U.S. patent application number 11/419242 was filed with the patent office on 2006-12-21 for game system and method of controlling game information.
This patent application is currently assigned to KONAMI DIGITAL ENTERTAINMENT CO.. Invention is credited to Takashi Inubushi, Tadashi Minamino, Hiroshi Naraoka, Yoshihiko Narita.
Application Number | 20060287100 11/419242 |
Document ID | / |
Family ID | 37548014 |
Filed Date | 2006-12-21 |
United States Patent
Application |
20060287100 |
Kind Code |
A1 |
Inubushi; Takashi ; et
al. |
December 21, 2006 |
GAME SYSTEM AND METHOD OF CONTROLLING GAME INFORMATION
Abstract
A game system reflects a plurality of subjective elements about
players to a game. In the game system, evaluations to a player
acquired by game apparatuses of other players relative to a
plurality of evaluation items are acquired as the evaluation to the
player, and each evaluation history of the player is updated
depending on the acquired evaluation dedicated to the player.
Further, a value corresponding to each evaluation history is set as
a coordinate value in a coordinate space defined by coordinate axes
of a plurality of evaluation items, thereby an evaluation position
of the player in the coordinate space is specified. Then, a
processing about the game is performed based on the specified
evaluation position.
Inventors: |
Inubushi; Takashi; (Tokyo,
JP) ; Narita; Yoshihiko; (Tokyo, JP) ;
Minamino; Tadashi; (Tokyo, JP) ; Naraoka;
Hiroshi; (Tokyo, JP) |
Correspondence
Address: |
DARBY & DARBY P.C.
P. O. BOX 5257
NEW YORK
NY
10150-5257
US
|
Assignee: |
KONAMI DIGITAL ENTERTAINMENT
CO.
Minato-ku
JP
|
Family ID: |
37548014 |
Appl. No.: |
11/419242 |
Filed: |
May 19, 2006 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
G07F 17/3223 20130101;
G07F 17/3283 20130101; G07F 17/32 20130101; G07F 17/3276
20130101 |
Class at
Publication: |
463/042 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
May 23, 2005 |
JP |
2005-149796 |
Claims
1. A game system comprising: a plurality of game apparatuses
configured to perform data transmission and reception through a
communication line; a player information storage device configured
to store player identification information that identifies each of
a plurality of players respectively operating the plurality of game
apparatuses in association with player information including an
evaluation history indicative of a history of evaluation to play of
corresponding player; and an evaluation history processing device
configured to execute a processing based on the evaluation history
of the player information, wherein players grouped by a
predetermined way from the plurality of players to play a game,
each of the plurality of game apparatuses includes a game control
unit configured to control the game played by a player operating
the game apparatus and other players grouped with the player, an
opponent evaluation acquiring unit configured to acquire
evaluations to other players by the player operating the game
apparatus about a plurality of evaluation items relative to play
contents of the game, and an evaluation history updating unit
configured to acquire the evaluation to the player operating the
game apparatus, the evaluation being acquired by the opponent
evaluation acquiring units of the game apparatuses of other players
as evaluation to the player, and updates the evaluation history
corresponding to the evaluation items included in the player
information of the player operating the game apparatus by the
acquired evaluation to the player relative to the plurality of
evaluation items, and the evaluation history processing device
includes an evaluation position specifying unit configured to refer
to the evaluation history included in the player information, and
to set a value corresponding to each evaluation history as a
coordinate value in a coordinate space defined by coordinate axes
of the plurality of evaluation items to specify an evaluation
position of the player corresponding to the player information in
the coordinate space, and an evaluation position processing unit
configured to perform a processing about the game based on the
specified evaluation position.
2. The game system according to claim 1, further comprising: a
server configured to perform data transmission and reception with
the plurality of game apparatuses, wherein the evaluation history
processing device is provided in the server, the evaluation
position specifying unit of the evaluation history processing
device specifies the evaluation positions of the plurality of
players, and the evaluation position processing unit groups players
whose specified evaluation positions have a predetermined
relation.
3. The game system according to claim 2, wherein the evaluation
position processing unit determines groups such that a distance
between the specified evaluation positions corresponding to the
players to be grouped is in a predetermined range.
4. The game system according to claim 1, wherein: the evaluation
history processing device is provided in the game apparatus; the
evaluation position specifying unit of the evaluation history
processing device specifies the evaluation position of the player
operating the game apparatus; the evaluation position processing
unit determines an operation to the game apparatus depending on the
specified evaluation position; and the game control unit performs
the processing about the game based on the operation determined by
the evaluation position processing unit as an operation performed
by the player operating the game apparatus.
5. The game system according to claim 4, wherein, when the game
control unit judges that the operation to the game apparatus of the
player operating the game apparatus is not performed during a
predetermined input time in the game: the evaluation position
specifying unit specifies the evaluation position; and the
evaluation position processing unit determines the operation.
6. The game system according to claim 5, wherein: the game is a
professional wrestling game; the plurality of evaluation items
includes a degree of emphasis on performance indicting an
evaluation as a professional wrestling and a degree of emphasis on
win indicating an evaluation as a fighting game; the coordinate
space is divided into a plurality of regions; the evaluation
position specifying unit refers to the evaluation history
corresponding to each of the degree of emphasis on win and the
degree of emphasis on performance of the player to specify the
evaluation position of the player; and the evaluation position
processing unit judges which region of the plurality of regions
includes the specified evaluation position and performs a
processing depending on the region including the evaluation
position to determine the operation.
7. The game system according to claim 6, wherein the processing
depending on the region is a processing based on a proceed
criterion of an actual professional wrestling match in a region
having a high degree of emphasis on performance, and is a
processing to cause the player to win against an opponent depending
on a win-loss criterion of the game in a region having a low degree
of emphasis on performance.
8. A method of controlling game information in a game, the method
comprising: storing player identification information for
identifying each of a plurality of players in association with
player information including an evaluation history indicative of a
history of evaluation to play of corresponding player; referring to
the player information corresponding to each of players grouped
from the plurality of players; acquiring evaluations to a specific
player by other players grouped with the player about a plurality
of evaluation items relative to game contents; updating the
evaluation history corresponding to the evaluation items included
in the player information of the specific player depending on the
acquired evaluations by the other players about the plurality of
evaluation items; referring to each evaluation history included in
the player information of the specific player, and setting a value
corresponding to the evaluation history as a coordinate value in a
coordinate space defined by coordinate axes of the plurality of
evaluation items to specify an evaluation position of the player
corresponding to the player information in the coordinate space;
and executing a processing about the game based on the specified
evaluation position.
Description
INCORPORATION BY REFERENCE
[0001] The present application claims priority under 35 U.S.C.
.sctn.119 to Japanese Patent Application No. 2005-149796 filed on
May 23, 2005, the entire contents of which are incorporated herein
by reference.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention relates to a game system which causes
a game to be played among a plurality of players, and to a method
of controlling game information about the game.
[0004] 2. Description of the Related Art
[0005] As regards games played among a plurality of game machines
connected by a communication line, there have been known game
systems in which a player evaluates other players and the players
are grouped (for example, see Japanese Patent Application Laid-Open
No. 2003-281142 and "Battle Climax", Arcadia Magazine, June 2004
(No. 49), published by ENTERBRAIN INC. on Jun. 1, 2004, Vol. 5 No.
6 (Serial Number 49), pp. 24-31).
[0006] However, the evaluation of the conventional game system is
based on objective data of each player such as a winning percentage
based on a past game result, a game play count, or a profile.
Accordingly, it is difficult to judge subjective elements of the
player with objective data. Further, when there are conflicting
subjective elements such as play styles in a wrestling game, it is
preferable to reflect any subjective elements in the game, but
there is no game system like that. Accordingly, in a game, the game
contents of which are strongly affected by the play styles, if the
grouped play styles are different from one another, any players
cannot sufficiently enjoy the game.
SUMMARY OF THE INVENTION
[0007] Accordingly, it is an object of the invention to provide a
game system which reflects a plurality of subjective elements about
players to a game and a method of controlling information for the
game.
[0008] The invention solves the above-described problems by using
device which will be described below.
