GAMING DEVICE AND PROGRAM

To enable to execute various patterns of battle strategies in a turn-based game by considering which character is advantageous to use depending on the situation of the game, the present invention comprises: a character selecting unit 101 that selects one character from a plurality of characters during a turn of a player based on an operational input of the player; a character operating unit 102 that causes the selected character to execute a command based on an operational input of the player; a command point setting unit 103 that sets command points that can be used by the player to operate the plurality of characters at the beginning of a turn of the player; a command point managing unit 104 that subtracts required command points every time any of the characters is operated during the turn; and a turn controlling unit 105 that ends a turn of the player and switches to a turn of the opponent when the command points fall below the points required for the operations of the characters.

Skip to: Description  ·  Claims  · Patent History  ·  Patent History
Description
CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims priority from Japanese Patent Application No. 2007-205903, filed on Aug. 7, 2007, the contents of which are incorporated herein.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a gaming device and a program that execute a turn-based battle game.

2. Description of the Related Art

A turn-based battle game is a battle game with a system in which a player and an opponent alternately operate. The player can put a lot of thought on character operations before making a decision because the opponent cannot perform character operations or other actions during a player's turn. Therefore, people who are not good at quick operations can also enjoy the game. Such a turn-based game is disclosed in, for example, Japanese Patent Laid-Open No. 2005-152318 and Japanese Patent No. 3400793.

In a conventional turn-based game, all characters held by the player are basically operated once in one turn. Thus, there is a limitation that only one operation can be performed for one character in one turn. Therefore, the player cannot enjoy the game in such a way as to issue a command by considering which character is advantageous to use depending on the situation of the game.

In “Nobunaga no Yabou, Sengoku Gunyuden” (KOEI), a plurality of times of operations can be performed as long as command points allocated to one warrior character are remaining. However, the command points are managed character by character. Therefore, if, for example, the points allocated to warrior A are used up, the warrior A cannot be operated even if the command points allocated to warrior B are remaining.

In “Tenka Touitsu” (System Soft), command points are provided to the feudal lord family (player). The player can use the command points in hand to issue various commands to warrior characters of the player's country during a player's turn. The commands cannot be executed any more in the turn if all command points are consumed. The points remained in the turn are not carried over to the next turn. One command cannot be executed for a plurality of times in one turn. Therefore, the player cannot cause a character to execute the same command for a plurality of times in one turn.

An object of the present invention is to allow the player to execute various patterns of battle strategies in a turn-based game by considering which character is advantageous to use depending on the situation of the game.

SUMMARY OF THE INVENTION

The present invention provides a gaming device that executes a turn-based game in which a player and an opponent alternately operate, the gaming device comprising: a character selecting unit that selects one character from a plurality of characters during a turn of the player based on an operational input of the player; a character operating unit that causes the selected character to execute a command based on an operational input of the player; a command point setting unit that sets command points that can be used by the player to operate the plurality of characters at the beginning of a turn of the player; a command point managing unit that subtracts required command points defined for each character every time any of the characters is operated during the turn; and a turn controlling unit that ends a turn of the player and switches to a turn of the opponent when the command points fall below the points required for the operations of the characters, wherein the same character can be selected for a plurality of times and the same character can be caused to execute the same command for a plurality of times in one turn.

According to the present invention, the player can freely select a character receiving a command as well as the content of the command within the command points on hand without limitation to the number of times of selections in one turn. Therefore, the player can execute various patterns of battle strategies by considering which character is advantageous to use and then allocating the points on hand depending on the situation of the game.

The gaming device according to the present invention may further comprise a character controlling unit that controls characters based on the abilities demonstrated by each character in the game, wherein the character controlling unit limits the abilities of the character in second and later operations when the same character is selected twice or more in one turn.

Limiting the abilities of the character in the second and later operations enables to prevent the player from excessively using the same character.

Particularly, the character controlling unit may reduce a movable distance of the character in second and later operations when the same character is selected twice or more in one turn. Reducing the movable distance is advantageous in that the game producer can more easily create the game because the predicted range of the movement of the characters can be narrowed down.

The turn controlling unit may end the turn when the player selects to end the turn during a turn of the player, and the command point managing unit may carry over the remaining command points to the player's next turn when the command points are remaining at the end of the turn.

This allows the player to employ a strategy such as saving the points for the next turn depending on the situation of the game.

The command point setting unit may add up the command points allocated to a command point holding character when the player performs an operational input to cause the command point holding character to appear in the gaming space in a player's turn.

