WO2013183450A1 - Game machine, and control method and computer program used in game machine - Google Patents

Game machine, and control method and computer program used in game machine Download PDF

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Publication number
WO2013183450A1
WO2013183450A1 PCT/JP2013/064243 JP2013064243W WO2013183450A1 WO 2013183450 A1 WO2013183450 A1 WO 2013183450A1 JP 2013064243 W JP2013064243 W JP 2013064243W WO 2013183450 A1 WO2013183450 A1 WO 2013183450A1
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WO
WIPO (PCT)
Prior art keywords
game
instruction
compatibility
game machine
player
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PCT/JP2013/064243
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French (fr)
Japanese (ja)
Inventor
高橋 直樹
央 森
Original Assignee
株式会社コナミデジタルエンタテインメント
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Publication of WO2013183450A1 publication Critical patent/WO2013183450A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/63Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/44Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • 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
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/535Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for monitoring, e.g. of user parameters, terminal parameters, application parameters, network parameters

Definitions

  • the present invention relates to a game machine or the like that provides a game whose game development changes based on an instruction selected by a player among preset instructions.
  • Game machines that provide sports-related games are known.
  • a game device that provides a baseball game is known (see, for example, Patent Document 1).
  • a game in which the player operates each player in the game and a game in which the team in the game is played to play the role of manager.
  • the game development changes based on an instruction selected by the player among various instructions preset as instructions to be issued by the manager. Further, such an instruction tends to increase the psychological load of the player as the influence on the superiority or inferiority of the game development increases. In other words, the greater the influence on the superiority or inferiority of the game development, the greater the psychological load on the player.
  • a tense situation may occur during the game, such as when there are runners at all positions. In such a case, it may be desired to give a greater influence to the superiority or inferiority of the game development based on a more specific instruction.
  • an object of the present invention is to provide a game machine or the like that can selectively use instructions having different influences on the superiority or inferiority of game development.
  • the game machine of the present invention is a game machine that provides a game in which game development changes based on an instruction selected by a player among preset instructions, each instruction having a first classification and the first Instruction data storage means for storing instruction data described so as to be classified into the second classification, which has a greater influence on the superiority or inferiority of the game development than the first classification, and the use of each instruction based on a predetermined use condition And a time distinction means for distinguishing the time for each classification.
  • each instruction to be selected by the player is classified into a first classification and a second classification. Further, the instruction of the second classification has a greater influence on the superiority or inferiority of the game development than the instruction of the first classification.
  • These instructions are differentiated in use time for each classification based on predetermined use conditions. For this reason, it is possible to selectively use instructions having different influences on the superiority or inferiority of the game development according to the use time. Therefore, for example, an instruction having a different function such as an instruction having a small influence on the superiority or inferiority of the game development for reducing a psychological load or an instruction having a large influence on the superiority or inferiority of the game development may be provided to the player. it can. Thereby, since a player's choice can be increased, the interest property of a game can be improved.
  • each game when a battle-type game is executed as the game, and an instruction belonging to the second category is selected by each player in the battle, each game is based on a predetermined compatibility condition.
  • a compatibility determination means for determining compatibility between instructions belonging to the second category selected by the player, and between instructions belonging to the second classification selected by each player based on a determination result of the compatibility determination means
  • Change imparting means for imparting a change corresponding to the compatibility to the game.
  • the game development can be changed based on the compatibility between the selected instructions. For this reason, for example, the superiority or inferiority of each instruction having a large influence degree can be determined using compatibility. As a result, it is possible to improve the satisfaction level of the player when instructions having a large influence level collide with each other.
  • the compatibility may be determined in any way based on a predetermined compatibility condition.
  • the game machine further includes compatibility data storage means for storing compatibility data describing compatibility between instructions obtained based on the predetermined compatibility condition, and the compatibility determination means includes: The compatibility between the instructions may be determined based on the compatibility data.
  • the instructions of the second classification may be given greater influence than the instructions of the first classification.
  • each instruction belonging to the second category is used so as to change the game development after each instruction belonging to the first category. You may have greater influence than classification.
  • any game provided by the game machine may be used.
  • a baseball game that is played so that the player plays the role of a manager may be executed as the game.
  • the requirement for satisfying the predetermined use condition includes at least one of a score situation during a game, a runner situation, and a parameter situation reflecting a player's psychological aspect as a requirement. You may go out.
  • the score situation, the operation situation, or the psychological aspect of the player is an element that gives a sense of urgency to the game development.
  • each instruction can be used properly based on an element that gives a sense of urgency to such a game.
  • a low-impact instruction can be used to reduce the psychological burden during periods of low tension
  • a high-impact instruction can be used during periods of high tension. Can be used properly.
  • the interest property of a game can be improved more.
  • the control method of the present invention is a game machine that provides a game in which game development changes based on an instruction selected by a player among preset instructions, each instruction having a first classification and the first A predetermined use in a computer incorporated in a game machine having instruction data storage means for storing instruction data described so as to be classified into the second classification, which has a greater influence on the superiority of the game development than the first classification. Based on the conditions, a time distinction step for distinguishing the use time of each instruction for each classification is executed.
  • the computer program for a game machine is a game machine that provides a game whose game development changes based on an instruction selected by a player among preset instructions. It is incorporated into a game machine having instruction data storage means for storing instruction data described so as to be classified into a classification and a second classification that has a greater influence on the superiority of game development than the first classification.
  • the computer is configured to function as a time distinction means for distinguishing the use time of each instruction for each classification based on a predetermined use condition.
  • the use time of each instruction belonging to the first classification and the second classification is distinguished based on a predetermined use condition. For this reason, it is possible to selectively use instructions having different influences on the superiority or inferiority of the game development according to the time of use.
  • FIG. 1 is a functional block diagram of a game machine according to one embodiment of the present invention.
  • FIG. 1 is a functional block diagram of a game machine 1 according to one embodiment of the present invention.
  • the game machine 1 is provided with a control unit 2 as a computer.
  • the control unit 2 is configured as a computer unit in which a microprocessor and various peripheral devices such as an internal storage device (for example, ROM and RAM) necessary for the operation of the microprocessor are combined.
  • a control panel 3, a monitor 4, and a speaker 5 are connected to the control unit 2.
  • the control panel 3 is provided with an operation unit for inputting various operations related to game play, for example.
  • the control panel 3 is provided with a collecting device such as a card reader for collecting a predetermined price in exchange for playing the game.
  • the game machine 1 is provided with various input devices and output devices provided in a normal business game machine such as a volume operation switch, a power switch, and a power lamp. Is omitted.
  • an external storage device 10 is connected to the control unit 2.
  • an optical storage medium such as a DVDROM or a CDROM, or a non-volatile semiconductor memory such as an EEPROM is used.
  • the external storage device 10 stores a game program 11 and game data 12.
  • the game program 11 is a computer program necessary for the game machine 1 to provide a predetermined game.
  • a game providing unit 15 is provided inside the control unit 2.
  • the game providing unit 15 executes various processes related to game play such as management of game start, progress, and end in the game machine 1 and collection of play fees (predetermined consideration). In addition, through these processes, the game providing unit 15 transmits, for example, a sound necessary for displaying a game screen used for the progress of the game to the monitor 4 and sounds related to the progress of the game, such as sound effects and BGM. Are output to the speaker 5 respectively.
  • the game providing unit 15 is a logical device realized by a combination of computer hardware and a computer program. Various other logical devices may be provided inside the control unit 2, but these are not shown.
  • the game data 12 is various data that can be referred to as the game program 11 is executed.
  • the game data 12 includes, for example, sign data 20 as instruction data and compatibility data 21. Details of the sign data 20 and the compatibility data 21 will be described later.
  • the game machine 1 provides a battle-type baseball game.
  • the opponent may be another game machine 1 connected so as to be able to transmit and receive information via a communication line.
  • a common game is advanced by the two game machines 1.
  • the game machine 1 being played may itself function as an opponent. That is, a battle-type baseball game may be provided by a single game machine 1 in the form of a computer battle.
  • the baseball game provided by the game machine 1 is configured as a simulation game of a type for simulating the role of a manager, for example.
  • the player is required to perform various actions performed by the manager of the actual baseball team, such as training players appearing in the game and giving instructions to the baseball team led by the player during the game. .
  • Such various acts are prepared in advance during the game as options. That is, the player plays a baseball game by selecting an action to be executed from among the prepared options. Then, the development of the baseball game changes based on the option selected by the player. That is, as an example of the predetermined game, a battle-type baseball simulation game in which the game development changes according to the selection action of each player is provided through the game machine 1.
  • FIG. 2 is a diagram illustrating an example of a game screen during a game used in a baseball game.
  • the game screen 30 includes a team information area 31, a game information area 32, and a game progress area 33.
  • the team information area 31 for example, information of each player belonging to each team in the game is displayed.
  • the game information area 32 for example, information such as the score of each team, the out count, the strike count, and the ball count in the inning during play is displayed.
  • the game progress area 33 is used for the progress of the game. That is, a baseball game progresses through the game progress area 33. More specifically, the game progress area 33 displays baseball play acts such as batting, pitching, defense, and running of each player. In the example of FIG. 2, the game progress area 33 displays information related to the batting such as the player before entering the batter box as the next batter and the batting rate of the player.
  • an instruction button 35 is arranged in the game progress area 33.
  • the instruction button 35 is used to select an instruction to be executed by the manager during the match.
  • the instruction button 35 includes a sign button 35a.
  • the sign button 35a is used to instruct each player during the game of his / her policy.
  • the policy instruction through the sign button 35a includes a normal sign as the first classification and a special sign as the second classification. That is, the instruction to be executed by the player is roughly classified into two types: a normal sign and a special sign.
  • the sign button 35a can be used when a predetermined use condition is satisfied.
  • the predetermined use conditions include a normal sign condition and a special sign condition.
  • the normal sign condition is a condition for enabling the normal sign.
  • the special sign condition is a condition for enabling the special sign. That is, the normal signature can be selected when the normal sign condition is satisfied, and the special signature can be selected when the special sign condition is satisfied.
  • the use time of the normal sign and the special sign is determined based on the normal sign condition and the special sign condition.
  • a predetermined use condition is satisfied when at least one of the normal sign condition and the special sign condition is satisfied.
  • the requirement for satisfying the predetermined use condition may include a requirement other than the requirement that at least one of the normal sign condition and the special sign condition is satisfied.
  • such requirements may include other requirements such as the number of times that the number of times that a normal sign is issued or the number of times that a special sign is issued is equal to or less than a predetermined number (for example, 15 times).
  • a predetermined number for example, 15 times.
  • the predetermined use condition is satisfied when at least one of the normal sign condition and the special sign condition is satisfied and other requirements such as the number of times requirement are satisfied.
  • the normal sign condition is, for example, when a time instruction for temporarily stopping the game is executed by the player, or when an attacking batter is entering a batter box to enter the batter box during the game, etc. Is adopted. That is, as an example, the normal sign condition is satisfied and the predetermined use condition is satisfied when the time is executed or when the batting operation is executed.
  • the normal sign is an instruction that has a relatively low influence on the superiority or inferiority of the game development in order to reduce the psychological burden of the player. In other words, it is possible to instruct the player's action with a sign, but there is only a relatively weak correlation between the player's action with the sign and the superiority of the game development. In other words, there are many uncertainties between the behavior of the player by the signature and the result of the behavior.
  • the normal sign includes, for example, a sign that should be selected by an attacker such as theft or bunt and a sign that should be selected by the defensive side such as defensive shift or forward defense. Through the sign button 35a, when the player leads the defensive team, the defensive sign can be selected, and when the player leads the attacking team, the attacking sign can be selected.
