Video game program and video game device
Claim Score by NHIP
Abstract
Displayed on a first LCD 11 are a “fire” planet 40a, a “wood” planet 40b; an “earth” planet 40c, a “wind” planet 40d and a “water” planet 40e,each traveling along an orbit by a unique orbital period. While an attribute symbol is traveling through an active zone that is associated with the attribute symbol, the status of the attribute represented by the attribute symbol is active. An attribute being active affects the space attribute, which is the attribute of a particular space in the game world. The space attribute affects the ability parameters of characters of the same attribute. Thus, it is possible to enrich the strategic aspect of a video game using characters' attributes.

Term
1.7 yearsto projected expiry
Projected expiry 8 June 2028, counted from filing; an application has no term until it is granted.
- Priority
- Filed
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- Today
- Projected expiry
8 claims: 2 independent, 6 dependent
- 1A computer-readable storage medium storing a video game program to be executed by a video game device including display means, control means and storage means, the video game program instructing a computer of the video game device to function as:attribute status changing means for switching a status of each of a plurality of predetermined attributes between active and inactive in real time and for storing the status of each attribute in the storage means;attribute status display control means for producing an attribute status barometer image and displaying the attribute status barometer image on the display means, wherein the attribute status barometer image represents whether or not a status of each attribute is currently being active and an amount of time needed before an inactive attribute will next become active;space attribute determining means for determining a space attribute according to an attribute currently being active and storing the space attribute in the storage means;attribute comparison means for comparing an attribute of a character in a game world with the space attribute determined by the space attribute determining means;character ability changing means for changing an ability parameter of the character based on a result of the comparison by the attribute comparison means;and game process means for performing a game process using the ability parameter, which has been changed by the character ability changing means, based on an instruction inputted by a player through the control means.
- 7Broadest claimClaim Score 36, narrow(NHIP)A video game device, comprising:display means for displaying a game image;control means to be controlled by a player;storage means for storing data for a game process;attribute status changing means for switching a status of each of a plurality of predetermined attributes between active and inactive in real time and for storing the status of each attribute in the storage means;attribute status display control means for producing an attribute status barometer image and displaying the attribute status barometer image on the display means, wherein the attribute status barometer image represents whether or not a status of each attribute is currently being active and an amount of time needed before an inactive attribute will next become active;space attribute determining means for determining a space attribute according to an attribute currently being active and storing the space attribute in the storage means;attribute comparison means for comparing an attribute of a character in a game world with the space attribute determined by the space attribute determining means;character ability changing means for changing an ability parameter of the character based on a result of the comparison by the attribute comparison means;and game process means for performing a game process using the ability parameter, which has been changed by the character ability changing means, based on an instruction inputted by a player through the control means.
Independent claims2
108 paragraphs in 5 sections, as filed
CROSS REFERENCE TO RELATED APPLICATION
0001The disclosure of Japanese Patent Application No. 2005-291636 is incorporated herein by reference.
BACKGROUND OF THE INVENTION
00021. Field of the Invention
0003The present invention relates to a video game program and a video game device and, more particularly, to a video game program and a video game device, in which a game proceeds while taking into consideration attributes of characters, spells, etc., in a battle of a role-playing game, for example.
00042. Description of the Background Art
0005Video games of a genre called “role-playing games” are well known in the art. In a video game of this type, it is typical that characters and items are assigned various attributes, and the attack power and the damage points of a character may be increased depending on the attribute of the character with respect to that of an opponent character.
0006In a video game described in Non-Patent Document 1 (Isao Inoue, “Pocket Monster Blue—Hisshou Kouryakubon”, Futabasha Publishers, Ltd., Mar. 25, 1997, pp. 10-11), characters called “pokemons” are each assigned one of several “type” attributes including “fire”, “water”, etc., and the type attribute of a character being engaged in a battle affects the battle in favor of or against the character depending on the type attribute with respect to that of the opponent character.
0007In a video game described in Non-Patent Document 2 (Koichi Hamamura, “Shukan Famitsu 8.20 extra issue—Ogre Battle 64”, ASCII Corporation, Aug. 20, 1999, pp. 36-38), characters are each assigned one of several “element” attributes, and an element attribute gives varied levels of influence on a battle depending on its correlation with other element attributes. Each equipment item is also assigned an element attribute, which may possibly lower the strength of the character depending on its correlation with the element attribute of the character, thus giving an additional strategic element to the selection of equipment. Each character is also assigned a personality-related attribute called “alignment”, which changes through battles in the game. How the game progresses is also affected by the alignment of each character with respect to those of other characters.
0008In the video games of Non-Patent Documents 1 and 2, a character's attribute does not change in real time. Therefore, even though a player needs to play the game while taking attributes into consideration, the gameplay will become monotonous for the player once the player remembers the attributes of the various characters.
0009Although the video game of Non-Patent Document 2 employs an attribute called “alignment” that changes as the game progresses, the change in the alignment attribute is based on the tendency of instructions inputted by the player, and therefore will not introduce such a strategic element that would require the player to input an appropriate instruction according to an attribute changing in real time.
SUMMARY OF THE INVENTION
0010Therefore, an object of the present invention is to provide a video game using characters' attributes, which incorporates a novel gameplay.
0011Another object of the present invention is to provide a video game using characters' attributes, which gives the player an opportunity to work out a new strategy, thus enhancing the playability of the video game.
0012Still another object of the present invention is to provide a video game using characters' attributes, in which the game process will not become monotonous or boring for the player.
