Title: Turn based video game that displays character battle sequence
Abstract: Players can quickly and easily determine the sequence of play following the player character in the current turn, and can flexibly use the characteristics applied to each of multiple characters to strategically advance the game. When a battle scene is detected, information preset according to the actions that the player characters are to perform, information preset according to the characteristics assigned individually to multiple characters, and information preset according to the status derived from game progress for each of the multiple characters is used in a calculation to determine the action sequence of the multiple characters. The determined action sequence is displayed according to the selection of actions each player character is to perform. If the player then performs a specific operation, the selected actions and the action sequence of the multiple characters corresponding to those actions are accepted.
Patent Number: 6,884,169 Issued on 04/26/2005 to Tsuchida,   et al.
| Inventors:
|
Tsuchida; Toshiro (Tokyo, JP);
Nakazawa; Takatsugu (Tokyo, JP)
|
| Assignee:
|
Kabushiki Kaisha Square Enix (Tokyo, JP)
|
| Appl. No.:
|
964801 |
| Filed:
|
September 28, 2001 |
Foreign Application Priority Data
| Mar 29, 2001[JP] | 2001-097738 |
| Current U.S. Class: |
463/31; 463/8 |
| Intern'l Class: |
A63F 013//00 |
| Field of Search: |
463/1,7-8,30-34,43-44
|
References Cited [Referenced By]
U.S. Patent Documents
| 4738451 | Apr., 1988 | Logg.
| |
| 5390937 | Feb., 1995 | Sakaguchi et al.
| |
| 6347994 | Feb., 2002 | Yoshikawa et al.
| |
| 6540606 | Apr., 2003 | Matsukata.
| |
| Foreign Patent Documents |
| 11267361 | Oct., 1999 | JP.
| |
| 2000279637 | Oct., 2000 | JP.
| |
| 2001157780 | Jun., 2001 | JP.
| |
Other References
Perrin et al.: Runequest, circa 1978, Chaosium Inc. pp. 15-16.*
Peterson et al.: Champions: The Super Hero Role Playing Game, circa 1981, Hero
Games, pp. 50-52.*
Werewolf: The Apocalypse: Feburary 2001, White Wolf, http://white-wolf.com.*
Vampire: The Masquerafe: circa 1997, White Wolf, http://www.white-wolf.com.*
Gauntlet, circa 1987, Mindscape Inc., see entire document.*
Wizard's Crown, circa 1995: Strategic Simulations Inc., pp. 17-22.*
Age of Rifles, circa 1996: Strategic Simulations Inc, see entire document.*
Gygax, Gary: Dungeon Masters Guide: circa 1979, TSR Games, see entire document.*
Gygax, Gary: Advanced D & D: Player's Handbook: circa 1979, TSR Games, see entire document.*
Advanced Dungeons and Dragons Computer Product: Strategic Simulations, Inc. circa
1988, see entire document.*
Tufte, Edward R.: The Visual Display of Quantitative Information, 1983, Graphics
Press, see attached pages.*
English Language Abstract of JP-11-267361.
English Language Abstract of JP-2000-279637.
English Language Abstract of JP-2001-157780.
U.S. Appl. No. 09/499,683.
U.S. Appl. No. 09/964,793.
U.S. Appl. No. 09/817,338.
|
Primary Examiner: O'Neill; Michael
Attorney, Agent or Firm: Greenblum & Bernstein, P.L.C.
Parent Case Text
CROSS REFERENCE TO RELATED APPLICATION
The present disclosure relates to subject matter contained in Japanese Patent
Application No. 2001-097738, filed on Mar. 29, 2001, the disclosure of which is
expressly incorporated herein by reference in its entirety.
Claims
1. A video game processing method for controlling a battle between at least one
player character and at least one enemy character on a screen, the video game processing
method comprising:
calculating data determining an action sequence for each character based on specific
information about the character when the battle is begun, the specific information
stored with a correlation to each of the characters;
comparing the data calculated for each character;
determining an action sequence for the characters according to a result of the
comparison; and
displaying the action sequence, from the character in the current action to the
character acting a number of turns after the current character, in a specific window
on the screen.
2. The video game processing method as described in claim 1, wherein the specific
information includes information preset according to an action the player character
is to perform.
3. The video game processing method as described in claim 1, wherein the specific
information includes information preset according to a characteristic applied to
each of the characters in a current display screen.
4. The video game processing method as described in claims
1, wherein
the specific information includes information preset according to a status of each
of the characters, the status derived from video game progress.
5. The video game processing method as described in claim 1, wherein, displaying
the action sequence further comprises scrolling, the action sequence from the character
appearing in the action currently displayed to the character acting a predetermined
number of turns after the currently displayed action in response to a player command
to display the action sequence of actions after a turn selected by a player to
the predetermined number of turns after the selected turn.
