US20090029779A1 - Game apparatus, control method thereof, and program - Google Patents

Game apparatus, control method thereof, and program Download PDF

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Publication number
US20090029779A1
US20090029779A1 US12/219,433 US21943308A US2009029779A1 US 20090029779 A1 US20090029779 A1 US 20090029779A1 US 21943308 A US21943308 A US 21943308A US 2009029779 A1 US2009029779 A1 US 2009029779A1
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United States
Prior art keywords
character
characters
type
unit
game apparatus
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Abandoned
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US12/219,433
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English (en)
Inventor
Kazue Murase
Hiromi Kimura
Hideki Aratani
Megumi Moriyama
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Bandai Co Ltd
Plex Co Ltd
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Bandai Co Ltd
Wiz Co Ltd
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Assigned to WIZ CO., LTD., BANDAI CO., LTD. reassignment WIZ CO., LTD. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: MORIYAMA, MEGUMI, KIMURA, HIROMI, MURASE, KAZUE, ARATANI, HIDEKI
Publication of US20090029779A1 publication Critical patent/US20090029779A1/en
Abandoned legal-status Critical Current

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/825Fostering virtual characters
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    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/34Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using peer-to-peer connections
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    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
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    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
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    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
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    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
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    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
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    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
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    • AHUMAN NECESSITIES
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    • A63F2300/1037Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted for converting control signals received from the game device into a haptic signal, e.g. using force feedback
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    • A63F2300/20Features 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
    • A63F2300/206Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
    • A63F2300/208Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards for storing personal settings or data of the player
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    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
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    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features 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 platform network
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    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features 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 platform network
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    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
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    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
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    • A63F2300/5566Details 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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    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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    • A63F2300/57Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
    • A63F2300/572Communication between players during game play of non game information, e.g. e-mail, chat, file transfer, streaming of audio and streaming of video
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    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/609Methods for processing data by generating or executing the game program for unlocking hidden game elements, e.g. features, items, levels
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    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
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    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
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    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character
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    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8058Virtual breeding, e.g. tamagotchi

Definitions

  • the present invention relates to a game apparatus, which communicates with another game apparatus, a control method thereof, and a program.
  • a game apparatus which allows a player to grow a character of his or her own is known (see Japanese Patent No. 3457285). With this game apparatus, the game progresses when a player grows a single character by periodically executing predetermined operations from the birth of that character.
  • the present invention has been made in consideration of the above situation, and is characterized in that a player can make his or her own game apparatus communicate with another game apparatus to receive a character from that game apparatus.
  • a game apparatus which comprises a storage unit and a communication unit which communicates with another game apparatus, comprising:
  • a first storage control unit which controls the storage unit to store a character group including two characters of a first type and one or more characters of a second type;
  • a second storage control unit which controls the storage unit to store a parameter value indicating a relationship between the character group and a character group of the other game apparatus
  • a first update unit which updates the parameter value when a communication with the other game apparatus is made
  • a first selection unit which selects one of the one or more characters of the second type as a character that remains at the character group
  • a first determination unit which determines whether or not the parameter value satisfies a predetermined condition
  • a character generation unit which generates one or more new characters of the second type
  • a second update unit which updates the character group so as to set, when the first determination unit determines that the parameter value satisfies the predetermined condition and when the first selection unit makes the selection, the character selected by the first selection unit and a predetermined character of the second type of the other game apparatus as the new, two characters of the first type, and to set only one or more characters of the second type newly generated by the character generation unit as the one or more characters of the second type.
  • a method of controlling a game apparatus which comprises a storage unit and a communication unit which communicates with another game apparatus, the method comprising the steps of:
  • controlling the storage unit to store a character group including two characters of a first type and one or more characters of a second type;
  • controlling the storage unit to store a parameter value indicating a relationship between the character group and a character group of the other game apparatus
  • FIG. 1 is a block diagram showing the basic arrangement of a game apparatus according to the first embodiment
  • FIG. 2 is a flowchart showing the progress of a game according to the first embodiment
  • FIG. 3 shows a window displayed on a display unit of the game apparatus according to the first embodiment
  • FIG. 4 is a table showing data required to manage a character group
  • FIG. 5 is a table showing data required to manage the character group
  • FIG. 6 is a flowchart showing the detailed sequence of the processing in step S 206 in FIG. 2 ;
  • FIG. 7 is a table showing the chum levels stored as some of user data in an internal storage device of the game apparatus according to the first embodiment
  • FIG. 8 shows the transition of windows displayed when the game apparatus according to the first embodiment communicates with another game apparatus
  • FIG. 9 is a flowchart showing the detailed sequence of the processing in step S 610 in FIG. 6 ;
  • FIG. 10 is a flowchart showing the detailed sequence of the event determination processing in step S 205 in FIG. 2 .