This allows the player to operate another character by using the command points added by causing a command point holding character to appear in the gaming space. Therefore, the player can further employ various strategies.

The present invention provides a program causing a computer to execute functions for executing a turn-based game in which a player and an opponent alternately operate, the program causing the computer to execute: a function for selecting one character from a plurality of characters during a turn of the player based on an operational input of the player; a function for causing the selected character to execute a command based on an operational input of the player; a function for setting command points that can be used by the player to operate the plurality of characters at the beginning of a turn of the player; a function for subtracting required command points defined for each character every time any of the characters is operated during the turn; and a function for ending a turn of the player and switching to a turn of the opponent when the command points fall below the points required for the operations of the characters, wherein the same character can be selected for a plurality of times and the same character can be caused to execute the same command for a plurality of times in one turn.

The program of the present invention is stored in a storage medium and distributed. Examples of such a storage medium include a computer-readable medium such as a USB memory, an SD memory, a memory stick, and a memory card comprising various ROMs or flash memories, and a physical storage medium such as an FD, a CD-ROM, and a DVD-ROM. A recording medium in a wider sense includes a transmission medium, such as the Internet, capable of transmitting the program. This is because the program transmitted (downloaded) through the transmission medium is stored in the memory as it is and executed by the computer.

According to the present invention, the player can execute various patters of battle strategies in a turn-based game by considering which character is advantageous to use depending on the situation of the game.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram of a hardware configuration of a gaming device according to a first embodiment;

FIG. 2 is a perspective view of a control pad;

FIG. 3 is a block diagram of a functional configuration of the gaming device according to the first embodiment;

FIG. 4 is a flow chart describing a process of the gaming device according to the first embodiment;

FIG. 5A and FIG. 5B form a flow chart describing a transition of command points in one turn;

FIG. 6A depicts an example of an image outputted on a display of the gaming device according to the first embodiment;

FIG. 6B depicts an example of an image outputted on the display of the gaming device according to the first embodiment;

FIG. 6C depicts an example of an image outputted on the display of the gaming device according to the first embodiment;

FIG. 6D depicts an example of an image outputted on the display of the gaming device according to the first embodiment; and

FIG. 7 is an explanatory view of an example of a movable range of a character.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

An embodiment of the present invention will now be described with reference to the drawings.

First Embodiment

FIG. 1 is a block diagram of a hardware configuration of a gaming device 1 according to a first embodiment. The gaming device 1 can be functionally divided into a CPU block 2, a video block 3, and a sound block 4. The CPU block 2 comprises a CPU 21, a main memory 22, a ROM 23, a CD-ROM drive 24, and a bus arbiter 25.

The bus arbiter 25 allows transmission and reception of data by allocating the bus possession to devices interconnected through a bus. A control pad 26 is connected to the bus arbiter 25 as a device for the player to input an operation signal. The control pad 26 is a device for operating a character that appears on the screen during execution of the game program and for selecting and executing various commands. The control pad 26 outputs an operation signal corresponding to an input operation of the player to the bus of the CPU block 2.

As shown in FIG. 2, the control pad 26 comprises a start button 201, an A button 202, a B button 203, an X button 204, a Y button 205, arrow keys (up, down, left, and right direction instruction keys) 206, and an analog stick 207. The A button 202, the B button 203, the X button 204, and the Y button 205 function as execution keys of commands such as “attack” and “defense” in various scenes in the game. The analog stick 207 is used for instructing the destination, the travel distance, or the like of the character. The player develops the game by operating the keys. A cable 208 is wired on the back of the control pad 26 and is connectable to the gaming device 1.

Other than the control pad 26, a pointing device such as a joy pad, a mouse, and a gun-shaped controller, or a keyboard and the like may be used as an input device of the operation signal. Two or more of the input devices may be configured to be connectable so that multiple players can simultaneously play the game.

A backup memory 27 is connected to the control pad 26. The backup memory 27 serves as a storage area of the setting data including settings of the progress of the game, the performance of the game, and the operation method generated during the game. The setting data functions as backup data upon power shutdown for restarting the game from the state immediately before the power shutdown. The setting data also enables to reflect the game result of another gaming device to the gaming device with an exchange of the backup memory 27.

