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JP3045504B2 - Connected LCD game machine - Google Patents
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JP3045504B2 - Connected LCD game machine - Google Patents

Connected LCD game machine

Info

Publication number
JP3045504B2
JP3045504B2 JP11343697A JP34369799A JP3045504B2 JP 3045504 B2 JP3045504 B2 JP 3045504B2 JP 11343697 A JP11343697 A JP 11343697A JP 34369799 A JP34369799 A JP 34369799A JP 3045504 B2 JP3045504 B2 JP 3045504B2
Authority
JP
Japan
Prior art keywords
growth
character
machine
game
information
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Expired - Fee Related
Application number
JP11343697A
Other languages
Japanese (ja)
Other versions
JP2000126467A (en
Inventor
文明 苑田
正憲 水沼
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Tomy Co Ltd
Original Assignee
Tomy Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority to GB9926490A priority Critical patent/GB2356151A/en
Application filed by Tomy Co Ltd filed Critical Tomy Co Ltd
Priority to JP11343697A priority patent/JP3045504B2/en
Publication of JP2000126467A publication Critical patent/JP2000126467A/en
Application granted granted Critical
Publication of JP3045504B2 publication Critical patent/JP3045504B2/en
Anticipated expiration legal-status Critical
Expired - Fee Related legal-status Critical Current

Links

Classifications

    • A63F13/12
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/833Hand-to-hand fighting, e.g. martial arts competition
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/31Communication aspects specific to video games, e.g. between several handheld game devices at close range
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • 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
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing
    • 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
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/204Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
    • 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
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character
    • 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
    • A63F2300/8029Fighting without shooting
    • 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
    • A63F2300/8058Virtual breeding, e.g. tamagotchi

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Description

【発明の詳細な説明】DETAILED DESCRIPTION OF THE INVENTION

【0001】[0001]

【発明の属する技術分野】本発明は、単独使用および相
手機との接続使用がなされる接続対戦型液晶ゲーム機に
関するものである。
BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention relates to a connection-type liquid crystal game machine which is used alone and connected to a partner device.

【0002】[0002]

【従来の技術】近年、可搬型の液晶(LCD)ゲーム機
が普及している。このゲーム機として、シューティング
ゲームやロールプレイングゲームなど様々な種類のゲー
ムがある。こうした従来の液晶(LCD)ゲーム機の多
くは、単独使用、すなわち、1人遊びを想定したもので
ある。
2. Description of the Related Art In recent years, portable liquid crystal (LCD) game machines have become widespread. As this game machine, there are various types of games such as a shooting game and a role playing game. Many of these conventional liquid crystal (LCD) game machines are intended for single use, i.e., single play.

【0003】また、2人用のゲーム機としては、2人の
プレイヤーがそれぞれの操作入力部を操作し、自己のキ
ャラクタを同一画面で動作して闘わせ、それにより勝ち
負けを決め、勝ったキャラクタのレベルを増し、負けた
キャラクタのレベルを減じるようにしたものも知られて
いる。
Further, as a two-player game machine, two players operate their respective operation input units to cause their own characters to operate and fight on the same screen, thereby deciding whether to win or lose. Is also known to increase the level of a character and to reduce the level of a losing character.

【0004】[0004]

【発明が解決しようとする課題】上記のように、従来の
液晶ゲーム機には、単独使用型のものや対戦型のものが
あるが、以下のような傾向がある。
As described above, the conventional liquid crystal game machines include a single use type and a competition type, but have the following tendencies.

【0005】単独使用型の液晶ゲーム機では、ゲーム機
に予め内蔵されたゲーム内容の制限の下でゲームが進行
するので、ゲームの進行の仕方が単調となりがちであ
る。一方、従来の対戦型液晶ゲーム機では、2人のプレ
イヤーがそれぞれの操作入力部を操作し、自己のキャラ
クタを同一画面で動作して闘わせるので、結果としてゲ
ームの進行の仕方が千変万化となる。しかし、このゲー
ム機では、勝ち負けの行方は、プレイヤーの操作入力部
の操作テクニックに大きく依存してしまい、操作テクニ
ックに乏しい者にあっては面白味の少ないものとなって
いた。
[0005] In a single-use liquid crystal game machine, the game progresses under the limitation of the game content built in the game machine in advance, so that the manner of the game tends to be monotonous. On the other hand, in the conventional competitive-type liquid crystal game machine, two players operate their respective operation input units and operate their own characters on the same screen to fight each other. As a result, the progress of the game is completely changed. . However, in this game machine, the whereabouts of winning or losing largely depend on the operation technique of the operation input unit of the player, and it is less interesting for those who have poor operation technique.

【0006】本発明は、かかる問題点に鑑みなされたも
ので、ゲームの進行に変化があり、興趣性に富む対戦型
液晶ゲーム機を提供することを目的とする。
The present invention has been made in view of the above problems, and an object of the present invention is to provide a competitive type liquid crystal game machine which has a change in the progress of a game and is interesting.

