JP4388106B2 - ゲーム装置、その制御方法、プログラム - Google Patents
ゲーム装置、その制御方法、プログラム Download PDFInfo
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- A63F2300/407—Data transfer via internet
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- A63F2300/55—Details of game data or player data management
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- A63F2300/5566—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style
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Description
本実施形態における、ゲーム装置100の基本構成を図1に示す。CPU101は、RAM(ランダムアクセスメモリ)102やROM(リードオンリメモリ)105に格納されたプログラムやデータ等を用いてゲーム装置100全体の制御を行うと共に、本実施形態に対応するゲームの進行を制御する。RAM102は、内部記憶装置110内に格納されたゲーム用プログラム111やゲーム用データ112を読み込むエリアを備えると共に、CPU101が各種の処理を実行する際に用いるワークエリアも備える。
102 RAM
103 操作部
104 通信I/F
105 ROM
106 表示部
107 サウンド処理部
108 スピーカ
109 バス
110 内部記憶装置
111 ゲーム用プログラム
112 ゲーム用データ
113 ユーザデータ
Claims (12)
- 記憶手段と、プレーヤからの入力を受け付ける入力手段と、他のゲーム装置と通信する通信手段と、を備えるゲーム装置であって、
2つの第1種別のキャラクタと1つ以上の第2種別のキャラクタとを含むキャラクタ集団を生成して前記記憶手段に記憶させる第1記憶制御手段と、
前記キャラクタ集団と前記他のゲーム装置が有するキャラクタ集団との関係を示すパラメータ値を前記記憶手段に記憶させる第2記憶制御手段と、
前記通信手段による前記他のゲーム装置との通信が行われると前記パラメータ値を更新する第1更新手段と、
前記通信手段による前記他のゲーム装置との通信中に、前記1つ以上の第2種別のキャラクタのうち前記キャラクタ集団に残留する1つのキャラクタを指示する入力を、前記入力手段を介してプレーヤから受け付けて当該指示が示すキャラクタを選択する第1選択手段と、
前記通信手段による前記他のゲーム装置との通信中に、前記パラメータ値が所定の条件を満たすか否かを判定する第1判定手段と、
前記通信手段による前記他のゲーム装置との通信中に、前記パラメータ値が所定の条件を満たすと前記第1判定手段で判定され、且つ前記第1選択手段による選択が行われた場合に、前記通信手段を介して前記他のゲーム装置が有する所定の第2種別のキャラクタを取得し、前記第1選択手段で選択したキャラクタ、及び前記所定の第2種別のキャラクタを新たな前記2つの第1種別のキャラクタとし、且つ当該新たな2つの第1種別のキャラクタ以外のキャラクタが含まれないように、前記キャラクタ集団を更新する第2更新手段と、
を備え、
前記第1記憶制御手段は、前記第2更新手段による前記更新が行われると、新たに1つ以上の第2種別のキャラクタを生成して前記キャラクタ集団に追加することを特徴とするゲーム装置。 - 前記第1選択手段で選択したキャラクタ、及び前記所定の第2種別のキャラクタはそれぞれ、第1属性又は第2属性を有し、
前記第1選択手段で選択したキャラクタの属性と前記所定の第2種別のキャラクタの属性とが異なるか否かを判定する第2判定手段を更に備え、
前記第2更新手段は、前記第1選択手段で選択したキャラクタの属性と前記所定の第2種別のキャラクタの属性とが異なると判定された場合に前記更新を行う
ことを特徴とする請求項1に記載のゲーム装置。 - 前記通信手段による前記他のゲーム装置との通信中に、前記1つ以上の第2種別のキャラクタのうち前記他のゲーム装置へ提供する1つのキャラクタを指示する入力を、前記入力手段を介してプレーヤから受け付けて当該指示が示すキャラクタを選択する第2選択手段と、
前記通信手段による前記他のゲーム装置との通信中に、前記パラメータ値が所定の条件を満たすと前記第1判定手段で判定され、且つ前記第2選択手段による選択が行われた場合に、前記第2選択手段で選択したキャラクタを前記キャラクタ集団から消去する消去手段と、
