WO2012014704A1 - Program, recording medium, and game device and control method therefor - Google Patents

Program, recording medium, and game device and control method therefor Download PDF

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Publication number
WO2012014704A1
WO2012014704A1 PCT/JP2011/066251 JP2011066251W WO2012014704A1 WO 2012014704 A1 WO2012014704 A1 WO 2012014704A1 JP 2011066251 W JP2011066251 W JP 2011066251W WO 2012014704 A1 WO2012014704 A1 WO 2012014704A1
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WO
WIPO (PCT)
Prior art keywords
options
option
player
parameter
time
Prior art date
Application number
PCT/JP2011/066251
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French (fr)
Japanese (ja)
Inventor
剛 澤田
Original Assignee
株式会社セガ
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Application filed by 株式会社セガ filed Critical 株式会社セガ
Publication of WO2012014704A1 publication Critical patent/WO2012014704A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/44Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/67Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/638Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8064Quiz

Definitions

  • the present invention relates to a program, a recording medium, a game device, and a control method thereof.
  • the purpose of causing the player to select an option is to reflect the selection result in the game scenario, the progress of the conversation, etc., so that the playability of the selection work itself is low. Therefore, the continuous selection work tends to be a factor that makes the game monotonous for the player.
  • the time limit is set to a predetermined value in advance in the game device disclosed in Patent Document 1, once the player gets used to the selection system with the time limit as a result of repeated play, the selection is made. There is a problem that tension in work is reduced. In addition, although the player's selection results affect the game scenario and the progress of the conversation, they do not affect the selection system itself, so that the playability of the selection system itself has not been improved.
  • the present invention has been made in view of the above-described problems.
  • the selection result of the player is influenced on the selection system from the next time onward, while eliminating the monotonousness of the selection work. It is an object of the present invention to provide a game program, a recording medium, a game device, and a control method thereof that can give a change to a selection each time.
  • the present invention stores a control means for displaying on the display means choices to be selected by the player, a time measuring means for measuring time, and a predetermined parameter corresponding to each of the choices.
  • the present invention also includes a control means for displaying on the display means options to be selected from the player, a time measuring means for measuring time, and a storage means for storing predetermined parameters corresponding to each of the options.
  • a computer-readable recording medium that records a program to be executed by a game device having the first step of reading the parameter corresponding to each option from the storage unit to the control unit, and the option And a second step of determining a selectable time based on the corresponding parameter, and a third step of determining whether the selectable time has passed for each of the options by the time measuring means. And a step of displaying on the display means whether or not the selectable time has elapsed for each of the options. If one or more options are selected by the player from the step and the option determined that the selectable time has not passed, any one or more related to the selected option And a fifth step of changing the parameter corresponding to the option.
  • the present invention includes a control unit that displays on the display unit choices to be selected from the player, a time measuring unit that measures time, and a storage unit that stores predetermined parameters corresponding to each of the options.
  • the control device reads the parameter corresponding to each of the options from the storage, determines a selectable time for each of the options based on the corresponding parameter, and It is determined whether or not the selectable time has elapsed for each of the options by the time measuring means, and whether or not the selectable time has elapsed for each of the options is displayed on the display means and can be selected.
  • Changing the parameter corresponding to any one or more options associated with the-option by alternatives characterized in that.
  • the present invention includes a control unit that displays on the display unit choices to be selected from the player, a time measuring unit that measures time, and a storage unit that stores predetermined parameters corresponding to each of the options.
  • a control method for a game device comprising: a first step of reading out the corresponding parameter for each of the options from the storage unit; and selecting for each of the options based on the corresponding parameter A second step of determining a possible time; a third step of determining whether or not the selectable time has elapsed for each of the options by the time counting means; and the selectable for each of the options
  • the parameter corresponding to the option is changed to reflect the selection result of the player, and the next time the option is selected, a plurality of options are selected.
  • the time limit can be changed.
  • a game program in a game in which options are presented to the player during the game, a game program, a recording medium, a game device, and a game program that can improve the playability of the selection work by changing the time limit for each selection.
  • the control method can be realized.
  • FIG. 3 is an example of a conceptual diagram for explaining a selected image according to the first embodiment.
  • FIG. 1 is a block diagram illustrating an example of a hardware configuration of a game apparatus 1 according to an embodiment of the present invention.
  • the game apparatus 1 includes a control unit 2 for overall control of the game apparatus 1, an input unit 3 for a player to operate the game apparatus 1, and an image for expressing and producing a game.
  • An output unit 4 for providing a player with a sound (for example, music, sound, sound effect, etc.) and an external media unit 5 for accessing an external storage medium;
  • a communication unit 6 for performing wireless communication with other game apparatuses 1.
  • the control unit 2 is a computer circuit element including a chip set, for example, including various processors and memories.
  • the control unit 2 includes, for example, a processor core 21 (control means), a memory module 22 (storage means), a graphics engine 23, a sound engine 24, an I / O controller 25, and a system bus 26 that connects them. It is comprised including.
  • the control unit 2 may include a media engine for processing moving images at high speed.
  • the processor core 21 is a chip that functions as the main processor of the control unit 2.
  • the term “processor core” can be treated as synonymous with a processor or CPU meaning a main processor.
  • the processor core 21 executes a game program 22A (described later) developed on the memory module 22, and causes the control unit 2 to realize various functions. That is, the control unit 2 executes the game program 22A under the control of the processor core 21, thereby realizing a game on the game apparatus 1 in cooperation with other hardware units / components.
  • the game program 22A may be executed, for example, under the control of an operating system (OS) realized under the control of the processor core 21.
  • the processor core 21 can employ either a single core type or a multi-core type.
  • the processor core 21 includes a plurality of data caches not shown.
  • the processor core 21 may be configured to connect a floating-point processor (FPU), a vector floating-point processor (VFPU), or the like (not shown) and execute the game program 22A in cooperation with these.
  • FPU
  • the memory module 22 stores various programs and data necessary for game execution.
  • FIG. 2 is a diagram showing an example of the contents of the memory module 22 of the game apparatus 1 according to one embodiment of the present invention.
  • the memory module 22 includes, for example, a volatile memory represented by a DRAM, a non-rewritable nonvolatile memory represented by a mask ROM, and a rewritable nonvolatile memory represented by a flash memory.
  • the volatile memory is typically provided to the main memory of the processor core 21 and stores, for example, part or all of the game program 22A as necessary.
  • the non-volatile memory stores, for example, BIOS, OS program, device driver, game program 22A, system data necessary for controlling the game apparatus 1, user data, play data, play result data, and the like. All of the non-volatile memories may be configured by a flash memory without using a mask ROM. Further, all of the memory module 22 may be configured by a rewritable nonvolatile memory such as a flash
  • the game program 22A includes at least option data 22B and parameters 22C.
  • the option data 22B and the parameter 22C will be described in detail later.
  • the graphics engine 23 performs various graphics processing under the control of the core processor 21.
  • the graphics engine 23 typically includes a graphic core 231 and a graphic memory 232.
  • the graphic core 231 may be referred to as a video display processor (VDP) or a graphic processing unit (GPU).
  • VDP video display processor
  • GPU graphic processing unit
  • the graphic core 231 reads out graphic data stored in the graphic memory 232, performs various graphic processing (for example, geometry processing, rendering processing, texture mapping processing, etc.), and generates image data.
  • Image data generated by the graphic core 231 is converted into a predetermined video signal by a video interface circuit (not shown), and is output to the display 41 of the output unit 4.
  • the sound engine 24 appropriately performs various sound processing (for example, effect processing, mixing processing, etc.) on sound data stored in a sound memory (not shown) under the control of the processor core 21.
  • the sound data processed by the sound engine 24 is converted into a predetermined audio signal by a sound interface circuit (not shown) and output to the speaker 42 of the output unit 4.
  • the I / O controller 25 is an interface circuit for controlling input / output with various external units.
  • the input unit 3, the external media unit 5, and the communication unit 6 are connected to the I / O controller 25.
  • the I / O controller 25 converts external signals given from various connected units into internal data in the control unit 2 and converts internal data into external signals suitable for various units.
  • processor core 21, memory module 22, graphics engine 23, sound engine 24, and I / O controller 25 are connected to each other via a system bus 26.
  • the input unit 3 is an input device for the player to operate the game apparatus 1 in order to enjoy the game, and may be referred to as a game controller.
  • the input unit 3 forms a user interface in combination with the output unit 4 described later.
  • the input unit 3 is typically composed of a plurality of buttons (keys), but is not limited to this.
  • a predetermined button is operated (for example, pressed) by the player, the input unit 3 outputs an operation signal corresponding to the button to the I / O controller 25 of the control unit 2.
  • the I / O controller 25 receives an operation signal given from the input unit 3, converts it into data inside the system, and outputs it to the processor core 21.
  • the output unit 4 is an output device for providing game images and game sounds to the player in accordance with the player's operation on the input unit 3.
  • the output unit 4 is typically configured by a display 41 (display means) and a speaker 42, but is not limited thereto.
  • a vibration module for transmitting vibrations to the player can be included in the output unit 4.
  • the display 41 displays an image on the screen based on the video signal from the graphics engine 23.
  • a TFT liquid crystal display can be adopted, but is not limited thereto.
  • the speaker 42 generates sound based on the audio signal from the sound engine 24.
  • the input unit 3 and the display 41 may be integrally configured as a touch panel.
  • the touch panel as a user interface, the player can give an input to the game apparatus 1 by touching the screen.
  • the external media unit 5 is a drive device for accessing an external storage medium such as a memory card (for example, SD memory card (registered trademark), memory stick (registered trademark)), CD-ROM, DVD-ROM, etc. It is. These external storage media are used, for example, for supplying the game program 22A of the present embodiment to the game apparatus 1 and storing user data.
  • the external media unit 5 accesses the attached external storage medium, reads data, and if writing is permitted, writes to it.
  • the communication unit 6 is a communication board for the game apparatus 1 to communicate with other game apparatuses 1 and computers, and is mounted with a circuit that realizes a communication standard such as a wireless LAN or Bluetooth (registered trademark), for example. .
  • the communication form is premised on wireless communication, but does not exclude wired communication such as wired LAN.
  • the game device 1 is not limited to a home game device as long as it is a game device having a similar system configuration, but is not limited to a personal computer, a portable electronic game machine, an electronic device such as a mobile phone or a PDA, or an amusement machine. It may be an information processing device such as an arcade game device installed in a store such as a facility or a game cafe.
  • a time limit that can be selected by the player is set for each of the plurality of options based on the parameter 22C corresponding to each of the plurality of options, and any one option is selected from the plurality of options.
  • the parameter 22C is changed based on the selection result.
  • FIG. 3 and 4 are flowcharts showing a time limit changing process procedure RT1 for each option in the selected image of the processor core 21 in the game apparatus 1 of the present embodiment.
  • the processor core 21 displays a selection image 51 (to be described later) for allowing the player to select a plurality of options on the display 41
  • the processor core 21 starts a time limit changing process RT1 for each option in the selected image and displays the plurality of options on the display 41.
  • a time limit changing process RT1 for each option in the selected image and displays the plurality of options on the display 41.
  • the plurality of option data 22B is a dialogue that the player character next utters for the conversation of the other character
  • the parameter 22C is The relationship between the personality of the player character and the content of the dialogue that the player character will emit next is quantified.
  • the plurality of option data 22B is an answer
  • the parameter 22C is a numerical value of the relationship between the character of the player character and the content of the answer. In this case, for example, when the character of the player character is positive, the positive answer parameter 22C is high, and the negative answer parameter 22C is low.
  • the plurality of option data 22B is a genre
  • the parameter 22C is a numerical value of the relevance of the player character's specialty genre.
  • the plurality of option data 22B are weapons or techniques used by the character
  • the parameter 22C indicates the skill level and usage of each weapon and technique of the player character. This is a numerical representation of the frequency.
  • the plurality of option data 22B are cooperation characters that act together, and the parameter 22C quantifies the likability of the cooperation character with respect to the player character. Is.
  • the processor core 21 refers to the parameters 22C of all the read option data 22B (step SP2). Subsequently, the processor core 21 compares all the read parameters 22C with a predetermined reference value, and among the selection data 22B, whether or not there is option data 22B having a parameter 22C value equal to or less than the predetermined reference value. Is checked (step SP3).
  • step SP3 When there is option data 22B in which the value of the parameter 22C is equal to or smaller than the predetermined reference value (step SP3: YES), the processor core 21 selects the option data 22B whose parameter 22C is equal to or smaller than the predetermined reference value from the selection target. Exclude (step SP4). In this case, for example, the processor core 21 prevents the option based on the option data 22B having the parameter 22C equal to or less than a predetermined reference value from being displayed on the display 41, or causes the player to select the option so that the option cannot be displayed on the display 41. Or On the other hand, the processor core 21 proceeds to step SP5 when there is no option data 22B in which the value of the parameter 22C is equal to or smaller than a predetermined reference value (step SP3: NO).
  • the processor core 21 sets a time limit for allowing the player to select an option based on the option data 22B corresponding to the parameter 22C.
  • Each 22B is determined (step SP5).
  • the processor core 21 sets the time limit to be longer as the value of the parameter 22C is higher.
  • the processor core 21 displays the option based on the option data 22B on the display 41, the processor core 21 randomly determines an arrangement position of the option (step SP6). Subsequently, the processor core 21 causes the graphics engine 23 to perform various graphic processing on the plurality of option data 22B and play data, graphic data, and the like corresponding to the plurality of option data 22B, thereby generating image data. The selected image 51 based on the data is displayed on the display 41 (step SP7).
  • FIG. 5 is a conceptual diagram for explaining the selected image in the present embodiment. Specifically, a game in which a plurality of options are displayed on the display screen of the display 41 and the player is allowed to select the plurality of options. This is an image 51 (selected image 51).
  • the selection image 51 includes a message display frame 52 and an option display frame 53.
  • the message display frame 52 is a frame for displaying a predetermined message. Specifically, for example, in a conversation scene with another character in the game, the processor core 21 causes the message display frame 52 to display a dialogue of another character such as “Good morning”. In addition, for example, in the scene of an answer to a question, the processor core 21 displays a question such as “What is this?” In the message display frame 52. Furthermore, for example, in the scene of selecting a genre in a quiz game, the processor core 21 displays a message such as “Which genre do you want to select?” In the message display frame 52. Further, for example, in the case of selecting a cooperation character that attacks both enemies in a battle, the processor core 21 displays a message such as “Which cooperation character will you attack?” In the message display frame 52.
  • the option display frame 53 is a frame for displaying a plurality of options.
  • the option display frame 53 includes a plurality of options 54A to 54D, time limit clocks 55A to 55C, and a button operation display field 56. The point that the option 54D does not have a time limit clock will be described in detail later.
  • the plurality of options 54A to 54D are limbs for reflecting the player's intention on the message displayed in the message display frame 52.
  • the option 54D is a limb to be selected when none of the options 54A to 54C is selected from the plurality of options 54A to 54C.
  • the processor core 21 has a plurality of options 54A to 54A for the other character dialogue “Good morning” displayed in the message display frame 52.
  • 54D displays, for example, “Good morning” as the option 54A, “Thank you” as the option 54B, “Good evening” as the option 54C, and “Mute” as the option 54D.
  • the processor core 21 may, for example, select a plurality of options 54A to 54D in response to the question “What is this?” Displayed in the message display frame 52.
  • Options such as “desk” as 54A, “chair” as option 54B, “TV stand” as option 54C, and “none” as option 54D are displayed.
  • the processor core 21 has a plurality of options 54A to 54D in response to the message “Which genre do you want to select?” Displayed in the message display frame 52.
  • an option indicating the name of a genre such as “entertainment” as the option 54A, “natural science” as the option 54B, “mathematics” as the option 54C, and “none” as the option 54D is displayed.
  • the processor core 21 responds to a message “Which weapons do you equip?” Displayed in the message display frame 52 with a plurality of messages.
  • the options 54A to 54D for example, an option indicating the name of the cooperation character such as “sword” as the option 54A, “ax” as the option 54B, “whipping” as the option 54C, “equipment nothing” as the option 54D is displayed.
  • the processor core 21 responds to a message “Which cooperation character will you attack?” Displayed in the message display frame 52.
  • the options 54A to 54D include, for example, options indicating the name of the cooperative character, such as “Character A” as the option 54A, “Character B” as the option 54B, “Character C” as the option 54C, and “Cancel” as the option 54D. Display.
  • the time limit clocks 55A to 55C are provided corresponding to the plurality of options 54A to 54C, respectively, and are clocks for allowing the player to recognize the time limit for selecting the plurality of options 54A to 54C.
  • the processor core 21 performs control so that the time limit elapses when the hour hand of the time limit clocks 55A to 55C is rotated clockwise and turned clockwise once. That is, when the parameter 22C corresponding to the plurality of options 54A to 54C is high, the processor core 21 slowly rotates the hour hand of the time limit clocks 55A to 55C clockwise.
  • the processor core 21 rotates the hour hand of the time limit clocks 55A to 55C clockwise at high speed. Then, when the time limit elapses when the hour hand of the time limit clocks 55A to 55C rotates clockwise, the processor core 21 selects a plurality of options 54A to 54C corresponding to the time limit clocks 55A to 55C, for example. Incapable of being displayed on the display 41.
  • the time limit of the option 54D is set to the same time limit as that of the longest time limit clocks 55A to 55C among the time limit clocks 55A to 55C. Therefore, the option 54D does not have a time limit clock, but in some embodiments, the option 54D may be provided with the time limit clock 55D.
  • the button operation display field 56 displays buttons and the like of the input unit 3 for operating selection of a plurality of options 54A to 54D.
  • the processor core 21 causes the button operation display field 56 to display, for example, the cross key of the input unit 3 and the left, up, right, and down arrows. Then, the processor core 21 recognizes that the option 54A (option A) has been selected when the left direction of the cross key of the input unit 3 is pressed. Further, the processor core 21 recognizes that the option 54B (option B) has been selected when the upward direction of the cross key of the input unit 3 is pressed. Further, the processor core 21 recognizes that the option 54C (option C) has been selected when the right direction of the cross key of the input unit 3 is pressed. Further, the processor core 21 recognizes that the option 54D (option D) has been selected when the downward direction of the cross key of the input unit 3 is pressed.