6. A video game processing apparatus comprising:
a storage that stores a video game program controlling a battle between at least
one player character and at least one enemy character on a screen;
a computer for running a program read from the storage; and
a display device disposed as an output for the computer; and
characterized by the computer running the program and executing:
calculating data determining an action sequence for each character based on specific
information about the character when the battle is begun, the specific information
stored with a correlation to each of the characters;
comparing the data calculated for each character;
determining an action sequence for the characters according to a result of the
comparison; and
displaying the action sequence, from the character in the current action to the
character acting a number of turns after the current character, in a specific window
on the display device.
7. The video game processing apparatus as described in claim 6, wherein the specific
information includes information preset according to an action the player character
is to perform.
8. The video game processing apparatus as described in claim 6, wherein the specific
information includes information preset according to a characteristic applied to
each of the characters in a current display screen.
9. The video game processing apparatus as described in claim 6, wherein the specific
information includes information preset according to a status of each of the characters,
the status derived from video game progress.
10. The video game processing apparatus as described in claim 6, wherein, when
the action sequence is displayed, the action sequence from the character appearing
in the action currently displayed to the character acting a predetermined number
of turns after the currently displayed action can be scrolled in response to a
player command to display the action sequence of actions after a turn selected
by a player to the predetermined number of turns after the selected turn.
11. A computer-readable data storage medium recording a video game program enabling
a plurality of players to participate over a network and controlling a battle between
a plurality of player characters each controlled by a player and at least one enemy
character, the program causing the computer to execute:
calculating data determining an action sequence for each character based on specific
information about the character when the battle is begun, the specific information
stored with a correlation to each of the characters;
comparing the data calculated for each character;
determining an action sequence for the characters according to a result of the
comparison; and
displaying the action sequence, from the character in the current action to the
character acting a number of turns after the current character, in a specific window
on a screen.
12. The computer-readable data storage medium as described in claim 11, wherein
the specific information includes information preset according to an action each
of the player characters is to perform.
13. The computer-readable data storage medium as described in claim 11, wherein
the specific information includes information preset according to a characteristic
applied to each of the characters in a current display screen.
14. The computer-readable data storage medium as described in claim 11, wherein
the specific information includes information preset according to a status of each
of the characters, the status derived from video game progress.
15. The computer-readable data storage medium as described in claim 11, further
recording a program for reporting on a screen to each of the players the determined
action sequence of the characters.
16. The computer-readable data storage medium as described in claim 11,
wherein, when the action sequence is displayed on the screen, the action sequence
from the character appearing in the action currently displayed to the character
acting a predetermined number of turns after the currently displayed action can
be scrolled in response to commands from the players to display the action sequence
of actions after a turn selected by a player to the predetermined number of turns
after the selected turn.
17. A video game processing method enabling a plurality of players to participate
over a network and controlling a battle between a plurality of player characters
each controlled by a player and at least one enemy character, a program stored
on a medium causing a computer, on the network, having a display screen to execute
the method comprising:
calculating data determining an action sequence for each character based on specific
information about the character when the battle is begun, the specific information
stored with a correlation to each of the characters;
comparing the data calculated for each character;
determining an action sequence for the characters according to a result of the
comparison; and
displaying the action sequence, from the character in the current action to the
character acting a number of turns after the current character, in a specific window
on the screen.
18. The video game processing method as described in claim 17, wherein the specific
information includes information preset according to an action each of the player
characters is to perform.
19. The video game processing method as described in claim 17, wherein the specific
information includes information preset according to a characteristic applied to
each of the characters in a current display screen.
20. The video game processing method as described in claim 17, wherein the specific
information includes information preset according to a status of each of the characters,
the status derived from video game progress.
21. The video game processing method as described in claim 17, wherein, the displaying
further comprises scrolling, the action sequence from the character appearing in
the action currently displayed to the character acting a predetermined number of
turns after the currently displayed action in response to commands from the players
to display the action sequence of actions after a turn selected by a player to
the predetermined number of turns after the selected turn.
22. A video game processing apparatus comprising:
a storage that stores a video game program enabling a plurality of players to
participate over a network and controlling a battle between the plurality of player
characters each controlled by a player and at least one enemy character;
a computer for running a program read from the storage; and
a display device disposed as an output for the computer; and
characterized by the computer running the program and executing:
calculating data determining an action sequence for each character based on specific
information about the character when the battle is begun, the specific information
stored with a correlation to each of the characters;
comparing the data calculated for each character;
determining an action sequence for the characters according to a result of the
comparison; and
displaying the action sequence, from the character in the current action to the
character acting a number of turns after the current character, in a specific window
on the display screen.
23. The video game processing apparatus as described in claim 22, wherein the
specific information includes information preset according to an action each of
the player characters is to perform.
24. The video game processing apparatus as described in claim 22, wherein the
specific information includes information preset according to a characteristic
applied to each of the characters in a current display screen.
25. The video game processing apparatus as described in claim 22, wherein the
specific information includes information preset according to a status of each
of the characters, the status derived from video game progress.
26. The video game processing apparatus as described in claim 22, wherein, when
the action sequence is displayed on screen, the action sequence from the character
appearing in the action currently displayed to the character acting a predetermined
number of turns after the currently displayed action can be scrolled in response
to commands from the players to display the action sequence of actions after a
turn selected by a player to the predetermined number of turns after the selected turn.