  • the special sign is an instruction having a higher influence on the superiority or inferiority of the game development than the normal sign.
  • the usable situation is limited as compared with the normal sign. Therefore, the opportunity (usage time) to be used is relatively small as compared with a normal sign.
  • the special sign condition for example, a case where the game situation corresponds to a turning point, or a case where the mental (psychological aspect) of the pitcher is in a state of shaking is adopted. That is, in these cases, the special sign condition is satisfied, and the predetermined use condition is satisfied.
  • a turning point is judged based on a score and a runner's condition, for example. That is, when the score and the runner's situation correspond to a predetermined situation, the turning point is determined. Further, the number of turning points may be limited in units of matches or innings.
  • the pitcher's mental is determined using, for example, a mental parameter that increases or decreases when a hit or the like is hit. Then, when the mental parameter is equal to or less than a predetermined value, it is determined as a shaking state. Further, the pitcher skill (set by the parameter to define the pitcher ability) may be reflected in the increase / decrease of the mental parameter.
  • the special sign has a higher influence on the superiority or inferiority of the game development than the normal sign.
  • the normal sign has many uncertain factors between the action of the player by the sign and the result of the action.
  • the impact of normal signing on the superiority of game development is not significant. For example, even if the normal sign of defensive shift is set, detailed instructions such as the ball type and course of the ball thrown by the pitcher are not given. In other words, the ball type and course of the ball thrown by the pitcher may not correspond to a defensive shift. Or even if the normal sign of theft is set, the batter or pitcher's behavior affects the superiority of the game development.
  • the influence of the normal sign on the superiority or inferiority of the game development also depends on uncertain factors such as barter and pitcher bargaining. Therefore, it cannot be said that the influence of the normal sign such as defensive shift or theft on the superiority of the game development is great.
  • the special sign includes instructions that influence the superiority of the game development.
  • the special sign includes an instruction regarding a specific pitcher's specific ball type, such as “Corner and horns carefully.” Accordingly, the influence on the superiority or inferiority of the game development is inevitably larger than that of a normal sign.
  • the special sign is not executed only by the attacking side or the defensive side. In other words, a specific instruction may be given to each player by both sides through a special sign. In such a case, the game development is determined by the compatibility of the special sign corresponding to the attacker and the special sign corresponding to the defender.
  • FIG. 3 is an explanatory diagram for explaining the compatibility of the special sign.
  • the special sign corresponding to the defensive side includes specific instructions to the pitcher such as “attack the inner angle with bullishness!” And “let the inner angle ball catch!” As an example.
  • the special sign corresponding to the attacker includes, for example, specific instructions to the batter such as “Dare, pull!” And “Shake compact!”. Compatibility is set for each instruction on the defense side and each instruction on the attack side. When both the defensive side and the attacking side issue a special sign, the result for the instruction is determined by the compatibility of each other. In the example of FIG.
  • a special sign “Move in the outer center” is issued by the defensive side, and a special sign “Do not go against the ball, let it flow” by the attack side.
  • the instruction on the attack side corresponds to an instruction strong on the outer course.
  • the compatibility of both is convenient for the attacker. Therefore, in this case, the result of the special sign is reflected in the game development in the form of a hit.
  • the signature data 20 is data for defining a normal signature and a special signature.
  • FIG. 4 is a diagram illustrating an example of the contents of the signature data 20. As shown in FIG. 4, the signature data 20 includes information on a signature ID, a signature, a type, and a possible period. That is, the sign data 20 is a set of records described so that these pieces of information are associated with each other.
  • the sign ID is information for managing each signature. For this reason, as the signature ID, for example, a unique number is used for each signature, that is, for each record.
  • the sign is information for defining a sign that can be instructed during a match. That is, as the signature information, for example, information corresponding to a signature such as “defensive shift” or “carefully corner and lower!” Is used.
  • the type is information for managing the type of each signature. That is, the type information is used to classify each signature into a normal signature and a special signature. As the type information, for example, alphabets such as “A” corresponding to a normal signature and “B” corresponding to a special signature may be used.
  • the possible period is information for defining a period in which each signature can be used.
  • each case satisfying a predetermined use condition is described so as to be distinguishable for each case.
  • the normal sign condition information corresponding to a period in which a time instruction is executed during a match, information corresponding to a batting operation period, and the like are employed.
  • information corresponding to each case that satisfies the special sign condition is also used. That is, information specifying each period satisfying a predetermined use condition during the match is described as the possible period.
  • numbers such as “1” and “2” corresponding to each case satisfying the normal sign condition or the special sign condition may be used.
  • the compatibility data 21 is data for defining the compatibility of the special sign between the attacking side and the defensive side.
  • FIG. 5 is a diagram illustrating an example of the content of the compatibility data 21.
  • the compatibility data 21 includes a defensive signature, an attack signature, and result information. That is, the compatibility data 21 is a set of records described so that these pieces of information are associated with each other.
  • the defensive signature corresponds to the information of each special signature on the defensive side among the signatures included in the signature data 20.
  • the attack signature corresponds to information on each special signature on the attack side among the signatures included in the signature data 20.
  • Each special sign on the attacking side is associated with a result corresponding to each special sign on the defensive side. That is, one attack sign is associated with information on the result corresponding to all defense signs. Accordingly, the record of one attack sign includes information on the result corresponding to all the defensive signs.
  • “attack sign 1” is associated with “result 1A” as a result corresponding to “defense sign 1” and “result 1B” as a result corresponding to “defense sign 2”. It has been.
  • the result is information on a result to be reflected as a game development when an attack sign and a defensive sign are instructed. That is, the compatibility data 21 describes the results corresponding to all the defensive signs for each attack sign.
  • the signature distinguishing process and the special sign reflecting process are executed by the control unit 2. More specifically, these processes are executed through the game providing unit 15 of the control unit 2. In addition to these processes, the control unit 2 executes various well-known processes necessary for realizing a baseball game, but detailed descriptions thereof are omitted.
  • FIG. 6 is a diagram showing an example of a flowchart of a signature distinction processing routine.
  • the routine of FIG. 6 is a process for determining whether a signature of a normal signature or a special signature should be provided as an option that can be selected by the player.
  • the routine in FIG. 6 is repeatedly executed at a predetermined cycle through the game providing unit 15, for example. As the predetermined cycle, for example, the routine of FIG. 6 is executed for each batter of each batter.
  • the game providing unit 15 first determines whether or not a predetermined use condition is satisfied in step S11. More specifically, the game providing unit 15 determines whether or not at least one of the normal sign condition and the special sign condition is satisfied. If the determination result is a negative result, that is, if neither the normal sign condition nor the special sign condition is satisfied, the game providing unit 15 skips the subsequent processing and ends the current routine. In addition, when other requirements such as the number of times requirement are included in the predetermined use condition, it is also determined whether or not those requirements are satisfied.
  • step S11 determines whether or not the special sign condition is satisfied among the predetermined use conditions. If the determination result is a negative result, that is, if the special sign condition is not satisfied and only the normal sign condition is satisfied, the game providing unit 15 proceeds to step S13. In step S13, the game providing unit 15 determines the options to be provided to the player for each sign classified as a normal sign, and ends the current routine.
  • step S12 determines the determination result in step S12 for each signature classified as a special signature, and ends the current routine.
  • the option to be provided to the player is determined as to which of the normal signature and the special signature belongs to the signature. That is, the normal signature and the special signature are selectively used based on a predetermined use condition.
  • both the normal signature and the special signature may be displayed if the normal sign condition is also satisfied.
  • a selection screen for selecting a normal sign and a special sign may be interposed. When a normal sign is selected on this selection screen, each sign belonging to the normal sign may be displayed. That is, the actual selection of the normal signature and the special signature may be left to the player.
  • FIG. 7 is a diagram showing an example of a flowchart of the special signature reflection processing routine.
  • the routine of FIG. 7 is a process for reflecting the game development corresponding to the special sign in the game.
  • the routine of FIG. 7 is executed through the game providing unit 15 as described above. Further, the routine of FIG. 7 is executed, for example, every time one of the special signatures is selected by the player. That is, as an example, the routine of FIG. 7 is executed each time a special sign is selected as an instruction during a game.
  • the game providing unit 15 first determines in step S21 whether or not the opponent has selected a special sign. That is, in step S21, the game providing unit 15 determines whether or not the opponent's instruction is an instruction corresponding to the special sign. In this determination, when a battle is being executed in one game machine 1, that is, when a computer battle is being executed, a computer instruction is adopted as the opponent's instruction. If the determination result is a negative result, that is, if the opponent does not instruct a special sign, the game providing unit 15 proceeds to step S22.
  • step S22 the game providing unit 15 calculates a game development. Specifically, the game providing unit 15 calculates the game development based on various calculation formulas in which various environment information is taken into consideration.
  • the environmental information includes a special sign and a normal sign selected by the player. Accordingly, the game development corresponding to the special sign and the normal sign is calculated.
  • the calculation in step S22 may be executed so that the game development corresponding to the special sign is reflected in the calculation result after the game development is calculated based on the normal sign. That is, the special sign may be reflected in the game development after the normal sign is taken into consideration so that the development corresponding to the special sign is surely executed.
  • step S22 the special sign is directly reflected in the calculation result after the game development based on the normal sign is calculated, so that the degree of influence is inevitably higher than that of the normal sign.
  • step S26 the game providing unit 15 proceeds to step S26. If a special signature can be selected, the special signature may be set so that both can be selected. In such a case, the process of step S21 and step S22 may be omitted.
  • step S21 determines compatibility between special signs. This determination is performed as follows, for example. First, based on the compatibility data 21, the game providing unit 15 specifies a result corresponding to the defensive special sign among the results corresponding to the attacking special sign. And the game provision part 15 discriminate
  • step S24 the game providing unit 15 acquires the result of the compatibility between the special signs based on the determination result in step S23.
  • step S25 the game providing unit 15 reflects the conditions in the compatibility result acquired in step S24 or the result calculated in step S22.
  • the conditions for example, parameters relating to the batting of the attacking player and parameters relating to the pitching of the player acting as the defensive pitcher are used. That is, in step S25, a player's parameter etc. are reflected in the result of the compatibility acquired in step S24 or the result calculated in step S22.
  • the result of the second strike of step S24 or step S22 is corrected to the result of a third strike, a home run, or a hit.
  • step S26 the game providing unit 15 reflects the result after reflecting the condition in step S25, that is, the result corrected by reflecting the desired condition in the game development, and ends the current routine.
  • the game development is calculated by various calculation formulas in which various environmental information is taken into account (if both are selecting only the normal sign, both normal signs are considered) (Description of processing in this case is omitted).
  • the special sign is used so as to directly relate to the superiority or inferiority of the game development. As a result, the influence on the superiority or inferiority of the game development of the special sign becomes larger than the normal sign.
  • the usage periods of the normal sign and the special sign are distinguished based on the normal sign condition and the special sign condition. That is, the normal sign and the special sign can be used properly based on the normal sign condition and the special sign condition.
  • special signs have a greater influence on the superiority of game development than normal signs. For this reason, for example, when the movement of the game is low, for example, at the beginning of the game, the player is encouraged to use a normal sign to reduce the psychological burden of the player. It is possible to encourage the use of special signs that have as much influence as possible. As a result, it is possible to achieve both a reduction in the player's psychological load and an increase in influence on the superiority or inferiority of the game development, so that the interest of the game can be improved.
