U.S. patent application number 12/187565 was filed with the patent office on 2009-02-12 for gaming device and program.
This patent application is currently assigned to Kabushiki Kaisha Sega, d/b/a Sega Corporation, Kabushiki Kaisha Sega, d/b/a Sega Corporation. Invention is credited to Takeshi Ozawa, Hidekatsu Tetsuda, Kouhei Yamashita.
Application Number | 20090042629 12/187565 |
Document ID | / |
Family ID | 40347043 |
Filed Date | 2009-02-12 |
United States Patent
Application |
20090042629 |
Kind Code |
A1 |
Yamashita; Kouhei ; et
al. |
February 12, 2009 |
GAMING DEVICE AND PROGRAM
Abstract
To enable to execute various patterns of battle strategies in a
turn-based game by considering which character is advantageous to
use depending on the situation of the game, the present invention
comprises: a character selecting unit 101 that selects one
character from a plurality of characters during a turn of a player
based on an operational input of the player; a character operating
unit 102 that causes the selected character to execute a command
based on an operational input of the player; a command point
setting unit 103 that sets command points that can be used by the
player to operate the plurality of characters at the beginning of a
turn of the player; a command point managing unit 104 that
subtracts required command points every time any of the characters
is operated during the turn; and a turn controlling unit 105 that
ends a turn of the player and switches to a turn of the opponent
when the command points fall below the points required for the
operations of the characters.
Inventors: |
Yamashita; Kouhei; (Tokyo,
JP) ; Ozawa; Takeshi; (Tokyo, JP) ; Tetsuda;
Hidekatsu; (Tokyo, JP) |
Correspondence
Address: |
DRINKER BIDDLE & REATH LLP;ATTN: PATENT DOCKET DEPT.
191 N. WACKER DRIVE, SUITE 3700
CHICAGO
IL
60606
US
|
Assignee: |
Kabushiki Kaisha Sega, d/b/a Sega
Corporation
Tokyo
JP
|
Family ID: |
40347043 |
Appl. No.: |
12/187565 |
Filed: |
August 7, 2008 |
Current U.S.
Class: |
463/9 |
Current CPC
Class: |
A63F 13/10 20130101;
A63F 2300/807 20130101; A63F 13/42 20140902; A63F 13/45
20140902 |
Class at
Publication: |
463/9 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Aug 7, 2007 |
JP |
2007-205903 |
Claims
1. A gaming device that executes a turn-based game in which a
player and an opponent alternately operate, the gaming device
comprising: a character selecting unit that selects one character
from a plurality of characters during a turn of the player based on
an operational input of the player; a character operating unit that
causes the selected character to execute a command based on an
operational input of the player; a command point setting unit that
sets command points that can be used by the player to operate the
plurality of characters at the beginning of a turn of the player; a
command point managing unit that subtracts required command points
defined for each character every time any of the characters is
operated during the turn; and a turn controlling unit that ends a
turn of the player and switches to a turn of the opponent when the
command points fall below the points required for the operations of
the characters, wherein the same character can be selected for a
plurality of times and the same character can be caused to execute
the same command for a plurality of times in one turn.
2. The gaming device according to claim 1, further comprising a
character controlling unit that controls characters based on the
abilities demonstrated by each character in the game, wherein the
character controlling unit limits the abilities of the character in
second and later operations when the same character is selected
twice or more in one turn.
3. The gaming device according to claim 2, wherein the character
controlling unit reduces a movable distance of the character in
second and later operations when the same character is selected
twice or more in one turn.
4. The gaming device according to claim 1, wherein the turn
controlling unit ends the turn when the player selects to end the
turn during a turn of the player, and the command point managing
unit carries over the remaining command points to the player's next
turn when the command points are remaining at the end of the
turn.
5. The gaming device according to claim 2, wherein the turn
controlling unit ends the turn when the player selects to end the
turn during a turn of the player, and the command point managing
unit carries over the remaining command points to the player's next
turn when the command points are remaining at the end of the
turn.
6. The gaming device according to claim 3, wherein the turn
controlling unit ends the turn when the player selects to end the
turn during a turn of the player, and the command point managing
unit carries over the remaining command points to the player's next
turn when the command points are remaining at the end of the
turn.