  • the processor core 21 uses the time measuring function (time measuring means) for measuring time by a predetermined timer or the like, and the time elapsed after the plurality of options 54A to 54C are displayed on the display 41. Is started for each of the plurality of options 54A to 54C, and the hour hands of the time limit clocks 55A to 55C are rotated clockwise (step SP8).
  • time measuring function time measuring means
  • the processor core 21 checks whether any one of the plurality of options 54A to 54D is selected within a predetermined time by the player's operation of the input unit 3 (step SP9). ).
  • step SP9 YES
  • the processor core 21 increases the parameter 22C corresponding to the selected options 54A to 54C.
  • the memory module 22 is overwritten and stored (step SP10).
  • the processor core 21 reduces the parameter 22C corresponding to the unselected options 54A to 54C and overwrites and stores the parameter 22C in the memory module 22 (step SP11), and thereafter, as shown in FIG. 3 and FIG.
  • the time limit change processing procedure RT1 for each option in the selected image is terminated (step SP17).
  • step SP9 if any one of the options 54A to 54C is not selected within a predetermined time (step SP9: NO), the processor core 21 determines whether the option 54D is selected within the predetermined time. Is checked (step SP12). When the option 54D is selected within a predetermined time (step SP12: YES), the processor core 21 does not change the parameter 22C corresponding to any of the options 54A to 54C, and thereafter, FIG. The time limit changing process for each option in the selected image shown in FIG. 4 ends (step SP17).
  • step SP12 when the option 54D is not selected within the predetermined time within the predetermined time (step SP12: NO), the processor core 21 sets the hour hand of the time limit clocks 55A to 55C clockwise. Then, it is checked whether there are options 54A to 54C for which the time limit has passed (step SP13). Then, when there are no options 54A to 54C for which the time limit has passed (step SP13: NO), the processor core 21 returns to step SP9. On the other hand, when there are the options 54A to 54C for which the time limit has elapsed (step SP13: YES), the processor core 21 excludes the options 54A to 54C for which the time limit has elapsed (step SP14). ).
  • the processor core 21 closes and displays the lids of the time limit clocks 55A to 55C corresponding to the options 54A to 54C for which the time limit has elapsed, and cannot select the options 54A to 54C for which the time limit has elapsed.
  • the state is displayed on the display 41.
  • the processor core 21 checks whether or not the time limits of all the options 54A to 54C have elapsed (step SP15). The processor core 21 then returns to step SP9 when the time limits of all the options 54A to 54C have not elapsed (step SP15: NO). In contrast, when the time limit of all the options 54A to 54C has elapsed (step SP15: YES), the processor core 21 assumes that none of the options 54A to 54C has been selected, and the options 54A to 54C. Is reduced and stored in the memory module 22 (step SP16), and then the time limit changing process for each option in the selected image shown in FIGS. 3 and 4 is terminated (step SP17). ).
  • the processor core 21 sets the time limit for each of the plurality of options 54A to 54C based on the parameter 22C corresponding to each of the plurality of option data 22B, and the plurality of options 54A to 54A.
  • the elapsed time is measured every 54C, and when any one of the options 54A to 54C is selected, the parameter 22C corresponding to the selected options 54A to 54C is increased.
  • the memory module 22 is overwritten and stored, while the parameter 22C corresponding to the unselected options 54A to 54C is decreased and the memory module 22 is overwritten and stored. Further, when any of the options 54A to 54C is not selected, the parameter 22C corresponding to all the options 54A to 54C is decreased and overwritten and stored in the memory module 22.
  • the parameter 22C corresponding to the selected options 54A to 54C increases, while the parameter 22C corresponding to the unselected options 54A to 54C decreases. If none of the options 54A to 54C is selected within the time limit, the parameter 22C corresponding to all the options 54A to 54C decreases. Then, the next time the options 54A to 54C are selected, the time limit for the plurality of options 54A to 54C can be changed. As a result, when presenting options to the player during the game, the monotonousness of the selection work is eliminated, and the selection result of the player is affected to the subsequent selection system, and the selection is changed each time. Thus, in a game in which options are presented to the player during the game, the playability of the selection work can be enhanced by changing the time limit for each selection.
  • the option is selected by a factor of the time limit within the time limit.
  • the processor core 21 when the option 54D is selected within a predetermined time, the processor core 21 does not change the parameter 22C corresponding to any of the options 54A to 54C, so that any of the options 54A to 54C is changed. If it is not desired to decrease the parameter 22C, none of the options 54A to 54C can be selected, and the playability of the selection work can be further enhanced.
  • the player can select a plurality of options by excluding the options 54A to 54C for which the time limit has passed from the selection target.
  • the desired options 54A to 54C must be selected within the time limit of 54A to 54C, and the playability of the selection work can be further enhanced.
  • the processor core 21 selects the option data 22B when there is an option whose value of the parameter 22C is equal to or less than a predetermined reference value among all the option data 22B read from the memory module 22. By excluding it from the target, it is possible to prompt the player to select an option that the player prefers as a selection target, and it is possible to further enhance the interest of the game.
  • the processor core 21 displays the options based on the option data 22B on the display 41, the player determines the arrangement position of the options at random, thereby allowing the player to set a time limit for the plurality of options 54A to 54C.
  • the desired options 54A to 54D must be viewed and selected appropriately, and the playability of the selection work can be further enhanced.
  • the processor core 21 performs control so that the time limit elapses when the hour hand of the time limit clocks 55A to 55C is rotated clockwise and turned clockwise. Since the parameter 22C of the plurality of option data 22B can be recognized at the speed of the hour hand of 55A to 55C, and the player cannot recognize at a glance which time limit of the options 54A to 54C elapses earlier, the selection work The playability of can be further improved.
  • Example 1 The game of the first embodiment is, for example, a so-called role-playing game in which a player character grows by acquiring an experience value through battle with a monster in the fictional world and expands the search / action range by growing. (Role-playing game).
  • a cooperative character that performs a combined attack is displayed in a battle with a monster.
  • This game is presented as a plurality of choices, a player selects a desired cooperative character and performs a combined attack, and gives a monster a stronger attack or a special attack than a one-person attack.
  • a time limit that can be selected by the player is set for each of the plurality of cooperation characters based on the favorable sensitivity of the cooperation character to the player character, and any one cooperation character is selected from the plurality of cooperation characters. When is selected, the preference is changed based on the selection result.
  • FIGS. 6 and 7 are flowcharts illustrating the time limit changing process RT2 for each cooperative character in the selected image of the processor core 21 in the game apparatus 1 according to the first embodiment.
  • the processor core 21 When the battle with the monster is started, the processor core 21 starts the time limit changing process RT2 for each cooperative character in the selected image, and waits in the standby mode for the player character's attack order (step SP21). Eventually, the processor core 21 checks whether or not a coalescence attack event is performed (step SP22) when the attack order of the player character is reached (step SP21: YES). In this case, for example, the processor core 21 causes a coalescence attack event to appear with a predetermined probability.
  • the processor core 21 favors the player character of the cooperation character corresponding to each of the cooperation character data (option data) 22B that is the names of the plurality of cooperation characters displayed on the display 41 and each of the plurality of cooperation character data 22B.
  • Sensitivity data (parameter) 22C is read from the memory module 22 (step SP23).
  • the processor core 21 refers to the favorability data 22C of all the read cooperation character data 22B (step SP24). Subsequently, the processor core 21 compares all the read cooperative character data 22B with a predetermined reference value, and among the cooperative character data 22B, the cooperative character data whose value of the preference data 22C is equal to or smaller than the predetermined reference value. It is checked whether or not 22B exists (step SP25).
  • step SP25: YES when there is cooperative character data 22B in which the value of the likability data 22C is equal to or smaller than the predetermined reference value (step SP25: YES), the processor core 21 has the cooperative character whose favorability data 22C is equal to or smaller than the predetermined reference value.
  • the data 22B is excluded from selection targets (step SP26).
  • the processor core 21 proceeds to step SP27 when there is no cooperative character data 22B having a value of the likability data 22C equal to or less than a predetermined reference value (step SP25: NO).
  • the processor core 21 is a time that allows the player to select a cooperative character based on the cooperative character data 22B corresponding to the favorable data 22C based on the read value of the favorable data 22C.
  • the time is set for each cooperative character data 22B (step SP27).
  • the processor core 21 randomly determines the arrangement position of the cooperation character (step SP28). Subsequently, the processor core 21 causes the graphics engine 23 to perform various graphic processing on the plurality of cooperative character data 22B and play data, graphic data, etc. corresponding to the plurality of cooperative character data 22B to generate image data. The selected image 61 based on the image data is displayed on the display 41 (step SP29).
  • FIG. 8 is a conceptual diagram for explaining the selected image in this embodiment. Specifically, a plurality of cooperative characters are displayed on the display screen of the display 41, and the player is allowed to select the cooperative character. This is a game image 61 (selected image 61).
  • the selection image 61 includes a state display frame 62, a cooperation character display frame 63, a cooperation character 64, and a comment display frame 65.
  • the state display frame 62 is a frame for displaying the face, level, hit point (HP), hit point bar, magic point (MP), and the like of the player character and the cooperation character.
  • the cooperation character display frame 63 is a frame for displaying names of a plurality of cooperation characters.
  • the cooperation character display frame 63 includes a plurality of cooperation character names 66A to 66C, a stop option 66D, time limit clocks 67A to 67C, and a button operation display column 68.
  • the plurality of cooperation character names 66A to 66C are limbs for selecting the cooperation character that performs the combined attack and reflecting the intention of the player.
  • the processor core 21 displays the names of cooperative characters such as “Character A”, “Character B”, and “Character C” on the multiple cooperative character names 66A to 66C.
  • the stop option 66D is a limb for reflecting the player's intention to execute a one-person attack without selecting any of the cooperation character names 66A to 66C.
  • the processor core 21 displays, for example, “stop” as the stop option 66D.
  • the time limit clocks 67A to 67C are provided corresponding to the plurality of cooperation character names 66A to 66C, respectively, and are clocks for allowing the player to recognize the time limit for selecting the plurality of cooperation character names 66A to 66C.
  • the button operation display field 68 displays buttons and the like of the input unit 3 for selecting a plurality of cooperative character names 66A to 66C.
  • the processor core 21 causes the button operation display field 68 to display, for example, the cross key of the input unit 3 and the left, up, right, and down arrows.
  • the processor core 21 recognizes that the cooperative character name 66A (character A) is selected, and that the combined attack with the character A is selected. Further, when the upward direction of the cross key of the input unit 3 is pressed, the processor core 21 recognizes that the cooperative character name 66B (character B) is selected and the combined attack with the character B is selected. Further, when the right direction of the cross key of the input unit 3 is pressed, the processor core 21 recognizes that the cooperative character name 66C (character C) is selected and the combined attack with the character C is selected. Furthermore, when the downward direction of the cross key of the input unit 3 is pressed, the processor core 21 recognizes that one person attack is selected without selecting any of the cooperation character names 66A to 66C.
  • the cooperation character 64 is composed of a plurality of cooperation characters 64A to 64C.
  • the plurality of cooperation characters 64A to 64C are provided corresponding to the plurality of cooperation character names 66A to 66C, respectively, and an image showing the appearance of each cooperation character is displayed.
  • the comment display frame 65 is a frame for displaying comments of predetermined cooperation character names 66A to 66C among the plurality of cooperation character names 66A to 66C.
  • the processor core 21 causes the comment display frame 65 to be confused about a comment that prompts the player to make a combined attack, such as “Let's attack with me!”, Or the player's selection. To display simple comments.
  • the processor core 21 is a time that has elapsed since the display of the plurality of cooperative character names 66 ⁇ / b> A to 66 ⁇ / b> C on the display 41 by using a clocking function for clocking time by a predetermined timer or the like.
  • the elapsed time measurement is started for each of the plurality of cooperation character names 66A to 66C, and the hour hands of the time limit clocks 67A to 67C are rotated clockwise (step SP30).
  • the processor core 21 checks whether any one of the plurality of cooperation character names 66A to 66C is selected within a predetermined time by operating the input unit 3 of the player. (Step SP31).
  • step SP31 when any one of the cooperation character names 66A to 66C is selected within a predetermined time (step SP31: YES), the processor core 21 favors the corresponding cooperation character name 66A to 66C.
  • the data 22C is increased and overwritten and stored in the memory module 22 (step SP32).
  • the processor core 21 reduces the likability data 22C corresponding to the cooperation character names 66A to 66C that have not been selected, and overwrites and stores them in the memory module 22 (step SP33).
  • step SP34 the processor core 21 executes a combined attack between the player character and the selected cooperative characters 64A to 64C (step SP34), and then changes the time limit for each cooperative character in the selected images shown in FIGS.
  • the processing procedure RT2 is terminated (step SP41).
  • step SP31 if any one of the cooperation character names 66A to 66C is not selected within the predetermined time (step SP31: NO), the processor core 21 selects the cancel option 66D within the predetermined time. Then, it is checked whether or not a one-person attack has been selected (step SP35). Then, when the cancel option 66D is selected within a predetermined time and the single person attack is selected (step SP35: YES), the processor core 21 executes the single attack of the player character alone (step SP40). Thereafter, the time limit changing process procedure RT2 for each cooperative character in the selected image shown in FIGS. 6 and 7 is terminated (step SP41).
  • step SP35 when the cancel option 66D is not selected within a predetermined time and the one-person attack is not selected (step SP35: NO), the processor core 21 sets the hour hand of the time limit clocks 67A to 67C. Turning clockwise, it is checked whether or not there are cooperating character names 66A to 66C that have passed the time limit (step SP36). Then, when there is no cooperation character name 66A to 66C for which the time limit has passed (step SP36: NO), the processor core 21 returns to step SP31.
  • the processor core 21 excludes the cooperation character names 66A to 66C whose time limit has passed from the selection target when the cooperation character names 66A to 66C for which the time limit has passed (step SP36: YES). (Step SP37).
  • the processor core 21 checks whether or not the time limit for all the cooperation character names 66A to 66C has elapsed (step SP38). If the time limit for all the cooperation character names 66A to 66C has not elapsed (step SP38: NO), the processor core 21 returns to step SP31. On the other hand, when the time limit of all the cooperation character names 66A to 66C has elapsed (step SP38: YES), the processor core 21 stores the favorable data 22C corresponding to all the cooperation character names 66A to 66C. Decrease and overwrite the memory module 22 for storage (step SP39). Subsequently, the processor core 21 executes a single attack of the player character alone (step SP40), and then ends the time limit changing process procedure RT2 for each cooperative character in the selected images shown in FIGS. SP41).
  • the processor core 21 sets the time limit for each of the plurality of cooperation character names 66A to 66C based on the favorableness data 22C corresponding to each of the plurality of cooperation character data 22B.
  • the selected cooperation character is selected.
  • the likability data 22C corresponding to the names 66A to 66C is increased and overwritten and stored in the memory module 22, while the likability data 22C corresponding to the cooperation character names 66A to 66C that are not selected is decreased and stored in the memory.
  • the module 22 is overwritten and stored. Further, when any of the cooperation character names 66A to 66C is not selected, the likability data 22C corresponding to all the cooperation character names 66A to 66C is decreased and overwritten in the memory module 22.
  • the cooperation character names 66A to 66C is not selected, the likability data 22C corresponding to all the cooperation character names 66A to 66C is decreased and overwritten in the memory module 22.
  • the player can experience a sense of harassment that the preference of the cooperation characters 64A to 64C is increased or decreased.
  • the player can be confused as to whether to select the cooperation characters 64A to 64C effective for attacking the game, thus further enhancing the interest in the game.
  • any cooperation can be achieved by executing the one-person attack of the player character alone. If it is not desired to reduce the favorability of the characters 64A to 64, none of the cooperative character names 66A to 66C can be selected, and the playability of the selection work can be further enhanced.
  • the processor core 21 causes a player who wants to increase the likability of the cooperation character to always display the combined attack event in which the likability of the cooperation characters 64A to 64 appears with a predetermined probability. 41 must be watched, and the player can be more focused on the game.
  • any one of the options 54A to 54C is selected within a predetermined time.
  • the present invention is not limited to this. For example, two options are selected. If any one or more options are selected by the player, the parameters corresponding to any one or more options related to the selected option may be changed. good.
  • the present invention is not limited to this, and the time limit is set shorter as the value of the parameter 22C is higher.
  • the higher the value of the parameter 22C the shorter the time limit. Therefore, it is possible to make it difficult to select an option having a high value of the parameter 22C and increase the value of the parameter 22C. Can be increased.
  • the present invention is not limited to this, and the time limit is set longer as the value of the parameter 22C is lower.
  • the processor core 21 decreases the parameter 22C corresponding to the selected options 54A to 54C, and corresponds to the options 54A to 54C that are not selected.
  • the parameter 22C is increased.
  • the processor core 21 increases the parameter 22C corresponding to all the options 54A to 54C when none of the options 54A to 54C is selected.
  • the present invention is not limited to this, and the message display frame 52 may not be displayed.
  • the present invention is not limited to this, and one or more options may be displayed.
  • buttons such as an A button, a B button, an X button, and a Y button of the input unit 3 may be displayed, and the direction of these buttons and the cross key may be displayed on the input unit 3.
  • time limit clocks 55A to 55C are clocks in which the hour hand turns clockwise as shown in FIG. 5
  • a clock for allowing the player to recognize a time limit for selecting the plurality of options 54A to 54C can be applied, and the time limit clocks 55A to 55C are not displayed on the display 41, and the plurality of options 54A to 54C are The time limit may be counted down by voice, and can be applied to various other modes. Further, the time limit clocks 55A to 55C may not be simply displayed on the display 41.
  • the parameter 22C corresponding to the selected option 54A to 54C is increased, and the option 54A to 54C not selected is supported.
  • the present invention is not limited to this.
  • the parameter 22C corresponding to the unselected options 54A to 54C may not be decreased, and one option is selected. In such a case, the parameter 22C may be changed based on the selection result.
  • the parameter 22C of the cooperation character names 66A to 66C is set to be much larger than the normal increase amount. You may make it increase. If the player does not select the cooperation character names 66A to 66C commented in the comment display frame 65, the parameter 22C of the cooperation character names 66A to 66C is greatly reduced from the normal reduction amount. Also good. Thereby, the player can be confused about which cooperative character name 66A to 66C is selected depending on the presence or absence of a comment, and the playability of the selection work can be further enhanced.