The CPU 21 is accessible to the main memory 22, the ROM 23, and the CD-ROM drive 24. The CPU 21 executes an initial program stored in the ROM 23 upon power-on and initializes the entire device. Once detecting that the CD-ROM is loaded on the CD-ROM drive 24, the CPU 21 forwards the game program and image data stored in the CD-ROM to the main memory 22 and executes the program. Under the control of an operating system (OS), the CPU forwards drawing data and image data stored in the CD-ROM to a graphics memory 32 and forwards sound data to a sound memory 42.

The main memory 22 mainly stores OS program data and application program data and functions as a work area for storing static variables, dynamic variables, and the like. The ROM 23 functions as a storage area of an initial program loader.

The CD-ROM stores a game program and the like executed by the gaming device 1. The CD-ROM drive 24 is configured to be able to attach and detach a CD-ROM. Once the CD-ROM is loaded, the CD-ROM drive 24 outputs a control signal to inform the CPU 21 the fact that the CD-ROM is loaded. The CD-ROM drive 24 can forward various data to predetermined hardware with the control of the CPU 21.

The recording medium may be configured to be able to read not only the CD-ROM, but also various recording media such as a flexible disk (FD), a hard disk (HD), a CD-R, a PD, an MD, an MO disk, an HS disk, a DVD-ROM, a DVD-RAM, a DVD-RW, a ROM cartridge, a RAM memory cartridge with backup, and the like.

A communication unit 5 is a communication device such as a modem and a terminal adapter and is connectable to the gaming device. The communication unit 5 functions as an adapter that connects the gaming device 1 and an external line. The communication unit 5 receives data from a game supply server connected to a line such as a public line network and supplies the data to the bus of the CPU block 2. The public line network includes a subscriber line and a dedicated line.

The video block 3 comprises a VDP (Video Display Processor) 31, a graphics memory 32, a video encoder 33, and a display 34. Image data from the CD-ROM is stored in a predetermined region of the graphics memory 32. The VDP 31 reads image data required for image display from image data stored in the graphics memory 32 and executes a three-dimensional clipping process, a hidden line removal process, a shading process, and a display priority process with information required for image display supplied from the CPU 21, for example, command data, viewpoint position data, light source position data, object designation data, object position data, texture designation data, modeling conversion matrix. The video encoder 33 can convert the image data generated by the VDP 31 to a predetermined television signal of an NTSC method or the like and output the signal on the display 34.

The sound block 4 comprises a sound processor 41, the sound memory 42, a D/A converter 43, and a speaker 44. The sound memory 42 stores audio data supplied from the CD-ROM. The sound processor 41 reads the audio data such as waveform data stored in the sound memory 42 based on command data supplied from the CPU 21 and executes various effect processes and the like based on a DSP (Digital Signal Processor) function. The D/A converter 43 can convert the audio data generated by the sound processor 41 to an analog signal and output the data to the speaker 44.

FIG. 3 is a block diagram of a functional configuration of the gaming device 1 according to the first embodiment. The gaming device 1 is a gaming device that executes a turn-based game in which a player and an opponent alternately operate. As shown in FIG. 3, the gaming device 1 comprises a character selecting unit 101, a character operating unit 102, a command point setting unit 103, a command point managing unit 104, a turn controlling unit 105, and a character controlling unit 106.

The character selecting unit 101, the character operating unit 102, the command point setting unit 103, the command point managing unit 104, the turn controlling unit 105, and the character controlling unit 106 are stored in the main memory 22 and correspond to a module of the program executed by the CPU 21.

(Character Selecting Unit 101)

The character selecting unit 101 selects a character from a plurality of characters operable by the player during a turn of the player based on an operation input by the player using the control pad 26.

(Character Operating Unit 102)

The character operating unit 102 moves the character selected by the player based on an operational input by the player using the control pad 26 and executes a command such as attacking.

(Command Point Setting Unit 103)

At the beginning of a turn of the player, the command point setting unit 103 sets command points (CP) that can be used by the player to operate a plurality of characters.

(Command Point Managing Unit 104)

The command point managing unit 104 subtracts required command points defined for each character every time the player operates a character during the turn. The command point managing unit 104 carries over the remaining command points for the player's next turn if the command points are remaining at the end of the turn.

(Turn Controlling Unit 105)

The turn controlling unit 105 controls switching of the turn between the player and the opponent. The turn controlling unit 105 ends the turn of the player and switches to the turn of the opponent if the command points set at the beginning of the turn of the player fall below the points required for the operations of the characters. The turn controlling unit 105 ends the turn if the player selects to end the turn during a turn of the player.

