TWI230089B - Game device, image display device, and computer-readable recording medium performed by using an openable dice - Google Patents
Game device, image display device, and computer-readable recording medium performed by using an openable dice Download PDFInfo
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- TWI230089B TWI230089B TW090109693A TW90109693A TWI230089B TW I230089 B TWI230089 B TW I230089B TW 090109693 A TW090109693 A TW 090109693A TW 90109693 A TW90109693 A TW 90109693A TW I230089 B TWI230089 B TW I230089B
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00643—Electric board games; Electric features of board games
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F3/00—Board games; Raffle games
- A63F3/00003—Types of board games
- A63F3/00075—War games
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/204—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/04—Dice; Dice-boxes; Mechanical dice-throwing devices
- A63F9/0468—Electronic dice; electronic dice simulators
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- General Engineering & Computer Science (AREA)
- Educational Technology (AREA)
- Toys (AREA)
- Pinball Game Machines (AREA)
- Display Devices Of Pinball Game Machines (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
Abstract
Description
1230089 五、發明說明(1) 【發明背景 :發明係關於—種用於 D。上之板的遊戲裝 戈戒看不在顯示監視 該影像監視器上置亦關於—種影像顯示裝置與— 該遊戲的遊戲方法。 種在1230089 V. Description of the invention (1) [Background of the invention: The invention relates to a species used in D. The game board of the upper board. Gejie can't see the monitor. The video monitor is also about — a kind of video display device and — the game method of the game. Planted in
一般來說,世X 諸如西洋棋、日掛已提出並且販賣各式各樣板遊戲, 電腦遊戲或電視遊戲::棋、麻將”b外,亦已提出各種 戲。通常以卜卜榮’所以可以在顯示裝置上玩上述柘满 戲,並且照著盘戲的原有遊戲規則進行此等電腦遊 玩。 /、Μ板遊戲之板規則類似的電腦遊戲規則 在日本出版的If:此轉到與現實世界迥異的想像世界。 殊的板遊戲,而且由?:且流行漫晝中,*出-種非常特 板遊戲中,將大旦人物對戰。更明確地說,該特殊 成骰子群,:::;:::子::種=盤)-起準備 起見’將該特殊板遊戲簡稱為=遊:文中為了說明便利 平面ί個:ΙίΠΓΐ與符號’其畫在各個骰子的六個 μ μ η ^ η* Γ知s亥骰子遊戲期間的特殊效果。該骰子 ΐίΚ V 人物準備一組由該骰子預定數字(其選 群)組成的牌組,並由該骰子牌組選擇三個骰 m,母個人物將三個骰子滾掷在該板上,並顯示該 板 5己號或符號。當這三個記號或符號符合預定條 !23〇〇89 五、發明說明(2) __ 個骰子顯示相同記號或符號時,每Τ 開骰子展開或張開在該板上。將此:: 二形狀之局部路徑,並朝對』η-條經選 ^斤決定的怪獸自該展開的骰子跳:擴=二亥展開的 上。該怪獸可以沿著哕屏η式 並出現在该板 徑移動。由於每個怪獸心:墼:’:骰子所形成之局部路 對手在該板上的怪獸戰鬥,與防禦能力,其能與 力,對對手的怪獸造二以攻擊與防" 的骰子的六個平面用以形成由六個:述’該展開或張開 因此,當該怪獸遇到對手的。^且成此局部路徑。 j戰鬥二以決定每次的輸臝。;這種=的?獸,間重 後,輸家的生命點減少。最告〇母-人硪鬥之 零時,該板遊戲結束。 田人物之一的生命點變成 、、該漫畫中所畫的骰子遊戲極 被滾擲的骰子可以展 、、、ι々特點在於,數個 形成該局部路徑(換勺張開在該板上’由該張開的骰子 在於,由每展開的殷子其他板遊戲不同點亦 在此處,需要考慮 、 腦或電視遊戲。不過了垂’、:將上述骰子遊戲做成電 世界的骰子遊戲轉變二:上非常難將該以非現實與幻想 在該漫晝中:ίί的電腦遊戲。 種朝向對手基地的乃邻:個骰子張開成不同形狀,形成各 …路從,以及關於該局部路徑之組合 第5頁 1230089 五、發明說明(3) 到達對手基地有特定說明。 不過,該漫書中對於|動、^ t ^ ^ ^ ^ , I 了趴目動决疋這三個置於板上的骰子 % 之^號或符號組合方式並未加以說明。 此外,該漫畫中亦未据及、、也^ 白纟i _ p /、疋在該板上形成局部路徑 的各個展開骰子是何種形狀。換 过溫查、力士接一 如柯還摇欠加P 0日L 勺。舌5兄’。亥〉又旦 >又有揭不 ^ ^ e pe . ^ ^ 认 卞。此外,沒有揭示每個位 、。亥展開的骰子之格子中的怪獸位置。 總之,為了以電腦或雷葙 必須做一此姑卞外❺t ^視龟戲形式呈現該骰子遊戲, 肩做些技術改良與考;#。 【發明概述】 本發明目 進行一種骰子 圖型選擇局部 本發明另 藉由展開每個 域,進行該板 本發明其 自動電子化決 根據本發 〜個顯示監視 許多欲放置在 視器上顯示所 略徑排列在顯 系統,其可以實際 使得藉由自許多 家的區域。 遊戲裝置,其可以 原各個玩家的區 遊戲裝置,其可以 之組合。 裝置係利用顯示在 裝置包括用以儲存 裝置;在該顯示監 以及將該選擇局部 的排列裝置。此情 的係提出一種遊戲裝置或 /板遊戲,諸如上述遊戲 路徑,順利地決定每個玩 ;;面係提出上述種類的 ::該板上的般子,形成 上述種類之 明記號;符號 _ ^ 心一種遊戲 進行遊戲。該遊戲 ^擇局部路徑用之裝置; 不於該顯示監視器之板上In general, world X such as chess and sun hanging have proposed and sold a variety of model games, computer games or television games :: chess, Mahjong "b, have also proposed a variety of games. Usually used Bu Burong 'so can Play the above-mentioned manchu drama on the display device, and play these computer games according to the original game rules of the board game. / 、 M board game rules similar to computer game rules published in Japan If: This turns to reality The world is very different. Imagine the world. Special board game, and by ?: And in the popular day, * out-a very special board game, the big Dan characters are played against. More specifically, the special dice group :: :; ::::: 子 :: 种 = 盘) -Be prepared for the sake of 'the special board game is simply referred to as = you: In order to illustrate the convenience plane in the text, one: ΙίΠΓΐ and the symbol' It is drawn on each of the six dice. η ^ η * Γ knows the special effects during the game of dice. The dice ΐίΚ V prepares a set of cards composed of the predetermined number of dice (the group selected), and chooses three dice m from the dice card group, Female character rolls three dice On the board, and display the board's 5 sign or symbol. When these three signs or symbols meet the predetermined bar! 230089 V. Description of the invention (2) When __ dice show the same sign or symbol, every time T open The dice is unfolded or spread on the board. This :: The local path of the two shapes, and towards the "n" -selected monster jumps from the unrolled dice: expansion = Erhai unfolded. The Monsters can move along the 哕 screen η type and appear on the board diameter. Since each monster heart: 墼: ': a local path formed by the dice, the opponent fights against the monster on the board, and has defense ability, its ability and power, Create six planes of the dice for attacking and defending the opponent's monster to form six planes: the 'expand or expand'. Therefore, when the monster encounters the opponent's. ^ And this local path. J The second battle determines the nakedness of each loss. This kind of = beast? After losing weight, the loser's life point is reduced. At the end of the game, the board game ends. The life point becomes, and the dice game drawn in the comic can be rolled. , Ι 在于 is characterized by a number of forming the local path (changing the spoon to open on the board 'by the opening of the dice lies in the fact that the different points of other board games developed by each Yin Zi are also here, need to consider, brain Or a video game. However, it's a slap game that turns the above dice game into an electric world. It's very difficult to make the reality and fantasy in the day: a computer game facing the opponent's base. Neighbor: A dice spreads out into different shapes, forming ... paths, and the combination of the local paths. Page 5 1230089 V. Description of the invention (3) There is a specific description of reaching the opponent's base. However, the | ^ t ^ ^ ^ ^, I did not explain the combination of the ^ number or symbol of the three dice on the board. In addition, the comic also does not take into account the shape of each of the expanded dice that forms a local path on the board. After the temperature check, Lux replied as if Ke still swayed and added P 0 L spoons. Tongue 5 '. Hai> Another > There is no revealing ^ ^ e pe. ^ ^ Recognize 卞. In addition, each bit is not revealed. The position of the monster in the grid of the unrolled dice. In short, in order to present this dice game in the form of a computer game or computer, it is necessary to do some technical improvements and tests; #. [Summary of the Invention] The present invention aims to perform a dice pattern selection part. The present invention also expands each field to carry out the board. The present invention is automatically electronicized. According to the present invention, a number of monitors to be placed on the monitor are displayed. The narrow path is arranged in the display system, which can actually make the area from many homes. The game device may be a zone game device of each player, which may be combined. The device is a display device including a device for storing the device; a display device for arranging the selected part; In this case, a game device or board game is proposed, such as the above game path, to smoothly determine each play ;; the above system is proposed in the above type :: the board's normal form, forming a clear mark of the above type; the symbol _ ^ Mind a game to play. The game selects the device used for the local path; not on the display monitor board