7. The gaming device according to claim 1, wherein the command
point setting unit adds up the command points allocated to a
command point holding character when the player performs an
operational input to cause the command point holding character to
appear in the gaming space in a player's turn.
8. A program causing a computer to execute functions for executing
a turn-based game in which a player and an opponent alternately
operate, the program causing the computer to execute: a function
for selecting one character from a plurality of characters during a
turn of the player based on an operational input of the player; a
function for causing the selected character to execute a command
based on an operational input of the player; a function for setting
command points that can be used by the player to operate the
plurality of characters at the beginning of a turn of the player; a
function for subtracting required command points defined for each
character every time any of the characters is operated during the
turn; and a function for ending a turn of the player and switches
to a turn of the opponent when the command points fall below the
points required for the operations of the characters, wherein the
same character can be selected for a plurality of times and the
same character can be caused to execute the same command for a
plurality of times in one turn.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application claims priority from Japanese Patent
Application No. 2007-205903, filed on Aug. 7, 2007, the contents of
which are incorporated herein.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention relates to a gaming device and a
program that execute a turn-based battle game.
[0004] 2. Description of the Related Art
[0005] A turn-based battle game is a battle game with a system in
which a player and an opponent alternately operate. The player can
put a lot of thought on character operations before making a
decision because the opponent cannot perform character operations
or other actions during a player's turn. Therefore, people who are
not good at quick operations can also enjoy the game. Such a
turn-based game is disclosed in, for example, Japanese Patent
Laid-Open No. 2005-152318 and Japanese Patent No. 3400793.
[0006] In a conventional turn-based game, all characters held by
the player are basically operated once in one turn. Thus, there is
a limitation that only one operation can be performed for one
character in one turn. Therefore, the player cannot enjoy the game
in such a way as to issue a command by considering which character
is advantageous to use depending on the situation of the game.
[0007] In "Nobunaga no Yabou, Sengoku Gunyuden" (KOEI), a plurality
of times of operations can be performed as long as command points
allocated to one warrior character are remaining. However, the
command points are managed character by character. Therefore, if,
for example, the points allocated to warrior A are used up, the
warrior A cannot be operated even if the command points allocated
to warrior B are remaining.
[0008] In "Tenka Touitsu" (System Soft), command points are
provided to the feudal lord family (player). The player can use the
command points in hand to issue various commands to warrior
characters of the player's country during a player's turn. The
commands cannot be executed any more in the turn if all command
points are consumed. The points remained in the turn are not
carried over to the next turn. One command cannot be executed for a
plurality of times in one turn. Therefore, the player cannot cause
a character to execute the same command for a plurality of times in
one turn.
[0009] An object of the present invention is to allow the player to
execute various patterns of battle strategies in a turn-based game
by considering which character is advantageous to use depending on
the situation of the game.
SUMMARY OF THE INVENTION
[0010] The present invention provides a gaming device that executes
a turn-based game in which a player and an opponent alternately
operate, the gaming device comprising: a character selecting unit
that selects one character from a plurality of characters during a
turn of the player based on an operational input of the player; a
character operating unit that causes the selected character to
execute a command based on an operational input of the player; a
command point setting unit that sets command points that can be
used by the player to operate the plurality of characters at the
beginning of a turn of the player; a command point managing unit
that subtracts required command points defined for each character
every time any of the characters is operated during the turn; and a
turn controlling unit that ends a turn of the player and switches
to a turn of the opponent when the command points fall below the
points required for the operations of the characters, wherein the
same character can be selected for a plurality of times and the
same character can be caused to execute the same command for a
plurality of times in one turn.
[0011] According to the present invention, the player can freely
select a character receiving a command as well as the content of
the command within the command points on hand without limitation to
the number of times of selections in one turn. Therefore, the
player can execute various patterns of battle strategies by
considering which character is advantageous to use and then
allocating the points on hand depending on the situation of the
game.
[0012] The gaming device according to the present invention may
further comprise a character controlling unit that controls
characters based on the abilities demonstrated by each character in
the game, wherein the character controlling unit limits the
abilities of the character in second and later operations when the
same character is selected twice or more in one turn.
[0013] Limiting the abilities of the character in the second and
later operations enables to prevent the player from excessively
using the same character.
[0014] Particularly, the character controlling unit may reduce a
movable distance of the character in second and later operations
when the same character is selected twice or more in one turn.