  • a relationship may be set between the player character and the cooperation characters 64A to 64C, and the increase / decrease amount of the parameter 22C may be changed based on the relationship.
  • relevance data with other characters is stored for each character of the cooperative character data 22B.
  • the relevance data is data indicating gender, age, compatibility, and the like. For example, it is assumed that relevance data is stored that the player character and the cooperation character 64A are “male” and the cooperation characters 64B and 64C are “female”. In this case, when the player selects a cooperation character name 66B that is opposite to the player character, the parameter 22C of the cooperation character 64C that is also opposite to the player character is decreased.
  • the parameter 22C of the cooperative character 64A that is the same as the player character may not be changed. This makes it possible for the player to be confused as to which cooperative character names 66A to 66C are to be selected due to the relationship between the characters, and the playability of the selection work can be further enhanced.
  • the present invention is applied to a game device that presents, as options, a dialogue that the player character next utters or actions performed by the player character when the player character performs an action such as conversation in the game, and causes the player to select the option. be able to.

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Abstract

Presented is a program for a game capable of influencing the results of the selection of a player over a selection system after the next time and giving a change to each selection while resolving the monotony of selection work. In order to implement the presentation, the present invention is a program for bringing a game device having a control means, a timing means and a storage means into execution, the program characterized in that the control means executes a first step for reading a parameter corresponding to each alternative from the storage means, a second step for determining selectable time on the basis of the corresponding parameter for each alternative, a third step for making the timing means determine whether or not the selectable time has elapsed for each alternative, a fourth step for making a display means display whether or not the selectable time has elapsed for each alternative, and a fifth step for, when a player selects any one or more alternatives from among the alternatives determined that the selectable time has not elapsed, changing the parameters corresponding to any one or more alternatives associated with the selected alternatives.

Description

プログラム、記録媒体、ゲーム装置及びその制御方法Program, recording medium, game device, and control method thereof
 本発明は、プログラム、記録媒体、ゲーム装置及びその制御方法に関する。 The present invention relates to a program, a recording medium, a game device, and a control method thereof.
 従来、ゲーム進行にプレイヤ(遊戯者)の意図を反映させるため、ゲーム内におけるプレイヤキャラクタが会話等の行動をする際に、次にプレイヤキャラクタが発する台詞やプレイヤキャラクタが行なう動作を選択肢として提示し、プレイヤに当該選択肢を選択させるゲームが知られている。 Conventionally, in order to reflect the intention of the player (player) in the progress of the game, when the player character in the game performs an action such as a conversation, the next line that the player character emits and the action that the player character performs are presented as options. A game is known in which a player selects the option.
 一般に、プレイヤに選択肢を選択させる目的とは、選択結果をゲームシナリオや会話の進行等に反映させることであるため、選択作業自体の遊戯性は低いものである。そのため、選択作業の連続は、プレイヤにとってゲームが単調になる要因となりやすい。 Generally, the purpose of causing the player to select an option is to reflect the selection result in the game scenario, the progress of the conversation, etc., so that the playability of the selection work itself is low. Therefore, the continuous selection work tends to be a factor that makes the game monotonous for the player.
 そこで、従来、選択肢を提示する際に制限時間を設けることにより、プレイヤが選択肢を選択する選択作業に高い緊張感を与える工夫がなされている(例えば、特許文献1参照)。 Therefore, conventionally, a device has been devised to give a high tension to the selection work for the player to select an option by providing a time limit when presenting the option (see, for example, Patent Document 1).
特開2000-140438号公報JP 2000-140438 A
 しかしながら、特許文献1に開示されているゲーム装置では、制限時間が予め所定値に設定されているために、繰り返しプレイをした結果、一旦プレイヤが制限時間付きの選択システムに慣れてしまうと、選択作業における緊張感が薄れるという問題がある。また、プレイヤの選択結果は、ゲームシナリオや会話の進行に影響を与えるものの、選択システム自体に影響を及ぼすことはないため、選択システム自体の遊戯性を高めるには至っていない。 However, since the time limit is set to a predetermined value in advance in the game device disclosed in Patent Document 1, once the player gets used to the selection system with the time limit as a result of repeated play, the selection is made. There is a problem that tension in work is reduced. In addition, although the player's selection results affect the game scenario and the progress of the conversation, they do not affect the selection system itself, so that the playability of the selection system itself has not been improved.
 本発明は、上記課題に鑑みてなされたもので、ゲーム中にプレイヤに選択肢を提示する際に、選択作業の単調さを解消しつつ、プレイヤの選択結果を次回以降の選択システムに対して影響を与えて、選択に対して都度変化を与えることができるゲームのプログラム、記録媒体、ゲーム装置及びその制御方法を提供することを目的とするものである。 The present invention has been made in view of the above-described problems. When presenting options to a player during a game, the selection result of the player is influenced on the selection system from the next time onward, while eliminating the monotonousness of the selection work. It is an object of the present invention to provide a game program, a recording medium, a game device, and a control method thereof that can give a change to a selection each time.
 かかる課題を解決するために本発明は、プレイヤからの選択対象となる選択肢を表示手段に表示させる制御手段と、時間を計測する計時手段と、前記選択肢ごとにそれぞれ対応する所定のパラメータを記憶する記憶手段と、を有するゲーム装置に実行させるためのプログラムであって、前記制御手段に、前記記憶手段から前記選択肢ごとにそれぞれ対応する前記パラメータを読み出す第1のステップと、前記選択肢ごとに、前記対応するパラメータに基づいて、選択可能な時間を決定する第2のステップと、前記計時手段によって、前記選択肢ごとに、前記選択可能な時間を経過したか否かを判定する第3のステップと、前記選択肢ごとに、前記選択可能な時間を経過したか否かを前記表示手段に表示させる第4のステップと、選択可能な時間を経過していないと判定された前記選択肢から、前記プレイヤによっていずれか一つ以上の選択肢が選択された場合に、当該選択された選択肢に関連するいずれか一つ以上の選択肢に対応する前記パラメータを変更する第5のステップと、を実行させることを特徴とする。 In order to solve such a problem, the present invention stores a control means for displaying on the display means choices to be selected by the player, a time measuring means for measuring time, and a predetermined parameter corresponding to each of the choices. A storage unit, and a program for causing the game device to execute the first step of reading the parameter corresponding to each of the options from the storage unit to the control unit, and for each of the options, A second step of determining a selectable time based on a corresponding parameter; and a third step of determining whether or not the selectable time has passed for each of the options by the time measuring means; A fourth step of displaying on the display means whether or not the selectable time has passed for each option; and selectable When one or more options are selected by the player from the options determined to have not passed, the one corresponding to one or more options related to the selected option is selected. And a fifth step of changing the parameter.
 また、本発明は、プレイヤからの選択対象となる選択肢を表示手段に表示させる制御手段と、時間を計測する計時手段と、前記選択肢ごとにそれぞれ対応する所定のパラメータを記憶する記憶手段と、を有するゲーム装置に実行させるためのプログラムを記録したコンピュータ読み取り可能な記録媒体であって、前記制御手段に、前記記憶手段から前記選択肢ごとにそれぞれ対応する前記パラメータを読み出す第1のステップと、前記選択肢ごとに、前記対応するパラメータに基づいて、選択可能な時間を決定する第2のステップと、前記計時手段によって、前記選択肢ごとに、前記選択可能な時間を経過したか否かを判定する第3のステップと、前記選択肢ごとに、前記選択可能な時間を経過したか否かを前記表示手段に表示させる第4のステップと、選択可能な時間を経過していないと判定された前記選択肢から、前記プレイヤによっていずれか一つ以上の選択肢が選択された場合に、当該選択された選択肢に関連するいずれか一つ以上の選択肢に対応する前記パラメータを変更する第5のステップと、を実行させることを特徴とする。 The present invention also includes a control means for displaying on the display means options to be selected from the player, a time measuring means for measuring time, and a storage means for storing predetermined parameters corresponding to each of the options. A computer-readable recording medium that records a program to be executed by a game device having the first step of reading the parameter corresponding to each option from the storage unit to the control unit, and the option And a second step of determining a selectable time based on the corresponding parameter, and a third step of determining whether the selectable time has passed for each of the options by the time measuring means. And a step of displaying on the display means whether or not the selectable time has elapsed for each of the options. If one or more options are selected by the player from the step and the option determined that the selectable time has not passed, any one or more related to the selected option And a fifth step of changing the parameter corresponding to the option.
 さらに、本発明は、プレイヤからの選択対象となる選択肢を表示手段に表示させる制御手段と、時間を計測する計時手段と、前記選択肢ごとにそれぞれ対応する所定のパラメータを記憶する記憶手段と、を有するゲーム装置であって、前記制御手段は、前記記憶手段から前記選択肢ごとにそれぞれ対応する前記パラメータを読み出し、前記選択肢ごとに、前記対応するパラメータに基づいて、選択可能な時間を決定し、前記計時手段によって、前記選択肢ごとに、前記選択可能な時間を経過したか否かを判定し、前記選択肢ごとに、前記選択可能な時間を経過したか否かを前記表示手段に表示させ、選択可能な時間を経過していないと判定された前記選択肢から、前記プレイヤによっていずれか一つ以上の選択肢が選択された場合に、当該選択された選択肢に関連するいずれか一つ以上の選択肢に対応する前記パラメータを変更する、ことを特徴とする。 Furthermore, the present invention includes a control unit that displays on the display unit choices to be selected from the player, a time measuring unit that measures time, and a storage unit that stores predetermined parameters corresponding to each of the options. The control device reads the parameter corresponding to each of the options from the storage, determines a selectable time for each of the options based on the corresponding parameter, and It is determined whether or not the selectable time has elapsed for each of the options by the time measuring means, and whether or not the selectable time has elapsed for each of the options is displayed on the display means and can be selected. When one or more choices are selected by the player from the choices that have been determined not to have passed a long time, Changing the parameter corresponding to any one or more options associated with the-option by alternatives, characterized in that.
 さらに、本発明は、プレイヤからの選択対象となる選択肢を表示手段に表示させる制御手段と、時間を計測する計時手段と、前記選択肢ごとにそれぞれ対応する所定のパラメータを記憶する記憶手段と、を有するゲーム装置の制御方法であって、前記制御手段が、前記記憶手段から前記選択肢ごとにそれぞれ対応する前記パラメータを読み出す第1のステップと、前記選択肢ごとに、前記対応するパラメータに基づいて、選択可能な時間を決定する第2のステップと、前記計時手段によって、前記選択肢ごとに、前記選択可能な時間を経過したか否かを判定する第3のステップと、前記選択肢ごとに、前記選択可能な時間を経過したか否かを前記表示手段に表示させる第4のステップと、選択可能な時間を経過していないと判定された前記選択肢から、前記プレイヤによっていずれか一つ以上の選択肢が選択された場合に、当該選択された選択肢に関連するいずれか一つ以上の選択肢に対応する前記パラメータを変更する第5のステップと、を備えることを特徴とする。 Furthermore, the present invention includes a control unit that displays on the display unit choices to be selected from the player, a time measuring unit that measures time, and a storage unit that stores predetermined parameters corresponding to each of the options. A control method for a game device comprising: a first step of reading out the corresponding parameter for each of the options from the storage unit; and selecting for each of the options based on the corresponding parameter A second step of determining a possible time; a third step of determining whether or not the selectable time has elapsed for each of the options by the time counting means; and the selectable for each of the options A fourth step of displaying on the display means whether or not a certain amount of time has elapsed, and the determination that the selectable time has not elapsed A fifth step of changing the parameter corresponding to any one or more options related to the selected option when any one or more options are selected by the player from the options; It is characterized by providing.
 本発明に係るプログラム、記録媒体、ゲーム装置及びその制御方法によれば、プレイヤの選択結果を反映して選択肢に対応するパラメータを変更し、次回、選択肢を選択する際には、複数の選択肢の制限時間を変更することができる。これにより、ゲーム中にプレイヤに選択肢を提示する際に、選択作業の単調さを解消しつつ、プレイヤの選択結果を次回以降の選択システムに対して影響を与えて、選択に対して都度変化を与えることができる。 According to the program, the recording medium, the game device, and the control method thereof according to the present invention, the parameter corresponding to the option is changed to reflect the selection result of the player, and the next time the option is selected, a plurality of options are selected. The time limit can be changed. As a result, when presenting options to the player during the game, the monotonousness of the selection work is eliminated, and the selection result of the player is affected to the subsequent selection system, and the selection is changed each time. Can be given.
 本発明によれば、ゲーム中にプレイヤに選択肢を提示するゲームにおいて、選択の度に制限時間が変更されることで選択作業の遊戯性を高めることができるゲームのプログラム、記録媒体、ゲーム装置及びその制御方法を実現することができる。 According to the present invention, in a game in which options are presented to the player during the game, a game program, a recording medium, a game device, and a game program that can improve the playability of the selection work by changing the time limit for each selection. The control method can be realized.
本実施の形態によるゲーム装置のハードウェア内部構成を示すブロック図の一例である。It is an example of the block diagram which shows the hardware internal structure of the game device by this Embodiment. メモリモジュールの内容の説明に供する概念図の一例である。It is an example of the conceptual diagram with which it uses for description of the content of a memory module. 選択画像における選択肢ごとの制限時間変更処理手順を示すフローチャートの一例である。It is an example of the flowchart which shows the time limit change process procedure for every choice in a selection image. 選択画像における選択肢ごとの制限時間変更処理手順を示すフローチャートの一例である。It is an example of the flowchart which shows the time limit change process procedure for every choice in a selection image. 選択画像の説明に供する概念図の一例である。It is an example of the conceptual diagram with which it uses for description of a selection image. 実施例1の選択画像における協力キャラクタごとの制限時間変更処理手順を示すフローチャートの一例である。It is an example of the flowchart which shows the time limit change process procedure for every cooperation character in the selection image of Example 1. FIG. 実施例1の選択画像における協力キャラクタごとの制限時間変更処理手順を示すフローチャートの一例である。It is an example of the flowchart which shows the time limit change process procedure for every cooperation character in the selection image of Example 1. FIG. 実施例1の選択画像の説明に供する概念図の一例である。FIG. 3 is an example of a conceptual diagram for explaining a selected image according to the first embodiment.
 以下、本発明の一実施の形態を、図面を参照して詳細に説明する。なお、これにより本発明が限定されるものではない。 Hereinafter, an embodiment of the present invention will be described in detail with reference to the drawings. Note that the present invention is not limited thereby.
(ゲーム装置のハードウェア構成)
 図1は、本発明の一実施形態に係るゲーム装置1のハードウェア構成の一例を説明するブロック図である。
(Game device hardware configuration)
FIG. 1 is a block diagram illustrating an example of a hardware configuration of a game apparatus 1 according to an embodiment of the present invention.
 本実施形態のゲーム装置1は、ゲーム装置1を統括的に制御するための制御ユニット2と、遊戯者がゲーム装置1を操作するための入力ユニット3と、ゲームを表現、演出するための画像(例えば、静止画、動画、映像等)及び音(例えば、音楽、音声、効果音等)を遊戯者に提供するための出力ユニット4と、外部記憶媒体にアクセスするための外部メディアユニット5と、他のゲーム装置1と無線通信を行うための通信ユニット6とを備える。 The game apparatus 1 according to the present embodiment includes a control unit 2 for overall control of the game apparatus 1, an input unit 3 for a player to operate the game apparatus 1, and an image for expressing and producing a game. An output unit 4 for providing a player with a sound (for example, music, sound, sound effect, etc.) and an external media unit 5 for accessing an external storage medium; And a communication unit 6 for performing wireless communication with other game apparatuses 1.
 制御ユニット2は、各種のプロセッサ及びメモリ等からなる、例えば、チップセットを含むコンピュータ回路要素である。制御ユニット2は、例えば、プロセッサコア21(制御手段)と、メモリモジュール22(記憶手段)と、グラフィックスエンジン23と、サウンドエンジン24と、I/Oコントローラ25と、これらを接続するシステムバス26とを含んで構成される。また、制御ユニット2は、動画像を高速に処理するためのメディアエンジンを備えていても良い。 The control unit 2 is a computer circuit element including a chip set, for example, including various processors and memories. The control unit 2 includes, for example, a processor core 21 (control means), a memory module 22 (storage means), a graphics engine 23, a sound engine 24, an I / O controller 25, and a system bus 26 that connects them. It is comprised including. The control unit 2 may include a media engine for processing moving images at high speed.
 プロセッサコア21は、制御ユニット2のメインプロセッサとして機能するチップである。ここでは、「プロセッサコア」という用語は、メインプロセッサを意味するプロセッサ又はCPUと同義のものとして扱うことができる。プロセッサコア21は、メモリモジュール22上に展開されたゲームプログラム22A(後述)を実行し、制御ユニット2に各種の機能を実現させる。すなわち、制御ユニット2は、プロセッサコア21の制御の下、ゲームプログラム22Aを実行することにより、他のハードウェアユニット/コンポーネントと協働して、ゲーム装置1上にゲームを実現する。ゲームプログラム22Aは、例えば、プロセッサコア21の制御の下で実現されるオペレーティングシステム(OS)の制御の下で、実行されても良い。プロセッサコア21は、シングルコア又はマルチコアのいずれのタイプも採用できる。プロセッサコア21は、図示しない複数次のデータキャッシュを含む。また、プロセッサコア21は、図示しない浮動小数点プロセッサ(FPU)やベクトル浮動小数点プロセッサ(VFPU)等を接続し、これらと協働して、ゲームプログラム22Aを実行するように構成されても良い。 The processor core 21 is a chip that functions as the main processor of the control unit 2. Here, the term “processor core” can be treated as synonymous with a processor or CPU meaning a main processor. The processor core 21 executes a game program 22A (described later) developed on the memory module 22, and causes the control unit 2 to realize various functions. That is, the control unit 2 executes the game program 22A under the control of the processor core 21, thereby realizing a game on the game apparatus 1 in cooperation with other hardware units / components. The game program 22A may be executed, for example, under the control of an operating system (OS) realized under the control of the processor core 21. The processor core 21 can employ either a single core type or a multi-core type. The processor core 21 includes a plurality of data caches not shown. The processor core 21 may be configured to connect a floating-point processor (FPU), a vector floating-point processor (VFPU), or the like (not shown) and execute the game program 22A in cooperation with these.
