Game program, gaming apparatus, and recording medium
To provide a game program, gaming apparatus, recording medium which can prevent the reduction of player's interest in a game. A gaming apparatus determines a result and progress of an action, which is based on a character action type selected based on an operational signal and a plurality of character data, by a determination mode corresponding to the action type each time the action type is selected. The gaming apparatus determines a result and progress of a plurality of actions, which are based on the selected plurality of action types, by a determination mode corresponding to at least any of the plurality of action types and by a smaller number of times than the number of times the plurality of action types have been selected.
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This application claims the priority of Japanese Patent Application No. 2005-106336 filed on Apr. 1, 2005, which is incorporated herein by reference.
BACKGROUND OF THE INVENTION1. Field of the Invention
The present invention relates to a game program, a gaming apparatus, and a recording medium, and more particularly to a game program, a gaming apparatus, and a recording apparatus which select a character action type, determine a result and progress of an action which is based on the selected character action type, and exert character action control.
2. Background Art
Various game programs have been provided in which, in a virtual world at a game on the screen of a computer and a display device, a command input and the like are performed in response to a player's operation, a character action mode during the game is selected in accordance with a predetermined action order, and a preset story is thus progressed, thereby leading a player to play a role such a character. Such a game is generally called a “RPG” (Role Playing Game).
As this kind of game program, a game program is generally known, which includes a battle scene in which a battle is fought between a character (hereafter called a “player character”), who is manipulated in response to a player's operation, and an enemy character, which is controlled by the computer, wherein an experience value, a virtual coin, and the like are obtained by defeating the enemy character in this battle, thus progressing a story while increasing a character level.
In such a game program, in the case of performing an action such as an attack by a player character in a battle scene, a command input and the like are performed in response to a player's operation for each player character in accordance with a predetermined action order, and a character action mode is selected based on character data corresponding to the character and the player's operation. After the character action mode has been selected, character action control is exerted, such as to display a battle fought by the character, based on the action mode of the character. In this way, the battle scene is executed by repeatedly switching the character action mode selection control and the action control in accordance with a predetermined order. Also, in such a battle scene, the action control will be exerted based on a plurality of character data stored for each plurality of characters.
As this kind of game program, generally, as described in Japanese Unexamined Patent Publication No. 2004-237071, a game program is disclosed in which, as a character action mode selection procedure, a command input is performed in response to a player's operation to select an action type, such as an action, the kind of the action, a target of the action, and the like, and thereafter, an action result and progress, such as the success/failure, effect, and the like of the action, is determined in response to the success/failure of the player's operation. Particularly, in such a game program, a plurality of actions, such as a collaborative attack by a plurality of characters, can be executed, wherein, for example, apart from the success/failure, effect, and the like of the attack by the plurality of characters, the success/failure and the like of the attack by the plurality of characters will be determined in response to the success/failure of the player's operation.
However, in the aforementioned game program, the player is provided with a chance to perform an operation for each plurality of attacks and furthermore for each collaboration. However, an overabundance of such chances makes the operation cumbersome, prevents a smooth execution of action progress, and so on, which is likely to result in the reduction of player's interest in the game.
SUMMARY OF THE INVENTIONThe invention has been made in view of a problem such as described above, and an object thereof is to provide a game program, gaming apparatus, and recording medium which can prevent the reduction of player's interest in a game.
To achieve an object such as aforementioned, the invention provides the following.
(1) A game program product for use in a computer including a player-operable operating device comprising: a character data storage module which stores a plurality of character data relating to a plurality of characters; a character action order determination module which determines an action order of the plurality of characters; a character action type selection module which selects a character action type based on an operational signal from the operating device and the plurality of character data; a character action result/progress determination module which determines a result and progress of an action, which is based on the character action type which has been selected by the character action type selection module based on the operational signal from the operating device and the plurality of character data, by a determination mode corresponding to the action type each time the action type is selected; a character action control section which exerts character action control based on the action result and progress determined by the character action result/progress determination module; and a special character action control section which carries out the character action result/progress determination by the character action result/progress determination module and the character action control by the character action control section in accordance with the action order of the plurality of characters which has been determined by the character action order determination module, wherein the character action result/progress determination module determines result and progress of a plurality of actions, which are based on a plurality of the action types selected by the character action type selection module, by a determination mode corresponding to at least any of the plurality of action types and by a smaller number of times than the number of times the plurality of action types have been selected.
(2) A game program product according to (1) further compising a display control section which, in the character action result/progress determination module, exerts control to display an action result/progress determination region which is used to determine an action result and progress, a moving region which is displayed in a moving fashion within the action result/progress determination region for a predetermined period, and a determination region which is set within the action result/progress determination region based on the character action type selected by the character action type selection module; and a moving region storage module which, in the character action result/progress determination module, stores the current position of the moving region in response to an operational signal form the operating device; wherein the character action result/progress determination means, when the current position of the moving region is in the determination region stored by the moving region storage module, determines a relatively favorable action result and progress out of the result and progress of the plurality of actions.
(3) A game program product according to (2) wherein the character action result/progress determination module sets the determination region based on the plurality of action types selected by the character action type selection module.
(4) A game program product according to (3) wherein the character action type selection module, makes a plurality of action types selectable for one character; and the character action result/progress determination module, as the character action type selection module sets a determination region based on a plurality of action types for one character, determines a result and progress of a plurality of actions which are based on the plurality of action types for the one character.
(5) A game program product according to (3) wherein the character action type selection module makes an action type selectable for each plurality of characters; and the character action result/progress determination module, as the character action type selection module sets a determination region based on a plurality of action types for a plurality of characters, determines a result and progress of a plurality of actions which are based on the plurality of action types for the plurality of characters.
(6) A gaming apparatus comprises: a player-operable operating device; a character data storage module which stores a plurality of character data relating to a plurality of characters; a character action order determination module which determines an action order of the plurality of characters; a character action type selection module which selects a character action type based on an operational signal from the operating device and the plurality of character data; a character action result/progress determination module which determines a result and progress of an action, which is based on the character action type which has been selected by the character action type selection module based on the operational signal from the operating device and the plurality of character data, by a determination mode corresponding to the action type each time the action type is selected; a character action control section which exerts character action control based on the action result and progress determined by the character action result/progress determination module; and a special character action control section which carries out the character action result/progress determination by the character action result/progress determination module and the character action control by the character action control section in accordance with the action order of the plurality of characters which has been determined by the character action order determination module, wherein the character action result/progress determination module determines a result and progress of a plurality of actions, which are based on a plurality of the action types selected by the character action type selection module, by a determination mode corresponding to at least any of the plurality of action types and by a smaller number of times than the number of times the plurality of action types have been selected.
According to the invention of (1) or (6), the result and progress of a plurality of actions, which are based on a plurality of action types selected based on an operational signal, is determined, based on an operational signal, by the determination mode of the result and progress of a smaller number of actions than the number of the plurality of actions. Control of the plurality of actions, which is based on the determined result and progress of the plurality of actions, is then carried out in accordance with the action order of a plurality of characters. Accordingly, the result and progress of the plurality of actions can be determined by a determination mode corresponding to at least any of the plurality of action types and by a smaller number of times than the number of times the plurality of action types have been selected. This can simplify an intricate determination mode and furthermore enables a smooth execution of action progress, which can prevent the reduction of player's interest in the game.
According to the invention of (2), control is exerted to display an action result/progress determination region which is used to determine an action result and progress, a moving region which is displayed in a moving fashion within the action result/progress determination region for a predetermined period, and a determination region which is set within the action result/progress determination region based on the character action type selected. A relatively favorable action result and progress is determined when the current position of the moving region, which has been stored in response to an operational signal, is in the determination region. Accordingly, a chance to perform an operation as the moving region is displayed in a moving fashion is given to the player so as to provide the player with the relatively favorable action result and progress, whereby a game highly filled with action can be provided, thus making it possible to increase player's interest in the game.
According to the invention of (3), the determination region is set based on a plurality of action types. Accordingly, the determination region can be set in response to action types, such as based on the number of action types, so that the determination region can be diversified in response to action types, such as by providing a determination region which is easy to operate or a determination region which is difficult to operate, thus making it possible to increase player's interest in the game.
According to the invention of (4), a plurality of action types are made selectable for one character, a determination region is set based on the plurality of action types, thereby determining the result and progress of a plurality of actions which are based on the plurality of action types for the one character. Accordingly, the action of one character can be diversified, thus making it possible to increase player's interest in the game.
According to the invention of (5), an action type is made selectable for each plurality of characters, and a determination region is set based on a plurality of the action types, thereby determining the result and progress of a plurality of actions which are based on the plurality of action types for the plurality of characters. Accordingly, a plurality of actions performed between a plurality of characters can be diversified, thus making it possible to increase player's interest in the game.
According to the invention, it is possible to prevent the reduction of player's interest in a game.
BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE INVENTION OF THE DRAWINGSThe accompanying drawings, which are incorporated in and constitute a part of the specification, illustrate embodiments of the invention, and together with the general description given above and the detailed description of the embodiments given below, serve to explain the principals of the invention.
A preferred embodiment of the invention will hereafter be described with reference to the drawings.
Configuration of Gaming Apparatus
The game to be executed on this gaming apparatus 200 is executed by reading a game program stored in an external recording medium separate from the apparatus body 1. The external recording medium which stores the game program can utilize an FD (Flexible Disk) and any other recording media, in addition to a CD-ROM and a DVD-ROM. This embodiment describes the case in which the DVD-ROM is used. An openable/closable cover 2 is disposed in the central upper portion of the apparatus body 1. By opening this cover 2, a DVD-ROM 31 (see
The input device 4 includes various input parts which a player operates to issue control commands to a CPU 21 (see
The display device 15 includes a video signal input terminal and a sound signal input terminal, which are connected via terminal cables 18 and 19 to a video output terminal and a sound output terminal of the apparatus body 1, respectively. The display device 15 uses a TV receiver which integrally includes the display 16 capable of displaying image data output from an image output section 25 (see
Additionally, a memory slot 3 which acts as an insertion slot for a memory card 32 (see
Electrical Configuration of Gaming Apparatus
The DVD-ROM drive 29 is configured such that the DVD-ROM 31 is attachable and detachable therefrom, and a game program in the DVD-ROM 31 attached thereto is read out by the CPU 21 in accordance with a basic operating program, such as an OS (Operating System), stored in the ROM 22. The read-out game program is converted by the decoder 28 into a predetermined signal and stored in the RAM 23.
The game program stored in the RAM 23 is executed by the CPU 21 in accordance with the basic operating program or an input signal from the input device 4. Image data and sound data are read from the DVD-ROM 31 in response to the executed program, and the image data and the sound data are sent to the image processing section 24 and the sound processing section 26, respectively.
The image processing section 24 converts the received image data into an image signal and, by supplying the image signal from the image output section 25 to the display device 15, displays an image on the display 16. Particularly, the image processing section 24 has the function of exerting control to calculate, at each predetermined time, the position between a display target (e.g., a display object such as a character) located in a virtual 3D coordinate space and a view point, to generate image data of the display target viewed from the view point, and to display an image, which is based on the generated image data, on the display 16.
The sound processing section 26 converts the received sound data into a sound signal and supplies the sound data from the sound output section 27 to the speakers 17L and 17R.
The communication interface 30 is configured such that the input device 4 and the memory card 32 can be attachably and detachably connected thereto. Via this communication interface 30, data is read and written to the memory card 32, and signals from the input device 4 are sent to units such as the CPU 21.
Character's Individual Power
Additionally, the aforementioned RAM 23 stores the game program read from inside the DVD-ROM 31 and a parameter relating to a character, which parameter is based on the memory card 32. As one specific example of such a parameter relating to a character, character's individual power will be described using
The character's individual power shown in
Additionally, the character individual power is set in response to a character level (hereafter called “LV”). This LV varies depending on an experience value which is cumulatively stored in response to an experience, such as a battle, in the game. Particularly, in the case of HP, MP, and SP, maximum HP, maximum MP, and maximum SP which correspond to the character's individual power, as well as actual HP, MP, and SP which vary during the game, are stored. Of course, AGL and LUC also vary depending on a special item or a special skill, as described later.
Furthermore, as described above, the character's individual power is loaded onto the RAM 23. Besides, the character's individual power varies depending on a weapon, a protective gear, an item, and the like with which a character is equipped. Also, the character's individual power varies depending on magic worked by the character and an item used by the character.
Character Data Table
Additionally, the aforementioned RAM 23 stores the game program read from inside the DVD-ROM 31 and character data relating to a character, which data is based on the memory card 32. A character data table having stored therein such character data relating a character will be described using
The character data table positioned in the RAM 23 is a table which stores character data (including player character data and enemy character data) relating to a character (including a player character and an enemy character). In this character data table, the character is related to “attribute”, “special action value”, “position (reference)”, “position (current)”, “calorie”, and “equipment with magic plate”. The attribute is information indicating that the character has at least any of a plurality of types of attributes, such as a light attribute or a fire attribute. The special action value is a value which is used to determine whether a special action, such as “combo”, “double”, or “double combo”, can be executed or not, and it will be determined, in accordance with a to-be-described special action table (see
Action Table
Additionally, the aforementioned RAM 23 stores the game program read from inside the DVD-ROM 31 and data relating to an action of a character, which data is based on the memory card 32. An action table in which such data is stored will be described using
The action table positioned in the RAM 23 is a table relating to an action of a character (including a player character and an enemy character). In this action table, the character is related to “action type” (including the action category) which can be executed by the character, “hit attribute” corresponding to the action type, “damage attribute”, and “basic value” corresponding to the action type. The action type includes various actions, such as “physical attack”, “attack magic”, “auxiliary magic”, “recovery magic”, and “item use”, as well as “damage” in response to a player character and “turn and damage” in response to an enemy character. The damage means that a player character or an enemy character is attacked, and the turn indicates that enemy character's turn has been executed. The basic value to be described later is thus set related to the damage, the turn, and the like. The hit attribute is information which is used to determine whether a hit is scored or not according to the position of an enemy character or the like targeted for an action (attack action) type of the hit attribute, specifically, such as “to whole area”, “to ground”, “to air”, and “to low altitude”. The details will be described using
The CPU 21 will thus read from the RAM 23 a parameter relating to a character, such as the character's individual power (see
Additionally, such a CPU 21 and RAM 23 correspond to one example of a player character data storage module which stores player character data relating to a player character. Particularly, the CPU 21 and RAM 23 store such character's individual power (see
Grouping Table
Additionally, the aforementioned RAM 23 stores the game program read from inside the DVD-ROM 31 and data relating to grouping of player characters, which data is based on the memory card 32. A grouping table in which such data is stored will be described using
The grouping table positioned in the RAM 23 is a table for storing a plurality of group patterns (corresponding to teams to be described later) which are used to classify characters into a battle group who participates in a battle and a standby group who does not participate in the battle. In this grouping table, the plurality of group patterns are related to the members in the battle group and the members in the standby group. The number of members in the battle group has a maximum limit, which is four for example. Also, array orders 1 to 4 are related to the members in the battle group. That is, a plurality of grouping patterns themselves, each for a plurality of characters, will be stored in the RAM 23.
As described later in detail, a group flag positioned in the RAM 23 can be changed in response to an operation of the input device 4. Based on the group flag and the grouping table, any grouping pattern is selected from a plurality of grouping patterns, such e.g. as group pattern A to group pattern C. Based on the selected grouping pattern, a plurality of characters will then be classified into the battle group and the standby group. Accordingly, any grouping pattern can be selected from the plurality of grouping patterns, which enables easy and smooth classification of groups in response to the power and state of a character, the progress of the game, and the like, so that the game can be enjoyed simply and strategically. The CPU 21 which stores such a grouping table in the RAM 23, as well as the RAM 23, corresponds to one example of a grouping pattern storage module which stores a plurality of grouping patterns each for a plurality of characters.
Display Item Setting Table
Additionally, the aforementioned RAM 23 stores the game program read from inside the DVD-ROM 31 and data relating to a display item in character data of a player character, which data is based on the memory card 32. A display item setting table in which such data is stored will be described using
The display item setting table positioned in the RAM 23 is a table which is used to determine an item to be displayed for each character when performing status display. In this display item setting table, a group is related to a display item. The group is divided into a battle group who participates in a battle and a standby group who does not participate in the battle. In a battle scene, action control is exerted without referring to various item data of a character belonging to the standby group, but by referring to various item data of a character belonging to the battle group. That is, action control of a character (first character) classified as the battle group (first group) will be exerted based on a larger number of pieces of item data than that of a character (second character) classified as the standby group (second group). Also, the display item is the type of various item data in character data stored for each character.
Specifically, a name, a level, maximum HP, HP, maximum MP, MP, the number of combo gauge stocks, and a level-up condition are related as the display items to the battle group, while a name, a level, HP, MP, and the number of combo gauge stocks are related as the display items to the standby group. The battle group thus has a larger number of display items than the standby group.
That is, a first display region 16a (see
As described above, the first display region, which displays item data corresponding to the first character classified as the first group, and the second display region, which displays item data corresponding to the second character classified as the second group, are made different in the number of pieces of item data. Accordingly, item data to be displayed can be made different according to the type, state, and the like of a character, such as according to whether the character is the first character or the second character, so that a plurality of item data can be displayed in a display mode in which a display region has been effectively utilized. Consequently, unnecessary item data which varies depending on the type and state of a character can be omitted, thus enabling display in a more easily viewable display mode.
