JP2004073682A - Game system, program, and information storage medium - Google Patents

Game system, program, and information storage medium Download PDF

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Publication number
JP2004073682A
JP2004073682A JP2002241099A JP2002241099A JP2004073682A JP 2004073682 A JP2004073682 A JP 2004073682A JP 2002241099 A JP2002241099 A JP 2002241099A JP 2002241099 A JP2002241099 A JP 2002241099A JP 2004073682 A JP2004073682 A JP 2004073682A
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Japan
Prior art keywords
character
player
action
input
target
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Granted
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JP2002241099A
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Japanese (ja)
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JP3910890B2 (en
Inventor
Shinichiro Aiki
Tetsuya Furuya
Yukiharu Tamiya
古谷 哲哉
田宮 幸春
相木 伸一郎
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Namco Ltd
株式会社ナムコ
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Priority to JP2002241099A priority Critical patent/JP3910890B2/en
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Abstract

<P>PROBLEM TO BE SOLVED: To provide a game system, a program and an information storage medium for adding strategic element to a multi-player game using a character. <P>SOLUTION: The action (skill) select input of the character and the target select input of action are received until the input limit time elapses, and after the end of the input limit time, the character exercises the action to the action target. According to the action select input and the target select input at the end of the input limit time, the action of the character exercised after the end of the input limit time and the action target are determined. Within the input limit time, when the character of the player becomes an action target of the character of a second player, the direction of the character of the second player is turned toward the character of the player. According to the touch input to a touch panel type display part, the action selection input and the target select input are performed. <P>COPYRIGHT: (C)2004,JPO

Description

[0001]
BACKGROUND OF THE INVENTION
The present invention relates to a game system, a program, and an information storage medium.
[0002]
[Background Art and Problems to be Solved by the Invention]
2. Description of the Related Art Conventionally, game systems are known in which characters operated by players can be played against each other to enjoy game play. In such a game system, the player enjoys the battle game by operating the character to attack the opponent character or defending against the attack from the opponent character.
[0003]
However, in conventional character battle games, the win or loss of the battle is often determined by the good reflexes of the player, and there are few strategic factors.
[0004]
In this regard, in RPG (role playing game) and the like, there is a game in which the selection of action (skill) can be strategically determined. However, in RPG, there is generally no time limit for player action input. Therefore, in an arcade game system that requires the game progress to be fast for price collection, an action input method that does not provide an input time limit is not appropriate. Also, even in a multiplayer game in which a plurality of players play a game, if there is no time limit for the operation input of each player, the result is that other players wait, and smooth game progress cannot be realized.
[0005]
Further, in the conventional game system, since the action (skill) and target selection of the character are performed by a game controller having buttons, levers, etc., it is difficult to quickly select an action and select a target.
[0006]
The present invention has been made in view of the above problems, and an object of the present invention is to provide a game system, a program, and an information storage medium capable of adding a strategic element to a multiplayer game using characters. There is to do.
[0007]
Another object of the present invention is to provide a game system, a program, and an information storage medium that can perform action selection and target selection with quick operations.
[0008]
[Means for Solving the Problems]
The present invention is a game system for generating an image of a multiplayer game in which a plurality of players play a game, and includes a timer unit for measuring an input time limit, and an action for a player to select an action of a player character. An input processing unit that accepts a selection input and a target selection input for the player to select a character of another player who is an action target of the player character until the input time limit ends; And an image generation unit that generates a game image in which the character activates the action on the action target, and the input processing unit is based on the action selection input and the target selection input at the end of the input time limit. , A game system that determines the character's action and its action target to be activated after the input time limit expires Related to Temu. The present invention also relates to a program that causes a computer to function as each of the above-described units. The present invention also relates to a computer-readable information storage medium that stores (records) a program that causes a computer to function as each unit.
[0009]
According to the present invention, the action selection input and the target selection input by the player are accepted at any time until the input time limit ends. For example, it is possible to change the action selection input and the target selection input at any time. In the present invention, based on the action selection input and the target selection input at the end of the input time limit, the action of the character that is activated after the input time limit ends and the action target are determined. Then, after the input time limit expires, the character activates an action on the action target based on the confirmed action selection input and target selection input. In this way, every time the input time limit elapses, the action selection input and the target selection input for the character are confirmed, so that the game can be advanced smoothly and speedily. In addition, since the player can perform the action selection and the target selection with a margin within the input time limit, a strategic element can be added to the multiplayer game using characters.
[0010]
In the game system, program, and information storage medium according to the present invention, the player may be notified of at least one of the action selection input state and the target selection input state for the character of the other player within the input time limit. .
[0011]
In this way, each player can determine the action selection and target selection of his / her character while checking the action selection input state and target selection input state of the other players. A rich game can be realized.
[0012]
In the game system, program, and information storage medium according to the present invention, when the player character becomes the action target of another player character within the input time limit, the other player character orientation is An image facing the character may be displayed to the player.
[0013]
In this way, the player can visually and intuitively quickly grasp the action selection input state and the target selection input state of other players, thereby realizing a smooth progress of the game.
[0014]
In the game system, the program, and the information storage medium according to the present invention, a technique that a character is activated is selected by the action selection input, and a character that is a target of the technique is selected by the target selection input. Also good.
[0015]
In the game system, program, and information storage medium according to the present invention, the end timing of the input time limit may be set to the same timing among a plurality of players.
[0016]
In the game system, the program, and the information storage medium according to the present invention, the action selection input and the target selection input may be performed based on the touch input to the touch panel type display unit.
[0017]
In the game system, the program, and the information storage medium according to the present invention, a plurality of action icons for selecting the action of the player character are displayed on the touch panel type display unit, and images of a plurality of other player characters are displayed. The action selection input and the target selection input may be performed based on the touch input to the action icon and the touch input to the character of another player.
