JP2007061340A - Game device, program and information storage medium - Google Patents

Game device, program and information storage medium Download PDF

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Publication number
JP2007061340A
JP2007061340A JP2005250968A JP2005250968A JP2007061340A JP 2007061340 A JP2007061340 A JP 2007061340A JP 2005250968 A JP2005250968 A JP 2005250968A JP 2005250968 A JP2005250968 A JP 2005250968A JP 2007061340 A JP2007061340 A JP 2007061340A
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Japan
Prior art keywords
card
character
identification information
game
means
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JP2005250968A
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Japanese (ja)
Inventor
Yutaka Kamie
Taku Otsuka
卓 大塚
豊 神江
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Namco Bandai Games Inc
株式会社バンダイナムコゲームス
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Priority to JP2005250968A priority Critical patent/JP2007061340A/en
Publication of JP2007061340A publication Critical patent/JP2007061340A/en
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Abstract

PROBLEM TO BE SOLVED: To realize a game device or the like that can give a new interest to the relationship between the play item and a player character appearing in the game in a game device that uses a plurality of play items such as cards and models.
A game calculation unit 410 arranges an individual character group composed of card characters of character cards at respective card arrangement positions on a mounting table of the game apparatus 1 as a player character, and starts a game. If the predetermined condition is satisfied during the game, the combined character generation unit 411 generates a combined character that combines the individual character groups as a player character. If the player character is a combined character, the battle control unit 413 determines the attack for the part corresponding to the card placement position from the attack power parameter and the activation technique for each part set for the card character of the character card at each card placement position. Select the force parameter and the move technique and use it to control the combined character.
[Selection] Figure 7

Description

  The present invention relates to a game apparatus or the like that controls the progress of a game by reading identification information of a play object made of a card or a model having identification information that can be externally read by printing or embedding an IC.

There is known a card game device that executes a game in which characters of symbols of the arranged cards appear by arranging a plurality of cards on a card placement unit (see, for example, Patent Document 1). For example, in a card game device for a soccer game, when a plurality of player cards are arranged on a card placement unit, a soccer team in which player characters of the arranged player cards appear is organized and a soccer game is executed.
JP 2004-41740 A

  However, the conventional card game device represented by Patent Document 1 is common in that characters corresponding to each of a plurality of cards arranged in the card placement portion appear in the game space. In that relationship, there was nothing more interesting than that.

  A game device using a model of a character instead of a card is also known, but the relationship between the model and a character appearing in the game space is the same as that of a card game device.

  The present invention has been made in view of the above-described problems, and in a game apparatus that is enjoyed by using a plurality of play objects such as cards and models, gives a new interest to the relationship between the play object and a player character appearing in the game. It is to realize a game device or the like that can be used.

The game device of the first invention for solving the above-described problems is:
A game device for controlling the progress of a game by reading identification information of a play object made of a card or model having identification information externally readable by printing or IC embedment,
A mounting table (for example, a mounting table 1230 shown in FIG. 2) for mounting a plurality of the play items side by side;
Reading means (for example, the card reading unit 200 shown in FIG. 7) for reading the identification information of each play item placed on the table,
Position detecting means (for example, the card reading unit 200 and the arrangement card configuration specifying unit 411 shown in FIG. 7) for detecting the arrangement position of each play object placed on the table,
A parameter corresponding to each arrangement position of the playable object that can be detected by the position detecting means is determined in advance, and a parameter value of the parameter corresponding to the identification information of the playable object is determined in advance (for example, FIG. 7). Card information 720) described above, and among the parameter values for each parameter corresponding to the arrangement position, the table described above is determined from the arrangement position detected by the position detection means and the identification information of the play object read by the reading means Player character control means (for example, a battle control unit 413 shown in FIG. 7) for controlling the player character based on parameter values corresponding to the respective play objects placed on
It is equipped with.

The program of the ninth invention is
A reading means for reading identification information of a play object made of a card or a model having identification information that can be read externally by printing or IC embedment, a mounting table for mounting a plurality of the play objects side by side, and a mounting table described above A computer provided with position detecting means for detecting the arrangement position of each placed play object,
A parameter corresponding to each arrangement position of the playable object that can be detected by the position detecting means is determined in advance, and a parameter value of the parameter corresponding to the identification information of the playable object is determined in advance (for example, FIG. 7). Card information 720) described above, and among the parameter values for each parameter corresponding to the arrangement position, the table described above is determined from the arrangement position detected by the position detection means and the identification information of the play object read by the reading means Is a program for functioning as a player character control means (for example, the battle control unit 413 shown in FIG. 7) for controlling the player character based on the parameter value corresponding to each play item placed on the game.

The program of the tenth invention is
A computer having reading means for reading identification information of a play object made of a card or model having identification information externally readable by printing or IC embedding, and a mounting table for mounting a plurality of the play objects side by side,
Position detecting means (for example, an arrangement card configuration specifying unit 411 shown in FIG. 7) for detecting the arrangement position of each play object placed on the table,
A parameter corresponding to each arrangement position of the playable object that can be detected by the position detecting means is determined in advance, and a parameter value of the parameter corresponding to the identification information of the playable object is determined in advance (for example, FIG. 7). Card information 720) described above, and among the parameter values for each parameter corresponding to the arrangement position, the table described above is determined from the arrangement position detected by the position detection means and the identification information of the play object read by the reading means Player character control means (for example, a battle control unit 413 shown in FIG. 7) for controlling the player character based on the parameter values corresponding to the respective play objects placed on the
It is a program to make it function as.

Here, a play thing is models, cards, etc., such as a doll, for example.
According to the first, ninth, or tenth invention, the parameters corresponding to each arrangement position of the playable object that can be detected by the position detecting means are determined in advance, and the parameters of the parameter corresponding to the identification information of the playable object The value is predetermined. Then, the player character is controlled based on the parameter value corresponding to each play object placed on the placement table determined from the detected arrangement position and the read identification information. That is, the parameter value used for controlling the player character changes depending on which play item is placed at which position, and the player character is controlled. Therefore, the play object serves as an instruction means for controlling the player character to be controlled, and has a new interest different from the conventional game apparatus in which the player character corresponding to each placed play object appears. Can be given.

The second invention is the game device of the first invention,
The player character control means performs an action according to the arrangement position detected by the position detection means among the actions of the player character predetermined according to the arrangement position of the playable object that can be detected by the position detection means. Arrangement position to be controlled by the player character by changing the control content according to the parameter value determined from the arrangement position and the identification information read by the reading means of the play object located at the arrangement position Corresponding control means (for example, the battle control unit 413 shown in FIG. 7) is provided.

  According to the second aspect of the present invention, the player character's action corresponding to each arrangement position of the play object is set in advance, and the action corresponding to the arrangement position of the play object placed on the mounting table is given to the player character. Control is performed. The control content is changed according to a parameter value determined from the arrangement position and the identification information of the play object located at the arrangement position. Therefore, depending on which play item is placed at which position, the action performed by the player character and the content of the action (for example, if it is an action of punching, the power of the punch, etc.) are variably controlled. It is possible to provide an interest different from that of a conventional game device.

The third invention is the game device of the first or second invention,
The form of the player character based on 1) an arrangement position of the play object detected by the position detection means and / or 2) identification information of the play object located at the arrangement position read by the reading means. Is further provided with player character form changing means (for example, a combined character generating unit 415 shown in FIG. 7).

  According to the third aspect, the form of the player character is variably determined based on the arrangement position of the play item and / or the identification information of the play item located at the arrangement position. Therefore, even if it is the same play thing, since the form of a player character changes according to an arrangement position, visual interest increases.

According to a fourth aspect of the present invention, there is provided a game device according to any one of the first to third aspects of the invention,
The position detection means detects the arrangement position of each play item by making a determination based on the relative positional relationship between the play items placed on the table.

  According to the fourth aspect of the present invention, the arrangement position of each play item is determined and detected based on the relative positional relationship between the play items placed on the placing table. Therefore, even if the play object is not placed at exactly the same position, the play position can be detected as long as the play object is placed at a position where the relative positional relationship is the same. For example, this is particularly effective in a game apparatus or the like that can place a play object at an arbitrary position on the mounting table and has a high degree of freedom of mounting.

A fifth invention is a game device according to any one of the first to fourth inventions,
The combination of the identification information of the play object read by the reading means and the arrangement position detected by the position detection means is determined in advance as a combination of the identification information of the play object that activates the special action and the arrangement position. Special action activation determining means (combat control unit 413 shown in FIG. 7) for determining whether or not the condition is satisfied is further provided,
The player character control means is a special action control means (for example, a battle control unit 413 shown in FIG. 7) for controlling the player character to perform the special action when it is determined to be satisfied by the special action activation determining means. It is what has.