第6頁 1230089 五、發明說明(4)Page 6 1230089 V. Description of the invention (4)
況下,該板上的各個A A 此外,該排列襄經決定每個玩家的遊戲範圍。 過所顯示之板的判斷^括用以判斷每個局部路徑是否超 在該板上,使每個局ί;二以及用以將每個局部路徑放置 部路徑不會在彼此重疊的^ =超過該板時’該板上每個局 此處,在所顯示之拓^ 路徑。 上展開一個骰子,形成每個局部 根據本發明其他會& 在一個顯示監視器上g 7心 種影像顯示裝置係用以 戲。該影像顯示裝置包^ 個板,如此進行一種板遊 局部路徑的健存穿置·f用以儲存許多欲放置在該板上之 路徑,使該顯哭:及?理自該儲存裝置讀出之局部 所選擇局部路徑依序排列擇之局部路徑,並將每個 2像顯示裝置另外包括用的處理裝置。該 -員不在該顯示監視器上的:夕八有不同屬性而且會 骰子,形成該局部路徑的 衣置,以及展開所選擇的 根據本發明其他實: 儲存一個程式,該程式佶^ 一個電腦可讀取記錄媒體 板進行遊戲。該程式包括】存:,顯示在顯示監視器上的 彼此不同的局部路徑,·選擇巧列在該板上,而且 :4路徑之-,·以及將所選擇:届:在該顯示監視器上的 於该顯示監視器之板上等步驟。局⑷路徑依序排列在顯示 该程式另外包括準備由許多且 成之骰子牌組,·自該骰子牌組選擇^同花色的骰子所組 〜__ 預疋數量骰子;將預定 第7頁 五、發明說明(5) ____ 數量骰子擲在顯示在該顯示監視器上的板上. 在該板上的骰子是否符合預定條件等步驟,佶以及判斷擲 個扔擲骰子可以在該板上展開,並使該選定】,選定的一 於儲存步驟中所儲存的局部路徑。 、卩般子相當 此情況下,該判斷步驟包括監視該扔 組合,並偵測該花色組合是否符合預定條件狀上的花色 此處,當扔擲骰子上之花色組合顯示定 付合預定條件。 亏疋化色時,則 該扔擲在該板上的骰子預定數目可等於二 該程式另外包括產生每個骰子的一袓、ς。 亂數組決定特定花色的發生等步驟。料,j :以及由該 偵測所選擇的局部路徑 ^各式可包括 :反邊界;以及當該排列超出該邊 ::視為、上之 部路徑排列於該板上之步驟。 拒心將该選定的局 【較佳實施例之詳細說明】 參考圖1 A與1 B,μ钎座田^ 技藝習知之可攜編機為ίΓΐϊ戲裝置,* ‘遊戲Π不;戲機,而且適用其 腦等。 遊木场用遊戲機、家庭遊戲機、個人電 /她的7攜中式遊玉:豕丄t =示)將—個卡匡附接或安裝^ 、夤口 ,所示之卡匣U儲存 1230089 五、發明說明(6) 該骰子遊戲程式’並作為電腦可讀取 式中,該玩家與該包括在該可攜式遊戲機J體而在單人模 乎的電腦對抗。 而且扮演對 圖1 B中,舉例說明該骰子遊戲的通信模式,苴 玩家各自擁有經由通信纜線13彼此連接的可二中兩個 5使:紅外線代替通信纜線13連接這兩個可;J =。 遊戲中的對手。 母1u玩豕扮演該骰子In this case, each A A on the board In addition, the arrangement determines the game range of each player. Judging by the displayed board ^ includes for judging whether each local path is over the board, so that each round; and second, for placing each local path where the paths will not overlap each other ^ = exceeds The board is' where each board on the board is here, the path shown is ^. A dice is rolled up to form each part. According to the present invention, the < 7 > image display device on a display monitor is used for play. The image display device includes ^ boards, so that a board game's local path is put through. F is used to store many paths to be placed on the board, making the display cry: and? The selected partial paths read out from the storage device sequentially select the selected partial paths, and each 2-image display device additionally includes a processing device for use. The staff member is not on the display monitor: Xiba has different attributes and can dice, form the clothing of the local path, and expand the selected other according to the present invention: Store a program, the program 佶 ^ a computer can Read the recording media board to play. The program includes: storing: different local paths displayed on the display monitor, selecting a list on the board, and: 4 of the paths-, and selecting the: session: on the display monitor Steps on the display monitor. The game paths are arranged in order to show that the program additionally includes a set of ready-made dice cards. · From this set of dice cards, choose a set of ^ flush dice ~ __ pre-roll number of dice; will be scheduled on page 7. Description of the invention (5) ____ The number of dice is rolled on the board displayed on the display monitor. Whether the dice on the board meets the predetermined conditions and other steps, and judge and roll a dice can be unrolled on the board, and Make the selection], the selected one is the local path stored in the storing step. In this case, the judging step includes monitoring the throw combination and detecting whether the suit combination meets the suit on the predetermined condition. Here, when the suit combination on the throwing dice shows that the predetermined condition is satisfied. When the color changes, the predetermined number of dice to be thrown on the board may be equal to two. The program additionally includes one dice and one dice to generate each dice. The random array determines steps such as the occurrence of a particular suit. It is expected that j: and the local path selected by the detection. ^ Each formula may include: anti-boundary; and when the arrangement is beyond the edge :: the step of arranging the upper part of the path on the board. Refuse to choose the selected game [Detailed description of the preferred embodiment] With reference to Figures 1 A and 1 B, the portable knitting machine known to the art is a ΐϊΐϊ play device, * 'Game Π 不; And it applies to its brain. Yukiba game machine, home game machine, personal electric / her 7-carrying Chinese Yuyu: 豕 丄 t = shown) Attach or install a card Kuang 夤, 夤 口, shown in the cassette U storage 1230089 5 6. Description of the invention (6) The dice game program is used as a computer-readable mode, and the player confronts the computer included in the portable game machine J body in a single player mode. And it plays a role in the communication mode of the dice game as shown in FIG. 1B. Each player has two mitres and two mitters connected to each other via a communication cable 13: infrared instead of the communication cable 13 to connect the two avatars; J =. Opponents in the game. Mother 1u plays the dice
視(』Γ二1AmB的每個可攜式遊細 視(LCD)面板14,與一個控制或操縱面板15,其位於 器的LCD面板14下方。該操縱面板15具有十字形操縱 與選擇鈕11 2。如前述,該卡匣丨2附接於每個可攜式遊戲 機11上,作為電腦可讀取記錄媒體,並儲存玩本發明骰^ 遊戲用之程式。 參考圖2,說明該可攜式遊戲機丨丨的内部結構。更明 確地說,該可攜式遊戲機11可以附接或安裝與本發明有關 的卡£12 ’並且具有CPU主體23,以及圖1A與1B所示之LCD 面板14以及操縱面板15。Each of the portable small-vision (LCD) panels 14 of the camera (1), and a control or control panel 15 is located below the LCD panel 14. The control panel 15 has a cross-shaped control and selection button 11 2. As mentioned above, the cassette 2 is attached to each portable game machine 11 as a computer-readable recording medium and stores a program for playing the dice ^ game of the present invention. Referring to FIG. The internal structure of the portable game machine. More specifically, the portable game machine 11 can be attached or installed with a card related to the present invention £ 12 'and has a CPU main body 23, as shown in Figs. 1A and 1B. LCD panel 14 and operation panel 15.