[0018]
The present invention is also a game system for generating an image of a multiplayer game in which a plurality of players play a game, and includes a touch panel type display unit and an action selection input for the player to select an action of the player character. And an input processing unit that receives a target selection input for the player to select an action target of the player character, and an image generation unit that generates an image of a multiplayer game using the player and other player characters. The touch panel type display unit displays a plurality of action icons for selecting the action of the player character and also displays images of a plurality of other player characters, and the action selection input and the target selection input are changed to the action icon. Touch input and other player's character touch input It related to the game system, which is performed Te. The present invention also relates to a program that causes a computer to function as each of the above-described units. The present invention also relates to a computer-readable information storage medium that stores (records) a program that causes a computer to function as each unit.
[0019]
According to the present invention, the player can perform an action selection input simply by touching the action icon displayed on the touch panel type display unit. Further, it is possible to perform target selection input simply by touching the character image displayed on the touch panel type display unit. Therefore, quick action selection input and target selection input can be realized, and an operation input environment optimal for a multiplayer game performed by a plurality of players using a plurality of characters can be provided.
[0020]
DETAILED DESCRIPTION OF THE INVENTION
Hereinafter, the present embodiment will be described with reference to the drawings.
[0021]
In addition, this embodiment demonstrated below does not unduly limit the content of this invention described in the claim. In addition, all the configurations described in the present embodiment are not necessarily essential configuration requirements of the present invention.
1. Constitution
FIG. 1 shows an example of a functional block diagram of the game system (image generation system) of the present embodiment. Note that the game system of the present embodiment does not have to include all the units (functional blocks) in FIG. 1 and may have a configuration in which some of them are omitted.
[0022]
The operation unit 160 is for a player to input operation data. The operation unit 160 has a touch panel type display unit having both functions of an operation unit and a display unit. This can be realized by a device that can input information by touching or pressing the screen. Or you may implement | achieve by hardware, such as a lever, a button, a steering, a shift lever, an accelerator pedal, a brake pedal, a microphone, a sensor, or a housing.
[0023]
The storage unit 170 serves as a work area for the processing unit 100, the communication unit 196, and the like, and the function can be realized by hardware such as a RAM.
[0024]
The information storage medium 180 (computer-readable medium) stores programs, data, and the like, and functions as an optical disk (CD, DVD), magneto-optical disk (MO), magnetic disk, hard disk, and magnetic tape. Alternatively, it can be realized by hardware such as a memory (ROM). The processing unit 100 performs various processes of this embodiment based on a program (data) stored in the information storage medium 180. That is, the information storage medium 180 stores (records and stores) a program for causing the computer to function as each unit of the present embodiment (a program for causing the computer to implement each unit).
[0025]
The display unit 190 outputs an image generated according to the present embodiment, and the function can be realized by a touch panel type display unit having both functions of an operation unit and a display unit. Or you may implement | achieve by hardwares, such as normal CRT, LCD, or HMD (head mounted display).
[0026]
The sound output unit 192 outputs the sound generated by the present embodiment, and its function can be realized by hardware such as a speaker or headphones.
[0027]
The information storage device 194 is a device that stores various information related to the game such as personal information and save information. The information storage device 194 stores information unique to each player (each character) using the game system. As this information storage device 194 (portable information storage device), a device such as a magnetic card that stores information using magnetism, an IC card (a card with a built-in rewritable memory), or the like is used. For example, a device for storing information using electricity can be used. Or you may use the apparatus which memorize | stores information using light like an optical card, the apparatus incorporating a hard disk, etc. Further, a mobile phone or a portable game device may be used as the information storage device 194. Alternatively, a server (host) storage device (storage area accessible by personal authentication of the player) may be used as the information storage device 194.
[0028]
The communication unit 196 performs various controls for communicating with the outside (for example, a host or other game system), and functions thereof are hardware such as various processors or communication ASICs, programs, and the like. It can be realized by. As a data transfer protocol of the communication unit 196, a high-speed serial bus data transfer protocol such as IEEE 1394 or USB (USB 2.0 or the like) can be used.
[0029]
The printing unit 197 prints (visualizes in a broad sense) various information (character information) such as character graphics, learning technique information, or seed identification information, on the information storage device 194 (card). The printing unit 197 performs printing on the information storage device 194 using, for example, an inkjet method. It also has a mechanism for erasing previously printed information (graphics) and printing new information.
[0030]
Note that a program (data) for causing a computer to function as each unit of the present embodiment is transferred from an information storage medium of a host (server) to an information storage medium 180 (storage unit) via a network (wide area network, the Internet) and a communication unit 196. 170). Use of such a host (server) information storage medium is also included within the scope of the present invention.
[0031]
The processing unit 100 (processor) performs various processes such as a game process, an image generation process, and a sound generation process based on operation data from the operation unit 160, a program, and the like. In this case, the processing unit 100 performs various processes using the main storage unit 172 in the storage unit 170 as a work area. The function of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.) or ASIC (gate array, etc.) and a program (game program).
[0032]
Here, the processing performed by the processing unit 100 includes coin (price) acceptance processing, various mode setting processing, game progress processing, selection screen setting processing, and the position and direction of an object (one or a plurality of primitives). Processing for obtaining a rotation angle around the X, Y or Z axis), processing for moving an object (motion processing), processing for obtaining the position and direction of the virtual camera (viewpoint) (rotation angle around the X, Y or Z axis), Processing to place objects such as map objects in the object space, hit check processing, processing to calculate game results (results, results), processing for multiple players to play in a common game space, game over processing, etc. Can think.
[0033]
The processing unit 100 includes a game processing unit 110, a timing unit 112, an input processing unit 114, a writing processing unit 116, a print processing unit 118, an image generation unit 120, and a sound generation unit 130. Note that the processing unit 100 does not need to include all these units (functional blocks), and some of them may be omitted.
[0034]
The game processing unit 110 performs various game processes (a process for arranging, moving and displaying game display objects, and a game progress) for advancing a game (a battle game, a cooperative game, a multiplayer game, or a breeding game). For example, a branching process or a game result calculating process).
