WO2007145042A1 - ゲームプログラム、ゲーム装置及びゲーム方法 - Google Patents
ゲームプログラム、ゲーム装置及びゲーム方法 Download PDFInfo
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- WO2007145042A1 WO2007145042A1 PCT/JP2007/059739 JP2007059739W WO2007145042A1 WO 2007145042 A1 WO2007145042 A1 WO 2007145042A1 JP 2007059739 W JP2007059739 W JP 2007059739W WO 2007145042 A1 WO2007145042 A1 WO 2007145042A1
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Classifications
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- A63F13/10—
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q50/00—Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
- G06Q50/10—Services
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/825—Fostering virtual characters
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/47—Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/65—Methods for processing data by generating or executing the game program for computing the condition of a game character
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8011—Ball
Definitions
- the present invention relates to a game program, and more particularly to a game program for causing a computer to implement a game for cultivating a game character operated by a player.
- the present invention also relates to a game device and a game method realized by the game program.
- Non-Patent Document 1 a video game, for example, a baseball game, in which a player character displayed on a monitor is operated to perform a competition.
- the player can select one baseball team to which each player character belongs, and can play against other players or computers that have selected other baseball teams (for example, Non-Patent Document 1).
- a player selects one player character and trains a player character by performing practice events and other events that increase or decrease various ability value parameters related to the player character.
- the game is known.
- Such a breeding game is a game in which various ability value parameters related to the player character selected by the player are increased, and the ability value parameter is high, and the aim is to train a professional field player who is a player character.
- various practice events are performed in order to increase the ability value parameters of the pitcher character such as ball speed, control, and stamina.
- practice events such as stamina practice, throwing practice, change ball practice, defensive practice, mental practice, etc., and the ability value parameter of the player character increases according to each practice event!
- the condition for clearing the game is that one player character selected by the player is a baseball player. If one player character is a professional baseball player and clears the game, the player will add another player character. Select and train the player character first.
- Non-Patent Document 1 Live Powerful Pro Baseball 11 Official Guide Complete Edition, Japan, Konami Media Entertainment, September 16, 2004
- An object of the present invention is to increase the interest of a game in a game program and to allow the player to play the game over and over.
- a game program according to claim 1 is a program for causing a computer capable of realizing a game for cultivating a game character operated by a player to realize the following functions.
- a belonging group determination function for determining a belonging group to which a game character belongs.
- the initial belonging group variable is set for the first game, the second and subsequent times.
- a group variable determination function that determines the group variable determined in the previous game in the case of the previous game.
- a belonging group variable changing function for changing the belonging group variable in accordance with a result of a predetermined event for a game character in the belonging group.
- the belonging group to which the game character belongs is determined by the belonging group determination function.
- the affiliation group variable determination function the affiliation group variable that represents the degree of influence that accompanies the affiliation group and affects the development of game characters belonging to the affiliation group. Power For the second and subsequent games, the previous game
- the belonging group variable determined in is determined.
- the belonging group variable changing function the belonging group variable is changed according to the result of a predetermined event for the game character in the belonging group.
- the belonging group to which the game character belongs is determined by the belonging group determination function.
- the belonging group determination function determines the belonging group to which the game character belongs.
- the game character is a player character selected by a player such as a pitcher character or a batter character.
- the affiliated group to which the game character belongs is a group to which player characters such as the region, prefecture, school, and team to which the player character selected by the player belongs belong.
- the prefecture where the player character that is the game character belongs is determined to be, for example, Osaka.
- the belonging group variable that represents the degree of influence that affects the development of game characters belonging to the belonging group in association with the belonging group is set to the initial state at the time of the first game.
- affiliated group variable power For the second and subsequent games, the assigned group variable determined in the previous game is determined.
- the belonging group variable that represents the degree of influence that affects the development of game characters belonging to the belonging group accompanying the belonging group is the initial belonging group variable for the first game.
- the group variable determined in the previous game is determined.
- the affiliation loop variable is a parameter that represents the degree of influence that the affiliation group has on the game characters belonging to the affiliation group, and is, for example, an enthusiastic rank parameter that affects player characters belonging to the prefecture.
- the belonging group variable changing function changes the belonging group variable in accordance with a result of a predetermined event for the game character in the belonging group.
- the affiliation group variable changing function the affiliation group variable is changed according to the result of a predetermined event for the game character in the affiliation group.
- the result of a predetermined event for a game character in an affiliated drape is, for example, the winner of the team to which the player character belongs at a Koshien event where the player character was appointed as a professional baseball player at a draft conference event.
- this is a result of a predetermined event in which a game is cleared, for example, that a player character is nominated and becomes a professional baseball player at an event of a draft meeting.
- the enthusiasm rank parameter which belongs to the group variable, is increased by 1 point, resulting in enthusiasm.
- Enthusiasm rank parameter increases by 2 points
- the thermal madness rank parameter which is a group variable, is changed according to the result of a predetermined event for the selected character.
- the affiliation group determination function determines the affiliation group to which the game character belongs, the affiliation group variable determination function determines the affiliation group variable, and the affiliation group variable change function determines the belonging group variable.
- the group variable is changed according to the result of the predetermined event for the game character.
- the affiliated group determination function determines the prefecture to which the player character belongs, and the affiliated group variable determination function determines the prefecture's enthusiasm level.
- the affiliation group variable change function changes the prefectural enthusiasm rank parameter according to the result of a predetermined event for the player character.
- a group belonging to prefectures and group variables such as enthusiasm rank parameters are newly introduced, and a player event is designated as a professional baseball player at a draft meeting event.
- group variables such as enthusiasm rank parameters increase.
- enthusiasm rank parameters increase.
- a player character is appointed to become a professional baseball player.
- one player character is made a professional baseball player.
- the enthusiasm rank parameter of the selected prefecture increases.
- the enthusiasm rank parameter is a parameter that represents the degree of influence the prefecture has on the player characters belonging to the prefecture, so if the enthusiasm rank parameter of the selected prefecture increases, the prefecture
- the degree of influence on the player character belonging to is increased, so that it becomes possible for the player to obtain an environment in which it is easier to train the player character than in the previous game. Therefore, for example, if the player has cleared the previous game, for example, if the enthusiasm rank parameter is increased, the player can get a benefit. Therefore, the player has cleared the previous game as before. This eliminates the need to train player characters from the beginning in the same environment as the previous game, and enhances the fun of the game.
- the player increases the enthusiasm rank parameter of each prefecture, and for example, a player character that newly enters the team in the following fiscal year is played in a better environment created by the player. Since the purpose of the game can be obtained, it is possible to provide a game that allows the player to continue to build a better environment for the player character, that is, allow the player to play repeatedly.
- a game program according to claim 2 is a program for causing the computer to further realize the following functions in the game program according to claim 1.
- a belonging group event result determination function for determining a result of a predetermined event for a game character in the belonging group according to the belonging group variable.
- a group event result determination machine In the performance, the result of a predetermined event for the game character in the group is determined according to the group variable.
- the result of the predetermined event for the game character in the belonging group is, for example, the result that the characteristic relating to the prefecture, the team, or the characteristic relating to the player character fluctuates due to the event relating to the prefecture in which the belonging group belongs.
- the result of a given event is determined according to the enthusiastic rank index, which is a group variable, that is, the rate of change of characteristics related to prefectures, teams, and player characters according to the enthusiastic rank index.
- the rate of change in the prefectural and team characteristics and the player character characteristics is greatly changed to increase the enthusiasm rank parameter of each prefecture.
- the purpose can be made clearer, which allows the player to play the game over and over.
- the game program according to claim 3 is the game program according to claim 2, wherein the belonging group event result determination function has a variation rate of a predetermined characteristic relating to the game character in accordance with the belonging group variable.
