U.S. patent application number 10/086372 was filed with the patent office on 2002-07-18 for game apparatus, game system using same, and information processing unit.
This patent application is currently assigned to KABUSHIKI KAISHA SEGA ENTERPRISES. Invention is credited to Gotoh, Katsuhito, Hayashida, Katsutoshi, Nishino, Akira, Nonaka, Ryutaro, Shirahata, Kunihiro, Soma, Naoya, Terada, Takaharu, Tsukamoto, Takashi.
Application Number | 20020094873 10/086372 |
Document ID | / |
Family ID | 18507850 |
Filed Date | 2002-07-18 |
United States Patent
Application |
20020094873 |
Kind Code |
A1 |
Nishino, Akira ; et
al. |
July 18, 2002 |
Game apparatus, game system using same, and information processing
unit
Abstract
It is an object of this invention to provide a game apparatus
which is capable of providing the progress of a semi-infinite new
scenario and which requires less labor for the development and sale
for the above-described object. A game apparatus 1 comprises: a
macro group 12, with a scenario described therein, for commanding a
procedure to process the scenario; a data group 13 consisting of
video data VD, graphics GF, texts TXT, audio data AD and other
information used in accordance with the progress of the scenario;
and a program 14 for causing a CPU 1a to make a game progress by
using the data group 13 on the basis of the command of the macro
group 12. This game apparatus 1 comprises: first means 20 for
externally incorporating a scenario macro of, for example, a puzzle
game; and second means 30 for giving a command to the program 14 by
means of the scenario macro SM obtained externally by the first
means 20, and of providing a new scenario by reusing the data group
13.
Inventors: |
Nishino, Akira; (Tokyo,
JP) ; Shirahata, Kunihiro; (Tokyo, JP) ;
Terada, Takaharu; (Tokyo, JP) ; Gotoh, Katsuhito;
(Tokyo, JP) ; Tsukamoto, Takashi; (Tokyo, JP)
; Nonaka, Ryutaro; (Tokyo, JP) ; Soma, Naoya;
(Tokyo, JP) ; Hayashida, Katsutoshi; (Tokyo,
JP) |
Correspondence
Address: |
FINNEGAN, HENDERSON, FARABOW, GARRETT &
DUNNER LLP
1300 I STREET, NW
WASHINGTON
DC
20005
US
|
Assignee: |
KABUSHIKI KAISHA SEGA
ENTERPRISES
|
Family ID: |
18507850 |
Appl. No.: |
10/086372 |
Filed: |
March 4, 2002 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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10086372 |
Mar 4, 2002 |
|
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09472142 |
Dec 27, 1999 |
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6386980 |
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Current U.S.
Class: |
463/43 |
Current CPC
Class: |
A63F 13/49 20140902;
A63F 13/10 20130101; A63F 13/63 20140902; A63F 2300/636 20130101;
A63F 2300/403 20130101; A63F 13/80 20140902 |
Class at
Publication: |
463/43 |
International
Class: |
A63F 013/00 |
Foreign Application Data
Date |
Code |
Application Number |
Dec 26, 1998 |
JP |
10-376858 |
Claims
What is claimed is:
1. A game apparatus comprising: means for storing a macro group
with a game scenario described therein for commanding the
processing procedures of the scenario; means for storing a data
group consisting of video data, graphics, texts and other
information used in accordance with the progress of the game
scenario; and means for storing a program to cause processing means
to make a game progress by using the data group on the basis of the
command of the macro group, said game apparatus further comprising;
first means for externally incorporating a scenario macro; and
second means for giving a command to the program on the basis of
the scenario macro obtained externally by the first means and for
providing a game of a new scenario by reusing the data group.
2. A game apparatus according to claim 1, wherein the first means
is the means for externally incorporating the scenario macro and
the like by using a communication network or a recording
medium.
3. A game apparatus according to claim 1, wherein the second means
comprises: a program code for interpreting the macro group or the
scenario macro; and a program code for conducting processing in
accordance with an abstracted action command.
4. A game apparatus according to claim 1, wherein the scenario
macro is binary data in which procedures for processing the
scenario are listed.
5. A game apparatus according to claim 1, wherein the scenario
macro is macro data for controlling the progress of the scenario of
a puzzle game application.
6. A game apparatus according to claim 5, wherein the puzzle game
is a game which requires a player to operate an object moving in
images on a monitor screen in accordance with a question.
7. A game apparatus according to claim 6, wherein the scenario
macro is composed of information about an initial position of the
object, information to display the object next time, information to
clear the game, and information about a character to appear in the
game.
8. A game apparatus according to claim 7, wherein the second means
comprises means for automatically preparing a text of the question
by using the clear conditions and the character conditions.
9. A game apparatus according to claim 7, wherein the second means
comprises inflection means for changing the ending of the question
text according to the type of the character.
10. A game apparatus according to any one of claims 6 through 9,
wherein the object is a display object copying a jewel caused to
fall down from the top of an image on the monitor screen.
11. A game system comprising: a game apparatus which comprises:
means for storing a macro group with a game scenario described
therein for commanding the processing procedures of the scenario, a
data group consisting of video data, graphics, texts and other
information used in accordance with the progress of the game
scenario, and a program to cause processing means to make a game
progress by using the data group on the basis of the command of the
macro group; first means for externally incorporating a scenario
macro; and second means for giving a command to the program by
means of the scenario macro obtained externally by the first means
and for providing a new scenario by reusing the data group; and
distribution means of distributing the scenario macro to the game
apparatus.
12. A game apparatus according to claim 11, wherein the first means
is the means for externally incorporating the scenario macro and
the like by using a communication network or a recording
medium.
13. A game apparatus according to claim 11, wherein the second
means comprises: a program code for interpreting the macro group or
the scenario macro; and a program code for conducting processing in
accordance with an abstracted action command.