  • FIG. 1 shows the basic arrangement of a game apparatus 100 according to this embodiment.
  • a CPU 101 controls the overall game apparatus 100 using programs, data, and the like stored in a RAM (Random Access Memory) 102 and ROM (Read-Only Memory) 105 , and controls the progress of a game according to this embodiment.
  • the RAM 102 comprises an area used to load a game program 111 and game data 112 stored in an internal storage device 110 , and also a work area used when the CPU 101 executes various kinds of processing.
  • An operation unit 103 serves as an input unit which accepts inputs from the player.
  • a communication I/F (interface) 104 serves as an I/F used to connect to another game apparatus via a cable (or wirelessly) or to connect to the Internet or LAN (Local Area Network).
  • the ROM 105 stores a program for controlling the overall game apparatus 100 (e.g., a boot program of the game apparatus 100 ), data (e.g., setting data of the game apparatus 100 ), and the like.
  • a display unit 106 comprises a CRT, liquid crystal panel, or the like, and serves as a display unit which displays windows associated with the game (e.g., those to be displayed during playing of the game and those used to make various settings).
  • a sound processor 107 generates BGM and effect sounds based on sound data included in the game data 112 , and outputs the generated BGM, effect sounds, and the like to a loudspeaker 108 .
  • the internal storage device 110 comprises a storage device that allows to read/write data, such as a hard disk, flash memory, or the like, and stores the aforementioned game program 111 and game data 112 , and user data 113 .
  • the data stored in the internal storage device 110 are read out onto the RAM 102 as needed.
  • the game program 111 is a program for controlling the overall game.
  • the game data 112 include data required to generate images of respective objects (characters, text, background pictures, etc.) that configure each game window, the aforementioned sound data, various parameters, and the like.
  • the game program 111 and game data 112 include a game program, data, and the like downloaded from a server, which provides such game program, on the network.
  • the user data 113 are data associated with the past game progress history of the player.
  • Reference numeral 109 denotes a bus which interconnects the aforementioned units.
  • the player manages one character group.
  • the player undertakes events that take place during playing of the game, thereby growing characters that belong to the character group, and deepening bonds between the player and character group and between the characters in the character group.
  • This character group can be, for example, a family.
  • the character group includes characters of a first type (i.e., parents) and those of a second type (i.e., children). The player looks after the children on behalf of the parents to raise the children and to deepen bonds with the family and between the characters in the family.
  • the player makes his or her own game apparatus 100 communicate with another game apparatus to have a relationship with another family. By repeating exchanges with the other family, the player can deepen a relationship with that family.
  • the player can make the child marry a child of another closely related family. At this time, the player may take a child character from another game apparatus, or may give away the child character of the character group managed by himself or herself to the other game apparatus.
  • the two married child characters become new parent characters, and the remaining characters are cleared from the character group.
  • New child characters are born to the new parent characters, resulting in the birth of a new family (i.e., generation change occurs).
  • the player looks after the children again on behalf of the parents to raise the children and to deepen bonds with the new family and between the parents and children in the new family.
  • the embodiment of the present invention will be described below taking as an example a case in which the character group managed by the player represents a family. Note that it is merely an example that the character group represents a family, and that the player looks after children on behalf of parents.
  • FIG. 2 is a flowchart showing the progress of the game according to this embodiment. Respective processes of the flowchart shown in FIG. 2 are implemented when the CPU 101 executes the game program 111 read out onto the RAM 102 .
  • step S 201 the CPU 101 generates parent characters which belong to a character group managed by the player. Note that the process in step S 201 is arbitrary, and no parent characters may exist in the first generation.