[0035]
More specifically, the game processing unit 110 performs processing of a game (nurturing game) that causes a character operated by the player to acquire skills (abilities). Alternatively, a game process is performed in which a character operated by a player and a character operated by another player (actual player, computer player) are played (or cooperated).
[0036]
The technique is a technique or skill that allows a character to be activated (executed) in a game. In this technique, for example, the character is activated by an instruction from the player during the game. Moreover, this technique can be acquired by a character by performing a given training. This technique includes a technique for making a blow attack on another character, a technique for making a magic attack on another character, a technique for defending an attack (blow, magic) from another character, a technique for assisting the attack, or the player's own character You can think of techniques to recover your status.
[0037]
The timer unit 112 performs a process of measuring (counting) a time such as an input time limit. More specifically, for example, the count value (count value variable) is counted up at the timing of updating the frame (1/60 seconds, 1/30 seconds) (the timing at which the vertical synchronization signal VSYNC output to the display unit becomes active). To keep time. Alternatively, the time may be measured using a timer of a real-time clock included in the game system.
[0038]
The input processing unit 114 performs a process of receiving (monitoring and detecting) an operation input input when the player operates the operation unit 160 (touch panel type display unit). More specifically, an action selection input (skill selection) for the player to select an action (skill) of the character operated by the player is accepted. Also, a target selection input (technical target selection) for the player to select the action target of the character operated by the player is accepted.
[0039]
In this case, the input processing unit 114 accepts the action selection input and its change, and the target selection input and its change until the input time limit counted by the time measuring unit 112 ends. That is, the player can change the first action selection input to another second action selection input within the input time limit after performing the first action selection input, and the input processing unit 114 performs the second action selection input. The action selection input is accepted. In addition, after the first target selection input, the player can change the first target selection input to another second target selection input within the input time limit, and the input processing unit 114 can change the second target selection input. The target selection input is accepted.
[0040]
In this embodiment, based on the action selection input and the target selection input at the end of the input time limit, the action of the character that is activated after the input time limit ends and the action target are determined. This input time limit ends almost simultaneously among a plurality of players. In the present embodiment, after the input time limit is over, an action effect game image is generated in which each player character takes action (action) with respect to the action target (character of another player).
[0041]
In the present embodiment, the player is informed of the state of action selection input performed by another player on the character and the state of target selection input within the input time limit.
[0042]
Specifically, when the player character becomes the action target of another player character within the input time limit, an image in which the other player character faces the player character (the other character is the player character). Is generated). In other words, within the time limit for input, when a player selects an action target, the player's character faces the action target in real time. Note that the state of the action selection input and the state of the target selection input may be notified to the player by another image expression method. Alternatively, it is possible to notify the player using voice or the like.
[0043]
In the present embodiment, the action selection input and the target selection input are performed by a touch panel type display unit (the operation unit 160 and the display unit 190). That is, the coordinates of the touch position of the touch panel type display unit are input to the input processing unit 114 as an action selection input or a target selection input.
[0044]
Then, based on the coordinates of these touch positions, it is detected which action is selected from the plurality of actions (action icons). Further, it detects which character has been selected from among a plurality of characters (character images). The detection in this case is set with reference to one or more representative points of the action icon area (circle or square area, etc.) or character image set with reference to one or more representative points of the action icon, for example. This can be realized by checking whether or not the touch position is included in the character image area (circle or square area).
[0045]
The writing processing unit 116 performs processing for writing various types of information (information on characters) in the information storage device 194 (card). More specifically, information on the technique acquired by the character is written in the information storage device 194. Alternatively, seed identification information (seed flag) for identifying whether or not the character has been seeded is written in the information storage device 194. Also, information such as name, attribute, race, level, hit point, magic point, or various ability values is written into the information storage device 194.
[0046]
That is, in the present embodiment, the character sequentially acquires skills by performing a training (skill acquisition) game. Then, when it is determined that the character has grown up and has reached the end of its life, the character is seeded (soulified). More specifically, it is determined whether or not the character who has acquired the technique (ability) satisfies the seeding condition for generating a new character, and after satisfying the seeding condition, the character (character information) is used as the seed (seed). Information). Whether or not the seeding condition in this case is satisfied can be determined based on, for example, the number of game plays, the degree of game achievement, or the game play time. That is, it is determined that the seeding condition is satisfied when the number of times of play exceeds a predetermined number, when the degree of achievement of the game exceeds a predetermined degree of achievement, or when the play time exceeds a predetermined time. The species of the character is a so-called hybrid species, and the entity is information (gene information) that should be inherited by the new character generated (fused) using the species.
[0047]
In this embodiment, a new character can be generated by fusing species (two or more species) together. More specifically, a new character is generated by fusing the character species with other species. In this case, the seed fused with the character seed (the seed information stored in the information storage device) may be a seed prepared in advance in the game system (the seed information stored in the main storage unit). Alternatively, it may be a seed of another character (seed information stored in another information storage device). Here, creating a new character by fusing species refers to information on the new character (skill, name, attribute, race, level, hit point, magic point based on the information of the fused species (2 or more). Or various ability values, etc.). This kind of fusion process can be performed by a mating simulation with random elements. In the present embodiment, the technique selected by the player (the technique selected on the selection screen) among the techniques of the seeded character is inherited by the new character.
[0048]
The print processing unit 118 performs a process for printing information in the information storage device 194. Specifically, information to be printed is output to the printing unit 197 and a printing instruction is given, and the printing unit 197 prints the information on the information storage device 194 (card surface). In this embodiment, when a character is seeded, seeding identification information (an icon, a mark, or a graphic that visually indicates that the character has been seeded) is also information indicating whether or not the character is seeded. The information is stored in the information storage device 194.