Additionally, to exert action control of the first character based on a larger number of pieces of item data than that of the second character, item data corresponding to the first character is displayed in the first display region, with a larger number of pieces of item data than that in the second display region. Accordingly, a larger number of pieces of item data can be displayed for a character of which the action control is exerted based on a relatively large number of pieces of item data. Consequently, unnecessary item data which varies depending on the type and state of a character can be omitted, thus enabling display in a still more easily viewable display mode.
Magic Plate Setting Table
Additionally, the aforementioned RAM 23 stores the game program read from the DVD-ROM 31 and data relating to a magic plate capable of being set in response to a character, which data is based on the memory card 32. A magic plate setting table in which such data is stored will be described using
The magic plate setting table positioned in the RAM 23 is a table which is used to set a plurality of types of magic plates which are set in response to a character. In this magic plate setting table, “magic plate type” is related to “star region” (which shows a star in the figure), “shape type”, “attribute”, “size”, and “equipment with magic stone”. Particularly, a plurality of star regions are set in each plurality of types of magic plates, and the shape type, attribute, size, and equipment with magic stone are related to each of those star regions. The magic plates are each an item which is stored in response to a character to thereby determine additional power data to be added to character data relating to the character. As for equipment with this magic plate, character's equipment with the magic plate is set according to the aforementioned character data table (see
The shape type of these star regions (regions) includes a circular shape which represents additional power data relating to an attack, a triangular shape which represents additional power data relating to auxiliary power, and a rhomboid shape which represents additional power data relating to recovery. The attribute of these star regions includes various attributes, for example, “ground attribute”, “water attribute”, and “fire attribute”. The size of these star regions includes sizes 1 to 4. Magic stones can be set in these star regions. These star regions are placed in a state capable of editing a magic plate, for example, at a magic plate arranging shop if a predetermined amount of money is possessed, wherein the shape type and size of those star regions can be changed. The equipment with magic stone functions as follows. That is, various magic stones to be described later are set in star regions, whereby additional power data corresponding to the various magic stones set will be set in character data relating to a character. Also, as described later in detail, these magic stones, by fulfilling a predetermined setting condition that they can be set in star regions of a magic plate, will be set in the magic plate. It is not until a magic plate is equipped with a magic stone and a character is equipped with the magic plate that additional power data corresponding to the magic stone will be added to character data relating to the character.
Magic Stone Setting Table
Additionally, the aforementioned RAM 23 stores the game program read from inside the DVD-ROM 31 and data relating to a magic stone capable of being set in response to a magic plate, which data is based on the memory card 32. A magic stone setting table in which such data is stored will be described using
The magic stone setting table positioned in the RAM 23 is a table having set therein data relating to a magic stone which can be set in a region of a magic plate and is used to determine additional power data. In this magic stone setting table, a magic stone is related to “shape type”, “attribute”, “size”, “level”, and “effect”. That is, the shape type, attribute, size, level, and effect are related to each plurality of types of magic stones.
Similar to the aforementioned regions, these magic stones have the shape type, attribute, size, and the like. The shape type of these magic stones, similar to that of the regions, includes a circular shape which represents additional power data relating to an attack, a triangular shape which represents additional power data relating to auxiliary power, and a rhomboid shape which represents additional power data relating to recovery. The attribute of those magic stones, similar to that of the regions, includes various attributes, for example, a ground attribute, a water attribute, and a fire attribute. The size of these magic stones, similar to that of the regions, includes sizes 1 to 4. The level indicates the levels of additional power data corresponding to these magic stones, and is related to the size of the magic stones. That is, additional power data, which is made relatively favorable pursuant to the size of a magic stone, is added to character data. The effect is the content of additional power data of a magic stone, including various additional power data with which, for example, attack magic A1 can be used, damage to be inflicted on an enemy character or the like is increased by 5%, recovery magic C1 can be used, and MP consumption by a player character is reduced to 50%.
These magic stones fulfill a predetermined setting condition that they can be set in star regions of a magic plate, whereby additional power data corresponding to a set magic stone will be added to character data relating to a character equipped with the magic plate. The predetermined setting condition can be set when a magic stone conforms in shape type to a star region of a magic plate and has a size equal to or smaller than that of a star region of the magic plate.
Additionally, as described above, a magic stone has the function of adding, to character data, additional power data which is made relatively favorable pursuant to the size of the magic stone. Consequently, a region of a magic plate can be edited so that more favorable additional power data is added to character data. In this case, the data relating to the magic plate will be stored in such a way as to change the shape type, attribute, size, and the like in the magic plate setting table. Also, the data relating to the magic plate will be stored in such a way that the magic stone is equipped to thereby change the equipment with magic stone in the magic plate setting table.
Furthermore, the CPU 21, which stores in the RAM 23 and updates such a character data table (see
Player Character State Setting Table
Additionally, the aforementioned RAM 23 stores the game program read from inside the DVD-ROM 31 and data relating to the state of a player character, which data is based on the memory card 32. A player character state setting table in which such data is stored will be described using
The player character state setting table positioned in the RAM 23 is a table which is used to set (determine) a player character's state. In this player character state setting table, “player character's calorie” is related to “player character's state”. The player character's calorie is the calorie of player character B in the aforementioned character data table (see
Specifically, when the player character's calorie is “−11” to “+11”, the player character's state becomes PINK BAT which is a standard power. When the player character's calorie is higher than “+11” and lower than “+100”, the player character's state becomes “glamour” which is a specialized power for a physical attack. When the player character's calorie is higher than “−100” and lower than “−11”, the player character's state becomes “slim” which is a specialized power for a magic attack. When the player character's calorie is equal to or higher than “+100”, the player character's state becomes “superglamour” having an improved power of “glamour”. When the player character's calorie is equal to or lower than “−100”, the player character's state becomes “superslim” having an improved power of “slim”. In the cases of these “superglamour” and “superslim”, unlike the cases of “pink bat”, “glamour”, and “slim”, the power is especially increased. Specifically, in the case of “superglamour”, damage by the physical attack is increased by 150% as compared with the case of “glamour”, while, in the case of “superslim”, damage by the magic attack is increased by 150% as compared with the case of “slim”. In this way, the states of these “superglamour” and “superslim” are a relatively favorable specific state, and on condition that the calorie (player character state data) has reached a predetermined value (e.g., +100 or −100), the state of a player character is changed to the state of “superglamour” or “superslim” which is relatively favorable for the player character. Accordingly, by setting the player character state data to the predetermined value, a player can purposefully change the player character's state to a relatively favorable specific state, and the player can change the player character state data to the initial value. This can therefore harmonize a change to the specific state with a limitation on the specific state, thus making it possible to provide a strategic game.
Special Action Table
Additionally, the aforementioned RAM 23 stores the game program read from inside the DVD-ROM 31 and data relating to a special action to be performed by a character, which data is based on the memory card 32. A special action table in which such data is stored will be described using
The special action table positioned in the RAM 23 is a table relating to the special action. In this special action table, “action type” is related to “special action consumption value”. For the purpose of facilitating understanding the invention,
Specifically, when the attack type is a hard hit attack, “50” is determined as the special action consumption value. In the case of this hard hit attack, the attack has scored a hit, whereby the special action value of a character targeted for an attack action is reduced by “100”.
When the attack type is a combo attack, “100” is determined as the special action consumption value. In the case of this combo attack, an attack (action) is possible in relation to a character action to be performed in a subsequent turn. That is, in the combo attack, a plurality of actions can be executed by a plurality of characters.
When the attack type is a double attack, “100” is determined as the special action consumption value. In the case of this double attack, an attack (action) is possible with a plurality of actions combined. That is, in the double attack, a plurality of actions can be executed by one character.
When the attack type is a double combo attack, “200” is determined as the special action consumption value. In the case of this double combo attack, an attack (action) is possible with a plurality of actions combined and in relation to a character action to be performed in a subsequent turn. That is, in the double combo attack, a plurality of actions can be executed by one character, and a plurality of actions can be executed by a plurality of characters.
In this embodiment, in the hard hit attack, combo attack, double attack, and double combo attack, the special action value is subtracted, but the invention is not limited to this configuration. For example, the configuration may include collaborative magic which only the last character (fourth character) in “combo” can execute on condition that the special action value is a specific value (e.g., 200).
Addition Action Value Calculation Table
Additionally, the aforementioned RAM 23 stores the game program read from inside the DVD-ROM 31 and data relating to calculation of an addition action value corresponding to a character, which data is based on the memory card 32. An addition action value calculation table in which such data is stored will be described using
The addition action value calculation table positioned in the RAM 23 is a table which is used to calculate an addition action value. This addition action value is a value which is used to add a special action value. This special action value is a value which is used to execute a special action such as “combo”, “double”, and “double combo”, and is set for each player character and enemy character so as to be changeable.
In this addition action value calculation table, “addition condition” and “coefficient/points” are stored related to each other. The addition condition is a condition to add the special action value of a player character or an enemy character who has performed an action, and of a player character or an enemy character who has suffered an attack action. The coefficient and points are numerical values which are used to calculate the addition action value, and will be added to and multiplied by a basic value corresponding to each aforementioned action.
Specifically, in the case of the addition condition relating to HP, when current HP, which corresponds to a character (including a player character and an enemy character) who has performed an action or a character (including a player character and an enemy character) who has suffered an attack action, is ⅕ or more of an HP maximum (which is indicated by HPMAX in the figure), an HP coefficient is “1.0”. And, when the current HP is smaller than ⅕, the HP coefficient is “2.0”. As described later in detail, for a character having small current HP, a greater addition action value is calculated and will be added as the special action value. This enables selection of a strategic action mode in which HP is prevented from frequent recovery, thus making it possible to increase player's interest in the game.
In the case of the addition condition relating to SP, when current SP, which corresponds to a character (including a player character) who has performed an action or a character (including a player character) who has suffered an attack action, is “5”, or larger, or ¼ or more of an SP maximum (which is indicated by SPMAX in the figure), an SP coefficient is “1.0”. And, when the current HP is smaller than “5” and less than ¼ of the SP maximum (which is indicated by SPMAX in the figure), the SP coefficient is “2.0”. As described later in detail, for a character having small current SP, a greater addition action value is calculated and will be added as the special action value. This enables selection of a strategic action mode in which SP is prevented from frequent recovery, thus making it possible to increase player's interest in the game.
In the case of the addition condition relating to the special action value, when a current special action value, which corresponds to a character (including a player character) who has performed an action or a character (including a player character) who has suffered an attack action, is “0” to “100”, a special action value coefficient is “1.0”. And, when the current special action value is greater than “100” and smaller than “200”, the special action value coefficient is “0.6”. For example, when the current special action value is “99”, the special action value coefficient becomes “1.0” before “100” is reached, and becomes “0.6” after “100” is reached. As described later in detail, for a character having a small current special action value, a greater addition action value is calculated and will be added as the special action value. This can avoid the state in which the special action value is extremely small and the state in which the special action value is extremely large, thus making it possible to increase player's interest in the game.
In the case of the addition condition relating to the number of collaborative hits, in the event that a character (including a player character) has performed an attack action, when the number of collaborative hits, which is obtained by performing continuous attack actions in “combo” and “double combo” before the character performs the attack action, is “0” to “9”, a number-of-collaborative-hits coefficient is “1.0”. When the number of collaborative hits is “10” to “19”, the number-of-collaborative-hits coefficient is “1.25”. And, when the number of collaborative hits is “20” or larger, the number-of-collaborative-hits coefficient is “1.5”. For example, when two characters, prior to a character who performs an attack action, have performed 18 hits of attack actions (“combo”, “double combo”, and the like) during “combo”, a number-of-collaborative-hits coefficient for the character who currently performs the attack action is “1.25”. And, when the attack action has scored 4 hits and “combo” is ongoing, the number of collaborative hits during “combo” is 22 hits, and a number-of-collaborative-hits coefficient for the next character is “1.5”. As described later in detail, for a character having a large number of collaborative hits, a greater addition action value is calculated and will be added as a special action value. This enables selection of a strategic action mode in which the number of collaborative hits is increased, thus making it possible to increase player's interest in the game. Also, the addition action value may be changed using the information of compatibility between characters who have performed “combo” or “double combo”.
In the case of the addition condition relating to an attack attribute, when a character (including a player character) has performed an attack action, the attack action of the character conforms to the attack attribute of a character who suffers the attack action, an attack attribute coefficient is “1.5”. And, when there is no conformation therebetween, the attack attribute coefficient is “1.0”. As described later in detail, for characters whose attack attributes conform to each other, a greater addition action value is calculated and will be added as a special action value. This enables the addition action value to be increased and reduced based on an attribute corresponding to an enemy character, and a strategic game is provided, thereby making it possible to increase player's interest in the game. In this embodiment, when a player character's own attack attribute conforms to the attribute of a character who suffers an attack, the attack attribute coefficient is increased, but the invention is not limited to this configuration. For example, the configuration may be such that, when a weakness attribute of a character who suffers an attack conforms to the player character's own attack attribute, the attack attribute coefficient is increased, while, when a tolerance attribute of a character who suffers an attack conforms to the player character's own attack attribute, the attack attribute coefficient is reduced.
In the case of the addition condition relating to a hit mode, in the event that a character (including a player character) has performed actions, when the character has scored a hit in every action performed (all hits), hit mode points are “+1.0”. When the character has missed in one action (one miss) out of all performable actions, the hit mode points are “−0.5”. When the character has missed in two actions (two misses), the hit mode points are “−1.0”. And, when the character has missed in three actions or more (three misses or more), the hit mode points are “−2.0”. For example, in the case of the action order of a character capable of four actions, when the character has missed in a first action (missed in a first timing area) in response to a first action operation, and when the character has not been involved in second to fourth action operations and has thus missed second to fourth actions, then the result is four misses, which will be determined to be three misses or more. As described later in detail, for a character of the hit mode with a small number of misses, a greater addition action value is calculated and will be added as a special action value. This makes the player conscious of taking a risk involving misses, which enables selection of a strategic action mode intended to reduce the risk, and enhances the enjoyment of scoring all hits, thus making it possible to increase player's interest in the game.
The addition action values are calculated based on the coefficients and points determined in accordance with such addition conditions and based on the basic values corresponding to the aforementioned actions. Specifically, the addition action value of a player character who has executed an attack action is calculated by the expression of (basic value×HP coefficient×SP coefficient×special action value coefficient×number-of-collaborative-hits coefficient×attack attribute coefficient×number of hits in currently performed attack action)+hit mode points. The addition action value of a player character who has suffered an attack action is calculated by the expression of basic value×HP coefficient×SP coefficient×special action value coefficient×number of hits in currently suffered attack action. The addition action value of an enemy character who has executed an attack action is calculated by the expression of basic value (turn)×HP coefficient×special action value coefficient. The addition action value of an enemy character who has suffered an attack action is calculated by the expression of basic value (damage)×HP coefficient×special action value coefficient. In this embodiment, the addition action value is changed in accordance with the aforementioned addition conditions, but the invention is not limited to this configuration. The addition action value may be changed in accordance with any other condition and any other situation.
Hit Attribute Table
Additionally, the aforementioned RAM 23 stores the game program read from inside the DVD-ROM 31 and data relating to a hit attribute corresponding to the action type of a character, which data is based on the memory card 32. A hit attribute table in which such data is stored will be described using
The hit attribute table positioned in the RAM 23 is a table which is used to determine whether an action corresponding to an action type is executable or not. The hit attribute is determined as to whether it is executable or not, according to the position of a character targeted for an action (targeted for an attack action) (e.g., an enemy character). In the hit attribute table, “hit attribute” is related to “hit condition”.
Specifically, when the hit attribute is “to whole area”, “possibility of hit in all positions” is related thereto. When the hit attribute is “to ground”, “possibility of hit in ground position” and “no hit in to-air position” are related thereto. When the hit attribute is “to air”, “no hit in ground position” and “possibility of hit in to-air position” are related thereto. When the hit attribute is “to low altitude”, “possibility of hit in ground position and in to-air position at height level of up to +1” and “no hit in to-air position at height level of +2 or more” are related thereto. In this way, the action type cannot be selected in some cases depending on the position of a character targeted for an action. In this embodiment, the action type cannot be selected depending on the position of a character, but the invention is not limited to this configuration. For example, the configuration may be such that the action type can be selected but an actual action will not be successful.
Damage Attribute Table
Additionally, the aforementioned RAM 23 stores the game program read from inside the DVD-ROM 31 and data relating to a damage attribute corresponding to an action type of a character, which data is based on the memory card 32. A damage attribute table in which such data is stored will be described using
The damage attribute table positioned in the RAM 23 is a table which is used, after an action corresponding to the action type, to determine the state (position and the like) of a character targeted for the action. In the damage attribute table, “damage attribute” is related to “effect”.
Specifically, when the damage attribute is “standard”, “current height level is maintained” is related thereto. When the damage attribute is “hard hit”, “combo ends unconditionally”, “there is additional damage”, “special action value of character performing attack action is −50”, “special action value of character targeted for attack action is −100”, and “height level decreases to ‘0’” are related thereto. When the damage attribute is “high angle”, “placed in to-air position (height level of +1)” is related thereto. When the damage attribute is “knockdown”, “placed in ground position (“0” at current height level of +1 or more)” is related thereto. In this way, the state of a character targeted for an action can be made to differ from one action type to another.