  • step S 202 the CPU 101 displays eggs on the display unit 106 (see a window 301 in FIG. 3 ).
  • the number of eggs to be displayed is arbitrary, and may be determined based on a predetermined probability. However, assume that the number of eggs is three in this embodiment, for the sake of simplicity.
  • step S 203 the CPU 101 hatches child characters from the eggs and displays them on the display unit 106 (see a window 302 in FIG. 3 ). Then, the CPU 101 adds the born child characters to the character group. Note that the window 302 is a standby window of the game of this embodiment.
  • management data Data used to manage the character group (to be referred to as “management data” hereinafter) will be described below with reference to FIG. 4 .
  • the data used to manage the character group is temporarily stored in the RAM 102 , and is stored as some of the user data 113 in the internal storage device 110 as needed.
  • the management data includes a number field 401 indicating the number of each character, and a parent-child field 402 indicating the type of parent or child.
  • the number indicated by the number field 401 is related to the display position of each character on the display unit 106 .
  • characters with numbers 1 and 2 i.e., parent characters
  • characters # 3 is displayed at the lower central position on the window 302
  • character # 4 is displayed at the lower left position on the window 302
  • character # 5 is displayed at the lower right position on the window 302 .
  • the management data includes a gender field 403 indicating a gender as one of attributes of each character.
  • a gender field 403 indicating a gender as one of attributes of each character.
  • the management data may also include fields indicating the personality of each character.
  • the management data includes a meticulous field 404 , lively field 405 , and easygoing field 406 , and these fields indicate “meticulous”, “lively”, and “easygoing” nature levels of each character.
  • the management data also includes parameters common to the whole character group (see FIG. 5 ).
  • a growth stage field 501 indicates the stage of growth of respective characters.
  • the parent characters are in a “laying period”, and the child characters are in an “infancy period”.
  • Other examples associated with the growth stage will be described later with reference to FIG. 10 .
  • a bond field 502 indicates the depth of bond between the player and family (the character group managed by the player).
  • a stomach field 503 indicates the full stomach level of the family, and a mood field 504 indicates the mood level of the family.
  • the parameter values shown in FIG. 5 are common to the whole family.
  • the game may be designed so that individual characters assume different values. In this case, the respective fields in FIG. 5 are assured for respective characters, as in FIG. 4 .
  • the CPU 101 checks in step S 204 if an instruction to start a communication with another game apparatus is received from the operation unit 103 (or communication I/F 104 ). If no such instruction is received, the CPU 101 executes determination of an event (details will be described later) in step S 205 , and the process returns to step S 204 . Thus, the CPU 101 repeats event determination until it accepts the communication start instruction.
  • one of the child characters may obtain a spouse character.
  • characters other than the character that obtained the spouse and the spouse character are cleared from the character group.
  • the character that obtained the spouse and the spouse character become new parent characters.
  • the CPU 101 checks in step S 207 if a spouse character is obtained in step S 206 . If no spouse character is obtained, the process returns to step S 204 to repeat the same processing.
  • step S 206 If a spouse character is obtained in step S 206 , the process returns from step S 207 to step S 202 .
  • step S 202 the new parent characters produce eggs.
  • step S 203 child characters are born. That is, if a spouse character is obtained in step S 206 , the character group is updated by the processes in steps S 206 , S 207 , S 202 , and S 203 .
  • the updated character group includes the character that obtained the spouse and the spouse character as new parent characters, and also newly born child characters. In other words, if one of the child characters obtains a spouse character in step S 206 , the parent characters and other child characters at that time leave the character group, thus attaining a generation change.
  • these two or more child characters include those of a plurality of genders: male and female child characters. This is because, for example, if all two or more child characters are male characters, and those in the other game apparatus as a communication partner are also male characters, these child characters cannot marry those in the other game apparatus.
  • step S 206 in FIG. 2 The detailed sequence of the processing in step S 206 in FIG. 2 will be described below with reference to FIG. 6 .
  • step S 601 the CPU 101 acquires identification information of a game apparatus as a communication partner from this game apparatus.
  • the identification information is information unique to each game apparatus, and is, for example, a serial number of the game apparatus.