  According to the fifth aspect of the invention, the combination condition is determined in advance as a combination of the identification information and arrangement position of the play object for invoking the special action, and the identification information of the play object placed on the mounting table and its arrangement When the combination with the position satisfies the combination condition described above, the player character is controlled to perform a special action. Whether the combination condition is disclosed to the player is a problem in game rules and game operations, but the player character performs a special action according to the combination of the identification information of the play object placed on the placement table and the arrangement position. Therefore, it is possible to realize control of an interesting player character using a play object.

A sixth invention is a game device according to any one of the first to fifth inventions,
Individual character display control means (shown in FIG. 7) that controls display of individual characters according to the identification information read by the reading means, among the individual characters for each play object predetermined according to the identification information of the play objects. Game calculation unit 410),
Situation detection means (a combined character generation unit 415 shown in FIG. 7) for detecting that the progress of the game has become a condition that satisfies a predetermined condition;
Character display control switching means for suspending individual character display control by the individual character display control means in response to detection by the situation detection means and starting display control of the player character (union character generation unit 415 shown in FIG. 7) When,
The player character control means controls the player character whose display control is started by the character display control switching means.

  According to the sixth invention, until the progress of the game reaches a condition that satisfies the predetermined condition, the individual characters corresponding to each play object are displayed and controlled as in the conventional game device. After satisfying the condition, the player character control means is controlled to change the control of the player character depending on which play item is placed at which position. Therefore, a game apparatus that executes an interesting game in which the use of the game is changed according to the progress of the game is realized.

A seventh invention is a game device according to any one of the first to sixth inventions,
The play object is a card,
The mounting table is provided so that a sheet-like card storage holder for storing a plurality of the cards arranged in a plane can be placed;
The reading means reads the identification information of each card stored in the card storage holder mounted on the mounting table (for example, the holder reading unit 100 shown in FIG. 7).

  According to the seventh aspect of the present invention, a card storage holder for storing a card as a playable object can be placed on the mounting table, and the game progresses by reading the identification information of each card stored in the card storage holder. Can be controlled. According to this, the player can start the game smoothly by storing the card on hand in the card storage holder in a desired arrangement position in advance.

The eighth invention is the game device of the seventh invention,
The card storage holder has identification information of the card storage holder that can be read externally by printing or embedding an IC,
Holder identification information reading means (for example, the holder reading unit 100 shown in FIG. 7) for reading the identification information of the card storage holder placed on the mounting table,
Compatibility determination means (for example, a battle control unit 413 shown in FIG. 7) for determining the compatibility between the identification information of the play object read by the reading means and the identification information of the card storage holder read by the holder identification information reading means. )When,
Further comprising
The player character control means controls the player character by adjusting a parameter value used for controlling the player character based on the compatibility determined by the compatibility determination means.

  According to the eighth aspect of the present invention, the card storage holder and the card storage holder are stored on the basis of the identification information of the card storage holder and the identification information of the card that is a play object placed on the mounting table. Compatibility with the card can be determined. Then, based on the determined compatibility, the player character can be controlled by adjusting the parameter value used for controlling the player character. Therefore, it is possible to realize a game in which a new game element such as which card storage holder is used is added.

  The eleventh invention is a computer-readable information storage medium storing the program of the ninth or tenth invention.

  According to the eleventh invention, by causing a computer to read out a program from the information storage medium and to perform arithmetic processing, an information storage medium having the same effects as the ninth or tenth invention can be realized. it can.

  According to the present invention, the play object serves as an instruction means for controlling the player character to be controlled, which is different from a conventional game apparatus in which a player character corresponding to each placed play object appears. It can give new interest.

  Hereinafter, preferred embodiments of the present invention will be described in detail with reference to the drawings. This embodiment is an embodiment when the game of the present invention is applied to a battle game. Specifically, a card type ID which is identification information of a card as a play object (hereinafter referred to as “character card”) is shown. It reads and controls the progress of the battle game. Note that the game device of the present embodiment is an arcade game machine used in a store such as a game center or an amusement facility.

  FIG. 1A is a view showing the front surface of the character card 10 used in the game apparatus of the present embodiment, and FIG. 1B is a view showing the back surface of the character card 10.

As shown in FIG. 1 (a), on the surface of the character card 10, a pattern of a character that is different for each card type (hereinafter referred to as “card character”) is printed. A symbol GM indicating an attribute (“goo”, “choki”, or “par”) is attached.
On the other hand, as shown in FIG. 1B, a barcode obtained by encoding the card type ID of the character card 10 according to a predetermined standard is printed on the back surface of the character card 10.

[Device Configuration of Game Device]
FIG. 2 is a diagram illustrating an example of an overview of the game apparatus 1 which is a commercial game machine. The game device 1 shown in FIG. 2 is a device capable of two-player battle, and includes a 1P mounting table 1230-1 and 1P operation button group 1210-1, and a 2P mounting table 1230-2 and 2P operation buttons. The group 1210-2 is configured to include a table portion 1200 provided in parallel with a partition 1250 interposed therebetween, and a display panel 1300 provided with a display 1310 and a speaker 1330. In addition, a touch panel (not shown) for detecting a touch operation position on the display 1310 based on a detection principle such as a pressure-sensitive type, an optical type, an electrostatic type, or an electromagnetic induction type is integrated with the display 1310 over the entire display area. Is formed. Hereinafter, the 1P mounting table 1230-1 and the 2P mounting table 1230-2 are collectively referred to as “mounting table 1230” as appropriate, and the 1P operation button group 1210-1 and the 2P operation button group 1210-2 are referred to as “mounting table 1230-2”. It is collectively referred to as “operation button group 1210” as appropriate.

  The mounting table 1230 is for mounting a plurality of character cards 10 side by side. FIG. 3A shows a top view of the mounting table 1230. As shown in FIG. 3A, the board surface of the mounting table 1230 includes, for example, card mounting areas E partitioned into nine layout positions, and one character card 10 is mounted at each layout position. Is possible. In each placement position of the card placement area E, attributes such as a part, a weapon, and a vehicle are defined. Specifically, as shown in FIG. 3, the upper placement positions are “left hand”, “head”, “right hand” in the order from the left, the left middle order is “left hand weapon”, “body”, “right hand weapon”, and the lower order is from left to right. “Left foot”, “vehicle”, and “right foot” are defined, and in this embodiment, among the arrangement positions, “head”, “body”, “left hand”, “right hand”, “left foot”, and “right foot” are defined. A case where the character card 10 is placed at each of the six arrangement positions and the game is executed will be described. Hereinafter, each placement position in the card placement area E is referred to as a “card placement position”.

  Actually, the character card 10 is formed of, for example, a transparent film and has a dedicated card storage holder 1500 (FIG. 3B) having pockets 1510 (1510-1 to 1510-9) for storing the character cards 10 in a plane. )) And mounted on the mounting table 1230. The card storage holder 1500 is provided in advance to the player, and a plurality of types are prepared, for example, by changing the color and the type of the frame bordering the outer edge. The card storage holder 1500 is embedded with an IC tag 1520 that stores a holder type ID indicating the type of the holder.

  In the mounting table 1230, an IC tag reader 1233 that performs wireless communication with the IC tag 1520 embedded in the card storage holder 1500 and reads the holder type ID stored in the IC tag 1520, and each card arrangement A barcode reader 1231 (1231-1 to 1231-9) that optically reads a barcode printed on the back surface of the character card 10 disposed at a position is provided, and the holder type ID read by the IC tag reader 1233 is used. The type of the card storage holder 1500 placed on the placement table 1230 is specified, and the type of the character card 10 at each card placement position is specified by the card type ID indicated by the barcode read by the barcode reader 1231. It has become.

Returning to FIG. 2, the operation button group 1210 includes six operation buttons 1211 (1211 a to 1211 f), each of the above-mentioned “head”, “body”, “left hand”, “right hand”, “left foot”, and “right foot”. Corresponding to the card placement position of the part.
That is, the operation button 1211a is in the card placement position of the part “head”, the operation button 1211b is in the card placement position of the part “body”, the operation button 1211c is in the card placement position of the part “left hand”, and the operation button 1211d is in the part “ The operation button 1211e corresponds to the card placement position of the part “left foot”, and the operation button 1211f corresponds to the card placement position of the part “right foot”. And it is specified as an attack by the character card 10 arranged at the card arrangement position corresponding to the operation button 1211 pressed down.

