WO2010073868A1 - Game device - Google Patents

Game device Download PDF

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Publication number
WO2010073868A1
WO2010073868A1 PCT/JP2009/069920 JP2009069920W WO2010073868A1 WO 2010073868 A1 WO2010073868 A1 WO 2010073868A1 JP 2009069920 W JP2009069920 W JP 2009069920W WO 2010073868 A1 WO2010073868 A1 WO 2010073868A1
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WO
WIPO (PCT)
Prior art keywords
card
player
game
attack
option
Prior art date
Application number
PCT/JP2009/069920
Other languages
French (fr)
Japanese (ja)
Inventor
貴志 大辻
光照 藤原
和幸 向井田
Original Assignee
株式会社セガ
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 株式会社セガ filed Critical 株式会社セガ
Publication of WO2010073868A1 publication Critical patent/WO2010073868A1/en

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    • A63F13/10
    • 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
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • 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
    • A63F13/45Controlling the progress of the video game
    • 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
    • A63F2300/6045Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands

Definitions

  • the present invention relates to a game device that controls a game by a player's operation.
  • the input character string is decomposed into words set in the dictionary in advance, and the game effect associated with each word is set according to the combination (see Patent Document 1).
  • the data storage unit on which the barcode of the game machine storage medium is printed is a main barcode for specifying the character and a sub-barcode representing a parameter related to the character. Consists of data parts.
  • the replacement data part is configured to be replaced by a player's operation (see Patent Document 2).
  • An object of the present invention is to provide a game device that can freely control a game by a player's operation.
  • a game program sets a plurality of second options and a determination unit that determines a plurality of first options based on a signal from an input unit operated by a player. From the setting means, display means for displaying a third option selected from the first option and the second option on a display screen, and the third option displayed on the display screen, the game Selection means for selecting a fourth option based on a signal from the input means operated by a player, and control means for controlling the progress of the game based on the fourth option selected by the player It is a game program that functions as a game device.
  • a game program includes a determination unit that determines a plurality of first options based on a signal from a first input unit operated by a player, and a plurality of second options.
  • a setting means for setting the display, a third option selected from the first option and the second option, a display means for displaying on the display screen, and a third option displayed on the display screen.
  • the selection means for selecting the fourth option based on the signal from the second input means operated by the player, and the progress of the game is controlled based on the fourth option selected by the player.
  • a game program that functions as a game device having control means.
  • the determination unit may determine the plurality of first options based on a signal from the input unit to which an option input medium including options is input.
  • a first option input medium including the first option and a second option input medium for changing a part of the first option are prepared.
  • the determining means changes some of the options of the first option based on a signal from the input means to which the first option input medium and the second input medium are input. May be.
  • the option input medium may be a card on which the option is displayed.
  • the determination unit may determine the plurality of first options based on a signal from the input unit that recognizes a card bundle obtained by superimposing a plurality of cards.
  • the determining unit determines the plurality of first options based on a signal from the input unit that recognizes an overlapping order of the plurality of cards constituting the card bundle. It may be.
  • the display unit randomly determines the order in which the first option and the second option are displayed, and displays the third option on the display screen in the randomly determined order. You may do it.
  • an attribute may be given to the option, and selection of the fourth option by the selection unit may be limited by a predetermined rule based on the attribute of the option.
  • the attribute of the option may be a number
  • the predetermined rule in the selection unit may be a rule based on a number assigned to the option.
  • a game device having an input unit and a display screen, a determination unit that determines a plurality of first options based on a signal from the input unit operated by a player, Setting means for setting the second option, display means for displaying a third option selected from the first option and the second option on a display screen, and the display displayed on the display screen Selection means for selecting a fourth option based on a signal from the input means operated by the player from the third option, and progress of the game based on the fourth option selected by the player And control means for controlling.
  • a control method for a game apparatus wherein the first selection is determined based on a signal from the input means operated by a player in the control method for a game apparatus having an input means and a display screen.
  • a step of setting a plurality of second options, a step of displaying on the display screen a third option selected from the first option and the second option, and displaying on the display screen A step of selecting a fourth option based on a signal from the input means operated by the player, and a game based on the fourth option selected by the player.
  • a step of controlling the progress wherein the first selection is determined based on a signal from the input means operated by a player in the control method for a game apparatus having an input means and a display screen.
  • a plurality of first options are determined, a plurality of second options are set, and the first option and the second option
  • the third option selected from the above is displayed on the display screen, the fourth option is selected from the third option displayed on the display screen based on the signal from the input means operated by the player, Since the progress of the game is controlled based on the fourth option selected by the player, the game can be freely controlled by the operation of the player.
  • FIGS. 1 to 7 A game device according to an embodiment of the present invention will be described with reference to the drawings.
  • the game device shown in FIGS. 1 to 7 is loaded with the game cards shown in FIGS. 8 to 10 to play.
  • FIG. 1 is a perspective view illustrating an outline of an external configuration of the game apparatus 1 according to the present embodiment.
  • FIG. 2 is a diagram showing an outline of the hardware configuration of the game apparatus 1.
  • the game apparatus 1 includes a game management apparatus 2, a display 3 for displaying an image, a speaker 4 for outputting sound, and an input apparatus 5 for inputting data in accordance with a player's operation, in the housing 1 a shown in FIG. 1. It has.
  • a card reader 6 is connected to the game apparatus 1 via an interface 24.
  • each device connected to the above-described casing for example, an input device or a card reader, is not limited to the number shown in FIG. 1 as long as the present invention can be implemented.
  • the card reader 6 is loaded with a card (game card) 11 to be described later.
  • the progress of the game is controlled based on the data read from the loaded card 11.
  • Data input according to the player's operation is also performed by the action of mounting the card bundle 10 on the card reader 6 in order to read the code pattern of the card 11.
  • the game management device 2 stores a CPU 21 that executes information processing such as execution control of a computer program, a program memory (ROM) 22 that stores various control programs in advance, and various data used for processing by the control program.
  • a data memory (RAM, FlashROM) 23 an interface 24 for transmitting / receiving data to / from a terminal such as the card reader 6 or the input device 5, a display circuit unit 25 for controlling the drive of the display 3, and a speaker 4 is configured to include a sound circuit unit 26 that controls the driving of No. 4, a communication interface circuit 27 that transmits and receives data to and from the outside via a network such as the Internet, and a card payout device 28 that pays out game cards.
  • the application program (game program) may be stored in the ROM 22 in advance as a part of the control program in a device designed for a specific game such as a business game device.
  • a game program and various data used for executing the game program are stored in advance in a hard disk drive connected via a drive drive interface, and the program and data required for game execution are stored on the hard disk. It is also possible to adopt a configuration in which the data is read out from the work memory 23 and executed.
  • a game such as a CD-ROM or DVDROM storing a game program and various data used for executing the game program is mounted on a disk drive connected via a drive drive interface to A program and data required at the time of execution may be read from the hard disk and loaded into the work memory 23 and executed.
  • a semiconductor integrated circuit (CPU 21, ROM 22, data memory 23, display circuit unit 25, sound circuit unit 26, interfaces 24, 27), etc., and other necessary circuit components constituting the game management device 2 are one or a plurality of circuit boards. It is incorporated in the inside of the case 1a of the game apparatus 1.
  • the input device 5, the display 3, and the speaker 4 it is basically possible to use the techniques employed in conventional business game devices and home game devices.
  • game execution means in the present application specification may vary depending on the context, but is generally used for the function realized by the execution of the game program under the control of the CPU and the execution of the function. Collectively refers to hardware air resources and software resources.
  • FIG. 3A and 3B are diagrams showing an example of the configuration of the card 11 used in the game in the game apparatus 1, wherein FIG. 3A is a plan view and FIG. 3B is a cross-sectional view taken along line AA in FIG.
  • the size of the card 11 is 88 ⁇ 63 mm in length and width, and thickness is 0.3 to 0.4 mm.
  • the card 11 has a base 12 as a transparent member formed from a resin having transparency to visible light and infrared rays, such as polypropylene, polyethylene terephthalate (PET), polyvinyl chloride and the like.
  • a white printing layer 13 formed by applying a white paint
  • a color printing layer 14 formed by applying a color paint
  • the coating layer 15 is laminated in this order.
  • the configuration of the card 11 is not limited to the above.
  • the color print layer 14 formed on the front side of the card 11 is used for game characters and items used by the game characters in the game (including items that have special effects in the game, such as magic and special moves).
  • a special background design for example, snow falls) that is different from the background design originally set in the virtual space in which the game character moves in response to the player's input operation.
  • a code printing layer 16 is provided between the surface of the substrate 12 and the white printing layer 13.
  • the white print layer 13 and the color print layer 14 are provided on the entire surface, but are for illustrating the printing order. These prints are appropriately performed on the base 12 according to the print mode of the game information. You may select and print only a part.
  • the color print layer 14 includes white or black. Further, the front surface and the back surface of the card 11 may be subjected to hologram processing that shines when the angle is changed.
  • the game information is transmitted through the transparent substrate 12 and visible to the player even if a plurality of cards 11 are stacked.
  • cards 11 For example, weapons, armor, characters
  • weapons, armor, characters can be arranged. By doing so, the player can align the front and back surfaces of the card without any particular consciousness.
  • the code print layer 16 is a print layer formed by printing the code pattern 16a.
  • the code pattern 16a constituting the code print layer 16 is configured to include data related to the game information represented by the printing constituting the color print layer 14.
  • the code pattern 16a may employ visible ink, but for the purpose of preventing counterfeiting, a paint such as stealth ink having infrared absorptivity is printed in the same color as the code color. Is formed by a latent image pattern formed by coating the surface of the card 11 so that the code cannot be seen under visible light by printing on a portion where the code is not printed (a concealment process). ing.
  • the code pattern 16a is composed of a combination of codes arranged in a line along the front edge of the card 11.
  • the respective codes constituting the code pattern 16a extend 3 mm from the front end of the card 11 toward the rear side.
  • the thickness of the printing surface is approximately 0.01 mm for infrared absorbing ink, 0.01 mm for the white printing layer and color printing, and 0.015 mm for the varnish applied to the surface. Depending on the type of ink, the thickness can be changed by adjustment at any time.
  • FIG. 4 is a diagram illustrating an example of the configuration of the card reader 6.
  • the card reader 6 includes a card insertion slot 61 that opens in the housing 1 a of the game apparatus 1, a card bundle recognition sensor 62, a light emitting element 63, a camera 64 that is an imaging unit, and a camera. And card data identification means 65 that performs image processing of the image captured at 64 and analyzes and identifies the data represented by the code pattern 16a.
  • the card bundle recognition sensor 62 is a photoelectric sensor composed of a light emitting unit and a light receiving unit, and the card bundle 10 is inserted when the card bundle 10 is inserted into the card insertion slot 61 to prevent light reception by the light receiving unit. Detection is performed.
  • the card bundle recognition sensor 62 is not limited to a photoelectric sensor, and for example, a limit switch may be used.
  • the light emitting element 63 is an infrared lamp, and emits infrared light when it is lit.
  • the camera 64 has a built-in CCD image sensor 643 that is sensitive to infrared light, and picks up an image when the infrared light enters the light receiving surface of the CCD image sensor 643 through the camera lens 641.
  • the camera 64 may be provided with, for example, a CMOS image sensor as long as it has sensitivity to infrared rays.
  • the light emitting element 63 is a light source that emits light toward the plurality of card bundles 10 attached to the card insertion slot 61.
  • the light emitting element 63 can be moved as long as the camera 64 can capture the code pattern 16a. In other words, the position and the number of the light emitting elements 63 can be changed at any time in order to obtain an appropriate light emission amount for reading the code pattern 16a in the camera 64.
  • the resolution of the CCD image sensor 643 provided in the camera 64 is required to be a resolution that allows code reading, such as 672 ⁇ 512 pixels or 512 ⁇ 480 pixels.
  • the distance between the camera 64 and the front edge of the card bundle 10 is determined by the focal length of the camera lens 641 provided in the camera 64.
  • FIG. 5 is a view showing a state in which the card 11 is inserted into the card insertion slot 61.
  • the card 11 to be read by the card reader 6 can be inserted into the card insertion slot 61 as a bundle of cards 10 bundled by the number of sheets read at a time as shown in FIG.
  • Each card 11 constituting the card bundle 10 is mounted with its left and right side surfaces regulated by the left and right wall surfaces of the card insertion slot 61.
  • a pressing plate (not shown) is provided on the rear wall of the card insertion slot 61 via a spring member.
  • the pressing plate (not shown) is biased toward the front wall of the card insertion slot 61 by a spring member, and is biased by the spring member by the pressing force applied from the card 11 inserted into the card insertion slot 61. Move against the front wall.
  • the end of the pressing plate located on the open end side of the card insertion slot 61 is bent toward the front wall side, and the card 11 is guided into the card insertion slot 61 by this bent portion.
  • the card 11 inserted into the card insertion slot 61 is pressed from the rear wall side to the front wall side by the pressing plate, and movement in the card insertion slot 61 is restricted.
  • the card insertion slot 61 constitutes a card mounting means for mounting a plurality of cards 11 together with the pressing plate.
  • FIG. 6 is a diagram showing a hardware configuration of the card reader 6 (card data identification means 65).
  • the card reader 6 includes a CPU 651 that executes processing such as control of game progress, a RAM 652 that is used by the control program for data processing, and various control programs that control read operations.
  • a program ROM 653 that stores information in advance
  • a BOOTROM 654 that stores a startup program for starting the control program in advance
  • a communication I / F 655 for performing transmission and reception of signals between the interface 24 provided in the game management device 2;
  • the light emitting element driving circuit 656 for driving the light emitting element 63 described above, the camera driving circuit 657 for driving the camera 64 described above, a bus arbiter 658 for controlling transmission / reception of signals between the circuits, and a clock pulse are not shown.
  • a timer circuit is connected to the interface 24 included in the game management device 2 via a cable, and the card reader 6 can be detached from the game management device 2 by attaching or detaching the cable or the like.
  • the bus arbiter 658 is a DMA controller. Transmission of image data from the camera 64 to the RAM 652 is performed by the control of the bus arbiter 658 without going through the CPU 651.
  • the bus arbiter 658 is connected to each circuit provided in the card reader 6 via a bus, and controls transmission / reception of signals between the circuits via the bus. That is, a signal output from each circuit provided in the card reader 6 is transmitted to the bus arbiter 658 as a request signal including information indicating a transmission destination circuit.
  • the bus arbiter 658 analyzes the input request signal and transfers the signal to the destination circuit. When there are a plurality of signals to be transferred using the same bus, the bus arbiter 658 preferentially transfers an input signal from a circuit having a high priority.
  • FIG. 7 is a diagram for explaining the positional relationship between the camera 64 constituting the card reader 6 and the card bundle 10 inserted into the card insertion slot 61.
  • the front side of the card bundle 10 inserted into the card insertion slot 61 is regulated by the bottom wall of the card insertion slot 61 so that the front side of each card 11 is aligned.
  • the camera 64 is a position that is a predetermined distance away from the front surface of each card 11 that constitutes the card bundle 10 with respect to the card bundle 10 that is inserted into the card insertion slot 61 and is a position in which the side of the card bundle is viewed in front.
  • To the back surface direction of each card 11 (downward direction in FIG. 6), and the light receiving surface of the CCD image sensor 643 is positioned parallel to the side surface of the card bundle 10 inserted into the card insertion slot 61. I am letting.
  • the camera 641 is positioned at the center of the card bundle 10 in the height direction between the camera lens 641 provided in the camera 64 and the side surface of the card bundle 10 inserted into the card insertion slot 61 to take an image.
  • a correction optical system 642 is provided for correcting a deviation of an angle with the light receiving surface of the image sensor 643 (an incident angle of light incident on the camera 641 when the light from the card bundle 10 is captured from the front by the camera 641). It has been.
  • the correction optical system 642 selects parallel light from among the bending optical system 644 that bends incident light from the side surface of the card bundle 10 in the direction of the light receiving surface of the CCD image sensor 643 and the light that is bent by the bending optical system 644. And a telecentric optical system 645 that leads to the light receiving surface of the CCD image sensor 643.
  • a prism is used as the bending optical system 644 and a Fresnel lens is used as the telecentric optical system 645, and the light is condensed on the light receiving surface of the CCD image sensor 643 by the Fresnel lens.
  • 11 is a captured image obtained by bundling the code print layers 16 at the bottom of the image forming apparatus. From this captured image, the order in which the cards 11 constituting the card bundle 11 are bundled and the code pattern of each card 11 are read.
  • the present invention is not limited to the above-described method as long as the device includes means necessary for carrying out the present invention.
  • the game according to this embodiment is basically a battle game in which two players battle each other.
  • the player includes a computer.
  • Two players each generate their own game characters on the game, and these game characters compete in a virtual space on the game.
  • One or more game characters may be generated at this time.
  • the player At the start of the game, the player generates his own game character using a play card. At that time, a plurality of cards used for the battle game are set for each player.
  • the game device reads information for identifying each game card described on the game card by a reading device constituting the game device, and executes the game based on the information.
  • each player selects a card to attack from a plurality of set cards, and attacks the opponent's game character with the card.
  • the attack is performed alternately by two players. Winning or losing is determined based on the hit points by the attack, the life of each player, the time limit, and the like.
  • rush points that are generated based on the operation input of the player who is playing the game are introduced.
  • a rush point is a point that is generated based on an evaluation of an operation input or the like of a player who is playing a game based on a predetermined standard.
  • Rush points are accumulated for each player. When the accumulated rush point exceeds a predetermined threshold, a particularly powerful attack or a particularly strong defense is executed as a rush.
  • Conditions for generating rush points include the following.
  • H Use a Special Move card that adds the accumulation of Rush Points.
  • the predetermined threshold at which the rush is executed is set as a quota for each game character. A stronger game character has a higher quota, and in the case of rush, a stronger attack or defense is executed.
  • the conditions for generating the rush point and the predetermined threshold value for executing the rush are not limited to the above specific example, and other conditions and threshold values may be set.
  • the game card 11 of the present embodiment is printed on a part of the front or back surface of a transparent base body 12 having a length of 88 mm and a width of 63 mm called a playing card size. Even if a plurality of game cards 11 are stacked, game information (for example, warriors, weapons, armor, etc.) can be arranged so as to be visible to the player through the transparent base 12.
  • a warrior card 100 for setting a game character and an additional card for adding a function to the game character are prepared.
  • an additional card for example, there are a weapon card 110 (FIG. 9) for adding a weapon to the game character, and a protective equipment card 120 (FIG. 10) for adding a protective equipment to the game character.
  • FIG. 8A shows the “warrior card 01”
  • FIG. 8B shows the “warrior card 02”
  • FIG. 8C shows the “warrior card 03”.
  • a character display field 101 is provided on which a warrior character and a character name are drawn.
  • an attribute display column 102 for displaying character attributes such as character attributes, mysterious names, and norms.
  • a card display field 103 for displaying a plurality of cards for attack owned by the warrior is provided.
  • Each of the attack cards is assigned a “number” and a “type”. The positions of these columns can be changed without departing from the spirit of the invention.
  • the “number” of the attack card is a key when selecting the attack card. In the present embodiment, numbers “1” to “6” are used. In the game in the present embodiment, when a plurality of attack cards are selected in succession, the “numbers” of the cards must be continuous according to a predetermined rule described later. In this embodiment, “numbers” are displayed, but “kana”, “kana”, “alphabet”, or “symbols” set in advance in a specific order as long as continuous associations are displayed. May be used.
  • attack card determines the content of the attack.
  • “attack”, “fist solid”, “magic”, “shield”, and the like are used. These may be described in characters, or as shown in FIG. 8, may be displayed by a diagram or a symbol expressing their characteristics. Alternatively, as shown in FIG. 8, it is possible to omit the description in the case of “attack”, which means a normal attack described later, and display only “numbers” associated with “attack”.
  • “Attack” performs a standard strength attack. When “attack” is selected in succession, it is possible to perform attacks for the selected number of times. “Kengo” is an attack with a high attack power and destroys the shield described later, but is preferentially burned by “magic”. “Magic” is an attack that burns the enemy's hand and is repelled by the shield described below, but by burning the “Kengo” card with the highest priority from the displayed enemy hand, the opponent ’s strategy It becomes possible to disturb. The “Shield” can reduce damage by putting a shield around it, and is destroyed by the above-mentioned “Kengo”, but is invalidated by repelling the above-mentioned magic attack.
  • attack cards are not limited to these, and there may be “speed” that expects the character's attack turn to come early and “item” cards that recover a specific HP. .
  • “Mystery” is a character's own special technique set in the warrior card 01, and when the rush point described later is accumulated, the character's unique quota in the rush sequence is achieved. This technique is activated.
  • a Special Move is activated when, for example, there is a special technique associated with the number “6” in a normal battle, the player simply selects the number “6”.
  • a bar code field 104 on which a bar code for identifying a game card is drawn.
  • the bar code column 104 is displayed so as to be visible in the present embodiment, but is printed with ink (for example, stealth ink) that is not visible under normal light, and has a specific wavelength in the reading unit. It may be made visible by applying the light.
  • the “warrior card 01” in FIG. 8 (a) is a play card of a warrior character called “knob”.
  • the character display column 101 the character design is displayed, and the name of the warrior character “knob” is displayed.
  • the card display field 103 eight attacking cards are displayed. In the upper row, four cards of “1: Kengo”, “2: Attack”, “3: Attack”, “4: Attack” are displayed, and in the lower row, “1: Kengo”, “2 : Attack, “3: Attack”, and “4: Attack” are displayed.
  • [Warrior card 02] in FIG. 8 (b) is a play card of a warrior character “Kuki”.
  • the character display column 101 the character design is displayed, and the name of the warrior character “Kuki” is displayed.
  • the card display field 103 eight attacking cards are displayed.
  • the top row displays four cards: “1: Kengo”, “2: Magic”, “3: Attack”, “4: Attack”, and “1: Kengo”, “2” on the bottom row. : Attack, “3: Attack”, and “4: Attack” are displayed.
  • [Warrior card 03] in FIG. 8 (c) is a play card of a warrior character called “Katsu”.
  • the card display field 103 eight attacking cards are displayed.
  • the top row displays four cards: “1: Kengo”, “2: Magic”, “3: Attack”, and “4: Kengo”, and the bottom row shows “1: Attack”, “2 : Attack, “3: Attack”, and “4: Attack” are displayed.
  • FIG. 9A shows a “weapon card 01”
  • FIG. 9B shows a “weapon card 02”
  • FIG. 9C shows a “weapon card 03”.
  • the structure of the weapon card 110 will be described. At the top of the weapon card 110, a weapon display field 111 on which weapons are drawn is provided.
  • an attribute display column 112 for displaying weapon attributes such as a weapon name and additional attack power is provided.
  • a card display field 113 for displaying an attack card to be added by this weapon card and an attack card to be changed.
  • the attack card to be added is displayed in the lower part of the area on the right side of the eight cards in the card display field 103 of the warrior card 100. This is because when the weapon card 110 is stacked on the warrior card 100, the attacking card to be added can be seen. Therefore, the non-printed portion of the weapon card 110 is preferably made of a transparent / opaque material so that it can be visually observed.
  • “Number” and “Type” are also assigned to the attack card to be added. “1” to “6” are used as the “number” of the attack card to be added.
  • the “type” of the attacking card to be added is usually a special technique, and is displayed as a character on the right side of the card. This special technique is a special technique that is used in conjunction with “numbers” separately from the mystery that is unique to the character possessed by a warrior card. This “number” is selected in the battle scene described later. As a result, the character can execute the special technique.
  • the attack card to be changed is displayed at the position of the card to be changed among the cards in the lower row of the eight cards in the card display field 103 of the warrior card 100. This is because when the weapon card 110 is stacked on the warrior card 100, the attacking card to be changed can be seen.
  • a bar code field 114 on which a bar code for identifying a game card is drawn is provided at the lower edge of the weapon card 110.
  • the bar code 104 is displayed so as to be visible in the present embodiment, but is printed with ink (for example, stealth ink) that is not visible under normal light, and has a specific wavelength in the reading unit. It may be made visible by applying light.
  • a weapon card 01” in FIG. 9A is an additional card for the weapon “Gun”.
  • the weapon display column 111 a figure of a weapon (gun) “gun” is displayed.
  • the card display column 113 one card with the number “6” is displayed in the lower row as the attacking card to be added, and “Survey” is displayed on the right side. Further, as the attacking card to be changed, a card “3: Magic” is displayed at the position of the third card from the left in the lower row.
  • bar code column 114 a bar code is drawn to identify the “weapon card 01”.
  • “Weapon card 02” in FIG. 9B is an additional card for the weapon “Katana”.
  • one card of the number “5” is displayed in the lower row as an attacking card to be added, and “Skills” is displayed on the right side thereof. Further, as the attacking cards to be changed, the cards “1: Kengo” and “2: Magic” are displayed at the positions of the first and second cards from the left in the lower row.
  • bar code column 114 a bar code is drawn to identify the “weapon card 02”.
  • “Weapon card 03” in FIG. 9C is an additional card for the weapon “bow and arrow”.
  • the card display column 113 one card with the number “1” is displayed in the lower row as an attacking card to be added, and “Successful technique” is displayed on the right side thereof. Furthermore, a card “1: Shield” is displayed at the position of the first card from the lower left as the attacking card to be changed.
  • bar code column 114 a bar code is drawn to identify “weapon card 03”.
  • FIG. 10A shows the “protector card 01”
  • FIG. 10B shows the “protector card 02”
  • FIG. 10C shows the “protector card 03”.
  • the structure of the armor card 120 will be described.
  • an armor display field 121 on which the armor is drawn is provided.
  • an attribute display field 122 for displaying armor attributes such as armor name and additional defense power is provided on the left side of the armor card 120 and on the left side of the armor display field 121.
  • the attribute display column 122 is provided at a position where the contents of the attribute display column 122 can be visually observed when the armor card 120 is further stacked on the warrior card 100 and the weapon card 110.
  • a card display field 123 is provided for displaying an attack card to be added by the armor card and an attack card to be changed.
  • the attack card to be added is displayed in the upper part of the area on the right side of the eight cards in the card display field 103 of the warrior card 100. This is because when the armor card 120 is further stacked on the warrior card 100 and the armor card 120 is further stacked, the added attack card can be seen. Therefore, the non-printed portion of the weapon card 110 is preferably made of a transparent / opaque material so that it can be visually observed.
  • “Number” and “Type” are also assigned to the attack card to be added. “1” to “6” are used as the “number” of the attack card to be added.
  • the “type” of the attacking card to be added is usually a special technique (a powerful armor) and is displayed as a character on the right side of the card. This special technique is a special technique that is used in conjunction with “numbers” separately from the mystery that is unique to the character possessed by a warrior card. This “number” is selected in the battle scene described later. As a result, the character can execute the special technique.
  • the attack card to be changed is displayed at the position of the card to be changed among the lower cards of the eight cards in the card display field 103 of the warrior card 100. This is because when the armor card 110 is further stacked on the warrior card 100 and the armor card 120 is further stacked, the attacking card to be changed can be seen.
  • a bar code field 124 in which a bar code for identifying a game card is drawn is provided at the lower edge of the armor card 120.
  • the bar code column 124 is displayed so as to be visible in the present embodiment, but is printed with ink (for example, stealth ink) that is not visible under normal light, and has a specific wavelength in the reading unit. It may be made visible by applying the light.
  • Armor card 01 in FIG. 10A is an additional armor card called “armor”.
  • the card display field 123 as a card for attack to be added, a single card with the number “5” is displayed in the upper row, and “Skills A” is displayed on the right side thereof. Further, as the attack cards to be changed, the cards “3: magic” and “4: shield” are displayed at the positions of the third and fourth cards from the left in the upper row.
  • bar code column 124 a bar code is drawn to identify the “armor card 01”.
  • Armor card 02 in FIG. 10 (b) is an additional card for the armor “Military”.
  • the card display field 123 As an attack card to be added, a single card with a number “2” is displayed in the upper row, and “deadly skill a” is displayed on the right side thereof. Further, as the attack cards to be changed, the cards “2: Shield” and “3: Shield” are displayed at the positions of the second and third cards from the lower left.
  • Armor card 03 in FIG. 10 (c) is an additional card for the armor “Amulet”.
  • a figure of a “talisman” armor (amulet) is displayed.
  • the card display field 123 As an attack card to be added, one card “5” is displayed in the upper row, and “Survey” is displayed on the right side. Further, as the attacking card to be changed, a card “3: Shield” is displayed at the position of the third card from the left in the upper row.
  • Card data table In the game apparatus 1 of the present embodiment, a card data table for storing original data of each game card is prepared in order to execute a game.
  • the card data table includes three card data tables 150, 160, and 170 as shown in FIGS. 11 to 13 depending on the type of game card 11 (warrior card 100, weapon card 110, armor card 120). Yes.
  • the card data tables 150, 160, and 170 are stored in the program memory (ROM) 22 of the game management device 2, and are loaded into the data memory (RAM, Flash ROM) 23 when the game program is executed.
  • FIG. 11 is a card data table 150 of the warrior card 100.
  • a card ID field In the card data table 150 of the warrior card 100, as shown in FIG. 11, a card ID field, a military commander (character) field, an attribute field, a quota field, a physical strength field, an attack power field, a defense power field, an attack card field (10 Sheet), a mystery column, and a mysterious attack power column.
  • Each of the ten attack card fields has a number field and a type field. In the present embodiment, 10 sheets are described, but the number is not limited to 10.
  • a warrior card 01 with a card ID “warrior 01” has “knob” written in the warrior (character) column, “kengo” in the attribute column, “100” in the quota column, and physical strength “1250” is written in the column, and “1: Kengo”, “2: Attack”, “3: Attack”, “4: Attack”, “1: Attack”, “2: Attack”, “3: Attack”, “4: Kengo”, “/: /”, “/: /”, “Hub” in the mystery column, “ 800 ".
  • the warrior card 02 with the card ID “warrior 02” is written “Kuki” in the warrior (character) column, “magic” in the attribute column, “40” in the quota column, and the physical strength column. Is marked with “1200”, and “1: Shield”, “2: Magic”, “3: Attack”, “4: Attack”, “1: Attack”, “2” : Attack, “3: Attack”, “4: Magic”, “/: /”, “/: /”, “Wave” in the mystery column, “400” in the mystery attack power column It is written.
  • the warrior card 03 with the card ID “warrior 03” has “Katsu” written in the warrior (character) column, “Kengo” in the attribute column, “70” in the quota column, and physical strength “1200” is written in the column, “1: Kengo”, “2: Kengo”, “3: Attack”, “4: Attack”, “1: Attack” in the attack card column (for 10 cards).
  • “2: Attack”, “3: Attack”, “4: Kengo”, “/: /”, “/: /”, “Ikatsu” in the mystery column, and “Mystery” in the mystery attack power column “600” is written.
  • the predetermined data is stored in the same manner for the warrior cards whose card ID is “warrior 04” or later.
  • the warrior card 07 with the card ID “warrior 07” is a warrior card given as a standard to a player who does not have the warrior card 100. It is the weakest warrior card in both attack and defense.
  • the warrior card 07 whose card ID is “warrior 07” is marked with “Ashigal” in the warrior (character) column, “Kengo” in the attribute column, “15” in the quota column, and in the physical strength column. “900” is written, and “1: Attack”, “2: Magic”, “3: Attack”, “4: Attack”, “1: Attack”, “2: “Kengo”, “3: Attack”, “4: Attack”, “/: /”, “/: /”, “Tetsugeki” in the mystery column, “350” in the mystery attack power column It is written.
  • FIG. 12 is a card data table 160 of the weapon card 110.
  • a card ID field In the card data table 160 of the weapon card 110, as shown in FIG. 12, a card ID field, a weapon type field, an attribute field, an additional normal field, an additional physical strength field, an additional attack power field, an additional defense power field, an attack card.
  • a column (for 10 sheets) is provided.
  • Each of the ten attack card fields has a number field and a type field. In the present embodiment, 10 sheets are described, but the number is not limited to 10.
  • a weapon card 01 with a card ID of “weapon 01” has “gun” written in the weapon type column, “950” in the additional attack column, and “/” in the attack card column (for 10 cards). : /, “/: /”, “/: /”, “/: /”, “1: /”, “2: /”, “3: Magic”, “4: /”, “/: / ",” 6: Special Move ".
  • the numbers may not necessarily be consecutive from “1” to “6”.
  • the weapon card 02 with the card ID “weapon 02” has “katana” written in the weapon type column, “850” written in the additional attack column, and “/” in the attack card column (for 10 cards). : / ”,“ /: / ”,“ /: / ”,“ /: / ”,“ 1: Fenggo ”,“ 2: Magic ”,“ 3: / ”,“ 4: / ”,“ /: / "," 5: Special Moves ".
  • the weapon card 02 with the card ID “weapon 03” is marked with “bow and arrow” in the weapon type column, “950” in the additional attack column, and “/” in the attack card column (for 10 cards). : /, “/: /”, “/: /”, “/: /”, “1: Shield”, “2: /”, “3: /”, “4: /”, “/: / "," 1: Special Moves ".
  • predetermined data is also stored in the same manner for weapon cards whose card ID is “weapon 04” or later.
  • the weapon card 07 with the card ID “weapon 07” is a weapon card that is given as a standard to a player who does not have the weapon card 110. It is the weakest weapon card for both attack and defense.
  • a weapon card 07 with a card ID of “weapon 07” is marked with “Combo” in the weapon type field, “800” in the additional attack field, and “/: /” in the attack card field (for 10 cards).
  • ”,“ /: / ”,“ /: / ”,“ /: / ”,“ 1: / ”,“ 2: / ”,“ 3: Kengo ”,“ 4: / ”,“ /: / ” , "1: Special move" is written.
  • FIG. 13 is a card data table 170 of the armor card 120.
  • a card ID field, an armor type field, an attribute field, an additional normal field, an additional physical strength field, an additional attack power field, an additional defense power field, an attack card A column (for 10 sheets) is provided.
  • Each of the ten attack card fields has a number field and a type field. In the present embodiment, 10 sheets are described, but the number is not limited to 10.
  • the armor card 01 with the card ID “armor 01” is described as “armor” in the armor type field, “350” in the additional defense field, and “10” in the attack card field (for 10 cards).
  • the number may not always be consecutive from “1” to “6” depending on the combination of cards in this game.
  • the armor card 02 with the card ID “armor 02” has “Army” in the armor type field, “350” in the additional defense field, and “10” in the attack card field.
  • 1: / ”,“ 2: Shield ”,“ 3: Shield ”,“ 4: / ”,“ /: / ”,“ /: / ”,“ /: / ”,“ 5: "Death technique” and "/: /” are written.
  • the armor card 03 with the card ID “armor 03” has “Amulet” written in the armor type field, “400” in the additional defense field, and “10” in the attack card field. 1: / ”,“ 2: / ”,“ 3: Shield ”,“ 4: / ”,“ /: / ”,“ /: / ”,“ /: / ”,“ 1: Special Moves "and” /: / "are written.
  • the predetermined data is similarly stored for the armor cards whose card ID is “armor 04” or later.
  • the armor card 07 with the card ID “armor 07” is a armor card given as a standard to a player who does not have the armor card 120. It is the weakest armor card for both attack and defense.
  • the armor card 07 with the card ID “Armor 07” has “Nabe no lid” in the armor type field, “300” in the additional attack field, and “1” in the attack card field (for 10 cards). : /, “2: Shield”, “3: /”, “4: /”, “/: /”, “/: /”, “/: /”, “/: /”, “/: / "6: Special Move”.
  • the game apparatus 1 can recognize the card bundle 10 in which a plurality of game cards 11 are bundled. It is possible to recognize the card ID of each game card 11 constituting the card bundle 10 and the order in which the game cards 11 are stacked.
  • the warrior card 100, the weapon card 110, and the armor card 120 are bundled, and a game character is created by the bundle 10 of the play cards.
  • FIG. 14 shows the appearance of a bundle 10 of game cards in which “warrior card 01”, “weapon card 01”, and “armor card 01” are superimposed, and FIG. 15 shows game character data by the bundle 10 of game cards. Show.
  • FIG. 14 when “warrior card 01” (FIG. 14A), “weapon card 01” (FIG. 14B) and “armor card 01” (FIG. 14C) are overlapped. Since each game card 11 is printed on a part of the transparent substrate 12, as shown in FIG. 14 (d), the game card 11 is a game card having an appearance in which these game cards 11 are superimposed. Therefore, normally, by placing the “warrior card” at the bottom and overlaying the “weapon card” and “armor card” on top of each other, the player can instantly install the weapons and armor that each character equips. In addition to being able to understand, not only HP, defense power, and attack power but also the data necessary for the battle in this game such as mystery can be viewed at a time.
  • the warrior character of “warrior card 01” can be seen as a game character with the weapon of “weapon card 01” and the armor of “armor card 01”.
  • “knob” which is the name of the warrior (character) described in “warrior card 01” is described, and the attribute display column 102 has a unique character that each character has.
  • “Hub” is displayed as the name of the mystery that is a special technique, “Kengo” is the attribute, “100” is the norm, and “1250” is the physical strength (HP).
  • an attribute display column 112 of “weapon card 01” (“Gun” as the weapon name and “950” as the additional attack power) is displayed.
  • an attribute display column 122 (“Armor” as the armor name and “350” as the additional defense power) is displayed.
  • a card display column 103 of “warrior card 01”, a card display column 113 of “weapon card 01” and a card display column 123 of “armor card 01” are superimposed.
  • the attack card is displayed.
  • five cards are displayed: “1: Kengo”, “2: Attack”, “3: Magic”, “4: Shield”, and “5: Special Move”.
  • Five cards of “1: Attack”, “2: Attack”, “3: Magic”, “4: Kengo”, and “6: Special Move” are displayed.
  • the game character data by the “warrior card 01”, “weapon card 01” and “armor card 01” is as shown in the card data table shown in FIG.
  • FIG. 16 (a) shows game character data combining the “warrior card 02” and the “weapon card 02”. Based on the data in the card data tables 150 and 160 shown in FIGS.
  • “Warrior 02 + Weapon addition 02” is written in the card ID column
  • “Kuki” is written in the warrior (character) column
  • “Magic” is written in the attribute column
  • “40” is written in the quota column
  • physical strength “1200” is written in the column
  • “850” is written in the attack power column
  • nothing is written in the defense power column
  • “1: Shield” is written in the attack card column (for 10 cards).
  • a “protector card 07” is given to a player who does not have an armor card as a standard, and the game character data is completed as shown in FIG. Based on the data of the card data table 170 shown in FIG. Therefore, in this embodiment, when there are missing cards, a standard play card is equipped so that there is not much difference in a battle with a player having all kinds of play cards. However, even if there are insufficient play cards, the game can be continued as it is.
  • “Warrior 02 + Weapon addition 02 + Armor 07” is written in the card ID column
  • “Kuki” is written in the warrior (character) column
  • “Magic” is written in the attribute column
  • “40” is written in the quota column.
  • “1200” is written in the physical strength column
  • “850” is written in the attack strength column
  • “300” is written in the defense strength column
  • “1: Shield” “ 2: “Shield”, “3: Attack”, “4: Attack”, “1: Kengo”, “2: Magic”, “3: Attack”, “4: Magic”, “6: Special Move”, “5: Special Move” is written
  • “Wave” is written in the mystery column
  • “400” is written in the Mystery attack power column.
  • FIG. 17A shows the game character data of “warrior card 03”. Based on the data of the card data table 150 shown in FIG. 17A
  • “Warrior 03” is written in the card ID column, “Katsu” is written in the warrior (character) column, “Kengo” is written in the attribute column, “70” is written in the quota column, and “Health” column is written. “1200” is written, nothing is written in the attack power column, nothing is written in the defense strength column, “1: Kengo”, “2: Kengo” is shown in the attack card column (for 10 cards). , “3: Attack”, “4: Attack”, “1: Attack”, “2: Attack”, “3: Attack”, “4: Kengo”, “/: /”, “/: /” Written in the mystery column and "600" in the mystery attack power column.
  • a “weapon card 07” is given to a player who does not have a weapon card as a standard, and a “protector card 07” is given as a standard to a player who does not have a protective card, as shown in FIG. As shown in b), the game character data is completed. Based on the data in the card data tables 160 and 170 shown in FIGS.
  • the card ID field is marked “Warrior 03 + Additional 07 + Armor 07”, the warrior (character) field is marked “Katsu”, the attribute field is marked “Kengo”, and the quota field is marked “70”.
  • “1200” is written in the physical strength column
  • “800” is written in the attack strength column
  • “300” is written in the defense strength column
  • FIG. 18A shows game character data of “weapon card 01”. Based on the data of the card data table 160 shown in FIG.
  • “Weapon addition 01” is written in the card ID column, nothing is written in the military commander (character) column, nothing is written in the attribute column, nothing is written in the quota column, and nothing is written in the physical strength column “950” is written in the attack power column, nothing is written in the defense power column, and “1: Attack”, “2: Attack”, “3: Attack” is written in the attack card column (10 cards). , “4: Attack”, “1: Attack”, “2: Attack”, “3: Magic”, “4: Attack”, “/: /”, “6: Special Move”, mysterious column Whatever is written in, and nothing is written in the mysterious attack power column.
  • a “warrior card 07” is given to a player who does not have a warrior card as a standard, and a “protector card 07” is given to a player who does not have a guard card as a standard.
  • the game character data is completed. Based on the data in the card data tables 150 and 170 shown in FIGS.
  • “Weapon addition 01 + warrior 07 + protector 07” is written in the card ID column, “Ashigal” is written in the warrior (character) column, “Kengo” is written in the attribute column, and “15” is written in the quota column. “900” is written in the physical strength column, “950” is written in the attack strength column, “300” is written in the defense strength column, “1: Attack” is written in the attack card column (for 10 cards), “2: Shield”, “3: Attack”, “4: Attack”, “1: Attack”, “2: Kengo”, “3: Magic”, “4: Attack”, “6: Special Move” , “6: Special Move”, “Tatsugeki” in the mystery column, and “300” in the mystery attack power column.
  • Player data table In the game apparatus 1 of the present embodiment, a player data table for storing data of each player is prepared in order to execute the game.
  • player data tables 200, 210, and 220 as shown in FIGS. 19, 20, and 21 are prepared for the 1P player, the 2P player, and the COM player.
  • the battle game by the game apparatus 1 of the present embodiment is executed based on these player data tables 200, 210, and 220.
  • the 1P player is a player who operates the input device 5 and the card reading device 6 on the right side of the game apparatus 1 shown in FIG.
  • the 2P player is a player who operates the input device 5 and the card reading device 6 on the left side of the game apparatus 1.
  • the COM player is a computer-controlled virtual player set in the game apparatus 1.
  • FIG. 19 shows a 1P player data table 200.
  • the 1P player data table 200 includes a character field, an attribute field, a quota field, a physical strength (HP: hit point) field, an additional physical strength field, an attack power field, a mystery field, a mysterious attack power field, and a random value to be added to the mysterious attack power.
  • the card data column is limited to 19 cards, but this number can be changed depending on the type of game.
  • the 1P player bundles three game cards 11 of “warrior card 01”, “weapon card 01”, and “armor card 01” and recognizes them by the card reader 6 on the right side of the game apparatus 1 shown in FIG. To do.
  • the game character data is as shown in the card data table shown in FIG. 15, and accordingly, data as shown in FIG. 19 is stored in the 1P player data table 200.
  • “Knob” is stored in the character column
  • “Kengo” is stored in the attribute column
  • “100” is stored in the normal column
  • “1250” is stored in the physical strength (HP) column
  • the attack power “950” is stored in the column
  • “Fubu” is stored in the mystery column
  • “800” is stored in the mysterious attack strength column
  • “ ⁇ 50” is stored in the random value column to be added to the mysterious attack strength.
  • “350” is stored in the defense level column
  • “3” is stored in the character speed column.
  • FIG. 20 shows a 1P player data table 210.
  • the 2P player data table 210 includes a character field, an attribute field, a quota field, a physical strength (HP: hit point) field, an additional physical strength field, an attack power field, a mystery field, and a mysterious attack power field.
  • Random value field to be added to the mysterious attack power, defense power field, character speed field, character speed addition field, card data field that can be changed by the player (for 10 cards), card data field that the player cannot change ( 9 sheets) are provided.
  • the 2P player bundles three game cards 11 of “warrior card 02”, “weapon card 02”, and “armor card 02” and recognizes them by the card reader 6 on the left side of the game apparatus 1 shown in FIG. To do.
  • data as shown in FIG. 20 is stored in the 2P player data table 210.
  • “Kuki” is stored in the character field
  • “magic” is stored in the attribute field
  • “40” is stored in the quota field
  • “1200” is stored in the physical strength (HP) field
  • the attack power field “850” is stored
  • “Wave” is stored in the mystery column
  • “500” is stored in the mystery attack strength column
  • “ ⁇ 50” is stored in the random value column to be added to the mysterious attack strength.
  • “350” is stored in the defense field
  • “3” is stored in the character speed field.
  • FIG. 21 shows the COM player data table 220.
  • the COM player data table 220 includes a character field, an attribute field, a quota field, a physical strength (HP: hit point) field, an additional physical strength field, an attack power field, and a mystery.
  • Field mysterious attack power field, random value field to be added to the mysterious attack power, defense power field, character speed field, character speed addition field, card data field that can be changed by the player (for 10 cards), player unchangeable Possible card data columns (for 9 cards) are provided.
  • “Malo” is stored in the character field
  • “shield” is stored in the attribute field
  • “25” is stored in the normal field
  • “1150” is stored in the physical strength (HP) field
  • the attack power field “900” is stored in the secret column
  • “Attack Special” is stored in the secret column
  • “300” is stored in the secret attack strength column
  • “ ⁇ 50” is stored in the random value column to be added to the secret attack strength.
  • “350” is stored in the defense level column
  • “3” is stored in the character speed column.
  • each player selects a card to be used for the attack from the four cards that are selected by the device from the set card deck and sequentially displayed, and selects the opponent's game character by selecting the card.
  • Attack is performed alternately by two players. Winning or losing is determined based on the hit points by the attack, the life of each player, the time limit, and the like.
  • a set of a plurality of cards (card decks) used by each player in the battle game is a card data column (for 10 cards) that can be changed by the player in the player data tables 200, 210, and 220.
  • the shuffled card deck is displayed as if it were placed at a predetermined position in the game screen, and four attack cards are put into play in order from the top of the card deck. Distributed. The next attack card to be distributed is displayed on the top of the card deck.
  • Each player selects an attack card to be used for the attack from the four cards distributed to the field using the instruction button of the input device 5. If the selected attack card is a card that can be selected based on a predetermined rule described later, it is registered as the current attack card. Then, the top card of the card deck is automatically distributed to the place where the selected attack card was found.
  • attack cards with numbers “1” “2” “3” “4” “5” “6” are included, but numbers “1” “2” “ There are 5 attack cards of 3 ”, 2 attack cards of number“ 4 ”, and 1 attack card of numbers“ 5 ”and“ 6 ”, respectively.
  • registration is performed by selecting four attack cards of the numbers “1”, “2”, “3”, and “4” and pressing the enter button.
  • four consecutive attacks are performed on the opponent game character for the number of times registered.
  • attack cards of numbers “3”, “4”, “5”, and “6” are selected and registered. It is not necessary to select the card with the number “1” first, and the selection may be started from a card with a number other than “1”.
  • attack cards with the same numbers “2”, “2” and “2” as shown in FIG.
  • the attack button When the attack button is pressed by the player, the own game character attacks the opponent game character based on the registered attack card.
  • the attack card used for the attack moves to a place called a graveyard as a used card. Cards in the graveyard are not distributed. On the other hand, when there are no cards in the card deck, the cards in the graveyard are shuffled and used again as cards in the card deck.
  • the predetermined rule for selecting an attack card is not limited to the above rule. For example, when the “number” of the attack card decreases by one, it may be determined so that it can be selected continuously. Further, it may be determined that the attack cards can be selected continuously when the “numbers” are the same. Furthermore, when the “number” of the attack card is discontinuous, it may be determined so that it can be selected continuously.
  • the card battle game of the present embodiment includes a one-on-one battle in which one player and one player battle each other, and a two-on-one battle in which two players and one player battle each other.
  • FIG. 24 shows a game screen for a one-on-one match.
  • the attack card selection state, physical strength, and time limit of one player here, 1P player
  • the other player here, the COM player
  • the attack card selection status, strength, and time limit are displayed.
  • FIG. 25 is a game screen for a 2: 1 match.
  • the attack card selection state, physical strength, and time limit of one of the two players here are displayed, and on the lower right side of the game screen, the other of the two players (
  • the attack card selection state, physical strength, and time limit of the 2P player here are displayed, and the attack card selection state, physical strength, time limit of one player (here, the COM player) are displayed on the upper right side of the game screen. It is displayed small.
  • a lash gauge is displayed that serves as a guideline for generating a rush sequence for determining whether or not a mystery, which is a character's own special technique described later, can be activated.
  • two game characters of two players (1P player and 2P player) and a game character of one player (COM player) fighting are displayed.
  • the fighting game character is positioned as a front guard
  • the non-fighting game character is positioned as a rear guard.
  • a display is made so that the game character of the fighting school-garde shines and it can be easily grasped which game character is fighting.
  • a lash gauge is displayed that serves as a guideline for generating a rush sequence for determining whether or not a mystery, which is a character's own special technique described later, can be activated.
  • FIG. 26 to FIG. 28 are flowcharts showing the entire operation sequence of the game
  • FIG. 29 to FIG. 37 are flowcharts showing the operation sequence of the one-on-one battle
  • FIG. 38 to FIG. It is a flowchart which shows the operation
  • step S10 a title is displayed on the display 3 and an advertisement for displaying a demonstration of the game is performed (step S10). This advertisement is repeated until 100 yen, which is a game fee, is inserted by the player.
  • a menu screen (not shown) is displayed on the display 3 (step S11). Menus such as “play with one person”, “play with two people”, and “training” are displayed on the menu screen.
  • the player selects the game card 11 to be used in the current game from the owned game cards in order to create his game character.
  • the player sets the card bundle 10 in which the game cards 11 are bundled and causes the card reading device 6 of the game apparatus 1 to recognize them (step S13).
  • a screen for confirming card scanning is displayed on the display 3 (step S14).
  • a Japanese map is displayed on the display 3 together with the characters “Fengun! Lexiden” as an effect screen (step S15), followed by a stage move and a game effect drama (step S16). Then, an effect event for starting the first battle game is displayed (step S17).
  • step S18 the first battle of the battle game is executed. Details of the battle game will be described later.
  • step S19 it is determined whether or not the first game of the battle game has been won.
  • step S20 When the first game of the battle game is won, a map of Japan is displayed on the display 3 with the characters “Fengyun! Lexi Den” on the display screen (step S20), and subsequently, a spelling event is executed (step S21).
  • a game screen including two treasure chests is displayed on the display 3.
  • a highly effective item A and a low effective item B are stored.
  • item A is an item to which physical strength (hit point: HP) is added by 300 in the next battle
  • item A is an item to which physical strength (hit point: HP) is added by 100 in the next battle.
  • the contents of the treasure chest are used as items for adding physical strength (hit points: HP), but items having other functions may be used. For example, you may add to attack power and defense power.
  • competition may be sufficient.
  • competition may be sufficient.
  • step S22 a drama for game production is displayed on the display 3 (step S22), and then an event for production for starting the second battle game is displayed (step S23).
  • step S24 the second game of the battle game is executed.
  • step S19 if it is determined that the game is defeated or tied in the first game of the competitive game, a continue screen is displayed on the display 3 to encourage the player to continue to play the game by adding 100 yen (step S26). .
  • step S27 it is determined whether or not the player has continued the game.
  • step S28 If the game is continued, one game card is paid out from the card payout device 28 of the game apparatus 1 (step S28), and the process moves to the battle effect screen display processing step in step S17.
  • step S29 a game over screen is displayed on the display 3 (step S29), and then it is determined whether or not there is a remaining credit (step S30).
  • step S11 If there are remaining credits, the process moves to the menu screen display processing step in step S11. If there are no remaining credits, the process proceeds to the advertisement screen display processing step in step S10.
  • step S31 it is determined whether or not the second game of the battle game in step S24 has been won.
  • step S32 When the second game of the battle game is won, a map of Japan is displayed on the display 3 together with the characters “Fengyun! Lexiden” as a production screen (step S32), and subsequently, a spelling event is executed (step S33). Subsequently, a drama for game production is displayed (step S34), and then an event for production for starting the third battle game is displayed (step S35).
  • step S36 the third battle of the battle game is executed.
  • step S31 if it is determined that the game is defeated or tied in the second game of the battle game, a continue screen is displayed on the display 3 to encourage the player to add 100 yen and continue the game (step S37). .
  • step S38 it is determined whether or not the player has continued the game.
  • step S39 When the game is continued, one game card is paid out from the card payout device 28 of the game apparatus 1 (step S39), and the process moves to the battle effect screen display processing step in step S23.
  • step S40 a game over screen is displayed on the display 3 (step S40), and then it is determined whether or not there is a remaining credit (step S41).
  • step S11 If there are remaining credits, the process moves to the menu screen display processing step in step S11. If there are no remaining credits, the process proceeds to the advertisement screen display processing step in step S10.
  • step S42 it is determined whether or not the third game of the battle game in step S36 has been won.
  • step S43 When the third game of the battle game is won, a map of Japan is displayed on the display 3 with the characters “Fengyun! Lexi Den” on the display screen (step S43), followed by a drama for game production (step S43). S44) Subsequently, an effect event for starting the fourth battle game is displayed (step S45).
  • step S46 the fourth game of the battle game is executed.
  • step S42 if it is determined that the game is defeated or drawn in the third game of the battle game, a continue screen is displayed on the display 3 to encourage the player to continue to play the game by adding 100 yen (step S47). .
  • step S48 it is determined whether or not the player has continued the game.
  • step S49 When the game is continued, one play card is paid out from the card payout device 28 of the game apparatus 1 (step S49), and the process moves to the battle effect screen display processing step in step S35.
  • step S50 a game over screen is displayed on the display 3 (step S50), and then it is determined whether or not there is a remaining credit (step S51).
  • step S11 If there are remaining credits, the process moves to the menu screen display processing step in step S11. If there are no remaining credits, the process proceeds to the advertisement screen display processing step in step S10.
  • step S52 it is determined whether or not the fourth battle of the battle game in step S46 has been won.
  • a map of Japan is displayed on the display 3 together with the characters “Fengyun! Lexiden” as a production screen (step S53), and subsequently, a spelling event is executed (step S54). Subsequently, a game effect drama is displayed (step S55), and then an effect event for starting the fifth battle game is displayed (step S56).
  • step S57 the fifth battle of the battle game is executed.
  • step S52 if it is determined that the game has been defeated or tied in the fourth game of the competitive game, a continue screen is displayed on the display 3 to encourage the player to add 100 yen and continue the game (step S58). .
  • step S59 it is determined whether or not the player has continued the game.
  • step S60 When the game is continued, one play card is paid out from the card payout device 28 of the game apparatus 1 (step S60), and the process proceeds to the display process step of the battle effect screen in step S45.
  • step S50 a game over screen is displayed on the display 3 (step S50), and then it is determined whether or not there is a remaining credit (step S51).
  • step S11 If there are remaining credits, the process moves to the menu screen display processing step in step S11. If there are no remaining credits, the process proceeds to the advertisement screen display processing step in step S10.
  • step S63 it is determined whether or not the fifth game of the battle game in step S57 has been won.
  • step S64 If the fifth game of the battle game is won, a map of Japan is displayed on the display 3 together with the characters “Fengyun! Lexiden” on the display screen (step S64), and then a drama for game performance is displayed (step S64). S65) Subsequently, an effect event for starting the sixth battle game is displayed (step S66).
  • step S67 the sixth game of the battle game is executed.
  • step S63 if it is determined that the game is defeated or tied in the fifth game of the competitive game, a continue screen is displayed on the display 3 to prompt the player to add 100 yen to continue the game (step S68). .
  • step S69 it is determined whether or not the player has continued the game.
  • step S70 When the game is continued, one game card is paid out from the card payout device 28 of the game apparatus 1 (step S70), and the process moves to the battle effect screen display processing step in step S56.
  • step S71 If the game is not continued, a game over screen is displayed on the display 3 (step S71), and then it is determined whether or not there is a remaining credit (step S72).
  • step S11 If there are remaining credits, the process moves to the menu screen display processing step in step S11. If there are no remaining credits, the process proceeds to the advertisement screen display processing step in step S10.
  • step S73 it is determined whether or not the sixth game of the battle game in step S67 has been won.
  • Step S74 When winning the 6th game of the battle game, a map of Japan is displayed on the display 3 together with the characters “Fengyun! Lexiden” as a production screen (step S74), and then a drama for producing the ending of the game is displayed. (Step S75).
  • step S76 a game over screen is displayed (step S76), and then it is determined whether or not there is a remaining credit (step S77).
  • step S11 If there are remaining credits, the process moves to the menu screen display processing step in step S11. If there are no remaining credits, the process proceeds to the advertisement screen display processing step in step S10.
  • step S73 if it is determined that the game is defeated or tied in the sixth game of the competitive game, a continue screen is displayed on the display 3 to prompt the player to add 100 yen and continue the game (step S78). .
  • step S79 it is determined whether or not the player has continued the game.
  • step S80 When the game is continued, one game card is paid out from the card payout device 28 of the game apparatus 1 (step S80), and the process moves to the battle effect screen display processing step in step S66.
  • step S81 If the game is not continued, a game over screen is displayed on the display 3 (step S81), and then it is determined whether or not there is a remaining credit (step S82).
  • step S11 If there are remaining credits, the process moves to the menu screen display processing step in step S11. If there are no remaining credits, the process proceeds to the advertisement screen display processing step in step S10.
  • FIG. 46 (a) shows the turn gauge counter 300. FIG. It is provided for each of the 1P player, 2P player, and COM player.
  • the players that play against each other play an attacking role alternately.
  • the other player only defends and does not attack.
  • a player is attacking it is called the “turn” of the player.
  • the speed of operation and the skill of operation differ depending on the skill level of the game for each player.
  • the same predetermined time is given to each player when an attack in the battle game is started.
  • a certain margin is secured for game operations even for inexperienced players.
  • FIG. 46B shows a card selection time counter 310. It is provided for each of the 1P player, 2P player, and COM player. In the competitive game of this embodiment, the time when each player selects a card is evaluated. For example, if the card selection time is short, many rush points are generated.
  • the card selection time counter 310 is for measuring the card selection time of each player.
  • FIG. 47 (c) shows the attack frequency counter 320. It is provided for each of the 1P player, 2P player, and COM player. In the battle game of this embodiment, the number of attack cards selected by each player is the number of attacks.
  • the attack number counter 320 is for indicating the number of attacks based on the card selected by the player.
  • FIG. 46 (d) shows the card confirmation flag 330. It is provided for each of the 1P player, 2P player, and COM player.
  • the card confirmation flag 330 is a flag for indicating whether or not each player has finished selecting the attack card and confirmed it. If the card confirmation flag 330 is “1”, it indicates that it has been confirmed, and if it is “0”, it indicates that it has not been confirmed.
  • FIG. 46 (e) shows the rush point counter 340. It is provided for 1P player, 2P player, 1P player and 2P player, and COM player, respectively.
  • rush points are provided, but the rush point counter 340 counts the rush points acquired by each player.
  • the rush point exceeds a predetermined value and enters the rush sequence, and the rush sequence exceeds the quota set for the game character, for example, a special technique that is unique to the character set for each character. Mystery that is an attack is activated.
  • FIG. 47 (f) shows the rush point rising flag 350. It is provided for 1P player, 2P player, 1P player and 2P player, and COM player, respectively.
  • the rush increase flag is a flag for indicating whether or not the rush point is increased. If the rush increase flag is “1”, the rush point increases, and if it is “0”, the rush point does not increase.
  • FIG. 46 (g) shows the battle end flag 360.
  • the battle end flag 360 is a flag for indicating whether or not the player character is in a battle. If the battle end flag 360 is “1”, it indicates that the battle is in progress, and if it is “0”, it indicates that the battle is not in progress.
  • FIG. 46 (h) shows the victory flag 370. It is provided for each of the 1P player, 2P player, and COM player.
  • the victory flag 370 is a flag for indicating whether or not the player has won the battle. If the victory flag 370 is “1”, it indicates that it has won, and if it is “0”, it indicates that it has not won.
  • FIGS. 29A to 31A show the operation sequence of the 1P player
  • FIGS. 29B to 31B show the operation sequence of the 1P player
  • FIGS. 29B to 31B show the operation sequence of the player
  • the left-side flowchart (1P flow) and the right-side flowchart (COM flow) have the same operation sequence except for whether the player is a 1P player or a COM player, and therefore only the left-side flowchart (1P flow).
  • the description of the flowchart on the right side (COM flow) is omitted.
  • step A10 the battle end flag 360 of the 1P player is reset to “0” (step A10), and the turn gauge counter 300 of the 1P player is reset to “0” (step A11).
  • the 1P player's turn gauge counter 300 starts to rise (step A12).
  • the card determination flag of the 1P player is reset to “0”, and then the rising speed of the turn gauge counter 300 of all the players (1P player and COM player) is set to a specified value (step A13).
  • the battle check sequence is a subroutine for checking the victory or defeat of the battle game.
  • an action control sequence is executed (step A15).
  • the flowchart on the left side (1P flow) and the flowchart on the right side (COM flow) basically proceed at the same time, but the flowchart of the player who is not his turn (attack order) is not allowed to proceed.
  • the action control sequence is a subroutine for stopping the progress of the step when it is not its turn (attack order), that is, when the opponent presses the confirm button to start the attack action.
  • step A16 it is determined whether or not the battle end flag 360 of the 1P player is “0” (step A16). If the 1P player's battle end flag 360 is “1”, the battle is immediately ended.
  • Step A14, Step A15 and Step A16 the winning or losing of the battle is not determined and the battle is in progress (Step A14), and the turn (attack order) of the 1P player (Step A15), and the battle Is not completed (step A16).
  • step A 17 If the 1P player's battle end flag 360 is “0”, it is next determined whether or not the 1P player's turn gauge counter 300 is “100” (step A 17). If the turn gauge counter 300 of the 1P player is not “100”, the process returns to step A14.
  • step A18 measurement of the guard selection time of the 1P player is started.
  • a battle check sequence is executed (step A19), then an action control sequence is executed (step A20), and then it is determined whether or not the 1P player's battle end flag 360 is “0”. (Step A21). If the 1P player's battle end flag 360 is “1”, the battle is immediately ended.
  • step A22 If the 1P player's battle end flag 360 is “0”, then it waits for the 1P player to select one attack card (step A22).
  • the attack count counter 320 of the 1P player is increased by “1” (step A23), and the rush point counter 340 of the 1P player is increased by a predetermined value (step A24).
  • a battle check sequence is executed (step A25), then an action control sequence is executed (step A26), and then it is determined whether or not the 1P player's battle end flag 360 is “0”. (Step A27). If the 1P player's battle end flag 360 is “1”, the battle is immediately ended.
  • step A28 it is determined whether or not the 1P player has pressed the card confirmation button.
  • step A19 If the 1P player has not pressed the card confirmation button, the process returns to step A19, and the process when the 1P player selects the next attack card is executed in steps A19 to A28.
  • step A29 When the 1P player presses the card determination button, “1” is set to the card determination flag 330 of the 1P player (step A29), the card selection time counter 310 of the 1P player is stopped, and the card selection time is measured. End (step A30).
  • step A31 it is determined whether or not the card selection time of the 1P player is shorter than the standard selection time determined in accordance with the number of attacks (number of attack cards selected) (step A31).
  • the rush point counter 340 of the 1P player is increased by a predetermined value (step A32).
  • step A33 the card selection time counter 310 of the 1P player is reset to “0” (step A33), and the turn gauge counter 300 of the 1P player is reset to “0” (step A35).
  • step A35 the rising speed of the turn gauge counter 300 of all players (1P player and COM player) is changed.
  • step A36 an attack sequence based on the attack card selected by the 1P player is executed.
  • a battle check sequence is executed (step A37), followed by an action control sequence (step A38), and then whether or not the 1P player's battle end flag 360 is “0”. Is determined (step A39). If the 1P player's battle end flag 360 is “1”, the battle is immediately ended.
  • step A40 it is determined whether or not the rush point of the 1P player is equal to or greater than the player character's normal value (for example, 100) (step A40). If the rush point of the 1P player has not reached the norm value, the process returns to step A13 and the subsequent processing is repeated.
  • the player character's normal value for example, 100
  • a battle check sequence is executed (step A42), followed by an action control sequence (step A43). Subsequently, it is determined whether or not the 1P player's battle end flag 360 is “0”. (Step A44). If the 1P player's battle end flag 360 is “1”, the battle is immediately ended.
  • step A45 the rush point counter 340 of the 1P player is reset to “0” (step A45)
  • step A46 the attack number counter 320 of the 1P player is reset to “0” (step A46)
  • step A13 the process returns to step A13. Return and repeat the subsequent processing.
  • the battle check sequence is a subroutine for checking the victory or defeat of the battle game. This is executed in steps A14 and B14 of the main routine.
  • FIG. 32 shows a flowchart of the battle check sequence.
  • step C10 it is determined whether or not there is a remaining game time.
  • step C11 If it is determined that there is a game remaining time, it is subsequently determined whether or not there is physical strength (HP) of the 1P player (step C11). If it is determined that there is physical strength (HP) of the 1P player, it is then determined whether there is physical strength (HP) of the COM player (step C12). If it is determined that there is physical strength (HP) of the COM player, this subroutine is terminated and the process returns to the main routine.
  • HP physical strength
  • the 1P player's physical strength (HP) is exhausted, or the COM player's physical strength (HP) is exhausted, the battle ends, so the battle ends.
  • the flag 360 is set to “1”.
  • the physical strength (HP) of the 1P player is compared with the physical strength (HP) of the COM player (step C14).
  • step C16 If it is determined that the physical strength (HP) of the COM player is greater than the physical strength (HP) of the 1P player, “1” is set to the victory flag 370 of the COM player as a victory of the COM player (step C16).
  • the action control sequence is a subroutine for stopping the progress of the step when it is not its turn (attack order), that is, when the opponent presses the confirm button to start the attack action. This is executed in steps A15 and B15 of the main routine.
  • FIG. 33 shows a flowchart of the behavior control sequence.
  • step D10 it is determined whether or not the main routine player is a 1P player.
  • step D11 If the player of the main routine is a 1P player, it is determined whether or not the card determination flag 330 of the COM player is “0” (step D11). If the card determination flag of the COM player is “0”, the process returns to the main routine as it is, but if the card determination flag of the COM player is “1”, an infinite loop is repeated that repeats Step D11.
  • step D12 it is determined whether or not the card determination flag 330 of the 1P player is “0” (step D12). If the card determination flag of the 1P player is “0”, the process returns to the main routine as it is, but if the card determination flag of the 1P player is “1”, an infinite loop is repeated that repeats step D12.
  • the attack sequence is a subroutine for performing an attack with the attack card selected by the player. This is executed in steps A36 and B36 of the main routine.
  • FIG. 34 shows a flowchart of the attack sequence.
  • step E10 it is determined whether or not the main routine player is a 1P player (step E10). If the main routine player is a 1P player, the 1P player is set as the player A (step E11). If the main routine player is not the 1P player, the COM player is set as the player A (step E12).
  • step E13 a card determination process for determining an attack card to be used and performing an attack is performed.
  • step E14 it is determined whether or not the rush point increase flag 350 of the player A (1P player or COM player) is “1” (step E14).
  • the rush point counter 340 of the player A (1P player or COM player) is increased (step E15).
  • step E16 it is determined whether or not the rush point increase flag 350 of the opponent (COM player or 1P player) is “1” (step E16).
  • the rush point counter 340 of the opponent (COM player or 1P player) is increased (step E17).
  • step E18 the rush point increase flag 350 of the 1P player and the COM player is reset to “0” (step E18), and then the value of the attack number counter 320 of the player A is decremented by 1 (step E19).
  • step E20 it is determined whether or not the value of the attack number counter 320 of the player A is “0” (step E20). If the value of the attack number counter 320 of the player A is not “0”, the process returns to step E13 to perform an attack with the remaining attack card.
  • attack sequence subroutine is terminated and the process returns to the main routine.
  • the card determination process is a subroutine for performing an attack by determining the type of attack card used by the player. This is executed in step E13 of the attack sequence. 35 and 36 show a flowchart of the card determination process.
  • step F10 it is determined whether or not the attack card to be used is a special move card. If it is a special move card, an attack by the special move is executed (step F11).
  • step F12 it is determined whether or not the special technique is a technique that causes damage. If it is a technique that causes damage, it is then determined whether or not the opponent has a shield (step F13).
  • step F14 If the opponent puts a shield, the opponent will be given “deadly damage” according to the damage cut rate (step F14), and the opponent's shield HP (hit point) is reduced by 1 (step F15).
  • the shield has “HP” and “Level”.
  • the “HP” of the shield is the number of times that the shield can withstand a normal attack or a special attack technique, and the “level” of the shield is a damage cut rate at which the shield cuts the damage.
  • the state of the shield is permanent, so the state of the shield is inherited after the next turn. If a shield is used during deployment of the shield, not only will the HP of the shield being deployed be restored, but the level will be increased by one level. However, even if a shield is used at the maximum shield level, there is no effect.
  • the shield will be destroyed regardless of the shield's remaining HP.
  • the damage cut effect also works for power attacks received while the shield is deployed.
  • the shield HP will be the maximum value of “3” by the first shield card, the damage cut rate will be 50%, and two shield cards. According to the eyes, the damage cut rate increases while the shield HP remains at the maximum value “3”, and the damage cut rate increases to 75%. In this state, when an attack is received from the opponent, the shield HP decreases by 1 and the shield HP becomes “2”, but the damage cut rate is maintained at 75%. Furthermore, if two shield cards are used in this state, the shield HP increases to “3” due to this shield card, and the damage cut rate increases from 75% to 99%, which is the maximum value of the damage cut rate.
  • step F16 it is determined whether or not the opponent's shield HP is “0” (step F16). If the opponent's shield HP is “0”, “1” is set to the rush point increase flag 350 of the player A (step F17), and this card determination process is terminated.
  • Step F12 If it is determined in Step F12 that the Special Move is not a technique that causes damage, if it is determined in Step F13 that the opponent does not have a shield, it is determined in Step F16 that the opponent's shield HP is not “0”. If it is determined, the card determination process is immediately terminated.
  • step F10 If it is determined in step F10 that the attack card used is not a special technique card, it is next determined whether or not the attack card used is a magic card (fire) (step F18). If it is a magic card, an attack based on the magic card is started.
  • a magic card an attack based on the magic card is started.
  • step F19 it is determined whether or not the opponent is putting a shield. If the opponent has a shield, the fire is bounced back to the opponent (step F20), the opponent's rush point increase flag 350 is set to "1" (step F21), and this card determination process is terminated.
  • step F22 it is determined whether or not the opponent's hand (fist card) is present.
  • step F23 If there is no opponent's fist hand, a magic attack is performed on the opponent (step F23). Subsequently, the rush point increase flag 350 of the player A is set to “1” (step F24), and this card determination process is ended.
  • step F25 If there is an opponent's hand, an attack is performed by burning the opponent's fist-hard hand and reducing the attack card by one (step F25). Subsequently, the rush point increase flag 350 of the player A is set to “1” (step F24), and this card determination process is ended.
  • step F18 If it is determined in step F18 that the attack card to be used is not a magic card, it is next determined whether or not the attack card to be used is a shield card (shield) (step F27). If it is a shield card, the defense based on the shield card is executed.
  • shield shield card
  • step F28 it is determined whether or not the shield card is the first one (step F28). If it is the first sheet, the shield HP is set to “3”, the damage cut rate is set to “50%” (step F29), and this card determination process is terminated.
  • step F30 it is next determined whether or not the damage cut rate is 50% (step F30). If the damage cut rate is 50%, the shield HP is set to “3”, the damage cut rate is set to “75%” (step F31), and this card determination process is terminated.
  • step F32 If the damage cut rate is not 50%, it is next determined whether or not the damage cut rate is 75% (step F32). If the damage cut rate is 75%, the shield HP is set to “3”, the damage cut rate is set to “99%” (step F33), and this card determination process is terminated.
  • the shield HP is set to “3” (step F34), and this card determination process is terminated.
  • step F27 If it is determined in step F27 that the attack card to be used is not a shield card, it is next determined whether or not the attack card to be used is a power card (fence) (step F35). If it is a power card, an attack based on the power card is executed.
  • a power card a power card
  • step F36 it is determined whether or not the opponent has a shield. If the opponent has a shield, the shield is extinguished regardless of the shield's HP (step F37), and subsequently, “power-up attack damage” corresponding to the damage cut rate is given to the opponent (step F38). Subsequently, the rush point increase flag 350 of the player A is set to “1” (step F39), and this card determination process is ended.
  • step F40 If the opponent does not have a shield, a power-up attack is performed on the opponent (step F40), and this card determination process is terminated.
  • step F35 If it is determined in step F35 that the attack card used is not a power card, the attack card used is a normal attack card (attack), and therefore an attack based on the attack card is executed.
  • step F41 it is determined whether or not the opponent has a shield. If the opponent puts a shield, damage is given to the opponent according to the damage cut rate (step F42), and then “1” is subtracted from his shield HP (step F43).
  • step F44 it is determined whether or not the opponent's shield HP is “0” (step F44). If the opponent's shield HP is "0”, the player A's rush point increase flag 350 is set to "1" (step F45), and this card determination process is terminated.
  • step F46 If the opponent does not have a shield, an attack that causes normal damage to the opponent is performed (step F46), and this card determination process is terminated.
  • the rush sequence is a subroutine for determining whether or not to perform a particularly powerful rush attack when the player's rush point reaches a predetermined value. This is executed in steps A41 and B41 of the main routine.
  • FIG. 37 shows a flowchart of the rush sequence.
  • step G10 all the turn gauge rising speeds are reset to “0” (step G10), and then a target rush number determined for each player character, that is, a normal value determined for each player character is set. (Step G11) Subsequently, a secret type card type determined for each player character is set (Step G12), and then a time limit for rush attack is set (Step G13).
  • step G15 it is determined whether or not there is a time limit for the rush attack. If the rush attack time limit remains, it is determined whether there is a selectable card in the hand (step G16).
  • step G17 If there is a selectable card in the hand, the card is selected (step G17), and the rush number (rush point) is incremented by 1 (step G18).
  • step G19 it is determined whether or not the same card as the mystery type has been selected. If the same card as the mystery type is selected, the type bonus value is added to the number of rushes (step G20).
  • step G21 it is determined whether or not the number of rushes is less than the target number of rushes (the player character's normal value) (step G21). If the number of rushes is less than the target number of rushes, it is determined whether or not the confirm button has been pressed (step G22).
  • step G23 it is next determined whether or not the attack has been connected more than a certain combo. If the attack is connected more than a certain combo, the bonus rush number is added to the rush number (step G24).
  • step G21 it is determined whether or not the rush number is smaller than the target rush number.
  • the process returns to step G15 and the subsequent processing is repeated.
  • step G15 If it is determined in step G15 that the rush time limit has been reached, it is determined whether or not the rush number has reached the target rush number (step G26).
  • step G27 If the number of rushes has reached the target number of rushes, the mysterious damage is regarded as mysterious total damage (step G27), and an attack that gives the mysterious total damage to the opponent is performed (step G28).
  • step G27 Even if it is determined in steps G21 and G25 that the number of rushes has reached the target number of rushes, the mysterious damage is regarded as mysterious total damage (step G27), and an attack that gives the mysterious total damage to the opponent is performed (step S27). G28).
  • step G26 If it is determined in step G26 that the number of rushes has not reached the target number of rushes, damage corresponding to the number of rushes is given to the opponent (step G29).
  • step G30 it is determined whether or not the player is a 1P player (step G30). If the player is a 1P player, the process returns to the main routine of the 1P player. If the player is a COM player, the main routine of the COM player is returned. Return to.
  • FIG. 38 to 40 the left flowcharts (FIGS. 38A to 40A) show the operation sequence of the 1P player, and the central flowcharts (FIGS. 38B to 40B) show the 2P.
  • the operation sequence of the player is shown, and the flowcharts on the right side (FIG. 38 (c) to FIG. 40 (c)) show the operation sequence of the COM player.
  • the left flowchart (COM flow) proceeds and waits at one of the steps of the behavior control sequence in the left flowchart (1P flow) and the central flowchart (2P flow). It will be.
  • the left flowchart (1P flow), the middle flowchart (2P flow), and the right flowchart (COM flow) are operation sequences other than whether the player is a 1P player, a 2P player, or a COM player. Therefore, only the left flowchart (1P flow) will be described, and the description of the central flowchart (2P flow) and the right flowchart (COM flow) will be omitted.
  • step H10 the battle end flag 360 of the 1P player is reset to “0” (step H10), and the turn gauge counter 300 of the 1P player is reset to “0” (step H11).
  • the 1P player's turn gauge counter 300 starts to rise (step H12).
  • the card determination flag of the 1P player is reset to “0”, and then the rising speed of the turn gauge counter 300 of all the players (1P player and COM player) is set to a specified value (step H13).
  • a battle check sequence is executed (step H14), followed by an action control sequence (step H15). Subsequently, it is determined whether or not the 1P player's battle end flag 360 is “0”. (Step H16). If the 1P player's battle end flag 360 is “1”, the battle is immediately ended.
  • step H14 step H15, and step H16, the winning or losing of the battle is not determined and the battle is in progress (step H14), the turn of the 1P player (attack order) (step H15), and the battle Is not completed (step H16).
  • step H17 If the 1P player's battle end flag 360 is “0”, it is next determined whether or not the 1P player's turn gauge counter 300 is “100” (step H17). If the turn gauge counter 300 of the 1P player is not “100”, the process returns to step H14.
  • step H18 measurement of the guard selection time of the 1P player is started.
  • step H19 a battle check sequence is executed (step H19), then an action control sequence is executed (step H20), and then it is determined whether or not the battle end flag 360 of the 1P player is “0”. (Step H21). If the 1P player's battle end flag 360 is “1”, the battle is immediately ended.
  • step H22 If the 1P player's battle end flag 360 is “0”, then it waits for the 1P player to select one attack card (step H22).
  • the attack count counter 320 of the 1P player is increased by “1” (step H23), and the rush point counter 340 of the 1P player is increased by a predetermined value (step H24).
  • step H25 a battle check sequence is executed (step H25), then an action control sequence is executed (step H26), and then it is determined whether or not the battle end flag 360 of the 1P player is “0”. (Step H27). If the 1P player's battle end flag 360 is “1”, the battle is immediately ended.
  • step H28 it is determined whether or not the 1P player has pressed the card confirmation button.
  • step H19 If the 1P player has not pressed the card confirmation button, the process returns to step H19, and the processing when the 1P player selects the next attack card is executed in steps H19 to H28.
  • step H29 When the 1P player presses the card determination button, “1” is set to the card determination flag 330 of the 1P player (step H29), the card selection time counter 310 of the 1P player is stopped, and the card selection time is measured. End (step H30).
  • step H31 it is determined whether or not the card selection time of the 1P player is shorter than the standard selection time determined according to the number of attacks (selected number of attack cards) (step H31).
  • the rush point counter 340 shared by the 1P player and the 2P player is increased by a predetermined value (step H32).
  • step H33 the card selection time counter 310 of the 1P player is reset to “0” (step H33), and the turn gauge counter 300 of the 1P player is reset to “0” (step H35).
  • step H35 the rising speed of the turn gauge counter 300 of all players (1P player and COM player) is changed.
  • step H36 an attack sequence based on the attack card selected by the 1P player is executed.
  • a battle check sequence is executed (step H37), followed by an action control sequence (step H38). Subsequently, whether or not the battle end flag 360 of the 1P player is “0”. Is determined (step H39). If the 1P player's battle end flag 360 is “1”, the battle is immediately ended.
  • step H40 it is determined whether or not the rush point shared by the 1P player and the 2P player is equal to or greater than the player character's normal value (for example, 100) (step H40). If the rush point of the 1P player has not reached the predetermined value, the process returns to step H13 and the subsequent processing is repeated.
  • the player character's normal value for example, 100
  • step H41 When the rush point of the 1P player has reached a predetermined value, the turn gauge counter 300 of the 2P player is reset to “0” (step H41), and the 1P player player character and the 2P player player character make a special attack.
  • the rush sequence to be performed is executed (step H42).
  • a battle check sequence is executed (step H43), followed by an action control sequence (step H44). Subsequently, it is determined whether or not the 1P player's battle end flag 360 is “0”. (Step H45). If the 1P player's battle end flag 360 is “1”, the battle is immediately ended.
  • Step H46 the rush point counter 340 shared by the 1P player and the 2P player is reset to “0” (step H46), and then the attack number counter 320 of the 1P player is reset to “0” (step H47).
  • step H47 the attack number counter 320 of the 1P player is reset to “0” (step H47).
  • the battle check sequence is a subroutine for checking the victory or defeat of the battle game. It is executed in steps H14, I14, J14, etc. of the main routine.
  • FIG. 41 shows a flowchart of a battle check sequence in a 2: 1 match.
  • step K10 it is determined whether or not there is a remaining game time.
  • step K11 If it is determined that there is a game remaining time, it is subsequently determined whether or not there is physical strength (HP) of the 1P player (step K11). If it is determined that there is no physical strength (HP) of the 1P player, it is then determined whether there is physical strength (HP) of the 2P player (step K12).
  • step K13 If it is determined that either the physical strength (HP) of the 1P player or the physical strength (HP) of the 2P player is present, it is then determined whether or not the physical strength (HP) of the COM player is present (step K13). If it is determined that there is physical strength (HP) of the COM player, this subroutine is terminated and the process returns to the main routine.
  • the battle end flag 360 is set to “1” (step K14).
  • the total value of the physical strength (HP) of the 1P player and the physical strength (HP) of the 2P player is compared with the physical strength (HP) of the COM player (step K15).
  • the victory flag 370 of the 1P player is determined as the victory of the 1P player and the 2P player. And 2P player victory flag 370 is set to “1” (step K16).
  • the action control sequence is a subroutine for stopping the progress of a step when it is not its turn (attack order). It is executed in steps H15, I15, J15, etc. of the main routine.
  • FIG. 42 shows a flowchart of an action control sequence in a 2: 1 match.
  • step L10 it is determined whether or not the main routine player is a 1P player.
  • step L11 If the player of the main routine is a 1P player, it is first determined whether or not the card determination flag 330 of the COM player is “0” (step L11), and then the card determination flag 330 of the 2P player is “ It is determined whether or not “0” (step L12).
  • step L13 it is determined whether or not the turn gauge counter 300 of the 1P player is “100” (step L13), and the turn gauge counter 300 of the 1P player is “100”. Otherwise, the process returns to step L12.
  • step L10 If it is determined in step L10 that the main routine player is not a 1P player, it is determined whether or not the main routine player is a 2P player (step L14).
  • step L15 If the player of the main routine is a 2P player, it is first determined whether or not the card determination flag 330 of the COM player is “0” (step L15), and then the card determination flag 330 of the 1P player is “ It is determined whether or not “0” (step L16).
  • step L17 If the card determination flag 330 of the 1P player is not “0”, it is determined whether or not the turn gauge counter 300 of the 2P player is “100” (step L17), and the turn gauge counter 300 of the 2P player is “100”. Otherwise, the process returns to step L16.
  • step L14 it is first determined whether or not the card determination flag 330 of the 1P player is “0” (step L18), and then the card determination flag of the 2P player. It is determined whether or not 330 is “0” (step L19). If the card determination flag 330 of the 2P player is not “0”, the process returns to step L18.
  • the attack sequence is a subroutine for performing an attack with the attack card selected by the player. This is executed in steps H36, I36 and J36 of the main routine.
  • FIG. 43 shows a flowchart of an attack sequence in a 2: 1 match.
  • step M10 it is determined whether or not the main routine player is a 1P player. If the main routine player is not a 1P player, it is then determined whether or not the main routine player is a 2P player (step M11).
  • the main routine player is a 1P player
  • the 1P player is set as the player A (step M11)
  • the 2P player is set as the player A. Then, the school-garde and the school-garde of the 1P player and the 2P player are determined so that the player A becomes a vanguard.
  • the COM player is set as the player A (step M15).
  • the opponent player's school-garde and school-garde are discriminated and the school-garde is regarded as the opponent (step M16).
  • step M17 card determination processing for determining an attack card to be used and performing an attack is performed.
  • step M18 it is determined whether or not the rush point increase flag 350 of the player A is “1” (step M18).
  • the rush point counter 340 of the player A is increased (step M19).
  • step M20 it is determined whether or not the rush point increase flag 350 of the opponent is “1” (step M20).
  • the rush point increase flag 350 of the 1P player, 2P player, and COM player is reset to “0” (step M22), and then the value of the attack number counter 320 of the player A is decremented by 1 (step M23). .
  • step M24 it is determined whether or not the value of the attack number counter 320 of the player A is “0” (step M24). If the value of the attack number counter 320 of the player A is not “0”, the process returns to step M17 and an attack with the remaining attack card is performed.
  • attack sequence subroutine is terminated and the process returns to the main routine.
  • the card determination process is a subroutine for performing an attack by determining the type of attack card used by the player. Since the card determination process in the two-on-one battle is the same as the card determination process in the one-on-one battle, the description thereof is omitted.
  • the rush sequence is a subroutine for determining whether or not to perform a particularly powerful rush attack when the player's rush point reaches a predetermined value. This is executed in steps H42, I42 and J42 of the main routine. 44 and 45 show flowcharts of the rush sequence.
  • step N10 the turn gauge rising speed of all the members is reset to “0” (step N10), and then a target rush number determined for each player character, that is, a normal value determined for each player character is set. (Step N11).
  • step N12 it is determined whether or not the main routine player is a COM player (step N12). If it is a COM player, the target rush number of the COM player is set to the final target rush number (step N13).
  • step M14 it is determined whether or not the target rush number of the 1P player is larger than the target rush number of the 2P player.
  • the target rush number of the 1P player is set as the final target rush number (step N15).
  • the target rush number of the 2P player is set as the final target rush number (step N16).
  • a secret type card type determined for each player character is set (step N17), and then a time limit for a rush attack is set (step N18).
  • step N20 it is determined whether or not the time limit for the rush attack remains. If the rush attack time limit remains, it is determined whether there is a selectable card in the hand (step N21).
  • step N22 If there is a selectable card in the hand, the card is selected (step N22), and the rush number (rush point) is incremented by 1 (step N23).
  • step N24 it is determined whether or not the same card as the mystery type has been selected. If the same card as the mystery type is selected, the type bonus value is added to the number of rushes (step N25).
  • step N40 it is determined whether or not the number of rushes is smaller than the final target rush number. If the number of rushes is less than the target number of rushes, it is determined whether or not the confirm button has been pressed (step N41).
  • step N42 it is next determined whether or not the attack is connected to a certain combo or more (step N42). If the attack is connected more than a certain combo, the bonus rush number is added to the rush number (step N43).
  • step N44 it is determined whether or not the number of rushes is smaller than the target number of rushes. If the number of rushes is less than the target number of rushes, the process returns to step N20 and the subsequent processing is repeated.
  • Step N45 it is determined whether or not the main routine player is a COM player.
  • the player of the main routine is a COM player
  • an attack that causes all the opponents of the COM player's secret total damage is performed (step N46).
  • the sum of the 1P player's mysterious damage and the 2P player's mysterious damage is defined as mysterious turtle damage (step N47), and a process of giving mysterious total damage to all opponents is performed (step N4). 8).
  • step N49 it is determined whether or not the player is a 1P player (step N49). If the player is a 1P player, the process returns to the main routine of the 1P player, and if the player is not a 1P player, the main routine of the 2P player. Return to.
  • step N20 If it is determined in step N20 that the rush time limit has been reached, it is determined whether or not the main routine player is a COM player (step N26). If the player is a COM player, damage according to the number of rushes is given to the opponent (step N27), and the routine returns to the main routine of the COM player.
  • step N26 If it is determined in step N26 that the main routine player is not a COM player, it is determined whether or not the rush number has reached the target rush number of the 1P player (step N28). If the rush number has reached the target rush number, it is determined whether or not the rush number has reached the target rush number of the 2P player (step N29).
  • the total value of the mysterious damage of the 1P player and the mysterious damage of the 2P player is set as the mysterious total damage (step N30).
  • step N29 If it is determined in step N29 that the number of rushes has not reached the target rush number of the 2P player, the mysterious damage of the 1P player is set as mysterious total damage (step N31).
  • step N28 If it is determined in step N28 that the number of rushes has not reached the target rush number of the 1P player, the target rush number of the 2P player is compared with the target rush number of the 1P player (step M32).
  • the mysterious damage of the 2P player is set as the mysterious total damage (step N33).
  • Step N50 Execute an attack that gives the mysterious total damage determined in Steps N30, N31, and N32 to the opponent (Step N50).
  • step N32 If it is determined in step N32 that the target rush number of the 2P player is less than the target rush number of the 1P player, damage corresponding to the rush number is given to the opponent (step N52).
  • step N51 it is determined whether or not the player is a 1P player (step N51). If the player is a 1P player, the process returns to the main routine of the 1P player. Return to.
  • a game card with a barcode is used, but the code may be given to the card by other means as long as the code can be read. Further, the code is not limited to a barcode, and a two-dimensional code such as a QR code or an SP code or other methods may be used as long as individual information can be identified.
  • a card written with OCR characters, a magnetic card, an IC card, or the like may be used.
  • the external information storage medium of another form may be sufficient as long as it can memorize
  • a medal-shaped thing, a figure shape shaped like a person, an animal, a plant, or a fantasy creature may be used as a play medium.
  • the player may freely combine a plurality of data similar to the game medium on the game program.
  • a reading device is not essential, and it is possible for a computer to read data stored in a storage medium storing a game program and use them as an alternative to a game medium. .
  • an attack card is determined using a game card, but a game card of another mode may be used.
  • the medium is not limited to a card, and may be any medium. Furthermore, even if it does not exist as a physical medium, it may be a virtual medium displayed on the display screen.
  • the player or the game character of the player has struggled, but it may be possible to play against other types of games.
  • a so-called arcade game device installed in a game center has been described as an example, but the present invention can also be applied to a game using a home game device, a personal computer, a mobile phone, or the like. .
  • the data has not been changed according to the order in which the cards are arranged.
  • the weapon card is in front of the player due to the order of the cards, the data is read into the control device and then on the program.
  • the weapon ability may have an additional effect, and if the armor card is in front of the player side, the weapon ability may have an additional effect as described above.
  • the number of game cards is not limited to three, and any number of game cards can be used as long as they can be read by a reading device. good.
  • the number of game cards that can be visually confirmed before being read into the control device when the player executes the game or such a game card that is designed to be visually recognized as such. preferable.
  • the present invention is applied to a warrior fighting game, but the present invention is not limited to this.
  • the present invention may be applied to the following fashion games for girls.
  • a person card is placed at the back, and a weapon card and an armor card or an item card are superimposed on the person card.
  • a person card can be placed on top of it.
  • the additional cards are weapon cards, armor cards, and item cards. These cards are, for example, tops cards (those that are worn on the upper body of shirts, T-shirts, etc.) as cards indicating clothing parts. ), Bottoms card (things to be worn on the lower body such as skirts and pants), shoe cards, accessory cards, hair cards, dress-up cards, one-piece cards, outer cards (tops and bottoms to wear, coats to wear in addition to one-piece Parker) or the like.
  • a situation card or a special card that produces a special effect in the display on the display device may be used as a card for producing a special scene added to the background card.
  • a game program generally called a music game is executed. For example, the player performs input by the input device to the operation signal in time with an instruction signal to be displayed on the display device. May be displayed.
  • the result of the combination is visually displayed so that only the combination of the cards shows the effect on the attack power and defense power.
  • data such as attack power and defense power may not be provided.
  • the present invention may be applied to any type of game as long as it displays a combination of transparent cards.
  • the present invention can be applied to a game in which candy decorations are combined according to the player's preference, a game in which hats, accessories, and the like are combined.
  • the cards used in the above embodiment are all game cards printed on a substrate that is transparent to visible light.
  • the card is limited to only a substrate that is transparent to visible light.
  • the material is not limited, and the material is not limited.
  • the card deck displays a predetermined number of cards shuffled in advance, the cards determined by the player are sequentially stored in the “graveyard”, and the display for the predetermined number of cards is finished. Shuffle is displayed again at each stage, but each time the player confirms the card selection without setting the “graveyard”, the card to be displayed next may be displayed at random. .
  • the game device according to the present invention is useful for providing a game that can be freely controlled by a player's operation.