を更に備えることを特徴とする請求項1又は2に記載のゲーム装置。 - 前記消去手段は、前記キャラクタ集団が2つ以上の第2種別のキャラクタを含む場合に前記消去を行うことを特徴とする請求項3に記載のゲーム装置。
- 前記第1更新手段は、前記他のゲーム装置との前記通信が行われた回数を示すように前記パラメータ値を更新し、
前記第1判定手段は前記パラメータ値が閾値以上の場合に、前記所定の条件が満たされると判定する
ことを特徴とする請求項1乃至4のいずれか1項に記載のゲーム装置。 - 前記第2更新手段は、前記パラメータ値を0にすることを更に特徴とする請求項5に記載のゲーム装置。
- 前記通信手段を介して前記他のゲーム装置から当該他のゲーム装置の識別情報を取得する取得手段を更に備え、
前記第2記憶制御手段は、前記パラメータ値を前記取得手段で取得した識別情報に関連付けて記憶する
ことを特徴とする請求項1乃至6のいずれか1項に記載のゲーム装置。 - 前記1つ以上の第2種別のキャラクタの成長の段階を示す成長段階情報を前記記憶手段に記憶する第3記憶制御手段を更に備え、
前記第2更新手段は、前記成長段階情報が所定の段階を示す場合に前記更新を行う
ことを特徴とする請求項1乃至7のいずれか1項に記載のゲーム装置。 - 時間の経過に従って前記成長段階情報を更新する第3更新手段を更に備えることを特徴とする請求項8に記載のゲーム装置。
- 前記第2更新手段による前記更新の際に前記第1記憶制御手段において2つ以上の第2種別のキャラクタを新たに生成した場合、当該2つ以上の第2種別のキャラクタは、第1属性を有するキャラクタと第2属性を有するキャラクタとから構成されることを特徴とする請求項1乃至9のいずれか1項に記載のゲーム装置。
- 記憶手段と、プレーヤからの入力を受け付ける入力手段と、他のゲーム装置と通信する通信手段と、を備えるゲーム装置の制御方法であって、
第1記憶制御手段が、2つの第1種別のキャラクタと1つ以上の第2種別のキャラクタとを含むキャラクタ集団を生成して前記記憶手段に記憶させる第1記憶制御工程と、
第2記憶制御手段が、前記キャラクタ集団と前記他のゲーム装置が有するキャラクタ集団との関係を示すパラメータ値を前記記憶手段に記憶させる第2記憶制御工程と、
第1更新手段が、前記通信手段による前記他のゲーム装置との通信が行われると前記パラメータ値を更新する第1更新工程と、
第1選択手段が、前記通信手段による前記他のゲーム装置との通信中に、前記1つ以上の第2種別のキャラクタのうち前記キャラクタ集団に残留する1つのキャラクタを指示する入力を、前記入力手段を介してプレーヤから受け付けて当該指示が示すキャラクタを選択する第1選択工程と、
第1判定手段が、前記通信手段による前記他のゲーム装置との通信中に、前記パラメータ値が所定の条件を満たすか否かを判定する第1判定工程と、
前記通信手段による前記他のゲーム装置との通信中に、前記パラメータ値が所定の条件を満たすと前記第1判定工程で判定され、且つ前記第1選択工程における選択が行われた場合に、第2更新手段が、前記通信手段を介して前記他のゲーム装置が有する所定の第2種別のキャラクタを取得し、前記第1選択工程で選択したキャラクタ、及び前記所定の第2種別のキャラクタを新たな前記2つの第1種別のキャラクタとし、且つ当該新たな2つの第1種別のキャラクタ以外のキャラクタが含まれないように、前記キャラクタ集団を更新する第2更新工程と、
を備え、
前記第1記憶制御工程において前記第1記憶制御手段は、前記第2更新工程における前記更新が行われると、新たに1つ以上の第2種別のキャラクタを生成して前記キャラクタ集団に追加することを特徴とするゲーム装置の制御方法。 - 記憶手段と、プレーヤからの入力を受け付ける入力手段と、他のゲーム装置と通信する通信手段と、を備えるコンピュータを、
2つの第1種別のキャラクタと1つ以上の第2種別のキャラクタとを含むキャラクタ集団を生成して前記記憶手段に記憶させる第1記憶制御手段、
前記キャラクタ集団と前記他のゲーム装置が有するキャラクタ集団との関係を示すパラメータ値を前記記憶手段に記憶させる第2記憶制御手段、
前記通信手段による前記他のゲーム装置との通信が行われると前記パラメータ値を更新する第1更新手段、
前記通信手段による前記他のゲーム装置との通信中に、前記1つ以上の第2種別のキャラクタのうち前記キャラクタ集団に残留する1つのキャラクタを指示する入力を、前記入力手段を介してプレーヤから受け付けて当該指示が示すキャラクタを選択する第1選択手段、
前記通信手段による前記他のゲーム装置との通信中に、前記パラメータ値が所定の条件を満たすか否かを判定する第1判定手段、
