WO2006118264A1 - Game device and game program - Google Patents

Game device and game program Download PDF

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Publication number
WO2006118264A1
WO2006118264A1 PCT/JP2006/309016 JP2006309016W WO2006118264A1 WO 2006118264 A1 WO2006118264 A1 WO 2006118264A1 JP 2006309016 W JP2006309016 W JP 2006309016W WO 2006118264 A1 WO2006118264 A1 WO 2006118264A1
Authority
WO
WIPO (PCT)
Prior art keywords
game
player character
data
character
parameter
Prior art date
Application number
PCT/JP2006/309016
Other languages
French (fr)
Japanese (ja)
Inventor
Hiroshi Uemura
Haruyuki Sekikawa
Hiroshi Kubota
Masahiro Imanari
Original Assignee
Sega Corporation
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Sega Corporation filed Critical Sega Corporation
Priority to JP2007514844A priority Critical patent/JPWO2006118264A1/en
Publication of WO2006118264A1 publication Critical patent/WO2006118264A1/en

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Classifications

    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/44Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
    • AHUMAN NECESSITIES
    • 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
    • A63F2300/20Features 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
    • AHUMAN NECESSITIES
    • 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
    • A63F2300/60Methods 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
    • AHUMAN NECESSITIES
    • 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
    • A63F2300/80Features 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
    • A63F2300/807Role playing or strategy games

Definitions

  • the present invention relates to a game device and a game program that use a non-rewritable storage medium such as a barcode card in which object characteristics are recorded.
  • the present invention was created to solve the above-described conventional problems, and aims to realize a more varied development and to make effective use of a non-rewritable storage medium as much as possible. .
  • the invention's effect was created to solve the above-described conventional problems, and aims to realize a more varied development and to make effective use of a non-rewritable storage medium as much as possible. .
  • a game device includes a reading unit that can read a non-rewritable storage medium in which object data is recorded, and a reading that reads from and writes to the rewritable storage medium that can record the object parameters.
  • object changing means for changing the object to an object corresponding to the data of the new storage medium is provided. Further, it may be provided. As a result, a game using a plurality of non-rewritable storage media is possible, and many changes and strategies can be enjoyed.
  • the game device measures out-of-object stopping means for stopping the function outside the object whose parameter has become equal to or less than a predetermined value, and the function stopping force time of the object. And an object recovery means for recovering the parameter so that the function of the object is recovered.
  • a game device includes an operation means for outputting an operation signal based on an input operation of a player, a game start means for starting a game based on a game start operation signal having the power of the operation means, Time counting means for measuring the elapsed time from the start of the game when the game is started by the game starting means, and a play for determining whether the elapsed time measured by the time measuring means has reached a predetermined game end time.
  • Time management means player character data recording medium power in which player character data for setting a player character's ability value parameter is recorded, player character data reading means for reading the player character data, and for the player character Predetermined fluctuation parameters that are set and change based on the game progress Progress status data reading means for reading the progress status data relating to the parameters from the progress status data recording medium, and the player character data reading means power.
  • a player character generating means for setting the ability value parameter of the player character an enemy character generating means for setting the ability value parameter of the enemy character that fights against the player character, the ability value parameter of the player character, and the ability of the enemy character.
  • Action determining means for determining the actions of the player character and the enemy character based on the force value parameter, and a physical strength value parameter of either the player character or the enemy character is determined according to a result of the action of each character.
  • the time management means that the game start power has also passed the predetermined play time
  • the game is terminated, and the progress status data is written to the progress status data recording medium.
  • the player character data is read by the player character data read by the player character data or the player character selection operation signal from the operation means while the game is in progress
  • the parameter value of the data is compared with the parameter value of the current player character to determine whether or not the input character is the current player character that is currently used during the game. If it is determined that a character different from the player character is selected, the player character who replaces the current player character with the parameter value of the input character and sets the input character as a new player character is used.
  • the game start power is selected while the game is in progress based on the changed physical strength parameter of the character.
  • the changed physical strength value parameter of the character approaches the predetermined threshold value, and the physical strength value determination means for determining whether or not the physical strength value approaches the predetermined threshold value
  • the time measured by the time measuring means when it is determined that It may further comprise physical strength value parameter determining means for determining physical strength value parameters of the selected character based on overtime information.
  • a game program includes a reading step that can read a non-rewritable storage medium in which object data is recorded, and a reading step that performs reading and writing on the rewritable storage medium that can record the object parameters.
  • An object generation step for generating the object, an object operation step for operating the object displayed on the display means, an enemy object step for generating an enemy object that competes with the object, data of the object, and the data Based on the parameters and predetermined chance elements, a battle result determination step for determining a battle result between the object and the enemy object, and the rewritable storage medium corresponding to the battle result.
  • FIG. 1 is a front view showing an embodiment of the game apparatus according to the present invention
  • FIG. 2 is a block diagram showing the game apparatus of FIG.
  • a game apparatus 100 includes a display unit 112 such as a CRT or a liquid crystal monitor, and a joystick 105A as an operation input unit, and the main character MCH, objects OCH1, OCH2 (FIG.
  • the game screen is displayed on the display means 112 by operating FIG.
  • the game device 100 is provided with a coin switch 105B, and a game can be started and continued by inserting a predetermined coin.
  • the game device 100 is provided with a card dispenser 120A for the bar code card BC and a card dispenser 120B for the memory card MC.
  • a card dispenser 120A for the bar code card BC When a coin is inserted into the switch 105B, a bar code card BC or a memory card MC is supplied to the player.
  • the card dispensers 120A and 120B are collectively indicated by reference numeral 120.
  • the method of recording force data using a bar code card as a recording medium on which object data used in the game is recorded in advance is not limited to the bar code, and can be changed as appropriate.
  • a memory card as a recording medium to record the progress of the game, but the type of medium can be changed as long as it is a recording medium that can record the progress of the game for each player. It is. In addition, it may be recorded on a recording medium of a portable game machine held by a network server or player through an external communication means.
  • the bar code card BC is a non-rewritable storage medium that provides the strength of the main character MCH
  • the memory card MC is a rewritable storage medium that stores the game history of the player. The player cannot execute the game unless he / she has at least one memory card MC. When the player has not obtained the memory card MC, he / she inserts a predetermined coin into the card dispenser 120 and receives the supply from the force dispenser 120. When a coin for starting a game is inserted into the coin switch 105B, one barcode card BC is always supplied.
  • the game apparatus 100 is provided with a card reader 115 (reading means) for reading the barcode card BC and a card reader / writer 116 (reading means) for reading and writing the memory card MC.
  • the barcode card BC is read by passing the slit of the card reader 115 in the direction of the arrow DBC in FIG.
  • the memory card MC is read and written by inserting upward force into the slit of the card reader / writer 116.
  • the game device 100 is provided with a button 105C, which is used as a game start button or the like.
  • the input operation means 105A to 105C are collectively indicated by reference numeral 105.
  • a game device 100 stores a CPU 101 that controls the entire game, a boot ROM 104 that stores a program for starting the game device 100, an image generation program executed by the CPU 101, and other programs and data. And a system memory 102.
  • the game program and data executed by the CPU 101 include a program for controlling the game. Program and data for generating and controlling images to be displayed.
  • polygon data verex data
  • NURBS data curved surface and control point data
  • a CPU or geometry processor converts this into the world coordinate system by placing it in the world coordinate system of the 3D virtual space.
  • the viewpoint coordinates generated in accordance with the player's operation and the progress of the game are set in the world coordinate system, and this viewpoint power is an object in the field of view as viewed from a predetermined viewing direction and angle of view. Is converted into a viewpoint coordinate system with the viewpoint coordinates as the origin, and the coordinates of the converted object are transmitted to the rendering processor 107.
  • the rendering processor 107 first applies interpolation processing such as light source processing or texture data stored in the graphic memory 108 to the object surface by applying the texture data stored in the graphic memory 108 to the object surface. Give details. Furthermore, the rendering processor 107 projects the object (polygon) from the three-dimensional solid object onto the two-dimensional plane (screen) for display on the display means 112 and converts it into two-dimensional coordinate data (screen coordinate system). Then, a two-dimensional image is generated in such a way that a polygon with a shallow Z coordinate, that is, a polygon force close to the viewpoint coordinate, is displayed preferentially, and this is output to the display means 112 such as a CRT or a liquid crystal display device. To do.
  • interpolation processing such as light source processing or texture data stored in the graphic memory 108 to the object surface.
  • the rendering processor 107 projects the object (polygon) from the three-dimensional solid object onto the two-dimensional plane (screen) for display on the display means 112 and converts it into two-dimensional coordinate data
  • the CPU 101 and the rendering processor 107 function as the image generation means 117 under the control of the game program.
  • the game apparatus 100 is provided with a sound processor 109 that generates sound and a sound memory 110 that stores data of the generated sound.
  • the sound processor 109 is based on the data stored in the sound memory 110. Then, an audio digital signal is generated, and the audio is output through the speaker 113 and headphones (not shown).
  • the game apparatus 100 is provided with a program data storage device and a storage medium 103, and the game program and data are also read into the system memory 102, the graphic memory 108, and the sound memory 110.
  • the game machine 100 also has a backup memory 1 18 is provided and can be used for saving the game progress.
  • the data stored in the storage medium 103 includes information regarding the game.
  • These storage media include optically readable media such as CD-ROM and DVD-ROM, and electrically readable media such as mask ROM and flash memory.
  • the game device 100 is provided with a communication interface 111 and a modem 114, and can be connected to a game server or another game device via the LAN or the modem 114.
  • Fig. 1 coin switch Z operation input means 105 (joystick 105A, coin switch 105B, button 105C), barcode card card reader 115, memory card card reader 'writer 116, etc. These components are connected to the bus, and the bus arbiter 106 controls input / output between the components of the program and data.
  • 3 to 7 are diagrams showing examples of the game screen of the game device of FIG.
  • FIG. 3 a path LP like a maze is displayed on the screen, and the player's main character MCH travels on the object OCH1 along the path LP! /.
  • Main character MC H is object OCH1 is operated by joystick 105A, and CPU 101, system memory 102, and joystick 105A function as object operation means.
  • an enemy object ECH is arranged at a predetermined point, and when the main character MCH encounters (approachs to a predetermined position) or contacts the enemy object ECH, the object OCH 1 and the enemy object ECH are The battle screen shown in Fig. 4 is displayed.
  • Various game parameters such as the type, physical strength value, and attack strength value of the object OCH1 are based on data recorded on the barcode card BC read by the barcode card reader 115 at the start of the game or thereafter.
  • the bar code card BC stores initial values of its strength and other characteristics.
  • the game can be developed in various ways, and various barcode cards BC can be effectively used.
  • An indicator OPD indicating the parameter of the object OCH1 is displayed on the screen.
  • the name of the object OCH1 for example, “force beetle”
  • the initial value PW1 of the physical strength for example, “100”
  • the current physical strength PW2 eg “80”
  • courage or experience value EX eg “20”
  • the current physical strength PW2 is the result of the initial value PW1 being consumed by a battle or the like.
  • the experience value EX increases by the specified value by winning the battle and acquiring the nutritional HN.
  • the CPU 101 and the system memory 102 function as a parameter change means.
  • an indicator EPD of the enemy object ECH is displayed together with an indicator OPD1 of the object OCH1, and the indicator EPD, like the indicator OPD1, has the name NM (for example, “Mengatakabuto”), initial strength PW1, The current physical strength PW2 is displayed, and the special move ESK (for example, “Janken no Goo”) is also displayed. Its Special Move ESK is a special skill of the enemy object ECH.
  • the bar code card BC includes a player.
  • An option card for setting the skill of the side object is provided, and the skill OSK (for example, “Jaken no Par”) set by the option card is displayed on the indicator OP D1.
  • the option card can be read as appropriate at the start of the game or thereafter.
  • the object OCH1 when the object OCH1 is defeated in the battle with the enemy object ECH, the object OCH1 displays the main character MCH to fly away, and erases it from the game space.
  • the main character MCH can move on the path LP.
  • the main character MCH cannot play against other enemy objects ECH on the path LP, so it passes through the place where the enemy object ECH is placed. Can't progress and can't progress the game.
  • the time measurement is started from the time when the object OCH1 is removed from the memory card MC, and a process for recovering the physical strength of the object OCH1 is performed according to the elapsed time.
  • the barcode card BC of the object OCH1 is read again by the card reader 115, the object OCH1 whose physical strength has been recovered can be returned to the game according to the elapsed time.
  • the CPU 101 and the system memory 102 are the object stop means and the object recovery means. Function.
  • the player If the player wants to immediately advance the game before the predetermined time has elapsed, the player causes the card reader 115 to read the barcode card BC of another object OCH2 (Fig. 6).
  • the player in the course of the game, can appropriately read the barcode card BC for object setting with the card reader 115, and the new object OCH2 also has aerodynamics.
  • Exchanged Object exchange It can be used as one of a variety of strategies to lead the game to victory, such as selecting an object that is advantageous to the enemy object to fight against.
  • the CPU 101 and the system memory 102 function as an object change means.
  • image generation means 117 and system memory 102 function as object generation means for generating objects CH1 and CH2, and further function as enemy object generation means for generating enemy objects. .
  • FIGS. 8 to 15 are flowcharts showing Example 1 of the game program executed in the game apparatus 100 of FIG. 1, and FIG. 16 is a graph showing an example of change in the winning percentage used in the game program. .
  • FIG. 8 the entire flow of the game shown in FIGS. 3 to 7 is executed by the following steps.
  • Step S801 At the start of the game, it is first determined whether a valid memory card MC is inserted into the card reader / writer 116 or not. If the memory card MC has been inserted in the card reader / writer 116, the process proceeds to step S803. Otherwise, the process proceeds to step S802.
  • Step S802 A message to the effect that the memory card MC should be inserted is displayed on the display means 112, and the process returns to step S801.
  • Step S803 It is determined whether or not a new barcode card BC is read by the card reader 115. Step S when a new barcode card BC is not read
  • Step S804 The object registered in the memory card MC in the previous game is read, and the process proceeds to Step S805. Thus, when only one object is used, it is possible to skip the reading of the barcode card BC and start the game.
  • Step S805 The game time measurement is started, and the process proceeds to Step S806.
  • Step S806 The game is executed. Thereafter, the process ends.
  • Step S901 First, a situation during game execution is determined. If the game is a normal progress situation where the main character M CH is moving, the process proceeds to step S902. If the game is a situation against the enemy object ECH, the process proceeds to step S903, where a honey HN appears. If YES, go to step S904.
  • Step S902 A normal progress process such as movement of the main character MCH is executed, and the process proceeds to step S905.
  • Step S903 A battle process with the enemy object ECH is executed, and the process proceeds to Step S905.
  • Step S904 Processing of the situation where the honey HN appears is executed, and the process proceeds to step S905.
  • Step S905 It is determined whether or not the main character MCH has reached the goal.
  • the main character MCH reaches the goal, the ending face is displayed as a game talent regardless of the remaining time of the game, and the game is finished after recording once on the memory card MC.
  • Step S906 It is determined whether or not the power at the end of a predetermined game time (for example, 5 minutes) at which measurement is started in Step S805. When finished, record the game progress up to that point (map progress or ID of the map you are currently playing, object OCH growth parameters, etc.) on the memory card MC and end the game, otherwise Return to step S901.
  • a predetermined game time for example, 5 minutes
  • the game time extension process such as the player inserting additional coins into the coin switch 105B is set, and when the extension process is performed, the process returns to step S901. May be terminated as is. During the extension process, the game time measurement is reset to the initial value.
  • processing such as movement in step S902 is executed by the following steps.
  • Step S1001 First, a situation in which a normal game is in progress is determined. If the main character is performing an action based on the joystick 115A, the process proceeds to step S1002, and if the insect is being replaced, the process proceeds to step S1003, and the option card is read. If yes, go to Step S1004.
  • Step S1002 A process such as movement based on the joystick 115A is executed for a predetermined time.
  • Step S 1003 Insect exchange processing is executed, and the process returns to step S 1001.
  • Step S 1004 Execute the option card processing, and return to step S 1001.
  • Step S1005 It is determined whether or not it is a predetermined timing at which the situation determination in step S901 should be performed. If it is a predetermined timing, the process is terminated as it is, and if not, the process returns to step S1001.
  • step S903 the battle process in step S903 is executed by the following steps.
  • Step S1101 First, the data of the current object (OCH1, OCH2) is acquired from the memory card MC and the barcode card BC, and the process proceeds to step S1102.
  • Step S1102 The enemy object ECH data is acquired, and the winning or losing of the battle is determined by the stochastic process. At this time, the game apparatus 100 outputs a battle situation and an image and sound of the result based on the determination result. Then, go to step S1103.
  • Step S1103 It is determined whether or not the player side has won. If the player wins, the process proceeds to step S104, and if not, the process proceeds to step S1105.
  • Step S 1104 The value corresponding to the experience value parameter on the memory card MC is increased by a predetermined value on the system memory, and after the processing is overwritten, the changed experience value parameter memory card MC is overwritten. Thereafter, the process ends.
  • Step S 1105 Here, the object jumps away and time measurement for the object recovery process is started. It also displays a message to read a new barcode card BC to set a new object OCH2. Thereafter, the process ends.
  • step S904 is executed by the following steps.
  • Step S1201 First, a message notifying the player that the experience value increases due to the appearance of the honey HN, the operation of acquiring the honey HN, and the acquisition of the honey HN is displayed on the display means 112. To remove Mits HN, press button 115C, for example.
  • Step SI 202 Following step SI 201, it is determined whether or not the player has performed an operation to acquire the honey HN. If Mitsu HN acquisition operation is performed, the process proceeds to step S1203. If not, the process ends.
  • Step S1203 The experience value parameter of the memory card MC is increased by a predetermined value, and the process ends.
  • step S 1003 is executed by the following steps.
  • Step S1301 First, a new bar code card BC is read, and the data is registered in the memory card MC.
  • Step S1302 Following step S1301, a new object OCH2 appears and is exchanged with the current object OCH1. Thereafter, the process ends.
  • step S 1004 is executed by the following steps.
  • Step S1401 First, a new option card is read, and the data is registered in the memory mode MC.
  • Step S1402 Subsequent to step S1401, processing corresponding to a new option card, for example, addition of a new specialty technique, is executed, and the processing is thereafter terminated.
  • step S 1102 is executed by the following steps.
  • the game ends when the predetermined game time elapses! /. Therefore, the game operation technology is relatively low. However, if you can spend a certain amount of time to complete the battle, the game may end before the game progresses too much. Therefore, in the present embodiment, the battle is automatically processed by the process of FIG. 15 in order to be settled in a short time regardless of the skill of the player's operation technique.
  • Step S1501 First, an array of “win” and “negative” corresponding to the win rate of the current player-side object (for example, OCH1) is generated. For example, when the win rate is 75%, an array consisting of 3 “wins” and 1 “negative” is generated. If 50%, the same number of “win”, “negative”, and 25%, 3 “Negative” and one “win”. If one element is selected at random from this array, it is possible to determine the win or loss according to the winning percentage.
  • the win rate for example, 75%
  • an array consisting of 3 “wins” and 1 “negative” is generated. If 50%, the same number of “win”, “negative”, and 25%, 3 “Negative” and one “win”. If one element is selected at random from this array, it is possible to determine the win or loss according to the winning percentage.
  • the victory or defeat is not the final one.
  • V the physical strength of one of the objects is reduced. It is a victory or defeat to keep it small.
  • the final victory or defeat is decided when either player becomes “0”.
  • the win rate is given by a monotonically increasing function corresponding to the value of the experience value parameter (courage), for example, as shown in FIG. 16, and the win rate is 0 in response to the change of the experience value 0 to: LOO. Increase from% to 100%.
  • Step S 1502 Subsequent to step S 1501, an array including a deadly technique is generated for the technique of the enemy object. For example, if an enemy object has Janken's “Goo”, “Chiyoki”, and “Par” skills, and the Special Move is “Goo”, 2 “Goo”, 1 “Chiyoki”, “Par” Create an array with one element. One trick is randomly selected from this sequence. When the Special Move is selected, the situation advantageous to the enemy object occurs as described above.
  • Step S 1503 One technique is randomly selected from the sequence generated in Step S 1502.
  • Step S 1504 It is determined whether or not the technique selected in step S 1503 is a killer technique. If it is a Special Move, go to Step S1506, otherwise go to Step S1505
  • Step S 1505 Judgment is made by probability processing. In other words, the array power generated in step S1501 is also determined by randomly selecting one element. Then go to step S 1507.
  • the winning or losing is not the final V, the winning or losing to reduce the physical strength of one of the objects.
  • the final victory or defeat is decided when either player becomes “0”.
  • Step S1506 The player side object is lost and its physical strength is reduced. Then go to step S 1509.
  • Step S 1507 In step S 1505, it is determined whether or not the player-side object has won. If the player side object wins, the process jumps to step S1509. If not, the process proceeds to step S1508.
  • Step S1508 As the player-side object wins, the physical strength of the enemy object is decreased by a predetermined value, and the process proceeds to Step S1509.
  • Step S1509 The arrangement force generated in Step S1501 and SI 502 is the same as that in Step S1503.
  • the element selected in S1505 is deleted and prepared for the subsequent processing.
  • Step S1510 It is determined whether or not an array having no element is generated by the element deletion in step S1509. If an array with no elements is generated, the process proceeds to step S1511. If not, the process jumps to step S1512.
  • Step S1511 An array with no elements in the current state, ie, step S1501 or S
  • Step S1512 It is determined whether or not the enemy object's physical strength is “0”. If the enemy's health is 0, go to step S1515, otherwise step S15
  • Step S1513 It is determined whether or not the player's physical strength is “0”.
  • step S1514 When the physical strength of the player side object becomes “0”, the process proceeds to step S1514. If not, the process returns to step S1503.
  • Step S 1514 Finally, the enemy object is won and the process is terminated.
  • Step S1515 Finally, the player-side object is won, and the process is terminated as it is.
  • FIGS. 17 to 28 are flowcharts showing a second embodiment of the game program executed by the game device 100 of FIG.
  • Step S1701 When the game apparatus 100 is activated for the first time, an automatic check of the game apparatus 100 is executed, and the process proceeds to Step S1702.
  • Step S1702 It is determined whether or not a card dispense error has occurred in the game device. If a card dispense error has occurred, the process proceeds to step S1707, and if not, the process proceeds to step S1703.
