WO2022176764A1 - ゲームシステム、それに用いるコンピュータプログラム、及び制御方法 - Google Patents
ゲームシステム、それに用いるコンピュータプログラム、及び制御方法 Download PDFInfo
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/46—Computing the game score
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/69—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/847—Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
Definitions
- the present invention provides a display device that displays a game field that functions as a common movement range for each character belonging to a plurality of groups each containing a plurality of characters, and inputs a play action for moving each character in the game field.
- the present invention relates to a game system or the like that is connected to an input device and provides a competitive game in which a plurality of groups play a group match through one of two different roles assigned to each group.
- a display device for displaying a game field functioning as a common movement range for each character belonging to a plurality of groups each including a plurality of characters, an input device for inputting a play action for moving each character in the game field;
- a game system that provides a competitive game in which a plurality of groups play a group match through a role assigned to each group out of two types of roles that are different from each other.
- a game system that provides a card game in which groups (guilds) compete against each other (see, for example, Patent Document 1).
- each character plays a role of offense and defense.
- this card game is not structured so that each character simultaneously executes an escape action and a chase action in their offensive and defensive roles.
- similar offensive and defensive roles may be provided in group-fight sports games such as baseball games.
- group-fight sports games such as baseball games.
- group-fight sports games such as baseball games.
- two teams (groups) take on offensive and defensive roles, which are switched many times during the match.
- the replacement condition is the number of outs by the attacking side, not the change in the state of each player (character).
- the baseball game is not structured so that each player acts to change the state of the opponent's player. Therefore, there is room for utilizing such behavior as a new attraction in games.
- an object of the present invention is to provide a game system or the like that provides a game with new interest.
- the game system of the present invention includes a display device that displays a game field that functions as a common movement range for each character belonging to a plurality of groups each containing a plurality of characters, and a play action for moving each character in the game field. and an input device for inputting a game system for providing a battle-type game in which the plurality of groups play a group battle through a role assigned to each group out of two types of roles that are different from each other, a chasing action simultaneously executed in the game field between a chasing character assigned to one of two roles and a fleeing character assigned to the other role;
- each chasing character executes a change action for each escape character to change the state of each escape character to an abnormal state in which the escape action is restricted through the escape action, the escape character whose change action is executed is changed.
- a state changing means for changing to the abnormal state, and when a predetermined number or more of escape characters corresponding to the abnormal state occur in the group to which the other role is assigned, the group to which the one role is assigned and the group to which the other role is assigned.
- a role exchange means for repeatedly executing role exchange for exchanging roles between and until a termination condition is satisfied.
- the computer program of the present invention is configured to cause a computer connected to the input means and the display means to function as each means of the game system described above.
- control method of the present invention includes a display device for displaying a game field functioning as a common movement range for each character belonging to a plurality of groups each including a plurality of characters, and a display device for operating each character in the game field. and an input device for inputting play actions, connected to a game system that provides a competitive game in which a plurality of groups compete against each other through a role assigned to each group out of two types of roles that differ from each other.
- FIG. 1 is a diagram showing a schematic configuration of a game system according to one embodiment of the present invention
- FIG. 3 is a functional block diagram showing the essential parts of the control system of the game system; Explanatory diagram for explaining the outline of the escape game.
- the figure which shows an example of a competition screen typically.
- FIG. 5 is a diagram schematically showing an example of a battle screen showing a play situation different from the example of FIG. 4;
- FIG. 6 is a diagram schematically showing an example of a battle screen showing a play situation further different from the examples of FIGS. 4 and 5;
- FIG. The figure which shows an example of a result screen typically.
- 4 is a flowchart showing an example of an allocation process procedure; 4 is a flowchart showing an example of a procedure of state change processing; 4 is a flowchart showing an example of a procedure of state recovery processing; 4 is a flow chart showing an example of the procedure of a winning/losing determination process;
- a game system 1 includes a center server 2 and a plurality of game machines 3 as client devices connectable to the center server 2 via a predetermined network 5 .
- the center server 2 is configured as one logical server device by combining server units 2A, 2B, . . . as a plurality of computer devices.
- the center server 2 may be composed of a single server unit.
- the center server 2 may be logically configured using cloud computing.
- An appropriate computer device that provides games may be used as the game machine 3 .
- Such computing devices also include, for example, user terminals.
- a user terminal device is a computer device that can be connected to a network and is used for personal use by a user.
- Such computer devices include stationary or book-type personal computers, stationary home-use game machines, or mobile terminal devices such as mobile phones (including smartphones), portable game machines, and portable tablet terminals. is included.
- a commercial (business) game machine is used as the game machine 3 in the example of FIG.
- a commercial game machine is an example of a game machine, and is a game machine that allows a user to play a game within a range corresponding to the play fee in exchange for payment of a predetermined play fee.
- This type of game machine 3 is sometimes called an arcade game machine, and is installed in a predetermined facility such as a store 6 for the main purpose of making a large number of users repeatedly play the game to increase profits.
- the game machine 3 provides an escape game.
- An escape game is a kind of action game played through user's operation of a character.
- the escape game includes an escape character and a pursuit character assigned two different roles of escape and pursuit, respectively.
- the runaway character is a character assigned the runaway role among the two types of roles.
- the escape character plays a role of escaping (running away) from the chasing character through an escape action in the game.
- the chasing character is a character assigned the chasing role among the two types of roles.
- the chasing character plays a role of chasing (chasing) the fleeing character through chasing behavior in the game. Therefore, the chasing character simultaneously executes the chasing action, and the escape character executes the escape action.
- the network 5 may be configured appropriately as long as the game machine 3 can be connected to the center server 2 .
- the network 5 is configured to implement network communications using the TCP/IP protocol.
- the Internet 5A as a WAN and LANs 5B and 5C connecting the center server 2 and the game machine 3 to the Internet 5A are connected via a router 5D.
- a local server may be installed between the game machine 3 and the router 5D of the store 6, and the game machine 3 may be communicably connected to the center server 2 via the local server.
- the center server 2 provides various game machine services to the game machine 3 or its users.
- the game machine service includes a matching service that matches users with each other when multiple users play the escape game via the network 5 .
- Various users may be appropriately matched through such a matching service, for example, cooperators who play the escape game together may be matched, or opponents who will compete through the escape game may be matched.
- the escape game may be provided as a cooperative game or a competitive game through such a matching service.
- the game machine service also includes a distribution service for distributing and updating programs or data for the game machine 3 via the network 5, and a service for receiving user identification information from the game machine 3 and authenticating the user. , a service of receiving play data of the authenticated user from the game machine 3 and storing it, or providing the game machine 3 with the play data to be stored. Furthermore, the game machine service may appropriately include a billing service for collecting fees from the user.
- the center server 2 is provided with a control unit 21 and a storage section 22 as storage means.
- the control unit 21 is configured as a computer that combines a CPU as an example of a processor that executes various arithmetic processing and operation control according to a predetermined computer program, and an internal memory and other peripheral devices required for the operation.
- the storage unit 22 is an external storage device realized by a storage unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk array.
- the storage unit 22 may be configured to hold all data in one storage unit, or may be configured to store data in a distributed manner in a plurality of storage units.
- a server program PG1 is recorded in the storage unit 22 as an example of a computer program that causes the control unit 21 to execute various processes necessary for providing various services to users.
- the storage unit 22 also records server data SD necessary for providing various services.
- the server data SD includes various data necessary for providing various services. Such data may appropriately include various data for escape games, such as part or all of game data GD, which will be described later, but the example in FIG. 2 shows play data PD and character data CD. ing.
- the play data PD is data describing information about the past play performance of each user.
- the play data PD is used, for example, to hand over the play results (past achievements) up to the last time, or to hand over the settings unique to each user.
- the past performance includes parameter information for that growth.
- the parameter value after growth may be appropriately managed.
- the character data CD is data describing parameter information defining each character. That is, the parameters of each character are managed by the character data CD.
- Such character data CD may contain information on parameters after growth, but as an example, the values of parameters corresponding to initial values (before change) are managed. That is, when the parameter of each character is changed, the changed parameter is reproduced by combining the play data PD (variation) and the character data CD (initial value).
- control unit 21 is provided with various logical devices realized by combining the hardware resources of the control unit 21 and the server program PG1 as software resources.
- Various logical devices are appropriately provided in the control unit 21, and the game machine service management section 24 is shown in the example of FIG.
- the game machine service management unit 24 is a logical device that executes processing for providing the game machine service described above.
- processing includes well-known processing for implementing the matching service described above.
- An input device such as a keyboard, an output device such as a monitor, and the like may be connected to the control unit 21 as necessary. However, illustration of them is omitted.
- the game machine 3 is provided with a control unit 31 as a computer and a storage section 32 as storage means.
- the control unit 31 is configured as a computer that combines a CPU, which is an example of a processor that executes various processes according to a predetermined computer program, and an internal memory and other peripheral devices that are necessary for its operation.
- the control unit 31 is provided with various logical devices realized by a combination of the hardware resources of the control unit 31 and the game program PG2 as software resources.
- a portion 37, a progression control portion 38 and an evaluation portion 39 are shown.
- the matching unit 36 is a logical device that executes various processes related to matching through the matching service. For example, when the escape game is provided as a battle-type game, a process necessary for matching opponents to compete through the escape game is executed. Also, the competition (cooperative play is also similar) may be performed by an appropriate number of users, for example, it may be performed as a group competition in which a plurality of groups each including a plurality of users compete. In this case, the processing executed by the matching unit 36 includes grouping and processing for identifying a plurality of users belonging to each group.
- the range setting unit 37 is a logical device that executes various processes for preparing a game field within the game.
- the game field functions as a common movement range for each character.
- the range setting unit 37 executes various processes for setting the game field as a range in which escape action and pursuit action are executed by each character.