[0009] In order to solve the above-described problems, according to
an aspect of the invention, a game system includes a plurality of
game machines which perform data transmission and reception through
a communication line, a player information storage device for
storing player identification information for identifying each of a
plurality of players respectively operating the plurality of game
machines in association with player information including an
evaluation history indicative of a history of evaluation to play of
corresponding player, and an evaluation history processing device
which executes a processing based on the evaluation history of the
player information. In the game system, players grouped by a
predetermined way from the plurality of players to play a game.
Each of the plurality of game machines includes a game control
device for controlling the game played by a player operating the
game machine and other players grouped with the player, an opponent
evaluation acquiring device for acquiring evaluations on other
players by the player operating the game machine about a plurality
of evaluation items relative to play contents of the game, and an
evaluation history updating device for acquiring the evaluation to
the player operating the game machine acquired by the opponent
evaluation acquiring device of the game machines of other players
as an evaluation to the player, and updates the evaluation history
corresponding to the evaluation items included in the player
information of the player operating the game machine by the
acquired evaluation to the player relative to the plurality of
evaluation items. The evaluation history processing device includes
an evaluation position specifying device for referring to the
evaluation history included in the player information, and setting
a value corresponding to each evaluation history as a coordinate
value in a coordinate space defined by coordinate axes of the
plurality of evaluation items to specify an evaluation position of
the player corresponding to the player information in the
coordinate space, and an evaluation position processing device for
performing a processing about the game based on the specified
evaluation position.
[0010] According to this configuration, the play contents of the
player are evaluated by opponents, and the processing about the
game is performed based on the history of the evaluation.
Accordingly, the game is performed in consideration of subjective
elements of the player, and the evaluation of the player is judged
in light of opponent, not the player himself/herself. Therefore, a
fair and accurate evaluation can be performed, as compared with a
case where the player performs his/her own evaluation.
[0011] Further, the plurality of evaluation items are prepared and
the evaluation history corresponding to each evaluation item is
treated as the coordinate value. Then, a position in the coordinate
space defined by the coordinate axes corresponding to each
evaluation item is set as the evaluation position of the player.
Accordingly, it is possible to easily and generally grasp a
relative relation of the plurality of evaluation items as the
evaluation about the play of the player. Therefore, even though
there are enormous players, it is possible to easily recognize an
inclination of a player relative to each evaluation item. Further,
each evaluation item is treated as the coordinate value of the
evaluation position, and thus each evaluation item can be
geometrically treated.
[0012] Moreover, the number of evaluation items is not limited. For
example, when the number of evaluation items is n, the evaluation
history becomes a coordinate value in an n-dimensional coordinate
system. Therefore, according to the aspect of the invention, it is
possible to generally reflect the plurality of subjective elements
in the game by geometrically grasping the relative relation of the
plurality of subjective elements.
[0013] Further, the game system according to the aspect of the
invention may further include a server which performs data
transmission and reception with the plurality of game machines. In
this case, the evaluation history processing device may be provided
in the server. Further, the evaluation position specifying device
of the evaluation history processing device may specify the
evaluation positions of the plurality of players, and the
evaluation position processing device may group players whose
specified evaluation positions have a predetermined relation.
Accordingly, when grouping the players as fighting opponents by the
server, it is possible to group the players in consideration the
relative relation of the plurality of evaluation items relative to
each player. The predetermined relation may be, for example, a
relation satisfying an arbitrary equation, in addition to a
relation about a distance.
[0014] Further, the evaluation position processing device may
determine groups such that a distance between the specified
evaluation positions corresponding to the players to be grouped is
in a predetermined range. Accordingly, the players whose evaluation
positions are in the predetermined range are grouped as the
fighting opponents. Therefore, it is possible to group the players
who have a similar play style on the whole, for example, when each
evaluation item relates a play style. The predetermined range
includes a range on a line such as a line or a curve, a region such
as a circle, a rectangle, a globe, or a cube, and a range defined
by a plurality of equations having a limited range of a
coefficient.
[0015] Further, the evaluation history processing device may be
provided in the game machine. In this case, the evaluation position
specifying device of the evaluation history processing device may
specify the evaluation position of the player operating the game
machine, the evaluation position processing device may determine an
operation to the game machine depending on the specified evaluation
position, and the game control device may perform the processing
about the game based on the operation determined by the evaluation
position processing device as an operation performed by the player
operating the game machine. Accordingly, even though the player
does not operate the game machine, an operation depending on the
play inclination of the player is determined, whereby the game can
proceed depending on the determined operation. Since the operation
is determined based on the evaluation position corresponding to the
player, it is possible to proceed with the game like the player to
play rather than predetermined operations. Therefore, it is
possible to cause the player to feel much interest in the game.
[0016] When the game control device judges that the operation to
the game machine of the player operating the game machine is not
performed during a predetermined input time in the game, the
evaluation position specifying device may specify the evaluation
position, and the evaluation position processing device may
determine the operation. Accordingly, as for a game having a
limited time for operating the game machine, even though the player
cannot operate the game machine, it is possible to proceed with the
game in accordance with the play inclination of the player.
Therefore, a processing of waiting for a player input is not
required and thus it is possible to proceed with the game based on
the play inclination of the player without losing a tempo and a
feeling of tension of the game.
[0017] The game may be a professional wrestling game. In this case,
the plurality of evaluation items may include a degree of emphasis
on performance indicating an evaluation as a professional wrestling
and a degree of emphasis on win indicating an evaluation as a
fighting game. Further, the coordinate space may be divided into a
plurality of regions, the evaluation position specifying device may
refer to the evaluation history corresponding to each of the degree
of emphasis on win and the degree of emphasis on performance of the
player to specify the evaluation position of the player, and the
evaluation position processing device may judge which region of the
plurality of regions includes the specified evaluation position and
may perform a processing depending on the region including the
evaluation position to determine the operation. Accordingly, since
different kinds of processing can be performed for the regions of
the coordinate space defined by the evaluation items, it is
possible to perform a characteristic processing on the evaluation
in consideration of the relative relation of each evaluation items
in each region.
[0018] The processing depending on the region may be a processing
based on a proceed criterion of an actual professional wrestling
match in a region having a high degree of emphasis on performance,
and a processing to cause the player to win against an opponent
depending on a win-loss criterion of the game in a region having a
low degree of emphasis on performance. Accordingly, since the
processing is performed based on a processing peculiar to a
professional wrestling match in the region where the degree of
emphasis on performance is high, the player having the high degree
of emphasis on performance can play the game in accordance with the
game proceed to emphasize on entertainment of professional
wrestling rather than win against the opponent. Further, since the
processing to win the game in accordance with the win-loss
criterion of the game is performed in the region where the degree
of emphasis on performance is low, the player having the low degree
of emphasis on performance can play the game in accordance with the
game proceed to win against the opponent.
[0019] A method of controlling game information in a game is
provided to solve the above-described problems, in the game, player
identification information for identifying each of a plurality of
players in association with player information including an
evaluation history indicative of a history of evaluation to play of
corresponding player is stored, and the player information
corresponding to each of players grouped from the plurality of
players is referred. The method has the steps of acquiring
evaluations to a specific player by other players grouped with the
player about a plurality of evaluation items relative to game
contents; updating the evaluation history corresponding to the
evaluation items included in the player information of the specific
player depending on the acquired evaluations by the other players
about the plurality of evaluation items; referring to each
evaluation history included in the player information of the
specific player, and setting a value corresponding to the
evaluation history as a coordinate value in a coordinate space
defined by coordinate axes of the plurality of evaluation items to
specify an evaluation position of the player corresponding to the
player information in the coordinate space; and executing a
processing about the game based on the specified evaluation
position.
[0020] According to this aspect, the play contents of the player
are evaluated by opponents the processing about the game is
performed based on the history of the evaluation. Hence, in the
same way as the above mentioned game system, the game is performed
in consideration of subjective elements of the player and a fair
and accurate evaluation can be performed as compared with a case
where the player performs his/her own evaluation. Further, the
plurality of evaluation items are prepared and the evaluation
history corresponding to each evaluation item is treated as the
coordinate value, thereby the relative relation of the plurality of
evaluation items about play of each player can be specified as the
evaluation position, and the relation is easily recognized.