【0007】[0007]

【課題を解決するための手段】本発明の接続対戦型液晶
ゲーム機は、単独使用および相手機との接続使用がなさ
れる接続対戦型液晶ゲーム機であって、(a)単独使用
時に、操作者による操作入力部からの対話型操作によ
り、内蔵のキャラクタに仮想的な経験を積ませて成長さ
せる成長処理手段と、(b)前記成長処理手段によって
成長した前記キャラクタの成長度情報を格納する格納手
段と、(c)相手機と直接的かつ電気的に接続するため
の接続端子と、(d)相手機との接続使用時に、相手機
のキャラクタの成長度情報と前記自機のキャラクタの成
長度情報とに基づいて、所定の対戦方式により前記自機
のキャラクタと前記相手機のキャラクタとを対戦させて
勝ち負けを決定する勝負処理手段と、(e)勝敗結果に
基づいて自機のキャラクタの成長度を変更する成長度変
更処理を行い、前記成長度変更処理後の自機のキャラク
タの成長度情報を自機の格納手段に格納する成長度変更
処理手段と、(f)前記自機の成長処理手段からの指示
に応じて前記自機のキャラクタの成長過程を表示すると
ともに、前記成長度変更処理手段からの指示に応じて対
戦結果を表示する液晶表示出力部とを備えることを特徴
とする。
SUMMARY OF THE INVENTION A connected match-type liquid crystal game machine according to the present invention is a connected match-type liquid crystal game machine used independently and connected to a partner machine. Growth processing means for causing a built-in character to gain virtual experience and grow by interactive operation from an operation input unit by a user; and (b) storing growth degree information of the character grown by the growth processing means. Storage means; (c) a connection terminal for directly and electrically connecting to the partner device; and (d) when the connection to the partner device is used, information on the growth degree of the character of the partner device and the character of the character of the host device. Game processing means for deciding whether to win or lose by causing the character of the own device and the character of the opponent device to compete with each other in a predetermined competition method based on the growth degree information; Growth degree change processing means for performing growth degree change processing for changing the growth degree of the character, and storing growth degree information of the character of the own device in the storage means of the own machine after the growth degree change processing; A liquid crystal display output unit for displaying a growing process of the character of the own device in accordance with an instruction from the growth processing means of the machine and displaying a match result in accordance with an instruction from the growth degree changing processing means. Features.

【0008】[0008]

【発明の実施の形態】以下、添付図面を参照して、本発
明の接続対戦型液晶ゲーム機の実施の形態を説明する。
なお、図面の説明にあたって同一の要素には同一の符号
を付し、重複する説明を省略する。
BRIEF DESCRIPTION OF THE DRAWINGS FIG. 1 is a block diagram showing a connection-type liquid crystal game machine according to an embodiment of the present invention.
In the description of the drawings, the same elements will be denoted by the same reference symbols, without redundant description.

【0009】図1は、本発明の接続対戦型液晶ゲーム機
の一実施形態の外観構成図である。なお、図1では、本
実施形態のゲーム機の接続方式を明確にするために、2
台のゲーム機11a、11bについて、異なる方向から
の外観構成を示している。ここで、ゲーム機11aおよ
びゲーム機11bは、全く同様に構成される。以下、ゲ
ーム機11aについて構成を説明する。なお、ゲーム機
11bにおいてゲーム機11aと同一の要素については
末尾の符号aの代わりに符号bを付してその説明を省略
してある。
FIG. 1 is an external view of an embodiment of a connected match type liquid crystal game machine according to the present invention. In FIG. 1, in order to clarify the connection method of the game machine of the present embodiment, 2
The external configuration of the game machines 11a and 11b from different directions is shown. Here, the game machine 11a and the game machine 11b have exactly the same configuration. Hereinafter, the configuration of the game machine 11a will be described. In the game machine 11b, the same elements as those of the game machine 11a are denoted by reference characters b instead of reference characters a, and the description thereof is omitted.

【0010】図1に示すように、本実施形態のゲーム機
11aは、(a)操作者が情報入力を行なうためのキー
21a、22a、および23aを有する操作入力部20
aと、(b)自機のキャクタの成長過程や相手機のキャ
ラクタとの対戦過程、対戦結果を表示する液晶表示部3
0aと、(c)相手機と直接的に接続するための、プラ
グ42aおよび受け口43aを有する接続部41aとを
備える。操作入力部20a、液晶表示部30a、および
接続部41aは、内蔵された処理部50aと接続され
る。ここで、キー21aを操作項目を選択するための選
択キーとし、、キー22bを操作項目を決定するための
決定キーとし、キー23aを決定をキャンセルするため
のキャンセルキーとすることができる。
As shown in FIG. 1, a game machine 11a of the present embodiment comprises (a) an operation input section 20 having keys 21a, 22a and 23a for an operator to input information.
a and (b) a liquid crystal display unit 3 for displaying the process of growing the character of the own machine, the process of fighting with the character of the opponent machine, and the result of the battle
0a and (c) a connecting portion 41a having a plug 42a and a receiving port 43a for directly connecting to a partner device. The operation input unit 20a, the liquid crystal display unit 30a, and the connection unit 41a are connected to the built-in processing unit 50a. Here, the key 21a can be a selection key for selecting an operation item, the key 22b can be a determination key for determining an operation item, and the key 23a can be a cancel key for canceling the determination.

【0011】接続部41aは、プラグ42aと受け口4
3aとを備える。そして、接続時には、プラグ42aと
受け口43bとが、プラグ42bと受け口43aとが組
合される。
The connecting portion 41a is connected to the plug 42a and the receptacle 4
3a. At the time of connection, the plug 42a and the receptacle 43b are combined with each other, and the plug 42b and the receptacle 43a are combined.