0013The present invention has the following features to attain the objects mentioned above. Note that reference numerals and figure numbers are shown in parentheses below for assisting the reader in finding corresponding components in the drawings to facilitate the understanding of the present invention. It is understood that these parenthetic expressions are in no way intended to restrict the scope of the invention.
0014The present invention provides a computer-readable storage medium storing a video game program to be executed by a video game device including display means (<b>11</b>, <b>12</b>), control means (<b>14</b>, <b>15</b>) and storage means (<b>24</b>).
0015The video game program instructs a computer (<b>21</b>) of the video game device to function as attribute status changing means, attribute status display control means, space attribute determining means, attribute comparison means, character ability changing means, and game process means.
0016The attribute status changing means is means for switching a status of each of a plurality of predetermined attributes between active and inactive in real time and for storing the status of each attribute in the storage means (S<b>16</b>). The attribute status display control means is means for producing an attribute status barometer image and displaying the attribute status barometer image on the display means, wherein the attribute status barometer image represents whether or not a status of each attribute is currently being active and an amount of time needed before an inactive attribute will next become active (which may be an approximate representation of the time) (S<b>20</b>). The space attribute determining means is means for determining a space attribute according to an attribute currently being active and storing the space attribute in the storage means (S<b>18</b>). The attribute comparison means is means for comparing an attribute of a character in a game world with the space attribute determined by the space attribute determining means (S<b>50</b>). The character ability changing means is means for changing an ability parameter of the character based on a result of the comparison by the attribute comparison means (S<b>52</b>). The game process means is means for performing a game process using the ability parameter, which has been changed by the character ability changing means, based on an instruction inputted by a player through the control means (S<b>54</b>). Note that “attributes of a character” are not limited to those of the character itself, but may also include those of magic spells cast by the character, and those of weapons used by the character to attack opponent characters.
0017In a first preferred embodiment of the computer-readable storage medium of the present invention, a period by which the status of each attribute is switched by the attribute status changing means from inactive to active is different from one attribute to another.
0018In a second preferred embodiment of the computer-readable storage medium of the present invention, the attribute status display control means produces an attribute status barometer image and displays the attribute status barometer image on the display means, wherein the attribute status barometer image represents whether or not a status of each attribute is currently being active and an amount of time needed before an inactive attribute will next become active, in terms of positions at which attribute symbols (<b>40</b><i>a </i>to <b>40</b><i>e</i>) each associated with one attribute are displayed (<figref idref="DRAWINGS">FIG. 3</figref>, <figref idref="DRAWINGS">FIG. 10</figref>).
0019In a third preferred embodiment of the computer-readable storage medium of the present invention, the attribute status display control means produces an attribute status barometer image and displays the attribute status barometer image on the display means, wherein each attribute symbol moves so that the attribute symbol is located within an active zone while a status of the attribute associated with the attribute symbol is being active (<figref idref="DRAWINGS">FIG. 3</figref>, <figref idref="DRAWINGS">FIG. 10</figref>).
0020In a fourth preferred embodiment of the computer-readable storage medium of the present invention, a position of the active zone is different for each attribute symbol; and the attribute status display control means produces an attribute status barometer image and displays the attribute status barometer image on the display means, wherein each attribute symbol moves so that the attribute symbol is located within an active zone for the attribute symbol while a status of the attribute associated with the attribute symbol is being active whereas the attribute symbol is located within an active zone for another attribute symbol while the status of the attribute associated with the attribute symbol is being inactive (<figref idref="DRAWINGS">FIG. 3</figref>).
0021In a fifth preferred embodiment of the computer-readable storage medium of the present invention, the game process means performs a game process in which a plurality of characters, including a player character (<b>41</b><i>a </i>to <b>41</b><i>d</i>) and an enemy character (<b>42</b>), are involved in a battle against each other; the character ability changing means changes an ability parameter of each character so as to increase an attack power of the character based on a result of the comparison by the attribute comparison means; the attribute comparison means compares an attribute of each character with the space attribute determined by the space attribute determining means; and the character ability changing means changes an ability parameter of each character so as to increase an attack power of the character if an attribute of the character corresponds to the space attribute based on a result of the comparison by the attribute comparison means. Note that “the attack power of a character” is not limited to the attack power (muscular strength) of the character itself, but may also include the power of magic spells cast by the character, and the power of weapons used by the character to attack opponent characters.
0022A video game device of the present invention includes: display means for displaying a game image; control means to be controlled by a player; storage means for storing data for a game process; attribute status changing means for switching a status of each of a plurality of predetermined attributes between active and inactive in real time and for storing the status of each attribute in the storage means; attribute status display control means for producing an attribute status barometer image and displaying the attribute status barometer image on the display means, wherein the attribute status barometer image represents whether or not a status of each attribute is currently being active and an amount of time needed before an inactive attribute will next become active; space attribute determining means for determining a space attribute according to an attribute currently being active and storing the space attribute in the storage means; attribute comparison means for comparing an attribute of a character in a game world with the space attribute determined by the space attribute determining means; character ability changing means for changing an ability parameter of the character based on a result of the comparison by the attribute comparison means; and game process means for performing a game process using the ability parameter, which has been changed by the character ability changing means, based on an instruction inputted by a player through the control means.
0023In a first preferred embodiment of the video game program of the present invention, the game process means performs a game process in which a plurality of characters, including a player character and an enemy character, are involved in a battle against each other; the character ability changing means changes an ability parameter of each character so as to increase an attack power of the character based on a result of the comparison by the attribute comparison means; the attribute comparison means compares an attribute of each character with the space attribute determined by the space attribute determining means; and the character ability changing means changes an ability parameter of each character so as to increase an attack power of the character if an attribute of the character corresponds to the space attribute based on a result of the comparison by the attribute comparison means.