- This is a function for determining the result of a predetermined event for game characters in the group to which the group belongs.
- the rate of change of the characteristics related to the player character varies according to the enthusiastic rank parameter that is the affiliation group variable, so for example, depending on the magnitude of the enthusiastic rank parameter for events related to the prefecture that is the affiliation group
- it is possible to change the fluctuation ratio of the characteristics related to the player character such as the ability value parameter of the player character.
- the player can play the game over and over by changing the variation rate of the characteristics related to the player character more greatly.
- the game program according to claim 4 is the game program according to any one of claims 1 to 3, wherein the affiliation group determination function is a function of selecting an affiliation group to which a plurality of medium game characters belong. It is.
- the player can select any affiliation group among the affiliations of multiple affiliation groups, so think about the player! Select an affiliation group such as a prefecture or team that contains a case, It is possible to obtain an environment that facilitates the development of player characters by selecting groups belonging to prefectures or teams with large enthusiasm rank parameters as variables.
- a game program according to claim 5 is a program for causing the computer to further realize the following functions in the game program according to claim 4.
- a related affiliation group event result determination function for determining a result of a predetermined event for a game character in the affiliation group according to the affiliation group variable.
- the related affiliation group determination function determines a related affiliation group related to the affiliation group to which the game character belongs from among a plurality of affiliation groups.
- the related affiliation group event result determination function a result of a predetermined event for a game character in the related affiliation group is determined according to the affiliation group variable.
- the related group related to the group to which the game character belongs is a group satisfying a predetermined condition related to the group to which the game character belongs. For example, the group to the prefecture to which the game character belongs. Adjacent prefectures.
- the result of a predetermined event for the game character in the related group is determined according to the enthusiasm rank parameter that is the group variable of the prefecture to which the game character belongs.
- the probability value that generates an event can be changed, and the influence value that acts on the player character according to a predetermined event in the related affiliation group can be changed according to the enthusiastic rank parameter, further enhancing the fun of the game Can do.
- a game program according to claim 6 is a program for causing the computer to further realize the following functions in the game program according to claim 4.
- a related affiliation group determination function for determining a related affiliation group related to the affiliation group to which the game character belongs from among a plurality of affiliation groups.
- a related affiliation dull that determines a related affiliation group variable that represents the degree of influence that affects the development of game characters belonging to the related affiliation group in association with the related affiliation group Loop variable determination function.
- a related affiliation group event result determination function for determining a result of a predetermined event for a game character in a related affiliation group according to a related affiliation group variable
- the related affiliation group determination function determines a related affiliation group related to the affiliation group to which the game character belongs from among a plurality of affiliation groups.
- a related group variable that represents the degree of influence that affects the development of game characters belonging to the related group accompanying the related group is determined.
- the related affiliation group event result determination function the result of a predetermined event for the game character in the related affiliation group is determined according to the related affiliation group variable.
- the related affiliation group variable is a parameter representing the degree of influence of the related affiliation group on the game characters belonging to the related affiliation group, and is a parameter different from the affiliation group variable of the affiliation group to which the player character belongs.
- the result of a predetermined event for the game character in the affiliated group is determined according to the enthusiasm rank parameter of the neighboring prefecture, which is the affiliated group variable of the prefecture where the game character belongs and the neighboring prefecture. Therefore, the influence value acting on the player character by a predetermined event in the related affiliation group can be changed according to the enthusiasm rank parameter of the adjacent prefecture, and the fun of the game can be further enhanced.
- the game program according to claim 7 is the game program according to any one of claims 1 to 6, wherein the belonging group variable determining function is configured to change the belonging group variable changed by the belonging group variable changing function of the previous game.
- This function determines the group variable of the game.
- the group variable of the previous game is determined as the group variable of the game, for example, the player selects the prefecture where the enthusiasm rank parameter, which is the group variable of the previous game, has increased. It is easy to cultivate characters, and an environment can be obtained. This allows the player to play the game many times.
- the game device is a game character operated by the player. It is a game device that realizes a game to be trained.
- This game device includes a belonging group determining means, a belonging group variable determining means, and a belonging group variable changing means.
- the belonging group determination means the belonging group to which the game character belongs is determined.
- the belonging group variable that indicates the degree of influence that affects the development of game characters belonging to the belonging group in association with the belonging group by means of the belonging group variable determining means.
- the group variable determined in the previous game is determined
- the affiliation group variable changing means the affiliation group variable is changed in accordance with the result of a predetermined event for the game character in the affiliation group.
- a game method is a game method for realizing a game for nurturing a game character operated by a player.
- This game method includes a belonging group determining step, a belonging group variable determining step, and a belonging group variable changing step.
- the belonging group determination step the belonging group to which the game character belongs is determined.
- the affiliation group variable determination step the affiliation group variable that represents the degree of influence that affects the development of game characters belonging to the affiliation group in association with the affiliation group.
- the group variable determined in the previous game is determined.
- the affiliation group variable changing step the affiliation group variable is changed according to the result of a predetermined event for the game character in the affiliation group.
- FIG. 1 is a basic configuration diagram of a video game apparatus according to an embodiment of the present invention.
- FIG. 2 is a functional block diagram of the video game apparatus.
- FIG. 3 Television monitor diagram showing the area selection screen.
- FIG.5 Television monitor diagram showing the event start display screen when an event in Osaka Prefecture that eats takoyaki occurs.
- FIG. 7 is a television monitor diagram showing an event result display screen when an event in Osaka Prefecture occurs when the enthusiastic rank parameter is assumed to be fever.
- FIG. 10 is a television monitor diagram showing an event result display screen when the Wakayama Prefecture event occurs when the enthusiasm rank parameter is normal.
- FIG. 11 is a television monitor diagram showing an event result display screen when the Wakayama Prefecture event occurs when the enthusiasm rank parameter is assumed to be fever.
- FIG. 13 is a flowchart for explaining parameter variation processing that acts on a player character for various events in a baseball game.
- FIG.14 Television monitor diagram showing the event start display screen when an event in Osaka Prefecture where the budget increases is generated.
- FIG. 15 is a flowchart for explaining parameter variation processing that acts on a group to which various events occur in a baseball game.
- FIG. 16 is a television monitor diagram showing the region selection screen when the enthusiasm rank parameter rises to the fever.
- FIG. 18 is a television monitor diagram showing the region selection screen when the enthusiasm rank parameter rises to a large fever.
- FIG. 1 shows a basic configuration of a game device according to an embodiment of the present invention.
- a home video game apparatus will be described as an example of the video game apparatus.
- the home video game apparatus includes a home game machine body and a home television.
- the home game machine main body can be loaded with the recording medium 10, and the game data is read as appropriate for the recording medium 10 to execute the game.
- the content of the game executed in this way is displayed on the home television.
- the game system of the home video game apparatus includes a control unit 1, a storage unit 2, an image display unit 3, an audio output unit 4, and an operation input unit 5, each of which uses a bus 6. Connected through.
- This bus 6 includes an address bus, a data bus, and a control bus.
- the control unit 1, the storage unit 2, the audio output unit 4, and the operation input unit 5 are included in the home video game machine main body of the home video game device, and the image display unit 3 is included in the home television. I'm going to talk.
- the control unit 1 is provided mainly for controlling the progress of the entire game based on the game program.
- the control unit 1 includes, for example, a CPU 7 (Central Processing Unit), a signal processor 8, and an image processor 9.
- the CPU 7, the signal processor 8 and the image processor 9 are connected to each other via the bus 6.
- the CPU 7 interprets instructions from the game program and performs various data processing and control.
- the CPU 7 instructs the signal processor 8 to supply image data to the image processor.