  • Step S 1703 Advertisement processing is executed, and the flow proceeds to step S 1704.
  • Step S1704 It is determined whether or not a coin has been inserted into the coin switch 105B. If the coin is inserted, go to step S 1708; otherwise! /, Go to step S 1705 Mu
  • Step S1705 It is determined whether or not the memory card MC is inserted in the card reader / writer 116. If the memory card MC has been inserted into the card reader / writer 116, the process proceeds to step S 1711. If not so, the process proceeds to step S 1706.
  • Step S1706 In order to test the game apparatus 100, a test button (not shown) provided at the place where the player cannot easily touch the inside or the back of the game apparatus 100 is pressed. It is determined whether or not it is done. If the test button is pressed, the process proceeds to step S 1713; if not, the process returns to step S 1703.
  • Step S1707 Execute screen processing to display card dispense error
  • Step S 1708 Play selection processing is executed, and the flow proceeds to step S 1709.
  • Step S 1709 A game process is executed, and the process proceeds to step S 1710.
  • Step S1710 A game over process is executed, and the process returns to step S1702.
  • Step S1711 The memory card reading process is executed, and the process proceeds to step S1712.
  • Step S1712 Screen processing for displaying memory card information is executed, and the flow proceeds to step S1715.
  • Step S1715 It is determined whether or not a coin has been inserted into the coin switch 105B. If the coin is inserted, the process proceeds to step S 1708. If not! /, The process proceeds to step S 1716.
  • Step S1716 It is determined whether or not the memory card MC has been removed from the card reader / writer 116. If the memory card MC is removed, the process returns to step S1703. If not, the process returns to step S1715.
  • the advertising process (step S 1703) of FIG. 17 is executed by the following steps.
  • Step S1801 First, a company name logo is displayed, and the process proceeds to Step S1802.
  • Step S1802 The logo of the department that developed the game program is displayed, and the process proceeds to step S1803.
  • Step S1803 Display the title screen of the game program and go to step S1804.
  • Step S1804 A game program demonstration screen is displayed and the processing ends.
  • step S1711 the memory card reading process (step S1711) of FIG. 17 is executed by the following steps.
  • Step S1901 First, it is determined whether or not a predetermined time has elapsed since it was determined in step S1704 that a coin was inserted. If the specified time has not elapsed, the process proceeds to step S1902, and if the specified time has elapsed, the process proceeds to step S1903.
  • Step S1902 It is determined whether or not the memory card MC is inserted in the card reader / writer 116. If the memory card MC has been inserted into the card reader / writer 116, the process proceeds to step S1904, and if not, the process proceeds to step S1909.
  • Step S1903 A screen process indicating that the specified time has elapsed is executed, and the process ends.
  • Step S1904 It is determined whether or not the memory card MC inserted in the card reader / writer 116 is readable. If it is readable, the process proceeds to step S1905; otherwise, the process proceeds to step S1909.
  • Step S1905 Screen processing indicating that the card reader / writer 116 is ready to read the memory card MC is executed, and the flow advances to step S1906.
  • Step S1906 The memory card MC executes a reading process, and proceeds to step S1907.
  • Step S1907 It is determined whether or not the memory card MC has been read normally. If it can be read normally, the process proceeds to step S1908; otherwise, the process proceeds to step S1910.
  • Step S1908 Execute screen processing indicating that the memory card MC was successfully read.
  • Step S1909 If it is determined in step S1902 that the memory card MC is not inserted in the card reader / writer 116, screen processing to that effect is executed, and step S1
  • Step S1910 In step S1907, the memory card MC cannot be read normally. If it is determined, screen processing indicating that is executed, and the process returns to step S1901.
  • step S1708 the play selection process (step S1708) of FIG. 17 is executed by the following steps.
  • Step S2001 First, screen processing for starting play selection is executed, and the flow proceeds to step S2002.
  • Step S2002 When selecting a play, the player inputs the joystick 105A or the like that the player executes the game program for the first time, that is, the player does not have the memory card MC or the option card (barcode card BC). Judgment is made.
  • the game program is executed for the first time, the process proceeds to step S2003. Otherwise, the process proceeds to step S2012.
  • Step S2003 Screen processing for purchasing the memory card MC and option card BC is executed, and the process proceeds to step S2004.
  • Step S2004 Player purchases memory card MC with joystick 105A etc.
  • Step S2006 it is determined whether or not “buy card” is selected. If you select “Buy Card”, proceed to Step S2005, otherwise! Proceed to Step S2006.
  • Step S2005 Screen processing for purchasing a memory card is executed, and the process proceeds to step S2008.
  • Step S2006 Discharge one option card BC from Card Dispenser 120A
  • Step S2007 The game (Step S 1709) is executed.
  • Step S2008 It is determined whether or not a coin (for example, 100 yen) is inserted into the coin switch 105B. If a coin is inserted, go to step S2009, otherwise go to step S2006.
  • a coin for example, 100 yen
  • Step S2009 Execute screen processing for paying out the memory card, and proceed to Step S2010.
  • Step S2010 It is determined whether or not a coin (for example, 100 yen) has been inserted into the coin switch 105B. If a coin is inserted, go to Step S2011, otherwise go to Step S2006.
  • Step S2011 Dispose one memory card MC from the card dispenser 120B, and proceed to Step S2012.
  • Step S2012 The process of reading the memory card MC is executed by the card reader / writer 116, and the process proceeds to Step S2013.
  • Step S 2013 Determine the remaining number of memory loaded MC read in step S 2012. If the remaining number is 0, go to Step S2014, otherwise go to Step S2.
  • Step S2014 Display that the remaining number of memory cards MC is 0, execute screen processing for inquiring whether or not to take over to the memory force MC, and proceed to step S2015.
  • Step S2015 Determine whether or not the player has chosen to take over the Camoly Card MC. When the handover is selected, the process proceeds to step S2016, and otherwise, the process proceeds to step S206.
  • Step S2016 A memory card transfer procedure is executed, and the flow proceeds to step S2007.
  • step S1701 the initial startup check process (step S1701) of FIG. 17 is executed by the following steps.
  • Step S2101 First, an error in coin setting for the coin switch 105B is detected. If a coin setting error is detected, the process proceeds to step S2102; otherwise, the process proceeds to step S2103.
  • Step S2102 Screen processing for indicating a coin setting error is executed.
  • Step S2103 First, a device error relating to the communication means is detected. If a device error is detected, the process proceeds to step S2104. Otherwise, the process proceeds to step S2105.
  • Step S2104 Execute screen processing to indicate a communication means device error error.
  • Step S2105 A device error of another device (ID card reader or the like) is detected.
  • Step S2106 Screen processing for indicating a device error error of other devices is executed.
  • Step S2107 A warning message regarding the copyright of the game program is displayed, and the process is terminated.
  • step S 2016 the processing of the memory card takeover procedure (step S 2016) in FIG. 20 is executed by the following steps.
  • Step S2301 First, screen processing for starting the memory card transfer procedure is executed. Here, the player is asked whether or not to purchase a new memory card MC or option card BC. Next, the process proceeds to step S2302.
  • Step S2302 It is determined whether or not purchase of a player-powered memory card MC or an option card BC is selected. If the player chooses to purchase a card, the process proceeds to step S2303. If not, the process proceeds to step S2308.
  • Step S2303 Screen processing for purchasing a card is executed, and the process proceeds to step S2304.
  • Step S2304 It is determined whether or not a coin has been inserted into the coin switch 105B. When the coin is input, the process proceeds to step S2310. Otherwise, the process proceeds to step S2305.
  • Step S2305 Execute screen processing for card selection, etc., and proceed to Step S2306
  • Step S2306 It is determined whether or not a coin is further inserted into the coin switch 105B. If a coin is inserted, the process proceeds to step S2307; otherwise, the process proceeds to step S2309.
  • Step S2307 Dispose one memory card MC from the card dispenser 120B, and proceed to Step S2308.
  • Step S2308 Execute memory card takeover processing.
  • Step S2309 One option card BC is paid out from the card dispenser 120A, and the flow proceeds to step S2310.
  • Step S2310 One option card BC is paid out from the card dispenser 120A, and the process ends.
  • the game processing (step S1709) of FIG. 17 is executed by the following steps.
  • Step S2401 First, a predetermined still image (for example, five images) indicating the game contents, rules, and the like is displayed, and the process proceeds to step S2402.
  • a predetermined still image for example, five images
  • Step S2402 Execute the map movement process associated with the movement of the main character MCH.
  • Step S2403 It is determined whether or not the option card BC is read from the card reader 115. If the option card BC is read, the process proceeds to step S2404; otherwise, the process proceeds to step S2405.
  • Step S2404 Reflect the strength data recorded on the option card BC in the player's object OCHl, OCH2, etc., and return to step S2402.
  • Step S2405 It is determined whether or not the player-side object OCHl, OCH2, etc. has acquired nutritional HN. If nourishing HN is obtained, proceed to step S2406; otherwise, proceed to step S2407.
  • Step S2406 Reflecting the increase in experience value such as courage due to the acquisition of nutritional salmon in the objects OCHl and OCH2 on the player side, returns to step S2402.
  • Step S2407 It is determined whether or not the player-side object OCHl, OCH2 or the like has encountered the enemy object ECH. When encountering enemy object ECH, step S240
  • Step S2408 A battle (battle) process with the enemy object ECH is executed.
  • Step S2409 It is determined whether or not a predetermined game time has ended. If the game time is over, the process proceeds to step S 2410; otherwise, the process returns to step S2402.
  • Step S2410 Determine the elapsed time after moving the map. If the elapsed time after moving the map is within the predetermined time, the process returns to step S2409; otherwise, the process proceeds to step S2411.
  • Step S2411 A game end sound is generated, and the process proceeds to step S2412.
  • Step S2412 The image displayed on display means 112 is faded out and processed as it is. Exit.
  • step S2016 the process of taking over the memory card (step S2016) in FIG. 23 is executed by the following steps.
  • Step S2501 First, the current game progress and information to be taken over from the current memory card MC are set in the system memory 102, and the process proceeds to step S2502.
  • Step S2502 Determine the elapsed time from the start of the memory card transfer procedure. If the elapsed time is within the specified time, the process proceeds to step S2503. If not, the process proceeds to step S2504.
  • Step S2503 It is determined whether or not the card reader / writer 116 is loaded with the memory card MC to be used for passing information. If the memory card MC is set, proceed to step S2505. If not, proceed to step S2515.
  • Step S2504 If the specified time has elapsed since the start of the memory card transfer procedure, screen processing to that effect is executed, and the flow proceeds to step S2503.
  • Step S2505 It is determined whether or not the usable number of times remains in the memory card MC set in the card reader / writer 116 (new).
  • the memory card MC has a set number of times that the game can be executed with one card (for example, 30 times), and the information cannot be taken over unless the card is still used (referred to as a new card). If it is new, the process proceeds to step S2506; otherwise, the process proceeds to step S2515.
  • Step S2506 Screen processing for executing information writing to new memory card MC is executed, and the flow proceeds to step S2506.
  • Step S2507 Write information to the new memory card MC, and proceed to Step S2508.
  • Step S2508 It is determined whether or not the information writing to the new memory card MC has been executed normally. If the writing has been executed normally, the process proceeds to step S2509. If not, the process proceeds to step S2513.
  • Step S2509 Read the memory card MC that has been written, and proceed to Step S2510.
  • Step S2510 New memory card MC to which information was written and information was read Determine whether the previous memory card MC matches. If they match, go to step S2511, otherwise! /, Go to step S2513.
  • Step S2511 Screen processing indicating completion of handover is executed, and the processing is terminated as it is.
  • Step S2512 If it is determined in step S2502 that the elapsed time from the start of the memory card transfer procedure has exceeded the specified time, it is determined whether or not an error is generated during writing. If an error occurs, the process proceeds to step S2514; otherwise, the process ends.
  • Step S2513 If it is determined in step S2508 that a writing error has occurred, or if it is determined in step S2150 that the card does not match, it is determined whether or not these determinations have been made five or more times. If it is determined that there is an abnormality or inconsistency five or more times, the process proceeds to step S2514. If not, the process proceeds to step S2515.
  • Step S2514 Execute screen processing for write error.
  • Step S2515 In step S2503, it is determined that the memory card MC is not set.
  • step S2506 If it is determined in step S2506 that the card is not a new card, screen processing for displaying that a new card should be set is executed, and the process returns to step S2502.
  • step S2011 the process of paying out one memory card (step S2011) in FIG. 20 is executed by the following steps.
  • Step S2601 First, screen processing for starting the process of paying out one memory card is executed, and the flow proceeds to step S2602.
  • Step S2602 It is determined whether or not the card dispenser 120B is ready to eject the card memory card MC. If the card memory card MC can be taken out, the process proceeds to step S2603; otherwise, the process returns to step S2601.
  • Step S2603 Discharge one memory card MC from the card dispenser 120B, and proceed to Step S2604.
  • Step S2604 Screen processing necessary for memory card payout processing is executed, and the flow proceeds to step S2605.
  • Step S2605 It is determined whether or not the memory card MC is clogged. If a card jam occurs, proceed to step S2607; otherwise, proceed to step S2606. Mu
  • Step S2606 It is determined whether or not the card memory card MC can be removed. If the force cannot be obtained, the process returns to step S2604. If the force is successfully obtained, the process ends.
  • Step S2607 Execute the error error screen processing for memory card MC clogging.
  • step S2006 the process of paying out one option card (step S2006) in FIG. 20 is executed by the following steps.
  • Step S2701 First, screen processing for starting the process of paying out one option card is executed, and the flow proceeds to step S 2702.
  • Step S2702 It is determined whether or not the card dispenser 120A can issue the option card BC. If the option card BC can be removed, proceed to step S2703.
  • Step S2703 One option card BC is paid out from the card dispenser 120A, and the process proceeds to step S2704.
  • Step S2704 Execute the screen processing required for option card payout processing, and step
  • Step S2705 It is determined whether or not the option card BC is clogged. If a card jam has occurred, proceed to step S2707; otherwise, proceed to step S2706.
  • Step S2706 It is determined whether or not the option card BC can be taken. If it is determined that the card cannot be removed, the process returns to step S2704. If the card is successfully captured, the process ends.
  • Step S2707 Execute the screen processing for the dependency error for the jammed option card BC.
  • step S1710 of FIG. 17 is executed by the following steps.
  • Step S2801 First, it is determined whether or not the game is started using the memory card MC. To do. If the game is started using the memory card MC, the process proceeds to step S2802, and if not, the process proceeds to step S2803.
  • Step S2802 Memory card write processing is executed, and the flow proceeds to step S2804.
  • Step S2803 Screen processing for advertising the memory card is executed, and step S28 is executed.
  • Step S2804 It is determined whether or not the game is cleared. If the game is cleared, go to step S2805, otherwise! /, Go to step S2807.
  • Step S2805 Screen processing for displaying the current level of the executed game is executed, and the flow proceeds to step S2806.
  • Step S2806 The screen process for displaying the next level of the executed game is executed, and the process is ended as it is.
  • Step S2807 Screen processing for displaying various advices and notices about forgetting a card is executed, and the processing is ended as it is.
  • step S2802 the process of writing the memory card (step S2802) in FIG. 28 is executed by the following steps.
  • Step S2201 First, it is determined whether or not a predetermined time has elapsed since it was determined in step S1704 that a coin was inserted. When the specified time has not elapsed, the process proceeds to step S2202, and when the specified time has elapsed, the process proceeds to step S2203.
  • Step S2202 It is determined whether or not the memory card MC is inserted in the card reader / writer 116. If the memory card MC has been inserted into the card reader / writer 116, the process proceeds to step S2204. If not so, the process proceeds to step S2213.
  • Step S2203 Screen processing indicating that the specified time has elapsed is executed, and step S221 is executed.
  • Step S2204 It is determined whether or not the memory card MC inserted in the card reader / writer 116 is in a writable state. If it is writable, the process proceeds to step S2205. If not, the process proceeds to step S2213.
  • Step S2205 A screen process is performed to indicate that the card reader / writer 116 is ready to write to the memory card MC, and the flow proceeds to step S2206.
  • Step S2206 Determine whether or not the power of the memory card MC has been reduced by one. When the number of writable times is reduced by 1, the process proceeds to step S2207, and otherwise, the process proceeds to step S2210.
  • Step S2207 Write the memory card MC and go to Step S2208.
  • Step S2208 It is determined whether or not the writing to the memory card MC has been normally completed. If it can be written normally, the process proceeds to step S2209; otherwise, the process proceeds to step S2211.
  • Step S2209 Screen processing indicating that writing to the memory card MC has been completed normally is executed, and the processing is terminated.
  • Step S2210 If it is determined in step S2206 that the number of writings has not been reduced, the number of writings is reduced by one and step S2207 is proceeded.
  • Step S2211 If it is determined in step S2208 that normal writing has not been completed, it is determined whether or not this determination has been made five times or more. If an abnormality is determined five or more times, the process proceeds to step S2212. If not, the process proceeds to step S2513.
  • Step S2212 Execute screen processing for write error.
  • Step S2213 If it is determined in step S2202 that the memory card MC is not inserted in the card reader / writer 116, or if it is determined in step S2204 that the memory card MC cannot be written, this is indicated. The screen processing shown is executed, and the process returns to step S2201.
  • Step S2214 When it is determined in step S2201 that the elapsed time since the insertion of the coin has exceeded the specified time, it is determined whether or not an error is generated during new writing. If an error occurs, the process proceeds to step S2212. Otherwise, the process ends.
  • FIG. 29 is a flowchart showing a battle process in the third embodiment of the game program executed by the game device 100 of FIG.
  • the object can be selected and changed while the game is in progress, and an appropriate health value can be applied to each object.
  • the game execution (corresponding to step S806 in Fig. 8) in the third embodiment is executed by the following steps.
  • Step S2901 First, the game time measurement is started at the start of game execution.
  • Step S2902 It is determined whether or not an operation for selecting an object such as a player character has been performed while the game is in progress.
  • the selection operation is performed by the joystick 105A or the like, and an operation for reading the barcode card BC and the memory card MC into the card readers 115 and 116, selection of object data on the system memory 102, or the like is executed. If the selection operation has been performed, the process proceeds to step S2903; otherwise, the process proceeds to step S2911 and the game is continued as it is.
  • Step S2903 It is determined whether the selected object is the same as the object currently used in the game. If the object is currently in use, the process proceeds to step S2911, and the game is continued as it is. If the object currently in use is weak, go to step S2904.
  • Step S2904 It is determined whether or not the selected object is a new object. In other words, it is determined whether the object is selectable or new in the game space. If it is a new object, the process advances to step S2905, and if the object is in the game space, the process advances to step S2908.
  • Step S2905 It is determined whether or not the object is recorded on a memory card. If the object is recorded on the memory card, the process proceeds to step S2906; otherwise, the process proceeds to step S2907.
  • Step S2906 The object data is read from the memory card MC, and the physical strength value (parameter) is determined based on the cono data. Next, the process proceeds to step S2910.
  • Step S2907 The initial value of the object data (physical fitness value) is read from the barcode card BC, and the process proceeds to step S2910.
  • Step S2908 It is determined whether or not the parameter (physical strength value) of the object in the selected game space has decreased from the initial value. Judge whether there is any power. If the physical strength value has decreased, the process proceeds to step S2909, and if there is no decrease in physical strength value, step S2910 Proceed to
  • Step S2909 The physical strength value is increased based on the time from the start of the game, and the process proceeds to step S2911.
  • Step S2910 Switch the object to the selected one, and proceed to Step S2911.
  • Step S2911 Similar to step S901 in Fig. 9, the situation during game execution is judged, and the result of the judgment [this step S2912a, S2912b, S2912c, ..., S2912n [transition] .
  • Steps S2912a to S2912n Various processes according to the game situation are executed.
  • Step S2913 Similar to step S902 in FIG. 9, it is determined whether or not the game has been successfully completed (goal). When a goal is reached, the ending face is displayed as a game clear regardless of the remaining time of the game, and the game is terminated after recording that it has been cleared once on the memory card MC.
  • Step S2914 It is determined whether or not the power at the end of a predetermined game time (for example, 5 minutes) started in step S805. When finished, record the game progress up to that point (map progress or ID of the map you are currently playing, object OCH growth parameters, etc.) on the memory card MC and end the game, otherwise Return to step S290-1.
  • a predetermined game time for example, 5 minutes
  • Example 3 As described above, in Example 3, the insects used in the past, new insects, insects used so far, etc. can be selectively selected during the game, and the physical strength value is set appropriately. The diversity of the game will expand.
  • objects that have decreased physical strength parameters, etc. can be used for a long time (resting), so parameters can be recovered, so various strategies such as improving the strength by switching objects can be adopted.
  • joystick 105A the CPU 101, and the system memory 102 cooperate to function as operation means for outputting a game start operation signal based on the player's input operation.
  • the CPU 101 and the system memory 102 cooperate to function as game start means for starting a game based on a game start operation signal from the operation means.
  • game start means for starting a game based on a game start operation signal from the operation means.
  • the starting means When the game is started by the starting means, it functions as a time measuring means for measuring the elapsed time of the game starting force, and determines whether or not the elapsed time measured by the time measuring means has reached a predetermined game end time.
  • Playing time management means player character data recording medium power in which player character data for setting the ability value parameter of the player character is recorded. Functions as player character data reading means for reading the player character data.
  • the player character data reader functions as a progress data reading means for reading from the progress data recording medium the progress data relating to a predetermined fluctuation parameter that is set for the player character and fluctuates based on the game progress.
  • Function as player character generation means for setting a player character's ability value parameter based on the player character data read from the stage or the player character data determined by the player character selection operation signal and the progress status data.
  • an enemy character generating means for setting an ability value parameter of an enemy character that competes with the player character, and based on the ability value parameter of the player character and the ability value parameter of the enemy character, It functions as an action determining means for determining the action of the enemy character, and a physical strength value parameter of either the player character or the enemy character is predetermined depending on the result of the action of each character.
  • It functions as a battle execution means for determining whether or not it has reached the threshold value, and when it is determined by the battle execution means that neither of them has reached the predetermined threshold value, either The action determination process is repeated, and when either of them reaches the predetermined threshold value, it functions as a win / loss determination means for determining that the reached side is defeated, based on the win / loss determined by the battle control means, Functioning as a game progress status update means for updating the progress status data, and when the play time management means determines that the game start force has also passed the predetermined play time, the game is terminated, and the progress status data is It functions as a progress status data writing means for writing to the progress status data recording medium, and reads the player character data while the game is in progress.
