation of the game end processing performed in step 57 will be described with reference to FIG. 21.
In FIG. 21, the CPU 10 updates the statistical information according to the behavior of the player character in the completed game (step 121), and proceeds to the next step. For example, the CPU 10 uses statistical information data using the results of the entire game, such as whether or not the player character has risen and whether or not the player character has transferred to another non-player character or another player character in the completed game. Update the statistical information of the entire game stored in Dl (for example, the rate of completion, the rate of transfer, etc.).
Next, the CPU 10 updates the habit data based on the statistical information updated in step 121 (step 122), and proceeds to the next step. For example, CPU10 refers to the coefficient A calculation table (see FIG. 13) and the coefficient B calculation table (see FIG. 14) of the habit data calculation table data Dh, and calculates the coefficient A and the coefficient B based on the updated statistical information. Reset. Then, the CPU 10 updates the player habit data Dc by using the reset coefficient A and the coefficient B.
Next, the CPU 10 determines whether or not the finished game is a game played online. For example, if the online game is selected in the process of step 81, the CPU 10 proceeds to the next step 124. On the other hand, when the local game is selected in the process of step 81, the CPU 10 ends the process by the subroutine.
In step 124, the CPU 10 transmits the player caricature data and the habit data stored in the player caricature data Db and the player habit data Dc to the game device 3 of the opponent who played the game via the network via the network. Send. Next, the CPU 10 receives the caricature data and the habit data transmitted from the game device 3 of the opponent who played the game via the network (step 125). Then, the CPU 10 updates the game partner caricature data Dd and the game partner habit data De using the received caricature data and habit data of the game partner (step 126), and ends the processing by the subroutine. By the processes of steps 124 to 126, each habit data updated after the game is exchanged between the game devices 3.
Returning to FIG. 18, after the game end processing of step 57 above, the CPU 10 determines whether or not to end the game. The conditions for ending the game include, for example, the condition that the game is over is satisfied, and the player has performed an operation to end the game. When the game is not finished, the CPU 10 returns to step 55 and repeats the process, and when the game is finished, the CPU 10 ends the process according to the flowchart.
In this way, according to the game device 3 according to the embodiment, the player's habit data and the image data of the player character operated by the player are transmitted and received to and from the other game device 3. Then, when the character used in the other game device 3 is played as a non-player character after the communication game with the other game device 3 is completed, the character based on the already received image data is displayed on the screen. At the same time, since the behavior of the character is controlled based on the habit data, it is possible to obtain the feeling of actually playing a game with a player character operated by a player of another game device 3, and to realize the reality of pseudo play. Can be improved.
In addition, although the transfer rate and the rise rate are used as examples of the statistical values of the entire game regarding the behavior of the player character according to the operation performed by the player in each game, the habit data is set according to other statistical values. It doesn't matter. For example, the player's tendency is estimated using the rate of "squealing", the rate of "reach", the average score of "rising", the rate of success of "reach", etc., and the habit data is obtained using the result. You can create it. In addition, for each player's turn (for example, every 5th turn) in the game, the number of tiles included in the tile is counted, the tendency of the player to prefer the tile is estimated, and the estimation is made. You may generate habit data based on the result. Further, in the above-mentioned specific phase, various scenes in the game may be picked up. Then, if the specific phase addition point calculation table as described above is set according to the picked-up scene, it is possible to add parameters indicating the tendency of the player in various specific phases to the habit data.
Further, in the process of step 54 above, as the habit data to be initially set, the habit data showing a flat habit in which a specific habit does not appear is initialized, but it is initialized to the habit data of another aspect. It doesn't matter. As an example, habit data may be set according to the caricature selected in the process of step 53 above. Specifically, when the player of the game device 3 creates a caricature by combining the parts objects prepared in advance for each part, the initial habit data is created according to the selected parts. For example, when the raised eyebrows are selected as the caricature parts, the value of the coefficient A is reduced and the value of the coefficient B is set large as the initial habit data. When the lowered eyebrows are selected as the caricature parts, the value of the coefficient A is increased and the value of the coefficient B is set small as the initial habit data. By setting the caricature and the habit data to be related in this way, a more realistic game can be played.