Reducing the movable distance is advantageous in that the game
producer can more easily create the game because the predicted
range of the movement of the characters can be narrowed down.
[0015] The turn controlling unit may end the turn when the player
selects to end the turn during a turn of the player, and the
command point managing unit may carry over the remaining command
points to the player's next turn when the command points are
remaining at the end of the turn.
[0016] This allows the player to employ a strategy such as saving
the points for the next turn depending on the situation of the
game.
[0017] The command point setting unit may add up the command points
allocated to a command point holding character when the player
performs an operational input to cause the command point holding
character to appear in the gaming space in a player's turn.
[0018] This allows the player to operate another character by using
the command points added by causing a command point holding
character to appear in the gaming space. Therefore, the player can
further employ various strategies.
[0019] The present invention provides a program causing a computer
to execute functions for executing a turn-based game in which a
player and an opponent alternately operate, the program causing the
computer to execute: a function for selecting one character from a
plurality of characters during a turn of the player based on an
operational input of the player; a function for causing the
selected character to execute a command based on an operational
input of the player; a function for setting command points that can
be used by the player to operate the plurality of characters at the
beginning of a turn of the player; a function for subtracting
required command points defined for each character every time any
of the characters is operated during the turn; and a function for
ending a turn of the player and switching to a turn of the opponent
when the command points fall below the points required for the
operations of the characters, wherein the same character can be
selected for a plurality of times and the same character can be
caused to execute the same command for a plurality of times in one
turn.
[0020] The program of the present invention is stored in a storage
medium and distributed. Examples of such a storage medium include a
computer-readable medium such as a USB memory, an SD memory, a
memory stick, and a memory card comprising various ROMs or flash
memories, and a physical storage medium such as an FD, a CD-ROM,
and a DVD-ROM. A recording medium in a wider sense includes a
transmission medium, such as the Internet, capable of transmitting
the program. This is because the program transmitted (downloaded)
through the transmission medium is stored in the memory as it is
and executed by the computer.
[0021] According to the present invention, the player can execute
various patters of battle strategies in a turn-based game by
considering which character is advantageous to use depending on the
situation of the game.
BRIEF DESCRIPTION OF THE DRAWINGS
[0022] FIG. 1 is a block diagram of a hardware configuration of a
gaming device according to a first embodiment;
[0023] FIG. 2 is a perspective view of a control pad;
[0024] FIG. 3 is a block diagram of a functional configuration of
the gaming device according to the first embodiment;
[0025] FIG. 4 is a flow chart describing a process of the gaming
device according to the first embodiment;
[0026] FIG. 5A and FIG. 5B form a flow chart describing a
transition of command points in one turn;
[0027] FIG. 6A depicts an example of an image outputted on a
display of the gaming device according to the first embodiment;
[0028] FIG. 6B depicts an example of an image outputted on the
display of the gaming device according to the first embodiment;
[0029] FIG. 6C depicts an example of an image outputted on the
display of the gaming device according to the first embodiment;
[0030] FIG. 6D depicts an example of an image outputted on the
display of the gaming device according to the first embodiment;
and
[0031] FIG. 7 is an explanatory view of an example of a movable
range of a character.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0032] An embodiment of the present invention will now be described
with reference to the drawings.
First Embodiment
[0033] FIG. 1 is a block diagram of a hardware configuration of a
gaming device 1 according to a first embodiment. The gaming device
1 can be functionally divided into a CPU block 2, a video block 3,
and a sound block 4. The CPU block 2 comprises a CPU 21, a main
memory 22, a ROM 23, a CD-ROM drive 24, and a bus arbiter 25.
[0034] The bus arbiter 25 allows transmission and reception of data
by allocating the bus possession to devices interconnected through
a bus. A control pad 26 is connected to the bus arbiter 25 as a
device for the player to input an operation signal. The control pad
26 is a device for operating a character that appears on the screen
during execution of the game program and for selecting and
executing various commands. The control pad 26 outputs an operation
signal corresponding to an input operation of the player to the bus
of the CPU block 2.
[0035] As shown in FIG. 2, the control pad 26 comprises a start
button 201, an A button 202, a B button 203, an X button 204, a Y
button 205, arrow keys (up, down, left, and right direction
instruction keys) 206, and an analog stick 207. The A button 202,
the B button 203, the X button 204, and the Y button 205 function
as execution keys of commands such as "attack" and "defense" in
various scenes in the game. The analog stick 207 is used for
instructing the destination, the travel distance, or the like of
the character. The player develops the game by operating the keys.