Abstract

Disclosed is a game device that, based on a signal from an input means that is operated by a player, determines a plurality of a first option, sets a plurality of a second option, displays, upon a display screen, a third option that is chosen from the first option and the second option, selects, from the third option that is displayed upon the display screen, a fourth option based on the signal from the input means that is operated by the player, and controls a progress of a game in accordance with the fourth option that is selected by the player. It is possible for the game to be controlled at will by the operation of the player.

Description

ゲーム装置Game device
 本発明は、プレイヤの操作によりゲームを制御するゲーム装置に関する。 The present invention relates to a game device that controls a game by a player's operation.
 ゲームを制御するためのプレイヤの操作として、プレイヤが任意の文字列を入力するゲーム装置がある。入力された文字列は、あらかじめ辞書に設定されている単語に分解され、各単語に付随しているゲーム上の効果が,その組合せに応じて設定される(特許文献1参照)。 There is a game device in which the player inputs an arbitrary character string as an operation of the player for controlling the game. The input character string is decomposed into words set in the dictionary in advance, and the game effect associated with each word is set according to the combination (see Patent Document 1).
 また、他のゲーム装置では、ゲーム機用記憶媒体のバーコードが印刷されたデータ記憶部が、キャラクタを特定するためのメインバーコードと、キャラクタに関連するパラメータを表すサブバーコードである置換用データパーツから構成されている。置換用データパーツは、遊戯者の操作により置換できるように構成されている(特許文献2参照)。 In another game device, the data storage unit on which the barcode of the game machine storage medium is printed is a main barcode for specifying the character and a sub-barcode representing a parameter related to the character. Consists of data parts. The replacement data part is configured to be replaced by a player's operation (see Patent Document 2).
特許第3158043号Japanese Patent No. 3158043 特開2008-246149号公報JP 2008-246149 A
 本発明の目的は、プレイヤの操作により自在にゲームを制御することができるゲーム装置を提供することにある。 An object of the present invention is to provide a game device that can freely control a game by a player's operation.
 本発明の一態様によるゲームプログラムは、コンピュータを、遊戯者により操作される入力手段からの信号に基づいて、複数の第1の選択肢を決定する決定手段と、複数の第2の選択肢を設定する設定手段と、前記第1の選択肢と前記第2の選択肢から選出される第3の選択肢を、表示画面に表示する表示手段と、前記表示画面に表示される前記第3の選択肢から、前記遊戯者により操作される前記入力手段からの信号に基づいて第4の選択肢を選択する選択手段と、遊戯者により選択された前記第4の選択肢に基づいてゲームの進行を制御する制御手段とを有するゲーム装置として機能させるゲームプログラムである。 A game program according to an aspect of the present invention sets a plurality of second options and a determination unit that determines a plurality of first options based on a signal from an input unit operated by a player. From the setting means, display means for displaying a third option selected from the first option and the second option on a display screen, and the third option displayed on the display screen, the game Selection means for selecting a fourth option based on a signal from the input means operated by a player, and control means for controlling the progress of the game based on the fourth option selected by the player It is a game program that functions as a game device.
 本発明の一態様によるゲームプログラムは、コンピュータを、遊戯者により操作される第1の入力手段からの信号に基づいて、複数の第1の選択肢を決定する決定手段と、複数の第2の選択肢を設定する設定手段と、前記第1の選択肢と前記第2の選択肢から選出される第3の選択肢を、表示画面に表示する表示手段と、前記表示画面に表示される前記第3の選択肢から、前記遊戯者により操作される第2の入力手段からの信号に基づいて第4の選択肢を選択する選択手段と、遊戯者により選択された前記第4の選択肢に基づいてゲームの進行を制御する制御手段とを有するゲーム装置として機能させるゲームプログラムである。 A game program according to an aspect of the present invention includes a determination unit that determines a plurality of first options based on a signal from a first input unit operated by a player, and a plurality of second options. A setting means for setting the display, a third option selected from the first option and the second option, a display means for displaying on the display screen, and a third option displayed on the display screen. The selection means for selecting the fourth option based on the signal from the second input means operated by the player, and the progress of the game is controlled based on the fourth option selected by the player. A game program that functions as a game device having control means.
 上述したゲームプログラムにおいて、前記決定手段は、選択肢を含む選択肢入力媒体が入力された前記入力手段からの信号に基づいて、前記複数の第1の選択肢を決定するようにしてもよい。 In the above-described game program, the determination unit may determine the plurality of first options based on a signal from the input unit to which an option input medium including options is input.
 上述したゲームプログラムにおいて、前記選択肢入力媒体として、前記第1の選択肢を含む第1の選択肢入力媒体と、前記第1の選択肢の一部を変更する第2の選択肢入力媒体とが用意されており、前記決定手段は、前記第1の選択肢入力媒体と前記第2の入力媒体とが入力された前記入力手段からの信号に基づいて、前記第1の選択肢の一部の選択肢を変更するようにしてもよい。 In the game program described above, as the option input medium, a first option input medium including the first option and a second option input medium for changing a part of the first option are prepared. The determining means changes some of the options of the first option based on a signal from the input means to which the first option input medium and the second input medium are input. May be.
 上述したゲームプログラムにおいて、前記選択肢入力媒体は、前記選択肢が表示されたカードであるようにしてもよい。 In the above-described game program, the option input medium may be a card on which the option is displayed.
 上述したゲームプログラムにおいて、前記決定手段は、複数のカードを重ね合わせたカード束を認識する前記入力手段からの信号に基づいて、前記複数の第1の選択肢を決定するようにしてもよい。 In the above-described game program, the determination unit may determine the plurality of first options based on a signal from the input unit that recognizes a card bundle obtained by superimposing a plurality of cards.
 上述したゲームプログラムにおいて、前記決定手段は、前記カード束を構成する前記複数のカードの重ね合わせの順番を認識する前記入力手段からの信号に基づいて、前記複数の第1の選択肢を決定するようにしてもよい。 In the above-described game program, the determining unit determines the plurality of first options based on a signal from the input unit that recognizes an overlapping order of the plurality of cards constituting the card bundle. It may be.
 上述したゲームプログラムにおいて、前記表示手段は、前記第1の選択肢と前記第2の選択肢を表示する順番をランダムに決定し、ランダムに決定した順番で前記第3の選択肢を前記表示画面に表示するようにしてもよい。 In the above-described game program, the display unit randomly determines the order in which the first option and the second option are displayed, and displays the third option on the display screen in the randomly determined order. You may do it.
 上述したゲームプログラムにおいて、前記選択肢には属性が付与されており、前記選択手段における前記第4の選択肢の選択は、前記選択肢の属性に基づく所定の規則により制限されているようにしてもよい。 In the game program described above, an attribute may be given to the option, and selection of the fourth option by the selection unit may be limited by a predetermined rule based on the attribute of the option.
 上述したゲームプログラムにおいて、前記選択肢の属性は数字であり、前記選択手段における前記所定の規則は、前記選択肢に付与された数字に基づく規則であるようにしてもよい。 In the above-described game program, the attribute of the option may be a number, and the predetermined rule in the selection unit may be a rule based on a number assigned to the option.
 本発明の一態様によるゲーム装置は、入力手段と表示画面を有するゲーム装置において、遊戯者により操作される入力手段からの信号に基づいて、複数の第1の選択肢を決定する決定手段と、複数の第2の選択肢を設定する設定手段と、前記第1の選択肢と前記第2の選択肢から選出される第3の選択肢を、表示画面に表示する表示手段と、前記表示画面に表示される前記第3の選択肢から、前記遊戯者により操作される前記入力手段からの信号に基づいて第4の選択肢を選択する選択手段と、遊戯者により選択された前記第4の選択肢に基づいてゲームの進行を制御する制御手段とを有することを特徴とする。 According to one aspect of the present invention, there is provided a game device having an input unit and a display screen, a determination unit that determines a plurality of first options based on a signal from the input unit operated by a player, Setting means for setting the second option, display means for displaying a third option selected from the first option and the second option on a display screen, and the display displayed on the display screen Selection means for selecting a fourth option based on a signal from the input means operated by the player from the third option, and progress of the game based on the fourth option selected by the player And control means for controlling.
 本発明の一態様によるゲーム装置の制御方法は、入力手段と表示画面を有するゲーム装置の制御方法において、遊戯者により操作される入力手段からの信号に基づいて、複数の第1の選択肢を決定するステップと、複数の第2の選択肢を設定するステップと、前記第1の選択肢と前記第2の選択肢から選出される第3の選択肢を、表示画面に表示するステップと、前記表示画面に表示される前記第3の選択肢から、前記遊戯者により操作される前記入力手段からの信号に基づいて第4の選択肢を選択するステップと、遊戯者により選択された前記第4の選択肢に基づいてゲームの進行を制御するステップとを有することを特徴とする。 According to one aspect of the present invention, there is provided a control method for a game apparatus, wherein the first selection is determined based on a signal from the input means operated by a player in the control method for a game apparatus having an input means and a display screen. A step of setting a plurality of second options, a step of displaying on the display screen a third option selected from the first option and the second option, and displaying on the display screen A step of selecting a fourth option based on a signal from the input means operated by the player, and a game based on the fourth option selected by the player. And a step of controlling the progress.
 本発明によれば、遊戯者により操作される入力手段からの信号に基づいて、複数の第1の選択肢を決定し、複数の第2の選択肢を設定し、第1の選択肢と第2の選択肢から選出される第3の選択肢を、表示画面に表示し、表示画面に表示される第3の選択肢から、遊戯者により操作される入力手段からの信号に基づいて第4の選択肢を選択し、遊戯者により選択された第4の選択肢に基づいてゲームの進行を制御するようにしたので、プレイヤの操作により自在にゲームを制御することができる。 According to the present invention, based on a signal from an input means operated by a player, a plurality of first options are determined, a plurality of second options are set, and the first option and the second option The third option selected from the above is displayed on the display screen, the fourth option is selected from the third option displayed on the display screen based on the signal from the input means operated by the player, Since the progress of the game is controlled based on the fourth option selected by the player, the game can be freely controlled by the operation of the player.
本発明の一実施形態によるゲーム装置の外観構成の概略を示す斜視図である。It is a perspective view which shows the outline of the external appearance structure of the game device by one Embodiment of this invention. 本発明の一実施形態によるゲーム装置のハードウエア構成の概略を示すブロック図である。It is a block diagram which shows the outline of the hardware constitutions of the game device by one Embodiment of this invention. 本発明の一実施形態のゲーム装置におけるゲームで用いられるカードの構成を示す図である。It is a figure which shows the structure of the card | curd used in the game in the game device of one Embodiment of this invention. 本発明の一実施形態によるゲーム装置のカード読取装置の構成を示す図である。It is a figure which shows the structure of the card reader of the game device by one Embodiment of this invention. 本発明の一実施形態によるゲーム装置のカード挿入口にカードが挿入された状態を示す図である。It is a figure showing the state where the card was inserted in the card slot of the game device by one embodiment of the present invention. 本発明の一実施形態によるゲーム装置のカード読取装置のハードウエア構成を示すブロック図である。It is a block diagram which shows the hardware constitutions of the card reader of the game device by one Embodiment of this invention. 本発明の一実施形態によるゲーム装置のカード読取装置におけるカメラとカード挿入口に挿入されたカード束との位置関係を説明する図である。It is a figure explaining the positional relationship of the camera and the card bundle inserted in the card insertion slot in the card reader of the game device according to one embodiment of the present invention. 本発明の一実施形態のゲームで使用される戦士カードを示す図である。It is a figure which shows the warrior card | curd used in the game of one Embodiment of this invention. 本発明の一実施形態のゲームで使用される武器カードを示す図である。It is a figure which shows the weapon card | curd used in the game of one Embodiment of this invention. 本発明の一実施形態のゲームで使用される防具カードを示す図である。It is a figure which shows the armor card | curd used in the game of one Embodiment of this invention. 本発明の一実施形態のゲームで使用される戦士カードのカードデータテーブルを示す図である。It is a figure which shows the card | curd data table of the warrior card | curd used in the game of one Embodiment of this invention. 本発明の一実施形態のゲームで使用される武器カードのカードデータテーブルを示す図である。It is a figure which shows the card data table of the weapon card | curd used in the game of one Embodiment of this invention. 本発明の一実施形態のゲームで使用される防具カードのカードデータテーブルを示す図である。It is a figure which shows the card | curd data table of the armor card | curd used in the game of one Embodiment of this invention. 本発明の一実施形態のゲームにおけるゲームキャラクタの生成の説明図(その1)である。It is explanatory drawing (the 1) of the production | generation of the game character in the game of one Embodiment of this invention. 本発明の一実施形態のゲームにおけるゲームキャラクタの生成の説明図(その2)である。It is explanatory drawing (the 2) of the production | generation of the game character in the game of one Embodiment of this invention. 本発明の一実施形態のゲームにおけるゲームキャラクタの生成の説明図(その3)である。It is explanatory drawing (the 3) of the production | generation of the game character in the game of one Embodiment of this invention. 本発明の一実施形態のゲームにおけるゲームキャラクタの生成の説明図(その4)である。It is explanatory drawing (the 4) of the production | generation of the game character in the game of one Embodiment of this invention. 本発明の一実施形態のゲームにおけるゲームキャラクタの生成の説明図(その5)である。It is explanatory drawing (the 5) of the production | generation of the game character in the game of one Embodiment of this invention. 本発明の一実施形態のゲームにおけるプレイヤデータテーブルを示す図(その1)である。It is a figure (the 1) which shows the player data table in the game of one Embodiment of this invention. 本発明の一実施形態のゲームにおけるプレイヤデータテーブルを示す図(その2)である。It is a figure (the 2) which shows the player data table in the game of one Embodiment of this invention. 本発明の一実施形態のゲームにおけるプレイヤデータテーブルを示す図(その3)である。It is FIG. (3) which shows the player data table in the game of one Embodiment of this invention. 本発明の一実施形態のゲームにおけるカード対戦ゲームの説明図(その1)である。It is explanatory drawing (the 1) of the card | curd battle game in the game of one Embodiment of this invention. 本発明の一実施形態のゲームにおけるカード対戦ゲームの説明図(その2)である。It is explanatory drawing (the 2) of the card | curd battle game in the game of one Embodiment of this invention. 本発明の一実施形態のゲームにおけるカード対戦ゲームの1対1対戦のゲーム画面を示す図である。It is a figure which shows the game screen of the one-on-one battle of the card | curd battle game in the game of one Embodiment of this invention. 本発明の一実施形態のゲームにおけるカード対戦ゲームの2対1対戦のゲーム画面を示す図である。It is a figure which shows the game screen of 2 on 1 battle | competition of the card | curd battle game in the game of one Embodiment of this invention. 本発明の一実施形態のゲーム全体の動作シーケンスを示すフローチャート(その1)である。It is a flowchart (the 1) which shows the operation | movement sequence of the whole game of one Embodiment of this invention. 本発明の一実施形態のゲーム全体の動作シーケンスを示すフローチャート(その2)である。It is a flowchart (the 2) which shows the operation | movement sequence of the whole game of one Embodiment of this invention. 本発明の一実施形態のゲーム全体の動作シーケンスを示すフローチャート(その3)である。It is a flowchart (the 3) which shows the operation | movement sequence of the whole game of one Embodiment of this invention. 本発明の一実施形態のゲームの1対1対戦のメインルーチンのフローチャート(その1)である。It is a flowchart (the 1) of the main routine of the one-on-one battle of the game of one Embodiment of this invention. 本発明の一実施形態のゲームの1対1対戦のメインルーチンのフローチャート(その2)である。It is a flowchart (the 2) of the main routine of the one-on-one battle of the game of one Embodiment of this invention. 本発明の一実施形態のゲームの1対1対戦のメインルーチンのフローチャート(その3)である。It is a flowchart (the 3) of the main routine of the one-on-one battle of the game of one Embodiment of this invention. 本発明の一実施形態のゲームの1対1対戦のバトルチェックシーケンスのフローチャートである。It is a flowchart of the battle check sequence of the one-on-one battle of the game of one Embodiment of this invention. 本発明の一実施形態のゲームの1対1対戦の行動制御シーケンスのフローチャートである。It is a flowchart of the action control sequence of the one-on-one battle of the game of one Embodiment of this invention. 本発明の一実施形態のゲームの1対1対戦の攻撃シーケンスのフローチャートである。It is a flowchart of the attack sequence of the one-on-one battle of the game of one Embodiment of this invention. 本発明の一実施形態のゲームの1対1対戦のカード判定処理のフローチャート(その1)である。It is a flowchart (the 1) of the card | curd determination process of the one-on-one battle of the game of one Embodiment of this invention. 本発明の一実施形態のゲームの1対1対戦のカード判定処理のフローチャート(その2)である。It is a flowchart (the 2) of the card | curd determination process of the one-on-one battle of the game of one Embodiment of this invention. 本発明の一実施形態のゲームの1対1対戦のラッシュシーケンスのフローチャートである。It is a flowchart of the rush sequence of the one-on-one battle of the game of one Embodiment of this invention. 本発明の一実施形態のゲームの2対1対戦のメインルーチンのフローチャート(その1)である。It is a flowchart (the 1) of the main routine of 2: 1 battle | competition of the game of one Embodiment of this invention. 本発明の一実施形態のゲームの2対1対戦のメインルーチンのフローチャート(その2)である。It is a flowchart (the 2) of the main routine of 2 to 1 battle | competition of the game of one Embodiment of this invention. 本発明の一実施形態のゲームの2対1対戦のメインルーチンのフローチャート(その3)である。It is a flowchart (the 3) of the main routine of 2 to 1 battle | competition of the game of one Embodiment of this invention. 本発明の一実施形態のゲームの2対1対戦のバトルチェックシーケンスのフローチャートである。It is a flowchart of the battle check sequence of 2 to 1 battle | competition of the game of one Embodiment of this invention. 本発明の一実施形態のゲームの2対1対戦の行動制御シーケンスのフローチャートである。It is a flowchart of the action control sequence of 2 to 1 battle | competition of the game of one Embodiment of this invention. 本発明の一実施形態のゲームの2対1対戦の攻撃シーケンスのフローチャートである。It is a flowchart of the attack sequence of 2: 1 battle | competition of the game of one Embodiment of this invention. 本発明の一実施形態のゲームの2対1対戦のラッシュシーケンスのフローチャート(その1)である。It is a flowchart (the 1) of the rush sequence of 2 to 1 battle | competition of the game of one Embodiment of this invention. 本発明の一実施形態のゲームの2対1対戦のラッシュシーケンスのフローチャート(その2)である。It is a flowchart (the 2) of the rush sequence of 2 to 1 battle | competition of the game of one Embodiment of this invention. 本発明の一実施形態のゲームにおけるカード対戦ゲームで用いられる各種フラグ、カウンタを示す図である。It is a figure which shows the various flags and counter which are used in the card | curd battle game in the game of one Embodiment of this invention.
 [一実施形態]
 本発明の一実施形態によるゲーム装置について図面を用いて説明する。本実施形態では、図1乃至図7に示すゲーム装置に、図8乃至図10に示す遊戯カードを読み込ませて遊戯を行う。
[One Embodiment]
A game device according to an embodiment of the present invention will be described with reference to the drawings. In the present embodiment, the game device shown in FIGS. 1 to 7 is loaded with the game cards shown in FIGS. 8 to 10 to play.
 (ゲーム装置)
 図1は、本実施形態のゲーム装置1の外観構成の概略を示す斜視図である。図2はゲーム装置1のハードウエア構成の概略を示す図である。
(Game device)
FIG. 1 is a perspective view illustrating an outline of an external configuration of the game apparatus 1 according to the present embodiment. FIG. 2 is a diagram showing an outline of the hardware configuration of the game apparatus 1.
 ゲーム装置1は、図1に示す筐体1a内にゲーム管理装置2と、画像表示を行うディスプレイ3と、音声出力を行うスピーカ4と、プレイヤの操作に応じたデータ入力を行う入力装置5とを備えている。ゲーム装置1には、カード読取装置6がインターフェース24を介して接続されている。 The game apparatus 1 includes a game management apparatus 2, a display 3 for displaying an image, a speaker 4 for outputting sound, and an input apparatus 5 for inputting data in accordance with a player's operation, in the housing 1 a shown in FIG. 1. It has. A card reader 6 is connected to the game apparatus 1 via an interface 24.
 また、上記の筐体に接続されているそれぞれの装置、たとえば入力装置やカード読取装置などは、本発明を実施可能であれば、図1に示されている数に限定されない。 Further, each device connected to the above-described casing, for example, an input device or a card reader, is not limited to the number shown in FIG. 1 as long as the present invention can be implemented.
 カード読取装置6には、後述するカード(遊戯カード)11が装着される。装着されたカード11から読み込まれたデータに基づきゲームの進行が制御される。プレイヤの操作に応じたデータ入力は、カード11のコードパターンを読み込ませるためにカード束10をカード読取装置6に装着する行為によっても行なわれる。 The card reader 6 is loaded with a card (game card) 11 to be described later. The progress of the game is controlled based on the data read from the loaded card 11. Data input according to the player's operation is also performed by the action of mounting the card bundle 10 on the card reader 6 in order to read the code pattern of the card 11.
 ゲーム管理装置2は、コンピュータプログラムの実行制御等の情報処理を実行するCPU21と、各種の制御プログラムを予め記憶したプログラムメモリ(ROM)22と、制御プログラムによる処理に用いられる各種のデータが記憶されるデータメモリ(RAM、FlashROM)23と、カード読取装置6や入力装置5等の端末との間でのデータの送受信を行うインターフェース24と、ディスプレイ3の駆動を制御するディスプレイ回路部25と、スピーカ4の駆動を制御するサウンド回路部26と、インターネット等のネットワークを介して外部とデータを送受信する通信インターフェース回路27と、遊戯カードを払い出すカード払出装置28とを備えて構成されている。 The game management device 2 stores a CPU 21 that executes information processing such as execution control of a computer program, a program memory (ROM) 22 that stores various control programs in advance, and various data used for processing by the control program. A data memory (RAM, FlashROM) 23, an interface 24 for transmitting / receiving data to / from a terminal such as the card reader 6 or the input device 5, a display circuit unit 25 for controlling the drive of the display 3, and a speaker 4 is configured to include a sound circuit unit 26 that controls the driving of No. 4, a communication interface circuit 27 that transmits and receives data to and from the outside via a network such as the Internet, and a card payout device 28 that pays out game cards.
 アプリケーションプログラム(ゲームプログラム)は、例えば、業務用ゲーム装置等特定のゲーム専用に設計された装置では、予め制御プログラムの一部としてROM22内に格納しておいても良い。 The application program (game program) may be stored in the ROM 22 in advance as a part of the control program in a device designed for a specific game such as a business game device.
 また、図示されていないが、ドライブ駆動インターフェースを介して接続されたハードディスクドライブに予めゲームプログラムおよびゲームプログラムの実行に使用される各種データを格納しておき、ゲーム実行時必要なプログラムおよびデータをハードディスクから読み出しワークメモリ23に展開して実行する構成にしてもよい。 Although not shown, a game program and various data used for executing the game program are stored in advance in a hard disk drive connected via a drive drive interface, and the program and data required for game execution are stored on the hard disk. It is also possible to adopt a configuration in which the data is read out from the work memory 23 and executed.
 また、図示されていないが、ドライブ駆動インターフェースを介して接続されたディスクドライブにゲームプログラムおよびゲームプログラムの実行に使用される各種データが格納されたCD-ROMやDVDROM等のディスクを装着し、ゲーム実行時必要なプログラムおよびデータをハードディスクから読み出しワークメモリ23に展開して実行する構成にしてもよい。 Although not shown, a game such as a CD-ROM or DVDROM storing a game program and various data used for executing the game program is mounted on a disk drive connected via a drive drive interface to A program and data required at the time of execution may be read from the hard disk and loaded into the work memory 23 and executed.
 ゲーム管理装置2を構成する半導体集積回路(CPU21、ROM22、データメモリ23、ディスプレイ回路部25、サウンド回路部26、インターフェース24、27)等および必要なその他回路部品は一枚あるいは複数枚の回路基板に搭載されゲーム装置1の筐体1aの内部に組み込まれている。ゲーム管理装置2、入力装置5、ディスプレイ3、スピーカ4としては基本的には従来の業務用ゲーム装置や家庭用ゲーム装置に採用されている技術を使用することができる。 A semiconductor integrated circuit (CPU 21, ROM 22, data memory 23, display circuit unit 25, sound circuit unit 26, interfaces 24, 27), etc., and other necessary circuit components constituting the game management device 2 are one or a plurality of circuit boards. It is incorporated in the inside of the case 1a of the game apparatus 1. As the game management device 2, the input device 5, the display 3, and the speaker 4, it is basically possible to use the techniques employed in conventional business game devices and home game devices.
 なお、本出願明細書において「ゲーム実行手段」の用語は、文脈により異なる場合があるが、一般的にCPUの制御下でゲームプログラムの実行により実現される機能および当該機能の実行に使用されるハードウアエリソースおよびソフトウエアリソースを総称している。 Note that the term “game execution means” in the present application specification may vary depending on the context, but is generally used for the function realized by the execution of the game program under the control of the CPU and the execution of the function. Collectively refers to hardware air resources and software resources.
 なお、ゲーム装置の詳細については、同じ出願人による国際公開第WO2008/123428号公報を参照されたい。 For details of the game device, refer to International Publication No. WO2008 / 123428 by the same applicant.
 (遊戯カード)
 図3は、ゲーム装置1におけるゲームで用いられるカード11の構成の一例を示す図であり、(a)は平面図、(b)は(a)のA-A線断面図である。
(Play card)
3A and 3B are diagrams showing an example of the configuration of the card 11 used in the game in the game apparatus 1, wherein FIG. 3A is a plan view and FIG. 3B is a cross-sectional view taken along line AA in FIG.
 カード11のサイズは、縦横が88×63mmで、厚さが0.3~0.4mmである。図3(b)において、カード11は、ポリプロピレン、ポリエチレンテレフタラート(PET)、ポリ塩化ビニル等の可視光線及び赤外線に対して透過性を有する樹脂から形成された透明部材としての基体12を有し、その基体の表面及び裏面には、例えば、白色の塗料を塗布して形成された白色印刷層13、カラー塗料を塗布して形成されたカラー印刷層14、ニスを塗布して形成されたニス塗布層15とを、これらの順で積層している。なお、カード11の構成は上記のものに限定されない。 The size of the card 11 is 88 × 63 mm in length and width, and thickness is 0.3 to 0.4 mm. In FIG. 3B, the card 11 has a base 12 as a transparent member formed from a resin having transparency to visible light and infrared rays, such as polypropylene, polyethylene terephthalate (PET), polyvinyl chloride and the like. For example, a white printing layer 13 formed by applying a white paint, a color printing layer 14 formed by applying a color paint, and a varnish formed by applying a varnish on the front and back surfaces of the substrate. The coating layer 15 is laminated in this order. The configuration of the card 11 is not limited to the above.
 カード11の表面側に形成されたカラー印刷層14は、ゲームキャラクタやゲームキャラクタがゲーム内において使用するアイテム(ゲーム内において、特殊な効果をもたらすもの、例えば魔法や必殺技といったものを含む)や、ゲームキャラクタがゲーム内において装備として用いる武器や防具やアクセサリ、ゲームキャラクタがプレイヤの入力操作によって動く仮想空間内に対してもともと設定されていた背景デザインとは異なった特殊な背景デザイン(たとえば雪が降る、ゲームキャラクタが登場するステージに特殊な光の効果がもたらされる、ゲームキャラクタが登場するステージが豪華になるなど)等のゲーム情報を可視光下で視認可能な印刷を施して形成された印刷層である。 The color print layer 14 formed on the front side of the card 11 is used for game characters and items used by the game characters in the game (including items that have special effects in the game, such as magic and special moves). A special background design (for example, snow falls) that is different from the background design originally set in the virtual space in which the game character moves in response to the player's input operation. A print layer formed by printing the game information visible under visible light, such as a special light effect on the stage where the game character appears, or the stage where the game character appears becomes gorgeous. It is.
 また、基体12の表面と白色印刷層13との間には、コード印刷層16が設けられている。 Further, a code printing layer 16 is provided between the surface of the substrate 12 and the white printing layer 13.
 なお、図3において、白色印刷層13及びカラー印刷層14は全面に施されているが、印刷される順序を図示するためであり、これらの印刷はゲーム情報の印刷態様に応じ適宜基体12の一部のみに選択して印刷されてもよい。なお、カラー印刷層14には白色もしくは黒色が含まれる。また、カード11の表面や裏面には、角度を変えると光るホログラム加工がされてもよい。 In FIG. 3, the white print layer 13 and the color print layer 14 are provided on the entire surface, but are for illustrating the printing order. These prints are appropriately performed on the base 12 according to the print mode of the game information. You may select and print only a part. The color print layer 14 includes white or black. Further, the front surface and the back surface of the card 11 may be subjected to hologram processing that shines when the angle is changed.
 可視光下においても透明な基体12の表面あるいは裏面の一部にこれらの印刷を施した場合、カード11を複数枚重ねても透明な基体12を透過してプレイヤに視認可能なようにゲーム情報(たとえば武器、防具、登場人物)を配置することが可能となる。こうすることで、プレイヤは特段の意識をせずにカードの表面と裏面とをそろえることができる。 When these prints are applied to a part of the front or back surface of the transparent substrate 12 even under visible light, the game information is transmitted through the transparent substrate 12 and visible to the player even if a plurality of cards 11 are stacked. (For example, weapons, armor, characters) can be arranged. By doing so, the player can align the front and back surfaces of the card without any particular consciousness.
 コード印刷層16は、コードパターン16aを印刷して形成された印刷層である。コード印刷層16を構成するコードパターン16aは、カラー印刷層14を構成する印刷により表されたゲーム情報に関連するデータを含むように構成されている。 The code print layer 16 is a print layer formed by printing the code pattern 16a. The code pattern 16a constituting the code print layer 16 is configured to include data related to the game information represented by the printing constituting the color print layer 14.
 本実施形態において、コードパターン16aは、視認可能なインクを採用することも可能であるが、偽造防止を目的として赤外線吸収性を有するステルスインキ等の塗料を、コードの色と同じ色のカラー印刷をコードが印刷されていない部分に印刷する(隠蔽処理)することによって可視光下ではコードを見ることが出来ないように、カード11の表面に塗布することにより形成された潜像パターンによって構成されている。 In the present embodiment, the code pattern 16a may employ visible ink, but for the purpose of preventing counterfeiting, a paint such as stealth ink having infrared absorptivity is printed in the same color as the code color. Is formed by a latent image pattern formed by coating the surface of the card 11 so that the code cannot be seen under visible light by printing on a portion where the code is not printed (a concealment process). ing.
 図3(a)に模式的に示すように、コードパターン16aは、カード11の前縁に沿って一列に配列されたコードの組み合わせから構成されている。本実施形態では、コードパターン16aを構成する各コードは、カード11の前端から後側に向けて3mm延びている。印刷面の厚みは、およそ赤外線吸収インクが0.01mm、白色印刷層とカラーの印刷を合わせて0.01mm、表面に塗布されるニスが0.015mmとなっているが、目的や使用方法、インクの種類に応じて、随時その厚みを調整により変更することが可能となる。 As schematically shown in FIG. 3A, the code pattern 16a is composed of a combination of codes arranged in a line along the front edge of the card 11. In the present embodiment, the respective codes constituting the code pattern 16a extend 3 mm from the front end of the card 11 toward the rear side. The thickness of the printing surface is approximately 0.01 mm for infrared absorbing ink, 0.01 mm for the white printing layer and color printing, and 0.015 mm for the varnish applied to the surface. Depending on the type of ink, the thickness can be changed by adjustment at any time.
 なお、カードの詳細については、同じ出願人による国際公開第WO2008/123428号公報を参照されたい。 For details of the card, refer to International Publication No. WO2008 / 123428 by the same applicant.
 (カード読取装置)
 次に、カード11に表されたコードパターン16aを読み取るカード読取装置6について説明する。図4は、カード読取装置6の構成の一例を示す図である。
(Card reader)
Next, the card reader 6 that reads the code pattern 16a represented on the card 11 will be described. FIG. 4 is a diagram illustrating an example of the configuration of the card reader 6.
 図4に示すように、カード読取装置6は、ゲーム装置1の筐体1aに開口するカード挿入口61と、カード束認識センサ62と、発光素子63と、撮像手段であるカメラ64と、カメラ64で撮像した画像の画像処理を行ってコードパターン16aが表すデータを解析し識別するカードデータ識別手段65とを備えて構成されている。 As shown in FIG. 4, the card reader 6 includes a card insertion slot 61 that opens in the housing 1 a of the game apparatus 1, a card bundle recognition sensor 62, a light emitting element 63, a camera 64 that is an imaging unit, and a camera. And card data identification means 65 that performs image processing of the image captured at 64 and analyzes and identifies the data represented by the code pattern 16a.
 カード束認識センサ62は、発光部と受光部とから構成される光電センサであり、カード挿入口61内にカード束10が挿入されて受光部での受光が妨げられることによりカード束10の挿入の検知を行う。カード束認識センサ62は、光電センサに限らず、例えば、リミットスイッチを用いてもよい。 The card bundle recognition sensor 62 is a photoelectric sensor composed of a light emitting unit and a light receiving unit, and the card bundle 10 is inserted when the card bundle 10 is inserted into the card insertion slot 61 to prevent light reception by the light receiving unit. Detection is performed. The card bundle recognition sensor 62 is not limited to a photoelectric sensor, and for example, a limit switch may be used.
 発光素子63は、赤外線ランプであり、点灯すると赤外線を照射する。カメラ64は、赤外線に対して感度を有するCCDイメージセンサ643を内蔵しており、カメラレンズ641を通してCCDイメージセンサ643の受光面に赤外線が入射されることにより撮像する。 The light emitting element 63 is an infrared lamp, and emits infrared light when it is lit. The camera 64 has a built-in CCD image sensor 643 that is sensitive to infrared light, and picks up an image when the infrared light enters the light receiving surface of the CCD image sensor 643 through the camera lens 641.
 なお、カメラ64は赤外線に対して感度を有するのであれば、例えば CMOSイメージセンサを備えるものでもよい。発光素子63は、カード挿入口61に装着された複数のカード束10に向かって光を照射する光源である。発光素子63はカメラ64がコードパターン16aを撮像可能な位置であれば、移動が可能である。すなわち、発光素子63の位置と数は、カメラ64においてコードパターン16aを読取るのに適正な発光量を得るために、随時変更が可能である。 Note that the camera 64 may be provided with, for example, a CMOS image sensor as long as it has sensitivity to infrared rays. The light emitting element 63 is a light source that emits light toward the plurality of card bundles 10 attached to the card insertion slot 61. The light emitting element 63 can be moved as long as the camera 64 can capture the code pattern 16a. In other words, the position and the number of the light emitting elements 63 can be changed at any time in order to obtain an appropriate light emission amount for reading the code pattern 16a in the camera 64.
 カメラ64が備えるCCDイメージセンサ643の解像度は、例えば、672×512ピクセルや、512×480ピクセル等のように、コード読み取り可能な程度の解像度が求められる。また、カメラ64とカード束10の前側の縁部との距離は、カメラ64が備えるカメラレンズ641の焦点距離によって決まる。 The resolution of the CCD image sensor 643 provided in the camera 64 is required to be a resolution that allows code reading, such as 672 × 512 pixels or 512 × 480 pixels. The distance between the camera 64 and the front edge of the card bundle 10 is determined by the focal length of the camera lens 641 provided in the camera 64.
 図5は、カード挿入口61にカード11が挿入された状態を示す図である。カード挿入口61には、カード読取装置6で読み取るカード11を、図5(a)に示すように一度に読み取る枚数だけ束ねたカード束10として挿入することができる。カード束10を構成する各カード11は、左右の側面をカード挿入口61の左右の壁面で規制されて装着される。 FIG. 5 is a view showing a state in which the card 11 is inserted into the card insertion slot 61. The card 11 to be read by the card reader 6 can be inserted into the card insertion slot 61 as a bundle of cards 10 bundled by the number of sheets read at a time as shown in FIG. Each card 11 constituting the card bundle 10 is mounted with its left and right side surfaces regulated by the left and right wall surfaces of the card insertion slot 61.
 カード挿入口61の後壁にはバネ部材を介して押圧板(図示せず)が設けられている。押圧板(図示せず)は、バネ部材によってカード挿入口61の前壁側に付勢されており、カード挿入口61内に挿入されるカード11から加えられる押圧力によりバネ部材による付勢に抗して前壁側に移動する。 A pressing plate (not shown) is provided on the rear wall of the card insertion slot 61 via a spring member. The pressing plate (not shown) is biased toward the front wall of the card insertion slot 61 by a spring member, and is biased by the spring member by the pressing force applied from the card 11 inserted into the card insertion slot 61. Move against the front wall.
 カード挿入口61の開放端側に位置する押圧板の端部は、前壁側に屈曲しており、この屈曲部分でカード11をカード挿入口61内にガイドする。カード挿入口61に挿入されたカード11は、押圧板により後壁側から前壁側に向けて押圧されてカード挿入口61内での移動が規制される。カード挿入口61は押圧板とともに、複数のカード11が装着されるカード装着手段を構成している。 The end of the pressing plate located on the open end side of the card insertion slot 61 is bent toward the front wall side, and the card 11 is guided into the card insertion slot 61 by this bent portion. The card 11 inserted into the card insertion slot 61 is pressed from the rear wall side to the front wall side by the pressing plate, and movement in the card insertion slot 61 is restricted. The card insertion slot 61 constitutes a card mounting means for mounting a plurality of cards 11 together with the pressing plate.
 図6は、カード読取装置6(カードデータ識別手段65)のハードウエア構成を示す図である。 FIG. 6 is a diagram showing a hardware configuration of the card reader 6 (card data identification means 65).
 図6に示すように、カード読取装置6は、ゲーム進行の制御等の処理を実行するCPU651と、制御プログラムがデータ処理等に使用するRAM652と、読取動作の制御等を行う各種の制御プログラム等を予め記憶したプログラムROM653と、制御プログラムを起動するための起動プログラムを予め記憶したBOOTROM654と、ゲーム管理装置2が備えるインターフェース24との間での信号の送受信を行うための通信I/F655と、上述した発光素子63を駆動する発光素子駆動回路656と、上述したカメラ64を駆動するカメラ駆動回路657と、各回路間での信号の送受信を制御するバスアービタ658と、クロックパルスを出力する図示しないタイマー回路とを備えている。通信I/F655は、ゲーム管理装置2が備えるインターフェース24とケーブルを介して接続されており、ケーブル等の着脱によりゲーム管理装置2からカード読取装置6を取り外すことができる。 As shown in FIG. 6, the card reader 6 includes a CPU 651 that executes processing such as control of game progress, a RAM 652 that is used by the control program for data processing, and various control programs that control read operations. A program ROM 653 that stores information in advance, a BOOTROM 654 that stores a startup program for starting the control program in advance, and a communication I / F 655 for performing transmission and reception of signals between the interface 24 provided in the game management device 2; The light emitting element driving circuit 656 for driving the light emitting element 63 described above, the camera driving circuit 657 for driving the camera 64 described above, a bus arbiter 658 for controlling transmission / reception of signals between the circuits, and a clock pulse are not shown. And a timer circuit. The communication I / F 655 is connected to the interface 24 included in the game management device 2 via a cable, and the card reader 6 can be detached from the game management device 2 by attaching or detaching the cable or the like.
 バスアービタ658は、DMAコントローラである。カメラ64からRAM652への画像データの送信はCPU651を介さずに、バスアービタ658の制御によって行われる。また、バスアービタ658は、カード読取装置6が備える上記各回路とバスを介して接続されており、バスを介しての各回路間での信号の送受信を制御する。つまり、カード読取装置6が備える上記各回路から出力される信号は、送信先の回路を示す情報を含む要求信号としてバスアービタ658に対して送信される。バスアービタ658は、入力された要求信号を解析して送信先の回路に対して信号を転送する。バスアービタ658は、同じバスを用いて転送する信号が複数ある場合には、優先順位の高い回路からの入力信号を優先的に転送する。 The bus arbiter 658 is a DMA controller. Transmission of image data from the camera 64 to the RAM 652 is performed by the control of the bus arbiter 658 without going through the CPU 651. The bus arbiter 658 is connected to each circuit provided in the card reader 6 via a bus, and controls transmission / reception of signals between the circuits via the bus. That is, a signal output from each circuit provided in the card reader 6 is transmitted to the bus arbiter 658 as a request signal including information indicating a transmission destination circuit. The bus arbiter 658 analyzes the input request signal and transfers the signal to the destination circuit. When there are a plurality of signals to be transferred using the same bus, the bus arbiter 658 preferentially transfers an input signal from a circuit having a high priority.
 図7は、カード読取装置6を構成するカメラ64とカード挿入口61に挿入されたカード束10との位置関係を説明する図である。 FIG. 7 is a diagram for explaining the positional relationship between the camera 64 constituting the card reader 6 and the card bundle 10 inserted into the card insertion slot 61.
 カード挿入口61に挿入されたカード束10は、前側の側面をカード挿入口61の底壁で規制されて各カード11の前側の側面が揃えられる。また、カメラ64は、カード挿入口61に挿入されたカード束10に対しカード束10を構成する各カード11の前面から前方に所定距離離れた位置であって、カード束側面を正面に見る位置から各カード11の裏面方向(図6中の下方向)に片寄って位置しており、カード挿入口61に挿入されたカード束10が構成する側面と平行にCCDイメージセンサ643の受光面を位置させている。 The front side of the card bundle 10 inserted into the card insertion slot 61 is regulated by the bottom wall of the card insertion slot 61 so that the front side of each card 11 is aligned. The camera 64 is a position that is a predetermined distance away from the front surface of each card 11 that constitutes the card bundle 10 with respect to the card bundle 10 that is inserted into the card insertion slot 61 and is a position in which the side of the card bundle is viewed in front. To the back surface direction of each card 11 (downward direction in FIG. 6), and the light receiving surface of the CCD image sensor 643 is positioned parallel to the side surface of the card bundle 10 inserted into the card insertion slot 61. I am letting.
 また、カメラ64が備えるカメラレンズ641とカード挿入口61に挿入されたカード束10の構成する側面との間には、カード束10の高さ方向の中央部にカメラ641を位置させて撮像した場合のカード束10の表側及び裏側(図6中の上側下側)に位置するカード11と中央部に位置するカード11との間に生じる撮像角度のずれ、及び、各カード11の前面とCCDイメージセンサ643の受光面との角度(カード束10からの光を正面からカメラ641で撮像した場合のカメラ641に入射される光の入射角度)のずれを補正するための補正光学系642が設けられている。 In addition, the camera 641 is positioned at the center of the card bundle 10 in the height direction between the camera lens 641 provided in the camera 64 and the side surface of the card bundle 10 inserted into the card insertion slot 61 to take an image. In this case, the imaging angle shift between the card 11 located on the front side and the back side (upper lower side in FIG. 6) of the card bundle 10 and the card 11 located in the center, and the front surface of each card 11 and the CCD A correction optical system 642 is provided for correcting a deviation of an angle with the light receiving surface of the image sensor 643 (an incident angle of light incident on the camera 641 when the light from the card bundle 10 is captured from the front by the camera 641). It has been.
 補正光学系642は、カード束10の側面からの入射光をCCDイメージセンサ643の受光面の方向に屈曲させる屈曲光学系644と、屈曲光学系644で屈曲された光の中から平行光を選択してCCDイメージセンサ643の受光面に導くテレセントリック光学系645とを備えて構成されている。本実施形態の補正光学系642では、屈曲光学系644としてプリズム、テレセントリック光学系645としてフレネルレンズをそれぞれ用いて、フレネルレンズによってCCDイメージセンサ643の受光面に集光する。 The correction optical system 642 selects parallel light from among the bending optical system 644 that bends incident light from the side surface of the card bundle 10 in the direction of the light receiving surface of the CCD image sensor 643 and the light that is bent by the bending optical system 644. And a telecentric optical system 645 that leads to the light receiving surface of the CCD image sensor 643. In the correction optical system 642 of this embodiment, a prism is used as the bending optical system 644 and a Fresnel lens is used as the telecentric optical system 645, and the light is condensed on the light receiving surface of the CCD image sensor 643 by the Fresnel lens.
 このように、図7(a)に示すように、カード束10の底面を所定の角度(θ)から撮像することにより、図7(b)に示すように、カード束10を構成する各カード11の底部にあるコード印刷層16を束ねた撮像画像となる。この撮像画像から、カード束11を構成する複数のカード11の束ねた順序と、各カード11のコードパターンを読み取る。 In this way, as shown in FIG. 7A, by imaging the bottom surface of the card bundle 10 from a predetermined angle (θ), each card constituting the card bundle 10 as shown in FIG. 7B. 11 is a captured image obtained by bundling the code print layers 16 at the bottom of the image forming apparatus. From this captured image, the order in which the cards 11 constituting the card bundle 11 are bundled and the code pattern of each card 11 are read.
 なお、カード読取装置の詳細については、同じ出願人による国際公開第WO2008/123428号公報を参照されたい。 For details of the card reader, see International Publication No. WO2008 / 123428 by the same applicant.
 また、本発明を実施するにあたり必要な手段を備えている装置であれば、上述した方法に限定されない。 Further, the present invention is not limited to the above-described method as long as the device includes means necessary for carrying out the present invention.
 (ゲームの概要)
 本実施形態のゲーム装置において実行するゲームの概要について説明する。
(Outline of the game)
An outline of a game executed in the game device of the present embodiment will be described.