[0049]
The image generation unit 120 performs drawing processing based on the results of various processes performed by the processing unit 100, thereby generating an image and outputting the image to the display unit 190. That is, when generating a so-called three-dimensional game image, first, geometric processing such as coordinate transformation, clipping processing, perspective transformation, or light source processing is performed, and based on the processing result, drawing data (the vertex of the primitive surface) Position coordinates, texture coordinates, color data, normal vector, α value, etc.) are created. Then, based on the drawing data (primitive surface data), the object (one or a plurality of primitive surfaces) after the perspective transformation (after the geometry processing) has the image information in a pixel unit such as a drawing buffer 174 (frame buffer, work buffer, etc.). It is drawn in a buffer that can be stored. As a result, an image that can be seen from the virtual camera (given viewpoint) in the object space is generated.
[0050]
The sound generation unit 130 performs sound processing based on the results of various processes performed by the processing unit 100, generates a game sound such as BGM, sound effect, or sound, and outputs the game sound to the sound output unit 192.
[0051]
FIG. 2 shows an implementation example (example of external view) of the game system of the present embodiment. This game system includes, for example, a plurality of game devices 200 (game terminals, game stations) having the same configuration (for example, 4 to 8 devices), and also includes a relay device 220. In addition, game devices or game devices and relay devices are connected by a network (for example, a serial bus such as IEEE1394 or USB). Each game device 200 includes a touch panel type display unit 202 having functions of both a display unit and an operation unit, a card 210 (information storage device) insertion slot 204 (card reader, card writer), and a coin insertion slot 206 (coin For example). The relay device 220 displays a live relay screen of a battle game played by a plurality of players.
[0052]
In the case of the configuration of FIG. 2, a part or all of the processing of each functional block of the game system of FIG. 1 may be realized by one game device (200), or a plurality of game devices are distributed. You may implement | achieve by the process and the distributed process of a game device and a server (host).
2. Game description
Next, the overall flow of the game realized by the game system of the present embodiment will be described using the flowcharts of FIGS.
[0053]
First, the player who plays the game for the first time selects the story mode, creates a character while enjoying the prepared story, and obtains a character card (information storage device in a broad sense; the same applies to the following description). Then, until a given number of times of play is reached (in a broad sense, until the growth achievement condition is satisfied), a battle game is played with a character operated by a computer player instead of a real player. At this time, a tutorial screen for teaching the game method step by step is also displayed to the player as needed.
[0054]
Further, a player who desires to generate a new character by combining seeds (souls) inserts the seeded character card into the card insertion slot, and performs seed mating simulation.
[0055]
Also, a player who has already played a battle game using a card can play the battle game from the continuation of the previous game play by inserting the card.
[0056]
When the player inserts a character card and inserts a coin (when paying a price in a broad sense), a training (skill acquisition) game title screen is displayed, and a training game selection screen is displayed (step S1, S2). The payment of the price includes not only payment of money such as coins but also payment by electronic money, prepaid card, post-pay card, credit card or the like.
[0057]
On this selection screen, the player selects a desired training game (blow, magic, shield, prayer training). Then, the explanation screen of the selected training game is displayed (steps S3 to S6), and the training game screen is displayed (steps S7 to S10). When the training game ends, a training result screen is displayed (step S11).
[0058]
FIG. 5A shows an example of a training game screen that is played to acquire the skill of the character (dragon).
[0059]
The player touches the screen of the touch panel display unit with his / her finger and moves the character CH up, down, left and right on the screen. That is, the character CH moves up and down and left and right on the screen so as to follow the touch position of the player's finger.
[0060]
Then, the player hits the body of the character CH on the target TG moving on the screen (object space). Then, each time a hit is successful, the training points (the training game acquisition points) represented by the training bar TB on the screen are increased. Then, when the training point of the training bar TB reaches the maximum value within the time limit (when TB reaches the right end), the character can acquire a new skill.
[0061]
For example, when the training point reaches the maximum value in the training for drilling (training for adding a hitting attack to the target), a new technique for the batting can be acquired. Similarly, when the training point reaches the maximum value in magic, shield (defense against magic), and prayer (assist effect of battle), new skills on magic, shield, and prayer can be acquired. If the training game is finished with the training points not reaching the maximum value, the training points are not cleared and saved. In the next training game, the saved value becomes the initial value of the training point. This can give the player the motivation to insert coins again and play the next game.
[0062]
Next, it is determined whether or not the player character satisfies the evolution condition by training (step S12). If the evolution condition is satisfied, an evolution effect screen is displayed (step S13).
[0063]
Next, information of character development results (techniques acquired through training, ability parameter values, etc.) is written to the card (step S14). Also, a process of printing the character graphic (evolved character) on the card (graphic rewriting process) is started (step S15).
[0064]
Next, the title screen of the battle (battle) game is displayed (step S16). Then, a usage technique registration screen as shown in FIG. 5B is displayed (step S17). The player registers the technique used for the current battle game from the techniques already acquired by the character on the use technique registration screen.
[0065]
Next, an overall map (map) screen as shown in FIG. 6A is displayed (step S18). On this entire map screen, as shown in FIG. 6B, a plurality of candidate game stages 1 to 4 on which the player plays a battle game are displayed. On the entire map screen, the player touches a desired position. For example, the player touches the vicinity of a game stage where a player wants a battle game. Then, based on this touch position, a player grouping process for the battle game in the first half is performed.
[0066]
For example, when the number of participating players is 8, four people with close touch positions are set to the group GA, and the other four people are set to the group GB. Then, the game stage SA of the group GA is selected based on the touch position (instruction position) of the player of the group GA, and the game stage SB of group GB is selected based on the touch position (instruction position) of the player of the group GB. . As a result, the players of the group GA play a battle game at the game stage SA, and the players of the group GB play a battle game at the game stage SB.
[0067]
Next, the title screen of the game stage is displayed (step S19), and the battle game screen of the first half battle is displayed (step S20).
[0068]
In this battle game, the player selects the technique of the character CH1 that he / she operates and the selection of the target of the technique (action target in a broad sense) before activating the technique (action in a broad sense) between characters. 7 (A), (B) on the action input screen.
[0069]
Specifically, as shown in FIG. 7A, a technique icon (action icon in a broad sense) that can be activated by the player character CH1 is displayed at the bottom of the screen. The player touches one of these technique icons with his / her finger to select a technique he desires. For example, in FIG. 7A, the technique icon indicated by A1 is selected.