 メモリモジュール22は、ゲームの実行に必要な各種のプログラム及びデータを記憶する。図2は、本発明の一実施形態に係るゲーム装置1のメモリモジュール22の内容の一例を示す図である。メモリモジュール22は、例えば、DRAMに代表される揮発性メモリ、マスクROMに代表される書き換え不能な不揮発性メモリ及びフラッシュメモリに代表される書き換え可能な不揮発性メモリを含んで構成される。揮発性メモリは、典型的には、プロセッサコア21のメインメモリに供され、例えば、ゲームプログラム22Aの一部又は全部を必要に応じて記憶する。不揮発性メモリは、例えば、BIOSや、OSプログラム、デバイスドライバ、ゲームプログラム22A、ゲーム装置1の制御に必要なシステムデータ、ユーザデータ、プレイデータ、プレイ結果データ等を記憶する。不揮発性メモリは、マスクROMを採用することなく、その全てがフラッシュメモリで構成されても良い。また、メモリモジュール22の全てをフラッシュメモリ等の書き換え可能な不揮発性メモリで構成しても良い。 The memory module 22 stores various programs and data necessary for game execution. FIG. 2 is a diagram showing an example of the contents of the memory module 22 of the game apparatus 1 according to one embodiment of the present invention. The memory module 22 includes, for example, a volatile memory represented by a DRAM, a non-rewritable nonvolatile memory represented by a mask ROM, and a rewritable nonvolatile memory represented by a flash memory. The volatile memory is typically provided to the main memory of the processor core 21 and stores, for example, part or all of the game program 22A as necessary. The non-volatile memory stores, for example, BIOS, OS program, device driver, game program 22A, system data necessary for controlling the game apparatus 1, user data, play data, play result data, and the like. All of the non-volatile memories may be configured by a flash memory without using a mask ROM. Further, all of the memory module 22 may be configured by a rewritable nonvolatile memory such as a flash memory.
 ここで、ゲームプログラム22Aは、少なくとも、選択肢データ22B及びパラメータ22Cを備えて構成されている。なお、選択肢データ22B及びパラメータ22Cについては、後に詳述する。 Here, the game program 22A includes at least option data 22B and parameters 22C. The option data 22B and the parameter 22C will be described in detail later.
 グラフィックスエンジン23は、コアプロセッサ21の制御の下、各種のグラフィックス処理を行う。グラフィックスエンジン23は、典型的には、グラフィックコア231及びグラフィックメモリ232を含んで構成される。グラフィックコア231は、ビデオディスプレイプロセッサ(VDP)やグラフィックプロセッシングユニット(GPU)と称されることもある。グラフィックコア231は、グラフィックメモリ232に記憶されるグラフィックデータを読み出して、各種のグラフィック処理(例えば、ジオメトリ処理、レンダリング処理、テクスチャマッピング処理等)を行って、画像データを生成する。グラフィックコア231によって生成された画像データは、図示しないビデオインターフェース回路によって所定のビデオ信号に変換され、出力ユニット4のディスプレイ41に出力される。 The graphics engine 23 performs various graphics processing under the control of the core processor 21. The graphics engine 23 typically includes a graphic core 231 and a graphic memory 232. The graphic core 231 may be referred to as a video display processor (VDP) or a graphic processing unit (GPU). The graphic core 231 reads out graphic data stored in the graphic memory 232, performs various graphic processing (for example, geometry processing, rendering processing, texture mapping processing, etc.), and generates image data. Image data generated by the graphic core 231 is converted into a predetermined video signal by a video interface circuit (not shown), and is output to the display 41 of the output unit 4.
 サウンドエンジン24は、プロセッサコア21の制御の下、サウンドメモリ(図示せず)に記憶されるサウンドデータに対して、適宜、各種のサウンド処理(例えば、エフェクト処理、ミキシング処理等)を施す。サウンドエンジン24によって処理されたサウンドデータは、図示しないサウンドインターフェース回路によって所定のオーディオ信号に変換され、出力ユニット4のスピーカ42に出力される。 The sound engine 24 appropriately performs various sound processing (for example, effect processing, mixing processing, etc.) on sound data stored in a sound memory (not shown) under the control of the processor core 21. The sound data processed by the sound engine 24 is converted into a predetermined audio signal by a sound interface circuit (not shown) and output to the speaker 42 of the output unit 4.
 I/Oコントローラ25は、外部のさまざまなユニットとの入出力を制御するためのインタフェース回路である。I/Oコントローラ25には、例えば、入力ユニット3、外部メディアユニット5、及び通信ユニット6が接続されている。I/Oコントローラ25は、接続された各種のユニットから与えられる外部信号を制御ユニット2内の内部データに変換し、また、内部データを各種のユニットに適した外部信号に変換する。 The I / O controller 25 is an interface circuit for controlling input / output with various external units. For example, the input unit 3, the external media unit 5, and the communication unit 6 are connected to the I / O controller 25. The I / O controller 25 converts external signals given from various connected units into internal data in the control unit 2 and converts internal data into external signals suitable for various units.
 上述したプロセッサコア21、メモリモジュール22、グラフィックスエンジン23、サウンドエンジン24及びI/Oコントローラ25は、システムバス26を介して相互に接続されている。 The above-described processor core 21, memory module 22, graphics engine 23, sound engine 24, and I / O controller 25 are connected to each other via a system bus 26.
 入力ユニット3は、遊戯者が、ゲームを楽しむために、ゲーム装置1を操作するための入力デバイスであり、ゲームコントローラと称されることもある。入力ユニット3は、後述する出力ユニット4と相まって、ユーザインターフェースを形成する。入力ユニット3は、典型的には、複数のボタン(キー)で構成されるが、これに限定されるものではない。入力ユニット3は、遊戯者によって所定のボタンが操作(例えば、押下)されると、これに対応する操作信号を制御ユニット2のI/Oコントローラ25に出力する。I/Oコントローラ25は、入力ユニット3から与えられる操作信号を受け付けて、システム内部のデータに変換し、プロセッサコア21に出力する。 The input unit 3 is an input device for the player to operate the game apparatus 1 in order to enjoy the game, and may be referred to as a game controller. The input unit 3 forms a user interface in combination with the output unit 4 described later. The input unit 3 is typically composed of a plurality of buttons (keys), but is not limited to this. When a predetermined button is operated (for example, pressed) by the player, the input unit 3 outputs an operation signal corresponding to the button to the I / O controller 25 of the control unit 2. The I / O controller 25 receives an operation signal given from the input unit 3, converts it into data inside the system, and outputs it to the processor core 21.
 出力ユニット4は、遊戯者の入力ユニット3に対する操作に応じて、遊戯者にゲーム画像及びゲーム音を提供するための出力デバイスである。出力ユニット4は、典型的には、ディスプレイ41(表示手段)及びスピーカ42によって構成されるが、これに限定されるものではない。例えば、遊戯者に振動を伝えるバイブレーションモジュールを出力ユニット4に含めることもできる。ディスプレイ41は、グラフィックスエンジン23からのビデオ信号に基づいて、画像を画面上に表示する。ディスプレイ41としては、例えば、TFT液晶ディスプレイを採用することができるが、これに限定されるものではない。スピーカ42は、サウンドエンジン24からのオーディオ信号に基づいて、音を発生させる。 The output unit 4 is an output device for providing game images and game sounds to the player in accordance with the player's operation on the input unit 3. The output unit 4 is typically configured by a display 41 (display means) and a speaker 42, but is not limited thereto. For example, a vibration module for transmitting vibrations to the player can be included in the output unit 4. The display 41 displays an image on the screen based on the video signal from the graphics engine 23. As the display 41, for example, a TFT liquid crystal display can be adopted, but is not limited thereto. The speaker 42 generates sound based on the audio signal from the sound engine 24.
 なお、入力ユニット3及びディスプレイ41をタッチパネルとして一体的に構成しても良い。ユーザインターフェースとしてのタッチパネルでは、遊戯者は、画面にタッチすることでゲーム装置1に入力を与えることができる。 Note that the input unit 3 and the display 41 may be integrally configured as a touch panel. In the touch panel as a user interface, the player can give an input to the game apparatus 1 by touching the screen.
 外部メディアユニット5は、例えばメモリカード(例えば、SDメモリカード(登録商標)、メモリスティック(登録商標))等)、CD-ROM、及びDVD-ROM等の外部記憶媒体にアクセスするためのドライブデバイスである。これらの外部記憶媒体は、例えば、本実施形態のゲームプログラム22Aをゲーム装置1に供給したり、ユーザデータを保存するために用いられる。外部メディアユニット5は、装着された外部記憶媒体にアクセスし、データを読み込み、また、書き込みが許されている場合には、そこに書き込みを行う。 The external media unit 5 is a drive device for accessing an external storage medium such as a memory card (for example, SD memory card (registered trademark), memory stick (registered trademark)), CD-ROM, DVD-ROM, etc. It is. These external storage media are used, for example, for supplying the game program 22A of the present embodiment to the game apparatus 1 and storing user data. The external media unit 5 accesses the attached external storage medium, reads data, and if writing is permitted, writes to it.
 通信ユニット6は、ゲーム装置1が他のゲーム装置1やコンピュータと通信を行うための通信ボードであり、例えば、無線LANやBluetooth(登録商標)等の通信規格を実現する回路が実装されている。なお、通信形態は、無線通信を前提にしているが、有線LAN等の有線通信を排除するものではない。 The communication unit 6 is a communication board for the game apparatus 1 to communicate with other game apparatuses 1 and computers, and is mounted with a circuit that realizes a communication standard such as a wireless LAN or Bluetooth (registered trademark), for example. . The communication form is premised on wireless communication, but does not exclude wired communication such as wired LAN.
 なお、ゲーム装置1は、同様のシステム構成のゲーム装置であれば家庭用のゲーム装置に限定されるものではなく、パーソナルコンピュータや、携帯型電子ゲーム機、携帯電話やPDA等の電子装置、アミューズメント施設やゲームカフェ等の店舗に設置される業務用ゲーム装置等の情報処理装置であってもよい。 Note that the game device 1 is not limited to a home game device as long as it is a game device having a similar system configuration, but is not limited to a personal computer, a portable electronic game machine, an electronic device such as a mobile phone or a PDA, or an amusement machine. It may be an information processing device such as an arcade game device installed in a store such as a facility or a game cafe.
(選択画像における選択肢ごとの制限時間変更機能の概要)
 次に、本実施形態のゲーム装置1がゲームプログラム22Aを実行することにより実現する選択肢ごとの制限時間変更機能の概要について、以下に簡単に説明する。
(Overview of the time limit change function for each option in the selected image)
Next, an outline of the time limit changing function for each option realized by the game apparatus 1 according to the present embodiment executing the game program 22A will be briefly described below.
 本実施形態のゲームは、ゲーム進行にプレイヤ(遊戯者)の意図を反映させるために、ゲーム内における他のキャラクタとの会話や、問いに対する回答、クイズゲームにおけるジャンルの選択、キャラクタが使用する武器や技の選択、戦闘において共に敵を攻撃する協力キャラクタの選択、その他プレイヤキャラクタが種々の行動をする際に、次にプレイヤキャラクタが発する台詞や、回答、ジャンル、協力キャラクタ、プレイヤキャラクタが行なう動作を複数の選択肢として提示し、プレイヤに当該複数の選択肢のうち、所定の選択肢を選択させるゲームである。 In the game of this embodiment, in order to reflect the intention of the player (player) in the game progress, conversation with other characters in the game, answers to questions, genre selection in quiz games, weapons used by characters Action or skill selection, selection of cooperative characters that attack the enemy together in battle, and other actions that are performed by the player character when the player character performs various actions, responses, genres, cooperative characters, and actions performed by the player character Is presented as a plurality of options, and the player is allowed to select a predetermined option among the plurality of options.
 ここで、本実施形態のゲームは、複数の選択肢ごとにそれぞれ対応するパラメータ22Cに基づき、複数の選択肢ごとに、プレイヤが選択可能な制限時間を設定し、複数の選択肢からいずれか一つの選択肢が選択された場合に、当該選択結果に基づいてパラメータ22Cを変更することを特徴とする。 Here, in the game of the present embodiment, a time limit that can be selected by the player is set for each of the plurality of options based on the parameter 22C corresponding to each of the plurality of options, and any one option is selected from the plurality of options. When selected, the parameter 22C is changed based on the selection result.
(選択画像における選択肢ごとの制限時間変更処理)
 次に、本実施形態のゲーム装置1における制御ユニット2のプロセッサコア21の動作について詳細に説明する。図3及び図4は、本実施形態のゲーム装置1におけるプロセッサコア21の選択画像における選択肢ごとの制限時間変更処理手順RT1を示すフローチャートである。
(Time limit change processing for each option in the selected image)
Next, the operation of the processor core 21 of the control unit 2 in the game apparatus 1 of the present embodiment will be described in detail. 3 and 4 are flowcharts showing a time limit changing process procedure RT1 for each option in the selected image of the processor core 21 in the game apparatus 1 of the present embodiment.
 プロセッサコア21は、プレイヤに複数の選択肢を選択させるための選択画像51(後述)をディスプレイ41に表示する場合、選択画像における選択肢ごとの制限時間変更処理RT1を開始し、ディスプレイ41に表示する複数の選択肢データ22B及び当該複数の選択肢データ22Bごとにそれぞれ対応したパラメータ22Cをメモリモジュール22から読み出す(ステップSP1)。 When the processor core 21 displays a selection image 51 (to be described later) for allowing the player to select a plurality of options on the display 41, the processor core 21 starts a time limit changing process RT1 for each option in the selected image and displays the plurality of options on the display 41. Are read from the memory module 22 (step SP1).
 ここで、具体的に、例えば、ゲーム内における他のキャラクタとの会話の場面では、複数の選択肢データ22Bは、他のキャラクタの会話に対して次にプレイヤキャラクタが発する台詞であり、パラメータ22Cは、プレイヤキャラクタの性格等と次にプレイヤキャラクタが発する台詞の内容との関連性を数値化したものである。また、例えば、問いに対する回答の場面では、複数の選択肢データ22Bは、回答であり、パラメータ22Cは、プレイヤキャラクタの性格等と回答の内容との関連性を数値化したものである。この場合、例えば、プレイヤキャラクタの性格がポジティブな場合には、ポジティブな回答のパラメータ22Cが高くなり、ネガティブな回答のパラメータ22Cが低くなる。さらに、例えば、クイズゲームにおけるジャンルの選択の場面では、複数の選択肢データ22Bは、ジャンルであり、パラメータ22Cは、プレイヤキャラクタの得意なジャンルとの関連性を数値化したものである。さらに、例えば、キャラクタが使用する武器や技の選択の場面では、複数の選択肢データ22Bはキャラクタが使用する武器又は、技であり、パラメータ22Cは、プレイヤキャラクタの各武器や技に対する熟練度、使用頻度等を数値化したものである。さらに、例えば、戦闘において共に敵を攻撃する協力キャラクタの選択の場面では、複数の選択肢データ22Bは、共に行動する協力キャラクタであり、パラメータ22Cは、協力キャラクタのプレイヤキャラクタに対する好感度を数値化したものである。 Here, specifically, for example, in a scene of conversation with another character in the game, the plurality of option data 22B is a dialogue that the player character next utters for the conversation of the other character, and the parameter 22C is The relationship between the personality of the player character and the content of the dialogue that the player character will emit next is quantified. Further, for example, in the answer scene to the question, the plurality of option data 22B is an answer, and the parameter 22C is a numerical value of the relationship between the character of the player character and the content of the answer. In this case, for example, when the character of the player character is positive, the positive answer parameter 22C is high, and the negative answer parameter 22C is low. Furthermore, for example, in a genre selection scene in a quiz game, the plurality of option data 22B is a genre, and the parameter 22C is a numerical value of the relevance of the player character's specialty genre. Further, for example, in the scene of selection of weapons and techniques used by the character, the plurality of option data 22B are weapons or techniques used by the character, and the parameter 22C indicates the skill level and usage of each weapon and technique of the player character. This is a numerical representation of the frequency. Further, for example, in the case of selecting a cooperation character that attacks both enemies in a battle, the plurality of option data 22B are cooperation characters that act together, and the parameter 22C quantifies the likability of the cooperation character with respect to the player character. Is.
 続いて、プロセッサコア21は、読み出したすべての選択肢データ22Bのパラメータ22Cを参照する(ステップSP2)。続いて、プロセッサコア21は、読み出したすべてのパラメータ22Cと所定の基準値とを比較し、当該選択肢データ22Bのうち、パラメータ22Cの値が所定の基準値以下の選択肢データ22Bが存在するか否かをチェックする(ステップSP3)。 Subsequently, the processor core 21 refers to the parameters 22C of all the read option data 22B (step SP2). Subsequently, the processor core 21 compares all the read parameters 22C with a predetermined reference value, and among the selection data 22B, whether or not there is option data 22B having a parameter 22C value equal to or less than the predetermined reference value. Is checked (step SP3).
 そして、プロセッサコア21は、パラメータ22Cの値が所定の基準値以下の選択肢データ22Bが存在する場合(ステップSP3:YES)には、パラメータ22Cが所定の基準値以下の選択肢データ22Bを選択対象から除外する(ステップSP4)。この場合、プロセッサコア21は、例えば、パラメータ22Cが所定の基準値以下の選択肢データ22Bに基づく選択肢をディスプレイ41に表示させないようにしたり、当該選択肢をプレイヤに選択できない状態にしてディスプレイ41に表示させたりする。これに対して、プロセッサコア21は、パラメータ22Cの値が所定の基準値以下の選択肢データ22Bが存在しない場合(ステップSP3:NO)には、ステップSP5に進む。 When there is option data 22B in which the value of the parameter 22C is equal to or smaller than the predetermined reference value (step SP3: YES), the processor core 21 selects the option data 22B whose parameter 22C is equal to or smaller than the predetermined reference value from the selection target. Exclude (step SP4). In this case, for example, the processor core 21 prevents the option based on the option data 22B having the parameter 22C equal to or less than a predetermined reference value from being displayed on the display 41, or causes the player to select the option so that the option cannot be displayed on the display 41. Or On the other hand, the processor core 21 proceeds to step SP5 when there is no option data 22B in which the value of the parameter 22C is equal to or smaller than a predetermined reference value (step SP3: NO).