0024With the video game program and the video game device of the present invention, the space attribute, which affects the ability parameters of each character, changes in real time. Therefore, it is possible to enrich the strategic aspect of a video game that is played while taking attributes into consideration. The player can look at the attribute status barometer image to perceive the amount of time needed before an attribute will next become active, based on which the player can make a strategic decision, e.g., a decision to remain still in view of the space attribute being about to switch to an intended attribute. This enriches the strategic aspect of the present video game.
0025In the first preferred embodiment of the video game program of the present invention, the order in which different attributes become active will not be fixed, which prevents the transitions of the space attribute from becoming monotonous.
0026In the second preferred embodiment of the video game program of the present invention, the player can easily determine, based on the positions at which attribute symbols are displayed, which attribute is currently being active and about when an inactive attribute will become active.
0027In the third preferred embodiment of the video game program of the present invention, the player can clearly determine whether or not an attribute is being active by checking whether the attribute symbol associated with the attribute is within the active zone thereof. Moreover, the player can clearly determine about when an inactive attribute will become active based on how close the associated attribute symbol is to the active zone thereof.
0028In the fourth preferred embodiment of the video game program of the present invention, the position of the active zone is different for each attribute symbol. Therefore, the player is prevented from too easily determining, at a glance, which attribute is currently being active and about when an inactive attribute will become active. This enhances the playability of the video game.
0029The fifth preferred embodiment of the video game program of the present invention is directed to a video game in which the player controls player characters in a battle, wherein the attack power of a character having an attribute corresponding to the space attribute is increased. Therefore, the player can enjoy strategic battles while taking into consideration transitions of the space attribute.
0030These and other objects, features, aspects and advantages of the present invention will become more apparent from the following detailed description of the present invention when taken in conjunction with the accompanying drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
0031<figref idref="DRAWINGS">FIG. 1</figref> shows an external view of a video game device <b>10</b> according to an embodiment of the present invention;
0032<figref idref="DRAWINGS">FIG. 2</figref> shows an internal configuration of the video game device <b>10</b>;
0033<figref idref="DRAWINGS">FIG. 3</figref> shows an exemplary game screen in the traveling mode;
0034<figref idref="DRAWINGS">FIG. 4</figref> shows an exemplary game screen in the battle mode;
0035<figref idref="DRAWINGS">FIG. 5</figref> shows another exemplary game screen in the battle mode;
0036<figref idref="DRAWINGS">FIG. 6</figref> shows a memory map of the RAM <b>24</b>;
0037<figref idref="DRAWINGS">FIG. 7</figref> is a flow chart showing the flow of a space attribute process;
0038<figref idref="DRAWINGS">FIG. 8</figref> is a flow chart showing the flow of a character process;
0039<figref idref="DRAWINGS">FIG. 9</figref> is a flow chart showing the flow of a attack process;
0040<figref idref="DRAWINGS">FIG. 10</figref> shows a variation of an attribute status barometer image;
0041<figref idref="DRAWINGS">FIG. 11</figref> shows another variation of an attribute status barometer image; and
0042<figref idref="DRAWINGS">FIG. 12</figref> shows still another variation of an attribute status barometer image.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
0043A configuration and an operation of a video game device according to an embodiment of the present invention will now be described.
0044<figref idref="DRAWINGS">FIG. 1</figref> shows an external view of a video game device <b>10</b> according to the embodiment of the present invention. Referring to <figref idref="DRAWINGS">FIG. 1</figref>, the video game device <b>10</b> includes a first LCD (Liquid Crystal Display) <b>11</b> and a second LCD <b>12</b>. A housing <b>13</b> includes an upper housing <b>13</b><i>a </i>accommodating the first LCD <b>11</b>, and a lower housing <b>13</b><i>b </i>accommodating the second LCD <b>12</b>. The first LCD <b>11</b> and the second LCD <b>12</b> both have a resolution of 256×192 dots. While LCDs are used in the present embodiment, the display device may be of any other suitable type, e.g., an EL (Electro Luminescence) display device. Moreover, the resolution of the first LCD <b>11</b> and the second LCD <b>12</b> is not limited to the particular resolution used herein.
0045The upper housing <b>13</b><i>a </i>includes sound slits <b>18</b><i>a </i>and <b>18</b><i>b </i>therein for allowing the sound from a pair of speakers (<b>30</b><i>a </i>and <b>30</b><i>b </i>in <figref idref="DRAWINGS">FIG. 2</figref>) to be described later to pass therethrough.
0046The lower housing <b>13</b><i>b </i>includes a set of input devices, including a cross-shaped switch <b>14</b><i>a</i>, a start switch <b>14</b><i>b</i>, a select switch <b>14</b><i>c</i>, an A button <b>14</b><i>d, </i>a B button <b>14</b><i>e, </i>an X button <b>14</b><i>f, </i>a Y button <b>14</b><i>g, </i>an L button <b>14</b>L and an R button <b>14</b>R. Another input device is a touch panel <b>15</b> attached on the screen of the second LCD <b>12</b>. The lower housing <b>13</b><i>b </i>includes a power switch <b>19</b> and slots for accommodating a memory card <b>17</b> and a stylus <b>16</b>.
