Game program and game system
The game program dynamically selects dialogue based on changing parameters during character actions, addressing repetitive output issues and enhancing user engagement by aligning dialogue with game situations.
Patent Information
- Application Number
- JP2022062762
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-04-05
- Publication Date
- 2025-08-06
- Estimated Expiration
- 2042-04-05
AI Technical Summary
Conventional games output repetitive dialogue lines, leading to a mechanical and lack of humanity perception.
A game program that includes a character control means, parameter management means, expected value calculation means, result display means, and line output means to select dialogue based on changing parameters during character actions, ensuring lines align with the game situation.
Provides diverse and situation-appropriate dialogue, enhancing user engagement by preventing discomfort and maintaining consistency between dialogue and action outcomes.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a game program and a game system. [Background technology]
[0002] BACKGROUND ART Conventionally, there have been known games in which dialogue from characters appearing in the game is output in accordance with the progress of the game played by the user (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent No. 3962079 Summary of the Invention [Problem to be solved by the invention]
[0004] In this type of game, if the same lines are output each time, the user may perceive the lines as mechanical and lacking in humanity.
[0005] SUMMARY OF THE INVENTION It is therefore an object of the present invention to provide a game program and a game system that can output lines that are suited to the game situation while providing diversity to the lines that are output. [Means for solving the problem]
[0006] In order to solve the above problem, one aspect of the present invention provides a game program executed by a computer in a game system including a memory unit storing a plurality of lines of dialogue data, and the game program causes the computer to function as: a character control means for controlling the actions of a character placed in a game space; a parameter management means for managing predetermined parameters that change due to a predetermined action of the character; an expected value calculation means for calculating, when the character begins the predetermined action, an expected parameter value that is expected to be the value of the parameter after it has changed due to the predetermined action; a result display means for displaying an action result that results from the predetermined action; and a line output means for selecting the line data according to the expected parameter value and outputting a line corresponding to the selected line data before the action result is displayed.
[0007] According to the above game program, the lines output before the action results are displayed are lines that correspond to the parameter expected values, thereby preventing any sense of discomfort from occurring to users playing the game or third parties watching the game.
[0008] A second character that fights against the first character is placed in the game space, and the parameter may be related to a stamina value of the second character that changes depending on the action of the first character. This makes the present invention applicable to a fighting game in which multiple characters fight each other.
[0009] The line output means may select the line data corresponding to a predetermined range when the assumed parameter value is within the predetermined range.
[0010] The predetermined range may be a range equal to or greater than a predetermined negative value or equal to or greater than zero and equal to or less than a predetermined positive value, making it possible to output appropriate lines for situations in which it is difficult to predict whether the parameter will become negative or zero, or become a value greater than zero, as a result of an action.
[0011] The above game program may further cause the computer to function as an effect display means for displaying an action effect corresponding to the predetermined action when the character starts the predetermined action.
[0012] The character control means may not accept user operations for controlling the character's action while the action presentation is being displayed. This increases the likelihood that a character that has started a predetermined action will not change its action midway, thereby increasing the likelihood that an action result corresponding to the calculated parameter expected value will be displayed. This makes it easier to ensure consistency between the lines output before the action result is displayed and the action result displayed after the lines are output.
[0013] The result display means may display the action result after the display of the action performance has finished. This makes it easier to ensure time for outputting lines according to the assumed parameter values before the action result is displayed, since the action result is not displayed until the display of the action performance has finished.
[0014] The predetermined parameter may change multiple times due to the predetermined behavior, and the behavior result may be a result that reflects all of the multiple changes due to the predetermined behavior.
[0015] The predetermined action of the character may include a series of consecutive actions of the character, the dialogue output means may output the dialogue before the character performs the last of the consecutive actions, and the result display means may display the action result after the character performs the last of the consecutive actions.
[0016] A game system according to one aspect of the present invention includes a program storage unit that stores the game program described above, and a computer that executes the program stored in the program storage unit.
[0017] The program storage unit storing the game program is a readable / writable or readable storage device or storage medium that is built into or external to a device included in the game system, and may be, for example, a hard disk, flash memory, optical disk, etc. The program stored in the program storage unit may be executed in a device to which the program storage unit is directly connected, or may be downloaded and executed in a device connected to the program storage unit via a network (e.g., the Internet). [Effects of the Invention]
[0018] According to the present invention, it is possible to provide a variety of lines to be output, and to output lines that are suited to the game situation. [Brief explanation of the drawings]
[0019] [Figure 1] FIG. 1 is a block diagram showing the hardware configuration of a game system according to an embodiment. [Figure 2] FIG. 2 is an external view showing a controller of the game device. [Figure 3] FIG. 10 is a diagram showing an example of a battle screen. [Figure 4] FIG. 2 is a block diagram showing the functional configuration of a control unit of the game system. [Figure 5] 10 is a flowchart showing an example of the flow of a match progression process. [Figure 6] FIG. 10 is a schematic diagram for explaining an example of a change in game screen over time. [Figure 7] FIG. 10 is a diagram showing an example of an activation effect screen. [Figure 8] 10 is a flowchart showing an example of the flow of an action execution process. [Figure 9] FIG. 10 is a diagram showing an example of an action execution presentation screen. [Figure 10] 10 is a table showing an example of a correspondence relationship between a range of assumed parameter values and lines. [Figure 11] FIG. 10 is a diagram showing an example of a display screen of behavior results. DETAILED DESCRIPTION OF THE INVENTION
[0020] <Embodiment> A game system and a game program according to one embodiment of the present invention will be described below with reference to the drawings.
[0021] [Hardware configuration] First, a description will be given of the configuration of a game system 1 according to one embodiment of the present invention. Fig. 1 is a block diagram showing the hardware configuration of the game system 1. As shown in Fig. 1, the game system 1 includes a plurality of game devices 2 and a server device 4 that can be connected to each of the plurality of game devices 2 via a communication network NW.
[0022] The game device 2 includes a game device main body 20, one or more controllers 31 (corresponding to an operation unit) connected to the game device main body 20 by wire or wirelessly, a display 32 (corresponding to a display unit, an output unit), and a speaker 33 (corresponding to an audio output unit, an output unit).