- the signal processor 8 mainly performs calculations in a three-dimensional space, position conversion calculation from a three-dimensional space to a pseudo three-dimensional space, light source calculation processing, and image and sound data generation and processing processing. It is carried out.
- the image processor 9 is mainly based on the calculation results and processing results of the signal processor 8. Write the image data to be drawn into RAM 12!
- the storage unit 2 is provided mainly for storing program data, various data used for the program data, and the like.
- the storage unit 2 includes, for example, a recording medium 10, an interface circuit 11, and a RAM 12 (Random Access Memory).
- An interface circuit 11 is connected to the recording medium 10.
- the interface circuit 11 and the RAM 12 are connected via the bus 6.
- the recording medium 10 is used to record operation system program data, image data, audio data, and various game data.
- the recording medium 10 is, for example, a ROM (Read Only Memory) cassette, an optical disk, a flexible disk, or the like, and stores operating system program data, game data, and the like.
- the recording medium 10 also includes a card-type memory, and this force-type memory is mainly used for storing various game parameters at the time of interruption when the game is interrupted.
- the RAM 12 is used for temporarily storing various data read from the recording medium 10 and for temporarily recording the processing results from the control unit 1. This RAM 12 stores various data and address data indicating the storage location of the various data,
- the image display unit 3 is provided mainly for outputting image data written in the RAM 12 by the image processor 9 or image data read from the recording medium 10 as an image.
- the image display unit 3 includes, for example, a television monitor 20, an interface circuit 21, and a D / A converter 22 (Digital-To-Analog converter).
- a DZ A converter 22 is connected to the television monitor 20, and an interface circuit 21 is connected to the D / A converter 22.
- the bus 6 is connected to the interface circuit 21.
- the image data is supplied to the DZA converter 22 via the interface circuit 21 and is converted into an analog image signal here. Then, the analog image signal is output as an image to the television monitor 20.
- the image data includes, for example, polygon data and texture data.
- Polygon data is the coordinate data of vertices constituting a polygon.
- the texture data is used to set a texture on the polygon, and consists of texture instruction data and texture color data.
- the texture instruction data is data for associating polygons and textures
- the texture color data is data for designating the texture color.
- polygon address data and texture address data indicating the storage position of each data are associated with the polygon data and the texture data.
- the signal processor 8 uses the polygon data (3D polygon data) in the 3D space indicated by the polygon address data, based on the movement amount data and rotation amount data of the screen itself (viewpoint).
- the audio output unit 4 is provided mainly for outputting audio data read from the recording medium 10 as audio.
- the audio output unit 4 includes, for example, a speaker 13, an amplifier circuit 14, a DZA converter 15, and an interface circuit 16.
- An amplifying circuit 14 is connected to the spin 13
- a DZA converter 15 is connected to the amplifying circuit 14, and an interface circuit 16 is connected to the DZA converter 15.
- the bus 6 is connected to the interface circuit 16.
- the signal is supplied to the D / A converter 15 through the audio data interface circuit 16 and converted into an analog audio signal.
- This analog audio signal is amplified by the amplifier circuit 14 and output from the speaker 13 as audio.
- Audio data includes, for example, ADPCM (Adaptive Differential Pulse Code Modulation) data and PCM (Pulse Code Modulation) data.
- ADPCM data sound can be output from the speaker 13 by the same processing method as described above.
- PCM data by converting the PCM data into ADPCM data in the RAM 12, the sound can be output from the speaker 13 by the same processing method as described above.
- the operation input unit 5 mainly includes a controller 17, an operation information interface circuit 18, and Interface circuit 19.
- An operation information interface circuit 18 is connected to the controller 17, and an interface circuit 19 is connected to the operation information interface circuit 18.
- the bus 6 is connected to the interface circuit 19.
- the controller 17 is an operation device used by the player to input various operation commands, and sends an operation signal corresponding to the operation of the player to the CPU 7.
- ⁇ 1st button 17a ⁇ 2nd button 17b ⁇ 3rd button 17c ⁇ 4th button 17d, Up key 17U, Down key 17D, Left key 17L, Right key 17R, L1 button 17L1, L2 Button 17 L2, R1 button 17R1, R2 button 17R2, start button 17e, select button 17f, left stick 17SL and right stick 17SR are provided.
- Up arrow key 17U, down arrow key 17D, left arrow key 17L, and right arrow key 17R give CPU 7 a command to move a character or cursor up, down, left, or right on the screen of television monitor 20. Used for.
- the start button 17e is used when instructing the CPU 7 to load a game program from the recording medium 10.
- the select button 17f is used when the CPU 7 is instructed to select various types of game programs loaded from the recording medium 10.
- the left stick 17SL and the right stick 17SR are stick-type controllers having almost the same configuration as a so-called joystick.
- This stick type controller has an upright stick.
- This stick is designed to tilt up to 360 ° including the front, back, left and right with the fulcrum as the center.
- the left stick 17SL and right stick 17SR have the operation information interface circuit 18 and interface circuit 19 using the X and y coordinate values with the upright position as the origin, as operation signals, according to the tilt direction and tilt angle of the stick. And send it to CPU7.
- the first button 17a ?? second button 17b ?? third button 17c ?? fourth button 17d, L1 button 17L1, L2 button 17L2, R1 button 17R1 and R2 button 17R2 have a game program loaded from the recording medium 10.
- Various functions are allocated depending on the situation.
- each button and controller of the controller 17 excluding the left stick 17SL and the right stick 17SR.
- Each key is turned on when the neutral position force is pressed by the external pressing force, and becomes an on / off switch that returns to the neutral position and is turned off when the pressing force is released!
- image data In the case of image data, based on a command from the CPU 7, first, the position of the character in the signal processor 8 force three-dimensional space, light source calculation, and the like are performed. Next, the image processor 9 performs a process of writing image data to be drawn into the RAM 12 based on the calculation result of the signal processor 8. Then, the image data is written to the RAM 12 and supplied to the DZA converter 22 via the interface circuit 21. Here, the image data is converted into an analog video signal by the DZA converter 22. The image data is supplied to the television monitor 20 and displayed as an image.
- the signal processor 8 In the case of audio data, first, the signal processor 8 generates and processes audio data based on commands from the CPU 7. Here, processing such as pitch conversion, noise addition, envelope setting, level setting, and reverb addition is performed on the audio data. Next, the audio data is output from the signal processor 8 and supplied to the DZA converter 15 via the interface circuit 16. Here, the audio data is converted into an analog audio signal. Then, the audio data is output as audio from the speaker 13 via the amplifier circuit 14.
- the game executed in this game machine is, for example, a baseball game.
- a player selects one player character 41 (see FIGS. 5 to 12), and performs a practice event or other event that increases or decreases various ability value parameters related to the player character 41.
- This game machine has a control port By operating the controller 17, it is possible to realize a game in which the player character 41 displayed on the television monitor 20 is operated.
- the region selection screen 31 shown in FIG. 3, the prefecture selection screen 32 shown in FIG. 4 the event start display screen 42 when the various events shown in FIGS. 5 to 12 occur, and the event result display screen 43 Are displayed on the television monitor 20.
- the control unit 1 includes a character display means 50, a character action means 51, an belonging group determining means 52, an belonging group variable determining means 53, an belonging group event result determining means 54, a game character characteristic variable changing means 55, , Belonging group characteristic variable changing means 56, belonging group variable changing means 57, related belonging group determining means 58, related belonging group variable determining means 59, and related belonging group event result determining means 60. I have.
- the character display means 50 has a function of displaying the player character 41 on the television monitor 20.
- the player character 41 shown in FIGS. 5 to 12 is displayed on the television monitor 20.
