US20160332083A1 - Game system - Google Patents
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- US20160332083A1 US20160332083A1 US15/219,639 US201615219639A US2016332083A1 US 20160332083 A1 US20160332083 A1 US 20160332083A1 US 201615219639 A US201615219639 A US 201615219639A US 2016332083 A1 US2016332083 A1 US 2016332083A1
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- game
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- game apparatus
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Images
Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
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- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
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- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
- A63F13/2145—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
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- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
- A63F13/26—Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
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- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/32—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections
- A63F13/327—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi® or piconet
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- A63F13/33—Interconnection 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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- A63F13/5375—Controlling 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 using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
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- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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- A63F13/55—Controlling game characters or game objects based on the game progress
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- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/92—Video game devices specially adapted to be hand-held while playing
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- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling 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
- A63F13/537—Controlling 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 using indicators, e.g. showing the condition of a game character on screen
- A63F13/5372—Controlling 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 using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
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- 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
- A63F2300/203—Image generating hardware
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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
- 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
- A63F2300/30—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 characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/303—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 characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
- A63F2300/306—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 characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for displaying a marker associated to an object or location in the game field
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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
- A63F2300/40—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 platform network
- A63F2300/404—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 platform network characterized by a local network connection
- A63F2300/405—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 platform network characterized by a local network connection being a wireless ad hoc network, e.g. Bluetooth, Wi-Fi, Pico net
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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
- A63F2300/50—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 characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/552—Details of game data or player data management for downloading to client devices, e.g. using OS version, hardware or software profile of the client 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
- 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
- A63F2300/80—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 specially adapted for executing a specific type of game
- A63F2300/807—Role playing or strategy games
Definitions
- the present invention relates to a game system which includes a plurality of game apparatuses that can connect and communicate with each other and in which when data is transmitted and received between the game apparatuses by short-range communication, it is possible to diversify the influence which the received data has on the game.
- short-range communication is performed between a plurality of game apparatuses by using wireless communication units, and information that can be used when the game progresses is exchanged between them (for example, see Japanese Patent Application Laid-Open No. 2005-28103).
- information related to a player character operated in another game apparatus and information related to an item held by the player character are exchanged between the game apparatuses, and the interest of the game is increased by using the short-range communication.
- the present invention relates to a game system comprising: a first game apparatus and a second game apparatus which can connect and communicate with each other, wherein a game, which progresses in the first game apparatus and the second game apparatus, progresses by moving a player character assigned to each game apparatus on a game field,
- the first game apparatus includes a first object placer that places an object on an arbitrary position on the game field when the game progresses, and an object information transmitter that transmits object information related to the object placed by the first object placer and the position where the object is placed to the second game apparatus
- the second game apparatus includes an object information receiver that receives the object information from the first game apparatus, a second object placer that places an object corresponding to the object placed in the first game apparatus at a position on the game field corresponding to a position where the object is placed in the first game apparatus according to the object information received by the object information receiver, a player character mover that moves a second player character assigned to the second game apparatus on the game field according to an operation to an operation section by
- the second game apparatus an object is placed according to the information received from the first game apparatus, and when a player character reaches a position on the game field at which the object is placed, an event occurs.
- an object is placed at a position corresponding to the position at which the object is placed in the first game apparatus, so that if the position at which the object is placed in the first game apparatus changes, a position at which the player character encounters the object in the second game apparatus also changes, and thus, it is possible to diversify the influence that affects the game progressing in the second game apparatus.
- the object is a first player character assigned to the first game apparatus or a first sub-character that acts in cooperation with the first player character.
- main character operated mainly by the player or a sub-character in cooperation with the player character at a predetermined position in the first game apparatus and transmit information related to the player character or the sub-character to the second game apparatus.
- main character operated mainly by the player or a sub-character
- the second game apparatus it is possible to generate an event related to the player character or the sub-character in the first game apparatus.
- the event is a virtual battle between the first player character or the first sub-character and the second player character.
- the second game apparatus Different from simply exchanging data between the first game apparatus and the second game apparatus, in the second game apparatus, when the player character or the sub-character placed in the first game apparatus encounters a player character of the second game apparatus, they can fight against each other, so that it is possible to give a feeling as if fighting a communication battle to a player even though it is not a real-time battle. In addition, the player cannot expect where the player character encounters the player character or the sub-character of the first game apparatus, so that the interest of the game increases.
- the event is a virtual battle between the second player character and an enemy character, and the first player character or the first sub-character fights the battle in cooperation with the second player character.
- the information related to the placed object is automatically exchanged with other game apparatuses by short-range communication, so that it is possible to exchange object information with an unspecified number of game apparatuses, and thus, it is possible to diversify the influence which the received information has on the game.
- FIG. 2 is a block diagram showing a configuration of the game apparatus 1 .
- a CPU core 21 is mounted on an electronic circuit board which is housed in the housing 17 .
- the CPU core 21 is connected to a working RAM (WRAM) 22 , a first graphic processing unit (first GPU) 24 , a second graphic processing unit (second GPU) 26 , an input/output interface (I/F) circuit 27 , and the connector 28 .
- the CPU core 21 can be connected to the cartridge 16 through the connector 28 .
- the CPU core 21 includes a ROM storing a system program and an internal timer.
- the I/F circuit 27 is a circuit which transmits and receives data between the CPU core 21 and external input/output devices such as a touch panel 13 , the operation section 14 , and the speaker 15 .
- step S 4 when the player places the sub-character on the game field as an object to be dispatched, the player can select the content of the event in the game apparatus that receives the placed sub-character from a menu screen. For example, the player can select “fight” or “cooperation.” When the “fight” is selected, the dispatched sub-character fights against the main character and the sub-character in the receiver side game apparatus. If the “cooperation” is selected, when a very strong enemy character such as a boss character and the main character in the game apparatus 1 b battle against each other, a cooperation of the sub-character received from the game apparatus 1 a can be obtained according to an operation of the player of the game apparatus 1 b.