 本実施形態によるゲームは、基本的に、2人のプレイヤが対戦する対戦ゲームである。プレイヤにはコンピュータも含まれる。2人のプレイヤが、それぞれ、ゲーム上の自己のゲームキャラクタを生成し、それらゲームキャラクタが、ゲーム上の仮想空間において対戦する。このときに生成されるゲームキャラクタは一人であってもかまわないし、複数いても構わない。 The game according to this embodiment is basically a battle game in which two players battle each other. The player includes a computer. Two players each generate their own game characters on the game, and these game characters compete in a virtual space on the game. One or more game characters may be generated at this time.
 プレイヤは、ゲーム開始にあたり、遊戯カードを用いて、自己のゲームキャラクタを生成する。その際に、対戦ゲームに使用する複数のカードがプレイヤ毎に設定される。ゲーム装置は、ゲーム装置を構成する読取装置によって遊戯カードに記載されているそれぞれの遊戯カードを識別する情報を読み取り、その情報に基づいて、ゲームを実行する。 At the start of the game, the player generates his own game character using a play card. At that time, a plurality of cards used for the battle game are set for each player. The game device reads information for identifying each game card described on the game card by a reading device constituting the game device, and executes the game based on the information.
 各プレイヤのゲームキャラクタがゲーム上の仮想空間において対戦する。対戦時には、各プレイヤは、設定された複数のカードから攻撃するカードを選択し、そのカードにより相手方のゲームキャラクタを攻撃する。攻撃は、2人のプレイヤが交互に行う。攻撃によるヒットポイントや、各プレイヤのライフ、制限時間等に基づいて勝敗が決定される。 The game characters of each player play in a virtual space on the game. At the time of a battle, each player selects a card to attack from a plurality of set cards, and attacks the opponent's game character with the card. The attack is performed alternately by two players. Winning or losing is determined based on the hit points by the attack, the life of each player, the time limit, and the like.
 ゲームキャラクタを生成するための遊戯カードの種類や機能を工夫し、攻撃に使用するカードの種類や機能を工夫することにより、興趣溢れるゲームを実現する。また、魅力ある遊戯カードを用意することにより、プレイヤに遊戯カードを収集するという別の楽しみを与える。 Develop a game full of fun by devising the types and functions of game cards to generate game characters and devising the types and functions of cards used for attacks. In addition, by preparing an attractive game card, the player is given another enjoyment of collecting the game card.
 本実施形態のゲームでは、更に、ゲーム対戦中のプレイヤの操作入力等に基づいて発生するラッシュポイントを導入している。ラッシュポイントとは、ゲーム対戦中のプレイヤの操作入力等を所定の基準に基づいて評価し、その評価に基づいて発生させるポイントである。プレイヤ毎にラッシュポイントを蓄積する。蓄積されたラッシュポイントが所定の閾値を越えた場合には、ラッシュとして、特別に強力な攻撃又は特別に強固な防御を実行する。 In the game of the present embodiment, rush points that are generated based on the operation input of the player who is playing the game are introduced. A rush point is a point that is generated based on an evaluation of an operation input or the like of a player who is playing a game based on a predetermined standard. Rush points are accumulated for each player. When the accumulated rush point exceeds a predetermined threshold, a particularly powerful attack or a particularly strong defense is executed as a rush.
 ラッシュポイントが発生する条件としては、次のようなものがある。
(a)手札のカードを選択する。
(b)素早くカードを選択する。
(c)対戦相手にファイアー(マジック:魔法)を決める。
(d)シールドにより対戦相手のファイアー(マジック:魔法)をはじく。
(e)対戦相手のシールドを壊す。
(f)特定の割合で発生する通常攻撃よりも効果のある決定的な攻撃あるいは防御が成功する。
(g)ラッシュポイントの蓄積を加算させるアイテムを使用する。
(h)ラッシュポイントの蓄積を加算させる必殺技カードを使用する。
(i)キャラごとの決められた奥義タイプカード種を選択する
(j)「拳固」「魔法」「盾」等の攻撃カードを選択する。
(k)ダメージを受ける。
(l)時間が経過する。
(m)前衛後衛を入れ替わる。
(n)ターンゲージが満タンになる。
(o)対戦相手がラッシュを発動したとき。
(p)対戦相手が奥義を発動したとき。
(q)ラッシュポイントの蓄積を加算させる個別能力をキャラクタが持っている状態で対戦が始まる。
Conditions for generating rush points include the following.
(A) Select a card in hand.
(B) Select a card quickly.
(C) Decide on a fire (magic) for your opponent.
(D) The opponent's fire (magic) is repelled by the shield.
(E) Break the opponent's shield.
(F) A definitive attack or defense that is more effective than a normal attack that occurs at a specific rate succeeds.
(G) Use an item that adds the accumulation of rush points.
(H) Use a Special Move card that adds the accumulation of Rush Points.
(I) Select a secret type card type determined for each character. (J) Select an attack card such as “Kengo”, “Magic”, or “Shield”.
(K) Take damage.
(L) Time elapses.
(M) Replace the avant-garde and rear-guard.
(N) The turn gauge is full.
(O) When the opponent activates rush.
(P) When an opponent activates mystery.
(Q) The battle starts with the character having the individual ability to add the accumulation of rush points.
 ラッシュが実行される所定の閾値は、ゲームキャラクタ毎にノルマとして設定される。強力なゲームキャラクタほど高いノルマが設定され、ラッシュの場合には、より強力な攻撃又は防御が実行される。 The predetermined threshold at which the rush is executed is set as a quota for each game character. A stronger game character has a higher quota, and in the case of rush, a stronger attack or defense is executed.
 なお、ラッシュポイントを発生させる条件や、ラッシュが実行される所定の閾値は、上記具体例に限らず、他の条件や閾値を設定してもよい。 Note that the conditions for generating the rush point and the predetermined threshold value for executing the rush are not limited to the above specific example, and other conditions and threshold values may be set.
 (遊戯カード)
 本実施形態のゲームで用いられる遊戯カード11について、図8乃至図10を用いて説明する。
(Play card)
The game card 11 used in the game of the present embodiment will be described with reference to FIGS.
 本実施形態の遊戯カード11は、トランプサイズと呼ばれる縦88mmで横63mmの透明な基体12の表面あるいは裏面の一部に印刷が施されている。遊戯カード11を複数枚重ねても透明な基体12を透過してプレイヤに視認可能なようにゲーム情報(例えば、戦士、武器、防具等)を配置することが可能となる。 The game card 11 of the present embodiment is printed on a part of the front or back surface of a transparent base body 12 having a length of 88 mm and a width of 63 mm called a playing card size. Even if a plurality of game cards 11 are stacked, game information (for example, warriors, weapons, armor, etc.) can be arranged so as to be visible to the player through the transparent base 12.
 遊戯カード11として、ゲームキャラクタを設定するための戦士カード100(図8)と、そのゲームキャラクタに機能を追加するための追加カードとが用意されている。追加カードとしては、例えば、ゲームキャラクタに武器を追加するための武器カード110(図9)と、ゲームキャラクタに防具を追加するための防具カード120(図10)がある。 As the game card 11, a warrior card 100 (FIG. 8) for setting a game character and an additional card for adding a function to the game character are prepared. As an additional card, for example, there are a weapon card 110 (FIG. 9) for adding a weapon to the game character, and a protective equipment card 120 (FIG. 10) for adding a protective equipment to the game character.
 (戦士カード)
 戦士カード100について図8を用いて説明する。図8(a)は「戦士カード01」を示し、図8(b)は「戦士カード02」を示し、図8(c)は「戦士カード03」を示している。
(Warrior card)
The warrior card 100 will be described with reference to FIG. FIG. 8A shows the “warrior card 01”, FIG. 8B shows the “warrior card 02”, and FIG. 8C shows the “warrior card 03”.
 戦士カード100の構成について説明する。戦士カード100の上部には、戦士のキャラクタ及びキャラクタ名が描かれるキャラクタ表示欄101が設けられている。 The structure of the warrior card 100 will be described. In the upper part of the warrior card 100, a character display field 101 is provided on which a warrior character and a character name are drawn.
 戦士カード100の中央部、キャラクタ表示欄101の下部には、キャラクタの属性、奥義の名称、ノルマ等のキャラクタの属性を表示する属性表示欄102が設けられている。 At the center of the warrior card 100, at the bottom of the character display column 101, there is provided an attribute display column 102 for displaying character attributes such as character attributes, mysterious names, and norms.
 戦士カード100の下部には、この戦士が所有する攻撃用の複数枚のカードを表示するカード表示欄103が設けられている。攻撃用のカードには、それぞれ「数字」と「種類」が割当てられている。なお、これら各欄の位置は、発明の趣旨を反しない範囲において変更が可能である。 At the bottom of the warrior card 100, a card display field 103 for displaying a plurality of cards for attack owned by the warrior is provided. Each of the attack cards is assigned a “number” and a “type”. The positions of these columns can be changed without departing from the spirit of the invention.
 攻撃用のカードの「数字」は、攻撃用のカードを選択する際のキーとなるものである。本実施形態では、「1」~「6」の数字が用いられている。本実施形態におけるゲームにおいて、攻撃用のカードを複数枚連続して選択するときに、カードの「数字」は後述する所定のルールにより連続していなければならない。本実施形態においては「数字」によって表示したが、連続した連想を表示させるものであれば、「かな」や「カナ」、「アルファベット」あるいはあらかじめ特定の順番で入れるように定められた「記号」を用いても構わない。 The “number” of the attack card is a key when selecting the attack card. In the present embodiment, numbers “1” to “6” are used. In the game in the present embodiment, when a plurality of attack cards are selected in succession, the “numbers” of the cards must be continuous according to a predetermined rule described later. In this embodiment, “numbers” are displayed, but “kana”, “kana”, “alphabet”, or “symbols” set in advance in a specific order as long as continuous associations are displayed. May be used.
 攻撃用のカードの「種類」は、攻撃の内容を決定するものである。本実施形態では、「アタック」「拳固」「魔法」「盾」等が用いられている。これらは文字において記載しても構わないし、図8に示したように、それらの特徴を表現した図や記号によって表示しても良い。あるいは、図8に示したように、後述する通常の攻撃を意味する「アタック」の場合には記載を省略し、「アタック」に関連付けされた「数字」のみを表示することも可能である。 The “type” of attack card determines the content of the attack. In this embodiment, “attack”, “fist solid”, “magic”, “shield”, and the like are used. These may be described in characters, or as shown in FIG. 8, may be displayed by a diagram or a symbol expressing their characteristics. Alternatively, as shown in FIG. 8, it is possible to omit the description in the case of “attack”, which means a normal attack described later, and display only “numbers” associated with “attack”.
 「アタック」は標準的な強さの攻撃を実行する。「アタック」が連続して選択された場合には、選択された回数分の攻撃を行うことが可能となる。「拳固」は攻撃力が大きい攻撃であり、後述するシールドを破壊するが、「魔法」によって優先的に燃やされる。「魔法」は敵の手札を燃やす攻撃であり、後述するシールドにははじかれるが、表示されている敵の手札の中から「拳固」のカードを最優先で燃やすことにより、対戦相手の戦略の邪魔をすることが可能となる。「盾」は自分の周囲にシールドをはってダメージを軽減することができ、前述の「拳固」によって破壊されるが、前述の魔法の攻撃をはじいて無効化する。 “Attack” performs a standard strength attack. When “attack” is selected in succession, it is possible to perform attacks for the selected number of times. “Kengo” is an attack with a high attack power and destroys the shield described later, but is preferentially burned by “magic”. “Magic” is an attack that burns the enemy's hand and is repelled by the shield described below, but by burning the “Kengo” card with the highest priority from the displayed enemy hand, the opponent ’s strategy It becomes possible to disturb. The “Shield” can reduce damage by putting a shield around it, and is destroyed by the above-mentioned “Kengo”, but is invalidated by repelling the above-mentioned magic attack.
 「拳固」「魔法」「盾」のカードはそれぞれ相関関係を有しており、「拳固」カードは「盾」を破壊し、「盾」は「魔法」をはじき、「魔法」は「拳固」カードを最優先で燃やすことで、それぞれゲームにおける戦略性を持たせることが可能となる。 Cards of “Kengo”, “Magic” and “Shield” have a correlation, “Kengo” card destroys “Shield”, “Shield” repels “Magic”, “Magic” By burning the “Kengo” card with the highest priority, it becomes possible to have a strategy in each game.
 また、攻撃用のカードはこれらに限定されるものではなく、キャラクタの攻撃の順番が早く回ってくることを期待する「スピード」や特定のHPを回復する「アイテム」カードがあっても構わない。 Also, the attack cards are not limited to these, and there may be “speed” that expects the character's attack turn to come early and “item” cards that recover a specific HP. .
 なお、本実施形態において「奥義」と「必殺技」とは別の概念である。 In this embodiment, “mystery” and “special move” are different concepts.
 「奥義」は戦士カード01に設定されている、キャラクタ独自の必殺技のことであり、後述するラッシュポイントがたまったときに、ラッシュシーケンスにおいてキャラクタ独自に設定されたノルマが達成されたときに始めて発動する技である。 “Mystery” is a character's own special technique set in the warrior card 01, and when the rush point described later is accumulated, the character's unique quota in the rush sequence is achieved. This technique is activated.
 「必殺技」は、たとえば、通常の戦闘時において数字「6」に紐付けされた必殺技がある場合は、数字「6」をプレイヤが選択するだけで発動される。 “A Special Move” is activated when, for example, there is a special technique associated with the number “6” in a normal battle, the player simply selects the number “6”.
 戦士カード100の下縁部には、遊戯カードを識別するためのバーコードが描かれたバーコード欄104が設けられている。このバーコード欄104は、本実施形態においては視認可能なように表示されているが、通常の光線下においては視認が不可能なインク(たとえばステルスインク)によって印刷し、読取手段において特定の波長の光を当てることによって視認可能となるようにしてもよい。 At the lower edge of the warrior card 100, there is provided a bar code field 104 on which a bar code for identifying a game card is drawn. The bar code column 104 is displayed so as to be visible in the present embodiment, but is printed with ink (for example, stealth ink) that is not visible under normal light, and has a specific wavelength in the reading unit. It may be made visible by applying the light.
 図8(a)の「戦士カード01」は「ノブ」なる戦士キャラクタの遊戯カードである。 The “warrior card 01” in FIG. 8 (a) is a play card of a warrior character called “knob”.
 キャラクタ表示欄101には、キャラクタの図柄が表示されると共に、「ノブ」なる戦士キャラクタの名称が表示されている。 In the character display column 101, the character design is displayed, and the name of the warrior character “knob” is displayed.
 属性表示欄102には、キャラクタそれぞれが有している独自の必殺技である奥義の名称として「フブ」、属性として「拳固」、ノルマとして「100」、体力(HP)として「1250」、奥義を実際に発動した際の攻撃力の目安が星の形によって簡略化されて表示されている。 In the attribute display field 102, “Fubu” is the name of the mystery that each character has, and “Kengo” is the attribute, “100” is the norm, “1250” is the physical strength (HP), A guideline of attack power when the mystery is actually activated is displayed in a simplified form with a star shape.
 カード表示欄103には、8枚の攻撃用のカードが表示されている。上段には、「1:拳固」、「2:アタック」、「3:アタック」、「4:アタック」の4枚のカードが表示され、下段には、「1:拳固」、「2:アタック」、「3:アタック」、「4:アタック」の4枚のカードが表示されている。 In the card display field 103, eight attacking cards are displayed. In the upper row, four cards of “1: Kengo”, “2: Attack”, “3: Attack”, “4: Attack” are displayed, and in the lower row, “1: Kengo”, “2 : Attack, “3: Attack”, and “4: Attack” are displayed.
 バーコード欄104には、「戦士カード01」を識別するためにバーコードが描かれている。 In the barcode column 104, a barcode is drawn to identify the “warrior card 01”.
 図8(b)の「戦士カード02」は「クキ」なる戦士キャラクタの遊戯カードである。 [Warrior card 02] in FIG. 8 (b) is a play card of a warrior character “Kuki”.
 キャラクタ表示欄101には、キャラクタの図柄が表示されると共に、「クキ」なる戦士キャラクタの名称が表示されている。 In the character display column 101, the character design is displayed, and the name of the warrior character “Kuki” is displayed.
 属性表示欄102には、キャラクタそれぞれが有している独自の必殺技である奥義の名称として「ウェーブ」、属性として「魔法」、ノルマとして「40」、体力(HP)として「1200」が表示されている。 In the attribute display column 102, “Wave”, “Magic” as an attribute, “40” as a norm, and “1200” as a physical strength (HP) are displayed as the mysterious name each character has. Has been.
 カード表示欄103には、8枚の攻撃用のカードが表示されている。上段には、「1:拳固」、「2:魔法」、「3:アタック」、「4:アタック」の4枚のカードが表示され、下段には、「1:拳固」、「2:アタック」、「3:アタック」、「4:アタック」の4枚のカードが表示されている。 In the card display field 103, eight attacking cards are displayed. The top row displays four cards: “1: Kengo”, “2: Magic”, “3: Attack”, “4: Attack”, and “1: Kengo”, “2” on the bottom row. : Attack, “3: Attack”, and “4: Attack” are displayed.
 バーコード欄104には、「戦士カード02」を識別するためにバーコードが描かれている。 In the barcode column 104, a barcode is drawn to identify the “warrior card 02”.
 図8(c)の「戦士カード03」は「カツ」なる戦士キャラクタの遊戯カードである。 [Warrior card 03] in FIG. 8 (c) is a play card of a warrior character called “Katsu”.
 キャラクタ表示欄101には、キャラクタの図柄が表示されると共に、「カツ」なる戦士キャラクタの名称が表示されている。 In the character display column 101, the character design and the name of the warrior character “Katsu” are displayed.
 属性表示欄102には、キャラクタそれぞれが有している独自の必殺技である奥義の名称として「イッカツ」、属性として「拳固」、ノルマとして「70」、体力(HP)として「1200」が表示されている。 In the attribute display field 102, “Ikatsu” is the name of the mystery that is the unique killing technique possessed by each character, “Kengo” is the attribute, “70” is the norm, and “1200” is the physical strength (HP). It is displayed.
 カード表示欄103には、8枚の攻撃用のカードが表示されている。上段には、「1:拳固」、「2:魔法」、「3:アタック」、「4:拳固」の4枚のカードが表示され、下段には、「1:アタック」、「2:アタック」、「3:アタック」、「4:アタック」の4枚のカードが表示されている。 In the card display field 103, eight attacking cards are displayed. The top row displays four cards: “1: Kengo”, “2: Magic”, “3: Attack”, and “4: Kengo”, and the bottom row shows “1: Attack”, “2 : Attack, “3: Attack”, and “4: Attack” are displayed.
 バーコード欄104には、「戦士カード03」を識別するためにバーコードが描かれている。 In the barcode column 104, a barcode is drawn to identify the “warrior card 03”.
 (武器カード)
 武器カード110について図9を用いて説明する。図9(a)は「武器カード01」を示し、図9(b)は「武器カード02」を示し、図9(c)は「武器カード03」を示している。
(Weapon card)
The weapon card 110 will be described with reference to FIG. 9A shows a “weapon card 01”, FIG. 9B shows a “weapon card 02”, and FIG. 9C shows a “weapon card 03”.
 武器カード110の構成について説明する。武器カード110の上部には、武器が描かれる武器表示欄111が設けられている。 The structure of the weapon card 110 will be described. At the top of the weapon card 110, a weapon display field 111 on which weapons are drawn is provided.
 武器カード110の右側部、武器表示欄111の右側には、武器名、追加攻撃力等の武器の属性を表示する属性表示欄112が設けられている。 On the right side of the weapon card 110 and the right side of the weapon display column 111, an attribute display column 112 for displaying weapon attributes such as a weapon name and additional attack power is provided.
 武器カード110の下部には、この武器カードにより追加する攻撃用のカードや、変更する攻撃用のカードを表示するカード表示欄113が設けられている。 At the bottom of the weapon card 110, there is provided a card display field 113 for displaying an attack card to be added by this weapon card and an attack card to be changed.
 追加する攻撃用のカードは、戦士カード100のカード表示欄103における8枚のカードの右側の領域の下段に表示される。戦士カード100に武器カード110を重ねたときに、追加する攻撃用のカードが目視できるようにするためである。したがって、武器カード110の印刷されていない部分は、目視が可能なように透明・不透明素材からなることが好ましい。 The attack card to be added is displayed in the lower part of the area on the right side of the eight cards in the card display field 103 of the warrior card 100. This is because when the weapon card 110 is stacked on the warrior card 100, the attacking card to be added can be seen. Therefore, the non-printed portion of the weapon card 110 is preferably made of a transparent / opaque material so that it can be visually observed.
 追加する攻撃用のカードにも、「数字」と「種類」が割当てられている。追加する攻撃用のカードの「数字」としては「1」~「6」が用いられる。追加する攻撃用のカードの「種類」は、通常、必殺技であり、カードの右側に文字として表示される。この必殺技は、戦士カードの有するキャラクタ独自の必殺技である奥義とは別に、「数字」に紐付けられて用いられる必殺技であり、後述する戦闘シーンにおいて、この「数字」が選択されることによって、キャラクタはその必殺技を実行することが可能となる。 “Number” and “Type” are also assigned to the attack card to be added. “1” to “6” are used as the “number” of the attack card to be added. The “type” of the attacking card to be added is usually a special technique, and is displayed as a character on the right side of the card. This special technique is a special technique that is used in conjunction with “numbers” separately from the mystery that is unique to the character possessed by a warrior card. This “number” is selected in the battle scene described later. As a result, the character can execute the special technique.
 変更する攻撃用のカードは、戦士カード100のカード表示欄103における8枚のカードの下段にあるカードのうちの変更したいカードの位置に表示される。戦士カード100に武器カード110を重ねたときに、変更する攻撃用のカードが目視できるようにするためである。 The attack card to be changed is displayed at the position of the card to be changed among the cards in the lower row of the eight cards in the card display field 103 of the warrior card 100. This is because when the weapon card 110 is stacked on the warrior card 100, the attacking card to be changed can be seen.
 武器カード110の下縁部には、遊戯カードを識別するためのバーコードが描かれたバーコード欄114が設けられている。このバーコード104は、本実施形態においては視認可能なように表示されているが、通常の光線下においては視認が不可能なインク(たと
えばステルスインク)によって印刷し、読取手段において特定の波長の光を当てることに
よって視認可能となるようにしてもよい。
A bar code field 114 on which a bar code for identifying a game card is drawn is provided at the lower edge of the weapon card 110. The bar code 104 is displayed so as to be visible in the present embodiment, but is printed with ink (for example, stealth ink) that is not visible under normal light, and has a specific wavelength in the reading unit. It may be made visible by applying light.
 図9(a)の「武器カード01」は「ガン」なる武器の追加カードである。 9 “A weapon card 01” in FIG. 9A is an additional card for the weapon “Gun”.
 武器表示欄111には、「ガン」なる武器(銃)の図が表示されている。 In the weapon display column 111, a figure of a weapon (gun) “gun” is displayed.
 属性表示欄112には、武器名として「ガン」、追加攻撃力として「950」が表示されている。 In the attribute display column 112, “Gun” is displayed as the weapon name and “950” is displayed as the additional attack power.
 カード表示欄113には、追加する攻撃用のカードとして、下段に「6」なる数字の1枚のカードが表示され、その右側に「必殺技あ」と表示されている。更に、変更する攻撃用のカードとして、下段の左から3番目のカードの位置に「3:魔法」なるカードが表示されている。 In the card display column 113, one card with the number “6” is displayed in the lower row as the attacking card to be added, and “Survey” is displayed on the right side. Further, as the attacking card to be changed, a card “3: Magic” is displayed at the position of the third card from the left in the lower row.
 バーコード欄114には、「武器カード01」を識別するためにバーコードが描かれている。 In the bar code column 114, a bar code is drawn to identify the “weapon card 01”.
 図9(b)の「武器カード02」は「カタナ」なる武器の追加カードである。 “Weapon card 02” in FIG. 9B is an additional card for the weapon “Katana”.
 武器表示欄111には、「カタナ」なる武器(刀)の図が表示されている。 In the weapon display column 111, a figure of a weapon (sword) “KATANA” is displayed.
 属性表示欄112には、武器名として「カタナ」、追加攻撃力として「850」が表示されている。 In the attribute display column 112, “KATANA” is displayed as the weapon name, and “850” is displayed as the additional attack power.
 カード表示欄113には、追加する攻撃用のカードとして、下段に「5」なる数字の1枚のカードが表示され、その右側に「必殺技い」と表示されている。更に、変更する攻撃用のカードとして、下段の左から1番目と2番目のカードの位置に「1:拳固」と「2:魔法」なるカードが表示されている。 In the card display column 113, one card of the number “5” is displayed in the lower row as an attacking card to be added, and “Skills” is displayed on the right side thereof. Further, as the attacking cards to be changed, the cards “1: Kengo” and “2: Magic” are displayed at the positions of the first and second cards from the left in the lower row.
 バーコード欄114には、「武器カード02」を識別するためにバーコードが描かれている。 In the bar code column 114, a bar code is drawn to identify the “weapon card 02”.
 図9(c)の「武器カード03」は「弓矢」なる武器の追加カードである。 “Weapon card 03” in FIG. 9C is an additional card for the weapon “bow and arrow”.
 武器表示欄111には、「弓矢」なる武器(弓矢)の図が表示されている。 In the weapon display column 111, a figure of a weapon (bow and arrow) “bow and arrow” is displayed.
 属性表示欄112には、武器名として「弓矢」、追加攻撃力として「950」が表示されている。 In the attribute display field 112, “bow and arrow” is displayed as the weapon name, and “950” is displayed as the additional attack power.
 カード表示欄113には、追加する攻撃用のカードとして、下段に「1」なる数字の1枚のカードが表示され、その右側に「必殺技う」と表示されている。更に、変更する攻撃用のカードとして、下段の左から1番目のカードの位置に「1:盾」なるカードが表示されている。 In the card display column 113, one card with the number “1” is displayed in the lower row as an attacking card to be added, and “Successful technique” is displayed on the right side thereof. Furthermore, a card “1: Shield” is displayed at the position of the first card from the lower left as the attacking card to be changed.
 バーコード欄114には、「武器カード03」を識別するためにバーコードが描かれている。 In the bar code column 114, a bar code is drawn to identify “weapon card 03”.
 (防具カード)
 防具カード120について図10を用いて説明する。図10(a)は「防具カード01」を示し、図10(b)は「防具カード02」を示し、図10(c)は「防具カード03」を示している。
(Armor card)
The armor card 120 will be described with reference to FIG. 10A shows the “protector card 01”, FIG. 10B shows the “protector card 02”, and FIG. 10C shows the “protector card 03”.
 防具カード120の構成について説明する。防具カード120の上部には、防具が描かれる防具表示欄121が設けられている。 The structure of the armor card 120 will be described. In the upper part of the armor card 120, an armor display field 121 on which the armor is drawn is provided.
 防具カード120の左側部、防具表示欄121の左側には、防具名、追加防御力等の防具の属性を表示する属性表示欄122が設けられている。属性表示欄122は、戦士カード100と武器カード110を重ねた上に更に防具カード120を重ねたときに、属性表示欄122の内容が目視できる位置に設けられている。 On the left side of the armor card 120 and on the left side of the armor display field 121, an attribute display field 122 for displaying armor attributes such as armor name and additional defense power is provided. The attribute display column 122 is provided at a position where the contents of the attribute display column 122 can be visually observed when the armor card 120 is further stacked on the warrior card 100 and the weapon card 110.
 防具カード120の下部には、この防具カードにより追加する攻撃用のカードや、変更する攻撃用のカードを表示するカード表示欄123が設けられている。 At the bottom of the armor card 120, a card display field 123 is provided for displaying an attack card to be added by the armor card and an attack card to be changed.
 追加する攻撃用のカードは、戦士カード100のカード表示欄103における8枚のカードの右側の領域の上段に表示される。戦士カード100に武器カード110を重ねた上に更に防具カード120を重ねたときに、追加する攻撃用のカードが目視できるようにするためである。したがって、武器カード110の印刷されていない部分は、目視が可能なように透明・不透明素材からなることが好ましい。 The attack card to be added is displayed in the upper part of the area on the right side of the eight cards in the card display field 103 of the warrior card 100. This is because when the armor card 120 is further stacked on the warrior card 100 and the armor card 120 is further stacked, the added attack card can be seen. Therefore, the non-printed portion of the weapon card 110 is preferably made of a transparent / opaque material so that it can be visually observed.
 追加する攻撃用のカードにも、「数字」と「種類」が割当てられている。追加する攻撃用のカードの「数字」としては「1」~「6」が用いられる。追加する攻撃用のカードの「種類」は、通常、必殺技(強力な防具)であり、カードの右側に文字として表示される。この必殺技は、戦士カードの有するキャラクタ独自の必殺技である奥義とは別に、「数字」に紐付けられて用いられる必殺技であり、後述する戦闘シーンにおいて、この「数字」が選択されることによって、キャラクタはその必殺技を実行することが可能となる。 “Number” and “Type” are also assigned to the attack card to be added. “1” to “6” are used as the “number” of the attack card to be added. The “type” of the attacking card to be added is usually a special technique (a powerful armor) and is displayed as a character on the right side of the card. This special technique is a special technique that is used in conjunction with “numbers” separately from the mystery that is unique to the character possessed by a warrior card. This “number” is selected in the battle scene described later. As a result, the character can execute the special technique.
 変更する攻撃用のカードは、戦士カード100のカード表示欄103における8枚のカードの下段のカードのうちの変更したいカードの位置に表示される。戦士カード100に武具カード110を重ねた上に更に防具カード120を重ねたときに、変更する攻撃用のカードが目視できるようにするためである。 The attack card to be changed is displayed at the position of the card to be changed among the lower cards of the eight cards in the card display field 103 of the warrior card 100. This is because when the armor card 110 is further stacked on the warrior card 100 and the armor card 120 is further stacked, the attacking card to be changed can be seen.
 防具カード120の下縁部には、遊戯カードを識別するためのバーコードが描かれたバーコード欄124が設けられている。このバーコード欄124は、本実施形態においては視認可能なように表示されているが、通常の光線下においては視認が不可能なインク(た
とえばステルスインク)によって印刷し、読取手段において特定の波長の光を当てること
によって視認可能となるようにしてもよい。
A bar code field 124 in which a bar code for identifying a game card is drawn is provided at the lower edge of the armor card 120. The bar code column 124 is displayed so as to be visible in the present embodiment, but is printed with ink (for example, stealth ink) that is not visible under normal light, and has a specific wavelength in the reading unit. It may be made visible by applying the light.
 図10(a)の「防具カード01」は「鎧」なる防具の追加カードである。 “Armor card 01” in FIG. 10A is an additional armor card called “armor”.
 防具表示欄121には、「鎧」なる防具(鎧)の図が表示されている。 In the armor display column 121, a diagram of armor “armor” is displayed.
 属性表示欄122には、防具名として「鎧」、追加防御力として「350」が表示されている。 In the attribute display field 122, “armor” is displayed as the armor name, and “350” is displayed as the additional defense power.
 カード表示欄123には、追加する攻撃用のカードとして、上段に「5」なる数字の1枚のカードが表示され、その右側に「必殺技ア」と表示されている。更に、変更する攻撃用のカードとして、上段の左から3番目と4番目のカードの位置に「3:魔法」「4:盾」なるカードが表示されている。 In the card display field 123, as a card for attack to be added, a single card with the number “5” is displayed in the upper row, and “Skills A” is displayed on the right side thereof. Further, as the attack cards to be changed, the cards “3: magic” and “4: shield” are displayed at the positions of the third and fourth cards from the left in the upper row.
 バーコード欄124には、「防具カード01」を識別するためにバーコードが描かれている。 In the bar code column 124, a bar code is drawn to identify the “armor card 01”.
 図10(b)の「防具カード02」は「軍配」なる防具の追加カードである。 “Armor card 02” in FIG. 10 (b) is an additional card for the armor “Military”.
 防具表示欄121には、「軍配」なる防具(軍配)の図が表示されている。 In the armor display field 121, a diagram of armor (military) “army” is displayed.
 属性表示欄122には、防具名として「軍配」、追加防御力として「350」が表示されている。 In the attribute display field 122, “Army” as the armor name and “350” as the additional defense power are displayed.
 カード表示欄123には、追加する攻撃用のカードとして、上段に「2」なる数字の1枚のカードが表示され、その右側に「必殺技イ」と表示されている。更に、変更する攻撃用のカードとして、下段の左から2番目と3番目のカードの位置に「2:盾」と「3:盾」なるカードが表示されている。 In the card display field 123, as an attack card to be added, a single card with a number “2” is displayed in the upper row, and “deadly skill a” is displayed on the right side thereof. Further, as the attack cards to be changed, the cards “2: Shield” and “3: Shield” are displayed at the positions of the second and third cards from the lower left.
 バーコード欄124には、「防具カード02」を識別するためにバーコードが描かれている。 In the barcode field 124, a barcode is drawn to identify the “armor card 02”.
 図10(c)の「防具カード03」は「お守り」なる防具の追加カードである。 “Armor card 03” in FIG. 10 (c) is an additional card for the armor “Amulet”.
 防具表示欄121には、「お守り」なる防具(お守り)の図が表示されている。 In the armor display column 121, a figure of a “talisman” armor (amulet) is displayed.
 属性表示欄122には、防具名として「お守り」、追加防御力として「400」が表示されている。 In the attribute display field 122, “Amulet” as the armor name and “400” as the additional defense power are displayed.
 カード表示欄123には、追加する攻撃用のカードとして、上段に「5」なる1枚のカードが表示され、その右側に「必殺技ウ」と表示されている。更に、変更する攻撃用のカードとして、上段の左から3番目のカードの位置に「3:盾」なるカードが表示されている。 In the card display field 123, as an attack card to be added, one card “5” is displayed in the upper row, and “Survey” is displayed on the right side. Further, as the attacking card to be changed, a card “3: Shield” is displayed at the position of the third card from the left in the upper row.
 バーコード欄124には、「防具カード03」を識別するためにバーコードが描かれている。 In the barcode field 124, a barcode is drawn to identify the “armor card 03”.
 (カードデータテーブル)
 本実施形態のゲーム装置1には、ゲームを実行するために、各遊戯カードのオリジナルのデータを格納するためのカードデータテーブルが用意されている。
(Card data table)
In the game apparatus 1 of the present embodiment, a card data table for storing original data of each game card is prepared in order to execute a game.
 カードデータテーブルは、遊戯カード11の種類(戦士カード100、武器カード110、防具カード120)に応じて、図11~13に示すような、3つのカードデータテーブル150、160、170が用意されている。 The card data table includes three card data tables 150, 160, and 170 as shown in FIGS. 11 to 13 depending on the type of game card 11 (warrior card 100, weapon card 110, armor card 120). Yes.
 カードデータテーブル150、160、170は、ゲーム管理装置2のプログラムメモリ(ROM)22に格納されており、ゲームプログラムの実行時にデータメモリ(RAM、FlashROM)23にロードされる。 The card data tables 150, 160, and 170 are stored in the program memory (ROM) 22 of the game management device 2, and are loaded into the data memory (RAM, Flash ROM) 23 when the game program is executed.
 図11は、戦士カード100のカードデータテーブル150である。 FIG. 11 is a card data table 150 of the warrior card 100.
 戦士カード100のカードデータテーブル150には、図11に示すように、カードID欄、武将(キャラクタ)欄、属性欄、ノルマ欄、体力欄、攻撃力欄、防御力欄、攻撃カード欄(10枚分)、奥義欄、奥義攻撃力欄が設けられている。10枚分の攻撃カード欄にはそれぞれ数字欄と種類欄が設けられている。本実施形態においては、10枚分の記載をしているが、その枚数は10枚に限定されるものではない。 In the card data table 150 of the warrior card 100, as shown in FIG. 11, a card ID field, a military commander (character) field, an attribute field, a quota field, a physical strength field, an attack power field, a defense power field, an attack card field (10 Sheet), a mystery column, and a mysterious attack power column. Each of the ten attack card fields has a number field and a type field. In the present embodiment, 10 sheets are described, but the number is not limited to 10.
 例えば、カードIDが「戦士01」の戦士カード01は、武将(キャラクタ)欄に「ノブ」と記され、属性欄に「拳固」と記され、ノルマ欄に「100」と記され、体力欄に「1250」と記され、攻撃カード欄(10枚分)に、「1:拳固」、「2:アタック」、「3:アタック」、「4:アタック」、「1:アタック」、「2:アタック」、「3:アタック」、「4:拳固」、「/:/」、「/:/」と記され、奥義欄に「フブ」と記され、奥義攻撃力欄に「800」と記されている。 For example, a warrior card 01 with a card ID “warrior 01” has “knob” written in the warrior (character) column, “kengo” in the attribute column, “100” in the quota column, and physical strength “1250” is written in the column, and “1: Kengo”, “2: Attack”, “3: Attack”, “4: Attack”, “1: Attack”, “2: Attack”, “3: Attack”, “4: Kengo”, “/: /”, “/: /”, “Hub” in the mystery column, “ 800 ".
 なお、この図において「/」とは、カードテーブルにおける設定がないことを意味している。また、この奥義攻撃力欄は、戦士カード100においては星の数に換算して簡略化されて表示されている。「戦士01」の場合、奥義攻撃力は「800」のため、黒い星の数として「8」が表示され、キャラクタ独自に課せられた「ノルマ」を達成したあとに、キャラクタ独自の必殺技である奥義「フブ」が発動した場合には、威力の強い技が発動することになる。 In this figure, “/” means that there is no setting in the card table. Further, this mysterious attack power column is displayed in a simplified manner in the warrior card 100 in terms of the number of stars. In the case of “Warrior 01”, since the mysterious attack power is “800”, “8” is displayed as the number of black stars, and after achieving the “norma” imposed by the character, If a mystery “Hub” is activated, a powerful technique will be activated.
 また、カードIDが「戦士02」の戦士カード02は、武将(キャラクタ)欄に「クキ」と記され、属性欄に「魔法」と記され、ノルマ欄に「40」と記され、体力欄に「1200」と記され、攻撃カード欄(10枚分)に、「1:盾」、「2:魔法」、「3:アタック」、「4:アタック」、「1:アタック」、「2:アタック」、「3:アタック」、「4:魔法」、「/:/」、「/:/」と記され、奥義欄に「ウェーブ」と記され、奥義攻撃力欄に「400」と記されている。 In addition, the warrior card 02 with the card ID “warrior 02” is written “Kuki” in the warrior (character) column, “magic” in the attribute column, “40” in the quota column, and the physical strength column. Is marked with "1200", and "1: Shield", "2: Magic", "3: Attack", "4: Attack", "1: Attack", "2" : Attack, “3: Attack”, “4: Magic”, “/: /”, “/: /”, “Wave” in the mystery column, “400” in the mystery attack power column It is written.
 また、カードIDが「戦士03」の戦士カード03は、武将(キャラクタ)欄に「カツ」と記され、属性欄に「拳固」と記され、ノルマ欄に「70」と記され、体力欄に「1200」と記され、攻撃カード欄(10枚分)に、「1:拳固」、「2:拳固」、「3:アタック」、「4:アタック」、「1:アタック」、「2:アタック」、「3:アタック」、「4:拳固」、「/:/」、「/:/」と記され、奥義欄に「イッカツ」と記され、奥義攻撃力欄に「600」と記されている。 Also, the warrior card 03 with the card ID “warrior 03” has “Katsu” written in the warrior (character) column, “Kengo” in the attribute column, “70” in the quota column, and physical strength “1200” is written in the column, “1: Kengo”, “2: Kengo”, “3: Attack”, “4: Attack”, “1: Attack” in the attack card column (for 10 cards). , “2: Attack”, “3: Attack”, “4: Kengo”, “/: /”, “/: /”, “Ikatsu” in the mystery column, and “Mystery” in the mystery attack power column “600” is written.
 以降、カードIDが「戦士04」以降の戦士カードについても、所定のデータが同様に格納されている。 Thereafter, the predetermined data is stored in the same manner for the warrior cards whose card ID is “warrior 04” or later.
 なお、カードIDが「戦士07」の戦士カード07は、戦士カード100を持っていないプレイヤに対して標準で付与される戦士カードである。攻撃力、防御力共に最弱の戦士カードである。 Note that the warrior card 07 with the card ID “warrior 07” is a warrior card given as a standard to a player who does not have the warrior card 100. It is the weakest warrior card in both attack and defense.
 カードIDが「戦士07」の戦士カード07は、武将(キャラクタ)欄に「アシガル」と記され、属性欄に「拳固」と記され、ノルマ欄に「15」と記され、体力欄に「900」と記され、攻撃カード欄(10枚分)に、「1:アタック」、「2:魔法」、「3:アタック」、「4:アタック」、「1:アタック」、「2:拳固」、「3:アタック」、「4:アタック」、「/:/」、「/:/」と記され、奥義欄に「トツゲキ」と記され、奥義攻撃力欄に「350」と記されている。 The warrior card 07 whose card ID is “warrior 07” is marked with “Ashigal” in the warrior (character) column, “Kengo” in the attribute column, “15” in the quota column, and in the physical strength column. “900” is written, and “1: Attack”, “2: Magic”, “3: Attack”, “4: Attack”, “1: Attack”, “2: “Kengo”, “3: Attack”, “4: Attack”, “/: /”, “/: /”, “Tetsugeki” in the mystery column, “350” in the mystery attack power column It is written.
 図12は、武器カード110のカードデータテーブル160である。 FIG. 12 is a card data table 160 of the weapon card 110.
 武器カード110のカードデータテーブル160には、図12に示すように、カードID欄、武器の種類欄、属性欄、追加ノルマ欄、追加体力欄、追加攻撃力欄、追加防御力欄、攻撃カード欄(10枚分)が設けられている。10枚分の攻撃カード欄にはそれぞれ数字欄と種類欄が設けられている。本実施形態においては、10枚分の記載をしているが、その枚数は10枚に限定されるものではない。 In the card data table 160 of the weapon card 110, as shown in FIG. 12, a card ID field, a weapon type field, an attribute field, an additional normal field, an additional physical strength field, an additional attack power field, an additional defense power field, an attack card. A column (for 10 sheets) is provided. Each of the ten attack card fields has a number field and a type field. In the present embodiment, 10 sheets are described, but the number is not limited to 10.
 例えば、カードIDが「武器01」の武器カード01は、武器の種類欄に「ガン」と記され、追加攻撃欄に「950」と記され、攻撃カード欄(10枚分)に、「/:/」、「/:/」、「/:/」、「/:/」、「1:/」、「2:/」、「3:魔法」、「4:/」、「/:/」、「6:必殺技あ」と記されている。このカードに「5」と表示される設定がないことからもわかるように、本ゲームにおけるカードの組み合わせによっては、数字が必ずしも「1」から「6」まで連続しない場合がある。 For example, a weapon card 01 with a card ID of “weapon 01” has “gun” written in the weapon type column, “950” in the additional attack column, and “/” in the attack card column (for 10 cards). : /, “/: /”, “/: /”, “/: /”, “1: /”, “2: /”, “3: Magic”, “4: /”, “/: / "," 6: Special Move ". As can be seen from the fact that there is no setting to display “5” on this card, depending on the combination of cards in this game, the numbers may not necessarily be consecutive from “1” to “6”.
 また、カードIDが「武器02」の武器カード02は、武器の種類欄に「カタナ」と記され、追加攻撃欄に「850」と記され、攻撃カード欄(10枚分)に、「/:/」、「/:/」、「/:/」、「/:/」、「1:拳固」、「2:魔法」、「3:/」、「4:/」、「/:/」、「5:必殺技い」と記されている。 Also, the weapon card 02 with the card ID “weapon 02” has “katana” written in the weapon type column, “850” written in the additional attack column, and “/” in the attack card column (for 10 cards). : / ”,“ /: / ”,“ /: / ”,“ /: / ”,“ 1: Fenggo ”,“ 2: Magic ”,“ 3: / ”,“ 4: / ”,“ /: / "," 5: Special Moves ".
 また、カードIDが「武器03」の武器カード02は、武器の種類欄に「弓矢」と記され、追加攻撃欄に「950」と記され、攻撃カード欄(10枚分)に、「/:/」、「/:/」、「/:/」、「/:/」、「1:盾」、「2:/」、「3:/」、「4:/」、「/:/」、「1:必殺技う」と記されている。 Also, the weapon card 02 with the card ID “weapon 03” is marked with “bow and arrow” in the weapon type column, “950” in the additional attack column, and “/” in the attack card column (for 10 cards). : /, “/: /”, “/: /”, “/: /”, “1: Shield”, “2: /”, “3: /”, “4: /”, “/: / "," 1: Special Moves ".
 以降、カードIDが「武器04」以降の武器カードについても、所定のデータが同様に格納されている。 Thereafter, predetermined data is also stored in the same manner for weapon cards whose card ID is “weapon 04” or later.
 なお、カードIDが「武器07」の武器カード07は、武器カード110を持っていないプレイヤに対して標準で付与される武器カードである。攻撃力、防御力共に最弱の武器カードである。 The weapon card 07 with the card ID “weapon 07” is a weapon card that is given as a standard to a player who does not have the weapon card 110. It is the weakest weapon card for both attack and defense.
 カードIDが「武器07」の武器カード07は、武器の種類欄に「こん棒」と記され、追加攻撃欄に「800」と記され、攻撃カード欄(10枚分)に、「/:/」、「/:/」、「/:/」、「/:/」、「1:/」、「2:/」、「3:拳固」、「4:/」、「/:/」、「1:必殺技き」と記されている。 A weapon card 07 with a card ID of “weapon 07” is marked with “Combo” in the weapon type field, “800” in the additional attack field, and “/: /” in the attack card field (for 10 cards). ”,“ /: / ”,“ /: / ”,“ /: / ”,“ 1: / ”,“ 2: / ”,“ 3: Kengo ”,“ 4: / ”,“ /: / ” , "1: Special move" is written.
 図13は、防具カード120のカードデータテーブル170である。 FIG. 13 is a card data table 170 of the armor card 120.
 防具カード120のカードデータテーブル170には、図13に示すように、カードID欄、防具の種類欄、属性欄、追加ノルマ欄、追加体力欄、追加攻撃力欄、追加防御力欄、攻撃カード欄(10枚分)が設けられている。10枚分の攻撃カード欄にはそれぞれ数字欄と種類欄が設けられている。本実施形態においては、10枚分の記載をしているが、その枚数は10枚に限定されるものではない。 In the card data table 170 of the armor card 120, as shown in FIG. 13, a card ID field, an armor type field, an attribute field, an additional normal field, an additional physical strength field, an additional attack power field, an additional defense power field, an attack card A column (for 10 sheets) is provided. Each of the ten attack card fields has a number field and a type field. In the present embodiment, 10 sheets are described, but the number is not limited to 10.
 例えば、カードIDが「防具01」の防具カード01は、防具の種類欄に「鎧」と記され、追加防御力欄に「350」と記され、攻撃カード欄(10枚分)に、「1:/」、「2:/」、「3:魔法」、「4:盾」、「/:/」、「/:/」、「/:/」、「/:/」、「5:必殺技ア」、「/:/」と記されている。このカードに「6」と表示される設定がないことからもわかるように、本ゲームにおけるカードの組み合わせによっては、数字が必ずしも「1」から「6」まで連続しない場合がある。 For example, the armor card 01 with the card ID “armor 01” is described as “armor” in the armor type field, “350” in the additional defense field, and “10” in the attack card field (for 10 cards). 1: / ”,“ 2: / ”,“ 3: Magic ”,“ 4: Shield ”,“ /: / ”,“ /: / ”,“ /: / ”,“ /: / ”,“ 5: Special Moves A "and" /: / "are written. As can be seen from the fact that there is no setting for displaying “6” on this card, the number may not always be consecutive from “1” to “6” depending on the combination of cards in this game.
 また、カードIDが「防具02」の防具カード02は、防具の種類欄に「軍配」と記され、追加防御力欄に「350」と記され、攻撃カード欄(10枚分)に、「1:/」、「2:盾」、「3:盾」、「4:/」、「/:/」、「/:/」、「/:/」、「/:/」、「5:必殺技イ」、「/:/」と記されている。 In addition, the armor card 02 with the card ID “armor 02” has “Army” in the armor type field, “350” in the additional defense field, and “10” in the attack card field. 1: / ”,“ 2: Shield ”,“ 3: Shield ”,“ 4: / ”,“ /: / ”,“ /: / ”,“ /: / ”,“ /: / ”,“ 5: "Death technique" and "/: /" are written.
 また、カードIDが「防具03」の防具カード03は、防具の種類欄に「お守り」と記され、追加防御力欄に「400」と記され、攻撃カード欄(10枚分)に、「1:/」、「2:/」、「3:盾」、「4:/」、「/:/」、「/:/」、「/:/」、「/:/」、「1:必殺技ウ」、「/:/」と記されている。 Also, the armor card 03 with the card ID “armor 03” has “Amulet” written in the armor type field, “400” in the additional defense field, and “10” in the attack card field. 1: / ”,“ 2: / ”,“ 3: Shield ”,“ 4: / ”,“ /: / ”,“ /: / ”,“ /: / ”,“ /: / ”,“ 1: Special Moves "and" /: / "are written.
 以降、カードIDが「防具04」以降の防具カードについても、所定のデータが同様に格納されている。 Thereafter, the predetermined data is similarly stored for the armor cards whose card ID is “armor 04” or later.
 なお、カードIDが「防具07」の防具カード07は、防具カード120を持っていないプレイヤに対して標準で付与される防具カードである。攻撃力、防御力共に最弱の防具カードである。 In addition, the armor card 07 with the card ID “armor 07” is a armor card given as a standard to a player who does not have the armor card 120. It is the weakest armor card for both attack and defense.
 カードIDが「防具07」の防具カード07は、防具の種類欄に「なべのふた」と記され、追加攻撃欄に「300」と記され、攻撃カード欄(10枚分)に、「1:/」、「2:盾」、「3:/」、「4:/」、「/:/」、「/:/」、「/:/」、「/:/」、「/:/」、「6:必殺技キ」と記されている。 The armor card 07 with the card ID “Armor 07” has “Nabe no lid” in the armor type field, “300” in the additional attack field, and “1” in the attack card field (for 10 cards). : /, “2: Shield”, “3: /”, “4: /”, “/: /”, “/: /”, “/: /”, “/: /”, “/: / "6: Special Move".
 (遊戯カードによるゲームキャラクタの生成)
 本実施形態によるゲーム装置1では、前述したように、複数枚の遊戯カード11を束ねたカード束10を認識することができる。カード束10を構成する各遊戯カード11のカードIDと、遊戯カード11を重ねた順番とを認識することができる。
(Generation of game characters with play cards)
As described above, the game apparatus 1 according to the present embodiment can recognize the card bundle 10 in which a plurality of game cards 11 are bundled. It is possible to recognize the card ID of each game card 11 constituting the card bundle 10 and the order in which the game cards 11 are stacked.
 本実施形態によるゲームでは、このゲーム装置1の機能を利用して、戦士カード100と武器カード110と防具カード120とを束ね、その遊戯カードの束10により、ゲームキャラクタを作成する。 In the game according to the present embodiment, using the function of the game apparatus 1, the warrior card 100, the weapon card 110, and the armor card 120 are bundled, and a game character is created by the bundle 10 of the play cards.