  • control unit 2 when the control unit 2 executes the routine of FIG. 6 through the game providing unit 15, it functions as a time distinguishing means of the present invention. Further, when the control unit 2 executes the routine of FIG. 7 through the game providing unit 15, the control unit 2 functions as a compatibility determination unit and a change provision unit of the present invention.
  • the external storage device 10 functions as the instruction data storage means of the present invention by storing the signature data 20 and functions as the compatibility data storage means of the present invention by storing the compatibility data 21.
  • the present invention is not limited to the above-described form, and can be implemented in an appropriate form.
  • the compatibility between special signs is determined based on the compatibility data 21.
  • the present invention is not limited to such a form.
  • the compatibility between special signs may be determined for each process based on a predetermined compatibility condition for obtaining each result defined in the compatibility data 21.
  • the special signs on the defense side and the attack side are set so as to directly correspond to each other (so that superiority or inferiority between the special signs is given).
  • the present invention is not limited to such a form. Signs unrelated to each other may be adopted as the special signs on the defense side and the attack side. In such a case, since the instructions of each other do not collide, both instruction results may be directly reflected in the superiority or inferiority of the game development. That is, as long as the result of the special sign is directly reflected in the superiority or inferiority of the game development, the determination of compatibility may be omitted. In this way, any sign may be adopted as the special sign as long as it is used separately from the normal sign so as to increase the influence on the superiority or inferiority of the game development.
  • a baseball game is adopted as the game.
  • the game provided by the game machine 1 is not limited to such a form.
  • various sports games such as a horse racing game and a soccer game may be employed.
  • various simulation games may be used as long as the game development changes based on an instruction selected by the player among the preset instructions.
  • the game machine 1 is configured as an arcade game machine installed in a commercial facility.
  • the game machine 1 is not limited to such a form.
  • the game machine 1 may be realized in an appropriate form, such as a home-use game machine or a portable game machine (including a case where a personal computer or a mobile phone functions as a game machine).

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Abstract

Provided is a game machine capable of selectively using commands that have different effects on the quality of game development. The game machine (1) provides a game in which game development differs based on commands selected by a player from commands set in advance, the game machine comprising an external storage device (10) for storing sign data (20) defined so that the commands are classified as normal signs and special signs which have a greater effect on the quality of game development than the normal signs. Based on predetermined usage conditions, the game machine (1) distinguishes the usage time periods of the commands between normal signs and special signs.

Description

ゲーム機、それに用いられる制御方法及びコンピュータプログラムGame machine, control method and computer program used therefor
 本発明は、予め設定された各指示のうちプレイヤによって選択された指示に基づいてゲーム展開が変化するゲームを提供するゲーム機等に関する。 The present invention relates to a game machine or the like that provides a game whose game development changes based on an instruction selected by a player among preset instructions.
 スポーツに関連するゲームを提供するゲーム機が知られている。このようなゲームの一つとして、野球ゲームを提供するゲーム装置が知られている(例えば、特許文献1参照)。 Game machines that provide sports-related games are known. As one of such games, a game device that provides a baseball game is known (see, for example, Patent Document 1).
特開2011-115473号公報JP 2011-115473 A
 野球ゲームには、ゲーム中の各選手をプレイヤが操作するタイプのゲーム及びゲーム中の各チームを率いて監督の役割をプレイするタイプのゲームの少なくとも2つのタイプのゲームが存在する。後者のゲームでは、監督が出すべき指示として予め設定された各種の指示のうちプレイヤが選択した指示に基づいてゲーム展開が変化する。また、このような指示は、ゲーム展開の優劣に与える影響力が大きくなるに従ってプレイヤの心理的負荷が増加する傾向にある。つまり、ゲーム展開の優劣に与える影響力が大きいほど、プレイヤの心理的負荷も増えてしまう。一方で、全塁に走者が存在している場合等、ゲーム中には緊迫した状況も生じ得る。このような場合など、より具体的な指示に基づいて、より大きな影響力をゲーム展開の優劣に与えることが望まれる場合もある。 There are at least two types of baseball games: a game in which the player operates each player in the game, and a game in which the team in the game is played to play the role of manager. In the latter game, the game development changes based on an instruction selected by the player among various instructions preset as instructions to be issued by the manager. Further, such an instruction tends to increase the psychological load of the player as the influence on the superiority or inferiority of the game development increases. In other words, the greater the influence on the superiority or inferiority of the game development, the greater the psychological load on the player. On the other hand, a tense situation may occur during the game, such as when there are runners at all positions. In such a case, it may be desired to give a greater influence to the superiority or inferiority of the game development based on a more specific instruction.
 そこで、本発明は、ゲーム展開の優劣に対する影響力が異なる各指示を使い分けることができるゲーム機等を提供することを目的とする。 Therefore, an object of the present invention is to provide a game machine or the like that can selectively use instructions having different influences on the superiority or inferiority of game development.
 本発明のゲーム機は、予め設定された各指示のうちプレイヤによって選択された指示に基づいてゲーム展開が変化するゲームを提供するゲーム機であって、各指示が第1分類、及び、前記第1分類よりもゲーム展開の優劣に与える影響力が大きい第2分類にそれぞれ分類されるように記述された指示データを記憶する指示データ記憶手段と、所定の使用条件に基づいて、各指示の使用時期を分類毎に区別する時期区別手段と、を備えている。 The game machine of the present invention is a game machine that provides a game in which game development changes based on an instruction selected by a player among preset instructions, each instruction having a first classification and the first Instruction data storage means for storing instruction data described so as to be classified into the second classification, which has a greater influence on the superiority or inferiority of the game development than the first classification, and the use of each instruction based on a predetermined use condition And a time distinction means for distinguishing the time for each classification.
 本発明によれば、プレイヤが選択すべき各指示は、第1分類及び第2分類に分類される。また、第2分類の指示は、第1分類の指示よりもゲーム展開の優劣に対する影響力が大きい。そして、これらの指示は、所定の使用条件に基づいて分類毎に使用時期が区別される。このため、使用時期に応じてゲーム展開の優劣に対する影響力の異なる各指示を使い分けることができる。従って、例えば、心理的負荷等を軽減するためのゲーム展開の優劣への影響度が小さい指示、或いは、ゲーム展開の優劣への影響度が大きい指示という機能の異なる指示をプレイヤに提供することができる。これにより、プレイヤの選択肢を増やすことができるので、ゲームの興趣性を向上させることできる。 According to the present invention, each instruction to be selected by the player is classified into a first classification and a second classification. Further, the instruction of the second classification has a greater influence on the superiority or inferiority of the game development than the instruction of the first classification. These instructions are differentiated in use time for each classification based on predetermined use conditions. For this reason, it is possible to selectively use instructions having different influences on the superiority or inferiority of the game development according to the use time. Therefore, for example, an instruction having a different function such as an instruction having a small influence on the superiority or inferiority of the game development for reducing a psychological load or an instruction having a large influence on the superiority or inferiority of the game development may be provided to the player. it can. Thereby, since a player's choice can be increased, the interest property of a game can be improved.
 本発明のゲーム機の一態様において、前記ゲームとして対戦型のゲームが実行され、対戦中の各プレイヤによって前記第2分類に属する指示が選択された場合に、所定の相性条件に基づいて、各プレイヤによって選択された前記第2分類に属する各指示間の相性を判別する相性判別手段と、前記相性判別手段の判別結果に基づいて、各プレイヤによって選択された前記第2分類に属する各指示間の相性に応じた変化を前記ゲームに付与する変化付与手段と、を更に備えていてもよい。この場合、第2分類の各指示が対戦相手間で共に選択されたときに、選択された各指示間の相性に基づいてゲーム展開に変化を与えることができる。このため、例えば、相性を利用して影響度の大きい各指示の優劣を判断することができる。これにより、影響度の大きい指示が衝突し合った場合のプレイヤの納得度を向上させることができる。 In one aspect of the game machine of the present invention, when a battle-type game is executed as the game, and an instruction belonging to the second category is selected by each player in the battle, each game is based on a predetermined compatibility condition. A compatibility determination means for determining compatibility between instructions belonging to the second category selected by the player, and between instructions belonging to the second classification selected by each player based on a determination result of the compatibility determination means Change imparting means for imparting a change corresponding to the compatibility to the game. In this case, when the instructions of the second category are selected together between the opponents, the game development can be changed based on the compatibility between the selected instructions. For this reason, for example, the superiority or inferiority of each instruction having a large influence degree can be determined using compatibility. As a result, it is possible to improve the satisfaction level of the player when instructions having a large influence level collide with each other.
 第2分類の各指示間の相性に応じてゲーム展開が変化する態様において、相性は、所定の相性条件に基づいて、どのように判別されてもよい。例えば、本発明のゲーム機の一態様において、前記所定の相性条件に基づいて得られる各指示間の相性が記述された相性データを記憶する相性データ記憶手段を更に備え、前記相性判別手段は、前記相性データに基づいて各指示間の相性を判別されてもよい。 In the aspect in which the game development changes according to the compatibility between the instructions of the second classification, the compatibility may be determined in any way based on a predetermined compatibility condition. For example, in one aspect of the game machine of the present invention, the game machine further includes compatibility data storage means for storing compatibility data describing compatibility between instructions obtained based on the predetermined compatibility condition, and the compatibility determination means includes: The compatibility between the instructions may be determined based on the compatibility data.
 第2分類の各指示には、第1分類の各指示よりも大きな影響力がどのように与えられてもよい。例えば、本発明のゲーム機の一態様において、前記第2分類に属する各指示は、前記第1分類に属する各指示よりも後にゲーム展開に変化を与えるように利用されることにより、前記第1分類よりも大きい影響力を得ていてもよい。 The instructions of the second classification may be given greater influence than the instructions of the first classification. For example, in one aspect of the gaming machine of the present invention, each instruction belonging to the second category is used so as to change the game development after each instruction belonging to the first category. You may have greater influence than classification.
 ゲーム機が提供するゲームとして、どのようなものが利用されてもよい。例えば、本発明のゲーム機の一態様において、前記ゲームとして、プレイヤが監督の役割を果たすようにプレイされる野球ゲームが実行されてもよい。また、この態様において、前記所定の使用条件を満たすための要件は、試合中の得点状況、走者状況、及び、選手の心理面が反映されたパラメータの状況の少なくともいずれか一つを要件として含んでいてもよい。実際の野球において、得点状況、操作状況、或いは選手の心理面は、試合展開に緊迫感を与える要素である。この場合、このような試合に緊迫感を与える要素に基づいて、各指示を使い分けることができる。このため、例えば、緊迫感の低い時期には心理的負荷を軽減するために影響力の小さい指示を使用可能にする一方で、緊迫感の高い時期には影響力が大きい指示を使用可能にするといった使い分けができる。これにより、ゲームの興趣性をより向上させることができる。 Any game provided by the game machine may be used. For example, in one aspect of the game machine of the present invention, a baseball game that is played so that the player plays the role of a manager may be executed as the game. Further, in this aspect, the requirement for satisfying the predetermined use condition includes at least one of a score situation during a game, a runner situation, and a parameter situation reflecting a player's psychological aspect as a requirement. You may go out. In actual baseball, the score situation, the operation situation, or the psychological aspect of the player is an element that gives a sense of urgency to the game development. In this case, each instruction can be used properly based on an element that gives a sense of urgency to such a game. For this reason, for example, a low-impact instruction can be used to reduce the psychological burden during periods of low tension, while a high-impact instruction can be used during periods of high tension. Can be used properly. Thereby, the interest property of a game can be improved more.