27. The video game processing method as described in claim 1, wherein when the
action sequence is displayed on the screen the player characters and enemy characters
are placed along the axis indicating the sequence of action, and the positions
of the placed player characters and enemy characters are adjusted along a time axis,
the time axis intersecting the action sequence axis and indicating the timing
of each action.
28. The video game processing apparatus as described in claim 6, wherein when
the action sequence is displayed on the screen the player characters and enemy
characters are placed along the axis indicating the sequence of action, and the
positions of the placed player characters and enemy characters are adjusted along
a time axis,
the time axis intersecting the action sequence axis and indicating the timing
of each action.
29. The computer-readable data storage medium as described in claim 11, wherein
when the action sequence is displayed on the screen the player characters and enemy
characters are placed along the axis indicating the sequence of action, and the
positions of the placed player characters and enemy characters are adjusted along
a time axis,
the time axis intersecting the action sequence axis and indicating the timing
of each action.
30. The video game processing method as described in claim 17, wherein when the
action sequence is displayed on the screen the player characters and enemy characters
are placed along the axis indicating the sequence of action, and the positions
of the placed player characters and enemy characters are adjusted along a time axis,
the time axis intersecting the action sequence axis and indicating the timing
of each action.
31. The apparatus as described in claim 22, wherein when the action sequence
is displayed on the screen the player characters and enemy characters are placed
along the axis indicating the sequence of action, and the positions of the placed
player characters and enemy characters are adjusted along a time axis,
the time axis intersecting the action sequence axis and indicating the timing
of each action.
Description
BACKGROUND OF THE INVENTION
1. Field of the Invention
The present invention relates to video games. More particularly, the present
invention relates to a video game for controlling battles between a player character
and an enemy character on a screen, and a video game for controlling battles between
an enemy character and multiple player characters operated by multiple individual
players playing the game over a network.
2. Description of Related Art
Role playing games are one genre of video game played using a computer. In a
typical role playing game the player takes the role of a particular character in
the game and experiences simulated adventures through the character that the player
controls (referred to below as the "player character") as the story unfolds. In
many such games the player character and opposing character (referred to below
as the "enemy character") are placed in set zones created in a virtual space. As
the player character advances into a zone, the player character fights with an
enemy character trying to thwart the player character's attempts to achieve the
goal of the story. The story advances when the player character defeats the enemy character.
The player character is typically controlled using buttons on a keypad or joystick.
The player character moves and performs specific actions in response to keypad
operations. Numerous battle scenes and other events are distributed throughout
the story. The game advances as a result of selected operations performed at each event.
Battle scenes in most prior art video games are one-to-one battles between
the player character and an enemy character, but video games in which multiple
player characters battle multiple enemy characters have also been proposed as a
way to make the game more interesting. In video games in which multiple player
characters battle multiple enemy characters in a single display screen, however,
the action (command) performed by each player character must first be set and the
character actions are performed all at once after all player actions have been set.
A drawback to such conventional video games is that even though multiple player
characters are present, the number of players has simply increased and once the
player instructs the game to execute the selected player actions, the game takes
over and there is no way for the player (user) to intervene. In addition, the sequence
of play following each character performing a command on the screen, that is, which
character has the next turn, is not clear, game action does not proceed smoothly,
and the game, thus, loses interest.
There is therefore a need for a video game in which it is easy to determine
the sequence of play following each character performing a command on the screen.
There is a further need for a video game in which multiple characters can be flexibly
and strategically controlled to take advantage of the specific features of each character.
Video game machines having a communications function for connecting to a game
server over a network have also recently become available. When a user connects
to a game server using such a network-compatible video game machine and accesses
a game playing service from the game server, an unknown number of players can simultaneously
participate in the same game over the network with the characters controlled by
the other players displayed in addition to the user's own player character on the
display of the user's video game machine.
The drawback to such video games played by multiple players over a network is
again that the sequence of play following each character performing a command on
the screen, that is, which character has the next turn, is not clear, game action
does not proceed smoothly, and the game, thus, loses interest.
There is, therefore, a need for a video game in which it is easy to determine
the sequence of play following each character performing a command on the screen.
There is a further need for a video game in which multiple characters can be flexibly
and strategically controlled to take advantage of the specific features of each character.
SUMMARY OF THE INVENTION
With consideration for the above needs, an object of the present invention is
to provide a video game machine, a video game processing method, a video game program,
and a computer-readable data storage medium recording a video game program whereby
the sequence of play following each character performing a command on the screen
can be easily determined, multiple characters can be flexibly and strategically
controlled to take advantage of each character's features, and the video game is
therefore very interesting.
To achieve the above object, a first aspect of the present invention includes
a computer-readable data storage medium recording a video game program for controlling
a battle between player characters and enemy characters on a screen. The program
causes the computer to calculate data determining an action sequence for each character
based on specific information about the character when the battle is begun, the
specific information stored with a correlation to each of the characters. The computer
also compares the data calculated for each character, and determines an action
sequence for the characters according to a result of the comparison.