[0023] Game device main body 20 includes control unit 21, which is a computer that controls the operation of game device main body 20. Control unit 21 includes a processor such as a CPU (Central Processing Unit). Control unit 21 is connected to media I / F unit 22, storage unit 23, network I / F unit 24 (communication unit), wireless communication control unit 25, graphics processing unit 26, and audio processing unit 27, each via bus 21a.
[0024] The media I / F unit 22 is an interface into which game media 34 for executing a game can be loaded. The game media 34 is a disc-type recording medium such as a DVD-ROM, and stores a game program 34a and game data 34b necessary for executing the game. The game data 34b includes various data necessary for executing the game.
[0025] The storage unit 23 is composed of, for example, an HDD which is a large-capacity recording medium, a ROM which is a semiconductor memory such as a mask ROM or PROM, and a RAM which is a DRAM or SRAM. The storage unit 23 stores a game program 34a and game data 34b read from the game media 34, as well as save data. In this embodiment, not all game data 34b in the game media 34 is read when the game is started, but only game data that is needed as the game progresses (for example, at a change in game scene) is read.
[0026] The network I / F unit 24 is an interface that connects the game device 2 to a communication network NW such as the Internet or a LAN. The game device 2 can communicate with other game devices 2 and the server device 4 via the communication network NW. For example, when the game device 2 is progressing through a game while communicating with the outside, the game device 2 transmits and receives data to and from other game devices 2 and / or the server device 4 via the communication network NW.
[0027] The wireless communication control unit 25 is wirelessly connected to a controller 31 attached to the game device main body 20, and is capable of transmitting and receiving data to and from the controller 31. The controller 31 is an operation device that accepts operations by the user. When the controller 31 is operated by the user, input information corresponding to the operation is sent from the controller 31 to the control unit 21 of the game device 2 via the wireless communication control unit 25. The control unit 21 progresses the game based on the input information from the controller 31.
[0028] FIG. 2 is an external view of the controller 31 shown in FIG. 1. The controller 31 is roughly U-shaped, and is operated by a user holding handles 201L, 201R on both wings with both hands. The controller 31 has a plurality of controls. For example, operation button groups 210, 220 and analog sticks 212, 222 are provided on the left and right upper surfaces of the controller 31, a right shoulder button 211 is provided on the right front surface of the controller 31, and a left shoulder button 221 is provided on the left front surface of the controller 31. The operation button group 210 and the analog stick 212 are operated with the thumb of the user's right hand, and the operation button group 220 and the analog stick 222 are operated with the thumb of the user's left hand. The right shoulder button 211 and the left shoulder button 221 are operated with the index finger of the user's right hand and the index finger of the user's left hand, respectively.
[0029] Furthermore, the controller 31 is provided with a touchpad 230 between the operation button group 210 and the operation button group 220. The touchpad 230 has a horizontally long rectangular shape, and as is well known, when a user touches or brings a fingertip or the like close to the surface of the touchpad 230, position information (coordinates) of the contact or close-up point (input point) is output to the control unit 21 in FIG. 1. Furthermore, the touchpad 230 also functions as an operation button when the entire touchpad 230 is pressed down. In this specification, a series of operations by the user on the controller 31 may be referred to as a "command."
[0030] Returning to FIG. 1, the graphics processing unit 26 draws game images in a moving image format in accordance with instructions from the control unit 21. The game images drawn by the graphics processing unit 26 are displayed as a game screen on the display 32. The display 32 is a display device that displays game images. The display 32 is, for example, a liquid crystal display.
[0031] The audio processing unit 27 plays and synthesizes digital game sounds in accordance with instructions from the control unit 21. The audio processing unit 27 is also connected to an external speaker 33. The game sounds played and synthesized by the audio processing unit 27 are output to the outside from the speaker 33, which serves as an audio output unit. For example, the speaker 33 may be a stationary speaker or a wearable speaker such as headphones.
[0032] The server device 4 includes a control unit 41, which is a computer that controls its operation. The control unit 41 includes a processor such as a CPU (Central Processing Unit). A storage unit 42 and a network I / F unit 43 are connected to the control unit 41 via a bus 41a. The server device 4 may also include an input device such as a keyboard and an output device such as a liquid crystal display, as necessary.
[0033] The storage unit 42 is composed of, for example, an HDD which is a large-capacity recording medium, a ROM which is a semiconductor memory such as a mask ROM or PROM, and a RAM which is made up of a DRAM or SRAM. A game program 42a and game data 42b are stored in the storage unit 42. The network I / F unit 43 is an interface which connects the server device 4 to a communication network NW such as the Internet or a LAN. The server device 4 can communicate with multiple game devices 2 via the communication network NW.
[0034] [Game Overview] Next, a description will be given of an example of a game realized by the game system 1 in this embodiment. The game described below is a fighting game in which a user controls one character and causes the character to fight one-on-one with another character in a virtual game space.
[0035] 3 is a diagram showing an example of a battle screen D1 of a battle game performed by the game system 1. Two characters P1 and P2 are placed in a three-dimensional virtual game space S. One of the two characters P1 and P2 is a character operated by a user (hereinafter referred to as a user character), and the other character is a character that is an opponent of the user character (hereinafter referred to as an opponent character). In this game, the user can select the user character to be operated by the user from among a plurality of predetermined types of characters.
[0036] For the sake of convenience, in the following description, any one of the two characters P1 and P2 will be referred to as the first character P1, regardless of whether it is a user character or not, and the character that competes against the first character P1 will be referred to as the second character P2.
[0037] The game has several game modes, and the user selects one from these game modes to play the game. For example, the game modes of the game include an online battle mode, a CPU battle mode, etc.
[0038] The online battle mode is a game mode in which the game device 2 is synchronized with other game devices 2 through a well-known matching process, and a user character operated by the user fights against an opponent character as a player character operated by another user. The CPU battle mode is a game mode in which the user fights against a computer. That is, in the CPU battle mode, a user character operated by the user fights against an opponent character as a non-player character automatically controlled by the computer.
[0039] The battle screen D1 includes an image of the game space S captured by a virtual camera. The virtual camera is located within the game space S. The virtual camera moves and zooms within the game space S depending on the positions of the two characters P1 and P2, for example, so that the captured image includes the two characters P1 and P2. Basically, the virtual camera captures images of the two characters P1 and P2 from the sides of the two characters P1 and P2 facing each other and fighting. Therefore, on the battle screen D1, one of the two characters P1 and P2 is located on the right side of the screen, and the other is located on the left side of the screen.