前記通信手段による前記他のゲーム装置との通信中に、前記パラメータ値が所定の条件を満たすと前記第1判定手段で判定され、且つ前記第1選択手段による選択が行われた場合に、前記通信手段を介して前記他のゲーム装置が有する所定の第2種別のキャラクタを取得し、前記第1選択手段で選択したキャラクタ、及び前記所定の第2種別のキャラクタを新たな前記2つの第1種別のキャラクタとし、且つ当該新たな2つの第1種別のキャラクタ以外のキャラクタが含まれないように、前記キャラクタ集団を更新する第2更新手段、
として機能させるためのプログラムであって、
前記第1記憶制御手段は、前記第2更新手段による前記更新が行われると、新たに1つ以上の第2種別のキャラクタを生成して前記キャラクタ集団に追加することを特徴とするプログラム。
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JP2007192628A JP4388106B2 (ja) | 2007-07-24 | 2007-07-24 | ゲーム装置、その制御方法、プログラム |
EP08252307A EP2025376A1 (en) | 2007-07-24 | 2008-07-04 | Game apparatus, control method thereof, and program |
CN2008101325698A CN101352613B (zh) | 2007-07-24 | 2008-07-15 | 游戏装置及其控制方法 |
US12/219,433 US20090029779A1 (en) | 2007-07-24 | 2008-07-22 | Game apparatus, control method thereof, and program |
KR1020080071581A KR101013297B1 (ko) | 2007-07-24 | 2008-07-23 | 게임 장치, 그 제어 방법, 프로그램이 기록된 기록 매체 |
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US8376829B2 (en) * | 2005-01-14 | 2013-02-19 | Etasse Limited | Slot machine game with respin feature which identifies potential wins |
US7806758B2 (en) * | 2005-10-14 | 2010-10-05 | Leviathan Entertainment, Llc | Video game including child character generation using combination of parent character attributes |
US8690664B2 (en) | 2006-09-25 | 2014-04-08 | Etasse Limited | Slot machine game with additional award indicator |
US9165419B2 (en) | 2006-10-23 | 2015-10-20 | Etasse Limited | Slot machine bonus game providing awards for manual dexterity |
US8337292B2 (en) * | 2006-11-10 | 2012-12-25 | Etasse Limited | Slot machine game with side wager on reel order |
US8702493B2 (en) | 2007-11-09 | 2014-04-22 | Etasse Limited | Slot machine game with award based on another machine |
US20090124352A1 (en) * | 2007-11-13 | 2009-05-14 | Ignacio Gerson | Slot machine game with side pot |
US9520031B2 (en) | 2008-07-07 | 2016-12-13 | Etasse Limited | Slot machine game with symbol lock-in |
US20120083322A1 (en) * | 2010-10-05 | 2012-04-05 | Andrew Van Luchene | Player character creation in a video game based on multiple players |
JP2013165873A (ja) * | 2012-02-16 | 2013-08-29 | Gree Inc | ゲーム用サーバ装置、サーバ制御方法、及びサーバ制御プログラム |