 遊戯カードの束10によるゲームキャラクタの生成について、図14乃至図18を用いて説明する。 The generation of the game character by the play card bundle 10 will be described with reference to FIGS.
 (戦士カード01+武器カード01+防具カード01)
 図14と図15を用いて、プレイヤが、「戦士カード01」と「武器カード01」と「防具カード01」を用い、これら3枚の遊戯カード11を束ねて認識させた場合について説明する。
(Warrior card 01 + weapon card 01 + armor card 01)
A case where the player uses the “warrior card 01”, the “weapon card 01”, and the “armor card 01” to recognize these three game cards 11 in a bundle will be described with reference to FIGS.
 図14は「戦士カード01」と「武器カード01」と「防具カード01」とを重ね合せた遊戯カードの束10の外観を示し、図15は、遊戯カードの束10によるゲームキャラクタのデータを示す。 FIG. 14 shows the appearance of a bundle 10 of game cards in which “warrior card 01”, “weapon card 01”, and “armor card 01” are superimposed, and FIG. 15 shows game character data by the bundle 10 of game cards. Show.
 図14に示すように、「戦士カード01」(図14(a))と「武器カード01」(図14(b))と「防具カード01」(図14(c))とを重ね合わせると、各遊戯カード11は透明な基体12の一部に印刷が施されたものであるので、図14(d)に示すように、これら遊戯カード11が重ね合わされた外観の遊戯カードとなる。したがって、通常であれば、「戦士カード」を一番下に配置し、「武器カード」と「防具カード」をそれぞれ上に重ねることでプレイヤは、それぞれのキャラクタに装備させる武器や防具を瞬時に理解することができると共に、HPや防御力、攻撃力のみならず奥義といった本ゲームにおける戦闘に必要なデータが一度に視認可能になる。 As shown in FIG. 14, when “warrior card 01” (FIG. 14A), “weapon card 01” (FIG. 14B) and “armor card 01” (FIG. 14C) are overlapped. Since each game card 11 is printed on a part of the transparent substrate 12, as shown in FIG. 14 (d), the game card 11 is a game card having an appearance in which these game cards 11 are superimposed. Therefore, normally, by placing the “warrior card” at the bottom and overlaying the “weapon card” and “armor card” on top of each other, the player can instantly install the weapons and armor that each character equips. In addition to being able to understand, not only HP, defense power, and attack power but also the data necessary for the battle in this game such as mystery can be viewed at a time.
 遊戯カードの束10の上部には、「戦士カード01」の戦士のキャラクタが「武器カード01」の武器と「防具カード01」の防具とを装着した状態のゲームキャラクタとして目視できる。 At the top of the bundle 10 of play cards, the warrior character of “warrior card 01” can be seen as a game character with the weapon of “weapon card 01” and the armor of “armor card 01”.
 遊戯カードの束10の中央部には、「戦士カード01」に記載されている武将(キャラクタ)名である「ノブ」と記載され、属性表示欄102にはキャラクタそれぞれが有している独自の必殺技である奥義の名称として「フブ」、属性として「拳固」、ノルマとして「100」、体力(HP)として「1250」)が表示されている。 In the central portion of the bundle 10 of game cards, “knob” which is the name of the warrior (character) described in “warrior card 01” is described, and the attribute display column 102 has a unique character that each character has. “Hub” is displayed as the name of the mystery that is a special technique, “Kengo” is the attribute, “100” is the norm, and “1250” is the physical strength (HP).
 遊戯カードの束10の右側部と中央部には、「武器カード01」の属性表示欄112(武器名として「ガン」、追加攻撃力として「950」)が表示されている。 In the right side and the center of the bundle 10 of play cards, an attribute display column 112 of “weapon card 01” (“Gun” as the weapon name and “950” as the additional attack power) is displayed.
 遊戯カードの束10の左側部と中央部には、「防具カード01」の属性表示欄122(防具名として「鎧」、追加防御力として「350」)が表示されている。 On the left side and the center of the bundle 10 of play cards, an attribute display column 122 (“Armor” as the armor name and “350” as the additional defense power) is displayed.
 遊戯カードの束10の下部には、「戦士カード01」のカード表示欄103に、「武器カード01」のカード表示欄113と、「防具カード01」のカード表示欄123が重ね合わされた10枚の攻撃用のカードが表示される。上段には、「1:拳固」、「2:アタック」、「3:魔法」、「4:盾」、「5:必殺技ア」の5枚のカードが表示され、下段には、「1:アタック」、「2:アタック」、「3:魔法」、「4:拳固」、「6:必殺技あ」の5枚のカードが表示される。 At the bottom of the bundle 10 of play cards, a card display column 103 of “warrior card 01”, a card display column 113 of “weapon card 01” and a card display column 123 of “armor card 01” are superimposed. The attack card is displayed. On the top row, five cards are displayed: “1: Kengo”, “2: Attack”, “3: Magic”, “4: Shield”, and “5: Special Move”. Five cards of “1: Attack”, “2: Attack”, “3: Magic”, “4: Kengo”, and “6: Special Move” are displayed.
 そして、「戦士カード01」と「武器カード01」と「防具カード01」によるゲームキャラクタのデータは、図15に示すカードデータテーブルのようになる。 The game character data by the “warrior card 01”, “weapon card 01” and “armor card 01” is as shown in the card data table shown in FIG.
 すなわち、カードID欄には「戦士01+武器追加01+防具追加01」と記され、武将(キャラクタ)欄に「ノブ」と記され、属性欄に「拳固」と記され、ノルマ欄に「100」と記され、体力欄に「1250」と記され、攻撃力欄に「950」と記され、防御力欄に「350」と記され、攻撃カード欄(10枚分)に、「1:拳固」、「2:アタック」、「3:魔法」、「4:盾」、「1:アタック」、「2:アタック」、「3:魔法」、「4:拳固」、「5:必殺技ア」、「6:必殺技あ」と記され、奥義欄に「フブ」と記され、奥義攻撃力欄に「800」と記されている。 In other words, “warrior 01 + weapon addition 01 + armor addition 01” is written in the card ID column, “knob” is written in the warrior (character) column, “kengo” is written in the attribute column, and “100” is written in the quota column. ”,“ 1250 ”in the physical strength column,“ 950 ”in the attack strength column,“ 350 ”in the defense strength column, and“ 1: ”in the attack card column (for 10 cards). “Kengo”, “2: Attack”, “3: Magic”, “4: Shield”, “1: Attack”, “2: Attack”, “3: Magic”, “4: Kengo”, “5: Special Move A "and" 6: Special Move A "are written," Fubu "is written in the mystery column, and" 800 "is written in the Mystery Attack Power column.
 (戦士カード02+武器カード02)
 図16を用いて、プレイヤが、防具カードを所有しておらず、「戦士カード02」と「武器カード02」を用い、これら2枚の遊戯カード11を束ねて認識させた場合について説明する。
(Warrior card 02 + weapon card 02)
A case where the player does not own an armor card and uses the “warrior card 02” and the “weapon card 02” to recognize these two game cards 11 in a bundle will be described with reference to FIG.
 図16(a)は、「戦士カード02」と「武器カード02」とをあわせたゲームキャラクタのデータである。図11、12に示す、カードデータテーブル150、160のデータに基づく。 FIG. 16 (a) shows game character data combining the “warrior card 02” and the “weapon card 02”. Based on the data in the card data tables 150 and 160 shown in FIGS.
 カードID欄には「戦士02+武器追加02」と記され、武将(キャラクタ)欄に「クキ」と記され、属性欄に「魔法」と記され、ノルマ欄に「40」と記され、体力欄に「1200」と記され、攻撃力欄に「850」と記され、防御力欄に何も記されず、攻撃カード欄(10枚分)に、「1:盾」、「2:魔法」、「3:アタック」、「4:アタック」、「1:拳固」、「2:魔法」、「3:アタック」、「4:魔法」、「/:/」、「5:必殺技い」と記され、奥義欄に「ウェーブ」と記され、奥義攻撃力欄に「400」と記されている。 “Warrior 02 + Weapon addition 02” is written in the card ID column, “Kuki” is written in the warrior (character) column, “Magic” is written in the attribute column, “40” is written in the quota column, and physical strength “1200” is written in the column, “850” is written in the attack power column, nothing is written in the defense power column, “1: Shield”, “2: Magic” is written in the attack card column (for 10 cards). ”,“ 3: Attack ”,“ 4: Attack ”,“ 1: Kengo ”,“ 2: Magic ”,“ 3: Attack ”,“ 4: Magic ”,“ /: / ”,“ 5: Special move ”,“ Wave ”in the mystery column, and“ 400 ”in the mystery attack power column.
 本実施形態では、防具カードを持っていないプレイヤに対して標準で「防具カード07」を付与し、図16(b)に示すように、ゲームキャラクタのデータとして完成させる。図13に示す、カードデータテーブル170のデータに基づく。したがって本実施形態においては、足りないカードがある場合には標準の遊戯カードを装備させることで、すべての種類の遊戯カードを有しているプレイヤとの対戦においてそれほどの差がないように配慮しているが、足りない遊戯カードがあってもそのままゲームを進行させることは可能である。 In the present embodiment, a “protector card 07” is given to a player who does not have an armor card as a standard, and the game character data is completed as shown in FIG. Based on the data of the card data table 170 shown in FIG. Therefore, in this embodiment, when there are missing cards, a standard play card is equipped so that there is not much difference in a battle with a player having all kinds of play cards. However, even if there are insufficient play cards, the game can be continued as it is.
 カードID欄には「戦士02+武器追加02+防具07」と記され、武将(キャラクタ)欄に「クキ」と記され、属性欄に「魔法」と記され、ノルマ欄に「40」と記され、体力欄に「1200」と記され、攻撃力欄に「850」と記され、防御力欄に「300」と記され、攻撃カード欄(10枚分)に、「1:盾」、「2:盾」、「3:アタック」、「4:アタック」、「1:拳固」、「2:魔法」、「3:アタック」、「4:魔法」、「6:必殺技キ」、「5:必殺技い」と記され、奥義欄に「ウェーブ」と記され、奥義攻撃力欄に「400」と記される。数字の枚数を表示する数値1から10のうち、枚数2に記載される「2:魔法」が「2:盾」に変更になったのは、上に重ねあわされたカードによって枚数2の位置にある数字「2」に関連付けられた属性が変更になったことを意味している。したがって、カードを重ね合わせることによって、単純にキャラクタが補強されるのではなく、カードを重ねる組み合わせ方によって、「数字」に関連付けられた属性が変更するため、より戦略性をもった攻撃が可能となる。 “Warrior 02 + Weapon addition 02 + Armor 07” is written in the card ID column, “Kuki” is written in the warrior (character) column, “Magic” is written in the attribute column, and “40” is written in the quota column. , “1200” is written in the physical strength column, “850” is written in the attack strength column, “300” is written in the defense strength column, “1: Shield”, “ 2: “Shield”, “3: Attack”, “4: Attack”, “1: Kengo”, “2: Magic”, “3: Attack”, “4: Magic”, “6: Special Move”, “5: Special Move” is written, “Wave” is written in the mystery column, and “400” is written in the Mystery attack power column. Among the numbers 1 to 10 that indicate the number of numbers, “2: Magic” described in the number 2 has been changed to “2: Shield” because the number of cards 2 is the position of the number 2 This means that the attribute associated with the number “2” in FIG. Therefore, by superimposing cards, the character is not simply reinforced, but the attribute associated with the “number” changes depending on the combination method of overlapping cards, making it possible to attack with more strategy Become.
 (戦士カード03)
 図17を用いて、プレイヤが、武器カードも防具カードも所有しておらず、「戦士カード03」のみを用い、この遊戯カード11を認識させた場合について説明する。
(Warrior card 03)
With reference to FIG. 17, a case will be described in which the player has no weapon card or armor card and uses only the “warrior card 03” to recognize the game card 11.
 図17(a)は、「戦士カード03」のゲームキャラクタのデータである。図11に示すカードデータテーブル150のデータに基づく。 FIG. 17A shows the game character data of “warrior card 03”. Based on the data of the card data table 150 shown in FIG.
 カードID欄には「戦士03」と記され、武将(キャラクタ)欄に「カツ」と記され、属性欄に「拳固」と記され、ノルマ欄に「70」と記され、体力欄に「1200」と記され、攻撃力欄に何も記されず、防御力欄に何も記されず、攻撃カード欄(10枚分)に、「1:拳固」、「2:拳固」、「3:アタック」、「4:アタック」、「1:アタック」、「2:アタック」、「3:アタック」、「4:拳固」、「/:/」、「/:/」と記され、奥義欄に「イッカツ」と記され、奥義攻撃力欄に「600」と記されている。 “Warrior 03” is written in the card ID column, “Katsu” is written in the warrior (character) column, “Kengo” is written in the attribute column, “70” is written in the quota column, and “Health” column is written. “1200” is written, nothing is written in the attack power column, nothing is written in the defense strength column, “1: Kengo”, “2: Kengo” is shown in the attack card column (for 10 cards). , “3: Attack”, “4: Attack”, “1: Attack”, “2: Attack”, “3: Attack”, “4: Kengo”, “/: /”, “/: /” Written in the mystery column and "600" in the mystery attack power column.
 本実施形態では、武器カードを持っていないプレイヤに対して標準で「武器カード07」を付与し、防具カードを持っていないプレイヤに対して標準で「防具カード07」を付与し、図17(b)に示すように、ゲームキャラクタのデータとして完成させる。図12、図13に示す、カードデータテーブル160、170のデータに基づく。 In the present embodiment, a “weapon card 07” is given to a player who does not have a weapon card as a standard, and a “protector card 07” is given as a standard to a player who does not have a protective card, as shown in FIG. As shown in b), the game character data is completed. Based on the data in the card data tables 160 and 170 shown in FIGS.
 カードID欄には「戦士03+追加07+防具07」と記され、武将(キャラクタ)欄に「カツ」と記され、属性欄に「拳固」と記され、ノルマ欄に「70」と記され、体力欄に「1200」と記され、攻撃力欄に「800」と記され、防御力欄に「300」と記され、攻撃カード欄(10枚分)に、「1:拳固」、「2:盾」、「3:アタック」、「4:アタック」、「1:アタック」、「2:アタック」、「3:拳固」、「4:拳固」、「6:必殺技キ」、「1:必殺技き」と記され、奥義欄に「イッカツ」と記され、奥義攻撃力欄に「600」と記される。 The card ID field is marked “Warrior 03 + Additional 07 + Armor 07”, the warrior (character) field is marked “Katsu”, the attribute field is marked “Kengo”, and the quota field is marked “70”. , “1200” is written in the physical strength column, “800” is written in the attack strength column, “300” is written in the defense strength column, “1: fistula” in the attack card column (for 10 cards), “2: Shield”, “3: Attack”, “4: Attack”, “1: Attack”, “2: Attack”, “3: Kengo”, “4: Kengo”, “6: Special Move” ”,“ 1: Special Move ”,“ Ikatsu ”in the mystery column, and“ 600 ”in the mystery attack power column.
 (武器カード01)
 図18を用いて、プレイヤが、戦士カードも防具カードも所有しておらず、「武器カード01」のみを用い、この遊戯カード11を認識させた場合について説明する。
(Weapon card 01)
Referring to FIG. 18, a case where the player does not own a warrior card or an armor card and uses only “weapon card 01” to recognize the game card 11 will be described.
 図18(a)は、「武器カード01」のゲームキャラクタのデータである。図12に示すカードデータテーブル160のデータに基づく。 FIG. 18A shows game character data of “weapon card 01”. Based on the data of the card data table 160 shown in FIG.
 カードID欄に「武器追加01」と記され、武将(キャラクタ)欄に何も記されず、属性欄に何も記されず、ノルマ欄に何も記されず、体力欄に何も記されず、攻撃力欄に「950」と記され、防御力欄に何も記されず、攻撃カード欄(10枚分)に、「1:アタック」、「2:アタック」、「3:アタック」、「4:アタック」、「1:アタック」、「2:アタック」、「3:魔法」、「4:アタック」、「/:/」、「6:必殺技あ」と記され、奥義欄に何も記されず、奥義攻撃力欄に何も記されていない。 “Weapon addition 01” is written in the card ID column, nothing is written in the military commander (character) column, nothing is written in the attribute column, nothing is written in the quota column, and nothing is written in the physical strength column “950” is written in the attack power column, nothing is written in the defense power column, and “1: Attack”, “2: Attack”, “3: Attack” is written in the attack card column (10 cards). , “4: Attack”, “1: Attack”, “2: Attack”, “3: Magic”, “4: Attack”, “/: /”, “6: Special Move”, mysterious column Nothing is written in, and nothing is written in the mysterious attack power column.
 本実施形態では、戦士カードを持っていないプレイヤに対して標準で「戦士カード07」を付与し、防具カードを持っていないプレイヤに対して標準で「防具カード07」を付与し、図18(b)に示すように、ゲームキャラクタのデータとして完成させる。図11、図13に示す、カードデータテーブル150、170のデータに基づく。 In this embodiment, a “warrior card 07” is given to a player who does not have a warrior card as a standard, and a “protector card 07” is given to a player who does not have a guard card as a standard. As shown in b), the game character data is completed. Based on the data in the card data tables 150 and 170 shown in FIGS.
 カードID欄には「武器追加01+戦士07+防具07」と記され、武将(キャラクタ)欄に「アシガル」と記され、属性欄に「拳固」と記され、ノルマ欄に「15」と記され、体力欄に「900」と記され、攻撃力欄に「950」と記され、防御力欄に「300」と記され、攻撃カード欄(10枚分)に、「1:アタック」、「2:盾」、「3:アタック」、「4:アタック」、「1:アタック」、「2:拳固」、「3:魔法」、「4:アタック」、「6:必殺技キ」、「6:必殺技あ」と記され、奥義欄に「トツゲキ」と記され、奥義攻撃力欄に「300」と記される。 “Weapon addition 01 + warrior 07 + protector 07” is written in the card ID column, “Ashigal” is written in the warrior (character) column, “Kengo” is written in the attribute column, and “15” is written in the quota column. “900” is written in the physical strength column, “950” is written in the attack strength column, “300” is written in the defense strength column, “1: Attack” is written in the attack card column (for 10 cards), “2: Shield”, “3: Attack”, “4: Attack”, “1: Attack”, “2: Kengo”, “3: Magic”, “4: Attack”, “6: Special Move” , “6: Special Move”, “Tatsugeki” in the mystery column, and “300” in the mystery attack power column.
 (プレイヤデータテーブル)
 本実施形態のゲーム装置1には、ゲームを実行するために、各プレイヤのデータを格納するためのプレイヤデータテーブルが用意されている。
(Player data table)
In the game apparatus 1 of the present embodiment, a player data table for storing data of each player is prepared in order to execute the game.
 プレイヤデータテーブルは、1Pプレイヤ、2Pプレイヤ、COMプレイヤに対して、図19、図20、図21に示すようなプレイヤデータテーブル200、210、220が用意されている。本実施形態のゲーム装置1による対戦ゲームは、これらプレイヤデータテーブル200、210、220に基づいて実行される。 As the player data table, player data tables 200, 210, and 220 as shown in FIGS. 19, 20, and 21 are prepared for the 1P player, the 2P player, and the COM player. The battle game by the game apparatus 1 of the present embodiment is executed based on these player data tables 200, 210, and 220.
 1Pプレイヤとは、図1に示すゲーム装置1の右側の入力装置5とカード読取装置6を操作するプレイヤである。2Pプレイヤとは、ゲーム装置1の左側の入力装置5とカード読取装置6を操作するプレイヤである。COMプレイヤとは、ゲーム装置1において設定されるコンピュータ制御の仮想的なプレイヤである。 The 1P player is a player who operates the input device 5 and the card reading device 6 on the right side of the game apparatus 1 shown in FIG. The 2P player is a player who operates the input device 5 and the card reading device 6 on the left side of the game apparatus 1. The COM player is a computer-controlled virtual player set in the game apparatus 1.
 (1Pプレイヤデータテーブル)
 図19に1Pプレイヤデータテーブル200を示す。
(1P player data table)
FIG. 19 shows a 1P player data table 200.
 1Pプレイヤデータテーブル200には、キャラクタ欄、属性欄、ノルマ欄、体力(HP:ヒットポイント)欄、追加体力欄、攻撃力欄、奥義欄、奥義攻撃力欄、奥義攻撃力に加算するランダム値欄、防御力欄、キャラクタのスピード欄、キャラクタのスピード加算欄、プレイヤが変更可能なカードデータ欄(10枚分)、プレイヤが変更不可能なカードデータ欄(9枚分)が設けられている。カードデータ欄は19枚分に限定しているが、この数はゲームの種類によって変更が可能である。 The 1P player data table 200 includes a character field, an attribute field, a quota field, a physical strength (HP: hit point) field, an additional physical strength field, an attack power field, a mystery field, a mysterious attack power field, and a random value to be added to the mysterious attack power. Field, defense field, character speed field, character speed addition field, card data field that can be changed by the player (for 10 cards), and card data field that the player cannot change (for 9 cards). . The card data column is limited to 19 cards, but this number can be changed depending on the type of game.
 1Pプレイヤが、「戦士カード01」と「武器カード01」と「防具カード01」の3枚の遊戯カード11を束ねて、図1に示すゲーム装置1の右側のカード読取装置6により認識させたとする。ゲームキャラクタのデータは、図15に示すカードデータテーブルのようになり、それに応じて、1Pプレイヤデータテーブル200には、図19に示すようなデータが格納される。 The 1P player bundles three game cards 11 of “warrior card 01”, “weapon card 01”, and “armor card 01” and recognizes them by the card reader 6 on the right side of the game apparatus 1 shown in FIG. To do. The game character data is as shown in the card data table shown in FIG. 15, and accordingly, data as shown in FIG. 19 is stored in the 1P player data table 200.
 キャラクタ欄には「ノブ」が格納され、属性欄には「拳固」が格納され、ノルマ欄には「100」が格納され、体力(HP)欄には「1250」が格納され、攻撃力欄には「950」が格納され、奥義欄には「フブ」が格納され、奥義攻撃力欄には「800」が格納され、奥義攻撃力に加算するランダム値欄には「±50」が格納され、防御力欄には「350」が格納され、キャラクタのスピード欄には「3」が格納される。プレイヤが変更可能なカードデータ欄(10枚分)には、「1:拳固」、「2:アタック」、「3:魔法」、「4:盾」、「1:アタック」、「2:アタック」、「3:魔法」、「4:拳固」、「5:必殺技ア」、「6:必殺技あ」が格納され、プレイヤが変更不可能なカードデータ欄(9枚分)には、「1:アタック」、「2:アタック」、「3:アタック」、「1:アタック」、「2:アタック」、「3:アタック」、「1:アタック」、「2:アタック」、「3:アタック」が格納される。追加体力欄、スピード加算は現時点においては空白となっているが、ゲームの展開によって追加体力やスピード加算が必要となった際に、用いられる。 “Knob” is stored in the character column, “Kengo” is stored in the attribute column, “100” is stored in the normal column, “1250” is stored in the physical strength (HP) column, and the attack power “950” is stored in the column, “Fubu” is stored in the mystery column, “800” is stored in the mysterious attack strength column, and “± 50” is stored in the random value column to be added to the mysterious attack strength. “350” is stored in the defense level column, and “3” is stored in the character speed column. In the card data column (for 10 cards) that can be changed by the player, “1: Fenggo”, “2: Attack”, “3: Magic”, “4: Shield”, “1: Attack”, “2: “Attack”, “3: Magic”, “4: Kengo”, “5: Special Move”, “6: Special Move” are stored in the card data column (9 cards) that cannot be changed by the player. Are “1: Attack”, “2: Attack”, “3: Attack”, “1: Attack”, “2: Attack”, “3: Attack”, “1: Attack”, “2: Attack”, “3: Attack” is stored. The additional physical strength column and speed addition are blank at the present time, but are used when additional physical strength and speed addition are required due to game development.
 (2Pプレイヤデータテーブル)
 図20に1Pプレイヤデータテーブル210を示す。
(2P player data table)
FIG. 20 shows a 1P player data table 210.
 2Pプレイヤデータテーブル210には、1Pプレイヤデータテーブル200と同様に、キャラクタ欄、属性欄、ノルマ欄、体力(HP:ヒットポイント)欄、追加体力欄、攻撃力欄、奥義欄、奥義攻撃力欄、奥義攻撃力に加算するランダム値欄、防御力欄、キャラクタのスピード欄、キャラクタのスピード加算欄、プレイヤが変更可能なカードデータ欄(10枚分)、プレイヤが変更不可能なカードデータ欄(9枚分)が設けられている。 Similarly to the 1P player data table 200, the 2P player data table 210 includes a character field, an attribute field, a quota field, a physical strength (HP: hit point) field, an additional physical strength field, an attack power field, a mystery field, and a mysterious attack power field. , Random value field to be added to the mysterious attack power, defense power field, character speed field, character speed addition field, card data field that can be changed by the player (for 10 cards), card data field that the player cannot change ( 9 sheets) are provided.
 2Pプレイヤが、「戦士カード02」と「武器カード02」と「防具カード02」の3枚の遊戯カード11を束ねて、図1に示すゲーム装置1の左側のカード読取装置6により認識させたとする。図11~13に示すカードデータテーブル150、160、170に基づき、2Pプレイヤデータテーブル210に、図20に示すようなデータが格納される。 The 2P player bundles three game cards 11 of “warrior card 02”, “weapon card 02”, and “armor card 02” and recognizes them by the card reader 6 on the left side of the game apparatus 1 shown in FIG. To do. Based on the card data tables 150, 160, and 170 shown in FIGS. 11 to 13, data as shown in FIG. 20 is stored in the 2P player data table 210.
 キャラクタ欄には「クキ」が格納され、属性欄には「魔法」が格納され、ノルマ欄には「40」が格納され、体力(HP)欄には「1200」が格納され、攻撃力欄には「850」が格納され、奥義欄には「ウェーブ」が格納され、奥義攻撃力欄には「500」が格納され、奥義攻撃力に加算するランダム値欄には「±50」が格納され、防御力欄には「350」が格納され、キャラクタのスピード欄には「3」が格納される。プレイヤが変更可能なカードデータ欄(10枚分)には、「1:盾」、「2:盾」、「3:盾」、「4:アタック」、「1:拳固」、「2:魔法」、「3:アタック」、「4:魔法」、「2:必殺技イ」、「5:必殺技い」が格納され、プレイヤが変更不可能なカードデータ欄(9枚分)には、「1:アタック」、「2:アタック」、「3:アタック」、「1:アタック」、「2:アタック」、「3:アタック」、「1:アタック」、「2:アタック」、「3:アタック」が格納される。追加体力欄、スピード加算は現時点においては空白となっているが、ゲームの展開によって追加体力やスピード加算が必要となった際に、用いられる。 “Kuki” is stored in the character field, “magic” is stored in the attribute field, “40” is stored in the quota field, “1200” is stored in the physical strength (HP) field, and the attack power field “850” is stored, “Wave” is stored in the mystery column, “500” is stored in the mystery attack strength column, and “± 50” is stored in the random value column to be added to the mysterious attack strength. Then, “350” is stored in the defense field, and “3” is stored in the character speed field. In the card data column (for 10 cards) that can be changed by the player, “1: Shield”, “2: Shield”, “3: Shield”, “4: Attack”, “1: Fistula”, “2: “Magic”, “3: Attack”, “4: Magic”, “2: Special Moves”, “5: Special Moves” are stored in the card data column (9 cards) that the player cannot change. , “1: Attack”, “2: Attack”, “3: Attack”, “1: Attack”, “2: Attack”, “3: Attack”, “1: Attack”, “2: Attack”, “ 3: Attack "is stored. The additional physical strength column and speed addition are blank at the present time, but are used when additional physical strength and speed addition are required due to game development.
 (COMプレイヤデータテーブル)
 図21にCOMプレイヤデータテーブル220を示す。
(COM player data table)
FIG. 21 shows the COM player data table 220.
 COMプレイヤデータテーブル220には、1Pプレイヤデータテーブル200や2Pプレイヤデータテーブル210と同様に、キャラクタ欄、属性欄、ノルマ欄、体力(HP:ヒットポイント)欄、追加体力欄、攻撃力欄、奥義欄、奥義攻撃力欄、奥義攻撃力に加算するランダム値欄、防御力欄、キャラクタのスピード欄、キャラクタのスピード加算欄、プレイヤが変更可能なカードデータ欄(10枚分)、プレイヤが変更不可能なカードデータ欄(9枚分)が設けられている。 Similar to the 1P player data table 200 and the 2P player data table 210, the COM player data table 220 includes a character field, an attribute field, a quota field, a physical strength (HP: hit point) field, an additional physical strength field, an attack power field, and a mystery. Field, mysterious attack power field, random value field to be added to the mysterious attack power, defense power field, character speed field, character speed addition field, card data field that can be changed by the player (for 10 cards), player unchangeable Possible card data columns (for 9 cards) are provided.
 ゲーム装置1のゲーム管理装置2の制御の下に、仮想的なCOMプレイヤが、「戦士カード04」と「武器カード04」と「防具カード04」の3枚の遊戯カード11を選択したとする。図11~13に示すカードデータテーブル150、160、170に基づき、COMプレイヤデータテーブル220に、図21に示すようなデータが格納される。 It is assumed that the virtual COM player selects three game cards 11 of “warrior card 04”, “weapon card 04” and “armor card 04” under the control of the game management device 2 of the game device 1. . Data shown in FIG. 21 is stored in the COM player data table 220 based on the card data tables 150, 160, and 170 shown in FIGS.
 キャラクタ欄には「マロ」が格納され、属性欄には「盾」が格納され、ノルマ欄には「25」が格納され、体力(HP)欄には「1150」が格納され、攻撃力欄には「900」が格納され、奥義欄には「アタックスペシャル」が格納され、奥義攻撃力欄には「300」が格納され、奥義攻撃力に加算するランダム値欄には「±50」が格納され、防御力欄には「350」が格納され、キャラクタのスピード欄には「3」が格納される。プレイヤが変更可能なカードデータ欄(10枚分)には、「1:拳固」、「2:アタック」、「3:拳固」、「4:盾」、「1:アタック」、「2:拳固」、「3:拳固」、「4:盾」、「5:必殺技エ」、「6:必殺技え」が格納され、プレイヤが変更不可能なカードデータ欄(9枚分)には、「1:アタック」、「2:アタック」、「3:アタック」、「1:アタック」、「2:アタック」、「3:アタック」、「1:アタック」、「2:アタック」、「3:アタック」が格納される。追加体力欄、スピード加算は現時点においては空白となっているが、ゲームの展開によって追加体力やスピード加算が必要となった際に、用いられる。 “Malo” is stored in the character field, “shield” is stored in the attribute field, “25” is stored in the normal field, “1150” is stored in the physical strength (HP) field, and the attack power field “900” is stored in the secret column, “Attack Special” is stored in the secret column, “300” is stored in the secret attack strength column, and “± 50” is stored in the random value column to be added to the secret attack strength. “350” is stored in the defense level column, and “3” is stored in the character speed column. In the card data column (for 10 cards) that can be changed by the player, “1: Kengo”, “2: Attack”, “3: Kengo”, “4: Shield”, “1: Attack”, “2” : “Kengo”, “3: Kengo”, “4: Shield”, “5: Special Moves”, “6: Special Moves”, and the card data column (9 cards) that cannot be changed by the player ) Includes "1: Attack", "2: Attack", "3: Attack", "1: Attack", "2: Attack", "3: Attack", "1: Attack", "2: Attack" "3: Attack" is stored. The additional physical strength column and speed addition are blank at the present time, but are used when additional physical strength and speed addition are required due to game development.
 (カード対戦ゲーム)
 カード対戦ゲームのやり方について図22乃至図23を用いて説明する。
(Card game)
A card battle game method will be described with reference to FIGS.
 プレイヤが遊戯カードを用いて自己のゲームキャラクタを生成すると、同時に、対戦ゲームに使用する複数のカードのセット(カードデッキ)がプレイヤ毎に設定される。 When a player generates his / her game character using a play card, a plurality of card sets (card decks) used for the battle game are set for each player at the same time.
 各プレイヤのゲームキャラクタがゲーム上の仮想空間において対戦する。対戦時には、各プレイヤは、設定された自分のカードデッキの中から装置によって選出され順次表示される4枚のカードから攻撃に用いるカードを選択し、そのカードを選択することにより相手方のゲームキャラクタを攻撃する。攻撃は、2人のプレイヤが交互に行う。攻撃によるヒットポイントや、各プレイヤのライフ、制限時間等に基づいて勝敗が決定される。 The game characters of each player play in a virtual space on the game. At the time of the battle, each player selects a card to be used for the attack from the four cards that are selected by the device from the set card deck and sequentially displayed, and selects the opponent's game character by selecting the card. Attack. The attack is performed alternately by two players. Winning or losing is determined based on the hit points by the attack, the life of each player, the time limit, and the like.
 (カードデッキ)
 各プレイヤが対戦ゲームに使用する複数のカードのセット(カードデッキ)は、図22に示すように、プレイヤデータテーブル200、210、220において、プレイヤが変更可能なカードデータ欄(10枚分)とプレイヤが変更不可能なカードデータ欄(9枚分)に格納された合計19枚のカードである。
(Card deck)
As shown in FIG. 22, a set of a plurality of cards (card decks) used by each player in the battle game is a card data column (for 10 cards) that can be changed by the player in the player data tables 200, 210, and 220. A total of 19 cards stored in a card data column (for 9 cards) that cannot be changed by the player.
 例えば、図19に示す1Pプレイヤデータテーブル200の場合には、プレイヤが変更可能なカードデータ欄に記載された10枚のカード(図22(a)参照:「1:拳固」、「2:アタック」、「3:魔法」、「4:盾」、「1:アタック」、「2:アタック」、「3:魔法」、「4:拳固」、「5:必殺技ア」、「6:必殺技あ」)と、プレイヤが変更不可能なカードデータ欄に記載された9枚のカード(図22(b)参照:「1:アタック」、「2:アタック」、「3:アタック」、「1:アタック」、「2:アタック」、「3:アタック」、「1:アタック」、「2:アタック」、「3:アタック」)とを合体した図22(c)に示す19枚のカードが、1Pプレイヤが使用するカードデッキである。 For example, in the case of the 1P player data table 200 shown in FIG. 19, ten cards described in the card data column that can be changed by the player (see FIG. 22 (a): “1: Kengyo”, “2: "Attack", "3: Magic", "4: Shield", "1: Attack", "2: Attack", "3: Magic", "4: Kengo", "5: Special Move", "6 : Special Move ") and nine cards described in the card data column that cannot be changed by the player (see FIG. 22B:" 1: Attack "," 2: Attack "," 3: Attack ") , “1: Attack”, “2: Attack”, “3: Attack”, “1: Attack”, “2: Attack”, “3: Attack”) are combined as shown in FIG. This card is a card deck used by the 1P player.
 (攻撃カードの選択)
 各プレイヤのカードデッキを構成する19枚の攻撃カードが決定すると、次に、カードデッキ中のカードをシャッフルして、攻撃カードを配布する順番を決定する。
(Select attack card)
When the 19 attack cards constituting each player's card deck are determined, the cards in the card deck are then shuffled to determine the order in which the attack cards are distributed.
 シャッフルされたカードデッキは、図23(a)に示すように、ゲーム画面内の所定位置に載置されているかのように表示され、カードデッキの上から順番に4枚の攻撃カードが場に配布される。カードデッキの最上面には次に配布される攻撃カードが表示される。 As shown in FIG. 23A, the shuffled card deck is displayed as if it were placed at a predetermined position in the game screen, and four attack cards are put into play in order from the top of the card deck. Distributed. The next attack card to be distributed is displayed on the top of the card deck.
 各プレイヤは、場に配布された4枚のカードから、入力装置5の指示ボタンを用いて、攻撃に使う攻撃カードを選択する。選択された攻撃カードが、後述する所定のルールに基づいて選択可能なカードであると、今回の攻撃カードとして登録される。そして、選択された攻撃カードがあった場所には、カードデッキの最上面のカードが自動的に配布される。 Each player selects an attack card to be used for the attack from the four cards distributed to the field using the instruction button of the input device 5. If the selected attack card is a card that can be selected based on a predetermined rule described later, it is registered as the current attack card. Then, the top card of the card deck is automatically distributed to the place where the selected attack card was found.
 プレイヤによる攻撃カードの選択には所定のルールがある。攻撃カードの「数字」が1ずつ増える場合しか連続して選択できない。 There are predetermined rules for the player to select an attack card. Only when the attack card's “number” increases by one, it can be selected continuously.
 カードデッキ中には、図22に示すように、数字「1」「2」「3」「4」「5」「6」の攻撃カードが含まれているが、数字「1」「2」「3」の攻撃カードがそれぞれ5枚、数字「4」の攻撃カードが2枚、数字「5」「6」の攻撃カードがそれぞれ1枚である。 In the card deck, as shown in FIG. 22, attack cards with numbers “1” “2” “3” “4” “5” “6” are included, but numbers “1” “2” “ There are 5 attack cards of 3 ”, 2 attack cards of number“ 4 ”, and 1 attack card of numbers“ 5 ”and“ 6 ”, respectively.
 図23(b)の具体例では、数字「1」「2」「3」「4」の4枚の攻撃カードを選択し決定ボタンを押すことで登録している。これにより、登録した回数分だけ、相手ゲームキャラクタに対し4回の連続攻撃を行う。 In the specific example of FIG. 23B, registration is performed by selecting four attack cards of the numbers “1”, “2”, “3”, and “4” and pressing the enter button. Thus, four consecutive attacks are performed on the opponent game character for the number of times registered.
 図23(c)の具体例では、数字「1」「2」「3」「4」「5」「6」の6枚の攻撃カードを選択し登録している。これにより、相手ゲームキャラクタに対し6回の連続攻撃を行う。選択した数字に順次入り込む次のカードが連続して表示されなければ数字「5」「6」の攻撃カードは選択することができず、さらに「5」および「6」はカードデッキ中にそれぞれ1枚しかないので、幸運でなければ、このような6回の連続攻撃はできない。 In the specific example of FIG. 23C, six attack cards of numbers “1” “2” “3” “4” “5” “6” are selected and registered. As a result, six consecutive attacks are performed on the opponent game character. If the next card that sequentially enters the selected number is not displayed in succession, the attack cards with the numbers “5” and “6” cannot be selected, and “5” and “6” are each 1 in the card deck. Because there is only one piece, if you are not lucky, you can't make six consecutive attacks like this.
 図23(d)の具体例では、数字「3」「4」「5」「6」の4枚の攻撃カードを選択し登録している。数字「1」のカードを最初に選択する必要はなく、「1」以外の数字のカードから選択を開始してもよい。 In the specific example of FIG. 23D, four attack cards of numbers “3”, “4”, “5”, and “6” are selected and registered. It is not necessary to select the card with the number “1” first, and the selection may be started from a card with a number other than “1”.
 図23(e)の具体例では、数字「1」「2」「3」の3枚の攻撃カードを選択し登録している。数字「4」の攻撃カードが場にない場合は当然であるが、数字「4」の攻撃カードが場にあったとしても、カードの選択を途中で終了してもよい。 In the specific example of FIG. 23 (e), three attack cards with numbers “1”, “2”, and “3” are selected and registered. Naturally, the attack card with the number “4” is not on the battlefield, but even if the attack card with the number “4” is on the battlefield, the card selection may be terminated halfway.
 図23(f)に示すような同じ数字「2」「2」「2」の攻撃カードを連続して選択することはできない。 The attack cards with the same numbers “2”, “2” and “2” as shown in FIG.
 プレイヤにより攻撃ボタンが押されると、登録された攻撃カードに基づいて、自己のゲームキャラクタが相手のゲームキャラクタを攻撃する。 When the attack button is pressed by the player, the own game character attacks the opponent game character based on the registered attack card.
 攻撃に使用した攻撃カードは、使用済みカードとして墓地と称される場所に移動する。墓地にあるカードは配布されない。一方、カードデッキのカードがなくなった場合には、墓地にあるカードをシャッフルして再度カードデッキのカードとして再度使用する。 The attack card used for the attack moves to a place called a graveyard as a used card. Cards in the graveyard are not distributed. On the other hand, when there are no cards in the card deck, the cards in the graveyard are shuffled and used again as cards in the card deck.
 なお、攻撃カードを選択する所定のルールは上記ルールに限らない。例えば、攻撃カードの「数字」が1ずつ減る場合に連続して選択できるように定めてもよい。また、攻撃カードの「数字」が同じ場合に連続して選択できるように定めてもよい。更に、攻撃カードの「数字」が不連続である場合に連続して選択できるように定めてもよい。 The predetermined rule for selecting an attack card is not limited to the above rule. For example, when the “number” of the attack card decreases by one, it may be determined so that it can be selected continuously. Further, it may be determined that the attack cards can be selected continuously when the “numbers” are the same. Furthermore, when the “number” of the attack card is discontinuous, it may be determined so that it can be selected continuously.
 (1対1対戦 2対1対戦)
 本実施形態のカード対戦ゲームには、1人のプレイヤと1人のプレイヤが対戦する1対1対戦と、2人のプレイヤと1人のプレイヤが対戦する2対1対戦がある。
(1 vs 1 match 2 vs 1 match)
The card battle game of the present embodiment includes a one-on-one battle in which one player and one player battle each other, and a two-on-one battle in which two players and one player battle each other.
 図24は、1対1対戦の際のゲーム画面である。ゲーム画面の下部左側には、一方のプレイヤ(ここでは1Pプレイヤ)の攻撃カードの選択状態、体力、制限時間が表示され、ゲーム画面の下部右側には、他方のプレイヤ(ここではCOMプレイヤ)の攻撃カードの選択状態、体力、制限時間が表示される。 FIG. 24 shows a game screen for a one-on-one match. On the lower left side of the game screen, the attack card selection state, physical strength, and time limit of one player (here, 1P player) are displayed. On the lower right side of the game screen, the other player (here, the COM player) is displayed. The attack card selection status, strength, and time limit are displayed.
 ゲーム画面の中央には、一方のプレイヤ(1Pプレイヤ)のゲームキャラクタと、他方のプレイヤ(COMプレイヤ)のゲームキャラクタが戦う様子が表示される。 In the center of the game screen, a state in which a game character of one player (1P player) and a game character of the other player (COM player) are fighting is displayed.
 図25は、2対1対戦の際のゲーム画面である。ゲーム画面の下部左側には、2人のプレイヤの一方(ここでは1Pプレイヤ)の攻撃カードの選択状態、体力、制限時間が表示され、ゲーム画面の下部右側には、2人のプレイヤの他方(ここでは2Pプレイヤ)の攻撃カードの選択状態、体力、制限時間が表示され、ゲーム画面の上部右側には、1人のプレイヤ(ここではCOMプレイヤ)の攻撃カードの選択状態、体力、制限時間が小さく表示される。また、後述するキャラクタ独自の必殺技である奥義を発動させられるか否かを判定するラッシュシークエンスを発生させるための目安となるラッシュゲージが表示される。 FIG. 25 is a game screen for a 2: 1 match. On the lower left side of the game screen, the attack card selection state, physical strength, and time limit of one of the two players (here, 1P player) are displayed, and on the lower right side of the game screen, the other of the two players ( The attack card selection state, physical strength, and time limit of the 2P player here are displayed, and the attack card selection state, physical strength, time limit of one player (here, the COM player) are displayed on the upper right side of the game screen. It is displayed small. In addition, a lash gauge is displayed that serves as a guideline for generating a rush sequence for determining whether or not a mystery, which is a character's own special technique described later, can be activated.
 ゲーム画面の中央には、2人のプレイヤ(1Pプレイヤと2Pプレイヤ)の2つのゲームキャラクタと、1人のプレイヤ(COMプレイヤ)のゲームキャラクタが戦う様子が表示される。2つのゲームキャラクタのうち戦っているゲームキャラクタは前衛として前に位置し、戦っていないゲームキャラクタは後衛として後に位置している。戦っている前衛のゲームキャラクタの周囲を光らせて、どのゲームキャラクタが戦っているか容易に把握できるように表示する。また、後述するキャラクタ独自の必殺技である奥義を発動させられるか否かを判定するラッシュシークエンスを発生させるための目安となるラッシュゲージが表示される。 In the center of the game screen, two game characters of two players (1P player and 2P player) and a game character of one player (COM player) fighting are displayed. Of the two game characters, the fighting game character is positioned as a front guard, and the non-fighting game character is positioned as a rear guard. A display is made so that the game character of the fighting avant-garde shines and it can be easily grasped which game character is fighting. In addition, a lash gauge is displayed that serves as a guideline for generating a rush sequence for determining whether or not a mystery, which is a character's own special technique described later, can be activated.
 (ゲームの詳細)
 本実施形態のゲーム装置において実行するゲームの詳細について、図26乃至図45を用いて説明する。
(Game details)
Details of the game executed in the game device of the present embodiment will be described with reference to FIGS.
 図26乃至図28は、ゲームの全体の動作シーケンスを示すフローチャートであり、図29乃至図37は、1対1対戦の動作シーケンスを示すフローチャートであり、図38乃至図45は、2対1対戦の動作シーケンスを示すフローチャートである。 FIG. 26 to FIG. 28 are flowcharts showing the entire operation sequence of the game, FIG. 29 to FIG. 37 are flowcharts showing the operation sequence of the one-on-one battle, and FIG. 38 to FIG. It is a flowchart which shows the operation | movement sequence.
 (ゲーム全体の動作シーケンス)
 ゲームの全体の動作シーケンスを図26乃至図28に示す。
(Operation sequence of the entire game)
The overall operation sequence of the game is shown in FIGS.
 まず、ゲーム装置1の待機中は、ディスプレイ3にタイトルを表示し、ゲームのデモンストレーションを表示するアドバタイズを行う(ステップS10)。このアドバタイズは、プレイヤにより、ゲーム料金である100円が投入されるまで繰り返される。 First, while the game apparatus 1 is on standby, a title is displayed on the display 3 and an advertisement for displaying a demonstration of the game is performed (step S10). This advertisement is repeated until 100 yen, which is a game fee, is inserted by the player.
 プレイヤにより100円が投入されると、ディスプレイ3にメニュー画面(図示せず)が表示される(ステップS11)。メニュー画面には「1人で遊ぶ」「2人で遊ぶ」「修行」等のメニューが表示される。 When 100 yen is inserted by the player, a menu screen (not shown) is displayed on the display 3 (step S11). Menus such as “play with one person”, “play with two people”, and “training” are displayed on the menu screen.
 プレイヤがメニュー画面から「1人で遊ぶ」又は「2人で遊ぶ」を選択すると、ゲーム装置1のカード払出装置28から1枚の遊戯カードが払い出される(ステップS12)。 When the player selects “play with one person” or “play with two persons” from the menu screen, one play card is paid out from the card payout device 28 of the game apparatus 1 (step S12).
 次に、プレイヤは、自分のゲームキャラクタを作成するために、所有している遊戯カードから今回のゲームで使用する遊戯カード11を選択する。プレイヤは、それら遊戯カード11を束ねたカード束10をセットし、ゲーム装置1のカード読取装置6に認識させる(ステップS13)。 Next, the player selects the game card 11 to be used in the current game from the owned game cards in order to create his game character. The player sets the card bundle 10 in which the game cards 11 are bundled and causes the card reading device 6 of the game apparatus 1 to recognize them (step S13).
 カード読取装置6がカード束10をスキャンして認識に成功すると、ディスプレイ3にカードスキャンを確認する画面を表示する(ステップS14)。 When the card reader 6 scans the card bundle 10 and succeeds in recognition, a screen for confirming card scanning is displayed on the display 3 (step S14).
 次に、ディスプレイ3に、演出画面として、「風雲!レキシ伝」の文字と共に日本地図を表示し(ステップS15)、続いて、ステージ移動とゲームの演出用ドラマを表示し(ステップS16)、続いて、1戦目の対戦ゲームを開始する演出用イベントを表示する(ステップS17)。 Next, a Japanese map is displayed on the display 3 together with the characters “Fengun! Lexiden” as an effect screen (step S15), followed by a stage move and a game effect drama (step S16). Then, an effect event for starting the first battle game is displayed (step S17).
 次に、対戦ゲームの1戦目が実行される(ステップS18)。対戦ゲームの詳細については後述する。 Next, the first battle of the battle game is executed (step S18). Details of the battle game will be described later.
 次に、対戦ゲームの1戦目に勝利したか否か判断する(ステップS19)。 Next, it is determined whether or not the first game of the battle game has been won (step S19).
 対戦ゲームの1戦目に勝利すると、ディスプレイ3に、演出画面として、「風雲!レキシ伝」の文字と共に日本地図を表示し(ステップS20)、続いて、つづらイベントを実行する(ステップS21)。 When the first game of the battle game is won, a map of Japan is displayed on the display 3 with the characters “Fengyun! Lexi Den” on the display screen (step S20), and subsequently, a spelling event is executed (step S21).
 つづらイベントの詳細について説明する。 Details of the spelling event will be explained.
 まず、ディスプレイ3に、二つの宝箱(つづら)を含むゲーム画面を表示する。二つの宝箱には効果の高いアイテムAと効果の低いアイテムBを格納する。例えば、アイテムAは次回の対戦において体力(ヒットポイント:HP)が300加算されるアイテム、アイテムAは次回の対戦において体力(ヒットポイント:HP)が100加算されるアイテムである。 First, a game screen including two treasure chests is displayed on the display 3. In the two treasure chests, a highly effective item A and a low effective item B are stored. For example, item A is an item to which physical strength (hit point: HP) is added by 300 in the next battle, and item A is an item to which physical strength (hit point: HP) is added by 100 in the next battle.
 次に、プレイヤが入力ボタンのいずれかを押すことにより、二つの宝箱の一方が選択され、プレイヤはアイテムA又はアイテムBを獲得する。これにより、プレイヤデータテーブルが獲得したアイテムに応じて更新される。 Next, when the player presses one of the input buttons, one of the two treasure chests is selected, and the player acquires item A or item B. Thereby, the player data table is updated according to the acquired item.
 なお、上記説明では、宝箱(つづら)の中身を、体力(ヒットポイント:HP)を加算するアイテムとしたが、他の機能を有するアイテムでもよい。例えば、攻撃力や、防御力に加算してもよい。また、次の対戦時において、最初からターンゲージが既に蓄積されている状態で対戦を開始するアイテムでもよい。また、次の対戦時において、最初から相手側からの攻撃を軽減させる盾を装備している状態で対戦を開始するアイテムでもよい。 In the above description, the contents of the treasure chest are used as items for adding physical strength (hit points: HP), but items having other functions may be used. For example, you may add to attack power and defense power. Moreover, the item which starts a battle | competition in the state where the turn gauge has already accumulated from the beginning at the time of the next battle | competition may be sufficient. Moreover, the item which starts a battle | competition in the state equipped with the shield which reduces the attack from the other party from the beginning at the time of the next battle | competition may be sufficient.
 次に、ディスプレイ3に、ゲームの演出用ドラマを表示し(ステップS22)、続いて、2戦目の対戦ゲームを開始する演出用イベントを表示する(ステップS23)。 Next, a drama for game production is displayed on the display 3 (step S22), and then an event for production for starting the second battle game is displayed (step S23).
 続いて、対戦ゲームの2戦目を実行する(ステップS24)。 Subsequently, the second game of the battle game is executed (step S24).