Display Screen
Next, a specific example of a display screen which is displayed on the display 16 in accordance with a game content which is executed by the CPU 21 based on the game program recording in the DVD-ROM 31 will be described using
When the DVD-ROM 31 is mounted on the DVD-ROM drive 29 and the apparatus body 1 is powered on, an “opening demonstration” is displayed on the display 16. The “opening demonstration” is an effect display announcing the start of the game. After this “opening demonstration” is displayed for a predetermined time period, as shown in
At this point, specifically, the letters of the game title of SHADOW HEARTS are displayed, and two selection items (NEW GAME and CONTINUE) are displayed therebelow. Also, a cursor 41 is displayed on the left of any one of the selection items NEW GAME and CONTINUE, and the cursor 41 switches from one position to the other as the player operates the up button 7 or the down button 8. When the player operates the “circle” button 12, the selection item indicated by the cursor 41 is selected.
When NEW GAME is selected on the “title screen”, a prologue and a game content are displayed, and thereafter, as shown in
Specifically, displayed on this “world map” are major cities of “county A”, in which a game story is placed are displayed, and selection items indicated by five city names (“city A” 42a, “city B” 42b, “city C” 42c, “city D” 42d, and “city E” 42e). These are the selection items which are used to make the transition to previously prepared “sub-maps”. The cursor 41 indicating each selection item is moved by a player's operation of the up button 7 or the down button 8, and one item selection is selected by a player's operation of the “circle” button 12. When a “sub-map” is thus selected, the transition is made to a screen per each of the “sub-maps”, and various games set in response to the “sub-map” are ready to be performed. Specifically, the configuration is such that a background showing the inside of each city is prerender-displayed as a background image in response to the development of a scene, and such that a story progresses as player characters conquer various events while moving through the background.
Additionally, when, on this “world map”, the “square” button 14 is operated by the player, a “menu screen” is displayed, and on the “menu screen”, the player can perform various settings and the like. Also, when a city is selected with the “world map” displayed, the start screen of a “sub-map” corresponding to the city is displayed. Actions, such as player character's walking, talking to a passer-by, and doing shopping, are possible on this “sub-map”.
In the game of this embodiment, there appear a player character who acts based on an operation of the player and an enemy character who acts based on only the game program, and the game which develops centering on the battle between these two characters is actualized on the display 16. Also, in this embodiment, as the player character, four player characters A111, B112, C113, and D114 (see
Display of Battle Scene
When the party of player characters, who has started an action on the “sub-map”, thereafter encounters an enemy character, as shown in
In such a battle screen, an action order of all the characters (including player characters and enemy characters) is determined, and in accordance with the action order, an action will be selected and controlled.
Specifically, as shown in
When player character A111 then becomes an action character in accordance with the action order, as shown in
On this action selection screen are displayed: a command menu 44 which is used to input a collaborative type command for selecting any of a normal attack, a combo attack, a double attack, a double combo attack, and the like, and an attack type command in the collaborative type; a cursor for selecting the command; the names of player characters; a player character status 46 showing HP, MP, SP, and the like; the action order image 118 showing the order in which the actions of the player characters and enemy characters are executed; the action character image 119 showing the characters placed in the action order; and the like.
Particularly, a special action value gauge showing a special action value is displayed below the player character status 46. This special action gauge is set to have an upper limit of “100”. Also, numerical numbers (the number of stocks) displayed encircled on the right side of the player character status 46 are information relating to the special action values. When the special action value has reached “100”, “1” is added, and the special action value gauge displays “0”. The special action value is set to have an upper limit of “200”. The combo attack, double attack, double combo attack, or the like can be selected depending on this special action value.
An action type in the normal attack is then selected, and as shown in
As shown in
Display of Combo
Particularly, on the aforementioned action selection screen, when the combo attack has been selected as shown in
When “combo” has not been established, the result is a combo break, which enables execution of the action of a character (including a player character and an enemy character) who is next in the action order. Conversely, when “combo” has been established, as shown in
Conversely, when use of the shortcut function has been selected as shown in
To thus use the shortcut function, for example, in the case of performing a combo attack by four characters, as shown in
Display of Double and Double Combo
Additionally, on the aforementioned action selection screen, when the double attack has been selected as shown in
In this way, the result and progress of a plurality of actions, which are based on a plurality of action types selected based on an operational signal, is determined, based on the operational signal, by the determination mode of the result and progress of a smaller number of actions than the number of the plurality of actions. And, a plurality of action controls based on the determined result and progress of the plurality of actions are executed in accordance with the action order of a plurality of characters. Accordingly, the result and progress of the plurality of actions can be determined by a determination mode corresponding to at least any of the plurality of action types and by a smaller number of times than the number of times the plurality of action types have been selected. This can simplify an intricate determination mode and furthermore enables smooth execution of action progress, which can prevent player's interest in the game from decreasing.
Display of Energy Drain
Additionally, among such action types as described above, there is a player character who can change the state by sucking blood (“draining energy”) from an enemy character. Specifically, player character B112 will hereafter be described as a character capable of the “energy draining”.
As shown in
On condition that the action mode of a player character against an enemy character has thus been selected based on an operational signal from the operating device, specific data corresponding to the enemy character is added to player character state data, and the state of the player character is changed based on the result obtained by the addition. Accordingly, by making it a condition that the action mode of the player character against the enemy character has been selected based on the operational signal from the operating device, the player can purposefully perform the addition of player character state data in response to the action mode against the enemy character. Furthermore, since specific data corresponding to an enemy character targeted for the action mode is added, for example, specific data which differs according to the type of the enemy character will be added. Consequently, it is possible to arbitrarily and easily change the state of a player character while executing an action against an enemy character.
Status Display
Additionally, when a menu is displayed in other than the battle scene, as shown in
Specifically, for a character classified as the battle group, displayed as its display items are “name”, “level”, “maximum HP”, “HP”, “maximum MP”, “number of combo gauge stocks”, and “level-up condition”. For a character classified as the standby group, displayed as its display items are “name”, “HP”, “MP”, and “number of combo gauge stocks”. In this way, the number of display items of the battle group is larger than the number of display items of the standby group.
The number of pieces of item data is thus made different between the first display region, which displays item data corresponding to a first character classified as a first group, and the second display region, which displays item data corresponding to a second character classified as a second group. Accordingly, item data to be displayed can be made different according to the type, state, or the like of a character, such as according to whether the character is the first character or the second character, so that a plurality of item data can be displayed in a display mode in which a display region has been effectively utilized. Consequently, unnecessary item data which varies depending on the type and state of a character can be omitted, thus enabling display in a more easily viewable display mode.
Also, to exert action control of the first character based on a larger number of pieces of item data than that of the second character, the item data corresponding to the first character is displayed in the first display region, with a larger number of pieces of item data than that in the second display region. Accordingly, a larger number of pieces of item data can be displayed for a character of which the action control is exerted based on a relatively large number of pieces of item data. Consequently, unnecessary item data which varies depending on the type and state of a character can be omitted, thus enabling display in a still more easily viewable display mode.
Furthermore, in these battle groups, their settings can be changed in response to an operation of the input device 4, and in the battle group shown in
In this way, a plurality of grouping patterns each for a plurality of characters are stored, and any grouping pattern is selected from the plurality of grouping patterns. Based on the selected grouping pattern, the plurality of characters are then classified into the first group and the second group. Accordingly, any grouping pattern can be selected from the plurality of grouping patterns, which enables easy and smooth classification of groups in response to the power and state of a character, the progress of the game, and the like, so that the game can be enjoyed simply and strategically.
Magic Plate and Magic Stone Setting Display
Additionally, when a magic system has been selected during a menu display, as shown in
One magic plate can be set for one character. Consequently, as shown in
Furthermore, magic stones can be set in the regions of these plurality of types of magic plates. These magic stones are power objects which are used to determine additional power data to be added to character data. Similar to the star regions of the magic plates, the magic stones have a shape type such as circular, triangular, and rhomboid shapes, a size corresponding to a level, an attribute such as fire and water, and the like, and as shown in
Specifically, there are various magic stones, such as a magic stone called Red Cradle which has a triangular shape, a fire attribute, and a level (size) of 3 as shown in
The magic stones can be set in star regions which are of the same shape type and size as or of larger size than that of the magic stones. As one specific example, a magic stone having a triangular shape and a size of 3 or smaller (1, 2, or 3) can be set in a star region having a triangular shape and a size of 3. That is, when a star region designated by the cursor 48 has a triangular shape and a size of 3 as shown in
The larger the size of such a magic stone is, a result corresponding to an action becomes relatively favorable. Specifically, as shown in
In this way, control is exerted to display a region of a shape, which corresponds to the type of additional power data, and the shape of a power object, and on condition that a power object corresponding to the shape of the region has been set in the region, additional power data corresponding to the type of the power object is determined as additional power data to be added to character data. Accordingly, the shape of the region is related to the shape of the power object, thereby determining additional power data corresponding to the power object, so that any player can easily recognize the relation and can easily customize a player character, thus making it possible to increase player's interest in the game.
There are provided a plurality of types of additional power data which are different in at least any of the number, shape size, and shape type of regions, and any of them are set related to a character. Also, based on character data and additional power data relating to the set character, power of the character is set. Accordingly, the additional power data of the additional power data determination module can be customized for each character, so that additional power data of a character can be diversified, thus making it possible to increase player's interest in the game.
Such a region is placed in the state where a magic plate can be edited, if a predetermined amount of money is possessed, at a magic plate arranging shop, wherein the shape type, size, attribute, and the like of the magic plate can be changed. Accordingly, since additional power data is made relatively favorable for a character pursuant to the size of a power object, a more favorable power object can be set by changing the size of a region, so that a player character can be customized, thus making it possible to increase player's interest in the game. Also, since additional power data is determined in response to the size of a power object corresponding to the region, any player can easily recognize the size of the power object and can easily customize a player character, thus making it possible to increase player's interest in the game. Furthermore, the type of additional power data can easily be changed, thus making it possible to increase player's interest in the game.
Additionally, by selecting “all reset”, as shown in
Operation of Gaming Apparatus
Various processes to be executed in the aforementioned configurations will hereafter be described using FIGS. 50 to 74.
Main Game Process
As described above, when the DVD-ROM 31 is mounted on the DVD-ROM drive 29 with the apparatus body 1 powered ON, the “opening demonstration” is displayed on the display 16, and a main game process, such as shown in
First, as shown in
Next, the “world map” shown in
Subsequently, it is determined whether or not the party of player characters who has started the action on the “sub-map” has encountered an enemy character (ST7). If the determination is YES, a “battle process” is started. When the “battle process” is started, the process moves to a “battle scene” in which a battle is performed between the party of player characters and the enemy character. This “battle process” will be described later using
The CPU 21 which executes the battle process will, in accordance with the determined action order of a plurality of characters, carry out determination of an action result and progress, and character action control. In other words, the CPU 21 will, in accordance with the determined action order of the plurality of characters, carry out selection of a character action mode and character action control. Also, when “combo” (character action connection mode), “double” (character combined action mode), “double combo” (character combined action connection mode), or the like has been selected as an action mode of a character, such a CPU 21 will, before selection of the next action mode of the character, carry out the character action control based on the “combo” (character action connection mode), “double” (character combined action mode), “double combo” (character combined action connection mode), or the like. The CPU 21 which executes such a process corresponds to one example of a special character action control section.
Subsequently, it is determined whether or not, in the “battle scene” executed by the “battle process”, the party of play characters has succeeded in escaping from the enemy character (ST10). If the determination is YES, the process moves to ST16. Conversely, if the party of characters has failed in escaping from the enemy character, or if the party of characters has battled with the enemy character, it is determined whether or not, in the “battle scene”, the party of play characters has won the battle against the enemy character (ST1). If the determination is YES, i.e., if the party of play characters has won the battle against the enemy character, points such as an experience value or soul points are added to, or an item, money, or the like is given to each character of the party in response to the type of the enemy character who the party has battled with and the content of the battle (ST12). The level of the characters is then increased in response to the experience value of each character (ST13). Conversely, if the determination in ST1 is NO, i.e., if the party of play characters has failed in winning the battle against the enemy character, it is determined whether or not the whole party of play characters has been killed (ST14). If the determination is YES, the game is over (ST15), and this main game process is brought to an end. If NO, the process moves to ST16.
In ST16, a movie responding to the situation is displayed, and it is subsequently determined whether a selection sub-map request condition has been cleared or not (ST17). If the determination is NO, the process moves to ST6 again, and if YES, it is determined whether or not the process moves to “ending” (ST18). If the determination is YES, a prescribed ending display is performed (ST19), and this main game process is brought to an end. Conversely, if the determination in ST18 is NO, the process moves to ST4 again.
Battle Process
The aforementioned “battle process” will be described using
First, as shown in
In ST 31, a battle scene start screen of the “battle scene”, such as shown in
In ST32, a “turn order process” is performed in order to manage the order in which player characters, inclusive of enemy characters as well, can perform an action such as an attack. In this process, the CPU 21, based on the turn interval value calculated from power and the like relating to each character, manages the turn order of characters the command selection of whom is validated. Specifically, the CPU 21 determines a turn order based on the turn interval value of each character. The CPU 21 then, based on the determined turn order, validates the command selection of a character who is made to execute an action. If there is any character capable of priority action, the command selection of the character has been validated in ST38 to be described later, so that a command selection validation process will be omitted. That is, the CPU 21 which executes such a process corresponds to one example of the character action order determination module which determines the action order of a plurality of characters.
Additionally, the CPU 21 displays, on the display 16, an image showing such a turn order. Also, the CPU 21 zooms in a player character the command selection of whom has been validated (here, player character A111), and displays a “command selection screen” such as shown in
In ST33, it is determined whether the character the command selection of whom has been validated in the “turn order process” is an enemy character or not. If YES, an automatic process is performed in accordance with the game program so that the enemy character executes an attack against a player character (ST34). In this battle automatic process, the CPU 21 will, as with command selection to be described later, select an action mode (including selection of an action type and determination of the result and progress of an action which is based on the action type) of the enemy character. As used herein, the term selection of an action type refers to selection of an attack, magic, a specific skill, an item, and the like, as well as the type of the attack (“soft hit”, “normal hit”, “hard hit”, and the like), the type of the magic, the type of the specific skill, the type of the item, and the like. If this process ends, the process moves to ST 36.
Conversely, if it is determined in ST33 that the character the command selection of whom has been validated is a player character, then subsequently, a “command process” for receiving a command selection made by a player's operation is performed (ST35). In this process, a command is selected in response to an operational input from the input device 4, and an action mode which is based on the selected command will then be determined.
The CPU 21 displays on the display 16 the command menu 44 in which a command for determining an action type of player character A111 is shown as a selection item. The CPU 21 controls in such a way that a selection cursor 45 (see
In ST36, an action execution effect process is executed. If a command (“action” command to be described later) to perform, for example, “attack”, “magic”, “specific skill”, and “item use” has been selected, and the result and progress of an action which is based on the action type has been determined using the judgment ring, then a display process is executed in which the action is performed against a target character who acts as a target of a player character, an enemy character, or the like. As used herein, the term player character refers to any of player characters included in the battle group to be described later in detail using
The CPU 21 and the like which execute such a process will exert action control of the player character based on the action mode of the player character which has been selected in ST35. In other words, the CPU 21 and the like which execute such a process will exert action control of the player character based on the player character's action result and progress which has been determined in ST35. Also, the CPU 21 and the like which execute such a process will exert action control of the enemy character based on the action mode of the enemy character which has been selected in ST34. In other words, the CPU 21 and the like which execute such a process will exert action control of the enemy character based on the enemy character's action result and progress which has been determined in ST34.
That is, the CPU 21 and the like which execute such a process will, based on the action mode of a character (any of a plurality of characters) which has been selected in ST34 and ST35, exert action control of the character (any of the plurality of characters). In other words, the CPU 21 and the like which execute such a process will, based on the character's action result and progress which has been determined in ST34 and ST35, exert action control over the character (any of the plurality of characters). Also, generally, the CPU 21 and the like which execute such a process will, based on a plurality of character data stored in the RAM 23, exert action control of a plurality of characters.
Particularly, not based on character data of player characters (second characters) grouped not as the battle group but as the standby group, but based on character data of player characters (first characters) grouped as the battle group, the CPU 21 exerts action control of the player characters grouped as the battle group. That is, the CPU 21 which executes such a process will, based on a larger number of pieces of item data than that of the second characters grouped as the standby group (second group), exert action control of the first characters grouped as the battle group (first group). In this embodiment, the CPU 21 which executes such a process corresponds to one example of a character action control section and a first character action control section.
Additionally, the CPU 21 which executes a process such as ST34, ST35 and ST36 will, in accordance with the action order of a plurality of characters, carry out determination of an action result and progress, and action control of the characters. Also, in other words, the CPU 21 will, in accordance with the determined action order of the plurality of characters, carry out selection of a character action mode and character action control. Furthermore, when “combo” (character action connection mode), “double” (character combined action mode), “double combo” (character combined action connection mode), or the like has been selected as an action mode of a character, such a CPU 21 will, before selection of the next action mode of the character, execute the character action control based on the “combo” (character action connection mode), “double” (character combined action mode), “double combo” (character combined action connection mode), or the like. The CPU 21 which executes such a process corresponds to one example of the special character action control section. If this process ends, the process moves to ST37.