  On the other hand, the game apparatus 1 includes a system board 1400 in which a CPU, an image generation IC, a sound generation IC, and the like are mounted, and programs and data read from a memory 1410 that is an information storage medium on the system board 1400. Various game processes are executed on the basis of the card type ID of the character card 10 placed on the placement table 1230, the pressing signal input from the operation button 1211, the touch operation position detected by the touch panel, etc. Image signals and sound signals of game sounds such as sound effects and BGM are generated. The generated image signal of the game screen is displayed and output on the display 1310, and the sound signal of the game sound is output from the speaker 1330.

  Each player who plays with the game apparatus 1 described above possesses each character card 10, and stores the character card 10 held in the dedicated card storage holder 1500 and places it on the mounting table 1230 as described above. Start the game. Then, a game operation is input by pressing the operation button group 1210 or a touch operation on the display 1310, and the game is enjoyed while viewing the game image displayed on the display 1310.

  Specifically, the player selects six character cards 10 to be used in the game from the character cards 10 on hand, and the selected six character cards 10 are “head”, “body”, and “card” of the card storage holder 1500. The game is stored in the pockets 1530-2, 5, 1, 3, 7, and 9 corresponding to the card placement positions corresponding to the respective parts of the left hand, right hand, left foot, and right foot, and placed on the placing table 1230. To start. The player can start the game smoothly by storing the character card 10 on hand in the card storage holder 1500 in advance.

[Outline of battle game]
FIG. 4 is an explanatory diagram for explaining a battle screen displayed at the start of the game and a game operation on the table unit 1200 (see FIG. 2) of the game apparatus 1.

  As shown in FIG. 4, when the game is started, an individual character group composed of card characters printed on the character cards 10a to 10f at the respective card placement positions on the 1P mounting table 1230 is displayed as a player character ( The first player character) is an individual character group made up of card characters printed on the character cards 10g to 10l at the respective card placement positions on the 2P mounting table 1230. The player character of the second player (second player character) A screen (battle screen) confronted with is displayed.

  Then, the battle between the first player character and the second player character is started, and the timing of janken is instructed by screen display and sound output. A player specifies a “hand” of the janken by a symbol attached to the card at the instructed timing, thereby playing a janken match with the opponent player. Then, the player character of the winner of the Janken match (hereinafter, referred to as “winner player character” as appropriate) attacks the opponent by activating the technique and causes damage to the opponent. The degree of damage is displayed by physical strength gauges Ga-1 and Ga-2 provided at the upper part of the screen. The game ends when the damage exceeds a predetermined value and one of the physical strength gauges Ga-1 and Ga-2 becomes "0".

  For example, a case will be described in which the first player presses the operation button 1211a and the second player presses the operation button 1211e at the janken timing. In this case, the “hand” of the first player is a “par” indicated by a symbol attached to the character card 10b at the card placement position corresponding to the operation button 1211a, and the “hand” of the second player is the operation button. “Cho” is indicated by a symbol attached to the character card 10k at the card arrangement position corresponding to 1211e. Therefore, the winning and losing of the Janken match is that the second player is the winner player and the first player is the loser player.

  As a result, the individual character C11 of the character card 10k at the card placement position corresponding to the operation button 1211e pressed by the second player during the janken match is selected as the control target, and the attack action is controlled.

  In addition, the total result of winning or losing the Jenken match is displayed with the combined gauges Gb-1 and Gb-2 on both sides of the screen. If the number of wins in the Jenken match exceeds the predetermined number and the coalesced gauge is full, the united character that unites the individual character group instead of the individual character group that is the operation target of the corresponding player is the player character. The battle with the opponent player character is started.

  FIG. 5 is a view for explaining a battle screen when the uniting gauge Gb-2 of the second player shown in FIG. 4 is full and a game operation on the table unit 1200 (see FIG. 2) of the game apparatus 1. In the display 1310, the combined character C21 generated based on the card characters printed on the character cards 10g to 10l at the respective card placement positions on the 2P mounting table 1230 is confronted as a second player character. The selected screen (battle screen) is displayed. Specifically, the united character C21 is generated as a character that combines portions corresponding to the card arrangement positions of the card characters of the character cards 10g to 10l.

  Then, in the same manner as when the player character is an individual character group, the winner character activates the technique and attacks the opponent. That is, when the winner player character has already been combined, the attack action by the unit corresponding to the card placement position corresponding to the operation button 1211 pressed by the combined character C21 during the battle of the junken is controlled.

  For example, a case will be described in which the first player presses the operation button 1211d and the second player presses the operation button 1211a at the timing of janken. In this case, the “hand” of the first player is “choki”, and the “hand” of the second player is “goo”. Therefore, the winning and losing of the Janken match is that the second player is the winner player and the first player is the loser player. As a result, the attacking action is controlled by the “head” which is the part corresponding to the card placement position corresponding to the operation button 1211a pressed by the second player during the janken match.

  Specifically, for each card character, the value of the attack parameter and the action technique are set in advance for each part, and the card character of the character card 10h at the card arrangement position where the “head” is defined The activation technique set for “head” is activated with the attack power of the attack power parameter value set for “head”.

  FIG. 6A is a diagram showing an example of the attack parameter and the activation technique for each part set for each card character of the character card 10 at each card placement position of the mounting table 1230, and FIG. 6B shows each card character. It is a figure which shows an example of the attack power parameter and exercise technique which are set to the union character based on it.

As shown in FIG. 6, when the player character becomes a combined character, the attack power parameter for each part set for the card character of the character card 10 at each card placement position and the action technique are used to determine the card placement position. Corresponding part attack power parameters and activation techniques are respectively selected and used to control the combined character.
For example, when controlling the attack action by the “head” of the combined character, the “head” attack parameter and the technique P1 (see FIG. 6A) set in the character card 10 at the corresponding card placement position “head”. )) Is used. Similarly, for example, when controlling the attack action by the “left foot” by the combined character, the attack power parameter for the “left foot” set in the character card 10 at the corresponding card placement position “right foot” and the technique P3 ( FIG. 6A is used.

[Function configuration]
FIG. 7 is a block diagram illustrating an example of a functional configuration of the game apparatus 1. As shown in FIG. 7, the game apparatus 1 includes a card reading unit 200, a holder reading unit 100, an operation unit 300, a processing unit 400, a display unit 500, a sound output unit 600, and a storage unit 700. It is prepared for.

  The holder reading unit 100 includes a 1P holder reading unit 100a and a 2P holder reading unit 100b. The 1P holder reading unit 100a includes a holder type from the card storage holder 1500 mounted on the 1P mounting table 1230. The 2P holder reading unit 100b reads the ID, and reads the holder type ID from the card storage holder 1500 placed on the 2P placement table 1230. In the present embodiment, the IC tag reader 1233 provided inside each mounting table 1230 corresponds to this. The holder type ID read by the 1P holder reading unit 100a and the 2P holder reading unit 100b is output to the processing unit 400.

  The card reading unit 200 includes a 1P card reading unit 200a and a 2P card reading unit 200b. The 1P card reading unit 200a is stored in a card storage holder 1500 mounted on the 1P mounting table 1230. The 2P card reading unit 200b reads the card type ID from the character card 10 stored in the card storage holder 1500 mounted on the 2P mounting table 1230. Read. In the present embodiment, the barcode readers 1231-1 to 1231-9 (see FIG. 3A) respectively provided in each mounting table 1230 correspond to this. The card type ID read by the 1P card reading unit 200a and the 2P card reading unit 200b is output to the processing unit 400.

  The operation unit 300 is a device for a player who operates the game apparatus 1 to input various game operations. For example, the operation unit 300 is realized by a pointing device such as a touch panel or a mouse, or an input device such as a button switch, lever, dial, or keyboard. Is done. In FIG. 2, a touch panel (not shown) integrally formed with the operation button group 1210 and the display 1310 corresponds to this, and an operation signal corresponding to the operation input is output to the processing unit 400.

  The processing unit 400 performs various processes such as control of the entire game apparatus 1, instructions to each functional unit in the game apparatus 1, image processing, and sound processing. The function of the processing unit 400 is realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), and a given program. In FIG. Applicable.

  The processing unit 400 includes a game calculation unit 410, an image generation unit 420, and a sound generation unit 430 as main functional units, and generates one image in one frame time (1/60 seconds). The display unit 500 displays and outputs sound effects, BGM, and the like as appropriate to the sound output unit 600.