- the sub-character wins as a result of the simulation of the fight between the sub-character of the game apparatus 1 a and the main character of the game apparatus 1 b it is possible to form a configuration in which the experience points and the virtual currency that can be acquired by the sub-character are larger than those when the sub-character is defeated and a value by which the parameter such as the offensive power of the sub-character improves is also large.
- a configuration may be adopted in which the sub-character placed in the game apparatus 1 a cannot participate in a virtual battle against an enemy character while the game progresses in the game apparatus 1 a unless the sub-character is released from an object to be dispatched to a different game apparatus 1 , that is, as long as the sub-character is registered in the transmitter side sub-character placement management table 40 .
- the player needs to select whether a plurality of sub-characters fight against the enemy character on the game field with the main character or automatically grow as an object to be dispatched to a different game apparatus 1 .
- the player needs to strategically grow the sub-characters and proceed with the game, so that the interest of the game increases.
- the sub-character may be automatically released from the object to be dispatched when the information related to the sub-character is transmitted to the different game apparatus 1 or the information related to the sub-character can be continuously transmitted to a plurality of game apparatuses 1 unless the player releases the sub-character from the object to be dispatched.
- a configuration may be adopted in which the virtual battle result is automatically displayed and the privilege is given to the sub-character.
- the level and the status of the main character to be a virtual opponent are randomly determined and the simulation of the fight result is performed according to the determined level and the status to calculate the privilege.
- FIG. 9 is a diagram showing an example of a game image displayed on the first display of the game apparatus.
- a two-dimensional game image obtained by perspectively transforming a situation in a three-dimensional virtual space on a virtual screen is displayed.
- a main character 30 a sub-character 31 that acts according to the main character 31
- an enemy character 32 that opposes the main character 30 and the sub-character 31 are displayed.
- the physical strength values of the main character 30 and the sub-character 31 are displayed. When the physical strength value becomes “0,” the main character 30 is in a state of knocked out.
- FIG. 10 is a diagram showing an example of a game image displayed on the second display of the game apparatus.
- a field map 60 which represents all or part of the game field in a plan view as seen from the above, is displayed. The player can know where the main character 30 is located and how to move the main character 30 to a desired position by referring to the field map 60 .
- a balloon 64 is displayed on the field map 60 .
- the balloon 64 corresponds to information related to a sub-character received from the different game apparatus 1 and when the balloon 64 is touched, a battle against the sub-character received from the different game apparatus is started.
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- Physics & Mathematics (AREA)
- Optics & Photonics (AREA)
- Computer Networks & Wireless Communication (AREA)
- Theoretical Computer Science (AREA)
- User Interface Of Digital Computer (AREA)
- Information Transfer Between Computers (AREA)
Abstract
A game system is provided in which first and second game apparatuses are configured to communicate with each other. The first game apparatus progresses a game by moving a player character on a game field. The first game apparatus determines a first position on the game field and transmits information related to the first position to the second game apparatus. The second game apparatus places an object on a second position, on a game field in the second game apparatus, corresponding to the first position and generates an event based on the second position. A privilege is given to a player or player character of the first game apparatus according to the event.
Description
- This is a continuation application of U.S. patent application Ser. No. 14/585,547, filed on Dec. 30, 2014, which is a continuation application of U.S. patent application Ser. No. 13/738,203, filed on Jan. 10, 2013 and now U.S. Pat. No. 8,951,126, which claims the benefit of Japanese Patent Application No. 2012-019119, filed on Jan. 31, 2012. The disclosure of each of the above-identified applications, including the specification, drawings, and claims, is incorporated herein by reference in its entirety.
- 1. Field of the Invention
- The present invention relates to a game system which includes a plurality of game apparatuses that can connect and communicate with each other and in which when data is transmitted and received between the game apparatuses by short-range communication, it is possible to diversify the influence which the received data has on the game.
- 2. Description of the Related Art
- Conventionally, short-range communication is performed between a plurality of game apparatuses by using wireless communication units, and information that can be used when the game progresses is exchanged between them (for example, see Japanese Patent Application Laid-Open No. 2005-28103). For example, information related to a player character operated in another game apparatus and information related to an item held by the player character are exchanged between the game apparatuses, and the interest of the game is increased by using the short-range communication.
- However, when only exchanging data that can be used in the game, a player cannot select what influence the data has when the data is transmitted to a receiver, and the influence which the data has on the game progressing in the game apparatus of the data receiver is uniform.
- An object of the present invention is to solve the above problem. Specifically, the object of the present invention is to provide a game system in which when data is transmitted to the game apparatus of the receiver side, the influence which the transmitted data has on the game progressing in the game apparatus of the receiver side is diversified and the interest of the game is increased.
- The present invention relates to a game system comprising: a first game apparatus and a second game apparatus which can connect and communicate with each other, wherein a game, which progresses in the first game apparatus and the second game apparatus, progresses by moving a player character assigned to each game apparatus on a game field, the first game apparatus includes a first object placer that places an object on an arbitrary position on the game field when the game progresses, and an object information transmitter that transmits object information related to the object placed by the first object placer and the position where the object is placed to the second game apparatus, and the second game apparatus includes an object information receiver that receives the object information from the first game apparatus, a second object placer that places an object corresponding to the object placed in the first game apparatus at a position on the game field corresponding to a position where the object is placed in the first game apparatus according to the object information received by the object information receiver, a player character mover that moves a second player character assigned to the second game apparatus on the game field according to an operation to an operation section by a player, and an event generator that generates an event at the position where the object is placed by the second object placer.
- While a game progresses in the first game apparatus, when an object is placed at an arbitrary position on the game field, if data is transmitted and received between the first game apparatus and the second game apparatus, information related to the object and the position at which the object is placed is transmitted to the second game apparatus. In the second game apparatus, an object is placed according to the information received from the first game apparatus, and when a player character reaches a position on the game field at which the object is placed, an event occurs.