14. A game apparatus according to claim 11, wherein the scenario
macro is binary data in which procedures for processing the
scenario are listed.
15. A game system according to claim 11, wherein the distribution
means distributes a new scenario macro every given period of
time.
16. A game system according to claim 11, wherein the distribution
means supplies the scenario macro to a communication network or a
recording medium.
17. A game apparatus according to claim 11, wherein the scenario
macro is macro data for controlling the progress of the scenario of
a puzzle game application.
18. A game apparatus according to claim 17, wherein the puzzle game
is a game which requires a player to operate an object moving in
images on a monitor screen in accordance with a question.
19. A game apparatus according to claim 18, wherein the scenario
macro is composed of information about an initial position of the
object, information to display the object next time, information to
clear the game, and information about a character to appear in the
game.
20. A game apparatus according to claim 19, wherein the second
means comprises means for automatically preparing a text of the
question by using the clear conditions and the character
conditions.
21. A game apparatus according to claim 19, wherein the second
means comprises inflection means for changing the ending of the
question text according to the type of the character.
22. A game apparatus according to any one of claims 19 through 21,
wherein the object is a display object copying a jewel caused to
fall down from the top of an image on the monitor screen.
23. A recording medium with a program stored thereon for causing a
computer to function as the processing unit or the game apparatus
stated in any one of claims 1 through 22.
24. An information processor Comprising: a plurality of program
codes for specifying the details of information processing; control
means of reading the program codes and conducting the processing
corresponding to the program codes; and macro data incorporating
means for externally incorporating macro data for specifying a
procedure to make the control means read the program codes by
arranging a plurality of macro commands for specifying the
processing corresponding to the program codes.
25. An information processor according to claim 24, wherein the
macro data incorporating means externally incorporates the macro
data through a communication network or a recording medium.
26. An information processor according to claim 24 or 25, further
comprising a data group containing a plurality of data to be used
for the processing corresponding to the program codes, wherein the
control means reads data from the data group in accordance with the
program codes when the processing corresponding to the program
codes is conducted.
27. A recording medium with a program stored thereon for making a
computer function as the information processor stated in any one of
claims 24 through 26.
Description
BACKGROUND OF THE INVENTION
[0001] 1. Field of the Invention
[0002] The present invention relates to a game apparatus and a game
system. More particularly, this invention relates to a game
apparatus capable of providing new game progress by externally
incorporating a scenario macro by using a communication network or
a recording medium and reusing existing video data (animation),
graphics, texts, and other information, and this invention also
relates to a game system capable of providing the game apparatus
with the scenario macro.
[0003] Moreover, this invention relates to an invention wherein the
above-described system is applied to an information processor and
an information processing system. Namely, the game system of this
invention can be applied to a programming system for the
information processor.
[0004] 2. Description of Related Art
[0005] Examples of conventional game apparatus of the
above-described type include: those capable of providing various
kinds of game progress by switching compact disks (CDs): and those
capable of providing game progress by using so-called additional
scenarios which have the same basic system, and the scenarios of
which are remade, or those capable of providing game progress on
personal computers (PCs) or. the like by using additional scenarios
on floppy disks (FDs) or CDs.
[0006] The former game apparatus described above has a problem in
that the labor required for development of a game or the labor for
sales activities are almost the same as that required for the
creation of a new game.
[0007] The latter game apparatus has a problem in that since a
separate game progress is prepared beforehand, if the entire game
progress is disclosed, no further scenario changes can be made.
SUMMARY OF THE INVENTION
[0008] It is an object of this invention to provide a game
apparatus which can solve the above-described problems, provide
semi-infinite new scenario progress, and reduce the labor for the
development and sale thereof, and to provide a game system using
such a game apparatus.
[0009] A game apparatus of this invention which solves the
above-described problems comprises:
[0010] means for storing a macro group with a game scenario
described therein for commanding the processing procedures of the
scenario;
[0011] means for storing a data group consisting of video data,
graphics, texts and other information used in accordance with the
progress of the game scenario; and
[0012] means for storing a program to cause processing means to
make a game progress by using the data group on the basis of the
command of the macro group, and
[0013] the game apparatus further comprises:
[0014] first means for externally incorporating a scenario macro;
and
[0015] second means for giving a command to the program on the
basis of the scenario macro obtained externally by the first means
and for providing a game of a new scenario by reusing the data
group.
[0016] Such a game apparatus uses the first means to externally
incorporate a new scenario macro, and then uses the second means to
give a command to the program by means of the new scenario macro
and reuse the data group existing inside of the game apparatus,
thereby making a new game progress.
[0017] In the game apparatus, the first means is the means for
externally incorporating the scenario macro and the like by using a
communication network or a recording medium. The recording device
inside of a portable game apparatus shall be included in the
recording medium.
[0018] Moreover, in the game apparatus described above, the second
means comprises: a program code for interpreting the macro group or
the scenario macro; and a program code for conducting processing in
accordance with an abstracted action command.
[0019] Furthermore, in the game apparatus, the scenario macro is
binary data in which procedures for processing the scenario are
listed.
[0020] When the above-described game apparatus is applied to an
actual game application, features of such a structure can be listed
as follows.
[0021] For example, the scenario macro is macro data for
controlling the progress of the scenario of a puzzle game
application. In this case, the puzzle game may be a game which
requires a player to operate objects moving in images on a monitor
screen in accordance with questions. The scenario macro is
preferably composed of information about initial positions of the
objects, information to display the objects next time, information
to clear the game, and information about a character to appear in
the game. In this case, it is desirable that the second means
comprise means for automatically preparing a text of the questions
by using the clear conditions and the character conditions.
Moreover, the second means may comprise inflection means for
changing the ending of the question text according to the type of
the character. Furthermore, the objects may be display objects
copying jewels caused to fall down from the top of an image on the
monitor screen.