  • the CPU 101 checks in step S 602 if a parameter value indicating the relationship between the family of the game apparatus 100 and that of the game apparatus as the communication partner (to be referred to as a “chum level” hereinafter) is available in user data 113 . If the chum level is available, the process advances to step S 603 ; otherwise, the process advances to step S 604 .
  • step S 603 the CPU 101 updates the chum level.
  • the chum level is set to indicate the number of times of communications with the game apparatus as the communication partner. Hence, the CPU 101 increments the chum level by 1.
  • step S 604 the CPU 101 generates a new chum level, and stores the new chum level in the internal storage device 110 in association with the identification information acquired in step S 601 as some of the user data 113 .
  • FIG. 7 shows the chum levels stored as some of the user data 113 in the internal storage device 110 .
  • the identification information and chum level are stored as a set, even when the game apparatus 100 alternately communicates with a plurality of other game apparatuses, it can hold the chum levels of the plurality of other game apparatuses.
  • step S 605 the CPU 101 displays a menu window (see a window 801 in FIG. 8 ) on the display unit 106 , and accepts a menu selection via the operation unit 103 . If “marriage” is selected on the window 801 , the process advances to step S 606 ; if another item (e.g., “game”) is selected, the process advances to step S 617 . In step S 617 , for example, an online battle game or the like is executed according to the selected contents.
  • a menu window see a window 801 in FIG. 8
  • step S 617 for example, an online battle game or the like is executed according to the selected contents.
  • step S 606 the CPU 101 displays a menu window associated with marriage (see a window 802 in FIG. 8 ) on the display unit 106 . Then, the CPU 101 accepts, via the operation unit 103 , a selection as to whether to take a spouse character or to give away a child character as a spouse character to the game apparatus as the communication partner. If “take” is selected on the window 802 , the process advances to step S 607 ; if “give” is selected, the process advances to step S 612 .
  • step S 607 the CPU 101 displays a window (see a window 803 in FIG. 8 ) that prompts the player to select a child character to marry.
  • the CPU 101 selects a child character to marry according to the player's operation.
  • the CPU 101 checks in step S 608 if the family of the game apparatus 100 is chummy with that of the game apparatus as the communication partner by seeing if the chum level is equal to higher than a threshold (e.g., 20). If the family of the game apparatus 100 is chummy with that of the game apparatus as the communication partner, the process advances to step S 609 ; otherwise, the process advances to step S 611 to display an error window (not shown), and the marriage is not concluded. In the example of FIG. 7 , since the game apparatus 100 has a chum level of 20 or more with a game apparatus having identification information “BFA3”, the process advances to S 609 if it is communicating with this game apparatus.
  • a threshold e.g. 20
  • step S 609 the CPU 101 compares the gender of the child character selected in step S 607 with that of a child character (i.e., a spouse character) selected in the game apparatus as the communication partner. If the two characters have different genders, the process advances to step S 610 ; otherwise, the process advances to step S 611 and the marriage is not concluded.
  • a child character i.e., a spouse character
  • step S 610 the CPU 101 displays a window indicating that the marriage is concluded (see a window 804 in FIG. 8 ). Then, the CPU 101 acquires a spouse character from the game apparatus as the communication partner, and executes generation change processing (to be described in detail later).
  • the game of this embodiment may be configured so that only when a child character in question is in a predetermined growth stage (e.g., a laying period), the marriage (and generation change) is realized; otherwise, the process advances to step S 611 to execute the error processing.
  • step S 612 the CPU 101 checks in step S 612 if the character group includes a plurality of child characters. If the character group includes a plurality of child characters, the process advances to step S 613 ; otherwise, the process advances to step S 611 and the marriage is not concluded.
  • the checking process in step S 612 is to prevent the number of child characters included in the character group from becoming zero. If the number of child characters becomes zero, the generation change can never be made by taking a spouse character. However, if the number of child characters is permitted to be zero, the checking process in step S 612 can be omitted. Even when the number of child characters becomes zero, the player can play the game again by, e.g., resetting it. Alternatively, the game of this embodiment may be configured so that when the number of child characters becomes zero, the parent characters produce eggs again.
  • step S 613 the CPU 101 displays a window that prompts the player to select a child character to give (see a window 805 in FIG. 8 ) on the display unit 106 .