In ST37, a special action value update process is executed. In this process, the CPU 21 updates a special action value related to each character (including a player character and an enemy character) based on the action mode (action type, and action result and progress) and the like selected in ST34 and ST35. As described above, this special action value is a value which is used to execute “combo”, “double”, “double combo”, and the like. The details of this “special action value update process” will be described later using
In ST 38, a turn order is updated each time a character performs an action. In this process, the CPU 21 stores a character who has performed an action in a predetermined region of the RAM 23, and updates the turn order of the character who has performed the action. The CPU 21 thereby compares the updated turn order when executing the “turn order process” and will thus determine a character to be made to perform an action the command selection of whom is validated.
Particularly, the CPU 21 changes the turn interval value of a character targeted for the combined action (“combo” and “double combo”) selected in ST230, ST328, ST338, or the like to be described later.
Specifically, the CPU 21 initializes the turn interval value of the character targeted for the combined action (“combo” and “double combo”) selected in ST230, ST328, ST338, or the like. The CPU 21 will then add the turn interval value of the character targeted for the combined action (“combo”) selected in ST230 by a value based on the action type of the “combo”. The character targeted for the combined action (“combo” and “double combo”) selected in ST328 or ST338 will thereby be selected in ST32, ST38, or the like as a character whose turn will come next for action. When “double” and “double combo” has been executed, 90% of a plurality of total values corresponding to a plurality of (e.g., two) action types performed by one character will be added to the turn interval value. Also, the action order is determined in such a manner that the action order of characters who are made to execute a combined action (interruption of turn order) is prioritized. Furthermore, the CPU 21 exerts control to validate the command selection of a character determined to be prioritized.
On the other hand, out of characters targeted for the combined action (“combo”) selected in ST230, with respect to a character against whom “combo” has resulted in success, selection of an action type, determination of an action result and progress (including selection of an action mode), and action control have already been finished by the shortcut function to be described later. Therefore, this character will be determined in ST32, ST38, or the like as a character who has now finished the action. That is, the CPU 21 which executes such a process corresponds to one example of the character action order determination module which determines the action order of a plurality of characters. If this process ends, the process moves to ST39.
In ST39, a turn order update display process is executed. In this process, based on the turn order updated in the process of ST38, the CPU 21 updates and displays a turn order in which an action to be performed in the next turn is executed. If this process ends, the process moves to ST40.
In ST40, it is determined whether a “battle process” end condition is fulfilled or not. If NO, the process returns to the aforementioned ST32, while if YES, the “battle process” is brought to an end. As used herein, the term “battle process” end condition refers to any of the conditions that enemy characters appearing on the battle screen have been completely destroyed, that the player has selected the “escape” command and has succeeded in escaping from an enemy character, that a party of player characters has been completely destroyed, that an event to finish the battle has occurred, and so on.
Special Action Value Update Process
The aforementioned “special action value update process” will be described using
First, as shown in
In ST92, the addition action value of a character who has performed an attack is calculated. Subsequently, in ST93, the addition action value of a character who has suffered an attack is calculated. In these processes, the CPU 21, by referring to the addition action value calculation table (see
Specifically, by referring to the addition action value calculation table (see
An action value which varies according to the exerted action control is thus stored for each plurality of characters, and the character action connection mode for bringing a connection to a character action to be performed in a subsequent turn is made selectable on condition that the action value has reached a predetermined value. When the character action connection mode has been selected as an action mode of a character, character action control based on the character action connection mode is exerted before the next action mode of the character is selected. Accordingly, without selecting an action mode such as moving a character, the character action connection mode for bringing a connection to a character action to be performed in a subsequent turn is made selectable in response to an action value which varies according to the exerted action control. This enables smooth action progress, and prevents the existence value of the character action connection mode from decreasing. Thus, action mode selection is diversified, a strategic action mode is selected, and so on, thereby making it possible to increase player's interest in the game.
Additionally, an action value (special action value) is increased by performing an attack action or suffering an attack action, so that the attack action can be strategically and positively performed, thus making it possible to increase player's interest in the game. Also, an action value (special action value) is increased by suffering attack actions, so that even when those attack actions have been suffered, it will not merely reduce player's interest in the game. Thus, the player is led to strategically and positively participate in the game, thereby making it possible to increase player's interest in the game.
In ST94, a calculated addition action value is added to a special action value. In this process, the CPU 21 adds the addition action value calculated in ST93 and ST94 to a special action value corresponding to the character. If this process ends, the process moves to ST95.
In ST95, it is determined whether or not a character is running out of control. If it is determined in this process that SP has reached “0” and the character is running out of control, the CPU 21 initializes the special action value of the character running out of control (ST96), and moves the process to ST97. Conversely, if SP has reached “0” and it is determined that the character is not running out of control, the CPU 21 moves the process to ST97 without executing ST96.
In this embodiment, once the character falls in an out-of-control state, all command operations are stopped from being received. Alternatively, the configuration may be such that only some commands are received under a predetermined condition. For example, the configuration is such as to receive only an “item” command but prevent the player from recognizing whom a selected “item” is used for, or such as to receive a “fight” command once every three turns. The configuration may also be such that it is when “SP=0” that a player character runs out of control, and such that the player character does not keep running out of control but returns to normal after a lapse of time.
In ST97, it is determined whether a special action value subtraction condition has been established or not. In this process, by referring to the special action table (see
If the CPU 21 determines that the special action value subtraction condition has been established, it subtracts the special action value of a predetermined character (ST98). Specifically, if, in ST35, “combo” has been selected as an action type and the “combo” has been established, the CPU 21 will store a special action value, which corresponds to a character against whom the “combo” has been established, by reducing it by 100. That is, if the character action connection mode (“combo selection” and “combo establishment”) has been selected in ST35, the CPU 21 which executes such a process and the RAM 23 will store a special action value (action value) by reducing it to a specified value (value obtained by reducing the special action value by 100) (by reducing it by 100).
If, in ST35, “double” has been selected as an action type and the “double” has been established, the CPU 21 will store a special action value, which corresponds to a character against whom the “double” has been established, by reducing it by 100. That is, if the character combined action mode (“double selection” and “double establishment”) has been selected in ST35, the CPU 21 which executes such a process and the RAM 23 will store a special action value (action value) by reducing it to a specified value (value obtained by reducing the special action value by 100) (by reducing it by 100).
If, in ST35, “double combo” has been selected as an action type and the “double combo” has been established, the CPU 21 will store a special action value, which corresponds to a character against whom the “double combo” has been established, by reducing it by 200. That is, if the character combined action connection mode (“double combo selection” and “double combo establishment”) has been selected in ST35, the CPU 21 which executes such a process and the RAM 23 will store a special action value (action value) by reducing it to a specified value (value obtained by reducing the special action value by 200) (by reducing it by 200). Also, in other words, the CPU 21 which executes such a process and the RAM 23 store an action value, which varies according to the exerted action control, for each plurality of characters. The CPU 21 which executes such a process and the RAM 23 correspond to one example of the character data storage module. If this process ends, this sub-routine is brought to an end.
An action value which varies according to the exerted action control is thus stored for each plurality of characters, and on condition that the action value has reached a predetermined value, the character action connection mode for bringing a connection to a character action to be performed in a subsequent turn is made selectable. When the character action connection mode has been selected as an action mode of a character, character action control based on the character action connection mode is exerted before the next action mode of the character is selected. Accordingly, without selecting an action mode such as moving a character, the character action connection mode for bringing a connection to a character action to be performed in a subsequent turn is made selectable in response to an action value which varies according to the exerted action control. This enables smooth action progress, and prevents the existence value of the character action connection mode from decreasing. Thus, action mode selection is diversified, a strategic action mode is selected, and so on, thereby making it possible to increase player's interest in the game.
If any of the character action connection mode, character combined action mode, and character combined action connection mode has been selected, an action value is stored reduced to a specified value. Accordingly, action control based on the character action connection mode, character combined action mode, and character combined action connection mode is prevented from being easily exerted in succession. Thus, action mode selection is diversified, a strategic action mode is selected, and so on, thereby making it possible to increase player's interest in the game.
Conversely, if the CPU 21 determines that the special action value subtraction condition has not been established, it brings this sub-routine to an end without executing ST98. If “combo” (shortcut) to be described later has been selected, the configuration is such that, if a character has failed in “combo” and “double combo” in mid-course (combo break), the special action values of the character who has failed and a character who should have executed “combo” and “double combo” thereafter are not subtracted. However, the invention is not limited to this configuration. For example, the special action value of only the character who has failed may be subtracted, or, for example, special action values corresponding to all the other characters who should have collaborated with each other in “combo” and “double combo” may be subtracted. Also, in “double” and “double combo”, the configuration is such that, even if a character has failed in “double”, a special action value corresponding to the character is not subtracted. However, the invention is not limited to this configuration.
Command Process
The aforementioned “command process” will be described using
First, as shown in
In ST103, the CPU 21 refers to a character's special action value and the like. In ST104, based on the character's special action value and the like referred to, the CPU 21 executes a command operation invalidation setting process. In this process, the CPU 21 refers to the special action table (see
An action value which varies according to the exerted action control is thus stored for each plurality of characters, and on condition that the action value has reached a predetermined value, the character action connection mode for bringing a connection to a character action to be performed in a subsequent turn is made selectable. When the character action connection mode has been selected as an action mode of a character, character action control based on the character action connection mode is exerted before the next action mode of the character is selected. Accordingly, without selecting an action mode such as moving a character, the character action connection mode for bringing a connection to a character action to be performed in a subsequent turn is made selectable in response to an action value which varies according to the exerted action control. This enables smooth action progress, and prevents the existence value of the character action connection mode from decreasing. Thus, action mode selection is diversified, a strategic action mode is selected, and so on, thereby making it possible to increase player's interest in the game. If this process ends, the process moves to ST105.
In ST105, the CPU 21 executes a collaboration type command reception process. As described later in detail using FIGS. 54 to 57, the CPU 21 will receive selection of a command relating to an action and execute a command reception process for determining the type of the action. In this process, an invoked sub-routine differs from one collaboration type to another, such as “normal”, “combo”, “double”, and “double combo”. If this process ends, the process moves to ST106.
In ST106, the CPU 21 executes a collaboration type action result determination process. As described later in detail using FIGS. 58 to 62, the CPU 21 will determine a judgment ring and execute an action result determination process, such as a display control process of the judgment ring and an action determination process based on the operation result of the judgment ring. In this process, an invoked sub-routine differs from one collaboration type to another, such as “normal”, “combo (normal)”, “combo (shortcut)”, “double”, and “double combo”. In ST105 and ST106, the CPU 21 thus determines the action mode of a character. If this process ends, the process moves to ST107.
That is, the CPU 21 which executes processes such as ST105 and ST106 will, based on an operational signal from the input device 4 and a plurality of character data (particularly, a determined player character's state to be described later), select the action mode of a character. Also, such a CPU 21 will make “combo”, “double”, or the like selectable on condition that the special action value has reached a predetermined value, and will make “double combo” or the like selectable on condition that the special action value has reached a specified action value greater than the predetermined value. In this embodiment, the CPU 21 which executes such a process corresponds to one example of a character action mode selection module.
In ST107, the CPU 21 executes a character data update process. In this process, based on the action result determined in ST106, the CPU 21 updates character data relating to characters (including a player character and an enemy character), such as updating HP, MP, SP, AGL, LUC, and various statuses. If this process ends, this sub-routine is brought to an end.
Normal Command Reception Process
Out of the aforementioned “collaboration type command reception process”, a “normal command reception process” invoked upon reception of a normal command will be described using
First, as shown in
In ST203, the CPU 21 determines whether or not there is an action target selection operation. In this process, based on an operation signal from the input device 4, the CPU 21 determines whether or not there is an action target selection operation to the effect of selecting an action target targeted for the action which is based on the action type selected in ST202. If the CPU 21 determines that there is the action target selection operation, it stores in the RAM 23 an action target corresponding to the action target selection operation and thereby executes an action target selection process (ST204), thus bringing this sub-routine to an end. Conversely, if it is determined that there is no action target selection operation, the CPU 21 moves the process to ST203 again without moving the process to ST204.
Double Command Reception Process
Out of the aforementioned “collaboration type command reception process”, a “double command reception process” invoked upon reception of a double command will be described using
First, as shown in
In ST213, the CPU 21 determines whether or not there is a first action target selection operation. In this process, based on an operation signal from the input device 4, the CPU 21 determines whether or not there is a first action target selection operation to the effect of selecting a first action target targeted for the action which is based on the first action type selected in ST212. If the CPU 21 determines that there is the first action target selection operation, it stores in the RAM 23 a first action target corresponding to the first action target selection operation and thereby executes a first action target selection process (ST214), thus moving the process to ST215. Conversely, if it is determined that there is no first action target selection operation, the CPU 21 moves the process to ST213 again without moving the process to ST214.
In ST215, the CPU 21 determines whether or not there is a second action type selection operation. In this process, based on an operational signal from the input device 4, the CPU 21 determines whether or not there is a second action type selection operation. If it is determined that there is the second action type selection operation, then in response to character data relating to a player character whose turn has come for action, the CPU 21 stores in the RAM 23 a second action type corresponding to the second action type selection operation and thereby executes a second action type selection process (ST216), thus moving the process to ST217. The CPU 21 will thereby select the action type of the character based on an operational signal from the input device 4 and a plurality of character data. Also, the CPU 21 will make a plurality of action types selectable for one character. The CPU 21 which executes such a process corresponds to one example of the character action type selection module. Conversely, if it is determined that there is no second action type selection operation, the CPU 21 moves the process to ST215 again without moving the process to ST216.
In ST217, the CPU 21 determines whether or not there is a second action target selection operation. In this process, based on an operation signal from the input device 4, the CPU 21 determines whether or not there is a second action target selection operation to the effect of selecting a second action target targeted for the action which is based on the second action type selected in ST216. If the CPU 21 determines that there is the second action target selection operation, it stores in the RAM 23 a second action target corresponding to the second action target selection operation and thereby executes a second action target selection process (ST218), thus bringing this sub-routine to an end. Conversely, if it is determined that there is no second action target selection operation, the CPU 21 moves the process to ST217 again without moving the process to ST218.
Combo Command Reception Process
Out of the aforementioned “collaboration type command reception process”, a “combo command reception process” invoked upon reception of a combo command will be described using
First, as shown in
In ST223, the CPU 21 determines whether or not there is a first action target selection operation. In this process, based on an operation signal from the input device 4, the CPU 21 determines whether or not there is a first action target selection operation to the effect of selecting a first action target targeted for the action which is based on the first action type selected in ST222. If the CPU 21 determines that there is the first action target selection operation, it stores in the RAM 23 a first action target corresponding to the first action target selection operation and thereby executes a first action target selection process (ST224), thus moving the process to ST225. Conversely, if it is determined that there is no first action target selection operation, the CPU 21 moves the process to ST223 again without moving the process to ST224.
In ST225, the CPU 21 determines whether a shortcut operation validation condition has been established or not. If it is determined in this process that the shortcut operation validation condition has been established, the CPU 21 turns on a shortcut flag positioned in the RAM 23 (ST226) and then moves the process to ST228 of
If it is determined that the shortcut operation validation condition has not been established, and the shortcut flag is turned off, the CPU 21 will, in the aforementioned ST222, select the action type of a character who has been selected in a to-be-described subsequent action character selection process (see
In ST228 of
In ST229, the CPU 21 determines whether or not there is a subsequent action character selection operation. In this process, based on an operational signal from the input device 4, the CPU 21 determines whether or not there is a subsequent action character selection operation. If it is determined that there is the subsequent action character selection operation, the CPU 21 stores, in the RAM 23, data indicating the selected subsequent action character and thereby executes the subsequent action character selection process (ST230), thus moving the process to ST231. Conversely, if it is determined that there is no subsequent action character selection operation, the CPU 21 moves the process to ST228 again without moving the process to ST230.
In ST231, the CPU 21 determines whether or not there is a subsequent action type selection operation. In this process, based on an operational signal from the input device 4, the CPU 21 determines whether or not there is a subsequent action type selection operation. If it is determined that there is the subsequent action type selection operation, then in response to character data relating to a player character who has been determined to subsequently perform an action, the CPU 21 stores in the RAM 23 a subsequent action type corresponding to the subsequent action type selection operation and thereby executes a subsequent action type selection process (ST232), thus moving the process to ST233. The CPU 21 will thereby select the action type of the character based on an operational signal from the input device 4 and a plurality of character data. Also, the CPU 21 will make each action type selectable for each plurality of characters. The CPU 21 which executes such a process corresponds to one example of the character action type selection module. Conversely, if it is determined that there is no subsequent action type selection operation, the CPU 21 moves the process to ST231 again without moving the process to ST232.
In ST233, the CPU 21 determines whether or not there is a subsequent action target selection operation. In this process, based on an operation signal from the input device 4, the CPU 21 determines whether or not there is a subsequent action target selection operation to the effect of selecting a subsequent action target targeted for the action which is based on the subsequent action type selected in ST232. If the CPU 21 determines that there is the subsequent action target selection operation, it stores in the RAM 23 a subsequent action target corresponding to the subsequent action target selection operation and thereby executes a subsequent action target selection process (ST234), thus moving the process to ST228 again. Conversely, if it is determined that there is no subsequent action target selection operation, the CPU 21 moves the process to ST233 again without moving the process to ST234.