[0022] On the other hand, in order to attain the above-described
object, a game system of this invention comprises:
[0023] a game apparatus which comprises:
[0024] means for storing a macro group with a game scenario
described therein for commanding the processing procedures of the
scenario, a data group consisting of video data, graphics, texts
and other information used in accordance with the progress of the
game scenario, and a program to cause processing means to make a
game progress by using the data group on the basis of the command
of the macro group;
[0025] first means for externally incorporating a scenario macro;
and
[0026] second means for giving a command to the program by means of
the scenario macro obtained externally by the first means and for
providing a new scenario by reusing the data group; and
[0027] distribution means of distributing the scenario macro to the
game apparatus.
[0028] Such a game system can easily distribute the scenario macro
to a target game apparatus through the distribution means.
[0029] In the above-described system, the first means is the means
for externally incorporating the scenario macro and the like by
using a communication network or a recording medium.
[0030] Moreover, in the above-described system, the second means
comprises; a program code for interpreting the macro group or the
scenario macro; and a program code for conducting processing in
accordance with an abstracted action command.
[0031] In the system, the scenario macro is binary data in which
procedures for processing the scenario are listed.
[0032] In the system, the distribution means distributes a new
scenario macro every given period of time.
[0033] In the system, the distribution means supplies the scenario
macro to a communication network or a recording medium.
[0034] Also with such a game system, it is possible to add a
characteristic structure which is similar to that of the
above-described game apparatus as applied to an actual game
application.
[0035] Moreover, this invention is a recording medium with a
program stored thereon for causing a computer to function as the
processing unit and the game apparatus stated in the descriptions
of any one of the game apparatus and the game system.
[0036] This recording medium includes, for example, floppy disks,
hard disks, magnetic tapes, optical magnetic disks, CD-ROMs, DVDS,
ROM cartridges, RAM memory cartridges with battery backup, flash
memory cartridges, and nonvolatile RXM cards.
[0037] Communication media such as wire communication media like
telephone lines, and radio communication media like microwave lines
are included. The Internet is also included in the communication
media herein referred to.
[0038] A recording medium is the medium with information (mainly
digital data and programs) recorded thereon by some physical means
and is capable of causing a processing unit such as a computer or a
dedicated processor to perform specified functions. Namely, such a
recording medium may be any medium which can download, by whatever
means, programs onto a computer and cause the computer to perform
specified functions.
[0039] Concerning the information processor of this invention, for
example, macro data is stored in a server or a portable recording
medium, and macro data reading means reads macro data through
access to the server or directly from the portable recording
medium.
[0040] Accordingly, if the information processor has program codes
to specify the details of information processing, it can make its
control means perform various processing steps by externally
incorporating macro data for determining the progress of
processing. Moreover, the macro data is composed only of plural
macro commands for specifying the program codes and for specifying
readout procedures and does not contain any program code which may
cause an increase in the data amount. Therefore, the data amount
can be as small as possible and such an information processor is
most suitable for the supply of external scenario data.
[0041] When this information processor is used as a game apparatus,
it is possible to treat the scenario macro for determining the
progress of a game as the macro data and to externally incorporate
various scenarios, thereby realizing various game progress.
BRIEF DESCRIPTION OF THE DRAWINGS
[0042] FIG. 1 is a perspective view of an example of a game
apparatus according to an embodiment of this invention.
[0043] FIG. 2 is a block diagram which shows a control system of
the game apparatus of FIG. 1.
[0044] FIG. 3 is a block diagram which shows a game system
according to an embodiment of this invention, FIG. 4 is a block
diagram which shows the outline of the game system of this
invention.
[0045] FIG. 5 is an explanatory diagram which shows an example of
game software to be processed by the above-mentioned game
apparatus.
[0046] FIG. 6 is an explanatory diagram which explains the action
of the game apparatus processing a scenario macro externally given
to the game apparatus,
[0047] FIG. 7 is a flowchart which indicates the outline of
procedures to download the scenario macro according to a second
embodiment of this invention.
[0048] FIG. 8 is a flowchart which indicates the outline of game
processing for a jewel game according to the second embodiment of
this invention,
[0049] FIG. 9 is a flowchart which indicates the outline of a
subroutine to be run in the game processing for the jewel game.
[0050] FIG. 10 is an explanatory drawing illustrative of a data
structure of the scenario macro to be downloaded for the jewel
game.
[0051] FIG. 11 shows an example of a screen display upon
downloading the scenario macro.
[0052] FIG. 12 shows an example of a screen display upon
downloading the scenario macro.
[0053] FIG. 13 shows an example of a screen display upon
downloading the scenario macro.
[0054] FIG. 14 shows an example of a screen display upon
downloading the scenario macro.
[0055] FIG. 15 shows an example of a screen display upon
downloading the scenario macro.
[0056] FIG. 16 shows an example of a screen display upon
downloading the scenario macro.
[0057] FIG. 17 shows an example of a screen display upon
downloading the scenario macro.
[0058] FIG. 18 shows an example of a screen display upon
downloading the scenario macro.
[0059] FIG. 19 shows an example of a screen display upon loading
questions into a CD-ROM.
[0060] FIG. 20 shows an example of a screen display upon loading
questions into the CD-ROM.
[0061] FIG. 21 shows an example of a screen display upon loading
the questions into the CD-ROM.
[0062] FIG. 22 shows an example of a screen display upon loading
the questions into the CD-ROM.
[0063] FIG. 23 shows an example of a screen display upon loading
the questions into the CD-ROM.
[0064] FIG. 24 shows an example of a screen display upon loading
the questions into the CD-ROM.
[0065] FIG. 25 shows an example of an initial screen display of the
jewel game.