如圖2所示,該CPU主體23具有CPU核心26、介於該操 縱面板1 5與該CPU核心26之間的通道,以及與該CPU核心26 連接之RAM 28與ROM 30。另外,所示之CPU核心26連接於 一個接收/發送計時、定址與資料用的緩衝器3 1,亦連接 於一個通信控制部分50。此外,該CPU核心26經由顯示驅 動電路35與LCD面板14偶合,其中該顯示驅動電路35經由As shown in FIG. 2, the CPU main body 23 has a CPU core 26, a passage between the operation panel 15 and the CPU core 26, and a RAM 28 and a ROM 30 connected to the CPU core 26. In addition, the CPU core 26 shown is connected to a buffer 31 for receiving / transmitting timing, addressing and data, and is also connected to a communication control section 50. In addition, the CPU core 26 is coupled to the LCD panel 14 via a display driving circuit 35, wherein the display driving circuit 35 is connected via
第9頁 1230089 五、發明說明(7) 一個RAM界面40連接於一個一 該LCD面板14上的角色等。,不RA\ 42 ’以儲存欲顯示在 個連接器,諸如24與51。,所不之可攜式遊戲機1 1具有數 24用以將卡匣1 2安裝於該^圖2所示之實例中,該連接器 連接此可攜式遊戲機與^仙主體2 3 ’同時連接器5 1用以 處,須注意該ROM 30儲存—可攜式遊戲機(未圖示)。此 0S、該顯示驅動電路35 種王面性控制該LCD面板1 4的 此處,圖2所示之可^;1信控制部分50等。 明板遊戲程式的卡&丨2。Y、遊戲機11裝上儲存根據本發 器24連接於謝體23。^^,=經由該連接 是重設鍵啟動該可样4 % & 4 h况下,當按下電源鍵或 ^R〇M 30 ^os : I Ϊ ^ : : ; rPU ^ "26 " ^ ^ ^ 儲存在該卡E12中之至少;八;,機整體,移動 王V σ卩分该板迦戲程式與資二 :=憶在RAM 28與顯示RAM 42中。因此,該RAM、2 所舉例之可攜式遊戲機中之主要記憶體般操作。在此K 下’该CPU核心26根據該玩家的操縱與顯示於該LCD面板14 上的資料進行該板遊戲。經由該顯示RAM界面存取顯示RAM 42、自該顯示RAM 42讀取該資料(諸如角色等),以及經由 該顯示驅動電路35將讀出之資料送到LCD面板14,進行二此 種資料顯示作用。 — 現在’將描述有關上述骰子遊戲作為本發明板遊戲之 貫例。在該殷子遊戲中,首先準備大量骰子,其數量超過 5 0 0個’而且具有各種能力與等級。將此等骰子分成五組 或五類。開始時,形成一個牌組,其係在玩該骰子遊戲之Page 9 1230089 V. Description of the invention (7) A RAM interface 40 is connected to a character and the like on the LCD panel 14. , Not RA \ 42 ′ to store the connectors to be displayed, such as 24 and 51. The portable game machine 11 has a number 24 for installing the cassette 1 2 in the example shown in the figure 2 and the connector connects the portable game machine with the main body 2 3 ' At the same time, the connector 51 is used for storage. Note that the ROM 30 is stored—a portable game machine (not shown). The 0S and the display driving circuit have 35 kinds of surface characteristics to control the LCD panel 14 here, as shown in FIG. 2; a control section 50 and so on. Card & 丨 2. Y. The game machine 11 is equipped with a storage device 24 and is connected to the Xie body 23 according to the present invention. ^^, = Reset this via the connection is reset key 4% & 4 h, when the power key or ^ R〇M 30 ^ os: I Ϊ ^ ::; rPU ^ " 26 & quot ^ ^ ^ Stored in the card E12 at least; eight; the machine as a whole, the mobile king V σ 卩 points the Banjia opera program and resources two: = memory in RAM 28 and display RAM 42. Therefore, the main memory in the portable game machine exemplified by the RAM, 2 operates like a main memory. Under this K ', the CPU core 26 performs the board game according to the player's manipulation and the information displayed on the LCD panel 14. The display RAM 42 is accessed via the display RAM interface, the data (such as characters, etc.) is read from the display RAM 42 and the read data is sent to the LCD panel 14 via the display drive circuit 35 for two such data displays effect. — Now 'will be described about a conventional example of the above-mentioned dice game as the board game of the present invention. In this Yinzi game, first prepare a large number of dice, the number of which is more than 500 ', and have various abilities and levels. Divide these dice into five groups or five categories. At the beginning, a deck is formed, which is played during the dice game.