The action sequence is thus determined with a degree of regularity based on the
specific information. It is therefore possible to provide a storage medium enabling
the player to anticipate how the game will develop, making game play more varied
and the game more interesting.
In this first aspect of the invention the specific information preferably includes
information preset according to an action the player character is to perform. This
enables the player to affect the action sequence determination, making game progress
more complex and thus making the game even more interesting.
Yet further preferably, the specific information includes information preset
according to a characteristic applied to each of the characters in a current display
screen, or information preset according to a status of each of the characters,
the status derived from video game progress. It is therefore possible to provide
a storage medium making game progress even more complex and thus making the game
even more interesting.
Yet further preferably, a program for displaying the determined action sequence
of the characters on screen is also recorded. It is therefore possible to provide
a storage medium enabling the player to quickly and easily determine how the game
will progress.
Yet further preferably, the action sequence from the character in the current
action to the character acting after a specific turn therefrom is displayed in
a specific window on a display screen when the action sequence is reported. It
is therefore possible to provide a storage medium enabling efficient use of limited
screen space to report the action sequence.
Yet further preferably, when the action sequence is displayed on screen, the
action sequence from the character appearing in the action currently displayed
to the character acting after the N-th turn therefrom can be changed in response
to a player command to display the action sequence of actions after an n-th turn
selected by the player to after a specific (n+N) turn therefrom. It is therefore
possible to provide a storage medium enabling even more efficient use of limited
screen space to report the action sequence.
A second aspect of this invention includes a video game program for controlling
a battle between player characters and enemy characters on screen. The program
causes a computer to calculate data determining an action sequence for each character
based on specific information about the character when the battle is begun, the
specific information stored with a correlation to each of the characters. The computer
also compares the data calculated for each character, and determines an action
sequence for the characters according to a result of the comparison.
The action sequence is thus determined with a degree of regularity based on the
specific information. The player can therefore anticipate how the game will develop,
making game play more varied and the game more interesting.
In this second aspect of the invention the specific information preferably includes
information preset according to an action the player character is to perform. This
enables the player to affect the action sequence determination, making game progress
more complex and thus making the game even more interesting.
Yet further preferably, the specific information includes information preset
according to a characteristic applied to each of the characters in a current display
screen, or information preset according to a status of each of the characters,
the status derived from video game progress. As a result, game progress is even
more complex and the game can be made even more interesting.
Yet further preferably, the determined action sequence of the characters on screen
is reported on screen to the player. The player can thus quickly and easily determine
how the game will progress.
Yet further preferably, the action sequence from the character in the current
action to the character acting after a specific turn therefrom is displayed in
a specific window on screen when the action sequence is reported. Limited screen
space can therefore be efficiently used to report the action sequence.
Yet further preferably, when the action sequence is displayed on screen, the
action sequence from the character appearing in the action currently displayed
to the character acting after the N-th turn therefrom can be changed in response
to a player command to display the action sequence of actions after an n-th turn
selected by the player to after a specific (n+N) turn therefrom. Limited screen
space can therefore be used even more efficiently to report the action sequence.
A third aspect of the invention includes a video game processing method for controlling
a battle between player characters and enemy characters on screen. The video game
processing method includes calculating data determining an action sequence for
each character based on specific information about the character when a battle
is begun, the specific information stored with a correlation to each of the characters.
The method also includes comparing the data calculated for each character, and
determining an action sequence for the characters according to a result of the comparison.
The action sequence is thus determined with a degree of regularity based on the
specific information in this third aspect of the invention. The player can therefore
anticipate how the game will develop, making game play more varied and the game
more interesting.
In this third aspect of the invention the specific information preferably includes
information preset according to an action the player character is to perform. This
enables the player to affect the action sequence determination, making game progress
more complex and thus making the game even more interesting.
Yet further, preferably, the specific information includes information preset
according to a characteristic applied to each of the characters in a current display
screen, or information preset according to a status of each of the characters,
the status derived from video game progress. As a result, game progress is even
more complex and the game can be made even more interesting.
Yet further, preferably, the determined action sequence of the characters on
screen is reported on screen to the player. The player can thus quickly and easily
determine how the game will progress.
Yet further, preferably, the action sequence from the character in the current
action to the character acting after a specific turn therefrom is displayed in
a specific window on screen when the action sequence is reported. Limited screen
space can therefore be efficiently used to report the action sequence.
Yet further, preferably, when the action sequence is displayed on screen, the
action sequence from the character appearing in the action currently displayed
to the character acting after the N-th turn therefrom can be changed in response
to a player command to display the action sequence of actions after an n-th turn
selected by the player to after a specific (n+N) turn therefrom. Limited screen
space can therefore be used even more efficiently to report the action sequence.
A fourth aspect of the invention includes a video game machine having a storage
that stores a video game program controlling a battle between player characters
and enemy characters on screen; a computer for running a program read from the
storage; and a display device disposed as an output for the computer. The computer
runs the program to calculate data determining an action sequence for each character
based on specific information about the character when the battle is begun, the
specific information stored with a correlation to each of the characters. The computer
also runs the program to compare the data calculated for each character, and determine
an action sequence for the characters according to the result of the comparison.