  • the character data input by the player character selecting operation signal means force the read player character data or operating means or al
  • the parameter value of the input character data is compared with the parameter value of the current player character, and it is determined whether or not the input character is the current player character that is currently used during the game. If it is determined that a character different from the current player character has been selected, the current player character is replaced with the parameter value of the input character, and the input character is replaced with a new player character.
  • a game start force selection operation signal is input during the game based on the changed physical strength value parameter of the character.
  • the physical strength value parameter of the changed character functions as physical strength value determining means for determining whether or not the force is approaching the predetermined threshold value, when it is determined that the physical strength value is approaching the predetermined threshold value, It functions as a physical strength value parameter determining means for determining the physical strength value meter of the selected character based on the elapsed time information timed by the time measuring means.
  • FIG. 1 is a front view showing an embodiment of a game device according to the present invention. (Example)
  • FIG. 2 is a block diagram showing the game apparatus of FIG. (Example)
  • FIG. 3 is a diagram showing an example of a game screen of the game device of FIG. 1. (Example)
  • FIG. 4 is a view showing still another example of the game screen of the game device of FIG. 1.
  • FIG. 5 A diagram showing still another example of the game screen of the game apparatus of FIG. (Example)
  • FIG. 6 is a diagram showing still another example of the game screen of the game apparatus of FIG. 1.
  • FIG. 7 is a view showing still another example of the game screen of the game apparatus of FIG. (Example)
  • FIG. 8 A flow chart showing the overall flow of Example 1 of the game program executed by the game device of FIG. (Example 1)
  • FIG. 9 is a flowchart showing a game execution process of FIG. 8. (Example 1)
  • FIG. 10 is a flowchart showing an example of processing such as movement in FIG. (Example 1)
  • FIG. 11 is a flowchart showing an example of the battle process of FIG. 9. (Example 1)
  • FIG. 12 is a flowchart showing an example of a honey appearance process of FIG. (Example 1)
  • FIG. 13 is a flowchart showing an example of the insect exchange process of FIG. (Example 1)
  • FIG. 14 is a flowchart showing an example of processing of the option card of FIG. (Example 1)
  • FIG. 15 is a flowchart showing an example of the win / loss determination process of FIG. 11. (Example 1)
  • FIG. 16 is a graph showing an example of a change in win rate in FIG. (Example 1)
  • FIG. 17 is a flowchart showing an overall flow of a second embodiment of the game program executed by the game device of FIG. 1. (Example 2)
  • FIG. 18 is a flowchart showing an example of the advertising process of FIG. (Embodiment 2)
  • FIG. 19 A flowchart showing an example of processing for reading a memory card of FIG. (Example 2)
  • FIG. 20 is a flowchart showing an example of the play selection process of FIG. (Example 2)
  • FIG. 21 is a flowchart showing an example of the initial startup check process of FIG. (Example
  • FIG. 22 is a flowchart showing an example of the memory card writing process of FIG. 28. (Example 2)
  • FIG. 23 is a flowchart showing an example of processing of the memory card takeover procedure of FIG. (Example 2)
  • FIG. 24 is a flowchart showing an example of processing of the game in FIG. (Example 2)
  • FIG. 25 is a flowchart showing an example of the memory card takeover process of FIG. (Example 2
  • FIG. 26 is a flowchart showing an example of processing for paying out one memory card in FIG. 20; (Example 2)
  • FIG. 27 is a flowchart showing an example of processing for paying out one option card in FIG. (Example 2)
  • FIG. 28 is a flowchart showing an example of the game over process of FIG. (Embodiment 2)
  • FIG. 29 is a flowchart showing an example of game execution processing of Embodiment 3 of the game program executed by the game apparatus of FIG. (Example 3)
  • BC Bar code card non-rewritable storage medium
  • MC memory card rewritable storage medium

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Abstract

[PROBLEMS] To realize a wide variety of development and utilize un-rewritable storage medium as much as possible. [MEANS FOR SOLVING PROBLEMS] An object (OCH1) is abased on data recorded on a barcode card which has been read by a card reader for the barcode card upon game start or after. The barcode card contains initial values of its strength and other characteristics. The object (OCH1) fights an enemy object (ECH), receives nutrition (HN), and experiences various things as the game proceeds. The parameter indicating the characteristic of the object (OCH1) changes and the change is recorded on the memory card. Thus, the characteristic of the barcode card changes as the game proceeds, which enables a variety of game development. Moreover, the barcode card can be used in various ways.

Description

明 細 書  Specification
ゲーム装置およびゲームプログラム  GAME DEVICE AND GAME PROGRAM
技術分野  Technical field
[0001] 本発明は、オブジェクトの特性が記録されたバーコードカード等、書換不能記憶媒 体を用いるゲーム装置およびゲームプログラムに関する。  The present invention relates to a game device and a game program that use a non-rewritable storage medium such as a barcode card in which object characteristics are recorded.
[0002] 近年、昆虫等のゲームキャラクタの特性を表す能力値データがバーコード等に変 換され書換不能に記録された、カードを用いるゲーム装置が普及している。この種の ゲーム装置では、当該カードに記録された能力値データを読取手段によって読み取 り、そのデータに偶然の要素を加味した情報に基づいた昆虫対戦を実行する。 発明の開示  In recent years, game devices using cards in which ability value data representing characteristics of game characters such as insects are converted into bar codes and the like and recorded unrewritable have become widespread. In this type of game device, the ability value data recorded on the card is read by the reading means, and the insect battle is executed based on information obtained by adding a coincidence element to the data. Disclosure of the invention
発明が解決しょうとする課題  Problems to be solved by the invention
[0003] しかし、従来のこの種のゲーム装置は、対戦の勝敗が、バーコードカードのデータ に大きく左右され、ゲーム内容が比較的単調であり、また、比較的キャラクタの能力 値が低く設定されたデータが記録されたカードが有効活用されない可能性があると いう問題があった。 [0003] However, with this type of conventional game device, the winning or losing of the battle is greatly influenced by the data on the bar code card, the game content is relatively monotonous, and the ability value of the character is relatively low. There was a problem that a card with recorded data might not be used effectively.
[0004] 本発明は、このような従来の問題点を解消すべく創案されたもので、より変化に富 んだ展開を実現し、かつ書換不能記憶媒体を極力有効活用することを目的とする。 発明の効果  [0004] The present invention was created to solve the above-described conventional problems, and aims to realize a more varied development and to make effective use of a non-rewritable storage medium as much as possible. . The invention's effect
[0005] 本発明によれば、より変化に富んだ展開を実現し、かつ書換不能記憶媒体を極力 有効活用し得る。  [0005] According to the present invention, it is possible to realize a more varied development and to effectively use a non-rewritable storage medium as much as possible.
課題を解決するための手段  Means for solving the problem
[0006] 本発明に係るゲーム装置は、オブジェクトのデータが記録された書換不能な記憶 媒体を読み取り得る読取手段と、前記オブジェクトのパラメータを記録し得る書換可 能な記憶媒体に対する読書きを行う読書手段と、前記オブジェクトを生成するォブジ ェクト生成手段と、前記表示手段に表示された前記オブジェクトを動作させるォブジ ェクト操作手段と、前記オブジェクトと対戦する敵オブジェクトを生成する敵オブジェク ト生成手段と、前記オブジェクトのデータと前記パラメータと所定の偶然の要素とに基 づ ヽて、前記オブジェクトと前記敵オブジェクトとの対戦の結果を判断する対戦結果 判断手段と、前記対戦結果に対応して、前記書換可能な記憶媒体に記録されたパラ メータを変更するパラメータ変更手段とを備える。 [0006] A game device according to the present invention includes a reading unit that can read a non-rewritable storage medium in which object data is recorded, and a reading that reads from and writes to the rewritable storage medium that can record the object parameters. Means, object generating means for generating the object, object operating means for operating the object displayed on the display means, enemy object generating means for generating an enemy object that competes with the object, Based on the object's data, the parameters, and certain accidental elements First, a battle result determination unit that determines a battle result between the object and the enemy object, and a parameter change unit that changes a parameter recorded in the rewritable storage medium in accordance with the battle result. With.
[0007] これによつて、より変化に富んだ展開を実現し、かつ書換不能記憶媒体を極力有効 活用し得る。  [0007] Thereby, it is possible to realize a more varied development and to make the most effective use of a non-rewritable storage medium.
[0008] 本発明に係るゲーム装置にお!、て、前記読取手段が新たな記憶媒体を読み取つ たときに、前記オブジェクトを新たな記憶媒体のデータに対応したオブジェクトに変更 するオブジェクト変更手段をさらに備えてもよい。これによつて、複数の書換不能記憶 媒体を使用したゲームが可能であり、多くの変化、作戦を楽しむことができる。  [0008] In the game device according to the present invention, when the reading means reads a new storage medium, object changing means for changing the object to an object corresponding to the data of the new storage medium is provided. Further, it may be provided. As a result, a game using a plurality of non-rewritable storage media is possible, and many changes and strategies can be enjoyed.
[0009] 本発明に係るゲーム装置にぉ 、て、前記パラメータが所定値以下になったォブジ ェ外を機能停止するオブジェ外停止手段と、前記オブジェクトの機能停止力 時間 計測し、所定時間経過後に、オブジェクトの機能が回復するように前記パラメータを 回復させる、オブジェクト回復手段とをさらに備えてもよい。これによつて、一度敗北し たオブジェ外を復活させることができ、一層変化に富んだ展開と、書換不能記憶媒 体の更なる有効活用を実現し得る。  [0009] The game device according to the present invention measures out-of-object stopping means for stopping the function outside the object whose parameter has become equal to or less than a predetermined value, and the function stopping force time of the object. And an object recovery means for recovering the parameter so that the function of the object is recovered. As a result, the outside of the object that has been defeated can be revived, and more varied development and further effective use of the non-rewritable storage medium can be realized.
[0010] 本発明に係るゲーム装置は、遊戯者の入力操作に基づいて操作信号を出力する 操作手段と、前記操作手段力ものゲーム開始操作信号に基づいてゲームを開始さ せるゲーム開始手段、前記ゲーム開始手段によりゲームが開始されたときにゲーム 開始からの経過時間を計時する計時手段と、前記計時手段により計時された経過時 間が所定のゲーム終了時間に達した力否かを判定するプレイ時間管理手段と、プレ ィヤーキャラクタの能力値パラメータを設定するためのプレイヤーキャラクタデータが 記録されたプレイヤーキャラクタデータ記録媒体力 前記プレイヤーキャラクタデータ を読み取るプレイヤーキャラクタデータ読み取り手段と、前記プレイヤーキャラクタに 対して設定されゲームの進行状況に基づいて変動する所定の変動パラメータに関す る進行状況データを、進行状況データ記録媒体から読み出す進行状況データ読み 出し手段と、前記プレイヤーキャラクタデータ読み取り手段力 読み取られたプレイヤ 一キャラクタデータ又は操作手段力ものプレイヤーキャラクタ選択操作信号によって 決定されたプレイヤーキャラクタデータと前記進行状況データとに基づ 、て、プレイ ヤーキャラクタの能力値パラメータを設定するプレイヤーキャラクタ生成手段と、前記 プレイヤーキャラクタと対戦する敵キャラクタの能力値パラメータを設定する敵キャラク タ生成手段と、前記プレイヤーキャラクタの能力値パラメータと前記敵キャラクタの能 力値パラメータとに基づいて前記プレイヤーキャラクタ及び前記敵キャラクタの行動を 決定する行動決定手段と、前記各キャラクタの行動の結果によって前記プレイヤーキ ャラクタ又は前記敵キャラクタのいずれかの体力値パラメータが所定の閾値に達した か否かを判定する対戦実行手段、該対戦実行手段によりどちらも該所定の閾値に達 して 、な 、と判定された場合はどちらかが該所定の閾値に達するまで前記行動決定 過程を繰り返し、どちらかが該所定の閾値に達したと判定された場合は達した側を負 けと判定する勝敗判定手段と、前記対戦制御手段によって決定された勝敗に基づ 、 て前記進行状況データを更新するゲーム進行状況更新手段と、前記プレイ時間管 理手段によりゲーム開始力も所定のプレイ時間が経過したと判定されたとき、前記ゲ ームを終了させ、前記進行状況データを前記進行状況データ記録媒体に書き出す 進行状況データ書き出し手段とを有する。 [0010] A game device according to the present invention includes an operation means for outputting an operation signal based on an input operation of a player, a game start means for starting a game based on a game start operation signal having the power of the operation means, Time counting means for measuring the elapsed time from the start of the game when the game is started by the game starting means, and a play for determining whether the elapsed time measured by the time measuring means has reached a predetermined game end time. Time management means, player character data recording medium power in which player character data for setting a player character's ability value parameter is recorded, player character data reading means for reading the player character data, and for the player character Predetermined fluctuation parameters that are set and change based on the game progress Progress status data reading means for reading the progress status data relating to the parameters from the progress status data recording medium, and the player character data reading means power. Based on the recorded player character data and the progress data, A player character generating means for setting the ability value parameter of the player character, an enemy character generating means for setting the ability value parameter of the enemy character that fights against the player character, the ability value parameter of the player character, and the ability of the enemy character. Action determining means for determining the actions of the player character and the enemy character based on the force value parameter, and a physical strength value parameter of either the player character or the enemy character is determined according to a result of the action of each character. Both the battle execution means for determining whether or not the threshold value has been reached and the battle execution means have reached the predetermined threshold value. Repeat the decision process and one of them reaches the predetermined threshold A win / loss determination unit that determines that the side that has been reached is lost, a game progress update unit that updates the progress data based on the win / loss determined by the battle control unit, and the play When it is determined by the time management means that the game start power has also passed the predetermined play time, the game is terminated, and the progress status data is written to the progress status data recording medium. .
本発明に係るゲーム装置において、ゲーム進行中において前記プレイヤーキャラク タデータ読み取り手段力 読み取られたプレイヤーキャラクタデータ又は操作手段か らのプレイヤーキャラクタ選択操作信号によってキャラクタデータが入力されたとき、 前記入力されたキャラクタデータのパラメータ値と現在のプレイヤーキャラクタのパラ メータ値とを比較して、該入力されたキャラクタが現在ゲーム進行中において使用さ れている現在のプレイヤーキャラクタであるか否かを判定し、当該現在のプレイヤー キャラクタと異なるキャラクタが選択されたと判定した場合、当該現在のプレイヤーキ ャラクタを当該入力されたキャラクタのパラメータ値に入れ換えて、該入力されたキヤ ラクタを新たなプレイヤーキャラクタとするプレイヤーキャラクタ変更手段と、前記プレ ィヤーキャラクタ変更手段によりプレイヤーキャラクタが変更された際、変更されたキ ャラクタの体力値パラメータに基づ 、て、ゲーム進行中にぉ 、てゲーム開始力も選択 操作信号が入力されるまでの間に前記変更されたキャラクタの体力値パラメータが前 記所定の閾値に近づ 、て 、るか否かを判定する体力値判定手段と、前記体力値が 所定の閾値に近づいていると判断されたときに、前記計時手段により計時された経 過時間情報に基づいて、前記選択されたキャラクタの体力値パラメータを決定する体 力値パラメータ決定手段とを更に備えてもよい。 In the game device according to the present invention, when the player character data is read by the player character data read by the player character data or the player character selection operation signal from the operation means while the game is in progress, The parameter value of the data is compared with the parameter value of the current player character to determine whether or not the input character is the current player character that is currently used during the game. If it is determined that a character different from the player character is selected, the player character who replaces the current player character with the parameter value of the input character and sets the input character as a new player character is used. When the player character is changed by the character changing means and the player character changing means, the game start power is selected while the game is in progress based on the changed physical strength parameter of the character. Until the input, the changed physical strength value parameter of the character approaches the predetermined threshold value, and the physical strength value determination means for determining whether or not the physical strength value approaches the predetermined threshold value The time measured by the time measuring means when it is determined that It may further comprise physical strength value parameter determining means for determining physical strength value parameters of the selected character based on overtime information.
[0012] 本発明に係るゲームプログラムは、オブジェクトのデータが記録された書換不能な 記憶媒体を読み取り得る読取ステップと、前記オブジェクトのパラメータを記録し得る 書換可能な記憶媒体に対する読書きを行う読書ステップと、前記オブジェクトを生成 するオブジェクト生成ステップと、前記表示手段に表示された前記オブジェクトを動作 させるオブジェクト操作ステップと、前記オブジェクトと対戦する敵オブジェクトを生成 する敵オブジェクトステップと、前記オブジェクトのデータと前記パラメータと所定の偶 然の要素とに基づ 、て、前記オブジェクトと前記敵オブジェクトとの対戦の結果を判 断する対戦結果判断ステップと、前記対戦結果に対応して、前記書換可能な記憶媒 体に記録されたパラメータを変更するパラメータ変更ステップとを備える。  [0012] A game program according to the present invention includes a reading step that can read a non-rewritable storage medium in which object data is recorded, and a reading step that performs reading and writing on the rewritable storage medium that can record the object parameters. An object generation step for generating the object, an object operation step for operating the object displayed on the display means, an enemy object step for generating an enemy object that competes with the object, data of the object, and the data Based on the parameters and predetermined chance elements, a battle result determination step for determining a battle result between the object and the enemy object, and the rewritable storage medium corresponding to the battle result. Parameters that change parameters recorded in the body Data change step.
[0013] これによつて、より変化に富んだ展開を実現し、かつ書換不能記憶媒体を極力有効 活用し得る。  [0013] With this, it is possible to realize a more varied development and to effectively use the non-rewritable storage medium as much as possible.
発明を実施するための最良の形態  BEST MODE FOR CARRYING OUT THE INVENTION
[0014]  [0014]
実施例  Example
[0015] 次に本発明に係るゲーム装置の好適な実施例を図面に基づいて説明する。  Next, a preferred embodiment of the game device according to the present invention will be described with reference to the drawings.
[ゲーム装置]  [Game device]
[0016] 図 1は、本発明に係るゲーム装置の実施例を示す正面図、図 2は、図 1のゲーム装 置を示すブロックである。  FIG. 1 is a front view showing an embodiment of the game apparatus according to the present invention, and FIG. 2 is a block diagram showing the game apparatus of FIG.
[0017] 図 1において、ゲーム装置 100は CRTあるいは液晶モニター等の表示手段 112、 および操作入力手段としてのジョイスティック 105Aを備え、ゲーム実行時にはジョイ スティックによってメインキャラクタ MCH、オブジェクト OCHl、 OCH2 (図 3〜図 7)を 操作し、ゲーム画面を表示手段 112に表示する。 In FIG. 1, a game apparatus 100 includes a display unit 112 such as a CRT or a liquid crystal monitor, and a joystick 105A as an operation input unit, and the main character MCH, objects OCH1, OCH2 (FIG. The game screen is displayed on the display means 112 by operating FIG.
[0018] ゲーム装置 100には、コインスィッチ 105Bが設けられ、遊戯者が所定のコインを揷 入することによってゲームの開始、継続が可能である。 [0018] The game device 100 is provided with a coin switch 105B, and a game can be started and continued by inserting a predetermined coin.
[0019] ゲーム装置 100にはバーコードカード BCのためのカードデイスペンサ 120A、およ びメモリーカード MCのためのカードデイスペンサ 120Bが設けられ、遊戯者がコイン スィッチ 105Bにコインを挿入したときにはバーコードカード BCあるいはメモリーカー ド MCが、遊戯者に供給される。図 2ではカードデイスペンサ 120A、 120Bを一括し て符号 120で示している。なお本実施例ではゲームに使用されるオブジェクトのデー タが予め記録された記録媒体としてバーコードカードを使用している力 データの記 録方法はバーコードに限らず適宜変更が可能である。またゲームの進行を記録する 記録媒体としてメモリ一カードを使用してヽるが、ゲーム進行状況を遊戯者毎に適宜 記録することが可能な記録媒体であれば、媒体の種類は適宜変更が可能である。更 に外部通信手段を介してネットワークサーバやプレイヤーが有する携帯ゲーム機の 記録媒体などに記録するようにしてもょ 、。 [0019] The game device 100 is provided with a card dispenser 120A for the bar code card BC and a card dispenser 120B for the memory card MC. When a coin is inserted into the switch 105B, a bar code card BC or a memory card MC is supplied to the player. In FIG. 2, the card dispensers 120A and 120B are collectively indicated by reference numeral 120. In this embodiment, the method of recording force data using a bar code card as a recording medium on which object data used in the game is recorded in advance is not limited to the bar code, and can be changed as appropriate. In addition, you can use a memory card as a recording medium to record the progress of the game, but the type of medium can be changed as long as it is a recording medium that can record the progress of the game for each player. It is. In addition, it may be recorded on a recording medium of a portable game machine held by a network server or player through an external communication means.
[0020] バーコードカード BCはメインキャラクタ MCHの戦力を提供する書換不能記憶媒体 であり、メモリーカード MCは遊戯者のゲーム履歴を記憶する書換可能記憶媒体であ る。遊戯者は少なくとも 1枚のメモリーカード MCを保有しなければゲームを実行する ことができず、未入手のときは、カードデイスペンサ 120に所定のコインを挿入して力 ードデイスペンサ 120から供給を受ける。またゲーム開始時のためのコインをコインス イッチ 105Bに挿入したときには、必ず 1枚のバーコードカード BCが供給される。  [0020] The bar code card BC is a non-rewritable storage medium that provides the strength of the main character MCH, and the memory card MC is a rewritable storage medium that stores the game history of the player. The player cannot execute the game unless he / she has at least one memory card MC. When the player has not obtained the memory card MC, he / she inserts a predetermined coin into the card dispenser 120 and receives the supply from the force dispenser 120. When a coin for starting a game is inserted into the coin switch 105B, one barcode card BC is always supplied.
[0021] ゲーム装置 100にはバーコードカード BCを読み取るためのカードリーダ 115 (読取 手段)と、メモリーカード MCの読み書きを行うためのカードリーダ ·ライタ 116 (読書手 段)が設けられている。バーコードカード BCは、図 2の矢印 DBCの方向にカードリー ダ 115のスリットを通過させることによって、そのバーコードが読み取られる。メモリー カード MCはカードリーダ ·ライタ 116のスリットに上方力も挿入されることによって、読 み書きが行われる。  The game apparatus 100 is provided with a card reader 115 (reading means) for reading the barcode card BC and a card reader / writer 116 (reading means) for reading and writing the memory card MC. The barcode card BC is read by passing the slit of the card reader 115 in the direction of the arrow DBC in FIG. The memory card MC is read and written by inserting upward force into the slit of the card reader / writer 116.