 ステップS19において、対戦ゲームの1戦目に敗北又は引き分けと判断されると、ディスプレイ3に、プレイヤに100円を追加投入してゲームを継続することを促すコンティニュー画面が表示される(ステップS26)。 In step S19, if it is determined that the game is defeated or tied in the first game of the competitive game, a continue screen is displayed on the display 3 to encourage the player to continue to play the game by adding 100 yen (step S26). .
 次に、プレイヤがゲームを継続したか否か判断する(ステップS27)。 Next, it is determined whether or not the player has continued the game (step S27).
 ゲームを継続した場合には、ゲーム装置1のカード払出装置28から1枚の遊戯カードが払い出され(ステップS28)、ステップS17の対戦演出画面の表示処理ステップに移動する。 If the game is continued, one game card is paid out from the card payout device 28 of the game apparatus 1 (step S28), and the process moves to the battle effect screen display processing step in step S17.
 ゲームを継続しなかった場合には、ディスプレイ3にゲームオーバー画面を表示し(ステップS29)、続いて、残りクレジットがある状態か否か判断する(ステップS30)。 If the game is not continued, a game over screen is displayed on the display 3 (step S29), and then it is determined whether or not there is a remaining credit (step S30).
 残りクレジットがある場合には、ステップS11のメニュー画面の表示処理ステップに移動する。残りクレジットがない場合には、ステップS10のアドバタイズ画面の表示処理ステップに移動する。 If there are remaining credits, the process moves to the menu screen display processing step in step S11. If there are no remaining credits, the process proceeds to the advertisement screen display processing step in step S10.
 次に、ステップS24における対戦ゲームの2戦目に勝利したか否か判断する(ステップS31)。 Next, it is determined whether or not the second game of the battle game in step S24 has been won (step S31).
 対戦ゲームの2戦目に勝利すると、ディスプレイ3に、演出画面として、「風雲!レキシ伝」の文字と共に日本地図を表示し(ステップS32)、続いて、つづらイベントを実行し(ステップS33)、続いて、ゲームの演出用ドラマを表示し(ステップS34)、続いて、3戦目の対戦ゲームを開始する演出用イベントを表示する(ステップS35)。 When the second game of the battle game is won, a map of Japan is displayed on the display 3 together with the characters “Fengyun! Lexiden” as a production screen (step S32), and subsequently, a spelling event is executed (step S33). Subsequently, a drama for game production is displayed (step S34), and then an event for production for starting the third battle game is displayed (step S35).
 続いて、対戦ゲームの3戦目を実行する(ステップS36)。 Subsequently, the third battle of the battle game is executed (step S36).
 ステップS31において、対戦ゲームの2戦目に敗北又は引き分けと判断されると、ディスプレイ3に、プレイヤに100円を追加投入してゲームを継続することを促すコンティニュー画面が表示される(ステップS37)。 In step S31, if it is determined that the game is defeated or tied in the second game of the battle game, a continue screen is displayed on the display 3 to encourage the player to add 100 yen and continue the game (step S37). .
 次に、プレイヤがゲームを継続したか否か判断する(ステップS38)。 Next, it is determined whether or not the player has continued the game (step S38).
 ゲームを継続した場合には、ゲーム装置1のカード払出装置28から1枚の遊戯カードが払い出され(ステップS39)、ステップS23の対戦演出画面の表示処理ステップに移動する。 When the game is continued, one game card is paid out from the card payout device 28 of the game apparatus 1 (step S39), and the process moves to the battle effect screen display processing step in step S23.
 ゲームを継続しなかった場合には、ディスプレイ3にゲームオーバー画面を表示し(ステップS40)、続いて、残りクレジットがある状態か否か判断する(ステップS41)。 If the game is not continued, a game over screen is displayed on the display 3 (step S40), and then it is determined whether or not there is a remaining credit (step S41).
 残りクレジットがある場合には、ステップS11のメニュー画面の表示処理ステップに移動する。残りクレジットがない場合には、ステップS10のアドバタイズ画面の表示処理ステップに移動する。 If there are remaining credits, the process moves to the menu screen display processing step in step S11. If there are no remaining credits, the process proceeds to the advertisement screen display processing step in step S10.
 次に、ステップS36における対戦ゲームの3戦目に勝利したか否か判断する(ステップS42)。 Next, it is determined whether or not the third game of the battle game in step S36 has been won (step S42).
 対戦ゲームの3戦目に勝利すると、ディスプレイ3に、演出画面として、「風雲!レキシ伝」の文字と共に日本地図を表示し(ステップS43)、続いて、ゲームの演出用ドラマを表示し(ステップS44)、続いて、4戦目の対戦ゲームを開始する演出用イベントを表示する(ステップS45)。 When the third game of the battle game is won, a map of Japan is displayed on the display 3 with the characters “Fengyun! Lexi Den” on the display screen (step S43), followed by a drama for game production (step S43). S44) Subsequently, an effect event for starting the fourth battle game is displayed (step S45).
 続いて、対戦ゲームの4戦目を実行する(ステップS46)。 Subsequently, the fourth game of the battle game is executed (step S46).
 ステップS42において、対戦ゲームの3戦目に敗北又は引き分けと判断されると、ディスプレイ3に、プレイヤに100円を追加投入してゲームを継続することを促すコンティニュー画面が表示される(ステップS47)。 In step S42, if it is determined that the game is defeated or drawn in the third game of the battle game, a continue screen is displayed on the display 3 to encourage the player to continue to play the game by adding 100 yen (step S47). .
 次に、プレイヤがゲームを継続したか否か判断する(ステップS48)。 Next, it is determined whether or not the player has continued the game (step S48).
 ゲームを継続した場合には、ゲーム装置1のカード払出装置28から1枚の遊戯カードが払い出され(ステップS49)、ステップS35の対戦演出画面の表示処理ステップに移動する。 When the game is continued, one play card is paid out from the card payout device 28 of the game apparatus 1 (step S49), and the process moves to the battle effect screen display processing step in step S35.
 ゲームを継続しなかった場合には、ディスプレイ3にゲームオーバー画面を表示し(ステップS50)、続いて、残りクレジットがある状態か否か判断する(ステップS51)。 If the game is not continued, a game over screen is displayed on the display 3 (step S50), and then it is determined whether or not there is a remaining credit (step S51).
 残りクレジットがある場合には、ステップS11のメニュー画面の表示処理ステップに移動する。残りクレジットがない場合には、ステップS10のアドバタイズ画面の表示処理ステップに移動する。 If there are remaining credits, the process moves to the menu screen display processing step in step S11. If there are no remaining credits, the process proceeds to the advertisement screen display processing step in step S10.
 次に、ステップS46における対戦ゲームの4戦目に勝利したか否か判断する(ステップS52)。 Next, it is determined whether or not the fourth battle of the battle game in step S46 has been won (step S52).
 対戦ゲームの4戦目に勝利すると、ディスプレイ3に、演出画面として、「風雲!レキシ伝」の文字と共に日本地図を表示し(ステップS53)、続いて、つづらイベントを実行し(ステップS54)、続いて、ゲームの演出用ドラマを表示し(ステップS55)、続いて、5戦目の対戦ゲームを開始する演出用イベントを表示する(ステップS56)。 When winning the fourth game of the battle game, a map of Japan is displayed on the display 3 together with the characters “Fengyun! Lexiden” as a production screen (step S53), and subsequently, a spelling event is executed (step S54). Subsequently, a game effect drama is displayed (step S55), and then an effect event for starting the fifth battle game is displayed (step S56).
 続いて、対戦ゲームの5戦目を実行する(ステップS57)。 Subsequently, the fifth battle of the battle game is executed (step S57).
 ステップS52において、対戦ゲームの4戦目に敗北又は引き分けと判断されると、ディスプレイ3に、プレイヤに100円を追加投入してゲームを継続することを促すコンティニュー画面が表示される(ステップS58)。 In step S52, if it is determined that the game has been defeated or tied in the fourth game of the competitive game, a continue screen is displayed on the display 3 to encourage the player to add 100 yen and continue the game (step S58). .
 次に、プレイヤがゲームを継続したか否か判断する(ステップS59)。 Next, it is determined whether or not the player has continued the game (step S59).
 ゲームを継続した場合には、ゲーム装置1のカード払出装置28から1枚の遊戯カードが払い出され(ステップS60)、ステップS45の対戦演出画面の表示処理ステップに移動する。 When the game is continued, one play card is paid out from the card payout device 28 of the game apparatus 1 (step S60), and the process proceeds to the display process step of the battle effect screen in step S45.
 ゲームを継続しなかった場合には、ディスプレイ3にゲームオーバー画面を表示し(ステップS50)、続いて、残りクレジットがある状態か否か判断する(ステップS51)。 If the game is not continued, a game over screen is displayed on the display 3 (step S50), and then it is determined whether or not there is a remaining credit (step S51).
 残りクレジットがある場合には、ステップS11のメニュー画面の表示処理ステップに移動する。残りクレジットがない場合には、ステップS10のアドバタイズ画面の表示処理ステップに移動する。 If there are remaining credits, the process moves to the menu screen display processing step in step S11. If there are no remaining credits, the process proceeds to the advertisement screen display processing step in step S10.
 次に、ステップS57における対戦ゲームの5戦目に勝利したか否か判断する(ステップS63)。 Next, it is determined whether or not the fifth game of the battle game in step S57 has been won (step S63).
 対戦ゲームの5戦目に勝利すると、ディスプレイ3に、演出画面として、「風雲!レキシ伝」の文字と共に日本地図を表示し(ステップS64)、続いて、ゲームの演出用ドラマを表示し(ステップS65)、続いて、6戦目の対戦ゲームを開始する演出用イベントを表示する(ステップS66)。 If the fifth game of the battle game is won, a map of Japan is displayed on the display 3 together with the characters “Fengyun! Lexiden” on the display screen (step S64), and then a drama for game performance is displayed (step S64). S65) Subsequently, an effect event for starting the sixth battle game is displayed (step S66).
 続いて、対戦ゲームの6戦目を実行する(ステップS67)。 Subsequently, the sixth game of the battle game is executed (step S67).
 ステップS63において、対戦ゲームの5戦目に敗北又は引き分けと判断されると、ディスプレイ3に、プレイヤに100円を追加投入してゲームを継続することを促すコンティニュー画面が表示される(ステップS68)。 In step S63, if it is determined that the game is defeated or tied in the fifth game of the competitive game, a continue screen is displayed on the display 3 to prompt the player to add 100 yen to continue the game (step S68). .
 次に、プレイヤがゲームを継続したか否か判断する(ステップS69)。 Next, it is determined whether or not the player has continued the game (step S69).
 ゲームを継続した場合には、ゲーム装置1のカード払出装置28から1枚の遊戯カードが払い出され(ステップS70)、ステップS56の対戦演出画面の表示処理ステップに移動する。 When the game is continued, one game card is paid out from the card payout device 28 of the game apparatus 1 (step S70), and the process moves to the battle effect screen display processing step in step S56.
 ゲームを継続しなかった場合には、ディスプレイ3にゲームオーバー画面を表示し(ステップS71)、続いて、残りクレジットがある状態か否か判断する(ステップS72)。 If the game is not continued, a game over screen is displayed on the display 3 (step S71), and then it is determined whether or not there is a remaining credit (step S72).
 残りクレジットがある場合には、ステップS11のメニュー画面の表示処理ステップに移動する。残りクレジットがない場合には、ステップS10のアドバタイズ画面の表示処理ステップに移動する。 If there are remaining credits, the process moves to the menu screen display processing step in step S11. If there are no remaining credits, the process proceeds to the advertisement screen display processing step in step S10.
 次に、ステップS67における対戦ゲームの6戦目に勝利したか否か判断する(ステップS73)。 Next, it is determined whether or not the sixth game of the battle game in step S67 has been won (step S73).
 対戦ゲームの6戦目に勝利すると、ディスプレイ3に、演出画面として、「風雲!レキシ伝」の文字と共に日本地図を表示し(ステップS74)、続いて、ゲームのエンディングの演出用ドラマを表示する(ステップS75)。 When winning the 6th game of the battle game, a map of Japan is displayed on the display 3 together with the characters “Fengyun! Lexiden” as a production screen (step S74), and then a drama for producing the ending of the game is displayed. (Step S75).
 続いて、ゲームオーバー画面を表示し(ステップS76)、続いて、残りクレジットがある状態か否か判断する(ステップS77)。 Subsequently, a game over screen is displayed (step S76), and then it is determined whether or not there is a remaining credit (step S77).
 残りクレジットがある場合には、ステップS11のメニュー画面の表示処理ステップに移動する。残りクレジットがない場合には、ステップS10のアドバタイズ画面の表示処理ステップに移動する。 If there are remaining credits, the process moves to the menu screen display processing step in step S11. If there are no remaining credits, the process proceeds to the advertisement screen display processing step in step S10.
 ステップS73において、対戦ゲームの6戦目に敗北又は引き分けと判断されると、ディスプレイ3に、プレイヤに100円を追加投入してゲームを継続することを促すコンティニュー画面が表示される(ステップS78)。 In step S73, if it is determined that the game is defeated or tied in the sixth game of the competitive game, a continue screen is displayed on the display 3 to prompt the player to add 100 yen and continue the game (step S78). .
 次に、プレイヤがゲームを継続したか否か判断する(ステップS79)。 Next, it is determined whether or not the player has continued the game (step S79).
 ゲームを継続した場合には、ゲーム装置1のカード払出装置28から1枚の遊戯カードが払い出され(ステップS80)、ステップS66の対戦演出画面の表示処理ステップに移動する。 When the game is continued, one game card is paid out from the card payout device 28 of the game apparatus 1 (step S80), and the process moves to the battle effect screen display processing step in step S66.
 ゲームを継続しなかった場合には、ディスプレイ3にゲームオーバー画面を表示し(ステップS81)、続いて、残りクレジットがある状態か否か判断する(ステップS82)。 If the game is not continued, a game over screen is displayed on the display 3 (step S81), and then it is determined whether or not there is a remaining credit (step S82).
 残りクレジットがある場合には、ステップS11のメニュー画面の表示処理ステップに移動する。残りクレジットがない場合には、ステップS10のアドバタイズ画面の表示処理ステップに移動する。 If there are remaining credits, the process moves to the menu screen display processing step in step S11. If there are no remaining credits, the process proceeds to the advertisement screen display processing step in step S10.
 (対戦ゲームで用いられるフラグ、カウンタ等)
 1対1対戦や2対1対戦の動作シーケンスを説明する前に、本実施形態の対戦ゲームにおいて用いられる各種フラグ、カウンタ等について、図46を用いて説明する。
(Flags and counters used in competitive games)
Before describing the operation sequence of a one-on-one battle or a two-to-one battle, various flags, counters, and the like used in the battle game of this embodiment will be described with reference to FIG.
 図46(a)にターンゲージカウンタ300を示す。1Pプレイヤ、2Pプレイヤ、COMプレイヤに対してそれぞれ設けられている。 FIG. 46 (a) shows the turn gauge counter 300. FIG. It is provided for each of the 1P player, 2P player, and COM player.
 本実施形態の対戦ゲームでは、対戦するプレイヤは交互に攻撃の役割を果たす。一方のプレイヤが攻撃しているときには、他方のプレイヤは防御のみを行い、攻撃はしない。あるプレイヤが攻撃しているとき、そのプレイヤの「ターン」と称している。 In the battle game of the present embodiment, the players that play against each other play an attacking role alternately. When one player is attacking, the other player only defends and does not attack. When a player is attacking, it is called the “turn” of the player.
 一方、各プレイヤには、ゲームへの熟練度に応じて、操作のスピードや操作の巧拙が相違する。そのような相違がゲーム結果に反映しにくくするため、対戦ゲームでの攻撃を開始する際に、各プレイヤに同一の所定の時間を与えるようにする。これにより、未熟なプレイヤにもゲーム操作をするための一定の余裕時間を確保している。 On the other hand, the speed of operation and the skill of operation differ depending on the skill level of the game for each player. In order to make it difficult for such a difference to be reflected in the game result, the same predetermined time is given to each player when an attack in the battle game is started. As a result, a certain margin is secured for game operations even for inexperienced players.
 各プレイヤに同一の所定の時間を与えるために、各プレイヤにターンゲージカウンタ300を設け、所定の時間を経過しなければ攻撃を開始できないようにしている、
 図46(b)にカード選択時間カウンタ310を示す。1Pプレイヤ、2Pプレイヤ、COMプレイヤに対してそれぞれ設けられている。本実施形態の対戦ゲームでは、各プレイヤがカードを選択する際の時間を評価している。例えば、カード選択時間が短ければ多くのラッシュポイントを発生させる。カード選択時間カウンタ310は、各プレイヤのカード選択時間を計測するためのものである。
In order to give each player the same predetermined time, a turn gauge counter 300 is provided for each player so that an attack cannot be started unless a predetermined time has passed.
FIG. 46B shows a card selection time counter 310. It is provided for each of the 1P player, 2P player, and COM player. In the competitive game of this embodiment, the time when each player selects a card is evaluated. For example, if the card selection time is short, many rush points are generated. The card selection time counter 310 is for measuring the card selection time of each player.
 図47(c)に攻撃回数カウンタ320を示す。1Pプレイヤ、2Pプレイヤ、COMプレイヤに対してそれぞれ設けられている。本実施形態の対戦ゲームでは、各プレイヤが選択した攻撃カードの枚数が攻撃回数となる。攻撃回数カウンタ320は、プレイヤが選択したカードに基づいて攻撃する回数を示すためのものである。 FIG. 47 (c) shows the attack frequency counter 320. It is provided for each of the 1P player, 2P player, and COM player. In the battle game of this embodiment, the number of attack cards selected by each player is the number of attacks. The attack number counter 320 is for indicating the number of attacks based on the card selected by the player.
 図46(d)にカード確定フラグ330を示す。1Pプレイヤ、2Pプレイヤ、COMプレイヤに対してそれぞれ設けられている。カード確定フラグ330は、各プレイヤが攻撃カードの選択を終了して確定させたか否かを示すためのフラグである。カード確定フラグ330が「1」であれば確定したことを示し、「0」であれば確定していないことを示す。 FIG. 46 (d) shows the card confirmation flag 330. It is provided for each of the 1P player, 2P player, and COM player. The card confirmation flag 330 is a flag for indicating whether or not each player has finished selecting the attack card and confirmed it. If the card confirmation flag 330 is “1”, it indicates that it has been confirmed, and if it is “0”, it indicates that it has not been confirmed.
 図46(e)にラッシュポイントカウンタ340を示す。1Pプレイヤ、2Pプレイヤ、1Pプレイヤと2Pプレイヤ、COMプレイヤに対してそれぞれ設けられている。本実施形態の対戦ゲームでは、前述したように、ラッシュポイントが設けられているが、ラッシュポイントカウンタ340は各プレイヤが獲得したラッシュポイントを計数するものである。ラッシュポイントが所定の値を超えて、ラッシュシークエンスに突入し、ラッシュシークエンスにおいて、例えば、ゲームキャラクタに設定されたノルマを越えると、そのキャラクタ毎に設定されているキャラクタ独自の必殺技である特殊な攻撃である奥義が発動される。 FIG. 46 (e) shows the rush point counter 340. It is provided for 1P player, 2P player, 1P player and 2P player, and COM player, respectively. In the competitive game of this embodiment, as described above, rush points are provided, but the rush point counter 340 counts the rush points acquired by each player. When the rush point exceeds a predetermined value and enters the rush sequence, and the rush sequence exceeds the quota set for the game character, for example, a special technique that is unique to the character set for each character. Mystery that is an attack is activated.
 図47(f)にラッシュポイント上昇フラグ350を示す。1Pプレイヤ、2Pプレイヤ、1Pプレイヤと2Pプレイヤ、COMプレイヤに対してそれぞれ設けられている。ラッシュ上昇フラグは、ラッシュポイントの上昇が行われるか否かを示すためのフラグである。ラッシュ上昇フラグが「1」であればラッシュポイントが上昇し、「0」であればラッシュポイントが上昇しない。 FIG. 47 (f) shows the rush point rising flag 350. It is provided for 1P player, 2P player, 1P player and 2P player, and COM player, respectively. The rush increase flag is a flag for indicating whether or not the rush point is increased. If the rush increase flag is “1”, the rush point increases, and if it is “0”, the rush point does not increase.
 図46(g)にバトル終了フラグ360を示す。バトル終了フラグ360は、プレイヤキャラクタが対戦中か否かを示すためのフラグである。バトル終了フラグ360が「1」であれば対戦中であることを示し、「0」であれば対戦中でないことを示す。 FIG. 46 (g) shows the battle end flag 360. FIG. The battle end flag 360 is a flag for indicating whether or not the player character is in a battle. If the battle end flag 360 is “1”, it indicates that the battle is in progress, and if it is “0”, it indicates that the battle is not in progress.
 図46(h)に勝利フラグ370を示す。1Pプレイヤ、2Pプレイヤ、COMプレイヤに対してそれぞれ設けられている。勝利フラグ370は、プレイヤが戦闘に勝利したか否かを示すためのフラグである。勝利フラグ370が「1」であれば勝利したことを示し、「0」であれば勝利しなかったことを示す。 FIG. 46 (h) shows the victory flag 370. It is provided for each of the 1P player, 2P player, and COM player. The victory flag 370 is a flag for indicating whether or not the player has won the battle. If the victory flag 370 is “1”, it indicates that it has won, and if it is “0”, it indicates that it has not won.
 (1対1対戦の動作シーケンス)
 1対1対戦の動作シーケンスを図29乃至図37に示す。
(One-on-one action sequence)
The operation sequence of the one-on-one battle is shown in FIGS.
 ここでは、一方のプレイヤが1Pプレイヤで、他方のプレイヤがCOMプレイヤである1対1対戦を例として説明するが、他方のプレイヤが2Pプレイヤであってもよい。 Here, a one-on-one battle in which one player is a 1P player and the other player is a COM player will be described as an example, but the other player may be a 2P player.
 図29乃至図31において、左側のフローチャート(図29(a)乃至図31(a))が1Pプレイヤの動作シーケンスを示し、右側のフローチャート(図29(b)乃至図31(b))がCOMプレイヤの動作シーケンスを示している。 29 to 31, the flowcharts on the left side (FIGS. 29A to 31A) show the operation sequence of the 1P player, and the flowcharts on the right side (FIGS. 29B to 31B) are COM. The operation sequence of the player is shown.
 1Pプレイヤが攻撃を行うときは、左側のフローチャート(1Pフロー)が進行し、右側のフローチャート(COMフロー)中の行動制御シーケンスのステップ(ステップB15、B20、B26、B38、B43)のいずれかで待機することとなる。 When the 1P player makes an attack, the flowchart on the left (1P flow) proceeds, and the action control sequence in the flowchart (COM flow) on the right (Step B15, B20, B26, B38, B43) I will wait.
 逆に、COMプレイヤが攻撃を行うときは、右側のフローチャート(COMフロー)が進行し、左側のフローチャート(1Pフロー)中の行動制御シーケンスのステップ(ステップA15、A20、A26、A38、A43)のいずれかで待機することとなる。 Conversely, when the COM player makes an attack, the flowchart on the right side (COM flow) proceeds, and the steps of the action control sequence (steps A15, A20, A26, A38, A43) in the flowchart on the left side (1P flow) are performed. You will wait on either.
 左側のフローチャート(1Pフロー)と右側のフローチャート(COMフロー)とは、プレイヤが1PプレイヤであるかCOMプレイヤであるかという点以外の動作シーケンスは同じであるので、左側のフローチャート(1Pフロー)のみを説明し、右側のフローチャート(COMフロー)の説明は省略する。 The left-side flowchart (1P flow) and the right-side flowchart (COM flow) have the same operation sequence except for whether the player is a 1P player or a COM player, and therefore only the left-side flowchart (1P flow). The description of the flowchart on the right side (COM flow) is omitted.
 なお、左側のフローチャート(1Pフロー)の説明において、「1P」を「COM」と読み替え、「ステップAnn」を「ステップBnn」と読み替えれば、右側のフローチャート(COMフロー)の説明となる。 In the description of the flowchart (1P flow) on the left side, if “1P” is read as “COM” and “step Ann” is read as “step Bnn”, the flowchart on the right side (COM flow) is explained.
 (メインルーチン)
 図29乃至図31における左側のフローチャート(1Pフロー)について説明する。
(Main routine)
The flowchart (1P flow) on the left side in FIGS. 29 to 31 will be described.
 最初に、ゲーム開始時の初期化処理として、1Pプレイヤのバトル終了フラグ360を「0」にリセットし(ステップA10)、1Pプレイヤのターンゲージカウンタ300を「0」にリセットする(ステップA11)。 First, as an initialization process at the start of the game, the battle end flag 360 of the 1P player is reset to “0” (step A10), and the turn gauge counter 300 of the 1P player is reset to “0” (step A11).
 まず、1Pプレイヤのターンゲージカウンタ300の上昇を開始する(ステップA12)。 First, the 1P player's turn gauge counter 300 starts to rise (step A12).
 次に、1Pプレイヤのカード確定フラグを「0」にリセットし、続いて、全プレイヤ(1PプレイヤとCOMプレイヤ)のターンゲージカウンタ300の上昇速度を規定値に設定する(ステップA13)。 Next, the card determination flag of the 1P player is reset to “0”, and then the rising speed of the turn gauge counter 300 of all the players (1P player and COM player) is set to a specified value (step A13).
 次に、バトルチェックシーケンスを実行する(ステップA14)。バトルチェックシーケンスとは、対戦ゲームの勝敗をチェックするためのサブルーチンである。 Next, a battle check sequence is executed (step A14). The battle check sequence is a subroutine for checking the victory or defeat of the battle game.
 次に、行動制御シーケンスを実行する(ステップA15)。上述したように、左側のフローチャート(1Pフロー)と右側のフローチャート(COMフロー)とは、基本的に、同時に進行するが、自分のターン(攻撃の順番)でないプレイヤのフローチャートは進行させないようにする必要がある。行動制御シーケンスとは、自分のターン(攻撃の順番)でない場合、すなわち、相手が確定ボタンを押して、攻撃の行動を開始した場合には、ステップの進行を止まらせるためのサブルーチンである。 Next, an action control sequence is executed (step A15). As described above, the flowchart on the left side (1P flow) and the flowchart on the right side (COM flow) basically proceed at the same time, but the flowchart of the player who is not his turn (attack order) is not allowed to proceed. There is a need. The action control sequence is a subroutine for stopping the progress of the step when it is not its turn (attack order), that is, when the opponent presses the confirm button to start the attack action.
 次に、1Pプレイヤのバトル終了フラグ360が「0」であるか否かを判断する(ステップA16)。1Pプレイヤのバトル終了フラグ360が「1」であれば、直ちに、戦闘を終了する。 Next, it is determined whether or not the battle end flag 360 of the 1P player is “0” (step A16). If the 1P player's battle end flag 360 is “1”, the battle is immediately ended.
 これらステップA14とステップA15とステップA16により、対戦の勝敗が決定しておらず対戦中であり(ステップA14)、かつ、1Pプレイヤのターン(攻撃の順番)であり(ステップA15)、かつ、対戦が終了していない(ステップA16)ことをチェックする。 By these Step A14, Step A15 and Step A16, the winning or losing of the battle is not determined and the battle is in progress (Step A14), and the turn (attack order) of the 1P player (Step A15), and the battle Is not completed (step A16).
 1Pプレイヤのバトル終了フラグ360が「0」であれば、次に、1Pプレイヤのターンゲージカウンタ300が「100」であるか否かを判断する(ステップA17)。1Pプレイヤのターンゲージカウンタ300が「100」でなければ、ステップA14に戻る。 If the 1P player's battle end flag 360 is “0”, it is next determined whether or not the 1P player's turn gauge counter 300 is “100” (step A 17). If the turn gauge counter 300 of the 1P player is not “100”, the process returns to step A14.
 1Pプレイヤのターンゲージカウンタ300が「100」となっていれば、1Pプレイヤのガード選択時間の計測を開始する(ステップA18)。 If the turn gauge counter 300 of the 1P player is “100”, measurement of the guard selection time of the 1P player is started (step A18).
 次に、バトルチェックシーケンスを実行し(ステップA19)、続いて、行動制御シーケンスを実行し(ステップA20)、続いて、1Pプレイヤのバトル終了フラグ360が「0」であるか否かを判断する(ステップA21)。1Pプレイヤのバトル終了フラグ360が「1」であれば、直ちに、戦闘を終了する。 Next, a battle check sequence is executed (step A19), then an action control sequence is executed (step A20), and then it is determined whether or not the 1P player's battle end flag 360 is “0”. (Step A21). If the 1P player's battle end flag 360 is “1”, the battle is immediately ended.
 1Pプレイヤのバトル終了フラグ360が「0」であれば、次に、1Pプレイヤが攻撃カードを1枚選択するのを待つ(ステップA22)。 If the 1P player's battle end flag 360 is “0”, then it waits for the 1P player to select one attack card (step A22).
 1Pプレイヤが攻撃カードを1枚選択すると、1Pプレイヤの攻撃回数カウンタ320を「1」増加させ(ステップA23)、1Pプレイヤのラッシュポイントカウンタ340を所定の値だけ増加させる(ステップA24)。 When the 1P player selects one attack card, the attack count counter 320 of the 1P player is increased by “1” (step A23), and the rush point counter 340 of the 1P player is increased by a predetermined value (step A24).
 次に、バトルチェックシーケンスを実行し(ステップA25)、続いて、行動制御シーケンスを実行し(ステップA26)、続いて、1Pプレイヤのバトル終了フラグ360が「0」であるか否かを判断する(ステップA27)。1Pプレイヤのバトル終了フラグ360が「1」であれば、直ちに、戦闘を終了する。 Next, a battle check sequence is executed (step A25), then an action control sequence is executed (step A26), and then it is determined whether or not the 1P player's battle end flag 360 is “0”. (Step A27). If the 1P player's battle end flag 360 is “1”, the battle is immediately ended.
 次に、1Pプレイヤがカード確定ボタンを押下したか否か判断する(ステップA28)。 Next, it is determined whether or not the 1P player has pressed the card confirmation button (step A28).
 1Pプレイヤがカード確定ボタンを押下していなければ、ステップA19に戻り、ステップA19~A28により、1Pプレイヤが次の攻撃カードを選択した際の処理を実行する。 If the 1P player has not pressed the card confirmation button, the process returns to step A19, and the process when the 1P player selects the next attack card is executed in steps A19 to A28.
 1Pプレイヤがカード確定ボタンを押下した場合には、1Pプレイヤのカード確定フラグ330に「1」をセットし(ステップA29)、1Pプレイヤのカード選択時間カウンタ310を停止させ、カード選択時間の計測を終了する(ステップA30)。 When the 1P player presses the card determination button, “1” is set to the card determination flag 330 of the 1P player (step A29), the card selection time counter 310 of the 1P player is stopped, and the card selection time is measured. End (step A30).
 次に、1Pプレイヤのカード選択時間が、攻撃回数(攻撃カードの選択枚数)に応じて定められた標準的な選択時間よりも短いか否か判断する(ステップA31)。1Pプレイヤのカード選択時間が標準的な選択時間よりも短い場合には、1Pプレイヤのラッシュポイントカウンタ340を所定の値だけ増加させる(ステップA32)。 Next, it is determined whether or not the card selection time of the 1P player is shorter than the standard selection time determined in accordance with the number of attacks (number of attack cards selected) (step A31). When the card selection time of the 1P player is shorter than the standard selection time, the rush point counter 340 of the 1P player is increased by a predetermined value (step A32).
 次に、1Pプレイヤのカード選択時間カウンタ310に「0」にリセットし(ステップA33)、1Pプレイヤのターンゲージカウンタ300を「0」にリセットする(ステップA35)。 Next, the card selection time counter 310 of the 1P player is reset to “0” (step A33), and the turn gauge counter 300 of the 1P player is reset to “0” (step A35).
 続いて、全プレイヤ(1PプレイヤとCOMプレイヤ)のターンゲージカウンタ300の上昇速度を変更する(ステップA35)。 Subsequently, the rising speed of the turn gauge counter 300 of all players (1P player and COM player) is changed (step A35).
 次に、1Pプレイヤが選択した攻撃カードに基づいた攻撃シーケンスを実行する(ステップA36)。 Next, an attack sequence based on the attack card selected by the 1P player is executed (step A36).
 攻撃シーケンスを終了すると、バトルチェックシーケンスを実行し(ステップA37)、続いて、行動制御シーケンスを実行し(ステップA38)、続いて、1Pプレイヤのバトル終了フラグ360が「0」であるか否かを判断する(ステップA39)。1Pプレイヤのバトル終了フラグ360が「1」であれば、直ちに、戦闘を終了する。 When the attack sequence ends, a battle check sequence is executed (step A37), followed by an action control sequence (step A38), and then whether or not the 1P player's battle end flag 360 is “0”. Is determined (step A39). If the 1P player's battle end flag 360 is “1”, the battle is immediately ended.
 次に、1Pプレイヤのラッシュポイントが、プレイヤキャラクタのノルマの値(例えば100)以上であるか否か判断する(ステップA40)。1Pプレイヤのラッシュポイントがノルマの値に達していなければ、ステップA13に戻り、それ以降の処理を繰り返す。 Next, it is determined whether or not the rush point of the 1P player is equal to or greater than the player character's normal value (for example, 100) (step A40). If the rush point of the 1P player has not reached the norm value, the process returns to step A13 and the subsequent processing is repeated.
 1Pプレイヤのラッシュポイントが100の値に達していると、1Pプレイヤのプレイヤキャラクタが特殊な攻撃を行うラッシュシーケンスを実行する(ステップA41)。 When the rush point of the 1P player has reached a value of 100, a rush sequence in which the player character of the 1P player makes a special attack is executed (step A41).
 次に、バトルチェックシーケンスを実行し(ステップA42)、続いて、行動制御シーケンスを実行し(ステップA43)、続いて、1Pプレイヤのバトル終了フラグ360が「0」であるか否かを判断する(ステップA44)。1Pプレイヤのバトル終了フラグ360が「1」であれば、直ちに、戦闘を終了する。 Next, a battle check sequence is executed (step A42), followed by an action control sequence (step A43). Subsequently, it is determined whether or not the 1P player's battle end flag 360 is “0”. (Step A44). If the 1P player's battle end flag 360 is “1”, the battle is immediately ended.
 次に、1Pプレイヤのラッシュポイントカウンタ340を「0」にリセットし(ステップA45)、続いて、1Pプレイヤの攻撃回数カウンタ320を「0」にリセットし(ステップA46)、続いて、ステップA13に戻り、それ以降の処理を繰り返す。 Next, the rush point counter 340 of the 1P player is reset to “0” (step A45), then the attack number counter 320 of the 1P player is reset to “0” (step A46), and then the process returns to step A13. Return and repeat the subsequent processing.
 (サブルーチン:バトルチェックシーケンス)
 バトルチェックシーケンスとは、対戦ゲームの勝敗をチェックするためのサブルーチンである。メインルーチンのステップA14、B14等で実行される。図32にバトルチェックシーケンスのフローチャートを示す。
(Subroutine: Battle check sequence)
The battle check sequence is a subroutine for checking the victory or defeat of the battle game. This is executed in steps A14 and B14 of the main routine. FIG. 32 shows a flowchart of the battle check sequence.
 まず、ゲームの残り時間があるか否か判断する(ステップC10)。 First, it is determined whether or not there is a remaining game time (step C10).
 ゲームの残り時間があると判断されると、続いて、1Pプレイヤの体力(HP)があるか否か判断する(ステップC11)。1Pプレイヤの体力(HP)があると判断されると、続いて、COMプレイヤの体力(HP)があるか否か判断する(ステップC12)。COMプレイヤの体力(HP)があると判断されると、このサブルーチンを終了して、メインルーチンに戻る。 If it is determined that there is a game remaining time, it is subsequently determined whether or not there is physical strength (HP) of the 1P player (step C11). If it is determined that there is physical strength (HP) of the 1P player, it is then determined whether there is physical strength (HP) of the COM player (step C12). If it is determined that there is physical strength (HP) of the COM player, this subroutine is terminated and the process returns to the main routine.
 ゲームの残り時間がなくなったと判断されるか、1Pプレイヤの体力(HP)がなくなったと判断されるか、COMプレイヤの体力(HP)がなくなったと判断されると、戦闘が終了するので、バトル終了フラグ360を「1」にセットする。 When it is determined that the remaining game time has run out, the 1P player's physical strength (HP) is exhausted, or the COM player's physical strength (HP) is exhausted, the battle ends, so the battle ends. The flag 360 is set to “1”.
 続いて、1Pプレイヤの体力(HP)とCOMプレイヤの体力(HP)とを比較する(ステップC14)。 Subsequently, the physical strength (HP) of the 1P player is compared with the physical strength (HP) of the COM player (step C14).
 1Pプレイヤの体力(HP)がCOMプレイヤの体力(HP)より大きいと判断されると、1Pプレイヤの勝利として、1Pプレイヤの勝利フラグ370に「1」をセットする(ステップC15)。 When it is determined that the physical strength (HP) of the 1P player is greater than the physical strength (HP) of the COM player, “1” is set to the victory flag 370 of the 1P player as a victory of the 1P player (step C15).
 COMプレイヤの体力(HP)が1Pプレイヤの体力(HP)より大きいと判断されると、COMプレイヤの勝利として、COMプレイヤの勝利フラグ370に「1」をセットする(ステップC16)。 If it is determined that the physical strength (HP) of the COM player is greater than the physical strength (HP) of the 1P player, “1” is set to the victory flag 370 of the COM player as a victory of the COM player (step C16).
 (サブルーチン:行動制御シーケンス)
 行動制御シーケンスとは、自分のターン(攻撃の順番)でない場合、すなわち、相手が確定ボタンを押して、攻撃の行動を開始した場合には、ステップの進行を止まらせるためのサブルーチンである。メインルーチンのステップA15、B15等で実行される。図33に行動制御シーケンスのフローチャートを示す。
(Subroutine: Behavior control sequence)
The action control sequence is a subroutine for stopping the progress of the step when it is not its turn (attack order), that is, when the opponent presses the confirm button to start the attack action. This is executed in steps A15 and B15 of the main routine. FIG. 33 shows a flowchart of the behavior control sequence.
 まず、メインルーチンのプレイヤが、1Pプレイヤであるか否か判断する(ステップD10)。 First, it is determined whether or not the main routine player is a 1P player (step D10).
 メインルーチンのプレイヤが1Pプレイヤであれば、COMプレイヤのカード確定フラグ330が「0」であるか否かを判断する(ステップD11)。COMプレイヤのカード確定フラグが「0」であれば、そのまま、メインルーチンに戻るが、COMプレイヤのカード確定フラグが「1」となると、ステップD11を繰り返す無限ループとなる。 If the player of the main routine is a 1P player, it is determined whether or not the card determination flag 330 of the COM player is “0” (step D11). If the card determination flag of the COM player is “0”, the process returns to the main routine as it is, but if the card determination flag of the COM player is “1”, an infinite loop is repeated that repeats Step D11.
 メインルーチンのプレイヤがCOMプレイヤであれば、1Pプレイヤのカード確定フラグ330が「0」であるか否かを判断する(ステップD12)。1Pプレイヤのカード確定フラグが「0」であれば、そのまま、メインルーチンに戻るが、1Pプレイヤのカード確定フラグが「1」となると、ステップD12を繰り返す無限ループとなる。 If the main routine player is a COM player, it is determined whether or not the card determination flag 330 of the 1P player is “0” (step D12). If the card determination flag of the 1P player is “0”, the process returns to the main routine as it is, but if the card determination flag of the 1P player is “1”, an infinite loop is repeated that repeats step D12.
 これにより、自分のターン(攻撃の順番)でないプレイヤのメインルーチンから呼び出された場合には、この行動制御ルーチンによりメインルーチンのステップの進行が止まることになる。 Thus, when called from the main routine of the player who is not his turn (attack order), the progress of the main routine step is stopped by this action control routine.
 (サブルーチン:攻撃シーケンス)
 攻撃シーケンスとは、プレイヤが選択した攻撃カードにより攻撃を行うためのサブルーチンである。メインルーチンのステップA36、B36等で実行される。図34に攻撃シーケンスのフローチャートを示す。
(Subroutine: Attack sequence)
The attack sequence is a subroutine for performing an attack with the attack card selected by the player. This is executed in steps A36 and B36 of the main routine. FIG. 34 shows a flowchart of the attack sequence.
 まず、メインルーチンのプレイヤが、1Pプレイヤであるか否か判断する(ステップE10)。メインルーチンのプレイヤが1Pプレイヤであれば、1PプレイヤをプレイヤAに設定し(ステップE11)、メインルーチンのプレイヤが1Pプレイヤでなければ、COMプレイヤをプレイヤAに設定する(ステップE12)。 First, it is determined whether or not the main routine player is a 1P player (step E10). If the main routine player is a 1P player, the 1P player is set as the player A (step E11). If the main routine player is not the 1P player, the COM player is set as the player A (step E12).
 次に、使用する攻撃カードを判定して攻撃を行うカード判定処理を行う(ステップE13)。 Next, a card determination process for determining an attack card to be used and performing an attack is performed (step E13).
 カード判定処理を終了すると、プレイヤA(1Pプレイヤ又はCOMプレイヤ)のラッシュポイント上昇フラグ350が「1」であるか否か判断する(ステップE14)。 When the card determination process ends, it is determined whether or not the rush point increase flag 350 of the player A (1P player or COM player) is “1” (step E14).
 プレイヤAのラッシュポイント上昇フラグ350が「1」であると判断されると、プレイヤA(1Pプレイヤ又はCOMプレイヤ)のラッシュポイントカウンタ340を上昇させる(ステップE15)。 When it is determined that the rush point increase flag 350 of the player A is “1”, the rush point counter 340 of the player A (1P player or COM player) is increased (step E15).
 プレイヤAのラッシュポイント上昇フラグ350が「1」でないと判断されると、対戦相手(COMプレイヤ又は1Pプレイヤ)のラッシュポイント上昇フラグ350が「1」であるか否か判断する(ステップE16)。 When it is determined that the rush point increase flag 350 of the player A is not “1”, it is determined whether or not the rush point increase flag 350 of the opponent (COM player or 1P player) is “1” (step E16).
 対戦相手のラッシュポイント上昇フラグ350が「1」であると判断されると、対戦相手(COMプレイヤ又は1Pプレイヤ)のラッシュポイントカウンタ340を上昇させる(ステップE17)。 If it is determined that the rush point increase flag 350 of the opponent is “1”, the rush point counter 340 of the opponent (COM player or 1P player) is increased (step E17).
 続いて、1PプレイヤとCOMプレイヤのラッシュポイント上昇フラグ350を「0」にリセットし(ステップE18)、続いて、プレイヤAの攻撃回数カウンタ320の値を1だけ減算する(ステップE19)。 Subsequently, the rush point increase flag 350 of the 1P player and the COM player is reset to “0” (step E18), and then the value of the attack number counter 320 of the player A is decremented by 1 (step E19).
 次に、プレイヤAの攻撃回数カウンタ320の値が「0」であるか否か判断する(ステップE20)。プレイヤAの攻撃回数カウンタ320の値が「0」でなければ、ステップE13に戻り、残っている攻撃カードによる攻撃を行う。 Next, it is determined whether or not the value of the attack number counter 320 of the player A is “0” (step E20). If the value of the attack number counter 320 of the player A is not “0”, the process returns to step E13 to perform an attack with the remaining attack card.
 プレイヤAの攻撃回数カウンタ320の値が「0」であれば、この攻撃シーケンスのサブルーチンを終了してメインルーチンに戻る。 If the value of the attack count counter 320 of the player A is “0”, the attack sequence subroutine is terminated and the process returns to the main routine.
 (サブルーチン:カード判定処理)
 カード判定処理とは、プレイヤが使用する攻撃カードの種別を判定して攻撃を行うためのサブルーチンである。攻撃シーケンスのステップE13で実行される。図35及び図36にカード判定処理のフローチャートを示す。
(Subroutine: card determination process)
The card determination process is a subroutine for performing an attack by determining the type of attack card used by the player. This is executed in step E13 of the attack sequence. 35 and 36 show a flowchart of the card determination process.
 まず、使用する攻撃カードが必殺技カードであるか否か判断する(ステップF10)。必殺技カードであれば、必殺技による攻撃を実行する(ステップF11)。 First, it is determined whether or not the attack card to be used is a special move card (step F10). If it is a special move card, an attack by the special move is executed (step F11).
 続いて、その必殺技がダメージを与える技であるか否か判断する(ステップF12)。ダメージを与える技であれば、続いて、対戦相手がシールドを張っているか否か判断する(ステップF13)。 Subsequently, it is determined whether or not the special technique is a technique that causes damage (step F12). If it is a technique that causes damage, it is then determined whether or not the opponent has a shield (step F13).
 対戦相手がシールドを張っていれば、対戦相手にダメージカット率に応じた「必殺技ダメージ」を与え(ステップF14)、対戦相手のシールドHP(ヒットポイント)を1だけ減少させる(ステップF15)。 If the opponent puts a shield, the opponent will be given “deadly damage” according to the damage cut rate (step F14), and the opponent's shield HP (hit point) is reduced by 1 (step F15).
 (シールドHP)
 ここで、シールドHPについて説明する。
(Shield HP)
Here, the shield HP will be described.
 盾カードを使うと、シールドを展開する。シールドは「HP」と「レベル」を有している。シールドの「HP」とは、シールドが通常攻撃やダメージ必殺技に耐えられる回数であり、シールドの「レベル」とは、シールドがダメージをカットするダメージカット率である。戦闘シーンにおいては、シールドの状態は永続されるので、シールドの状態は次のターン以降も引き継ぐ。また、シールド展開中にシールドを使うと、展開中のシールドのHPが回復するだけでなく、レベルも1段階上がる。しかし、シールドレベルが最大の状態で、さらにシールドを使用しても効果がなく、シールド展開演出をして、攻撃もしない。 If you use a shield card, the shield will be deployed. The shield has “HP” and “Level”. The “HP” of the shield is the number of times that the shield can withstand a normal attack or a special attack technique, and the “level” of the shield is a damage cut rate at which the shield cuts the damage. In the battle scene, the state of the shield is permanent, so the state of the shield is inherited after the next turn. If a shield is used during deployment of the shield, not only will the HP of the shield being deployed be restored, but the level will be increased by one level. However, even if a shield is used at the maximum shield level, there is no effect.
 また、シールド展開中に魔法(ファイヤー)攻撃を受けてもキャラクタはダメージや効果を受けず、シールドHPが1だけ減少する。 Also, even if a magical (fire) attack is received while the shield is deployed, the character is not damaged or effected, and the shield HP is reduced by one.
 また、シールド展開中にパワー攻撃を受けると、シールドの残りHPに関わらずシールドが破壊される。しかし、シールド展開中に受けたパワー攻撃にもダメージカット効果が効く。 Also, if you receive a power attack while deploying the shield, the shield will be destroyed regardless of the shield's remaining HP. However, the damage cut effect also works for power attacks received while the shield is deployed.
 例えば、次のように展開される。 For example, it is expanded as follows.
 カード選択が可能になった段階で盾カードを2枚選択した場合、盾カード1枚目によって、シールドHPが最大値の「3」になり、ダメージカット率が50%になり、盾カード2枚目によって、シールドHPは最大値「3」のまま、ダメージカット率が上昇し、ダメージカット率は75%に上昇する。この状態で、相手から攻撃を受けた場合、シールドHPは1減少してシールドHPが「2」になるが、ダメージカット率は75%のまま維持される。さらに、この状態で盾カードを2枚使用した場合、この盾カードによってシールドHPが「3」に上昇し、ダメージカット率が75%からダメージカット率の最大値である99%まで上昇するが、2枚目のカードはダメージカット率がすでにシールドHPとダメージカット率との双方が最大値になっているため、変化が生じない。このシールドを破壊するためには、相手方は「拳固」の属性を持ったカードを選択する、あるいは、「アタック」「魔法」の属性を持ったカードによって3回攻撃しなければ、相手方のシールドを消すことはできなくなる。この場合、「アタック」による攻撃の場合は、対戦キャラクタに対してシールドによるガードを与えた分だけのダメージを与えることとなり、「魔法」による攻撃の場合は、敵キャラクタにダメージは与えないが、シールドHPから1減算することとなる。 If two shield cards are selected when the card can be selected, the shield HP will be the maximum value of “3” by the first shield card, the damage cut rate will be 50%, and two shield cards. According to the eyes, the damage cut rate increases while the shield HP remains at the maximum value “3”, and the damage cut rate increases to 75%. In this state, when an attack is received from the opponent, the shield HP decreases by 1 and the shield HP becomes “2”, but the damage cut rate is maintained at 75%. Furthermore, if two shield cards are used in this state, the shield HP increases to “3” due to this shield card, and the damage cut rate increases from 75% to 99%, which is the maximum value of the damage cut rate. Since the damage cut rate of the second card is already the maximum value of both the shield HP and the damage cut rate, no change occurs. To destroy this shield, the opponent must select a card with the “Kengo” attribute, or attack with a card with the “Attack” and “Magic” attributes three times. Cannot be erased. In this case, in the case of an attack by “Attack”, damage is given to the opponent character as much as the shield guard is given. In the case of “Magic” attack, the enemy character is not damaged, One is subtracted from the shield HP.
 次に、対戦相手のシールドHPが「0」であるか否か判断する(ステップF16)。対戦相手のシールドHPが「0」であると、プレイヤAのラッシュポイント上昇フラグ350に「1」をセットして(ステップF17)、このカード判定処理を終了する。 Next, it is determined whether or not the opponent's shield HP is “0” (step F16). If the opponent's shield HP is “0”, “1” is set to the rush point increase flag 350 of the player A (step F17), and this card determination process is terminated.
 ステップF12で必殺技がダメージを与える技ではないと判断された場合、ステップF13で対戦相手がシールドを張っていないと判断された場合、ステップF16で対戦相手のシールドHPが「0」でないと判断された場合には、直ちにこのカード判定処理を終了する。 If it is determined in Step F12 that the Special Move is not a technique that causes damage, if it is determined in Step F13 that the opponent does not have a shield, it is determined in Step F16 that the opponent's shield HP is not “0”. If it is determined, the card determination process is immediately terminated.
 ステップF10で使用する攻撃カードが必殺技カードでないと判断された場合には、次に、使用する攻撃カードがマジックカード(ファイアー)であるか否か判断する(ステップF18)。マジックカードであれば、マジックカードに基づく攻撃を開始する。 If it is determined in step F10 that the attack card used is not a special technique card, it is next determined whether or not the attack card used is a magic card (fire) (step F18). If it is a magic card, an attack based on the magic card is started.