【0012】図2は、ゲーム機11aの機能ブロック構
成図である。図2に示すように、処理部50aは、
(a)単独使用時に、操作者による操作入力部20aか
ら対話型操作により、内蔵のキャラクタに仮想的な経験
を積ませて成長させる成長処理部51aと、(b)成長
処理部51aでの成長処理によって成長したキャラクタ
の成長度情報を格納する格納部52aと、(c)相手機
11bとの接続使用時に、対戦処理を行なう対戦処理部
59aと、(d)接続状態信号CNを入力して相手機1
1bとの接続状態を判定し、非接続状態と判断した場合
には、成長活性化信号GAを有意として成長処理部51
aを活性化させるとともに、対戦活性化信号FAを非有
意として対戦処理部59aを非活性化し、接続状態と判
断した場合には、成長活性化信号GAを非有意として成
長処理部51aを非活性化させるとともに、相手機11
bとの間で対戦処理実行の優先度を決め、自機11aの
対戦処理実行の優先度が高いときには、対戦活性化信号
FAを非有意として対戦処理部59aを活性化する制御
処理部55aとを備える。
FIG. 2 is a functional block diagram of the game machine 11a. As shown in FIG. 2, the processing unit 50a
(A) a growth processing unit 51a that allows the built-in character to gain virtual experience and grow by interactive operation from the operation input unit 20a by the operator when used alone; and (b) growth in the growth processing unit 51a. A storage unit 52a for storing growth degree information of the character grown by the processing, (c) a battle processing unit 59a for performing battle processing when the connection with the opponent machine 11b is used, and (d) a connection state signal CN. Opponent machine 1
1b is determined, and if it is determined that the connection is not established, the growth activation signal GA is set to be significant and the growth processing unit 51
a, the match activation signal FA is set to insignificant to deactivate the match processing section 59a, and when it is determined that the connection state is established, the growth activation signal GA is set to insignificant to deactivate the growth processing section 51a. And the other party 11
b and the control processing unit 55a that activates the battle processing unit 59a with the battle activation signal FA as insignificant when the priority of the battle processing execution of the own device 11a is high. Is provided.

【0013】対戦処理部59aは、(i)相手機11b
との接続使用時に、自機11aの格納部52aに格納さ
れた自機11aのキャラクタの成長度情報を読み出すと
ともに、相手機11bの格納部52bに格納されたキャ
ラクタの成長度情報を読み出し、自機11aのキャラク
タの成長度情報および相手機11bのキャラクタの成長
度情報とに基づいて、所定の対戦方式により自機11a
のキャラクタと相手機11bのキャラクタとを対戦させ
て勝ち負けを決定する勝負処理部53aと、(ii)勝
ちと判定されたキャラクタの成長度を負けと判定された
キャラクタの成長度に対して相対的に向上させる成長度
変更処理を行い、成長度変更処理後の自機11aのキャ
ラクタの成長度情報を自機11aの格納部52aに格納
するとともに、成長度変更処理後の相手機11bのキャ
ラクタの成長度情報を相手機11bの格納部52bに格
納する成長度変更処理部54aとを備える。
The match processing section 59a includes (i) the opponent machine 11b
At the time of connection use, the growth degree information of the character of the own apparatus 11a stored in the storage section 52a of the own apparatus 11a is read, and the growth degree information of the character stored in the storage section 52b of the partner apparatus 11b is read. Based on the growth information of the character of the machine 11a and the growth information of the character of the opponent machine 11b, the player 11a
And a game processing unit 53a that determines whether to win by losing the character by fighting the character of the opponent machine 11b with the character of the opponent machine 11b. The growth degree changing process for improving the character is performed, the growth degree information of the character of the own device 11a after the growth degree changing process is stored in the storage unit 52a of the own device 11a, and the character of the partner device 11b after the growth degree changing process is stored. A growth degree change processing unit 54a that stores the growth degree information in the storage unit 52b of the partner device 11b.

【0014】格納部52aは、電気的消去可能型読出し
専用メモリ(EEPROM)や静的ランダムアクセスメ
モリ(SRAM)とバックアップ用バッテリとの組合せ
などを備えることが好ましい。
The storage section 52a preferably includes an electrically erasable read only memory (EEPROM) or a combination of a static random access memory (SRAM) and a backup battery.

【0015】操作入力部20aからの入力情報のうち成
長操作情報GOPは成長処理部51aに入力され、対戦
処理要求信号FRQは制御処理部55aに入力される。
また、成長処理部51aには、格納部52aから成長度
情報が入力される。液晶表示出力部30aには、成長処
理部51aまたは対戦処理部59aから表示情報が入力
される。格納部52aには、成長処理部51a、成長度
変更処理部54a、または接続部41aを経由して相手
機11bから成長度情報が入力される。勝負処理部53
aには、格納部52aまたは接続部41aを経由して相
手機11bから成長度情報が入力される。制御処理部5
5aには、接続部41aを経由して相手機11bから対
戦処理保留要求情報が入力される。接続部41aには、
格納部52a若しくは成長度変更処理部54aからの成
長度変更情報、または制御処理部55aからの対戦処理
保留要求情報が入力され、相手機11bに通知される。
The growth operation information GOP of the input information from the operation input unit 20a is input to the growth processing unit 51a, and the battle processing request signal FRQ is input to the control processing unit 55a.
The growth processing unit 51a receives growth degree information from the storage unit 52a. Display information is input to the liquid crystal display output unit 30a from the growth processing unit 51a or the battle processing unit 59a. The storage unit 52a receives growth degree information from the partner machine 11b via the growth processing unit 51a, the growth degree change processing unit 54a, or the connection unit 41a. Game processing unit 53
In a, growth degree information is input from the counterpart device 11b via the storage unit 52a or the connection unit 41a. Control processing unit 5
Competition processing suspension request information is input to 5a from the opponent machine 11b via the connection unit 41a. In the connection part 41a,
Growth degree change information from the storage unit 52a or the growth degree change processing unit 54a, or battle processing suspension request information from the control processing unit 55a is input and notified to the opponent machine 11b.