[0066] FIG. 26 shows an example of a screen display of the jewel
game.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0067] An embodiment of this invention is hereinafter explained
with reference to the attached drawings. In the following
descriptions, a program or a program code conducts substantial
processing in a series of processing-procedures, for example, the
processing to specify at what position and at what time which
character or sound should be output in the progress of video data.
A macro, macro data or a macro group is for making a program code
operate as described in the following example. If a macro command
is, for example, A1(2,9,5), A represents a program code necessary
for the display, 1 represents video data and, when the video data
corresponds to what a character is developed in a virtual space,
(2,9,5) represent the location (coordinates) at which the character
is specified. A group of macro commands is macro data. If the macro
data is for controlling the progress of the scenario of a game
application, it is called a scenario macro.
First Embodiment
[0068] A first embodiment of this invention is hereinafter
described with reference to FIGS. 1 through 6.
[0069] FIG. 1 is a perspective view of an example game apparatus
according to a first embodiment of this invention. In this drawing,
reference numeral 1 indicates a game apparatus. This game apparatus
1 is composed by providing a control system of the game apparatus
inside of a housing 1j formed with, for example, plastic or other
materials in a substantially rectangular parallelepiped shape. This
game apparatus 1 has a concave 1k formed therein at a part of the
housing 1j. An extension connector 1m is provided at a given
position of the concave 1k of the housing 1j. As shown in FIG. 1,
for example, a modem 5 is mounted in a freely attachable and
detachable manner at this extension connector 1m. Needless-to say,
the extension connector 1m is designed to be capable of receiving,
besides the modem 5, a receptacle of a parallel-type attachment
described later or a receptacle of a cable to connect such an
attachment. On the front side of the housing 1j of the game
apparatus 1, peripheral connectors 1i, 1i, 1i and 1i are provided.
Basic devices (peripheral devices) 2 and extension devices
(additional peripheral devices) 3 are connected to these connectors
1i, As described later, a controller 8 is made to operate as the
basic device 2, while a memory card 9 is made to operate as the
extension device 3 (ref. FIG. 3). Moreover, a CD-ROM device 1c is
provided on the top of the housing 1j of the game apparatus 1.
[0070] On the back of the housing of the game apparatus 1, a power
source connector, an extension serial connector and an audio-video
connector are respectively located. At this power source connector,
a plug of a power source cable for the game apparatus can be
connected. The extension serial connector 1q (ref. FIG. 2) is
designed to be capable of receiving a receptacle of a serial-type
attachment described later or a receptacle of a cable connected to
such an attachment. A monitor 4 is connected through a cable to the
audio-video connector. On the back of the modem 5, a telephone line
connector is provided, to which a network 6 such as a telephone
line or a communication network is connected.
[0071] FIG. 2 is a block diagram illustrative of a control system
of the game apparatus. Concerning FIG. 2, an explanation is given
by-using the same reference numerals to the same components as
shown in FIG. 1. This game apparatus 1 is composed of: a CPU la as
a processing unit for executing game programs and other control
programs; a ROM 1b for storing program codes which interpret the
macro group or the scenario macro as control programs for the game
apparatus, program codes which conduct processing in accordance
with abstracted action commands, and other data or operating
systems required for the processing of the game programs; a CD-ROM
device 1c for reading the data and programs from a CD-ROM which
stores a macro group with a given scenario described therein and
for commanding the processing procedures of the scenario, a data
group consisting of video data, graphics, texts and other
information used in accordance with the scenario, and programs to
cause the processing unit to make a game progress by using the data
group and in accordance with commands of the macro groups a bus
controller 1d for controlling data transfer between the CPU la and
the respective parts; a RAM 1e used for retaining programs of the
CPU 1a and for data processing; a drawing processor 1f for forming
picture signals from drawing data; and a sound processor 1g for
forming sound signals from sound data.
[0072] The drawing processor If is connected to a VRAM 1s which is
used at the time of formation of picture signals. The sound
processor 1g is connected to a sound RAM It which is used at the
time of formation of sound signals. An output port of the drawing
processor 1f and an output port of the sound processor 1g are
connected to the audio-video connector 1r.
[0073] The above-mentioned bus controller 1d is mainly composed of
a peripheral interface 1h, a drawing processor controller 1u, an
internal bus controller 1v, and an external bus controller 1w.
[0074] The bus controller 1d is connected through a bus 11a to the
above-described CPU 1a, and the CPU 1a can also control the bus
controller 1d. The RAM 1e is also connected to this bus 11a.
Moreover, the extension serial connector 1r is directly connected
through a bus 11b to the CPU 1a, and this CPU 1a exchanges signals
by a data transfer method with a serial-type attachment connected
to the extension serial connector 1r, the CPU la can thereby
control and use the attachment. Namely, this game apparatus 1 is
designed in a manner such that the serial-type attachment can be
connected thereto and signals such as programs, images, sounds and
commands can be exchanged between the attachment and the game
apparatus, and it is also possible, for example, to incorporate the
scenario macro of this invention.
[0075] The drawing processor controller 1u of the bus controller 1d
can control the drawing processor 1f under the control of the CPU
1a. Moreover, the CD-ROM device 1c, the ROM 1b and the sound
processor 1g are respectively connected through a bus 11c to the
internal bus controller 1v. This internal bus controller 1v can
control the actions of the CD-ROM device 1c, the ROM 1b and the
sound processors 1g under the control of the CPU 1a. Furthermore,
an output port of the-external bus-controller 1w is connected
through a bus lid to the extension connector 1m. This external bus
controller 1w is designed in a manner such that it exchanges
signals with a parallel-type attachment connected to the extension
connector 1m under the control of the CPU 1a, thereby being capable
of controlling and using the attachment. Namely, this game
apparatus 1 is designed in a manner such that the parallel-type
attachment can be connected thereto and signals such as programs,
images, sounds and commands can be exchanged between the attachment
and the game apparatus 1, and it is also possible, for example, to
incorporate the scenario macro of this invention.