- the game field may be set appropriately, and may include, for example, various obstacles that hinder the escape movement, various gimmick objects that assist the escape movement, or various items.
- the processing executed by the range setting unit 37 also includes processing for providing them in the game field.
- the range setting unit 37 executes allocation processing as an example of processing for preparing such a game field. The details of the allocation process procedure will be described later.
- the progress control unit 38 is a logical device that executes various processes for controlling the progress of the game. Such processing includes processing for controlling the action of each character so as to execute an escape action or a pursuit action. Similarly, each character may appropriately perform various actions in the game in accordance with the user's play action, not limited to these escape actions and chasing actions.
- the progress control unit 38 executes.
- the processing executed by the progress control unit 38 also includes processing for switching roles between the escape character and the chasing character. As an example of these processes, the progress control unit 38 executes state change processing and state recovery processing. Details of the procedure of the state change processing and the state recovery processing will be described later.
- the evaluation unit 39 is a logical device that executes various processes for evaluating the user's play.
- the user's play may be appropriately evaluated. For example, both or one of the escape action and the pursuit action may be evaluated by an appropriate method. Executes various processing.
- the evaluation unit 39 also executes processing for realizing such determination. In this way, the user's play is appropriately evaluated, and the win or loss can be determined appropriately according to the evaluation result. Victory or defeat is determined according to the magnitude of the obtained points (scores). Therefore, the evaluation unit 39 executes processing for realizing such evaluation and determination. Specifically, as an example of such processing, the evaluation unit 39 executes winning/losing determination processing. The details of the procedure of the winning/losing determination process will be described later.
- the storage unit 32 is an external storage device realized by a storage unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk or semiconductor storage device. Various data are recorded in the storage unit 32 together with the above-described game program PG2. In the example of FIG. 2, game data GD is shown.
- the game data GD is data for allowing the user to play the escape game according to the game program PG2.
- the game data GD may include various data such as image data for displaying various images for an escape game and BGM data for reproducing various BGM. , and character data CD.
- Various game data GD such as character data CD may be stored in the storage unit 32 by an appropriate method.
- the character data CD and the like can be stored in the storage unit 32 by an appropriate method.
- the play data PD and the character data CD are provided from the center server 2 through a distribution service so as to include necessary portions.
- the game machine 3 is appropriately provided with various output devices and input devices necessary for the arcade game machine, and can be connected to the control unit 31.
- the output devices provided in the game machine 3 include the monitor MO and the speaker SP.
- the monitor MO is a display device for displaying game screens including various images for the escape game.
- the monitor MO displays various game screens (images) for providing escape games according to the output signal from the control unit 31 .
- the speaker SP is an audio output device for reproducing various sounds.
- the speaker SP reproduces various sounds such as BGM for escape games according to the output signal from the control unit 31 .
- Control panel CP is a well-known input device.
- the input (detection) of the user's play action may be realized as appropriate, but is realized by the control panel CP as an example.
- the control panel CP is configured to input play actions for causing each character to act (behavior) in the game field.
- the control panel CP is provided with various operation units. Various operations for instructing the character to perform an escape action, a chasing action, or the like are executed as play actions on the various operation units.
- such an operation unit may appropriately include a push button switch that is used for various purposes and is used to perform a push operation, or a stick or the like for instructing the advancing direction of each character.
- the control panel CP may be provided with a touch panel that outputs a signal corresponding to the user's touch operation (finger touch operation), and the touch operation may be input as the user's play action via the touch panel.
- the control panel CP outputs signals to the control unit 31 according to various operations to these operation units.
- the game machine 3 may be provided with various input devices and output devices that are provided in commercial game devices. For example, such input devices include a fee collection device for collecting a predetermined fee. However, illustration of these is omitted.
- FIG. 3 is an explanatory diagram for explaining the outline of the escape game.
- the escape game may be played by any number of users, for example by one user.
- the dual roles of pursuit and escape may be shared by, for example, a single user character corresponding to a single user and an appropriate number of computer-controlled NPCs (Non-Player Characters).
- the game may be played by two users, in which case the two user characters respectively corresponding to the two users are assigned to the same role (friends such as chasing characters P1 or fleeing characters P2). may also be assigned to different roles. That is, two users may play as cooperators or as opponents.
- the escape game may be played by an appropriate number of users in various formats such as cooperative format or competitive format. indicates when In addition, when playing in a group battle format, it may be played by an appropriate number of groups, but the example in FIG. 3 shows a case where two groups, a first group G1 and a second group G2, play ing.
- the first group G1 and the second group G2 function as multiple groups of the present invention.
- the second group G2 among these functions as the other group of the present invention.
- each group is assigned either a pursuit role or an escape role. That is, chase or escape assignments are performed on a group-by-group basis. Also, the roles assigned to each group are repeatedly switched each time the replacement condition is satisfied from the start to the end of the game. Then, each user belonging to each group plays the role assigned to each group via the character P each time the user changes. In this way, the roles of each group are repeatedly switched during game play, triggered by fulfillment of replacement conditions.
- the chase and escape roles serve as the two types of roles of the present invention.
- the pursuit role functions as one role of the present invention
- the escape role functions as the other role of the present invention, respectively.
- the role initially assigned to each group may be determined appropriately based on various conditions such as random or user selection, but as an example, it is determined according to the result of a mini game. In other words, it is determined through a mini-game whether each group plays a chase or escape role.
- Various types of games such as action games, simulation games, shooting games, and music games may be appropriately provided as such mini-games.
- a mini-action game is provided in which the player who touches a lot of the various elements substituted for the ) within a predetermined time wins.
- Each group may be composed of an appropriate number of characters P, and the number of characters P constituting each group may differ between groups.
- Each of G2 is composed of three characters P of the same number. These three characters P may include NPCs, but as an example, they are all configured as user characters.
- the first group G1 contains three chase characters P1 respectively corresponding to three users
- the second group G2 contains three escape characters P2 respectively corresponding to three users.
- These chasing character P1 and escape character P2 are both arranged in a game field GF set as a common action range.
- each character P is arranged in the game field GF so as to be divided into left and right groups (or roles) for convenience of explanation.
- the pursuit behavior includes the capture behavior.
- the capture action is an action for changing the state of the escape character P2 from normal to abnormal.
- the abnormal state is a state in which at least part of the escape motion is restricted, and the normal state is a state in which the escape motion can be performed without such restrictions.
- the replacement condition may be satisfied as appropriate, for example, every time a predetermined time elapses.
- the replacement condition is satisfied when a predetermined number or more of escape characters P2 in an abnormal state occur in the group to which escape is assigned.
- An appropriate number may be adopted as the predetermined number, for example, one (one body) or two (two bodies) may be adopted, but three (three bodies) is adopted as an example.
- the replacement condition may be satisfied when an abnormal state occurs in a part of each group. Satisfied when abnormal condition occurs. Therefore, when all the escape characters P2 of the second group G2 are in an abnormal state through the catching action of each chasing character P1 of the first group G1, the roles are divided between the first group G1 and the second group G2. Subsequently, a chasing action of chasing each character P (escape character) of the first group G1 by each character P (chasing character) of the second group G2 is started.
- the escape game as described above, points are given according to the time of the escape movement by the escape character P2 so that the longer the time, the higher the score. Then, victory or defeat is determined according to the magnitude of the acquired score. For this reason, each user is required to play to continue running away with the escape character P2 as long as possible.
- the escape game is played such that the roles of pursuit and escape are repeatedly exchanged in group units in such a flow.
- FIGS. 4 to 7 are diagrams schematically showing examples of game screens used for game play when a group battle is executed by groups similar to those in FIG. 3.
- FIG. Specifically, FIGS. 4 to 6 each schematically show an example of a battle screen.
- the match screen is a game screen displayed on the monitor MO during the match when the escape game is provided as a group match type game.
- the battle screen 50 includes a time display area 51, a score gauge 52, a map image 53, a character display column 54, and a game field GF.
- the game field GF is a space within the game set as the action range of each character P.
- the game field GF may be configured appropriately, but as an example, it is configured to produce a virtual three-dimensional space.
- the game field GF is configured so as to correspond to the photographing result of a virtual camera installed at an arbitrary position in the virtual three-dimensional space under appropriate photographing conditions.
- Such a game field GF may be formed in an appropriate shape, but in the example of FIG. 4 it is formed in a substantially square shape.
- the game field GF is divided into four equal parts each forming a similar square. Each of these sections may be appropriately identified, but as an example, they are distinguished by a section line SL and identified by different color schemes.
- each of these divisions may be used as appropriate, but as an example, it is used as the appearance range of each character P at the start of the game. Specifically, each character P may appear at an appropriate position on the game field GF and start running away, but as an example, each character P belonging to the same group appears in each segment. Then, each character P starts running away or the like from the position of each section in which it appeared.
- a chasing character P1 is an image (object) corresponding to the chasing character P1 among the characters P.
- the chasing character P1 may be represented appropriately in the game field GF, but in the example of FIG. 4, an angle is added to distinguish it from the escape character P2, and it is displayed as if it is holding a metal club.
- each chasing character P1 may contain appropriate information for distinguishing it from other chasing characters P1 in the group, but in the example of FIG. 4, it contains a user name field YN.
- the user name column YN displays the name of each user (“user C”) to distinguish it from other chasing characters P1.
- An obstacle BI is an object that functions as an obstacle to the action of each character P, such as pursuit action or escape action. Obstacles BI may include various objects that hinder pursuit behavior, etc., as appropriate, but in the example of FIG. 4, include wall object BI1, pillar object BI2, and hill object BI3. These are objects that function respectively as walls, pillars, and hills that hinder pursuit actions, etc. in the game field GF.
- Obstacles BI such as wall object BI1 may appropriately hinder various actions such as tracking actions.