 まず、対戦相手がシールドを張っているか否か判断する(ステップF19)。対戦相手がシールドを張っていれば、対戦相手にファイアーが跳ね返され(ステップF20)、対戦相手のラッシュポイント上昇フラグ350が「1」にセットされ(ステップF21)、このカード判定処理を終了する。 First, it is determined whether or not the opponent is putting a shield (step F19). If the opponent has a shield, the fire is bounced back to the opponent (step F20), the opponent's rush point increase flag 350 is set to "1" (step F21), and this card determination process is terminated.
 一方、対戦相手がシールドを張っていない場合には、対戦相手の手札(拳固カード)があるか否か判断する(ステップF22)。 On the other hand, if the opponent does not have a shield, it is determined whether or not the opponent's hand (fist card) is present (step F22).
 対戦相手の拳固手札がなければ、対戦相手にマジック攻撃を行う(ステップF23)。続いて、プレイヤAのラッシュポイント上昇フラグ350を「1」にセットし(ステップF24)、このカード判定処理を終了する。 If there is no opponent's fist hand, a magic attack is performed on the opponent (step F23). Subsequently, the rush point increase flag 350 of the player A is set to “1” (step F24), and this card determination process is ended.
 対戦相手の手札があれば、対戦相手の拳固手札を燃やして攻撃カードを1枚減らす攻撃を行う(ステップF25)。続いて、プレイヤAのラッシュポイント上昇フラグ350を「1」にセットし(ステップF24)、このカード判定処理を終了する。 If there is an opponent's hand, an attack is performed by burning the opponent's fist-hard hand and reducing the attack card by one (step F25). Subsequently, the rush point increase flag 350 of the player A is set to “1” (step F24), and this card determination process is ended.
 ステップF18で使用する攻撃カードがマジックカードでないと判断された場合には、次に、使用する攻撃カードがシールドカード(盾)であるか否か判断する(ステップF27)。シールドカードであれば、シールドカードに基づく防御を実行する。 If it is determined in step F18 that the attack card to be used is not a magic card, it is next determined whether or not the attack card to be used is a shield card (shield) (step F27). If it is a shield card, the defense based on the shield card is executed.
 まず、シールドカードが1枚目であるか否か判断する(ステップF28)。1枚目であれば、シールドHPを「3」に設定し、ダメージカット率を「50%」に設定し(ステップF29)、このカード判定処理を終了する。 First, it is determined whether or not the shield card is the first one (step F28). If it is the first sheet, the shield HP is set to “3”, the damage cut rate is set to “50%” (step F29), and this card determination process is terminated.
 シールドカードが1枚目でなければ、次に、ダメージカット率が50%であるか否か判断する(ステップF30)。ダメージカット率が50%であれば、シールドHPを「3」に設定し、ダメージカット率を「75%」に設定し(ステップF31)、このカード判定処理を終了する。 If there is no first shield card, it is next determined whether or not the damage cut rate is 50% (step F30). If the damage cut rate is 50%, the shield HP is set to “3”, the damage cut rate is set to “75%” (step F31), and this card determination process is terminated.
 ダメージカット率が50%でなければ、次に、ダメージカット率が75%であるか否か判断する(ステップF32)。ダメージカット率が75%であれば、シールドHPを「3」に設定し、ダメージカット率を「99%」に設定し(ステップF33)、このカード判定処理を終了する。 If the damage cut rate is not 50%, it is next determined whether or not the damage cut rate is 75% (step F32). If the damage cut rate is 75%, the shield HP is set to “3”, the damage cut rate is set to “99%” (step F33), and this card determination process is terminated.
 ダメージカット率が75%でなければ、シールドHPを「3」に設定し(ステップF34)、このカード判定処理を終了する。 If the damage cut rate is not 75%, the shield HP is set to “3” (step F34), and this card determination process is terminated.
 ステップF27で使用する攻撃カードがシールドカードでないと判断された場合には、次に、使用する攻撃カードがパワーカード(拳固)であるか否か判断する(ステップF35)。パワーカードであれば、パワーカードに基づく攻撃を実行する。 If it is determined in step F27 that the attack card to be used is not a shield card, it is next determined whether or not the attack card to be used is a power card (fence) (step F35). If it is a power card, an attack based on the power card is executed.
 まず、対戦相手がシールドを張っているか否か判断する(ステップF36)。対戦相手がシールドを張っていれば、シールドのHPに関係なく、シールドを消滅させ(ステップF37)、続いて、対戦相手にダメージカット率に応じた「パワーアップ攻撃のダメージ」を与え(ステップF38)、続いて、プレイヤAのラッシュポイント上昇フラグ350を「1」にセットし(ステップF39)、このカード判定処理を終了する。 First, it is determined whether or not the opponent has a shield (step F36). If the opponent has a shield, the shield is extinguished regardless of the shield's HP (step F37), and subsequently, “power-up attack damage” corresponding to the damage cut rate is given to the opponent (step F38). Subsequently, the rush point increase flag 350 of the player A is set to “1” (step F39), and this card determination process is ended.
 対戦相手がシールドを張っていなければ、対戦相手にパワーアップ攻撃を行い(ステップF40)、このカード判定処理を終了する。 If the opponent does not have a shield, a power-up attack is performed on the opponent (step F40), and this card determination process is terminated.
 ステップF35で使用する攻撃カードがパワーカードでないと判断された場合には、使用された攻撃カードは通常の攻撃カード(アタック)であるので、アタックカードに基づく攻撃を実行する。 If it is determined in step F35 that the attack card used is not a power card, the attack card used is a normal attack card (attack), and therefore an attack based on the attack card is executed.
 まず、対戦相手がシールドを張っているか否か判断する(ステップF41)。対戦相手がシールドを張っていれば、対戦相手にダメージカット率に応じたダメージを与え(ステップF42)、続いて、自分のシールドHPから「1」を減算する(ステップF43)。 First, it is determined whether or not the opponent has a shield (step F41). If the opponent puts a shield, damage is given to the opponent according to the damage cut rate (step F42), and then “1” is subtracted from his shield HP (step F43).
 続いて、対戦相手のシールドHPが「0」であるか否か判断する(ステップF44)。対戦相手のシールドHPが「0」であれば、プレイヤAのラッシュポイント上昇フラグ350を「1」にセットし(ステップF45)、このカード判定処理を終了する。 Subsequently, it is determined whether or not the opponent's shield HP is “0” (step F44). If the opponent's shield HP is "0", the player A's rush point increase flag 350 is set to "1" (step F45), and this card determination process is terminated.
 対戦相手がシールドを張っていなければ、対戦相手に通常のダメージを与える攻撃を行い(ステップF46)、このカード判定処理を終了する。 If the opponent does not have a shield, an attack that causes normal damage to the opponent is performed (step F46), and this card determination process is terminated.
 (サブルーチン:ラッシュシーケンス)
 ラッシュシーケンスとは、プレイヤのラッシュポイントが所定の値に達した場合に、特別に強力なラッシュ攻撃を行うか否かを判定するためのサブルーチンである。メインルーチンのステップA41、B41等で実行される。図37にラッシュシーケンスのフローチャートを示す。
(Subroutine: Rush sequence)
The rush sequence is a subroutine for determining whether or not to perform a particularly powerful rush attack when the player's rush point reaches a predetermined value. This is executed in steps A41 and B41 of the main routine. FIG. 37 shows a flowchart of the rush sequence.
 まず、全員のターンゲージ上昇速度を「0」にリセットし(ステップG10)、続いて、プレイヤキャラクタごとに決められた目標ラッシュ数、すなわち、それぞれのプレイヤキャラクタに定められたノルマ値、を設定し(ステップG11)、続いて、プレイヤキャラクタごとに定められた奥義タイプカード種を設定し(ステップG12)、続いて、ラッシュ攻撃の制限時間を設定する(ステップG13)。 First, all the turn gauge rising speeds are reset to “0” (step G10), and then a target rush number determined for each player character, that is, a normal value determined for each player character is set. (Step G11) Subsequently, a secret type card type determined for each player character is set (Step G12), and then a time limit for rush attack is set (Step G13).
 ラッシュ攻撃の初期設定が終了すると、ラッシュ攻撃の制限時間のカウントダウンを開始する(ステップG14)。 When the initial setting of the rush attack is completed, the countdown of the time limit for the rush attack is started (step G14).
 次に、ラッシュ攻撃の制限時間があるか否か判断する(ステップG15)。ラッシュ攻撃の制限時間が残っていると、手札に選択可能なカードがあるか否か判断する(ステップG16)。 Next, it is determined whether or not there is a time limit for the rush attack (step G15). If the rush attack time limit remains, it is determined whether there is a selectable card in the hand (step G16).
 手札に選択可能なカードがある場合には、カードを選択し(ステップG17)、ラッシュ数(ラッシュポイント)を1だけ加算する(ステップG18)。 If there is a selectable card in the hand, the card is selected (step G17), and the rush number (rush point) is incremented by 1 (step G18).
 次に、奥義タイプと同じカードを選択したか否か判断する(ステップG19)。奥義タイプと同じカードを選択した場合には、ラッシュ数にタイプボーナス値を加算する(ステップG20)。 Next, it is determined whether or not the same card as the mystery type has been selected (step G19). If the same card as the mystery type is selected, the type bonus value is added to the number of rushes (step G20).
 次に、ラッシュ数が目標ラッシュ数(プレイヤキャラクタのノルマ値)より少ないか否か判断する(ステップG21)。ラッシュ数が目標ラッシュ数より少ない場合には、確定ボタンが押されたか否か判断する(ステップG22)。 Next, it is determined whether or not the number of rushes is less than the target number of rushes (the player character's normal value) (step G21). If the number of rushes is less than the target number of rushes, it is determined whether or not the confirm button has been pressed (step G22).
 確定ボタンが押された場合には、次に、攻撃が一定コンボ以上つながったか否か判断する(ステップG23)。攻撃が一定コンボ以上つながった場合には、ラッシュ数にボーナスラッシュ数を加算する(ステップG24)。 If the confirm button has been pressed, it is next determined whether or not the attack has been connected more than a certain combo (step G23). If the attack is connected more than a certain combo, the bonus rush number is added to the rush number (step G24).
 次に、ラッシュ数が目標ラッシュ数より少ないか否か判断する(ステップG21)。ラッシュ数が目標ラッシュ数より少ない場合には、ステップG15に戻り、以降の処理を繰り返す。 Next, it is determined whether or not the rush number is smaller than the target rush number (step G21). When the number of rushes is smaller than the target number of rushes, the process returns to step G15 and the subsequent processing is repeated.
 ステップG15でラッシュ制限時間に達していると判断された場合には、ラッシュ数が目標ラッシュ数に達しているか否か判断する(ステップG26)。 If it is determined in step G15 that the rush time limit has been reached, it is determined whether or not the rush number has reached the target rush number (step G26).
 ラッシュ数が目標ラッシュ数に達している場合には、奥義ダメージを奥義トータルダメージとし(ステップG27)、奥義トータルダメージを対戦相手に与える攻撃を行う(ステップG28)。 If the number of rushes has reached the target number of rushes, the mysterious damage is regarded as mysterious total damage (step G27), and an attack that gives the mysterious total damage to the opponent is performed (step G28).
 ステップG21とステップG25で、ラッシュ数が目標ラッシュ数に達していると判断された場合にも、奥義ダメージを奥義トータルダメージとし(ステップG27)、奥義トータルダメージを対戦相手に与える攻撃を行う(ステップG28)。 Even if it is determined in steps G21 and G25 that the number of rushes has reached the target number of rushes, the mysterious damage is regarded as mysterious total damage (step G27), and an attack that gives the mysterious total damage to the opponent is performed (step S27). G28).
 ステップG26でラッシュ数が目標ラッシュ数に達していないと判断された場合には、ラッシュ数に応じたダメージを対戦相手に与える(ステップG29)。 If it is determined in step G26 that the number of rushes has not reached the target number of rushes, damage corresponding to the number of rushes is given to the opponent (step G29).
 ラッシュシーケンスの最後では、プレイヤが1Pプレイヤである否か判断し(ステップG30)、プレイヤが1Pプレイヤであれば、1Pプレイヤのメインルーチンに戻り、プレイヤがCOMプレイヤであれば、COMプレイヤのメインルーチンに戻る。 At the end of the rush sequence, it is determined whether or not the player is a 1P player (step G30). If the player is a 1P player, the process returns to the main routine of the 1P player. If the player is a COM player, the main routine of the COM player is returned. Return to.
 (2対1対戦の動作シーケンス)
 2対1対戦の動作シーケンスを図38乃至図40に示す。
(2-to-1 match sequence)
The operation sequence of the two-on-one battle is shown in FIGS.
 ここでは、一方のプレイヤが1Pプレイヤと2Pプレイヤで、他方のプレイヤがCOMプレイヤである2対1対戦を例として説明するが、他の組合せであってもよい。 Here, a two-to-one battle in which one player is a 1P player and a 2P player and the other player is a COM player will be described as an example, but other combinations may be used.
 図38乃至図40において、左側のフローチャート(図38(a)乃至図40(a))が1Pプレイヤの動作シーケンスを示し、中央のフローチャート(図38(b)乃至図40(b))が2Pプレイヤの動作シーケンスを示し、右側のフローチャート(図38(c)乃至図40(c))がCOMプレイヤの動作シーケンスを示している。 38 to 40, the left flowcharts (FIGS. 38A to 40A) show the operation sequence of the 1P player, and the central flowcharts (FIGS. 38B to 40B) show the 2P. The operation sequence of the player is shown, and the flowcharts on the right side (FIG. 38 (c) to FIG. 40 (c)) show the operation sequence of the COM player.
 1Pプレイヤが攻撃を行うときは、左側のフローチャート(1Pフロー)が進行し、中央のフローチャート(2Pフロー)と右側のフローチャート(COMフロー)中の行動制御シーケンスのステップのいずれかで待機することとなる。 When the 1P player makes an attack, the left flowchart (1P flow) proceeds, waiting at one of the steps of the behavior control sequence in the central flowchart (2P flow) and the right flowchart (COM flow); Become.
 また、2Pプレイヤが攻撃を行うときは、中央のフローチャート(2Pフロー)が進行し、左側のフローチャート(1Pフロー)と右側のフローチャート(COMフロー)中の行動制御シーケンスのステップのいずれかで待機することとなる。 When the 2P player makes an attack, the central flowchart (2P flow) proceeds, and the process waits at one of the steps of the action control sequence in the left flowchart (1P flow) and the right flowchart (COM flow). It will be.
 また、COMプレイヤが攻撃を行うときは、左側のフローチャート(COMフロー)が進行し、左側のフローチャート(1Pフロー)と中央のフローチャート(2Pフロー)中の行動制御シーケンスのステップのいずれかで待機することとなる。 Further, when the COM player makes an attack, the left flowchart (COM flow) proceeds and waits at one of the steps of the behavior control sequence in the left flowchart (1P flow) and the central flowchart (2P flow). It will be.
 左側のフローチャート(1Pフロー)と中央のフローチャート(2Pフロー)と右側のフローチャート(COMフロー)は、プレイヤが1Pプレイヤであるか、2Pプレイヤであるか、COMプレイヤであるかという点以外の動作シーケンスは同じであるので、左側のフローチャート(1Pフロー)のみを説明し、中央のフローチャート(2Pフロー)と右側のフローチャート(COMフロー)の説明は省略する。 The left flowchart (1P flow), the middle flowchart (2P flow), and the right flowchart (COM flow) are operation sequences other than whether the player is a 1P player, a 2P player, or a COM player. Therefore, only the left flowchart (1P flow) will be described, and the description of the central flowchart (2P flow) and the right flowchart (COM flow) will be omitted.
 なお、左側のフローチャート(1Pフロー)の説明において、「1P」を「2P」と読み替え、「ステップHnn」を「ステップInn」と読み替えれば、中央のフローチャート(2Pフロー)の説明となる。 In the description of the flowchart (1P flow) on the left side, if “1P” is read as “2P” and “step Hnn” is read as “step Inn”, the flowchart in the center (2P flow) is explained.
 また、左側のフローチャート(1Pフロー)の説明において、「1P」を「COM」と読み替え、「ステップHnn」を「ステップJnn」と読み替えれば、右側のフローチャート(COMフロー)の説明となる。 Also, in the description of the flowchart (1P flow) on the left side, if “1P” is read as “COM” and “Step Hnn” is read as “Step Jnn”, the flowchart on the right side (COM flow) is explained.
 (メインルーチン)
 図38乃至図40における左側のフローチャート(1Pフロー)について説明する。
(Main routine)
The left-side flowchart (1P flow) in FIGS. 38 to 40 will be described.
 最初に、ゲーム開始時の初期化処理として、1Pプレイヤのバトル終了フラグ360を「0」にリセットし(ステップH10)、1Pプレイヤのターンゲージカウンタ300を「0」にリセットする(ステップH11)。 First, as an initialization process at the start of the game, the battle end flag 360 of the 1P player is reset to “0” (step H10), and the turn gauge counter 300 of the 1P player is reset to “0” (step H11).
 まず、1Pプレイヤのターンゲージカウンタ300の上昇を開始する(ステップH12)。 First, the 1P player's turn gauge counter 300 starts to rise (step H12).
 次に、1Pプレイヤのカード確定フラグを「0」にリセットし、続いて、全プレイヤ(1PプレイヤとCOMプレイヤ)のターンゲージカウンタ300の上昇速度を規定値に設定する(ステップH13)。 Next, the card determination flag of the 1P player is reset to “0”, and then the rising speed of the turn gauge counter 300 of all the players (1P player and COM player) is set to a specified value (step H13).
 次に、バトルチェックシーケンスを実行し(ステップH14)、続いて、行動制御シーケンスを実行し(ステップH15)、続いて、1Pプレイヤのバトル終了フラグ360が「0」であるか否かを判断する(ステップH16)。1Pプレイヤのバトル終了フラグ360が「1」であれば、直ちに、戦闘を終了する。 Next, a battle check sequence is executed (step H14), followed by an action control sequence (step H15). Subsequently, it is determined whether or not the 1P player's battle end flag 360 is “0”. (Step H16). If the 1P player's battle end flag 360 is “1”, the battle is immediately ended.
 これらステップH14とステップH15とステップH16により、対戦の勝敗が決定しておらず対戦中であり(ステップH14)、かつ、1Pプレイヤのターン(攻撃の順番)であり(ステップH15)、かつ、対戦が終了していない(ステップH16)ことをチェックする。 In step H14, step H15, and step H16, the winning or losing of the battle is not determined and the battle is in progress (step H14), the turn of the 1P player (attack order) (step H15), and the battle Is not completed (step H16).
 1Pプレイヤのバトル終了フラグ360が「0」であれば、次に、1Pプレイヤのターンゲージカウンタ300が「100」であるか否かを判断する(ステップH17)。1Pプレイヤのターンゲージカウンタ300が「100」でなければ、ステップH14に戻る。 If the 1P player's battle end flag 360 is “0”, it is next determined whether or not the 1P player's turn gauge counter 300 is “100” (step H17). If the turn gauge counter 300 of the 1P player is not “100”, the process returns to step H14.
 1Pプレイヤのターンゲージカウンタ300が「100」となっていれば、1Pプレイヤのガード選択時間の計測を開始する(ステップH18)。 If the turn gauge counter 300 of the 1P player is “100”, measurement of the guard selection time of the 1P player is started (step H18).
 次に、バトルチェックシーケンスを実行し(ステップH19)、続いて、行動制御シーケンスを実行し(ステップH20)、続いて、1Pプレイヤのバトル終了フラグ360が「0」であるか否かを判断する(ステップH21)。1Pプレイヤのバトル終了フラグ360が「1」であれば、直ちに、戦闘を終了する。 Next, a battle check sequence is executed (step H19), then an action control sequence is executed (step H20), and then it is determined whether or not the battle end flag 360 of the 1P player is “0”. (Step H21). If the 1P player's battle end flag 360 is “1”, the battle is immediately ended.
 1Pプレイヤのバトル終了フラグ360が「0」であれば、次に、1Pプレイヤが攻撃カードを1枚選択するのを待つ(ステップH22)。 If the 1P player's battle end flag 360 is “0”, then it waits for the 1P player to select one attack card (step H22).
 1Pプレイヤが攻撃カードを1枚選択すると、1Pプレイヤの攻撃回数カウンタ320を「1」増加させ(ステップH23)、1Pプレイヤのラッシュポイントカウンタ340を所定の値だけ増加させる(ステップH24)。 When the 1P player selects one attack card, the attack count counter 320 of the 1P player is increased by “1” (step H23), and the rush point counter 340 of the 1P player is increased by a predetermined value (step H24).
 次に、バトルチェックシーケンスを実行し(ステップH25)、続いて、行動制御シーケンスを実行し(ステップH26)、続いて、1Pプレイヤのバトル終了フラグ360が「0」であるか否かを判断する(ステップH27)。1Pプレイヤのバトル終了フラグ360が「1」であれば、直ちに、戦闘を終了する。 Next, a battle check sequence is executed (step H25), then an action control sequence is executed (step H26), and then it is determined whether or not the battle end flag 360 of the 1P player is “0”. (Step H27). If the 1P player's battle end flag 360 is “1”, the battle is immediately ended.
 次に、1Pプレイヤがカード確定ボタンを押下したか否か判断する(ステップH28)。 Next, it is determined whether or not the 1P player has pressed the card confirmation button (step H28).
 1Pプレイヤがカード確定ボタンを押下していなければ、ステップH19に戻り、ステップH19~H28により、1Pプレイヤが次の攻撃カードを選択した際の処理を実行する。 If the 1P player has not pressed the card confirmation button, the process returns to step H19, and the processing when the 1P player selects the next attack card is executed in steps H19 to H28.
 1Pプレイヤがカード確定ボタンを押下した場合には、1Pプレイヤのカード確定フラグ330に「1」をセットし(ステップH29)、1Pプレイヤのカード選択時間カウンタ310を停止させ、カード選択時間の計測を終了する(ステップH30)。 When the 1P player presses the card determination button, “1” is set to the card determination flag 330 of the 1P player (step H29), the card selection time counter 310 of the 1P player is stopped, and the card selection time is measured. End (step H30).
 次に、1Pプレイヤのカード選択時間が、攻撃回数(攻撃カードの選択枚数)に応じて定められた標準的な選択時間よりも短いか否か判断する(ステップH31)。1Pプレイヤのカード選択時間が標準的な選択時間よりも短い場合には、1Pプレイヤと2Pプレイヤ共有のラッシュポイントカウンタ340を所定の値だけ増加させる(ステップH32)。 Next, it is determined whether or not the card selection time of the 1P player is shorter than the standard selection time determined according to the number of attacks (selected number of attack cards) (step H31). When the card selection time of the 1P player is shorter than the standard selection time, the rush point counter 340 shared by the 1P player and the 2P player is increased by a predetermined value (step H32).
 次に、1Pプレイヤのカード選択時間カウンタ310に「0」にリセットし(ステップH33)、1Pプレイヤのターンゲージカウンタ300を「0」にリセットし(ステップH35)する。 Next, the card selection time counter 310 of the 1P player is reset to “0” (step H33), and the turn gauge counter 300 of the 1P player is reset to “0” (step H35).
 続いて、全プレイヤ(1PプレイヤとCOMプレイヤ)のターンゲージカウンタ300の上昇速度を変更する(ステップH35)。 Subsequently, the rising speed of the turn gauge counter 300 of all players (1P player and COM player) is changed (step H35).
 次に、1Pプレイヤが選択した攻撃カードに基づいた攻撃シーケンスを実行する(ステップH36)。 Next, an attack sequence based on the attack card selected by the 1P player is executed (step H36).
 攻撃シーケンスを終了すると、バトルチェックシーケンスを実行し(ステップH37)、続いて、行動制御シーケンスを実行し(ステップH38)、続いて、1Pプレイヤのバトル終了フラグ360が「0」であるか否かを判断する(ステップH39)。1Pプレイヤのバトル終了フラグ360が「1」であれば、直ちに、戦闘を終了する。 When the attack sequence ends, a battle check sequence is executed (step H37), followed by an action control sequence (step H38). Subsequently, whether or not the battle end flag 360 of the 1P player is “0”. Is determined (step H39). If the 1P player's battle end flag 360 is “1”, the battle is immediately ended.
 次に、1Pプレイヤと2Pプレイヤ共有のラッシュポイントが、プレイヤキャラクタのノルマの値(例えば100)以上であるか否か判断する(ステップH40)。1Pプレイヤのラッシュポイントが所定の値に達していなければ、ステップH13に戻り、それ以降の処理を繰り返す。 Next, it is determined whether or not the rush point shared by the 1P player and the 2P player is equal to or greater than the player character's normal value (for example, 100) (step H40). If the rush point of the 1P player has not reached the predetermined value, the process returns to step H13 and the subsequent processing is repeated.
 1Pプレイヤのラッシュポイントが所定の値に達していると、2Pプレイヤのターンゲージカウンタ300を「0」にリセットし(ステップH41)、1Pプレイヤのプレイヤキャラクタと2Pプレイヤのプレイヤキャラクタが特殊な攻撃を行うラッシュシーケンスを実行する(ステップH42)。 When the rush point of the 1P player has reached a predetermined value, the turn gauge counter 300 of the 2P player is reset to “0” (step H41), and the 1P player player character and the 2P player player character make a special attack. The rush sequence to be performed is executed (step H42).
 次に、バトルチェックシーケンスを実行し(ステップH43)、続いて、行動制御シーケンスを実行し(ステップH44)、続いて、1Pプレイヤのバトル終了フラグ360が「0」であるか否かを判断する(ステップH45)。1Pプレイヤのバトル終了フラグ360が「1」であれば、直ちに、戦闘を終了する。 Next, a battle check sequence is executed (step H43), followed by an action control sequence (step H44). Subsequently, it is determined whether or not the 1P player's battle end flag 360 is “0”. (Step H45). If the 1P player's battle end flag 360 is “1”, the battle is immediately ended.
 次に、1Pプレイヤと2Pプレイヤ共有のラッシュポイントカウンタ340を「0」にリセットし(ステップH46)、続いて、1Pプレイヤの攻撃回数カウンタ320を「0」にリセットし(ステップH47)、続いて、ステップH13に戻り、それ以降の処理を繰り返す。 Next, the rush point counter 340 shared by the 1P player and the 2P player is reset to “0” (step H46), and then the attack number counter 320 of the 1P player is reset to “0” (step H47). Returning to Step H13, the subsequent processing is repeated.
 (サブルーチン:バトルチェックシーケンス)
 バトルチェックシーケンスとは、対戦ゲームの勝敗をチェックするためのサブルーチンである。メインルーチンのステップH14、I14、J14等で実行される。図41に2対1対戦でのバトルチェックシーケンスのフローチャートを示す。
(Subroutine: Battle check sequence)
The battle check sequence is a subroutine for checking the victory or defeat of the battle game. It is executed in steps H14, I14, J14, etc. of the main routine. FIG. 41 shows a flowchart of a battle check sequence in a 2: 1 match.
 まず、ゲームの残り時間があるか否か判断する(ステップK10)。 First, it is determined whether or not there is a remaining game time (step K10).
 ゲームの残り時間があると判断されると、続いて、1Pプレイヤの体力(HP)があるか否か判断する(ステップK11)。1Pプレイヤの体力(HP)がないと判断されると、続いて、2Pプレイヤの体力(HP)があるか否か判断する(ステップK12)。 If it is determined that there is a game remaining time, it is subsequently determined whether or not there is physical strength (HP) of the 1P player (step K11). If it is determined that there is no physical strength (HP) of the 1P player, it is then determined whether there is physical strength (HP) of the 2P player (step K12).
 1Pプレイヤの体力(HP)又は2Pプレイヤの体力(HP)のいずれかがあると判断されると、続いて、COMプレイヤの体力(HP)があるか否か判断する(ステップK13)。COMプレイヤの体力(HP)があると判断されると、このサブルーチンを終了して、メインルーチンに戻る。 If it is determined that either the physical strength (HP) of the 1P player or the physical strength (HP) of the 2P player is present, it is then determined whether or not the physical strength (HP) of the COM player is present (step K13). If it is determined that there is physical strength (HP) of the COM player, this subroutine is terminated and the process returns to the main routine.
 ゲームの残り時間がなくなったと判断されるか、1Pプレイヤの体力(HP)及び2Pプレイヤの体力(HP)がなくなったと判断されるか、COMプレイヤの体力(HP)がなくなったと判断されると、戦闘が終了するので、バトル終了フラグ360を「1」にセットする(ステップK14)。 When it is determined that the remaining time of the game has been exhausted, it is determined that the physical strength (HP) of the 1P player and the physical strength (HP) of the 2P player have been exhausted, or the physical strength (HP) of the COM player has been exhausted, Since the battle ends, the battle end flag 360 is set to “1” (step K14).
 続いて、1Pプレイヤの体力(HP)と2Pプレイヤの体力(HP)の合計値と、COMプレイヤの体力(HP)とを比較する(ステップK15)。 Subsequently, the total value of the physical strength (HP) of the 1P player and the physical strength (HP) of the 2P player is compared with the physical strength (HP) of the COM player (step K15).
 1Pプレイヤの体力(HP)と2Pプレイヤの体力(HP)の合計値が、COMプレイヤの体力(HP)より大きいと判断されると、1Pプレイヤと2Pプレイヤの勝利として、1Pプレイヤの勝利フラグ370と2Pプレイヤ勝利フラグ370に「1」をセットする(ステップK16)。 When it is determined that the total value of the physical strength (HP) of the 1P player and the physical strength (HP) of the 2P player is greater than the physical strength (HP) of the COM player, the victory flag 370 of the 1P player is determined as the victory of the 1P player and the 2P player. And 2P player victory flag 370 is set to “1” (step K16).
 COMプレイヤの体力(HP)が1Pプレイヤの体力(HP)と2Pプレイヤの体力(HP)の合計値より大きいと判断されると、COMプレイヤの勝利として、COMプレイヤの勝利フラグ370に「1」をセットする(ステップK16)。 When it is determined that the physical strength (HP) of the COM player is greater than the total value of the physical strength (HP) of the 1P player and the physical strength (HP) of the 2P player, “1” is set in the victory flag 370 of the COM player as a victory of the COM player. Is set (step K16).
 (サブルーチン:行動制御シーケンス)
 行動制御シーケンスとは、自分のターン(攻撃の順番)でない場合には、ステップの進行を止まらせるためのサブルーチンである。メインルーチンのステップH15、I15、J15等で実行される。図42に2対1対戦での行動制御シーケンスのフローチャートを示す。
(Subroutine: Behavior control sequence)
The action control sequence is a subroutine for stopping the progress of a step when it is not its turn (attack order). It is executed in steps H15, I15, J15, etc. of the main routine. FIG. 42 shows a flowchart of an action control sequence in a 2: 1 match.
 まず、メインルーチンのプレイヤが、1Pプレイヤであるか否か判断する(ステップL10)。 First, it is determined whether or not the main routine player is a 1P player (step L10).
 メインルーチンのプレイヤが1Pプレイヤであれば、先に、COMプレイヤのカード確定フラグ330が「0」であるか否かを判断し(ステップL11)、次に、2Pプレイヤのカード確定フラグ330が「0」であるか否かを判断する(ステップL12)。 If the player of the main routine is a 1P player, it is first determined whether or not the card determination flag 330 of the COM player is “0” (step L11), and then the card determination flag 330 of the 2P player is “ It is determined whether or not “0” (step L12).
 2Pプレイヤのカード確定フラグ330が「0」でない場合には、1Pプレイヤのターンゲージカウンタ300が「100」であるか否か判断し(ステップL13)、1Pプレイヤのターンゲージカウンタ300が「100」でなければステップL12に戻る。 When the card determination flag 330 of the 2P player is not “0”, it is determined whether or not the turn gauge counter 300 of the 1P player is “100” (step L13), and the turn gauge counter 300 of the 1P player is “100”. Otherwise, the process returns to step L12.
 ステップL10でメインルーチンのプレイヤが1Pプレイヤでなければ、メインルーチンのプレイヤが2Pプレイヤである否か判断する(ステップL14)。 If it is determined in step L10 that the main routine player is not a 1P player, it is determined whether or not the main routine player is a 2P player (step L14).
 メインルーチンのプレイヤが2Pプレイヤであれば、先に、COMプレイヤのカード確定フラグ330が「0」であるか否かを判断し(ステップL15)、次に、1Pプレイヤのカード確定フラグ330が「0」であるか否かを判断する(ステップL16)。 If the player of the main routine is a 2P player, it is first determined whether or not the card determination flag 330 of the COM player is “0” (step L15), and then the card determination flag 330 of the 1P player is “ It is determined whether or not “0” (step L16).
 1Pプレイヤのカード確定フラグ330が「0」でない場合には、2Pプレイヤのターンゲージカウンタ300が「100」であるか否か判断し(ステップL17)、2Pプレイヤのターンゲージカウンタ300が「100」でなければステップL16に戻る。 If the card determination flag 330 of the 1P player is not “0”, it is determined whether or not the turn gauge counter 300 of the 2P player is “100” (step L17), and the turn gauge counter 300 of the 2P player is “100”. Otherwise, the process returns to step L16.
 ステップL14でメインルーチンのプレイヤが2Pプレイヤでなければ、先に、1Pプレイヤのカード確定フラグ330が「0」であるか否かを判断し(ステップL18)、次に、2Pプレイヤのカード確定フラグ330が「0」であるか否かを判断する(ステップL19)。2Pプレイヤのカード確定フラグ330が「0」でない場合は、ステップL18に戻る。 If the main routine player is not the 2P player in step L14, it is first determined whether or not the card determination flag 330 of the 1P player is “0” (step L18), and then the card determination flag of the 2P player. It is determined whether or not 330 is “0” (step L19). If the card determination flag 330 of the 2P player is not “0”, the process returns to step L18.
 これにより、自分のターン(攻撃の順番)でないプレイヤのメインルーチンから呼び出された場合には、この行動制御ルーチンによりメインルーチンのステップの進行が止まることになる。 Thus, when called from the main routine of the player who is not his turn (attack order), the progress of the main routine step is stopped by this action control routine.
 (サブルーチン:攻撃シーケンス)
 攻撃シーケンスとは、プレイヤが選択した攻撃カードにより攻撃を行うためのサブルーチンである。メインルーチンのステップH36、I36、J36で実行される。図43に2対1対戦での攻撃シーケンスのフローチャートを示す。
(Subroutine: Attack sequence)
The attack sequence is a subroutine for performing an attack with the attack card selected by the player. This is executed in steps H36, I36 and J36 of the main routine. FIG. 43 shows a flowchart of an attack sequence in a 2: 1 match.
 まず、メインルーチンのプレイヤが、1Pプレイヤであるか否か判断する(ステップM10)。メインルーチンのプレイヤが1Pプレイヤでない場合、続いて、メインルーチンのプレイヤが、2Pプレイヤであるか否か判断する(ステップM11)。 First, it is determined whether or not the main routine player is a 1P player (step M10). If the main routine player is not a 1P player, it is then determined whether or not the main routine player is a 2P player (step M11).
 メインルーチンのプレイヤが1Pプレイヤであれば、1PプレイヤをプレイヤAに設定し(ステップM11)、メインルーチンのプレイヤが2Pプレイヤであれば、2PプレイヤをプレイヤAに設定する。そして、プレイヤAが前衛になるように、1Pプレイヤと2Pプレイヤの前衛と後衛を決定する。 If the main routine player is a 1P player, the 1P player is set as the player A (step M11), and if the main routine player is the 2P player, the 2P player is set as the player A. Then, the avant-garde and the avant-garde of the 1P player and the 2P player are determined so that the player A becomes a vanguard.
 メインルーチンのプレイヤが1Pプレイヤでも2Pプレイヤでもない場合には、COMプレイヤをプレイヤAに設定する(ステップM15)。そして、相手プレイヤの前衛、後衛を判別し、前衛を対戦相手とみなす(ステップM16)。 If the player of the main routine is neither a 1P player nor a 2P player, the COM player is set as the player A (step M15). The opponent player's avant-garde and avant-garde are discriminated and the avant-garde is regarded as the opponent (step M16).
 次に、使用する攻撃カードを判定して攻撃を行うカード判定処理を行う(ステップM17)。 Next, card determination processing for determining an attack card to be used and performing an attack is performed (step M17).
 カード判定処理を終了すると、プレイヤAのラッシュポイント上昇フラグ350が「1」であるか否か判断する(ステップM18)。 When the card determination process ends, it is determined whether or not the rush point increase flag 350 of the player A is “1” (step M18).
 プレイヤAのラッシュポイント上昇フラグ350が「1」であると判断されると、プレイヤAのラッシュポイントカウンタ340を上昇させる(ステップM19)。 When it is determined that the rush point increase flag 350 of the player A is “1”, the rush point counter 340 of the player A is increased (step M19).
 プレイヤAのラッシュポイント上昇フラグ350が「1」でないと判断されると、対戦相手のラッシュポイント上昇フラグ350が「1」であるか否か判断する(ステップM20)。 When it is determined that the rush point increase flag 350 of the player A is not “1”, it is determined whether or not the rush point increase flag 350 of the opponent is “1” (step M20).
 対戦相手のラッシュポイント上昇フラグ350が「1」であると判断されると、対戦相手のラッシュポイントカウンタ340を上昇させる(ステップM21)。 When it is determined that the opponent's rush point increase flag 350 is “1”, the opponent's rush point counter 340 is increased (step M21).
 続いて、1Pプレイヤと2PプレイヤとCOMプレイヤのラッシュポイント上昇フラグ350を「0」にリセットし(ステップM22)、続いて、プレイヤAの攻撃回数カウンタ320の値を1だけ減算する(ステップM23)。 Subsequently, the rush point increase flag 350 of the 1P player, 2P player, and COM player is reset to “0” (step M22), and then the value of the attack number counter 320 of the player A is decremented by 1 (step M23). .
 次に、プレイヤAの攻撃回数カウンタ320の値が「0」であるか否か判断する(ステップM24)。プレイヤAの攻撃回数カウンタ320の値が「0」でなければ、ステップM17に戻り、残っている攻撃カードによる攻撃を行う。 Next, it is determined whether or not the value of the attack number counter 320 of the player A is “0” (step M24). If the value of the attack number counter 320 of the player A is not “0”, the process returns to step M17 and an attack with the remaining attack card is performed.
 プレイヤAの攻撃回数カウンタ320の値が「0」であれば、この攻撃シーケンスのサブルーチンを終了してメインルーチンに戻る。 If the value of the attack count counter 320 of the player A is “0”, the attack sequence subroutine is terminated and the process returns to the main routine.
 (サブルーチン:カード判定処理)
 カード判定処理とは、プレイヤが使用する攻撃カードの種別を判定して攻撃を行うためのサブルーチンである。2対1対戦でのカード判定処理は、1対1対戦のカード判定処理と同様であるので、説明を省略する。
(Subroutine: card determination process)
The card determination process is a subroutine for performing an attack by determining the type of attack card used by the player. Since the card determination process in the two-on-one battle is the same as the card determination process in the one-on-one battle, the description thereof is omitted.
 (サブルーチン:ラッシュシーケンス)
 ラッシュシーケンスとは、プレイヤのラッシュポイントが所定の値に達した場合に、特別に強力なラッシュ攻撃を行うか否かを判定するためのサブルーチンである。メインルーチンのステップH42、I42、J42で実行される。図44及び図45にラッシュシーケンスのフローチャートを示す。
(Subroutine: Rush sequence)
The rush sequence is a subroutine for determining whether or not to perform a particularly powerful rush attack when the player's rush point reaches a predetermined value. This is executed in steps H42, I42 and J42 of the main routine. 44 and 45 show flowcharts of the rush sequence.
 まず、全員のターンゲージ上昇速度を「0」にリセットし(ステップN10)、続いて、プレイヤキャラクタごとに決められた目標ラッシュ数、すなわち、それぞれのプレイヤキャラクタに定められたノルマ値、を設定する(ステップN11)。 First, the turn gauge rising speed of all the members is reset to “0” (step N10), and then a target rush number determined for each player character, that is, a normal value determined for each player character is set. (Step N11).
 次に、メインルーチンのプレイヤがCOMプレイヤである否か判断する(ステップN12)。COMプレイヤであれば、COMプレイヤの目標ラッシュ数を最終目標ラッシュ数に設定する(ステップN13)。 Next, it is determined whether or not the main routine player is a COM player (step N12). If it is a COM player, the target rush number of the COM player is set to the final target rush number (step N13).
 メインルーチンのプレイヤがCOMプレイヤでなければ、1Pプレイヤの目標ラッシュ数が2Pプレイヤの目標ラッシュ数より多いか否か判断する(ステップM14)。 If the main routine player is not a COM player, it is determined whether or not the target rush number of the 1P player is larger than the target rush number of the 2P player (step M14).
 1Pプレイヤの目標ラッシュ数が2Pプレイヤの目標ラッシュ数より多い場合には、1Pプレイヤの目標ラッシュ数を最終目標ラッシュ数に設定する(ステップN15)。 When the target rush number of the 1P player is larger than the target rush number of the 2P player, the target rush number of the 1P player is set as the final target rush number (step N15).
 逆に、2Pプレイヤの目標ラッシュ数が1Pプレイヤの目標ラッシュ数より多い場合には、2Pプレイヤの目標ラッシュ数を最終目標ラッシュ数に設定する(ステップN16)。 Conversely, when the target rush number of the 2P player is larger than the target rush number of the 1P player, the target rush number of the 2P player is set as the final target rush number (step N16).
 続いて、プレイヤキャラクタごとに定められた奥義タイプカード種を設定し(ステップN17)、続いて、ラッシュ攻撃の制限時間を設定する(ステップN18)。 Subsequently, a secret type card type determined for each player character is set (step N17), and then a time limit for a rush attack is set (step N18).
 ラッシュ攻撃の初期設定が終了すると、ラッシュ攻撃の制限時間のカウントダウンを開始する(ステップN19)。 When the initial setting of the rush attack is completed, the countdown of the time limit for the rush attack is started (step N19).
 次に、ラッシュ攻撃の制限時間が残っているか否か判断する(ステップN20)。ラッシュ攻撃の制限時間が残っている場合には、手札に選択可能なカードがあるか否か判断する(ステップN21)。 Next, it is determined whether or not the time limit for the rush attack remains (step N20). If the rush attack time limit remains, it is determined whether there is a selectable card in the hand (step N21).
 手札に選択可能なカードがある場合には、カードを選択し(ステップN22)、ラッシュ数(ラッシュポイント)を1だけ加算する(ステップN23)。 If there is a selectable card in the hand, the card is selected (step N22), and the rush number (rush point) is incremented by 1 (step N23).
 次に、奥義タイプと同じカードを選択したか否か判断する(ステップN24)。奥義タイプと同じカードを選択した場合には、ラッシュ数にタイプボーナス値を加算する(ステップN25)。 Next, it is determined whether or not the same card as the mystery type has been selected (step N24). If the same card as the mystery type is selected, the type bonus value is added to the number of rushes (step N25).
 次に、ラッシュ数が最終目標ラッシュ数より少ないか否か判断する(ステップN40)。ラッシュ数が目標ラッシュ数より少ない場合には、確定ボタンが押されたか否か判断する(ステップN41)。 Next, it is determined whether or not the number of rushes is smaller than the final target rush number (step N40). If the number of rushes is less than the target number of rushes, it is determined whether or not the confirm button has been pressed (step N41).
 確定ボタンが押された場合には、次に、攻撃が一定コンボ以上つながったか否か判断する(ステップN42)。攻撃が一定コンボ以上つながった場合には、ラッシュ数にボーナスラッシュ数を加算する(ステップN43)。 If the confirm button has been pressed, it is next determined whether or not the attack is connected to a certain combo or more (step N42). If the attack is connected more than a certain combo, the bonus rush number is added to the rush number (step N43).
 次に、ラッシュ数が目標ラッシュ数より少ないか否か判断する(ステップN44)。ラッシュ数が目標ラッシュ数より少ない場合には、ステップN20に戻り、以降の処理を繰り返す。 Next, it is determined whether or not the number of rushes is smaller than the target number of rushes (step N44). If the number of rushes is less than the target number of rushes, the process returns to step N20 and the subsequent processing is repeated.
 ステップN40でラッシュ数が最終目標ラッシュ数より少ない場合には、メインルーチンのプレイヤがCOMプレイヤであるか否か判断する(ステップN45)。メインルーチンのプレイヤがCOMプレイヤであるときには、COMプレイヤの奥義トータルダメージを対戦相手全員に与える攻撃を行う(ステップN46)。 If the number of rushes is smaller than the final target rush number in Step N40, it is determined whether or not the main routine player is a COM player (Step N45). When the player of the main routine is a COM player, an attack that causes all the opponents of the COM player's secret total damage is performed (step N46).
 メインルーチンのプレイヤがCOMプレイヤでないときには、1Pプレイヤの奥義ダメージと2Pプレイヤの奥義ダメージを加算したものを奥義タートルダメージとして(ステップN47)、奥義トータルダメージを対戦相手全員に与える処理を行う(ステップN4
8)。
When the main routine player is not a COM player, the sum of the 1P player's mysterious damage and the 2P player's mysterious damage is defined as mysterious turtle damage (step N47), and a process of giving mysterious total damage to all opponents is performed (step N4).
8).
 ラッシュシーケンスの最後では、プレイヤが1Pプレイヤである否か判断し(ステップN49)、プレイヤが1Pプレイヤであれば、1Pプレイヤのメインルーチンに戻り、プレイヤが1Pプレイヤでなければ、2Pプレイヤのメインルーチンに戻る。 At the end of the rush sequence, it is determined whether or not the player is a 1P player (step N49). If the player is a 1P player, the process returns to the main routine of the 1P player, and if the player is not a 1P player, the main routine of the 2P player. Return to.
 ステップN20でラッシュ制限時間に達していると判断された場合には、メインルーチンのプレイヤがCOMプレイヤであるか否か判断する(ステップN26)。COMプレイヤである場合には、ラッシュ数に応じたダメージを対戦相手に与え(ステップN27)、COMプレイヤのメインルーチンに戻る。 If it is determined in step N20 that the rush time limit has been reached, it is determined whether or not the main routine player is a COM player (step N26). If the player is a COM player, damage according to the number of rushes is given to the opponent (step N27), and the routine returns to the main routine of the COM player.
 ステップN26でメインルーチンのプレイヤがCOMプレイヤでないと判断された場合には、ラッシュ数が1Pプレイヤの目標ラッシュ数に達しているか否か判断する(ステップN28)。ラッシュ数が目標ラッシュ数に達している場合には、そのラッシュ数が2Pプレイヤの目標ラッシュ数に達しているか否か判断する(ステップN29)。 If it is determined in step N26 that the main routine player is not a COM player, it is determined whether or not the rush number has reached the target rush number of the 1P player (step N28). If the rush number has reached the target rush number, it is determined whether or not the rush number has reached the target rush number of the 2P player (step N29).
 ラッシュ数が1Pプレイヤの目標ラッシュ数にも2Pプレイヤの目標ラッシュ数にも達している場合には、1Pプレイヤの奥義ダメージと2Pプレイヤの奥義ダメージの合計値を、奥義トータルダメージとする(ステップN30)。 When the number of rushes reaches both the target rush number of the 1P player and the target rush number of the 2P player, the total value of the mysterious damage of the 1P player and the mysterious damage of the 2P player is set as the mysterious total damage (step N30). ).
 ステップN29でラッシュ数が2Pプレイヤの目標ラッシュ数に達していないと判断された場合には、1Pプレイヤの奥義ダメージを奥義トータルダメージとする(ステップN31)。 If it is determined in step N29 that the number of rushes has not reached the target rush number of the 2P player, the mysterious damage of the 1P player is set as mysterious total damage (step N31).
 ステップN28でラッシュ数が1Pプレイヤの目標ラッシュ数に達していないと判断された場合には、2Pプレイヤの目標ラッシュ数と1Pプレイヤの目標ラッシュ数を比較する(ステップM32)。 If it is determined in step N28 that the number of rushes has not reached the target rush number of the 1P player, the target rush number of the 2P player is compared with the target rush number of the 1P player (step M32).
 2Pプレイヤの目標ラッシュ数が1Pプレイヤの目標ラッシュ数より多い場合には、2Pプレイヤの奥義ダメージを奥義トータルダメージとする(ステップN33)。 When the target rush number of the 2P player is larger than the target rush number of the 1P player, the mysterious damage of the 2P player is set as the mysterious total damage (step N33).
 ステップN30、N31、N32において決定した奥義トータルダメージを対戦相手に与える攻撃を行う(ステップN50)。 Execute an attack that gives the mysterious total damage determined in Steps N30, N31, and N32 to the opponent (Step N50).
 ステップN32で2Pプレイヤの目標ラッシュ数が1Pプレイヤの目標ラッシュ数より少ないと判断された場合には、ラッシュ数に応じたダメージを対戦相手に与える(ステップN52)。 If it is determined in step N32 that the target rush number of the 2P player is less than the target rush number of the 1P player, damage corresponding to the rush number is given to the opponent (step N52).
 ラッシュシーケンスの最後では、プレイヤが1Pプレイヤである否か判断し(ステップN51)、プレイヤが1Pプレイヤであれば、1Pプレイヤのメインルーチンに戻り、プレイヤが1Pプレイヤでなければ、2プレイヤのメインルーチンに戻る。 At the end of the rush sequence, it is determined whether or not the player is a 1P player (step N51). If the player is a 1P player, the process returns to the main routine of the 1P player. Return to.
 [変形実施形態]
 以上、本発明の好ましい実施の形態について説明したが、本発明は上記実施形態に限らず種々の変形が可能である。
[Modified Embodiment]
As mentioned above, although preferable embodiment of this invention was described, this invention is not restricted to the said embodiment, A various deformation | transformation is possible.
 例えば、上記実施形態では、バーコードが記された遊戯カードを用いたが、コードを読み込むことができれば、他の手段によりカードにコードを付与してもよい。また、コードもバーコードに限定されず、個々の情報を識別可能であれば、QRコードやSPコードのような2次元コードやそのほかの方法を用いても良い。 For example, in the above embodiment, a game card with a barcode is used, but the code may be given to the card by other means as long as the code can be read. Further, the code is not limited to a barcode, and a two-dimensional code such as a QR code or an SP code or other methods may be used as long as individual information can be identified.
 例えば、OCR文字記載のカード、磁気カード、ICカード等を用いてもよい。更に、遊戯カードに限らず、情報を記憶できるものであれば、他の形態の外部情報記憶媒体であってもよい。したがって、それぞれを識別する遊戯媒体として、光学的・電気的・電子的な方法その他の方法を用いて個々の遊戯媒体を識別可能な読み取り方法によって読み取ることが可能であれば、本願に記載した遊戯カードに限定されない。たとえば、メダル形状のもの、人や動物や植物、あるいは空想上の生き物などを形作ったフィギュア形状のものを遊戯媒体として用いてもよい。