[0076] Examples of the serial-type attachment to be connected to
the extension serial connector 1r are: PHS, data recording devices,
communication cables, or other serial attachments.
[0077] Examples of the parallel-type attachment to be connected to
the extension connector 1m are: terminal adapters, cable modems
(such as the modem 5 in FIG. 1), satellite data receivers, portable
terminal units (PDA), portable telephones, data recording devices,
or other parallel attachments.
[0078] FIG. 3 is a block diagram illustrative of a game system
according to an embodiment of this invention. In the embodiment
shown in FIG. 3, the above-described attachment, for example, a
communication modem 5, is connected to the extension serial
connector 1r or the extension connector 1m of the game apparatus 1,
which is connected through a network (communication network) 6 to a
server 7, thereby constructing a system capable of receiving the
supply of the scenario macro SM from the server 7 to the game
apparatus 1.
[0079] Moreover, in this embodiment, a memory (which may be called
VM or memory card) 9 in a portable game device as a recording
medium is connected through a controller 8 to the game apparatus 1,
thereby constructing a game system capable of receiving the supply
of the scenario macro SM from the VM 9 to the game apparatus 1.
[0080] FIG. 4 is a block diagram illustrative of the outline of the
game system of this invention.
[0081] Concerning this embodiment, it is necessary to prepare game
software in the structure as shown in FIG. 4. Specifically
speaking, game software 16 is to be made in the structure, as shown
in FIG. 4, which is composed of: a macro group 12 in which a given
scenario is described and a multiplicity of macro data such as MD1
and MD2 for commanding procedures to process the scenario; a data
group 13 consisting of video data VD, graphics GF, texts TXT, sound
data and other information to be used in accordance with the
scenario; a program 14 for causing the CPU 1a to make the game
progress by using the data group 13 on the basis of commands from
the macro group 12; and a flag 15. The game software 16 of such a
structure is stored on, for example, a CD-ROM 11 in order to be
provided.
[0082] The macro data MD1, MD2, etc. of the macro group 12
respectively include enumerated procedures of the game apparatus as
stated above. The game apparatus 1 executes a program code, thereby
automatically interpreting the macro data. It then executes the
program code in accordance with the macro data and conducts the
predetermined procedure processing in order.
[0083] The game apparatus 1 can incorporate the entire macro group
12, the data group 13 and the program 14 of the game software 16
from the CD-ROM 11 or incorporate them in the course of the
progress of a game by setting the CD-ROM 11 at the CD-ROM device
11, so that it is possible to make a specified game progress.
[0084] On the other hand, the game apparatus 1 is provided with
first means 20 for externally incorporating a scenario macro. This
first means 20 is realized by, for example, using the
above-mentioned attachment (a terminal adapter or a cable modem 5)
for connection through the network 6 to the server (not shown). As
a matter of course, as the first means 20, the VM 9 may be
connected through the controller 8 to the game apparatus 1, thereby
making the scenario macro SM to be incorporated from the VM 9 into
the game apparatus 1. This scenario macro SM is composed of binary
data in which procedures to process the scenario are listed.
[0085] The game apparatus 1 also comprises second means 30 for
giving a command to the program 14, which is previously
incorporated, by using the scenario macro SM incorporated
externally by the first means 20, and for providing a new scenario
by reusing the data group 13 previously incorporated. This second
means 30 is composed of; a program code for interpreting the macro
group 12 or the scenario macro SM incorporated externally; and a
program code for conducting processing in accordance with
abstracted action commands.
[0086] The game apparatus 1 then supplies image data and sound
data, which are the results of the game progress processing, to a
monitor 4.
[0087] The actions of the above-described game apparatus are
hereinafter explained. FIG. 5 is an explanatory drawing
illustrative of an example of game software to be processed by the
game apparatus 1. The CPU 1a of the game apparatus 1 takes out, for
example, one macro data MD1 from the macro group 12 with regard to
a designated game in order to process a game program (step 101
(S101)). The CPU 1a gives a processing demand to the program 14 on
the basis of the macro data MD1 (S102). The CPU 1a then receives
the results of the processing from the program 14 (S103) and
demands necessary data to the data group 13 (S104). Consequently,
the CPU 1a receives data from the data group 13 (S105). Then, the
CPU 1a which has received the data processes to make the actual
game progress by using various kinds of data supplied in the
previous steps from the data group 13 and the program 14 under the
control of the macro data MD1 (S106). FIG. 5 shows that No. 1 macro
data MD1 is activated.
[0088] FIG. 6 is an explanatory diagram which explains the actions
of the game apparatus to process the scenario macro externally
given to the game apparatus. In this diagram, concerning the game
apparatus 1, besides the macro group 12, the scenario macro SM
externally incorporated into the game apparatus 1 is stored in the
RAM 1e, and the game apparatus 1 receives a command from a player
to execute the scenario macro SM.
[0089] This scenario macro SM is composed of commands (1), (2), (3)
and so forth. Concerning the scenario macro SM shown in this
diagram, a command (1) is described as "graphic number, coordinates
and the like," a command (2) is described as "character strings,
display attributes and the like," a command (3) is described as
"sound number," a command (4) is described as "subroutine number
specification," a command (5) is described as "parameter reference
specification," a command (6) is described as "user input
determination," a command (7) is described as "variable
processing," a command (6) is described as "graph processing," a
command (9) is described as "operation," and a command (10) is
described as "condition determination and processing branch."
[0090] The CPU 1a takes out commands one after another from the
scenario macro SM stored in the RAM 1e (S201) and executes a decode
program (S202), thereby taking out video data VD, graphics GF,
texts TXT, sound data SD and other information from the data group
13 as necessary in accordance with the progress of the game. The
CPU 1a controls and executes the program 14 (S201), thereby
displaying a game of a new scenario on the monitor 4 and producing
sounds.