Normal Action Result Determination Process
Out of the aforementioned “collaborative type action result determination process”, a “normal action result determination process” invoked upon reception of a normal command will be described using
First, as shown in
In ST303, the CPU 21 executes a judgment ring determination process. As described later in detail using
Double Action Result Determination Process
Out of the aforementioned “collaborative type action result determination process”, a “double action result determination process” invoked upon reception of a double command will be described using
First, as shown in
In ST313, the CPU 21 executes a judgment ring determination process. As described later in detail using
Double Combo Action Result Determination Process
Out of the aforementioned “collaborative type action result determination process”, a “double combo action result determination process” invoked upon reception of a double combo command will be described using
First, as shown in
In ST323, the CPU 21 executes the judgment ring determination process. As described later in detail using
In ST325, the CPU 21 executes a combo establishment determination process. As described later in detail using
In ST326, the CPU 21 determines whether “combo” is established or not. In this process, according to whether or not it is determined in ST 325 that “combo” has been established, the CPU 21 determines whether “combo” is established or not. If the CPU 21 determines that “combo” has been established, it moves the process to ST327. Conversely, if the CPU 21 determines that “combo” has not been established, it brings this sub-routine to an end.
In ST327, in the same manner as in ST229 of
Combo Action Result Determination Process (Normal)
Out of the aforementioned “collaborative type action result determination process”, a “combo action result determination process (normal)” invoked upon reception of a combo command not using the shortcut function will be described using
First, as shown in
In ST333, the CPU 21 executes the judgment ring determination process. As described later in detail using
In ST335, the CPU 21 executes the combo establishment determination process. As described later in detail using
In ST336, the CPU 21 determines whether “combo” is established or not. In this process, in the same manner as in ST326, according to whether or not it is determined in ST 335 that “combo” has been established, the CPU 21 determines whether “combo” is established or not. If the CPU 21 determines that “combo” has been established, it moves the process to ST337. Conversely, if the CPU 21 determines that “combo” has not been established, it brings this sub-routine to an end.
In ST337, the CPU 21 determines whether or not there is a subsequent action character selection operation. In this process, in the same manner as in ST327, based on an operation signal from the input device 4, the CPU 21 determines whether or not there is a subsequent action character selection operation. If it is determined that there is the subsequent action character selection operation, the CPU 21 stores, in the RAM 23, data indicating the selected subsequent action character and thereby executes the subsequent action character selection process (ST338), thus bringing this sub-routine to an end. Conversely, if it is determined that there is no subsequent action character selection operation, the CPU 21 moves the process to ST337 again without moving the process to ST338.
Combo Action Result Determination Process (Shortcut)
Out of the aforementioned “collaborative type action result determination process”, a “combo action result determination process (shortcut)” invoked upon reception of a combo command using the shortcut function will be described using
First, as shown in
In ST343, the CPU 21 executes the judgment ring determination process. As described later in detail using
Judgment Ring Determination Process 1
The aforementioned “judgment ring determination process 1” will be described using
First, as shown in
The timing area and the judgment ring correction parameter will be described hereafter.
The attack power is used to calculate the amount of damage done to an enemy character (the amount of opponent's damage), and the greater the numeric value of this attack power, the larger the amount of damage done to the enemy character.
As shown in
Additionally, in the judgment ring 100, in a predetermined range of each timing area is set a “120% region” acting as a special valid region in which the damage amount of the enemy character increases by 20%, i.e., 1.2 times if the “circle” button 12 can be operated successfully before the predetermined area has been passed through. A “120% region” is formed within the range from an angle position, which is obtained by subtracting the angle formed by the “120% region” from the end angle, to the end angle.
As shown in this
An “SP residual correction value” keeps “1” until the current SP falls below 25% of maximum SP, i.e., while the current SP fulfills “25−current SP/maximum SP×100≦0”. When the current SP has fallen below 25% of maximum SP, i.e., when the current SP has fulfilled “25−current SP/maximum×100≧0”, SP becomes “1.01” which is obtained by adding “0.01” to the aforementioned value. Thereafter, each time SP decreases by one point, “0.01” is added to the “residual SP correction value”. That is, the “residual SP correction value” is set in such a way that the amount of opponent's damage increases by 1% each time SP decreases by one point.
“Character's individual power” indicates STR (physical attack power) shown in the aforementioned
A “judgment ring correction value” is “1.2” when the “circle” button 12 has been operated while the rotary bar 101 is on the 120% region of a timing area, “1” when the “circle” button 12 has been operated while the rotary bar 101 is on a region other than the 120% region of a timing area, and “0” when the “circle” button 12 has not been operated while the rotary bar 101 is on a timing area.
For example, in the case where the “fight” command has been selected, when the “circle” button 12 has been operated successfully on three timing areas, i.e., when the “circle” button 12 has been operated successfully while the rotary bar 101 is on three timing areas, a player character thereafter repeats three attacks against an enemy character, thus causing predetermined damage thereto. For example, when player character A111 performs an attack of “soft hit”, the amount of opponent's damage at the first attack is “0.2×residual SP correction value×STR×6×1 (1.2)”, wherein points equivalent to this amount of opponent's damage are subtracted from HP of the enemy character. Similarly, the amount of opponent's damage at the second attack is “0.3×residual SP correction value×STR×6×1 (1.2)”, and the amount of opponent's damage at the third attack is “0.5×residual SP correction value×STR×6×1 (1.2)”, in each of which points equivalent to the amount of opponent's damage are subtracted from HP of the enemy character.
On the other hand, when the timing of operation of the “circle” button 12 has been upset on one timing area, the subsequent “judgment ring correction value” in the timing area becomes “0”. For example, in the case where player character A111 performs an attack of “soft hit”, when the “circle” button 12 has been operated successfully while the rotary bar 101 is on the first timing area 102, the amount of opponent's damage at a first attack is “0.2×residual SP correction value×STR×6×1 (1.2)”. However, when the timing of operation of the “circle” button 12 has been upset on the second timing area 103, the “judgment ring correction value” at a second attack and a third attack is “0”, and the amount of opponent's damage is also “0”.
At this point, when HP of an enemy character has become “0”, it means that a player character has defeated the enemy character.
The aforementioned “120% region” is not limited to the case as described above. For example, as shown in
As shown in this
On the other hand, when a player character is player character B112, recovery magic 1 to 3 can be used as special power, and power values set in them are used to calculate a recovery value for recovering the player character using the recovery magic 1 to 3. In this case, the greater the power value of special power used, the greater the recovery value of the player character, i.e., the number of points for recovering HP of the player character which has been reduced by the player character's being damaged by the enemy character.
Similar to the aforementioned “attack table” (see
As shown in this
A “character's individual power” used in the calculating formula for calculating the amount of opponent's damage caused when the attack magic 1 to 3 of
A “judgment ring correction value” is “1.2” when the “circle” button 12 has been operated while the rotary bar 101 is on the 120% region of a timing area, “1” when the “circle” button 12 has been operated while the rotary bar 101 is on a region other than the 120% region of a timing area, and “0” when the “circle” button 12 has not been operated while the rotary bar 101 is on a timing area.
For example, in the case where the “special” command has been selected and attack magic has been selected as special power, when the “circle” button 12 has been operated successfully on all timing areas displayed, a player character thereafter uses the attack magic to attack an enemy character, thus causing predetermined damage thereto. For example, to perform an attack using attack magic 1, player character A111 performs only one attack using the attack magic since only one timing area is set. The amount of opponent's damage at this attack is “0.2×INT×99×1 (1.2)” based on
Additionally, to compare the timing area ranges of the respective tables by character, in the “attack table” of
The reason is that a story is set in which player character A111 is a man character and has great physical strength and high physical attack power, so that player character A111 excels at a physical attack. Accordingly, the range of timing areas obtained upon selection of the “attack table” is set wider, and the degree of difficulty in operating the judgment ring 100 is thus lowered.
In the “specialty table” of
The reason is that a story is set in which player character B112 is a woman character and a witch, so that the range of timing areas obtained in the case of using recovery magic, i.e., upon selection of the “specialty table” is set wider, and the degree of difficulty in operating the judgment ring 100 is thus lowered.
The characteristic of each character resulting from setting of a story is thus incorporated into judgment ring 100 execution conditions, thereby creating the enjoyment of searching for not merely a technical intervention element but a command suitable to the characteristic of each character, which further increases player's interest in the game.
The type of the judgment ring correction parameter shown in the “judgment ring correction parameter table” includes “item”, “enemy magic”, and “event type”.
Ten types of items (item D to item M) are set in the “item” acting as the judgment ring correction parameter shown in the “judgment ring correction parameter table”. These items will be available when a party of player characters has cleared a predetermined condition on each sub-map. When these items are used in a battle scene or a shop, unlike in a normal state, the display mode of the judgment ring 100 displayed is displayed in a state favorable for the player.
The effects obtained when each item is used will be described.
(1) When item D or item E is used, a timing area range increases twice. That is, the “circle” button 12 becomes easier to operate.
(2) When item F or item G is used, the rotation speed of the rotary bar 101 decreases to ½. That is, the “circle” button 12 becomes easier to operate.
(3) When item H is used, a timing area range increases twice, and the rotation speed decreases to ½.
(4) When item I is used, the rotation speed of the rotary bar 101 varies irregularly, sometimes speeding up and sometimes slowing down, but when the “circle” button 12 has been operated successfully, attack power, i.e., the amount of opponent s damage increases three times, thus providing a very favorable state.
(5) When item J is used, the entire range on the judgment ring 100 becomes a timing area. That is, an operation of the “circle” button 12 at any position of the judgment ring 100 will be successful.
(6) When item K is used, the number of revolutions of the rotary bar 101 becomes a maximum of seven instead of one under normal conditions.
(7) When item L is used, the aforementioned item I becomes effective, and the number of revolutions increases, wherein the amount of opponent's damage increases in response to the number of revolutions used when the “circle” button 12 has been operated successfully.
(8) When item M is used, a timing area is not displayed on the judgment ring 100, but the number of player characters attacking at random and attack power are determined in response to the timing of operation of the “circle” button 12.
The blank sections of this “judgment ring correction parameter table”, in which nothing is described, show that the conditions are all the same as at normal times.
In this way, these items D to M acting as part of the judgment ring correction parameter are acquired, thereby enabling the player to highly favorably develop the game, so that these items are set as rare items which are relatively difficult to acquire.
“Enemy magic” set as part of the judgment ring correction parameter refers to specific enemy magic out of magic possessed by an enemy character (which are called “enemy magic”). When a player character has suffered these enemy magic, the display mode of the judgment ring 100 becomes unfavorable for the player. In this “judgment ring correction parameter table”, six types of enemy magic (enemy magic A to enemy magic F) are set in “magic” acting as part of the judgment ring correction parameter.
The effects obtained when a player character has suffered the respective enemy magic will be described.
(1) When the player character has suffered enemy magic A, a timing area range on the judgment ring 100 decreases to ½.
(2) When the player character has suffered enemy magic B, the rotation speed of the rotary bar 101 increases twice.
(3) When the player character has suffered enemy magic C, the size of the judgment ring 100 decreases to ½.
(4) When the player character has suffered enemy magic D, the size of the judgment ring 100 increases twice, but a timing area range on the judgment ring 100 decreases to ½.
(5) When the player character has suffered enemy magic E, the size of the judgment ring 100 increases twice, but the rotation speed of the rotary bar 101 varies irregularly, sometimes speeding up and sometimes slowing down. In this case, even if the “circle” button 12 has been operated successfully, attack power will not increase three times as in the aforementioned item I, but it is normal attack power.
(6) When the player character has suffered enemy magic F, a timing area range, the rotation speed of the rotary bar 101, and the size of the judgment ring 100 are determined at random in a range of ½ to twice.
An “event type” set as part of the judgment ring correction parameter is an event in which a party of player characters battles against a specific enemy character, wherein, when the event occurs, the display mode of the judgment ring 100 becomes unfavorable for the player. In this “judgment ring correction parameter table”, four kinds of event types (medium bosses A to C and a final boss) are set in the “event type” acting as part of the judgment ring correction parameter.
The effect obtained when the respective event types occur will be described.
(1) An event type “medium boss A” is an event in which a party of player characters encounters and battles against the “medium boss A” which is a kind of enemy boss character. When this event occurs, the rotation speed of the rotary bar 101 increases twice.
(2) An event type “medium boss B” is an event in which a party of player characters encounters and battles against the “medium boss B” which is a kind of enemy boss character. When this event occurs, a timing area range decreases to ½.
(3) An event type “medium boss C” is an event in which a party of player characters encounters and battles against the “medium boss C” which is a kind of enemy boss character. When this event occurs, a timing area range decreases to ½ and, furthermore, the rotation speed of the rotary bar 101 varies irregularly, sometimes speeding up and sometimes slowing down.
(4) An event type “final boss” is an event in which a party of player characters encounters and battles against the “final boss” which is a kind of enemy boss character. When this event occurs, a timing area range decreases to ½.
As used herein, the term boss character refers to an enemy character, the defeat of whom enables acquisition of a very large number of points as compared to the normal enemy characters. Therefore, as described above, the display mode of the judgment ring 100 becomes difficult for the player to operate.
Judgment Ring Determination Process 2
The aforementioned “judgment ring determination process 2” will be described using
First, as shown in
In ST363, the CPU 21 then changes the timing area range into a “double” range. Such a change in timing area will hereafter be described using
As described above, the timing area determined in ST361 is stored in the RAM 23. As used herein, the term timing area refers to a timing area of a judgment ring corresponding to each plurality of action types which can be executed by one character. Such judgment rings include a physical attack such as shown in
First, judgment ring determination control in the combination of physical attack and magic attack is based on the shape of the physical attack. The CPU 21 reads out the physical attack timing areas and reduces each timing area to 80% for determination. The CPU 21 then allocates the last timing area 121 event of a determination as to whether magic is to be exercised or not. The CPU 21 thereby determines a “double” timing area range such as shown in
Judgment ring determination control in a combination of first class magic attack and second class magic attack is based on the shape of a magic attack having a larger number of timing areas. For example, out of the first class magic attack having a judgment ring with two timing areas and the second class magic attack having a judgment ring with one timing area, the determination control is based on the first class magic attack having a larger number of timing areas. The CPU 21 reads out the timing areas of the first class magic attack and reduces each timing area to 80% for determination. The CPU 21 then allocates the last timing area 122 even to a determination as to whether the second class magic attack is to be exercised or not. The CPU 21 thereby determines a “double” timing area range such as shown in
Additionally, judgment ring determination control in the combination of magic attack and item use is based on the shape of a magic attack. Therefore, the CPU 21 reads out magic attack timing areas and reduces each timing area to 80% for determination. The CPU 21 then allocates the last timing area 121 even to a determination as to the effect of item use. The CPU 21 thereby similarly determines a “double” timing area range such as shown in
That is, the CPU 21 sets a timing area (determination region) based on a plurality of action types selected. Particularly, the CPU 21 will determine the result and progress of a plurality of actions which are based on the selected plurality of action types, in a determination mode corresponding to at least any of the plurality of action types, based on a smaller number of times than the number of times the plurality of action types have been selected. The CPU 21 which executes such a process corresponds to one example of a character action result/progress determination module.
In this way, the result and progress of a plurality of actions, which are based on a plurality of action types selected based on an operational signal, is determined, based on the operational signal, by the determination mode of the result and progress of a smaller number of actions than the number of the plurality of actions. Also, a plurality of action controls based on the determined result and progress of the plurality of actions are executed in accordance with the action order of a plurality of characters. Accordingly, the result and progress of the plurality of actions can be determined, by a determination mode corresponding to at least any of the plurality of action types, based on a smaller number of times than the number of times the plurality of action types have been selected. This can simplify an intricate determination mode and furthermore enables smooth execution of action progress, which can prevent player's interest in the game from decreasing.
Additionally, control is exerted over the display of an action result/progress determination region for determining an action result and progress, a moving region which is displayed in a moving fashion within the action result/progress determination region for a predetermined period, and a determination region which is set within the action result/progress determination region based on a selected character action type. Also, a relatively favorable action result and progress is determined when the current position of a moving region stored in response to an operational signal is in the determination region. Accordingly, a chance to perform an operation as the moving region is displayed in a moving fashion is given to the player so as to provide the player with the relatively favorable action result and progress, whereby a game highly filled with action can be provided, thus making it possible to increase player's interest in the game.
Also, the determination region is set based on a plurality of action types. Accordingly, the determination region can be set in response to action types, such as based on the number of action types, and the determination region can be diversified in response to action types, such as providing a determination region which is easy to operate, or a determination region which is difficult to operate, thus making it possible to increase player's interest in the game.
Furthermore, a plurality of action types are made selectable for one character, and the determination region is set based on the plurality of action types, thereby determining the result and progress of a plurality of actions which are based on the plurality of action types for one character. Accordingly, the action of one character can be diversified, thus making it possible to increase player's interest in the game.
Judgment Ring Determination Process 3
The aforementioned “judgment ring determination process 3” will be described using
First, as shown in
In ST373, the CPU 21 then changes the timing area range into a “combo shortcut” range. Such a change in timing area will hereafter be described using
As described above, the timing area determined in ST371 is stored in the RAM 23. As used herein, the term timing area refers to a timing area of a judgment ring corresponding to each plurality of action types which can be executed by a plurality of characters. Such judgment rings include one or a plurality of timing areas, as shown in
Thereupon, the CPU 21 determines a judgment ring including a plurality of timing areas, such as shown in
The CPU 21 then calculates the angular width of a new timing area using the following formula.