As another example, the habit data may be set according to the time required for creating the caricature performed in the process of step 53 above. Specifically, the time required for the player of the game device 3 to create a caricature is measured, and the habit data paired with the caricature is initialized according to the time. For example, for a player who takes a relatively short time to create a caricature, habit data that prioritizes rising without thinking too much (for example, decrease the value of coefficient A and increase the value of coefficient B). Initialize to Settings). Also, for players who take a relatively long time to create a portrait, think carefully and dislike transfer data (for example, increase the value of coefficient A and set the value of coefficient B small). Initialize to. In this way, by setting the time required to create the caricature and the habit data to be related to each other, a more realistic game can be played.
Further, a question item regarding another player who operates the player character may be provided, and the player may answer the question to correct the habit data of the other player. For example, questions about the other players mentioned above such as "Is he impatient?" Or "Is he withdrawn?" May be provided to correct the values of coefficient A and coefficient B. In this way, it is possible to generate habit data that reflects the personality of the other player from an objective point of view.
Further, in the above-described embodiment, caricature data is used as data indicating an image representing another player character operated by another player, but other image data may be used as long as it is image data representing the character. For example, a game may be played by using the data showing the photograph of the other player together with the habit data of the other player. Further, the game may be played by using the data showing the image of the character selected by the other player together with the habit data of the other player.
Further, in the above-described embodiment, the mahjong game is used as a game example of using the caricature data and the habit data of another player, but another game is played using the caricature data and the habit data of the other player. It is also possible. As an example, even if the present invention is applied to a game such as shogi or go, a game such as tennis baseball, a fighting game in which a player character is wrestled, or a game in which the present invention is played in cooperation with another player. It doesn't matter. For example, in a game where you play tennis against an opponent character in the virtual game world, the habits that other players have played in the past (where to hit the serve, surely put in the first serve, hit the first serve aggressively, go forward Probability, etc.) is created as habit data, and if image data of a character operated by another player is acquired together with the habit data, a realistic tennis match with the other player becomes possible. In addition, in a game in which an opponent character is played against an opponent character in baseball in the virtual game world, habits played by other players in the past (throwing is mainly a changing ball, throwing is mainly a straight ball, probability of hitting the first ball, etc.) are created as habit data. If the image data of the character operated by another player is acquired together with the habit data, a realistic baseball game with the other player becomes possible.
Further, in the above-mentioned game, when an online game partner (that is, another player who operates the game device 3 in a communication game) participates, the processes of steps 108 to 114 participate in the game. It may be executed on behalf of any one of the game devices 3 being played. In this case, the process execution result is transmitted from the game device 3 that executes the above process to another game device 3. For example, a game device 3 to be a "parent" is determined among a plurality of game devices 3 participating in a game, and the above-mentioned processing execution result is transmitted from the "parent" game device 3 to another game device 3. You can do it like this.
Further, in the above-described embodiment, an example is used in which the behavior of a non-player character appearing in the virtual game world is controlled by using a set of caricature data and habit data transmitted from another game device 3. However, the behavior of a non-player character appearing in the virtual game world may be controlled by using a set of caricature data and habit data created in advance by the player. For example, the player A plays the above-mentioned game using the game device 3, and the caricature data showing the caricature created by the player A and the habit data of the player A are stored in the game device 3. After that, when another player B plays the same game using the same game device 3, a non-player character whose behavior is controlled using the portrait data and habit data of player A already stored in the game device 3. Is selected as the opponent. As a result, player B can play a realistic game with player A. For example, in the case of a game such as a mahjong game or a card game in which the opponent's tiles and cards are hidden and progress, it is difficult for multiple players to operate the same game device 3 at the same time to play the game, but it has already been obtained. By using the caricature data and the habit data, it is possible to play a realistic game as if a plurality of players are operating at the same time. In this case, the game device 3 does not have to have a function of communicating with another game device 3.