 また、遊戯媒体と同様の複数のデータをプレイヤが自由にゲームプログラム上で組み合わせてもよい。データをゲームプログラム上で組み合わせる場合、読取装置は必須ではなく、コンピュータがゲームプログラムを記憶した記憶媒体内に保存してあるデータを読み込み、それらを遊戯媒体に代わるものとして利用することが可能である。
For example, a card written with OCR characters, a magnetic card, an IC card, or the like may be used. Furthermore, the external information storage medium of another form may be sufficient as long as it can memorize | store not only a game card but information. Therefore, as long as it is possible to read each game medium by an identifiable reading method using an optical, electrical, electronic method or other method as a game medium for identifying each, the game described in the present application. It is not limited to cards. For example, a medal-shaped thing, a figure shape shaped like a person, an animal, a plant, or a fantasy creature may be used as a play medium.

Further, the player may freely combine a plurality of data similar to the game medium on the game program. When combining data on a game program, a reading device is not essential, and it is possible for a computer to read data stored in a storage medium storing a game program and use them as an alternative to a game medium. .
 また、上記実施形態では、遊戯カードを用いて攻撃カードを決定したが、他の態様の遊戯カードでもよい。また、カードに限らずいかなる態様の媒体でもよい。更に、物理的な媒体として存在しなくても、表示画面に表示される仮想的な媒体であってもよい。 In the above embodiment, an attack card is determined using a game card, but a game card of another mode may be used. The medium is not limited to a card, and may be any medium. Furthermore, even if it does not exist as a physical medium, it may be a virtual medium displayed on the display screen.
 また、上記実施形態では、遊戯者又は遊戯者のゲームキャラクタが格闘したが、他の種類のゲームにより対戦するようにしてもよい。 In the above embodiment, the player or the game character of the player has struggled, but it may be possible to play against other types of games.
 また、上記実施形態では、ゲームセンタに設置された所謂アーケード型のゲーム装置を例として説明したが、家庭用ゲーム装置や、パーソナルコンピュータ、あるいは携帯電話機等を用いたゲームにも適用することができる。 In the above embodiment, a so-called arcade game device installed in a game center has been described as an example, but the present invention can also be applied to a game using a home game device, a personal computer, a mobile phone, or the like. .
 また、上記実施形態では、カードの並ぶ順番によるデータの変更を受けていなかったが、カードの順番によって、武器カードがプレイヤ側にとって手前にあるのであれば、制御装置に読み込んだあと、プログラム上で武器能力に追加効果を持たせても良く、また、防具カードがプレイヤ側によって手前にあるのであれば、上記と同様に武器能力に追加効果を持たせても良い。 Further, in the above embodiment, the data has not been changed according to the order in which the cards are arranged. However, if the weapon card is in front of the player due to the order of the cards, the data is read into the control device and then on the program. The weapon ability may have an additional effect, and if the armor card is in front of the player side, the weapon ability may have an additional effect as described above.
 また、上記実施形態では、3枚の遊戯カードを用いたが、遊戯カードの枚数は3枚に限定されるものではなく、読み込み装置によって読み込み可能であれば、何枚の遊戯カードを用いても良い。ただし、透明な遊戯カードを組み合わせた場合は、プレイヤがゲームを実行するにあたって、制御装置に読み込む前に視覚的に確認できるような枚数あるいはそのように視認可能にデザインされた遊戯カードであることが好ましい。 In the above embodiment, three game cards are used. However, the number of game cards is not limited to three, and any number of game cards can be used as long as they can be read by a reading device. good. However, when a transparent game card is combined, the number of game cards that can be visually confirmed before being read into the control device when the player executes the game, or such a game card that is designed to be visually recognized as such. preferable.
 また、上記実施形態では、戦士の格闘ゲームに本発明を適用したが、これに限られるものではない。例えば、次のような女児向けのファッションゲームに本発明を適用してもよい。 In the above embodiment, the present invention is applied to a warrior fighting game, but the present invention is not limited to this. For example, the present invention may be applied to the following fashion games for girls.
 ファッションの図柄が描かれた透明カードを重ね合わせて、組み合わせた図柄を視覚的に楽しませると共に、そのカード束を読取装置によって読み込ませる。 ¡Transparent cards with fashion symbols are stacked on top of each other to visually enjoy the combined symbols, and the card bundle is read by a reader.
 たとえば、本実施形態では、人物カードが一番後ろに置かれ、その上に武器カードと防具カードやアイテムカードを重ね合わせていたが、背景カードをプレイヤにとって視認する際に一番後ろとし、その上に人物カードを重ね合わせてもかまわない。 For example, in this embodiment, a person card is placed at the back, and a weapon card and an armor card or an item card are superimposed on the person card. A person card can be placed on top of it.
 また、本実施形態では、追加カードを、武器カードや防具カード、アイテムカードとしたが、これらは、たとえば、服の部位を示すカードとして、トップスカード(シャツやTシャツなどの上半身に着用させるもの)、ボトムスカード(スカートやズボンなどの下半身に着用させるもの)、シューズカード、アクセサリーカード、ヘアカード、ドレスアップカード、ワンピースカード、アウターカード(着用するトップスやボトムス、ワンピースの他に着用するコートやパーカー)等としてもよい。そのほかにも、背景カードに追加した特殊なシーンを演出するカードとしてシチュエーションカードや、表示装置における表示においても特殊な効果をもたらす必殺カードなどを用いてもよい。 In this embodiment, the additional cards are weapon cards, armor cards, and item cards. These cards are, for example, tops cards (those that are worn on the upper body of shirts, T-shirts, etc.) as cards indicating clothing parts. ), Bottoms card (things to be worn on the lower body such as skirts and pants), shoe cards, accessory cards, hair cards, dress-up cards, one-piece cards, outer cards (tops and bottoms to wear, coats to wear in addition to one-piece Parker) or the like. In addition, a situation card or a special card that produces a special effect in the display on the display device may be used as a card for producing a special scene added to the background card.
 このようなゲームの場合は、読み込まれたカードの種類に応じて、その組み合わせが良い組み合わせであるか否かを判定し、その結果をゲームに反映させてもよい。また、その結果を踏まえて、一般に音楽ゲームと呼ばれるゲームプログラムを実行し、たとえば、表示装置に表示する指示信号にタイミングよく、プレイヤが入力装置による入力を操作信号に行うことで、その得点とあわせて表示させてもよい。 In the case of such a game, it may be determined whether or not the combination is a good combination according to the type of the read card, and the result may be reflected in the game. In addition, based on the result, a game program generally called a music game is executed. For example, the player performs input by the input device to the operation signal in time with an instruction signal to be displayed on the display device. May be displayed.
 上記実施形態では、カードを組み合わせた際に、その組み合わせた結果を攻撃力や防御力に対してどのような影響があるかをカードの組み合わせのみでわかるように視覚的に表示させていたが、このようなファッションゲームの場合には、攻撃力や防御力のようなデータを設けないようにしてもよい。 In the above embodiment, when the cards are combined, the result of the combination is visually displayed so that only the combination of the cards shows the effect on the attack power and defense power. In the case of such a fashion game, data such as attack power and defense power may not be provided.
 なお、ファッションゲームの他にも、透明なカードを組み合わせて表示するものであればいかなる種類のゲームに本発明を適用してもよい。例えば、お菓子のデコレーションをプレイヤの好みによって組み合わせるゲームや、帽子やアクセサリなどを組み合わせるゲーム等に応用可能である。 In addition to the fashion game, the present invention may be applied to any type of game as long as it displays a combination of transparent cards. For example, the present invention can be applied to a game in which candy decorations are combined according to the player's preference, a game in which hats, accessories, and the like are combined.
 また、上記実施形態において用いるカードは、すべて可視光に対して透明な基体に印刷された遊戯カードを用いたが、本発明を実行可能であれば、可視光に対して透明な基体のみに限定されるものではなく、その素材を限定するものではない。例えば、上記実施形態において、カード束の一番下に配置される遊戯カードのみを紙を含む非透過性の基体を採用することも可能である。 The cards used in the above embodiment are all game cards printed on a substrate that is transparent to visible light. However, as long as the present invention can be implemented, the card is limited to only a substrate that is transparent to visible light. The material is not limited, and the material is not limited. For example, in the above embodiment, it is also possible to adopt a non-transparent substrate including paper only for the game cards arranged at the bottom of the card bundle.
 また、上記実施形態においては、カードデッキはあらかじめ所定の枚数のカードをシャッフルしたものを順番に表示し、プレイヤが確定したカードは順次「墓地」に格納し、所定の枚数分の表示が終わった段階で改めてシャッフルを行って表示しているが、「墓地」を設定することなくプレイヤがカードの選択を確定する毎に、次に表示するためのカードをランダムで表示するようにさせても良い。 Further, in the above embodiment, the card deck displays a predetermined number of cards shuffled in advance, the cards determined by the player are sequentially stored in the “graveyard”, and the display for the predetermined number of cards is finished. Shuffle is displayed again at each stage, but each time the player confirms the card selection without setting the “graveyard”, the card to be displayed next may be displayed at random. .
 本発明によるゲーム装置は、プレイヤの操作により自在に制御することができるゲームを提供するのに有用である。 The game device according to the present invention is useful for providing a game that can be freely controlled by a player's operation.
1…ゲーム装置
1a…筐体
2…ゲーム管理装置
3…ディスプレイ
4…スピーカ
5…入力装置
6…カード読取装置
10…カード束
11…カード(遊戯カード)
12…基体
13…白色印刷層
14…カラー印刷層
15…ニス塗布層
16…コード印刷層
16a…コードパターン
21…CPU
22…プログラムメモリ(ROM)
23…データメモリ(RAM、FlashROM)
24…インターフェース
25…ディスプレイ回路部
26…サウンド回路部
27…通信インターフェース回路
28…カード払出装置
61…カード挿入口
62…カード束認識センサ
63…発光素子
64…カメラ
643…CCDイメージセンサ
641…カメラレンズ
642…補正光学系
643…CCDイメージセンサ
65…カードデータ識別手段
651…CPU
652…RAM
653…プログラムROM
654…BOOTROM
655…通信I/F
656…発光素子駆動回路
657…カメラ駆動回路
658…バスアービタ
100…戦士カード
101…キャラクタ表示欄
102…属性表示欄
103…カード表示欄
104…バーコード欄
110…武器カード
111…武器表示欄
112…属性表示欄
113…カード表示欄
114…バーコード欄
120…防具カード
121…防具表示欄
122…属性表示欄
123…カード表示欄
124…バーコード欄
150…戦士カードのカードデータテーブル
160…武器カードのカードデータテーブル
170…防具カードのカードデータテーブル
200…1Pプレイヤデータテーブル
210…2Pプレイヤデータテーブル
220…COMプレイヤデータテーブル
300…ターンゲージカウンタ
310…カード選択時間カウンタ
320…攻撃回数カウンタ
330…カード確定フラグ
340…ラッシュポイントカウンタ
350…ラッシュポイント上昇フラグ
360…バトル終了フラグ
370…勝利フラグ
DESCRIPTION OF SYMBOLS 1 ... Game device 1a ... Case 2 ... Game management device 3 ... Display 4 ... Speaker 5 ... Input device 6 ... Card reader 10 ... Card bundle 11 ... Card (game card)
DESCRIPTION OF SYMBOLS 12 ... Base | substrate 13 ... White printing layer 14 ... Color printing layer 15 ... Varnish application layer 16 ... Code printing layer 16a ... Code pattern 21 ... CPU
22 ... Program memory (ROM)
23 ... Data memory (RAM, FlashROM)
24 ... interface 25 ... display circuit unit 26 ... sound circuit unit 27 ... communication interface circuit 28 ... card dispensing device 61 ... card insertion slot 62 ... card bundle recognition sensor 63 ... light emitting element 64 ... camera 643 ... CCD image sensor 641 ... camera lens 642 ... Correction optical system 643 ... CCD image sensor 65 ... Card data identification means 651 ... CPU
652 ... RAM
653 ... Program ROM
654 ... BOOTROM
655 ... Communication I / F
656... Light emitting element drive circuit 657... Camera drive circuit 658... Bus arbiter 100. Display field 113 ... Card display field 114 ... Barcode field 120 ... Armor card 121 ... Armor display field 122 ... Attribute display field 123 ... Card display field 124 ... Barcode field 150 ... Card data table 160 of warrior card ... Weapon card card Data table 170 ... Armor card data table 200 ... 1P player data table 210 ... 2P player data table 220 ... COM player data table 300 ... Turn gauge counter 310 ... Card selection time counter 320 ... Attack count counter 330 Card determination flag 340 ... rush point counter 350 ... rush point rise flag 360 ... Battle end flag 370 ... victory flag