 本発明の制御方法は、予め設定された各指示のうちプレイヤによって選択された指示に基づいてゲーム展開が変化するゲームを提供するゲーム機であって、各指示が第1分類、及び、前記第1分類よりもゲーム展開の優劣に与える影響力が大きい第2分類にそれぞれ分類されるように記述された指示データを記憶する指示データ記憶手段を備えたゲーム機に組み込まれるコンピュータに、所定の使用条件に基づいて、各指示の使用時期を分類毎に区別する時期区別工程を実行させるものである。 The control method of the present invention is a game machine that provides a game in which game development changes based on an instruction selected by a player among preset instructions, each instruction having a first classification and the first A predetermined use in a computer incorporated in a game machine having instruction data storage means for storing instruction data described so as to be classified into the second classification, which has a greater influence on the superiority of the game development than the first classification. Based on the conditions, a time distinction step for distinguishing the use time of each instruction for each classification is executed.
 また、本発明のゲーム機用のコンピュータプログラムは、予め設定された各指示のうちプレイヤによって選択された指示に基づいてゲーム展開が変化するゲームを提供するゲーム機であって、各指示が第1分類、及び、前記第1分類よりもゲーム展開の優劣に与える影響力が大きい第2分類にそれぞれ分類されるように記述された指示データを記憶する指示データ記憶手段を備えたゲーム機に組み込まれるコンピュータを、所定の使用条件に基づいて、各指示の使用時期を分類毎に区別する時期区別手段として機能させるように構成されたものである。本発明の制御方法或いは、コンピュータプログラムを実行することにより、本発明のゲーム機を実現することができる。 The computer program for a game machine according to the present invention is a game machine that provides a game whose game development changes based on an instruction selected by a player among preset instructions. It is incorporated into a game machine having instruction data storage means for storing instruction data described so as to be classified into a classification and a second classification that has a greater influence on the superiority of game development than the first classification. The computer is configured to function as a time distinction means for distinguishing the use time of each instruction for each classification based on a predetermined use condition. By executing the control method or the computer program of the present invention, the game machine of the present invention can be realized.
 以上、説明したように、本発明によれば、第1分類及び第2分類に属する各指示の使用時期が、所定の使用条件に基づいて区別される。このため、使用時期に応じてゲーム展開の優劣に対する影響力の異なる各指示を使い分けることができる。 As described above, according to the present invention, the use time of each instruction belonging to the first classification and the second classification is distinguished based on a predetermined use condition. For this reason, it is possible to selectively use instructions having different influences on the superiority or inferiority of the game development according to the time of use.
本発明の一形態に係るゲーム機の機能ブロック図。1 is a functional block diagram of a game machine according to one embodiment of the present invention. ゲーム機が提供する野球ゲームに使用される試合中のゲーム画面の一例を示す図。The figure which shows an example of the game screen during the game used for the baseball game which a game machine provides. スペシャルサインの相性を説明するための説明図。Explanatory drawing for demonstrating compatibility of a special sign. サインデータの内容の一例を示す図。The figure which shows an example of the content of signature data. 相性データの内容の一例を示す図。The figure which shows an example of the content of compatibility data. サイン区別処理ルーチンのフローチャートの一例を示す図。The figure which shows an example of the flowchart of a signature distinction processing routine. 特別サイン反映処理ルーチンのフローチャートの一例を示す図。The figure which shows an example of the flowchart of a special signature reflection process routine.
 以下、本発明の一形態に係るゲーム機について説明する。図1は、本発明の一形態に係るゲーム機1の機能ブロック図である。ゲーム機1には、コンピュータとしての制御ユニット2が設けられている。制御ユニット2は、マイクロプロセッサと、そのマイクロプロセッサの動作に必要な内部記憶装置(一例としてROM及びRAM)等の各種の周辺装置とを組み合わせたコンピュータユニットとして構成されている。制御ユニット2には、コントロールパネル3、モニタ4、及び、スピーカ5が接続されている。コントロールパネル3には、例えば、ゲームのプレイに関連する各種操作を入力するための操作部が設けられている。また、コントロールパネル3には、例えば、その他にもゲームのプレイと引き換えに所定の対価を徴収するためのカードリーダ等の徴収装置等が設けられている。なお、ゲーム機1には、その他にもボリューム操作スイッチ、電源スイッチ、電源ランプといった通常の業務用のゲーム機が備えている各種の入力装置及び出力装置が設けられているが、図1ではそれらの図示を省略している。 Hereinafter, a game machine according to one embodiment of the present invention will be described. FIG. 1 is a functional block diagram of a game machine 1 according to one embodiment of the present invention. The game machine 1 is provided with a control unit 2 as a computer. The control unit 2 is configured as a computer unit in which a microprocessor and various peripheral devices such as an internal storage device (for example, ROM and RAM) necessary for the operation of the microprocessor are combined. A control panel 3, a monitor 4, and a speaker 5 are connected to the control unit 2. The control panel 3 is provided with an operation unit for inputting various operations related to game play, for example. In addition, for example, the control panel 3 is provided with a collecting device such as a card reader for collecting a predetermined price in exchange for playing the game. In addition, the game machine 1 is provided with various input devices and output devices provided in a normal business game machine such as a volume operation switch, a power switch, and a power lamp. Is omitted.
 更に、制御ユニット2には、外部記憶装置10が接続されている。外部記憶装置10として、例えば、DVDROM、CDROM等の光学式記憶媒体、或いはEEPROM等の不揮発性半導体メモリといった、電源の供給がなくても記憶を保持可能な記憶媒体が使用される。外部記憶装置10には、ゲームプログラム11及び、ゲームデータ12が記憶されている。ゲームプログラム11は、ゲーム機1が所定のゲームを提供するために必要なコンピュータプログラムである。制御ユニット2がゲームプログラム11を読み取って実行することにより、制御ユニット2の内部には、ゲーム提供部15が設けられる。 Furthermore, an external storage device 10 is connected to the control unit 2. As the external storage device 10, for example, an optical storage medium such as a DVDROM or a CDROM, or a non-volatile semiconductor memory such as an EEPROM is used. The external storage device 10 stores a game program 11 and game data 12. The game program 11 is a computer program necessary for the game machine 1 to provide a predetermined game. When the control unit 2 reads and executes the game program 11, a game providing unit 15 is provided inside the control unit 2.
 ゲーム提供部15は、例えば、ゲーム機1におけるゲームの開始、進行及び終了の管理、並びにプレイ料金(所定の対価)の徴収といったゲームのプレイに関連した各種の処理を実行する。また、ゲーム提供部15は、これらの処理を通じて、例えば、ゲームの進行に使用されるゲーム画面を表示するために必要な信号をモニタ4に、効果音、BGM等のゲームの進行に関連する音声を再生するために必要な信号をスピーカ5に、それぞれ出力する。ゲーム提供部15は、コンピュータハードウェアとコンピュータプログラムとの組み合わせにより実現される論理的装置である。なお、制御ユニット2の内部には、その他にも各種の論理的装置が設けられ得るが、それらの図示は省略した。 The game providing unit 15 executes various processes related to game play such as management of game start, progress, and end in the game machine 1 and collection of play fees (predetermined consideration). In addition, through these processes, the game providing unit 15 transmits, for example, a sound necessary for displaying a game screen used for the progress of the game to the monitor 4 and sounds related to the progress of the game, such as sound effects and BGM. Are output to the speaker 5 respectively. The game providing unit 15 is a logical device realized by a combination of computer hardware and a computer program. Various other logical devices may be provided inside the control unit 2, but these are not shown.
 一方、ゲームデータ12は、ゲームプログラム11の実行に伴って参照され得る各種のデータである。ゲームデータ12には、例えば、指示データとしてのサインデータ20、及び、相性データ21が含まれる。サインデータ20、及び、相性データ21の詳細は、後述する。 On the other hand, the game data 12 is various data that can be referred to as the game program 11 is executed. The game data 12 includes, for example, sign data 20 as instruction data and compatibility data 21. Details of the sign data 20 and the compatibility data 21 will be described later.
 次に、ゲーム機1が提供するゲームについて説明する。ゲーム機1では、一例として、対戦型の野球ゲームが提供される。対戦相手は、通信回線を介して情報の送受信が可能なように接続された他のゲーム機1でもよい。この場合、2台のゲーム機1によって共通のゲームが進行される。また、プレイ中のゲーム機1自体が対戦相手として機能してもよい。つまり、一台のゲーム機1によってコンピュータ対戦という形態で対戦型の野球ゲームが提供されてもよい。 Next, the game provided by the game machine 1 will be described. As an example, the game machine 1 provides a battle-type baseball game. The opponent may be another game machine 1 connected so as to be able to transmit and receive information via a communication line. In this case, a common game is advanced by the two game machines 1. Further, the game machine 1 being played may itself function as an opponent. That is, a battle-type baseball game may be provided by a single game machine 1 in the form of a computer battle.
 また、ゲーム機1が提供する野球ゲームは、例えば、監督の役割をシミュレーションするタイプのシミュレーションゲームとして構成されている。具体的には、プレイヤには、監督として、ゲーム中に登場する選手の育成及びプレイヤが率いる野球チームへの試合中の指示等、実際の野球チームの監督が実行する各種の行為が要求される。また、このような各種の行為は、予め選択肢としてゲーム中に用意されている。つまり、プレイヤは、予め用意された選択肢のうちから実行すべき行為を選択することにより、野球ゲームをプレイする。そして、プレイヤによって選択された選択肢に基づいて、野球ゲームの展開が変化する。つまり、所定のゲームの一例として、各プレイヤの選択行為によってゲーム展開が変化する対戦型の野球シミュレーションゲームがゲーム機1を通じて提供される。 Further, the baseball game provided by the game machine 1 is configured as a simulation game of a type for simulating the role of a manager, for example. Specifically, the player is required to perform various actions performed by the manager of the actual baseball team, such as training players appearing in the game and giving instructions to the baseball team led by the player during the game. . Such various acts are prepared in advance during the game as options. That is, the player plays a baseball game by selecting an action to be executed from among the prepared options. Then, the development of the baseball game changes based on the option selected by the player. That is, as an example of the predetermined game, a battle-type baseball simulation game in which the game development changes according to the selection action of each player is provided through the game machine 1.
 図2及び、図3を参照して、野球ゲームについて更に説明する。上述のように、プレイヤは、監督として野球ゲームをプレイする。そして、プレイヤには、監督が実行すべき各種の行為が要求される。このような行為の一例として、プレイヤには、試合中に自己が率いるチームの各選手に出すべきサインの選択が要求される。図2は、野球ゲームに使用される試合中のゲーム画面の一例を示す図である。図2に示すように、ゲーム画面30は、チーム情報領域31、試合情報領域32、及び、ゲーム進行領域33を含んでいる。 The baseball game will be further described with reference to FIG. 2 and FIG. As described above, the player plays a baseball game as a manager. The player is required to perform various actions to be performed by the director. As an example of such an action, the player is required to select a sign to be given to each player of the team led by himself during the match. FIG. 2 is a diagram illustrating an example of a game screen during a game used in a baseball game. As shown in FIG. 2, the game screen 30 includes a team information area 31, a game information area 32, and a game progress area 33.