Value A=angular width of previous timing area×[1375−{125×(nth character)−1}]
Angular width of new timing area=angular width of previous timing area×(value A/1000)
The CPU 21 thus calculates the angular width of the new timing area. The angular width of the new timing area is thereby configured such that an angular width corresponding to a second character is narrower than an angular width corresponding to a first character, and an angular width corresponding to a third character is narrower than the angular width corresponding to the second character. Thus, a subsequent character in “combo” is more difficult to hit. That is, a determination region corresponding to the action result and progress of a subsequent character will be set narrower than a determination region corresponding to the action result and progress of the previous character.
In determination control over a combo (shortcut) attack in which a plurality of action types performed by two characters can be selected, the CPU 21 then calculates value B using the following formula.
In determination control over the combo (shortcut) attack in which a plurality of action types performed by two characters can be selected, the CPU 21 then calculates value B using the following formula.
Value B=[{start angle of timing area+(angular width of timing area/2)}×140/360]+80+[{(nth character)−1}×140]
The CPU 21 then calculates the start angle of a new timing area using the expression of value B−(angular width of timing area/2). When the angular width of a timing area is 133 or more, value B and the start angle of the new timing area are calculated with the timing area angular width set to 133. Also, when there is a 120% region, the CPU 21 determines the range of the 120% region based on the ratio of the timing area angular width and the 120% region.
As shown in
Also, in determination control over a combo (shortcut) attack in which a plurality of action types performed by three characters can be selected, the CPU 21 calculates value B using the following formula.
Value B=[{start angle of timing area+(angular width of timing area/2)}×100/360]+60+[{(nth character)−1}×100]
The CPU 21 then calculates the start angle of a new timing area using the expression of value B−(angular width of timing area/2). When the angular width of a timing area is 95 or more, value B and the start angle of the new timing area are calculated with the timing area angular width set to 95. Also, when there is a 120% region, the CPU 21 determines the range of the 120% region based on the ratio of the timing area angular width and the 120% region.
As shown in
Also, in determination control over a combo (shortcut) attack in which a plurality of action types performed by four characters can be selected, the CPU 21 calculates value B using the following formula.
Value B=[{start angle of timing area+(angular width of timing area/2)}×80/360]+40+[{(nth character)−1}×80]
The CPU 21 then calculates the start angle of a new timing area using the expression of value B−(angular width of timing area/2). When the angular width of a timing area is 76 or more, value B and the start angle of the new timing area are calculated with the timing area angular width set to 76. Also, when there is a 120% region, the CPU 21 determines the range of the 120% region based on the ratio of the timing area angular width and the 120% region.
As shown in
That is, the CPU 21 sets a timing area (determination region) based on a plurality of action types selected. Particularly, the CPU 21 will determine the result and progress of a plurality of actions which are based on the selected plurality of action types, in a determination mode corresponding to at least any of the plurality of action types, based on a smaller number of times than the number of times the plurality of action types have been selected. The CPU 21 which executes such a process corresponds to one example of the character action result/progress determination module.
In this way, the result and progress of a plurality of actions, which are based on a plurality of action types selected based on an operational signal are determined, based on an operational signal, by the determination mode of the result and progress of a smaller number of actions than the number of the plurality of actions. Also, a plurality of action controls based on the determined result and progress of the plurality of actions are executed in accordance with the action order of a plurality of characters. Accordingly, the result and progress of the plurality of actions can be determined, in a determination mode corresponding to at least any of the plurality of action types, based on a smaller number of times than the number of times the plurality of action types have been selected. This can simplify an intricate determination mode and furthermore enables smooth execution of action progress, which can prevent player's interest in the game from decreasing.
Additionally, control is exerted over the display of an action result/progress determination region for determining an action result and progress, a moving region which is displayed in a moving fashion within the action result/progress determination region for a predetermined period, and a determination region which is set within the action result/progress determination region based on a selected character action type. Also, a relatively favorable action result and progress is determined when the current position of a moving region stored in response to an operational signal is in the determination region. Accordingly, to perform an operation as the moving region is displayed in a moving fashion, a chance is given to the player so as to provide the player with the relatively favorable action result and progress, whereby a game highly filled with action can be provided, thus making it possible to increase player's interest in the game.
Also, the determination region is set based on a plurality of action types. Accordingly, the determination region can be set in response to action types, such as based on the number of action types, and the determination region can be diversified in response to action types, such as providing a determination region which is easy to operate, or a determination region which is difficult to operate, thus making it possible to increase player's interest in the game.
Furthermore, action types are made selectable for each plurality of characters, and the determination region is set based on the plurality of action types, thereby determining the result and progress of a plurality of actions which are based on the plurality of action types performed by the plurality of characters. Accordingly, a plurality of actions among a plurality of characters can be diversified, thus making it possible to increase player's interest in the game.
Judgment Ring Determination Process
The aforementioned “judgment ring determination process” will be described using
First, as shown in
In ST 382, it is determined whether or not the rotary bar 101 is on a timing area. In this process, if the CPU 21 has received an operational input signal from the input device 4 by the process of ST380, it will, based on the current position of the rotary bar 101 which has been stored in ST381, determines whether or not the display mode is such that the aforementioned rotary bar 101 is displayed on a timing area of the judgment ring 100. That is, the CPU 21 will determine whether the timing at which the player has operated the “circle” button 12 is a specific timing or not. The CPU 21 which executes such a process corresponds to a consistency determination module which determines the consistency between the timing of an operational input from the input device 4, which has been performed while the display mode of a variable display region is varying, and the aforementioned display mode. If the CPU 21 determines that the rotary bar 101 is on the timing area, it moves the process to ST383. Conversely, if it is not determined that the rotary bar 101 is on the timing area, the CPU 21 moves the process to ST387.
In ST383, it is determined whether or not the rotary bar 101 is on a 120% region. In this process, if the CPU 21 has received an operational input signal from the input device 4 by the process of ST380, it will, based on the current position of the rotary bar 101 which has been stored in ST381, determine whether or not the display mode is such that the aforementioned rotary bar 101 is display on a 120% region of the judgment ring 100. That is, the CPU 21 will determine whether the timing at which the player has operated the “circle” button 12 is a specific timing or not.
If the CPU 21 determines that the rotary bar 101 is on the 120% region, it sets “1.2” in a predetermined region of the RAM 23 as the aforementioned judgment ring correction value (ST384), and then moves the process to ST386. Conversely, if it is not determined that the rotary bar 101 is on the 120% region, the CPU 21 sets “1” in the predetermined region of the RAM 23 as the judgment ring correction value (ST385), and then moves the process to ST386.
In ST386, the process of calculating an amount of damage or a recovery value is executed. In this process, based on the command type, character type, and use item which have been selected, the CPU 21 calculates an amount of damage or a recovery value according to a predetermined formula, and sets this calculation result in a predetermined region of the RAM 23. That is, the CPU 21 will, based on an operational signal from the input device 4 and a plurality of characters data, determine the action result and progress which are based on the action type of a character selected, in accordance with a determination mode which, each time an action type is selected, corresponds to the action type. Also, in other words, if the current position of the rotary bar 101 (moving region) is in a timing area (determination region), the CPU 21 will, out of the plurality of action results and progresses, determine a relatively favorable action result and progress. If this process ends, the process moves to ST387.
In ST387, it is determined whether a judgment ring 100 display end condition has been achieved or not. This end condition refers to any of the conditions (1) that a prescribed number of revolutions (normally, one revolution, and in some cases, the number of revolutions increases depending on a judgment ring correction parameter) has been consumed, and (2) that a prescribed number of observation push operations (normally, three operations, and in some cases, it varies depending on various parameters) has been consumed. The CPU 21 will detect and determine whether such an end condition has been established or not. If the CPU 21 determines that this end condition has been fulfilled, it brings this sub-routine to an end. Conversely, if the CPU 21 does not determine that this end condition has been fulfilled, it moves the process again to ST380.
Particularly, in the case of “double” and “double combo”, the CPU 21 will, by setting a timing area (determination region) based on a plurality of action types selected for one character, determine the result and progress of a plurality of actions which are based on the plurality of action types for the one character. Also, in the case of “combo” (shortcut), the CPU 21 will, by setting a timing area (determination region) based on a plurality of action types selected for a plurality of characters, determine the result and progress of a plurality of actions which are based on the plurality of action types for the plurality of characters.
Combo Establishment Determination Process
The aforementioned “combo establishment determination process” will be described using
First, as shown in
In ST392, a combo ring setting process is executed. In this process, the CPU 21 sets a combo ring in response to a selected action (so-called “combo”, “double combo”) type. Specifically, in response to the selected action type, the CPU 21 sets a display mode in which the combo ring is displayed, such as a display time at which the combo ring is displayed and a button image displayed in the combo ring.
The CPU 21 then supplies the image processing section 24 with data relating to the set combo ring, and thereby executes a combo ring display control process (ST393). The image processing section 24 thereby displays the combo ring on the display 16 in the display mode of the combo ring set in ST393. If this process ends, the process moves to ST394.
In ST394, it is determined whether a button signal selected within a time limit has been input or not. If the CPU 21 determines in this process that the button signal selected within the time limit has been input, it moves the process to ST395. Conversely, if it is not determined that the button signal selected within the time limit has been input, the CPU 21 moves the process to ST396. That is, the CPU 21 which executes this process determines whether or not an operational input from the input device 4 has been made within a time limit as a predetermined operation input displayed on the display 16. Also, if this CPU 21 determines that the operational input from the input device 4 has been made within the time limit as the predetermined operational input displayed on the display 16, it means that a predetermined collaboration condition has been established. That is, as one example of the predetermined collaboration condition, it will be determined that an operation input from the input device 4 has been made within a time limit as a predetermined operational input displayed on the display 16.
In ST 395, the process of setting a combo establishment flag to ON is executed. In this process, the CPU 21 sets a combo establishment flag, which is stored on a predetermined region of the RAM 23, to ON, and stores this ON combo establishment flag. The CPU 21 which executes this process makes a setting in such a manner that another player character attacks an enemy character. If this process ends, this sub-routine is brought to an end.
In ST396, the process of setting a combo establishment flag to OFF is executed. In this process, the CPU 21 sets a combo establishment flag, which is stored on a predetermined region of the RAM 23, to OFF, and stores this OFF combo establishment flag. If this process ends, this sub-routine is brought to an end.
Energy Drain Process
The aforementioned “energy drain process” will be described using
First, as shown in
In ST502, the CPU 21, by referring to the character data table (see
In ST505, based on the calorie of the player character, the CPU 21 determines the state of the player character as being changeable. In this process, the CPU 21 reads out the calorie of the player character which results from the addition in ST504. The CPU 21 then, by referring to the player character state setting table (see
Calorie Initialization Process
The aforementioned “calorie initialization process” will be described using
First, as shown in
In ST512, a player character's calorie is initialized (set to “0”). In this process, the CPU 21 will, on condition that a player character's calorie (player character state data) has reached a predetermined value and the player character has turned into a specific state, change the player character's calorie to the initial value. In this embodiment, the CPU 21 which executes such a process corresponds to one example of an initial value change module. The CPU 21 then, based on the player character's calorie changed to the initial value, determines the player character's state as being changeable (ST513). In this process, based on a calorie corresponding to the player character's calorie changed to the initial value in ST512, the CPU 21 changes the player character's state (e.g., “pink bat” state). Also, the CPU 21 set a state flag as data indicating a player character's state to be changed. The player character's state will thereby be changed after such an action type of “energy drain” ends. Particularly, in the case where the player character's calorie has reached “0” and the player character's state is changed to “pink bat” state (specific state), the CPU 21 sets the state flag to data indicative of the initial state. The CPU 21 will thus, based on a calorie (player character state data) corresponding to the player character stored in the RAM 23, change the player character's state previously determined in this process. In this embodiment, the CPU 21 which executes such a process corresponds to one example of a player character state determination module and the player character state change module. If this process ends, this sub-routine is brought to an end.
In this embodiment, control is exerted such that “energy drain” itself cannot be executed on the same enemy character, but the invention is not limited to this configuration. For example, control may be exerted such that “energy drain” itself can be executed on the same enemy character. Also, in this embodiment, a numerical value obtained by dividing a calorie itself corresponding to an enemy character by the number of times (the number of enemy characters on whom) “energy drain” has been executed is calculated as a calorie to be added. However, the invention is not limited to this configuration. For example, instead of depending on the number of times (the number of enemy characters on whom) “energy drain” has been executed after this battle scene has started, the calorie itself corresponding to the enemy character may be calculated as a calorie to be added.
In this way, on condition that a player character action mode against an enemy character has been selected based on an operational signal from the operating device, specific data corresponding to the enemy character is added to player character state data, and a player character's state is changed based on the addition result. Accordingly, since the condition is such that a player character action mode against an enemy character has been selected based on an operational signal from the operating device, the player can purposefully perform the addition of the player character state data in response to the action mode against the enemy character. Furthermore, since specific data corresponding to an enemy character targeted for an action mode is added, for example, specific data differing according to an enemy character type will be added. Consequently, it is possible to arbitrarily and easily change a player character's state while executing an action corresponding to an enemy character.
Also, on condition that player character state data has reached a predetermined value, the player character state data is changed to the initial value, and a player character's state is changed to a relatively favorable specific state. Accordingly, the player purposefully set changes player character state data to a relatively favorable specific state by setting it to the initial value, and player character state data is changed to the initial value. This can therefore harmonize a change to a specific state with a limitation on a specific state, thus making it possible to provide a strategic game.
Magic Plate Setting Process
The aforementioned “magic plate setting process” will be described using
First, as shown in
In ST601, the CPU 21 refers to the character table, magic plate setting table (see
In ST603, the CPU 21 determines whether a magic plate change operation has been performed or not. If, in this process, the CPU 21 determines, in response to an operational signal from the input device 4, that the magic plate change operation has been performed, then it moves the process to ST604. Conversely, if the CPU 21 determines, in response to the operational signal from the input device 4, that the magic plate change operation has not been performed, it brings this sub-routine to an end without executing ST604 to ST606.
In ST604, the CPU 21 executes a character table/magic plate setting table change process. In this process, in response to an operational signal from the input device 4, the CPU 21 changes the type of a magic plate set for each character in the character data table (see
Also, the CPU 21 will, based on an operational signal from the input device 4, determine additional power data to be added to character data. In other words, the CPU 21 will, on condition that a magic stone (power object) has been set in a region of a magic plate, determine additional power data corresponding to the region as additional power data to be added to character data.
Particularly, in order to change the type of a magic stone set in each region of a magic plate, the CPU 21 compares the shape (shape type, size, and the like) of a region in the magic plate setting table and the shape (shape type, size, and the like) of a magic stone in the magic stone setting table. If the region and the magic stone are the same in shape type and the magic stone is of a size smaller than or equal to that of the shape of the region, the CPU 21 determines that the magic stone can be set in the region. That is, the CPU 21 will, on condition that a magic stone (power object) smaller than or equal to the size of a region has been set in the region, determine additional power data, which corresponds to the size of a magic stone related to the region, as additional power data to be added to character data.
Also, the CPU 21 will, on condition that a magic stone (power object) corresponding to the shape of a region of the magic plate has been set in the region, determine additional power data, which corresponds to the type of the power object, as additional power data to be added to character data. In this embodiment, the CPU 21 which executes such a process corresponds to one example of a plurality of types of additional power data determination modules and additional power data setting modules.
The CPU 21 then executes a table change display control process (ST605). In this process, the CPU 21 supplies the image processing section 24 with data which indicates the magic plate setting for each character and the magic stone setting for each magic plate which have been changed in ST604. The image processing section 24 then exerts control to display on the display 16 the changed magic plate setting for each character and magic stone for each magic plate. Specifically, the CPU 21 exerts control to display on the display 16 the shape (shape type, size, and the like) of a magic plate related to a character, a shape (shape type, size, and the like) relating to a magic stone related to the magic plate, and an image relating to additional power and the like. That is, the CPU 21, image processing section 24, and the like will exert control to display the region of a shape, which corresponds to the type of a region (addition power data) of the magic plate, and the shape of at least any of a plurality of types of magic stones (power objects). In this embodiment, the CPU 21, image processing section 24, and the like, which execute such a process, correspond to one example of the region display control section and power object display control section. If this process ends, the process moves to ST606.
In ST606, the CPU 21 executes a character's individual power addition process. In this process, by referring to the characters' individual powers (see
Magic Plate Editing Process
The aforementioned “magic plate editing process” will be described using
First, as shown in
In ST611, similar to ST601, the CPU 21 refers to the character table, magic plate setting table (see
In ST613, the CPU 21 determines whether a magic plate editing operation has been performed or not. If, in this process, the CPU 21 determines, in response to an operational signal from the input device 4, that the magic plate editing operation has been performed, then it moves the process to ST614. Conversely, if the CPU 21 determines, in response to the operational signal from the input device 4, that the magic plate editing operation has not been performed, it brings this sub-routine to an end without executing ST614 or ST615.