A cable 208 is wired on the back of the control pad 26 and is
connectable to the gaming device 1.
[0036] Other than the control pad 26, a pointing device such as a
joy pad, a mouse, and a gun-shaped controller, or a keyboard and
the like may be used as an input device of the operation signal.
Two or more of the input devices may be configured to be
connectable so that multiple players can simultaneously play the
game.
[0037] A backup memory 27 is connected to the control pad 26. The
backup memory 27 serves as a storage area of the setting data
including settings of the progress of the game, the performance of
the game, and the operation method generated during the game. The
setting data functions as backup data upon power shutdown for
restarting the game from the state immediately before the power
shutdown. The setting data also enables to reflect the game result
of another gaming device to the gaming device with an exchange of
the backup memory 27.
[0038] The CPU 21 is accessible to the main memory 22, the ROM 23,
and the CD-ROM drive 24. The CPU 21 executes an initial program
stored in the ROM 23 upon power-on and initializes the entire
device. Once detecting that the CD-ROM is loaded on the CD-ROM
drive 24, the CPU 21 forwards the game program and image data
stored in the CD-ROM to the main memory 22 and executes the
program. Under the control of an operating system (OS), the CPU
forwards drawing data and image data stored in the CD-ROM to a
graphics memory 32 and forwards sound data to a sound memory
42.
[0039] The main memory 22 mainly stores OS program data and
application program data and functions as a work area for storing
static variables, dynamic variables, and the like. The ROM 23
functions as a storage area of an initial program loader.
[0040] The CD-ROM stores a game program and the like executed by
the gaming device 1. The CD-ROM drive 24 is configured to be able
to attach and detach a CD-ROM. Once the CD-ROM is loaded, the
CD-ROM drive 24 outputs a control signal to inform the CPU 21 the
fact that the CD-ROM is loaded. The CD-ROM drive 24 can forward
various data to predetermined hardware with the control of the CPU
21.
[0041] The recording medium may be configured to be able to read
not only the CD-ROM, but also various recording media such as a
flexible disk (FD), a hard disk (HD), a CD-R, a PD, an MD, an MO
disk, an HS disk, a DVD-ROM, a DVD-RAM, a DVD-RW, a ROM cartridge,
a RAM memory cartridge with backup, and the like.
[0042] A communication unit 5 is a communication device such as a
modem and a terminal adapter and is connectable to the gaming
device. The communication unit 5 functions as an adapter that
connects the gaming device 1 and an external line. The
communication unit 5 receives data from a game supply server
connected to a line such as a public line network and supplies the
data to the bus of the CPU block 2. The public line network
includes a subscriber line and a dedicated line.
[0043] The video block 3 comprises a VDP (Video Display Processor)
31, a graphics memory 32, a video encoder 33, and a display 34.
Image data from the CD-ROM is stored in a predetermined region of
the graphics memory 32. The VDP 31 reads image data required for
image display from image data stored in the graphics memory 32 and
executes a three-dimensional clipping process, a hidden line
removal process, a shading process, and a display priority process
with information required for image display supplied from the CPU
21, for example, command data, viewpoint position data, light
source position data, object designation data, object position
data, texture designation data, modeling conversion matrix. The
video encoder 33 can convert the image data generated by the VDP 31
to a predetermined television signal of an NTSC method or the like
and output the signal on the display 34.
[0044] The sound block 4 comprises a sound processor 41, the sound
memory 42, a D/A converter 43, and a speaker 44. The sound memory
42 stores audio data supplied from the CD-ROM. The sound processor
41 reads the audio data such as waveform data stored in the sound
memory 42 based on command data supplied from the CPU 21 and
executes various effect processes and the like based on a DSP
(Digital Signal Processor) function. The D/A converter 43 can
convert the audio data generated by the sound processor 41 to an
analog signal and output the data to the speaker 44.
[0045] FIG. 3 is a block diagram of a functional configuration of
the gaming device 1 according to the first embodiment. The gaming
device 1 is a gaming device that executes a turn-based game in
which a player and an opponent alternately operate. As shown in
FIG. 3, the gaming device 1 comprises a character selecting unit
101, a character operating unit 102, a command point setting unit
103, a command point managing unit 104, a turn controlling unit
105, and a character controlling unit 106.