[0070]
Further, as shown in FIG. 7A, characters CH2, CH3, CH4 (at least two or more characters) operated by other players are displayed on the screen. The player touches one of these characters to select a target that he wants to attack. For example, in FIG. 7A, the character CH3 is selected as the target.
[0071]
In the action input screen shown in FIGS. 7A and 7B, a time limit is provided for input by the player. That is, as time elapses, the marker TM moves from the top to the bottom of the screen, and when the marker TM reaches the activation area MA, the input time limit ends. In this case, the player can select and change the technique and target as many times as necessary until the input time limit ends.
[0072]
In FIG. 7B, the player changes the technique to the technique of the icon shown in A2 immediately before the marker TM reaches the activation area MA. Further, the target is changed from the character CH3 to CH2. When the target is changed in this way, in this embodiment, as shown by A3, the direction of the character CH1 is changed to face the direction of the target CH2 to be changed. Thereby, the player who operates character CH2 can know that he is aimed at character CH1.
[0073]
Therefore, the player notices the player who operates CH2 by selecting CH2 immediately before the end of the input time limit without selecting the character CH2 that he or she really aims until the end of the input time limit approaches. It is possible to attack CH2 without being attacked.
[0074]
When the marker TM reaches the activation area MA, the input time limit ends. Then, after that, the player cannot perform action input (technique, target input), and the game shifts to a battle game between characters shown in FIG. Then, according to the input on the action input screen, each player's character activates an action, and a battle between the characters (action effect) is performed. Specifically, each character sequentially activates (executes) the selected technique to its target.
[0075]
In this case, the order in which the techniques are activated is determined by the speed of the technique. The speed of this technique is calculated based on the basic speed and random elements. Further, when the player selects hitting defense or magic shield as the action of the character, the character performs a defense operation before receiving an attack from another character.
[0076]
In this embodiment, the action input in FIGS. 7A and 7B and the action effect in FIG. 8 are taken as one turn, for example, six turns (a plurality of turns in a broad sense) are performed. When the turn is finished, a stage change screen is displayed (step S21). Then, the grouping of the battle games in the second half is performed. Specifically, the upper four players of group GA and group GB are set as upper group GS, and the lower four players are set as lower group GU.
[0077]
Next, a game stage title screen is displayed (step S22), and a battle game screen is displayed (step S23). Then, the battle game described with reference to FIGS. 7A, 7B, and 8 is performed between the players in group C and between the players in group D.
[0078]
When the battle game is over, a battle result screen is displayed (step S24). Then, the overall ranking is determined by the points acquired by each player. In addition, bonus points according to the ranking are added to the earned points of each player. The acquired points are accumulated as the lifetime performance of the character and stored in the card of the character.
[0079]
Next, character seeding (soulification) processing is performed (step S25). That is, it is determined whether or not the character seeding condition is satisfied based on the number of plays, the degree of game achievement, or the play time. Then, when the seeding condition is satisfied, the player is allowed to select whether or not to seed the character, and when the player selects seeding, the character is seeded. Once seeded, the character (character card) can no longer be used for games (matching games, cooperative games, multiplayer games, breeding games).
[0080]
Next, the battle result information (acquired points, etc.) of the character is written on the card (step S26). Then, information other than the character graphic is printed (visualized) on the card, and the card is ejected (step S27).
[0081]
FIG. 9 shows an example of a discharged card (information storage device). As shown in B1, the graphic (picture) of the character is printed (visualized) on this card. That is, when the character evolves, for example, when the character level increases, the graphic of the character before evolution is erased and the graphic of the character after evolution is printed. That is, the card illustration changes according to the evolution of the character.
[0082]
As shown in B2, the skill of the character is also iconified and printed on the card. In the technique icon shown in B2, the upper side indicates the attribute of the technique, and the lower side indicates the level and type of the technique.
[0083]
As shown in B3 and B4, the name and attributes of the character are also printed on the card. For example, the icon shown in B4 indicates that the character has a light attribute.
[0084]
In this way, by changing the printed contents of the card based on the player's training result, game result, etc., the card can be given individuality and rarity. Then, it becomes possible to give the card unique value, and motivation to repeatedly play the game can be given to the player.
[0085]
In the present embodiment, a new character can be generated using a character card that has been seeded (step S25 in FIG. 4). And the technique of the seeded character can also be inherited by a new character. Therefore, the player can enjoy the breeding game and the battle game again by using the generated new character, and can provide a game that does not get tired even if the game is played repeatedly.
3. Method of this embodiment
Next, the method of this embodiment will be described in more detail.
3.1 Input time limit setting
Now, in the conventional character battle games, when a player inputs a character technique (action in a broad sense; the same applies to the following description), the character plays out the technique in real time. Also, there is no concept of technique target input, and the player character approaches the opponent character, directs the body of the player character in the direction of the opponent character, and plays the technique in that direction. Was giving.
[0086]
However, in such an action input method for a character battle game, winning or losing of the battle is almost determined by the reflexes of the player, and it is not possible to give the battle a strategic enjoyment.
[0087]
Further, for example, in RPG (role playing game), there is a game in which a technique is selected and then a target of the technique is selected.
[0088]
However, in RPG, there is no time limit for selecting a technique or selecting a target. Therefore, if the player does not select a technique or a target, the progress of the game stops there. For this reason, such an action input method needs to smoothly advance the game without requiring other players to wait for an arcade game system that requires the game to proceed quickly in order to collect the price (coin). This is not suitable for a multiplayer game system.
[0089]
Furthermore, in the conventional character battle games, it is not possible to cancel the action selection once input by looking at the opponent's action and change it to another action.
[0090]
Therefore, in this embodiment, an action input method as described below is adopted.
[0091]
That is, in this embodiment, as indicated by C1 in FIG. 10, technique input (behavior selection input in a broad sense; the same applies to the following description) and technique target input (target selection input in a broad sense; the same applies to the following description). ) Has a time limit. Then, based on the technique selection input and the target selection input at the end time TE of the input time limit, the character technique and its target to be activated after the input time limit ends are determined.