 続いて、プロセッサコア21は、読み出したパラメータ22Cの値に基づいて、当該パラメータ22Cに対応する選択肢データ22Bに基づく選択肢をプレイヤに対して選択可能にしておく時間である制限時間を、当該選択肢データ22Bごとに決定する(ステップSP5)。この場合、プロセッサコア21は、パラメータ22Cの値が高いほど制限時間を長く設定する。 Subsequently, based on the read value of the parameter 22C, the processor core 21 sets a time limit for allowing the player to select an option based on the option data 22B corresponding to the parameter 22C. Each 22B is determined (step SP5). In this case, the processor core 21 sets the time limit to be longer as the value of the parameter 22C is higher.
 続いて、プロセッサコア21は、選択肢データ22Bに基づく選択肢をディスプレイ41に表示するに際して、当該選択肢の配置位置をランダムに決定する(ステップSP6)。続いて、プロセッサコア21は、複数の選択肢データ22B及び当該複数の選択肢データ22Bに対応するプレイデータ、グラフィックデータ等に各種のグラフィック処理をグラフィックスエンジン23に行わせて画像データを生成させ、画像データに基づく選択画像51をディスプレイ41に表示させる(ステップSP7)。 Subsequently, when the processor core 21 displays the option based on the option data 22B on the display 41, the processor core 21 randomly determines an arrangement position of the option (step SP6). Subsequently, the processor core 21 causes the graphics engine 23 to perform various graphic processing on the plurality of option data 22B and play data, graphic data, and the like corresponding to the plurality of option data 22B, thereby generating image data. The selected image 51 based on the data is displayed on the display 41 (step SP7).
 図5は、本実施形態における選択画像の説明に供する概念図であり、具体的には、ディスプレイ41の表示画面に複数の選択肢が表示された、当該複数の選択肢をプレイヤに選択させるためのゲーム画像51(選択画像51)である。選択画像51は、メッセージ表示枠52及び選択肢表示枠53を含んで構成される。 FIG. 5 is a conceptual diagram for explaining the selected image in the present embodiment. Specifically, a game in which a plurality of options are displayed on the display screen of the display 41 and the player is allowed to select the plurality of options. This is an image 51 (selected image 51). The selection image 51 includes a message display frame 52 and an option display frame 53.
 メッセージ表示枠52は、所定のメッセージを表示するための枠である。具体的に、例えば、ゲーム内における他のキャラクタとの会話の場面では、プロセッサコア21は、メッセージ表示枠52に、例えば、「おはよう」などの他のキャラクタの台詞を表示させる。また、例えば、問いに対する回答の場面では、プロセッサコア21は、メッセージ表示枠52に、例えば、「これは何ですか?」などの問いを表示させる。さらに、例えば、クイズゲームにおけるジャンルの選択の場面では、プロセッサコア21は、メッセージ表示枠52に、例えば、「どのジャンルを選びますか?」などのメッセージを表示させる。さらに、例えば、戦闘において共に敵を攻撃する協力キャラクタの選択の場面では、プロセッサコア21は、メッセージ表示枠52に、例えば、「どの協力キャラクタと攻撃しますか?」などのメッセージを表示させる。 The message display frame 52 is a frame for displaying a predetermined message. Specifically, for example, in a conversation scene with another character in the game, the processor core 21 causes the message display frame 52 to display a dialogue of another character such as “Good morning”. In addition, for example, in the scene of an answer to a question, the processor core 21 displays a question such as “What is this?” In the message display frame 52. Furthermore, for example, in the scene of selecting a genre in a quiz game, the processor core 21 displays a message such as “Which genre do you want to select?” In the message display frame 52. Further, for example, in the case of selecting a cooperation character that attacks both enemies in a battle, the processor core 21 displays a message such as “Which cooperation character will you attack?” In the message display frame 52.
 選択肢表示枠53は、複数の選択肢を表示するための枠である。選択肢表示枠53は、複数の選択肢54A~54D、制限時間時計55A~55C及びボタン操作表示欄56を含んで構成される。なお、選択肢54Dが制限時間時計を有していない点については、後に詳述する。 The option display frame 53 is a frame for displaying a plurality of options. The option display frame 53 includes a plurality of options 54A to 54D, time limit clocks 55A to 55C, and a button operation display field 56. The point that the option 54D does not have a time limit clock will be described in detail later.
 複数の選択肢54A~54Dは、メッセージ表示枠52に表示されたメッセージに対してプレイヤの意図を反映させるための肢である。なお、選択肢54Dは、複数の選択肢54A~54Cのうち、いずれの選択肢54A~54Cも選択しない場合に選択するための肢である。 The plurality of options 54A to 54D are limbs for reflecting the player's intention on the message displayed in the message display frame 52. The option 54D is a limb to be selected when none of the options 54A to 54C is selected from the plurality of options 54A to 54C.
 具体的に、例えば、ゲーム内における他のキャラクタとの会話の場面では、プロセッサコア21は、メッセージ表示枠52に表示された「おはよう」という他のキャラクタの台詞に対して、複数の選択肢54A~54Dには、例えば、選択肢54Aとして「おはようございます」、選択肢54Bとして「ありがとうございます」、選択肢54Cとして「こんばんは」、選択肢54Dとして「無言」などの選択肢を表示させる。また、例えば、問いに対する回答の場面では、プロセッサコア21は、メッセージ表示枠52に表示された「これは何ですか?」という問いに対して、複数の選択肢54A~54Dには、例えば、選択肢54Aとして「机」、選択肢54Bとして「椅子」、選択肢54Cとして「テレビ台」、選択肢54Dとして「いずれでもない」などの選択肢を表示させる。さらに、例えば、クイズゲームにおけるジャンルの選択の場面では、プロセッサコア21は、メッセージ表示枠52に表示された「どのジャンルを選びますか?」というメッセージに対して、複数の選択肢54A~54Dには、例えば、選択肢54Aとして「芸能」、選択肢54Bとして「自然科学」、選択肢54Cとして「数学」、選択肢54Dとして「いずれでもない」などのジャンルの名称を示す選択肢を表示させる。さらに、例えば、キャラクタが使用する武器や技の選択の場面では、では、プロセッサコア21は、メッセージ表示枠52に表示された「どの武器を装備しますか?」というメッセージに対して、複数の選択肢54A~54Dには、例えば、選択肢54Aとして「剣」、選択肢54Bとして「斧」、選択肢54Cとして「鞭」、選択肢54Dとして「何も装備しない」などの協力キャラクタの名前を示す選択肢を表示させる。さらに、例えば、戦闘において共に敵を攻撃する協力キャラクタの選択の場面では、プロセッサコア21は、メッセージ表示枠52に表示された「どの協力キャラクタと攻撃しますか?」というメッセージに対して、複数の選択肢54A~54Dには、例えば、選択肢54Aとして「キャラクタA」、選択肢54Bとして「キャラクタB」、選択肢54Cとして「キャラクタC」、選択肢54Dとして「中止」などの協力キャラクタの名前を示す選択肢を表示させる。 Specifically, for example, in a scene of conversation with another character in the game, the processor core 21 has a plurality of options 54A to 54A for the other character dialogue “Good morning” displayed in the message display frame 52. 54D displays, for example, “Good morning” as the option 54A, “Thank you” as the option 54B, “Good evening” as the option 54C, and “Mute” as the option 54D. Also, for example, in the case of an answer to a question, the processor core 21 may, for example, select a plurality of options 54A to 54D in response to the question “What is this?” Displayed in the message display frame 52. Options such as “desk” as 54A, “chair” as option 54B, “TV stand” as option 54C, and “none” as option 54D are displayed. Further, for example, in the genre selection scene in the quiz game, the processor core 21 has a plurality of options 54A to 54D in response to the message “Which genre do you want to select?” Displayed in the message display frame 52. For example, an option indicating the name of a genre such as “entertainment” as the option 54A, “natural science” as the option 54B, “mathematics” as the option 54C, and “none” as the option 54D is displayed. Further, for example, in the scene of selection of weapons and techniques used by the character, the processor core 21 responds to a message “Which weapons do you equip?” Displayed in the message display frame 52 with a plurality of messages. In the options 54A to 54D, for example, an option indicating the name of the cooperation character such as “sword” as the option 54A, “ax” as the option 54B, “whipping” as the option 54C, “equipment nothing” as the option 54D is displayed. Let Further, for example, in the case of selecting a cooperation character that attacks the enemy together in battle, the processor core 21 responds to a message “Which cooperation character will you attack?” Displayed in the message display frame 52. The options 54A to 54D include, for example, options indicating the name of the cooperative character, such as “Character A” as the option 54A, “Character B” as the option 54B, “Character C” as the option 54C, and “Cancel” as the option 54D. Display.
 制限時間時計55A~55Cは、複数の選択肢54A~54Cにそれぞれ対応して設けられており、複数の選択肢54A~54Cを選択させる制限時間をプレイヤに認識させるための時計である。プロセッサコア21は、制限時間時計55A~55Cの時針を時計回りに回転させ、時計回りに一回りすると、制限時間が経過するように制御する。すなわち、プロセッサコア21は、複数の選択肢54A~54Cに対応するパラメータ22Cが高い場合には、制限時間時計55A~55Cの時針を、ゆっくりと時計回りに回転させる。一方、プロセッサコア21は、複数の選択肢54A~54Cに対応するパラメータ22Cが低い場合には、制限時間時計55A~55Cの時針を、高速で時計回りに回転させる。そして、プロセッサコア21は、制限時間時計55A~55Cの時針が時計回りに一回りして制限時間が経過すると、例えば、制限時間時計55A~55Cに対応する複数の選択肢54A~54Cをプレイヤに選択できない状態にしてディスプレイ41に表示させる。なお、選択肢54Dの制限時間は、制限時間時計55A~55Cのうち、最も長い制限時間時計55A~55Cの制限時間と同一の制限時間に設定される。従って、選択肢54Dは、制限時間時計を有していないが、実施形態によっては選択肢54Dにも制限時間時計55Dを設けるようにしても良い。 The time limit clocks 55A to 55C are provided corresponding to the plurality of options 54A to 54C, respectively, and are clocks for allowing the player to recognize the time limit for selecting the plurality of options 54A to 54C. The processor core 21 performs control so that the time limit elapses when the hour hand of the time limit clocks 55A to 55C is rotated clockwise and turned clockwise once. That is, when the parameter 22C corresponding to the plurality of options 54A to 54C is high, the processor core 21 slowly rotates the hour hand of the time limit clocks 55A to 55C clockwise. On the other hand, when the parameter 22C corresponding to the plurality of options 54A to 54C is low, the processor core 21 rotates the hour hand of the time limit clocks 55A to 55C clockwise at high speed. Then, when the time limit elapses when the hour hand of the time limit clocks 55A to 55C rotates clockwise, the processor core 21 selects a plurality of options 54A to 54C corresponding to the time limit clocks 55A to 55C, for example. Incapable of being displayed on the display 41. The time limit of the option 54D is set to the same time limit as that of the longest time limit clocks 55A to 55C among the time limit clocks 55A to 55C. Therefore, the option 54D does not have a time limit clock, but in some embodiments, the option 54D may be provided with the time limit clock 55D.
 ボタン操作表示欄56は、複数の選択肢54A~54Dの選択を操作するための入力ユニット3のボタン等が表示されたものである。具体的に、プロセッサコア21は、ボタン操作表示欄56に、例えば、入力ユニット3の十字キー及び左方向、上方向、右方向、下方向の矢印を表示させる。そして、プロセッサコア21は、入力ユニット3の十字キーの左方向が押下された場合には、選択肢54A(選択肢A)が選択されたと認識する。また、プロセッサコア21は、入力ユニット3の十字キーの上方向が押下された場合には、選択肢54B(選択肢B)が選択されたと認識する。さらに、プロセッサコア21は、入力ユニット3の十字キーの右方向が押下された場合には、選択肢54C(選択肢C)が選択されたと認識する。さらに、プロセッサコア21は、入力ユニット3の十字キーの下方向が押下された場合には、選択肢54D(選択肢D)が選択されたと認識する。 The button operation display field 56 displays buttons and the like of the input unit 3 for operating selection of a plurality of options 54A to 54D. Specifically, the processor core 21 causes the button operation display field 56 to display, for example, the cross key of the input unit 3 and the left, up, right, and down arrows. Then, the processor core 21 recognizes that the option 54A (option A) has been selected when the left direction of the cross key of the input unit 3 is pressed. Further, the processor core 21 recognizes that the option 54B (option B) has been selected when the upward direction of the cross key of the input unit 3 is pressed. Further, the processor core 21 recognizes that the option 54C (option C) has been selected when the right direction of the cross key of the input unit 3 is pressed. Further, the processor core 21 recognizes that the option 54D (option D) has been selected when the downward direction of the cross key of the input unit 3 is pressed.
 図3に戻り、続いて、プロセッサコア21は、所定のタイマ等により時間を計時する計時機能(計時手段)を用いて、複数の選択肢54A~54Cがディスプレイ41に表示開始されてから経過した時間である経過時間の計測を、複数の選択肢54A~54Cごとに開始して、制限時間時計55A~55Cの時針を時計回りに回転させる(ステップSP8)。 Returning to FIG. 3, subsequently, the processor core 21 uses the time measuring function (time measuring means) for measuring time by a predetermined timer or the like, and the time elapsed after the plurality of options 54A to 54C are displayed on the display 41. Is started for each of the plurality of options 54A to 54C, and the hour hands of the time limit clocks 55A to 55C are rotated clockwise (step SP8).
 続いて、プロセッサコア21は、プレイヤの入力ユニット3の操作により複数の選択肢54A~54Dのうち、所定の時間内にいずれか一つの選択肢54A~54Dが選択されたか否かをチェックする(ステップSP9)。 Subsequently, the processor core 21 checks whether any one of the plurality of options 54A to 54D is selected within a predetermined time by the player's operation of the input unit 3 (step SP9). ).
 そして、プロセッサコア21は、所定の時間内に選択肢54A~54Cのいずれか一つの選択肢が選択された場合(ステップSP9:YES)、選択された選択肢54A~54Cに対応するパラメータ22Cを増加させて、メモリモジュール22に上書きして記憶する(ステップSP10)。続いて、プロセッサコア21は、選択されなかった選択肢54A~54Cに対応するパラメータ22Cを減少させて、メモリモジュール22に上書きして記憶し、(ステップSP11)、その後、図3及び図4に示す選択画像における選択肢ごとの制限時間変更処理手順RT1を終了する(ステップSP17)。 If any one of the options 54A to 54C is selected within a predetermined time (step SP9: YES), the processor core 21 increases the parameter 22C corresponding to the selected options 54A to 54C. The memory module 22 is overwritten and stored (step SP10). Subsequently, the processor core 21 reduces the parameter 22C corresponding to the unselected options 54A to 54C and overwrites and stores the parameter 22C in the memory module 22 (step SP11), and thereafter, as shown in FIG. 3 and FIG. The time limit change processing procedure RT1 for each option in the selected image is terminated (step SP17).
 これに対して、プロセッサコア21は、所定の時間内にいずれか一つの選択肢54A~54Cが選択されなかった場合(ステップSP9:NO)には、所定の時間内に選択肢54Dが選択されたか否かをチェックする(ステップSP12)。そして、プロセッサコア21は、所定の時間内に選択肢54Dが選択された場合(ステップSP12:YES)には、いずれの選択肢54A~54Cに対応するパラメータ22Cも変更せずに、その後、図3及び図4に示す選択画像における選択肢ごとの制限時間変更処理を終了する(ステップSP17)。 On the other hand, if any one of the options 54A to 54C is not selected within a predetermined time (step SP9: NO), the processor core 21 determines whether the option 54D is selected within the predetermined time. Is checked (step SP12). When the option 54D is selected within a predetermined time (step SP12: YES), the processor core 21 does not change the parameter 22C corresponding to any of the options 54A to 54C, and thereafter, FIG. The time limit changing process for each option in the selected image shown in FIG. 4 ends (step SP17).
 これに対して、プロセッサコア21は、所定の時間内に所定の時間内に選択肢54Dが選択されなかった場合(ステップSP12:NO)には、制限時間時計55A~55Cの時針が時計回りに一回りして、制限時間を経過した選択肢54A~54Cが存在するか否かをチェックする(ステップSP13)。そして、プロセッサコア21は、制限時間を経過した選択肢54A~54Cが存在しない場合(ステップSP13:NO)には、ステップSP9に戻る。これに対して、プロセッサコア21は、制限時間を経過した選択肢54A~54Cが存在する場合(ステップSP13:YES)には、制限時間を経過した選択肢54A~54Cを選択対象から除外する(ステップSP14)。この場合、プロセッサコア21は、例えば、制限時間を経過した選択肢54A~54Cに対応する制限時間時計55A~55Cの蓋を閉じて表示させ、制限時間を経過した選択肢54A~54Cをプレイヤに選択できない状態にしてディスプレイ41に表示させる。 On the other hand, when the option 54D is not selected within the predetermined time within the predetermined time (step SP12: NO), the processor core 21 sets the hour hand of the time limit clocks 55A to 55C clockwise. Then, it is checked whether there are options 54A to 54C for which the time limit has passed (step SP13). Then, when there are no options 54A to 54C for which the time limit has passed (step SP13: NO), the processor core 21 returns to step SP9. On the other hand, when there are the options 54A to 54C for which the time limit has elapsed (step SP13: YES), the processor core 21 excludes the options 54A to 54C for which the time limit has elapsed (step SP14). ). In this case, for example, the processor core 21 closes and displays the lids of the time limit clocks 55A to 55C corresponding to the options 54A to 54C for which the time limit has elapsed, and cannot select the options 54A to 54C for which the time limit has elapsed. The state is displayed on the display 41.