- the wall object BI1 and the pillar object BI2 if the chasing action and the escape action (or only one of them) includes running and jumping, any one of those running and jumping (chasing action, etc.) part of the In this way, the wall object BI1 and the like may hinder all or part of the chasing action, etc., but in the example of FIG. 4, the wall object BI1 and the pillar object BI2 both run and jump (which may be part of a case involving other actions). That is, the wall object BI1 and the pillar object BI2 function as obstacles that cannot be overcome by running or jumping. Similarly, the hill object BI3 functions as an obstacle that hinders running so as to reduce the speed on the slope portion when the tracking behavior includes running and jumping.
- the central stage 55 is an object that functions as a starting place for the chase character P1 to escape when roles are switched.
- each character P may start the next role from an appropriate place.
- both the chasing character P1 and the escape character P2 may start the next role from the place where they were at the time of the change.
- the chasing character P1 (the escape character P2 before the replacement) starts from a predetermined start position, which is the center stage 55
- the escape character P2 (the chase character P1 before the replacement) starts from the place where it was positioned at the time of the replacement, as follows. starting role.
- the center stage 55 includes a start position object 55A, and the chase character P1 that performs the chase role (all chase characters P1 belonging to a group that changes from the escape role to the chase role) upon replacement. Anything from where it was located at the time of replacement is transferred to its starting location object 55A, from where it begins its tracking behavior.
- the central stage 55 may be arranged at an appropriate position, but as an example it is arranged in the center of the game field GF. Also, the center stage 55 may be formed in an appropriate shape, but in the example of FIG. 4, it is formed in a square shape so that the start position object 55A is positioned at the center. Furthermore, the central stage 55 is formed one step higher than the floor (or the ground) forming the game field GF, and has stairs for climbing there. In this case, the central stage 55 prevents running and jumping on the portion other than the stairs, and reduces the speed of running on the stairs. As a result, the central stage 55 also functions as a type of fault BI.
- the position of the starting position object 55A in this example serves as the predetermined starting position of the present invention.
- the item 56 is an object corresponding to an item that imparts various effects to the actions of each character P. Such effects may include not only effects that favor progress (play) such as chasing actions, but also effects that disadvantage play. Grants beneficial changes. Specifically, various parameters may be appropriately set for each character P, but in the example of FIG. is doing. That is, the item 56 has the effect of increasing the moving speed (an example of a parameter) of each character P. Also, this moving speed increases according to the number of acquired items 56 so that the larger the acquired number, the faster. Item 56 in this example serves as the parameter change object of the present invention.
- a checkpoint 57 is an object for determining whether or not to give a privilege to each group.
- Various elements that contribute to the victory of the group may be adopted as such benefits, and as an example, effects related to scores are adopted.
- points are given according to the escape time, but the checkpoints give as a privilege the effect of increasing the points given according to the escape time.
- the checkpoint 57 may be configured as appropriate, but as an example, it is configured to change state between an occupied state and a neutral state.
- the occupied state is a state indicating occupation by one of the groups. In the occupied state, benefits are given to the group that occupies it.
- a neutral state is a state that indicates neutrality, not occupied by any group. No perks are given in the neutral state. In other words, a neutral checkpoint 57 does not give any group an ascending effect.
- the change in the state of the checkpoint 57 may be realized as appropriate, but as an example, it is realized according to the occupation action and release action.
- the occupation action and release action are actions for changing the checkpoint 57 to an occupation state and a neutral state, respectively. Any of these actions may be allowed for both the pursuit character P1 and the escape character P2, but as an example, only the escape action is allowed for the escape character P2, and the release action is allowed only for the pursuit character P1. Also, various actions may be appropriately adopted as the occupation action and release action, and different actions may be adopted, but in the example of FIG. 4, the same contact action is adopted. Therefore, the checkpoint 57 starts to be displayed in a neutral state, and changes to an occupied state as the escape character P2 contacts (contact action). On the other hand, the occupied checkpoint 57 returns to a neutral state upon contact with the pursuit character P1. In this example, the occupied state and neutral state function as the privileged state and normal state of the present invention, respectively.
- checkpoints 57 are provided on the game field GF. These checkpoints 57 give the above-described increase effect so that the rate of score increase per hour increases as the number of occupied checkpoints 57 increases. Therefore, the fleeing character P2 can obtain more points as more checkpoints 57 are changed to the occupied state. As a result, the escape character P2 (user) is required to take action to change as many checkpoints 57 as possible to the occupied state during escape. On the other hand, the chasing character P1 (user) is required to take action during chasing to restore as many checkpoints 57 as possible from the occupied state to the neutral state.
- the state of the checkpoint 57 in the game field GF may be expressed appropriately, but as an example, they are expressed by different color schemes (for example, the neutral state is yellow, and the occupied state is another color).
- the occupied state has different functions depending on the group that occupies it. Specifically, since the score is given according to the escape time of the escape character P2 (escape group), the occupied state of being occupied by the escape group exerts a rising effect (privilege), but is occupied by the pursuit group. The occupied state does not exert a rising effect.
- the difference in occupying groups also functions as a difference in the action to be executed for the checkpoint 57 in the occupied state, such as occupation action or release action.
- occupation states may be appropriately differentiated by different occupying groups to indicate such differences in function, as an example, with colors corresponding to different occupying groups (e.g., own group regardless of role). occupied by a group in blue, occupied by another group in red, etc.).
- the time display area 51 is an area for displaying the time. Various times may be displayed as appropriate in the time display area 51. For example, the elapsed time from the start of play may be displayed. In the example of FIG. there is The display of "300" indicates 300 seconds and decreases with the lapse of time. That is, the remaining time in the time display area 51 shows the maximum value at the start of play, and decreases in a countdown manner as the play starts.
- the termination condition may be satisfied as appropriate, for example, based on various play situations such as when a specific item is collected. fulfilled over time. Therefore, each character P continuously and repeatedly executes the chasing action or the escape action in the game field GF until the remaining time reaches zero.
- the score gauge 52 is an image for presenting the points (scores) obtained by each group for each group.
- Points may be given as appropriate in the escape game, but as an example, they are given in the role of escape as described above. That is, points are given to each group through the play as the escape character P2.
- scores may be given as appropriate through various methods, but as an example, scores are given to each escape character P2 according to the length of time it has escaped in the normal state. Specifically, each escape character P2 is scored so that the longer it runs away in the normal state, the greater the score. In addition, points are given so that the more checkpoints 57 in the occupied state, the higher the rate of increase in points according to time. Then, the total score given to each escape character P2 is presented through the score gauge 52 as the score of the group.
- the score gauge 52 may be configured appropriately to present the acquired score, but in the example of FIG. 4, it includes a gauge section 52A and a score display section 52B.
- 52 A of gauge parts are parts for presenting the score of each group through a gauge.
- the gauge portion 52A may be configured appropriately, but in the example of FIG. 4, it is formed in a bar shape that indicates the score of each group. Specifically, the left and right ends of the gauge portion 52A correspond to each group, and the score amount is displayed in different colors for each group on the gauge portion 52A.
- the color scheme of each group may be arbitrary, but in the example of FIG. 4, the left side corresponds to the first group G1 (own group), and the right side corresponds to the second group G2 (opponent's group).
- the score display portion 52B is a portion that displays the score indicated by the gauge portion 52A as a numerical value. Therefore, the score display section 52B has a portion indicating the score of the first group G1 (“0000” on the left in the example of FIG. 4) and a portion indicating the score of the second group G2 (“0000” on the right in the example of FIG. 4). 0000").
- the map image 53 is an image showing a map for grasping the entire game field GF.
- the map image 53 may be configured appropriately so that the entire (or part of) the game field GF can be grasped, but in the example of FIG. is configured to Also, the map image 53 may correspond only to the bird's-eye view of the game field GF, but in the example of FIG. , and tracker indicator 53c.
- the point indicator 53a, the fugitive indicator 53b, and the pursuer indicator 53c are indicators indicating the positions of each checkpoint 57, each escape character P2, and each pursuit character P1 among various objects placed on the game field GF. . Therefore, the positions of each checkpoint 57, each escape character P2, and each pursuit character P1 in the game field GF are indicated through the point indicator 53a, the escaper indicator 53b, and the pursuer indicator 53c.
- the point sign 53a, the fugitive sign 53b, and the pursuer sign 53c may be displayed on the map image 53 unconditionally or may be displayed with various conditions. displayed with Specifically, the tracker indicator 53c is displayed only for the user on condition that the user corresponds to the chasing character P1. That is, the tracker indicator 53c is displayed only to users belonging to the group that has the pursuit role, and is not displayed to users that belong to the group that has the escape role. In the example of FIG. 4, the map image 53 displays both the fugitive indicator 53b and the pursuer indicator 53c. Therefore, such a battle screen 50 is displayed to the user who performs tracking (plays the role of tracking).
- the fugitive indicator 53b and the pursuer indicator 53c may be displayed as appropriate, but as an example, they are displayed in different forms so that their respective roles can be recognized. Specifically, the fugitive indicator 53b and the pursuer indicator 53c may be appropriately distinguished, but are distinguished by different color schemes such as red and blue, for example. Furthermore, when the chasing character P1 or the escape character P2 is the own character P, an identification mark 53d indicating the own character P is further added. Various signs may be appropriately employed as such identification sign 53d, but in the example of FIG.
- the character display column 54 is a portion that displays information about each character P.
- the character display fields 54 may be provided as appropriate. For example, only the character display fields 54 corresponding to the own characters P may be provided, but in the example of FIG. A character display field 54 is provided. Also, the character display field 54 corresponding to one's own character P (hereinafter sometimes referred to as self-character display field 54S) may be formed in the same manner as the character display fields 54 corresponding to other characters. In example 4, the character display column 54 is formed to be larger than the other character display columns 54 and to contain a lot of information so as to be distinguished from the other character display columns 54 .
- each character display column 54 may appropriately include various types of information about each character P.