0047The touch panel <b>15</b> may be any of various types of touch-sensitive panels, including a resistive film touch panel, an optical (infrared) touch panel and a capacitance-coupling touch panel. The touch panel <b>15</b> is capable of outputting position data corresponding to the contact point on the surface thereof, at which it is being touched with the stylus <b>16</b>. While it is assumed herein that the player uses the stylus <b>16</b> to operate the touch panel <b>15</b>, it is understood that the touch panel <b>15</b> may be operated with a pen (stylus pen) or a fingertip instead of the stylus <b>16</b>. In the present embodiment, the touch panel <b>15</b> has a resolution (detection precision) of 256×192 dots, which is equal to the resolution of the second LCD <b>12</b>. Note however that it is not necessary that the resolution of the touch panel <b>15</b> is equal to that of the second LCD <b>12</b>.
0048The memory card <b>17</b> is a storage medium storing a video game program, and is received by the slot in the lower housing <b>13</b><i>b. </i>
0049Referring now to <figref idref="DRAWINGS">FIG. 2</figref>, an internal configuration of the video game device <b>10</b> will be described.
0050Referring to <figref idref="DRAWINGS">FIG. 2</figref>, a CPU core <b>21</b> is mounted on an electronic circuit board <b>20</b> accommodated in the housing <b>13</b>. The CPU core <b>21</b> is connected to a connector <b>23</b>, an input/output interface circuit (referred to simply as an “I/F circuit”) <b>25</b>, a first GPU (Graphics Processing Unit) <b>26</b>, a second GPU <b>27</b>, a RAM <b>24</b> and an LCD controller <b>31</b>, via a bus <b>22</b>. The connector <b>23</b> can receive the memory card <b>17</b>. The memory card <b>17</b> includes therein a ROM <b>17</b><i>a </i>storing a video game program, and a RAM <b>17</b><i>b </i>rewritably storing backup data. The video game program stored in the ROM <b>17</b><i>a </i>of the memory card <b>17</b> is loaded to the RAM <b>24</b>, and the loaded video game program is executed by the CPU core <b>21</b>. In addition to the video game program, the RAM <b>24</b> also stores temporary data produced while the CPU core <b>21</b> is running the video game program, and other data for producing game images. The I/F circuit <b>25</b> is connected to the touch panel <b>15</b>, a right speaker <b>30</b><i>a</i>, a left speaker <b>30</b><i>b</i>, and a control switch section <b>14</b> of <figref idref="DRAWINGS">FIG. 1</figref> including the cross-shaped switch <b>14</b><i>a</i>, the A button <b>14</b><i>d, </i>etc. The right speaker <b>30</b><i>a </i>and the left speaker <b>30</b><i>b </i>are placed behind the sound slits <b>18</b><i>a </i>and <b>18</b><i>b</i>, respectively.
0051A first VRAM (Video RAM) <b>28</b> is connected to the first GPU <b>26</b>, and a second VRAM <b>29</b> is connected to the second GPU <b>27</b>. In response to an instruction from the CPU core <b>21</b>, the first GPU <b>26</b> produces a first game image and renders it on the first VRAM <b>28</b>, based on data stored in the RAM <b>24</b> for producing game images. Similarly, the second GPU <b>27</b> produces a second game image and renders it on the second VRAM <b>29</b> in response to an instruction from the CPU core <b>21</b>. The first VRAM <b>28</b> and the second VRAM <b>29</b> are connected to the LCD controller <b>31</b>.
0052The LCD controller <b>31</b> includes a register <b>32</b>. The register <b>32</b> stores a value of 0 or 1 in response to an instruction from the CPU core <b>21</b>. When the value stored in the register <b>32</b> is 0, the LCD controller <b>31</b> outputs the first game image rendered on the first VRAM <b>28</b> to the first LCD <b>11</b> and outputs the second game image rendered on the second VRAM <b>29</b> to the second LCD <b>12</b>. When the value stored in the register <b>32</b> is 1, the LCD controller <b>31</b> outputs the first game image rendered on the first VRAM <b>28</b> to the second LCD <b>12</b> and outputs the second game image rendered on the second VRAM <b>29</b> to the first LCD <b>11</b>.
0053The configuration of the video game device <b>10</b> described above is merely an example, and the present invention is applicable to any computer system having at least one display device. The video game program of the present invention may be supplied to the computer system via a wired or wireless communications line, instead of via an external storage medium such as the memory card <b>17</b>. Alternatively, the video game program may be pre-stored in a non-volatile storage device inside the computer system.
0054The flow of the game process to be performed by the video game device <b>10</b> will now be described. While the present invention is herein applied to a role-playing game, it may also be applicable to other genres of video games, such as simulation games.
0055There are a plurality of player characters (those that the player can control) in the game world, and the player can choose four of the player characters, for example, to form a party. The player can control the party to take down enemy characters in the game world.
0056The player characters and enemy characters in the game world are each assigned a predetermined attribute, selected from “fire”, “wood”, “earth”, “wind” and “water”. These attributes are defined so that each attribute is weak to one of the other attributes but is strong against another one of the other attributes. For example, a character of the “fire” attribute may be weak to a character of the “water” attribute but strong against a character of the “wood” attribute. If the player can form a party while taking into consideration the attributes of enemy characters that the party will likely to encounter in due course of time, it will affect the game in favor of the player. For example, when the party is traveling through a forest, it is expected that the party will encounter enemy characters mostly of the wood attribute. Therefore, the party can travel through the forest more easily if the party includes characters of the fire attribute, who are strong against enemy characters of the wood attribute.
0057The game proceeds in the traveling mode and in the battle mode alternated with each other. In the traveling mode, the player can control the party to move the party around to an intended destination in the game field. While the party is traveling across the game field, an enemy-encountering event occurs at random, triggering the battle mode. When the enemy character is taken down, the battle mode ends and the process returns to the traveling mode.