The action sequence is thus determined with a degree of regularity based on the
specific information in this fourth aspect of the invention. The player can therefore
anticipate how the game will develop, making game play more varied and the game
more interesting.
In this fourth aspect of the invention the specific information preferably includes
information preset according to an action the player character is to perform. This
enables the player to affect the action sequence determination, making game progress
more complex and thus making the game even more interesting.
Yet further preferably, the specific information includes information preset
according to a characteristic applied to each of the characters in a current display
screen, or information preset according to a status of each of the characters,
the status derived from video game progress. As a result, game progress is even
more complex and the game can be made even more interesting.
Yet further, preferably, the determined action sequence of the characters on
screen is reported on screen to the player. The player can thus quickly and easily
determine how the game will progress.
Yet further, preferably, the action sequence from the character in the current
action to the character acting after a specific turn therefrom is displayed in
a specific window on screen when the action sequence is reported. Limited screen
space can therefore be efficiently used to report the action sequence.
Yet further, preferably, when the action sequence is displayed on screen, the
action sequence from the character appearing in the action currently displayed
to the character acting after the N-th turn therefrom can be changed in response
to a player command to display the action sequence of actions after an n-th turn
selected by the player to after a specific (n+N) turn therefrom. Limited screen
space can therefore be used even more efficiently to report the action sequence.
A fifth aspect of the invention includes a computer-readable data storage medium
recording a video game program enabling multiple players to participate over a
network and controlling a battle between player characters each controlled by a
player and enemy characters. The program causes the computer to calculate data
determining an action sequence for each character based on specific information
about the character when a battle is begun, the specific information stored with
a correlation to each of the characters. The program also causes the computer to
compare the data calculated for each character; and determine an action sequence
for the characters according to a result of the comparison.
It is therefore possible with this fifth aspect of the invention to provide a
storage medium enabling each of the players to anticipate how the game will develop
because the action sequence is determined with a degree of regularity based on
the specific information, making game play more varied and the game more interesting.
In this fifth aspect of the invention the specific information preferably includes
information preset according to the action each of the player characters is to
perform. It is therefore possible to provide a storage medium enabling each of
the players to affect the action sequence determination, making game progress more
complex and thus making the game even more interesting.
Yet further, preferably, the specific information includes information preset
according to a characteristic applied to each of the characters in a current display
screen, or information preset according to a status of each of the characters,
the status derived from video game progress. It is therefore possible to provide
a storage medium making game progress even more complex and thus making the game
even more interesting.
Yet further, preferably, a program for reporting the determined action sequence
of the characters on screen to the players is also recorded. It is therefore possible
to provide a storage medium enabling each of the players to quickly and easily
determine how the game will progress.
Yet further, preferably, the action sequence from the character in the current
action to the character acting after a specific turn therefrom is displayed in
a specific window on a display screen when the action sequence is reported. It
is therefore possible to provide a storage medium enabling efficient use of limited
screen space to report the action sequence.
Yet further, preferably, when the action sequence is displayed on screen, the
action sequence from the character appearing in the action currently displayed
to the character acting after the N-th turn therefrom can be changed in response
to a player command to display the action sequence of actions after an n-th turn
selected by the player to after a specific (n+N) turn therefrom. It is therefore
possible to provide a storage medium enabling even more efficient use of limited
screen space to report the action sequence.
A sixth aspect of this invention includes a video game program enabling a group
of players to participate over a network and controlling a battle between player
characters each controlled by a player and enemy characters. The program causes
the computer to calculate data determining an action sequence for each character
based on specific information about the character when a battle is begun, the specific
information stored with a correlation to each of the characters. The program also
causes the computer to compare the data calculated for each character; and determine
an action sequence for the characters according to the result of the comparison.
It is therefore possible with this sixth aspect of the invention to enable each
of the players to anticipate how the game will develop because the action sequence
is determined with a degree of regularity based on the specific information, making
game play more varied and the game more interesting.
In this sixth aspect of the invention the specific information preferably includes
information preset according to the action each of the player characters is to
perform. It is therefore possible to enable each of the players to affect the action
sequence determination, making game progress more complex and thus making the game
even more interesting.
Yet further, preferably, the specific information includes information preset
according to a characteristic applied to each of the characters in a current display
screen, or information preset according to a status of each of the characters,
the status derived from video game progress. Game progress can therefore be made
even more complex, thus making the game even more interesting.
Yet further, preferably, the determined action sequence of the characters is
also reported on screen to the players. Each of the players can therefore quickly
and easily determine how the game will progress.
Yet further, preferably, the action sequence from the character in the current
action to the character acting after a specific turn therefrom is displayed in
a specific window on a display screen when the action sequence is reported. Limited
screen space can therefore be efficiently used to report the action sequence.
Yet further, preferably, when the action sequence is displayed on screen, the
action sequence from the character appearing in the action currently displayed
to the character acting after the N-th turn therefrom can be changed in response
to a player command to display the action sequence of actions after an n-th turn
selected by the player to after a specific (n+N) turn therefrom. The action sequence
can therefore be reported even more efficiently.