 チーム情報領域31には、例えば、試合中の各チームに所属する各選手の情報が表示される。また、試合情報領域32には、例えば、各チームの得点、プレイ中のイニングにおいけるアウトカウント、ストライクカウント、ボールカウントといった情報が表示される。一方、ゲーム進行領域33は、試合の進行に利用される。つまり、ゲーム進行領域33を通じて野球の試合が進行する。より具体的には、ゲーム進行領域33には、各選手のバッティング、ピッチング、守備、走塁といった野球のプレイ行為が表示される。図2の例では、ゲーム進行領域33には、次の打者としてバッターボックスに入る前の選手及びこの選手の打率等、打撃に関する情報が表示されている。 In the team information area 31, for example, information of each player belonging to each team in the game is displayed. In the game information area 32, for example, information such as the score of each team, the out count, the strike count, and the ball count in the inning during play is displayed. On the other hand, the game progress area 33 is used for the progress of the game. That is, a baseball game progresses through the game progress area 33. More specifically, the game progress area 33 displays baseball play acts such as batting, pitching, defense, and running of each player. In the example of FIG. 2, the game progress area 33 displays information related to the batting such as the player before entering the batter box as the next batter and the batting rate of the player.
 また、ゲーム進行領域33には、指示ボタン35が配置される。指示ボタン35は、試合中に監督が実行すべき指示の選択に使用される。一例として、指示ボタン35は、サインボタン35aを含んでいる。サインボタン35aは、試合中の各選手に自己の方針を指示するために使用される。また、サインボタン35aを通じた方針の指示には、第1分類としての通常サイン、及び、第2分類としてのスペシャルサインが含まれる。つまり、プレイヤが実行すべき指示は、通常サイン及びスペシャルサインの大きく2つに分類される。 In addition, an instruction button 35 is arranged in the game progress area 33. The instruction button 35 is used to select an instruction to be executed by the manager during the match. As an example, the instruction button 35 includes a sign button 35a. The sign button 35a is used to instruct each player during the game of his / her policy. Further, the policy instruction through the sign button 35a includes a normal sign as the first classification and a special sign as the second classification. That is, the instruction to be executed by the player is roughly classified into two types: a normal sign and a special sign.
 サインボタン35aは、所定の使用条件を満たす場合に使用可能である。また、所定の使用条件は、通常サイン条件及び特別サイン条件を含む。通常サイン条件は、通常サインを使用可能にするための条件である。一方、特別サイン条件は、スペシャルサインを使用可能にするための条件である。つまり、通常サイン条件を満たす場合には通常サインの選択が、特別サイン条件を満たす場合にはスペシャルサインの選択が、それぞれ可能である。このように通常サイン、及び、スペシャルサインの使用時期は、通常サイン条件及び特別サイン条件に基づいて決定される。そして、通常サイン条件及び特別サイン条件の少なくともいずれか一方が満たされる場合に、所定の使用条件が満たされるものとする。なお、所定の使用条件を満たすための要件には、通常サイン条件及び特別サイン条件の少なくともいずれか一方が満たされるという要件以外の要件が含まれていてもよい。例えば、このような要件として、試合において通常サインを出した回数又はスペシャルサインを出した回数が所定数以下(例えば、15回)であるといった回数要件等の他の要件が含まれていてもよい。この場合、通常サイン条件及び特別サイン条件の少なくともいずれか一方が満たされ、かつ、回数要件等の他の要件が満たされた場合に所定の使用条件が満たされる。 The sign button 35a can be used when a predetermined use condition is satisfied. The predetermined use conditions include a normal sign condition and a special sign condition. The normal sign condition is a condition for enabling the normal sign. On the other hand, the special sign condition is a condition for enabling the special sign. That is, the normal signature can be selected when the normal sign condition is satisfied, and the special signature can be selected when the special sign condition is satisfied. Thus, the use time of the normal sign and the special sign is determined based on the normal sign condition and the special sign condition. A predetermined use condition is satisfied when at least one of the normal sign condition and the special sign condition is satisfied. The requirement for satisfying the predetermined use condition may include a requirement other than the requirement that at least one of the normal sign condition and the special sign condition is satisfied. For example, such requirements may include other requirements such as the number of times that the number of times that a normal sign is issued or the number of times that a special sign is issued is equal to or less than a predetermined number (for example, 15 times). . In this case, the predetermined use condition is satisfied when at least one of the normal sign condition and the special sign condition is satisfied and other requirements such as the number of times requirement are satisfied.
 通常サイン条件は、例えば、プレイヤによって試合を一時止めるためのタイムの指示が実行された場合、或いは、試合中に攻撃側の打者がバッターボックスに入るための打席入り動作を実行している場合等が採用される。つまり、一例として、タイムが実行された場合、或いは、打席入り動作が実行されている場合に通常サイン条件が満たされ、所定の使用条件が満たされる。 The normal sign condition is, for example, when a time instruction for temporarily stopping the game is executed by the player, or when an attacking batter is entering a batter box to enter the batter box during the game, etc. Is adopted. That is, as an example, the normal sign condition is satisfied and the predetermined use condition is satisfied when the time is executed or when the batting operation is executed.
 通常サインは、プレイヤの心理的負荷を軽減するため、ゲーム展開の優劣に対する影響度が比較的低い指示である。つまり、選手の行動をサインによって指示することが可能であるが、サインによる選手の行動とゲーム展開の優劣には比較的弱い相関関係しかない。換言すると、サインによる選手の行動と行動の結果の間に多くの不確定要素が入る。通常サインには、例えば、盗塁、バント等の攻撃側が選択すべきサイン及び守備シフト、前進守備等の守備側が選択すべきサインが含まれる。そして、サインボタン35aを通じて、プレイヤが守備側のチームを率いている場合には守備側のサインが、攻撃側のチームを率いている場合には攻撃側のサインが、それぞれ選択可能である。 The normal sign is an instruction that has a relatively low influence on the superiority or inferiority of the game development in order to reduce the psychological burden of the player. In other words, it is possible to instruct the player's action with a sign, but there is only a relatively weak correlation between the player's action with the sign and the superiority of the game development. In other words, there are many uncertainties between the behavior of the player by the signature and the result of the behavior. The normal sign includes, for example, a sign that should be selected by an attacker such as theft or bunt and a sign that should be selected by the defensive side such as defensive shift or forward defense. Through the sign button 35a, when the player leads the defensive team, the defensive sign can be selected, and when the player leads the attacking team, the attacking sign can be selected.
 一方、スペシャルサインは、通常サインに比べ、ゲーム展開の優劣に対する影響度が高い指示である。換言すると、サインによる選手の行動と行動の結果の間に不確定要素が少ない。また、プレイヤの心理的な負荷を軽減するため、使用可能な状況は、通常サインよりも限定される。従って、使用される機会(使用時期)も通常サインと比べて比較的少ない。より具体的には、特別サイン条件として、例えば、試合状況がターニングポイントに該当する場合、或いは、投手のメンタル(心理面)が動揺状態に陥っている場合等が採用される。つまり、これらの場合に、特別サイン条件が満たされ、所定の使用条件が満たされる。ターニングポイントは、例えば、得点及び、走者の状況に基づいて判断される。つまり、得点及び、走者の状況が所定の状況に該当する場合がターニングポイントとして判断される。また、ターニングポイントは、試合やイニング単位で発生数が限定されてもよい。一方、投手のメンタルは、例えば、ヒット等を打たれることにより増減するメンタルパラメータを利用して判断される。そして、メンタルパラメータが所定値以下になった場合が動揺状態として判断される。また、メンタルパラメータの増減には、投手のスキル(投手の能力を定義するためにパラメータによって設定されるもの)が反映されてもよい。 On the other hand, the special sign is an instruction having a higher influence on the superiority or inferiority of the game development than the normal sign. In other words, there are few uncertainties between the behavior of the player by the sign and the result of the behavior. Moreover, in order to reduce the psychological load of the player, the usable situation is limited as compared with the normal sign. Therefore, the opportunity (usage time) to be used is relatively small as compared with a normal sign. More specifically, as the special sign condition, for example, a case where the game situation corresponds to a turning point, or a case where the mental (psychological aspect) of the pitcher is in a state of shaking is adopted. That is, in these cases, the special sign condition is satisfied, and the predetermined use condition is satisfied. A turning point is judged based on a score and a runner's condition, for example. That is, when the score and the runner's situation correspond to a predetermined situation, the turning point is determined. Further, the number of turning points may be limited in units of matches or innings. On the other hand, the pitcher's mental is determined using, for example, a mental parameter that increases or decreases when a hit or the like is hit. Then, when the mental parameter is equal to or less than a predetermined value, it is determined as a shaking state. Further, the pitcher skill (set by the parameter to define the pitcher ability) may be reflected in the increase / decrease of the mental parameter.
 また、スペシャルサインは、通常サインに比べて、ゲーム展開の優劣への影響度が高い。上述のように、通常サインは、サインによる選手の行動と行動の結果との間に不確定要素が多く入る。結果として、通常サインがゲーム展開の優劣に与える影響は大きくない。例えば、守備的シフトという通常サインが設定されている場合でも投手が投げるボールの球種やコースといった詳細の指示はされない。つまり、投手が投げるボールの球種やコースは、守備的シフトに対応するものにはならない場合もある。或いは、盗塁という通常サインが設定されている場合でも、打者や投手の行動がゲーム展開の優劣に影響を与える。例えば、打者が空振りという行動をした場合、或いは投手がワイルドピッチという行動をした場合には、盗塁の成功率は上昇する。このように、通常サインがゲーム展開の優劣に与える影響は、打者と投手の駆け引きといった不確定要素にも依存する。従って、守備的シフト或いは盗塁といった通常サインが試合展開の優劣に与える影響は大きいとは言えない。 Also, the special sign has a higher influence on the superiority or inferiority of the game development than the normal sign. As described above, the normal sign has many uncertain factors between the action of the player by the sign and the result of the action. As a result, the impact of normal signing on the superiority of game development is not significant. For example, even if the normal sign of defensive shift is set, detailed instructions such as the ball type and course of the ball thrown by the pitcher are not given. In other words, the ball type and course of the ball thrown by the pitcher may not correspond to a defensive shift. Or even if the normal sign of theft is set, the batter or pitcher's behavior affects the superiority of the game development. For example, when the batter performs the action of swinging, or when the pitcher performs the action of wild pitch, the success rate of the theft increases. As described above, the influence of the normal sign on the superiority or inferiority of the game development also depends on uncertain factors such as barter and pitcher bargaining. Therefore, it cannot be said that the influence of the normal sign such as defensive shift or theft on the superiority of the game development is great.
 一方、スペシャルサインにも攻撃側のサイン及び守備側のサインが存在する。そして、スペシャルサインには、より試合の展開の優劣に影響を与える指示が含まれる。例えば、スペシャルサインには、“兎に角、低めを丁寧に!”といった投手の具体的球種に関する指示が含まれる。従って、必然的にゲーム展開の優劣に与える影響が通常サインに比べて大きい。そして、スペシャルサインは、攻撃側或いは守備側の一方のみが実行するものではない。つまり、スペシャルサインを通じて、より具体的な指示が双方によって各選手に出される場合もある。このような場合、攻撃側に対応するスペシャルサイン及び守備側に対応するスペシャルサインの互いの相性によってゲーム展開が決定される。 On the other hand, there are also an attacking sign and a defensive sign in the special sign. The special sign includes instructions that influence the superiority of the game development. For example, the special sign includes an instruction regarding a specific pitcher's specific ball type, such as “Corner and horns carefully.” Accordingly, the influence on the superiority or inferiority of the game development is inevitably larger than that of a normal sign. The special sign is not executed only by the attacking side or the defensive side. In other words, a specific instruction may be given to each player by both sides through a special sign. In such a case, the game development is determined by the compatibility of the special sign corresponding to the attacker and the special sign corresponding to the defender.