- an image area CA2 for displaying an image corresponding to each character P (only the head in the example of FIG. 4).
- the self-character display field 54S also includes a name area CA1 and an image area CA2, but both are different from the other character display fields 54.
- the image area CA2 is formed larger than the others so that the whole body of each character P is displayed.
- the name area CA1 includes information on the name of the user ("C User") and information on the number of items 56 ("1" in the example of FIG. 4) acquired by the character P corresponding to the self during play. contains.
- the self-character display field 54S includes a skill information area SA.
- Skills do not have to be set for each character P, but as an example, various skills that give advantageous effects to the progress of the game are set. These various skills are, for example, skills that improve the basic performance of each character P, such as running speed and jumping power, or set up traps or obstacles to hinder actions, or are invincible for a certain period of time ( Various skills, such as skills that add special abilities to each character P, such as skills to create a state that does not cause an abnormal state, and skills to disappear, may be included as appropriate. Further, each character P may be appropriately set with some or all of these skills, and all characters P may be uniformly set with the same skill. Any one skill is set for each character P so as to be different depending on the character.
- the skill information area SA is an area that displays information about the skills set for the character P corresponding to the self.
- the skill information area SA may be configured to appropriately display various information related to skills, and in the example of FIG. 4 is configured to include a skill name section SA1.
- the skill name portion SA1 is a portion for displaying the name of the skill set for the character P corresponding to itself. Appropriate skills can be set for each character P, and in the example of FIG. 4, information of "installation of obstacles" indicating the skill of installing obstacles is displayed.
- a skill value gauge SA2 is further provided in the skill name section SA1.
- the skill value gauge SA2 is a gauge that indicates the amount of skill value possessed by the character P corresponding to itself.
- the skill value functions as a value for determining whether or not the effect of each skill can be exhibited.
- the skill value may be used appropriately in order to exert the effect of the skill, but as an example, it is used so that the skill exerts its effect by consuming a predetermined amount.
- Such a skill value may increase under appropriate conditions, may increase when a predetermined item is acquired, or may increase gradually over time, for example.
- each skill may be activated as appropriate, but as an example, when the skill value gauge SA2 is full, in other words, when the skill value gauge SA2 indicates the maximum amount of skill value, the activation of the skill is permitted. Also, the actual activation of the skill may be executed as appropriate, and the skill may be activated unconditionally when the skill value reaches the maximum amount. Skill actually activates.
- Each character display field 54 is displayed so that the group to which the character belongs can be distinguished from other groups. Such a distinction may be realized as appropriate, but as an example, the three character display columns 54 on the left side correspond to the group to which the player belongs, and the three character display columns 54 on the right side correspond to the opponent's group. Is displayed. That is, each character display column 54 is displayed so that the group can be recognized according to the left and right arrangement positions. As a result, such a distinction also functions as a role distinction.
- FIG. 5 is a diagram schematically showing an example of a battle screen showing a play situation different from the example of FIG.
- the example of FIG. 5 shows the chasing character P1 chasing the fleeing character P2 at a location different from the example of FIG.
- an escape character P2 and a chasing character P1 are displayed on the game field GF.
- the score of the second group G2 which plays the role of escape, increases with the passage of time. Specifically, the number "0125" is displayed on the score display portion 52B as the score obtained by the second group G2, and the range of right diagonal lines of the gauge portion 52A is centered toward the left end so as to indicate the score amount. extends beyond.
- the positions of the fugitive indicator 53b and the pursuer indicator 53c in the map image 53 also change in accordance with the change in the positions of the escape character P2 and the chase character P1.
- the number of fugitive signs 53b is reduced by two.
- the runaway character P2 is in an abnormal state
- the runaway character P2 in the abnormal state may be reflected in the map image 53 as the fugitive indicator 53b or as an indicator indicating the abnormal state, but such reflection is omitted as an example. be done. That is, the fugitive indicator 53b corresponding to the escape character P2 in the abnormal state disappears from the map image 53.
- FIG. 5 shows a warp object GO1 as an example of such a gimmick object.
- the warp object GO1 is a kind of gimmick object that assists an escape movement or the like, and operates to achieve instantaneous movement (warp) between two separate locations within the game field GF. Such an action may be performed based on appropriate conditions, but as an example, it is performed when the character P is positioned over the warp object GO1.
- the warp object GO1 may or may not have appropriate restrictions. If a limit is provided, various factors such as time, number of times, or role may be used as appropriate for such limit requirements. For example, role may be employed as a restriction requirement, and warp object GO1 may act to assist only one of the escape and chase behaviors. Alternatively, the number of times may be adopted as a limitation requirement, and the use (operation) of the warp object GO1 may be limited only to a predetermined number of times. Although appropriate restrictions may be applied to the warp object GO1 in this manner, as an example, only restrictions that require time are provided.
- the warp object GO1 operates to assist both the escape action and the pursuit action, and the warp object GO1 operates an unlimited number of times regardless of which character P, the escape character P2 or the pursuit character P1, gets on it. Movement is restricted only for a certain period of time after the movement. In other words, once the warp object GO1 moves, it takes a certain amount of time to allow the next motion.
- the obstacle BI such as the wall object BI1 may have an appropriate shape, but the example of FIG. 5 shows the wall object BI1 having the notch NP.
- the cutout portion NP is a cutout portion formed downward from the upper portion of the wall so as to reduce the height. Therefore, the height of the wall object BI1 is lowered at the notch NP. More specifically, the height of the wall object BI1 in the notch portion NP is formed to a height that can be reached by each character P jumping. As a result, each character P can stand on the notch NP through a jump, and when reaching the wall object BI1 by jumping at the notch NP, the character P can be placed on the wall object BI1. are allowed to run.
- the wall object BI1 is not limited to the notch NP, and may have various shapes, and such shapes may include, for example, a shape with a hole.
- a hole is a portion formed to run from one side of a wall to the other. Therefore, each character P can pass through the wall object BI1 through the hole and go to the opposite side.
- the escape action and the pursuit action may include various actions as appropriate, but if such a hole is provided, such action may include a predetermined action for passing through the hole.
- the hole may be provided at an appropriate position in the wall object BI1, but if the hole is provided below the wall object BI1, for example, the escape movement or the like may be performed in a predetermined manner for adding such a hole. Actions may include sliding.
- FIG. 6 is a diagram schematically showing an example of a battle screen showing a play situation that is further different from the examples of FIGS. 4 and 5.
- FIG. The example of FIG. 6 shows a case where the chasing character P1 performs a capture action on the fleeing character P2.
- the battle screen 50 includes the fleeing character P2 and the chasing character P1.
- such an abnormal state may be appropriately represented in the game field GF, but in the example of FIG. is expressed by showing
- an appropriate action such as an action of touching the escape character P2 or an action of simply touching the escape character P2 may be adopted.
- the fleeing character P2 changes from the normal state to the abnormal state. do.
- the action of actually hitting the fleeing character P2 with a metal stick functions as the changing action of the present invention.
- the escape character P2 in the abnormal state may be restricted in all actions and may not be able to do anything.
- the escape character P2 in the abnormal state may or may not be displayed on the game field GF in an appropriate manner distinguishable from the normal state. That is, the escape character P2 in the abnormal state may disappear from the game field GF.
- the escape character P2 in an abnormal state may be displayed outside the game field GF. That is, the escape character P2 in the abnormal state may be forced to leave the game field GF. In this case, the behavior of the escape character P2 in the abnormal state may be appropriately permitted.
- the runaway character P2 in the abnormal state cannot naturally occupy each checkpoint 57 or run away from the chasing character P1, but may be allowed to move, for example. That is, the escape character P2 in the abnormal state may move outside the game field GF. Further, the escape character P2 in an abnormal state outside the game field GF may or may not be permitted to interfere with the game field GF.
- a specific action such as setting a trap on the outer circumference of the game field GF or catching the leg of the chasing character P1 moving there, or Actions that interfere with various pursuits (in other words, actions that assist escape), such as actions that exhibit partial abilities such as activation of skills, may be permitted.
- all or part of the escape movement may be appropriately restricted.
- the occupation of the checkpoint 57 by the escape character P2 in the abnormal state may be restricted, but occupation is permitted as an example. That is, the escape character P2 in the abnormal state can also change the checkpoint 57 to the occupation state by the occupation action.
- the checkpoint 57 occupied by the escape character P2 in the abnormal state will receive less points than the checkpoint 57 occupied by the escape character P2 in the normal state.
- an abnormal occupation is realized as a quarter of a normal occupation.
- the decrease in score may be maintained as it is, but as an example, the decrease is canceled, Return to normal scoring.
- occupation by abnormal conditions is overridden by occupation by normal conditions.
- the occupied state indicating the occupation by the abnormal state and the occupation state indicating the occupation by the normal state are expressed in such a way that they can be distinguished from each other through the difference in coloration or the like.
- the abnormal state may be set to be unrecoverable (once an abnormal state cannot return to the normal state until the role is replaced), but as an example, it is set to be recoverable.
- the recovery from the abnormal state may be realized as appropriate, may be realized randomly, or may be realized according to the passage of time, etc., but may be realized by recovery action as an example. Further, such a recovery action may be performed by the character P itself or an appropriate character of another character P, but as an example, it is performed by another escape character P2 in the normal state belonging to the same escape group. In other words, the escape character P2 in the abnormal state returns to the normal state by the recovery action of the other escape character P2.
- An appropriate action by another escape character P2 may function as a recovery action, but as an example, an action of staying near the escape character P2 in an abnormal state for a predetermined period of time is adopted.
- an action of staying may be realized by an appropriate play action of each user, but as an example, it is realized by an operation (play action) of continuing to press a predetermined operation unit to which a pressing operation is input.
- the escape character P2 in the abnormal state returns to the normal state.