[0022] さらにゲーム装置 100にはボタン 105Cが設けられ、ゲーム開始ボタン等に使用さ れる。図 2では、入力操作手段 105A〜105Cを一括して符号 105で示している。  Furthermore, the game device 100 is provided with a button 105C, which is used as a game start button or the like. In FIG. 2, the input operation means 105A to 105C are collectively indicated by reference numeral 105.
[0023] 図 2において、ゲーム装置 100は、全体を制御する CPU101と、ゲーム装置 100を 起動させるためのプログラムを格納するブートロム 104と、 CPU101によって実行さ れる画像生成プログラムその他のプログラムやデータを格納するシステムメモリ 102と を有する。  In FIG. 2, a game device 100 stores a CPU 101 that controls the entire game, a boot ROM 104 that stores a program for starting the game device 100, an image generation program executed by the CPU 101, and other programs and data. And a system memory 102.
[0024] CPU101によって実行されるゲームプログラムやデータには、ゲームを制御するプ ログラムやデータのほ力 表示すべき画像を生成、制御するためのプログラムゃデー タも含まれる。 [0024] The game program and data executed by the CPU 101 include a program for controlling the game. Program and data for generating and controlling images to be displayed.
[0025] 表示する画像を生成するためには、システムメモリ内に、表示するオブジェクトを構 成する 3次元ローカル座標データを有するポリゴンデータ(頂点データ)や NURBS データ(曲面や制御点データ)を格納しておき、 CPUゃジオメトリプロセッサ(図示し ない)によって、これを 3次元仮想空間のワールド座標系に配置してローカル座標を ワールド座標系に変換する。  [0025] In order to generate an image to be displayed, polygon data (vertex data) and NURBS data (curved surface and control point data) having 3D local coordinate data constituting the object to be displayed are stored in the system memory. A CPU or geometry processor (not shown) converts this into the world coordinate system by placing it in the world coordinate system of the 3D virtual space.
[0026] 更に、ワールド座標系に、遊戯者の操作やゲームの進行に伴って生成される視点 座標を設定して、この視点力 所定の視方向および画角でみた視野範囲にあるォブ ジェタトを、視点座標を原点とした視点座標系に変換して、この変換されたオブジェク トの座標をレンダリングプロセッサ 107に送信する。  [0026] Further, the viewpoint coordinates generated in accordance with the player's operation and the progress of the game are set in the world coordinate system, and this viewpoint power is an object in the field of view as viewed from a predetermined viewing direction and angle of view. Is converted into a viewpoint coordinate system with the viewpoint coordinates as the origin, and the coordinates of the converted object are transmitted to the rendering processor 107.
[0027] レンダリングプロセッサ 107は、送られてきたオブジェクトの座標に対して、まず、光 源処理などの補間処理や、グラフィックメモリ 108に格納されたテクスチャデータをォ ブジエタトに貼り付けてオブジェクトの表面にディテールを施す。さらにレンダリングプ 口セッサ 107は、 3次元の立体オブジェクトから、表示手段 112に表示するために 2次 元平面 (スクリーン)にオブジェクト (ポリゴン)を投影して 2次元座標データ (スクリーン 座標系)に変換し、 Z座標の深さが浅いポリゴン即ち視点座標に近いポリゴン力ゝら優 先的に表示するようにして 2次元画像を生成して、これを CRTや液晶表示装置等の 表示手段 112に出力する。  [0027] The rendering processor 107 first applies interpolation processing such as light source processing or texture data stored in the graphic memory 108 to the object surface by applying the texture data stored in the graphic memory 108 to the object surface. Give details. Furthermore, the rendering processor 107 projects the object (polygon) from the three-dimensional solid object onto the two-dimensional plane (screen) for display on the display means 112 and converts it into two-dimensional coordinate data (screen coordinate system). Then, a two-dimensional image is generated in such a way that a polygon with a shallow Z coordinate, that is, a polygon force close to the viewpoint coordinate, is displayed preferentially, and this is output to the display means 112 such as a CRT or a liquid crystal display device. To do.
[0028] すなわち、 CPU101、レンダリングプロセッサ 107はゲームプログラムによって制御 されて画像生成手段 117として機能する。  That is, the CPU 101 and the rendering processor 107 function as the image generation means 117 under the control of the game program.
[0029] ゲーム装置 100には、音声を生成するサウンドプロセッサ 109と、生成される音声の データを記憶するサウンドメモリ 110とが設けられ、サウンドプロセッサ 109はサウンド メモリ 110に記憶されたデータに基づ 、て音声のデジタル信号を生成し、スピーカ 1 13やヘッドフォン(図示省略)によって音声を出力する。  The game apparatus 100 is provided with a sound processor 109 that generates sound and a sound memory 110 that stores data of the generated sound. The sound processor 109 is based on the data stored in the sound memory 110. Then, an audio digital signal is generated, and the audio is output through the speaker 113 and headphones (not shown).
[0030] ゲーム装置 100には、プログラムデータ記憶装置や記憶媒体 103が設けられ、ゲ ームプログラムやデータはこれら記憶媒体力もシステムメモリ 102、グラフィックメモリ 1 08、サウンドメモリ 110に読み込まれる。またゲーム装置 100にはバックアップメモリ 1 18が設けられ、ゲーム経過の保存等に使用し得る。 The game apparatus 100 is provided with a program data storage device and a storage medium 103, and the game program and data are also read into the system memory 102, the graphic memory 108, and the sound memory 110. The game machine 100 also has a backup memory 1 18 is provided and can be used for saving the game progress.
[0031] 記憶媒体 103に格納されたデータには、ゲームに関する情報が含まれる。 [0031] The data stored in the storage medium 103 includes information regarding the game.
[0032] これら記憶媒体には、 CD-ROMや DVD-ROMのような光学式に読み取り可能な 媒体や、マスク ROMやフラッシュメモリのような電気的に読み取り可能な媒体も含ま れる。 [0032] These storage media include optically readable media such as CD-ROM and DVD-ROM, and electrically readable media such as mask ROM and flash memory.
[0033] ゲーム装置 100には、通信インターフェース 111およびモデム 114が設けられ、 LA Nやモデム 114を介してゲームサーバや他のゲーム装置と接続可能である。  The game device 100 is provided with a communication interface 111 and a modem 114, and can be connected to a game server or another game device via the LAN or the modem 114.
[0034] 図 1のコインスィッチ Z操作入力手段 105 (ジョイスティック 105A、コインスィッチ 10 5B、ボタン 105C)、バーコードカード用カードリーダ 115、メモリーカード用カードリ ーダ 'ライタ 116等の入力手段、および以上の構成要素はバスに接続され、バスァー ビタ 106によってプログラムやデータの各構成要素間の入出力が制御されている。  [0034] Fig. 1 coin switch Z operation input means 105 (joystick 105A, coin switch 105B, button 105C), barcode card card reader 115, memory card card reader 'writer 116, etc. These components are connected to the bus, and the bus arbiter 106 controls input / output between the components of the program and data.
[0035] [ゲーム画面]  [0035] [Game screen]
図 3〜図 7は、図 1のゲーム装置のゲーム画面の例を示す図である。  3 to 7 are diagrams showing examples of the game screen of the game device of FIG.
[0036] 図 3において、画面には迷路のような経路 LPが表示され、経路 LP上を、遊戯者の メインキャラクタ MCHがオブジェクト OCH1に乗って進んで!/、る。メインキャラクタ MC Hがオブジェクト OCH1の動作は、ジョイスティック 105Aによって操作され、 CPU10 1、システムメモリ 102、ジョイスティック 105Aはオブジェクト操作手段として機能する  In FIG. 3, a path LP like a maze is displayed on the screen, and the player's main character MCH travels on the object OCH1 along the path LP! /. Main character MC H is object OCH1 is operated by joystick 105A, and CPU 101, system memory 102, and joystick 105A function as object operation means.
[0037] 経路 LPには、所定のポイントに敵オブジェクト ECHが配置され、メインキャラクタ M CHが、敵オブジェクト ECHに遭遇(所定位置まで接近)ないし接触したときには、ォ ブジェクト OCH 1と敵オブジェクト ECHが対戦する図 4の対戦画面を表示する。 [0037] In the path LP, an enemy object ECH is arranged at a predetermined point, and when the main character MCH encounters (approachs to a predetermined position) or contacts the enemy object ECH, the object OCH 1 and the enemy object ECH are The battle screen shown in Fig. 4 is displayed.
[0038] オブジェクト OCH1の種類や体力値、攻撃力値等の各種ゲームパラメータは、ゲー ム開始時あるいはその後バーコードカード用カードリーダ 115によって読み取られた バーコードカード BCに記録されたデータに基づくものであり、バーコードカード BCに はその強さその他の特性の初期値が記憶されて 、る。  [0038] Various game parameters such as the type, physical strength value, and attack strength value of the object OCH1 are based on data recorded on the barcode card BC read by the barcode card reader 115 at the start of the game or thereafter. The bar code card BC stores initial values of its strength and other characteristics.
[0039] オブジェクト OCH1が敵オブジェクト ECHと対戦したり、経路 LP上に配置された栄養  [0039] Object OCH1 battles enemy object ECH, and nutrition placed on path LP
(ミツ) HNに接触して取得する等、ゲーム進行にともなう種々の経験によって、ォブジ ェクト OCH1の特性を示すパラメータが変化し、その変化はメモリーカード MCに記 録される。 (Mitsu) The parameters that indicate the characteristics of the object OCH1 change depending on various experiences that accompany the game progress, such as by contacting HN, and the changes are recorded in the memory card MC. It is recorded.
[0040] このように、オブジェクト OCH1の特性がゲームの進行に応じて変化することによつ て、ゲームは多様な展開が可能であり、またバーコードカード BCも種々有効活用し 得る。  [0040] As described above, by changing the characteristics of the object OCH1 according to the progress of the game, the game can be developed in various ways, and various barcode cards BC can be effectively used.
[0041] 画面には、オブジェクト OCH1のパラメータを示すインジケータ OPDが表示され、ィ ンジケータ OPD内には、オブジェクト OCH1の名前(例えば「力ブトムシ」)、体力の 初期値 PW1 (例えば「100」)、現在の体力 PW2 (例えば「80」)、勇気あるいは経験 値 EX (例えば「20」)が表示される。現在の体力 PW2は対戦等によって初期値 PW1 が消耗した結果である。一方、経験値 EXは対戦に勝利することや栄養 HNの取得に よって、それぞれ定められた値だけ増加する。  [0041] An indicator OPD indicating the parameter of the object OCH1 is displayed on the screen. In the indicator OPD, the name of the object OCH1 (for example, “force beetle”), the initial value PW1 of the physical strength (for example, “100”), The current physical strength PW2 (eg “80”), courage or experience value EX (eg “20”) is displayed. The current physical strength PW2 is the result of the initial value PW1 being consumed by a battle or the like. On the other hand, the experience value EX increases by the specified value by winning the battle and acquiring the nutritional HN.
[0042] パラメータ変更に関して、 CPU101およびシステムメモリ 102は、パラメータ変更手 段として機能する。  [0042] Regarding the parameter change, the CPU 101 and the system memory 102 function as a parameter change means.
[0043] 図 4において、オブジェクト OCH1が敵オブジェクト ECHと対戦する際には、画面 は対戦の画面に移行し、対戦の模様が音響とともに表示される。対戦は体力消耗の 結果、先に体力が「0」となった方が負けとなり、体力の消耗は、種々のパラメータをカロ 味した確率的処理により決せられる。対戦結果判断に関して、 CPU101およびシス テムメモリ 102は、対戦結果判断手段として機能する。  [0043] In FIG. 4, when the object OCH1 battles with the enemy object ECH, the screen shifts to the battle screen, and the battle pattern is displayed with sound. As a result of the exhaustion of the physical strength, the battle is defeated when the physical strength is “0” first, and the exhaustion of the physical strength is determined by a probabilistic process with various parameters. Regarding the battle result determination, the CPU 101 and the system memory 102 function as battle result determination means.
[0044] 画面には、オブジェクト OCH1のインジケータ OPD1とともに、敵オブジェクト ECH のインジケータ EPDが表示され、インジケータ EPDにはインジケータ OPD1同様、敵 オブジェクトについて、名前 NM (例えば「メンガタカブト」)、体力初期値 PW1、現在 の体力 PW2が表示され、さらに必殺技 ESK (例えば「じゃんけんのグー」)が表示さ れる。必殺技 ESKは敵オブジェクト ECHの得意技であり、確率選択によって敵ォブ ジェタト ECHの技として必殺技 ESKが選択されたときは、オブジェクト OCHに対して より大きなダメージを与えたり、敵オブジェクト ECHの体力を回復させたり、オブジェク ト OCHの勝率を一時的に低下させたり、 1回ごとの対戦 (例えばじゃんけん)であいこ になったときにオブジェクト OCHのみにあいこダメージを生じさせたり、オブジェクト O CHが必殺技を使えなくする等、種々の自己に有利な状況を生じさせる。  [0044] On the screen, an indicator EPD of the enemy object ECH is displayed together with an indicator OPD1 of the object OCH1, and the indicator EPD, like the indicator OPD1, has the name NM (for example, “Mengatakabuto”), initial strength PW1, The current physical strength PW2 is displayed, and the special move ESK (for example, “Janken no Goo”) is also displayed. Its Special Move ESK is a special skill of the enemy object ECH. When the Special Kill ESK is selected as a skill of the enemy object ECH by probability selection, it will cause more damage to the object OCH, You can recover your health, temporarily reduce the winning rate of the object OCH, cause only the object OCH to have iko-damage when it is struck in each battle (for example, Janken), Various situations that are advantageous to the self, such as making it impossible to use special moves, are created.
[0045] バーコードカード BCには、遊戯者側オブジェクトを設定するカード以外に、遊戯者 側オブジェクトの得意技等を設定するオプションカードが設けられ、インジケータ OP D1には、オプションカードによって設定された得意技 OSK (例えば「じゃけんのパー 」)が表示されている。オプションカードはゲーム開始時あるいはその後、適宜読み取 り得る。 [0045] In addition to the card for setting the player side object, the bar code card BC includes a player. An option card for setting the skill of the side object is provided, and the skill OSK (for example, “Jaken no Par”) set by the option card is displayed on the indicator OP D1. The option card can be read as appropriate at the start of the game or thereafter.
[0046] 図 5に示すように、オブジェクト OCH1が敵オブジェクト ECHと対戦で負けたときに は、オブジェクト OCH1は、メインキャラクタ MCHを残して飛び去る表示を行い、ゲー ム空間内から消去する。オブジェクト OCH1がゲーム空間内にいないとき、メインキヤ ラクタ MCHは経路 LP上を移動することはできる力 経路 LP上の他の敵オブジェクト ECHと対戦できな 、ため、敵オブジェクト ECHが配置された場所を通ることができず 、ゲームを進行できなくなる。  [0046] As shown in FIG. 5, when the object OCH1 is defeated in the battle with the enemy object ECH, the object OCH1 displays the main character MCH to fly away, and erases it from the game space. When the object OCH1 is not in the game space, the main character MCH can move on the path LP. The main character MCH cannot play against other enemy objects ECH on the path LP, so it passes through the place where the enemy object ECH is placed. Can't progress and can't progress the game.
[0047] このとき、メモリーカード MCにはオブジェクト OCH1が飛び去った時点から時間計 測が開始され、経過時間に応じて、オブジェクト OCH1の体力を回復させる処理を行 う。このとき再びオブジェクト OCH1のバーコードカード BCをカードリーダ 115で読み 取れば、経過時間に応じて体力が回復したオブジェクト OCH1をゲームに復帰させ 得る。  [0047] At this time, the time measurement is started from the time when the object OCH1 is removed from the memory card MC, and a process for recovering the physical strength of the object OCH1 is performed according to the elapsed time. At this time, if the barcode card BC of the object OCH1 is read again by the card reader 115, the object OCH1 whose physical strength has been recovered can be returned to the game according to the elapsed time.
[0048] なおオブジェクト OCH1の体力値が 0となったことによる、オブジェクト OCH1の機 能停止、および所定時間後のオブジェクト回復に関して、 CPU101およびシステムメ モリ 102は、オブジェクト停止手段おいびオブジェクト回復手段として機能する。  [0048] Regarding the function stop of the object OCH1 and the object recovery after a predetermined time due to the physical strength value of the object OCH1 becoming 0, the CPU 101 and the system memory 102 are the object stop means and the object recovery means. Function.
[0049] 所定時間経過前に直ちにゲームを進行させたいときは、遊戯者は別のオブジェクト OCH2 (図 6)のバーコードカード BCをカードリーダ 115に読み取らせる。  [0049] If the player wants to immediately advance the game before the predetermined time has elapsed, the player causes the card reader 115 to read the barcode card BC of another object OCH2 (Fig. 6).
[0050] 図 6において、オブジェクト OCH2の能力値が記録されたバーコードカード BCを力 ードリーダ 115で読み取ることにより、オブジェクト OCH2が飛来する。これによつて、 メインキャラクタ MCHはオブジェクト OCH2に乗ってゲームを続行し得る。このとき新 たに登場するオブジェクト OCH2は常に最大の体力、すなわち初期値で与えられた 体力を有する。  In FIG. 6, by reading the barcode card BC on which the ability value of the object OCH2 is recorded with the force reader 115, the object OCH2 comes flying. As a result, the main character MCH can ride the object OCH2 and continue the game. At this time, the new object OCH2 always has the maximum physical strength, that is, the physical strength given by the initial value.
[0051] 図 7において、ゲーム進行過程において、遊戯者は適宜オブジェクト設定のための バーコードカード BCをカードリーダ 115で読み取らせることができ、新たなオブジェク ト OCH2が空力も飛来し、オブジェクト OCH1と交換される。オブジェクトの交換は、 対戦する敵オブジェクトに対して有利なオブジェクトを選択する等、ゲームを勝利に 導くための多様な作戦の 1つとして活用し得る。オブジェクト変更に関して、 CPU101 およびシステムメモリ 102は、オブジェクト変更手段として機能する。 [0051] In FIG. 7, in the course of the game, the player can appropriately read the barcode card BC for object setting with the card reader 115, and the new object OCH2 also has aerodynamics. Exchanged. Object exchange It can be used as one of a variety of strategies to lead the game to victory, such as selecting an object that is advantageous to the enemy object to fight against. Regarding the object change, the CPU 101 and the system memory 102 function as an object change means.
[0052] ゲーム装置 100において、画像生成手段 117およびシステムメモリ 102はオブジェ タト CH1、 CH2を生成するためのオブジェクト生成手段として機能し、さらに敵ォブジ ェクトを生成するための敵オブジェクト生成手段として機能する。  [0052] In game device 100, image generation means 117 and system memory 102 function as object generation means for generating objects CH1 and CH2, and further function as enemy object generation means for generating enemy objects. .
[0053] [ゲームプログラム]  [0053] [Game program]
[実施例 1]  [Example 1]
図 8〜図 15は、図 1のゲーム装置 100で実行されるゲームプログラムの実施例 1を 示すフローチャートであり、図 16は、同ゲームプログラムで使用される勝率の変化の 例を示すグラフである。  FIGS. 8 to 15 are flowcharts showing Example 1 of the game program executed in the game apparatus 100 of FIG. 1, and FIG. 16 is a graph showing an example of change in the winning percentage used in the game program. .
[0054] 図 8において、図 3〜図 7に示したゲームの全体の流れは以下の各ステップによつ て実行される。  In FIG. 8, the entire flow of the game shown in FIGS. 3 to 7 is executed by the following steps.
[0055] ステップ S801 :ゲーム開始時には、まず有効なメモリーカード MCがカードリーダ' ライタ 116に挿入されている力否かを判断する。メモリーカード MCがカードリーダ'ラ イタ 116に挿入されていたときはステップ S803に進み、そうでないときはステップ S8 02に進む。  Step S801: At the start of the game, it is first determined whether a valid memory card MC is inserted into the card reader / writer 116 or not. If the memory card MC has been inserted in the card reader / writer 116, the process proceeds to step S803. Otherwise, the process proceeds to step S802.
[0056] ステップ S802 :メモリーカード MCを挿入すべき旨のメッセージを表示手段 112に 表示し、ステップ S801〖こ戻る。  Step S802: A message to the effect that the memory card MC should be inserted is displayed on the display means 112, and the process returns to step S801.
[0057] ステップ S803 :新たなバーコードカード BCをカードリーダ 115で読み取つたか否か 判断する。新たなバーコードカード BCの読み取りが行われな力つたときはステップ SStep S803: It is determined whether or not a new barcode card BC is read by the card reader 115. Step S when a new barcode card BC is not read
804に進み、そうでないときはステップ S805にジャンプする。 Proceed to 804, otherwise jump to step S805.
[0058] ステップ S804 :前回のゲームでのメモリーカード MCに登録されたオブジェクトを読 み込み、ステップ S805に進む。これによつて 1個のオブジェクトのみ使用するときは、 バーコードカード BCの読み込みを省略してゲームを開始することも可能である。 Step S804: The object registered in the memory card MC in the previous game is read, and the process proceeds to Step S805. Thus, when only one object is used, it is possible to skip the reading of the barcode card BC and start the game.
[0059] ステップ S805:ゲーム時間の計測を開始し、ステップ S806に進む。 Step S805: The game time measurement is started, and the process proceeds to Step S806.
[0060] ステップ S806 :ゲームを実行する。その後処理を終了する。 Step S806: The game is executed. Thereafter, the process ends.
[0061] 図 9において、ステップ S806のゲーム実行は以下の各ステップによって実行される [0062] ステップ S901:まず、ゲーム実行中の状況を判断する。ゲームがメインキャラクタ M CHの移動している通常の進行状況であるときはステップ S902に進み、敵オブジェク ト ECHと対戦している状況であるときはステップ S903に進み、ミツ HNが出現した状 況であるときはステップ S 904に進む。 In FIG. 9, the game execution in step S806 is executed by the following steps. Step S901: First, a situation during game execution is determined. If the game is a normal progress situation where the main character M CH is moving, the process proceeds to step S902. If the game is a situation against the enemy object ECH, the process proceeds to step S903, where a honey HN appears. If YES, go to step S904.