(Character Controlling Unit 106)

The character controlling unit 106 controls the characters based on parameters defining abilities demonstrated by the characters in the game. The character controlling unit 106 changes the parameters of the character in the second and later operations against the player if the same character is selected twice or more in one turn.

An example of the parameters defining the abilities of the characters includes a parameter of a movable distance of a character. The movable distance parameter is a parameter indicative of a total distance that the character can move. When the character moves in the game, the moved distance is subtracted from the parameter, and the character cannot move any more if the parameter becomes zero. The character controlling unit 106 reduces the movable distance parameter of the character in second and later operations if the same character is selected twice or more in one turn. For example, the movable distance is reduced by one third from the initial movable distance in the second selection, reduced for two thirds in the third selection, and set to zero or to a uniform lowest value in the fourth and later selections. Reducing the movable distance in this way enables to prevent the player from excessively using the same characters.

The definition of the movable distance parameter is not limited to the one described above. For example, assuming that the movable distance parameter is R, the character may be able to move within a range of a circle with the movement starting point at the center and having a radius R, regardless of the total moved distance. In the above-described definition, although the character can move a long distance in a certain direction, the character cannot even go back if the movable distance is used up. In the second definition, although the character cannot move farther than R in any direction, the character can move any distance within the circle with a radius R.

In the second definition, instead of reducing the movable distance R, part of the moveable circular range may be deleted upon second and later operations of the character. More specifically, as shown in FIG. 7 for example, movable ranges a (areas where the character can enter) and unmovable ranges b (areas where the character cannot enter) may be established in the circle with a movement starting point O at the center and having a radius R.

Other parameters defining the abilities of the characters include the following.

(Energy of Character)

This is a value indicative of the energy of character, and the character dies when the value becomes zero.

A certain amount of the parameter value can be reduced by assuming that the character has consumed energy when the same character is selected twice or more in one turn. This enables to limit the continuous use of a character with high energy.

(CP Consumption)

This is an amount of command points (CP) required to operate a character. The value of the CP consumption can be increased by a certain value when the same character is selected twice or more in one turn. Originally set CP consumption of a character with higher overall abilities is high. Therefore, the continuous use of the character with high overall abilities can be limited by further increasing the CP consumption.

(Hit Accuracy)

This is a hit accuracy of a bullet fired from a weapon of a character (accuracy that the bullet reaches the aimed location). The hit accuracy can be reduced by a certain value when the same character is selected twice or more in one turn. This enables to limit the continuous use of a character with high hit accuracy.

(Attack Avoiding Ability)

This is a probability of a character avoiding the attack of an enemy. The continuous use of a character with high attack avoiding ability can be limited by reducing the probability of avoiding the attack by a certain value when the same character is selected twice or more in one turn.

(Offensive Power)

This is a parameter indicative of the magnitude of the damage that a character incurs on an enemy. The continuous use of a character with high offensive power can be limited by reducing the parameter of the offensive power by a certain value when the same character is selected twice or more in one turn.

(Defensive Power)

This is a parameter indicative of an ability of a character reducing the damage incurred by an enemy's attack. The continuous use of a character with high defensive power can be limited by reducing the defensive parameter by a certain value when the same character is selected twice or more in one turn.

(Firing Range)

This is a reaching distance of a bullet fired from a weapon of a character. The continuous use of a character with long firing range can be limited by reducing the value of the firing range by a certain value when the same character is selected twice or more in one turn.

(The Number of Bullets)

This is the number of bullets fired from a weapon of a character. The continuous use of a character with more number of bullets can be limited by reducing the number of bullets by a certain value when the same character is selected twice of more in one turn.

(Potential)

This is an element that generates effects on a character under specific conditions set for the character. The effects include positive ones and negative ones. For example, elements with positive effects include “audacious” and “tenacious spirit”, while elements with negative effects include “pollen allergy” and “man-hater”. “Audacious” is an element that increases the offensive power according to the number of surrounding enemies. “Tenacious spirit” is an element that increases the defensive power parameter as the energy parameter decreases. “Pollen allergy” is an element that gradually reduces the energy parameter in accordance with the time, as the character moves across the grassland. “Man-hater” is an element that decreases the shooting ability (hit accuracy) if a man character exists within a predetermined distance from the character.

An increase in the offensive parameter or an increase in the defensive parameter can be reduced by not generating a positive element or by reducing the probability of the generation of the positive element when the same character is selected twice or more in one turn. As a result, the continuous use of the same character can be limited.

The energy parameter or the shooting ability can be reduced by increasing the probability of the generation of a negative element. As a result, the continuous use of the same character can be limited.