 図3は、スペシャルサインの相性を説明するための説明図である。図3に示すように、守備側に対応するスペシャルサインには、一例として“強気で内角を攻めろ!”、“内角球をひっかけさせろ!”といった投手への具体的な指示が含まれる。一方、攻撃側に対応するスペシャルサインには、一例として“思い切って、引っ張れ!”、“コンパクトに振っていけ!”といった打者への具体的な指示が含まれる。また、守備側の各指示及び攻撃側の各指示には、相性が設定される。そして、守備側及び攻撃側の双方がスペシャルサインを出している場合には、互いの相性によって指示に対する結果が決定される。図3の例では、守備側によって“外中心でかわせ”というスペシャルサインが、攻撃側によって“球に逆らわず、流していけ”というスペシャルサインが、それぞれ出されている。この場合、攻撃側の指示は、外側のコースに強い指示に該当する。つまり、この場合、双方の相性は、攻撃側に都合のよいものである。従って、この場合、スペシャルサインの結果は、ヒットという形でゲーム展開に反映される。 FIG. 3 is an explanatory diagram for explaining the compatibility of the special sign. As shown in FIG. 3, the special sign corresponding to the defensive side includes specific instructions to the pitcher such as “attack the inner angle with bullishness!” And “let the inner angle ball catch!” As an example. On the other hand, the special sign corresponding to the attacker includes, for example, specific instructions to the batter such as “Dare, pull!” And “Shake compact!”. Compatibility is set for each instruction on the defense side and each instruction on the attack side. When both the defensive side and the attacking side issue a special sign, the result for the instruction is determined by the compatibility of each other. In the example of FIG. 3, a special sign “Move in the outer center” is issued by the defensive side, and a special sign “Do not go against the ball, let it flow” by the attack side. In this case, the instruction on the attack side corresponds to an instruction strong on the outer course. In other words, in this case, the compatibility of both is convenient for the attacker. Therefore, in this case, the result of the special sign is reflected in the game development in the form of a hit.
 このように、野球ゲームでは、緊迫する場合ではスペシャルサインが使用可能になる。そして、スペシャルサインが使用された場合には、攻撃側及び守備側の双方の指示の相性によって直接ゲーム展開の優劣に指示結果が反映される。つまり、ゲーム展開の優劣への影響が少なく、プレイヤの心理的負荷を軽減可能な通常サイン、及び、ゲーム展開の優劣に直接影響を与えることができるスペシャルサインが試合状況に応じて使い分けられる。このような野球ゲームをゲーム機1は、提供する。 In this way, special signs can be used in baseball games in case of strain. When the special sign is used, the instruction result is directly reflected in the superiority or inferiority of the game development depending on the compatibility of the instructions on the attacking side and the defensive side. In other words, a normal sign that can reduce the player's psychological burden and a special sign that can directly influence the superiority or inferiority of the game development are selectively used according to the game situation. The game machine 1 provides such a baseball game.
 次に、サインデータ20及び相性データ21の詳細について説明する。サインデータ20は、通常サイン、及び、スペシャルサインを定義するためのデータである。図4は、サインデータ20の内容の一例を示す図である。図4に示すように、サインデータ20は、サインID、サイン、種類、及び、可能期間の情報を含んでいる。つまり、サインデータ20は、これらの情報が互いに関連付けられるように記述されたレコードの集合である。 Next, details of the signature data 20 and the compatibility data 21 will be described. The signature data 20 is data for defining a normal signature and a special signature. FIG. 4 is a diagram illustrating an example of the contents of the signature data 20. As shown in FIG. 4, the signature data 20 includes information on a signature ID, a signature, a type, and a possible period. That is, the sign data 20 is a set of records described so that these pieces of information are associated with each other.
 サインIDは、各サインを管理するための情報である。このため、サインIDとして、例えば、サイン毎、つまりレコード毎にユニークな数字が使用される。サインは、試合中に指示可能なサインを定義するための情報である。つまり、サインの情報として、例えば、“守備シフト”或いは、“兎に角、低めを丁寧に!”といったサインに対応する情報が利用される。種類は、各サインの種類を管理するための情報である。つまり、種類の情報は、各サインを通常サイン、及び、スペシャルサインに分類するために使用される。種類の情報として、例えば、通常サインに対応する“A”、スペシャルサインに対応する“B”等のアルファベットが利用されてよい。また、可能期間は、各サインを使用可能な期間を定義するための情報である。使用可能な期間として、例えば、所定の使用条件を満たす各ケースがケース毎に区別可能に記述される。例えば、通常サイン条件を満たす各ケースとして、試合中にタイムの指示が実行されている期間に対応する情報、打席入り動作期間に対応する情報等が採用される。同様に、特別サイン条件を満たす各ケースに対応する情報も利用される。つまり、可能期間として、試合中の所定の使用条件を満たす各期間を指定する情報が記述される。可能期間として、通常サイン条件或いは特別サイン条件を満たす各ケースに対応する“1”、“2”等、数字が利用されてよい。 The sign ID is information for managing each signature. For this reason, as the signature ID, for example, a unique number is used for each signature, that is, for each record. The sign is information for defining a sign that can be instructed during a match. That is, as the signature information, for example, information corresponding to a signature such as “defensive shift” or “carefully corner and lower!” Is used. The type is information for managing the type of each signature. That is, the type information is used to classify each signature into a normal signature and a special signature. As the type information, for example, alphabets such as “A” corresponding to a normal signature and “B” corresponding to a special signature may be used. The possible period is information for defining a period in which each signature can be used. As the usable period, for example, each case satisfying a predetermined use condition is described so as to be distinguishable for each case. For example, as each case that satisfies the normal sign condition, information corresponding to a period in which a time instruction is executed during a match, information corresponding to a batting operation period, and the like are employed. Similarly, information corresponding to each case that satisfies the special sign condition is also used. That is, information specifying each period satisfying a predetermined use condition during the match is described as the possible period. As the possible period, numbers such as “1” and “2” corresponding to each case satisfying the normal sign condition or the special sign condition may be used.
 一方、相性データ21は、攻撃側及び守備側間のスペシャルサインの相性を定義するためのデータである。図5は、相性データ21の内容の一例を示す図である。図5に示すように、相性データ21は、守備サイン、攻撃サイン、及び、結果の情報を含んでいる。つまり、相性データ21は、これらの情報が互いに関連付けられるように記述されたレコードの集合である。 On the other hand, the compatibility data 21 is data for defining the compatibility of the special sign between the attacking side and the defensive side. FIG. 5 is a diagram illustrating an example of the content of the compatibility data 21. As shown in FIG. 5, the compatibility data 21 includes a defensive signature, an attack signature, and result information. That is, the compatibility data 21 is a set of records described so that these pieces of information are associated with each other.
 守備サインは、サインデータ20に含まれる各サインのうち守備側の各スペシャルサインの情報に対応する。同様に、攻撃サインは、サインデータ20に含まれる各サインのうち攻撃側の各スペシャルサインの情報に対応する。攻撃側の各スペシャルサインは、守備側の各スペシャルサインに対応する結果と対応付けられている。つまり、一つの攻撃サインは、全守備サインに対応する結果の情報と対応付けられている。従って、一つの攻撃サインのレコードには、全守備サインに対応する結果の情報が含まれている。図5の例では、例えば、“攻撃サイン1”には、“守備サイン1”に対応する結果として“結果1A”が、“守備サイン2”に対応する結果として“結果1B”が、それぞれ関連付けられている。また、結果は、攻撃サイン及び守備サインが指示された場合にゲーム展開として反映すべき結果の情報である。つまり、相性データ21には、攻撃サイン毎に全守備サインに対応する結果が互いに関連付けられて記述されている。 The defensive signature corresponds to the information of each special signature on the defensive side among the signatures included in the signature data 20. Similarly, the attack signature corresponds to information on each special signature on the attack side among the signatures included in the signature data 20. Each special sign on the attacking side is associated with a result corresponding to each special sign on the defensive side. That is, one attack sign is associated with information on the result corresponding to all defense signs. Accordingly, the record of one attack sign includes information on the result corresponding to all the defensive signs. In the example of FIG. 5, for example, “attack sign 1” is associated with “result 1A” as a result corresponding to “defense sign 1” and “result 1B” as a result corresponding to “defense sign 2”. It has been. The result is information on a result to be reflected as a game development when an attack sign and a defensive sign are instructed. That is, the compatibility data 21 describes the results corresponding to all the defensive signs for each attack sign.
 次に、図6及び図7を参照して、サイン区別処理及び、特別サイン反映処理について説明する。サイン区別処理及び、特別サイン反映処理は、制御ユニット2によって実行される。より具体的には、これらの処理は、制御ユニット2のゲーム提供部15を通じて実行される。なお、制御ユニット2は、これらの処理の他にも野球ゲームを実現するために必要な各種の周知な処理を実行するが、それらの詳細な説明は省略する。 Next, with reference to FIG. 6 and FIG. 7, the signature distinguishing process and the special sign reflecting process will be described. The signature distinguishing process and the special signature reflecting process are executed by the control unit 2. More specifically, these processes are executed through the game providing unit 15 of the control unit 2. In addition to these processes, the control unit 2 executes various well-known processes necessary for realizing a baseball game, but detailed descriptions thereof are omitted.
 図6は、サイン区別処理ルーチンのフローチャートの一例を示す図である。図6のルーチンは、プレイヤが選択可能な選択肢として通常サイン及びスペシャルサインのいずれの分類のサインを提供すべきか決定するための処理である。図6のルーチンは、例えば、ゲーム提供部15を通じて所定の周期で繰り返し実行される。所定の周期として、例えば、各打者の打席毎に図6のルーチンが実行される。 FIG. 6 is a diagram showing an example of a flowchart of a signature distinction processing routine. The routine of FIG. 6 is a process for determining whether a signature of a normal signature or a special signature should be provided as an option that can be selected by the player. The routine in FIG. 6 is repeatedly executed at a predetermined cycle through the game providing unit 15, for example. As the predetermined cycle, for example, the routine of FIG. 6 is executed for each batter of each batter.
 図6のルーチンが開始されると、ゲーム提供部15は、まずステップS11において、所定の使用条件を満たすか否か判別する。より具体的には、ゲーム提供部15は、通常サイン条件、及び、特別サイン条件の少なくともいずれか一方を満たすか否か判別する。この判別結果が否定的結果の場合、つまり通常サイン条件及び特別サイン条件のいずれも満たされていない場合、ゲーム提供部15は、以降の処理をスキップして、今回のルーチンを終了する。なお、所定の使用条件に回数要件等、他の要件が含まれている場合には、それらの要件を満たすか否かも判別される。 When the routine of FIG. 6 is started, the game providing unit 15 first determines whether or not a predetermined use condition is satisfied in step S11. More specifically, the game providing unit 15 determines whether or not at least one of the normal sign condition and the special sign condition is satisfied. If the determination result is a negative result, that is, if neither the normal sign condition nor the special sign condition is satisfied, the game providing unit 15 skips the subsequent processing and ends the current routine. In addition, when other requirements such as the number of times requirement are included in the predetermined use condition, it is also determined whether or not those requirements are satisfied.