0058<figref idref="DRAWINGS">FIG. 3</figref> shows an exemplary game screen in the traveling mode. An attribute status barometer image is displayed on the first LCD <b>11</b>. The attribute status barometer image shows, for each attribute, whether the attribute is currently being active and, if the attribute is not being active, the amount of time needed before the attribute will next become active (which may be an approximate representation of the time).
0059In the present embodiment, the attribute status barometer image includes a “fire” planet <b>40</b><i>a</i>, a “wood” planet <b>40</b><i>b</i>, an “earth” planet <b>40</b><i>c</i>, a “wind” planet <b>40</b><i>d </i>and a “water” planet <b>40</b><i>e</i>, which are attribute symbols representing the five attributes of “fire”, “wood”, “earth”, “wind” and “water”, respectively. There is provided an animation of these planets moving in concentric orbital motion around the center of the display screen of the first LCD <b>11</b>. Each arrow in the figure represents the moving direction of a planet. The planets travel at an equal velocity but have different orbital periods. The orbital periods of the “fire” planet <b>40</b><i>a</i>, the “wood” planet <b>40</b><i>b</i>, the “earth” planet <b>40</b><i>c</i>, the “wind” planet <b>40</b><i>d </i>and the “water” planet <b>40</b><i>e </i>are 10 minutes, 20 minutes, 40 minutes, 80 minutes and 120 minutes, respectively.
0060Referring to <figref idref="DRAWINGS">FIG. 3</figref>, drawn in the background of the attribute status barometer image are the orbit of each attribute symbol, the arrow representing the moving direction thereof, and boundary lines separating the active zone of each attribute from others. The orbit of each attribute symbol and the arrow representing the moving direction thereof are optional. The boundary lines are also not necessary if the active zones of different attributes are displayed in different colors. While an attribute symbol is moving through its active zone, the status of the attribute represented by the attribute symbol becomes active. For example, in the example shown in <figref idref="DRAWINGS">FIG. 3</figref>, the “wood” planet <b>40</b><i>b </i>is moving through the “wood” active zone, and therefore the status of the “wood” attribute is active. Similarly, the “water” planet <b>40</b><i>e </i>is moving through the “water” active zone, and therefore the status of the “water” attribute is active. The other (“fire”, “earth”, “wind”) planets are moving outside their active zones, and are therefore inactive. The attribute being active affects the attribute (“space attribute”) of a particular space in the game world (at least around the player characters and enemy characters facing each other). For example, while the “wind” attribute is active, the space attribute is “wind”. In the example shown in <figref idref="DRAWINGS">FIG. 3</figref>, the “wood” attribute and the “water” attribute are active, whereby the space attribute is “wood/water”. The space attribute affects the ability parameters of characters of the same attribute. For example, where the space attribute is “wood/water”, the attack power of each player character whose attribute is “wood” or “water” is temporarily doubled.
0061Displayed on the second LCD <b>12</b> are the field of the game world and the party traveling across the field. The party is made up of four characters, i.e., a first character <b>41</b><i>a</i>, a second character <b>41</b><i>b</i>, a third character <b>41</b><i>c</i>, and a fourth character <b>41</b><i>d</i>. Assume that the attribute of the first character <b>41</b><i>a </i>is “fire”. The player can operate the cross-shaped switch <b>14</b><i>a </i>to move the party around to an intended destination.
0062If the party encounters an enemy character in the state of <figref idref="DRAWINGS">FIG. 3</figref>, the mode of operation transitions from the traveling mode to the battle mode, and a game image as shown in <figref idref="DRAWINGS">FIG. 4</figref> is displayed. Note that the attribute status barometer image on the first LCD <b>11</b> is generally the same as that shown in <figref idref="DRAWINGS">FIG. 3</figref> since hardly any time has passed since <figref idref="DRAWINGS">FIG. 3</figref>.
0063The second LCD <b>12</b> shows the player characters <b>41</b><i>a </i>to <b>41</b><i>d </i>facing an enemy character <b>42</b>. Characters, including the player characters <b>41</b><i>a </i>to <b>41</b><i>d </i>and the enemy character <b>42</b>, are each assigned an “agility” parameter, and a character with high “agility” is first given an opportunity to take an action in the battle mode. When any of the player characters <b>41</b><i>a </i>to <b>41</b><i>d </i>is given an opportunity to take an action, a command list is displayed with which the player can issue an instruction to the player character. When the player selects a command from the command list, there is provided an animation of the player character taking an action according to the selected command. In the example shown in <figref idref="DRAWINGS">FIG. 4</figref>, a command list for giving an instruction to the first player character <b>41</b><i>a </i>is displayed. While the attribute of the first player character <b>41</b><i>a </i>is “fire”, the attribute status barometer image indicates that the “fire” planet <b>40</b><i>a </i>is located outside the “fire” active zone and the status of the “fire” attribute is thus being inactive. The attribute status barometer image also indicates that the “fire” planet <b>40</b><i>a </i>will soon enter the “fire” active zone. In view of this, the player can wait for some tens of seconds, for example, to thereby let the “fire” planet <b>40</b><i>a </i>enter the “fire” active zone before touching on “fight” with the stylus <b>16</b>. Then, the player successively issues instructions to the remaining player characters <b>41</b><i>b </i>to <b>41</b><i>d</i>. Since the attribute status barometer image indicates that it will take some time for the “earth” planet <b>40</b><i>c </i>to enter the “earth” active zone, it may be more effective for the player to instruct any player character of the “earth” attribute to, instead of attacking the enemy character <b>42</b>, cast a spell to restore hit points to other player characters or to defend other player characters. Alternatively, the player may reform the party by replacing the player character of the “earth” attribute with another player character of the “water” attribute.