【0016】本実施形態のゲーム機11a、11bは以
下のようにして、本発明の接続対戦対戦型ゲーム方法の
一実施形態を実行する。
The game machines 11a and 11b of the present embodiment execute one embodiment of the connected match type game method of the present invention as follows.

【0017】まず、ゲーム機11aおよびゲーム機11
bを夫々単独で使用する。以下、ゲーム機11aについ
て単独使用の態様を説明する。図3は、単独使用時の説
明図である。単独使用時には、相手機11bは接続され
ていないので、接続指示信号CNは非有意(点線で図
示)となる。接続指示信号CNが非有意であることか
ら、制御処理部55aは非接続状態と判断し、成長活性
化信号GAを有意(実線で図示)として成長処理部51
aを活性化させるとともに、対戦活性化信号FAを非有
意として対戦処理部59aを非活性化する。こうして、
操作入力部20aからの成長操作情報GOPに応じて、
内蔵キャラクタを成長させる動作モード(成長モード)
に設定される。
First, the game machine 11a and the game machine 11
b is used alone. Hereinafter, the mode of single use of the game machine 11a will be described. FIG. 3 is an explanatory diagram when used alone. At the time of single use, the connection instruction signal CN becomes insignificant (illustrated by a dotted line) because the partner device 11b is not connected. Since the connection instruction signal CN is insignificant, the control processing unit 55a determines that the connection is in the non-connection state, and sets the growth activation signal GA to be significant (shown by a solid line), so that the growth processing unit 51
While activating a, the battle activation signal FA is made insignificant and the battle processing unit 59a is deactivated. Thus,
According to the growth operation information GOP from the operation input unit 20a,
Operation mode for growing built-in characters (growth mode)
Is set to

【0018】次に、成長モードの状態で、操作者が液晶
表示出力部30aを見ながら、対話形式で操作入力部2
0aを操作して成長操作情報GOPの入力を行い、キャ
ラクタを成長させる。成長過程は、成長処理部51aか
ら出力される成長過程情報GIGを入力した液晶表示出
力部30aに表示される。キャラクタをモンスタとした
場合には、このモンスタを成長させる操作(成長操作)
としては、例えば、(i)食事を与える(生命値(体
力)を回復させる)、(ii)遊ぶ(経験を積ませる
(例えば、筋力を向上する等))、(iii)病気やけ
がをしたときに注射をしたり薬草を与えたりする(生命
値の減少要因などの成長の阻害要因を除去する)、(i
v)トレーニングする(経験を積ませる)など、様々な
操作を適宜選択して成長させる。ここで、トレーニング
としては、自分の分身を相手にして対戦を行い、勝った
場合に経験を積んだこととし、成長することとすること
ができる。操作者の判断により操作入力部20aを操作
して、成長させたキャラクタの成長度情報WSGF1を
格納部52aに格納する。なお、成長操作の都度、成長
度情報WSGF1を格納部52aに自動的に格納するこ
ととしてもよい。
Next, in the growth mode, the operator looks at the liquid crystal display output unit 30a and interactively operates the operation input unit 2.
By operating 0a, the growing operation information GOP is input to grow the character. The growth process is displayed on the liquid crystal display output unit 30a to which the growth process information GIG output from the growth processing unit 51a is input. If the character is a monster, an operation to grow this monster (growing operation)
Examples include (i) feeding (restoring life value (physical strength)), (ii) playing (improving experience (for example, improving muscle strength), etc.), and (iii) getting sick or injured. Sometimes injections or herbs are given (removal of growth inhibition factors such as decrease in life value), (i
v) Growing by appropriately selecting various operations such as training (experience). Here, as training, it is possible to compete against one's own alter ego, and to gain experience and grow when winning. By operating the operation input unit 20a according to the judgment of the operator, the growth degree information WSGF1 of the grown character is stored in the storage unit 52a. Note that the growth degree information WSGF1 may be automatically stored in the storage unit 52a each time a growth operation is performed.

【0019】ここで、成長度情報は、成長によってキャ
ラクタが獲得した経験の総量に応じたレベル値のみを含
むことも可能であるし、更に経験の種類ごとの経験量に
よって決まる属性値をも含むことも可能である。例え
ば、火に関連する経験(焚火の経験等)によって火の属
性値を向上させたり、水に関連する経験(泳ぐ経験等)
によって水の属性値を向上させたりする。また、格納部
20aに格納した状態よりも更にキャラクタを成長させ
るときには、まず、操作者は操作入力部20aを操作し
て、成長処理部51aへ格納部20aからキャラクタの
成長情報RSGFを読み出す。引き続き、読み出した前
回の成長操作の結果の状態から開始して、再び成長操作
を行うことにより、更に成長させる。そして、操作者の
判断により操作入力部20aを操作して、累積的に成長
させたキャラクタの成長度情報WSGF1を格納部20
aに格納する。
Here, the growth degree information can include only a level value corresponding to the total amount of experience acquired by the character through the growth, and further includes an attribute value determined by the amount of experience for each type of experience. It is also possible. For example, experience related to fire (experience with fire, etc.) to improve the attribute value of fire, experience related to water (experience, such as swimming)
To improve the attribute value of water. When growing the character further than in the state stored in the storage unit 20a, first, the operator operates the operation input unit 20a to read the character growth information RSGF from the storage unit 20a to the growth processing unit 51a. Subsequently, starting from the state of the read result of the previous growth operation, the growth operation is performed again to further grow. Then, the operation input unit 20a is operated according to the judgment of the operator, and the growth degree information WSGF1 of the character that has been cumulatively grown is stored in the storage unit 20.
Stored in a.