第10頁 1230089 五、發明說明(8) 前’由十三或十五個骰子組成。 此處,須注意各個骰子具有六個具有花色作為記號 二3望Γ且由該骰子上的花色以及其綠製顏色分類不同能 力與等級。 ,U月b >考圖3與4,下文說明一個骰子實例。如圖3 該骰子遊戲中使用之骰子具有立方體形狀二 =繪製在這六個平面±,而且與一般骰子的,上此工 ^所不之骰子,六個不同花色分麟製在個別平 顯不所示之骰子每種花色朝向出現的機率為六分之一= 過,每次扔擲骰子時各個花色的數目可能不同。 。不 個板C Ξ例)''子以圖4所示之方式展開’形成排列在- 接觸,因此稱為前面。0此,;二該板 展開成該局部路徑時,自該局部路徑Γ之二r亥骰子 4中,顯示之展開骰子m部路λ的預定格子上。圖 是亦可能以各種其他構造展開。 例以“晰,但 種花ΐ處在戶m與4說明繪製在該骰子每個平面上的各 種化色I所不骰子的六 囬上的各 S11具有一個魔法花色,其 〒4千面中第—個平面 個平面S12呈;^ Am 八、吏用或進行魔法,而第一 似卞具有一個召喚花色,直 叫第一 自該板上之骰子召喚一個怪獸/、表不畜该骰子展開時,Page 10 1230089 V. Description of the Invention (8) The front ’consists of thirteen or fifteen dice. Here, it should be noted that each dice has six suit colors as the mark 2 and 3, and different powers and grades are classified by the suit colors on the dice and the green color. , U month b > Consider Figures 3 and 4, an example of a dice is described below. As shown in Figure 3, the dice used in this dice game has a cube shape of two = drawn on these six planes ±, and compared with the ordinary dice, the dice used in this work ^ six different suits are divided in individual flat display. The dice shown has a one-sixth chance of appearing in each suit direction = Yes, the number of each suit may be different each time the dice is rolled. . Not each board C Example) The "child" is expanded in the manner shown in Fig. 4 to form an arrangement in-contact, so it is called front. 0 this ;; 2 When the board is developed into the local path, from the local path Γ to the r 2 dice 4, the expanded dice m part road λ is displayed on a predetermined grid. Figures are also possible in various other configurations. For example, "clear, but the species of flowers are located in households m and 4 to illustrate that each of the S11 drawn on the six rounds of the dice I on each plane of the dice does not have a magic suit, and its 4,000 faces The first plane is plane S12; ^ Am 8. Officials use or perform magic, and the first seems to have a summon suit. Directly call the first dice from the board to summon a monster. Time,
1230089 五、發明說明(9) 另外,第 何其他怪獸, 代表一個怪獸 此外, 力’而 擊能力 的骰子 在 捉、前 在一個 的怪獸 例 朝上。 花色儲 色的成 在 之一。 ―― 〇 況納入 骰子分 獸分成 骰子出 之骰子 第四級 第五個 第六個 。因為 可以沿 所示之 進、防 花色池 〇 如,將 因此, 存在該 本,在 圖3與4 此顯示 換言之 考慮, 成四組 第一至 現的怪 出現的 怪獸的 三個平面313具有捕捉花色,其代表捕捉任 而第四個平面S14具有前進或移動花色ΐ 沿著第四個平面SU上的箭頭移動或前進: 平面S1 5具有防索花色’其代表一種防苹 平面S16具有-個攻擊花色,其代表一二攻 巧個平面S12上貼著數字” 2”,所以該 者前頭移頭該怪獸兩格。 花色中,除了召喚花色之外,當該魔法、 紫與攻擊花色朝向出現時,每次都可以儲存 中。此種儲存的花色可用來影響自己或對手 該骰子滾擲在板上時,假設第四個平面S1 4 田,子2貼在該前進花色時,將兩個前進 玩家的花色池中。該玩家可以以兩個前進花 該板上移動一個怪獸兩袼。 所不之骰子中,召喚花色僅繪製在六個平面 奶掷所不之骰子來召喚怪獸的機率等於六分 丄报難使用所示之骰子召喚該怪獸。將此情 分別以晝在每個骰子上的召喚花色數字將該 並且經由相當於該召喚花色數字,將該怪 弟四專級。更明確地說,由單一召喚花色之 w大刀成苐四級,而由二、三與四個召喚花色 怪獸分成第三、第二與第一級。此情況下, 文擊與防禦能力高於其他等級,而第三級1230089 V. Description of the invention (9) In addition, the other monster represents a monster. In addition, the dice with a force of batting ability is in front of a monster that is catching and facing up. The color storage is one of them. —— 〇 Include dice points, dice beasts, dice from dice, fourth level, fifth, sixth. Because it is possible to move along the shown, anti-suit color pools. For example, there will be a copy of this book. In Figures 3 and 4, in other words, the three planes 313 of the first to present monster appearing in four groups have capture. The suit, which represents the capture task, and the fourth plane S14 has a forward or moving suit ΐ move or advance along the arrow on the fourth plane SU: the plane S1 5 has a cord protection suit 'which represents an anti-Apple plane S16 with a The attack suit represents one or two attacks, and the number "2" is affixed to the plane S12, so the player moves his head two squares in front of the monster. In the suit, in addition to the summon suit, the magic, purple, and attack suits can be stored each time. This stored suit can be used to influence yourself or your opponent. When the dice rolls on the board, assuming that the fourth plane S1 4 field, and the sub 2 is placed on this forward suit, the two forward players' suit pools. The player can move two monsters on the board with two forwards. Of all the dice, the summoning suit is only drawn on six planes. The chance of summoning a dice to summon a monster is equal to six points. 丄 It is difficult to summon the monster using the dice shown. This situation is divided into four levels by summoning suit numbers on each dice during the day and passing the summon suit numbers. More specifically, the w-sword with a single summon suit is divided into four ranks, and the monsters with two, three, and four summon suits are divided into third, second, and first ranks. In this case, the combat and defense capabilities are higher than other levels, and the third level
第12頁 J230089 五、發明說明(10) ____ 怪獸的攻擊與防禦高於第-盥 ~ 力。 、第一與弟―、級怪獸的攻擊與防紫能 由此情況看來,报容易 四級怪獸,因為第二個 u Θ人5所不之骰子具有第 "2"。 十面S12上的召喚花色中表示數字 在上述骰子遊戲期間,每個玩 牌組取出三個骰子,同時將這三個骰子把準備的玩家 這三個骰子中,i少兩個骰 ::擲在該板上。若 玩家選擇至少兩個骰子发中之一 σ 、化直接朝上,由該 由六格子組成的局部路徑(換言'之,域2板=開,形成 放置在該板上’並依序自該玩家基地擴張)到;;部路徑 此情況中,該展開骰子或局部路徑每個:子A:基地。在 ,路徑。因此’在該板上展開每 =:::供單 怪獸到達。出現,並站在該局部路徑上,等待對手 另 方面’當該滾掷的骰子上屮ί目77 A Μ々 餘花色時,將每個= t 喚花色以外的剩 工、a 、化色依序儲存在花色池中。可以A咕聊· 遊戲期間使用此等儲存花色並 以又 果,諸如前、* :诚仔化巳並以其成本帶來預定效 έ士人進、攻擊、防禦、魔法與捕捉。 成—=t ΐ開的局部路徑’由該玩家基地朝向對手基地形 個=徑,形成的怪獸穿過該途徑,並向對手基地前 等二=對手的生命點數。最後,當玩家之一的生命點 双寺於零時,遊戲結束。 上述骰子遊戲係在想像世界中進行,而且如前述,無 第13頁 1230089 五、發明說明(11) 法簡單地製成 朝上、選擇展 怪獸的位置與 現在,說 遊戲之實例, 參考圖5A 子形成之局部 的骰子遊戲中 部路徑不會與 當三個滾擲在 色朝上時,每 獸的攻擊與防 後,必須在一 其屬性,例如 參考圖6 上。在所示實 決定朝上花色 決定該骰子朝 明確地說, 該 種源產生—組 花色一致。在 該亂數組之數 於朝上花色。 此情況下 電腦遊戲。更明確地說,必須考慮決定花色 開骰子的構造、決定展開的骰子出現 移動方向等方式。 明本發明一個實施例的板遊戲,作為該骰子 以解進上述問題。 至5F,以及圖3與4,舉出可藉由展開每個骰 路徑(換言之,城樓)實例。在展開每個骰子 局部路徑必須置於該板上,如此每個局 先前排列在該板上的局部路徑重疊。此外, 孩板上的骰子當中,至少兩個骰子係召喚花 個玩家必須考慮自所選擇的骰子中出現之怪 禦^力,選擇其中一個骰子。選擇該骰子之 ,榮幕上顯示所選擇骰子中之怪獸影像以及 該攻擊與防禦能力。 ,將示為60a、60b與6 〇C三個骰子滾擲在板61 例中’兩個骰子6〇a與6〇b停在板61上,因而 同^剩餘的骰子6 〇 c不決定其花色。為了 上=每個花色,本發明實施例使用亂數。更 $,選擇每個骰子時決定該亂數種源,自該 L j,而且該數組每個數目與每個骰子的 此等情、、牙 、’ ’在操縱時間内由該玩家選擇性 並^起作為決定數目。該決定數目相當 可以在板6 1上同時滚擲三個骰子,並且可 1230089 五、發明說明(12) =用亂數組決定這三個骰子朝上花色。或者,可以 二礒骰子每個朝上花色。該操縱時間可由器 的日守間取代。 弋 參考圖7,假設圖6所示影像上,圖6所示兩個骰子之 :喚化色朝上,而且由該玩家展開選定的骰子之一。結 J 設螢幕上顯示圖7所示之影像。在該範例螢幕上, =不出一個裝甲火龍與其名稱及屬性。由圖?可以 該裝甲火龍的屬性為打擊點H.p (換言之,生命點: 為〇,攻擊能力(由"劍,,表示)為3〇,防禦能力(由"盾 =『丨’而且#級為1 °此外’該襄f火龍具有稱之為” 及收的捕捉能力與稱之為"龍之攻擊,,的魔力。 