[0063] ステップ S902 :メインキャラクタ MCHの移動する等の通常の進行状況の処理を実 行し、ステップ S905に進む。  Step S902: A normal progress process such as movement of the main character MCH is executed, and the process proceeds to step S905.
[0064] ステップ S903:敵オブジェクト ECHとの対戦の処理を実行し、ステップ S905に進 む。  Step S903: A battle process with the enemy object ECH is executed, and the process proceeds to Step S905.
[0065] ステップ S904 :ミツ HNが出現した状況の処理を実行し、ステップ S905に進む。  Step S904: Processing of the situation where the honey HN appears is executed, and the process proceeds to step S905.
[0066] ステップ S905 :メインキャラクタ MCHがゴールに到達した力否かを判断する。メイ ンキャラクタ MCHがゴールに到達したときは、ゲーム残り時間に関わりなくゲームタリ ァとしてエンディング顔面を表示し、 1回クリアしたことをメモリーカード MCに記録した 上でゲームを終了する。 Step S905: It is determined whether or not the main character MCH has reached the goal. When the main character MCH reaches the goal, the ending face is displayed as a game talent regardless of the remaining time of the game, and the game is finished after recording once on the memory card MC.
[0067] ステップ S906:ステップ S805で計測を開始した、所定のゲーム時間(例えば 5分) が終了した力否かを判断する。終了したときはそこまでのゲーム進行状況 (マップの 進行状況または現在プレイして 、るマップの ID、オブジェクト OCHの成長パラメータ 等)をメモリーカード MCに記録してゲームを終了し、そうでないときはステップ S901 に戻る。 Step S906: It is determined whether or not the power at the end of a predetermined game time (for example, 5 minutes) at which measurement is started in Step S805. When finished, record the game progress up to that point (map progress or ID of the map you are currently playing, object OCH growth parameters, etc.) on the memory card MC and end the game, otherwise Return to step S901.
[0068] なお、遊戯者が追加のコインをコインスィッチ 105Bに挿入する等、ゲーム時間延長 の処理を設定しておき、延長の処理が行われたときにステップ S901に戻り、そうでな いときはそのまま処理を終了することとしてもよい。延長の処理に際しては、ゲーム時 間計測は初期値にリセットされる。  [0068] Note that the game time extension process such as the player inserting additional coins into the coin switch 105B is set, and when the extension process is performed, the process returns to step S901. May be terminated as is. During the extension process, the game time measurement is reset to the initial value.
[0069] 図 10において、ステップ S902の移動等の処理は以下の各ステップによって実行さ れる。  In FIG. 10, processing such as movement in step S902 is executed by the following steps.
[0070] ステップ S1001:まず、通常のゲーム進行中の状況を判断する。メインキャラクタが ジョイスティック 115Aに基づく動作を行っているときはステップ S1002に進み、虫交 換を行っているときはステップ S 1003に進み、オプションカードの読み込みが行われ たときはステップ S 1004に進む。 Step S1001: First, a situation in which a normal game is in progress is determined. If the main character is performing an action based on the joystick 115A, the process proceeds to step S1002, and if the insect is being replaced, the process proceeds to step S1003, and the option card is read. If yes, go to Step S1004.
[0071] ステップ S1002 :所定時間、ジョイスティック 115Aに基づく移動等の処理を実行しStep S1002: A process such as movement based on the joystick 115A is executed for a predetermined time.
、ステップ S 1005に進む。 Proceed to step S 1005.
[0072] ステップ S 1003 :虫交換の処理を実行し、ステップ S1001に戻る。 Step S 1003: Insect exchange processing is executed, and the process returns to step S 1001.
[0073] ステップ S 1004 :オプションカードの処理を実行し、ステップ S1001に戻る。 Step S 1004: Execute the option card processing, and return to step S 1001.
[0074] ステップ S1005:ステップ S901の状況判断を行うべき所定のタイミングであるか否 かを判断する。所定のタイミングのときはそのまま処理を終了し、そうでないときはステ ップ S 1001に戻る。 Step S1005: It is determined whether or not it is a predetermined timing at which the situation determination in step S901 should be performed. If it is a predetermined timing, the process is terminated as it is, and if not, the process returns to step S1001.
[0075] 図 11において、ステップ S903の対戦の処理は以下の各ステップによって実行され る。  In FIG. 11, the battle process in step S903 is executed by the following steps.
[0076] ステップ S1101 :まず現在のオブジェクト(OCHl、 OCH2)のデータをメモリーカー ド MCおよびバーコードカード BCから取得し、ステップ S1102に進む。  Step S1101: First, the data of the current object (OCH1, OCH2) is acquired from the memory card MC and the barcode card BC, and the process proceeds to step S1102.
[0077] ステップ S1102 :敵オブジェクト ECHのデータを取得するとともに、確率的処理によ つて、対戦の勝敗を判断する。このとき、ゲーム装置 100では、判断結果に基づいて 、対戦の状況および結果の画像および音声を出力する。その後ステップ S 1103に進 む。  Step S1102: The enemy object ECH data is acquired, and the winning or losing of the battle is determined by the stochastic process. At this time, the game apparatus 100 outputs a battle situation and an image and sound of the result based on the determination result. Then, go to step S1103.
[0078] ステップ S1103 :遊戯者側が勝利した力否かを判断する。遊戯者側が勝利したとき はステップ S104に進み、そうでないときはステップ S1105に進む。  Step S1103: It is determined whether or not the player side has won. If the player wins, the process proceeds to step S104, and if not, the process proceeds to step S1105.
[0079] ステップ S 1104 :システムメモリ上で、メモリーカード MC上の経験値パラメータに対 応した値を所定値増加し、処理終了後に、変更された経験値パラメータメモリーカー ド MCに上書きする。その後、処理を終了する。 Step S 1104: The value corresponding to the experience value parameter on the memory card MC is increased by a predetermined value on the system memory, and after the processing is overwritten, the changed experience value parameter memory card MC is overwritten. Thereafter, the process ends.
[0080] ステップ S 1105 :ここでオブジェクトは飛び去り、オブジェクトの回復処理のための 時間計測を開始する。また新たなオブジェクト OCH2を設定するために、新たなバー コードカード BCを読み込むべきメッセージを表示する。その後処理を終了する。 Step S 1105: Here, the object jumps away and time measurement for the object recovery process is started. It also displays a message to read a new barcode card BC to set a new object OCH2. Thereafter, the process ends.
[0081] 図 12において、ステップ S904の処理は以下の各ステップによって実行される。 In FIG. 12, the process of step S904 is executed by the following steps.
[0082] ステップ S1201:まず、ミツ HNの出現、ミツ HN取得の操作、およびミツ HNの取得 により経験値が増加することを遊戯者に知らせるメッセージを表示手段 112に表示す る。ミツ HN取に際しては、例えばボタン 115Cを押す。 [0083] ステップ SI 202 :ステップ SI 201に続いて、遊戯者がミツ HNを取得する操作を行 つた力否かを判断する。ミツ HN取得の操作を行ったときはステップ S 1203に進み、 そうでな!/、ときはそのまま処理を終了する。 Step S1201: First, a message notifying the player that the experience value increases due to the appearance of the honey HN, the operation of acquiring the honey HN, and the acquisition of the honey HN is displayed on the display means 112. To remove Mits HN, press button 115C, for example. [0083] Step SI 202: Following step SI 201, it is determined whether or not the player has performed an operation to acquire the honey HN. If Mitsu HN acquisition operation is performed, the process proceeds to step S1203. If not, the process ends.
[0084] ステップ S1203 :メモリーカード MCの経験値のパラメータを所定値だけ増加し、そ のまま処理を終了する。 Step S1203: The experience value parameter of the memory card MC is increased by a predetermined value, and the process ends.
[0085] 図 13において、ステップ S 1003の処理は以下の各ステップによって実行される。 In FIG. 13, the process of step S 1003 is executed by the following steps.
[0086] ステップ S1301:まず、新たなバーコードカード BCを読み取り、そのデータをメモリ 一カード MCに登録する。 Step S1301: First, a new bar code card BC is read, and the data is registered in the memory card MC.
[0087] ステップ S1302 :ステップ S1301に続いて、新たなオブジェクト OCH2を出現させ、 現在のオブジェクト OCH1と交換する。その後処理を終了する。 Step S1302: Following step S1301, a new object OCH2 appears and is exchanged with the current object OCH1. Thereafter, the process ends.
[0088] 図 14において、ステップ S 1004の処理は以下の各ステップによって実行される。 In FIG. 14, the process of step S 1004 is executed by the following steps.
[0089] ステップ S1401:まず、新たなオプションカードを読み取り、そのデータをメモリー力 ード MCに登録する。 [0089] Step S1401: First, a new option card is read, and the data is registered in the memory mode MC.
[0090] ステップ S1402 :ステップ S1401に続いて、新たなオプションカードに対応した処 理、例えば新たな得意技の追加等を実行し、その後処理を終了する。  Step S1402: Subsequent to step S1401, processing corresponding to a new option card, for example, addition of a new specialty technique, is executed, and the processing is thereafter terminated.
[0091] 図 15において、ステップ S 1102の処理は以下の各ステップによって実行される。な お、本実施例では段落「0062」に記載の通り、所定のゲーム時間が経過することによ つてゲームを終了するようになって!/、るので、ゲーム操作技術の比較的低 、子供等 でも一定時間遊べる反面、戦闘の決着に時間が力かると、ゲームをあまり進行させな いうちに時間切れでゲーム終了となる場合がある。よって本実施例においては遊戯 者の操作技術の巧拙に関係なく短時間で決着させるため、図 15の処理によって自 動的に戦闘を処理するようにしている。  In FIG. 15, the process of step S 1102 is executed by the following steps. In this embodiment, as described in the paragraph “0062”, the game ends when the predetermined game time elapses! /. Therefore, the game operation technology is relatively low. However, if you can spend a certain amount of time to complete the battle, the game may end before the game progresses too much. Therefore, in the present embodiment, the battle is automatically processed by the process of FIG. 15 in order to be settled in a short time regardless of the skill of the player's operation technique.
[0092] ステップ S1501:まず、現在の遊戯者側オブジェクト(例えば OCH1)の勝率に対 応した「勝」、「負」の配列を生成する。例えば勝率 75%のとき、 3個の「勝」と 1個の「 負」よりなる配列を生成し、 50%であれば同数の「勝」、「負」、 25%であれば 3個の「 負」と 1個の「勝」となる。この配列からランダムに 1個の要素を選択すれば、勝率に応 じた勝敗判定が可能である。  Step S1501: First, an array of “win” and “negative” corresponding to the win rate of the current player-side object (for example, OCH1) is generated. For example, when the win rate is 75%, an array consisting of 3 “wins” and 1 “negative” is generated. If 50%, the same number of “win”, “negative”, and 25%, 3 “Negative” and one “win”. If one element is selected at random from this array, it is possible to determine the win or loss according to the winning percentage.
[0093] 但し、ここで 、う勝敗は最終的なものではなぐ V、ずれかのオブジェクトの体力を減 少させていくための勝敗である。最終的な勝敗はいずれかが体力「0」となったときに 決する。 [0093] However, the victory or defeat is not the final one. V, the physical strength of one of the objects is reduced. It is a victory or defeat to keep it small. The final victory or defeat is decided when either player becomes “0”.
[0094] 勝率は、例えば図 16に示すように、経験値パラメータ(勇気)の数値に対応した単 調増加関数で与えられ、経験値の 0〜: LOOの変化に呼応して、勝率は 0%から 100 %まで上昇する。  [0094] The win rate is given by a monotonically increasing function corresponding to the value of the experience value parameter (courage), for example, as shown in FIG. 16, and the win rate is 0 in response to the change of the experience value 0 to: LOO. Increase from% to 100%.
[0095] ステップ S 1502 :ステップ S 1501に続いて、敵オブジェクトの技について、必殺技 を含む配列を生成する。例えば、敵オブジェクトが、じゃんけんの「グー」、「チヨキ」、「 パー」の技を持ち、必殺技が「グー」であったとき、「グー」 2個、「チヨキ」 1個、「パー」 1 個の要素を含む配列を生成する。この配列からランダムに 1個の技が選択される。必 殺技が選択されたときは、前記のとおり敵オブジェクトにとって有利な状況が生じる。  Step S 1502: Subsequent to step S 1501, an array including a deadly technique is generated for the technique of the enemy object. For example, if an enemy object has Janken's “Goo”, “Chiyoki”, and “Par” skills, and the Special Move is “Goo”, 2 “Goo”, 1 “Chiyoki”, “Par” Create an array with one element. One trick is randomly selected from this sequence. When the Special Move is selected, the situation advantageous to the enemy object occurs as described above.
[0096] ステップ S 1503 :ステップ S 1502で生成した配列からランダムに 1個の技を選択す る。  Step S 1503: One technique is randomly selected from the sequence generated in Step S 1502.
[0097] ステップ S 1504:ステップ S 1503で選択した技が必殺技であった力否かを判断す る。必殺技のときはステップ S1506に進み、そうでないときはステップ S1505に進む  Step S 1504: It is determined whether or not the technique selected in step S 1503 is a killer technique. If it is a Special Move, go to Step S1506, otherwise go to Step S1505
[0098] ステップ S 1505 :確率処理により勝敗を判定する。すなわちステップ S1501で生成 した配列力もランダムに 1個の要素を選択することによって勝敗を決する。その後ステ ップ S 1507に進む。 Step S 1505: Judgment is made by probability processing. In other words, the array power generated in step S1501 is also determined by randomly selecting one element. Then go to step S 1507.
[0099] 但し、ここで 、う勝敗は最終的なものではなぐ V、ずれかのオブジェクトの体力を減 少させていくための勝敗である。最終的な勝敗はいずれかが体力「0」となったときに 決する。  [0099] However, here, the winning or losing is not the final V, the winning or losing to reduce the physical strength of one of the objects. The final victory or defeat is decided when either player becomes “0”.
[0100] ステップ S1506:遊戯者側オブジェクトを負けとし、その体力を減少する。その後ス テツプ S 1509に進む。  [0100] Step S1506: The player side object is lost and its physical strength is reduced. Then go to step S 1509.
[0101] ステップ S 1507 :ステップ S 1505の処理で、遊戯者側オブジェクトが勝ったか否か を判断する。遊戯者側オブジェクトが勝ったときはステップ S1509にジャンプし、そう でな 、ときはステップ S 1508に進む。  [0101] Step S 1507: In step S 1505, it is determined whether or not the player-side object has won. If the player side object wins, the process jumps to step S1509. If not, the process proceeds to step S1508.
[0102] ステップ S1508 :遊戯者側オブジェクトが勝ったことにより、敵オブジェクトの体力を 所定値だけ減少し、ステップ S 1509に進む。 [0103] ステップ S1509 :ステップ S1501、 SI 502で生成した配列力も、ステップ S1503、[0102] Step S1508: As the player-side object wins, the physical strength of the enemy object is decreased by a predetermined value, and the process proceeds to Step S1509. [0103] Step S1509: The arrangement force generated in Step S1501 and SI 502 is the same as that in Step S1503.
S1505で選択された要素を削除し、以後の処理に備える。 The element selected in S1505 is deleted and prepared for the subsequent processing.
[0104] ステップ S1510 :ステップ S1509の要素削除によって、要素が無い配列が生じたか 否かを判断する。要素無しの配列が生じたときはステップ S1511に進み、そうでない ときはステップ S 1512にジャンプする。 Step S1510: It is determined whether or not an array having no element is generated by the element deletion in step S1509. If an array with no elements is generated, the process proceeds to step S1511. If not, the process jumps to step S1512.
[0105] ステップ S1511 :要素無しの配列を当所の状態、すなわちステップ S1501または S[0105] Step S1511: An array with no elements in the current state, ie, step S1501 or S
1502で当所生成されたときの状態に戻す。その後ステップ S 1512に進む。 Return to the state when it was generated in 1502. Thereafter, the process proceeds to step S 1512.
[0106] ステップ S1512 :敵オブジェクトの体力力 「0」になったか否かを判断する。敵ォブジ ェタトの体力力 S「0」になったときはステップ S1515に進み、そうでないときはステップ SStep S1512: It is determined whether or not the enemy object's physical strength is “0”. If the enemy's health is 0, go to step S1515, otherwise step S15
1513に進む。 Proceed to 1513.
[0107] ステップ S1513:遊戯者側オブジェクトの体力が「0」になったか否かを判断する。  Step S1513: It is determined whether or not the player's physical strength is “0”.
遊戯者側オブジェクトの体力が「0」になったときはステップ S1514に進み、そうでな V、ときはステップ S 1503に戻る。  When the physical strength of the player side object becomes “0”, the process proceeds to step S1514. If not, the process returns to step S1503.
[0108] ステップ S 1514 :最終的に敵オブジェクトを勝とし、そのまま処理を終了する。 Step S 1514: Finally, the enemy object is won and the process is terminated.
[0109] ステップ S1515 :最終的に遊戯者側オブジェクトを勝とし、そのまま処理を終了する [0109] Step S1515: Finally, the player-side object is won, and the process is terminated as it is.
[0110] [実施例 2] [0110] [Example 2]
図 17〜図 28は、図 1のゲーム装置 100で実行されるゲームプログラムの実施例 2を 示すフローチャートである。  FIGS. 17 to 28 are flowcharts showing a second embodiment of the game program executed by the game device 100 of FIG.
[0111] 図 17において、ゲームの全体の流れは以下の各ステップによって実行される。  In FIG. 17, the entire flow of the game is executed by the following steps.
[0112] ステップ S1701 :ゲーム装置 100を初回に起動する際に、ゲーム装置 100の自動 チェックを実行し、ステップ S 1702に進む。 Step S1701: When the game apparatus 100 is activated for the first time, an automatic check of the game apparatus 100 is executed, and the process proceeds to Step S1702.
[0113] ステップ S1702 :ゲーム装置において、カードデイスペンスエラーが発生しているか 否かを判定する。カードデイスペンスエラーが発生したときは、ステップ S1707に進 み、そうでな ヽときはステップ S 1703に進む。 Step S1702: It is determined whether or not a card dispense error has occurred in the game device. If a card dispense error has occurred, the process proceeds to step S1707, and if not, the process proceeds to step S1703.
[0114] ステップ S 1703 :アドバタイズの処理を実行し、ステップ S1704に進む。 Step S 1703: Advertisement processing is executed, and the flow proceeds to step S 1704.
[0115] ステップ S1704 :コインスィッチ 105Bにコインが投入されたか否かを判定する。コィ ンが投入されたときはステップ S 1708に進み、そうでな!/、ときはステップ S 1705に進 む。 Step S1704: It is determined whether or not a coin has been inserted into the coin switch 105B. If the coin is inserted, go to step S 1708; otherwise! /, Go to step S 1705 Mu
[0116] ステップ S1705 :メモリーカード MCがカードリーダ ·ライタ 116に挿入されているか 否かを判断する。メモリーカード MCがカードリーダ'ライタ 116に挿入されていたとき はステップ S 1711に進み、そうでな!/ヽときはステップ S 1706に進む。  [0116] Step S1705: It is determined whether or not the memory card MC is inserted in the card reader / writer 116. If the memory card MC has been inserted into the card reader / writer 116, the process proceeds to step S 1711. If not so, the process proceeds to step S 1706.
[0117] ステップ S1706 :ゲーム装置 100をテストするために、ゲーム装置 100の内部ある いは背面等遊戯者が容易に触れることができな 、場所に設けられた、テストボタン( 図示省略)が押されたカゝ否かを判定する。テストボタンが押されたときはステップ S 17 13に進み、そうでな!/、ときはステップ S 1703に戻る。  Step S1706: In order to test the game apparatus 100, a test button (not shown) provided at the place where the player cannot easily touch the inside or the back of the game apparatus 100 is pressed. It is determined whether or not it is done. If the test button is pressed, the process proceeds to step S 1713; if not, the process returns to step S 1703.
[0118] ステップ S1707 :カードデイスペンスエラーを表示するための画面処理を実行する  [0118] Step S1707: Execute screen processing to display card dispense error
[0119] ステップ S 1708 :プレイ選択の処理を実行し、ステップ S 1709に進む。 Step S 1708: Play selection processing is executed, and the flow proceeds to step S 1709.
[0120] ステップ S 1709 :ゲームの処理を実行し、ステップ S1710に進む。 Step S 1709: A game process is executed, and the process proceeds to step S 1710.
[0121] ステップ S1710 :ゲームオーバーの処理を実行し、ステップ S1702に戻る。 Step S1710: A game over process is executed, and the process returns to step S1702.
[0122] ステップ S1711 :メモリーカード読込みの処理を実行し、ステップ S1712に進む。 Step S1711: The memory card reading process is executed, and the process proceeds to step S1712.
[0123] ステップ S1712 :メモリーカード情報を表示するための画面処理を実行し、ステップ S1715に進む。 Step S1712: Screen processing for displaying memory card information is executed, and the flow proceeds to step S1715.
[0124] ステップ S1715 :コインスィッチ 105Bにコインが投入されたか否かを判定する。コィ ンが投入されたときはステップ S 1708に進み、そうでな!/、ときはステップ S 1716に進 む。  Step S1715: It is determined whether or not a coin has been inserted into the coin switch 105B. If the coin is inserted, the process proceeds to step S 1708. If not! /, The process proceeds to step S 1716.
[0125] ステップ S1716 :メモリーカード MCがカードリーダ'ライタ 116から抜かれたか否か を判定する。メモリーカード MCが抜かれたときはステップ S1703に戻り、そうでない ときはステップ S 1715に戻る。  Step S1716: It is determined whether or not the memory card MC has been removed from the card reader / writer 116. If the memory card MC is removed, the process returns to step S1703. If not, the process returns to step S1715.
[0126] 図 18において、図 17のアドバタイズの処理 (ステップ S 1703)は以下の各ステップ によって実行される。 In FIG. 18, the advertising process (step S 1703) of FIG. 17 is executed by the following steps.
[0127] ステップ S 1801:まず社名ロゴを表示し、ステップ S1802に進む。 [0127] Step S1801: First, a company name logo is displayed, and the process proceeds to Step S1802.