【0020】次に、接続部41aを介して、相手機11
bと接続する。図4は、対戦処理調停時の説明図であ
る。相手機11bと接続すると、接続状態信号CNが有
意となり、これをもって制御処理部55aは接続状態と
判断し、成長活性化信号GAおよび対戦活性化信号FA
を非有意として成長処理部51aおよび対戦処理部59
aを非活性化させる。これと同時に、相手機11bの制
御処理部55bは接続状態と判断して相手機11bの成
長処理部51bおよび対戦処理部59bを非活性化させ
る。
Next, the counterpart device 11 is connected via the connecting portion 41a.
Connect to b. FIG. 4 is an explanatory diagram at the time of match processing arbitration. When connected to the opponent machine 11b, the connection state signal CN becomes significant, and based on this, the control processing unit 55a determines that the connection state is established, and the growth activation signal GA and the battle activation signal FA
Is made insignificant and the growth processing unit 51a and the competition processing unit 59
a is deactivated. At the same time, the control processing unit 55b of the opponent machine 11b determines that the connection state is established, and deactivates the growth processing unit 51b and the battle processing unit 59b of the opponent machine 11b.

【0021】この後、制御処理部55aは、相手機11
bの制御処理部55bと対戦処理実行の優先度を決め
る。この処理では、制御処理部55aが、相手機11b
との接続状態で、相手機11bから対戦処理保留要求情
報FPDIを受信していないとき、操作入力部20aか
ら制御対戦処理要求FRQが通知されると、自機11a
の対戦処理実行の優先度が高いと判断し、相手機11b
へ対戦処理保留要求情報FPDOを通知する。そして、
対戦活性化信号FAを有意として対戦処理部59aを活
性化させる。活性化された対戦処理部59aは、まず、
勝負処理部53aが勝負処理を行なう。図5は、勝負処
理時の説明図である。
Thereafter, the control processing section 55a
b and the priority of execution of the battle process are determined. In this process, the control processing unit 55a
In the connection state, when the control processing request FRQ is notified from the operation input unit 20a when the match processing suspension request information FPDI is not received from the opponent apparatus 11b, the own apparatus 11a
Of the opponent machine 11b
Is notified of the battle processing suspension request information FPDO. And
The match processing signal 59 is activated to activate the match processing unit 59a. The activated battle processing unit 59a firstly
The game processing unit 53a performs a game process. FIG. 5 is an explanatory diagram at the time of the game process.

【0022】勝負処理では、勝負処理部53aが、格納
部52aに格納された自機のキャラクタの成長度情報R
SGFを読み出すとともに、接続部41aを経由して相
手機11bの格納部52bに格納されたキャラクタの成
長度情報REGFbを読み出し、自機11aのキャラク
タの成長度情報および相手機11bのキャラクタの成長
度情報に基づいて、所定の対戦方式により自機11aの
キャラクタと相手機11bのキャラクタとを対戦させて
勝ち負けを決定する。
In the game process, the game processing section 53a stores the growth degree information R of its own character stored in the storage section 52a.
In addition to reading out the SGF, the character growth degree information REGFb stored in the storage unit 52b of the partner device 11b is read via the connection unit 41a, and the character growth degree information of the own device 11a and the character growth degree of the partner device 11b are read. Based on the information, the character of the player's own device 11a and the character of the opponent's device 11b are played against each other by a predetermined fighting method, and a win or loss is determined.

【0023】所定の対戦方式としては、成長度情報が例
えばレベル値のみからなるときには、双方のレベル値に
応じて設定される単純な電子ルーレット方式や単純な電
子サイコロ方式などが採用可能である。また、成長度情
報が例えばレベル値および属性値を含むときには、双方
のレベル値および属性値に応じて設定されるより複雑な
電子ルーレット方式やより複雑な電子サイコロ方式など
が採用可能である。勝負処理部53aは、対戦経過情報
や対戦結果としての勝負情報FIG1を液晶表示出力部
30aに表示する。
When the growth degree information includes, for example, only the level value, a simple electronic roulette method or a simple electronic dice method which is set according to both level values can be adopted as the predetermined battle method. Further, when the growth degree information includes, for example, a level value and an attribute value, a more complicated electronic roulette method or a more complicated electronic die method set according to both the level value and the attribute value can be adopted. The game processing unit 53a displays the game progress information and the game information FIG1 as the game result on the liquid crystal display output unit 30a.

【0024】対戦の勝ち負けが決定されると、成長度変
更処理部54aが成長度変更処理を行なう。図6は、成
長度変更処理時の説明図である。成長度変更処理では、
成長度変更処理部54aが、勝負処理部53aから対戦
前の双方のキャラクタの成長度情報および勝負情報を取
り込む。引き続き、勝負処理部53aが、勝ちと判定さ
れたキャラクタの成長度を向上させた成長度情報を生成
し、負けと判定されたキャラクタの成長度をそのままあ
るいは低下させる成長度情報を生成する。例えば、勝ち
と判定されたキャラクタについて、経験値を増加させた
り、レベルを向上させたり、属性値を増加させたりす
る。一方、負けと判定されたキャラクタについて、その
ままの成長度に止めたり、経験値を減少させたり、レベ
ルを低下させたり、属性値を減少させたりする。例え
ば、負けと判定されたキャラクタは、病気や傷を負った
り、退化したりする。
When the victory or defeat of the battle is determined, the growth degree change processing section 54a performs the growth degree change processing. FIG. 6 is an explanatory diagram at the time of the growth degree changing process. In the growth degree change process,
The growth degree change processing unit 54a fetches growth degree information and game information of both characters before the battle from the game processing unit 53a. Subsequently, the game processing unit 53a generates growth degree information in which the growth degree of the character determined to be won is improved, and generates growth degree information that directly or reduces the growth degree of the character determined to be lost. For example, for a character determined to win, the experience value is increased, the level is improved, or the attribute value is increased. On the other hand, for a character determined to lose, the character is stopped at the same growth degree, the experience value is reduced, the level is reduced, or the attribute value is reduced. For example, a character determined to lose loses, gets sick or wounds, or degenerates.