  • the CPU 101 checks in step S 614 if the family of the game apparatus 100 is chummy with that of the game apparatus as the communication partner, as in step S 608 . If the family of the game apparatus 100 is chummy with that of the game apparatus as the communication partner, the process advances to step S 615 ; otherwise, the process advances to step S 611 and the marriage is not concluded.
  • step S 615 the CPU 101 compares the gender of the child character selected in step S 613 with that of a child character (i.e., a match character) selected in the game apparatus as the communication partner. If the two characters have different genders, the process advances to step S 616 ; otherwise, the process advances to step S 611 and the marriage is not concluded.
  • a child character i.e., a match character
  • step S 616 the CPU 101 clears the child character selected in step S 613 from the character group. Also, the given child character is no longer displayed on the standby window, as indicated by a window 806 in FIG. 8 .
  • the game of this embodiment may be configured so that only when the child character is in a predetermined growth stage (e.g., a laying period), that child character is given (cleared); otherwise, the process advances to step S 611 to execute the error processing, as in step S 610 .
  • FIG. 9 is a flowchart showing the detailed sequence of the processing in step S 610 in FIG. 6 .
  • step S 901 the CPU 101 clears characters other than the character to marry (the character selected in step S 607 in FIG. 6 ) from the management data shown in FIG. 4 .
  • the characters other than the character to marry are cleared from the character group.
  • the data associated with the cleared characters need not be completely cleared from the internal storage device 110 , and may be held as, for example, some of the user data 113 .
  • step S 902 the CPU 101 acquires a spouse character from the game apparatus as the communication partner, and adds it to the management data shown in FIG. 4 .
  • the-spouse character itself may be acquired upon confirming the gender in step S 609 in FIG. 6 .
  • step S 903 the CPU 101 changes data in the gender field 403 of the character to marry and the spouse character from “child” to “parent”. Also, the CPU 101 changes data in the number field 401 of the character to marry to “1”, and that in the number field 401 of the spouse character to “2”.
  • step S 904 the CPU 101 initializes (resets) the chum level shown in FIG. 7 to zero. This processing is executed to indicate that a new character group (i.e., a new family) generated by the generation change has never had contact with (communicated with) a family of another game apparatus.
  • the CPU 101 may initialize other data (e.g., “bond” in the management data shown in FIG. 5 ) as needed.
  • step S 610 the process advances from step S 610 to step S 207 via step S 206 . Since it is determined in step S 207 that a spouse is acquired, the process returns to step S 202 . Then, the CPU 101 generates child characters in step S 203 , and adds them to the management data. After that, the game similarly progresses in association with a new family.
  • step S 205 in FIG. 2 The detailed sequence of the event determination processing in step S 205 in FIG. 2 will be described below with reference to FIG. 10 . Since there are various kinds of events, only some events will be described below. As is easily understood by those who are skilled in the art, various kinds of event processing can be implemented by modifying the flowchart of FIG. 10 as needed.
  • the CPU 101 checks in step S 1001 if an arbitrary event generation condition is satisfied.
  • An event is generated, for example, “when a predetermined period of time has elapsed”, “when the player inputs a predetermined instruction via the operation unit 103”, “when a predetermined time has been reached”, and so forth.
  • the CPU 101 can measure an elapse of time or can check if a predetermined time is reached, using a timer (not shown) or timepiece (not shown). If the condition is satisfied, the process advances to step S 1002 , S 1003 , or S 1004 depending on the contents of the satisfied condition (i.e., the contents of an event to be generated). If the condition is not satisfied, the event determination processing ends.
  • the CPU 101 changes the value of the growth stage field 501 shown in FIG. 5 in step S 1002 .
  • the parent characters are in the laying period, and the child characters are in the infancy period (indicated by “laying period/infancy period” in FIG. 5 ).
  • the grow stage changes to “parent period/rebellious period”.
  • the growth stage changes to “parent period/puberty”.
  • the growth stage changes to “parent period/laying period”.
  • the child character can marry in this stage (that is, the child character can be selected in step S 607 or S 613 ).