[0128] ステップ S1802 :ゲームプログラムを開発した部門のロゴを表示し、ステップ S1803 に進む。 Step S1802: The logo of the department that developed the game program is displayed, and the process proceeds to step S1803.
[0129] ステップ S1803 :ゲームプログラムのタイトル画面を表示し、ステップ S1804に進む [0130] ステップ S1804 :ゲームプログラムのデモンストレーション画面を表示し、そのまま処 理を終了する。 [0129] Step S1803: Display the title screen of the game program and go to step S1804. [0130] Step S1804: A game program demonstration screen is displayed and the processing ends.
[0131] 図 19において、図 17のメモリーカード読込みの処理 (ステップ S1711)は以下の各 ステップによって実行される。  In FIG. 19, the memory card reading process (step S1711) of FIG. 17 is executed by the following steps.
[0132] ステップ S1901:まず、ステップ S 1704でコイン投入と判断されてから規定の時間 が経過したカゝ否かを判断する。規定時間が経過していないときはステップ S1902に 進み、規定時間が経過したときはステップ S 1903に進む。 [0132] Step S1901: First, it is determined whether or not a predetermined time has elapsed since it was determined in step S1704 that a coin was inserted. If the specified time has not elapsed, the process proceeds to step S1902, and if the specified time has elapsed, the process proceeds to step S1903.
[0133] ステップ S1902 :メモリーカード MCがカードリーダ ·ライタ 116に挿入されているか 否かを判断する。メモリーカード MCがカードリーダ'ライタ 116に挿入されていたとき はステップ S 1904に進み、そうでな!/ヽときはステップ S 1909に進む。 Step S1902: It is determined whether or not the memory card MC is inserted in the card reader / writer 116. If the memory card MC has been inserted into the card reader / writer 116, the process proceeds to step S1904, and if not, the process proceeds to step S1909.
[0134] ステップ S1903 :規定時間が経過したことを示す画面処理を実行し、そのまま処理 を終了する。 Step S1903: A screen process indicating that the specified time has elapsed is executed, and the process ends.
[0135] ステップ S1904 :カードリーダ'ライタ 116に挿入されているメモリーカード MCが読 取り可能な状態力否かを判定する。読取り可能であるときはステップ S1905に進み、 そうでないときはステップ S 1909に進む。  Step S1904: It is determined whether or not the memory card MC inserted in the card reader / writer 116 is readable. If it is readable, the process proceeds to step S1905; otherwise, the process proceeds to step S1909.
[0136] ステップ S1905 :カードリーダ ·ライタ 116がメモリーカード MCを読取り可能な状態 であることを示す画面処理を実行し、ステップ S 1906に進む。 Step S1905: Screen processing indicating that the card reader / writer 116 is ready to read the memory card MC is executed, and the flow advances to step S1906.
[0137] ステップ S1906 :メモリーカード MCが読込み処理を実行し、ステップ S1907に進 む。 [0137] Step S1906: The memory card MC executes a reading process, and proceeds to step S1907.
[0138] ステップ S1907 :メモリーカード MCを正常に読込めたか否かを判断する。正常に 読込めたときは、ステップ S1908に進み、そうでないときはステップ S1910に進む。  Step S1907: It is determined whether or not the memory card MC has been read normally. If it can be read normally, the process proceeds to step S1908; otherwise, the process proceeds to step S1910.
[0139] ステップ S1908 :メモリーカード MCを正常に読込めたことを示す画面処理を実行し[0139] Step S1908: Execute screen processing indicating that the memory card MC was successfully read.
、そのまま処理を終了する。 The process is terminated as it is.
[0140] ステップ S 1909 :ステップ S 1902で、メモリーカード MCがカードリーダ ·ライタ 116 に挿入されていないと判断したときは、その旨を示す画面処理を実行し、ステップ S1[0140] Step S1909: If it is determined in step S1902 that the memory card MC is not inserted in the card reader / writer 116, screen processing to that effect is executed, and step S1
901に戻る。 Return to 901.
[0141] ステップ S1910 :ステップ S1907で、メモリーカード MCを正常に読込めなかったと 判断したときは、その旨を示す画面処理を実行し、ステップ S1901に戻る。 [0141] Step S1910: In step S1907, the memory card MC cannot be read normally. If it is determined, screen processing indicating that is executed, and the process returns to step S1901.
[0142] 図 20において、図 17のプレイ選択の処理 (ステップ S1708)は以下の各ステップに よって実行される。 In FIG. 20, the play selection process (step S1708) of FIG. 17 is executed by the following steps.
[0143] ステップ S2001:まず、プレイ選択を開始するための画面処理を実行し、ステップ S 2002に進む。  Step S2001: First, screen processing for starting play selection is executed, and the flow proceeds to step S2002.
[0144] ステップ S2002:プレイ選択に際して、遊戯者がゲームプログラムを初めて実行す る旨、すなわちメモリーカード MCやオプションカード(バーコードカード BC)を保有し ていない旨を、ジョイスティック 105A等によって入力したカゝ否かを判断する。ゲーム プログラムを初めて実行するときは、ステップ S2003に進み、そうでないときはステツ プ S2012に進む。  [0144] Step S2002: When selecting a play, the player inputs the joystick 105A or the like that the player executes the game program for the first time, that is, the player does not have the memory card MC or the option card (barcode card BC). Judgment is made. When the game program is executed for the first time, the process proceeds to step S2003. Otherwise, the process proceeds to step S2012.
[0145] ステップ S2003 :メモリーカード MCやオプションカード BCの購入のための画面処 理を実行し、ステップ S 2004進む。  [0145] Step S2003: Screen processing for purchasing the memory card MC and option card BC is executed, and the process proceeds to step S2004.
[0146] ステップ S2004 :遊戯者がジョイスティック 105A等によってメモリーカード MC購入[0146] Step S2004: Player purchases memory card MC with joystick 105A etc.
、すなわち「カードを買う」を選択したか否かを判断する。「カードを買う」を選択したと きは、ステップ S2005に進み、そうでな!/ヽときはステップ S2006に進む。 That is, it is determined whether or not “buy card” is selected. If you select “Buy Card”, proceed to Step S2005, otherwise! Proceed to Step S2006.
[0147] ステップ S2005 :メモリーカード購入のための画面処理を実行し、ステップ S2008 に進む。 [0147] Step S2005: Screen processing for purchasing a memory card is executed, and the process proceeds to step S2008.
[0148] ステップ S2006 :カードデイスペンサ 120Aからオプションカード BCを 1枚払い出し [0148] Step S2006: Discharge one option card BC from Card Dispenser 120A
、ステップ S2007に進む。 Proceed to step S2007.
[0149] ステップ S2007:ゲーム(ステップ S 1709)を実行する。 Step S2007: The game (Step S 1709) is executed.
[0150] ステップ S2008 :コインスィッチ 105Bにコイン(例えば 100円)が投入されているか 否かを判断する。コインが投入されているときは、ステップ S2009に進み、そうでない とさはステップ S 2006〖こ進む。  [0150] Step S2008: It is determined whether or not a coin (for example, 100 yen) is inserted into the coin switch 105B. If a coin is inserted, go to step S2009, otherwise go to step S2006.
[0151] ステップ S2009 :メモリーカード払出しのための画面処理を実行し、ステップ S2010 に進む。  [0151] Step S2009: Execute screen processing for paying out the memory card, and proceed to Step S2010.
[0152] ステップ S2010 :コインスィッチ 105Bにさらにコイン(例えば 100円)が投入された か否かを判断する。コインが投入されたときは、ステップ S2011に進み、そうでないと き ίまステップ S 2006に進む。 [0153] ステップ S2011 :カードデイスペンサ 120Bからメモリーカード MCを 1枚払出し、ス テツプ S 2012に進む。 [0152] Step S2010: It is determined whether or not a coin (for example, 100 yen) has been inserted into the coin switch 105B. If a coin is inserted, go to Step S2011, otherwise go to Step S2006. [0153] Step S2011: Dispose one memory card MC from the card dispenser 120B, and proceed to Step S2012.
[0154] ステップ S2012 :カードリーダ ·ライタ 116によって、メモリーカード MCを読込む処 理を実行し、ステップ S 2013に進む。  Step S2012: The process of reading the memory card MC is executed by the card reader / writer 116, and the process proceeds to Step S2013.
[0155] ステップ S 2013:ステップ S 2012で読込んだメモリー力ード MCの残り回数を判断 する。残り回数が 0回のときは、ステップ S2014に進み、そうでないときはステップ S2[0155] Step S 2013: Determine the remaining number of memory loaded MC read in step S 2012. If the remaining number is 0, go to Step S2014, otherwise go to Step S2.
006に進む。 Proceed to 006.
[0156] ステップ S2014 :メモリーカード MCの残り回数が 0回であることを表示し、メモリー力 ード MCに引継ぎをするか否かを問合せるための画面処理を実行し、ステップ S201 5に進む。  Step S2014: Display that the remaining number of memory cards MC is 0, execute screen processing for inquiring whether or not to take over to the memory force MC, and proceed to step S2015.
[0157] ステップ S2015 :遊戯者カ モリーカード MCの引継ぎを選択した力否かを判断す る。引継ぎを選択したときはステップ S2016に進み、そうでないときはステップ S206 に進む。  [0157] Step S2015: Determine whether or not the player has chosen to take over the Camoly Card MC. When the handover is selected, the process proceeds to step S2016, and otherwise, the process proceeds to step S206.
[0158] ステップ S2016 :メモリーカード引継ぎの手続きを実行し、ステップ S2007に進む。  [0158] Step S2016: A memory card transfer procedure is executed, and the flow proceeds to step S2007.
[0159] 図 21において、図 17の初回起動時チェックの処理 (ステップ S1701)は以下の各 ステップによって実行される。 In FIG. 21, the initial startup check process (step S1701) of FIG. 17 is executed by the following steps.
[0160] ステップ S2101 :まず、コインスィッチ 105Bに対するコインセッティングのエラーを 検出する。コインセッティングのエラーが検出されたときは、ステップ S2102に進み、 そうでないときはステップ S2103に進む。 [0160] Step S2101: First, an error in coin setting for the coin switch 105B is detected. If a coin setting error is detected, the process proceeds to step S2102; otherwise, the process proceeds to step S2103.
[0161] ステップ S2102 :コインセッティングエラーを示すための画面処理を実行する。 Step S2102: Screen processing for indicating a coin setting error is executed.
[0162] ステップ S2103 :まず、通信手段に関するデバイスエラーを検出する。デバイスエラ 一が検出されたときは、ステップ S2104に進み、そうでないときはステップ S2105に 進む。 Step S2103: First, a device error relating to the communication means is detected. If a device error is detected, the process proceeds to step S2104. Otherwise, the process proceeds to step S2105.
[0163] ステップ S2104 :通信手段デバイスエラーエラーを示すための画面処理を実行す る。  [0163] Step S2104: Execute screen processing to indicate a communication means device error error.
[0164] ステップ S2105 :その他の装置(IDカードリーダ等)のデバイスエラーを検出する。  Step S2105: A device error of another device (ID card reader or the like) is detected.
デバイスエラーが検出されたときは、ステップ S2106に進み、そうでないときはステツ プ S2107に進む。 [0165] ステップ S2106:その他装置のデバイスエラーエラーを示すための画面処理を実 行する。 If a device error is detected, the process proceeds to step S2106. Otherwise, the process proceeds to step S2107. [0165] Step S2106: Screen processing for indicating a device error error of other devices is executed.
[0166] ステップ S2107 :ゲームプログラムの著作権等に関する警告文を表示し、そのまま 処理を終了する。  Step S2107: A warning message regarding the copyright of the game program is displayed, and the process is terminated.
[0167] 図 23において、図 20のメモリーカード引継ぎ手続きの処理 (ステップ S 2016)は以 下の各ステップによって実行される。  In FIG. 23, the processing of the memory card takeover procedure (step S 2016) in FIG. 20 is executed by the following steps.
[0168] ステップ S2301:まず、メモリーカード引継ぎ手続きを開始するための画面処理を 実行する。ここでは、新たにメモリーカード MCまたはオプションカード BCを購入する か否かを遊戯者に問合せる。次に、ステップ S2302に進む。 Step S2301: First, screen processing for starting the memory card transfer procedure is executed. Here, the player is asked whether or not to purchase a new memory card MC or option card BC. Next, the process proceeds to step S2302.
[0169] ステップ S2302:遊戯者力メモリーカード MCまたはオプションカード BCの購入を 選択したか否かを判断する。遊戯者がカード購入を選択したときは、ステップ S2303 に進み、そうでな ヽときは、ステップ S2308に進む。 [0169] Step S2302: It is determined whether or not purchase of a player-powered memory card MC or an option card BC is selected. If the player chooses to purchase a card, the process proceeds to step S2303. If not, the process proceeds to step S2308.
[0170] ステップ S2303 :カード購入のための画面処理を実行し、ステップ S2304に進む。 Step S2303: Screen processing for purchasing a card is executed, and the process proceeds to step S2304.
[0171] ステップ S2304 :コインスィッチ 105Bにコインが投入されたか否かを判断する。コィ ンが投入されたときは、ステップ S2310に進み、そうでないときは、ステップ S2305に 進む。 Step S2304: It is determined whether or not a coin has been inserted into the coin switch 105B. When the coin is input, the process proceeds to step S2310. Otherwise, the process proceeds to step S2305.
[0172] ステップ S2305 :カード選択等のための画面処理を実行し、ステップ S2306に進む  [0172] Step S2305: Execute screen processing for card selection, etc., and proceed to Step S2306
[0173] ステップ S2306 :コインスィッチ 105Bにさらにコインが投入されたか否かを判断す る。コインが投入されたときは、ステップ S2307に進み、そうでないときはステップ S23 09に進む。 Step S2306: It is determined whether or not a coin is further inserted into the coin switch 105B. If a coin is inserted, the process proceeds to step S2307; otherwise, the process proceeds to step S2309.
[0174] ステップ S2307 :カードデイスペンサ 120Bからメモリーカード MCを 1枚払出し、ス テツプ S2308に進む。  [0174] Step S2307: Dispose one memory card MC from the card dispenser 120B, and proceed to Step S2308.
[0175] ステップ S2308 :メモリーカード引継ぎ処理を実行する。 [0175] Step S2308: Execute memory card takeover processing.
[0176] ステップ S2309 :カードデイスペンサ 120Aからオプションカード BCを 1枚払出し、 ステップ S2310に進む。  Step S2309: One option card BC is paid out from the card dispenser 120A, and the flow proceeds to step S2310.
[0177] ステップ S2310 :カードデイスペンサ 120Aからオプションカード BCを 1枚払出し、 そのまま処理を終了する。 [0178] 図 24において、図 17のゲームの処理 (ステップ S1709)は以下の各ステップによつ て実行される。 [0177] Step S2310: One option card BC is paid out from the card dispenser 120A, and the process ends. In FIG. 24, the game processing (step S1709) of FIG. 17 is executed by the following steps.
[0179] ステップ S2401:まず、ゲームの内容、ルール等を示す所定の静止画 (例えば 5枚) を表示し、ステップ S 2402〖こ進む。  Step S2401: First, a predetermined still image (for example, five images) indicating the game contents, rules, and the like is displayed, and the process proceeds to step S2402.
[0180] ステップ S2402 :メインキャラクタ MCHの移動にともなうマップ移動の処理を実行し[0180] Step S2402: Execute the map movement process associated with the movement of the main character MCH.
、ステップ S2403に進む。 Proceed to step S2403.
[0181] ステップ S2403 :カードリーダ 115からオプションカード BCが読込まれたか否かを 判断する。オプションカード BCが読込まれたときは、ステップ S2404に進み、そうで ないときはステップ S2405に進む。 Step S2403: It is determined whether or not the option card BC is read from the card reader 115. If the option card BC is read, the process proceeds to step S2404; otherwise, the process proceeds to step S2405.
[0182] ステップ S2404 :オプションカード BCに記録された戦力のデータを遊戯者側のォ ブジェクト OCHl、 OCH2等に反映させ、ステップ S2402戻る。 [0182] Step S2404: Reflect the strength data recorded on the option card BC in the player's object OCHl, OCH2, etc., and return to step S2402.
[0183] ステップ S2405:遊戯者側のオブジェクト OCHl、 OCH2等が栄養 HNを取得した か否かを判断する。栄養 HNを取得したときは、ステップ S2406に進み、そうでないと き ίまステップ S 2407に進む。 [0183] Step S2405: It is determined whether or not the player-side object OCHl, OCH2, etc. has acquired nutritional HN. If nourishing HN is obtained, proceed to step S2406; otherwise, proceed to step S2407.
[0184] ステップ S2406:栄養 ΗΝ取得による勇気等経験値増加を、遊戯者側のオブジェク ト OCHl、 OCH2に反映させ、ステップ S2402戻る。 [0184] Step S2406: Reflecting the increase in experience value such as courage due to the acquisition of nutritional salmon in the objects OCHl and OCH2 on the player side, returns to step S2402.
[0185] ステップ S2407 :遊戯者側のオブジェクト OCHl、 OCH2等が敵オブジェクト ECH に遭遇した力否かを判断する。敵オブジェクト ECHに遭遇したときは、ステップ S240Step S2407: It is determined whether or not the player-side object OCHl, OCH2 or the like has encountered the enemy object ECH. When encountering enemy object ECH, step S240
8に進み、そうでないときはステップ S2409に進む。 Proceed to step 8. If not, proceed to step S2409.
[0186] ステップ S2408:敵オブジェクト ECHとの対戦(バトル)の処理を実行し、ステップ S[0186] Step S2408: A battle (battle) process with the enemy object ECH is executed.
2402戻る。 Return 2402.
[0187] ステップ S2409 :所定のゲーム時間が終了したか否かを判断する。ゲーム時間が 終了したときは、ステップ S 2410に進み、そうでないときはステップ S2402に戻る。  Step S2409: It is determined whether or not a predetermined game time has ended. If the game time is over, the process proceeds to step S 2410; otherwise, the process returns to step S2402.
[0188] ステップ S2410 :マップ移動後の経過時間を判断する。マップ移動後の経過時間 が所定時間以内であるときは、ステップ S2409に戻り、そうでないときはステップ S24 11に進む。  Step S2410: Determine the elapsed time after moving the map. If the elapsed time after moving the map is within the predetermined time, the process returns to step S2409; otherwise, the process proceeds to step S2411.
[0189] ステップ S2411 :ゲーム終了の終了音を発生し、ステップ S2412に進む。  Step S2411: A game end sound is generated, and the process proceeds to step S2412.
[0190] ステップ S2412 :表示手段 112に表示された画像をフェードアウトし、そのまま処理 を終了する。 [0190] Step S2412: The image displayed on display means 112 is faded out and processed as it is. Exit.
[0191] 図 25において、図 23のメモリーカード引継ぎの処理 (ステップ S2016)は以下の各 ステップによって実行される。  In FIG. 25, the process of taking over the memory card (step S2016) in FIG. 23 is executed by the following steps.
[0192] ステップ S2501 :まず、現在のゲーム進行状況および現在のメモリーカード MCか ら引継ぐべき情報をシステムメモリ 102にセットし、ステップ S2502に進む。 Step S2501: First, the current game progress and information to be taken over from the current memory card MC are set in the system memory 102, and the process proceeds to step S2502.
[0193] ステップ S2502 :メモリーカード引継ぎ手続き開始からの経過時間を判断する。経 過時間が規定時間以内のときは、ステップ S2503に進み、そうでないときは、ステツ プ S2504に進む。 Step S2502: Determine the elapsed time from the start of the memory card transfer procedure. If the elapsed time is within the specified time, the process proceeds to step S2503. If not, the process proceeds to step S2504.
[0194] ステップ S2503 :カードリーダ'ライタ 116に、情報を引き継ごうとするメモリーカード MCがセットされた力否かを判断する。メモリーカード MCがセットされたときはステツ プ S2505に進み、そうでな! /、ときはステップ S2515に進む。  Step S2503: It is determined whether or not the card reader / writer 116 is loaded with the memory card MC to be used for passing information. If the memory card MC is set, proceed to step S2505. If not, proceed to step S2515.
[0195] ステップ S2504 :メモリーカード引継ぎ手続き開始からの規定時間を経過していた ときは、その旨を示す画面処理を実行し、ステップ S2503に進む。  Step S2504: If the specified time has elapsed since the start of the memory card transfer procedure, screen processing to that effect is executed, and the flow proceeds to step S2503.
[0196] ステップ S2505 :カードリーダ ·ライタ 116にセットされたメモリーカード MCに使用可 能回数が残存している (新規)か否かを判断する。メモリーカード MCは 1枚のカード によってゲームを実行し得る回数が設定 (例えば 30回)されており、使用回数が残存 しているカード (新規カードという。)でなければ情報を引き継ぐことはできない。新規 のときはステップ S2506に進み、そうでないときはステップ S2515に進む。  Step S2505: It is determined whether or not the usable number of times remains in the memory card MC set in the card reader / writer 116 (new). The memory card MC has a set number of times that the game can be executed with one card (for example, 30 times), and the information cannot be taken over unless the card is still used (referred to as a new card). If it is new, the process proceeds to step S2506; otherwise, the process proceeds to step S2515.
[0197] ステップ S2506:新規メモリーカード MCへの情報書き込みを実行するための画面 処理を実行し、ステップ S 2506に進む。  Step S2506: Screen processing for executing information writing to new memory card MC is executed, and the flow proceeds to step S2506.
[0198] ステップ S2507 :新規メモリーカード MCへの情報書き込みを実行し、ステップ S25 08に進む。  [0198] Step S2507: Write information to the new memory card MC, and proceed to Step S2508.
[0199] ステップ S2508 :新規メモリーカード MCへの情報書き込みが正常に実行されたか 否かを判断する。書き込みが正常に実行されたときは、ステップ S2509に進み、そう でな ヽときは、ステップ S2513に進む。  [0199] Step S2508: It is determined whether or not the information writing to the new memory card MC has been executed normally. If the writing has been executed normally, the process proceeds to step S2509. If not, the process proceeds to step S2513.
[0200] ステップ S2509:書き込みが完了したメモリーカード MCを読み込み、ステップ S25 10に進む。  [0200] Step S2509: Read the memory card MC that has been written, and proceed to Step S2510.