[0040] Two stamina display areas 61, 62 are arranged at the top of the battle screen D1, spaced apart from each other in the left-right direction. The two stamina display areas 61, 62 show the stamina values of two characters P1, P2, respectively. In this game, the stamina display areas 61, 62 are stamina gauges (stamina bars) that show the ratio of remaining stamina to the maximum stamina value in the form of a bar graph. The stamina display areas 61, 62 include remaining stamina areas 61a, 62a corresponding to the remaining stamina and damage accumulation areas 61b, 62b corresponding to the amount of stamina reduced from the maximum stamina value.
[0041] When the attack of the first character P1 hits the second character P2, the remaining vitality of the second character P2 decreases. Specifically, a hit determination area is arranged for each of the characters P1 and P2. Furthermore, when a character attacks, an attack determination area is arranged in a predetermined part of the character during the attacking action. Note that the hit determination area and the attack determination area are usually invisible to the user on the battle screen D1. When the attack determination area of the first character P1 comes into contact with the hit determination area of the second character P2, it is determined that the attack of the first character P1 has hit the second character P2. When it is determined that the attack has hit, the remaining vitality of the second character P2 decreases by the amount of damage corresponding to that attack. In other words, the damage accumulation areas 61b and 62b increase, and the remaining area 61a and 62a decrease.
[0042] In this game, there is a time limit for the match. A time display area 63 is disposed between two stamina display areas 61, 62 on the battle screen D1. In this game, the remaining time for the match is displayed in the time display area 63 by counting down from the time limit, but the remaining time may also be displayed indirectly by counting up from zero to the time limit. In a match, a character whose stamina value reaches zero within the time limit, or a character with the least remaining stamina when the remaining time reaches zero, becomes the loser of the match, and the other character becomes the winner of the match.
[0043] The actions of the user character are determined in accordance with the user's operations on the controller 31. Specifically, predetermined actions of the user character are assigned to each of the controls of the controller 31 (i.e., the operations on each of the controls). For example, actions such as "weak punch," "strong punch," "weak kick," and "strong kick" are assigned to the four buttons included in the operation button group 210, respectively. For example, actions such as "move to the right of the screen," "move to the left of the screen," "jump," and "crouch" are assigned to the four buttons included in the operation button group 220, respectively.
[0044] In this game, the user character activates a special move by inputting a predetermined command to the controller 31. The special move may vary depending on the type of character. In this game, special moves include normal special moves and super special moves that inflict more damage than normal special moves by consuming a predetermined number of skill points.
[0045] Two skill point display areas 64, 65 are arranged at the bottom of the battle screen D1, spaced apart from each other in the left-right direction. The two skill point display areas 64, 65 show the accumulated skill points of the two characters P1, P2, respectively. In this game, the skill point display areas 64, 65 are skill gauges shown as bar graphs that increase from zero. Skill points increase and decrease based on predetermined rules. For example, when the first character P1 performs a normal attack or when the first character P1 guards against an attack by the second character P2, the skill points of the first character P1 increase.
[0046] A normal special move is a move that can be activated without consuming the skill points corresponding to each character. On the other hand, a super special move is a move that can be activated by consuming the skill points corresponding to each character. For example, a super special move can be activated by consuming all of the skill points when the skill points have reached the maximum value.
[0047] A super special move includes multiple consecutive attacks. In this game, for example, if the first of multiple consecutive attacks included in a super special move of a first character P1 hits a second character P2, it is guaranteed that all of the attacks included in the super special move, from the second attack onwards, will hit the second character P2. In this specification, a move like this super special move, which locks the character hit by the first hit so that the remaining consecutive attacks cannot be avoided, will be referred to as a "lock move."
[0048] Furthermore, this game features a virtual commentator (hereinafter referred to as the virtual speaker) who provides commentary on the match. Specifically, the game audio output from the speaker 33 during the game includes the lines (words) of the virtual commentator who provides commentary on the match. For example, immediately after the match starts, the speaker 33 may output a line such as "Now, the match has begun," or when one of the characters P1 and P2 activates a super special move, the speaker 33 may output a line such as "You've activated a super special move!"
[0049] [Functional configuration] Fig. 4 is a block diagram showing the functional configuration of game system 1 in this embodiment. As shown in Fig. 4, control unit 5 (computer) of game system 1, which is configured by control unit 21 of game device 2 and control unit 41 of server device 4 working together, executes game programs 34a and 42a, thereby functioning as game progression means 50, game space generation means 51, character control means 52, effect display means 53, parameter management means 54, expected value calculation means 55, result display means 56, and dialogue output means 57.
[0050] The game progression means 50 progresses the game. The game progression means 50 executes the start and end of a match, progress of the game during a match, etc. For example, the game progression means 50 displays on the display 32 a selection screen for the user to select one game mode from a plurality of game modes, and counts the remaining time of the match during the match.
[0051] The game space generation means 51 generates a three-dimensional virtual game space S. However, the game space generation means 51 may generate a two-dimensional virtual game space S. In the game space S, a first character P1 and a second character P2 including the above-mentioned user character and opponent character are placed. In the game space S, the above-mentioned virtual camera is placed.
[0052] The character control means 52 controls the behavior of a user character, which is a player character, based on an operation by the user. That is, the character control means 52 controls the user character to perform an action corresponding to input information, based on input information indicating the content of the user's operation on the controller 31. For example, by operating the controller 31, the user can move the user character within the game space S, cause the user character to attack an opponent character, or cause the user character to guard against an attack by the opponent character.
[0053] Furthermore, when the game mode is the online battle mode, the character control means 52 controls the behavior of the opponent character based on input information indicating the operation content of the opponent user received from the opponent user's game device 2. In other words, when the game mode is the online battle mode, the opponent character is a player character.
[0054] Furthermore, when the game mode is a CPU battle mode or the like, the character control means 52 controls the actions of the opponent character based on a predetermined game program. That is, when the game mode is a CPU battle mode, the opponent character is a non-player character.
[0055] However, while the action effects are being displayed by the effect display means 53 described below, the character control means 52 does not accept any operation by the user (including the opponent user) to control the action of the player character.
[0056] When a character starts a predetermined action, the effect display means 53 displays an action effect corresponding to the predetermined action. In this embodiment, the predetermined action is a super special move. For example, when a character activates a predetermined action (i.e., a super special move), the effect display means 53 displays an action effect corresponding to the activation of the predetermined action (hereinafter, activation effect). Also, for example, when the activated predetermined action of the character hits an opponent character, the effect display means 53 displays an action effect corresponding to the predetermined action (hereinafter, action execution effect).