 続いて、プロセッサコア21は、すべての選択肢54A~54Cの制限時間が経過したか否かをチェックする(ステップSP15)。そして、プロセッサコア21は、すべての選択肢54A~54Cの制限時間が経過していない場合(ステップSP15:NO)には、ステップSP9に戻る。これに対して、プロセッサコア21は、すべての選択肢54A~54Cの制限時間が経過した場合(ステップSP15:YES)には、いずれの選択肢54A~54Cも選択されなかったものとして、選択肢54A~54Cに対応するパラメータ22Cを減少させて、メモリモジュール22に上書きして記憶し、(ステップSP16)、その後、図3及び図4に示す選択画像における選択肢ごとの制限時間変更処理を終了する(ステップSP17)。 Subsequently, the processor core 21 checks whether or not the time limits of all the options 54A to 54C have elapsed (step SP15). The processor core 21 then returns to step SP9 when the time limits of all the options 54A to 54C have not elapsed (step SP15: NO). In contrast, when the time limit of all the options 54A to 54C has elapsed (step SP15: YES), the processor core 21 assumes that none of the options 54A to 54C has been selected, and the options 54A to 54C. Is reduced and stored in the memory module 22 (step SP16), and then the time limit changing process for each option in the selected image shown in FIGS. 3 and 4 is terminated (step SP17). ).
(動作及び効果)
 このようにして、ゲーム装置1では、プロセッサコア21が、複数の選択肢データ22Bごとにそれぞれ対応するパラメータ22Cに基づいて、複数の選択肢54A~54Cごとに制限時間を設定し、複数の選択肢54A~54Cごとに経過時間を計測して、複数の選択肢54A~54Cのうち、いずれか一つの選択肢54A~54Cが選択された場合に、選択された選択肢54A~54Cに対応するパラメータ22Cを増加させて、メモリモジュール22に上書きして記憶する一方、選択されなかった選択肢54A~54Cに対応するパラメータ22Cを減少させて、メモリモジュール22に上書きして記憶する。また、選択肢54A~54Cのうち、いずれかの選択肢も選択されなかった場合に、すべての選択肢54A~54Cに対応するパラメータ22Cを減少させて、メモリモジュール22に上書きして記憶する。
(Operation and effect)
In this way, in the game apparatus 1, the processor core 21 sets the time limit for each of the plurality of options 54A to 54C based on the parameter 22C corresponding to each of the plurality of option data 22B, and the plurality of options 54A to 54A. The elapsed time is measured every 54C, and when any one of the options 54A to 54C is selected, the parameter 22C corresponding to the selected options 54A to 54C is increased. On the other hand, the memory module 22 is overwritten and stored, while the parameter 22C corresponding to the unselected options 54A to 54C is decreased and the memory module 22 is overwritten and stored. Further, when any of the options 54A to 54C is not selected, the parameter 22C corresponding to all the options 54A to 54C is decreased and overwritten and stored in the memory module 22.
 従って、プレイヤの選択結果を反映して、選択された選択肢54A~54Cに対応するパラメータ22Cが増加する一方、選択されなかった選択肢54A~54Cに対応するパラメータ22Cが減少する。また、制限時間内に選択肢54A~54Cのいずれも選択されなかった場合には、すべての選択肢54A~54Cに対応するパラメータ22Cが減少する。そして、次回、選択肢54A~54Cを選択する際には、複数の選択肢54A~54Cの制限時間を変更することができる。これにより、ゲーム中にプレイヤに選択肢を提示する際に、選択作業の単調さを解消しつつ、プレイヤの選択結果を次回以降の選択システムに対して影響を与えて、選択に対して都度変化を与えることができ、かくして、ゲーム中にプレイヤに選択肢を提示するゲームにおいて、選択の度に制限時間が変更されることで選択作業の遊戯性を高めることができる。 Therefore, reflecting the selection result of the player, the parameter 22C corresponding to the selected options 54A to 54C increases, while the parameter 22C corresponding to the unselected options 54A to 54C decreases. If none of the options 54A to 54C is selected within the time limit, the parameter 22C corresponding to all the options 54A to 54C decreases. Then, the next time the options 54A to 54C are selected, the time limit for the plurality of options 54A to 54C can be changed. As a result, when presenting options to the player during the game, the monotonousness of the selection work is eliminated, and the selection result of the player is affected to the subsequent selection system, and the selection is changed each time. Thus, in a game in which options are presented to the player during the game, the playability of the selection work can be enhanced by changing the time limit for each selection.
 また、従来は制限時間内で択一的に選択肢を選択するしかなかったのに対し、選択肢ごとに制限時間を異ならせる本実施形態の場合には、制限時間内に、制限時間というファクターによって選択幅が段階的に変わることによって、制限時間も加味して選択肢を選択しなければならず、決断力が迫られる共に、緊迫感を演出させることができ、また、最初の選択肢が選択されなかったとしても、例えば、2者択一的な新たな選択の局面を迎えさせることができ、興趣性を一段と高めることができる。 In addition, in the past, in the case of this embodiment in which the time limit is different for each option, the option is selected by a factor of the time limit within the time limit. By changing the width step by step, you have to select an option that takes into account the time limit, making it difficult to make decisions and producing a sense of urgency, and the first option was not selected. Even so, for example, it is possible to enter a new selection of alternatives, and it is possible to further enhance interest.
 また、ゲーム装置1では、プロセッサコア21が、所定の時間内に選択肢54Dが選択された場合に、いずれの選択肢54A~54Cに対応するパラメータ22Cも変更しないことにより、いずれの選択肢54A~54Cのパラメータ22Cも減少させたくない場合には、選択肢54A~54Cのいずれも選択しないとすることができ、選択作業の遊戯性を一段と高めることができる。 Further, in the game apparatus 1, when the option 54D is selected within a predetermined time, the processor core 21 does not change the parameter 22C corresponding to any of the options 54A to 54C, so that any of the options 54A to 54C is changed. If it is not desired to decrease the parameter 22C, none of the options 54A to 54C can be selected, and the playability of the selection work can be further enhanced.
 さらに、ゲーム装置1では、プロセッサコア21が、制限時間を経過した選択肢54A~54Cが存在する場合に、制限時間を経過した選択肢54A~54Cを選択対象から除外することにより、プレイヤが複数の選択肢54A~54Cの制限時間内に所望する選択肢54A~54Cを選択しなければならず、選択作業の遊戯性を一段と高めることができる。 Further, in the game apparatus 1, when the processor core 21 includes the options 54A to 54C for which the time limit has passed, the player can select a plurality of options by excluding the options 54A to 54C for which the time limit has passed from the selection target. The desired options 54A to 54C must be selected within the time limit of 54A to 54C, and the playability of the selection work can be further enhanced.
 さらに、ゲーム装置1では、プロセッサコア21が、メモリモジュール22から読み出したすべての選択肢データ22Bのうち、パラメータ22Cの値が所定の基準値以下の選択肢が存在する場合に、当該選択肢データ22Bを選択対象から除外することにより、プレイヤに自己の好む選択肢を選択対象とすることができるように促すことができ、ゲームに対する興趣性を一段と高めることができる。 Further, in the game apparatus 1, the processor core 21 selects the option data 22B when there is an option whose value of the parameter 22C is equal to or less than a predetermined reference value among all the option data 22B read from the memory module 22. By excluding it from the target, it is possible to prompt the player to select an option that the player prefers as a selection target, and it is possible to further enhance the interest of the game.
 さらに、ゲーム装置1では、プロセッサコア21が、選択肢データ22Bに基づく選択肢をディスプレイ41に表示するに際して、当該選択肢の配置位置をランダムに決定することにより、プレイヤが複数の選択肢54A~54Cの制限時間内に所望する選択肢54A~54Dを見極めて適切に選択しなければならず、選択作業の遊戯性を一段と高めることができる。 Further, in the game apparatus 1, when the processor core 21 displays the options based on the option data 22B on the display 41, the player determines the arrangement position of the options at random, thereby allowing the player to set a time limit for the plurality of options 54A to 54C. The desired options 54A to 54D must be viewed and selected appropriately, and the playability of the selection work can be further enhanced.
 さらに、ゲーム装置1では、プロセッサコア21が、制限時間時計55A~55Cの時針を時計回りに回転させ、時計回りに一回りさせると、制限時間が経過するように制御することにより、制限時間時計55A~55Cの時針のスピードで複数の選択肢データ22Bのパラメータ22Cを認識することができ、一見してどの選択肢54A~54Cの制限時間が早く経過するかプレイヤは認識することができないため、選択作業の遊戯性を一段と高めることができる。 Further, in the game apparatus 1, the processor core 21 performs control so that the time limit elapses when the hour hand of the time limit clocks 55A to 55C is rotated clockwise and turned clockwise. Since the parameter 22C of the plurality of option data 22B can be recognized at the speed of the hour hand of 55A to 55C, and the player cannot recognize at a glance which time limit of the options 54A to 54C elapses earlier, the selection work The playability of can be further improved.
(実施例1)
 実施例1のゲームは、例えば、架空世界を舞台とし、モンスターとの戦闘を介して経験値を取得することでプレイヤキャラクタが成長し、成長することで探索・行動範囲を広げる、いわゆるロールプレイングゲーム(role-playing game)である。
Example 1
The game of the first embodiment is, for example, a so-called role-playing game in which a player character grows by acquiring an experience value through battle with a monster in the fictional world and expands the search / action range by growing. (Role-playing game).
 ここで、実施例1のゲームは、モンスターとの戦闘において、当該モンスターに対して、共に架空世界を旅する協力キャラクタと協力して攻撃する合体攻撃を行う際に、合体攻撃を行う協力キャラクタを複数の選択肢として提示し、プレイヤに所望する協力キャラクタを選択させて合体攻撃を行って、1人攻撃よりも強力な攻撃や特殊な攻撃をモンスターに対して与えるゲームである。そして、実施例1のゲームは、協力キャラクタのプレイヤキャラクタに対する好感度に基づき、複数の協力キャラクタごとに、プレイヤが選択可能な制限時間を設定し、複数の協力キャラクタからいずれか1人の協力キャラクタが選択された場合に、当該選択結果に基づいて好感度を変更することを特徴とする。 Here, in the game of the first embodiment, in a battle with a monster, when performing a combined attack that attacks the monster in cooperation with a cooperative character that travels in the imaginary world, a cooperative character that performs a combined attack is displayed. This game is presented as a plurality of choices, a player selects a desired cooperative character and performs a combined attack, and gives a monster a stronger attack or a special attack than a one-person attack. In the game according to the first embodiment, a time limit that can be selected by the player is set for each of the plurality of cooperation characters based on the favorable sensitivity of the cooperation character to the player character, and any one cooperation character is selected from the plurality of cooperation characters. When is selected, the preference is changed based on the selection result.
(実施例1の選択画像における協力キャラクタごとの制限時間変更処理)
 次に、実施例1のゲーム装置1における制御ユニット2のプロセッサコア21の動作について詳細に説明する。図6及び図7は、実施例1のゲーム装置1におけるプロセッサコア21の選択画像における協力キャラクタごとの制限時間変更処理RT2を示すフローチャートである。
(Time limit changing process for each cooperative character in the selected image of Example 1)
Next, the operation of the processor core 21 of the control unit 2 in the game apparatus 1 according to the first embodiment will be described in detail. 6 and 7 are flowcharts illustrating the time limit changing process RT2 for each cooperative character in the selected image of the processor core 21 in the game apparatus 1 according to the first embodiment.
 プロセッサコア21は、モンスターとの戦闘が開始されると、選択画像における協力キャラクタごとの制限時間変更処理RT2を開始し、プレイヤキャラクタの攻撃順序となるのを待機モードで待ち受ける(ステップSP21)。やがて、プロセッサコア21は、プレイヤキャラクタの攻撃順序となると(ステップSP21:YES)、合体攻撃のイベントが行われるか否かをチェックする(ステップSP22)。この場合、プロセッサコア21は、例えば、所定の確率で合体攻撃のイベントを出現させる。 When the battle with the monster is started, the processor core 21 starts the time limit changing process RT2 for each cooperative character in the selected image, and waits in the standby mode for the player character's attack order (step SP21). Eventually, the processor core 21 checks whether or not a coalescence attack event is performed (step SP22) when the attack order of the player character is reached (step SP21: YES). In this case, for example, the processor core 21 causes a coalescence attack event to appear with a predetermined probability.
 続いて、プロセッサコア21は、ディスプレイ41に表示する複数の協力キャラクタの名称である協力キャラクタデータ(選択肢データ)22B及び当該複数の協力キャラクタデータ22Bごとにそれぞれ対応した、協力キャラクタのプレイヤキャラクタに対する好感度データ(パラメータ)22Cをメモリモジュール22から読み出す(ステップSP23)。 Subsequently, the processor core 21 favors the player character of the cooperation character corresponding to each of the cooperation character data (option data) 22B that is the names of the plurality of cooperation characters displayed on the display 41 and each of the plurality of cooperation character data 22B. Sensitivity data (parameter) 22C is read from the memory module 22 (step SP23).
 続いて、プロセッサコア21は、読み出したすべての協力キャラクタデータ22Bの好感度データ22Cを参照する(ステップSP24)。続いて、プロセッサコア21は、読み出したすべての協力キャラクタデータ22Bと所定の基準値とを比較し、当該協力キャラクタデータ22Bのうち、好感度データ22Cの値が所定の基準値以下の協力キャラクタデータ22Bが存在するか否かをチェックする(ステップSP25)。 Subsequently, the processor core 21 refers to the favorability data 22C of all the read cooperation character data 22B (step SP24). Subsequently, the processor core 21 compares all the read cooperative character data 22B with a predetermined reference value, and among the cooperative character data 22B, the cooperative character data whose value of the preference data 22C is equal to or smaller than the predetermined reference value. It is checked whether or not 22B exists (step SP25).
 そして、プロセッサコア21は、好感度データ22Cの値が所定の基準値以下の協力キャラクタデータ22Bが存在する場合(ステップSP25:YES)には、好感度データ22Cが所定の基準値以下の協力キャラクタデータ22Bを選択対象から除外する(ステップSP26)。これに対して、プロセッサコア21は、好感度データ22Cの値が所定の基準値以下の協力キャラクタデータ22Bが存在しない場合(ステップSP25:NO)には、ステップSP27に進む。 Then, when there is cooperative character data 22B in which the value of the likability data 22C is equal to or smaller than the predetermined reference value (step SP25: YES), the processor core 21 has the cooperative character whose favorability data 22C is equal to or smaller than the predetermined reference value. The data 22B is excluded from selection targets (step SP26). On the other hand, the processor core 21 proceeds to step SP27 when there is no cooperative character data 22B having a value of the likability data 22C equal to or less than a predetermined reference value (step SP25: NO).
 続いて、プロセッサコア21は、読み出した好感度データ22Cの値に基づいて、当該好感度データ22Cに対応する協力キャラクタデータ22Bに基づく協力キャラクタをプレイヤに対して選択可能にしておく時間である制限時間を、当該協力キャラクタデータ22Bごとに設定する(ステップSP27)。 Subsequently, the processor core 21 is a time that allows the player to select a cooperative character based on the cooperative character data 22B corresponding to the favorable data 22C based on the read value of the favorable data 22C. The time is set for each cooperative character data 22B (step SP27).
 続いて、プロセッサコア21は、協力キャラクタデータ22Bに基づく協力キャラクタをディスプレイ41に表示するに際して、当該協力キャラクタの配置位置をランダムに決定する(ステップSP28)。続いて、プロセッサコア21は、複数の協力キャラクタデータ22B及び当該複数の協力キャラクタデータ22Bに対応するプレイデータ、グラフィックデータ等に各種のグラフィック処理をグラフィックスエンジン23に行わせて画像データを生成させ、画像データに基づく選択画像61をディスプレイ41に表示させる(ステップSP29)。 Subsequently, when displaying the cooperation character based on the cooperation character data 22B on the display 41, the processor core 21 randomly determines the arrangement position of the cooperation character (step SP28). Subsequently, the processor core 21 causes the graphics engine 23 to perform various graphic processing on the plurality of cooperative character data 22B and play data, graphic data, etc. corresponding to the plurality of cooperative character data 22B to generate image data. The selected image 61 based on the image data is displayed on the display 41 (step SP29).
 図8は、本実施形態における選択画像の説明に供する概念図であり、具体的には、ディスプレイ41の表示画面に、複数の協力キャラクタが表示された、当該協力キャラクタをプレイヤに選択させるためのゲーム画像61(選択画像61)である。選択画像61は、状態表示枠62、協力キャラクタ表示枠63、協力キャラクタ64及びコメント表示枠65を含んで構成される。 FIG. 8 is a conceptual diagram for explaining the selected image in this embodiment. Specifically, a plurality of cooperative characters are displayed on the display screen of the display 41, and the player is allowed to select the cooperative character. This is a game image 61 (selected image 61). The selection image 61 includes a state display frame 62, a cooperation character display frame 63, a cooperation character 64, and a comment display frame 65.
 状態表示枠62は、プレイヤキャラクタ及び協力キャラクタの顔、レベル、ヒットポイント(HP)、ヒットポイントを表すバー、マジックポイント(MP)等を表示するための枠である。協力キャラクタ表示枠63は、複数の協力キャラクタの名称を表示するための枠である。協力キャラクタ表示枠63は、複数の協力キャラクタ名称66A~66C、中止選択肢66D、制限時間時計67A~67C及びボタン操作表示欄68を含んで構成される。 The state display frame 62 is a frame for displaying the face, level, hit point (HP), hit point bar, magic point (MP), and the like of the player character and the cooperation character. The cooperation character display frame 63 is a frame for displaying names of a plurality of cooperation characters. The cooperation character display frame 63 includes a plurality of cooperation character names 66A to 66C, a stop option 66D, time limit clocks 67A to 67C, and a button operation display column 68.
 複数の協力キャラクタ名称66A~66Cは、合体攻撃を実行する協力キャラクタを選択させてプレイヤの意図を反映させるための肢である。具体的に、プロセッサコア21は、複数の協力キャラクタ名称66A~66Cに、例えば、「キャラクタA」、「キャラクタB」、「キャラクタC」などの協力キャラクタの名称を表示させる。中止選択肢66Dは、協力キャラクタ名称66A~66Cのいずれも選択せずに1人攻撃を実施するというプレイヤの意図を反映させるための肢である。具体的に、プロセッサコア21は、中止選択肢66Dとして、例えば「中止」等と表示させる。 The plurality of cooperation character names 66A to 66C are limbs for selecting the cooperation character that performs the combined attack and reflecting the intention of the player. Specifically, the processor core 21 displays the names of cooperative characters such as “Character A”, “Character B”, and “Character C” on the multiple cooperative character names 66A to 66C. The stop option 66D is a limb for reflecting the player's intention to execute a one-person attack without selecting any of the cooperation character names 66A to 66C. Specifically, the processor core 21 displays, for example, “stop” as the stop option 66D.