- In this way, also in the second game apparatus that receives data, an object is placed at a position corresponding to the position at which the object is placed in the first game apparatus, so that if the position at which the object is placed in the first game apparatus changes, a position at which the player character encounters the object in the second game apparatus also changes, and thus, it is possible to diversify the influence that affects the game progressing in the second game apparatus.
- In the present invention, it is preferable that the object is a first player character assigned to the first game apparatus or a first sub-character that acts in cooperation with the first player character.
- It is possible to place a player character (hereinafter referred to as “main character”) operated mainly by the player or a sub-character in cooperation with the player character at a predetermined position in the first game apparatus and transmit information related to the player character or the sub-character to the second game apparatus. In the second game apparatus, it is possible to generate an event related to the player character or the sub-character in the first game apparatus.
- In the present invention, it is preferable that the event is a virtual battle between the first player character or the first sub-character and the second player character.
- Different from simply exchanging data between the first game apparatus and the second game apparatus, in the second game apparatus, when the player character or the sub-character placed in the first game apparatus encounters a player character of the second game apparatus, they can fight against each other, so that it is possible to give a feeling as if fighting a communication battle to a player even though it is not a real-time battle. In addition, the player cannot expect where the player character encounters the player character or the sub-character of the first game apparatus, so that the interest of the game increases.
- In the present invention, it is preferable that the event is a virtual battle between the second player character and an enemy character, and the first player character or the first sub-character fights the battle in cooperation with the second player character.
- In the second game apparatus, when fighting a virtual battle against an enemy character such as a boss character, it is possible to obtain cooperation of the player character or the sub-character placed in the first game apparatus, so that when fighting a virtual battle against the enemy character, unexpected help can be obtained, and thus the interest of the game can be increased.
- In the present invention, it is preferable that the first game apparatus includes a privilege giver that gives a privilege to the first player character or the first sub-character when the object information transmitter transmits the object information to the second game apparatus.
- The player character or the sub-character operated in the first game apparatus is placed, so that a privilege can be given such as providing a virtual currency and an item or improving parameters related to the characters such as experience points or the like to the characters. Therefore, the player is motivated to dispatch his or her characters to other game apparatuses. When the object information is transmitted to the second game apparatus, the player character or the sub-character placed in the first game apparatus does not fight a virtual battle. However, by giving privilege in this way, it is possible to give a feeling as if a virtual battle was fought to the player.
- In the present invention, it is preferable that the first object placer includes an event decider that decides content of the event generated in the second game apparatus, the object information transmitter transmits event information related to the content of the event decided by the event decider along with the object information, the object information receiver receives the event information along with the object information, and the event generator generates an event corresponding to the event information.
- When placing an object, the player who operates the first game apparatus can determine the content of the event generated in the second game apparatus, so that it is possible to diversify the influence which the transmitted data has on the game progressing in the second game apparatus.
- In the present invention, it is preferable that the first game apparatus and the second game apparatus establish communication when the first game apparatus and the second game apparatus are located in a range in which the first game apparatus and the second game apparatus can connect and communicate with each other, and the first game apparatus and the second game apparatus automatically transmit and receive the object information to and from each other.
- The information related to the placed object is automatically exchanged with other game apparatuses by short-range communication, so that it is possible to exchange object information with an unspecified number of game apparatuses, and thus, it is possible to diversify the influence which the received information has on the game.
- The present invention relates to a game apparatus which can connect and communicate with a different game apparatus and which proceeds with a game by moving a player character on a game field, the game apparatus comprising: an object information receiver that receives object information related to an object placed at an arbitrary position on the game field and the position at which the object is placed from the different game apparatus when a game of the different game apparatus progresses; an object placer that places an object corresponding to the object placed in the different game apparatus at a position on the game field corresponding to a position where the object is placed in the different game apparatus according to the object information received by the object information receiver; a player character mover that moves a player character on the game field according to an operation to an operation section by a player; and an event generator that generates an event at the position where the object is placed by the object placer.
- The present invention relates to a game program that causes a computer apparatus to execute a game that progresses by moving a player character on a game field, the game program causing the computer apparatus to function as: an object information receiver that receives object information related to an object placed at an arbitrary position on a game field and the position at which the object is placed from a different computer apparatus when a game of the different computer apparatus progresses; an object placer that places an object corresponding to the object placed in the different computer apparatus at a position on the game field corresponding to a position where the object is placed in the different computer apparatus according to the object information received by the object information receiver; a player character mover that moves a player character on the game field according to an operation to an operation section by a player; and an event generator that generates an event at the position where the object is placed by the object placer.
- The present invention relates to a game progress method that proceeds with a game by moving a player character on a game field in a computer apparatus, the game progress method causing the computer apparatus to execute: a step of receiving object information related to an object placed at an arbitrary position on a game field and the position at which the object is placed from a different computer apparatus when a game of the different computer apparatus progresses; a step of placing an object corresponding to the object placed in the different computer apparatus at a position on the game field corresponding to a position where the object is placed in the different computer apparatus according to the received object information; a step of moving a player character on the game field according to an operation to an operation section by a player; and a step of generating an event at the position where the object is placed.