[0057] The parameter management means 54 manages predetermined parameters that change due to predetermined actions (i.e., super special moves) of the characters. In this game, the parameter management means 54 manages parameters for each of the two characters P1 and P2 competing in the match. For example, the parameter corresponding to the second character P2 is a parameter related to the vitality value of the second character P2 that changes due to the actions of the first character P1. More specifically, the parameter corresponding to the second character P2 is a parameter that decreases as the remaining vitality of the second character P2 decreases due to an attack by the first character P1.
[0058] When a character starts a predetermined action (i.e., a super killer move), the assumed value calculation means 55 calculates an assumed parameter value that is assumed as the value of the parameter after it has changed due to the predetermined action. In this game, the assumed value calculation means 55 calculates the assumed parameter value when the character starts (activates) the super killer move and predetermined execution conditions are met. The execution conditions will be described in detail below.
[0059] In the following description, the values of the parameters managed by the parameter managing means 54 will be referred to as "actual parameter values" to distinguish them from estimated parameter values. Furthermore, estimated parameter values may be simply referred to as estimated values, and actual parameter values may be simply referred to as actual values.
[0060] In this game, the expected parameter value is the value of a parameter related to the remaining stamina of the second character P2 that is expected to be reached as a result of the second character P2 receiving the super special move of the first character P1, and the actual parameter value is the value of a parameter related to the remaining stamina of the second character P2 that is actually reached as a result of the second character P2 receiving the super special move of the first character P1.
[0061] The actual parameter value and the expected parameter value will be explained in more detail. In this embodiment, the actual value is a percentage of the character's maximum stamina. The parameter management means 54 manages the actual value so that it varies within a range of -100% or more and 100% or less. An actual value greater than 0% and less than 100%, for example, X%, indicates that the character's remaining stamina is X% of the character's maximum stamina. An actual value greater than -100% and less than 0% indicates that the character has no remaining stamina.
[0062] The actual value is reflected in the stamina display areas 61, 62. For example, if the actual value is greater than 0% and less than or equal to 100%, the percentage of the character's maximum stamina indicated by the actual value is reflected in the remaining area 61a, 62a of the stamina display areas 61, 62. Whether the actual value is greater than or equal to -100% and less than 0%, the stamina display areas 61, 62 reflect the remaining stamina as if it were zero, in other words, as if the remaining area 61a, 62a does not exist. However, if the actual value is greater than or equal to -100% and less than 0%, the stamina display areas 61, 62 do not reflect how much less than 0% the actual value is.
[0063] When the first character P1 performs a normal attack and the attack determination area of the first character P1 comes into contact with the hit determination area of the second character P2, the parameter management means 54 reduces the actual parameter value corresponding to the second character P2 that received the attack by the amount of damage according to the attack. However, when changing the actual value due to a super special move, the parameter management means 54 changes the actual value in a manner different from the manner in which the actual value is changed due to a normal attack.
[0064] For example, when the first character P1 performs a super special move and the attack determination area of the first hit of the super special move of the first character P1 comes into contact with the hit determination area of the second character P2, the parameter management means 54, for example, decreases the actual parameter value corresponding to the second character P2 by a value corresponding to the first hit of the super special move. Because the super special move is a locking move, during the action execution performance, each time the first character P1 performs a second or subsequent attack of the super special move, the parameter management means 54 decreases the actual parameter value corresponding to the second character P2 by a value corresponding to each subsequent attack of the super special move. Note that in this game, a fixed amount of damage corresponding to each attack is set for each of the multiple attacks included in the super special move.
[0065] Because the actual parameter values vary within a range of -100% to 100%, the expected parameter values also take on a value within the range of -100% to 100%. The expected parameter values are the values that are expected as the actual parameter values after all of the multiple actions (attacks) included in a given action (super special move) have been completed. In this game, because super special moves are lock-on moves, if the first hit hits, all attacks from the second hit onwards are guaranteed to hit the second character P2. For this reason, the expected parameter values calculated before all of the multiple attacks included in the super special move have been completed will always match the actual parameter values after all of the multiple attacks included in the super special move have been completed.
[0066] The result display means 56 displays the action result, which is the result of a predetermined action (i.e., a super killer move). The action result is a result according to the value of a parameter after it has been changed due to the predetermined action. In this embodiment, the result display means 56 displays the remaining vitality (including zero) of the second character P2 after receiving all of the multiple attacks included in the super killer move of the first character P1 as the action result in the vitality display area corresponding to the second character P2.
[0067] The line output means 57 selects line data according to the assumed parameter values. Furthermore, the line output means 57 outputs lines corresponding to the selected line data before the action results are displayed by the result display means 56. Details of the line data will be described later.
[0068] [Match Progression Processing] The match progress processing will be described with reference to Figs. 5 and 6. Fig. 5 is a flowchart showing the flow of the match progress processing. The match progress processing shown in Fig. 5 is game processing from the start to the end of a match between a first character P1 and a second character P2. Fig. 6 is a schematic diagram for explaining an example of the switching of game screens in accordance with the flow of time during a match, showing the passage of time as one moves to the right.
[0069] When the match begins, the character control means 52 controls the actions of the first character P1 and the second character P2. During the match, the display 32 basically displays a normal battle screen D1 in which one of the first character P1 and the second character P2 is located on the right side of the screen and the other is located on the left side of the screen (see FIG. 3).
[0070] During the match, the character control means 52 determines whether or not the first character P1 will perform a predetermined action, i.e., a super special move (step S1). For example, the character control means 52 determines whether or not the user has input a command to the controller 31 to perform a super special move. If the character control means 52 determines that the first character P1 will not perform the predetermined action (step S1: No), steps S2 to S5 are skipped and the process proceeds to step S6.
[0071] If the character control means 52 determines that the first character P1 will perform a predetermined action (step S1: Yes), the effect display means 53 begins displaying an activation effect, which is an action effect corresponding to the activation of the predetermined action (step S2).
[0072] 7 is a diagram showing an example of the activation effect screen D2. The activation effect screen D2 displays an effect specific to the super special move of the first character P1. As shown in FIG. 7, the activation effect screen D2 displays an image captured by zooming in on the first character P1 as the virtual camera moves within the game space S.