【0025】この後、成長度変更部54aは、自機11
aのキャラクタの変更後の成長度情報WSGF2を格納
部52aに格納するとともに、相手機11bのキャラク
タの変更後の成長度情報WEGFbを接続部41bを経
由して相手機11bの格納部52bに格納するととも
に、対戦結果としての成長度変更情報FIG2を液晶表
示出力部30aに表示し、対戦処理を終了する。なお、
液晶表示出力部30aへの表示については、接続中には
対戦経過および対戦終了のみを表示し、対戦結果等につ
いては対戦終了後の接続状態から非接続状態となった後
に表示することも可能である。
After that, the growth degree changing unit 54 a
The growth degree information WSGF2 after the change of the character a is stored in the storage unit 52a, and the growth degree information WEGFb after the change of the character of the partner machine 11b is stored in the storage unit 52b of the partner machine 11b via the connection unit 41b. At the same time, the growth degree change information FIG2 as the battle result is displayed on the liquid crystal display output unit 30a, and the battle process ends. In addition,
As for the display on the liquid crystal display output unit 30a, during the connection, only the progress of the match and the end of the match are displayed, and the match result and the like can be displayed after the connection is changed from the connected state after the end of the match to the disconnected state. is there.

【0026】接続状態で、制御処理部55aに操作入力
部20aから対戦処理要求FRQが通知される前に、制
御処理部55aが、接続部41aを経由して、対戦処理
保留要求情報FPDIを受信した場合には、制御処理部
55aは、以後に操作入力部20aから対戦処理要求F
RQが通知されても自機の対戦処理実行の優先度が低い
と判断し、操作入力部20aからの対戦処理要求FRQ
を無視する。すなわち、対戦処理部59aは不活性化さ
れたままの状態で相手機11bの主導で対戦処理が実行
される。図7は、相手機11bの主導による対戦処理時
の自機11aの説明図である。
In the connected state, before the control processing unit 55a is notified of the battle processing request FRQ from the operation input unit 20a, the control processing unit 55a receives the battle processing suspension request information FPDI via the connection unit 41a. In this case, the control processing unit 55a subsequently transmits the battle processing request F from the operation input unit 20a.
Even if the RQ is notified, it is determined that the priority of execution of the match process of the own device is low, and the match process request FRQ from the operation input unit 20a
Ignore In other words, the battle processing section 59a performs the battle processing under the initiative of the opponent machine 11b in a state of being inactivated. FIG. 7 is an explanatory diagram of the own device 11a at the time of the battle process led by the opponent device 11b.

【0027】図7に示すように、自機11aは対戦処理
について何等の能動的な動作を行なわず、相手機11b
の求めに応じて、格納部52aに格納された自機11a
のキャラクタの成長度情報REGFaを接続部41aを
経由して相手機11bへ出力し、相手機11bの指示に
応じて、接続部41aを経由して相手機11bから通知
された対戦後に変更された自機11aのキャラクタの成
長度情報WEGFaを格納部52aに格納する。
As shown in FIG. 7, the own machine 11a does not take any active action in the battle process, and the opponent machine 11b
Of the own device 11a stored in the storage unit 52a
Is output to the opponent device 11b via the connection unit 41a, and is changed after the battle notified from the opponent device 11b via the connection unit 41a according to the instruction of the opponent device 11b. The growth degree information WEGFa of the character of the own device 11a is stored in the storage unit 52a.

【0028】以後、双方の液晶ゲーム機を切り離し、接
続状態から非接続状態にし、再び単独使用の状態とす
る。こうして、次の対戦までの間、操作者が成長操作を
行うことにより、キャラクタの成長を図る。
Thereafter, both the liquid crystal game machines are disconnected, the connection state is changed from the connection state to the non-connection state, and the state is again used independently. In this way, the operator performs the growth operation until the next battle, thereby achieving character growth.

【0029】こうして、単独使用時には、従来のロール
プレイングゲームと同様の楽しみ方を実現するととも
に、接続使用時とした場合には、自分の知らない成長度
のキャラクタとの対戦を実現する。
In this way, when used alone, the same manner of enjoyment as in the conventional role-playing game is realized, and when used in connection, a battle with a character whose growth degree is unknown to the user is realized.

【0030】なお、勝負処理を行わない場合でも、所定
時間食事やトレーニング等を怠った場合には、負けたの
と同じ状態となり、経験値が減少したり、レベルが低下
したり、属性値が減少したりする。
Even if the game process is not performed, if a meal or training is neglected for a predetermined time, the state is the same as that of losing, and the experience value is reduced, the level is reduced, and the attribute value is reduced. Or decrease.