[0091] As described above, in the embodiment of this invention, the
scenario macro SM is incorporated externally into the game
apparatus 1 through the network 6 or a portable game device like
the VM mentioned above, and the data group 13 and the program group
4 previously provided on the game apparatus 1 are then made to
operate under the control of the scenario macro SM, thereby
enabling the provision of a completely new game progress by reusing
the various kinds of video data VD, graphics GF, texts TXT, sound
data SD and other information of the data group 13.
[0092] Moreover, since the scenario macro SM of this embodiment is
small in the data amount, it is possible to manage it efficiently
even through network communication of slow transmission speeds.
[0093] Furthermore, since the scenario macro SM can be distributed
by using the network 6, it is possible to provide a game
application program and a game system at a very low price. It is
also possible to obtain the scenario macro SM easily and in a short
time by using the network 6 or the like.
[0094] Moreover, it is possible to realize the game progress of
semi-infinite new contents by switching the scenario macro SM at
the game apparatus 1.
Second Embodiment
[0095] A second embodiment of this invention will be described with
reference to FIGS. 7 through 26. Reference will be also made to the
drawings explained in the first embodiment as necessary.
[0096] In the first embodiment described above, the game apparatus
and the game system are explained, which perform the game
generation method of making a new game scenario progress by reusing
the existing data group and program on the basis of the scenario
macro externally obtained. However, in this second embodiment, an
explanation will be given mainly about specific examples of a game
which is caused to progress on the basis of the above-mentioned
game generation method.
[0097] Hardware of a game apparatus according to this embodiment
and of a game system using such a game apparatus, procedures to
externally incorporate (for example, download) the scenario macro,
and data processing procedures are the same with or similar to
those of the first embodiment. Specifically, as explained in
relation to FIG. 3, the scenario macro SM is provided by, for
example, a first method of provision from the server 7 through the
network 6 to the game apparatus 1, or a second method of provision
from the memory card (VM) 9, which is connected to the controller 8
as the basic device, to the game apparatus 1.
[0098] The scenario macro SM so provided is stored in a CD-ROM 11
set at the CD-ROM device 1. Accordingly, the CD-ROM 11 stores the
game software 16 as described in FIG. 4. Specifically, the game
software 16 is made of: the macro group 12 (which composes the
scenario macro SM and takes the form of commands) including the
macro data MD1, MD2, etc. for commanding the procedures to process
the scenario externally incorporated as hereinbefore described; the
data group 13 consisting of video data VD, graphics GFS, texts TXT,
sound data SD, and other information used in accordance with the
progress of the scenario; the program 14 to cause the CPU 1a to
make the game progress by using the data group 13 on the basis of
commands of the macro group 12; and the flag 15.
[0099] If the CD-ROM 11 already stores a macro group which forms
another scenario macro, the macro group that has been newly
incorporated is stored in the CD-ROM 11 as an additional game. As
for this additional game, the data and program already stored in
the CD-ROM 11 are used as the game main body. Accordingly, it is
possible to provide a wide range of game types by effectively
utilizing the existing game resources in the game apparatus 1
merely by externally incorporating the scenario macro, which uses
the macro data having a small data amount, as additional
questions.
[0100] As stated above, the macro data MD1, MD2, etc. of the macro
group 12 respectively include enumerated procedures of the game
processing as commands. Accordingly, the CPU 1a automatically
interprets the macro data by executing the commands, and executes
the program code in accordance with the macro data, and then
executes the predetermined processing in order. The specific
processing method is as described in FIG. 5.
[0101] In this second embodiment, the scenario macro SM which is
provided as described above is data of additional questions for a
mini-game which is provided by the first provision method. The game
apparatus 1 automatically creates a new mini-game and makes it
progress by reusing a puzzle game (a game body consisting of a data
group and its program), which is one of the already stored main
games, on the basis of the scenario macro SM.
[0102] In this second embodiment, as shown in FIGS. 25 and 26, a
so-called "jewel game" (or sometimes called a "jewel puzzle") is
provided as the mini-game, which requires a player to perform
various operations (for example, to delete a given number of jewels
of the same color at the same time) while jewels are caused to fall
down on a monitor screen. In this jewel game, jewels JL are treated
as moving objects on the screen, which include those of various
colors, shapes, and types. A character CR is an object which, for
example, addresses, questions QS on the jewel game screen as
illustrated in FIG. 25, and which is formed by computer
graphics.
[0103] The mini-game which can be added as described above is not
limited to the jewel game, but may be any kind of games as long as
they can have a new game progress by reusing the already stored
program and data group merely by externally incorporating the
scenario macro.
[0104] The CPU 1a controls the processing to externally incorporate
the jewel game and the processing of further game progress. The
flowcharts of FIGS. 7 through 9 indicate the outlines of examples
of the control to be performed in response to operation information
from a player while the CPU 1a executes the main processing which
is not shown in the drawings. The processing based on these
flowcharts will be described with reference to screen display
examples of the monitor 4 as necessary.
[0105] FIG. 7 indicates the technique of employing the
aforementioned first provision method to incorporate the scenario
macro SM to be executed by the CPU 1a , that is, the method of
downloading the scenario macro SM from the server 7 through the
network 6.
[0106] First, a title screen appears as shown in FIG. 11; and a
specified initial play menu is then displayed as shown in FIG. 12
(Step S301 in FIG. 7). This menu contains a menu of various games,
which the game apparatus already has, and other related menus such
as "1P play," "match mode," "communication," "options," and
"presents." Subsequently, a file to be externally incorporated as
an additional mini-game into the game apparatus 1 is selected (Step
S302). For the purpose of this selection, the CPU 1a displays the
"communication" menu (ref. FIG. 13) selected by the player from the
initial play menu, and then displays a "cinematron" menu (ref. FIG.