[0046] The character selecting unit 101, the character operating
unit 102, the command point setting unit 103, the command point
managing unit 104, the turn controlling unit 105, and the character
controlling unit 106 are stored in the main memory 22 and
correspond to a module of the program executed by the CPU 21.
(Character Selecting Unit 101)
[0047] The character selecting unit 101 selects a character from a
plurality of characters operable by the player during a turn of the
player based on an operation input by the player using the control
pad 26.
(Character Operating Unit 102)
[0048] The character operating unit 102 moves the character
selected by the player based on an operational input by the player
using the control pad 26 and executes a command such as
attacking.
(Command Point Setting Unit 103)
[0049] At the beginning of a turn of the player, the command point
setting unit 103 sets command points (CP) that can be used by the
player to operate a plurality of characters.
(Command Point Managing Unit 104)
[0050] The command point managing unit 104 subtracts required
command points defined for each character every time the player
operates a character during the turn. The command point managing
unit 104 carries over the remaining command points for the player's
next turn if the command points are remaining at the end of the
turn.
(Turn Controlling Unit 105)
[0051] The turn controlling unit 105 controls switching of the turn
between the player and the opponent. The turn controlling unit 105
ends the turn of the player and switches to the turn of the
opponent if the command points set at the beginning of the turn of
the player fall below the points required for the operations of the
characters. The turn controlling unit 105 ends the turn if the
player selects to end the turn during a turn of the player.
(Character Controlling Unit 106)
[0052] The character controlling unit 106 controls the characters
based on parameters defining abilities demonstrated by the
characters in the game. The character controlling unit 106 changes
the parameters of the character in the second and later operations
against the player if the same character is selected twice or more
in one turn.
[0053] An example of the parameters defining the abilities of the
characters includes a parameter of a movable distance of a
character. The movable distance parameter is a parameter indicative
of a total distance that the character can move. When the character
moves in the game, the moved distance is subtracted from the
parameter, and the character cannot move any more if the parameter
becomes zero. The character controlling unit 106 reduces the
movable distance parameter of the character in second and later
operations if the same character is selected twice or more in one
turn. For example, the movable distance is reduced by one third
from the initial movable distance in the second selection, reduced
for two thirds in the third selection, and set to zero or to a
uniform lowest value in the fourth and later selections. Reducing
the movable distance in this way enables to prevent the player from
excessively using the same characters.
[0054] The definition of the movable distance parameter is not
limited to the one described above. For example, assuming that the
movable distance parameter is R, the character may be able to move
within a range of a circle with the movement starting point at the
center and having a radius R, regardless of the total moved
distance. In the above-described definition, although the character
can move a long distance in a certain direction, the character
cannot even go back if the movable distance is used up. In the
second definition, although the character cannot move farther than
R in any direction, the character can move any distance within the
circle with a radius R.
[0055] In the second definition, instead of reducing the movable
distance R, part of the moveable circular range may be deleted upon
second and later operations of the character. More specifically, as
shown in FIG. 7 for example, movable ranges a (areas where the
character can enter) and unmovable ranges b (areas where the
character cannot enter) may be established in the circle with a
movement starting point O at the center and having a radius R.
[0056] Other parameters defining the abilities of the characters
include the following.
(Energy of Character)
[0057] This is a value indicative of the energy of character, and
the character dies when the value becomes zero.
[0058] A certain amount of the parameter value can be reduced by
assuming that the character has consumed energy when the same
character is selected twice or more in one turn. This enables to
limit the continuous use of a character with high energy.
(CP Consumption)
[0059] This is an amount of command points (CP) required to operate
a character. The value of the CP consumption can be increased by a
certain value when the same character is selected twice or more in
one turn. Originally set CP consumption of a character with higher
overall abilities is high. Therefore, the continuous use of the
character with high overall abilities can be limited by further
increasing the CP consumption.
(Hit Accuracy)
[0060] This is a hit accuracy of a bullet fired from a weapon of a
character (accuracy that the bullet reaches the aimed location).
The hit accuracy can be reduced by a certain value when the same
character is selected twice or more in one turn. This enables to
limit the continuous use of a character with high hit accuracy.