日士,ΐ!ί!7所示之裳甲火龍作為展開該骰子時之怪獸 任fT = # I·此力為30的裝甲火龍會壓倒防禦能力低於30的 任何其他怪獸。此外,各 攻擊能力高於i。的其他:J纟1:的裝甲火龍受到 自該螢幕上消除。 乂攻擊時’會輸給其他怪獸’並 14(二選? ί骰子選定圖7所示之怪獸後,該LCD面板 =換3 Γ許多局部路徑(示於圖8),供該玩家 路徑選擇:像。至7於所:V圣獸影像切換成圖8所示之局部 局部路徑以編號;選,^ 現在LCD面板14上 ()—之弟一至弟七路徑圖型形式出 角形表示的游桿選擇ϋ豕選擇°該$元家移動圖8中之三 中’雖然所有局部路徑之-。在所示實例 位颂不在早一螢幕上,不過該玩家可 1230089 五、發明說明(13) 以依序拉動每個局部 、 外,編號為(1)至(7)之^一楚選擇每個局部路徑。此 於該格子,其由每個圖型中之叉叉表…且怪獸位 路徑現i玩部路徑之-作為選定之局部 板^上的操縱遊戲機11(圖1八與⑻之操縱面 將其弓丨向^切fil ,以5周整該選定局部路徑的角度,並 部路徑:=ΐ的:需位置(圖6)。如此’該選定之局 列的局部路徑連接:,、附接在該玩家基地,或是與先前排 9所干參考^ 9,說曰月板61上每個局部路徑(示於圖8)。如圖 滾擲:個/ 著該板對面放置。該該玩家 家朝少兩個骰子上出現召喚花色。該玩 所干夕ί色朝 骰子#中選擇—個骰子,另外在圖8 部路徑影像上選擇此等局部路徑之— f固位於圖9所示之板61上。此情況下,須注意第-個局。卩路徑必須與玩家基地64接觸,如圖9所示。 顯干^ ^ 9所不貫例中,當該玩家所滾擲的至少兩個骰子 色時,選擇圖8所示之局部路徑⑴,並在該 缺所與該玩家基地64接觸之65⑴。實際上,雖 2斤 > 疋的局部路徑65(1)之預定格子亦顯示一個怪獸影 1豕,但是為了簡潔說明起見,圖9省略此怪獸。 圖9所示實例中’在對手輪過之後,該玩家再次選擇Page 12 J230089 V. Description of the Invention (10) ____ The monster's attack and defense are higher than the first. The first and younger, first-level monster's attack and purple defense. From this situation, it is easy to report the fourth-level monster, because the second u Θ person 5 is different from the dice with the number " 2 ". The summoning suit on the ten-faced S12 indicates the number. During the above dice game, each playing group took out three dice, and at the same time, the three dice were prepared by the player. Among the three dice, two less dice: On the board. If the player chooses one of at least two dice shots, 化 is directly facing upwards, the local path composed of the six grids (in other words, 'domain 2 board = open, form placed on the board' and sequentially from that Player base expansion) to ;; in this case, the expansion dice or partial path each: child A: base. In the path. So ’expand on this board every = ::: for single monsters arrive. Appear, and stand on the local path, waiting for the opponent's other side. When the rolled dice 屮 ί77 A Μ々 the remaining suits, each of the remaining work other than the t suit suit, a, and the color match Sequences are stored in the suit pool. A gossip can be used during the game to save suits and other results, such as front, *: sincerity is transformed and brings its intended effect at its cost. Attack, defense, magic and capture. Cheng— = t The local path opened by the player ’s base is toward the opponent ’s base. A = path is formed, and the formed monster passes through the path and approaches the opponent ’s base. Second = the opponent ’s life points. Finally, the game ends when one of the players' health points doubles to zero. The above dice game is played in the imaginary world, and as mentioned above, there is no page 13 of 1230089 V. Description of the invention (11) The method is simply made upwards, selecting the position of the monster and present, let ’s talk about an example of the game, refer to FIG. 5A Part of the dice game's middle path will not be the same as when three rolls are thrown in the color direction. Each beast's attack and defense must have one of its attributes, for example, refer to Figure 6. In the real situation shown, decide the suit up. Decide the dice. To be clear, the provenance is generated—the suits are consistent. The numbers in the random array are face up. Computer games in this case. More specifically, it is necessary to consider the method of determining the suit to open the dice structure, and determining the direction in which the unrolled dice appears to move. A board game according to an embodiment of the present invention will be explained as the dice to solve the above problems. To 5F, and Figs. 3 and 4, give examples of paths that can be expanded by each dice (in other words, the tower). The local path must be placed on the board during each roll of the dice so that the local paths previously arranged on the board for each round overlap. In addition, among the dice on the child board, at least two dice are summoned. Players must consider the strange power of the dice they choose and choose one of them. When you select the dice, the glory screen displays the image of the monster in the selected dice and the attack and defense capabilities. In this example, three dice shown as 60a, 60b, and 60 ° C are rolled on the board 61. 'Two dice 60a and 60b are stopped on the board 61, so the remaining dice 60 ° are not determined by the same. Suit. For each color, the embodiment of the present invention uses random numbers. More $, the source of the random number is determined when each dice is selected, from the L j, and each number of the array is related to each of the dice's emotions, teeth, and '' by the player selectively and within the manipulation time ^ As the number of decisions. The number of decisions is quite large. Three dice can be rolled on the board 6 1 at the same time, and it can be 1230089. V. Description of the invention (12) = Use the random array to determine the three dice's upward suit. Alternatively, you can double-dice each dice upside down. This manipulating time can be replaced by the day guard of the device.弋 Referring to Fig. 7, suppose that on the image shown in Fig. 6, one of the two dice shown in Fig. 6 is facing up, and one of the dice selected by the player is expanded. Set up the image shown in Figure 7 on the screen. On this example screen, = no armored fire dragon with its name and attributes. By diagram? The attribute of the armored fire dragon can be the hit point Hp (in other words, the life point: 0, the attack ability (by " sword ,,)) is 30, the defense ability (by " shield = 『丨 ', and the level # 1 is 1 In addition, 'the Xiangf fire dragon has the catching ability called "and the harvest" and the magic called "Dragon's Attack". When the dice fire dragon shown in 7 is used as the dice, The monster Ren fT = # I. This armored fire dragon with a power of 30 will overwhelm any other monster with a defense ability lower than 30. In addition, each attack ability is higher than i. Other: J 纟 1: The armored fire dragon is subject to this screen.