[0021] Moreover, the plurality of players includes a virtual player
controlled by a computer. Therefore, the game according to the
invention includes a case where the game is played by actual
players respectively operating the plurality of game machines, and
a case where the player information about the virtual player and
the player information about the actual player are stored in one
game machine, and the game is played between the actual player and
the virtual player in one game machine. Further, the number of
evaluation items is not limited. For example, when the number of
evaluation items is n, the evaluation history becomes a coordinate
value in an n-dimensional coordinate system. Therefore, according
to this aspect of the invention, it is possible to comprehensively
reflect the plurality of subjective elements to the game by
geometrically grasping the relative relation of the plurality of
subjective elements.
[0022] As described above, according to the present invention, the
evaluations to the player by the opponents relative to the
plurality of evaluation items are acquired, and the evaluation
position of each player in the coordinate space is specified by
setting the value corresponding to the evaluation history to be the
history of the evaluation as the coordinate value in the coordinate
space defined by the coordinate axes of the plurality of evaluation
items. Further, the processing about the game is performed based on
the specified evaluation position. Therefore, the game system like
that can be provided, where the plurality of subjective elements
about the player can be reflected to the game.
BRIEF DESCRIPTION OF THE DRAWINGS
[0023] A more complete appreciation of the invention and many of
the attendant advantages thereof will be readily obtained as the
same becomes better understood by reference to the following
detailed description when considered in connection with the
accompanying drawings, wherein:
[0024] FIG. 1 is a diagram showing a game system GS according to an
embodiment of the invention;
[0025] FIG. 2 is a schematic view showing the configuration of a
server;
[0026] FIG. 3 is a schematic view showing the configuration of a
game machine;
[0027] FIG. 4A is a diagram showing wrestler information;
[0028] FIG. 4B is a diagram showing technique information;
[0029] FIG. 5 is a diagram showing player information;
[0030] FIG. 6 is a diagram showing the concept of an evaluation
history information;
[0031] FIG. 7 is a diagram showing wrestler cards and technique
cards that a player possesses in advance;
[0032] FIG. 8 is a sequence view showing data transmission and
reception between the game machine and the server at the time of an
entry processing or a matching processing;
[0033] FIG. 9 is a flowchart showing the flow of the matching
processing performed by the server;
[0034] FIG. 10 is a diagram showing a state in which an evaluation
position of each player is specified;
[0035] FIG. 11 is a diagram showing a state in which groups are
determined depending on the evaluation positions;
[0036] FIG. 12 is a flowchart showing the flow of a fighting game
processing performed by the game machine;
[0037] FIG. 13 is a flowchart showing a processing subsequent to
FIG. 12;
[0038] FIG. 14 is a diagram showing a state in which a coordinate
space is divided into five regions;
[0039] FIG. 15 is a flowchart showing the flow of a technique
determination processing performed by the game machine;
[0040] FIG. 16 is a flowchart showing the flow of a processing for
emphasizing on performance performed during the technique
determination processing;
[0041] FIG. 17 is a flowchart showing the flow of a processing for
emphasizing on win performed during the technique determination
processing;
[0042] FIG. 18A is a diagram showing a line on which a ratio of a
degree of emphasis on performance can be obtained by the degree of
emphasis on performance;
[0043] FIG. 18B is a diagram showing a line on which a ratio of a
degree of emphasis on win can be obtained by the degree of emphasis
on win;
[0044] FIG. 19 is a flowchart showing the flow of a technique
result processing performed by the game machine;
[0045] FIG. 20 is a flowchart showing the flow of an evaluation
processing performed by the game machine;
[0046] FIG. 21 is a diagram showing an example of an evaluation
input screen; and
[0047] FIG. 22 is a diagram showing an example of a screen on which
an evaluation result is displayed.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0048] The embodiments will now be described with reference to the
accompanying drawings, wherein like reference numerals designate
corresponding or identical elements throughout the various
drawings.
[0049] FIG. 1 is a diagram showing an example of a game system GS
according to an embodiment of the invention. A game system GS is
connected to a plurality of game machine G1, G2, G3, and G4 and a
server S through a communication network N so as to be capable of
data transmission and reception. A game data storage device D for
storing each data about a game is directly connected to the server
S. In addition, the game machines G1 to G4 may transmit and receive
data through the communication network N. For example, the game
machines G1 to G4 may be installed in the same shop.
[0050] The plurality of game machines G1, G2, G3, and G4 are
operated by players P1, P2, P3, and P4, respectively. Hereinafter,
when the plurality of game machines G1, G2, G3, and G4 and the
players P1, P2, P3, and P4 do not need to be particularly
distinguished, the game machines G1, G2, G3, and G4 are referred to
as "game machine G" and the players P1, P2, P3, and P4 are referred
to as "player P". In addition, the player P who operates the game
machine G is referred to as "player P of game machine G" and the
game machine G operated by the player P is referred to as "game
machine G of player P."
[0051] In the game system GS according to this embodiment of the
invention, a professional wrestling game in which two players P of
two game machines G are grouped as fighting opponents is played by
using cards. The communication network N according to this
embodiment uses a public circuit such as the Internet. Further,
each game machine G and the server S have unique IP addresses, and
data transmission and reception is performed by using the IP
addresses.
[0052] The server S performs transmission and reception of data
stored in the game data storage device D depending on a request
from the game machine G, in addition to a matching processing which
will be described below. FIG. 2 shows the schematic configuration
of the server S. The server S has a communication unit S10 which
performs data transmission and reception with the game machines G,
an input/output unit S20 which inputs and outputs data to/from the
game data storage device D, and a control unit S30 which controls
each unit of the server S. The control unit S30 is configured as a
computer which includes a CPU S31 and various peripheral circuits
such as a RAM S32 and a ROM S33 required for the operations of the
CPU S31. The control unit S30 mainly functions as an evaluation
history processing device.
[0053] The game machine G runs the professional wrestling game
together with other game machines G grouped by the server S and
performs an evaluation processing described below after the game
ends. FIG. 3 shows the schematic configuration of the game machine
G. The game machine G includes an operating unit G10 which has
various levers and buttons operated by a player P, a card reading
unit G20 which reads data of a card to be properly used by the
player during the game, an entry card input unit G21 into which an
entry card to be used at the time of an entry is inserted, a
communication unit G30 which performs data transmission and
reception with the server S or other game machines G, a storage
unit G40 which stores various kinds of data about the game, a
monitor G50 which shows proceed states of the game and various
messages to the player, a sound output unit G60 which outputs
various sound effects, and a control unit G70 which controls the
operations of each unit of the game machine G.
[0054] The control unit G70 is configured as a computer which has a
CPU G71 and various peripheral circuits such as a RAM G72 and a ROM
G73 required for the operations of the CPU G71. The control unit
G70 mainly functions as a game control device, an opponent
evaluation acquiring device, an evaluation history updating device,
and an evaluation history processing device. Moreover, the
operating unit G10 includes a fall button for assigning a fall
described below, and a passive button for assigning a passive
state.
[0055] The game data storage device D stores wrestler information
20 about each wrestler and technique information 30 about each
technique, as common data of the game system GS. As shown in FIG.
4A, in the wrestler information 20, a wrestler ID 21 unique for
each wrestler is associated with values of power 22, speed 23,
technique 24, tough 25, and vitality 26 as fighting parameters of
the wrestler. The value of each fighting parameter indicates basic
capability of the wrestler and is fixedly set to the wrestler.
Accordingly, the game data storage device D functions as a player
information storage device.
[0056] As shown in FIG. 4B, in the technique information 30, a
technique ID 31 unique for each technique is associated with values
of power 32, speed 33, technique 34, maximum damage degree 35, cost
consumption 36, and level 37 as technique parameters of the
technique. The power 32, speed 33, and technique 34 indicate
capability of the wrestler required for using the technique. The
maximum damage degree 35 indicates a maximum damage degree which
can be given against the opponent. The cost consumption 36
indicates a holding cost requested when the wrestler uses the
technique. The holding cost will be described below. The level 37
indicates a level of each technique, that is, primary, medium, or
advanced levels. A level 1 corresponds to the primary level, a
level 2 corresponds to the medium level, and a level 3 corresponds
to the advanced level. Moreover, it is assumed that the technique
includes "defense" which device to be passive toward to the
technique.