- the runaway character P2 in the abnormal state is restricted (for example, a reduction in score addition when the checkpoint 57 is occupied), and is also related to the replacement conditions. For this reason, considering the victory of the group, each user is also required to play to restore the escape character P2 in the emergency state to the normal state.
- various gimmick objects can be provided on the game field GF, and the jump object GO2 is shown in the example of FIG. 6 as another example of such a gimmick object.
- the jump object GO2 is a kind of gimmick object that assists an escape motion or the like, and acts to assist each character P in jumping (jumping). Such an action may be executed based on an appropriate condition, for example, it may be executed when a jump is executed on the jump object GO2. Executed when each character P is positioned on the jump object GO2.
- the jump object GO2 operates to cause the character P positioned above it to jump in a predetermined direction (as an example, the advancing direction) to a predetermined height (as an example, a height higher than a normal jump by the character P).
- the jump object GO2 may or may not have appropriate restrictions. If a limit is provided, various factors such as time, number of times, or role may be utilized as appropriate for such limit requirements. In this way, the jump object GO2 may be provided with an appropriate restriction like the warp object GO1, but as an example, only a restriction that requires time is provided. Therefore, like the warp object GO1, the jump object GO2 also operates to assist both the escape action and the pursuit action, and there is no limit to the number of times any character P, the escape character P2 or the pursuit character P1, jumps on the jump object GO2. It works, but it's restricted for a certain amount of time since the last action.
- the gauge portion 52A also displays the score amount so that any group corresponds to less than half.
- the gauge section 52A also vaguely displays the magnitude of the scores between the groups so as to correspond to the hidden display of the numerical values of the score display section 52B.
- the score gauge 52 may be displayed so as to indicate the score obtained by each group regardless of the elapsed time. The display changes to hide the points earned by the group.
- the escape game can be provided with various bonus elements, but one of them, Fever Time, will be explained as an example.
- Fever Time is a bonus (privilege) that increases the score given according to the escape time for a certain period of time.
- Fever time may be given as appropriate based on various conditions, but as an example, it is given when a specific play action is performed only once per group. Also, an appropriate action may be adopted as the specific play action, and as an example, an operation of pressing a special push button provided for fever time is adopted. In other words, when one of the users in each group presses a special button, fever time is given to the group to which that user belongs only once during the match.
- the rate of increase in scores during Fever Time may be arbitrary, and may be uniform or variable regardless of various conditions, but as an example, it is set variably.
- random or various play situations such as consumption of specific items may be appropriately adopted, but as an example, the size of the score, that is, winning or losing when a special button is pressed is adopted. be done.
- a larger rate of increase is awarded when losing than when winning so that Fever Time provides a chance to come back.
- Such an increase rate may be set appropriately, but as an example, it is set to double when winning and triple when losing. For this reason, each group is required to be strategic about when to use Fever Time.
- FIG. 7 is a diagram schematically showing an example of the result screen.
- the result screen is a game screen for displaying the result of the battle through the battle screen 50.
- FIG. The result screen may be displayed at an appropriate time, but as an example, it is displayed along with the end of the escape action or the like. Therefore, when the escape movement or the like in the escape game ends when the predetermined time has passed (the end condition is satisfied) as described above, the display is made as the predetermined time elapses, for example.
- the result screen 60 includes detailed data and information on titles obtained.
- the acquired title is a title acquired by the user among various titles prepared in the game. Examples of such titles include games such as Escape King, which is given when the escape time exceeds a predetermined time, or Healing King, which is given when more than a predetermined number of escape characters P2 in an abnormal state are returned to their normal state. Appropriate titles corresponding to various elements included may be prepared.
- the detailed data is data indicating details including various information about each character P.
- the detailed data can include various types of information as appropriate, but in the example of FIG. 7, the information includes experience points, scores, the number of people defeated, the number of checkpoints obtained, the number of times hit, the number of treatments, the escape time, and the number of checkpoint resets. contains.
- the number of people defeated is information indicating the number of escaped characters P2 captured (changed to an abnormal state) in the pursuit character P1 (role of pursuit).
- the number of checkpoints acquired is the number of checkpoints 57 that have been occupied.
- the number of occupied states may be counted under appropriate conditions, for example, it may be the number at the end, but as an example, it is the total number of occupied states (regardless of whether or not they were returned to a neutral state after that).
- the number of hits is the number of times captured (changed to an abnormal state) when the escape character P2.
- the number of times of treatment is the number of times the escape character P2 in the abnormal state is returned to the normal state by the recovery action.
- the runaway time is the runaway time as the runaway character P2.
- the number of checkpoint resets is the number of occupied checkpoints 57 returned to a neutral state.
- the score is information that indicates the score (score) obtained in this play.
- the score scored may be the score scored by the group, but by way of example is the score scored by the individual.
- the experience value is information indicating the experience value given to the character in the current play. The experience value may be the experience value cumulatively acquired through the previous matches, but as an example, the experience value acquired in the current play is displayed.
- the experience value may be given on an appropriate basis, but as an example, a predetermined value based on factors such as the above-mentioned score, the number of people defeated, the number of checkpoints acquired, the number of times hit, the number of treatments, the escape time, and the number of checkpoint resets calculated according to the rules of Various elements may be appropriately evaluated in the escape game, and the result screen 60 may be appropriately configured to display these elements and the like, but as an example, it is configured to display these information.
- the result screen 60 may also include various kinds of information related to victory or defeat, such as victory or defeat.
- FIG. Assignment processing is processing for assigning roles to each group at the start of play. Although the assignment process may be configured to perform role assignment only or include various other processes, the example of FIG. 8 presents a game field GF for play along with role assignment. It shows the case where it is configured to In this case, the range setting unit 37 starts the allocation process of FIG. 9 each time the mini-game for determining the role at the start of play ends, and first acquires the result of the mini-game (step S101).
- the range setting unit 37 assigns the role of chasing or escaping to each character P based on the result of the mini-game obtained in step S101 (step S102).
- This allocation is performed on a group basis in the case of group matches.
- this assignment may be performed by an appropriate method, but as an example, if there is a time limit for play, it is considered advantageous to take on the role of escape first because it can earn more escape time, so in the mini game Runs so that the winner falls into the getaway role.
- the range setting unit 37 presents the game field GF through the battle screen 50 (step S103).
- the range setting unit 37 may construct a virtual three-dimensional space corresponding to the game field GF. This presentation is realized by displaying (drawing) on the screen 50 .
- the virtual three-dimensional space corresponding to the game field GF includes items 56, many checkpoints 57, various obstacles BI, and various gimmick objects such as warp object GO1 and jump object GO2. Therefore, the range setting unit 37 presents the game field GF so that these are formed (provided).
- the range setting unit 37 terminates the current allocation process. As a result, the initial assignment of roles based on the win or loss of the mini-game is executed. Further, following the allocation, presentation of the game field GF provided with various elements such as items 56 is realized.
- the state change process is a process for changing the state of the escape character P2 from the normal state to the abnormal state when the change condition is satisfied.
- the change condition may be satisfied as appropriate depending on the circumstances of the game, but as an example, it is satisfied when the catching action is appropriately executed.
- the action of hitting the escape character P2 with a metal stick is adopted as described above. is determined to be appropriate. That is, the change condition is satisfied, for example, when the escape character P2 in the normal state is actually hit with a metal stick.
- the state change process may be executed as appropriate, but when such a hitting action is executed as a capture action, as an example, the end condition is satisfied from the start of game play (start of countdown of remaining time) (remaining time becomes zero) each time a capture action is performed.
- start of countdown of remaining time restart of countdown of remaining time
- the progress control unit 38 starts the state change process in FIG. 9 each time the chasing character P1 performs the action of hitting with a metal stick (capture action), and first determines whether or not the change condition is satisfied (step S201). As described above, the change condition is satisfied when the escape character P2 in the normal state is actually hit with a metal stick. Therefore, the progress control unit 38 determines whether or not the escape character P2 in the normal state is actually hit by the action of hitting with the metal stick (whether or not the escape character P2 in the normal state is included in the trajectory of the metal stick associated with this action). ) to determine. Then, if the change condition is not satisfied, that is, if the escape character P2 in the normal state has not been hit with a metal stick, the progress control unit 38 skips the subsequent processes and ends the current state change process.
- step S202 the change condition is satisfied, that is, if the escape character P2 in the normal state is actually beaten with a metal stick, the progress control unit 38 identifies the escape character P2 in the normal state hit with the metal stick, The state of the runaway character P2 is changed to an abnormal state (step S202).
- This change may include changing the display mode of the escape character P2 on the battle screen 50 (for example, making it translucent and laying it sideways).
- the progress control unit 38 determines whether or not the replacement condition is satisfied (step S203).
- the replacement condition is satisfied when all escape characters P2 in the escape group are in an abnormal state as described above. Therefore, the progress control unit 38 determines whether or not all escape characters P2 in the escape group are in an abnormal state due to the change in step S202. Then, if the replacement condition is not satisfied, that is, if none of the escape characters P2 in the escape group are in an abnormal state, the progress control unit 38 skips the subsequent processing. That is, in step S202, after the character P2 in the normal state, who was hit with the metal stick, is changed to the abnormal state, the current state change processing is terminated.
- the progression control unit 38 switches the roles of the pursuit character P1 and the escape character P2. In the case of a group match, such replacement is performed on a group-by-group basis. In other words, the progress control unit 38 performs role switching to switch the roles of the groups such that the escape group becomes the pursuit group and the pursuit group becomes the escape group.
- the progress control unit 38 transfers all the chasing characters P1, which newly take on the role of chasing, to a predetermined start position (step S205).
- a predetermined start position the start position object 55A of the center stage 55 is used as described above. Therefore, the progress control unit 38 transfers all the chasing characters P1, which newly assume the role of chasing, to the starting position object 55A on the central stage 55.