In ST614, the CPU 21 executes a magic plate table editing process. In this process, the CPU 21, in response to an operational signal, changes the shape (shape type, size, and the like) of each region of a magic plate, in the magic plate setting table (see
The CPU 21 then executes a table editing display control process (ST615). In this process, the CPU 21 supplies the image processing section 24 with data indicating the magic plate shape (shape type, size, and the like) changed in ST614. The image processing section 24 then exerts control to display the changed magic plate shape (shape type, size, and the like) on the display 16. That is, the CPU 21, image processing section 24, and the like will exert control to display the shape (shape type, size, and the like) of a region of a magic plate. In this embodiment, the CPU 21, image processing section 24, and the like which execute such a process correspond to one example of the region display control section. If this process ends, this sub-routine is brought to an end.
In this way, control is exerted to display a region of a shape corresponding to the type of additional power data and the shape of a power object, and on condition that a power object corresponding to the shape of the region has been set in the region, addition power data corresponding to the type of the power object is determined as additional power data to be added to character data. Accordingly, the shape of the region is related to the shape of the power object, thereby determining additional power data corresponding to the power object, so that any player can easily recognize relation and can easily customize a player character, thus making it possible to increase player's interest in the game.
Additionally, additional power data, which corresponds to the size of a power object and becomes relatively favorable for a character pursuant to the size of the power object, is stored, and the size of a region can be changed. Also, additional power data is determined in response to the size of a power object which is smaller than or equal to the size of a region and is related to the region. Accordingly, since additional power data is made relatively favorable for a character pursuant to the size of a power object, a more favorable power object can be set by changing the size of a region, so that a player character can be customized, thus making it possible to increase player's interest in the game. Also, since additional power data is determined in response to the size of a power object corresponding to the region, any player can easily recognize the size of a power object and can easily customize a player character, thus making it possible to increase player's interest in the game.
Furthermore, the shape type of a region can be changed. Accordingly, the type of additional power data can easily be changed, thus making it possible to increase player's interest in the game.
Additionally, there are provided a plurality of types of additional power data which are different in at least any of the number, shape size, and shape type of regions, and any of them are set related to a character. Also, based on character data and additional power data relating to the set character, power of the character is set. Accordingly, the additional power data of the additional power data determination module can be customized for each character, so that additional power data of a character can be diversified, thus making it possible to increase player's interest in the game.
Furthermore, additional power data for changing the increase/decrease ratio of character data to a character action mode is stored, and on condition that the power object of the character has been set in a region, additional power data corresponding to the region is determined as additional power data to be added to the character. Accordingly, additional power data for changing the increase/decrease ratio of character data to a character action mode is set, thereby making it possible to change the increase/decrease ratio of character data to a character action mode. Therefore, character's additional power data can be diversified, thus making it possible to increase player's interest in the game.
Grouping Process
The aforementioned “grouping process” will be described using
First, as shown in
Group Selection Process
The aforementioned “group selection process” will be described using
First, as shown in
In this way, a plurality of grouping patterns each including a plurality of characters are stored, and any grouping pattern is selected from the plurality of grouping patterns. Based on the selected grouping pattern, the plurality of characters are classified into the first group and the second group. Accordingly, any grouping pattern can be selected from the plurality of grouping patterns, which enables easy and smooth classification of groups in response to the power and state of a character, the progress of the game, and the like, so that the game can be enjoyed simply and strategically.
Status Display Control Process
The aforementioned “status display control process” will be described using
First, as shown in
In ST722, the CPU 21 reads a group flag from the RAM 23 and, based on the group flag, selects any group from a plurality of groups. The CPU 21 then, by referring to the grouping table, determines a character belonging to the battle group and a character belonging to the standby group (ST723). Thereafter, the CPU 21, by referring to the display item setting table (see
In ST726, the CPU 21 supplies various data to the image processing section 24 and thereby executes an item data display control process. The CPU 21 supplies the image processing section 24 with the extracted item data relating to the character of the battle group, the extracted item data relating to the character of the standby group, and the like. The image processing section 24 thereby displays the extracted item data relating to the character of the battle group in the first display region 16a (see
The CPU 21, image processing section 24, and the like will thus, based on a plurality of item data stored, exert control to display a plurality of item data, for each plurality of characters, in a predetermined display region. Also, in other words, the CPU 21, image processing section 24, and the like exert control to differentiate the number of pieces of item data between the first display region, which displays item data corresponding to a first character classified as the battle group (first group), and the second display region, which displays item data corresponding to a second character classified as the standby group (second group). Particularly, the CPU 21, image processing section 24, and the like will exert control to display item data corresponding to the first character, in the first display region, with a larger number of pieces of item data than in the second display region. In this embodiment, the CPU 21, image processing section 24, and the like which execute such a process correspond to one example of a character data display control section. If this process ends, this sub-routine is brought to an end.
The number of pieces of item data is thus made different between the first display region, which displays item data corresponding to a first character classified as the first group, and the second display region, which displays item data corresponding to a second character classified as the second group. Accordingly, item data to be displayed can be made different according to the type, state, and the like of characters, such as the first character and the second character, so that a plurality of item data can be displayed in a display mode in which a display region has been effectively utilized. Consequently, unnecessary item data which varies depending on the type and state of a character can be omitted, thus enabling display in a more easily viewable display mode.
Also, to exert action control over the first character based on a larger number of pieces of item data than that of the second character, item data corresponding to the first character is displayed in the first display region, with a larger number of pieces of item data than that in the second display region. Accordingly, a larger number of pieces of item data can be displayed for a character over which action control is exerted based on a relatively large number of pieces of item data. Consequently, unnecessary item data which varies depending on the type and state of a character can be omitted, thus enabling display in a still more easily viewable display mode.
Program
Additionally, the aforementioned game program will be described in detail. This game program is used to make a computer function, specifically, as the following modules. In other words, the game program is used to make the computer execute the following modules (processes, steps). Also, the game program is used to make the following processes act as various functions and to make the computer actualize the functions. Furthermore, such a computer includes an operating device capable of being operated by the player, a display device which displays an image relating to the game, and the like.
(A1) A character data storage module (process) which stores a plurality of character data relating to a plurality of characters.
(A2) A character action order determination module (process) which determines the action order of the plurality of characters.
(A3) A character action mode selection module (process) which selects a character action mode based on an operational signal from the operating device and the plurality of character data.
(A4) A character action control section (control process) which exerts control over a character's action based on the character action mode selected by the character action mode selection module.
(A5) A special character action control section (control process) which carries out the character action mode selection by the character action mode selection module and the character action control by the character action control section in accordance with the action order of the plurality of characters which has been determined by the character action order determination module.
(A6) A module (process) which, in the character action mode selection module, makes selectable a character action connection mode for bringing a connection to a character action to be performed in a subsequent turn.
(A7) A module (process) which, in the character data storage module, stores an action value, which varies based on the action control exerted by the character action control section, for each plurality of characters.
(A8) A module (process) which, in the character action mode selection module, makes the character action connection mode selectable on condition that the action value has reached a predetermined value.
(A9) A module (process) which, in the special character action control section, when the character action connection mode has been selected as a character action mode by the character action mode selection module, carries out the character action control, which is based on the character action connection mode, before the next action mode of the character is selected.
(A10) A module (process) which, in the character action mode selection module, makes selectable a character combined action mode, which includes a plurality of action modes combined, on condition that the action value has reached a predetermined value.
(A11) A module (process) which, in the special character action control section, when the character combined action mode has been selected as a character action mode by the character action mode selection module, carries out the character action control, which is based on the character combined action mode, before the next action mode of the character is selected.
(A12) A module (process) which, in the character action mode selection module, makes selectable a character combined action connection mode, which includes a plurality of action modes combined and brings a connection to a character action to be performed in a subsequent turn, on condition that the action value has reached a specific value which is greater than the predetermined value.
(A13) A module (process) which, in the special character action control section, when the character combined action connection mode has been selected as a character action mode by the character action mode selection module, carries out the character action control, which is based on the character combined action connection mode, before the next action mode of the character is selected.
(A14) A module (process) which, in the character data storage module, when the character action connection mode has been selected by the character action mode selection module, stores an action value reduced to a prescribed value.
(A15) A module (process) which, in the character data storage module, when the character combined action mode has been selected by the character action mode selection module, stores an action value reduced to a prescribed value.
(A16) A module (process) which, in the character data storage module, when the character combined action connection mode has been selected by the character action mode selection module, stores an action value, reducing it to a prescribed value.
(A17) A character action type selection module (process) which selects a character's action type based on the operational signal from the operating device and the plurality of character data.
(A18) A character action result/progress determination module (process) which determines the result and progress of an action, which is based on the character action type which has been selected by the character action type selection module based on the operational signal from the operating device and the plurality of character data, by a determination mode corresponding to the action type, each time the action type is selected.
(A19) A character action control section (control process) which exerts character action control based on the action result and progress which have been determined by the character action result/progress determination module.
(A20) A special character action control section (control process) which carries out the action result/progress determination by the character action result/progress determination module and the character action control by the character action control section, in accordance with the action order of a plurality of characters which has been determined by the character action order determination module.
(A21) A module (process) which, in the character action result/progress determination module, determines the result and progress of a plurality of actions, which are based on a plurality of action types which have been selected by the character action type selection module, by a determination mode corresponding to at least any of the plurality of action types, and by a smaller number of times than the number of times the plurality of action types have been selected.
(A22) A display control section (control process) which, in the character action result/progress determination module, exerts control to display an action result/progress determination region for determining an action result and progress, a moving region which is displayed in a moving fashion within the action result/progress determination region for a predetermined period, and a determination region which is set within the action result/progress determination region based on a character action type selected by the character action type selection module.
(A23) A moving region storage module (process) which, in the character action result/progress determination module, stores the current position of the moving region in response to an operational signal from the operating device.
(A24) A module (progress) which, in the character action result/progress determination module, when the current position of the moving region which has been stored in the moving region storage module is in the determination region, determines a relatively favorable action result and progress out of a plurality of action results and progresses.
(A25) A module (process) which, in the character action result/progress determination module, sets the determination region based on a plurality of action types selected by the character action type selection module.
(A26) A module (process) which, in the character action type selection module, makes a plurality of action types selectable for one character.
(A27) A module (process) which, in the character action result/progress determination module, by setting a determination region based on a plurality of action types selected for one character by the character action type selection module, determines the result and progress of a plurality of actions which are based on a plurality of action types for one character.
(A28) A module (process) which, in the character action type selection module, makes an action type selectable for each plurality of characters.
(A29) A module (process) which, in the character action result/progress determination module, by setting a determination region based on a plurality of action types selected for a plurality of characters by the character action type selection module, determines the result and progress of a plurality of actions which are based on a plurality of action types for a plurality of characters.
(A30) A character data storage module (process) which stores a plurality of item data for each plurality of characters.
(A31) A character data display control section (control process) which exerts control to display a plurality of item data in a predetermined display region for each plurality of characters based on the plurality of item data stored by the character data storage module.
(A32) A character grouping module (process) which classifies a plurality of characters into a first group and a second group based on an operational signal from the operating device.
(A33) A module (process) which, in the character data display control section, differentiates the number of pieces of item data between a first display region, which displays item data corresponding to the first character classified as the first group, and a second display region, which displays item data corresponding to the second character classified as the second group.
(A34) A character action control section (control process) which exerts character action control based on the plurality of characters data stored in the character data storage module.
(A35) A first character action control section (control process) which exerts action control of the first character classified as the first group, based on a larger number of pieces of item data than that of the second character classified as the second group.
(A36) A module (process) which, in the character data display control section, exerts control to display item data corresponding to the first character, in the first display region, with a larger number of pieces of item data than that in the second display region.
(A37) A grouping pattern storage module (process) which stores a plurality of grouping patterns each for a plurality of characters.
(A38) A grouping pattern selection module (process) which, in the character grouping module, selects any grouping pattern from the plurality of grouping patterns stored in the grouping pattern storage module, based on an operational signal from the operating device.
(A39) A module (process) which, in the character grouping module, classifies a plurality of characters into a first group and a second group based on the grouping pattern selected by the grouping pattern selection module.
(A40) A character data storage module (process) which stores character data relating to a character.
(A41) An additional power data storage module (process) which stores addition power data to be added to character data.
(A42) An additional power data determination module (process) which determines additional power data to be added to character data, based on an operational signal from the operating device.
(A43) A character power determination module (process) which determines character power based on the character data stored in the character data storage module and the additional power data determined by the additional power data determination module.
(A44) A module (process) which, in the additional power storage module, stores a plurality of types of additional power data classified by a type.
(A45) A module (process) which, in the additional power storage module, stores a plurality of types of power objects which are classified by a shape corresponding to the type and are used to determine character power.
(A46) A region display control section (control process) which exerts control to display a region of a shape corresponding to the type of the additional power data.
(A47) A power object display control section (control process) which exerts control to display the shape of at least any of the plurality of types of power objects.
(A48) A module (process) which, in the additional power data determination module, on condition that a power object corresponding to the shape of the region has been set in the region, determines additional power data, which corresponds to the type of the power object, as additional power data to be added to character data.
(A49) A module (process) which, in the additional power data storage module, stores additional power data which corresponds to the size of a power object and is made relatively favorable for a character pursuant to the size of the power object.
(A50) A region size change module (process) which changes the size of the region.
(A51) A module (process) which, in the additional power data determination module, on condition that a power object of a size corresponding to the size of the region or smaller has been set in the region, determines additional power data, which corresponds to the size of the power object related to the region, as additional power data to be added to character data.
(A52) A region shape type change module (process) which changes the shape of the region.
(A53) A plurality of types of the additional power data determination modules (processes) which are different in at least any of the number, shape size, and shape type of regions.
(A54) An additional power data setting module (process) which sets any of the plurality of types of additional power data determination modules, relating it to a character.
(A55) A module (process) which, in the character power determination module, determines character power based on character data, which relates to characters set related to one another by the additional power data setting module, and additional power data of the additional power data determination module, which has been set related to the characters by the additional power data setting module.
(A56) A player character data storage module (process) which stores player character data relating to a player character.
(A57) An enemy character data storage module (process) which stores enemy character data relating to an enemy character.
(A58) A player character state determination module (process) which determines a player character state based on the player character data stored by the player character data storage module.
(A59) A character action mode selection module (process) which selects a player character action mode based on an operational signal from the operating device and the player character state determined by the player character state determination module.
(A60) A character action control section (control process) which exerts player character action control based on the player character action mode selected by the character action mode selection module.
(A61) A player character state change module (process) which, based on a predetermined change condition, changes the player character state determined by the player character state determination module.
(A62) A module (process) which, in the enemy character data storage module, stores specific data for each enemy character.
(A63) A module (process) which, in the player character data storage module, stores player character state data relating to a player character state.
(A64) A player character state data addition module (process) which, in the character action mode selection module, on condition that a player character action mode against an enemy character has been selected based on an operational signal from the operating device, adds specific data corresponding to the enemy character to player character state data.
(A65) A module (process) which, in the player character state change module, changes a player character state based on the result of the addition by the player character state data addition module.
(A66) An initial value change module (process) which, on condition that the player character state data has reached a predetermined value, changes the player character state data to an initial value.
(A67) A module (process) which, in the player character state change module, on condition that the player character state data has reached a predetermined value, changes a player character state to a relatively favorable specific state.
Recording Medium
Additionally, as a computer-readable recording medium with such a game program recorded therein may store, other than the aforementioned game program, a power parameter and a possessed item parameter for each plurality of characters.
Other EmbodimentsThe embodiment has been described above, but the invention is not limited to this embodiment. For example, the input device 4 which the player operates may be integrated with the apparatus body 1.
Additionally, in this embodiment, the configuration is such that, after all the characters appearing in a “battle scene” have executed their actions, a turn order in which the actions of all the characters are to be executed is determined again. However, the invention is not limited to this configuration, and may adopt another configuration. For example, the configuration may be such that, before all the characters execute their actions, a character who has finished executing an action executes the next action.
Furthermore, the invention can similarly be applied to a portable gaming apparatus or a desktop gaming apparatus which integrally includes a player-operable operating device, a display device for displaying an image and a sound, a storage module for storing a game program, and a control section for executing a control process in accordance with the game program.
Still furthermore, the invention can also be applied to a so-called network game in which a game can be performed in such a manner that the game program is stored in a server apparatus linked to a network such as an Internet 56 (see
One example will be described using a network gaming system of
As a method in which the player executes the game, a game program is pre-downloaded to the cellular telephone 53A, 53B, 53C from the server 57A, 57B, and the game program is executed on the cellular telephones 53A, 53B, 53C body. In addition, various methods can be considered, such as the method of causing the cellular telephone 53A, 53B, 53C to bear a so-called browser-like role in which the game program is executed on the server 57A, 57B in accordance with a command from the cellular telephone 53A, 53B, 53C, while the game contents are browsed on the cellular telephone 53A, 53B, 53C. Also, the configuration may be such that cellular telephones are linked to each other using the PDC network 51, and such that players can thus share this gaming system or take on each other at a game.
In this embodiment, the configuration is such that there are provided the judgment ring 100 including the reference region and the rotary bar 101 acting as the variable region. However, the invention is not limited to this configuration, and may adopt another configuration. For example, the configuration may be such that the judgment ring is used as the variable region and a region such as the rotary bar is used as the reference region. That is, the reference region or the variable region will be formed to include a plurality of valid regions which are relatively favorable for the player and an invalid region which is relatively unfavorable for the player. Also, it is not necessary to use such a judgment ring.