0064Note that the movement of the planets <b>40</b><i>a </i>to <b>40</b><i>e </i>may be temporarily halted (i.e., the time in the game world stops temporarily) while a command list is being displayed. Even then, the planets <b>40</b><i>a </i>to <b>40</b><i>e </i>are moved during each battle animation. In such a case, the player can leave the player characters <b>41</b><i>a </i>to <b>41</b><i>d </i>standing in the game field in the traveling mode until an intended planet becomes active. Then, after the intended planet becomes active, the player can start moving the party so that the party can enter the battle mode while an intended attribute is being active.
0065<figref idref="DRAWINGS">FIG. 5</figref> shows an exemplary game screen at a point in time when an attack by the first player character <b>41</b><i>a </i>hits the enemy character <b>42</b>. While the first player character <b>41</b><i>a </i>can normally inflict 48 damage points on the enemy character <b>42</b>, the first player character <b>41</b><i>a </i>inflicts 48×2=96 damage points on the enemy character <b>42</b> because the “fire” attribute is being active and therefore the attack power of the first player character <b>41</b><i>a </i>of the “fire” attribute is being doubled. The calculation of damage points also takes into account the attribute of the enemy character with respect to the attribute of the player character as described above. For example, a character of the “fire” attribute can give a character of the “wood” attribute a damage that is twice as much as a normal damage. Therefore, if the attribute of the enemy character <b>42</b> is “wood”, and if the first player character <b>41</b><i>a </i>successfully attacks the enemy character <b>42</b> while the space attribute includes “fire”, the damage points will be 48×2×2=192. On the other hand, a character of the “fire” attribute can give a character of the “water” attribute a damage that is only ½ a normal damage. Therefore, if the attribute of the enemy character <b>42</b> is “water”, and if the first player character <b>41</b><i>a </i>successfully attacks the enemy character <b>42</b> while the space attribute includes “fire”, the damage points will be 48×2/2=48.
0066The operation of the video game device <b>10</b> will now be described in detail.
0067<figref idref="DRAWINGS">FIG. 6</figref> shows an exemplary memory map of the RAM <b>24</b>. The RAM <b>24</b> stores a video game program <b>50</b>, character image data <b>51</b>, planet image data <b>52</b>, background image data <b>53</b>, operation data <b>54</b>, planet data <b>55</b>, character data <b>56</b> and a space attribute <b>57</b>.
0068The video game program <b>50</b> is loaded from the ROM <b>17</b><i>a </i>of the memory card <b>17</b> to the RAM <b>24</b>, and the loaded video game program is executed by the CPU core <b>21</b>.
0069The character image data <b>51</b> are image data of player characters and enemy characters. The planet image data <b>52</b> are image data of the planets included in the attribute status barometer image. The background image data <b>53</b> are image data of the background of the attribute status barometer image, and the background of the game field in the traveling mode, etc. The operation data <b>54</b> is data representing an input operation by the player, and is periodically obtained based on the output signals from the control switch section <b>14</b> and the touch panel <b>15</b>. The planet data <b>55</b> are data regarding the planets, and each planet data <b>55</b> includes the attribute of the planet, the orbital period thereof, the position thereof, and the active flag thereof as shown in <figref idref="DRAWINGS">FIG. 6</figref>. The active flag indicates whether or not the status of the planet is being active. The character data <b>56</b> are data regarding player characters and enemy characters. Referring to <figref idref="DRAWINGS">FIG. 6</figref>, each character data <b>56</b> represents the attribute of the character and other ability parameters thereof, including HP (hit points) representing the number of damage points that can be taken by the character, the magic points (“MP”) representing how many spells that can be cast by the character, the agility, and the attack power. The types of ability parameters are not limited to those shown above. The character data <b>56</b> may include other ability parameters such as special skills of the character, the number of times the character can attack enemy consecutively, etc. The space attribute <b>57</b> is constantly updated based on the statuses of the attributes “fire”, “wood”, “earth”, “wind” and “water”.
0070The flow of the process of the CPU core <b>21</b> according to the video game program <b>50</b> will now be described with reference to the flow charts of FIGS. <b>7</b> to <b>9</b>.
0071The process of the CPU core <b>21</b> is generally classified into the space attribute process and the character process. The space attribute process is a process primarily for displaying the attribute status barometer image. The character process is a process for handling the travel of player characters in the traveling mode and battles between player characters and enemy characters in the battle mode. In the present embodiment, the space attribute process and the character process are performed by the CPU core <b>21</b> in parallel to each other. Note however that the present invention is not limited thereto, and the programming method is not limited to any particular method as long as the effects of the present invention are realized.
0072Referring first to <figref idref="DRAWINGS">FIG. 7</figref>, the details of the space attribute process will be described.
0073After the video game program <b>50</b> starts, the CPU core <b>21</b> displays the attribute status barometer image in its initial state on the first LCD <b>11</b> in step S<b>10</b> of <figref idref="DRAWINGS">FIG. 7</figref>. In the initial state, the planets are placed in their initial positions.
0074In step S<b>12</b>, the CPU core <b>21</b> determines the amount of time elapsed from the start of the video game program <b>50</b>.