Further, in the above description, an example in which the present invention is applied to the stationary game device main body 5 that performs processing in response to an operation on the controller 7 has been described, but the present invention can also be applied to a portable game device. For example, the above-mentioned game processing is executed in response to an operation on an operation button provided on the main body of the portable game device. By applying the present invention in this way, the game processing of the present invention can be realized even in a portable game device or the like.
Further, in the above description, an example in which the present invention is applied to a stationary or portable game device has been described, but an information processing device such as a general personal computer or a portable information processing device operated by an input device has been described. It can also be applied to. As a portable information processing device, for example, it can be applied to a device such as a general personal computer, a mobile phone, or a PDA (Personal Digital Assistant).
Further, in the above description, the mode in which the controller 7 and the game device main body 5 are connected by wireless communication is used, but the controller 7 and the game device main body 5 may be electrically connected via a cable. .. In this case, the cable connected to the controller 7 is connected to the connection terminal of the game device main body 5.
Further, the shape of the controller 7 described above and the shape, number, installation position, etc. of the operation units 72 provided therein are merely examples, and even if they have other shapes, numbers, and installation positions, the present invention is used. Needless to say, the invention can be realized. Further, the example of creating the habit data and the example of displaying the game image used in the above-described processing are merely examples, and are simplified for the sake of simplicity. Needless to say, the present invention can be realized even if the habit data creation mode, the game image display mode, and the like used in the above-described processing are other creation modes and display modes.
Further, the game program of the present invention is not only supplied to the game device main body 5 through an external storage medium such as an optical disk 4, but may also be supplied to the game device main body 5 through a wired or wireless communication line. Further, the game program may be recorded in advance in the non-volatile storage device inside the game device main body 5. The information storage medium for storing the game program may be a non-volatile semiconductor memory in addition to a CD-ROM, a DVD, or a similar optical disk-shaped storage medium.
Although the present invention has been described in detail above, the above description is merely an example of the present invention in all respects, and the scope thereof is not intended to be limited. Needless to say, various improvements and modifications can be made without departing from the scope of the present invention.
The game device and game program according to the present invention can improve the reality when playing a simulated battle game with another player, and are useful as a device and program for performing various information processing such as game processing.
<figref num="1">External view for explaining the game system 1 according to the embodiment of the present invention.</figref><figref num="2">Functional block diagram of the game device main unit 5 in FIG.</figref><figref num="3">A perspective view of the controller 7 in FIG. 1 as viewed from the rear of the upper surface.</figref><figref num="4">A perspective view of the controller 7 in FIG. 3 as viewed from the front of the lower surface.</figref><figref num="5">A perspective view showing a state in which the upper housing of the controller 7 in FIG. 3 is removed.</figref><figref num="6">A perspective view showing a state in which the lower housing of the controller 7 in FIG. 4 is removed.</figref><figref num="7">Block diagram showing the configuration of controller 7 in FIG.</figref><figref num="8">Game screen example displayed on monitor 2 during game processing performed on the game device main unit 5</figref><figref num="9">Game screen example displayed on monitor 2 during game processing performed on the game device main unit 5</figref><figref num="10">Game screen example displayed on monitor 2 during game processing performed on the game device main unit 5</figref><figref num="11">Game screen example displayed on monitor 2 during game processing performed on the game device main unit 5</figref><figref num="12">The figure which shows an example of the main data stored in the main memory and / or the flash memory 17 of a game apparatus main body 5.