(Attack Avoiding Ability)
[0061] This is a probability of a character avoiding the attack of
an enemy. The continuous use of a character with high attack
avoiding ability can be limited by reducing the probability of
avoiding the attack by a certain value when the same character is
selected twice or more in one turn.
(Offensive Power)
[0062] This is a parameter indicative of the magnitude of the
damage that a character incurs on an enemy. The continuous use of a
character with high offensive power can be limited by reducing the
parameter of the offensive power by a certain value when the same
character is selected twice or more in one turn.
(Defensive Power)
[0063] This is a parameter indicative of an ability of a character
reducing the damage incurred by an enemy's attack. The continuous
use of a character with high defensive power can be limited by
reducing the defensive parameter by a certain value when the same
character is selected twice or more in one turn.
(Firing Range)
[0064] This is a reaching distance of a bullet fired from a weapon
of a character. The continuous use of a character with long firing
range can be limited by reducing the value of the firing range by a
certain value when the same character is selected twice or more in
one turn.
(The Number of Bullets)
[0065] This is the number of bullets fired from a weapon of a
character. The continuous use of a character with more number of
bullets can be limited by reducing the number of bullets by a
certain value when the same character is selected twice of more in
one turn.
(Potential)
[0066] This is an element that generates effects on a character
under specific conditions set for the character. The effects
include positive ones and negative ones. For example, elements with
positive effects include "audacious" and "tenacious spirit", while
elements with negative effects include "pollen allergy" and
"man-hater". "Audacious" is an element that increases the offensive
power according to the number of surrounding enemies. "Tenacious
spirit" is an element that increases the defensive power parameter
as the energy parameter decreases. "Pollen allergy" is an element
that gradually reduces the energy parameter in accordance with the
time, as the character moves across the grassland. "Man-hater" is
an element that decreases the shooting ability (hit accuracy) if a
man character exists within a predetermined distance from the
character.
[0067] An increase in the offensive parameter or an increase in the
defensive parameter can be reduced by not generating a positive
element or by reducing the probability of the generation of the
positive element when the same character is selected twice or more
in one turn. As a result, the continuous use of the same character
can be limited.
[0068] The energy parameter or the shooting ability can be reduced
by increasing the probability of the generation of a negative
element. As a result, the continuous use of the same character can
be limited.
[0069] The character controlling unit 106 can also change the
parameters of the character in the second and later operations in
favor of the player when the same character is selected twice or
more in one turn. In this case, the player is not limited from
continuously using the same character. The player can enjoy
improving the abilities of a character by using the same character
over and over.
[0070] FIG. 4 is a flow chart describing a process of the gaming
device according to the first embodiment. It is assumed herein that
CP=4 is given to the player in addition to the carried over CPs at
the beginning of the turn and that characters operable by the
player are a character A (soldier) and a character B (tank). It is
also assumed that the consumed CP is one point when operating the
character A, and the consumed CP is two points when operating the
character B.
[0071] Once a player's turn is started, the command point managing
unit 103 sets an initial CP (step S101). Four points are set if
there is no carry-over from the previous turn. If there is a
carry-over, points are set by adding the carried-over points to the
specified four points. A limit may be established to the CPs
provided at the beginning of a turn, and the points over the limit
may be discarded.
[0072] If the player selects a character in step S102, the process
proceeds to step S103. If the player selects to end the turn in
step S102, the turn controlling unit 105 ends the turn as it
is.
[0073] In step S103, the character selecting unit 101 determines
whether the player has selected the character A or the character
B.
[0074] In step S104, the turn controlling unit 105 determines
whether the command points for operating the selected character are
remaining. The turn controlling unit 105 determines whether one or
more CPs are remaining if the character A is selected and
determines whether two or more CPs are remaining if the character B
is selected. The turn is terminated if the points are not
remaining, while the process proceeds to step S105 if the points
are remaining.
[0075] In step S105, the character controlling unit 106 determines
whether the selected character has been selected twice or more in
the turn. If the character has been selected twice or more, the
character controlling unit 106 reduces the movable distance of the
character in accordance with the selected number of times in step
S106.
[0076] In step S107, the character operating unit 102 moves the
selected character based on the operation of the player and causes
the character to execute a command such as attacking.