[0057] In addition, the game data storage device D stores player
information 40 about each player P. FIG. 5 shows an example of the
configuration of the player information 40 stored in the game data
storage device D. In the player information 40, information about
the player P is associated with a player ID 41 as player
identification information unique for each player. The player
information 40 also includes a participation count 42 indicative of
how many the player P has participated in the game, a winning
percentage 43, and a plurality of wrestler IDs 21. Each of the
wrestler IDs 21 is associated with evaluation history information
44 and the plurality of technique ID 31. Then, each technique ID 31
is associated with an experience value 45.
[0058] The wrestler ID 21 included in the player information 40
indicates a wrestler ID of a wrestler possessed by the player P.
The technique ID 31 of the player information 40 is a technique ID
of a technique registered as a technique used by an associated
wrestler. FIG. 5 shows a state where the player P possesses
wrestlers A and B, three techniques are associated with the
wrestler A, and two techniques are associated with the wrestler B.
The experience value 45 is a parameter indicative of how many
percent of the maximum damage degree 35 can be given against the
opponent when a wrestler of the wrestler ID 21 makes an attack
against the opponent by the technique ID 31.
[0059] The evaluation history information 44 is information about a
history of evaluations relative to an associated wrestler. In this
embodiment according to the invention, a degree of emphasis on
performance and a degree of emphasis on win are provided as
evaluation items. The degree of emphasis on performance is an item
for evaluating a degree of emphasizing an interest of a
professional wrestling match as against the game result of the game
in the professional wrestling game. The degree of emphasis on win
is an item for evaluating a degree of emphasizing the game result
of the game as against the interest of the professional wrestling
match in the professional wrestling game. The evaluation history
information 44 has the evaluation history which is the history of
the evaluation performed by the fighting opponents relative to each
of the evaluation items.
[0060] Each of the evaluation history has a value which ranges from
-500 to +500. As shown in FIG. 6, the evaluation history
information 44 is possessed as a coordinate value in a coordinate
space .alpha. including an X axis indicative of the evaluation
history of the degree of emphasis on win and a Y axis indicative of
the evaluation history of the degree of emphasis on performance.
For example, if the evaluation history information 44 is (300,
250), it indicates that the evaluation history of the degree of
emphasis on win is 300 and the evaluation history of the degree of
emphasis on performance is 250. A position specified by the
evaluation history information 44 in the coordinate space .alpha.
is referred to as an evaluation position HP. It is possible to
judge a wrestler, that is, a play style of the player who uses the
wrestler by totaling conflicting play styles depending on the
evaluation position HP in the coordinate space .alpha..
Hereinafter, each of the evaluation histories of the evaluation
history information 44 can be simply referred to as the degree of
emphasis on performance and the degree of emphasis on win. In
addition, a method of calculating the evaluation history
information 44 will be described below.
[0061] In this embodiment, as shown in FIG. 7, the player P has
several kinds of wrestler cards R1, . . . , Rn and technique cards
W1, . . . , Wn. A wrestler who corresponds to the wrestler card Rn
is referred to as a wrestler Rn, a technique which corresponds to
the technique card Wm is referred to as a technique Wm. In
addition, when it is not necessary to distinguish the wrestler
cards R1 . . . Rn, the technique cards W1 . . . Wn, the wrestlers
R1 . . . Rn, and the techniques W1 . . . Wn, the wrestler cards R1
. . . Rn are referred to as "wrestler card R", the technique cards
W1 . . . Wn are referred to as "technique card W", the wrestlers R1
. . . Rn are referred to as "wrestler R", and the techniques W1 . .
. Wn are referred to as "technique W".
[0062] In the game, the player P can assign the wrestler R relative
to the game machine G by allowing the card reading unit G20 to read
the wrestler card R. In addition, the player P can assign the
technique W relative to the game machine G by allowing the card
reading unit G20 to read the technique card W. Hereinafter,
allowing the card reading unit G20 to read the wrestler card R is
referred to as "assign the wrestler R", and allowing the card
reading unit G20 to read the technique card W is referred to as
"assign the technique W".
[0063] In the wrestler card R, the wrestler ID 21 of the wrestler R
described in the card is stored. If the card reading unit G20 of
the game machine G reads the wrestler card R, the wrestler
information 20 possessed by the game machine G can be used with the
wrestler ID 21 as a key. The technique ID 31 is stored in the
technique card W. If the card reading unit G20 reads the technique
card W, the technique information 30 possessed by the game machine
G can be used with the technique ID 31 as a key.
[0064] Hereinafter, various kinds of processing wile the player P
participates in the professional wrestling game provided by the
game system GS, and the evaluation is performed will be described.
First, a processing executed from when the player P entries into
the game to when the player P is determined to be grouped with
another player P who is the fighting opponent will be described
with reference to a sequence view of FIG. 8, in accordance with an
example situation where the player P1 of the game machine G1
entries and the player P4 is determined as the fighting
opponent.
[0065] If the player P1 performs a predetermined entry operation
relative to the game machine G1 in order to entry into the game, an
entry processing (Step S100) is performed. In this embodiment, as
the entry operation, the player P1 allows the entry card input unit
G21 to read the entry card storing the player ID 41, and the player
P assigns the wrestler R participating in the game and a plurality
of techniques W to be used by the wrestler R. Accordingly, the
wrestler R participating in the game and the techniques W to be
used by the wrestler R are assigned.
[0066] In this embodiment, a case where a wrestler R1 is assigned
as the wrestler R participating in the game by the player P1 and
techniques W1, . . . , Wn are assigned as the techniques to be used
will be described. If the player ID 41 of the player P1 is read
through the entry card, the wrestler ID 21 of the wrestler R1 is
read through the wrestler R1, and the technique IDs 31 of the
techniques W1, . . . , W10 to be used in the game are read through
the technique cards W1, . . . , Wn by the game machine G1,
respectively, the game machine G1 transmits entry information
including the read player ID 41, wrestler ID 21, and technique IDs
31 to the server S.
[0067] If the server S receives the entry information, referring to
each ID 41, ID21, ID31 included in the entry information, the
server S extracts the player information 40 associated with the
player ID 41, the wrestler information 20 associated with the
wrestler ID 21, and the technique information 30 associated with
each technique ID 31 from the game data storage device unit,
respectively. The server S specifies the participation count 42 and
the winning percentage 43 relative to the extracted player
information 40, specifies the evaluation history information 44 and
the technique IDs 31 associated with the wrestler ID 21 included in
the entry information, and specifies the experience value 45
associated with each of the specified technique ID 31.
[0068] Each data of the player information 40 specified by the
above-described processing is transmitted to the game machine G1 as
the player information 40 of the player P1, in addition to the
extracted wrestler information 20 and the extracted technique
information 30. Hereinafter, the player information 40, the
wrestler information 20, and the technique information 30 to be
transmitted from the server S to the game machine G in the entry
processing will be collectively referred to as fighting data. The
game machine G1 stores received fighting data in the storage unit
G40. Accordingly, the storage unit G40 functions as a player
information storage device. At this time, the player ID 41 of the
player P1 is associated with the wrestler information 20 and the
technique information 30 included in received fighting data.
Hereinafter, various kinds of data in association with the player
ID 41 of the player P1 is will be referred to as "fighting data of
player P1". Then, the entry processing ends.
[0069] If the game machine G1 receives fighting data of the player
P1, the game machine G1 transmits a matching request including the
player ID 41 of the player P1, the wrestler ID 21 of the wrestler
R1 participating in the game, and the evaluation history
information 44 of the wrestler R1 to the server S (step S110). The
server S which receives the matching request performs a matching
processing (Step S120). If the player P1 and the player P4 are
determined as the fighting opponents in the matching processing,
the server S transmits a matching result notification which
notifies the player P1 and the player P4 of the fighting opponents.
Hereinafter, the player P4 is sometimes referred to as a fighting
opponent P4. The matching processing will be described below in
detail.