</figref><figref num="13">Figure 12 is a diagram showing an example of data showing the coefficient A calculation table included in the habit data calculation table data Dh.</figref><figref num="14">Figure 12 is a diagram showing an example of data showing the coefficient B calculation table included in the habit data calculation table data Dh.</figref><figref num="15">Figure 12 is a diagram showing an example of data showing a specific phase addition point calculation table included in the habit data calculation table data Dh and an example of a specific phase.</figref><figref num="16">The figure which shows an example of the data which shows the safety basic point calculation table included in the basic point calculation table data Di of FIG.</figref><figref num="17">Figure 12 shows an example of data showing the basic point calculation table included in the basic point calculation table data Di.</figref><figref num="18">A flowchart showing an example of the flow of game processing executed in the game device main body 5.</figref><figref num="19">Subroutine showing the detailed operation of the game mode selection process in step 55 of FIG.</figref><figref num="20">Subroutine showing the detailed operation of the game processing in step 56 of FIG.</figref><figref num="21">Subroutine showing the detailed operation of the game end processing in step 57 of FIG.</figref>
Code description
1 ... Game system 2 ... monitor 2a, 706 ... Speaker 3 ... Game device 4 ... Optical disc 5 ... Game device body 10 ... CPU 11 ... System LSI 12 ... external main memory 13 ... ROM / RTC 14 ... disk drive 15 ... AV-IC 16 ... AV connector 17 ... Flash memory 18 ... Wireless communication module 19 ... Wireless controller module 20 ... expansion connector 21 ... External memory card connector 22, 23 ... antenna 24 ... Power button 25 ... reset button 26 ... eject button 31 ... I / O processor 32 ... GPU 33 ... DSP 34 ... VRAM 35 ... internal main memory 7 ... controller 71 ... housing 72 ... Operation unit 73 ... Connector 74 ... Imaging information calculation unit 741 ... Infrared filter 742 ... lens 743 ... Image sensor 744 ... image processing circuit 75 ... Communication Department 751 ... Microcomputer 752 ... memory 753 ... Wireless module 754 ... antenna 700 ... board 701 ... Accelerometer 702 ... LED 704 ... Vibrator 707 ... Sound IC 708 ... amplifier 8 ... Marker
Every citation, both ways
| Document | Relation | Office | Cited during |
|---|---|---|---|
| JP2013075085A | Cited by | Japan | Search report |
| JP2021013750A | Cited by | Japan | Search report |
| JP2012176121A | Cited by | Japan | Search report |
| JP2001087559A | Cites | Japan | Examiner |
| JP2003038858A | Cites | Japan | Examiner |
| JP2003225469A | Cites | Japan | Search report |
| JP2005319134A | Cites | Japan | Examiner |
| JP2007082751A | Cites | Japan | Search report |
| JP2007313091A | Cites | Japan | Search report |
| JPH0847582A | Cites | Japan | Search report |
| JPH0847582A | Cites | Japan | Examiner |
| JPH10201956A | Cites | Japan | Examiner |
| JPH1176608A | Cites | Japan | Examiner |
2 priority claims, no other members on record
Priority claims2
| Document | Office | Kind | Date |
|---|---|---|---|
| 2008103824 | Japan | A | |
| JP20080103824 | – | – | – |
13 legal events, as the office reported them to INPADOC
Over the term
Point at a mark for the eventEvents
| Event | Code | |
|---|---|---|
| Re-examination (zenchi) completed and case transferred to appeal boardAppealA912 | A912 | |
| Transfer to examiner for re-examination before appeal (zenchi)AppealA911 | A911 | |
| Request for written amendment filedA521 | A521 | |
| Decision of refusalA02 | A02 | |
| Request for written amendment filedA521 | A521 | |
| Notification of reasons for refusalA131 | A131 | |
| Request for written amendment filedA521 | A521 | |
| Notification of reasons for refusalA131 | A131 | |
| Notification of acceptance of power of attorneyRD02 | RD02 | |
| Request for written amendment filedA521 | A521 | |
| Request for written amendment filedA521 | A521 | |
| Notification of change in applicantA711 | A711 | |
| Written request for application examinationA621 | A621 |
Numbers
- Publication
- 2009254406
- Publication, DOCDB
- 2009254406
- Publication, EPODOC
- JP2009254406
- Application
- 103824
- Application, DOCDB
- 2008103824
- Application, EPODOC
- JP20080103824
Titles2
- Japanese
- ゲーム装置およびゲームプログラム
- English
- Game equipment and game programs
Classification
- CPC, 6
- A63F13/10
- A63F13/67
- A63F2300/535
- A63F2300/6027
- A63F13/45
- A63F13/35
- IPC, 7
- A63F13 10
- A63F13 00
- A63F13 12
- A63F13 31
- A63F13 45
- A63F13 56
- A63F13 67