A seventh aspect of this invention includes a video game processing method enabling
a group of players to participate over a network and controlling a battle between
player characters each controlled by a player and enemy characters. The program
causes the computer to calculate data determining an action sequence for each character
based on specific information about the character when the battle is begun, the
specific information stored with a correlation to each of the characters. The program
also causes the computer to compare the data calculated for each character; and
determine an action sequence for the characters according to a result of the comparison.
It is therefore possible with this seventh aspect of the invention to enable
each
of the players to anticipate how the game will develop because the action sequence
is determined with a degree of regularity based on the specific information, making
game play more varied and the game more interesting.
In this seventh aspect of the invention the specific information preferably includes
information preset according to the action each of the player characters is to
perform. It is therefore possible to enable each of the players to affect the action
sequence determination, making game progress more complex and thus making the game
even more interesting.
Yet further, preferably, the specific information includes information preset
according to a characteristic applied to each of the characters in a current display
screen, or information preset according to a status of each of the characters,
the status derived from video game progress. Game progress can therefore be made
even more complex, thus making the game even more interesting.
Yet further, preferably, the determined action sequence of the characters is
also reported on screen to the players. Each of the players can therefore quickly
and easily determine how the game will progress.
Yet further, preferably, the action sequence from the character in the current
action to the character acting after a specific turn therefrom is displayed in
a specific window on a display screen when the action sequence is reported. Limited
screen space can therefore be efficiently used to report the action sequence.
Yet further, preferably, when the action sequence is displayed on screen, the
action sequence from the character appearing in the action currently displayed
to the character acting after the N-th turn therefrom can be changed in response
to a player command to display the action sequence of actions after an n-th turn
selected by the player to after a specific (n+N) turn therefrom. The action sequence
can therefore be reported even more efficiently.
An eighth aspect of this invention is a video game machine having a storage that
stores a video game program enabling a group of players to participate over a network
and controlling a battle between player characters each controlled by a player
and enemy characters; a computer for running a program read from the storage means;
and a display device disposed as an output for the computer. The computer runs
the program to calculate data determining an action sequence for each character
based on specific information about the character when the battle is begun, the
specific information stored with a correlation to each of the plural characters.
The computer also runs the program to compare the data calculated for each character;
and determine an action sequence for the characters according to a result of the comparison.
It is therefore possible with this eighth aspect of the invention to enable each
of the players to anticipate how the game will develop because the action sequence
is determined with a degree of regularity based on the specific information, making
game play more varied and the game more interesting.
In this eighth aspect of the invention the specific information preferably includes
information preset according to the action each of the player characters is to
perform. It is therefore possible to enable each of the players to affect the action
sequence determination, making game progress more complex and thus making the game
even more interesting.
Yet further, preferably, the specific information includes information preset
according to a characteristic applied to each of the characters in a current display
screen, or information preset according to a status of each of the characters,
the status derived from video game progress. Game progress can therefore be made
even more complex, thus making the game even more interesting.
Yet further, preferably, the computer reports the determined action sequence
of the characters on screen to the players. Each of the players can therefore quickly
and easily determine how the game will progress.
Yet further, preferably, the action sequence from the character in the current
action to the character acting after a specific turn therefrom is displayed in
a specific window on a display screen when the action sequence is reported. Limited
screen space can therefore be efficiently used to report the action sequence.
Yet further, preferably, when the action sequence is displayed on screen, the
action sequence from the character appearing in the action currently displayed
to the character acting after the N-th turn therefrom can be changed in response
to a player command to display the action sequence of actions after an n-th turn
selected by the player to after a specific (n+N) turn therefrom. The action sequence
can therefore be reported even more efficiently.
Other objects and attainments together with a fuller understanding of the invention
will become apparent and appreciated by referring to the following description
and claims taken in conjunction with the accompanying drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1 is a block diagram showing an overall configuration of a video game machine
according to a first embodiment of the invention;
FIG. 2 is a flow chart used to describe an overall operation of a video game
machine according to a first embodiment of the invention;
FIGS. 3A, 3B and 3C are also used to describe the operation of
a video game machine according to a first embodiment of the invention;
FIG. 4 is a flow chart of an action detection and action sequence determination
process in a video game machine according to a first embodiment of the invention;
FIGS. 5A, 5B, and 5C are exemplary screen shots used to describe
the action detection and action sequence determination process in a video game
machine according to a first embodiment of the invention;
FIG. 6 shows an overall configuration of a video game system according to a
second embodiment of the invention; and
FIG. 7 describes how the action sequence is presented in the first and second
embodiments of the invention.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
A preferred embodiment of the present invention as used in a home video game
machine
is described below with reference to the accompanying figures. FIG. 1 is a block
diagram showing an overall configuration of a video game machine according to this
preferred embodiment.
A video game machine in this first embodiment of the invention is described first.
Referring to FIG. 1, the video game machine
10 has a game console
11
and a keypad
50 connected to an input jack on the game console
11.
A TV set
100 with speakers and a CRT typically is connected to the output
jack of the game console
11.