[0073] 6, when a predetermined action (i.e., a super killer move) is performed by the first character P1, the line output means 57 may select line data corresponding to the performance of the predetermined action and output a line corresponding to the selected line data. For example, the line output means 57 may output a line such as "I've performed a super killer move!" from the speaker 33.
[0074] 5, the game progression means 50 determines whether or not an execution condition for the predetermined action of the first character P1 that has been activated has been satisfied (step S3). In this game, the execution condition is that the first blow of a plurality of attacks included in the super special move of the first character P1 hits the second character P2, who is the opponent.
[0075] When the game progression means 50 determines that the execution conditions for the predetermined action of the first character P1 that has been initiated are satisfied (step S3: Yes), the action execution process starts (step S4). The action execution process will be described in detail later.
[0076] If the game progression means 50 determines that the conditions for executing the specified action of the activated first character P1 are not met (step S3: No), the effect display means 53 ends the display of the activation effect (step S5) and proceeds to step S6.
[0077] In step S6, the game progression means 50 determines whether or not a match end condition has been met (step S6). In this game, the match end condition is that the remaining stamina of either the first character P1 or the second character P2 reaches zero (in other words, the actual parameter value corresponding to either character reaches 0% or less), or the remaining time reaches zero. If it is determined that the match end condition has been met (step S6: Yes), the game progression means 50 ends the match progression process. If it is determined that the match end condition has not been met (step S6: No), the process returns to step S1.
[0078] [Action execution process] Next, the action execution process of step S4 will be described with reference to Fig. 8 while also referring to Fig. 6 as needed. Fig. 8 is a flowchart showing the flow of the action execution process.
[0079] As described above, the action execution process begins when the execution conditions are met, that is, in this example, when the first of multiple attacks included in the super special move of the first character P1 hits the second character P2 (see also Figure 6).
[0080] In the action execution process, first, the assumed value calculation means 55 calculates an assumed parameter value that is assumed as the actual parameter value after being changed due to the super special move, which is the predetermined action (step S11).
[0081] Furthermore, the effect display means 53 ends the display of the activation effect screen D2 and starts displaying an action execution effect screen corresponding to the activated super special move (step S12).
[0082] 9 is a diagram showing an example of the action execution presentation screen D3. The action execution presentation screen D3 displays presentations specific to the super special move of the first character P1. As shown in FIG. 9, the action execution presentation screen D3 displays images captured by zooming in from various angles as the virtual camera moves within the game space S to show the first character P1 attacking the second character P2.
[0083] The super special move, which is a predetermined action, includes multiple consecutive attacks by the first character P1. The types of the multiple attacks included in the super special move may all be the same or different. The types of the multiple attacks included in the super special move vary depending on the type of character and the type of super special move. For example, the types of attacks included in the super special move may be striking techniques such as punches and kicks when the character is standing, crouching, or jumping, throws, projectiles, mounted attacks, chokeholds, and techniques using weapons.
[0084] The action execution display screen D3 includes stamina display areas 61 and 62. While the action execution display screen D3 is displayed, the stamina value shown in the stamina display area of the attacked character changes multiple times due to super special moves that include multiple attacks. While the action execution display screen D3 is displayed, the remaining stamina shown in the stamina display area decreases with each super special move attack.
[0085] 9, in the stamina display area 62 of the action execution rendering screen D3, a damage change area 62c indicating the amount of damage caused by a predetermined action is displayed so as to be distinguishable from a damage accumulation area 62b indicating the amount of damage before the predetermined action. For example, the damage change area 62c and the damage accumulation area 62b are displayed so as to be distinguishable by color or effect. In other words, while the action execution rendering screen D3 is displayed, the damage accumulation area 62b does not change, and each time a super special move attack is performed, the damage change area 62c in the stamina display area increases, and the remaining amount area 62a decreases.
[0086] While the action execution performance screen D3 is displayed, the line output means 57 selects line data according to the parameter assumed value calculated in step S11. Then, the line output means 57 outputs line voice corresponding to the selected line data from the speaker 33 (step S13, see FIGS. 6 and 8).
[0087] The storage unit 23 stores the dialogue data in association with condition information (hereinafter referred to as first condition information) indicating conditions for selecting the dialogue as the dialogue to be output in step S13. In this embodiment, the dialogue data is game audio data indicating game audio as dialogue spoken by a virtual commentator. The first condition information includes information indicating a range of an estimated parameter value. For example, when the calculated estimated parameter value is within a predetermined range, the dialogue output means 57 selects dialogue data corresponding to the predetermined range. For example, the predetermined range is a range equal to or greater than a predetermined negative value or zero and equal to or less than a predetermined positive value.
[0088] 10 is a table showing an example of the correspondence between information indicating the range of the assumed parameter value X0 and lines. For example, when the assumed parameter value X0 is greater than 10% and less than 100%, the line output means 57 selects line data of a line saying "What a furious attack!" and outputs the line from the speaker 33. Also, when the assumed parameter value X0 is greater than -10% and less than 10%, the line output means 57 selects line data of a line saying "The opponent's stamina is low! Can you defeat him?" and outputs the line from the speaker 33. Also, when the assumed parameter value X0 is greater than -100% and less than -10%, the line output means 57 selects line data of a line saying "That was a nice hit! The game is over!" and outputs the line from the speaker 33.
[0089] 10 shows an example in which one line corresponds to one range of assumed parameter values, but multiple lines may correspond to one range of assumed parameter values. In this case, when the assumed parameter value X0 is within a certain range, the line output means 57 selects a line to be output from the multiple lines corresponding to that range, either randomly or based on a predetermined rule.
[0090] As shown in FIG. 8, after the lines corresponding to the assumed parameter values are output, the result display means 56 displays the action result, which is the result caused by the super special move, which is the predetermined action (step S14). The action result is a result that reflects all of the multiple changes caused by the predetermined action. FIG. 11 is a diagram showing an example of the action result display screen D4. The action result display screen D4 shown in FIG. 11 is part of the action execution performance near the end of the action execution performance, but the display of the action result may also be displayed after the action execution performance.
[0091] The result display means 56 displays the remaining stamina (including zero) of the second character P2 after receiving all of the multiple attacks included in the super special move of the first character P1 as an action result in the stamina display area 62 corresponding to the second character P2. That is, the output of the lines in step S13 is executed before the final action (final blow) of the multiple consecutive actions included in the super special move is performed, and the display of the action result in step S14 is executed after the final action (final blow) of the multiple consecutive actions included in the super special move is performed.