  The game calculation unit 410 includes an arrangement card configuration specifying unit 411, a battle control unit 413, and a combined character generation unit 415, and executes various game processes based on operation signals input from the operation unit 300. The processing result is output to the image generation unit 420 and the sound generation unit 430. Examples of game processing include virtual space setting processing, object placement processing in virtual space, object intersection determination processing (hit check processing), character action control, game result calculation processing, viewpoint position and line-of-sight direction Determination processing and the like are included.

  The above-described game calculation unit 410 includes an arrangement card configuration specifying unit 411, a battle control unit 413, and a combined character generation unit 415.

  The placement card configuration specifying unit 411 detects the card placement position where each character card 10 placed on the 1P placement table 1230 is located based on the card type ID input from the 1P card reading unit 200a. Thus, which character card 10 is placed at which card arrangement position is specified. More specifically, it is detected and specified in which card arrangement position the card of the read card type ID is placed, depending on which of the bar code readers 1231 that has read the card type ID. Then, the card type ID of the character card 10 input from the 1P card reading unit 200a is stored in the card information 720, which will be described later, in association with the part defined at the specified card arrangement position as the used card type ID.

  Similarly, the placement card configuration specifying unit 411 places the card placement in which each character card 10 placed on the 2P placement table 1230 is located based on the card type ID input from the 2P card reading unit 200b. By detecting the position, it is specified which character card 10 is placed in which card arrangement position. Then, the card type ID of the character card 10 input from the 2P card reading unit 200b is stored as the use card type ID in the card information 720 in association with the part defined at the specified card arrangement position.

  The battle control unit 413 controls the attack action by the winner player character based on the result of the janken match. Specifically, if the winner player character is not united, an individual character to be controlled is selected according to the card placement position corresponding to the operation button 1211 input by the operation during the janken match, and the attack action by the selected individual character is controlled. .

  On the other hand, if the winner player character has been merged, the battle control unit 413 identifies the attack site from the card placement position corresponding to the operation button 1211 input by the operation during the janken match. And the battle control part 413 controls the attack action by a united character based on the card | curd information 720 of the character card 10 arrange | positioned at the identified attack part and the said card | curd arrangement position.

  The united character generation unit 415 generates a united character that combines the player characters (individual character group) of the corresponding player when the uniting gauge becomes full, and replaces the individual character group with the generated united character. Place the character.

  The image generation unit 420 is realized by, for example, hardware such as a CPU or DSP, a control program thereof, a drawing frame IC memory such as a frame buffer, and the like. The image generation unit 420 generates a 3DCG image for displaying the game screen based on the processing result by the game calculation unit 410. Then, an image signal of the generated image is output to the display unit 500.

  The sound generation unit 430 is realized by, for example, hardware such as a CPU and a DSP and a control program thereof. The sound generation unit 430 generates game sounds such as sound effects and BGM used during the game based on the processing result of the game calculation unit 410, and outputs the generated game sound signal to the sound output unit 600. To do.

  The display unit 500 is a device for displaying various game screens based on the image signal input from the image generation unit 420, and the display 1310 corresponds to this in FIG. The player enjoys the battle game by operating the operation unit 300 while viewing the game image displayed on the display unit 500.

  The sound output unit 600 is a device for outputting sound effects, BGM, and the like based on the sound signal input from the sound generation unit 430, and the speaker 1330 corresponds to this in FIG.

  The storage unit 700 stores a system program for causing the processing unit 400 to control the game apparatus 1 in an integrated manner, and programs and data necessary for executing the game. The function of the storage unit 700 is realized by, for example, an IC memory, a hard disk, a memory card, and the like. In FIG. 2, the memory 1410 that is an information storage medium on the system board 1400 corresponds to this.

  In particular, in order to realize the present embodiment, an arrangement card configuration specifying program 711 for causing the processing unit 400 to function as the arrangement card configuration specifying unit 411, a battle control program 713 for causing the processing unit 400 to function as the battle control unit 413, and a combined character generation A game program 710 including a united character generation program 715 for functioning as the unit 415 is stored.

  Further, card data 720, storage holder information 730, a combined character enhancement condition table 740, and playing data 750 are stored as data. Although not shown, the storage unit 700 stores data for displaying a game stage (for example, a game stage background image, modeling data of an object placed on the game stage, etc.), game sounds such as BGM and sound effects. Other data relating to the execution of the game, such as the above data, is stored as appropriate.

  The card information 720 stores setting data related to the character card 10. FIG. 8 is a diagram illustrating a data configuration example of the card information 720. The card information 720 is prepared for each card type, and includes a card type ID 721, a janken attribute 722, a card character name 723, character setting data 724, and a site-specific attack power list 725.

  The card type ID 721 is ID information for identifying a card character printed on the surface of the corresponding character card 10 and is assigned in advance according to the type of the card character.

  In the janken attribute 722, any one of “goo”, “choki”, and “par”, which is the “hand” of janken, is set. As described above, the janken attribute 722 is assigned in advance for each card type of the character card 10, for example, and a pattern imitating the “hand” of the assigned janken is attached to the surface of the character card 10. Is done.

  The card character name 723 stores the name of the card character.

  The character setting data 724 includes single unit basic data 724a and site-specific basic data 724b.

  The single basic data 724a is basic data related to a single card character, and includes modeling data, texture data, basic parameters, and the like for displaying the single card character. The simple basic data 724a is referred to when displaying player characters as individual character groups.

  The basic data for each part 724b is basic data for each of the six parts of the card character "head", "body", "left hand", "right hand", "left foot", and "right foot", and modeling data for displaying the corresponding part. And texture data, basic parameters, etc. This basic data for each part 724b is referred to when the player character is displayed as a combined character.

  The part-by-part attack power list 725 stores the exercise technique and the attack power parameter for each part. The battle control unit 413 controls the attack action by the individual character to be controlled if the winner player character is before coalescing. At this time, the average value of the attack power parameter values for each part is obtained and used as the reference attack power. . On the other hand, if the winner player character is already combined, the battle control unit 413 controls the attacking action by the combined character and activates the attacking technique of the attacking part. At this time, the attacking power parameter value of the attacking part is set as the reference attacking power. Then, the attacking action is controlled by the action technique associated with the attacking part.

  Therefore, even if the same technique is set for a plurality of character cards 10, the value of the attack power parameter is different, so that the damage given to the opponent is different. Therefore, for example, a certain character card 10 is configured to change a portion having a good skill for each character card 10 such that if the character card 10 is combined at the position of the “left hand” portion, a powerful left hand technique can be activated. Can be done easily.

  The storage holder information 730 stores data relating to the compatibility between the card storage holder 1500 and each character card 10. As described above, in this embodiment, the player is provided with a plurality of types of card storage holders 1500 that differ in the color of the card storage holder 1500, the types of frame lines that border the outer edge, and the like. The storage holder information 730 is prepared for each type of the card storage holder 1500. FIG. 9 is a diagram illustrating a data configuration example of the storage holder information 730. As shown in FIG. 9, the storage holder information 730 includes a holder type ID 731 and a compatibility list 732.

  The holder type ID 731 is ID information for identifying the card storage holder 1500 and is assigned in advance according to the type of the card storage holder 1500.

  The compatibility list 732 stores the association between the card type ID of the character card 10 and the attack power increase / decrease amount. The battle control unit 413 determines the reference attack power based on the value of the attack power parameter set in the region-specific attack power list 725 of the card information 720 as described above, but the card type of the card information 720 referred to The attack power increase / decrease amount is specified according to ID721, and the attack power is determined by increasing / decreasing the reference attack power determined according to the specified attack power increase / decrease amount. That is, even for the same character card 10, the attack power increases or decreases according to the type of the card storage holder 1500 that stores the character card 10.

  The combined character enhancement condition table 740 stores data related to a special technique as a special action that is activated when the combined character enhancement condition is satisfied in association with the combined character enhancement condition. FIG. 10 is a diagram illustrating a data configuration example of the combined character enhancement condition table 740. As illustrated in FIG. As shown in FIG. 10, in the combined character enhancement condition table 740, a special technique that is activated when the corresponding combined character enhancement condition is satisfied and the attack power increase amount are associated with the combined character enhancement condition. Is set.

  In the combined character enhancement condition, a combination condition defined by a combination of the character card 10 arranged at the card arrangement position and the card type of the character card 10 and an enhancement part are set.