[0201] ステップ S2510 :情報を書き込むんた新規メモリーカード MCと、情報を読み出した 以前のメモリーカード MCがー致する力否かを判断する。両者が一致したときは、ステ ップ S2511に進み、そうでな! /、ときは、ステップ S2513に進む。 [0201] Step S2510: New memory card MC to which information was written and information was read Determine whether the previous memory card MC matches. If they match, go to step S2511, otherwise! /, Go to step S2513.
[0202] ステップ S2511:引継ぎ完了を示す画面処理を実行し、そのまま処理を終了する。 Step S2511: Screen processing indicating completion of handover is executed, and the processing is terminated as it is.
[0203] ステップ S2512 :ステップ S2502で、メモリーカード引継ぎ手続き開始からの経過 時間が規定時間を超えたと判断されたときは、書き込み中のエラー発生力否かを判 断する。エラー発生時には、ステップ S2514に進み、そうでなければそのまま処理を 終了する。 [0203] Step S2512: If it is determined in step S2502 that the elapsed time from the start of the memory card transfer procedure has exceeded the specified time, it is determined whether or not an error is generated during writing. If an error occurs, the process proceeds to step S2514; otherwise, the process ends.
[0204] ステップ S2513 :ステップ S2508で書き込み異常と判断され、またはステップ S251 0でカード不一致と判断されたときは、これらの判断が 5回以上行われた力否かを判 断する。 5回以上異常、不一致の判断を行ったときは、ステップ S2514に進み、そう でな ヽときは、ステップ S2515に進む。  [0204] Step S2513: If it is determined in step S2508 that a writing error has occurred, or if it is determined in step S2150 that the card does not match, it is determined whether or not these determinations have been made five or more times. If it is determined that there is an abnormality or inconsistency five or more times, the process proceeds to step S2514. If not, the process proceeds to step S2515.
[0205] ステップ S2514 :書込みエラーの画面処理を実行する。  Step S2514: Execute screen processing for write error.
[0206] ステップ S2515 :ステップ S2503でメモリーカード MCがセットされていないと判断し [0206] Step S2515: In step S2503, it is determined that the memory card MC is not set.
、またはステップ S2506で新規カードでないと判断したときには、新規カードをセット すべき旨を表示する画面処理を実行し、ステップ S2502に戻る。 If it is determined in step S2506 that the card is not a new card, screen processing for displaying that a new card should be set is executed, and the process returns to step S2502.
[0207] 図 26において、図 20のメモリーカード 1枚払出しの処理 (ステップ S2011)は以下 の各ステップによって実行される。 In FIG. 26, the process of paying out one memory card (step S2011) in FIG. 20 is executed by the following steps.
[0208] ステップ S2601:まず、メモリーカード 1枚払出しの処理を開始するための画面処理 を実行し、ステップ S 2602に進む。 Step S2601: First, screen processing for starting the process of paying out one memory card is executed, and the flow proceeds to step S2602.
[0209] ステップ S2602 :カードデイスペンサ 120Bがカードメモリーカード MCを出せる状態 か否かを判断する。カードメモリーカード MCを出せる状態のときは、ステップ S2603 に進み、そうでないときは、ステップ S2601に戻る。 [0209] Step S2602: It is determined whether or not the card dispenser 120B is ready to eject the card memory card MC. If the card memory card MC can be taken out, the process proceeds to step S2603; otherwise, the process returns to step S2601.
[0210] ステップ S2603 :カードデイスペンサ 120Bからメモリーカード MCを 1枚払出し、ス テツプ S2604に進む。 [0210] Step S2603: Discharge one memory card MC from the card dispenser 120B, and proceed to Step S2604.
[0211] ステップ S2604 :メモリーカード払出し処理に必要な画面処理を実行し、ステップ S 2605に進む。  Step S2604: Screen processing necessary for memory card payout processing is executed, and the flow proceeds to step S2605.
[0212] ステップ S2605 :メモリーカード MCの詰まりが生じたか否かを判断する。カード詰 まりが生じたときは、ステップ S2607〖こ進み、そうでないときは、ステップ S2606に進 む。 [0212] Step S2605: It is determined whether or not the memory card MC is clogged. If a card jam occurs, proceed to step S2607; otherwise, proceed to step S2606. Mu
[0213] ステップ S2606 :カードメモリーカード MCを取ることができたか否かを判断する。力 ードを取ることができな力つたときは、ステップ S2604に戻り、無事にとることができた ときは、そのまま処理を終了する。  [0213] Step S2606: It is determined whether or not the card memory card MC can be removed. If the force cannot be obtained, the process returns to step S2604. If the force is successfully obtained, the process ends.
[0214] ステップ S2607 :メモリーカード MCの詰まりに対するディペンスエラーの画面処理 を実行する。  [0214] Step S2607: Execute the error error screen processing for memory card MC clogging.
[0215] 図 27において、図 20のオプションカード 1枚払出しの処理 (ステップ S2006)は以 下の各ステップによって実行される。  In FIG. 27, the process of paying out one option card (step S2006) in FIG. 20 is executed by the following steps.
[0216] ステップ S2701:まず、オプションカード 1枚払出しの処理を開始するための画面処 理を実行し、ステップ S 2702に進む。 Step S2701: First, screen processing for starting the process of paying out one option card is executed, and the flow proceeds to step S 2702.
[0217] ステップ S2702 :カードデイスペンサ 120Aがオプションカード BCを出せる状態か 否かを判断する。オプションカード BCを出せる状態のときは、ステップ S2703に進みStep S2702: It is determined whether or not the card dispenser 120A can issue the option card BC. If the option card BC can be removed, proceed to step S2703.
、そうでないときは、ステップ S2701に戻る。 If not, return to step S2701.
[0218] ステップ S2703 :カードデイスペンサ 120Aからオプションカード BCを 1枚払出し、 ステップ S2704に進む。 [0218] Step S2703: One option card BC is paid out from the card dispenser 120A, and the process proceeds to step S2704.
[0219] ステップ S2704 :オプションカード払出し処理に必要な画面処理を実行し、ステップ[0219] Step S2704: Execute the screen processing required for option card payout processing, and step
S2705に進む。 Proceed to S2705.
[0220] ステップ S2705 :オプションカード BCの詰まりが生じたか否かを判断する。カード詰 まりが生じたときは、ステップ S2707に進み、そうでないときは、ステップ S2706に進 む。  [0220] Step S2705: It is determined whether or not the option card BC is clogged. If a card jam has occurred, proceed to step S2707; otherwise, proceed to step S2706.
[0221] ステップ S2706 :オプションカード BCを取ることができたか否かを判断する。カード を取ることができな力つたときは、ステップ S2704に戻り、無事にとることができたとき は、そのまま処理を終了する。  Step S2706: It is determined whether or not the option card BC can be taken. If it is determined that the card cannot be removed, the process returns to step S2704. If the card is successfully captured, the process ends.
[0222] ステップ S2707:オプションカード BCの詰まりに対するディペンスエラーの画面処 理を実行する。  [0222] Step S2707: Execute the screen processing for the dependency error for the jammed option card BC.
[0223] 図 28において、図 17のゲームオーバーの処理 (ステップ S1710)は以下の各ステ ップ〖こよって実行される。  In FIG. 28, the game over process (step S1710) of FIG. 17 is executed by the following steps.
[0224] ステップ S2801:まず、メモリーカード MCを使ってゲームを開始したか否かを判断 する。メモリーカード MCを使ってゲームを開始したときは、ステップ S2802に進み、 そうでないときはステップ S2803に進む。 [0224] Step S2801: First, it is determined whether or not the game is started using the memory card MC. To do. If the game is started using the memory card MC, the process proceeds to step S2802, and if not, the process proceeds to step S2803.
[0225] ステップ S2802 :メモリーカード書込みの処理を実行し、ステップ S2804に進む。 Step S2802: Memory card write processing is executed, and the flow proceeds to step S2804.
[0226] ステップ S2803 :メモリーカードを宣伝するための画面処理を実行し、ステップ S28[0226] Step S2803: Screen processing for advertising the memory card is executed, and step S28 is executed.
07に進む。 Proceed to 07.
[0227] ステップ S2804 :ゲームクリアした力否かを判断する。ゲームクリアしたときは、ステ ップ S2805に進み、そうでな! /、ときはステップ S2807に進む。  Step S2804: It is determined whether or not the game is cleared. If the game is cleared, go to step S2805, otherwise! /, Go to step S2807.
[0228] ステップ S2805:実行されたゲームの現在の段位を表示するための画面処理を実 行し、ステップ S2806に進む。 Step S2805: Screen processing for displaying the current level of the executed game is executed, and the flow proceeds to step S2806.
[0229] ステップ S2806:実行されたゲームの次の段位を表示するための画面処理を実行 し、そのまま処理を終了する。 Step S2806: The screen process for displaying the next level of the executed game is executed, and the process is ended as it is.
[0230] ステップ S2807 :種々のアドバイスや、カード忘れに対する注意を表示するための 画面処理を実行し、そのまま処理を終了する。 Step S2807: Screen processing for displaying various advices and notices about forgetting a card is executed, and the processing is ended as it is.
[0231] 図 22にお!/、て、図 28のメモリーカード書込みの処理 (ステップ S2802)は以下の各 ステップによって実行される。 [0231] In FIG. 22, the process of writing the memory card (step S2802) in FIG. 28 is executed by the following steps.
[0232] ステップ S2201:まず、ステップ S 1704でコイン投入と判断されてから規定の時間 が経過したカゝ否かを判断する。規定時間が経過していないときはステップ S2202に 進み、規定時間が経過したときはステップ S2203に進む。 [0232] Step S2201: First, it is determined whether or not a predetermined time has elapsed since it was determined in step S1704 that a coin was inserted. When the specified time has not elapsed, the process proceeds to step S2202, and when the specified time has elapsed, the process proceeds to step S2203.
[0233] ステップ S2202 :メモリーカード MCがカードリーダ ·ライタ 116に挿入されているか 否かを判断する。メモリーカード MCがカードリーダ'ライタ 116に挿入されていたとき はステップ S 2204に進み、そうでな!/ヽときはステップ S 2213に進む。 Step S2202: It is determined whether or not the memory card MC is inserted in the card reader / writer 116. If the memory card MC has been inserted into the card reader / writer 116, the process proceeds to step S2204. If not so, the process proceeds to step S2213.
[0234] ステップ S2203:規定時間が経過したことを示す画面処理を実行し、ステップ S221[0234] Step S2203: Screen processing indicating that the specified time has elapsed is executed, and step S221 is executed.
4に進む。 Proceed to 4.
[0235] ステップ S2204:カードリーダ ·ライタ 116に挿入されて!、るメモリーカード MCが書 込み可能な状態か否かを判定する。書込み可能であるときはステップ S2205に進み 、そうでな ヽときはステップ S2213に進む。  [0235] Step S2204: It is determined whether or not the memory card MC inserted in the card reader / writer 116 is in a writable state. If it is writable, the process proceeds to step S2205. If not, the process proceeds to step S2213.
[0236] ステップ S2205 :カードリーダ ·ライタ 116がメモリーカード MCに書込み可能な状態 であることを示す画面処理を実行し、ステップ S2206に進む。 [0237] ステップ S2206 :メモリーカード MCの書き込み可能回数を 1回減じた力否かを判断 する。書き込み可能回数を 1回減じているときは、ステップ S2207に進み、そうでない ときは、ステップ S2210に進む。 Step S2205: A screen process is performed to indicate that the card reader / writer 116 is ready to write to the memory card MC, and the flow proceeds to step S2206. [0237] Step S2206: Determine whether or not the power of the memory card MC has been reduced by one. When the number of writable times is reduced by 1, the process proceeds to step S2207, and otherwise, the process proceeds to step S2210.
[0238] ステップ S2207 :メモリーカード MCの書込み処理を実行し、ステップ S2208に進 む。  [0238] Step S2207: Write the memory card MC and go to Step S2208.
[0239] ステップ S2208 :メモリーカード MCへの書込みを正常に完了した力否かを判断す る。正常に書込めたときは、ステップ S2209に進み、そうでないときはステップ S2211 に進む。  [0239] Step S2208: It is determined whether or not the writing to the memory card MC has been normally completed. If it can be written normally, the process proceeds to step S2209; otherwise, the process proceeds to step S2211.
[0240] ステップ S2209 :メモリーカード MCへの書込みを正常に完了したことを示す画面 処理を実行し、そのまま処理を終了する。  [0240] Step S2209: Screen processing indicating that writing to the memory card MC has been completed normally is executed, and the processing is terminated.
[0241] ステップ S2210 :ステップ S2206で、書込み回数を減じていないと判断したときは、 書込み回数を 1減じ、ステップ S2207〖こ進む。 [0241] Step S2210: If it is determined in step S2206 that the number of writings has not been reduced, the number of writings is reduced by one and step S2207 is proceeded.
[0242] ステップ S2211 :ステップ S2208で、正常な書込みが完了しなかったと判断したと きは、この判断が 5回以上行われた力否かを判断する。 5回以上異常の判断を行った ときは、ステップ S2212に進み、そうでな! /、ときは、ステップ S2513に進む。 [0242] Step S2211: If it is determined in step S2208 that normal writing has not been completed, it is determined whether or not this determination has been made five times or more. If an abnormality is determined five or more times, the process proceeds to step S2212. If not, the process proceeds to step S2513.
[0243] ステップ S2212 :書込みエラーの画面処理を実行する。 [0243] Step S2212: Execute screen processing for write error.
[0244] ステップ S2213 :ステップ S2202で、メモリーカード MCがカードリーダ ·ライタ 116 に挿入されていないと判断し、あるいは、ステップ S2204で、メモリーカード MCが書 込みできないと判断したときは、その旨を示す画面処理を実行し、ステップ S2201に 戻る。  [0244] Step S2213: If it is determined in step S2202 that the memory card MC is not inserted in the card reader / writer 116, or if it is determined in step S2204 that the memory card MC cannot be written, this is indicated. The screen processing shown is executed, and the process returns to step S2201.
[0245] ステップ S2214 :ステップ S2201で、コイン投入からの経過時間が規定時間を超え たと判断されたときは、新規書き込み中のエラー発生力否かを判断する。エラー発生 時には、ステップ S2212に進み、そうでなければそのまま処理を終了する。  Step S2214: When it is determined in step S2201 that the elapsed time since the insertion of the coin has exceeded the specified time, it is determined whether or not an error is generated during new writing. If an error occurs, the process proceeds to step S2212. Otherwise, the process ends.
[0246] [実施例 3]  [Example 3]
図 29は、図 1のゲーム装置 100で実行されるゲームプログラムの実施例 3における 対戦の処理を示すフローチャートである。実施例 3ではゲーム進行中にオブジェクト の選択、変更が可能であり、かつ各オブジェクトに対して適正な体力値を適用し得る [0247] 実施例 3におけるゲーム実行(図 8のステップ S806に対応)の処理は以下の各ステ ップ〖こよって実行される。 FIG. 29 is a flowchart showing a battle process in the third embodiment of the game program executed by the game device 100 of FIG. In Example 3, the object can be selected and changed while the game is in progress, and an appropriate health value can be applied to each object. [0247] The game execution (corresponding to step S806 in Fig. 8) in the third embodiment is executed by the following steps.
[0248] ステップ S2901:まずゲーム実行開始時にゲーム時間の計測を開始し、ステップ S[0248] Step S2901: First, the game time measurement is started at the start of game execution.
2902に進む。 Proceed to 2902.
[0249] ステップ S2902:ゲーム進行中にプレーヤキャラクタ等のオブジェクトを選択する操 作が行われたカゝ否かを判断する。選択の操作はジョイスティック 105A等により行わ れ、バーコードカード BC、メモリーカード MC、をカードリーダ 115、 116に読み込ま せる操作や、システムメモリ 102上のオブジェクトデータの選択等を実行する。選択操 作が行われたときはステップ S2903に進み、そうでないときはステップ S2911に進み そのままゲームを続行する。  Step S2902: It is determined whether or not an operation for selecting an object such as a player character has been performed while the game is in progress. The selection operation is performed by the joystick 105A or the like, and an operation for reading the barcode card BC and the memory card MC into the card readers 115 and 116, selection of object data on the system memory 102, or the like is executed. If the selection operation has been performed, the process proceeds to step S2903; otherwise, the process proceeds to step S2911 and the game is continued as it is.
[0250] ステップ S2903 :選択されたオブジェクトが、現在ゲームで使用されているオブジェ タトと同じもの力否力判断する。現在使用中のオブジェクトであるときはステップ S 291 1に進みそのままゲームを続行する。現在使用中のオブジェクトでな力つたときはステ ップ S 2904に進む。  Step S2903: It is determined whether the selected object is the same as the object currently used in the game. If the object is currently in use, the process proceeds to step S2911, and the game is continued as it is. If the object currently in use is weak, go to step S2904.
[0251] ステップ S2904:選択されたオブジェクトが新規オブジェクトか否かを判断する。す なわちゲーム空間内で選択可能なオブジェクトか、新規なオブジェクトかを判断する 。新規オブジェクトのときはステップ S2905に進み、ゲーム空間内のオブジェクトのと き ίまステップ S2908に進む。  Step S2904: It is determined whether or not the selected object is a new object. In other words, it is determined whether the object is selectable or new in the game space. If it is a new object, the process advances to step S2905, and if the object is in the game space, the process advances to step S2908.
[0252] ステップ S2905 :メモリーカードに記録されたオブジェクトか否か判断する。メモリー カードに記録されたオブジェクトのときはステップ S2906に進み、そうでないときはス テツプ S2907に進む。  Step S2905: It is determined whether or not the object is recorded on a memory card. If the object is recorded on the memory card, the process proceeds to step S2906; otherwise, the process proceeds to step S2907.
[0253] ステップ S2906 :オブジェクトのデータをメモリカード MCから読み込み、コノデータ に基づいて体力値 (パラメータ)を決定する。次にステップ S2910に進む。  Step S2906: The object data is read from the memory card MC, and the physical strength value (parameter) is determined based on the cono data. Next, the process proceeds to step S2910.
[0254] ステップ S2907:オブジェクトのデータ(体力値)の初期値をバーコードカード BCか ら読み込み、ステップ S2910〖こ進む。  [0254] Step S2907: The initial value of the object data (physical fitness value) is read from the barcode card BC, and the process proceeds to step S2910.
[0255] ステップ S2908:選択されたゲーム空間内のオブジェクトのパラーメータ(体力値) が初期値よりも減少しているか否力判断する。ことがある力否かを判断する。体力値 が減少していれば、ステップ S2909に進み、体力値減少がなければステップ S2910 に進む。 Step S2908: It is determined whether or not the parameter (physical strength value) of the object in the selected game space has decreased from the initial value. Judge whether there is any power. If the physical strength value has decreased, the process proceeds to step S2909, and if there is no decrease in physical strength value, step S2910 Proceed to
[0256] ステップ S2909 :ゲーム開始からの時間に基づいて体力値を増加させ、ステップ S 2911に進む。  Step S2909: The physical strength value is increased based on the time from the start of the game, and the process proceeds to step S2911.
[0257] ステップ S2910 :オブジェクトを選択されたものに切り替え、ステップ S2911に進む  [0257] Step S2910: Switch the object to the selected one, and proceed to Step S2911.
[0258] ステップ S2911:図 9のステップ S901と同様に、ゲーム実行中の状況を判断し、判 断結果【こ基づ ヽたステップ S2912a、 S2912b、 S2912c、 · · ·、 S2912n【こ移行す る。 [0258] Step S2911: Similar to step S901 in Fig. 9, the situation during game execution is judged, and the result of the judgment [this step S2912a, S2912b, S2912c, ..., S2912n [transition] .
[0259] ステップ S2912a〜S2912n:ゲームの状況に応じた種々の処理を実行する。  Steps S2912a to S2912n: Various processes according to the game situation are executed.
[0260] ステップ S2913 :図 9のステップ S902と同様〖こ、ゲームが成功の内に完了(ゴール )した力否かを判断する。ゴールしたときはゲーム残り時間に関わりなくゲームクリアと してエンディング顔面を表示し、 1回クリアしたことをメモリーカード MCに記録した上 でゲームを終了する。 Step S2913: Similar to step S902 in FIG. 9, it is determined whether or not the game has been successfully completed (goal). When a goal is reached, the ending face is displayed as a game clear regardless of the remaining time of the game, and the game is terminated after recording that it has been cleared once on the memory card MC.
[0261] ステップ S2914:ステップ S805で計測を開始した、所定のゲーム時間(例えば 5分 )が終了した力否かを判断する。終了したときはそこまでのゲーム進行状況 (マップの 進行状況または現在プレイして 、るマップの ID、オブジェクト OCHの成長パラメータ 等)をメモリーカード MCに記録してゲームを終了し、そうでないときはステップ S290 1に戻る。  [0261] Step S2914: It is determined whether or not the power at the end of a predetermined game time (for example, 5 minutes) started in step S805. When finished, record the game progress up to that point (map progress or ID of the map you are currently playing, object OCH growth parameters, etc.) on the memory card MC and end the game, otherwise Return to step S290-1.
[0262] 以上のように、実施例 3では、ゲーム中に、過去に使用した虫、新たな虫、それまで 使用していた虫等を選択的でき、その体力値が適正に設定されるので、ゲームの多 様性が拡大する。  [0262] As described above, in Example 3, the insects used in the past, new insects, insects used so far, etc. can be selectively selected during the game, and the physical strength value is set appropriately. The diversity of the game will expand.
[0263] また体力等パラメータが減少したオブジェクトにつ 、て、使用して ヽな 、間(休養中 )にパラメータが回復されるので、オブジェクト切替による戦力向上等多様な戦略を採 用し得る。  [0263] Also, objects that have decreased physical strength parameters, etc., can be used for a long time (resting), so parameters can be recovered, so various strategies such as improving the strength by switching objects can be adopted.
[0264] なお、ジョイスティック 105A、 CPU101、システムメモリ 102は協働して、遊戯者の 入力操作に基づいてゲーム開始操作信号を出力する操作手段として機能する。  [0264] Note that the joystick 105A, the CPU 101, and the system memory 102 cooperate to function as operation means for outputting a game start operation signal based on the player's input operation.