0075In step S<b>14</b>, the CPU core <b>21</b> calculates the current position of each planet based on the elapsed time determined in step S<b>12</b> and the orbital period of the planet, and updates the positions of the planets <b>40</b><i>a </i>to <b>40</b><i>e </i>stored in the RAM <b>24</b> based on the calculation results.
0076In step S<b>16</b>, the CPU core <b>21</b> determines whether or not the position of each of the planets <b>40</b><i>a </i>to <b>40</b><i>e </i>is within the corresponding active zone, and updates the active flags of the planets <b>40</b><i>a </i>to <b>40</b><i>e </i>stored in the RAM <b>24</b> based on the determination results.
0077In step S<b>18</b>, the CPU core <b>21</b> refers to the attribute of each planet whose active flag is ON (i.e., each planet that is being active) to update the space attribute <b>57</b> stored in the RAM <b>24</b>.
0078In step S<b>20</b>, the CPU core <b>21</b> produces the attribute status barometer image using the planet image data <b>52</b> and the background image data <b>53</b>, based on the positions of the planets <b>40</b><i>a </i>to <b>40</b><i>e </i>stored in the RAM <b>24</b>. The produced attribute status barometer image is stored in the first VRAM <b>28</b> as image data. Then, at a predetermined point in time, the attribute status barometer image is supplied to the first LCD <b>11</b> through the LCD controller <b>31</b>, and is displayed on screen of the first LCD <b>11</b>.
0079After step S<b>20</b>, the process returns to step S<b>12</b> to repeat the loop from steps S<b>12</b> to S<b>20</b>.
0080With the space attribute process as described above, the space attribute <b>57</b> stored in the RAM <b>24</b> is updated in real time.
0081Referring now to <figref idref="DRAWINGS">FIG. 8</figref>, the details of the character process will be described. Also in the character process, the game image is periodically produced and displayed on the second LCD <b>12</b>, as in the space attribute process. However, for the sake of simplicity, the game image producing process is omitted in the flow chart of <figref idref="DRAWINGS">FIG. 8</figref> (and in the flow chart of <figref idref="DRAWINGS">FIG. 9</figref> showing a part of the process of <figref idref="DRAWINGS">FIG. 8</figref>).
0082As the video game program <b>50</b> is started, a game starts first in the traveling mode, and the CPU core <b>21</b> obtains the operation data <b>54</b> in step S<b>30</b> of <figref idref="DRAWINGS">FIG. 8</figref>.
0083In step S<b>32</b>, the CPU core <b>21</b> updates the positions of the player characters <b>41</b><i>a </i>to <b>41</b><i>d </i>stored in the RAM <b>24</b> according to the operation data <b>54</b> obtained in step S<b>30</b>.
0084In the traveling mode, the CPU core <b>21</b> produces a game image based on the updated positions of the player characters using the character image data <b>51</b> and the background image data <b>53</b>, wherein the game image represents the player characters <b>41</b><i>a </i>to <b>41</b><i>d </i>traveling across the game field as shown in <figref idref="DRAWINGS">FIG. 3</figref>. The produced game image is displayed on the second LCD <b>12</b>.
0085In step S<b>34</b>, the CPU core <b>21</b> determines whether or not the party has encountered the enemy character <b>42</b>. If so, the process proceeds to step S<b>36</b> to transition from the traveling mode to the battle mode. Otherwise, the process returns to step S<b>30</b>.
0086In step S<b>36</b>, the CPU core <b>21</b> selects the first character to take an action based on the agility levels of the characters involved, including the player characters <b>41</b><i>a </i>to <b>41</b><i>d </i>and the enemy character <b>42</b>.
0087In step S<b>38</b>, the CPU core <b>21</b> determines whether or not the character selected in step S<b>36</b> is a player character. If so, the process proceeds to step S<b>40</b>, and the process proceeds to step S<b>42</b> otherwise.
0088In step S<b>40</b>, the CPU core <b>21</b> prompts the player to input an instruction to the player character as shown in <figref idref="DRAWINGS">FIG. 4</figref>.
0089In step S<b>42</b>, the CPU core <b>21</b> performs an attack process. The details of the attack process will be described later.
0090In step S<b>44</b>, the CPU core <b>21</b> determines whether or not the battle has ended. If so, the process proceeds to step S<b>30</b> to transition from the battle mode back to the traveling mode. Otherwise, the process returns to step S<b>36</b> to select the next character to take an action.
0091Even during the character process, the space attribute process is being performed in parallel. Therefore, whether in the traveling mode or in the battle mode, the space attribute <b>57</b> is constantly updated based on the movement of the planets <b>40</b><i>a </i>to <b>40</b><i>e</i>. As described above, the movement of the planets <b>40</b><i>a </i>to <b>40</b><i>e </i>may be temporarily halted while a command list is being displayed. In such a case, the movement of the planets <b>40</b><i>a </i>to <b>40</b><i>e </i>needs to be halted temporarily in step S<b>40</b>.
0092Referring now to the flow chart of <figref idref="DRAWINGS">FIG. 9</figref>, the details of the attack process in step S<b>38</b> of <figref idref="DRAWINGS">FIG. 8</figref> will be described.
0093First, in step S<b>50</b>, the CPU core <b>21</b> refers to data stored in the RAM <b>24</b> to determine whether or not the attribute of the attacking character (a player character or an enemy character) is included in the space attribute <b>57</b>. If so, the process proceeds to step S<b>52</b>, and the process proceeds to step S<b>54</b> otherwise.
0094In step S<b>52</b>, the CPU core <b>21</b> temporarily doubles the attack power of the attacking character, which is stored in the RAM <b>24</b>.