  As described above, the battle control unit 413 controls the attacking action by the combined character by activating the action according to the attacking part if the winner player character has been combined, but the combined character enhancement condition is satisfied. Controls the attacking action by the combined character by activating a special technique. At this time, the value of the attack power parameter is increased according to the attack power increase amount to obtain the reference attack power.

  For example, as shown in the record L10, the battle control unit 413 has the used card type ID assigned to “head” as “ID — 002” and the used card type ID assigned to “left hand” as “ID — 025”. If the used card type ID assigned to “right hand” is “ID_007” and the attack site is “right hand”, the special technique “special magic SpA” is activated to the combined character, and the attack site “right hand” The value of the attack power parameter is increased according to the attack power increase amount “× 1.1” to obtain the reference attack power.

  The in-play data 750 stores data related to the game being played. FIG. 11 is a diagram illustrating a data configuration example of the playing data 750. This in-play data 750 is prepared for each player and includes a card arrangement position list 751, a used holder type ID 752, a physical strength gauge value 753, a combined gauge value 754, and a combined flag 755.

  The card arrangement position list 751 stores the card type ID of the character card 10 arranged at each card arrangement position as the use card type ID in association with the part defined at the card arrangement position. The card arrangement position list 751 is created by the arrangement card configuration specifying unit 411 at the start of the game.

  The used holder type ID 752 is set with a holder type ID read from the card storage holder 1500 placed on the placement table 1230 for the corresponding player.

  The physical strength gauge value 753 corresponds to a meter display value in the physical strength gauge, and is added or subtracted as a result of the battle control process executed in accordance with the result of the janken battle. In the present embodiment, “100” is set as the initial value, and the game ends when the physical strength gauge value 753 of one of the players becomes “0”.

  The combined gauge value 754 corresponds to a meter display value in the combined gauge, and is adjusted according to the result of the janken match. In this embodiment, when the initial value is set to “0” and the coalesced gauge is full (that is, the coalesced gauge value is “100”), the merged character generation unit 415 determines the player character of the corresponding player. A combined character is generated by combining a group of individual characters.

  The merge flag 755 is flag information indicating whether or not the player character is before merge, and is set to “OFF” as an initial value, and is updated to “ON” when the player character becomes a merge character.

[Process flow]
Next, the flow of processing in the game apparatus 1 will be described with reference to FIGS. FIG. 12 is a flowchart for explaining the flow of the game process. The processing described here is realized by the processing unit 400 reading and executing a game program 710 including an arrangement card configuration specifying program 711, a battle control program 713, and a combined character generation program 715.

  In the game process, first, the process of loop A is executed for the first player and the second player as processing targets (step a10 to step a60). Hereinafter, the player to be processed in the loop A is referred to as “this player”.

  In the loop A, the game calculation unit 410 first controls the holder reading unit 100 for the player to read the holder type ID from the IC tag 1520 embedded in the card storage holder 1500 (step a20). Next, the game calculation unit 410 controls the card reading unit 200 for the player to read the card type ID of each character card 10 (step a30).

  Subsequently, based on the card type ID read in step a30, the arrangement card configuration specifying unit 411 detects the character card 10 arranged at each card arrangement position of the placement table 1230 for the player, and the detected character card A card arrangement position list associated with the part defined in the card arrangement position is created by using the card type ID of 10 as the use card type (step a40).

  Subsequently, the game calculation unit 410 creates in-play data 750 for the player based on the holder identification ID read in step a20 and the card arrangement position list created in step a40 (step a50). If the in-play data 750 is created, the processing in the loop A related to the player is terminated.

  After completing the loop A, the game calculation unit 410 subsequently refers to the card arrangement position list 751 of the playing data 750, displays a battle screen in which individual character groups are arranged as player characters of each player, and plays the game. Is started (step a70).

If the game is started, the game calculation unit 410 first executes a janken battle process (step a80).
Specifically, the game calculation unit 410 instructs the input timing of the janken operation by screen display or sound output. Then, the game calculation unit 410 specifies the card arrangement position and the part of the card arrangement position according to the operation signal input from the operation unit 300 (that is, the operation button 1211 that has been pressed in the operation button group 1210). The used card type ID of the specified part is read from the playing data 750, and the “hand” of the janken is specified by the janken attribute 722 set in the card information 720 of the used card type ID. Then, the game calculation unit 410 determines the winning or losing of the janken match based on the “hand” of each identified janken, and displays the determined winning or losing on the screen.

  Subsequently, the battle control unit 413 executes battle control processing based on the result of the janken match (step a90). FIG. 13 is a flowchart for explaining the flow of the battle control process.

  In the battle control process, the battle control unit 413 first determines whether or not the winner player character is before merging. If it is before combining (step b10: YES), the battle control unit 413 selects an individual character to be controlled according to the character type ID used at the card placement position corresponding to the operation button 1211 that has been pressed (step b20). . Then, the battle control unit 413 refers to the card information 720, obtains the average value of the attack parameter for each part of the selected individual character, and sets it as the reference attack power (step b30).

  Subsequently, the battle control unit 413 refers to the storage holder information 730 for the used holder type ID 752 of the winner player, acquires the attack power increase / decrease amount corresponding to the used card type ID from the compatibility list 732, and increases / decreases the reference attack power. To determine the attack power (step b40).

  Then, the battle control unit 413 controls the attack action by the control target individual character selected in step b20 to attack with the attack power determined in step b40 (step b50), and uses the loser player's physical strength gauge value 753 for the attack. Update so as to decrease the force (step b60).

  On the other hand, if the winner player character has been merged (step b10: NO), the battle control unit 413 executes a merged character battle control process (step b70). FIG. 14 is a flowchart for explaining the flow of the combined character battle control process.

  In the combined character battle control process, the battle control unit 413 first refers to the combined character enhancement condition table 740 and determines whether or not the combination condition is satisfied based on the card arrangement position list 751 of the winner player. When there is a satisfied combination condition (step c10: YES), the battle control unit 413 determines whether or not the corresponding augmented part matches the attack part. If they match (step c20: YES), the battle control unit 413 follows the corresponding attack power increase amount, and the attack parameter value of the attack site set in the card information 720 of the used card type ID of the attack site. Is increased to a reference attack power (step c30).

  Subsequently, the battle control unit 413 refers to the storage holder information 730 for the use holder type ID 752 for the winner player, acquires the attack power increase / decrease amount corresponding to the use card type ID of the attack site from the compatibility list 732, and The attack power is determined by increasing / decreasing the attack power (step c40).

  The battle control unit 413 controls the attack action by the combined character of the winner player. That is, the battle control unit 413 activates the special technique to attack with the attack power finally determined in step c40 (step c50), and updates the loser player's health gauge value 753 to decrease by the attack power. (Step c60).

  On the other hand, when the combination condition is not satisfied (step c10: NO), or even when the combination condition is satisfied, the corresponding augmented part does not match the attack part (step c20: NO), the attack part use card The attack parameter value of the attack site set in the card information 720 of the type ID is set as the reference attack power (step c70).

  Subsequently, the battle control unit 413 refers to the storage holder information 730 for the use holder type ID 752 for the winner player, acquires the attack power increase / decrease amount corresponding to the use card type ID of the attack site from the compatibility list 732, and The attack power is determined by increasing / decreasing the attack power (step c80).

  The battle control unit 413 controls the attack action by the combined character of the winner player. That is, the battle control unit 413 attacks with the attack power determined by activating the attack technique of the attacking part (step c90), and updates the physical strength gauge value 753 of the loser player (step c100).

  Returning to FIG. 12, when the battle control process is completed, the game calculation unit 410 subsequently determines the end of the game. Specifically, the game calculation unit 410 determines the physical strength gauge value 753 with reference to the in-play data 750, determines whether one physical strength gauge value 753 is equal to or less than “0”, and determines the end determination. Do. If the game is to be ended (step a100: YES), the game result is displayed and an end effect is performed (step a110), and this process is ended.

  On the other hand, when the end condition is not satisfied (step a100: NO), the game calculation unit 410 subsequently refers to the data 750 being played by the winner player, and determines whether or not the winner player character is before the merge according to the value of the merge flag 755. Determine. If the winner player character has been combined (step a120: NO), the process returns to step a80.

  On the other hand, when the winner player character is not combined (step a120: YES), the game calculation unit 410 updates the winner player's combined gauge value 754 by a predetermined amount (eg, “20”) (step a130). Subsequently, the game calculation unit 410 determines whether or not the coalescence gauge is full (that is, whether or not the coalescence gauge value 754 is “100”), and if not (step a140: NO), step a80. Return to.