- FIG. 1 the start position object 55A of the center stage 55 is used as described above. Therefore, the progress control unit 38 transfers all the chasing characters P1, which newly assume the role of chasing, to the starting position object 55A on the central stage 55.
- step S206 the progress control unit 38 resumes play of the escape game. That is, the progression control unit 38 resumes the action of each character P so that the escape action and the pursuit action are started again in the new role after transferring all the chasing characters P1 to the starting position in step S205. Then, after the play is restarted, the progress control unit 38 ends the current state change processing.
- the state of each escape character P2 changes from normal state to abnormal state in accordance with the appropriate capture action of each chase character P1. More specifically, when the fleeing character P2 in the normal state is actually beaten with the metal stick accompanying the action of hitting with the metal stick of each chasing character P1, the state of the hit escape character P2 changes from the normal state to the abnormal state. Change. In addition, when all escape characters P2 in the group having the role of escape enter an abnormal state due to the change, the roles are switched between escape and pursuit. That is, the hitherto escape character P2 changes to the pursuit character P1, and the hitherto hitherto pursuit character P1 changes to the escape character P2.
- all chase characters P1 of the group newly assigned the chasing role are transferred to the starting position object 55A of the central stage 55 so as to resume the chasing action from the central stage 55.
- FIG. Such state change, role replacement, and the like are repeatedly executed from the start of the play until the end condition is satisfied.
- each time all escape characters P2 enter an abnormal state the roles are switched between chasing and fleeing, and chasing is restarted from the central stage 55.
- the development of rapidly changing roles is repeated until the time is up. provided.
- the state recovery process is a process for recovering the escape character P2 in the abnormal state to the normal state.
- the escape character P2 in the abnormal state is recovered when the user corresponding to the other escape character P2 (normal state) continues to press a predetermined operation unit for a predetermined period of time near the escape character P2 in the abnormal state. do.
- the recovery condition is satisfied, for example, when the user corresponding to the other escape character P2 (normal state) presses and holds a predetermined operation unit for a predetermined time near the escape character P2 in the abnormal state.
- FIG. 10 shows state recovery processing in such a case.
- the progress control unit 38 starts the state recovery processing in FIG. It is determined whether or not the conditions are satisfied (step S301).
- the recovery condition may be appropriately satisfied according to various recovery actions, but as an example, as described above, the user corresponding to the other escape character P2 (normal state) performs a predetermined operation near the escape character P2 in the abnormal state. It is satisfied when the part is kept pressed for a predetermined time. Therefore, the progress control unit 38 determines whether or not the user's operation of pressing a predetermined operation unit corresponding to the other escape character P2 (normal state) has been continuously performed for a predetermined time.
- the progress control unit 38 skips the subsequent processing. , terminates the current state recovery processing.
- the progress control unit 38 is subject to the recovery action.
- the state of the escape character P2 in the abnormal state is returned to the normal state (step S302). That is, the progress control unit 38 restores the state of the escape character P2 in the abnormal state from the abnormal state to the normal state.
- This recovery may include changing various display modes of the escape character P2.
- the progress control unit 38 terminates the current state recovery processing.
- the win/loss determination process is a process for determining the win/loss of the escape game.
- the win or loss of the escape game may be determined as appropriate, but as an example, it is determined according to the score obtained by each group.
- FIG. 11 shows the winning/losing determination process in such a case.
- the evaluation unit 39 starts the winning/losing determination process in FIG. 11 each time the end condition is satisfied (for example, the remaining time becomes zero), and first acquires the score for each group (step S401).
- the evaluation unit 39 determines whether the group wins or loses based on the score acquired in step S401. Specifically, the evaluation unit 39 determines that the player with the larger score is the winner, and the player with the smaller score is the loser.
- the evaluation unit 39 presents the result screen 60 (step S403).
- the result screen 60 includes detailed data such as experience points, and information on acquired titles. Therefore, the evaluation unit 39 first determines these detailed data and the information to be displayed on the acquired title based on the play result. This presentation is realized by displaying the result screen 60 on the monitor MO so as to display them at predetermined positions.
- the evaluation unit 39 updates the parameters of each character P used in the escape game (step S404).
- the update of the parameters such as treatment for lowering various parameters associated with abnormal status, may include the lowering of the parameters, but as an example, the evaluation unit 39 updates the parameters so that each character P grows.
- the parameters may appropriately include various elements such as running ability (running speed), physical strength, and jumping ability.
- the parameter update may include such skill growth. Therefore, updating (growth) of the parameters may be realized appropriately according to various factors such as experience points or points (scores), but these various parameters are changed by updating the parameters.
- the parameters for growth are managed by the play data PD as described above, for example.
- updating the parameters is realized by updating the play data PD.
- the evaluation unit 39 terminates the current win/lose determination process.
- determination of winning and losing and presentation of the result screen 60 are realized.
- various parameters are updated based on the play situation, that is, growth of each character P is realized.
- each escape character P2 changes to an abnormal state when each chase character P1 executes a capture action (action of hitting with a metal stick) to each escape character P2. Then, when the number of escape characters P2 in such an abnormal state exceeds a predetermined number, the two types of roles are exchanged between groups. Moreover, such replacements are performed repeatedly until a termination condition is met.
- the fleeing character P2 can be urged to occupy as many checkpoints 57 as possible.
- the pursuit character P1 can be given a release action to return as many occupied checkpoints 57 as possible to the neutral state.
- interest in requesting each character P to perform an occupation action or a release action for each checkpoint 57 .
- the strategy that is, recovery, is to decide whether to recover the escape character P2 in the abnormal state or to give priority to the self escape. It is possible to add the strategic nature of action to the escape movement of the other escape character P2.
- each character P grow according to the play situation, it is possible to add an element of a breeding game to an escape game that uses escape motions and the like. Further, continuous play of the escape game can be promoted through such development of each character P. As a result, these can further improve the interest of the escape game.
- the progress control section 38 of the game machine 3 functions as the state changing means and role changing means of the present invention by executing the procedure of FIG. Specifically, the progress control unit 38 functions as a state changing unit by executing step S202 of FIG. 9, and functions as a role switching unit by executing step S204. Similarly, the progress control section 38 of the game machine 3 functions as the state recovery means of the present invention by executing the procedure of step S302 in FIG. Also, the range setting section 37 of the game machine 3 functions as the field presentation means of the present invention by executing the procedure of step S103 in FIG. Furthermore, the evaluation unit 39 of the game machine 3 functions as win/lose determining means and parameter changing means of the present invention by executing the procedure of FIG. Specifically, the evaluation unit 39 functions as win/lose determination means by executing step S402 of FIG. 11, and functions as parameter change means by executing step S404.
- the present invention is not limited to the form described above, and may be implemented in a form with appropriate modifications or changes.
- Escape games are not limited to escape and chase, and may include various other roles as appropriate.
- escape and pursuit roles may be further subdivided.
- various roles such as a role dedicated to obtaining checkpoint 57, a role dedicated to escape, or a role dedicated to recovery may be prepared in detail for the escape role.
- the tracking role may include a role that only interferes with the escape or occupation of the checkpoint 57 (a role that cannot perform capture actions), a role that is dedicated to release actions, or the like. Actions that can be executed and the like may be appropriately changed among the characters P according to these roles.
- the game machine 3 executes the processes of FIGS. 8 to 11.
- the single game machine 3 functions as the game system of the present invention.
- the present invention is not limited to such forms.
- the center server 2 may perform all or part of the role of the game machine 3 (for example, the processes of FIGS. 8 to 11). Therefore, for example, when the center server 2 executes all of the processes shown in FIGS. 8 to 11, the center server 2 alone (including the case where it is realized by combining a plurality of server devices) functions as the game system of the present invention. may Alternatively, conversely, the game machine 3 may perform all or part of the roles of the center server 2 . In this case, the center server 2 may be omitted.
- a game system of the present invention comprises a display device (MO) that displays a game field (GF) functioning as a common movement range for each character belonging to a plurality of groups (G1, G2) each containing a plurality of characters (P); , and an input device (CP) for inputting a play action for moving each character in the game field, and through a role assigned to each group among two types of roles different from each other.
- a game system (3) that provides a battle-type game in which one of the two types of roles is assigned, and a chasing character (P1) as each character assigned one of the two roles and the other role is assigned.
- each escape character changes to an abnormal state when the change action is executed through the pursuit action by the pursuit character and the escape action by the escape character. Then, when the number of escape characters in such an abnormal state exceeds a predetermined number, the two types of roles are exchanged between groups. Moreover, such replacements are performed repeatedly until a termination condition is met. As a result, it is possible to provide a new and interesting game utilizing the chasing and escaping behaviors of each character, in which the chasing characters and the escaping characters are repeatedly exchanged and the groups compete against each other.
- a plurality of characters may include various characters as appropriate.
- the plurality of characters may include NPCs (non-player characters). That is, some of the characters may be controlled by the computer rather than by the user. For example, among a plurality of characters, there may be only one user character as a character corresponding to the user, and all the remaining characters may be NPCs. Also, the number of user characters occupying each group may be an appropriate number. Therefore, the number of user characters may be different or the same between groups (competitors). Naturally, all of the plurality of characters may be user characters. Specifically, for example, in one aspect of the game system of the present invention, the battle-type game may be provided to be played by a plurality of users respectively corresponding to the plurality of characters.
- termination conditions for example, appropriate conditions such as user's selection results, play status, or convenience of the game may be adopted.
- a termination condition may be met when a selection desired to terminate is made by the user.
- the termination condition may be satisfied when the roles are changed a predetermined number of times as an example of the play situation.
- the termination condition may be satisfied when a predetermined period of time has elapsed from the start of the battle-type game.