[0092]
For example, in FIG. 10, the player operating the character CH1 selects technique 1 as the action of CH1, and selects the character CH3 as the target of technique 1. Next, the technique selection is changed from technique 1 to technique 2, and the target selection is changed from character CH3 to CH2.
[0093]
When the input time limit ends, the technique and target of the character to be activated after the input time limit ends are determined based on the skill selection input and target selection input at the end time TE. That is, in FIG. 10, an action effect is performed in which the technique 2 is activated on the character CH2 whose target is the character CH1.
[0094]
On the other hand, the player who operates the character CH2 selects the technique 1 after selecting the character CH4 as the target. The player who operates CH2 notices that the target of character CH1 is his character CH2, and finally selects a defensive action. For this reason, the action of CH2 is fixed to the defense that is the action selection input at the end time TE of the input time limit. As a result, the character CH2 performs a defensive action after the input time limit expires.
[0095]
Similarly, the character CH3 activates technique 5 to the character CH1 after the input time limit ends, and the character CH4 activates technique 3 to the character CH2 after the input time limit ends.
[0096]
Thus, in this embodiment, since the time limit is provided for the action input, the game progresses smoothly without stopping. Therefore, it is the best behavior input for arcade game systems that require fast game progress for price collection and multiplayer game systems that require smooth game progress without waiting for other players. A method can be provided.
[0097]
In this embodiment, even if a technique selection or a target selection is performed, the character does not immediately start an action. Therefore, the player can determine the action of the character with a margin, and can enjoy the character battle game without much reflexes.
[0098]
In the present embodiment, each player can determine his / her action while watching the skill selection and target selection of other players. Therefore, it is possible to realize a character battle game with strategic interest.
[0099]
In the present embodiment, the result of the battle game varies depending on the action selection method just before the end of the input time limit, so that it is possible to give the player some degree of temporal tension.
3.2 Technique selection and target selection using the touch panel
In the present embodiment, skill selection (action selection) and target selection of the technique (action target selection) are performed based on touch input to the touch panel type display unit.
[0100]
For example, as shown in FIG. 11A, in the present embodiment, a plurality of technique icons that visually represent the type of technique or the like are displayed on the screen. In addition, images of characters of a plurality of other players are also displayed on the screen.
[0101]
In this embodiment, as shown in FIG. 11A, the player can select a character technique by touch-inputting a technique icon desired by the player. Further, as shown in FIG. 11B, the player can select a technique target by touch-inputting a character desired to attack.
[0102]
Therefore, it is possible to select a technique or a target with a quick operation compared to a technique for selecting a technique or a target by moving the cursor using the cross key or lever of the game controller. Therefore, it is possible to realize an operation input method that is smooth and less susceptible to stress by the player.
[0103]
In particular, in the present embodiment, as described with reference to FIG. 10, the winning or losing of the game is greatly affected by the selection of the technique or the selection of the target at the end of the input time limit. In this regard, as shown in FIGS. 11A and 11B, an operation input method that can quickly select a technique or a target using a touch panel is optimal for the action input method as shown in FIG.
[0104]
In this embodiment, the player is informed in real time of the target selection input state (or the skill selection input state) of the other player within the input time limit.
[0105]
For example, in FIG. 11B, the player changes the technique attack target from the character CH3 to CH2. At this time, as indicated by D1 in FIG. 11B in this embodiment, the character CH1 has its body directed toward the character CH2 that is the target of the technique. Thereby, the player who operates the character CH2 can know that he / she is aimed at the character CH1.
[0106]
That is, for example, in FIGS. 12A and 12B, the player operating the character CH4 changes the target of CH4 from CH2 to CH1. In this case, the direction of the character CH4 is directed toward the character CH1 as in the case of FIGS. 11 (A) and 11 (B). Accordingly, as shown in FIG. 12B, the player operating the character CH1 can easily confirm that the character CH4 is aimed by visually confirming that the character CH4 is facing him. I can know.
[0107]
As described above, in this embodiment, the player's target selection input state within the input time limit is informed to other players, so that the player can make a strategy taking this into consideration. Thereby, the strategic interest of the character battle game can be further increased.
[0108]
Moreover, in this embodiment, the battle is not a one-on-one battle but a battle between three or more characters, and images of a plurality of other player characters are displayed on the player screen. Accordingly, the speculations of a plurality of players become complicated, and the depth of the strategy can be increased.
[0109]
In the present embodiment, since the technique and the character can be selected by the touch panel method, the action of the player's character can be changed immediately while watching the action of the character of another player. Therefore, it is possible to realize a thrilling game development as well as a strategic fun.
3.3 Action input processing
Next, an example of the action input process of this embodiment will be described using the flowchart of FIG.
[0110]
First, a default technique and target are selected (step S61). More specifically, the technique / target selected last in the previous turn is selected as the default technique / target. For example, when the turn ends in the state of FIG. 11B, the character CH2 is selected as the default target in the next turn. In this way, for example, when an attack is continuously applied to one target or the same technique is used continuously, it is possible to reduce the time and effort of the player's operation input.
[0111]
Next, it is determined whether or not the player touches the technique icon (step S62). This can be determined, for example, by detecting whether or not the touch input position of the player is included in the technique icon area provided corresponding to the technique icon. If it is determined that the technique icon has been touched, the technique of the touched technique icon is selected (step S63).
[0112]
Next, it is determined whether or not the player has touched the target character (step S64). This can be determined, for example, by detecting whether or not the player's touch input position is included in a character image area provided corresponding to the character image. If it is determined that the character has been touched, the touched character is selected as a target (step S65). Then, as indicated by D1 in FIG. 11B, the character is directed toward the selected target (step S66).
[0113]
Next, it is determined whether or not the input time limit has expired (step S67). If the input time limit has not expired, the process returns to step S62. This makes it possible to reselect the character's technique and its target any number of times within the input time limit.