  On the other hand, if the tank is full (step a140: YES), the combined character generation unit 415 generates a combined character (step a150). Specifically, the combined character generation unit 415 refers to the card information 720 of the used card type ID of each part, and reads basic data related to the corresponding part from the basic data 724b for each part. Then, the united character generation unit 415 generates a united character by combining the read basic data.

  Then, the united character generation unit 415 places the generated united character in the game space in place of the individual character group of the winner player character (step a160), and sets “ON” in the combination flag 755 of the winner player. After updating the playing data 750 of the winner player (step a170), the process returns to step a80.

[Hardware configuration]
Next, an example of a hardware configuration for realizing the game apparatus 1 in the embodiment will be described with reference to FIG. In the apparatus shown in FIG. 15, a CPU 1000, a ROM 1002, a RAM 1004, an information storage medium 1006, an image generation IC 1010, a sound generation IC 1008, and I / O ports 1012 and 1014 are connected to each other via a system bus 1016 so A control device 1022 is connected to the I / O port 1012, and a communication device 1024 is connected to the I / O port 1014.

  The CPU 1000 controls the entire apparatus and performs various data processing in accordance with a program stored in the information storage medium 1006, a system program stored in the ROM 1002 (such as initialization information of the apparatus main body), and a signal input by the control apparatus 1022. Do.

The RAM 1004 is a storage unit used as a work area of the CPU 1000, and stores given contents in the information storage medium 1006 and the ROM 1002, the calculation result of the CPU 1000, and the like.
An information storage medium 1006 mainly stores programs, image data, sound data, play data, and the like. As an information storage medium, a memory such as a ROM, a hard disk, a CD-ROM, a DVD, an IC card, a magnetic A disk, an optical disk or the like is used.
The RAM 1004 and the information storage medium 1006 correspond to the storage unit 700 shown in FIG.

  In addition, the image generation IC 1010 and the sound generation IC 1008 provided in this apparatus can appropriately output sound and images.

  The image generation IC 1010 is an integrated circuit that generates pixel information based on information sent from the ROM 1002, the RAM 1004, the information storage medium 1006, and the like according to instructions from the CPU 1000, and the generated display signal is output to the display device 1018. . The display device 1018 corresponds to the display unit 500 shown in FIG. 7, and is realized by a CRT, LCD, TV, plasma display, projector, or the like.

  The sound generation IC 1008 is an integrated circuit that generates sound signals according to information stored in the information storage medium 1006 and the ROM 1002 and sound data stored in the RAM 1004 according to instructions from the CPU 1000. Output from the speaker 1020. The speaker 1020 corresponds to the sound output unit 600 shown in FIG.

  The control device 1022 is a device for the player to input an operation related to the game, and its function is realized by hardware such as a lever, a button, and a housing. The control device 1022 corresponds to the operation unit 300 shown in FIG.

  The communication device 1024 exchanges information used inside the device with the outside. The communication device 1024 is connected to other devices via the communication line N, and is used to send and receive given information according to a program. .

  The above-described processing executed by the game apparatus 1 is realized by the information storage medium 1006 storing the game program 710 and the like shown in FIG. 7, the CPU 1000, the image generation IC 1010, the sound generation IC 1008, and the like that operate according to these programs. . The CPU 1000, the image generation IC 1010, and the sound generation IC 1008 correspond to the processing unit 400 shown in FIG. 7, and the CPU 1000 mainly uses the game calculation unit 410 shown in FIG. 7, and the image generation IC 1010 shows the image generation shown in FIG. In the unit 420, the sound generation IC 1008 corresponds to the sound generation unit 430 shown in FIG.

  Note that the processing performed by the image generation IC 1010, the sound generation IC 1008, and the like may be performed by software using the CPU 1000 or a general-purpose DSP. In this case, the CPU 1000 corresponds to the processing unit 400 shown in FIG.

  As described above, according to the present embodiment, the battle control unit 413 uses the individual character group composed of the card characters of the character cards 10 placed at the card placement positions on the placement table 1230 as player characters. Start the battle. If the combined gauge value 754 exceeds a predetermined value during the game, the combined character generation unit 411 generates a combined character that combines the individual character groups as a player character. If the player character has already been united, the battle control unit 413 uses the attack parameter and the action technique for each part set for the card character of the character card 10 at each card arrangement position for the part corresponding to the card arrangement position. Each of the attack power parameter and the action technique is selected and used to control the combined character.

  Specifically, the coalesced character activates the action technique of the part set in the card information 720 of the used card type ID of the attack part specified in accordance with the operation button 1211 pressed down during the battle of Janken, Attack with the attack power of the attack power parameter. Therefore, the attack power parameter and the action technique used for controlling the combined character change depending on which card arrangement position the character card 10 is arranged at. According to this, until the coalescence gauge becomes full, card characters corresponding to the character cards 10 placed in the same manner as in the conventional game appear, but when the coalescence gauge becomes full, Since the character card 10 serves as an instruction means for how to control the combined character, it is possible to realize a game device that executes an interesting game.

  In addition, when the combination condition defined by the combination of the character card 10 arranged at the card arrangement position and the card type of the character card 10 is satisfied, the battle control unit 413 activates the special technique and uses the combined character. The attack action is controlled, and the value of the attack power parameter is increased according to the attack power increase amount. Therefore, since the combined character can activate a special technique depending on which character card 10 is arranged at which card arrangement position and which character card 10 is combined, it is possible to realize an interesting combined character control.

  Further, the battle control unit 413 reads the attack power increase / decrease amount from the storage holder information 730 according to the card type ID of the card information 720 referred to when controlling the combined character, and uses the reference attack power determined according to the attack power increase / decrease amount. Increase or decrease. Therefore, even for the same character card 10, the attack power can be increased or decreased according to the type of the card storage holder 1500 that stores the character card 10. Thereby, a new game element which card storage holder 1500 is used can be added to the game.

  In addition, the combined character is generated as a character that combines parts corresponding to the card placement positions of the card characters of each character card 10. Therefore, even if it is the same character card, the form of a united character will change according to the card arrangement position arrange | positioned, and visual interest will increase.

[Modification]
The preferred embodiments of the present invention have been described above, but the present invention is not limited to those described above, and can be changed as appropriate without departing from the spirit of the invention.

  For example, in the above-described embodiment, when a player plays a match with janken and the combined gauge displaying the total result of winning and losing the junken is full, the individual character group that is the operation target of the corresponding player is displayed. Although the case where it unites was demonstrated, you may make it as follows.

  That is, the game calculation unit 410 incorporates light emitting elements such as LEDs in each of the operation buttons 1211a to 1211f constituting the 1P operation button group 1210-1 and the 2P operation button group 1210-2, for example. Then, one operation button 1211 is randomly selected from these, and blinking of the operation button 1211 is started. At the same time, the blinking interval is gradually shortened to finally turn on, and the operation button 1211 is turned on. Is instructed as the pressing timing of. Then, by changing the amount of increase / decrease depending on whether the pressing timing is good or not, the uniting gauge may be increased or decreased, and when the uniting gauge becomes full, the individual character groups that are the operation targets of the corresponding player may be united. According to this, since the game element of reflexes can be added, a game that is more interesting can be executed.

  FIG. 16 is an explanatory diagram for explaining the battle screen displayed during the game and the game operation at the table unit of the game apparatus. As shown in FIG. 16, when the game is started, a battle screen in which the individual character group that is the first player character and the individual character group that is the second player character are confronted is displayed, as in the above-described embodiment. The

  In FIG. 16, for example, the blinking / lighting control of the operation button 1211f of the 2P operation button group 1210-2 is performed, and the card arrangement corresponding to the operation button 1211f is synchronized with the blinking / lighting of the operation button 1211f. The individual character C31 of the character card 10m at the position is blinked. In this case, the second player depresses the operation button in synchronization with the lighting timing of the operation button 1211f. If the operation button 1211f is correctly pressed at the pressing timing, the uniting gauge Gb-2 increases by the maximum increase amount.

  Note that the instruction of the pressing timing does not need to be lit. For example, a bar and a moving body for indicating the pressing timing by moving on the bar are displayed, and the moving body is at a predetermined position on the bar. The pressing timing may be instructed according to the timing of passing through.

  Moreover, it is good also as a battle by a real-time command input for a janken battle. Specifically, the player inputs commands such as “attack” and “standby” to each individual character in real time. The individual character given the command performs an attack according to the processing corresponding to the given command, for example, “attack”. That is, the player gives commands one after another to the individual characters that can be command input, and the winner is the one who first sets the opponent's physical strength gauge to “0”.