 制限時間時計67A~67Cは、複数の協力キャラクタ名称66A~66Cにそれぞれ対応して設けられており、複数の協力キャラクタ名称66A~66Cを選択させる制限時間をプレイヤに認識させるための時計である。ボタン操作表示欄68は、複数の協力キャラクタ名称66A~66Cを選択するための入力ユニット3のボタン等が表示されたものである。具体的に、プロセッサコア21は、ボタン操作表示欄68に、例えば、入力ユニット3の十字キー及び左方向、上方向、右方向、下方向の矢印を表示させる。そして、プロセッサコア21は、入力ユニット3の十字キーの左方向が押下された場合には、協力キャラクタ名称66A(キャラクタA)が選択され、キャラクタAとの合体攻撃が選択されたと認識する。また、プロセッサコア21は、入力ユニット3の十字キーの上方向が押下された場合には、協力キャラクタ名称66B(キャラクタB)が選択され、キャラクタBとの合体攻撃が選択されたと認識する。さらに、プロセッサコア21は、入力ユニット3の十字キーの右方向が押下された場合には、協力キャラクタ名称66C(キャラクタC)が選択され、キャラクタCとの合体攻撃が選択されたと認識する。さらに、プロセッサコア21は、入力ユニット3の十字キーの下方向が押下された場合には、協力キャラクタ名称66A~66Cのいずれも選択されずに、1人攻撃が選択されたと認識する。 The time limit clocks 67A to 67C are provided corresponding to the plurality of cooperation character names 66A to 66C, respectively, and are clocks for allowing the player to recognize the time limit for selecting the plurality of cooperation character names 66A to 66C. The button operation display field 68 displays buttons and the like of the input unit 3 for selecting a plurality of cooperative character names 66A to 66C. Specifically, the processor core 21 causes the button operation display field 68 to display, for example, the cross key of the input unit 3 and the left, up, right, and down arrows. Then, when the left direction of the cross key of the input unit 3 is pressed, the processor core 21 recognizes that the cooperative character name 66A (character A) is selected, and that the combined attack with the character A is selected. Further, when the upward direction of the cross key of the input unit 3 is pressed, the processor core 21 recognizes that the cooperative character name 66B (character B) is selected and the combined attack with the character B is selected. Further, when the right direction of the cross key of the input unit 3 is pressed, the processor core 21 recognizes that the cooperative character name 66C (character C) is selected and the combined attack with the character C is selected. Furthermore, when the downward direction of the cross key of the input unit 3 is pressed, the processor core 21 recognizes that one person attack is selected without selecting any of the cooperation character names 66A to 66C.
 協力キャラクタ64は、複数の協力キャラクタ64A~64Cにより構成されている。複数の協力キャラクタ64A~64Cは、複数の協力キャラクタ名称66A~66Cにそれぞれ対応して設けられており、それぞれの協力キャラクタの容姿を示す画像が表示される。コメント表示枠65は、複数の協力キャラクタ名称66A~66Cのうち、所定の協力キャラクタ名称66A~66Cのコメントを表示するための枠である。具体的に、例えば、プロセッサコア21は、コメント表示枠65に、「私と一緒に攻撃しましょう!」のように、プレイヤに合体攻撃を促させるようなコメントや、プレイヤの選択を迷わせるようなコメントを表示させる。 The cooperation character 64 is composed of a plurality of cooperation characters 64A to 64C. The plurality of cooperation characters 64A to 64C are provided corresponding to the plurality of cooperation character names 66A to 66C, respectively, and an image showing the appearance of each cooperation character is displayed. The comment display frame 65 is a frame for displaying comments of predetermined cooperation character names 66A to 66C among the plurality of cooperation character names 66A to 66C. Specifically, for example, the processor core 21 causes the comment display frame 65 to be confused about a comment that prompts the player to make a combined attack, such as “Let's attack with me!”, Or the player's selection. To display simple comments.
 図7に戻り、続いて、プロセッサコア21は、所定のタイマ等により時間を計時する計時機能を用いて、複数の協力キャラクタ名称66A~66Cがディスプレイ41に表示開始されてから経過した時間である経過時間の計測を、複数の協力キャラクタ名称66A~66Cごとに開始して、制限時間時計67A~67Cの時針を時計回りに回転させる(ステップSP30)。 Returning to FIG. 7, subsequently, the processor core 21 is a time that has elapsed since the display of the plurality of cooperative character names 66 </ b> A to 66 </ b> C on the display 41 by using a clocking function for clocking time by a predetermined timer or the like. The elapsed time measurement is started for each of the plurality of cooperation character names 66A to 66C, and the hour hands of the time limit clocks 67A to 67C are rotated clockwise (step SP30).
 続いて、プロセッサコア21は、プレイヤの入力ユニット3の操作により複数の協力キャラクタ名称66A~66Cのうち、所定の時間内にいずれか一つの協力キャラクタ名称66A~66Cが選択されたか否かをチェックする(ステップSP31)。 Subsequently, the processor core 21 checks whether any one of the plurality of cooperation character names 66A to 66C is selected within a predetermined time by operating the input unit 3 of the player. (Step SP31).
 そして、プロセッサコア21は、所定の時間内にいずれか一つの協力キャラクタ名称66A~66Cが選択された場合(ステップSP31:YES)には、選択された協力キャラクタ名称66A~66Cに対応する好感度データ22Cを増加させて、メモリモジュール22に上書きして記憶する(ステップSP32)。続いて、プロセッサコア21は、選択されなかった協力キャラクタ名称66A~66Cに対応する好感度データ22Cを減少させて、メモリモジュール22に上書きして記憶する(ステップSP33)。続いて、プロセッサコア21は、プレイヤキャラクタと選択された協力キャラクタ64A~64Cとの合体攻撃を実行し(ステップSP34)、その後、図6及び図7に示す選択画像における協力キャラクタごとの制限時間変更処理手順RT2を終了する(ステップSP41)。 Then, when any one of the cooperation character names 66A to 66C is selected within a predetermined time (step SP31: YES), the processor core 21 favors the corresponding cooperation character name 66A to 66C. The data 22C is increased and overwritten and stored in the memory module 22 (step SP32). Subsequently, the processor core 21 reduces the likability data 22C corresponding to the cooperation character names 66A to 66C that have not been selected, and overwrites and stores them in the memory module 22 (step SP33). Subsequently, the processor core 21 executes a combined attack between the player character and the selected cooperative characters 64A to 64C (step SP34), and then changes the time limit for each cooperative character in the selected images shown in FIGS. The processing procedure RT2 is terminated (step SP41).
 これに対して、プロセッサコア21は、所定の時間内にいずれか一つの協力キャラクタ名称66A~66Cが選択されなかった場合(ステップSP31:NO)には、所定の時間内に中止選択肢66Dが選択され、1人攻撃が選択されたか否かをチェックする(ステップSP35)。そして、プロセッサコア21は、所定の時間内に中止選択肢66Dが選択され、1人攻撃が選択された場合(ステップSP35:YES)には、プレイヤキャラクタ単体の1人攻撃を実行し(ステップSP40)、その後、図6及び図7に示す選択画像における協力キャラクタごとの制限時間変更処理手順RT2を終了する(ステップSP41)。 On the other hand, if any one of the cooperation character names 66A to 66C is not selected within the predetermined time (step SP31: NO), the processor core 21 selects the cancel option 66D within the predetermined time. Then, it is checked whether or not a one-person attack has been selected (step SP35). Then, when the cancel option 66D is selected within a predetermined time and the single person attack is selected (step SP35: YES), the processor core 21 executes the single attack of the player character alone (step SP40). Thereafter, the time limit changing process procedure RT2 for each cooperative character in the selected image shown in FIGS. 6 and 7 is terminated (step SP41).
 これに対して、プロセッサコア21は、所定の時間内に中止選択肢66Dが選択されず、1人攻撃が選択されなかった場合(ステップSP35:NO)には、制限時間時計67A~67Cの時針が時計回りに一回りして、制限時間を経過した協力キャラクタ名称66A~66Cが存在するか否かをチェックする(ステップSP36)。そして、プロセッサコア21は、制限時間を経過した協力キャラクタ名称66A~66Cが存在しない場合(ステップSP36:NO)には、ステップSP31に戻る。これに対して、プロセッサコア21は、制限時間を経過した協力キャラクタ名称66A~66Cが存在する場合(ステップSP36:YES)には、制限時間を経過した協力キャラクタ名称66A~66Cを選択対象から除外する(ステップSP37)。 On the other hand, when the cancel option 66D is not selected within a predetermined time and the one-person attack is not selected (step SP35: NO), the processor core 21 sets the hour hand of the time limit clocks 67A to 67C. Turning clockwise, it is checked whether or not there are cooperating character names 66A to 66C that have passed the time limit (step SP36). Then, when there is no cooperation character name 66A to 66C for which the time limit has passed (step SP36: NO), the processor core 21 returns to step SP31. On the other hand, the processor core 21 excludes the cooperation character names 66A to 66C whose time limit has passed from the selection target when the cooperation character names 66A to 66C for which the time limit has passed (step SP36: YES). (Step SP37).
 続いて、プロセッサコア21は、すべての協力キャラクタ名称66A~66Cの制限時間が経過したか否かをチェックする(ステップSP38)。そして、プロセッサコア21は、すべての協力キャラクタ名称66A~66Cの制限時間が経過していない場合(ステップSP38:NO)には、ステップSP31に戻る。これに対して、プロセッサコア21は、すべての協力キャラクタ名称66A~66Cの制限時間が経過した場合(ステップSP38:YES)には、すべての協力キャラクタ名称66A~66Cに対応する好感度データ22Cを減少させて、メモリモジュール22に上書きして記憶する(ステップSP39)。続いて、プロセッサコア21は、プレイヤキャラクタ単体の1人攻撃を実行し(ステップSP40)、その後、図6及び図7に示す選択画像における協力キャラクタごとの制限時間変更処理手順RT2を終了する(ステップSP41)。 Subsequently, the processor core 21 checks whether or not the time limit for all the cooperation character names 66A to 66C has elapsed (step SP38). If the time limit for all the cooperation character names 66A to 66C has not elapsed (step SP38: NO), the processor core 21 returns to step SP31. On the other hand, when the time limit of all the cooperation character names 66A to 66C has elapsed (step SP38: YES), the processor core 21 stores the favorable data 22C corresponding to all the cooperation character names 66A to 66C. Decrease and overwrite the memory module 22 for storage (step SP39). Subsequently, the processor core 21 executes a single attack of the player character alone (step SP40), and then ends the time limit changing process procedure RT2 for each cooperative character in the selected images shown in FIGS. SP41).
(実施例1の動作及び効果)
 このようにして、ゲーム装置1では、プロセッサコア21が、複数の協力キャラクタデータ22Bごとにそれぞれ対応する好感度データ22Cに基づいて、複数の協力キャラクタ名称66A~66Cごとに制限時間を設定し、複数の協力キャラクタ名称66A~66Cごとに経過時間を計測して、複数の協力キャラクタ名称66A~66Cのうち、いずれか一つの協力キャラクタ名称66A~66Cが選択された場合に、選択された協力キャラクタ名称66A~66Cに対応する好感度データ22Cを増加させて、メモリモジュール22に上書きして記憶する一方、選択されなかった協力キャラクタ名称66A~66Cに対応する好感度データ22Cを減少させて、メモリモジュール22に上書きして記憶する。また、協力キャラクタ名称66A~66Cのうち、いずれかの協力キャラクタも選択されなかった場合に、すべての協力キャラクタ名称66A~66Cに対応する好感度データ22Cを減少させて、メモリモジュール22に上書きして記憶する。
(Operation and Effect of Example 1)
In this way, in the game apparatus 1, the processor core 21 sets the time limit for each of the plurality of cooperation character names 66A to 66C based on the favorableness data 22C corresponding to each of the plurality of cooperation character data 22B. When the elapsed time is measured for each of the plurality of cooperation character names 66A to 66C, and any one of the cooperation character names 66A to 66C is selected, the selected cooperation character is selected. The likability data 22C corresponding to the names 66A to 66C is increased and overwritten and stored in the memory module 22, while the likability data 22C corresponding to the cooperation character names 66A to 66C that are not selected is decreased and stored in the memory. The module 22 is overwritten and stored. Further, when any of the cooperation character names 66A to 66C is not selected, the likability data 22C corresponding to all the cooperation character names 66A to 66C is decreased and overwritten in the memory module 22. Remember.
 従って、選択によって協力キャラクタ64A~64Cの好感度が上下するというハラハラ感をプレイヤに体験させることができると共に、協力キャラクタ64A~64Cのうち、プレイヤの好む協力キャラクタ64A~64Cを選択するのか、モンスターを攻撃するのに有効な協力キャラクタ64A~64Cを選択するのか、プレイヤを迷わせることができ、かくして、ゲームに対する興趣性を一段と高めることができる。 Therefore, the player can experience a sense of harassment that the preference of the cooperation characters 64A to 64C is increased or decreased. The player can be confused as to whether to select the cooperation characters 64A to 64C effective for attacking the game, thus further enhancing the interest in the game.
 また、ゲーム装置1では、プロセッサコア21が、所定の時間内に中止選択肢66Dが選択され、1人攻撃が選択された場合に、プレイヤキャラクタ単体の1人攻撃を実行することにより、いずれの協力キャラクタ64A~64の好感度も減少させたくない場合には、協力キャラクタ名称66A~66Cのいずれも選択しないとすることができ、選択作業の遊戯性を一段と高めることができる。 Further, in the game apparatus 1, when the processor core 21 selects the stop option 66D within a predetermined time and selects the one-person attack, any cooperation can be achieved by executing the one-person attack of the player character alone. If it is not desired to reduce the favorability of the characters 64A to 64, none of the cooperative character names 66A to 66C can be selected, and the playability of the selection work can be further enhanced.
 さらに、ゲーム装置1では、プロセッサコア21が、協力キャラクタ64A~64の好感度が上下する合体攻撃のイベントを所定の確率で出現させることにより、協力キャラクタの好感度を増加させたいプレイヤは常にディスプレイ41を見ていなければならず、プレイヤを一段とゲームに集中させることができる。 Furthermore, in the game apparatus 1, the processor core 21 causes a player who wants to increase the likability of the cooperation character to always display the combined attack event in which the likability of the cooperation characters 64A to 64 appears with a predetermined probability. 41 must be watched, and the player can be more focused on the game.
(他実施形態)
 なお、本実施の形態においては、所定の時間内に選択肢54A~54Cのいずれか一つの選択肢が選択された場合について述べたが、本発明はこれに限らず、例えば、二つの選択肢が選択された場合であっても良く、プレイヤによっていずれか一つ以上の選択肢が選択された場合に、当該選択された選択肢に関連するいずれか一つ以上の選択肢に対応するパラメータを変更するようにすれば良い。
(Other embodiments)
In the present embodiment, the case where any one of the options 54A to 54C is selected within a predetermined time has been described. However, the present invention is not limited to this. For example, two options are selected. If any one or more options are selected by the player, the parameters corresponding to any one or more options related to the selected option may be changed. good.
 また、本実施の形態においては、パラメータ22Cの値が高いほど制限時間を長く設定した場合について述べたが、本発明はこれに限らず、パラメータ22Cの値が高いほど制限時間を短く設定するようにしても良い。これにより、パラメータ22Cの値が高いほど制限時間を短いため、パラメータ22Cの値が高い選択肢を選択し、パラメータ22Cの値を増加させるのが困難とすることができ、選択作業の遊戯性を一段と高めることができる。 In the present embodiment, the case where the time limit is set longer as the value of the parameter 22C is higher is described. However, the present invention is not limited to this, and the time limit is set shorter as the value of the parameter 22C is higher. Anyway. As a result, the higher the value of the parameter 22C, the shorter the time limit. Therefore, it is possible to make it difficult to select an option having a high value of the parameter 22C and increase the value of the parameter 22C. Can be increased.
 さらに、本実施の形態においては、パラメータ22Cの値が高いほど制限時間を長く設定した場合について述べたが、本発明はこれに限らず、パラメータ22Cの値が低いほど制限時間を長く設定するようにしても良い。この場合、プロセッサコア21は、いずれか一つの選択肢54A~54Cが選択された場合に、選択された選択肢54A~54Cに対応するパラメータ22Cを減少させ、選択されなかった選択肢54A~54Cに対応するパラメータ22Cを増加させる。また、プロセッサコア21は、いずれの選択肢54A~54Cも選択されなかった場合に、すべての選択肢54A~54Cに対応するパラメータ22Cを増加させる。 Furthermore, in the present embodiment, the case where the time limit is set longer as the value of the parameter 22C is higher is described. However, the present invention is not limited to this, and the time limit is set longer as the value of the parameter 22C is lower. Anyway. In this case, when any one of the options 54A to 54C is selected, the processor core 21 decreases the parameter 22C corresponding to the selected options 54A to 54C, and corresponds to the options 54A to 54C that are not selected. The parameter 22C is increased. Further, the processor core 21 increases the parameter 22C corresponding to all the options 54A to 54C when none of the options 54A to 54C is selected.
 さらに、本実施の形態においては、メッセージ表示枠52を表示した場合について述べたが、本発明はこれに限らず、メッセージ表示枠52を表示しないようにしても良い。 Furthermore, although the case where the message display frame 52 is displayed has been described in the present embodiment, the present invention is not limited to this, and the message display frame 52 may not be displayed.
 さらに、本実施の形態においては、3つの選択肢54A~54Cを表示した場合について述べたが、本発明はこれに限らず、1つ以上の選択肢を表示するようにすれば良い。 Furthermore, in the present embodiment, the case where the three options 54A to 54C are displayed has been described. However, the present invention is not limited to this, and one or more options may be displayed.