[0092] The line output means 57 selects line data according to the result of the action, i.e., the remaining stamina of the second character P2 that has been attacked, and outputs the line corresponding to the selected line data (step S15). Alternatively, the line output means 57 selects line data according to the actual value of a parameter related to the remaining stamina, which is the result of the action, and outputs the line corresponding to the selected line data.
[0093] The storage unit 23 stores the line data in association with condition information (hereinafter, second condition information) indicating conditions for selection as the line to be output in step S15. In this embodiment, the line data is game audio data indicating game audio as lines spoken by a virtual commentator. The second condition information includes information indicating the range of remaining vitality of the second character P2 that has been attacked as a result of the action, or information indicating the range of actual parameter values.
[0094] For example, when the actual parameter value (i.e., the ratio of the remaining stamina to the maximum stamina of the second character P2) is in the range of greater than 0% and less than 10%, the line output means 57 selects line data of the line "I'm left!" and outputs the line from the speaker 33. Also, when the actual parameter value is in the range of greater than -10% and less than 0%, the line output means 57 selects line data of the line "I managed to defeat it!" and outputs the line from the speaker 33.
[0095] For example, the second condition information may include information indicating the range of the remaining stamina of the first character P1 that delivered the attack. For example, when the remaining stamina of the second character P2 that received the attack is zero and the remaining stamina of the first character P1 that delivered the attack is at its maximum, the line output means 57 selects line data of the line "Perfect! A complete victory!" and outputs the line from the speaker 33.
[0096] In step S15, the line output means 57 may select line data corresponding to the parameter assumed value X0 calculated in step S11 and output the line corresponding to the selected line data. This is because the super special move is a locking move, and therefore the parameter assumed value X0 and the parameter actual value always match.
[0097] When step S15 ends, the action execution process ends. The display of the action execution presentation screen D3 ends, and the screen returns to the normal battle screen. In addition, the damage change areas 61c and 62c change into the damage accumulation areas 61b and 62b. In other words, the damage change areas 61c and 62c are incorporated into the damage accumulation areas 61b and 62b.
[0098] To summarize the above, the game program of this embodiment is a game program executed by a computer in a game system 1 having a memory unit 23 in which multiple lines of dialogue data are stored and a control unit 5 (computer), and causes the computer to function as: a character control means 52 that controls the actions of a character placed in a game space S; a parameter management means 54 that manages predetermined parameters that change due to the character's super special move (predetermined action); an expected value calculation means 55 that calculates an expected parameter value that is expected to be the value of the parameter after it has changed due to the super special move (predetermined action) when the character initiates a super special move (predetermined action); a result display means 56 that displays the action result that results from the super special move (predetermined action); and a line output means 57 that selects line data according to the expected parameter value and outputs a line corresponding to the selected line data before the action result is displayed.
[0099] For example, in a certain game situation in which a character is made to perform a predetermined action, the user may be able to easily predict the outcome of the predetermined action before the character completes the action. In another game situation, the user may be unable to predict the outcome of the predetermined action until the user confirms the outcome of the action. If the dialogue output before the outcome of the action is far removed from the feelings of the user playing the game or a third party watching the game, this may cause discomfort to the user or third party. According to this embodiment, by setting the dialogue output before the outcome of the action to be a dialogue corresponding to the parameter assumed value, it is possible to prevent discomfort from being felt by the user playing the game or a third party watching the game.
[0100] In addition, in this embodiment, a second character P2 is placed in the game space S to compete against a first character P1, and the parameters are related to the stamina value of the second character P2, which changes depending on the actions of the first character P1, so the parameters can be applied to a fighting game in which multiple characters fight each other.
[0101] In this embodiment, when the expected parameter value is within a predetermined range, the line output means 57 may select line data corresponding to the predetermined range. The predetermined range may be a range equal to or greater than a predetermined negative value or equal to or greater than zero and equal to or less than a predetermined positive value. Lines suitable for situations in which it is difficult to predict whether the parameter will become negative or zero, or a value greater than zero, as a result of an action, can be output.
[0102] For example, if the assumed parameter value is a value that assumes the remaining stamina of the second character P2, the predetermined range being equal to or greater than a predetermined negative value or equal to or greater than zero and equal to or less than a predetermined positive value means that the same line is assigned to both a game situation in which the remaining stamina of the second character P2 may become zero and a game situation in which the remaining stamina of the second character P2 may remain. This makes it possible to output lines that are appropriate for game situations in which it is difficult to determine whether the attack of the first character P1 can defeat the second character P2 (for example, a line such as "Can you defeat him?").
[0103] Furthermore, in this embodiment, the character control means 52 does not accept user operations to control the character's action while the action presentation is being displayed. This increases the likelihood that a character that has started a predetermined action will not change its action midway, and that an action result corresponding to the calculated expected parameter value will be displayed. This makes it easier to ensure consistency between the lines output before the action result is displayed and the action result displayed after the lines are output.
[0104] <Other embodiments> The present invention is not limited to the above-described embodiment, and various modifications are possible without departing from the gist of the present invention.
[0105] For example, the game program 34a does not have to be recorded on the game media 34, but may be downloaded to the game device 2 from an external source via a communication network NW. For example, the game device 2 included in the game system of the present invention may be a mobile information terminal such as a smartphone. Furthermore, the display unit that displays the game screen does not have to be a stationary display, but may be a touch screen or a head-mounted display. The operation unit that accepts user operations does not have to be a controller dedicated to the game device, but may be a keyboard, a touch screen, or the like.
[0106] Furthermore, in the above embodiment, the game system 1 includes the game device 2 and the server device 4, but the game system of the present invention may be configured without the server device 4. The present invention is applicable not only to online games but also to offline games. Furthermore, the present invention is applicable not only to fighting games but also to action games, role-playing games, shooting games, sports games, racing games, and character development games. For example, the present invention does not need to include two characters in the game space, and may also be applicable to games in which only one character is placed or three or more characters are placed.
[0107] Furthermore, in the above embodiment, the control unit 41 of the server device 4 may function as some or all of the functional units 50 to 57 by executing a game program stored in the storage unit 42. In this case, the game program of the present invention is stored in the server device 4 or is stored in a distributed manner in the game device 2 and the server device 4, and the control units 21 and 41 that execute such a game program correspond to the "computer" that executes the game program of the present invention.