Additionally, in the aforementioned embodiment, when “combo” (character action connection mode) which brings a connection to a character action to be performed in a subsequent turn, “double” (character combined action mode) which includes a plurality of action modes combined, “double combo” (character combined action connection mode) which includes a plurality of action modes combined and brings a connection to a character action to be performed in a subsequent turn, or the like has been selected, then the special action value is stored reduced to the prescribed value. However, the invention is not limited to this configuration. For example, the special action value may be cumulated instead of being reduced to the prescribed value.
Furthermore, in the aforementioned embodiment, “combo” for selecting a plurality of action types (action modes) for each plurality of characters, “double” for selecting a plurality of action types (action modes) for one character, “double combo” for selecting a plurality of action types (action mode) for each plurality of characters and selecting a plurality of action types (action modes) for one character, or the like is made selectable. However, the invention is not limited to this configuration. “Combo” is sufficient if it is the character action connection mode which brings a connection to a character action to be performed in a subsequent turn. For example, the action of a selected character is sufficient if it brings a connection to a character action to be performed in a subsequent turn before the next action mode of the character is selected, and it does not matter whether the action order continues or not. Also, “double” is sufficient if it is the character combined action mode which includes a plurality of action modes combined. For example, when “double” has been selected, the “double” is sufficient if it combines a plurality of action modes before the next action mode of the selected character is selected, and it does not matter whether a plurality of actions based on the plurality of action modes continue or not. Furthermore, “double combo” is sufficient if it is the character combined action connection mode which includes a plurality of action modes combined and brings a connection to a character action to be performed in a subsequent turn. For example, the “double combo” is sufficient if it combines a plurality of action modes and brings a connection to a character action to be performed in a subsequent turn before the next action mode of a selected character is selected. Moreover, “combo”, “double”, “double combo”, and the like need not necessarily be attack actions, and may also be actions other than attack actions.
Still furthermore, in the aforementioned embodiment, the configuration is such that, on condition that the special action value has reached the predetermined value, “double” or the like is made selectable, and such that, when the “double” or the like has been selected as an action mode, character action control based on the “double” or the like is carried out before the next action mode of the character is selected. However, the invention is not limited to this configuration. For example, it is not necessary that, on condition that the special action value has reached the predetermined value, “double” or the like is made selectable. For example, “double” may be made selectable regardless of the special action value. Furthermore, in the aforementioned embodiment, the configuration is such that, on condition that the special action value has reached a specific value greater than the predetermined value, “double combo” or the like is made selectable, and such that, when the “double” has been selected as an action mode, character action control based on the “double combo” or the like is carried out before the next action mode of the character is selected. However, the invention is not limited to this configuration. For example, it is not necessary that, on condition that the special action value has reached the predetermined value, “double combo” or the like is made selectable. For example, “double combo” may be made selectable regardless of the special action value. Also, it is sufficient if, for example, the configuration is such that, on condition that the special action value has reached the predetermined value, “combo” or the like is made selectable, and such that, when “combo” has been selected as an action mode, character action control based on the “combo” or the like is carried out before the next action mode of the character is selected. Besides, it is not necessary that “combo” or the like is made selectable on condition that the special action value has reached the predetermined value. Moreover, it is not necessary that the special action value is stored based on an action mode.
Still furthermore, in the aforementioned embodiment, the configuration is such that “double” is selected, thereby making a plurality of action types selectable for one character, and such that a timing area (determination region) is set based on the plurality of action types selected for the one character, thereby determining the result and progress of a plurality of actions which are based on the plurality of action types for the one character. Also, in the aforementioned embodiment, the configuration is such that “combo (shortcut)” is selected, thereby making action types selectable for each plurality of characters, and such that a timing area (determination region) is set based on the plurality of action types selected for the plurality of characters, thereby determining the result and progress of a plurality of actions which are based on the plurality of action types for the plurality of characters. That is, in the aforementioned embodiment, the configuration is such that a timing area is set based on the selected plurality of action types, but the invention is not limited to this configuration. For example, a timing area may be set regardless of a plurality of action types selected for one character. Also, for example, a timing area may be set regardless of a plurality of action types selected for a plurality of characters. Of course, the configuration may be such that a timing area is set regardless of the selected plurality of action types.
Still furthermore, in the aforementioned embodiment, the configuration is such that control is exerted to display the judgment ring 100 for determining an action result and progress, the rotary bar 101 which is displayed in a moving fashion within the judgment ring 100 for a predetermined period, the timing area 102 which is set within the judgment ring 100 based on the selected character action type, and the like, and such that, when the current position of the rotary bar 101 is in the timing area 102 or the like, then out of a plurality of action results and progresses, a relatively favorable action result and progress is determined in response to an operational signal from the input device 4. However, the invention is not limited to this configuration. For example, the configuration may be such that, without exerting such display control, when the current position of the rotary bar 101 is not in the timing area 102 or the like, a relatively favorable action result and progress are determined in response to an operational signal from the input device 4. Also, the configuration may be such that, without exerting such display control, an action result and progress are determined in response to an operational signal from the input device 4.
Still furthermore, in the aforementioned embodiment, the configuration is such that, with respect to “combo” selected for two characters, “combo” selected for three characters, “combo” selected for four characters, and a plurality of action types (“double”, “double combo”) selected for one character, a plurality of judgment rings are combined into one judgment ring, and such that the result and progress of a plurality of action which are based on a plurality of action types is determined using the one judgment ring. However, the invention is not limited to this configuration. For example, the configuration may be such that, with respect to “combo” selected for three characters and “combo” selected for four characters, a plurality of judgment rings are combined into two judgment rings, and such that the result and progress of a plurality of action which are based on a plurality of action types is determined using the two judgment rings. That is, it is sufficient if the configuration is such that the result and progress of a plurality of actions which are based on the selected plurality of action types is determined by at least any of the plurality of action types, and by a smaller number of times than the number of times the plurality of action types have been selected.
Still furthermore, based on an operational signal from the input device 4, any grouping pattern is selected from a plurality of grouping patterns, and based on the selected grouping pattern, the plurality of grouping patterns are classified into the first group and the second group. However, the invention is not limited to this configuration. For example, any grouping pattern may be selected from a plurality of grouping patterns at random, instead of based on an operational signal from the input device 4. Also, a plurality of grouping patterns each for a plurality of characters are stored, but the invention is not limited to this configuration. For example, it is not necessary to store a plurality of grouping patterns each for a plurality of characters.
Still furthermore, in the aforementioned embodiment, in a battle scene, an action mode is selected based on only character data relating to a first character classified as the battle group acting as the first group, instead of based on character data relating to a second character classified as the standby group acting as the second group. However, the invention is not limited to this configuration. It is sufficient if, for example, the configuration is such that action control of a first character classified as the first group is exerted based on a larger number of pieces of item data than that of a second character classified as the second group. Also, the action control may be exerted based on character data relating to a second character classified as the standby group acting as the second group. Furthermore, for example, the configuration may be such that the action control of the first character is exerted based on the same number of pieces of item data. Also, the configuration may be such that the action control of the first character is exerted based on a smaller number of pieces of item data than that of the second character. Moreover, it is sufficient if, for example, the number of pieces of item data is differentiated between the first display region and the second display region.
Still furthermore, in the aforementioned embodiment, based on an operational signal from the input device 4, a plurality of characters are classified into the first group and the second group, and control is exerted to differentiate the number of pieces of item data between the first display region, which displays item data corresponding to a first character classified as the first group, and the second display region, which displays item data corresponding to a second character classified as the second group. However, the invention is not limited to this configuration. For example, a plurality of characters may be classified into the first group and the second group without based on an operational signal from the input device 4. Also, for example, the first display region and the second display region may be set to have the same number of pieces of item data.
Still furthermore, in the aforementioned embodiment, on condition that additional power data for changing the increase/decrease ratio of character data to a character action mode, such as additional power data in which the amount of damage done to an enemy character increases by 20%, and addition power data in which MP consumption of a player character decreases to 50%, has been set in a region, the additional power data is added to the character data. However, the invention is not limited to this configuration. For example, the additional power data for changing the increase/decrease ratio of character data to a character action mode may be eliminated.
Still furthermore, in the aforementioned embodiment, any of a plurality of types of magic plates (additional power data determination modules), which are different in at least any of the number, shape size, and shape type of regions, can be set related to a character. However, the invention is not limited to this configuration. For example, a plurality of magic plates need not be different in all the number, shape size, and shape type of regions. That is, the configuration may be such that the same magic plate can be set.
Still furthermore, in the aforementioned embodiment, the shape type, size, attribute, and the like of regions can be changed, but the invention is not limited to this configuration. For example, any of the shape type, size, attribute, and the like of regions may be set so as to be unchangeable. Of course, all of them may be set so as to be unchangeable.
Still furthermore, in the aforementioned embodiment, the configuration is such that, on condition that a power object corresponding to the size of a region of a magic plate or smaller has been set in the region, additional power data corresponding to the size of the power object related to the region is added to character data. However, the invention is not limited to this configuration. For example, the configuration may be such that additional power data is related to the region even though it is not the additional power data corresponding to the size of the power object related to the region, and such that a power object is set to thereby add, to character data, the additional power data related to the region. Also, for example, the configuration may be such that a power object corresponding to the size of a region of a magic plate or smaller cannot be set in the region.
Still furthermore, in the aforementioned embodiment, additional power data, which corresponds to the size of a power object and becomes more relatively favorable for a character as the size of the power object becomes larger, is added to character data. However, the invention is not limited to this configuration. Addition power data, which corresponds to the size of a power object and becomes more relatively favorable for a character as the size of the power object becomes smaller, may be added to character data. That is, it is sufficient if additional power data, which corresponds to the size of a power object and becomes relatively favorable for a character pursuant to the size of the power object, is added to character data. Also, for example, additional power data which becomes relatively favorable for a character, even though not pursuant to the size of the power object, may be added to character data.
Still furthermore, in the aforementioned embodiment, the shape type and size of regions and the shape type and size of magic stones (power objects) are stored, but the invention is not limited to this configuration. For example, the shape type of regions and magic stones may be of one type. Of course, if the shape type of regions and magic stones is of a plurality of types, the size of regions and magic stones may be of one type. That is, it is sufficient if there are stored a plurality of types of additional power data, which are classified by a type, a plurality of types of power objects, which are classified by a shape corresponding to the type and are used to determine character power, and the like. Furthermore, even when a power object corresponding to the shape of a region has been set in the region, additional power data corresponding to the type of the power object need not necessarily be added. For example, the feasibility of a judgment ring and a predetermined probability may be added.
Additionally, a plurality of types of additional power data, which are classified by a type, a plurality of types of power objects, which are classified by a shape corresponding to the type and are used to determine character power, and the like need not be stored. Furthermore, control need not be exerted to display the region of a shape corresponding to the type of additional power data and the shape of at least any of a plurality of types of power -objects. Still furthermore, on condition that a power object corresponding to the shape of a region has been set in the region, additional power data corresponding to the type of the power object need not be added.
Furthermore, in the aforementioned embodiment, on condition that the calorie (player character state data) of player character B has reached a predetermined value, player character state data is changed to the initial value, and the state of the player character is changed to a relatively favorable specific state. However, the invention is not limited to this configuration. For example, on condition that the calorie (player character state data) of player character B has reached the predetermined value, player character state data need not be changed to the initial value. Also, for example, on condition that the calorie (player character state data) of player character B has reached the predetermined value, the state of the player character need not be changed to a relatively favorable specific state.
Still furthermore, in the aforementioned embodiment, on condition that an action mode of a player character against an enemy character has been selected based on an operational signal from the input device 4, specific data corresponding to the enemy character is added to player character state data, and the state of the player character is changed based on the addition result. However, the invention is not limited to this configuration. For example, the state of the player character may be changed regardless of the addition result. Of course, for example, the state of the player character need not be changed.
The embodiments of the invention have been described above, but have merely illustrated specific examples, which will not specifically limit the invention. That is, the invention is mainly a game program which allows a computer including a player-operable operating device to function as: a character data storage module which stores a plurality of character data relating to a plurality of characters; a character action order determination module which determines an action order of the plurality of characters; a character action type selection module which selects a character action type based on an operational signal from the operating device and the plurality of character data; a character action result/progress determination module which determines a result and progress of an action, which is based on the character action type which has been selected by the character action type selection module based on the operational signal from the operating device and the plurality of character data, by a determination mode corresponding to the action type each time the action type is selected; a character action control section which exerts character action control based on the action result and progress determined by the character action result/progress determination module; and a special character action control section which carries out the character action result/progress determination by the character action result/progress determination module and the character action control by the character action control section in accordance with the action order of the plurality of characters which has been determined by the character action order determination module, the game program allowing the computer to function as: a module which, in the character action result/progress determination module, determines a result and progress of a plurality of actions, which are based on a plurality of the action types selected by the character action type selection module, by a determination mode corresponding to at least any of the plurality of action types and by a smaller number of times than the number of times the plurality of action types have been selected. However, a specific configuration, such as the operating device, character data storage module, character action order determination module, character action type selection module, character action result/progress determination module, character action control section, special character action control section, display control section, and moving region storage module, can be changed in design as appropriate.
The effects described in the embodiments of the invention are merely listed as the most preferred effects resulting from the invention, and the effects obtained by the invention are not limited to the ones described in the embodiments of the invention.
Additional advantages and modifications will readily occur to those skilled in the art. Therefore, the invention in its broader aspects is not limited to the specific details and representative embodiments shown and described herein. Accordingly, various modifications may be made without departing from the spirit or scope of the general inventive concept as defined by the appended claims and their equivalents.
Claims
1. A game program product for use in a computer including a player-operable operating device comprising:
- a character data storage module which stores a plurality of character data relating to a plurality of characters;
- a character action order determination module which determines an action order of the plurality of characters;
- a character action type selection module which selects a character action type based on an operational signal from the operating device and the plurality of character data;
- a character action result/progress determination module which determines a result and progress of an action, which is based on the character action type which has been selected by the character action type selection module based on the operational signal from the operating device and the plurality of character data, by a determination mode corresponding to the action type each time the action type is selected;
- a character action control section which exerts character action control based on the action result and progress determined by the character action result/progress determination module; and
- a special character action control section which carries out the character action result/progress determination by the character action result/progress determination module and the character action control by the character action control section in accordance with the action order of the plurality of characters which has been determined by the character action order determination module,
- wherein the character action result/progress determination module, determines a result and progress of a plurality of actions, which are based on a plurality of the action types selected by the character action type selection module, by a determination mode corresponding to at least any of the plurality of action types and by a smaller number of times than the number of times the plurality of action types have been selected.
2. A game program product according to claim 1, further comprising:
- a display control section which, in the character action result/progress determination module, exerts control to display an action result/progress determination region which is used to determine an action result and progress, a moving region which is displayed in a moving fashion within the action result/progress determination region for a predetermined period, and a determination region which is set within the action result/progress determination region based on the character action type selected by the character action type selection module; and
- a moving region storage module which, in the character action result/progress determination module, stores the current position of the moving region in response to an operational signal form the operating device;
- wherein the character action result/progress determination means, when the current position of the moving region is in the determination region stored by the moving region storage module, determines a relatively favorable action result and progress out of the result and progress of the plurality of actions.
3. A game program product according to claim 2, wherein the character action result/progress determination module, sets the determination region based on the plurality of action types selected by the character action type selection module.
4. A game program product according to claim 3, wherein the character action type selection module makes a plurality of action types selectable for one character; and
- the character action result/progress determination module, as the character action type selection module sets a determination region based on a plurality of action types for one character, determines a result and progress of a plurality of actions which are based on the plurality of action types for the one character.
5. A game program product according to claim 3, wherein
- the character action type selection module makes an action type selectable for each plurality of characters; and
- the character action result/progress determination module, as the character action type selection module sets a determination region based on a plurality of action types for a plurality of characters, determines a result and progress of a plurality of actions which are based on the plurality of action types for the plurality of characters.
6. A gaming apparatus comprising:
- a player-operable operating device;
- a character data storage module which stores a plurality of character data relating to a plurality of characters;
- a character action order determination module which determines an action order of the plurality of characters;
- a character action type selection module which selects a character action type based on an operational signal from the operating device and the plurality of character data;
- a character action result/progress determination module which determines a result and progress of an action, which is based on the character action type which has been selected by the character action type selection module based on the operational signal from the operating device and the plurality of character data, by a determination mode corresponding to the action type each time the action type is selected;
- a character action control section which exerts character action control based on the action result and progress determined by the character action result/progress determination module; and
- a special character action control section which carries out the character action result/progress determination by the character action result/progress determination module and the character action control by the character action control section in accordance with the action order of the plurality of characters which has been determined by the character action order determination module, wherein
- the character action result/progress determination module determines a result and progress of a plurality of actions, which are based on a plurality of the action types selected by the character action type selection module, by a determination mode corresponding to at least any of the plurality of action types and by a smaller number of times than the number of times the plurality of action types have been selected.
Type: Application
Filed: Mar 30, 2006
Publication Date: Aug 17, 2006
Applicant: ARUZE CORP. (Tokyo)
Inventor: Izumi Hamamoto (Tokyo)
Application Number: 11/392,694
International Classification: A63F 9/24 (20060101);