- the player character image data power game program corresponding to the player character 41 when the player character image data power game program corresponding to the player character 41 is loaded, it is supplied from the storage unit 2, for example, the recording medium 10 to the RAM 12 and stored in the RAM 12. At this time, the player character image data is recognized by the control unit 1, for example, the CPU 7. Further, the player character coordinate data storage unit 2 for displaying the player character image data on the television monitor 20 is supplied from the recording medium 10 to the RAM 12 and stored in the RAM 12. At this time, the player character image data is recognized by the control unit 1, for example, the CPU 7. Then, the player character image data stored in the RAM 12 is supplied to the television monitor 20 via the image processor 9 based on an instruction from the CPU 7. Then, the player character image data power is displayed at a predetermined position on the television monitor 20 based on the player character coordinate data. The CPU 7 gives an instruction to display the player character image data at a predetermined position on the television monitor 20.
- the character action means 51 has a function of moving the player character 41.
- the player character 41 is operated.
- the control unit 1 for example, the CPU 7
- the player character image data force control corresponding to the player character 41 is controlled based on an instruction from the CPU 7. 1 is processed by a signal processor 8 and an image processor 9, for example. Then, the processed image data is supplied from the RAM 12 to the television monitor 20, and the motion of the player character 41 is displayed on the television monitor 20 as a moving image.
- the belonging group determining means 52 has a function of determining the belonging group to which the game character belongs.
- the belonging group determining means 52 determines the belonging group to which the game character belongs.
- the game character is the player character 41 selected by the player.
- the group to which the game character belongs is a group to which player characters such as the region, prefecture, school, team, etc. to which the player character 41 selected by the player belongs belong.
- the prefecture to which the player character 41 belongs is determined to be Osaka (see FIG. 4).
- various types of data including information that the prefecture to which the player character 41 belongs, determined by the belonging group determination means 52, belongs to Osaka is stored in the RAM 12.
- affiliated group variable determining means 53 relates to an affiliated group variable that represents the degree of influence that affects the development of game characters belonging to the affiliated group in association with the affiliated group. It has a function that determines the group variable that was determined in the previous game in the second and subsequent games.
- the belonging group variable that represents the influence level that affects the development of the game characters belonging to the belonging group in association with the belonging group is the initial belonging group variable at the time of the first game. At the second and subsequent games, the group variable determined in the previous game is determined.
- the affiliation group variable is a parameter that represents the degree of influence of the affiliation group on the game characters belonging to the affiliation group, and is, for example, an enthusiasm rank parameter that affects the player character belonging to the prefecture.
- the enthusiasm rank parameter which is an affiliated group variable of the Osaka prefecture that is the affiliated group
- is generally determined to be 0 points indicating the initial state (see Figs. 3 and 4).
- various types of data including the enthusiastic rank parameter, which is the group variable of Osaka Prefecture determined by the affiliated group variable determining means 53, are stored in the RAM 12.
- the affiliation group event result determination means 54 has a function of determining a result of a predetermined event for the game character in the affiliation loop according to the affiliation group variable.
- the affiliation group event result determination means 54 determines a result of a predetermined event for the game character in the affiliation group according to the affiliation group variable.
- the affiliation group event result determination means 54 determines a result of a predetermined event for a game character in the affiliation group by changing a variation rate of a predetermined characteristic relating to the game character according to the affiliation group variable.
- Variable variable means 55 is further provided.
- the affiliation group event result determining means 54 changes the affiliation group characteristic variable variation that determines the result of the predetermined event for the game character in the affiliation group by changing the variation rate of the predetermined characteristic related to the affiliation group according to the affiliation group variable.
- Means 56 is further provided.
- the game character characteristic variable changing means 55 has a function of changing a fluctuation ratio of a predetermined characteristic relating to the game character in accordance with the belonging group variable.
- the change ratio of the predetermined characteristic relating to the game character is changed in accordance with the group variable.
- the result of the predetermined event for the game character in the group to which the player belongs is the result that the characteristics related to the player character 41 fluctuate due to the event related to the prefecture in which the group belongs.
- the prefecture where the group belongs is Osaka Prefecture, an event that eats takoyaki in the city of Osaka shown in Fig.
- the game character characteristic variable changing means 55 determines various data including the ability value parameter of the physical strength, which is a characteristic related to the increased player character 41.
- the belonging group characteristic variable changing means 56 has a function of changing the fluctuation ratio of a predetermined characteristic related to the belonging group in accordance with the belonging group variable.
- Group special In the sex variable changing means 56 the change ratio of a predetermined characteristic related to the belonging group is changed according to the belonging group variable.
- the result of the predetermined event for the game character in the group to which the group belongs is the result that the characteristics of the prefecture and the team fluctuated due to the event related to the prefecture of the group to which the group belongs. Specifically, an event occurs in which the baseball club's budget increases as shown in Fig.
- the parameters indicating the size of prefectures and team budgets which are characteristics related to the affiliated group, and team practice equipment
- the rate of increase in the parameters indicating the degree of maintenance fluctuates according to the thermal madness rank parameter.
- the fluctuation rate of the parameters that represent the parameters and the parameters that represent the maintenance of the team's practice equipment increases.
- the parameters indicating the budget size of prefectures and teams and the parameters indicating the maintenance status of the team's practice equipment are large, and the ability character parameters are large due to cross-border admission from other prefectures.
- the rate of increase in parameters indicating the degree of equipment maintenance is increasing.
- a parameter or team representing the result of a predetermined event for the game character in the affiliated loop determined by the affiliated group characteristic variable changing means 56 that is, the size of the prefecture or team budget that is a characteristic related to the affiliated group.
- Various data including parameters indicating the maintenance level of the practice equipment are stored in RAM 12.
- the belonging group variable changing means 57 has a function of changing the belonging group variable in accordance with a result of a predetermined event for the game character in the belonging group.
- the affiliation group variable changing means 57 changes the affiliation group variable in accordance with a result of a predetermined event for the game character in the affiliation group.
- the result of a predetermined event for a game character in the group to which the player belongs is, for example, a result that becomes a condition for clearing the game, and player character 41 is appointed as a professional baseball player at a draft meeting event, or This is a result of a predetermined event in which the game is cleared when the team to which the player character 41 belongs in the Koshien event wins and the player character is nominated and becomes a professional baseball player in the draft meeting event.
- the enthusiasm rank parameter which is a group variable
- the enthusiasm rank parameter increases by 1 point
- the parameter increases by 2 points
- the enthusiasm rank parameter which is a group variable, is changed according to the result of a predetermined event for the player character.
- various types of data including the enthusiastic rank parameter, which is the affiliation group variable determined by the affiliation group variable changing means 57, is stored in the RAM 12.
- the related affiliation group determining means 58 has a function of determining a related affiliation group related to the affiliation group to which a plurality of medium group game characters belong.
- the related affiliation group determining means 58 determines a related affiliation group related to the affiliation group to which the game characters belong, even among the medium powers of the plurality of affiliation groups.
- the related group related to the group to which the game character belongs is a group that satisfies a predetermined condition related to the group to which the game character belongs, and that is adjacent to the prefecture to which the game character belongs. It is a prefecture.
- Game character Hyogo, Kyoto, Nara, and Wakayama prefectures see Figure 4
- various data including information that the neighboring prefectures that are the affiliated affiliated groups determined by the affiliated affiliated group determining means 58 are Hyogo prefecture, Kyoto prefecture, Nara prefecture, and Wakayama prefecture are stored in RAM12. .
- the related affiliation group variable determining means 59 has a function of determining a related affiliation loop variable that represents the degree of influence that affects the development of game characters belonging to the related affiliation group in association with the related affiliation group. And The related affiliation group variable determining means 59 determines a related affiliation group variable that represents the degree of influence that affects the development of game characters belonging to the related affiliation group in association with the related affiliation group.