[0108] In addition, in the above embodiment, the control unit 21 of the game device 2 executes the game program 34a to function as a game progression means 50, a game space generation means 51, a character control means 52, a parameter management means 54, an expected value calculation means 55, a result display means 56, a performance display means 53, and a dialogue output means 57, but some of these functional units 50 to 57 may not function.
[0109] Furthermore, the line data does not have to be stored in the storage unit 23 of the game device 2, but may be stored in another storage device such as the storage unit 42 of the server device 4, for example.
[0110] Furthermore, in the above embodiment, the dialogue output means 57 outputs dialogue as game audio. However, in the present invention, the output device (output unit) that causes the dialogue output means 57 to output dialogue is not limited to an audio output unit. For example, the present invention is also applicable to a case in which the dialogue output means 57 outputs dialogue as text on a display unit. That is, the dialogue output unit may be an audio output unit such as a speaker, headphones, or earphones, or may be a display unit such as a standalone display, a touch screen, or a head-mounted display. The dialogue data may be game audio data representing game audio as dialogue, or may be text data representing text as dialogue. Furthermore, in the present invention, the dialogue output means 57 may output dialogue via both the audio output unit and the display unit, rather than via one of them.
[0111] The present invention is also applicable to the distribution of game play videos. That is, the dialogue output unit is not limited to one that outputs dialogue to players playing the game, but may also output dialogue to viewers watching the distributed game play video. For example, dialogue may not be output from an output unit for players playing the game (e.g., a broadcaster), and dialogue may be output only from an output unit for viewers watching the game play video. For example, some kind of compensation may be required to output dialogue only from an output unit for viewers watching the game play video (to watch a video with live dialogue). For example, the compensation may be a fee, a subscription contract, or a monetary donation (so-called tipping) to the broadcaster.
[0112] In the above embodiment, the line output means 57 determines the lines of a virtual commentator who provides commentary on the match, but the line output means 57 may output the lines of a virtual speaker different from the commentator. For example, the line output means 57 may output the lines of a character placed in the game space.
[0113] The present invention is also applicable to games in which a virtual speaker who outputs lines is selected from among a plurality of virtual speakers. For example, a virtual commentator who provides live commentary on a match may be selected by a user or determined randomly from among a plurality of virtual commentators. The storage unit may store a plurality of lines of data corresponding to the plurality of virtual speakers, respectively. Condition information (such as information indicating the range of expected parameter values) stored in association with the line data may differ for each virtual speaker.
[0114] In the above embodiment, the assumed value calculation means calculates the assumed parameter value when the character starts a predetermined action and a predetermined execution condition is satisfied (when the first blow of the super special move hits), but the calculation timing of the assumed parameter value is not limited to this. For example, the assumed value calculation means may calculate the assumed parameter value at the timing when the character activates the predetermined action, i.e., the timing when the super special move is activated.
[0115] The parameter estimated value calculated by the estimated value calculation means and the parameter value (parameter actual value) managed by the parameter management means may be different from each other.
[0116] For example, if the timing for calculating the estimated parameter value is the timing when the first character's super special move is activated, even if the estimated value calculation means calculates the estimated parameter value at the timing when the super special move is activated, there is a possibility that the super special move will not hit the second character. In this case, the estimated value calculation means may calculate, as the estimated parameter value, the value of the parameter that would be expected if the super special move activated by the first character were to hit the second character. In this case, the line output means may output a line that takes into account the possibility that the value of the parameter after it has changed due to a predetermined action will not match the estimated parameter value (for example, a line such as "If this super special move hits, the game will be decided!").
[0117] In the above embodiment, the predetermined action that triggers the calculation of the estimated parameter value by the estimated value calculation means is a super special move, but the predetermined action is not limited to this.
[0118] For example, in the above embodiment, the predetermined action of the first character included a series of multiple consecutive attacks by the first character, and was a locking technique that guaranteed that if the first attack of the series of multiple attacks hits, all attacks from the second attack onward would hit the second character. However, the predetermined action does not have to be a locking technique. For example, the predetermined action of the first character may be such that some of the consecutive attacks included in the series of multiple attacks do not hit the second character. For example, even if the first attack of the series of multiple consecutive attacks by the first character hits, a situation may arise in which an attack from the series of multiple consecutive attacks by the first character does not hit the second character. Furthermore, for example, even if the first attack of the series of multiple consecutive attacks by the first character does not hit, an attack from the series of multiple consecutive attacks by the first character may hit the second character.
[0119] In this case, the expected value calculation means may calculate, as the expected parameter value, the value of the parameter that would be expected if all of the multiple attacks included in the predetermined action activated by the first character hit the second character. The line output means may output lines that take into account the possibility that some of the multiple attacks included in the predetermined action (e.g., a super special move) will not hit the second character (e.g., lines such as "If all of these consecutive attacks hit, it looks like we'll be able to take him out!" or "Will they all hit?! What do you think?!").
[0120] In addition, as in the above embodiment, when the parameter expected value calculated by the expected value calculation means and the parameter value (parameter actual value) managed by the parameter management means are reliably consistent, it is easy to ensure consistency between the lines output before the action result is displayed and the action result displayed after the lines are output. In other words, it is easy to set lines that do not cause any sense of incongruity when outputting lines before the action result is displayed.
[0121] The predetermined action may also be a single attack action by the character.
[0122] The degree of change in a parameter that changes due to a predetermined action may be fixed according to the predetermined action, or may vary randomly, for example. For example, the damage amount of a certain super special move may be a fixed value of "30," or may be determined randomly within a range from "25" to "35" each time a super special move is performed. When the degree of change in a parameter (for example, the degree of change in the amount of damage inflicted by a super special move) is a value that varies randomly, the timing at which the degree of change in the parameter is determined may coincide with the timing at which the estimated parameter value is calculated by the estimated value calculation means, or may be after the timing at which the estimated parameter value is calculated.