  As one of the commands at this time, a command such as “accumulate the combined energy” may be provided. That is, the uniting gauge may be increased in response to a command input, and the individual character groups that are the operation targets of the corresponding player may be united when the unit is full.

  FIG. 17 is an explanatory diagram for explaining a battle screen and a game operation during a battle by command input. As shown in FIG. 17, when the game is started, a battle screen in which the individual character group that is the first player character and the individual character group that is the second player character are confronted is displayed, as in the above-described embodiment. The

  FIG. 17 shows a battle screen when a command input list for the individual character C41 is displayed, for example. That is, the first player selects an individual character C41 by a touch operation on the display 1310, displays a command input list, selects a command, and gives an operation instruction for the individual character C41. In this case, if the “accumulate uniting command” command is selected, the uniting gauge Gb-1 is increased by a predetermined amount (for example, “30”).

  According to this game, the command input operation for each individual character is performed in real time, so the strategy of the game, such as how to collect the coalescing gauge during the battle with the opponent, is improved, and the fun of the game is further improved Can be made.

  In the above-described embodiment, as shown in FIG. 3, the “head”, “body”, “left hand”, “right hand”, “left foot”, and “right foot” on the card placement area E are defined. Although it has been described that a character card is placed at each of the two card placement positions, the present invention is not limited to this. Specifically, for example, a character card may be arranged in a T-shape at each card arrangement position of “left hand”, “head”, “right hand”, “body”, and “vehicle”. Moreover, it is good also as changing the form of the character at the time of uniting according to the arrangement formation of the character card 10. FIG. For example, when the character card 10 is arranged in the arrangement form of “head”, “body”, “left hand”, “right hand”, “left foot”, “right foot” as in the above-described embodiment, the combined character is a humanoid character. When the character card 10 is arranged in the arrangement form of the above-mentioned T-shaped “left hand”, “head”, “right hand”, “body”, “vehicle”, for example, a combined character is generated as a dragon-shaped character, for example. May be.

  In the above-described embodiment, a barcode obtained by encoding a card identification ID is printed on the character card 10 and the card type ID of the character card 10 at each arrangement position is read by the barcode reader 1231. You may do it. That is, an IC tag storing a card identification ID is embedded in the character card. On the other hand, an IC tag reader is provided inside the mounting table for performing wireless communication with the IC tag embedded in the character card at each arrangement position and reading the card type ID stored in the IC tag. Thus, the card type ID of the character card at each arrangement position may be read.

  In the above-described embodiment, the card placement position where each character card 10 placed on the placement table 1230 is detected based on the card type ID read by the barcode reader 1231 is as follows. It may be. That is, for example, a card character design is printed on both sides of a character card. On the other hand, an image sensor that captures an image of a card placement area of the placement table is provided inside the placement table, and the captured image is subjected to image processing to analyze a card character pattern printed on the character card at each placement position. And it is good also as detecting the card arrangement position where each character card on a mounting base is located based on an analysis result.

  In the embodiment described above, the IC tag 1520 storing the holder type ID is embedded in the card storage holder 1500, and the holder type ID of the card storage holder 1500 placed on the mounting table 1230 is read by the IC tag reader 1233. However, it may be as follows. That is, for example, a barcode obtained by encoding a holder identification ID is printed on the card storage holder. On the other hand, a barcode reader that reads the barcode of the card storage holder may be provided inside the mounting table, and the holder identification ID of the card storage holder may be read by this barcode reader.

  In the embodiment described above, the barcode reader 1231 that reads the card type ID of the character card 10 placed at each card placement position has been described as being provided corresponding to each card placement position. A scanner for reading the entire card placement surface is provided as a card reading unit, and by analyzing an image read by the scanner, the card type ID of the character card 10 placed on the placement table 1230 and the character card 10 placed on the card placement surface are analyzed. The placed card placement position may be detected.

  Further, in this case, the size of the card placement surface of the placement table 1230 may be sufficiently larger than that of the character card 10, and the character card 10 may be placed at an arbitrary position. Specifically: First, a plurality of arrangement formations of the character card 10 are determined in advance. Then, the placement position of each placed character card 10 is detected from the image of the entire card placement surface read by the scanner, and pattern matching processing is performed from the relative positional relationship of each character card 10. , Determine which arrangement formation. As a result, it is possible to detect which arrangement formation the character card 10 is arranged in, and which character card 10 corresponds to which card arrangement position in the arrangement formation.

  As in the above-described embodiment, in the case where only an arrangement formation consisting of six positions of “left hand”, “head”, “right hand”, “body”, “left foot”, and “right foot” is allowed, it is placed. Which character card 10 corresponds to which card arrangement position is detected from the relative positional relationship of the character cards 10 that are present. Therefore, even if the play object is not placed at the exact same position, the card placement position of each character card 10 can be detected as long as the character card 10 is placed at a position where the relative positional relationship is the same. It becomes.

  In the above-described embodiment, the character card 10 on which various card characters are printed is placed on the placing table 1230. For example, the character card 10 has various forms such as a doll, and an ID is printed on the bottom surface. A toy or a toy containing an IC tag storing an ID may be placed. And it is good also as making the character imitating the form of the said toy appear on a battle screen as an individual character.

(A) is the figure which shows the surface of the character card used with the game device of this embodiment, (b) is the figure which shows the back surface of the said character card. The figure which shows the example of an external appearance of a game device. (A) is a figure which shows the upper side figure of a mounting base, (b) is a figure which shows an example of the card storage holder mounted in a mounting base. Explanatory drawing for demonstrating the battle screen displayed at the time of a game start, and game operation in the table part of a game device. Explanatory drawing for demonstrating the battle screen in case a 2nd player character turns into a united character, and game operation in the table part of a game device. (A) is a figure which shows an example of the attack power parameter and action technique for every site | part of each card arrangement position, (b) is a figure which shows an example of the attack power parameter and action technique set to a united character. The block diagram which shows an example of a function structure of a game device. The figure which shows the data structural example of card | curd information. The figure which shows the data structural example of storage holder information. The figure which shows the data structural example of united character reinforcement | strengthening condition information. The figure which shows the data structural example of the data in play. The flowchart for demonstrating the flow of a game process. The flowchart for demonstrating the flow of battle control processing. The flowchart for demonstrating the flow of a united character battle control process. The figure which shows an example of the hardware constitutions of a game device. Explanatory drawing for demonstrating the modification of game operation in the battle screen displayed during a game, and the table part of a game device. Explanatory drawing for demonstrating the battle screen and game operation at the time of the battle | competition by command input.

Explanation of symbols

DESCRIPTION OF SYMBOLS 1 Game device 100 Holder reading part 100a 1P holder reading part 100b 2P holder reading part 200 Card reading part 200a 1P card reading part 200b 2P card reading part 300 Operation part 400 Processing part 410 Game calculation part 411 Arrangement | positioning card structure specification Section 413 Battle control section 415 Combined character generation section 420 Image generation section 430 Sound generation section 500 Display section 600 Sound output section 700 Storage section 710 Game program 711 Placement card configuration specifying program 713 Battle control program 715 Combined character generation program 720 Card information 730 Storage holder information 740 Combined character enhancement condition table 750 Data being played

Claims (11)