- the affiliated loop variable is a parameter that represents the degree of influence of the affiliated group on the game characters belonging to the affiliated affiliated group, and is a parameter different from the affiliated group variable of the affiliated group to which the player character 41 belongs. .
- various types of data including the enthusiasm rank parameter that is a related group variable of Hyogo, Kyoto, Nara, and Wakayama determined by the related group variable determining means 59 is stored in the RAM 12.
- the related affiliation group event result determination means 60 has a function of determining a result of a predetermined event for a game character in the affiliation group according to the affiliation group variable.
- the related affiliation group event result determination means 60 determines the result of a predetermined event for the game character in the affiliation group according to the affiliation group variable.
- the result of a predetermined event for the game character in the related affiliation group is determined in accordance with the enthusiasm rank parameter of Osaka Prefecture, which is the affiliation group variable of the prefecture to which the game character belongs.
- the rate of increase in the ability value parameter of physical strength which is a characteristic related to the player character 41, means that it fluctuates according to the enthusiastic rank parameter of Osaka Prefecture.
- the degree rank parameter is larger, the variation rate of the characteristics related to the player character 41 is greatly changed.
- the related affiliation group event result determination means 60 may be configured to have a function of determining a result of a predetermined event for a game character in the affiliation group according to the related affiliation group variable.
- the result of a predetermined event for the game character in the related group is determined according to the enthusiasm rank parameter of Wakayama Prefecture, which is the group variable of the prefecture to which the game character belongs.
- Wakayama Prefecture the group variable of the prefecture to which the game character belongs.
- Fig 12 When the Wakayama prefecture's enthusiasm rank parameter is 2 points, the event result when the Wakayama prefecture event occurs is the physical strength ability parameter that is a characteristic of the player character 41. Increase by 50 points.
- the result of the predetermined event for the game character in the related group determined by the related group event result determination means 60 that is, the ability value parameter of the physical strength that is a characteristic of the increased player character 41 is included.
- Various data are stored in the RAM 12.
- the belonging group determining means 52 determines the belonging group to which the game character belongs
- the belonging group variable determining means 53 determines the belonging group variable
- the belonging group event result determining means 54 determines the belonging group.
- the result of the predetermined event for the game character in the group to which the group belongs is determined according to the variable
- the group variable variable means 57 varies the group variable according to the result of the predetermined event for the game character in the group to which the group belongs.
- the enthusiastic rank parameter of Osaka Prefecture can be changed accordingly.
- affiliated groups such as prefectures and affiliated variable variables such as enthusiasm rank parameters
- Enthusiasm rank parameter increases according to the result of a predetermined event such as a player character 41 being nominated and becoming a professional baseball player at a draft conference event when the team to which player character 41 belongs is won. It has become.
- the enthusiasm rank parameter is a parameter that represents the degree of influence that the prefecture has on the player character 41 belonging to the prefecture, so if the re-selected Osaka Enthusiasm rank parameter increases, the prefecture
- the degree of influence on the player character 41 belonging to the prefecture is increased, so that the player can obtain an environment in which a new player character can be easily cultivated as compared to the previous game. Therefore, the player can gain benefits when the enthusiasm rank parameter is increased for the previous game, but despite having cleared the previous game as before, The player's character is no longer trained in the same environment as the previous game, and the fun of the game can be enhanced.
- the player increases the enthusiasm rank parameter of each prefecture, and for example, a player character that newly enters the team in the following fiscal year is played in a better environment created by the player. Since the purpose of the game can be obtained, it is possible to provide a game that allows the player to continue to build a better environment for the player character, that is, to allow the player to play repeatedly.
- the affiliation group event result determination means 54 determines the result of a predetermined event according to the enthusiastic rank parameter that is the affiliation group variable, that is, the prefecture according to the enthusiastic rank parameter. Since the rate of change of characteristics related to teams and characteristics related to player characters changes, the purpose of the game to increase the enthusiasm rank parameter of each prefecture can be made clearer. Can play the game over and over again.
- a game for nurturing the player character 41 is performed by performing an event related to the player character 41 selected by the player.
- the region selection screen 31 shown in FIG. 3 is a display screen for selecting a region including the prefecture to which the player character 41 belongs.
- a prefecture selection screen 32 shown in FIG. 4 is a display screen for selecting a prefecture to which the player character 41 belongs.
- the event start display screen 42 shown in FIGS. 5 and 9 is a display screen when various events are started.
- the event result display screen 43 shown in FIGS. 6 to 8 and FIGS. 10 to 12 is a display screen showing the results of various events.
- the region selection screen 31 is a screen on which prefecture maps throughout Japan are displayed.
- the region selection screen 31 is disposed in the region name display area 33 arranged at the upper left of the screen and the entire center of the screen.
- the prefecture map display area 34 and the command instruction display area 35 arranged below the prefecture map display area 34 are provided.
- the region name display area 33 the region names that are divided into six regions are displayed.
- the Hokkaido / Tohoku region, Kanto region selected by the operation of the left direction key 17L and the right direction key 17R of the controller 17 are displayed.
- One of the following characters is displayed: District, Hokushinetsu, Tokai, Kinki, China's Shikoku, or Kyushu / Offshore.
- the Kinki area is selected, so the prefectures of Osaka, Hyogo, Kyoto, Nara, Shiga, and Wakayama in the Kinki area have a lighter color scheme than other areas.
- the command instruction display area 35 a character character “Please select a region to play” is displayed which indicates an operation instruction indicating what operation the player should perform.
- the prefecture selection screen 32 is an enlarged screen of the prefecture map (Kinki district in Fig. 4) of the region selected in the region selection screen 31 of Fig. 3.
- the prefecture name display area 36 located at the top right of the screen, the prefecture map enlarged display area 37 located all over the left side of the screen, and the command instruction display area 38 located below the prefecture map enlarged display area 37 And have.
- the prefecture name display area 36 displays the name of the selected prefecture and the enthusiasm rank parameter.
- the Kinki area selected by operating the left key 17L and right key 17R of the controller 17 Any character of any of Osaka, Hyogo, Kyoto, Nara, Shiga, or Wakayama is displayed.
- the character character “Osaka” indicating that Osaka Prefecture has been selected and the character character “normal” indicating that Osaka Prefecture's enthusiastic rank parameter power is usually 0 points are displayed side by side.
- the prefectural map enlargement display area 37 is a graphic character imitating the prefecture of the selected region.
- a character character indicating the name of each prefecture and a graphic character indicating the characteristic structure of each prefecture are displayed. Is displayed.
- Osaka, Hyogo, Kyoto, Nara, Shiga and Wakayama prefectures in the Kinki area are usually green, which means 0 points.
- the selected area has a light color overall to distinguish it from other unselected areas.
- Osaka Prefecture since Osaka Prefecture is selected, Osaka Prefecture has a lighter color scheme than other prefectures in the Kinki region.
- the command instruction display area 38 a character character “Please select a prefecture to play” is displayed which indicates an operation instruction indicating what operation the player should perform.
- the event start display screen 42 is a display screen indicating that various events have started, and the event result display screen 43 is displayed in Figs. ⁇ As shown in Fig. 12, this is a display screen showing the results of various events.
- the ability value parameter of physical strength which is a characteristic related to the player character 41, is related to the event that a takoyaki event occurs when eating takoyaki in Osaka city and eating takoyaki in Osaka city. Represents the result of an event that increased.
- the event start display screen 42 has a player character 41 arranged on the left side of the center of the screen, an event start content display area 44 arranged at the top of the screen, and a screen. It has an ability value display area 45 for displaying various ability values that are characteristics related to the player character 41 arranged at the bottom.