14) selected by the player from the "communication" menu, and
further has the player select a mini-game with a desirable title
from the "cinematron" menu (ref. FIG. 15). As the mini-game, it is
herein assumed that the player selects the above-mentioned "jewel
game."
[0107] After a file of the "jewel game" is selected, the CPU 1a
downloads the file into the memory card 9 (VM, sometimes called a
visual memory) set on the controller 8 (Step S304).
[0108] Specifically speaking, a desirable memory card 9 is selected
among the memory cards 9 which can be set in four slots in each one
of two controllers 8 connected to one game apparatus 1 (ref. FIG.
16). The above-mentioned file is then downloaded from the server 7
through the network 6 into the selected memory card 9 (ref. FIGS.
17 and 18).
[0109] As for information of the scenario macro SM for the jewel
game, which is downloaded as additional questions as described
above, for example, nine questions constitute one set, which is
composed of data that represents information about the initial
positions of jewels, information about the next jewels, information
about clear conditions, and character information as shown in FIG.
10.
[0110] Among the above-described information, the information about
the initial positions of jewels is information about the
coordinates and type of the jewels JL (ref. FIG. 26) as objects
which are initially placed at the beginning of the jewel game. The
information about the next jewels is information about jewels which
will start to fall down on the screen at the same time as the game
starts, and the options are prepared to choose whether the jewels
should be made to fall down randomly or in certain combination.
[0111] The information about clear conditions is information that
serves as criteria of judgment as to whether the game is cleared or
not. This information contains (A) items representing limitations
and (B) items representing a quota (game conditions to be imposed
on the player), and the clear conditions are decided by a
combination of these items. The (A) items representing limitations
include "no limitation," "time limitation," and "number of times to
make jewels fall down." On the other hand, the (B) items
representing the quota include "delete `n and more` jewels in a
cumulative total," "cause a `chain of the same n or more jewels`to
take place," "delete `n or more jewels at the same time,`" "lower
jewels to a specified line," "delete all bright jewels," and
"delete all jewels." Of these items, data previously stored in the
CD-ROM 11 is used for key words such as "or more," while values
downloaded into the memory card are used for data such as the
number of times and the number of objects.
[0112] Moreover, the character information is information which
represents the type of the character that addresses questions of
the game (puzzle). This information also includes tone ending data
according to the type of the character. The Japanese ending data is
the data which represents the Japanese endings of gentle (sweet)
language (for example, "Please delete it") if the character is a
girl, and which represents the Japanese endings of comparatively
brusque and rough language (for example, "Delete it!") if the
character is a man.
[0113] This character information is used to decide BGM, voice, and
CG in the game. BGM is background music to be played during the
jewel game. The voice indicates the type of voice when the
character CR reads out the questions QS. the CG indicates the type
of characters CR to be created by computer graphics. The questions
QS are also displayed as texts on the screen.
[0114] When the external incorporation (downloading) of the
scenario macro SM has been finished as described above, the
questions are then loaded (Step S305) Specifically, the memory card
9 to be used for the loading of the questions is selected (ref.
FIG. 19), and then a "1P play menu" is displayed (ref. FIG. 20).
Subsequently, a "puzzle menu" selected by the player from the "1P
play menu" is displayed (ref. FIG. 21). If a "memory card" menu in
the puzzle menu is selected, patterns of eight memory cards are
displayed, among which the memory card 9 having the puzzle data
already stored thereon is then selected (ref, FIG. 22).
[0115] In response to the selection of questions to be loaded and
the command to start the loading, the selected questions are loaded
from the memory card 9 into the CD-ROM 11 (ref. FIGS. 23 and
24).
[0116] Moreover, the CPU la performs the game processing by
executing the procedures as shown in FIG. 8.
[0117] This game processing is performed at every fixed timing
(Step S311 in FIG. 8). When this processing starts, operation
information associated with the player's operation of the
controller 8 is first read in (Step 5312). This operation
information is used later for game preparation processing and game
progress processing.
[0118] Subsequently, it is determined according to, for example,
the flag whether or not the game preparation processing has been
performed (Step S313). If the result of this determination is YES
(the preparation processing has been performed), the next step S314
will be skipped. On the other hand, if the result of the
determination is NO (the preparation processing has not been
performed), processing to prepare various items related to the
jewel game is performed (Step S314).
[0119] This game preparation processing is executed as a subroutine
indicated in FIG. 9. Specifically, it is first determined whether
or not the character has been selected (Step S314A). If the result
of the determination is NO, the player is made to select the
character and to decide the BGM, voice, and CG (Steps S314B and
S314C) . On the other hand, if the result of the determination is
YES, the processing in Steps S314B and S314C is omitted.
[0120] Furthermore, as another item of game preparing operation,
question text processing is performed. It is determined whether or
not a question text has been prepared (Step S314D). In the case of
NO, the question text is prepared automatically by referring to the
clear conditions and the character information (Step S314E). On the
other hand, if the result of the determination at Step S314D is
YES, the processing in Step S314E is omitted.
[0121] The processing of the CPU 1a then returns to Step S315 in
FIG. 8 and the game progress processing of the jewel game is
executed by incorporating the operation information. Specifically,
for example, the following processing are performed: processing to
cause the operation information provided by the player in response
to the questions to reflect the behaviors of the jewels as the
objects; processing of actions of the character CR which is
composed of CG data; tone processing of the character CR;
processing of output modes such as tempos of BGM in accordance with
the game progress; time count; game results processing; and game
image generation.
[0122] Image displays which reflect the above-described game
progress processing are then output to the drawing processor (Step
S316), which is followed by the output of sounds that reflect the
game progress processing to the sound processor 1g (Step S317).