  1. A game device for controlling the progress of a game by reading identification information of a play object made of a card or model having identification information externally readable by printing or IC embedment,
    A mounting table for mounting a plurality of the play objects side by side;
    Reading means for reading identification information of each play object placed on the table,
    Position detecting means for detecting the arrangement position of each play object placed on the mounting table,
    A parameter corresponding to each arrangement position of the playable object that can be detected by the position detecting means is determined in advance, and a parameter value of the parameter corresponding to the identification information of the playable object is determined in advance. Corresponding to each play object placed on the table described above, which is determined from the arrangement position detected by the position detection means and the identification information of the play object read by the reading means, among the corresponding parameter values for each parameter Player character control means for controlling the player character based on the parameter value to be
    A game device comprising:
  2.   The player character control means performs an action according to the arrangement position detected by the position detection means among the actions of the player character predetermined according to the arrangement position of the playable object that can be detected by the position detection means. Arrangement position to be controlled by the player character, but the control content is changed and controlled according to the parameter value determined from the arrangement position and the identification information read by the reading means of the play object located at the arrangement position. The game apparatus according to claim 1, further comprising correspondence control means.
  3.   The form of the player character based on 1) an arrangement position of the play object detected by the position detection means and / or 2) identification information of the play object located at the arrangement position read by the reading means. The game apparatus according to claim 1, further comprising player character form changing means for variably determining the player character.
  4.   The said position detection means detects based on the relative positional relationship of each play thing mounted on the mounting table mentioned above, and detects the arrangement | positioning position of each said play thing, The Claims 1-3 characterized by the above-mentioned. The game device according to any one of the above.
  5. The combination of the identification information of the play object read by the reading means and the arrangement position detected by the position detection means is determined in advance as a combination of the identification information of the play object that activates the special action and the arrangement position. It further comprises a special action activation determination means for determining whether or not the condition is satisfied,
    5. The player character control means includes special action control means for controlling the player character to perform the special action when it is determined by the special action invocation determining means. The game device according to any one of the above.
  6. Individual character display control means for controlling display of individual characters according to each identification information read by the reading means, among individual characters for each play object predetermined according to the identification information of the play objects;
    A situation detecting means for detecting that the progress of the game is in a condition satisfying a predetermined condition;
    Character display control switching means for suspending individual character display control by the individual character display control means in response to detection by the situation detection means and starting display control of the player character;
    Further comprising
    The player character control means controls the player character whose display control is started by the character display control switching means;
    The game device according to claim 1, wherein the game device is a game device.
  7. The play object is a card,
    The mounting table is provided so that a sheet-like card storage holder for storing a plurality of the cards arranged in a plane can be placed;
    The reading means reads identification information of each card stored in the card storage holder mounted on the mounting table.
    The game device according to claim 1, wherein the game device is a game device.
  8. The card storage holder has identification information of the card storage holder that can be read externally by printing or embedding an IC,
    Holder identification information reading means for reading the identification information of the card storage holder placed on the mounting table;
    Compatibility determination means for determining compatibility between the identification information of the play object read by the reading means and the identification information of the card storage holder read by the holder identification information reading means;
    Further comprising
    The player character control means controls the player character by adjusting a parameter value used for controlling the player character based on the compatibility determined by the compatibility determination means;
    The game device according to claim 7.
  9. A reading means for reading identification information of a play object made of a card or a model having identification information that can be read externally by printing or IC embedment, a mounting table for mounting a plurality of the play objects side by side, and a mounting table described above A computer provided with position detecting means for detecting the arrangement position of each placed play object,
    A parameter corresponding to each arrangement position of the playable object that can be detected by the position detecting means is determined in advance, and a parameter value of the parameter corresponding to the identification information of the playable object is determined in advance. Corresponding to each play object placed on the table described above, which is determined from the arrangement position detected by the position detection means and the identification information of the play object read by the reading means, among the corresponding parameter values for each parameter A program for functioning as a player character control means for controlling a player character based on a parameter value to be played.
  10. A computer having reading means for reading identification information of a play object made of a card or model having identification information externally readable by printing or IC embedding, and a mounting table for mounting a plurality of the play objects side by side,
    Position detecting means for detecting the arrangement position of each play object placed on the table,
    A parameter corresponding to each arrangement position of the playable object that can be detected by the position detecting means is determined in advance, and a parameter value of the parameter corresponding to the identification information of the playable object is determined in advance. Corresponding to each play object placed on the table described above, which is determined from the arrangement position detected by the position detection means and the identification information of the play object read by the reading means, among the corresponding parameter values for each parameter Player character control means for controlling the player character based on the parameter value
    Program to function as.
  11.   A computer-readable information storage medium storing the program according to claim 9 or 10.
JP2005250968A 2005-08-31 2005-08-31 Game device, program and information storage medium Pending JP2007061340A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
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Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP2005250968A JP2007061340A (en) 2005-08-31 2005-08-31 Game device, program and information storage medium

Publications (1)

Publication Number Publication Date
JP2007061340A true JP2007061340A (en) 2007-03-15

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JP2005250968A Pending JP2007061340A (en) 2005-08-31 2005-08-31 Game device, program and information storage medium

Country Status (1)

Country Link
JP (1) JP2007061340A (en)

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JP2008113964A (en) * 2006-11-07 2008-05-22 Sega Corp Game apparatus and card folder for game apparatus
JP2008279046A (en) * 2007-05-10 2008-11-20 Taito Corp Game machine equipped with movable card holder
JP4847599B1 (en) * 2010-09-22 2011-12-28 株式会社バンダイ Goods sales equipment
JP2012061059A (en) * 2010-09-14 2012-03-29 Namco Bandai Games Inc Program, information storage medium, server, game system, and network system
WO2012039221A1 (en) * 2010-09-22 2012-03-29 株式会社バンダイ Game device
JP2014068725A (en) * 2012-09-28 2014-04-21 Konami Digital Entertainment Co Ltd Game apparatus, game system using the same, storage medium used therefor, and control method
JP5729513B1 (en) * 2014-06-06 2015-06-03 株式会社セガゲームス Program and terminal device
JP2015126920A (en) * 2015-03-16 2015-07-09 グリー株式会社 Program, game control method and server device
JP2015186611A (en) * 2013-05-22 2015-10-29 グリー株式会社 Server device, method for controlling the same, program, and game system
JP2016019757A (en) * 2015-09-11 2016-02-04 株式会社バンダイナムコエンターテインメント Program, information storage medium, server, game system, and network system
JP2017080491A (en) * 2017-01-06 2017-05-18 株式会社バンダイナムコエンターテインメント Program, information storage medium, server, game system, and network system
JP2017202337A (en) * 2017-07-18 2017-11-16 株式会社バンダイナムコエンターテインメント Program and server
WO2018037693A1 (en) * 2016-08-24 2018-03-01 株式会社バンダイ Game apparatus, game article, and program
JP2018051343A (en) * 2017-11-30 2018-04-05 グリー株式会社 Program, game control method, and server device
WO2018173529A1 (en) * 2017-03-23 2018-09-27 株式会社バンダイ Game device, game article, and program
US10335689B2 (en) 2013-12-27 2019-07-02 Gree, Inc. Non-transitory computer readable recording medium, game control method, server device, and information processing system

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* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2008113964A (en) * 2006-11-07 2008-05-22 Sega Corp Game apparatus and card folder for game apparatus
JP2008279046A (en) * 2007-05-10 2008-11-20 Taito Corp Game machine equipped with movable card holder
JP2012061059A (en) * 2010-09-14 2012-03-29 Namco Bandai Games Inc Program, information storage medium, server, game system, and network system
JP4847599B1 (en) * 2010-09-22 2011-12-28 株式会社バンダイ Goods sales equipment
WO2012039220A1 (en) * 2010-09-22 2012-03-29 株式会社バンダイ Article selling device
WO2012039221A1 (en) * 2010-09-22 2012-03-29 株式会社バンダイ Game device
JP2012065817A (en) * 2010-09-22 2012-04-05 Bandai Co Ltd Game apparatus
JP2014068725A (en) * 2012-09-28 2014-04-21 Konami Digital Entertainment Co Ltd Game apparatus, game system using the same, storage medium used therefor, and control method
JP2015186611A (en) * 2013-05-22 2015-10-29 グリー株式会社 Server device, method for controlling the same, program, and game system
US10335689B2 (en) 2013-12-27 2019-07-02 Gree, Inc. Non-transitory computer readable recording medium, game control method, server device, and information processing system
US10343073B2 (en) 2013-12-27 2019-07-09 Gree, Inc. Non-transitory computer readable recording medium, game control method, server device, and information processing system
JP5729513B1 (en) * 2014-06-06 2015-06-03 株式会社セガゲームス Program and terminal device
JP2015126920A (en) * 2015-03-16 2015-07-09 グリー株式会社 Program, game control method and server device
JP2016019757A (en) * 2015-09-11 2016-02-04 株式会社バンダイナムコエンターテインメント Program, information storage medium, server, game system, and network system
WO2018037693A1 (en) * 2016-08-24 2018-03-01 株式会社バンダイ Game apparatus, game article, and program
JP2018029774A (en) * 2016-08-24 2018-03-01 株式会社バンダイ Game device, article for game, and program
JP2017080491A (en) * 2017-01-06 2017-05-18 株式会社バンダイナムコエンターテインメント Program, information storage medium, server, game system, and network system
WO2018173529A1 (en) * 2017-03-23 2018-09-27 株式会社バンダイ Game device, game article, and program
JP2017202337A (en) * 2017-07-18 2017-11-16 株式会社バンダイナムコエンターテインメント Program and server
JP2018051343A (en) * 2017-11-30 2018-04-05 グリー株式会社 Program, game control method, and server device

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