- the event start content display area 44 is a character character that is displayed in a balloon-shaped frame that is the dialogue of the player character 41 above the player character 41. Specifically, in the event start content display area 44, in FIG. 5, the character character power of “Let's go to Osaka today!” In FIG. 9, “Today, I ’m going to play in the next Wakayama Prefecture.
- the player's 41 character's spirit amount, player name, school name, grade, Ball speed, control, stamina, specialty ball type, etc. are displayed.
- the spirit amount of player character 41 is the maximum
- the player name is A player
- the belonging school name is A high school
- the first grade is the first grade
- the ball speed is 125 kmZh
- the control is G
- the stamina is E, 38 points
- good It is displayed that the ball type is none.
- the event result display screen 43 displays a player character 41 arranged on the left side of the center of the screen and an event result content display arranged on the top of the screen. It has an area 46 and an ability value display area 45 for displaying various ability values that are characteristics relating to the player character 41 arranged at the bottom of the screen.
- the event result content display area 46 is a character displayed in a rectangular frame, and displays the results of various events.
- the ability value parameter of physical strength which is a characteristic related to the player character 41, increases by 10 points
- the character character “I ate a small takoyaki in Osaka city. I got tired. [10]” is displayed. Has been. The last number [10] of this character character corresponds to the ability parameter.
- the physical strength value 45a of the ability value display area 45 is displayed so that the bar graph-like figure character becomes longer in the right direction by an increase of 10 points in FIG.
- the ability value parameter of physical strength which is a characteristic related to 41, increases by 20 points
- the character character “I ate a normal size takoyaki in Osaka city. I was tired. [20]” was displayed. Yes.
- the last number [20] of this character character corresponds to the ability parameter.
- the physical strength value 45a of the ability value display area 45 is displayed so that the bar graph-like graphic character is further increased in the right direction by an increase of 20 points in FIG.
- the event result content display area 46 as shown in FIG.
- the player character 41 is displayed as an event result when an event that eats takoyaki in Osaka Prefecture occurs when the enthusiasm rank parameter is set to 2 points for large fever.
- the ability value parameter of physical strength which is a characteristic related to, increases by 50 points
- the last number [50] of this character character corresponds to the ability parameter.
- the health value 45a of the ability value display area 45 is the increment of 50 points in FIG.
- a bar graph graphic character is displayed to be longer in the right direction.
- the event result content display area 46 As shown in FIG. 10, the event result when an event of eating umeboshi in Wakayama Prefecture occurs when the enthusiasm rank parameter is normally 0 points.
- the ability value parameter of physical strength which is a characteristic of player character 41, increases by 10 points
- the character character “I ate a small umeboshi in Wakayama Prefecture. I was tired. [10]” was displayed. Yes.
- the physical strength value 45a of the ability value display area 45 is displayed in such a manner that the bar-shaped graphic character becomes longer in the right direction by an increase of 10 points in FIG.
- the event result content display area 46 as shown in FIG.
- the ability value parameter of physical strength which is a characteristic of 41, increases by 50 points
- the character character “Eat a huge umeboshi in Wakayama. I was tired. [50]” is displayed.
- the physical strength value 45a of the ability value display area 45 is displayed so that the bar graph-like figure character is further increased in the right direction by an increase of 50 points in FIG.
- Parameter fluctuation processing system for various events in the baseball game of this embodiment In particular, the parameter variation processing system that acts on player characters for various events will be described with reference to the flowchart shown in FIG. 13, and the parameter variation processing system that acts on groups to which various events belong is shown in FIG. This will be described using the flowchart shown.
- belonging group determination processing is performed to determine the group to which the game character belongs (Sl).
- the belonging duplication to which the game character belongs is determined.
- the game character is the player character 41 selected by the player.
- the group to which the game character belongs is a group to which player characters such as the region, prefecture, school, and team to which the player character 41 selected by the player belongs belong. Specifically, when the group to which the game character belongs is a prefecture, the prefecture to which the player character 41 belongs is determined to be Osaka (see FIG. 4).
- the belonging group variable indicating the influence level that influences the development of the game character belonging to the belonging group attached to the belonging group is as follows:
- the process shifts to the belonging group variable determination process for determining the belonging group variable in the initial state, and for the second and subsequent games, the group variable determined in the previous game is determined (S2).
- the affiliation group variable that represents the degree of influence that affects the development of game characters belonging to the affiliation group accompanying the affiliation group is set to the initial state at the time of the first game.
- the affiliation group variable is determined for the second and subsequent games, and the affiliation group variable determined in the previous game is determined
- the affiliation group variable is a parameter representing the degree of influence of the affiliation group on the game characters belonging to the affiliation group, for example, an enthusiasm rank parameter affecting the player character belonging to the prefecture.
- the enthusiasm rank parameter which is an affiliated group variable of the Osaka prefecture that is the affiliated group
- is generally determined to be 0 points indicating the initial state (see Figs. 3 and 4).
- the affiliation group variable determination process in step S2 determines the enthusiastic rank parameter, which is the affiliation group variable in Osaka Prefecture, the relationship related to the affiliation group to which the most powerful game characters belong.
- step S3 for determining belonging group The process proceeds to the belonging group determining process (S3).
- a related affiliation group related to the affiliation group to which the game character belongs is determined from among a plurality of affiliation groups.
- the related group related to the group to which the game character belongs is a loop that satisfies a predetermined condition related to the group to which the game character belongs, and is adjacent to the prefecture to which the game character belongs. It is a prefecture.
- the prefectures to which the game character belongs are Hyogo Prefecture, Kyoto Prefecture, Nara Prefecture, and Wakayama Prefecture (see Figure 4).
- the related group determination process in step S3 if a related group related to the group to which the player character 41 belongs is determined, it will affect the development of game characters belonging to the related group.
- the process proceeds to the related member group variable determination process for determining the related member group variable representing the degree of influence (S4).
- a related affiliation group variable that represents the degree of influence that affects the development of game characters belonging to the related affiliation group is determined in association with the related affiliation group.
- the related affiliation group variable is a parameter indicating the degree of influence of the related affiliation group on the game characters belonging to the related affiliation group, and is a parameter different from the belonging group variable of the affiliation group to which the player character 41 belongs. is there.
- the power / power at which the group event has occurred is determined (S5).
- step S5 If it is determined in step S5 that the group event has occurred, the process proceeds to the game character characteristic variable variation process (S6). If it is determined in step S5 that the group event has not occurred, It is determined whether or not the affiliation group event has occurred (S9). If it is determined in step S9 that the related belonging group event has occurred, the process proceeds to the game character characteristic variable variation process (S10), and if the related belonging group event has occurred in step S9, it is determined that Return to step S5.
- S6 If it is determined in step S5 that the group event has not occurred, It is determined whether or not the affiliation group event has occurred (S9). If it is determined in step S9 that the related belonging group event has occurred, the process proceeds to the game character characteristic variable variation process (S10), and if the related belonging group event has occurred in step S9, it is determined that Return to step S5.
- the game character characteristic variable changing process in step S6 has a function of changing a change ratio of a predetermined characteristic relating to the game character in accordance with the group variable.
- the change ratio of the predetermined characteristic relating to the game character is changed according to the group variable.
- the result of the predetermined event for the game character in the group to which the player belongs is the result that the characteristics relating to the player character 41 have changed due to the event relating to the prefecture in which the group belongs.
- the prefecture where the group belongs is Osaka Prefecture, an event occurs in which an event of eating takoyaki occurs in the city of Osaka shown in Fig.
- the points of increase in the ability value parameter of the physical strength, which is a characteristic related to the player character 41 are 10 points and 20 points, respectively. It starts to fluctuate to 50 points.
- the group event result determination is performed. The process proceeds (S7), and the result of a predetermined event for the game character in the belonging group is determined.