【0031】本発明は、上記の実施形態に限定されるも
のではなく変形が可能である。例えば、上記の実施形態
では、プラグ式接続を行なうプラグ42を円筒形とし、
それに応じた受け口43としたが、図8に示すように、
プラグ45を直方体の形状とし、それに応じた受け口4
6として、ゲーム機12を構成してもよい。また、プラ
グ45として、図9(a)に示すような、通電ゴム61
と絶縁ゴム62とをサンドイッチ状に積層したゴム接点
を採用することもできるし、図9(b)に示すような、
金属63からなる金属接点を採用することもできる。同
様の接点の採用は、プラグ42に関しても可能である。
更に、図10に示すように、接続部41の周辺の本体部
分に凹凸を設け、物理的に固定するゲーム機13とする
ことも可能である。
The present invention is not limited to the above embodiment, but can be modified. For example, in the above embodiment, the plug 42 for performing the plug-type connection has a cylindrical shape,
Although the receiving port 43 was adapted accordingly, as shown in FIG.
The plug 45 has a rectangular parallelepiped shape, and the receptacle 4
6, the game machine 12 may be configured. Further, as the plug 45, an energizing rubber 61 as shown in FIG.
And a rubber contact in which the insulating rubber 62 is laminated in a sandwich shape, or as shown in FIG.
A metal contact made of metal 63 may be employed. The use of a similar contact is also possible for the plug 42.
Further, as shown in FIG. 10, it is also possible to provide the game machine 13 which is provided with irregularities in the main body around the connection portion 41 and is physically fixed.

【0032】また、上記の実施形態では接続指示信号C
Nの有意/非有意を判定して、成長モードと対戦モード
とを切り換えたが、操作入力部20からの操作により成
長モードと対戦モードとを切り換えてもよい。
In the above embodiment, the connection instruction signal C
Although the growth mode and the battle mode are switched by determining the significance / non-significance of N, the growth mode and the battle mode may be switched by an operation from the operation input unit 20.

【0033】また、成長させるキャラクタはモンスタに
限定されず、ペットやレーシング・カーなど他のキャラ
クタとすることが可能である。こうした場合には、選択
されたキャラクタ種に応じて、経験内容や属性を変更す
ることになる。
The character to be grown is not limited to the monster, but may be another character such as a pet or a racing car. In such a case, the experience contents and attributes are changed according to the selected character type.

【0034】[0034]

【発明の効果】以上、詳細に説明した通り、本発明の接
続対戦型液晶ゲーム機および接続対戦型ゲーム方法によ
れば、単独使用とした場合には、従来のロールプレイン
グゲームと同様に自機のキャラクタを成長させる1人遊
びを楽しめるとともに、接続使用時とした場合には、自
分の育て上げたキャラクタと友人の育てたキャラクタと
の勝負を行なう2人遊びを楽しむことができる。この結
果、面白みのあるゲームを楽しむことが可能となる。
As described in detail above, according to the connected match-type liquid crystal game machine and the connected match-type game method of the present invention, when used alone, the same game as that of the conventional role-playing game is carried out. In addition to enjoying the single-player game of growing the character, when the connection is used, it is possible to enjoy the two-player game in which the character raised by oneself and the character raised by a friend are played. As a result, it is possible to enjoy an interesting game.

【図面の簡単な説明】[Brief description of the drawings]

【図1】本発明の接続対戦型液晶ゲーム機の実施形態の
外観構成図である。
FIG. 1 is an external configuration diagram of an embodiment of a connected match-type liquid crystal game machine of the present invention.

【図2】本発明の接続対戦型液晶ゲーム機の実施形態の
機能ブロック図である。
FIG. 2 is a functional block diagram of an embodiment of a connected match type liquid crystal game machine according to the present invention.

【図3】実施形態の接続対戦型液晶ゲーム機の単独使用
時の説明図である。
FIG. 3 is an explanatory diagram when the connected match-type liquid crystal game machine of the embodiment is used alone.

【図4】実施形態の接続対戦型液晶ゲーム機の接続使用
における、対戦処理調停時の説明図である。
FIG. 4 is an explanatory diagram at the time of match-up arbitration in the connection use of the connection match-type liquid crystal game machine of the embodiment.

【図5】実施形態の接続対戦型液晶ゲーム機の接続使用
における、勝負処理時の説明図である。
FIG. 5 is an explanatory diagram at the time of a game process in the connection use of the connection match type liquid crystal game machine of the embodiment.

【図6】実施形態の接続対戦型液晶ゲーム機の接続使用
における、成長度変更処理時の説明図である。
FIG. 6 is an explanatory diagram at the time of a growth degree change process in the connection use of the connection match type liquid crystal game machine of the embodiment.

【図7】相手機の主導による対戦処理時の説明図であ
る。
FIG. 7 is an explanatory diagram at the time of a battle process led by the opponent machine.

【図8】本発明の接続対戦型液晶ゲーム機の実施形態の
第1の変形例の外観構成図である。
FIG. 8 is an external configuration diagram of a first modified example of the embodiment of the connected match type liquid crystal game machine of the present invention.

【図9】プラグの構成例の説明図である。FIG. 9 is an explanatory diagram of a configuration example of a plug.

【図10】本発明の接続対戦型液晶ゲーム機の実施形態
の第2の変形例の外観構成図である。
FIG. 10 is an external configuration diagram of a second modified example of the embodiment of the connected match-type liquid crystal game machine of the present invention.

【符号の説明】[Explanation of symbols]

11,12,13 接続対戦型液晶ゲーム機 20 操作入力部 30 液晶表示出力部 41,44,47 接続部 42,45 プラグ 43,46 受け口 50 処理部 51 成長処理部 52 格納部 53 勝負処理部 54 成長度変更処理部 55 制御処理部 59 対戦処理部 11, 12, 13 Connected match-type liquid crystal game machine 20 Operation input unit 30 Liquid crystal display output unit 41, 44, 47 Connection unit 42, 45 Plug 43, 46 Receptacle 50 Processing unit 51 Growth processing unit 52 Storage unit 53 Game processing unit 54 Growth degree change processing unit 55 Control processing unit 59 Competition processing unit