[0123] It is then determined on the basis of the operation
information and the clear conditions whether or not the jewel game
is over (Step S318). If the result of this determination is NO, the
processing returns to Step S311 described above and the processing
of Steps 5311 through S318 is repeated at every specified timing.
Accordingly, the image data and sound data which are sequentially
updated are sent from the drawing processor 1f and the sound
processor 1g to the monitor 4 and its speaker in synchronization
with the specified display timing. Consequently, it is possible to
obtain on the monitor 4 the images and sounds that reflect the game
progress and are in synchronization with each other,
[0124] On the other hand, if it is determined that the processing
is over (in the case of YES at Step S318), a command to display the
player's game results of the jewel game at that time is sent to the
drawing processor 1f and/or the sound processor 1q (Step S319).
consequently, the game results will be output by images and/or
sounds. The CPU 1g processing then returns to the main routine.
[0125] The CPU 1g performs the above-described processing.
Accordingly, questions are selected from the scenario macro SM
which has been externally downloaded, and the questions are loaded
onto the CD-ROM 11. Based on the questions made of the macro data,
the existing program and data group for the puzzle game are reused
to prepare the question text.
[0126] Therefore, at the beginning of the game, an initial screen,
for example, as shown in FIG. 25 is displayed on the monitor 4,
where the question text QS is displayed together with the selected
character CR. This question text QS is letter information stating,
for example, "please delete six jewels of the same color at the
same time within 120 seconds."
[0127] This question text QS is simultaneously generated also as
sound. At this time, since the expression and actions of the
character CR are controlled in synchronization with the sound
generation, the sound is expressed as if the character CR were
speaking.
[0128] If the character CR is, for example, a man instead of a
girl, the Japanese ending of the question text changes to, for
example, "Delete six jewels of the same color at the same time
within 120 seconds," and the sound is generated accordingly.
[0129] Such an initial screen is followed by a screen where the
jewels JL as objects begin to fall down. As shown in FIG. 26, on
this screen, a long lattice-patterned window W1 is formed on the
left side thereof, a standby jewel window W2 and various windows
W3, which show the quota, limitations, records, and time
information of the game, are formed in the middle of the screen,
and a window W4 which shows a CG image of the character CR is
formed on the right side of the screen.
[0130] From the top to the bottom of the lattice-patterned window
W1, for example, the brightness gradually changes from bright to
dim or the color tone gradually changes from light to dark.
Moreover, the standby jewel window W2 shows the jewels JL which are
to fall down next time and has, for example, fifteen jewels JL in a
matrix of 3.times.5.
[0131] The jewels JL fall down from the top in a substantially
middle column of the lattice-patterned window W1 at given speeds
(ref. JL1 in FIG. 26). There are various ways of falling down. Some
fall down straight, and some turn to either right or left on the
way. The jewels JL may fall in the order starting from the left
column containing three jewels in the window W2, or in the order
randomly selected from the window W2. Every time the jewels JL fall
down, new jewels JL are scrolled up from the right side of the
window W2.
[0132] Watching this screen, the player operates the controller 8
in accordance with the given question text QS. If the clear
conditions are met, it is possible to achieve specified game
results, which are then displayed.
[0133] The game apparatus and the game system of this embodiment
are structured as described above and operate accordingly.
Consequently, it is possible to incorporate additional questions of
the puzzle game easily and in a short time on the basis of the
incorporation of the scenario macro as described in the first
embodiment, and to easily add a new mini-game based on the
above-obtained questions to the game apparatus. Therefore, since
the existing data in the game apparatus can be reused, it is
possible to enhance the functions of the existing game apparatus
and to achieve the generalization of the game apparatus.
Consequently, it is possible to easily provide a new game to a
player while saving manpower necessary for the game development and
sales activity.
[0134] Moreover, since games which tend to deal with questions of a
player's tastes can be added, it is possible to provide a game
apparatus which can suit to the tastes of individuals. In this
case, it is possible to easily change the scenario in the state
where a player cannot see the entire progress of the game
beforehand. Therefore, it is possible to keep the game freshly
appealing to players.
[0135] Furthermore, as for the jewel game, the standby jewel window
W2 shows the next jewels JL, which will whet the player's appetite
for playing the game. Also, since the character CR appears on the
screen and addresses the question text QS to the player, the player
can feel familiar with the character. Accordingly, the game will
not end up as just a puzzle, but it is possible to raise the
player's interest in the game and to prevent the game from becoming
boring.
[0136] This invention is not limited to the above-described
embodiments. It is certain that those skilled in the art can adopt
further variations on the basis of the content of the scope of
claims.
[0137] As described above, the game apparatus of this invention
gives the following advantageous effects.
[0138] (1) As described above, in the embodiments of this
invention, the scenario macro of, for example, a puzzle game is
incorporated externally into a target game apparatus through a
communication network or a recording medium, and the data group and
the program previously provided on the game apparatus are then made
to operate under the control of the scenario macro, thereby making
it possible to easily provide a scenario of a completely new game
progress by reusing the various kinds of data of the data group and
other information. Accordingly, it is possible to easily add a new
game to the existing game apparatus.
[0139] (2). Moreover, since it is unnecessary to renew the contents
every time with the game apparatus of this invention, it is
possible to save game resources.
[0140] (3) Furthermore, the game apparatus of this invention can
receive the provision of a game of semi-infinite new contents
merely by switching the scenario macro.
[0141] The game system of this invention gives the following
advantageous effects.
[0142] (1) Since the scenario macro of the game system of this
invention is small incapacity, it is possible to manage the
progress of a game through a network communication.
[0143] (2) Since with the game system of this invention the
scenario macro of, for example, a puzzle game can be distributed by
using a communication network or the like, it is possible to
provide the game system at a very low price.
[0144] (3) Furthermore, with the game system of this invention, it
is possible to obtain the scenario macro easily and in a short time
by using a communication network or the like.
* * * * *