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FIG. 1 is an external view of a game apparatus according to an embodiment of the present invention; -
FIG. 2 is a block diagram showing a configuration of the game apparatus according to the embodiment of the present invention; -
FIG. 3 is a diagram showing an outline of the game system according to the embodiment of the present invention; -
FIG. 4 is a diagram showing an example of a transmitter side sub-character placement management table; -
FIG. 5 is a diagram showing an example of a receiver side sub-character placement management table; -
FIG. 6 is a diagram showing a flowchart of a placement process of a sub-character; -
FIG. 7 is a diagram showing a flowchart of a data exchange process; -
FIG. 8 is a diagram showing an example of a relationship between a mission and a privilege that the sub-character can acquire; -
FIG. 9 is a diagram showing an example of a game image displayed on a first display of the game apparatus according to the embodiment of the present invention; -
FIG. 10 is a diagram showing an example of a game image displayed on a second display of the game apparatus according to the embodiment of the present invention; and -
FIG. 11 is a diagram showing a relationship between the degree of difficulty, evaluation score, and winning evaluation. - Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
FIG. 1 is an external view showing a configuration of a game apparatus applied to the embodiment. In a portabletype game apparatus 1, afirst display 11 is housed in anupper housing 17 a and asecond display 12 is housed in alower housing 17 b. Ahinge section 17 c is provided on the lower hem of theupper housing 17 a and connected to the upper hem of thelower housing 17 b, so that theupper housing 17 a and thelower housing 17 b can be opened and closed freely. Sound holes of aspeaker 15 are formed at the right of thefirst display 11 of theupper housing 17 a. - On the
first display 11, for example, a two-dimensional game image obtained by perspectively transforming a situation in a three-dimensional virtual space by using a virtual screen is displayed. Although not shown inFIG. 1 , a touch panel is provided on the upper surface of thesecond display 12. The touch panel is a device to detect a coordinate position on the touch panel by pressing the touch panel by a stick or a finger or by moving a stick on the touch panel. On thesecond display 12, for example, a field map obtained by reducing all or part of the virtual space and displaying the reduced virtual space on a plane surface is displayed. - An
operation section 14 includes acircle button 14 a, atriangle button 14 b, asquare button 14 c, and across button 14 d, which are operation buttons, across key 14 e which is a direction indicating switch, astart button 14 h, aselect button 14 j, and anL button 14 g and anR button 14 f which are side switches. Thecircle button 14 a, thetriangle button 14 b, thesquare button 14 c, and thecross button 14 d are arranged at the right of thesecond display 12 in thelower housing 17 b. The cross key 14 e is arranged at the left of thesecond display 12 in thelower housing 17 b. TheL button 14 g and theR button 14 f are arranged on the left end and the right end of the upper hem of thelower housing 17 b and used to input a predetermined instruction as needed. - On the side surface of the upper hem of the
lower housing 17 b, a cartridge insertion section is provided, into which acartridge 16, which is a storage medium storing a game program, can be inserted. Aconnector 28 for connecting to thecartridge 16 is included inside the cartridge insertion section. - Next, a circuit configuration of the
game apparatus 1 will be described.FIG. 2 is a block diagram showing a configuration of thegame apparatus 1. ACPU core 21 is mounted on an electronic circuit board which is housed in the housing 17. TheCPU core 21 is connected to a working RAM (WRAM) 22, a first graphic processing unit (first GPU) 24, a second graphic processing unit (second GPU) 26, an input/output interface (I/F)circuit 27, and theconnector 28. TheCPU core 21 can be connected to thecartridge 16 through theconnector 28. TheCPU core 21 includes a ROM storing a system program and an internal timer. The I/F circuit 27 is a circuit which transmits and receives data between theCPU core 21 and external input/output devices such as atouch panel 13, theoperation section 14, and thespeaker 15. - The
cartridge 16 is a storage medium storing a game program and includes aROM 16 a that stores the game program and aRAM 16 b in which backup data can be rewritten. The game program stored in theROM 16 a of thecartridge 16 is loaded into theWRAM 22 and the loaded game program is executed by theCPU core 21. Temporary data obtained when theCPU core 21 executes the game program and data for generating an image are stored in theWRAM 22. - The first GPU 24 (hereinafter a video RAM of the
first GPU 24 is referred to as “first VRAM”) and the second GPU 26 (hereinafter a video RAM of thesecond GPU 26 is referred to as “second VRAM”) generate a game image on the basis of the data stored in theWRAM 22 for each frame unit (for example, for each 1/30 second) and draw the game image in afirst VRAM 23 and thesecond VRAM 25. Thefirst GPU 24 and thesecond GPU 26 display the game images drawn in thefirst VRAM 23 and thesecond VRAM 25 respectively on thefirst display 11 and thesecond display 12 on the basis of an instruction from theCPU core 21. - A
wireless communication device 29 is connected to a communication network through a wireless communication port and can communicate with a different game apparatus and a server apparatus through the Internet. Also, thewireless communication device 29 can communicate with a different game apparatus and a server apparatus by radio through a communication unit including an antenna. - Next, the game system of the present invention will be described.
FIG. 3 is a diagram showing an outline of the game system according to the embodiment of the present invention. In the progress of the game, a player of eachgame apparatus 1 mainly operates a main character which is a target of the operation and moves the main character on a game field in the virtual space to proceed with the game. The main character moves on the game field, taking an animal type or a monster type sub-character with him or her. When the main character encounters an enemy character, the main character can cause the sub-character, which the main character is taking with him or her, to take part in a battle, so that the main character and the sub-character can battle against the enemy character in cooperation with each other. - In a
game apparatus 1 a, it is possible to place the sub-character at an arbitrary position on the game field and dispatch the sub-character to adifferent game apparatus 1. When an operation to dispatch the sub-character is performed by an operation of a player to theoperation section 14, the sub-character is placed at a position where the main character is located. Therefore, the player may move the main character to a position where the player wants to place the sub-character and then place the sub-character. - When distances between a main body of the
game apparatus 1 a and main bodies ofother game apparatuses 1 b to 1 z are in a range in which short-range communication can be performed, data are automatically exchanged by radio. When the sub-character is placed in thegame apparatus 1 a as an object to be dispatched, information related to the sub-character (for example, name, offensive power, defensive power, and physical strength value of the sub-character) and the position at which the sub-character is placed are transmitted to thegame apparatus 1 b to 1 z which communicate with thegame apparatus 1 a. - Next, the transmitter side sub-character placement management table 40 will be described.