 一方、ステップS11の判別結果が肯定的結果の場合、つまり通常サイン条件及び特別サイン条件の少なくともいずれか一方が満たされる場合、ゲーム提供部15は、ステップS12に進む。ステップS12において、ゲーム提供部15は、所定の使用条件を満たす場合のうち特別サイン条件を満たす場合か否か判別する。この判別結果が否定的結果の場合、つまり特別サイン条件は満たされず、通常サイン条件のみが満たされる場合、ゲーム提供部15は、ステップS13に進む。ステップS13において、ゲーム提供部15は、プレイヤに提供すべき選択肢を通常サインに分類される各サインに決定して、今回のルーチンを終了する。 On the other hand, if the determination result in step S11 is a positive result, that is, if at least one of the normal sign condition and the special sign condition is satisfied, the game providing unit 15 proceeds to step S12. In step S12, the game providing unit 15 determines whether or not the special sign condition is satisfied among the predetermined use conditions. If the determination result is a negative result, that is, if the special sign condition is not satisfied and only the normal sign condition is satisfied, the game providing unit 15 proceeds to step S13. In step S13, the game providing unit 15 determines the options to be provided to the player for each sign classified as a normal sign, and ends the current routine.
 一方、ステップS12の判別結果が肯定的結果の場合、つまり所定の使用条件のうち特別サイン条件が満たされている場合、ゲーム提供部15は、ステップS14に進む。ステップS14において、ゲーム提供部15は、プレイヤに提供すべき選択肢をスペシャルサインに分類される各サインに決定して、今回のルーチンを終了する。これにより、プレイヤに提供すべき選択肢が通常サイン及びスペシャルサインにいずれの分類に属するサインか決定される。つまり、所定の使用条件に基づいて通常サイン及び特別サインが使い分けられる。また、サインボタン35aが選択された場合には、この決定結果に基づいて決定された各サインがゲーム画面30に表示される。なお、決定結果に基づいて決定された各サインを表示させる際に、通常サイン条件も満たしている場合には、通常サイン及びスペシャルサインの両方が表示されてもよい。或いは、サインボタン35aが選択された後に、通常サイン及び特別サインを選択するための選択画面が介在していてもよい。そして、この選択画面で通常サインが選択された場合には、通常サインに属する各サインが表示されてもよい。つまり、通常サイン及びスペシャルサインの実際の選択は、プレイヤに任されてもよい。 On the other hand, if the determination result in step S12 is an affirmative result, that is, if the special sign condition is satisfied among the predetermined use conditions, the game providing unit 15 proceeds to step S14. In step S14, the game providing unit 15 determines the options to be provided to the player for each signature classified as a special signature, and ends the current routine. As a result, the option to be provided to the player is determined as to which of the normal signature and the special signature belongs to the signature. That is, the normal signature and the special signature are selectively used based on a predetermined use condition. When the sign button 35 a is selected, each sign determined based on the determination result is displayed on the game screen 30. In addition, when displaying each signature determined based on the determination result, both the normal signature and the special signature may be displayed if the normal sign condition is also satisfied. Alternatively, after the sign button 35a is selected, a selection screen for selecting a normal sign and a special sign may be interposed. When a normal sign is selected on this selection screen, each sign belonging to the normal sign may be displayed. That is, the actual selection of the normal signature and the special signature may be left to the player.
 また、図7は、特別サイン反映処理ルーチンのフローチャートの一例を示す図である。図7のルーチンは、スペシャルサインに対応するゲーム展開をゲームに反映するための処理である。図7のルーチンは、上述のようにゲーム提供部15を通じて実行される。また、図7のルーチンは、例えば、プレイヤによって特別サインのうちのいずれか一つが選択される毎に実行される。つまり、一例として、図7のルーチンは、試合中の指示として特別サインが選択される毎に実行される。 FIG. 7 is a diagram showing an example of a flowchart of the special signature reflection processing routine. The routine of FIG. 7 is a process for reflecting the game development corresponding to the special sign in the game. The routine of FIG. 7 is executed through the game providing unit 15 as described above. Further, the routine of FIG. 7 is executed, for example, every time one of the special signatures is selected by the player. That is, as an example, the routine of FIG. 7 is executed each time a special sign is selected as an instruction during a game.
 図7のルーチンを開始すると、ゲーム提供部15は、まずステップS21において、対戦相手がスペシャルサインを選択したか否か判別する。つまり、ゲーム提供部15は、ステップS21において、対戦相手の指示がスペシャルサインに対応する指示であるか否か判別する。この判別において、一台のゲーム機1内で対戦が実行されている場合、つまりコンピュータ対戦が実行されている場合には、対戦相手の指示としてコンピュータの指示が採用される。そして、この判別結果が否定的結果の場合、つまり対戦相手がスペシャルサインを指示していない場合、ゲーム提供部15は、ステップS22に進む。 When the routine of FIG. 7 is started, the game providing unit 15 first determines in step S21 whether or not the opponent has selected a special sign. That is, in step S21, the game providing unit 15 determines whether or not the opponent's instruction is an instruction corresponding to the special sign. In this determination, when a battle is being executed in one game machine 1, that is, when a computer battle is being executed, a computer instruction is adopted as the opponent's instruction. If the determination result is a negative result, that is, if the opponent does not instruct a special sign, the game providing unit 15 proceeds to step S22.
 ステップS22において、ゲーム提供部15は、ゲーム展開を算出する。具体的には、各種環境情報が考慮された各種算出式に基づいて、ゲーム提供部15は、ゲーム展開を算出する。これらの環境情報には、プレイヤが選択したスペシャルサイン及び通常サインが含まれる。従って、スペシャルサイン及び通常サインに応じたゲーム展開が算出される。また、ステップS22の算出は、一例として、通常サインに基づいてゲーム展開が算出された後に、その算出結果にスペシャルサインに対応するゲーム展開を反映するように実行されてよい。つまり、スペシャルサインは、スペシャルサインに対応する展開が確実に実行されるように、通常サインが考慮された後にゲーム展開に反映されてよい。これにより、スペシャルサインは、通常サインに基づくゲーム展開が算出された後に、その算出結果に直接反映されるため、その影響度が通常サインに比べて必然的に高くなる。ステップS22の処理を終えると、ゲーム提供部15は、ステップS26に進む。なお、スペシャルサインを選択可能な場合には、必ず双方によってスペシャルサインが選択されるように設定されていてもよい。このような場合、ステップS21、及び、ステップS22の処理は、省略されてもよい。 In step S22, the game providing unit 15 calculates a game development. Specifically, the game providing unit 15 calculates the game development based on various calculation formulas in which various environment information is taken into consideration. The environmental information includes a special sign and a normal sign selected by the player. Accordingly, the game development corresponding to the special sign and the normal sign is calculated. For example, the calculation in step S22 may be executed so that the game development corresponding to the special sign is reflected in the calculation result after the game development is calculated based on the normal sign. That is, the special sign may be reflected in the game development after the normal sign is taken into consideration so that the development corresponding to the special sign is surely executed. As a result, the special sign is directly reflected in the calculation result after the game development based on the normal sign is calculated, so that the degree of influence is inevitably higher than that of the normal sign. When the process of step S22 is completed, the game providing unit 15 proceeds to step S26. If a special signature can be selected, the special signature may be set so that both can be selected. In such a case, the process of step S21 and step S22 may be omitted.
 一方、ステップS21の判別結果が肯定的結果の場合、つまり対戦相手がスペシャルサインを選択している場合、ゲーム提供部15は、ステップS23に進む。ステップS23において、ゲーム提供部15は、スペシャルサイン間の相性を判別する。この判別は、例えば、次のようにして実行される。まず、ゲーム提供部15は、相性データ21に基づいて、攻撃側のスペシャルサインに対応する各結果のうち守備側のスペシャルサインに対応する結果を特定する。そして、ゲーム提供部15は、特定した結果をスペシャルサイン間の相性として判別する。このようにして、ステップS23の判別は実行される。 On the other hand, if the determination result in step S21 is a positive result, that is, if the opponent has selected a special sign, the game providing unit 15 proceeds to step S23. In step S23, the game providing unit 15 determines compatibility between special signs. This determination is performed as follows, for example. First, based on the compatibility data 21, the game providing unit 15 specifies a result corresponding to the defensive special sign among the results corresponding to the attacking special sign. And the game provision part 15 discriminate | determines the identified result as compatibility between special signs. In this way, the determination in step S23 is executed.
 続くステップS24において、ゲーム提供部15は、ステップS23の判別結果に基づいて、スペシャルサイン間の相性の結果を取得する。次のステップS25において、ゲーム提供部15は、ステップS24で取得した相性の結果或いは、ステップS22で算出された結果に所条件を反映する。所条件として、例えば、攻撃側の選手のバッティングに関するパラメータ、及び、守備側のピッチャーを務める選手のピッチングに関するパラメータが利用される。つまり、ステップS25では、ステップS24で取得した相性の結果、或いは、ステップS22で算出された結果に選手のパラメータ等が反映される。結果として、例えば、ステップS24或いはステップS22の二塁打という結果が、三塁打、本塁打、或いは、ヒットという結果に修正される。 In subsequent step S24, the game providing unit 15 acquires the result of the compatibility between the special signs based on the determination result in step S23. In the next step S25, the game providing unit 15 reflects the conditions in the compatibility result acquired in step S24 or the result calculated in step S22. As the conditions, for example, parameters relating to the batting of the attacking player and parameters relating to the pitching of the player acting as the defensive pitcher are used. That is, in step S25, a player's parameter etc. are reflected in the result of the compatibility acquired in step S24 or the result calculated in step S22. As a result, for example, the result of the second strike of step S24 or step S22 is corrected to the result of a third strike, a home run, or a hit.
 続くステップS26において、ゲーム提供部15は、ステップS25で所条件を反映した後の結果、つまり所条件を反映して修正された後の結果をゲーム展開に反映して、今回のルーチンを終了する。通常サインが選択された場合には、各種環境情報が考慮された各種算出式によってゲーム展開が算出される(双方が通常サインのみを選択している場合には、双方の通常サインが考慮される。この場合の処理の説明は省略している)。これに対して、図7のルーチンにより、スペシャルサインは、ゲーム展開の優劣に直接関連するように利用される。結果として、通常サインよりもスペシャルサインのゲーム展開の優劣に与える影響度が大きくなる。 In subsequent step S26, the game providing unit 15 reflects the result after reflecting the condition in step S25, that is, the result corrected by reflecting the desired condition in the game development, and ends the current routine. . When the normal sign is selected, the game development is calculated by various calculation formulas in which various environmental information is taken into account (if both are selecting only the normal sign, both normal signs are considered) (Description of processing in this case is omitted). On the other hand, according to the routine of FIG. 7, the special sign is used so as to directly relate to the superiority or inferiority of the game development. As a result, the influence on the superiority or inferiority of the game development of the special sign becomes larger than the normal sign.
 以上に説明したように、この形態によれば、通常サイン条件及び特別サイン条件に基づいて、通常サイン及びスペシャルサインの使用期間が区別される。つまり、通常サイン条件及び特別サイン条件に基づいて、通常サイン及びスペシャルサインを使い分けることができる。また、スペシャルサインは、ゲーム展開の優劣に与える影響力が通常サインよりも大きい。このため、例えば、試合の序盤等、試合の動きが少ない時期にはプレイヤの心理的負荷を軽減すべく通常サインの使用を促す一方で、試合中の緊迫した時期にはゲームに大きく影響を与えるべく影響力の大きいスペシャルサインの使用を促すことができる。これにより、プレイヤの心理的負荷の軽減、及び、ゲーム展開の優劣への影響力の増加を両立させることができるので、ゲームの興趣性を向上させることができる。 As described above, according to this embodiment, the usage periods of the normal sign and the special sign are distinguished based on the normal sign condition and the special sign condition. That is, the normal sign and the special sign can be used properly based on the normal sign condition and the special sign condition. In addition, special signs have a greater influence on the superiority of game development than normal signs. For this reason, for example, when the movement of the game is low, for example, at the beginning of the game, the player is encouraged to use a normal sign to reduce the psychological burden of the player. It is possible to encourage the use of special signs that have as much influence as possible. As a result, it is possible to achieve both a reduction in the player's psychological load and an increase in influence on the superiority or inferiority of the game development, so that the interest of the game can be improved.