消除 When attacking, 'will lose to other monsters' and 14 (two choices?) After the dice selects the monster shown in Figure 7, the LCD panel = change 3 Γ many local paths (shown in Figure 8) for the player Path selection: like. To 7 in the place: V Holy Beast image is switched to the local partial path shown in Figure 8 with the number; select, ^ now on the LCD panel 14 ()-the younger one to the younger seven path pattern is displayed in an angular shape The joystick selection ϋ 豕 select ° The $ yuan home moves in Figure 3 ter in 'though all local paths The-. In the example shown, the song is not on the previous screen, but the player can 1230089 V. Invention Description (13) Pull each part in order, outside, numbered (1) to (7) Select each partial path. This is the grid, which is represented by the fork in each pattern ... and the monster position path is now the path of the game department-as the selected local board ^ (Figure 18) With the control surface of 切, cut it ^ to ^, and adjust the angle of the selected local path in 5 weeks, and the partial path: = ΐ: the required position (Figure 6). So 'the local path of the selected local line Connection: ,, Attach to the player base, or refer to the previous row 9 ^ 9, say each local path on the moon plate 61 (shown in Figure 8). As shown in the figure: Opposite. The summoning suit appears on at least two dice of the player ’s home. The player chooses one of the dice in the game, evening color and dice #, and selects one of these partial paths on the path image in Figure 8-fsolid It is located on the board 61 shown in Figure 9. In this case, pay attention to the first round. The path must contact the player base 64, as shown in Figure 9 In the inconsistent example of Xiangan ^ ^ 9, when the player rolls at least two dice colors, select the local path ⑴ shown in FIG. 8 and contact the player base 64 in the absence. 65⑴. Actually, although the 2 × > 疋 local path 65 (1) also shows a monster shadow 1 豕 in the predetermined grid, for the sake of brevity, this monster is omitted in FIG. 9. In the example shown in FIG. After the opponent turns, the player chooses again
1230089 五、發明說明(14) 第一個局部路經 65( 1)接觸。另外, =:排列成與第一局部路徑 咐…並排列在則之^^路祕⑺⑴⑺^⑺與 途徑。雖然圖9中並示蚩出,'朝向對手基地擴張之 怪獸=每個局部 在花色池中之花色成太准二# 乂碱鬥,而且亦能以儲存 移動等。&色成本進仃其他作用,諸如捕捉、魔法、 卜由/σ著板6 1邊界排列的局部路徑6 5 (2 )可μ :“各個局部路徑必須排列或放置在板61 出板61邊界。若杯彷Α^ 便具不會超 排列會被拒絕。 徑排列超出該板61邊界,此種 義為:容易暸解’本發明的骰子遊戲亦可以定 ί在Γ: 局部路徑平面朝對手基地擴張的板遊 1 处,各個局部路徑最好彼此不同,如圖8與9所 7F 0 ^、 I么多考圖1 〇與1 1,將說明本發明實施例, 例如圖1Α、_所示之可攜式遊戲機遊樂 穷迦戲機、電腦等。該遊戲裝置可以任何速率執行圖1〇 =之遊戲程式的骰子遊戲或板遊戲。此處,該說明係假 設準備儲存本發明板遊戲之遊戲程式的卡匣12(圖2)作為 記錄媒體,並將彼附接於可攜式遊戲機丨丨上,如本發明之 ,戲裝置般操作。在此等情況下,假設自卡匣丨2將該遊戲 程式部分轉移到RAM 28。讓該可攜式遊戲機的玩家或進行1230089 V. Description of the invention (14) The first partial path 65 (1) contact. In addition, =: is arranged with the first partial path, and is arranged with the ^^ 路 秘 ⑺⑴⑺ ^ ⑺ and way. Although it is shown in FIG. 9, 'the monster that expands towards the opponent's base = each part's suit in the suit pool becomes Tai Zhun II # 乂 碱 斗, and it can also be moved by storage and so on. & Color cost enters other functions, such as capture, magic, bu / σ on board 6 1 local path arranged on the boundary 6 5 (2) can be μ: "each local path must be arranged or placed on the board 61 out of the board 61 boundary .If the cup imitation Α ^ will not be super-aligned, it will be rejected. The path arrangement exceeds the boundary of the plate 61, which means: it is easy to understand 'the dice game of the present invention can also be set at Γ: the local path plane is facing the opponent's base In the expanded board game 1, the local paths are preferably different from each other, as shown in Figs. 8 and 9 and 7F 0 ^, I Modo. Figs. 10 and 11 will explain the embodiment of the present invention, for example, as shown in Figs. 1A and _. The portable game machine can be used to play poor game machines, computers, etc. The game device can execute the dice game or board game of the game program shown in FIG. 10 = at any rate. Here, the description assumes that the board game of the present invention is to be stored. The cassette 12 (Figure 2) of the game program is used as a recording medium and is attached to the portable game machine 丨 丨, as in the present invention, it operates as a movie device. In these cases, it is assumed that the cassette 丨2 Transfer the game program part to RAM 28. Let the portable game Players or machine
1230089 7^7(15) 者選擇單人模式,並金續可择★ 兮妬漭两。兮妃f技/、Θ 榀式遊戲機内的電腦競賽,玩 二遊戲開始時,在步驟S1時,於CPU主體23 内進仃扠疋#作,藉由選擇該骰子形成骰子。 牌組後,進行步驟S 2,該步驟中由3_ + 、 乂 ΏΛ 三個骰子。 甲由玩豕自該骰子牌組選擇 二二列1 式在尸U主體中進行上述操作。圖中, =pu:心26的命令處理器71控制之下,自該ram⑼讀 ”的處理結果為基;:;動巧命令處理器 顯示部分72控制圖2所示之费像驅動φ,不口Ρ刀72。§亥影像 u n/ 像動電路35、該RAM界面4〇 錢福M HIXD^14JL顯示 像、牌組影像等。 务取卞〜 f頭參考圖10,該玩家操縱該操縱鈕m,在該板上 ’衰fM:個I子(步驟S3)。滾擲這三個骰子係觀看著LCD =4進行。此情況下’圖11所示之命令處理器71經由該 影像顯示部分72使LCD面板14顯示板61與每個玩家的基地 (諸如64),並對骰子判斷部分73提供骰子資料。在舉列之 實例中,該骰子資料包括選定的骰子之種類、每個選定的 骰,之化色、自每個骰子出現的每個怪獸、每個怪獸的屬 性等,並自RAM 28讀出,送到骰子判斷部分73。由此,很 容易暸解RAM 28包括一個般子資料儲存部分 骰子資料。 响竹工4 圖1 〇中,該骰子判斷部分73於步驟S4判定三個骰子朝 上的召喚花色數目。步驟S4的判斷係有關於扔擲在該板611230089 7 ^ 7 (15) The person chooses the single player mode, and the gold continues to choose ★ Xi jealous two. In the computer game in the game console, the game player Θ, Θ, when the second game is started, at step S1, the game is executed in the CPU main body 23 to form a dice by selecting the dice. After the deck, proceed to step S2, in which three dice are 3_ +, 乂 ΏΛ. The player chooses two, two, and one from the dice deck to perform the above operation in the body of the corpse U. In the figure, = pu: under the control of the command processor 71 of the heart 26, read the processing result from the “ram” as the base; Mouth knife 72. §Hai image un / image movement circuit 35, the RAM interface 40 Qian Fu M HIXD ^ 14JL display image, card group image, etc. Please refer to Figure 10, the player manipulates the operation button m, on the board, 'fM: I dice (step S3). Rolling the three dice is performed while watching LCD = 4. In this case, the command processor 71 shown in FIG. 11 passes through the image display portion. 72 makes the LCD panel 14 display the board 61 and each player's base (such as 64), and provides the dice information to the dice judging section 73. In the listed example, the dice information includes the type of dice selected, each selected dice The dice, its color, the appearance of each monster from each dice, the attributes of each monster, etc., are read from the RAM 28 and sent to the dice judging section 73. Therefore, it is easy to understand that the RAM 28 includes a general data Partial dice data is stored. In Fig. 10, the dice judging section 73 is in step S4. Call number of a given color on the three dice toward. Based determination in step S4 concerning the throwing plate 61