[0070] If the game machine G1 receives the matching result
notification (Step S130), the game machine G1 transmits his/her
fighting data to an IP address of the fighting opponent P4 included
in the received matching result notification (Step S140). In
addition, the game machine G1 receives fighting data of the
fighting opponent P4 transmitted from the fighting opponent P4 and
stores the fighting data in the storage unit G40 (Step S150). Then,
the process proceeds to a fighting processing. In the game machine
G4 of the fighting opponent P4, the same entry processing as that
in the game machine G1 is performed.
[0071] The matching processing will be described with reference to
a flowchart of FIG. 9. The matching processing is performed by the
control unit S30 of the server S. The server S receives the
matching request transmitted from each game machine G while
counting the entry time of a predetermined length (Step S121). If
the server S receives the matching request, the server S associates
the player ID 41, the evaluation history information 44 of the
wrestler R, the wrestler ID 21 and an IP address indicative of a
transmission source included in the received matching request with
one another to store, for example, in the RAM 32. It is judged
whether a timer of the entry time is up (Step S122). When the entry
time is not up, the process returns to the step S121 to continue
receiving the matching request.
[0072] When it is judged that the timer is up, the entry time is
expired and the evaluation position HP of each player P is
specified (Step S123). Accordingly, the control unit S30 functions
as an evaluation position specifying device. Since the player P
corresponds to the wrestler R specified by the player by
one-to-one, the evaluation position HP of the player P is the same
as the evaluation position HP of the wrestler R. In this
embodiment, since the value of the evaluation history information
44 is held as the evaluation position of the coordinate space
.alpha., the evaluation history information 44 may be specified as
the coordinate value as it is. For example, when the evaluation
history information 44 of the wrestler R1 is (150, 125), the
evaluation position HP1 of the player P1 is located as shown in
FIG. 10. In the same manner, each of the evaluation positions HP2,
. . . , HP4 of the players P2, . . . P4 are specified. Hereinafter,
if the evaluation positions do not need to be particularly
distinguished, the evaluation positions HP1, . . . , HP4 are
referred to as the evaluation position HP.
[0073] After the evaluation position HP is specified to each player
P, two evaluation positions HP included in a circle Q having a
predetermined radius are specified. The players P corresponding to
the specified two evaluation positions HP are grouped as the
fighting opponents (Step S124). Accordingly, the control unit S30
functions as an evaluation position processing device. The radius
of the circle Q may be fixedly set or properly set in accordance
with the number of players P who entry into the game or the
distribution of the evaluation positions HP. As shown in FIG. 11,
the evaluation position HP4 is included in the circle Q relative to
the evaluation position HP1, but the evaluation position HP2 and
the evaluation position HP3 are not included in the circle Q, then,
the player P1 and the player P4 are grouped as the fighting
opponents. On the other hand, since the evaluation position HP3 is
included in the circle Q with respect to the evaluation position
HP2, the player P2 and the player P3 are grouped as the fighting
opponents. Thereby the players P (wrestlers R) having similar play
styles are grouped since the players P having close evaluation
histories are grouped.
[0074] If grouping of the players P who entry into the game ends,
the matching result notification including the IP address of the
grouped player P as the IP address of the fighting opponent is
transmitted to each player P (Step S125). Accordingly, in this
embodiment, the matching result notification including the IP
address of the game machine G4 of the player P4 is transmitted to
the game machine G1 and the matching result notification including
the IP address of the game machine G1 of the player P1 is
transmitted to the game machine G4, respectively.
[0075] After the fighting opponents are determined, the fighting
processing for the professional wrestling game as a fighting game
is performed. The fighting processing will be described with
reference to flowcharts of FIGS. 12 and 13. The fighting processing
is performed by the control unit G70 of each game machine G.
Accordingly, the control unit G70 functions as a game control
device. In this embodiment, a case where the player P1 and the
player P4 are grouped as the fighting opponents by the matching
processing and fight against each other will be described. In
addition, in this embodiment, after an adjustment is made between
the game machines G1 and G4 fighting against each other, the game
machine G1 becomes a game server and the game machine G4 becomes a
game client so as to proceed the fighting game. The fighting
processing of the game machine G1 and the fighting processing of
the game machine G4 can be properly synchronized by a known
method.
[0076] Hereinafter, if there is no particular notice, and when each
data included in fighting data of the player P1 in the game machine
G1 is used, each data associated with the player ID 41 is used by
functioning the player ID 41 of the player P1 stored in the storage
unit G40 of the game machine G1 as a key. On the other hand, when
each data included in fighting data of the player P4 in the game
machine G4 is used, each data associated with the player ID 41 is
used by functioning the player ID 41 of the player P4 stored in the
storage unit G40 of the game machine G4 as a key.
[0077] Since each processing in the steps S200 to S245 is performed
in the game machines G1 and G2 in the same manner, the processing
executed in the game machine G1 will be described. First, initial
values for the game are set (Step S200). The initial values for the
game include the vitality parameter of the wrestler R1, the holding
cost, and various timers including a game timer, and various flags.
The initial value of the vitality parameter is a value of the
vitality 26 of the wrestler R1 and decreases in accordance with an
attack from the opponent. Further, the vitality parameter of the
fighting opponent P is held so as to be recognized during the
game.
[0078] The holding cost is a cost for using the technique W and a
predetermined value is given in advance as an initial value. The
holding cost decreases in accordance with the value of the cost
consumption 36 of the used technique W. The technique W, the cost
consumption 36 of which is larger than that of the technique W,
cannot be used. In addition, the game timer is for measuring the
elapsed time of the game. The control unit G70 judges a current
proceed state of the game from the opening, middle, and end of the
game in accordance with the elapsed time of the game timer.
[0079] Next, it is judged whether or not it is a technique
assignment timing capable of assigning the technique W (Step S210).
When it is judged that it is the technique assignment timing, a
timer for the technique assignment timing set to a predetermined
length starts to count the time. Next, it is judged whether or not
the technique W is assigned (Step S220). It is judged that the
technique W is assigned when the player P1 allows the card reading
unit G20 of the game machine G1 to read any one of technique cards
W. Hereinafter, the technique W assigned by the player P1 is
referred to as a technique WP1.
[0080] When it is judged that the technique WP1 is assigned, the
process proceeds to the step S245. When it is judged that the
technique WP1 is not assigned, it is judged whether or not the
technique assignment timing ends (Step S230). If the count of the
timer of the technique assignment timing ends, it is judged that
the technique assignment timing ends. If it is judged that the
technique assignment timing does not end, the process returns to
the step S220. If it is judged that the technique assignment timing
ends, the process proceeds to a technique determination processing
(Step S240). In the technique determination processing, the control
unit G70 of the game machine G1 determines one technique W in place
of the player P1. The technique determination processing will be
described below. Hereinafter, the technique W assigned by the
player P1 or P4 and the technique W determined by the technique
determination processing will be referred to as a technique WP1 of
the player P1 or a technique WP4 of the player P4. After the
technique determination processing ends, the process proceeds to
the step S245.
[0081] In the step S245, the cost consumption of the technique WP1
is subtracted from the holding cost of the player P1 and the
holding cost is updated. Then, the control unit G70 of the game
machine G1 waits to receive the technique ID from the game machine
G4. On the other hand, in the game machine G4, after the technique
WP4 of the player P4 is specified or determined, the technique ID
of the technique WP4 is transmitted to the game machine G1 (Step
S250). The game machine G1 receives the technique ID transmitted
from the game machine G4 (Step S260) and performs a technique
result processing after receiving the technique ID from the game
machine G4 (Step S270). In the technique result processing, it is
judged which technique wins based on the technique information 30
of each of the technique WP1 of the player P1 and the technique WP2
of the player P4. The technique result processing will be described
below.
[0082] If the technique result processing ends, all of the
parameters used during fighting are transmitted from the game
machine G1 to the game machine G4 (Step S280), and the game machine
G4 receives all of the parameters transmitted from the game machine
G1 (Step S290). After all of the parameters are transmitted and
received, it is judged whether or not a fall is established by each
of the game machines G1 and G2 (Step S300). The establishment of
the fall is judged in accordance with a state of a flag which
indicates the establishment of the fall in the technique result
processing which will be described below. If it is judged that the
fall is not established, the process returns to the step S210 so as
to return to a state where the technique W can be assigned
again.