- Matches between groups may be appropriately determined based on the play results. For example, it may be determined that the group that has changed more escape characters as chasing characters into an abnormal state wins. In other words, victory or defeat may be determined according to the number of escape characters changed to an abnormal state. Alternatively, if an item for determining victory or defeat is provided in the game, victory or defeat may be determined according to whether or not the item is acquired, or the number of acquired items, or the like. Also, the time of at least one of the escape action and the pursuit action may be measured as a score, and victory or defeat may be determined according to the magnitude of such score. In this way, victory or defeat may be appropriately determined based on various elements included in the game.
- each group wins or loses based on the score given to each group so as to increase as the time of playing the other role increases as the time of playing the other role increases.
- a mode may be adopted in which a winning/losing determining means (39) for determining is provided.
- Such elements may include both elements that give benefits to play situations and elements that give disadvantages.
- these benefits and disadvantages may be configured accordingly. For example, when winning or losing is determined according to the score, the influence on various scores, such as addition of a certain amount of points, may function as a privilege. Conversely, subtraction of a certain amount of points may function as a disadvantage.
- the normal state between a privilege state in which a privilege is granted to the other group (G2) as a group to which the other role is assigned and a normal state in which the privilege is not granted, the normal state
- the game field is formed with a plurality of check points (57) that change respectively to the privileged state with the occupation action of each escape character in the game field and to the normal state with the release action of each chasing character in the privileged state.
- an increase effect may be set for each check point, in which the rate of increase in the score per hour increases as the number of check points in the privilege state increases. In these cases, it is possible to add interest by requiring each character to perform an occupation action for each checkpoint.
- the game may be provided with various elements that hinder or assist pursuit behavior. Also, these elements may include elements that act accordingly. Further, such actions may include various actions that assist or impede tracking behavior and the like.
- the field presenting means presents the game field such that a gimmick object that performs an action that assists at least one of the escape action and the pursuit action is provided. good too.
- the gimmick object is at least one of a jump object (GO2) that assists each character in jumping, and a warp object (GO1) that realizes instantaneous movement between two separate locations within the game field.
- a jump object GO2
- GO1 warp object
- each character may be uniform, or may differ between characters.
- each character is set with various parameters such as parameters indicating basic abilities such as running ability, physical strength, or jumping ability, or parameters indicating skills (special abilities) that impart various advantageous effects to the progress of the game. parameters may be different for each character.
- the skill when a skill is set for each character, the skill may be activated unconditionally or conditionally. When a skill is activated conditionally, various conditions such as play status (for example, play time, use of items, etc.) or random conditions may be appropriately used as such conditions.
- such parameters may be constant during play, or may change according to various conditions.
- the field presenting means presents the game field such that a parameter change object (56) that imparts advantageous changes to the parameters defining each character is provided. good too.
- the parameters when various parameters are set for each character, the parameters may be fixed or variable. If the parameters are variable, the parameters may change according to appropriate conditions such as various play situations (for example, play time, acquisition of items, etc.).
- a parameter changing means (39) for changing the value of a parameter defining each character so that each character grows according to the playing situation of the battle-type game. may be adopted. In this case, it is possible to add an element of a breeding game to a game that utilizes chasing behavior and the like. In addition, continuous play of the game can be promoted through the development of such characters.
- the abnormal state of each fleeing character may be maintained until the role is changed, or may be resolved according to various conditions.
- appropriate conditions such as the play situation or random conditions may be used as the conditions.
- various elements included in the play such as passage of time or items may be used as the play situation.
- the runaway character corresponding to the abnormal state is controlled by another runaway character belonging to the same group as the runaway character so that the escape motion from the abnormal state is not restricted.
- state recovery means (38) is provided for returning the escape character to the normal state when a recovery action for returning to the normal state is executed. In this case, it is possible to add the strategic nature of the recovery action to the escape action. As a result, it is possible to further improve the interest of the game.
- Play may be resumed as appropriate after the roles are switched.
- each character may resume play from the position at the time of replacement, or may resume play from an appropriate predetermined position such as the position at the start of play.
- both the escape character and the chasing character may restart the play from the predetermined position, or only one of them may restart the play from the predetermined position.
- the role exchange means causes all the characters belonging to the group whose role changes from the other role to the one role in accordance with the role exchange to start at a predetermined starting position ( 55A), the positions of all the characters may be moved to the starting position so as to start the chasing action.
- the computer program (PG2) of the present invention is configured to cause the computer (31) connected to the input means and the display means to function as each means of the game system described above.
- the control method of the present invention also includes a display device (MO) that displays a game field (GF) functioning as a common movement range for each character belonging to a plurality of groups (G1, G2) each containing a plurality of characters (P). ) and an input device (CP) for inputting a play action for moving each character in the game field, and through a role assigned to each group out of two types of roles different from each other, between the plurality of groups
- Each escape enters an abnormal state in which the escape action is restricted through the pursuit action and the escape action simultaneously executed in the game field with the escape character (P2) as each character assigned the other role.
- the roles are switched between the group and the group to which the one role is assigned, until the end condition is satisfied. and a role exchange procedure that is repeatedly executed.
- the game system of the present invention can be realized by executing the computer program or control method of the present invention.
- a game system of the present invention comprises a display device (MO) for displaying a game field functioning as a common movement range for characters belonging to a plurality of groups (G1, G2) each including a plurality of characters (P); and an input device (CP) for inputting a play action for moving each character in a field (GF), and a group among the plurality of groups through a role assigned to each group out of two types of roles different from each other.
- a game system (3) that provides a battle-type game in which one of the two types of roles is assigned, and a chasing character (P1) as each character assigned one of the two roles and the other role is assigned.
- the plurality of groups are assigned the two types of roles of chasing and escaping so that the chasing action and the escaping action are simultaneously executed in the game field with the escape character (P2) as each character.
- a role assigning means (37) for assigning each role, and when the group to which the other role is assigned satisfies a predetermined replacement condition in the escape action by each escape character or the pursuit action by each pursuit character of the group;
- Role exchange means (38) for repeatedly executing role exchange between the group and the group to which the one role is assigned until a termination condition is satisfied.
- the replacement condition is satisfied, for example, when a predetermined number or more of the escape characters P2 in the abnormal state occur in the group to which escape is assigned.
- the replacement condition may be satisfied, for example, every time a predetermined time elapses as described above, and is not limited to such a form.
- replacement conditions may be met accordingly.
- the replacement condition may be satisfied when a predetermined number or more of escape characters P2 in an abnormal state occur staggeredly.
- the abnormal state is recovered by the lapse of time, recovery actions, etc., but even if the number of escape characters PS in the abnormal state has not reached the predetermined number at the present time, if the number cumulatively reaches the predetermined number, Replacement conditions may be met. That is, the predetermined number may be the total number of abnormal states.
- the initial value may be appropriately set, such as decreasing by one only for the first time of the first attack, which is advantageous
- the parameter If the value for counting a predetermined number) becomes zero, the replacement condition is met and role replacement between groups may occur.
- the abnormal state (behavior restriction) associated with the capture behavior may be recovered in a very short time (including the case of zero). That is, even if the chasing character P1 captures the chasing character P1 with a capturing action (such as a touch), the fleeing character P2 does not need to change to an abnormal state (at least in terms of feeling). Also in this case, for example, when a parameter for counting a predetermined number (total number of catches) becomes zero through countdown (or when the value of the parameter reaches a predetermined number through countup), role exchange may occur.
- the computer program of the present invention includes a display device (MO) that displays a game field that functions as a common movement range for each character belonging to a plurality of groups (G1, G2) each including a plurality of characters (P); and an input device (CP) for inputting a play action for moving each character in the game field (GF), and between the plurality of groups through a role assigned to each group out of two types of roles different from each other.
- a display device that displays a game field that functions as a common movement range for each character belonging to a plurality of groups (G1, G2) each including a plurality of characters (P); and an input device (CP) for inputting a play action for moving each character in the game field (GF), and between the plurality of groups through a role assigned to each group out of two types of roles different from each other.
- the two types of roles are assigned to the plurality of groups so that the chasing action and the escape action are simultaneously executed in the game field with the escape character (P2) as each character assigned the other role.
- a role assigning means (37) for assigning roles of pursuit and escape, respectively, and a group to which the other role is assigned is given a predetermined replacement in the escape action by each escape character of the group or in the pursuit action by each chase character. It is configured to function as a role exchange means (38) for repeatedly executing the role exchange between the group and the group to which the one role is assigned when the condition is satisfied, until the end condition is satisfied. may have been
- control method of the present invention includes a display device (MO) that displays a game field that functions as a common movement range for each character belonging to a plurality of groups (G1, G2) each containing a plurality of characters (P). , and an input device (CP) for inputting a play action for moving each character in the game field (GF), and the plurality of groups through a role assigned to each group out of two types of roles different from each other.
- a display device that displays a game field that functions as a common movement range for each character belonging to a plurality of groups (G1, G2) each containing a plurality of characters (P).
- CP input device for inputting a play action for moving each character in the game field (GF), and the plurality of groups through a role assigned to each group out of two types of roles different from each other.