FIG. 4 is a diagram showing an example of the transmitter side sub-character placement management table. The transmitter side sub-character placement management table 40 manages information related to a sub-character placed in onegame apparatus 1 and is set in theWRAM 22. When the player places the sub-character at an arbitrary position on the game field, the information related to the sub-character is registered in the transmitter side sub-character placement management table 40. In the transmitter side sub-character placement management table 40, aname 41, atype 42, alevel 43,offensive power 44,defensive power 45, aphysical strength value 46, a placedposition 47, and anevent 48 are stored in association with each other for each placed sub-character. - The
name 41 is the name of the sub-character. Thetype 42 identifies the type/tribe of the sub-character. Thelevel 43 is a level of strength of the sub-character. Theoffensive power 44, thedefensive power 45, and thephysical strength value 46 are status information of the sub-character. The placedposition 47 specifies an area and positional coordinates where the sub-character is placed in the onegame apparatus 1. Theevent 48 is either “fight” or “cooperation” (described later). When theevent 48 is “fight,” theevent 48 stores a type of set “mission” (described later). -
FIG. 5 is a diagram showing an example of the receiver side sub-character placement management table. A receiver side sub-character placement management table 50 manages information related to a sub-character, which is placed in adifferent game apparatus 1 and which is received from thedifferent game apparatus 1 by communication, and is set in theWRAM 22. In the receiver side sub-character placement management table 50, aname 51, atype 52, alevel 53,offensive power 54,defensive power 55, aphysical strength value 56, a placedposition 57, and anevent 58 are stored in association with each other for each placed sub-character. Thename 51 to theevent 58 correspond to thename 41 to theevent 48, respectively, in the transmitter side sub-character placement management table 40. - For example, a communication connection between the
game apparatus 1 a and thegame apparatus 1 b is established, information related to the sub-character in the transmitter side sub-character placement management table 40 set in thegame apparatus 1 a is transmitted to thegame apparatus 1 b. Then, the information related to the sub-character received by thegame apparatus 1 b is stored in the receiver side sub-character placement management table 50 set in thegame apparatus 1 b. - When the information related to the sub-character is registered in the receiver side sub-character placement management table 50, the sub-character is placed at the “placed
position 57” in the receiver side sub-character placement management table 50. A field map is displayed on thesecond display 12 and a balloon indicating that the sub-character is placed is displayed at a position corresponding to the position at which the sub-character is placed on the field map by referring to the receiver side sub-character placement management table 50. When the player touches the balloon displayed on thesecond display 12, an event such as a fight against the sub-character occurs. - Next, a placement process of the sub-character will be described.
FIG. 6 is a diagram showing a flowchart of placement process of the sub-character. First, the main character moves according to an operation of the player to the cross key 14 e (step S1). Further, when a touch operation of the player to an icon (shown inFIG. 10 ) for a placement request of the sub-character on the touch panel of thedisplay 12 is received (step S2), a selection of the sub-character to be dispatched can be performed. Next, when an icon (shown inFIG. 10 ) indicating a sub-character that is subordinate to the main character is touched, the selection of the sub-character is accepted (step S3). The number of sub-characters that can be placed at the same position is not limited to one, but a plurality of sub-characters may be placed. - Next, content of the event is determined according to an operation of the player to the operation section 14 (step S4). The determination of the content of the event is not only the selection of “fight” or “cooperation,” but also when the “fight” is selected, a mission for the player of the receiver side to perform in addition to winning the virtual battle can be assigned. For example, the player can select a mission such as “guard successfully three times,” “prohibit three or more damages” and “prohibit use of command other than attack command” as the content of the mission.
- When the content of the event is determined in step S4, the information related to the sub-character received in step S3, the information related to the event determined in step S4, and the position information related to an area and positional coordinates where the main character is located at that time are stored in the transmitter side sub-character placement management table 40 (step S5) and the placement process of the sub-character is completed.
- As described above, in step S4, when the player places the sub-character on the game field as an object to be dispatched, the player can select the content of the event in the game apparatus that receives the placed sub-character from a menu screen. For example, the player can select “fight” or “cooperation.” When the “fight” is selected, the dispatched sub-character fights against the main character and the sub-character in the receiver side game apparatus. If the “cooperation” is selected, when a very strong enemy character such as a boss character and the main character in the
game apparatus 1 b battle against each other, a cooperation of the sub-character received from thegame apparatus 1 a can be obtained according to an operation of the player of thegame apparatus 1 b. -
FIG. 7 is a diagram showing a flowchart of a data exchange process between the game apparatuses. Here, a case will be described in which the information related to the sub-character of thegame apparatus 1 a is transmitted to thegame apparatus 1 b. First, when thegame apparatus 1 a and thegame apparatus 1 b are located within a range of the short-range communication, a communication connection is established on the basis of a condition that terminal type information that identifies the type of thegame apparatus 1 and software type information that identifies the types of the game programs executed in thegame apparatuses - When the communication connection is established, the information stored in the transmitter side sub-character placement management table 40 in the
game apparatus 1 a and the status information such as the level and the offensive power of the main character and/or the sub-character of thegame apparatus 1 a are transmitted to thegame apparatus 1 b (step S12). Next, the information stored in the transmitter side sub-character placement management table 40 in thegame apparatus 1 b and the status information such as the level and the offensive power of the main character and/or the sub-character of thegame apparatus 1 b are received by thegame apparatus 1 a (step S13) and the receiver side sub-character placement management table 50 in thegame apparatus 1 a is updated on the basis of the received information of the sub-character (step S14). - If a predetermined time has not elapsed since the communication connection of the
game apparatuses game apparatuses game apparatuses - Next, when the