[0083] On the other hand, if it is judged that the fall is
established, for example, if the player P1 establishes the fall, it
is determined that the player P1 "wins a game" and the player P4
"loses a game". The win-loss result of the game is displayed on a
monitor G50 of each of the game machines G1 and G4 and the fighting
game ends (Step S310).
[0084] The technique determination processing will be described
with reference to FIGS. 14 to 18. In this embodiment, as shown in
FIG. 14, the coordinate space .alpha. is divided into five
evaluation regions A to E, and a processing according to each
evaluation region is performed. An inclination of the play style of
the wrestler R is displayed as described below according to the
evaluation region where the evaluation position HP is located. The
evaluation region E indicates that the inclination of the play
style is not determined clearly yet. The evaluation region A
indicates emphasis on performance and emphasis on win, the
evaluation region B indicates emphasis on performance rather than
win, the evaluation region C indicates emphasis on win rather than
performance, and the evaluation region D indicates emphasis on
neither a performance nor a win.
[0085] The flow of the technique determination processing performed
in the game machine G1 will be described with reference to
flowcharts of FIGS. 15 to 17. The technique determination
processing is performed by the control unit G70 of the game machine
G. Hence, the control unit G70 functions as the evaluation position
specifying device. First, an evaluation region to which the
evaluation position HP1 of the player P1 belongs is specified (Step
S400). As described above, since the evaluation position HP1 of the
player P1 is the evaluation position HP1 of the wrestler R1, the
evaluation position HP1 may be specified by referring to the
evaluation history information 44 of the wrestler R1 and the
evaluation region where the evaluation position HP1 is located may
be specified.
[0086] In this embodiment, the evaluation region E is determined
when the degree of emphasis on performance ranges from -50 to +50,
regardless of the degree of emphasis on win. The evaluation region
A is determined when the degree of emphasis on win is 0 or more and
the degree of emphasis on performance is 50 or more. The evaluation
region B is determined when the degree of emphasis on performance
is 50 or more and the degree of emphasis on win is 0 or less. The
evaluation region C is determined when the degree of emphasis on
performance is -50 or less and the degree of emphasis on win is 0
or more. The evaluation region D is determined when the degree of
emphasis on performance is -50 or less and the degree of emphasis
on win is 0 or less. Since the evaluation position HP1 of the
player P1 is (150, 125), the evaluation region A is specified.
Hereinafter, since the player P and the wrestler R assigned by the
player R is one-to-one, the technique of the wrestler R will be
described as the technique of the player P.
[0087] Next, if the evaluation region is specified, a processing in
accordance with the evaluation region is selected (Step S410). When
the evaluation region A or B is specified, a processing for
emphasizing on performance is selected and the process proceeds to
the step S500. When the evaluation region C or D is specified, a
processing for emphasizing on win is selected and the process
proceeds to the step S600. In the processing for emphasizing on
performance, the technique W of the player P is determined in place
of the player P who comparatively emphasizes on entertaining
performance. In the processing for emphasizing on win, the
technique W of the player P is determined in place of the player P
who does not insist on entertaining performance. Hence, the control
unit G70 functions as an evaluation position processing device.
Since the evaluation region A is specified in this embodiment, the
processing for emphasizing on performance is selected. The
processing for emphasizing on performance and the processing for
emphasizing on win will be described below.
[0088] On the other hand, when the evaluation position HP exists in
the evaluation region E, the processing is determined by a ratio of
the degree of emphasis on performance. The ratio of the degree of
emphasis on performance is a ratio to which a value of the degree
of emphasis on performance of the evaluation position HP
corresponds when the minimum value of the degree of emphasis on
performance of the evaluation region E is set as 0% and the maximum
value is set as 100%. For example, in a coordinate space .beta.
having an X axis which indicates the degree of emphasis on
performance and a Y axis which indicates the ratio of the degree of
emphasis on performance as shown in FIG. 18A, the ratio of the
degree of emphasis on performance corresponding to the degree of
emphasis on performance of the evaluation position HP may be
calculated by using a line L1 which connects a point (the minimum
value of the degree of emphasis on performance of the evaluation
region E, 0%) to a point (the maximum value of the degree of
emphasis on performance of the evaluation region E, 100%). In this
embodiment, the degree of emphasis on performance which ranges from
-50 to +50 is set as the evaluation region E, and thus the ratio of
the degree of emphasis on performance corresponding to the
evaluation position HP may be calculated by using the line L1 which
connects a point (-50, 0%) and a point (+50, 100%).
[0089] According to the ratio of the degree of emphasis on
performance obtained by the above-described method, the processing
for emphasizing on performance is selected from the processing for
emphasizing on win and the processing for emphasizing on
performance. That is, when the ratio of the degree of emphasis on
performance is 50%, the processing for emphasizing on performance
is selected with a probability of 50%. Further, when the ratio of
the degree of emphasis on performance is 30%, the processing for
emphasizing on performance is selected with a probability of 30%. A
processing selected in accordance with the ratio of the degree of
emphasis on performance is performed according to a known
method.
[0090] The processing for emphasizing on performance will be
described with reference to a flowchart shown in FIG. 16. Since the
processing for emphasizing on performance is a processing which
determines the technique W in place of the player P who
comparatively emphasizes on entertaining performance, the technique
W is selected in accordance with conventions in a professional
wrestling in the actual wrestling match. First, it is judged
whether the technique W previously used is "defense" (Step S510).
The technique ID of the technique W previously used may be stored,
for example, in the RAM 72 and it may be judged whether the stored
technique ID corresponds to "defense". If the technique ID does not
correspond to "defense", "defense" is selected as the technique W
(Step S520).
[0091] If it is judged that the technique ID corresponds to
"defense", a level of the selected technique W is determined (Step
S530). In this embodiment, the technique level 37 is determined as
1 in case of the opening of the game, and the technique level 37 is
determined as 2 or 3 in case of the middle of the game. In case of
the end of the game, the level of the technique W is determined at
which all of 1 to 3 are selected. Hence, when it is judged as the
opening of the game by referring to the game timer, the level 37 of
the technique W to be selected is determined as 1. Thereafter, the
technique ID, the experience value 45, and the cost consumption 36
about the technique W corresponding to the determined level are
extracted from the techniques W associated with the wrestler R
assigned by the player P (Step S540). Hereinafter, all of the
techniques extracted depending on the determined level are referred
to as selectable techniques. A method of selecting one technique W
from the selectable techniques is determined by the ratio of the
degree of emphasis on win (Step S550). In this embodiment, two
kinds of methods of selecting the technique are prepared. One is a
selection method for emphasizing on win that a stronger technique
is selected from the selectable techniques, and the other is an
unlimited selection method that a desired technique is selected
from all of the selectable techniques.
[0092] The determination in accordance with the ratio of the degree
of emphasis on win may be performed in the same way as the case of
determining the processing in accordance with the above-described
ratio of the degree of emphasis on performance. Hence, as shown in
FIG. 18B, when the X axis indicates the degree of emphasis on win
and the Y axis indicates the ratio of the degree of emphasis on
win, the ratio of the degree of emphasis on win corresponding to
the degree of emphasis on win of the evaluation position HP may be
obtained by using a line L2 which connects a point (the minimum
value of the degree of emphasis on win, 0%) to a point (the maximum
value of the degree of emphasis on win of, 100%). In this
embodiment, the ratio of the degree of emphasis on win may be
obtained by using the line L2 which connects a point (-500, 0%) and
a point (+500, 100%).
[0093] According to the obtained ratio of the degree of emphasis on
win, the selection method for emphasizing on win is selected from
the two selection methods. For example, when the degree of emphasis
on win of the evaluation position HP is 0, the ratio of the degree
of emphasis on win is 50%. In this case, the selection method for
emphasizing on win is selected as the selection method with a
probability of 50%. When the selection method for emphasizing on
win is not determined as the selection method, the unlimited
selection method is determined as the selection method.
Accordingly, in the evaluation regions A and B, the selection
method which is likely to be selected in accordance with the value
of the degree of emphasis on win (X axis) is changed. As a result,
it is possible to differentiate the processing to be performed in
the evaluation regions A and B.