- Game machine game system
- control unit computer
- range setting unit field presentation means, role assignment means
- progress control unit state change means, role exchange means, state recovery means
- Evaluation unit winning/losing determination means, parameter changing means
- 56 items parameter change object
- control panel input means
- GF Game Field MO Monitor display device
- GO1 warp object gammick object
- GO2 jump object gaimmick object
- PG2 game program computer program
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Abstract
Description
31 制御ユニット(コンピュータ)
37 範囲設定部(フィールド提示手段、役割割当手段)
38 進行制御部(状態変更手段、役割入替手段、状態回復手段)
39 評価部(勝敗判別手段、パラメータ変更手段)
56 アイテム(パラメータ変更オブジェクト)
57 チェックポイント
P キャラクタ
G1 第1グループ
G2 第2グループ
P1 追跡キャラクタ
P2 逃走キャラクタ
CP コントロールパネル(入力手段)
GF ゲームフィールド
MO モニタ(表示装置)
GO1 ワープオブジェクト(ギミックオブジェクト)
GO2 ジャンプオブジェクト(ギミックオブジェクト)
PG2 ゲームプログラム(コンピュータプログラム)
Claims (17)
- 複数のキャラクタをそれぞれ含む複数のグループに属する各キャラクタの共通の移動範囲として機能するゲームフィールドを表示する表示装置と、当該ゲームフィールドにおいて各キャラクタを動作させるためのプレイ行為を入力する入力装置と、に接続され、互いに異なる二種類の役割のうち各グループに割り当てられる役割を通じて前記複数のグループ間でグループ対戦を行う対戦型のゲームを提供するゲームシステムであって、
前記二種類の役割のうち一方の役割が割り当てられた各キャラクタとしての追跡キャラクタと他方の役割が割り当てられた各キャラクタとしての逃走キャラクタとの間で前記ゲームフィールドにおいてそれぞれ同時に実行される追跡行動、及び逃走行動を通じて、前記逃走行動に制限が設けられる異常状態に各逃走キャラクタの状態を変更する変更行動が各追跡キャラクタによって各逃走キャラクタに実行された場合に、当該変更行動が実行された逃走キャラクタを前記異常状態に変更する状態変更手段と、
前記他方の役割が割り当てられたグループに前記異常状態に対応する所定数以上の逃走キャラクタが生じた場合に当該グループと前記一方の役割が割り当てられたグループとの間で役割を入れ替える役割入替を、終了条件が満たされるまで繰り返し実行する役割入替手段と、
を備える、ゲームシステム。 - 前記対戦型のゲームは、前記複数のキャラクタにそれぞれ対応する複数のユーザによってプレイされるように提供される、請求項1のゲームシステム。
- 前記終了条件は、前記対戦型のゲームの開始から所定時間が経過した場合に満たされる、請求項1又は2のゲームシステム。
- 前記他方の役割を担う時間に応じて当該時間が長くなるほど増加するようにグループ毎に付与される得点に基づいて各グループの勝敗を判別する勝敗判別手段を備える、請求項1~3のいずれか一項のゲームシステム。
- 前記他方の役割が割り当てられたグループとしての他方のグループに特典が付与される特典状態と前記特典の付与されない通常状態との間で、当該通常状態における各逃走キャラクタによる占領行動に伴い前記特典状態に、前記特典状態における各追跡キャラクタによる解除行動に伴い前記通常状態に、それぞれ変化する複数のチェックポイントが形成されるように前記ゲームフィールドを提示するフィールド提示手段を備える、請求項4のゲームシステム。
- 前記特典として、前記特典状態のチェックポイントの数が増えるほど時間あたりの前記得点の増加率が上昇する上昇効果が各チェックポイントに設定される、請求項5のゲームシステム。
- 前記フィールド提示手段は、前記逃走行動、及び前記追跡行動の少なくともいずれか一方を補助する動作を実行するギミックオブジェクトが設けられるように、前記ゲームフィールドを提示する、請求項5又は6のゲームシステム。
- 前記ギミックオブジェクトは、各キャラクタの跳躍を補助するジャンプオブジェクト、及び前記ゲームフィールド内において離れた二カ所間の瞬間移動を実現するワープオブジェクトの少なくともいずれか一方を含んでいる、請求項7のゲームシステム。
- 前記フィールド提示手段は、各キャラクタを定義するパラメータに有利な変化を付与するパラメータ変更オブジェクトが設けられるように、前記ゲームフィールドを提示する、請求項5~8のいずれか一項のゲームシステム。
- 前記対戦型のゲームのプレイ状況に応じて各キャラクタが成長するように各キャラクタを定義するパラメータの値を変更するパラメータ変更手段を備える、請求項1~9のいずれか一項のゲームシステム。
- 前記異常状態に対応する逃走キャラクタに当該逃走キャラクタと同じグループに属する他の逃走キャラクタによって前記異常状態から前記逃走行動に制限のない通常状態に戻すための回復行動が実行された場合に、当該逃走キャラクタを前記通常状態に戻す状態回復手段を備える、請求項1~10のいずれか一項のゲームシステム。
- 前記役割入替手段は、前記役割入替に伴い前記他方の役割から前記一方の役割に変化するグループに属する全キャラクタが前記ゲームフィールドの所定の開始位置から前記追跡行動を開始するように、当該全キャラクタの位置を前記開始位置に移動させる、請求項1~11のいずれか一項のゲームシステム。
- 前記表示装置、及び前記入力装置に接続されるコンピュータを、請求項1~12のいずれか一項のゲームシステムの各手段として機能させるように構成されたコンピュータプログラム。
- 複数のキャラクタをそれぞれ含む複数のグループに属する各キャラクタの共通の移動範囲として機能するゲームフィールドを表示する表示装置と、当該ゲームフィールドにおいて各キャラクタを動作させるためのプレイ行為を入力する入力装置と、に接続され、互いに異なる二種類の役割のうち各グループに割り当てられる役割を通じて前記複数のグループ間でグループ対戦を行う対戦型のゲームを提供するゲームシステムに組み込まれるコンピュータに、
前記二種類の役割のうち一方の役割が割り当てられた各キャラクタとしての追跡キャラクタと他方の役割が割り当てられた各キャラクタとしての逃走キャラクタとの間で前記ゲームフィールドにおいてそれぞれ同時に実行される追跡行動、及び逃走行動を通じて、前記逃走行動に制限が設けられる異常状態に各逃走キャラクタの状態を変更する変更行動が各追跡キャラクタによって各逃走キャラクタに実行された場合に、当該変更行動が実行された逃走キャラクタを前記異常状態に変更する状態変更手順と、
前記他方の役割が割り当てられたグループに前記異常状態に対応する所定数以上の逃走キャラクタが生じた場合に当該グループと前記一方の役割が割り当てられたグループとの間で役割を入れ替える役割入替を、終了条件が満たされるまで繰り返し実行する役割入替手順と、
を実行させる、制御方法。 - 複数のキャラクタをそれぞれ含む複数のグループに属する各キャラクタの共通の移動範囲として機能するゲームフィールドを表示する表示装置と、当該ゲームフィールドにおいて各キャラクタを動作させるためのプレイ行為を入力する入力装置と、に接続され、互いに異なる二種類の役割のうち各グループに割り当てられる役割を通じて前記複数のグループ間でグループ対戦を行う対戦型のゲームを提供するゲームシステムであって、
前記二種類の役割のうち一方の役割が割り当てられた各キャラクタとしての追跡キャラクタと他方の役割が割り当てられた各キャラクタとしての逃走キャラクタとの間で前記ゲームフィールドにおいて追跡行動、及び逃走行動がそれぞれ同時に実行されるように、前記複数のグループに前記二種類の役割として追跡、及び逃走の役割をそれぞれ割り当てる役割割当手段と、
前記他方の役割が割り当てられたグループが当該グループの各逃走キャラクタによる前記逃走行動、若しくは各追跡キャラクタによる前記追跡行動において所定の入替条件を満たした場合に当該グループと前記一方の役割が割り当てられたグループとの間で役割を入れ替える役割入替を、終了条件が満たされるまで繰り返し実行する役割入替手段と、
を備える、ゲームシステム。 - 複数のキャラクタをそれぞれ含む複数のグループに属する各キャラクタの共通の移動範囲として機能するゲームフィールドを表示する表示装置と、当該ゲームフィールドにおいて各キャラクタを動作させるためのプレイ行為を入力する入力装置と、に接続され、互いに異なる二種類の役割のうち各グループに割り当てられる役割を通じて前記複数のグループ間でグループ対戦を行う対戦型のゲームを提供するゲームシステムに組み込まれるコンピュータを、
前記二種類の役割のうち一方の役割が割り当てられた各キャラクタとしての追跡キャラクタと他方の役割が割り当てられた各キャラクタとしての逃走キャラクタとの間で前記ゲームフィールドにおいて追跡行動、及び逃走行動がそれぞれ同時に実行されるように、前記複数のグループに前記二種類の役割として追跡、及び逃走の役割をそれぞれ割り当てる役割割当手段、及び前記他方の役割が割り当てられたグループが当該グループの各逃走キャラクタによる前記逃走行動、若しくは各追跡キャラクタによる前記追跡行動において所定の入替条件を満たした場合に当該グループと前記一方の役割が割り当てられたグループとの間で役割を入れ替える役割入替を、終了条件が満たされるまで繰り返し実行する役割入替手段として機能させるように構成された、コンピュータプログラム。 - 複数のキャラクタをそれぞれ含む複数のグループに属する各キャラクタの共通の移動範囲として機能するゲームフィールドを表示する表示装置と、当該ゲームフィールドにおいて各キャラクタを動作させるためのプレイ行為を入力する入力装置と、に接続され、互いに異なる二種類の役割のうち各グループに割り当てられる役割を通じて前記複数のグループ間でグループ対戦を行う対戦型のゲームを提供するゲームシステムに組み込まれるコンピュータに、
前記二種類の役割のうち一方の役割が割り当てられた各キャラクタとしての追跡キャラクタと他方の役割が割り当てられた各キャラクタとしての逃走キャラクタとの間で前記ゲームフィールドにおいて追跡行動、及び逃走行動がそれぞれ同時に実行されるように、前記複数のグループに前記二種類の役割として追跡、及び逃走の役割をそれぞれ割り当てる役割割当手順と、
前記他方の役割が割り当てられたグループが当該グループの各逃走キャラクタによる前記逃走行動、若しくは各追跡キャラクタによる前記追跡行動において所定の入替条件を満たした場合に当該グループと前記一方の役割が割り当てられたグループとの間で役割を入れ替える役割入替を、終了条件が満たされるまで繰り返し実行する役割入替手順と、
を実行させる、制御方法。
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