game apparatus 1 a transmits the information related to the sub-character to thegame apparatus 1 b, a privilege given to the sub-character of thegame apparatus 1 a is calculated (step S15). The privilege is calculated according to the status such as the level and the offensive power of the sub-character of thegame apparatus 1 a, the status such as the level and the offensive power of the main character or the sub-character of thegame apparatus 1 b, and the content of the mission selected when the sub-character is placed in thegame apparatus 1 a. - For example, the higher value of the offensive power and a magic power of the sub-character of the
game apparatus 1 a and the higher value of the offensive power and a magic power of the main character of thegame apparatus 1 b are summed up and the summed value is multiplied by a coefficient that randomly varies in a predetermined range, so that an evaluation score is calculated. Further, the degree of difficulty is determined for each mission in advance and the degree of difficulty of the mission selected when the sub-character is placed in thegame apparatus 1 a is specified. Then, “winning evaluation” is obtained from the specified degree of difficulty and the calculated evaluation score. The winning evaluation is classified into five level evaluations from “1” to “5” as shown inFIG. 11 on the basis of the relationship between the degree of difficulty and the evaluation score. For example, when the evaluation score is greater than or equal to 10 and smaller than 15 and the degree of difficulty is A, the winning evaluation is 2 and when the evaluation score is greater than or equal to 55 and smaller than 70 and the degree of difficulty is C, the winning evaluation is 3. Here, “the degree of difficulty A” is the highest difficulty and the “the degree of difficulty C” is the lowest difficulty. - Experience points and an item which the placed sub-character can acquire are determined on the basis of the winning evaluation obtained based on the relationship as shown in
FIG. 11 . For example, the experience points which the sub-character can acquire can be calculated by multiplying the level of the sub-character by an experience point coefficient and further multiplying the above result by a coefficient randomly varies in a predetermined range. The higher the winning evaluation, and the higher the degree of difficulty of the mission, the larger the experience point coefficient can be. Regarding the item that can be acquired, it is possible to set so that the higher the winning evaluation and the higher the degree of difficulty of the mission, the larger the effects the item exerts in the game and the more valuable the item can be. - Also, a configuration may be adopted in which the privilege given to the sub-character changes according to the content of the mission selected when the sub-character is placed in the
game apparatus 1 a.FIG. 8 is a diagram showing an example of a relationship between the content of the selected mission and the privilege that the sub-character can acquire by transmitting the sub-character information. - For example, the player can select a mission such as “guard successfully three times,” “prohibit three or more damages” and “prohibit use of command other than attack command” as the content of the mission. However, the privilege that the sub-character can acquire (for example, the type of status that improves) changes according to the selected mission. When the mission is “guard successfully three times,” the offensive power of the sub-character increases, and when the mission is “prohibit three or more damages,” the magic power of the sub-character increases.
- In this way, the privilege that the sub-character can acquire changes according to the content of the mission, so that the player who plays in the
game apparatus 1 can select a mission according to the privilege which the player wants to give to the sub-character, and thus it is required that the player more strategically places the sub-character. - Regarding the calculation of the privilege in step S15, a configuration may be adopted in which the higher the level of the sub-character of the
game apparatus 1 a is than the level of the main character of thegame apparatus 1 b, the smaller the experience points and the virtual currency that the sub-character can acquire are, and also the smaller a value by which a parameter improves is, and on the other hand, the lower the level of the sub-character of thegame apparatus 1 a is than the level of the main character of thegame apparatus 1 b, the larger the experience points and the virtual currency that the sub-character can acquire are, and also the larger a value by which a parameter improves is. - When the privilege is calculated in step S15, the privilege is given to the sub-character (step S16), and the experience points, a held item, and a parameter of the sub-character which are stored in the
WRAM 22 of thegame apparatus 1 a are updated. Then, a communication result such as a player name or a player character name (or names) to whom the information is transmitted, the number of players to whom the information is transmitted, and the experience points and the item that the sub-character acquires is displayed on thefirst display 11 of thegame apparatus 1 a (step S17) and a series of processes are completed. - Although not shown in
FIG. 7 , a fight result estimated in a case in which the transmitted sub-character fights against the player character of thegame apparatus 1 b may be simulated and the simulation result may be displayed on thefirst display 11 of thegame apparatus 1 a. In this case, for example, as a result of a battle against the main character of thegame apparatus 1 b, a message such as “Sub-character is defeated although damaging the main character A of level 10 by XX points” or “Sub-character wins although being damaged by the main character A of level 10 by XX points.” - The estimate of the battle result is calculated by performing a fight simulation to obtain a result as if the real battle were performed, on the basis of the status information such as the level and the offensive power of the sub-character transmitted from the
game apparatus 1 a and the status information such as the level and the offensive power of the main character of thegame apparatus 1 b received in step S13. - If the sub-character wins as a result of the simulation of the fight between the sub-character of the
game apparatus 1 a and the main character of thegame apparatus 1 b, it is possible to form a configuration in which the experience points and the virtual currency that can be acquired by the sub-character are larger than those when the sub-character is defeated and a value by which the parameter such as the offensive power of the sub-character improves is also large. - Although even when the information related to the sub-character placed in the
game apparatus 1 a is transmitted to thegame apparatus 1 b, in thegame apparatus 1 b, the main character does not encounter the sub-character of thegame apparatus 1 a soon and fight against the sub-character, the data exchange is performed with thedifferent game apparatus 1 b, so that the privilege is given to the sub-character in steps S16 and S17 even when the real fight is not performed and the result thereof is displayed, and thus it is possible to give a feeling as if a communication fight were really performed to the player of thegame apparatus 1 a. For the player of thegame apparatus 1 a, there is an advantage that the sub-character can be automatically grown, without feeling bothersome, even when the player does not carry out an operation to perform a real fight by communication. - A configuration may be adopted in which the sub-character placed in the