 以上の形態において、制御ユニット2がゲーム提供部15を通じて図6のルーチンを実行することにより、本発明の時期区別手段として機能する。また、制御ユニット2がゲーム提供部15を通じて図7のルーチンを実行することにより、本発明の相性判別手段、及び、変化付与手段として機能する。一方、外部記憶装置10がサインデータ20を記憶することにより本発明の指示データ記憶手段として、相性データ21を記憶することにより本発明の相性データ記憶手段として、それぞれ機能する。 In the above embodiment, when the control unit 2 executes the routine of FIG. 6 through the game providing unit 15, it functions as a time distinguishing means of the present invention. Further, when the control unit 2 executes the routine of FIG. 7 through the game providing unit 15, the control unit 2 functions as a compatibility determination unit and a change provision unit of the present invention. On the other hand, the external storage device 10 functions as the instruction data storage means of the present invention by storing the signature data 20 and functions as the compatibility data storage means of the present invention by storing the compatibility data 21.
 本発明は上述の形態に限定されず、適宜の形態にて実施することができる。上述の形態では、相性データ21に基づいて、スペシャルサイン間の相性が判別されている。しかし、本発明は、このような形態に限定されない。例えば、スペシャルサイン間の相性は、相性データ21に定義された各結果を得るための所定の相性条件に基づいて、処理毎に判別されてもよい。 The present invention is not limited to the above-described form, and can be implemented in an appropriate form. In the above-described embodiment, the compatibility between special signs is determined based on the compatibility data 21. However, the present invention is not limited to such a form. For example, the compatibility between special signs may be determined for each process based on a predetermined compatibility condition for obtaining each result defined in the compatibility data 21.
 また、上述の形態では、守備側及び攻撃側の各スペシャルサインは、互いに直接対応するように(各スペシャルサイン間の優劣が付けられるように)設定されている。しかし、本発明は、このような形態に限定されない。守備側及び攻撃側の各スペシャルサインとして、互いに無関係のサインが採用されてもよい。このような場合、互いの指示は衝突しないので、双方の指示結果が共にゲーム展開の優劣に直接反映されてもよい。つまり、スペシャルサインの結果がゲーム展開の優劣に直接反映される限り、相性の判別は省略されてもよい。このように、ゲーム展開の優劣への影響力が大きくなるように通常サインと区別して使用される限り、スペシャルサインとして、どのようなサインが採用されてもよい。 Further, in the above-described form, the special signs on the defense side and the attack side are set so as to directly correspond to each other (so that superiority or inferiority between the special signs is given). However, the present invention is not limited to such a form. Signs unrelated to each other may be adopted as the special signs on the defense side and the attack side. In such a case, since the instructions of each other do not collide, both instruction results may be directly reflected in the superiority or inferiority of the game development. That is, as long as the result of the special sign is directly reflected in the superiority or inferiority of the game development, the determination of compatibility may be omitted. In this way, any sign may be adopted as the special sign as long as it is used separately from the normal sign so as to increase the influence on the superiority or inferiority of the game development.
 上述の形態では、ゲームとして、野球ゲームが採用されている。しかし、ゲーム機1が提供するゲームは、このような形態に限定されない。例えば、ゲーム機1が提供するゲームとして、その他にも競馬ゲーム、サッカーゲーム等、各種のスポーツゲームが採用されてよい。或いは、予め設定された各指示のうちプレイヤによって選択された指示に基づいてゲーム展開が変化するゲームである限り、各種のシミュレーションゲームが利用されてもよい。 In the above-described form, a baseball game is adopted as the game. However, the game provided by the game machine 1 is not limited to such a form. For example, as a game provided by the game machine 1, various sports games such as a horse racing game and a soccer game may be employed. Alternatively, various simulation games may be used as long as the game development changes based on an instruction selected by the player among the preset instructions.
 また、上述の形態では、ゲーム機1は、商業施設に設置される業務用ゲーム機として構成されている。しかし、ゲーム機1は、このような形態に限定されない。ゲーム機1は、例えば、家庭用の据置型ゲーム機、携帯型のゲーム機(パーソナルコンピュータ、或いは、携帯電話がゲーム機として機能する場合を含む)等、適宜の形態で実現されてよい。 Further, in the above-described form, the game machine 1 is configured as an arcade game machine installed in a commercial facility. However, the game machine 1 is not limited to such a form. The game machine 1 may be realized in an appropriate form, such as a home-use game machine or a portable game machine (including a case where a personal computer or a mobile phone functions as a game machine).

Claims (8)

  1.  予め設定された各指示のうちプレイヤによって選択された指示に基づいてゲーム展開が変化するゲームを提供するゲーム機であって、
     各指示が第1分類、及び、前記第1分類よりもゲーム展開の優劣に与える影響力が大きい第2分類にそれぞれ分類されるように記述された指示データを記憶する指示データ記憶手段と、
     所定の使用条件に基づいて、各指示の使用時期を分類毎に区別する時期区別手段と、
    を備える、ゲーム機。
    A game machine that provides a game whose game development changes based on an instruction selected by a player among preset instructions,
    Instruction data storage means for storing instruction data described so that each instruction is classified into a first classification and a second classification having a greater influence on the superiority of game development than the first classification;
    A time distinction means for distinguishing the use time of each instruction for each classification based on predetermined use conditions,
    A game machine.
  2.  前記ゲームとして対戦型のゲームが実行され、対戦中の各プレイヤによって前記第2分類に属する指示が選択された場合に、所定の相性条件に基づいて、各プレイヤによって選択された前記第2分類に属する各指示間の相性を判別する相性判別手段と、
     前記相性判別手段の判別結果に基づいて、各プレイヤによって選択された前記第2分類に属する各指示間の相性に応じた変化を前記ゲームに付与する変化付与手段と、
    を更に備える、請求項1のゲーム機。
    When a battle-type game is executed as the game and an instruction belonging to the second category is selected by each player in the match, the second category selected by each player is selected based on a predetermined compatibility condition. Compatibility determination means for determining the compatibility between the instructions belonging to,
    Based on the determination result of the compatibility determination means, a change giving means for giving a change to the game according to the compatibility between the instructions belonging to the second category selected by each player;
    The game machine according to claim 1, further comprising:
  3.  前記所定の相性条件に基づいて得られる各指示間の相性が記述された相性データを記憶する相性データ記憶手段を更に備え、
     前記相性判別手段は、前記相性データに基づいて各指示間の相性を判別する、請求項2のゲーム機。
    A compatibility data storage means for storing compatibility data in which the compatibility between instructions obtained based on the predetermined compatibility condition is described;
    The game machine according to claim 2, wherein the compatibility determination unit determines the compatibility between instructions based on the compatibility data.
  4.  前記第2分類に属する各指示は、前記第1分類に属する各指示よりも後にゲーム展開に変化を与えるように利用されることにより、前記第1分類よりもゲーム展開の優劣に対して大きい影響力を得ている、請求項1~3のいずれか一項のゲーム機。 Each instruction belonging to the second category has a greater influence on the superiority or inferiority of the game development than the first classification by being used so as to change the game development after each instruction belonging to the first classification. The game machine according to any one of claims 1 to 3, wherein the game machine is powerful.
  5.  前記ゲームとして、プレイヤが監督の役割を果たすようにプレイされる野球ゲームが実行される、請求項1~4のいずれか一項のゲーム機。 The game machine according to any one of claims 1 to 4, wherein a baseball game played so that a player plays the role of a manager is executed as the game.
  6.  前記所定の使用条件を満たすための要件は、試合中の得点状況、走者状況、及び、選手の心理面が反映されたパラメータの状況の少なくともいずれか一つを要件として含む、請求項5のゲーム機。 The game according to claim 5, wherein the requirement for satisfying the predetermined use condition includes at least one of a score situation during a game, a runner situation, and a parameter situation reflecting a player's psychological aspect as a requirement. Machine.
  7.  予め設定された各指示のうちプレイヤによって選択された指示に基づいてゲーム展開が変化するゲームを提供するゲーム機であって、各指示が第1分類、及び、前記第1分類よりもゲーム展開の優劣に与える影響力が大きい第2分類にそれぞれ分類されるように記述された指示データを記憶する指示データ記憶手段を備えたゲーム機に組み込まれるコンピュータに、
     所定の使用条件に基づいて、各指示の使用時期を分類毎に区別する時期区別工程を実行させる、制御方法。
    A game machine that provides a game in which game development changes based on an instruction selected by a player among preset instructions, each instruction being a first class and a game development more than the first classification. In a computer incorporated in a game machine provided with instruction data storage means for storing instruction data described so as to be classified into the second classification having a large influence on superiority and inferiority,
    A control method for executing a time distinction step of distinguishing the use time of each instruction for each classification based on a predetermined use condition.
  8.  予め設定された各指示のうちプレイヤによって選択された指示に基づいてゲーム展開が変化するゲームを提供するゲーム機であって、各指示が第1分類、及び、前記第1分類よりもゲーム展開の優劣に与える影響力が大きい第2分類にそれぞれ分類されるように記述された指示データを記憶する指示データ記憶手段を備えたゲーム機に組み込まれるコンピュータを、
     所定の使用条件に基づいて、各指示の使用時期を分類毎に区別する時期区別手段として機能させるように構成されたゲーム機用のコンピュータプログラム。
    A game machine that provides a game in which game development changes based on an instruction selected by a player among preset instructions, each instruction being a first class and a game development more than the first classification. A computer incorporated in a game machine having instruction data storage means for storing instruction data described so as to be classified into the second classification having a large influence on superiority and inferiority;
    A computer program for a game machine configured to function as a time discriminating means for discriminating the use time of each instruction for each classification based on a predetermined use condition.
PCT/JP2013/064243 2012-06-06 2013-05-22 Game machine, and control method and computer program used in game machine WO2013183450A1 (en)

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JP6387568B1 (en) * 2017-12-21 2018-09-12 株式会社コナミデジタルエンタテインメント GAME CONTROL DEVICE, GAME SYSTEM, AND PROGRAM
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JP2001347074A (en) * 2000-06-08 2001-12-18 Hect:Kk Device and method for playing sport game
JP2002085847A (en) * 2000-09-19 2002-03-26 Enix Corp Video game and recording medium for storing program
JP2005000247A (en) * 2003-06-09 2005-01-06 Konami Computer Entertainment Studios Inc Video game program, video game device and video game method
JP2006068197A (en) * 2004-09-01 2006-03-16 Taito Corp Combat simulation game machine for arcade

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Publication number Priority date Publication date Assignee Title
JP2001347074A (en) * 2000-06-08 2001-12-18 Hect:Kk Device and method for playing sport game
JP2002085847A (en) * 2000-09-19 2002-03-26 Enix Corp Video game and recording medium for storing program
JP2005000247A (en) * 2003-06-09 2005-01-06 Konami Computer Entertainment Studios Inc Video game program, video game device and video game method
JP2006068197A (en) * 2004-09-01 2006-03-16 Taito Corp Combat simulation game machine for arcade

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