[0114]
On the other hand, when the input time limit has expired, a character action effect is performed (step S68). That is, the character activates the selected technique against the selected target.
[0115]
Next, it is determined whether or not all the turns (for example, 6 times) have been completed (step S69). If not finished, the process returns to step S61. On the other hand, when all the turns are finished, the character battle game is finished.
4). Hardware configuration
Next, an example of a hardware configuration capable of realizing the present embodiment will be described with reference to FIG.
[0116]
The main processor 900 operates based on a program stored in the CD 982 (information storage medium), a program transferred via the communication interface 990, or a program stored in the ROM 950 (one of information storage media). Various processes such as processing, image processing, and sound processing are executed.
[0117]
The coprocessor 902 assists the processing of the main processor 900, has a product-sum calculator and a divider capable of high-speed parallel calculation, and executes matrix calculation (vector calculation) at high speed. For example, when processing such as matrix calculation is necessary for physical simulation for moving or moving an object, a program operating on the main processor 900 instructs (requests) the processing to the coprocessor 902. )
[0118]
The geometry processor 904 performs geometry processing such as coordinate transformation, perspective transformation, light source calculation, and curved surface generation, has a product-sum calculator and a divider capable of high-speed parallel computation, and performs matrix computation (vector computation). Run fast. For example, when processing such as coordinate transformation, perspective transformation, and light source calculation is performed, a program operating on the main processor 900 instructs the geometry processor 904 to perform the processing.
[0119]
The data decompression processor 906 performs a decoding process for decompressing the compressed image data and sound data, and a process for accelerating the decoding process of the main processor 900. As a result, a moving image compressed by the MPEG method or the like can be displayed on the opening screen, the intermission screen, the ending screen, or the game screen. Note that the image data and sound data to be decoded are stored in the ROM 950 and the CD 982 or transferred from the outside via the communication interface 990.
[0120]
The drawing processor 910 performs drawing (rendering) processing of an object composed of primitives (primitive surfaces) such as polygons and curved surfaces at high speed. When drawing an object, the main processor 900 uses the function of the DMA controller 970 to pass the object data to the drawing processor 910 and transfer the texture to the texture storage unit 924 if necessary. Then, the drawing processor 910 draws the object in the frame buffer 922 at high speed while performing hidden surface removal using a Z buffer or the like based on the object data and texture. The drawing processor 910 can also perform α blending (translucent processing), depth cueing, mip mapping, fog processing, bilinear filtering, trilinear filtering, anti-aliasing, shading processing, and the like. When an image for one frame is written into the frame buffer 922, the image is displayed on the display 912.
[0121]
The sound processor 930 includes a multi-channel ADPCM sound source and the like, and generates high-quality game sounds such as BGM, sound effects, and sounds. The generated game sound is output from the speaker 932.
[0122]
Operation data from the game controller 942 (lever, button, chassis, pad type controller, gun type controller, etc.), save data from the memory card 944, and personal data are transferred via the serial interface 940.
[0123]
The ROM 950 stores system programs and the like. In the case of an arcade game system, the ROM 950 functions as an information storage medium, and various programs are stored in the ROM 950. A hard disk may be used instead of the ROM 950.
[0124]
The RAM 960 is used as a work area for various processors.
[0125]
The DMA controller 970 controls DMA transfer between the processor and memory (RAM, VRAM, ROM, etc.).
[0126]
The CD drive 980 drives a CD 982 (information storage medium) in which programs, image data, sound data, and the like are stored, and enables access to these programs and data.
[0127]
The communication interface 990 is an interface for transferring data to and from the outside via a network. In this case, as a network connected to the communication interface 990, a communication line (analog telephone line, ISDN), a high-speed serial bus, or the like can be considered. By using a communication line, data transfer via the Internet becomes possible. Further, by using the high-speed serial bus, data transfer with other game systems becomes possible.
[0128]
Note that all the units (units) of the present embodiment may be realized only by hardware, or only by a program stored in an information storage medium or a program distributed via a communication interface. May be. Alternatively, it may be realized by both hardware and a program.
[0129]
And when each part of this embodiment is implement | achieved by both hardware and a program, the program for functioning hardware (computer) as each part of this embodiment is stored in an information storage medium. Become. More specifically, the program instructs each processor 902, 904, 906, 910, 930, etc., which is hardware, and passes data if necessary. Each of the processors 902, 904, 906, 910, 930 and the like implements each unit of the present invention based on the instruction and the passed data.
[0130]
The present invention is not limited to the one described in the above embodiment, and various modifications can be made.
[0131]
For example, terms (technique, technique selection, technique target selection, technique icon) cited as broad terms (action, action selection, action target selection, action icon, information storage device, visualization, price, etc.) in the description in the specification , Card, printing, coin, etc.) can be replaced by broad terms in other descriptions in the specification.
[0132]
Also, the action and target input processes are not limited to the processes described in detail in the present embodiment, and various modifications can be made.
[0133]
In the invention according to the dependent claims of the present invention, a part of the constituent features of the dependent claims can be omitted. Moreover, the principal part of the invention according to one independent claim of the present invention can be made dependent on another independent claim.
[0134]
Further, the present invention can be applied to various games (such as fighting games, competitive games, shooting games, robot battle games, sports games, role playing games, etc.).
[0135]
The present invention is also applicable to various game systems (image generation systems) such as a business game system, a home game system, a large attraction system in which a large number of players participate, a simulator, a multimedia terminal, and a system board for generating game images. Applicable.
[Brief description of the drawings]
FIG. 1 is an example of a functional block diagram of a game system according to an embodiment.
FIG. 2 is an implementation example of the game system of the present embodiment.
FIG. 3 is a flowchart for explaining a flow of a game realized in the present embodiment.
FIG. 4 is a flowchart for explaining a flow of a game realized in the present embodiment.
FIGS. 5A and 5B are diagrams illustrating examples of a training game screen and a technique registration screen. FIG.
6A and 6B are diagrams for explaining an entire map screen and grouping processing using the same. FIG.