[0094] When the selection method for emphasizing on win is
determined as the selection method, a stronger technique is
selected by priority (Step S560). In this embodiment, "stronger
technique" device a technique in which the experience value 45 is
higher than a predetermined level and the cost consumption 36 is
lower than the holding cost of the current player P by a
predetermined level among the selectable techniques. In the
selection method for emphasizing on win, only the strong technique
which satisfies the above-described conditions is extracted from
the selectable techniques. When plural techniques are extracted as
the strong techniques, one technique W is further randomly
selected. In addition, when the unlimited selection method is
selected as the selection method, one technique W is randomly
selected from all of the techniques extracted as the selectable
techniques (Step S570).
[0095] After the technique W is selected, it is judged whether or
not the fall can be established (Step S590). The condition for
establishing the fall in the processing for emphasizing on
performance is that the game should be in the end stage and the
vitality parameter of the fighting opponent P should be lower than
a predetermined level. If it is judged that the fall can be
established, the fall is assigned (Step S595) and a flag is set so
as to assign the fall. After the fall assignment processing ends,
the processing for emphasizing on performance ends.
[0096] The processing for emphasizing on win will be described with
reference to a flowchart shown in FIG. 17. In the processing for
emphasizing on win, since one technique W is determined in place of
the player P who does not comparatively emphasize on entertainment
performance, the technique W of the player P1 is selected with the
emphasis on win against the fighting opponent P. First, a level of
the technique W can be used by the fighting opponent P is assumed
(Step S610). For example, the level of the technique W is set to be
the same as the level of technique previous used by the opponent
player P. Next, the level of the technique W to be selected so as
to win against the assumed level of the technique of the fighting
opponent P is determined (Step S620). In this embodiment, the
strength of a level is set in an order of level 1<level
2<level 3<level 1. Accordingly, when the assumed level of the
technique W of the fighting opponent P4 is 2, the level of the
technique W to be selected is determined as 3.
[0097] If the level of the technique W to be selected is
determined, the technique ID, the experience value 45, and the cost
consumption 36 of the level from the techniques W associated with
the wrestler R assigned by the player P are extracted from the
fighting data with reference to the storage unit G40 (Step S630).
Hereinafter, the extracted techniques are called as a selectable
technique. Next, a selection method of selecting one technique W
from the selectable techniques is determined in accordance with the
ratio of degree of emphasis on win (Step S640). In the selection
method, the selection method for emphasizing on win and the
unlimited selection method are prepared, and any one of the
selection methods is determined in the same manner as the case of
the processing for emphasizing on performance.
[0098] Therefore, in the regions C and D, the selection method
which can be likely to be selected is changed depending on a value
of the degree of emphasis on win (X axis) and it is possible that
the processing performed in the regions C and D can be different as
a result. When the selection method for emphasizing on win is
determined as the selection method, a stronger technique is
selected by priority from the selectable techniques. If there are
plural strong techniques, one technique W is arbitrarily selected
from the selected strong techniques (Step S650). The concept of the
strong technique is the same as that in the processing for
emphasizing on performance. On the other hand, when the unlimited
selection method is determined as the selection method, one
technique W is arbitrarily selected from all of the selectable
techniques (Step S660).
[0099] After the technique W is selected, it is judged whether or
not the fall can be established (Step S680). A condition under
which the fall can be established in the processing for emphasizing
on win is only that the vitality of the fighting opponent P is
lower than a predetermined level. Therefore, it is judged that the
fall can be established when the vitality parameter of the fighting
opponent P is lower than the predetermined set value. When it is
judged that the fall can be established, a flag indicating that the
fall is assigned is set (Step S685). After the processing about the
assignment of the fall ends, the processing for emphasizing on
performance ends.
[0100] The technique result processing will be described with
reference to a flowchart of FIG. 19. First, each actual damage
degree is calculated from the maximum damage degree 35 of each of
the technique WP1 assigned by the player P1 and the technique WP4
assigned by the fighting opponent P4 (Step S700). The actual damage
degree is a damage degree finally given to the opponent in
consideration of various parameters including the maximum damage
degree 35.
[0101] The actual damage degree in this embodiment is calculated by
basic damage degree.times.corrected damage rate. The basic damage
degree is a damage degree at which the wrestler R can actually
exhibit among the maximum damage degrees 35 by training and which
is calculated by the maximum damage degree 35 of the technique
W.times.the experience value 45. The corrected damage rate is a
value calculated depending on a parameter about a state of the
fighting opponent P and a state of the player P when the technique
W is used. A method of calculating the corrected damage rate may be
set such that each parameter is properly reflected. Therefore, it
is possible to obtain the actual damage degree in view of the
experience value 45 and a situation when the technique W is
used.
[0102] After the actual damage degrees of the techniques WP1 and
WP4 are calculated, the level of the technique WP1 is compared with
the level of the technique WP4 (Step S710). When the levels are
different from each other, it is judged which technique W wins in
accordance with the strength of the above-described level (Step
S720). When the levels are equal to each other, it is judged which
technique W wins in accordance with the actual damage degree (Step
S730). In the judgment in accordance with the actual damage degree,
it is judged that the technique wins, the calculated actual degree
of which is higher. Therefore, when the actual damage degree of the
technique WP1 is 39.9 and the actual damage degree of the technique
WP4 is 30, it is judged that the technique WP1 of the player P1
wins.
[0103] Next, the vitality parameter of the wrestler of the fighting
opponent P4 whose technique has lost is updated (Step S740). In
particular, a value in which the actual damage degree calculated
relative to the technique WP1 is subtracted from the vitality
parameter of the fighting opponent P4 whose technique has lost is
set as a value of the vitality parameter after updating. Next, it
is judged whether or not the player P1 whose technique has won
assigns the fall (Step S750). When the flag which indicates the
fall assignment corresponding to the player P1 is set, it is judged
that the fall is assigned. The flag which indicates the fall
assignment is set in case of the above-described technique
determination processing or when the player P1 whose technique has
won pushes a fall button of the operating unit G10 of the game
machine G1 during the technique assignment time. The term "fall"
device to get three counts.
[0104] When the fall is assigned, a fall processing which
determines whether or not the fall is established is performed
(Step S760). The establishment of the fall is determined as
follows. First, a random value is calculated and it is judged that
the fall is established when an updated random value of the
vitality parameter of the wrestler R receiving the fall, whose
technique has lost, is 0 or less. Otherwise, it is judged that the
fall is not established. For example, when a parameter about the
case that the fall is established is prepared and the fall is
established, the parameter is set to 1. Otherwise, the parameter is
set to 0. Therefore, it is possible to judge whether or not the
fall is established by checking whether the parameter about the
establishment of fall is 1 or 0. When the fall is assigned, the
technique result processing ends. On the other hand, when the fall
is not established, the step S760 is skipped and the technique
result processing ends.
[0105] An evaluation processing to be performed after the fighting
game ends will be described with reference to a flowchart of FIG.
20. The evaluation processing is performed by the control unit G70
of the game machine G. Since the evaluation processing performed by
each of the game machines G1 and G4 of the players P1 and P4 to
fight against each other is the same, an evaluation processing
performed by the game machine G1 will be described. First, an
evaluation input screen for inputting the evaluation to the
fighting wrestler R4 is displayed on the monitor G50 (Step S800).
At this time, the control unit G70 and the monitor G50 function as
an opponent evaluation acquiring device. Since the wrestler R
corresponds one to one with the player P who assigns the wrestler
R, hereinafter, the evaluation to the fighting wrestler R will be
described as an evaluation to the fighting opponent P.
[0106] In this embodiment, as shown in FIG. 21, the degree of
emphasis on performance and the degree of emphasis on win are
prepared as the evaluation items, and five ranks A to E are
displayed to be selected. Each rank has a predetermined numerical
value. The rank A associates with +2, the rank B associates with
+1, the rank C associates with +0, the rank D associates with -1,
and the rank E associates with -2, respectively. In addition, five
kinds of messages are prepared such that a comment to the fighting
opponent P4 can be selected. Hereinafter, the rank selected
relative to the degree of emphasis on performance by the evaluation
input screen is referred to as the evaluation of the degree of
emphasis on performance, and the rank selected relative to the
degree of emphasis on win is referred to as the evaluation of the
degree of emphasis on win.