- the belonging group is determined according to the result of the predetermined event for the game character in the belonging group.
- the process shifts to the group variable change process to change the variable (S8).
- the affiliation group variable changing process in step S8 the affiliation group variable is changed in accordance with the result of a predetermined event for the game character in the affiliation group.
- the result of the predetermined event for the game character in the group to which the player belongs is, for example, a result that becomes a condition for clearing the game, and the player character 41 is appointed as a professional baseball player at the event of the draft meeting, or If the team to which the player character 41 belongs at the event of the Koshien tournament wins and the player character 41 is nominated and becomes a professional baseball player in the event of a draft meeting, the result of a predetermined event that clears the game! It is.
- the enthusiastic rank which is a group variable, is assigned.
- the enthusiasm rank parameter which is a group variable, is changed according to the result of a predetermined event for the player character.
- the result of a predetermined event for the game character in the related group is determined according to the group parameter.
- the result of a predetermined event for the game character in the related affiliation group is determined in accordance with the enthusiasm rank parameter of Osaka Prefecture, which is the affiliation group variable of the prefecture to which the game character belongs.
- the affiliated group is Wakayama
- eating Umeboshi in Wakayama Prefecture as shown in Figure 9 will cause a Umeboshi event and Umeboshi in Wakayama Prefecture!
- the rate of increase in the ability value parameter of physical strength which is a characteristic related to the player character 41, means that it fluctuates according to the enthusiasm rank parameter of Osaka Prefecture.
- the enthusiasm rank parameter in Osaka Prefecture increases, the rate of change in characteristics related to the player character 41 changes greatly.
- the value parameter increases by 10 points.
- step S10 when the result of a predetermined event for the game character in the related affiliation group, that is, the ability value parameter of physical strength, which is a characteristic related to the increased player character 41, is determined, the related affiliation group
- the process proceeds to an event result determination process (S11), and a predetermined event result for the game character in the related group is determined. If the result of the predetermined event for the game character in the related group is determined in the related group event result determination process in step S11, the process returns to the main flow.
- step S6 the group characteristic variable changing of step S26 shown in FIG. 15 may be performed.
- the configuration excluding step S26 is obtained by adding 20 to each step shown in FIG. 13, and the processing content of each step shown in FIG. 15 is the same as the processing content of each step shown in FIG. Therefore, detailed description is omitted.
- the change ratio of the predetermined characteristic related to the belonging group is changed according to the belonging group variable.
- the result of the predetermined event for the game character in the belonging group is the result that the characteristics of the prefecture and the team fluctuate depending on the event related to the prefecture of the belonging group.
- an event occurs in which the baseball club's budget increases as shown in Fig. 14 under certain conditions, parameters indicating the size of the prefecture and team budget, which are characteristics of the group to which the team belongs, and team practice equipment This means that the rate of increase in parameters, etc., indicating the degree of maintenance of fluctuates according to the heat madness rank parameter.
- the larger the enthusiasm rank parameter the larger the change rate of the parameter indicating the size of the prefecture or team budget, which is a characteristic of the affiliated group, and the parameter indicating the maintenance status of the team's practice equipment. It is summer. Specifically, when the fever rating rank parameter is set to 2 points, the budget for prefectures and teams is higher than when the fever rank parameter is usually set to 0 points. The rate of change of the parameter indicating the size of the parameter and the parameter indicating the maintenance level of the team's practice equipment increases. If the parameters indicating the size of the prefecture or team budget or the parameters of the team training facilities are large, an event that gathers athlete characters from other prefectures due to cross-border enrollment will occur.
- the player character 41 of the player If the team to which the player character 41 of the player belongs becomes stronger and the effect of facilitating victory in an event such as a match is obtained, or if the player character 41 is practicing with the practice equipment provided, the player character 41 of the player The effect is that the rate of increase of the ability value parameter increases.
- the enthusiasm rank parameter power of normal 0 points
- fever 1 point
- large fever 2 points
- the rate of increase in parameters, etc., indicating the degree of maintenance of the practice equipment is increasing.
- the group to which the game character belongs is determined by the belonging group determination process in step S1, the belonging group variable is determined by the belonging group variable determination process in step S2, and the belonging group in step S7.
- the event result determination process determines the result of a predetermined event for the game character in the belonging group according to the belonging group variable, and the predetermined event for the game character in the belonging group is determined by the belonging group variable variation process in step S8.
- the belonging group variable is changed according to the result of.
- the affiliation group determination process in step S1 determines that the prefecture to which the player character 41 belongs is Osaka
- the affiliation group variable determination process in step S2 usually uses the enthusiastic rank parameter of Osaka prefecture.
- the result of the predetermined event for the player character 41 is determined by the belonging group event result determining process in step S7, and the predetermined event for the player character 41 is determined by the belonging group variable changing process in step S8.
- the enthusiasm rank parameter of Osaka Prefecture can be changed according to the event result.
- a group belonging to prefectures and group variables such as enthusiasm rank parameters were newly introduced, and player character 41 was nominated and became a professional baseball player at a draft meeting event.
- the enthusiasm rank parameter increases according to the result of a predetermined event such as becoming a professional baseball player.
- the enthusiasm rank parameter is a parameter that represents the degree of influence that the prefecture has on the player character 41 belonging to the prefecture
- the enthusiasm rank parameter of the selected Osaka prefecture increases again, the prefecture
- the degree of influence on the player character 41 belonging to the prefecture is increased, so that the player can obtain an environment in which a new player character can be easily cultivated as compared to the previous game. Therefore, the player can get a benefit when the enthusiasm rank parameter increases against having cleared the previous game, so despite having cleared the previous game as before, It is no longer necessary to nurture player characters from the beginning under the same environment as the previous game, and the fun of the game can be improved.
- the player increases the enthusiasm rank parameter of each prefecture, and for example, a player character that newly enters the team in the following fiscal year is played in a better environment created by the player. Since the purpose of the game can be obtained, it is possible to provide a game that allows the player to continue to build a better environment for the player character, that is, allow the player to play repeatedly.
- the result of the predetermined event is determined according to the enthusiast rank parameter that is the affiliation group variable by the affiliation group event result determination process in step S7, that is, according to the enthusiast rank parameter. Since the rate of change of characteristics for prefectures, teams, and player characters changes, the goal of the game to increase the frenzy rank parameter of each prefecture can be made clearer, which allows players to Can play the game over and over again.
- the power game device shown as an example using a home video game device as an example of a computer to which the game program can be applied is the above-described embodiment.
- the present invention also includes a program for executing the game as described above, a program method for executing the game as described above, and a computer-readable recording medium on which the program is recorded.
- a recording medium for example, a computer-readable flexible disk, a semiconductor memory, a CD-ROM, a DVD, an MO, a ROM cassette, and the like can be cited in addition to the cartridge.
- the power battle game illustrated for the baseball game as an example of the battle game is not limited to the embodiment, and various games may be used as long as the game has a plurality of battle events. Can be applied to games.
- the present invention can be similarly applied to various sports games such as soccer and martial arts, simulation games, shooting games, and role playing games.
- the related affiliation group event result determination means 60 varies the influence value acting on the player character 41 according to a predetermined event in the affiliation group according to the heat madness rank parameter.
- the probability of occurrence of a predetermined event in the group to which the group belongs 70%, and the probability of occurrence of the predetermined event in the group to which the enthusiasm rank parameter is set to 2 points for large fever is 100%.
- the belonging group to which the game character belongs is determined by the belonging group determining function
- the belonging group variable is determined by the belonging group variable determining function
- the belonging group variable changing function is determined.