The game console
11 has a CPU
12, ROM
13, RAM
14,
hard disk drive
15, graphics processor
16, sound processor
17,
disk drive
18, communications interface
19, memory card reader/writer
20, input interface
21, and a bus
22 interconnecting the various
components. The game console
11 is connected through the input interface
21 to the keypad
50, which is the game control unit used by the player.
The keypad
50 has a cross-shaped control cursor
51 and a button
group
52. The button group
52 includes a confirm button
52a
indicated in the figure by a circle. A group of buttons including top and bottom
R
1 and R
2 buttons is also provided on the side of the keypad
50.
The keypad
50 further has switches linked to the control cursor
51,
R
1 button, R
2 button, and button group
52. These switches
turn on when the corresponding button is pressed. The keypad
50 generates
detection signals corresponding to the on/off state of each switch.
The detection signals generated by the keypad
50 are passed to the input
interface
21 of the game console
11. When a detection signal from
the keypad
50 passes the input interface
21, it becomes detection
information indicating whether a particular button on the keypad
50 is on.
Control commands input by the user from the keypad
50 are thus supplied
to the game console
11.
The CPU
12 centrally controls the video game machine by running an operating
system stored to ROM
13, and runs the video game program stored to the program
area of RAM
14. The CPU
12 also monitors operation of the keypad
50 through the input interface
21, runs the video game program stored
to the program area of the RAM
14 as necessary, and stores data generated
as the game progresses to a specific area in RAM
14 as needed. The ROM
13
includes an EEPROM (Electrically Erasable and Programmable Read Only Memory). Specific
data in RAM
14 that should be stored even when the power is turned off is
stored to the EEPROM before the power is turned off.
RAM
14 has primarily a program area, image data area, and sound data area,
and an area for storing other data. Program data, image data, sound data, and other
data read from a disk
30 such as a DVD or CD-ROM disk by the disk drive
18 is stored to the respective areas in disk drive
18.
RAM
14 is also used as a work area for storing data produced by the progress
of the game. It should be noted that the program data, image data, audio data,
and other data read from disk
30 could be stored to hard disk drive with
the program data, image data, audio data, and other data stored to the hard disk
drive
15 transferred as needed to RAM
14. Data produced by the progress
of the game and buffered to RAM
14 could likewise be transferred to and
stored on hard disk drive
15.
The graphics processor
16 has a frame buffer in VRAM
23 as buffer
memory for storing image data. The graphics processor
16 generates a video
signal based on the image data stored to the frame buffer according to control
data from the CPU
12 in conjunction with program execution, and outputs
the video signal to the TV set
100. The image data stored in the frame buffer
is thus presented on the display screen
101 of the TV set
100.
The sound processor
17 functions to generate background music, conversation
between the characters, sound effects, and other audio signals. Based on data stored
to RAM
14, the sound processor
17 outputs sound signals including
voice and audio signals to the speaker
102 of the TV set
100 according
to control data from the CPU
12 in conjunction with program execution.
The TV set
100 has a display screen
101 and speaker
102
for presenting video (images) and sound according to the video game content based
on the video and sound signals from the game console
11.
The disk drive
18 enables a disk
30 recording medium such as a
DVD or CD-ROM disk to be loaded and unloaded as desired, and reads the program
data, image data, audio data, and other data of the video game program stored to
the disk
30.
The communications interface
19 is connected to a network
110,
and communicates as necessary with the servers of the game server group
618
(FIG. 6) and the data storage devices and data processors of other servers to obtain
data. It should be noted that the program data, image data, audio data, and other
data of the video game program read from disk
30 and stored to RAM
14
can be obtained via the network
110 and communications interface
19.
A memory card
31 can be freely loaded and unloaded from the memory card
reader/writer
20, and is used to write relatively small amounts of data
that should be saved to the memory card
31. This data includes video game
settings and data enabling a game to be resumed when a game is not played to the end.
A data storage medium according to a first embodiment of the invention, that
is,
disk
30, records a video game program for controlling battles between player
characters that can be operated and controlled by the player, and enemy characters
that cannot be controlled by the player, and can be read by a computer (CPU
12
and peripheral devices). The computer reads specific data stored for each of multiple
player characters according to the read video game program. When a battle starts,
the computer calculates data determining the action sequence of each character
based on the read specific data, compares the data calculated for each character,
and based on the result determines the action sequence between the player characters
and enemy characters. The computer also reports the determined action sequence
of the multiple characters to the player on screen.
When the computer reports the action sequence to the player, the computer can
also display the action sequence from the character in the current action (the
current turn) to the character that acts after a specific number of turns from
the current turn. The action sequence is displayed in a specific window on the
screen. The computer can also change the displayed action sequence from the character
in the current turn to the character that acts after a specific turn N from the
current turn to the action sequence from a user-selected turn n to the character
acting after a specific turn (n+N) thereafter. Note that "turn" as used herein
indicates completion of a command process after a command is specified for a particular character.