game apparatus 1 a cannot participate in a virtual battle against an enemy character while the game progresses in thegame apparatus 1 a unless the sub-character is released from an object to be dispatched to adifferent game apparatus 1, that is, as long as the sub-character is registered in the transmitter side sub-character placement management table 40. By adopting such a configuration, the player needs to select whether a plurality of sub-characters fight against the enemy character on the game field with the main character or automatically grow as an object to be dispatched to adifferent game apparatus 1. As a result, the player needs to strategically grow the sub-characters and proceed with the game, so that the interest of the game increases. - Regarding the sub-character placed on the game field as an object to be dispatched to a
different game apparatus 1, the sub-character may be automatically released from the object to be dispatched when the information related to the sub-character is transmitted to thedifferent game apparatus 1 or the information related to the sub-character can be continuously transmitted to a plurality ofgame apparatuses 1 unless the player releases the sub-character from the object to be dispatched. - Although the data exchange process between the game apparatuses is described above with reference to
FIG. 7 , in an area such as an urban area and a downtown area in which the population is large, when the game apparatus is carried around while the game program is being executed, the game apparatus performs the short-range communication withother game apparatuses 1 even in a short period of time and the data exchange is performed. However, in an area in which the population is relatively small, the frequency, by which the game apparatus performs the short-range communication withother game apparatuses 1 and the data exchange is performed, is low, so that the interest of the game decreases. - To prevent such a problem, if the data exchange is not performed even when a predetermined time has elapsed since the sub-character was placed in the
game apparatus 1 a, a configuration may be adopted in which the virtual battle result is automatically displayed and the privilege is given to the sub-character. In this case, the level and the status of the main character to be a virtual opponent are randomly determined and the simulation of the fight result is performed according to the determined level and the status to calculate the privilege. -
FIG. 9 is a diagram showing an example of a game image displayed on the first display of the game apparatus. On thefirst display 11, a two-dimensional game image obtained by perspectively transforming a situation in a three-dimensional virtual space on a virtual screen is displayed. In the game image, amain character 30, a sub-character 31 that acts according to themain character 31, and anenemy character 32 that opposes themain character 30 and the sub-character 31 are displayed. Also, the physical strength values of themain character 30 and the sub-character 31 are displayed. When the physical strength value becomes “0,” themain character 30 is in a state of knocked out. -
FIG. 10 is a diagram showing an example of a game image displayed on the second display of the game apparatus. On thesecond display 12, afield map 60, which represents all or part of the game field in a plan view as seen from the above, is displayed. The player can know where themain character 30 is located and how to move themain character 30 to a desired position by referring to thefield map 60. - A
placement request icon 61 is displayed on thesecond display 12. When touching theplacement request icon 61, the sub-character can be placed at a position where themain character 30 is located. The sub-character to be placed is selected fromsub-character icons 63 by a touch operation. When thesub-character icon 63 is selected and the content of the event is determined, the sub-character is placed. When a communication connection is established with adifferent game apparatus 1, the status information of the placed sub-character and the information related to the position where the sub-character is placed are transmitted and the sub-character is placed at the same position in thedifferent game apparatus 1. Thefield map 60 can be enlarged and reduced by touching amap zoom icon 62. - On the
second display 12, aballoon 64 is displayed on thefield map 60. Theballoon 64 corresponds to information related to a sub-character received from thedifferent game apparatus 1 and when theballoon 64 is touched, a battle against the sub-character received from the different game apparatus is started. - The category of the game to which the present invention is applied is not particularly limited if the game progresses while the player character is moving on the game field. For example, the present invention can be applied to an RPG, a shooting game, and an action game.
Claims (6)
1. A game system, comprising:
a first game apparatus and a second game apparatus which are configured to communicate with each other,
wherein a game, which progresses in the first game apparatus, progresses by moving a player character on a game field,
the first game apparatus includes:
a processor that, when progressing the game, performs operations including:
indicating a first position, on the game field in the first game apparatus; and
a transmitter that transmits information related to the first position indicated by the processor,
the second game apparatus includes:
a receiver that receives the information related to the first position; and
a processor that, when progressing the game, performs operations including:
placing an object on a second position, on a game field in the second game apparatus, corresponding to the first position indicated by the first game apparatus in accordance with the information; and
generating an event based on the second position where the object is placed by processor, and
the processor of the first game apparatus further performs operations including:
giving a privilege to one of a player who operates the first game apparatus and a player character corresponding to the player according to the event.
2. The game system according to claim 1 wherein the event is a virtual battle in which a second player character participates.
3. A non-transitory computer-readable recording medium including a game program that causes a computer apparatus to execute a game which progresses by moving a player character on a game field, the game program causing the computer apparatus to perform operations including:
indicating a first position, on the game field in the computer apparatus,
transmitting information related to the first position to an other computer apparatus, and
giving a privilege to one of a player who operates the computer apparatus and a player character corresponding to the player according to an event, the event being generated based on a second position, where an object is placed on a game field in the other computer apparatus, corresponding to the first position.
4. A computer apparatus including the non-transitory computer-readable recording medium according to claim 3 .
5. A non-transitory computer-readable recording medium including a game program that causes a computer apparatus to execute a game which progresses by moving a player character on a game field, the game program causing the computer apparatus to perform operations including:
receiving information related to a second position on the game field in the computer apparatus, the second position corresponding to a first position indicated by an other computer apparatus;
placing an object on the second position on the game field corresponding to the first position indicated by the other computer apparatus; and
generating an event, based on the second position where the object is placed,
wherein the other computer apparatus gives a privilege to one of a player who operates the other computer apparatus and a player character corresponding to the player according to the event generated based on the second position where the object is placed.