[0265] また、 CPU101、システムメモリ 102は協働して、前記操作手段からのゲーム開始 操作信号に基づ 、てゲームを開始させるゲーム開始手段として機能し、前記ゲーム 開始手段によりゲームが開始されたときにゲーム開始力 の経過時間を計時する計 時手段として機能し、前記計時手段により計時された経過時間が所定のゲーム終了 時間に達した力否かを判定するプレイ時間管理手段として機能し、プレイヤーキャラ クタの能力値パラメータを設定するためのプレイヤーキャラクタデータが記録されたプ レイヤーキャラクタデータ記録媒体力 前記プレイヤーキャラクタデータを読み取るプ レイヤーキャラクタデータ読み取り手段として機能し、前記プレイヤーキャラクタに対し て設定されゲームの進行状況に基づいて変動する所定の変動パラメータに関する進 行状況データを、進行状況データ記録媒体から読み出す進行状況データ読み出し 手段として機能し、前記プレイヤーキャラクタデータ読み取り手段から読み取られた プレイヤーキャラクタデータ又は操作手段力ものプレイヤーキャラクタ選択操作信号 によって決定されたプレイヤーキャラクタデータと前記進行状況データとに基づいて 、プレイヤーキャラクタの能力値パラメータを設定するプレイヤーキャラクタ生成手段 として機能し、前記プレイヤーキャラクタと対戦する敵キャラクタの能力値パラメータを 設定する敵キャラクタ生成手段として機能し、前記プレイヤーキャラクタの能力値パラ メータと前記敵キャラクタの能力値パラメータとに基づいて前記プレイヤーキャラクタ 及び前記敵キャラクタの行動を決定する行動決定手段として機能し、前記各キャラク タの行動の結果によって前記プレイヤーキャラクタ又は前記敵キャラクタのいずれか の体力値パラメータが所定の閾値に達した力否かを判定する対戦実行手段として機 能し、該対戦実行手段によりどちらも該所定の閾値に達していないと判定された場合 はどちらかが該所定の閾値に達するまで前記行動決定過程を繰り返し、どちらかが 該所定の閾値に達したと判定された場合は達した側を負けと判定する勝敗判定手段 として機能し、前記対戦制御手段によって決定された勝敗に基づ 、て前記進行状況 データを更新するゲーム進行状況更新手段として機能し、前記プレイ時間管理手段 によりゲーム開始力も所定のプレイ時間が経過したと判定されたとき、前記ゲームを 終了させ、前記進行状況データを前記進行状況データ記録媒体に書き出す進行状 況データ書き出し手段として機能し、ゲーム進行中において前記プレイヤーキャラク タデータ読み取り手段力 読み取られたプレイヤーキャラクタデータ又は操作手段か らのプレイヤーキャラクタ選択操作信号によってキャラクタデータが入力されたとき、 前記入力されたキャラクタデータのパラメータ値と現在のプレイヤーキャラクタのパラ メータ値とを比較して、該入力されたキャラクタが現在ゲーム進行中において使用さ れている現在のプレイヤーキャラクタであるか否かを判定し、当該現在のプレイヤー キャラクタと異なるキャラクタが選択されたと判定した場合、当該現在のプレイヤーキ ャラクタを当該入力されたキャラクタのパラメータ値に入れ換えて、該入力されたキヤ ラクタを新たなプレイヤーキャラクタとするプレイヤーキャラクタ変更手段として機能し 、前記プレイヤーキャラクタ変更手段によりプレイヤーキャラクタが変更された際、変 更されたキャラクタの体力値パラメータに基づいて、ゲーム進行中においてゲーム開 始力 選択操作信号が入力されるまでの間に前記変更されたキャラクタの体力値パ ラメータが前記所定の閾値に近づいている力否かを判定する体力値判定手段として 機能し、前記体力値が所定の閾値に近づいていると判断されたときに、前記計時手 段により計時された経過時間情報に基づいて、前記選択されたキャラクタの体力値 ノ メータを決定する体力値パラメータ決定手段として機能する。 [0265] Further, the CPU 101 and the system memory 102 cooperate to function as game start means for starting a game based on a game start operation signal from the operation means. When the game is started by the starting means, it functions as a time measuring means for measuring the elapsed time of the game starting force, and determines whether or not the elapsed time measured by the time measuring means has reached a predetermined game end time. Playing time management means, player character data recording medium power in which player character data for setting the ability value parameter of the player character is recorded. Functions as player character data reading means for reading the player character data. The player character data reader functions as a progress data reading means for reading from the progress data recording medium the progress data relating to a predetermined fluctuation parameter that is set for the player character and fluctuates based on the game progress. Function as player character generation means for setting a player character's ability value parameter based on the player character data read from the stage or the player character data determined by the player character selection operation signal and the progress status data. And functioning as an enemy character generating means for setting an ability value parameter of an enemy character that competes with the player character, and based on the ability value parameter of the player character and the ability value parameter of the enemy character, It functions as an action determining means for determining the action of the enemy character, and a physical strength value parameter of either the player character or the enemy character is predetermined depending on the result of the action of each character. It functions as a battle execution means for determining whether or not it has reached the threshold value, and when it is determined by the battle execution means that neither of them has reached the predetermined threshold value, either The action determination process is repeated, and when either of them reaches the predetermined threshold value, it functions as a win / loss determination means for determining that the reached side is defeated, based on the win / loss determined by the battle control means, Functioning as a game progress status update means for updating the progress status data, and when the play time management means determines that the game start force has also passed the predetermined play time, the game is terminated, and the progress status data is It functions as a progress status data writing means for writing to the progress status data recording medium, and reads the player character data while the game is in progress. When the character data input by the player character selecting operation signal means force the read player character data or operating means or al, The parameter value of the input character data is compared with the parameter value of the current player character, and it is determined whether or not the input character is the current player character that is currently used during the game. If it is determined that a character different from the current player character has been selected, the current player character is replaced with the parameter value of the input character, and the input character is replaced with a new player character. When the player character is changed by the player character changing means, a game start force selection operation signal is input during the game based on the changed physical strength value parameter of the character. Before When the physical strength value parameter of the changed character functions as physical strength value determining means for determining whether or not the force is approaching the predetermined threshold value, when it is determined that the physical strength value is approaching the predetermined threshold value, It functions as a physical strength value parameter determining means for determining the physical strength value meter of the selected character based on the elapsed time information timed by the time measuring means.
図面の簡単な説明 Brief Description of Drawings
[図 1]本発明に係るゲーム装置の実施例を示す正面図である。(実施例) FIG. 1 is a front view showing an embodiment of a game device according to the present invention. (Example)
[図 2]図 1のゲーム装置を示すブロックである。(実施例) FIG. 2 is a block diagram showing the game apparatus of FIG. (Example)
[図 3]図 1のゲーム装置のゲーム画面の例を示す図である。 (実施例) FIG. 3 is a diagram showing an example of a game screen of the game device of FIG. 1. (Example)
[図 4]図 1のゲーム装置のゲーム画面のさらに他の例を示す図である。 (実施例) [図 5]図 1のゲーム装置のゲーム画面のさらに他の例を示す図である。 (実施例) [図 6]図 1のゲーム装置のゲーム画面のさらに他の例を示す図である。 (実施例) [図 7]図 1のゲーム装置のゲーム画面のさらに他の例を示す図である。 (実施例) [図 8]図 1のゲーム装置で実行されるゲームプログラムの実施例 1の全体の流れを示 すフローチャートである。(実施例 1) FIG. 4 is a view showing still another example of the game screen of the game device of FIG. 1. (Example) [FIG. 5] A diagram showing still another example of the game screen of the game apparatus of FIG. (Example) FIG. 6 is a diagram showing still another example of the game screen of the game apparatus of FIG. 1. (Example) [FIG. 7] FIG. 7 is a view showing still another example of the game screen of the game apparatus of FIG. (Example) [FIG. 8] A flow chart showing the overall flow of Example 1 of the game program executed by the game device of FIG. (Example 1)
[図 9]図 8のゲーム実行の処理を示すフローチャートである。(実施例 1)  FIG. 9 is a flowchart showing a game execution process of FIG. 8. (Example 1)
[図 10]図 9の移動等の処理の例を示すフローチャートである。 (実施例 1) FIG. 10 is a flowchart showing an example of processing such as movement in FIG. (Example 1)
[図 11]図 9の対戦の処理の例を示すフローチャートである。 (実施例 1) FIG. 11 is a flowchart showing an example of the battle process of FIG. 9. (Example 1)
[図 12]図 9のミツ出現の処理の例を示すフローチャートである。(実施例 1) FIG. 12 is a flowchart showing an example of a honey appearance process of FIG. (Example 1)
[図 13]図 10の虫交換の処理の例を示すフローチャートである。 (実施例 1) [図 14]図 10のオプションカードの処理の例を示すフローチャートである。(実施例 1)13 is a flowchart showing an example of the insect exchange process of FIG. (Example 1) FIG. 14 is a flowchart showing an example of processing of the option card of FIG. (Example 1)
[図 15]図 11の勝敗判定の処理の例を示すフローチャートである。 (実施例 1) FIG. 15 is a flowchart showing an example of the win / loss determination process of FIG. 11. (Example 1)
[図 16]図 15の勝率の変化の例を示すグラフである。 (実施例 1)  FIG. 16 is a graph showing an example of a change in win rate in FIG. (Example 1)
[図 17]図 1のゲーム装置で実行されるゲームプログラムの実施例 2の全体の流れを示 すフローチャートである。(実施例 2)  FIG. 17 is a flowchart showing an overall flow of a second embodiment of the game program executed by the game device of FIG. 1. (Example 2)
[図 18]図 17のアドバタイズの処理の例を示すフローチャートである。 (実施例 2) [図 19]図 17のメモリ一カード読込みの処理の例を示すフローチャートである。(実施 例 2)  FIG. 18 is a flowchart showing an example of the advertising process of FIG. (Embodiment 2) [FIG. 19] A flowchart showing an example of processing for reading a memory card of FIG. (Example 2)
[図 20]図 17のプレイ選択の処理の例を示すフローチャートである。(実施例 2)  FIG. 20 is a flowchart showing an example of the play selection process of FIG. (Example 2)
[図 21]図 17の初回起動時チェックの処理の例を示すフローチャートである。(実施例 FIG. 21 is a flowchart showing an example of the initial startup check process of FIG. (Example
2) 2)
[図 22]図 28のメモリーカード書き込みの処理の例を示すフローチャートである。(実施 例 2)  FIG. 22 is a flowchart showing an example of the memory card writing process of FIG. 28. (Example 2)
[図 23]図 20のメモリーカード引継ぎ手続の処理の例を示すフローチャートである。 ( 実施例 2)  FIG. 23 is a flowchart showing an example of processing of the memory card takeover procedure of FIG. (Example 2)
[図 24]図 17のゲームの処理の例を示すフローチャートである。(実施例 2)  FIG. 24 is a flowchart showing an example of processing of the game in FIG. (Example 2)
[図 25]図 23のメモリーカード引継ぎ処理の例を示すフローチャートである。(実施例 2 FIG. 25 is a flowchart showing an example of the memory card takeover process of FIG. (Example 2
) )
[図 26]図 20のメモリーカード 1枚払出しの処理の例を示すフローチャートである。(実 施例 2)  FIG. 26 is a flowchart showing an example of processing for paying out one memory card in FIG. 20; (Example 2)
[図 27]図 20のオプションカード 1枚払出しの処理の例を示すフローチャートである。 ( 実施例 2)  FIG. 27 is a flowchart showing an example of processing for paying out one option card in FIG. (Example 2)
[図 28]図 17のゲームオーバーの処理の例を示すフローチャートである。(実施例 2) [図 29]図 1のゲーム装置で実行されるゲームプログラムの実施例 3のゲーム実行の処 理の例を示すフローチャートである。(実施例 3)  FIG. 28 is a flowchart showing an example of the game over process of FIG. (Embodiment 2) FIG. 29 is a flowchart showing an example of game execution processing of Embodiment 3 of the game program executed by the game apparatus of FIG. (Example 3)
符号の説明 Explanation of symbols
101 CPU  101 CPU
102 システムメモリ 105A ジョイスティック 102 System memory 105A Joystick
115 カードリーダ 115 card reader
116 カードリーダ'ライタ 116 Card reader / writer
117 画像生成手段 117 Image generation means
BC バーコードカード (書換不能記憶媒体) MC メモリーカード (書換可能記憶媒体)  BC Bar code card (non-rewritable storage medium) MC memory card (rewritable storage medium)

Claims

請求の範囲 The scope of the claims
[1] オブジェクトのデータが記録された書換不能な記憶媒体を読み取り得る読取手段と、 前記オブジェクトのパラメータを記録し得る書換可能な記憶媒体に対する読書きを 行う読書手段と、  [1] Reading means capable of reading a non-rewritable storage medium in which object data is recorded; Reading means for reading from and writing to a rewritable storage medium capable of recording the object parameters;
前記オブジェクトを生成するオブジェクト生成手段と、  Object generating means for generating the object;
前記表示手段に表示された前記オブジェクトを動作させるオブジェクト操作手段と、 前記オブジェクトと対戦する敵オブジェクトを生成する敵オブジェクト生成手段と、 前記オブジェクトのデータと前記パラメータと所定の偶然の要素とに基づいて、前 記オブジェクトと前記敵オブジェクトとの対戦の結果を判断する対戦結果判断手段と 前記対戦結果に対応して、前記書換可能な記憶媒体に記録されたパラメータを変 更するパラメータ変更手段と、  Based on object operating means for operating the object displayed on the display means, enemy object generating means for generating an enemy object to fight against the object, data of the object, the parameter, and a predetermined chance element A battle result judging means for judging a result of a battle between the object and the enemy object; a parameter changing means for changing a parameter recorded in the rewritable storage medium in accordance with the battle result;
を備えたゲーム装置。  A game device comprising:
[2] 前記読取手段が新たな記憶媒体を読み取ったときに、前記オブジェクトを新たな記 憶媒体のデータに対応したオブジェクトに変更するオブジェクト変更手段をさらに備 えたことを特徴とするゲーム装置。  [2] A game apparatus, further comprising object changing means for changing the object to an object corresponding to data of the new storage medium when the reading means reads a new storage medium.
[3] 前記パラメータが所定値以下になったオブジェクトを機能停止するオブジェクト停止 手段と、  [3] Object stopping means for stopping the function of the object whose parameter is equal to or less than a predetermined value;
前記オブジェクトの機能停止から時間計測し、所定時間経過後に、オブジェクトの 機能が回復するように前記パラメータを回復させる、オブジェクト回復手段と、 をさらに備えたことを特徴とするゲーム装置。  A game apparatus, further comprising: an object recovery unit that measures time from the stop of the function of the object and recovers the parameter so that the function of the object is recovered after a predetermined time has elapsed.
[4] 遊戯者の入力操作に基づ!ヽて操作信号を出力する操作手段と、 [4] Based on player input operations! An operation means for outputting an operation signal in a rush;
前記操作手段力ものゲーム開始操作信号に基づいてゲームを開始させるゲーム開 始手段、  Game start means for starting a game based on the game start operation signal having the above-mentioned operation means power;
前記ゲーム開始手段によりゲームが開始されたときにゲーム開始力 の経過時間を 計時する計時手段と、  Timing means for timing the elapsed time of the game starting force when the game is started by the game starting means;
前記計時手段により計時された経過時間が所定のゲーム終了時間に達した力否か を判定するプレイ時間管理手段と、 プレイヤーキャラクタの能力値パラメータを設定するためのプレイヤーキャラクタデ ータが記録されたプレイヤーキャラクタデータ記録媒体力 前記プレイヤーキャラクタ データを読み取るプレイヤーキャラクタデータ読み取り手段と、 Play time management means for determining whether the elapsed time measured by the time measuring means has reached a predetermined game end time; Player character data recording medium strength in which player character data for setting the ability value parameter of the player character is recorded, player character data reading means for reading the player character data,
前記プレイヤーキャラクタに対して設定されゲームの進行状況に基づいて変動する 所定の変動パラメータに関する進行状況データを、進行状況データ記録媒体から読 み出す進行状況データ読み出し手段と、  Progress data reading means for reading progress data relating to a predetermined change parameter set for the player character and changing based on the progress of the game from the progress data recording medium;
前記プレイヤーキャラクタデータ読み取り手段力 読み取られたプレイヤーキャラク タデータ又は操作手段からのプレイヤーキャラクタ選択操作信号によって決定された プレイヤーキャラクタデータと前記進行状況データとに基づ 、て、プレイヤーキャラク タの能力値パラメータを設定するプレイヤーキャラクタ生成手段と、  The player character data reading means power Based on the read player character data or the player character data determined by the player character selection operation signal from the operating means and the progress status data, the player character ability value parameter is calculated. Player character generation means to be set;
前記プレイヤーキャラクタと対戦する敵キャラクタの能力値パラメータを設定する敵 キャラクタ生成手段と、  An enemy character generating means for setting an ability value parameter of an enemy character to play against the player character;
前記プレイヤーキャラクタの能力値パラメータと前記敵キャラクタの能力値パラメ一 タとに基づいて前記プレイヤーキャラクタ及び前記敵キャラクタの行動を決定する行 動決定手段と、  Action determining means for determining actions of the player character and the enemy character based on the ability value parameter of the player character and the ability value parameter of the enemy character;
前記各キャラクタの行動の結果によって前記プレイヤーキャラクタ又は前記敵キャラ クタのいずれかの体力値パラメータが所定の閾値に達した力否かを判定する対戦実 行手段、  A battle execution means for determining whether the strength value parameter of either the player character or the enemy character has reached a predetermined threshold according to the result of the action of each character;
該対戦実行手段によりどちらも該所定の閾値に達していないと判定された場合はど ちらかが該所定の閾値に達するまで前記行動決定過程を繰り返し、どちらかが該所 定の閾値に達したと判定された場合は達した側を負けと判定する勝敗判定手段と、 前記対戦制御手段によって決定された勝敗に基づいて前記進行状況データを更 新するゲーム進行状況更新手段と、 If it is determined by the battle execution means that neither of them has reached the predetermined threshold value, the action determination process is repeated until either of them reaches the predetermined threshold value, and either of them has reached the predetermined threshold value. A winning / losing determining means for determining that the side that has been reached is lost, a game progress updating means for updating the progress data based on the winning / losing determined by the battle control means,
前記プレイ時間管理手段によりゲーム開始力 所定のプレイ時間が経過したと判定 されたとき、前記ゲームを終了させ、前記進行状況データを前記進行状況データ記 録媒体に書き出す進行状況データ書き出し手段と、  Progress status data writing means for ending the game and writing the progress status data to the progress status data recording medium when it is determined by the play time management means that the game start power predetermined play time has elapsed;
を有する事を特徴とするゲーム装置。  The game device characterized by having.
請求項 4記載のゲーム装置であって、 ゲーム進行中にぉ 、て前記プレイヤーキャラクタデータ読み取り手段力 読み取ら れたプレイヤーキャラクタデータ又は操作手段からのプレイヤーキャラクタ選択操作 信号によってキャラクタデータが入力されたとき、前記入力されたキャラクタデータの パラメータ値と現在のプレイヤーキャラクタのパラメータ値とを比較して、該入力され たキャラクタが現在ゲーム進行中にぉ 、て使用されて 、る現在のプレイヤーキャラク タである力否かを判定し、当該現在のプレイヤーキャラクタと異なるキャラクタが選択 されたと判定した場合、当該現在のプレイヤーキャラクタを当該入力されたキャラクタ のパラメータ値に入れ換えて、該入力されたキャラクタを新たなプレイヤーキャラクタ とするプレイヤーキャラクタ変更手段と、 The game device according to claim 4, wherein While the game is in progress, when the character data is input by the player character data read by the player character data or the player character selection operation signal from the operation means, the parameter value of the input character data and the current Is compared with the parameter value of the player character, and it is determined whether or not the input character is a current player character that is used while the game is in progress. A player character changing means that replaces the current player character with the parameter value of the input character and makes the input character a new player character,
前記プレイヤーキャラクタ変更手段によりプレイヤーキャラクタが変更された際、変 更されたキャラクタの体力値パラメータに基づいて、ゲーム進行中においてゲーム開 始力 選択操作信号が入力されるまでの間に前記変更されたキャラクタの体力値パ ラメータが前記所定の閾値に近づいている力否かを判定する体力値判定手段と、 前記体力値が所定の閾値に近づ 、て 、ると判断されたときに、前記計時手段により 計時された経過時間情報に基づ 、て、前記選択されたキャラクタの体力値パラメータ を決定する体力値パラメータ決定手段と、  When the player character is changed by the player character changing means, the change is made until the game start force selection operation signal is inputted during the game based on the changed physical strength value parameter of the character. Physical strength value determining means for determining whether or not the physical strength value parameter of the character is approaching the predetermined threshold; and when the physical strength value is determined to approach the predetermined threshold, Physical strength value parameter determining means for determining the physical strength value parameter of the selected character based on the elapsed time information timed by the means;
を更に有することを特徴とするゲーム装置。  A game apparatus further comprising:
オブジェクトのデータが記録された書換不能な記憶媒体を読み取り得る読取ステップ と、 A reading step capable of reading a non-rewritable storage medium on which the object data is recorded;
前記オブジェクトのパラメータを記録し得る書換可能な記憶媒体に対する読書きを 行う読書ステップと、  A reading step for reading from and writing to a rewritable storage medium capable of recording the parameters of the object;
前記オブジェクトを生成するオブジェクト生成ステップと。  An object generation step for generating the object;
前記表示手段に表示された前記オブジェクトを動作させるオブジェクト操作ステップ と、  An object operation step of operating the object displayed on the display means;
前記オブジェクトと対戦する敵オブジェクトを生成する敵オブジェクトステップと、 前記オブジェクトのデータと前記パラメータと所定の偶然の要素とに基づいて、前 記オブジェクトと前記敵オブジェクトとの対戦の結果を判断する対戦結果判断ステツ プと、 前記対戦結果に対応して、前記書換可能な記憶媒体に記録されたパラメータを変 更するパラメータ変更ステップと、 An enemy object step for generating an enemy object that competes with the object; and a battle result for determining a result of the battle between the object and the enemy object based on the data of the object, the parameter, and a predetermined coincidence element Judgment step and A parameter changing step for changing a parameter recorded in the rewritable storage medium in response to the battle result;
を備えたゲームプログラム。  A game program with
請求項 6記載のゲームプログラムが記憶されたコンピュータ読み取り可能な記憶媒体 A computer-readable storage medium storing the game program according to claim 6.
PCT/JP2006/309016 2005-04-28 2006-04-28 Game device and game program WO2006118264A1 (en)

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