FIGS. 7A and 7B are diagrams illustrating an example of an action selection input screen.
FIG. 8 is a diagram showing an example of an action effect screen.
FIG. 9 is a diagram for explaining an example of a card (information storage device);
FIG. 10 is a diagram for explaining an action input method according to the embodiment.
FIGS. 11A and 11B are diagrams for explaining technique selection and target selection methods using a touch panel.
FIGS. 12A and 12B are diagrams for explaining a method of notifying the player of the state of skill selection input and target selection input of another player.
FIG. 13 is a flowchart for explaining action input processing according to the embodiment;
FIG. 14 is a diagram illustrating an example of a hardware configuration capable of realizing the present embodiment.
[Explanation of symbols]
100 processor
110 Game processor
112 Timekeeping section
114 Input processing unit
116 Write processing unit
118 Print processing section
120 Image generator
130 Sound generator
160 Operation unit (touch panel type display unit)
170 Storage unit
172 Main memory
174 Drawing buffer
180 Information storage medium
190 Display unit (touch panel type display unit)
192 sound output section
194 Information storage device
196 Communication Department
197 Printing Department

Claims (21)

  1. A game system for generating an image of a multiplayer game in which a plurality of players play a game,
    A timekeeping section that keeps the time limit for input,
    The action selection input for the player to select the action of the player character and the target selection input for the player to select another player character to be the action target of the player character until the input time limit ends An input processing unit that accepts
    An image generation unit that generates a game image in which the character activates an action on the action target after the input time limit ends,
    The input processing unit
    A game system characterized in that, based on an action selection input and a target selection input at the end of the input time limit, a character action and its action target to be activated after the input time limit ends.
  2. In claim 1,
    A game system that informs a player of at least one of an action selection input state and a target selection input state for another player character within an input time limit.
  3. In claim 1 or 2,
    If the player's character becomes the action target of another player's character within the input time limit, an image in which the direction of the other player's character faces the player's character is displayed to the player. Feature game system.
  4. In any one of Claims 1 thru | or 3,
    A game system in which a technique that a character activates is selected by the action selection input, and a character that is a target of the technique is selected by the target selection input.
  5. In any one of Claims 1 thru | or 4,
    A game system characterized in that the end timing of the input time limit is set to the same timing among a plurality of players.
  6. In any one of Claims 1 thru | or 5,
    A game system in which an action selection input and a target selection input are performed based on a touch input to a touch panel type display unit.
  7. In any one of Claims 1 thru | or 6.
    A plurality of action icons for selecting a player character's action are displayed on the touch panel type display unit, and images of a plurality of other player characters are displayed.
    A game system, wherein an action selection input and a target selection input are performed based on a touch input to an action icon and a touch input to a character of another player.
  8. A game system for generating an image of a multiplayer game in which a plurality of players play a game,
    A touch panel display,
    An input processing unit for receiving an action selection input for the player to select an action of the player character and a target selection input for the player to select an action target of the player character;
    An image generation unit for generating an image of a multiplayer game using a player and characters of other players,
    A plurality of action icons for selecting the action of the player's character are displayed on the touch panel display, and images of characters of other players are displayed.
    A game system, wherein an action selection input and a target selection input are performed based on a touch input to an action icon and a touch input to a character of another player.
  9. In claim 8,
    A game system characterized by notifying a player of at least one of an action selection input state and a target selection input state for a character of another player.
  10. In claim 8 or 9,
    When a player character becomes an action target of another player character, a game system is characterized in that an image in which the direction of the other player character is directed toward the player character is displayed to the player.
  11. A program for generating an image of a multiplayer game in which a plurality of players play a game,
    A timekeeping section that keeps the time limit for input,
    The action selection input for the player to select the action of the player character and the target selection input for the player to select another player character to be the action target of the player character until the input time limit ends An input processing unit that accepts
    As an image generation unit that generates a game image in which a character activates an action on an action target after the input time limit ends,
    Make the computer work,
    The input processing unit
    A program for determining a character action and its action target to be activated after the input time limit ends based on an action selection input and a target selection input at the end of the input time limit.
  12. In claim 11,
    A program for notifying a player of at least one of an action selection input state and a target selection input state for a character of another player within an input time limit.
  13. In claim 11 or 12,
    If the player's character becomes the action target of another player's character within the input time limit, an image in which the direction of the other player's character faces the player's character is displayed to the player. A featured program.
  14. In any of claims 11 to 13,
    A program in which a technique that a character activates is selected by the action selection input, and a character that is a target of the technique is selected by the target selection input.
  15. In any of claims 11 to 14,
    A program characterized in that the end timing of the input time limit is set to the same timing among a plurality of players.
  16. In any one of Claims 11 thru | or 15,
    A program in which an action selection input and a target selection input are performed based on a touch input to a touch panel type display unit.
  17. In any of claims 11 to 16,
    A plurality of action icons for selecting a player character's action are displayed on the touch panel type display unit, and images of a plurality of other player characters are displayed.
    A program characterized in that an action selection input and a target selection input are performed based on a touch input to an action icon and a touch input to a character of another player.
  18. A program for generating an image of a multiplayer game in which a plurality of players play a game,
    An input processing unit for receiving an action selection input for the player to select an action of the player character and a target selection input for the player to select an action target of the player character;
    As an image generation unit that generates an image of a multiplayer game using characters of a player and another player,
    Make the computer work,
    A plurality of action icons for selecting the action of the player's character are displayed on the touch panel display, and images of characters of other players are displayed.
    A program characterized in that an action selection input and a target selection input are performed based on a touch input to an action icon and a touch input to a character of another player.
  19. In claim 18,
    A program for informing a player of at least one of a state of an action selection input and a state of a target selection input for a character of another player.
  20. In claim 18 or 19,
    A program characterized in that, when a player character becomes an action target of another player character, an image in which the direction of the other player character is directed toward the player character is displayed to the player.
  21. A computer-readable information storage medium, wherein the program according to any one of claims 11 to 20 is stored.
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