6. A computer apparatus including the non-transitory computer-readable recording medium according to claim 5 .
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US16/179,103 US10792574B2 (en) | 2012-01-31 | 2018-11-02 | Game system |
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US13/738,203 US8951126B2 (en) | 2012-01-31 | 2013-01-10 | Game system |
US14/585,547 US9427667B2 (en) | 2012-01-31 | 2014-12-30 | Game system |
US15/219,639 US20160332083A1 (en) | 2012-01-31 | 2016-07-26 | Game system |
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US14/585,547 Continuation US9427667B2 (en) | 2012-01-31 | 2014-12-30 | Game system |
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Cited By (2)
Publication number | Priority date | Publication date | Assignee | Title |
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CN108211349A (en) * | 2018-02-12 | 2018-06-29 | 网易(杭州)网络有限公司 | Information processing method, electronic equipment and storage medium in game |
CN108965353A (en) * | 2017-05-17 | 2018-12-07 | 腾讯科技(深圳)有限公司 | Information processing method and device, client, service platform and storage medium |
Families Citing this family (10)
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JP5577427B1 (en) * | 2013-05-24 | 2014-08-20 | 株式会社 ディー・エヌ・エー | Information processing apparatus and game program |
JP6408207B2 (en) * | 2013-09-17 | 2018-10-17 | 株式会社バンダイナムコエンターテインメント | Server system |
JP6063437B2 (en) * | 2014-12-19 | 2017-01-18 | 株式会社スクウェア・エニックス | Program, computer apparatus, computer processing method, and system |
JP6661275B2 (en) * | 2015-03-05 | 2020-03-11 | 株式会社バンダイナムコエンターテインメント | Program and server system |
KR101739840B1 (en) * | 2015-06-10 | 2017-05-25 | (주)엔도어즈 | Game service providing device and controlling method for the same |
JP6515053B2 (en) * | 2016-03-16 | 2019-05-15 | 株式会社バンダイナムコエンターテインメント | Program and game system |
JP6785750B2 (en) * | 2017-12-14 | 2020-11-18 | グリー株式会社 | Control programs, control methods and computers |
US11045735B2 (en) * | 2018-09-14 | 2021-06-29 | Bandai Namco Entertainment Inc. | Computer system |
JP7034966B2 (en) * | 2019-02-13 | 2022-03-14 | 任天堂株式会社 | Game programs, information processing systems, information processing devices and game control methods |
JP7173927B2 (en) * | 2019-06-04 | 2022-11-16 | 任天堂株式会社 | Game system, game program, information processing device, and game processing method |
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JP3594400B2 (en) * | 1996-03-19 | 2004-11-24 | 株式会社ナムコ | Game device |
JP2002219280A (en) | 2001-01-25 | 2002-08-06 | Square Co Ltd | Videogame system, method of controlling it, program of videogame, and computer readable storage medium |
JP2002233668A (en) * | 2001-02-13 | 2002-08-20 | Square Co Ltd | Character lend/rent realizing game program, recording medium recording character lend/rent realizing game program, character lend/rent realizing method, and character lend/rent realizing system |
JP2002239216A (en) * | 2001-02-21 | 2002-08-27 | Square Co Ltd | Video game apparatus and control method thereof, program of video game and computer readable recording medium having recorded program |
JP4969735B2 (en) * | 2001-05-02 | 2012-07-04 | 株式会社バンダイナムコゲームス | Program, information storage medium, game system, and server |
JP3482602B2 (en) * | 2001-08-21 | 2003-12-22 | コナミ株式会社 | Competitive game program |
JP4073885B2 (en) * | 2003-06-17 | 2008-04-09 | 任天堂株式会社 | GAME SYSTEM, GAME DEVICE, AND GAME PROGRAM |
JP2005034303A (en) * | 2003-07-18 | 2005-02-10 | Sega Corp | Network game system and network game processing method |
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JP2007014808A (en) | 2006-10-25 | 2007-01-25 | Aruze Corp | Game control method, storage medium storing program capable of executing the method, and server |
JP2009112708A (en) * | 2007-11-09 | 2009-05-28 | Konami Digital Entertainment Co Ltd | Game machine, server, game provision method and program |
JP2009233104A (en) | 2008-03-27 | 2009-10-15 | Namco Bandai Games Inc | Game system, game machine, server, program, and information storage medium |
JP2010051514A (en) | 2008-08-28 | 2010-03-11 | Square Enix Co Ltd | Video game processing device, video game processing method and video game processing program |
JP4819136B2 (en) | 2009-01-16 | 2011-11-24 | 株式会社スクウェア・エニックス | GAME DEVICE AND PROGRAM |
JP5466435B2 (en) * | 2009-06-16 | 2014-04-09 | 任天堂株式会社 | Information processing program and information processing apparatus |
AU2011204815B2 (en) * | 2010-02-03 | 2013-05-30 | Nintendo Co., Ltd. | Game system, controller device, and game process method |
JP5356299B2 (en) | 2010-03-26 | 2013-12-04 | 株式会社コナミデジタルエンタテインメント | GAME SYSTEM AND GAME CONTROL METHOD |
US8251819B2 (en) * | 2010-07-19 | 2012-08-28 | XMG Studio | Sensor error reduction in mobile device based interactive multiplayer augmented reality gaming through use of one or more game conventions |
JP5756299B2 (en) * | 2011-02-03 | 2015-07-29 | 任天堂株式会社 | GAME SYSTEM, GAME DEVICE, GAME PROGRAM, AND GAME PROCESSING METHOD |
US8423892B1 (en) * | 2011-04-13 | 2013-04-16 | Zynga Inc. | System and method for monitoring player interactions with branded virtual objects in a virtual environment |
JP5745340B2 (en) * | 2011-06-02 | 2015-07-08 | 任天堂株式会社 | GAME SYSTEM, GAME DEVICE, GAME PROGRAM, AND IMAGE GENERATION METHOD |
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Cited By (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN108965353A (en) * | 2017-05-17 | 2018-12-07 | 腾讯科技(深圳)有限公司 | Information processing method and device, client, service platform and storage medium |
CN108211349A (en) * | 2018-02-12 | 2018-06-29 | 网易(杭州)网络有限公司 | Information processing method, electronic equipment and storage medium in game |
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EP2623168A3 (en) | 2015-01-28 |
US10792574B2 (en) | 2020-10-06 |
US20190070514A1 (en) | 2019-03-07 |
US8951126B2 (en) | 2015-02-10 |
US9427667B2 (en) | 2016-08-30 |
EP2623168A2 (en) | 2013-08-07 |
US20150111628A1 (en) | 2015-04-23 |
JP5503672B2 (en) | 2014-05-28 |
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