Therefore, in addition to the functions needed to achieve a conventional
video game through a software process run by a CPU
12 based on data stored
to various memory units, a game console
11 according to the present invention
has a function for reading specific information stored for each of multiple characters
and based on this information determining the action sequence between the player
characters and enemy character, and a function for reporting the determined action
sequences of the multiple characters to the player on screen.
In addition to the function for reporting in a specific window on the screen
the
determined action sequences of the multiple characters to the player on screen,
the game console
11 also has a function for displaying the action sequence
from the character in the current turn to the character that acts after a specific
next turn, and a function for changing the display of the action sequence from
the character in the current turn to the character that acts after a specific turn
N to the action sequence from a user-selected turn n to the character acting after
a specific turn (n+N).
It is therefore possible to provide a video game whereby the player can easily
determine the action sequence following the character currently performing a command
(action) on the screen, and multiple characters can be flexibly and strategically
controlled to take advantage of each character's features, thus making the video
game very interesting. It will also be obvious that these functions can be achieved
through application specific hardware rather than as software processes.
The operation of the first embodiment of the present invention configured as
described above is described next. FIG. 2 is a flow chart of an exemplary overall
process achieving the operation described above. Reference numerals S
1 to
S
11 in FIG. 2 indicate the steps in this process.
Although not shown in FIG. 2, when the power is turned on a startup program
is first read and run to initialize the system and run the processes needed to
start the game. More specifically, the program data, image data, audio data, and
other data stored to disk
30 (DVD or CD-ROM, for example) is read by the
disk drive
18 and stored to RAM
14. The various components are then
initialized and set to the read values before actual game play starts, and game
play can then commence. The game then advances and a battle scene or other scene
is reached at step S
1.
Step S
1 determines whether the scene is a battle scene. If not, the procedure
advances to step S
2 to determine if the game has entered another scene (such
as travel, dialogue, or shopping). If another scene is not detected, the procedure
loops back to S
1 and steps S
1 and S
2 repeat in a standby state.
If a battle scene is detected in step S
1, the procedure advances to step
S
3 and specific information used in the action sequence determination process
is obtained. This specific information used in the action sequence determination
process includes information previously set according to the action that the player
character is to perform, information previously set according to the individual
characteristics of the multiple characters in the currently displayed scene, and
information previously set according to the status of each of the multiple characters.
The status is derived from the progress of the game.
Once the specific information used in the action sequence determination process
is obtained, the action sequence determination process is run in step S
4.
More specifically, a calculation is processed using the obtained specific information,
the action sequence of the multiple characters in the current scene is determined
based on the result of this calculation, and the resulting determination is stored
to RAM
14. When the action sequence determination process in step S
4
is completed, the procedure advances to step S
5 and a window is displayed
for the battle.
The actions and action sequence determination can then be received in step S
6.
When the actions (commands) to be performed by the player characters are determined
by the player selecting the desired actions, the action sequence of the multiple
characters is decided. When the action sequence of the multiple characters is decided,
the procedure advances to step S
7 and the actions (commands) selected by
the player are performed. When the actions are completed, decision diamond S
8
determines if the battle is over. If step S
8 determines the battle is not
over because, for example, all enemy characters could not be defeated in the current
attack, the procedure loops back to step S
3 and steps S
3 to S
8 repeat.
If all enemy characters were successfully defeated in the current attack and
step
S
8 therefore determines that the battle is over, the procedure advances
to step S
9, the battle window is closed, and the procedure advances to step S
11.
If a non-battle scene was detected in step S
2, the procedure advances
to
step S
10, the process for that scene is run, and the procedure then advances
to step S
11.
Whether the game is over is determined in step S
11. If the game is
not over, the procedure loops back to step S
1 and steps S
1 to S
11
repeat. If the game is determined to have ended in step S
11, any processes
related to ending the game are run and the game then ends.
Obtaining the specific information for the action sequence determination
process, and the action sequence determination process run based on the obtained
specific information, are described in further detail below with reference to a
specific game example. FIGS. 3A,
3B, and
3C show the concept of this
specific information, which is stored to RAM
14 as conversion tables during
the initialization process.
FIG. 3A shows information preset according to the characteristics given to the
individual multiple characters. In this case a coefficient K
1 corresponding
to the value of the character's speed is used in the action sequence determination
process. This speed value determines how quickly the character moves and acts and
is used in other processes, and the coefficients K
1 corresponding to the
speed setting are preset to fixed values or set automatically by the game machine
according to game progress, and cannot be changed by the player.
FIG. 3B shows information preset according to the action (command) performed
by a player character. The coefficient K
2 corresponding to the three major
types of actions, that is, normal actions, using an item, and special actions,
are used in the action sequence determination process. Normal actions include "fight"
and "magic," and "use an item" includes the item. Special actions include individual
skills and deadly skills. These three types of actions are commands that the player
can select for the player character to perform. The coefficient K
2 changes
according to the selected action, and the player's selection is thus reflected
in the value of the coefficient K
2. The coefficient K
2 for the enemy
character is set to a fixed value of 3.
FIG. 3C shows information preset according to the time-related status of the
character as the game progresses. Coefficient K
3 correspo