 さらに、本実施の形態においては、ボタン操作表示欄56として、入力ユニット3の十字キー及び左方向、上方向、右方向、下方向の矢印を表示させた場合について述べたが、本発明はこれに限らず、例えば、入力ユニット3のAボタン、Bボタン、Xボタン、Yボタン等の所定のボタンを表示させるようにしても良く、かつ、これらのボタンや十字キーの方向を入力ユニット3の配置とは別にランダムに表示させるようにしても良い。これにより、複数の選択肢54A~54Dを選択するために慎重に操作を行なわなければならず、選択作業の遊戯性を一段と高めることができる。 Further, in the present embodiment, the case where the cross key of the input unit 3 and the left, up, right, and down arrows are displayed as the button operation display field 56 has been described. For example, predetermined buttons such as an A button, a B button, an X button, and a Y button of the input unit 3 may be displayed, and the direction of these buttons and the cross key may be displayed on the input unit 3. You may make it display at random separately from arrangement | positioning. Accordingly, a careful operation must be performed to select the plurality of options 54A to 54D, and the playability of the selection work can be further enhanced.
 さらに、本実施の形態においては、制限時間時計55A~55Cを図5のような時針を時計回りに一回りさせる時計とした場合について述べたが、本発明はこれに限らず、この他種々の複数の選択肢54A~54Cを選択させる制限時間をプレイヤに認識させるための時計を適用することができ、また、制限時間時計55A~55Cをディスプレイ41に表示させずに、複数の選択肢54A~54Cごとに制限時間を音声でカウントダウンするようにしても良く、その他種々の態様に適用することができる。さらに、制限時間時計55A~55Cを単にディスプレイ41に表示させないようにしても良い。 Further, in the present embodiment, the case where the time limit clocks 55A to 55C are clocks in which the hour hand turns clockwise as shown in FIG. 5 has been described, but the present invention is not limited to this, and various other types are also possible. A clock for allowing the player to recognize a time limit for selecting the plurality of options 54A to 54C can be applied, and the time limit clocks 55A to 55C are not displayed on the display 41, and the plurality of options 54A to 54C are The time limit may be counted down by voice, and can be applied to various other modes. Further, the time limit clocks 55A to 55C may not be simply displayed on the display 41.
 さらに、本実施の形態においては、いずれか一つの選択肢54A~54Cが選択された場合に、選択された選択肢54A~54Cに対応するパラメータ22Cを増加させ、選択されなかった選択肢54A~54Cに対応するパラメータ22Cを減少させた場合について述べたが、本発明はこれに限らず、例えば、選択されなかった選択肢54A~54Cに対応するパラメータ22Cを減少させないようにしても良く、一つの選択肢が選択された場合に、当該選択結果に基づいてパラメータ22Cを変更するようにすれば良い。 Further, in the present embodiment, when any one of the options 54A to 54C is selected, the parameter 22C corresponding to the selected option 54A to 54C is increased, and the option 54A to 54C not selected is supported. However, the present invention is not limited to this. For example, the parameter 22C corresponding to the unselected options 54A to 54C may not be decreased, and one option is selected. In such a case, the parameter 22C may be changed based on the selection result.
 さらに、本実施の形態においては、プレイヤがコメント表示枠65にコメントした協力キャラクタ名称66A~66Cを選択した場合には、当該協力キャラクタ名称66A~66Cのパラメータ22Cを通常の増加量よりも大幅に増加させるようにしても良い。また、プレイヤがコメント表示枠65にコメントした協力キャラクタ名称66A~66Cを選択しなかった場合には、当該協力キャラクタ名称66A~66Cのパラメータ22Cを通常の減少量よりも大幅に減少させるようにしても良い。これにより、コメントの有無によりどの協力キャラクタ名称66A~66Cを選択するかプレイヤを迷わせることができ、選択作業の遊戯性を一段と高めることができる。 Further, in the present embodiment, when the player selects the cooperation character names 66A to 66C commented in the comment display frame 65, the parameter 22C of the cooperation character names 66A to 66C is set to be much larger than the normal increase amount. You may make it increase. If the player does not select the cooperation character names 66A to 66C commented in the comment display frame 65, the parameter 22C of the cooperation character names 66A to 66C is greatly reduced from the normal reduction amount. Also good. Thereby, the player can be confused about which cooperative character name 66A to 66C is selected depending on the presence or absence of a comment, and the playability of the selection work can be further enhanced.
 さらに、本実施の形態においては、プレイヤキャラクタと協力キャラクタ64A~64Cとに関連性を設定し、当該関連性に基づいてパラメータ22Cの増減量を変更させるようにしても良い。この場合、協力キャラクタデータ22Bのキャラクタごとに他のキャラクタとの関連性データが記憶される。当該関連性データは性別、年齢、相性などを示すデータである。例えば、プレイヤキャラクタと協力キャラクタ64Aが「男性」、協力キャラクタ64B、64Cが「女性」であるという関連性データが記憶されているとする。この場合、プレイヤキャラクタに対して異性である協力キャラクタ名称66Bを、プレイヤが選択した際には、同じくプレイヤキャラクタとは異性である協力キャラクタ64Cのパラメータ22Cを減少させる。一方で、プレイヤキャラクタと同性である協力キャラクタ64Aのパラメータ22Cは変化させないようにしても良い。これにより、キャラクタ間の関係性によりどの協力キャラクタ名称66A~66Cを選択するかプレイヤを迷わせることができ、選択作業の遊戯性を一段と高めることができる。 Furthermore, in the present embodiment, a relationship may be set between the player character and the cooperation characters 64A to 64C, and the increase / decrease amount of the parameter 22C may be changed based on the relationship. In this case, relevance data with other characters is stored for each character of the cooperative character data 22B. The relevance data is data indicating gender, age, compatibility, and the like. For example, it is assumed that relevance data is stored that the player character and the cooperation character 64A are “male” and the cooperation characters 64B and 64C are “female”. In this case, when the player selects a cooperation character name 66B that is opposite to the player character, the parameter 22C of the cooperation character 64C that is also opposite to the player character is decreased. On the other hand, the parameter 22C of the cooperative character 64A that is the same as the player character may not be changed. This makes it possible for the player to be confused as to which cooperative character names 66A to 66C are to be selected due to the relationship between the characters, and the playability of the selection work can be further enhanced.
 本発明は、ゲーム内におけるプレイヤキャラクタが会話等の行動をする際に、次にプレイヤキャラクタが発する台詞やプレイヤキャラクタが行なう動作を選択肢として提示し、プレイヤに当該選択肢を選択させるゲーム装置に適用することができる。 The present invention is applied to a game device that presents, as options, a dialogue that the player character next utters or actions performed by the player character when the player character performs an action such as conversation in the game, and causes the player to select the option. be able to.
1……ゲーム装置、2……制御ユニット、3……入力ユニット、4……出力ユニット、5……外部メディアユニット、6……通信ユニット、21……プロセッサコア、22……メモリモジュール、22A……ゲームプログラム、22B……選択肢データ(キャラクタデータ)、22C……パラメータ(好感度データ)、23……グラフィックスエンジン、231……グラフィックコア、232……グラフィックメモリ、24……サウンドエンジン、25……I/Oコントローラ、26……システムバス、41……ディスプレイ、42……スピーカ、51……選択画像、52……メッセージ表示枠、53……選択肢表示枠、54A~54D……選択肢、55A~55C……制限時間時計、56……ボタン操作表示欄、61……選択画像、62……状態表示枠、63……協力キャラクタ表示枠、64……制限時間時計、65……ボタン操作表示欄、66A~66C……協力キャラクタ名称、66D……中止選択肢、67A~67C……制限時間時計、68……ボタン操作表示欄 DESCRIPTION OF SYMBOLS 1 ... Game device, 2 ... Control unit, 3 ... Input unit, 4 ... Output unit, 5 ... External media unit, 6 ... Communication unit, 21 ... Processor core, 22 ... Memory module, 22A …… Game program, 22B …… Option data (character data), 22C …… Parameter (favorability data), 23 …… Graphics engine, 231 …… Graphic core, 232 …… Graphic memory, 24 …… Sound engine, 25 …… I / O controller, 26 …… System bus, 41 …… Display, 42 …… Speaker, 51 …… Selected image, 52 …… Message display frame, 53 …… Option display frame, 54A to 54D …… Option , 55A to 55C ... time limit clock, 56 ... button operation display field, 61 ... selected image, 62 ... Status display frame, 63 …… Cooperation character display frame, 64 …… Time limit clock, 65 …… Button operation display field, 66A to 66C …… Cooperation character name, 66D …… Cancel option, 67A to 67C …… Time limit clock , 68 …… Button operation display field

Claims (10)

  1.  プレイヤからの選択対象となる選択肢を表示手段に表示させる制御手段と、
     時間を計測する計時手段と、
     前記選択肢ごとにそれぞれ対応する所定のパラメータを記憶する記憶手段と、
    を有するゲーム装置に実行させるためのプログラムであって、
     前記制御手段に、
     前記記憶手段から前記選択肢ごとにそれぞれ対応する前記パラメータを読み出す第1のステップと、
     前記選択肢ごとに、前記対応するパラメータに基づいて、選択可能な時間を決定する第2のステップと、
     前記計時手段によって、前記選択肢ごとに、前記選択可能な時間を経過したか否かを判定する第3のステップと、
     前記選択肢ごとに、前記選択可能な時間を経過したか否かを前記表示手段に表示させる第4のステップと、
     選択可能な時間を経過していないと判定された前記選択肢から、前記プレイヤによっていずれか一つ以上の選択肢が選択された場合に、当該選択された選択肢に関連するいずれか一つ以上の選択肢に対応する前記パラメータを変更する第5のステップと、
    を実行させることを特徴とするプログラム。
    Control means for causing the display means to display options to be selected from the player;
    A time measuring means for measuring time;
    Storage means for storing predetermined parameters respectively corresponding to the options;
    A program for causing a game device having
    In the control means,
    A first step of reading the corresponding parameter for each of the options from the storage means;
    A second step of determining a selectable time for each of the options based on the corresponding parameter;
    A third step of determining whether or not the selectable time has passed for each of the options by the time measuring means;
    A fourth step of displaying on the display means whether or not the selectable time has passed for each of the options;
    When any one or more options are selected by the player from the options determined that the selectable time has not passed, any one or more options related to the selected option are selected. A fifth step of changing the corresponding parameter;
    A program characterized by having executed.
  2.  前記第2のステップでは、
     前記パラメータが高い値の選択肢ほど前記選択可能な時間が長くなるように設定し、
     前記第5のステップでは、
     前記プレイヤによっていずれか一つ以上の選択肢が選択された場合に、当該選択された選択肢に対応するパラメータを増加させ、かつ、選択されなかった選択肢に対応するパラメータを減少させる
    ことを特徴とする請求項1に記載のプログラム。
    In the second step,
    Set the parameter so that the higher the option value, the longer the selectable time,
    In the fifth step,
    When one or more options are selected by the player, a parameter corresponding to the selected option is increased, and a parameter corresponding to an unselected option is decreased. Item 1. The program according to item 1.
  3.  前記第2のステップでは、
     前記パラメータが低い値の選択肢ほど前記選択可能な時間が長くなるように設定し、
     前記第5のステップでは、
     前記プレイヤによっていずれか一つ以上の選択肢が選択された場合に、当該選択された選択肢に対応するパラメータを減少させ、かつ、選択されなかった選択肢に対応するパラメータを増加させる
    ことを特徴とする請求項1に記載のプログラム。
    In the second step,
    Set the parameter so that the lower the option value, the longer the selectable time,
    In the fifth step,
    When one or more options are selected by the player, a parameter corresponding to the selected option is decreased, and a parameter corresponding to an unselected option is increased. Item 1. The program according to item 1.
  4.  前記第5のステップでは、
     前記プレイヤによって前記各選択可能な時間内に前記選択肢のいずれも選択されなかった場合に、全ての選択肢に対応するパラメータを減少させる
    ことを特徴とする請求項2に記載のプログラム。
    In the fifth step,
    The program according to claim 2, wherein when none of the options is selected by the player within each selectable time, the parameters corresponding to all the options are decreased.
  5.  前記第5のステップでは、
     前記プレイヤによって前記各選択可能な時間内に前記複数の選択肢のいずれも選択されなかった場合に、全ての選択肢に対応するパラメータを増加させる
    ことを特徴とする請求項1に記載のプログラム。
    In the fifth step,
    2. The program according to claim 1, wherein, when none of the plurality of options is selected within the selectable time by the player, parameters corresponding to all the options are increased.
  6.  前記制御手段に、
     前記パラメータと所定の基準値とを比較するステップと、
     前記基準値以下のパラメータに対応する選択肢を前記選択対象から除外するステップと
    をさらに実行させることを特徴とする請求項1乃至5のいずれか1項に記載のプログラム。
    In the control means,
    Comparing the parameter with a predetermined reference value;
    6. The program according to claim 1, further comprising a step of excluding an option corresponding to a parameter equal to or less than the reference value from the selection target.
  7.  前記選択可能な時間を経過した選択肢を前記表示手段に表示しないステップ
    をさらに実行させることを特徴とする請求項1乃至5のいずれか1項に記載のプログラム。
    The program according to any one of claims 1 to 5, further comprising a step of not displaying on the display means the option for which the selectable time has elapsed.
  8.  プレイヤからの選択対象となる選択肢を表示手段に表示させる制御手段と、
     時間を計測する計時手段と、
     前記選択肢ごとにそれぞれ対応する所定のパラメータを記憶する記憶手段と、
    を有するゲーム装置に実行させるためのプログラムを記録したコンピュータ読み取り可能な記録媒体であって、
     前記制御手段に、
     前記記憶手段から前記選択肢ごとにそれぞれ対応する前記パラメータを読み出す第1のステップと、
     前記選択肢ごとに、前記対応するパラメータに基づいて、選択可能な時間を決定する第2のステップと、
     前記計時手段によって、前記選択肢ごとに、前記選択可能な時間を経過したか否かを判定する第3のステップと、
     前記選択肢ごとに、前記選択可能な時間を経過したか否かを前記表示手段に表示させる第4のステップと、
     選択可能な時間を経過していないと判定された前記選択肢から、前記プレイヤによっていずれか一つ以上の選択肢が選択された場合に、当該選択された選択肢に関連するいずれか一つ以上の選択肢に対応する前記パラメータを変更する第5のステップと、
    を実行させることを特徴とするプログラムを記録したコンピュータ読み取り可能な記録媒体。
    Control means for causing the display means to display options to be selected from the player;
    A time measuring means for measuring time;
    Storage means for storing predetermined parameters respectively corresponding to the options;
    A computer-readable recording medium on which a program for causing a game device to be executed is recorded,
    In the control means,
    A first step of reading the corresponding parameter for each of the options from the storage means;
    A second step of determining a selectable time for each of the options based on the corresponding parameter;
    A third step of determining whether or not the selectable time has passed for each of the options by the time measuring means;
    A fourth step of displaying on the display means whether or not the selectable time has passed for each of the options;
    When any one or more options are selected by the player from the options determined that the selectable time has not passed, any one or more options related to the selected option are selected. A fifth step of changing the corresponding parameter;
    A computer-readable recording medium on which a program is recorded.
  9.  プレイヤからの選択対象となる選択肢を表示手段に表示させる制御手段と、
     時間を計測する計時手段と、
     前記選択肢ごとにそれぞれ対応する所定のパラメータを記憶する記憶手段と、
    を有するゲーム装置であって、
     前記制御手段は、
     前記記憶手段から前記選択肢ごとにそれぞれ対応する前記パラメータを読み出し、
     前記選択肢ごとに、前記対応するパラメータに基づいて、選択可能な時間を決定し、
     前記計時手段によって、前記選択肢ごとに、前記選択可能な時間を経過したか否かを判定し、
     前記選択肢ごとに、前記選択可能な時間を経過したか否かを前記表示手段に表示させ、
     選択可能な時間を経過していないと判定された前記選択肢から、前記プレイヤによっていずれか一つ以上の選択肢が選択された場合に、当該選択された選択肢に関連するいずれか一つ以上の選択肢に対応する前記パラメータを変更する、
    ことを特徴とするゲーム装置。
    Control means for causing the display means to display options to be selected from the player;
    A time measuring means for measuring time;
    Storage means for storing predetermined parameters respectively corresponding to the options;
    A game device comprising:
    The control means includes
    Read the corresponding parameter for each of the options from the storage means,
    For each option, determine a selectable time based on the corresponding parameter;
    For each of the options, the time measuring means determines whether the selectable time has elapsed,
    For each of the options, the display means displays whether the selectable time has elapsed,
    When any one or more options are selected by the player from the options determined that the selectable time has not passed, any one or more options related to the selected option are selected. Change the corresponding parameter,
    A game device characterized by that.
  10.  プレイヤからの選択対象となる選択肢を表示手段に表示させる制御手段と、
     時間を計測する計時手段と、
     前記選択肢ごとにそれぞれ対応する所定のパラメータを記憶する記憶手段と、
    を有するゲーム装置の制御方法であって、
     前記制御手段が、
     前記記憶手段から前記選択肢ごとにそれぞれ対応する前記パラメータを読み出す第1のステップと、
     前記選択肢ごとに、前記対応するパラメータに基づいて、選択可能な時間を決定する第2のステップと、
     前記計時手段によって、前記選択肢ごとに、前記選択可能な時間を経過したか否かを判定する第3のステップと、
     前記選択肢ごとに、前記選択可能な時間を経過したか否かを前記表示手段に表示させる第4のステップと、
     選択可能な時間を経過していないと判定された前記選択肢から、前記プレイヤによっていずれか一つ以上の選択肢が選択された場合に、当該選択された選択肢に関連するいずれか一つ以上の選択肢に対応する前記パラメータを変更する第5のステップと、
    を備えることを特徴とするゲーム装置の制御方法。
    Control means for causing the display means to display options to be selected from the player;
    A time measuring means for measuring time;
    Storage means for storing predetermined parameters respectively corresponding to the options;
    A control method for a game device comprising:
    The control means is
    A first step of reading the corresponding parameter for each of the options from the storage means;
    A second step of determining a selectable time for each of the options based on the corresponding parameter;
    A third step of determining whether or not the selectable time has passed for each of the options by the time measuring means;
    A fourth step of displaying on the display means whether or not the selectable time has passed for each of the options;
    When any one or more options are selected by the player from the options determined that the selectable time has not passed, any one or more options related to the selected option are selected. A fifth step of changing the corresponding parameter;
    A method for controlling a game device, comprising:
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