───────────────────────────────────────────────────── フロントページの続き (56)参考文献 特開 平8−196744(JP,A) 特開 平9−140938(JP,A) 特開 平8−309032(JP,A) 特開 平4−176235(JP,A) 特開 平8−47579(JP,A) 登録実用新案3042974(JP,U) 登録実用新案3046554(JP,U) 登録実用新案3043975(JP,U) (58)調査した分野(Int.Cl.7,DB名) A63F 13/10 A63F 13/12 G09B 9/00 ────────────────────────────────────────────────── ─── Continuation of the front page (56) References JP-A-8-196744 (JP, A) JP-A-9-140938 (JP, A) JP-A-8-309032 (JP, A) JP-A-4- 176235 (JP, A) JP-A-8-47579 (JP, A) Registered utility model 3042974 (JP, U) Registered utility model 3046554 (JP, U) Registered utility model 3043975 (JP, U) (58) (Int.Cl. 7 , DB name) A63F 13/10 A63F 13/12 G09B 9/00

Claims (1)

(57)【特許請求の範囲】(57) [Claims] 【請求項1】 単独使用および相手機との接続使用がな
される接続対戦型液晶ゲーム機であって、 単独使用時に、操作者による操作入力部からの対話型操
作により、内蔵のキャラクタに仮想的な経験を積ませて
成長させる成長処理手段と、 前記成長処理手段によって成長した前記キャラクタの成
長度情報を格納する格納手段と、 相手機と直接的かつ電気的に接続するための接続端子
と、 相手機との接続使用時に、相手機のキャラクタの成長度
情報と前記自機のキャラクタの成長度情報とに基づい
て、所定の対戦方式により前記自機のキャラクタと前記
相手機のキャラクタとを対戦させて勝ち負けを決定する
勝負処理手段と、 勝敗結果に基づいて自機のキャラクタの成長度を変更す
る成長度変更処理を行い、前記成長度変更処理後の自機
のキャラクタの成長度情報を自機の格納手段に格納する
成長度変更処理手段と、 前記自機の成長処理手段からの指示に応じて前記自機の
キャラクタの成長過程を表示するとともに、前記成長度
変更処理手段からの指示に応じて対戦結果を表示する液
晶表示出力部とを備えることを特徴とする接続対戦型液
晶ゲーム機。
1. A connected match-type liquid crystal game machine which is used alone and connected to an opponent machine, wherein when used alone, an interactive operation from an operation input unit by an operator causes a virtual character to be built into a built-in character. Growth processing means for accumulating and growing experience, storage means for storing growth degree information of the character grown by the growth processing means, a connection terminal for directly and electrically connecting with a partner machine, At the time of connection use with the opponent machine, the character of the opponent machine and the character of the opponent machine are played in a predetermined competition method based on the growth information of the character of the opponent machine and the growth information of the character of the own machine. Game processing means for determining whether to win or lose; and performing growth degree change processing for changing the growth degree of the character of the own machine based on the result of the win or loss. Growth degree change processing means for storing the growth degree information of the tractor in its own storage means; and displaying the growth process of the character of the own equipment in response to an instruction from the growth processing means of the own equipment; A connected liquid crystal game machine comprising: a liquid crystal display output unit that displays a match result in response to an instruction from a change processing unit.
JP11343697A 1997-01-22 1999-12-02 Connected LCD game machine Expired - Fee Related JP3045504B2 (en)

Priority Applications (2)

Application Number Priority Date Filing Date Title
GB9926490A GB2356151A (en) 1997-01-22 1999-11-10 Connection-fighting type game machine
JP11343697A JP3045504B2 (en) 1997-01-22 1999-12-02 Connected LCD game machine

Applications Claiming Priority (4)

Application Number Priority Date Filing Date Title
JP974597 1997-01-22
JP9-9745 1997-01-22
GB9926490A GB2356151A (en) 1997-01-22 1999-11-10 Connection-fighting type game machine
JP11343697A JP3045504B2 (en) 1997-01-22 1999-12-02 Connected LCD game machine

Related Parent Applications (1)

Application Number Title Priority Date Filing Date
JP01071198A Division JP3790354B2 (en) 1997-01-22 1998-01-22 Connected battle type LCD game machine

Publications (2)

Publication Number Publication Date
JP2000126467A JP2000126467A (en) 2000-05-09
JP3045504B2 true JP3045504B2 (en) 2000-05-29

Family

ID=27269817

Family Applications (1)

Application Number Title Priority Date Filing Date
JP11343697A Expired - Fee Related JP3045504B2 (en) 1997-01-22 1999-12-02 Connected LCD game machine

Country Status (2)

Country Link
JP (1) JP3045504B2 (en)
GB (1) GB2356151A (en)

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP3422779B2 (en) 2001-02-19 2003-06-30 株式会社ウイズ A portable game device that plays with a mobile phone

Families Citing this family (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP1197251A3 (en) * 2000-10-10 2004-01-02 Hasbro Inc. Wireless interactive electronic toy
JP3702283B2 (en) * 2003-12-26 2005-10-05 株式会社バンダイ Communication game device

Family Cites Families (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP3790354B2 (en) * 1997-01-22 2006-06-28 株式会社タカラトミー Connected battle type LCD game machine
WO1998041299A1 (en) * 1997-03-14 1998-09-24 Seft Development Laboratory Co., Ltd. Portable game machine for simulating growth of virtual living creature
JP3044116U (en) * 1997-03-18 1997-12-16 株式会社バンダイ Virtual life training simulator

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP3422779B2 (en) 2001-02-19 2003-06-30 株式会社ウイズ A portable game device that plays with a mobile phone

Also Published As

Publication number Publication date
GB9926490D0 (en) 2000-01-12
JP2000126467A (en) 2000-05-09
GB2356151A (en) 2001-05-16

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