[0107] If the evaluation of the degree of emphasis on performance,
the evaluation of the degree of emphasis on win, and the comment is
selected by the player P1, each data is stored in the RAM G72 as
the evaluation for the fighting opponent P4. At the same time, the
numerical values corresponding to the evaluation of the degree of
emphasis on performance and the evaluation of the degree on
emphasis on win are regarded as evaluation data, and evaluation
selection information including the evaluation data and the comment
is transmitted from the communication unit G30 to the game machine
G4 of the fighting opponent P4 (Step S810). On the other hand, the
evaluation selection information selected as the evaluation to the
player P1 by the fighting opponent P4 is transmitted from the
fighting opponent P4.
[0108] When the evaluation selection information is received from
the fighting opponent P4 (Step S820), the contents of the received
evaluation selection information is regarded as an evaluation
directed to the player by the fighting opponent P4 and displayed in
forms of a list on the monitor G50, together with the evaluation to
the fighting opponent P4, as shown in FIG. 22 (Step S830).
[0109] Next, a correction processing is performed so as to
calculate a correction evaluation for each of the evaluation of the
degree of emphasis on performance and the evaluation of the degree
of emphasis on win (Step S840). Hereinafter, only the evaluation of
the degree of emphasis on will performance will be described and
the same processing is performed for the evaluation of the degree
of emphasis on win. The correction evaluation of this embodiment as
a correction value is calculated by "the received evaluation of the
degree of emphasis on performance".times."coefficient based on the
degree of emphasis on performance of the evaluation history
information 44 of the fighting wrestler R4". The coefficient based
on the degree of emphasis on performance of the evaluation history
information 44 of the fighting wrestler R4 is obtained by matching
linearly a numerical value range obtained by the evaluation history
information 44 with a numerical value range obtained by the
coefficient. That is, the coefficient is acquired from a line
having the X axis which indicates the degree of emphasis on
performance of the evaluation history information 44 and the Y axis
which indicates the value of the coefficient.
[0110] For example, when the degree of emphasis on performance
ranges from -500 to +500 and the numerical value of the coefficient
ranges from 0 to 2, it is possible to acquire the coefficient
corresponding to the value of the degree of emphasis on performance
of the evaluation history information 44 of the fighting wrestler
R4 by a line connecting a point (-500, 0) and a point (+500, 2).
After the correction evaluation about the evaluation of the degree
of emphasis on performance is calculated by obtaining the
coefficient as described above, the correction evaluation is added
to the degree of emphasis on performance of the evaluation history
information 44 of the wrestler R1 of the player P1, and the degree
of emphasis on performance of the evaluation history information 44
associated with to the wrestler R1 of the player P1 in the storage
unit G40 is updated (Step S850). Accordingly, the control unit G70
functions as a evaluation history updating device.
[0111] By updating the degree of emphasis on performance of the
evaluation history information 44 as described above, in the case
where the degree of emphasis on performance of the evaluation
history information 44 is high, it is possible to recognize that
the player P is comparatively proper to the performance play style
in accordance with the history of the evaluations from the past
fighting opponents. In the case where the degree of emphasis on
performance of the evaluation history information 44 is low, it is
possible to recognize that the player P is not comparatively proper
to the performance play style in accordance with the history of the
evaluations from the past fighting opponents.
[0112] When the degree of emphasis on performance of the evaluation
history information 44 of the fighting wrestler R has minus value,
the coefficient becomes smaller than 1 and the correction
evaluation becomes smaller than the degree of emphasis on
performance of evaluation data. On the other hand, when the degree
of emphasis on performance of the evaluation history information 44
of the fighting wrestler R has plus value, the coefficient becomes
larger than 1 and the correction evaluation becomes larger than the
degree of emphasis on performance of evaluation data.
[0113] Accordingly, the evaluation of the degree of emphasis on
performance by the fighting opponent P having a low evaluation
history about the degree of emphasis on performance can have small
effect on the update of the degree of emphasis on performance of
the evaluation history information 44. Further, the evaluation of
the degree of emphasis on performance by the fighting opponent P
having a high evaluation history can have large effect on the
update of the degree of emphasis on performance of the evaluation
history information 44. Therefore, it is possible to sufficiently
realize fairness of evaluation data. Moreover, in this embodiment,
the evaluation history information 44 is controlled to constantly
range from -500 to +500 by setting the degree of emphasis on
performance to -500 when the degree of emphasis on performance of
the evaluation history information 44 is less than -500 after
update or by setting the degree of emphasis on performance to +500
when the degree of emphasis on performance is larger than +500.
[0114] The degree of emphasis on win of the evaluation history
information 44 corresponding to the wrestler R1 is updated by the
same processing as that in the degree of emphasis on performance.
Therefore, the evaluation history information 44 indicates the
accumulated evaluation to the player P (wrestler R) by the fighting
opponent P. Further, other information such as the participation
count 42 in the player information 40 is updated properly. After
the player information 40 of the player P1 is updated, the player
information 40 of the player P1 stored in the storage unit G40 is
transmitted to the server S (Step S860) and the evaluation
processing ends. The server S which receives the player information
40 stores the player information 40 in the game data storage device
D. Accordingly, the player information 40 in the game data storage
device D is updated.
[0115] Although the invention has been described with reference to
the above-described embodiments, various modifications can be made.
The relation for corresponding the degree of emphasis on
performance and the degree of emphasis on win to the X axis and the
Y axis in the coordinate space .alpha. respectively can be
reversed. In addition, the maximum value and minimum value of each
evaluation history are not limited to the range of -500 to +500.
Each evaluation history of the evaluation history information 44
may be respectively stored, not as the coordinate value of the
coordination space .alpha., and may be treated as a coordinate
value during the matching processing or the technique determination
processing.
[0116] In addition, the fighting opponent does not need to be a
group of the actual players who entry into the game and can be
grouped with a virtual player by a computer. In this case, the
player information of the virtual player may be stored in the data
storage device D in advance and the virtual player may have the
same player information directed to the player. When the actual
player fights against the virtual player, the selection of the
operation when assigning a technique for the virtual player may be
performed by the technique determination processing. In addition,
the evaluation to the actual player by the virtual player may be
set the evaluation satisfying predetermined conditions provided in
advance for each evaluation as the evaluation to the actual
player.
[0117] In this embodiment, the evaluation is performed for every
wrestler R and is associated with the evaluation history.
Alternatively, the evaluation may be performed on the player P. In
this case, the evaluation history information 44 of the player
information 40 may be associated with to the player ID 41 without
being prepared for every wrestler R.
[0118] The communication network N may be one which uses an
exclusive-use line such as a LAN. The communication line may be
wire or wireless. In addition, a matching server for performing
only the matching processing may be prepared independently from the
server which performs data transmission and reception with the game
data storage device D. Further, if it is judged that the technique
is not assigned by the player during the technique assignment time,
the server may perform the technique determination processing by
transmitting a technique determination request from the game
machine to the server. In this case, a technique ID determined by
the server is transmitted to a game machine which is a transmission
source of the technique determination request and the cost
consumption is updated based on the received technique ID in the
game machine.
[0119] In this embodiment, each game machine is directly connected
to the communication network, but several game machines may be
connected to each of servers installed in one shop and may be
connected to the communication network N through the servers
installed in the shop. In this case, an IP address and a device
number are assigned to each server installed in the shop, and thus
each game machine can identify the IP address and the device number
within the communication network N.
[0120] In addition, the number of players grouped in the game is
not limited to two and may be three or more. The numerical value
and contents of the comment which are corresponding to each rank at
the evaluation processing may be properly changed. The ranks to be
selected are not limited to 5 and it is enough to prepare plural
ranks. In addition, an order for data transmission and reception
with other game machines in the fighting game processing and the
evaluation processing is not important. The experience value 45 of
each technique may be set to be changed according to a training
processing. The evaluation by the fighting opponent may not be
displayed on the monitor.
[0121] Obviously, numerous other modifications and variations of
the present invention are possible in light of the above teachings.
It is therefore to be understood that within the scope of the
appended claims, the invention may be practiced otherwise than as
specifically described herein.
* * * * *