  • the personality type of the current family may be determined with reference to the fields indicating the personalities of respective characters in the management data. For example, in this embodiment, since the numerical value of the “meticulous” field of character # 3 shown in FIG. 4 is “55”, which is larger than the numerical value “40” of the “lively” field and the numerical value “30” of the “easygoing” field, it is determined that character # 3 has a “meticulous” personality. Since the numerical value of the “lively” field of character # 4 is “55”, which is larger than those of the remaining “meticulous” and “easygoing” fields, it is determined that character # 4 has a “lively” personality.
  • the numerical value of the “meticulous” field of character # 5 is “55”, which is larger than those of the remaining “lively” and “easygoing” fields, it is determined that character # 5 has a “meticulous” personality.
  • the type of the current family is “multi-personality”.
  • the personality type of the current family is determined with reference to only the fields of the children. However, the personality type may be determined by referring to the fields as well as those of the parents.
  • the CPU 101 increments the value of the stomach field 503 shown in FIG. 5 in step S 1003 .
  • the CPU 101 When a predetermined time (e.g., 3 p.m.) of a day has been reached, the CPU 101 outputs a calling sound from the loudspeaker 108 or displays a calling message on the display unit 106 to call the player in step S 1004 .
  • This calling corresponds to that for the player by the child characters.
  • the CPU 101 checks if the player responds within a predetermined period of time via the operation unit 103 . If the player responds, the process advances to step S 1005 , and the CPU 101 increments the value of the bond field 502 in FIG. 5 . However, if the player does not respond, the process advances to step S 1006 , and the CPU 101 decrements the value of the bond field 502 .
  • step S 1007 the CPU 101 displays a window according to the contents of the event (e.g., a window indicating that the child characters take a meal) on the display unit 106 .
  • the event e.g., a window indicating that the child characters take a meal
  • a program for making a computer execute the aforementioned processes (for example, those according to the flowcharts shown in FIGS. 2 , 6 , 9 , and 10 in the above embodiment) is recorded on a computer-readable recording medium such as a CD-ROM, DVD-ROM, MO, or the like, and the computer reads out (installs or copies) the program recorded on this recording medium, the computer can implement the aforementioned processes. Therefore, such program and the computer-readable recording medium that records the program fall within the scope of the present invention.
  • the game apparatus 100 holds a character group including parent characters and child characters.
  • the game apparatus 100 can communicate with another game apparatus. By making communication, the game apparatus 100 changes the parameter value (chum level) indicating the relationship between its own character group and that of the game apparatus as a communication partner.
  • the game apparatus 100 can acquire a spouse character from the other game apparatus for the child character to make their marriage happen.
  • the game apparatus 100 clears characters other than the characters to marry from the character group.
  • the player can make his or her own game apparatus communicate with another game apparatus to receive a character from the other game apparatus. After the character is received, the player can continue the game using a character group of a new generation.

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US20080119260A1 (en) * 2006-11-10 2008-05-22 Alvaro Nores Slot Machine Game with Side Wager on Reel Order
US20080318660A1 (en) * 2005-01-14 2008-12-25 Alvaro Nores Slot Machine Game With Respin Feature Which Identifies Potential Wins
US20090124352A1 (en) * 2007-11-13 2009-05-14 Ignacio Gerson Slot machine game with side pot
US20120083322A1 (en) * 2010-10-05 2012-04-05 Andrew Van Luchene Player character creation in a video game based on multiple players
US8690664B2 (en) 2006-09-25 2014-04-08 Etasse Limited Slot machine game with additional award indicator
US8702493B2 (en) 2007-11-09 2014-04-22 Etasse Limited Slot machine game with award based on another machine
US8814705B2 (en) 2012-08-06 2014-08-26 Gree, Inc. Game control device and storage medium including creating and arranging a character
US9165419B2 (en) 2006-10-23 2015-10-20 Etasse Limited Slot machine bonus game providing awards for manual dexterity
US9520031B2 (en) 2008-07-07 2016-12-13 Etasse Limited Slot machine game with symbol lock-in

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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
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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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
US8814705B2 (en) 2012-08-06 2014-08-26 Gree, Inc. Game control device and storage medium including creating and arranging a character

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CN101352613A (zh) 2009-01-28
KR101013297B1 (ko) 2011-02-09
JP4388106B2 (ja) 2009-12-24

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