Claims (13)

  1.  コンピュータを、
     遊戯者により操作される入力手段からの信号に基づいて、複数の第1の選択肢を決定する決定手段と、
     複数の第2の選択肢を設定する設定手段と、
     前記第1の選択肢と前記第2の選択肢から選出される第3の選択肢を、表示画面に表示する表示手段と、
     前記表示画面に表示される前記第3の選択肢から、前記遊戯者により操作される前記入力手段からの信号に基づいて第4の選択肢を選択する選択手段と、
     遊戯者により選択された前記第4の選択肢に基づいてゲームの進行を制御する制御手段と
     を有するゲーム装置として機能させるゲームプログラム。
    Computer
    A determining means for determining a plurality of first options based on a signal from an input means operated by a player;
    Setting means for setting a plurality of second options;
    Display means for displaying a third option selected from the first option and the second option on a display screen;
    Selecting means for selecting a fourth option from the third option displayed on the display screen based on a signal from the input means operated by the player;
    A game program that functions as a game device having control means for controlling the progress of a game based on the fourth option selected by a player.
  2.  コンピュータを、
     遊戯者により操作される第1の入力手段からの信号に基づいて、複数の第1の選択肢を決定する決定手段と、
     複数の第2の選択肢を設定する設定手段と、
     前記第1の選択肢と前記第2の選択肢から選出される第3の選択肢を、表示画面に表示する表示手段と、
     前記表示画面に表示される前記第3の選択肢から、前記遊戯者により操作される第2の入力手段からの信号に基づいて第4の選択肢を選択する選択手段と、
     遊戯者により選択された前記第4の選択肢に基づいてゲームの進行を制御する制御手段と
     を有するゲーム装置として機能させるゲームプログラム。
    Computer
    Determining means for determining a plurality of first options based on a signal from the first input means operated by the player;
    Setting means for setting a plurality of second options;
    Display means for displaying a third option selected from the first option and the second option on a display screen;
    Selecting means for selecting a fourth option from the third option displayed on the display screen based on a signal from a second input means operated by the player;
    A game program that functions as a game device having control means for controlling the progress of a game based on the fourth option selected by a player.
  3.  請求項1又は2記載のゲームプログラムにおいて、
     前記決定手段は、
     選択肢を含む選択肢入力媒体が入力された前記入力手段からの信号に基づいて、前記複数の第1の選択肢を決定する
     ことを特徴とするゲームプログラム。
    In the game program according to claim 1 or 2,
    The determining means includes
    A game program, wherein the plurality of first options are determined based on a signal from the input means to which an option input medium including options is input.
  4.  請求項3記載のゲームプログラムにおいて、
     前記選択肢入力媒体として、前記第1の選択肢を含む第1の選択肢入力媒体と、前記第1の選択肢の一部を変更する第2の選択肢入力媒体とが用意されており、
     前記決定手段は、
     前記第1の選択肢入力媒体と前記第2の入力媒体とが入力された前記入力手段からの信号に基づいて、前記第1の選択肢の一部の選択肢を変更する
     ことを特徴とするゲームプログラム。
    In the game program according to claim 3,
    As the option input medium, a first option input medium including the first option and a second option input medium for changing a part of the first option are prepared,
    The determining means includes
    A game program that changes some of the options of the first option based on a signal from the input means to which the first option input medium and the second input medium are input.
  5.  請求項3又は4記載のゲームプログラムにおいて、
     前記選択肢入力媒体は、前記選択肢が表示されたカードである
     ことを特徴とするゲームプログラム。
    The game program according to claim 3 or 4,
    The game program, wherein the option input medium is a card on which the option is displayed.
  6.  請求項5記載のゲームプログラムにおいて、
     前記決定手段は、
     複数のカードを重ね合わせたカード束を認識する前記入力手段からの信号に基づいて、前記複数の第1の選択肢を決定する
     ことを特徴とするゲームプログラム。
    The game program according to claim 5,
    The determining means includes
    A game program, wherein the plurality of first options are determined based on a signal from the input means for recognizing a card bundle in which a plurality of cards are superimposed.
  7.  請求項6記載のゲームプログラムにおいて、
     前記決定手段は、
     前記カード束を構成する前記複数のカードの重ね合わせの順番を認識する前記入力手段からの信号に基づいて、前記複数の第1の選択肢を決定する
     ことを特徴とするゲームプログラム。
    The game program according to claim 6,
    The determining means includes
    The game program, wherein the plurality of first options are determined based on a signal from the input means for recognizing an overlapping order of the plurality of cards constituting the card bundle.
  8.  請求項1乃至7のいずれか1項に記載のゲームプログラムにおいて、
     前記表示手段は、
     前記第1の選択肢と前記第2の選択肢を表示する順番をランダムに決定し、ランダムに決定した順番で前記第3の選択肢を前記表示画面に表示する
     ことを特徴とするゲームプログラム。
    The game program according to any one of claims 1 to 7,
    The display means includes
    An order for displaying the first option and the second option is determined at random, and the third option is displayed on the display screen in the randomly determined order.
  9.  請求項1乃至8のいずれか1項に記載のゲームプログラムにおいて、
     前記選択肢には属性が付与されており、
     前記選択手段における前記第4の選択肢の選択は、前記選択肢の属性に基づく所定の規則により制限されている
     ことを特徴とするゲームプログラム。
    The game program according to any one of claims 1 to 8,
    The option is given an attribute,
    The game program, wherein selection of the fourth option by the selection means is restricted by a predetermined rule based on an attribute of the option.
  10.  請求項9記載のゲームプログラムにおいて、
     前記選択肢の属性は数字であり、
     前記選択手段における前記所定の規則は、前記選択肢に付与された数字に基づく規則である
     ことを特徴とするゲームプログラム。
    The game program according to claim 9, wherein
    The option attribute is a number,
    The said predetermined rule in the said selection means is a rule based on the number provided to the said option. The game program characterized by the above-mentioned.
  11.  コンピュータを、
     遊戯者により操作される入力手段からの信号に基づいて、複数の第1の選択肢を決定する決定手段と、
     複数の第2の選択肢を設定する設定手段と、
     前記第1の選択肢と前記第2の選択肢から選出される第3の選択肢を、表示画面に表示する表示手段と、
     前記表示画面に表示される前記第3の選択肢から、前記遊戯者により操作される前記入力手段からの信号に基づいて第4の選択肢を選択する選択手段と、
     遊戯者により選択された前記第4の選択肢に基づいてゲームの進行を制御する制御手段と
     を有するゲーム装置として機能させるゲーム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。
    Computer
    A determining means for determining a plurality of first options based on a signal from an input means operated by a player;
    Setting means for setting a plurality of second options;
    Display means for displaying a third option selected from the first option and the second option on a display screen;
    Selecting means for selecting a fourth option from the third option displayed on the display screen based on a signal from the input means operated by the player;
    A computer-readable recording medium recording a game program that functions as a game device having control means for controlling the progress of the game based on the fourth option selected by the player.
  12.  入力手段と表示画面を有するゲーム装置において、
     遊戯者により操作される入力手段からの信号に基づいて、複数の第1の選択肢を決定する決定手段と、
     複数の第2の選択肢を設定する設定手段と、
     前記第1の選択肢と前記第2の選択肢から選出される第3の選択肢を、表示画面に表示する表示手段と、
     前記表示画面に表示される前記第3の選択肢から、前記遊戯者により操作される前記入力手段からの信号に基づいて第4の選択肢を選択する選択手段と、
     遊戯者により選択された前記第4の選択肢に基づいてゲームの進行を制御する制御手段と
     を有することを特徴とするゲーム装置。
    In a game device having an input means and a display screen,
    A determining means for determining a plurality of first options based on a signal from an input means operated by a player;
    Setting means for setting a plurality of second options;
    Display means for displaying a third option selected from the first option and the second option on a display screen;
    Selecting means for selecting a fourth option from the third option displayed on the display screen based on a signal from the input means operated by the player;
    And a control means for controlling the progress of the game based on the fourth option selected by the player.
  13.  入力手段と表示画面を有するゲーム装置の制御方法において、
     遊戯者により操作される入力手段からの信号に基づいて、複数の第1の選択肢を決定するステップと、
     複数の第2の選択肢を設定するステップと、
     前記第1の選択肢と前記第2の選択肢から選出される第3の選択肢を、表示画面に表示するステップと、
     前記表示画面に表示される前記第3の選択肢から、前記遊戯者により操作される前記入力手段からの信号に基づいて第4の選択肢を選択するステップと、
     遊戯者により選択された前記第4の選択肢に基づいてゲームの進行を制御するステップと
     を有することを特徴とするゲーム装置の制御方法。
    In a control method of a game device having an input means and a display screen,
    Determining a plurality of first options based on a signal from an input means operated by a player;
    Setting a plurality of second options;
    Displaying a third option selected from the first option and the second option on a display screen;
    Selecting a fourth option from the third option displayed on the display screen based on a signal from the input means operated by the player;
    And a step of controlling the progress of the game based on the fourth option selected by the player.
PCT/JP2009/069920 2008-12-26 2009-11-26 Game device WO2010073868A1 (en)

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JP2014136049A (en) * 2013-01-17 2014-07-28 Namco Bandai Games Inc Server system and program
JP6517291B2 (en) * 2017-09-04 2019-05-22 株式会社バンダイ Game device, program and game system
JP6952076B2 (en) * 2017-09-04 2021-10-20 株式会社バンダイ Game equipment, programs and game systems
JP2020131000A (en) * 2019-06-06 2020-08-31 株式会社白紙とロック Numerical calculation system of multiple individuals, numerical calculation method and program

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