JP5367192B1 (ja) * | 2012-08-06 | 2013-12-11 | グリー株式会社 | ゲーム制御装置及びプログラム |
JP5238090B1 (ja) * | 2012-08-31 | 2013-07-17 | 株式会社バンダイ | ゲーム装置、制御方法、及びプログラム |
JP5986980B2 (ja) * | 2013-12-09 | 2016-09-06 | グリー株式会社 | サーバ制御方法、サーバ装置、サーバ制御プログラム、端末制御方法、端末及び端末制御プログラム |
CN104898581B (zh) * | 2014-03-05 | 2018-08-24 | 青岛海尔机器人有限公司 | 一种全息智能中控系统 |
JP5699243B2 (ja) * | 2014-08-13 | 2015-04-08 | グリー株式会社 | サーバ制御方法、サーバ装置、サーバ制御プログラム、端末制御方法、端末及び端末制御プログラム |
CN111035934B (zh) * | 2019-10-25 | 2023-08-15 | 咪咕互动娱乐有限公司 | 游戏教学方法、装置、电子设备和存储介质 |
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JP3044116U (ja) * | 1997-03-18 | 1997-12-16 | 株式会社バンダイ | 仮想生命体の育成シミュレーション装置 |
JP3799134B2 (ja) * | 1997-05-28 | 2006-07-19 | ソニー株式会社 | システムおよび通知方法 |
JP2000024309A (ja) * | 1998-07-10 | 2000-01-25 | Sega Enterp Ltd | ゲーム方法及びゲーム装置 |
JP2002159743A (ja) * | 2000-11-24 | 2002-06-04 | Jatco Transtechnology Ltd | Gps受信装置 |
US20020082065A1 (en) * | 2000-12-26 | 2002-06-27 | Fogel David B. | Video game characters having evolving traits |
JP3528818B2 (ja) * | 2000-12-27 | 2004-05-24 | トヨタ自動車株式会社 | エアバッグ装置 |
JP2002210238A (ja) * | 2001-01-24 | 2002-07-30 | Sony Computer Entertainment Inc | 記録媒体、プログラム、プログラム実行システム及びプログラム実行装置 |
JP3457285B2 (ja) | 2001-02-20 | 2003-10-14 | 株式会社コナミコンピュータエンタテインメントスタジオ | 育成ゲーム進行制御プログラム、育成ゲーム装置及び育成ゲーム進行制御方法 |
JP3702283B2 (ja) * | 2003-12-26 | 2005-10-05 | 株式会社バンダイ | 通信ゲーム装置 |
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US20060224631A1 (en) * | 2005-04-05 | 2006-10-05 | Daewon Kwon | System and method for using graphic and text data of Korean American families to enhance Korean American networking |
US7690997B2 (en) * | 2005-10-14 | 2010-04-06 | Leviathan Entertainment, Llc | Virtual environment with formalized inter-character relationships |
JP2007192628A (ja) | 2006-01-18 | 2007-08-02 | Canon Inc | ガスセンサ |
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EP2025376A1 (en) | 2009-02-18 |
KR20090010924A (ko) | 2009-01-30 |
CN101352613B (zh) | 2011-11-09 |
CN101352613A (zh) | 2009-01-28 |
KR101013297B1 (ko) | 2011-02-09 |
US20090029779A1 (en) | 2009-01-29 |
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