The character controlling unit 106 can also change the parameters of the character in the second and later operations in favor of the player when the same character is selected twice or more in one turn. In this case, the player is not limited from continuously using the same character. The player can enjoy improving the abilities of a character by using the same character over and over.

FIG. 4 is a flow chart describing a process of the gaming device according to the first embodiment. It is assumed herein that CP=4 is given to the player in addition to the carried over CPs at the beginning of the turn and that characters operable by the player are a character A (soldier) and a character B (tank). It is also assumed that the consumed CP is one point when operating the character A, and the consumed CP is two points when operating the character B.

Once a player's turn is started, the command point managing unit 103 sets an initial CP (step S101). Four points are set if there is no carry-over from the previous turn. If there is a carry-over, points are set by adding the carried-over points to the specified four points. A limit may be established to the CPs provided at the beginning of a turn, and the points over the limit may be discarded.

If the player selects a character in step S102, the process proceeds to step S103. If the player selects to end the turn in step S102, the turn controlling unit 105 ends the turn as it is.

In step S103, the character selecting unit 101 determines whether the player has selected the character A or the character B.

In step S104, the turn controlling unit 105 determines whether the command points for operating the selected character are remaining. The turn controlling unit 105 determines whether one or more CPs are remaining if the character A is selected and determines whether two or more CPs are remaining if the character B is selected. The turn is terminated if the points are not remaining, while the process proceeds to step S105 if the points are remaining.

In step S105, the character controlling unit 106 determines whether the selected character has been selected twice or more in the turn. If the character has been selected twice or more, the character controlling unit 106 reduces the movable distance of the character in accordance with the selected number of times in step S106.

In step S107, the character operating unit 102 moves the selected character based on the operation of the player and causes the character to execute a command such as attacking.

In step S108, the command point managing unit 103 subtracts the CPs required for operating the selected character. CP=1 is subtracted when the character A is operated, and as a result, the CPs possessed by the player becomes three. CP=2 is subtracted when the character B is operated, and as a result, the CPs possessed by the player becomes two.

FIG. 5A and FIG. 5B form a flow chart describing the transition of the command points in one turn. As shown in FIG. 5A and FIG. 5B, CP=4 is given at the start of the turn, and one CP is subtracted when the character A is operated while two CPs are subtracted when the character B is operated. No limit is established for the number of times the character can be selected, and the CPs can be freely allocated as long as the CPs are remaining. If the same character is selected for a plurality of times, the movable distance is reduced each time.

FIGS. 6A to 6D depict examples of images outputted on the display 34 of the gaming device according to the first embodiment.

FIGS. 6A and 6B illustrate a screen for selecting a character operated by the player. FIG. 6A is an example of the screen displayed when the character A (soldier) is selected and depicts an icon 501a indicating the character A with a pointer P by using the control pad 26. Patterns 503 indicative of currently remaining CPs are displayed on a CP display portion 502 on the upper left of the screen, with one pattern corresponding to one CP. Once the player designates the character A with the pointer P, one pattern 503 is highlighted as shown in FIG. 6A (X in FIG. 6A) because the CP required for the operation of the character A is one. As a result, the player can easily recognize the change in the CP.

A meter 504 displayed on the lower left of the screen indicates the movable distance of the selected character. FIG. 6A illustrates a state at the first selection, and the movable distance is 100%.

FIG. 6B is an example of the screen displayed when the character B (tank) is selected and depicts an icon 501b indicating the character B with a pointer P by using the control pad 26. As in FIG. 6A, the CP display portion 502 on the upper left of the screen displays the patterns 503 corresponding to the currently remaining CPs. The patterns 503 indicative of two CPs required for the operation of the character B is highlighted once the player designates the character B with the pointer P.

FIG. 6C is an example of the screen when the character operating unit 102 is causing the character A (A in FIG. 6C) to execute a command based on the operation of the player. A meter 505 in FIG. 6C indicates the actual travel distance of the character A. The player may move the character to the fullest extent of the movable distance or may cause the character to perform attacking only without moving. The player may also cause the character to retreat to avoid an attack in the opponent's turn when an enemy is near the character.

FIG. 6D depicts the screen when the character A is selected for the second time in one turn. As shown in FIG. 6D, the meter 504 indicative of the movable distance is reduced by one third because this is the second selection. One pattern 503 is highlighted because the consumed CP is one, the same as the first time.