0095In step S<b>54</b>, the CPU core <b>21</b> provides an animation of the attacking character attacking the target character.
0096In step S<b>56</b>, the CPU core <b>21</b> calculates the damage points to be inflicted on the target character while taking into consideration the attack power of the attacking character, and also taking into consideration the attribute of the attacking character with respect to the attribute of the target character. If the attack power of the attacking character has been temporarily doubled in step S<b>52</b>, the damage points to be inflicted on the target character is twice as many as the normal damage points.
0097In step S<b>58</b>, the CPU core <b>21</b> subtracts the damage points calculated in step S<b>56</b> from the HP of the target character stored in the RAM <b>24</b>, and exits the attack process.
0098As described above, in the present embodiment, the space attribute, which affects the attack power of each character, changes in real time. This enriches the strategic aspect of the present video game in the battle mode. The player can look at the attribute status barometer image to perceive the amount of time needed before an attribute will next become active, based on which the player can make a strategic decision, e.g., a decision to remain still in view of the space attribute being about to switch to an intended attribute. This enriches the strategic aspect of the present video game.
0099While an attribute status barometer image as shown in <figref idref="DRAWINGS">FIG. 3</figref> is used in the present embodiment, the present invention is not limited to this, but may use any other suitable image as long as the image can indicate the status of each attribute (active or inactive) and can also generally indicate the amount of time needed before each inactive attribute will next become active. Three variations of the attribute status barometer image will be shown below.
0100The attribute status barometer image of <figref idref="DRAWINGS">FIG. 10</figref> differs from that of <figref idref="DRAWINGS">FIG. 3</figref> in that there is only one common active zone for the planets <b>40</b><i>a </i>to <b>40</b><i>e</i>. With this attribute status barometer image, similar effects to those described above will be obtained. However, it may be more preferred to provide an active zone for each planet at a different position as in the embodiment above, which can enhance the playability of the video game, as the player will be then prevented from too easily determining, at a glance, which attribute is currently being active and about when an inactive attribute will become active.
0101The attribute status barometer image of <figref idref="DRAWINGS">FIG. 11</figref> includes, instead of the planets <b>40</b><i>a </i>to <b>40</b><i>e</i>, bars each associated with one attribute, wherein the top of each bar moves up and down between minimum and maximum values. For example, the “fire” attribute is being active while the top of the “fire” bar is located within the “fire” active zone. In the example shown in <figref idref="DRAWINGS">FIG. 11</figref>, the “wood” and “wind” attributes are being active, and the space attribute is therefore “wood/wind”. The speed of bar movement may be the same for all the attributes or may be different from one attribute to another.
0102The attribute status barometer image of <figref idref="DRAWINGS">FIG. 12</figref> includes symbols each associated with one attribute, wherein the color of each attribute symbol changes through six steps, from the lightest color to the darkest color. A symbol in the darkest color means that the associated attribute is being active. After an attribute finishes being active, the color for that attribute changes to the lightest color. Then, the color again starts darkening gradually over time.
0103While the present invention is herein applied to a role-playing game, it may also be applicable to other genres of video games, such as simulation games.
0104While the planets have different orbital periods in the present embodiment, the present invention is not limited thereto, and the planets may all have the same orbital period. Note however that the order in which different attributes become active will then be fixed, whereby the pattern in which the space attribute changes will be monotonous as compared with the present embodiment.
0105The velocity of each planet may be constant or may be varied over time. The velocity may be increased or decreased in response to an event occurring in the game world (e.g., a player character casting a predetermined spell).
0106While the space attribute can include a plurality of attributes if they are being active in the present embodiment, the present invention is not limited thereto. For example, one of a plurality of attributes being active may be selected to be the space attribute based on a predetermined criterion (e.g., the attribute that has become active at the latest point in time).
0107Where barometer images for different attributes are moving independently in the attribute status barometer image (e.g., where different planets are moving with different orbital periods), there may be a point in time at which the barometer images are positionally aligned together (e.g., the planets may be all lined up). A special event may occur in the game when such an alignment happens. For example, an event may happen where player and enemy characters are both damaged, which may enhance the playability of the video game. Moreover, there may be a magic spell that has an effect of advancing a particular barometer image by a predetermined distance (e.g., a magic spell by which a planet traveling along its orbit at a constant velocity is advanced by a predetermined distance). Then, the player may be able to intentionally align the positions of the barometer images (e.g., to intentionally line up all the planets). A special event (e.g., giving an extra damage to an enemy character) may occur upon such intentional alignment, which may further enhance the playability of the video game.
0108While the invention has been described in detail, the foregoing description is in all aspects illustrative and not restrictive. It is understood that numerous other modifications and variations can be devised without departing from the scope of the invention.
Contents5
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Numbers
- Publication
- 20070076015
- Publication, DOCDB
- 2007076015
- Publication, EPODOC
- US2007076015
- Application
- 11429264
- Application, DOCDB
- 42926406
- Application, EPODOC
- US20060429264
Titles
- English
- Video game program and video game device
Classification
- CPC, 15
- A63F13/537
- A63F13/58
- A63F2300/1075
- A63F2300/204
- A63F2300/301
- A63F2300/303
- A63F2300/65
- A63F2300/807
- G06F3/1423
- G06F3/1438
- G09G5/397
- G09G2360/06
- A63F13/2145
- A63F13/822
- A63F13/26
- IPC, 5
- G09G5 00
- A63F13 45
- A63F13 52
- A63F13 537
- A63F13 55
- USPC, 1
- 345619000