[0077] In step S108, the command point managing unit 103 subtracts
the CPs required for operating the selected character. CP=1 is
subtracted when the character A is operated, and as a result, the
CPs possessed by the player becomes three. CP=2 is subtracted when
the character B is operated, and as a result, the CPs possessed by
the player becomes two.
[0078] FIG. 5A and FIG. 5B form a flow chart describing the
transition of the command points in one turn. As shown in FIG. 5A
and FIG. 5B, CP=4 is given at the start of the turn, and one CP is
subtracted when the character A is operated while two CPs are
subtracted when the character B is operated. No limit is
established for the number of times the character can be selected,
and the CPs can be freely allocated as long as the CPs are
remaining. If the same character is selected for a plurality of
times, the movable distance is reduced each time.
[0079] FIGS. 6A to 6D depict examples of images outputted on the
display 34 of the gaming device according to the first
embodiment.
[0080] FIGS. 6A and 6B illustrate a screen for selecting a
character operated by the player. FIG. 6A is an example of the
screen displayed when the character A (soldier) is selected and
depicts an icon 501a indicating the character A with a pointer P by
using the control pad 26. Patterns 503 indicative of currently
remaining CPs are displayed on a CP display portion 502 on the
upper left of the screen, with one pattern corresponding to one CP.
Once the player designates the character A with the pointer P, one
pattern 503 is highlighted as shown in FIG. 6A (X in FIG. 6A)
because the CP required for the operation of the character A is
one. As a result, the player can easily recognize the change in the
CP.
[0081] A meter 504 displayed on the lower left of the screen
indicates the movable distance of the selected character. FIG. 6A
illustrates a state at the first selection, and the movable
distance is 100%.
[0082] FIG. 6B is an example of the screen displayed when the
character B (tank) is selected and depicts an icon 501b indicating
the character B with a pointer P by using the control pad 26. As in
FIG. 6A, the CP display portion 502 on the upper left of the screen
displays the patterns 503 corresponding to the currently remaining
CPs. The patterns 503 indicative of two CPs required for the
operation of the character B is highlighted once the player
designates the character B with the pointer P.
[0083] FIG. 6C is an example of the screen when the character
operating unit 102 is causing the character A (A in FIG. 6C) to
execute a command based on the operation of the player. A meter 505
in FIG. 6C indicates the actual travel distance of the character A.
The player may move the character to the fullest extent of the
movable distance or may cause the character to perform attacking
only without moving. The player may also cause the character to
retreat to avoid an attack in the opponent's turn when an enemy is
near the character.
[0084] FIG. 6D depicts the screen when the character A is selected
for the second time in one turn. As shown in FIG. 6D, the meter 504
indicative of the movable distance is reduced by one third because
this is the second selection. One pattern 503 is highlighted
because the consumed CP is one, the same as the first time.
[0085] The player has a command point holding character C in
addition to the characters A and B. The character holding character
C is a character held by the player as a piece in hand and is not
initially in the gaming space. The player can operate to cause the
command point holding character C to appear in the gaming space
during a player's turn. Once the player causes the command point
holding character C to appear in the gaming space, the command
point managing unit 103 adds up command points allocated to the
command point holding character C. For example, if the point
carried over from the previous turn is one at the beginning of a
player's turn and the player causes the command point holding
character C holding two CPs to appear in the gaming space, the
total CPs usable by the player in the turn is 4+1+2=7. The player
can further employ a variety of strategies by utilizing the command
points added by causing the command point holding character to
appear in the gaming space to operate other characters.
[0086] As described, according to the first embodiment, the player
can freely select a character receiving a command as well as the
content of the command within the command points on hand without
limitation to the number of times of selections in one turn.
Therefore, the player can execute various patterns of battle
strategies by considering which character is advantageous to use
and then allocating the points on hand depending on the situation
of the game.
[0087] The character controlling unit 106 changes the parameters
such as the movable distance of the character in the second and
later operations against the player to thereby inform the player
that the character is tired. This enables to prevent the player
from excessively using the same character. Reducing the movable
distance is advantageous in that the game producer can more easily
create the game because the predicted range of the movement of the
characters can be narrowed down.
[0088] The command point managing unit 103 carries over the
remaining command points to the player's next turn when command
points are remaining at the end of the turn. As a result, the
player can employ a strategy such as saving the points for the next
turn depending on the situation of the game.
* * * * *