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- General Business, Economics & Management (AREA)
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Priority Applications (3)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| CN2007800222452A CN101466443B (zh) | 2006-06-15 | 2007-05-11 | 游戏方法和游戏装置 |
| EP07743174.0A EP2027898A4 (en) | 2006-06-15 | 2007-05-11 | GAME PROGRAM, GAMING MACHINE AND GAME PROCEDURE |
| US12/272,247 US8435114B2 (en) | 2006-06-15 | 2008-11-17 | Game program, game apparatus, and game method |
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP2006165622A JP4074321B2 (ja) | 2006-06-15 | 2006-06-15 | ゲームプログラム、ゲーム装置及びゲーム制御方法 |
| JP2006-165622 | 2006-06-15 |
Related Child Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| US12/272,247 Continuation US8435114B2 (en) | 2006-06-15 | 2008-11-17 | Game program, game apparatus, and game method |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| WO2007145042A1 true WO2007145042A1 (ja) | 2007-12-21 |
Family
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Family Applications (1)
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|---|---|---|---|
| PCT/JP2007/059739 Ceased WO2007145042A1 (ja) | 2006-06-15 | 2007-05-11 | ゲームプログラム、ゲーム装置及びゲーム方法 |
Country Status (7)
| Country | Link |
|---|---|
| US (1) | US8435114B2 (enExample) |
| EP (1) | EP2027898A4 (enExample) |
| JP (1) | JP4074321B2 (enExample) |
| KR (1) | KR20090010124A (enExample) |
| CN (1) | CN101466443B (enExample) |
| TW (1) | TW200821022A (enExample) |
| WO (1) | WO2007145042A1 (enExample) |
Families Citing this family (7)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US20090312100A1 (en) * | 2008-06-12 | 2009-12-17 | Harris Scott C | Face Simulation in Networking |
| JP5658054B2 (ja) * | 2011-02-22 | 2015-01-21 | 株式会社バンダイナムコゲームス | コンピュータシステム及びプログラム |
| KR101217361B1 (ko) * | 2011-09-08 | 2012-12-31 | (주)네오위즈게임즈 | 스포츠 게임의 캐릭터 정보 관리 방법 및 장치 |
| JP6046893B2 (ja) * | 2011-12-26 | 2016-12-21 | 任天堂株式会社 | 通信システム、通信端末、情報処理方法およびプログラム |
| US9186588B1 (en) * | 2013-02-28 | 2015-11-17 | Kabam, Inc. | Game with an area of effect for structures impacting a surrounding area |
| JP6124268B2 (ja) * | 2015-09-11 | 2017-05-10 | 株式会社コナミデジタルエンタテインメント | ゲームシステム、ゲーム制御装置、及びプログラム |
| JP7161786B2 (ja) * | 2019-12-13 | 2022-10-27 | 株式会社コナミデジタルエンタテインメント | ゲーム管理装置、ゲームシステム、ゲーム管理方法及びプログラム |
Citations (4)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JPH11342263A (ja) * | 1998-06-03 | 1999-12-14 | Konami Co Ltd | ビデオゲーム装置、ビデオゲーム方法及びビデオゲームプログラムを記録した可読記録媒体 |
| JP2001321565A (ja) * | 2000-05-15 | 2001-11-20 | Konami Co Ltd | 育成ゲーム装置およびその制御方法、ならびに、育成ゲームプログラムを記録した可読記録媒体 |
| JP2002320775A (ja) * | 2001-04-26 | 2002-11-05 | Square Co Ltd | ビデオゲームのプログラムを記録したコンピュータ読み取り可能な記録媒体及びビデオゲームのプログラム及びビデオゲーム処理方法及びビデオゲーム処理装置 |
| JP2005095601A (ja) * | 2003-09-01 | 2005-04-14 | Sony Computer Entertainment Inc | ネットワークゲーム端末、ゲームサーバ、ネットワークゲーム端末で実行される方法及び記録媒体 |
Family Cites Families (7)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP3777061B2 (ja) * | 1999-05-13 | 2006-05-24 | コナミ株式会社 | ビデオゲーム装置 |
| US6561811B2 (en) * | 1999-08-09 | 2003-05-13 | Entertainment Science, Inc. | Drug abuse prevention computer game |
| JP2002045572A (ja) | 2000-08-01 | 2002-02-12 | Konami Computer Entertainment Osaka:Kk | ゲーム進行制御方法、ゲームシステム及びサーバ |
| US6758746B1 (en) * | 2001-10-26 | 2004-07-06 | Thomas C. Hunter | Method for providing customized interactive entertainment over a communications network |
| US20030134679A1 (en) * | 2001-11-19 | 2003-07-17 | Radica China Ltd. | Electronic gaming device using coded input data |
| US7452268B2 (en) * | 2002-08-07 | 2008-11-18 | Sony Computer Entertainment America Inc. | System and method for modifying actions of a group of characters via group interactions |
| JP3944460B2 (ja) * | 2003-03-12 | 2007-07-11 | 株式会社バンダイナムコゲームス | プログラム、情報記憶媒体及びゲーム装置 |
-
2006
- 2006-06-15 JP JP2006165622A patent/JP4074321B2/ja active Active
-
2007
- 2007-05-11 WO PCT/JP2007/059739 patent/WO2007145042A1/ja not_active Ceased
- 2007-05-11 CN CN2007800222452A patent/CN101466443B/zh active Active
- 2007-05-11 KR KR1020087030749A patent/KR20090010124A/ko not_active Ceased
- 2007-05-11 EP EP07743174.0A patent/EP2027898A4/en not_active Withdrawn
- 2007-05-18 TW TW096117933A patent/TW200821022A/zh not_active IP Right Cessation
-
2008
- 2008-11-17 US US12/272,247 patent/US8435114B2/en not_active Expired - Fee Related
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| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JPH11342263A (ja) * | 1998-06-03 | 1999-12-14 | Konami Co Ltd | ビデオゲーム装置、ビデオゲーム方法及びビデオゲームプログラムを記録した可読記録媒体 |
| JP2001321565A (ja) * | 2000-05-15 | 2001-11-20 | Konami Co Ltd | 育成ゲーム装置およびその制御方法、ならびに、育成ゲームプログラムを記録した可読記録媒体 |
| JP2002320775A (ja) * | 2001-04-26 | 2002-11-05 | Square Co Ltd | ビデオゲームのプログラムを記録したコンピュータ読み取り可能な記録媒体及びビデオゲームのプログラム及びビデオゲーム処理方法及びビデオゲーム処理装置 |
| JP2005095601A (ja) * | 2003-09-01 | 2005-04-14 | Sony Computer Entertainment Inc | ネットワークゲーム端末、ゲームサーバ、ネットワークゲーム端末で実行される方法及び記録媒体 |
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| "Jikkyou Powerful Pro Yakkyuu 11, Authorized Guide Complete", 16 September 2004 |
| "Sekai Saisoku Scoop Special Part 2 Jikkyo Powerful Puro Yakyu 13", SHUKAN FAMI TSU, vol. 21, no. 21, 26 May 2006 (2006-05-26), pages 187 - 189, XP003020566 * |
| See also references of EP2027898A4 |
Also Published As
| Publication number | Publication date |
|---|---|
| JP2007330499A (ja) | 2007-12-27 |
| EP2027898A4 (en) | 2014-01-15 |
| KR20090010124A (ko) | 2009-01-28 |
| EP2027898A1 (en) | 2009-02-25 |
| CN101466443A (zh) | 2009-06-24 |
| TWI333867B (enExample) | 2010-12-01 |
| TW200821022A (en) | 2008-05-16 |
| JP4074321B2 (ja) | 2008-04-09 |
| US8435114B2 (en) | 2013-05-07 |
| CN101466443B (zh) | 2012-02-22 |
| US20090075731A1 (en) | 2009-03-19 |
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