[0123] The parameters managed by the parameter management means are not limited to values related to stamina. For example, the parameters are set appropriately depending on the content of the game. For example, the parameters may be stamina, magic points, faint value, or abnormal status accumulation value (a parameter for controlling a character so that some abnormal status occurs when a predetermined value is reached). For example, in a game in which a predetermined action of a first character placed in the game space destroys or affects some object placed in the game space, the parameters may be the degree of destruction or the degree of influence on the object. For example, in a training game in which a first character placed in the game space is trained or a different second character is trained by a predetermined action of the first character placed in the game space, the parameters may be the degree of growth of the character to be trained.
[0124] In the above embodiment, the result display means displayed the action result during the action performance (see FIG. 11), but the result display means may display the action result after the display during the action performance has ended. This prevents the action result from being displayed until the display during the action performance has ended, making it easier to ensure time to output lines according to the assumed parameter values before the action result is displayed.
[0125] In the above embodiment, the character control means 52 did not accept user operations to control the character's actions while the action presentation was being displayed. However, the character control means may accept user (including opponent user) operations to control the player character's actions while the action presentation is being displayed. For example, the user may be requested to perform a predetermined operation during the action presentation. For example, an event, known as a Quick Time Event (QTE), in which a user's predetermined operation is accepted within a time limit may be executed during playback of the action presentation. During the action presentation (e.g., during the activation presentation), the super special move may be successful if the user who activated the super special move successfully inputs a predetermined operation, and may fail if the user fails to input the operation. In this case, the dialogue output means may output a dialogue after the user successfully inputs a predetermined operation, or may output a dialogue before the user inputs the predetermined operation (assuming the input is successful). Furthermore, during the action presentation (e.g., during the activation presentation), an event in which a user's opponent user of the user who activated the super special move accepts a predetermined operation may be executed.
[0126] In the above embodiment, the remaining stamina of a character, which is the result of an action, is displayed as a bar graph, but the display format of the action result is not limited to this bar display. For example, the action result may be displayed as a number indicating the remaining stamina or a numerical value corresponding to a parameter, such as an actual parameter value. Also, for example, in a game in which the remaining stamina is indicated by the number of multiple heart-shaped icons, the action result may be displayed as multiple icons corresponding to the parameter.
[0127] Furthermore, the action result may be displayed as an image of a character showing a state or appearance corresponding to the parameter. For example, if the action result is a result according to the remaining stamina after receiving an attack such as a super special move, the action result does not have to be displayed in a manner that directly indicates the stamina value, such as a bar, a numerical value, or a number of icons, as described above. For example, when displaying an action result that the remaining stamina is low, the current remaining stamina may be hinted at by displaying an image (e.g., a moving image) of a wounded or dying character as the action result.
[0128] The action result may also be color information or effect information attached to a game element on the game screen, corresponding to the actual parameter value. Normally white text displayed on the game screen may be displayed in red as an action result indicating, for example, that a parameter has reached a predetermined range. For example, when a character's remaining stamina is low, the display of the action result may include the text on the screen changing from white to red, or the content or color of the background image changing.
[0129] In the above embodiment, the effect display means displayed an action effect corresponding to a predetermined action when a character starts a predetermined action, but the present invention is also applicable to games in which action effects are not displayed. Also, the effect display means does not need to display an activation effect, and may only display an action execution effect. The effect display means may display both the activation effect and the action execution effect when a predetermined action is activated and predetermined execution conditions are met. The execution conditions are also not limited to those described in the above embodiment, and may be set as appropriate.
[0130] In the above embodiment, the parameter management means 54 managed the parameters so that they varied within a range of -100% to 100%, but the parameter range is merely an example. For example, the parameters may be limited to a range of 0 or greater. If the parameter relates to the character's remaining stamina, the parameter may be the remaining stamina itself. In this case, the parameter is within a range of 0 or greater and less than the maximum stamina value.
[0131] The effects of the present invention can be achieved even when these other embodiments are adopted. Furthermore, this embodiment can be combined with other embodiments, and other embodiments can be combined with each other as appropriate. [Explanation of symbols]
[0132] 1: Game System 2: Game device 4: Server device 5: Control section 21: Control unit 23: Storage section 31: Controller 32: Display 33: Speaker 41: Control unit 42: Storage section 50: Game progression method 51: Game space generation means 52: Character control means 52a: Character control means 53: Effect display means 54: Parameter management means 55: Estimated value calculation method 56:Result display means 57: Dialogue output method
Claims
1. In a game system including a storage unit storing a plurality of pieces of dialogue data and a computer, a game program executed by the computer includes: The computer character control means for controlling the actions of characters placed in the game space; parameter management means for managing predetermined parameters that change due to predetermined actions of the character; an assumed value calculation means for calculating, when the character starts the predetermined action, an assumed parameter value that is assumed as the value of the parameter after being changed due to the predetermined action; a result display means for displaying an action result that is a result caused by the predetermined action; a line output means for selecting the line data according to the assumed parameter value, and outputting a line corresponding to the selected line data after the character starts the predetermined action and before a result of the action is displayed; A game progression means for progressing the game; It functions as the result display means displays the value of the parameter in a predetermined display area on the game screen in a manner that prevents the user from confirming the value as a numerical value; the game progression means determines that a predetermined condition in the game is satisfied and produces a predetermined effect when the value of the parameter becomes zero or a negative value; the line output means selects different line data when the assumed parameter value is equal to or greater than a predetermined negative value and equal to or less than a predetermined positive value, and when the assumed parameter value is less than the predetermined negative value; Game program.
2. a second character that competes against the first character is placed in the game space; The game program according to claim 1 , wherein the parameter relates to a vitality value of the second character that changes depending on the action of the first character.
3. 2. The game program according to claim 1, further causing the computer to function as an effect display means for displaying an action effect corresponding to the predetermined action when the character starts the predetermined action.
4. 4. The game program according to claim 3, wherein the character control means does not accept a user operation for controlling the character's action while the action presentation is being displayed.
5. 4. The game program according to claim 3, wherein the result display means displays the action result after the display of the action presentation has ended.
6. the predetermined parameter changes multiple times due to the predetermined action, 2. The game program according to claim 1, wherein the behavioral result is a result that reflects all of a plurality of changes resulting from the predetermined behavior.
7. the predetermined action of the character includes a plurality of consecutive movements of the character; the line output means outputs the line before the character performs a final action of the plurality of consecutive actions; 2. The game program according to claim 1, wherein the result display means displays the action result after the character has performed a final action among the plurality of consecutive actions.
8. a program storage unit that stores the game program according to claim 1; A game system comprising: a computer that executes the program stored in the program storage unit.
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