第18頁 1230089 五、發明說明(16) ______ 上的三個骰子朝上出 最後,該骰子匕色是否為兩個以上召喚花色。 的亂數組,以及操縱:二分73藉由使用礼數產生器74提供 判斷操作。因此,由=紅縱面板1 5所提供的計時信號進行 者朝上出現的花色;^子判斷部分73決定這三個般子各 路35顯示在該LCD面、由^像顯不部分72與顯示驅動電 该骨曼子判斷部分D 卩返後於圖1 〇的步驟S 4中, 喚花色以外之:色=召:吳花色數目是否小於二。當該召 到花色池75,並儲存γ Y ~S4 ·否)時,將該花色數目送 現在,假於该處(步驟S5)。 局部路徑資料。又此‘::路;儲存器76事先自RAM 28載入 以上骰子顯示召喚花_ n± /虽该骰子判斷部分73判斷兩個 ㈣。 化色時(步齡是),步驟S4進行 在步驟S 6時,兮巧a & 子及相對應於該骰;的,J ;看?面板14選擇欲展開的般 :由命令處理器71操作的;义Ϊ:骰子與怪獸期間, 之下,經由L⑶面板14上:/:像項出控制部分80的控制 殷子與相對應的怪獸(m^像顯示部分7 2顯示欲展開的 定展開的骰子‘後驟2 J J J f驟” ’該步驟當中,於選 =路徑儲存器76在命口路徑之—。步驟S7中,該 此,顯示該LCD面板14上之候。、/控^制之下插入一個活動 ^ 4局部路徨儲存器76作為儲\路徑(示於圖8 )。如 刀。 為儲存許多局部路徑的儲存部Page 18 1230089 V. Description of the invention (16) Three dice on ______ face up. Finally, is the dice color of the dice more than two summoning suits? Random arrays, and manipulation: Dichotomous 73 provides a judgment operation by using a courtesy number generator 74. Therefore, the timing of the timing signal provided by the red vertical panel 15 facing upward; the sub-judgment section 73 determines that the three channels 35 are displayed on the LCD surface, and the sub-display section 72 and It is displayed whether or not the driver D judges the part D in step S4 in FIG. 10 after calling back, except for the suit color: color = call: Wu suit number is less than two. When the suit pool 75 is called up and γ Y ~ S4 · No) is stored, the suit number is sent to it and left there (step S5). Local path data. Here again, ":: way; the memory 76 is loaded from the RAM 28 in advance. The above dice shows the summoning flower _ n ± / although the dice judging section 73 judges two ㈣. When the color is changed (step age is), step S4 is performed. At step S6, a coincidence a & and corresponding to the dice ;, J; see? The panel 14 selects the type to be expanded: operated by the command processor 71; the meaning: during the dice and the monster, below, via the LCD panel 14: // control Yinzi and the corresponding monster like the item control section 80 (The m ^ image display section 72 displays the dice to be unfolded to be unrolled. 'Post step 2 JJJ f step' 'In this step, the selection = path storage 76 is in the path of the life path. In step S7, this, Display on the LCD panel 14. Insert an activity under the control ^ 4 local road storage 76 as a storage path (shown in Figure 8). Such as a knife. A storage section for storing many local paths
1230089 五、發明說明(17) 在步驟S7選擇該局部路徑之—時,進行步驟s8, ,徑排列控制部分”(圖^),並將選定的局部路徑排列= 板61上。此時,該命令處理器71存取該怪獸影像讀出控 ::8。,自RAM 28讀出相對應怪獸資料。此等讀出之 貝枓係經由影像顯示部分72與顯示驅動電路35,在LCD 。大 板1 4上顯示成怪獸影像。 167 此外,該路徑排列控制部分78判斷選定的局部路徑 =:板61的邊界,然後依選定之局部路徑不超 界條件下排列選定的局部路徑。 遭 =10中,步職之後為步物,判斷排 ^被^間是否進行戰鬥。當該怪獸之間進行戰鬥(步驟的 1 : V於步驟s10進行處理,決定輸臝。圖11中進行 ^種輸疯處理係利用在該怪獸影像讀出控制部分8〇、馬 像顾不部分72、花色池75與該命令處理器71斤制 二 的操作控制部州進行。 下㈣ 2驟S9未進行任何戰鬥,或是步驟S1()之輸赢處理 驟su’以判斷該玩家的生命點數是否 f。右该^命點數(LP)變成零,該板遊戲結束。 邱八^上!f,操作該局部路握儲存器76與該路徑排列控制 ίΓ選定Ξ;,面板14所顯示的板上,依玩家指示將該 排列控制部;基地排列。此情況中,該路徑 判斷該局部路徑是否位於該板上,而且 徑重疊。 卫疋否與已排列在板61上的任何其他局部路1230089 V. Description of the invention (17) When the local path is selected in step S7, proceed to step s8, the path arrangement control section "(Figure ^), and arrange the selected local path = on plate 61. At this time, the The processor 71 is instructed to access the monster image readout control :: 8. The corresponding monster data is read out from the RAM 28. The readout frame is displayed on the LCD via the image display section 72 and the display drive circuit 35. A monster image is displayed on the board 14. In addition, the path arrangement control section 78 judges the selected local path =: the boundary of the board 61, and then arranges the selected local path according to the condition that the selected local path does not exceed the boundary. == 10 In step, after the step is a step, determine whether there is a battle between platoons and quilts. When the monsters are fighting (step 1: V is processed in step s10, it is decided to lose naked. ^ Kinds of lose crazy in Figure 11) The processing is performed by the operation control state of the monster image read-out control part 80, the horse image guard part 72, the flower color pool 75, and the command processor 71 pounds. The next step 2 is S9 without any battle. Or the winning or losing process of step S1 () su 'to determine whether the player's life points are f. Right the ^ life points (LP) becomes zero, the board game is over. Qiu Ba ^ up! f, operate the local grip memory 76 and the path alignment control ΓΓ is selected; on the board shown in panel 14, the arrangement control section is arranged according to the player's instructions; the base is arranged. In this case, the path judges whether the local path is located on the board and the paths overlap. Any other local roads arranged on the plate 61
na 第20頁 1230089 五、發明說明(18) 因此,本發明的板遊戲可進行一種遊戲,使每個玩家 依次排列各個局部路徑,擴展玩家的領域。此外,本發明 之遊戲結合一種骰子遊戲與一種板遊戲,提供一種更有趣 的遊戲。 雖然已結合單一個實施例說明本發明,不過熟習本技 藝者能以各種其他方式進行本發明。例如,可適用於一種 不使用任何骰子,而且將各種局部路徑排列在一個板上的 板遊戲。na Page 20 1230089 V. Description of the invention (18) Therefore, the board game of the present invention can perform a game in which each player arranges each local path in order to expand the player's field. In addition, the game of the present invention combines a dice game and a board game to provide a more interesting game. Although the invention has been described in connection with a single embodiment, those skilled in the art will be able to carry out the invention in various other ways. For example, it is applicable to a board game that does not use any dice and arranges various partial paths on one board.