The player has a command point holding character C in addition to the characters A and B. The character holding character C is a character held by the player as a piece in hand and is not initially in the gaming space. The player can operate to cause the command point holding character C to appear in the gaming space during a player's turn. Once the player causes the command point holding character C to appear in the gaming space, the command point managing unit 103 adds up command points allocated to the command point holding character C. For example, if the point carried over from the previous turn is one at the beginning of a player's turn and the player causes the command point holding character C holding two CPs to appear in the gaming space, the total CPs usable by the player in the turn is 4+1+2=7. The player can further employ a variety of strategies by utilizing the command points added by causing the command point holding character to appear in the gaming space to operate other characters.

As described, according to the first embodiment, the player can freely select a character receiving a command as well as the content of the command within the command points on hand without limitation to the number of times of selections in one turn. Therefore, the player can execute various patterns of battle strategies by considering which character is advantageous to use and then allocating the points on hand depending on the situation of the game.

The character controlling unit 106 changes the parameters such as the movable distance of the character in the second and later operations against the player to thereby inform the player that the character is tired. This enables to prevent the player from excessively using the same character. Reducing the movable distance is advantageous in that the game producer can more easily create the game because the predicted range of the movement of the characters can be narrowed down.

The command point managing unit 103 carries over the remaining command points to the player's next turn when command points are remaining at the end of the turn. As a result, the player can employ a strategy such as saving the points for the next turn depending on the situation of the game.

Claims

1. A gaming device that executes a turn-based game in which a player and an opponent alternately operate, the gaming device comprising:

a character selecting unit that selects one character from a plurality of characters during a turn of the player based on an operational input of the player;
a character operating unit that causes the selected character to execute a command based on an operational input of the player;
a command point setting unit that sets command points that can be used by the player to operate the plurality of characters at the beginning of a turn of the player;
a command point managing unit that subtracts required command points defined for each character every time any of the characters is operated during the turn; and
a turn controlling unit that ends a turn of the player and switches to a turn of the opponent when the command points fall below the points required for the operations of the characters, wherein
the same character can be selected for a plurality of times and the same character can be caused to execute the same command for a plurality of times in one turn.

2. The gaming device according to claim 1, further comprising

a character controlling unit that controls characters based on the abilities demonstrated by each character in the game, wherein
the character controlling unit limits the abilities of the character in second and later operations when the same character is selected twice or more in one turn.

3. The gaming device according to claim 2, wherein

the character controlling unit reduces a movable distance of the character in second and later operations when the same character is selected twice or more in one turn.

4. The gaming device according to claim 1, wherein

the turn controlling unit ends the turn when the player selects to end the turn during a turn of the player, and
the command point managing unit carries over the remaining command points to the player's next turn when the command points are remaining at the end of the turn.

5. The gaming device according to claim 2, wherein

the turn controlling unit ends the turn when the player selects to end the turn during a turn of the player, and
the command point managing unit carries over the remaining command points to the player's next turn when the command points are remaining at the end of the turn.

6. The gaming device according to claim 3, wherein

the turn controlling unit ends the turn when the player selects to end the turn during a turn of the player, and
the command point managing unit carries over the remaining command points to the player's next turn when the command points are remaining at the end of the turn.

7. The gaming device according to claim 1, wherein

the command point setting unit adds up the command points allocated to a command point holding character when the player performs an operational input to cause the command point holding character to appear in the gaming space in a player's turn.

8. A program causing a computer to execute functions for executing a turn-based game in which a player and an opponent alternately operate, the program causing the computer to execute:

a function for selecting one character from a plurality of characters during a turn of the player based on an operational input of the player;
a function for causing the selected character to execute a command based on an operational input of the player;
a function for setting command points that can be used by the player to operate the plurality of characters at the beginning of a turn of the player;
a function for subtracting required command points defined for each character every time any of the characters is operated during the turn; and
a function for ending a turn of the player and switches to a turn of the opponent when the command points fall below the points required for the operations of the characters, wherein
the same character can be selected for a plurality of times and the same character can be caused to execute the same command for a plurality of times in one turn.
Patent History
Publication number: 20090042629
Type: Application
Filed: Aug 7, 2008
Publication Date: Feb 12, 2009
Applicant: Kabushiki Kaisha Sega, d/b/a Sega Corporation (Tokyo)
Inventors: Kouhei Yamashita (Tokyo), Takeshi Ozawa (Tokyo), Hidekatsu Tetsuda (Tokyo)
Application Number: 12/187,565
Classifications