第21頁 1230089Page 12 1230089
圖1 A與B顯示說明一種根據本發明之可攜式 疋可作為遊戲裝置之機器的遊戲模式之示意圖 圖2顯示一個包括在圖以與]^中各個遊戲 體的略圖; 遊戲機或 内之CPU主 圖3顯不一個用於本發明骰子遊戲之骰子立 圖4顯示說明圖3所示的骰子展開狀態用之圖.圖’ 圖5A至5F顯示由類似圖4之展開 局部路徑; j成的各種不同 圖6顯示說明本發明骰子遊戲用之 圖7顯示當該骰子展開時, :’ 獸實例; 丁 了此旎自該骰子出現之怪 =顯示說明選擇局部路徑時所 圖9顯*說明本發明遊戲影像用之圖〜像用的圖; 流程圖; 圖1 1顯不進杆闯1 η & - , 仃圚1 0所不操作之遊 【符號說明】 :10顯不說明根據本發明實之子 回· 〈骨又子或板遊戲用之 圖1A and B show a schematic diagram illustrating a game mode of a portable device that can be used as a game device according to the present invention. FIG. 2 shows a sketch of each game body included in the figure; The main CPU 3 shows a dice used in the dice game of the present invention. FIG. 4 shows a diagram for explaining the dice expansion state shown in FIG. 3. FIGs. 5A to 5F show a partial path similar to that of FIG. 4; Figure 6 shows the dice game used in the present invention. Figure 7 shows when the dice is unfolded: 'An example of a beast; the strange thing that appeared since the dice is shown is shown in Figure 9 when the local path is selected. * Description Picture for game video of the present invention ~ Picture for picture; Flow chart; Fig. 11 Shows the inaccessible 1 η &-, 仃 圚 1 0 Tour not operated [Symbol]: 10 shows not explained according to this Inventor of the Reality · "Picture for bone or child or board game
戟裝置的略 11可攜式遊戲機 111 操縱鈕 112 選擇鈕 12 卡匣 通信纜線 14 面板Outline of the halberd device 11 Portable game machine 111 Control knob 112 Select button 12 Cassette Communication cable 14 Panel
1230089 圖式簡單說明 1 5 操縱面板 23 CPU主體1230089 Schematic description 1 5 Control panel 23 CPU body
24 連接器 26 CPU核心 28 RAM24 connector 26 CPU core 28 RAM
30 ROM 31 緩衝器 35 驅動電路 40 RAM界面 4 2 顯示R A Μ 50 通信控制部分 51 連接器 60a、60b、60c 骰子 61 板 64 玩家基地 65 局部路徑 71 命令處理器 72 影像顯示部分 73 骰子判斷部分 7 4 亂數產生器 75 花色池 76 局部路徑儲存器 77 操作控制部分 78 路徑排列控制部分30 ROM 31 Buffer 35 Drive circuit 40 RAM interface 4 2 Display RA 50 Communication control section 51 Connector 60a, 60b, 60c Dice 61 Board 64 Player base 65 Local path 71 Command processor 72 Image display section 73 Dice judgment section 7 4 Random number generator 75 Design pool 76 Local path storage 77 Operation control section 78 Path alignment control section
第23頁 1230089 圖式簡單說明 80 怪獸影像讀出控制部分 HHgl 第24頁Page 23 1230089 Brief description of the drawing 80 Monster image readout control section HHgl Page 24
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JP2000121516A JP2001300134A (en) | 2000-04-21 | 2000-04-21 | Game device, image display device and recording medium |
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TW090109693A TWI230089B (en) | 2000-04-21 | 2001-04-20 | Game device, image display device, and computer-readable recording medium performed by using an openable dice |
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JP (1) | JP2001300134A (en) |
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JP2003117243A (en) * | 2001-10-17 | 2003-04-22 | Konami Co Ltd | Program and method for controlling game progress, and video game apparatus |
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US7285044B2 (en) | 2002-05-14 | 2007-10-23 | Screenlife, Llc | Party play DVD game |
AU2002950161A0 (en) | 2002-07-15 | 2002-09-12 | Imagination Holdings Pty Ltd | Dvd improvements |
US7892095B2 (en) | 2007-02-13 | 2011-02-22 | Screenlife, Llc | Displaying information to a selected player in a multi-player game on a commonly viewed display device |
Family Cites Families (7)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JPH06238061A (en) * | 1993-03-29 | 1994-08-30 | Takara Co Ltd | Game device |
JPH0751467A (en) * | 1993-08-13 | 1995-02-28 | Ii C S:Kk | Portable manipulator for game machine |
US5417425A (en) * | 1994-04-08 | 1995-05-23 | Michael Ganor | Puzzle device |
CA2128634C (en) * | 1994-06-22 | 2005-09-27 | Richard Channing Garfield | Trading card game components and method of play |
US5810666A (en) * | 1996-05-08 | 1998-09-22 | Mero; George T. | Role playing game |
DE69730095D1 (en) * | 1996-06-03 | 2004-09-09 | Sega Enterprises Kk | PICTURE PROCESSING DEVICE AND METHOD, GAME DEVICE AND RECORDING MEDIUM |
KR20000011551U (en) * | 1998-12-04 | 2000-07-05 | 조성재 | Mobile Communicator with Game Console |
-
2000
- 2000-04-21 JP JP2000121516A patent/JP2001300134A/en active Pending
-
2001
- 2001-04-20 CN CN01110776A patent/CN1320860A/en active Pending
- 2001-04-20 EP EP01109791A patent/EP1147793A3/en not_active Withdrawn
- 2001-04-20 TW TW090109693A patent/TWI230089B/en not_active IP Right Cessation
- 2001-04-21 KR KR10-2001-0021600A patent/KR100490458B1/en not_active IP Right Cessation
-
2002
- 2002-01-10 HK HK02100176.4A patent/HK1038519A1/en unknown
Also Published As
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KR20010098801A (en) | 2001-11-08 |
HK1038519A1 (en) | 2002-03-22 |
EP1147793A2 (en) | 2001-10-24 |
EP1147793A3 (en) | 2002-01-23 |
JP2001300134A (en) | 2001-10-30 |
KR100490458B1 (en) | 2005-05-17 |
CN1320860A (en) | 2001-11-07 |
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MM4A | Annulment or lapse of patent due to non-payment of fees |