Game device, toys usable with the game device, and game program, toys usable with the computer on which the game program is executed.

JP7905380B2Active Publication Date: 2026-08-14BANDAI CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-03-06
Publication Date
2026-08-14

AI Technical Summary

Benefits of technology

【0020】 本発明によれば、それぞれに種別情報が付された玩具体による種別情報の入力とゲーム展開との関係をより深くして、ゲームの興趣性を高めることができる。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game device that enhances amusement properties of a game by more deepening relationships between input of type information by toy bodies, to each of which type information is given, and game development.SOLUTION: A game device includes: information input means capable of inputting type information on at least one toy body of two or more toy bodies to which type information for identifying each type is given; data storage means in which a plurality of pieces of character data stored in association with the type information on the toy body is stored; condition determination means for determining whether a first condition is satisfied during a game; and information input determination means for determining whether the type information on the toy body is input to the information input means within a first predetermined time from the time that the condition determination means determines that the first condition is satisfied. When the information input determination means determines that the type information on the toy body is input within the first predetermined time, the character data associated with the input type information on the toy body is read out from the data storage means.SELECTED DRAWING: Figure 3
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Description

Technical Field

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[0001] The present invention relates to a game device, a toy body that can be used in the game device, a toy doll composed of the toy body, a game program, a toy body that can be used in a computer on which the game program is executed, and a toy doll composed of the toy body. It relates to. <​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​

[0006] The game device of the present invention comprises a data storage means for storing a plurality of game data, a program storage means for storing a game program, and a program execution means for reading game data from the data storage means and executing a game using the read game data by reading the game program from the program storage means and executing it, wherein the game device has an information input means capable of inputting the type information of at least one toy body from two or more toy bodies, each having type information for identifying its type, the data storage means stores a plurality of character data stored as the plurality of game data, associated with the type information of the toy bodies, and further comprises a condition determination means for determining whether a first condition is met during a game, and an information input determination means for determining whether toy body type information has been input to the information input means within a first predetermined time from the time the condition determination means determines that the first condition is met, and the program execution means reads character data associated with the input toy body type information from the data storage means when the information input determination means determines that toy body type information has been input within the first predetermined time. Furthermore, the game device according to the present invention is a game device having an operation input means capable of inputting multiple operation inputs, a data storage means storing multiple game data, a program storage means storing a game program, and a means for reading game data from the data storage means based on the game program and executing a game that progresses by operation input from the operation input means using the read game data, wherein the device has an information input means capable of inputting type information for at least one toy body from two or more toy bodies each having type information to identify the type of toy body, the data storage means stores multiple character data stored as the multiple game data, associated with the type information of the toy bodies, and furthermore, the game device has a condition determination means that determines whether or not a first condition has been met during the game, and the condition determination means determines whether or not a first condition has been met The means for executing the game includes an information input determination means that determines whether or not toy type information has been input to the information input means within a predetermined time from the time the condition determination means determines that the first condition has been met, and a correspondence is set between the character data and a portion of a plurality of operation inputs that can be input from the operation input means, and the means for executing the game is characterized in that, when the information input determination means determines that toy type information has been input within a predetermined time from the time the condition determination means determines that the first condition has been met, it reads the character data associated with the input toy type information from the data storage means, and when the information input determination means does not determine that toy type information has been input within a predetermined time from the time the condition determination means determines that the first condition has been met, it can disable a portion of the plurality of operation inputs that can be input from the operation input means.Furthermore, in the game device according to the present invention, the data storage means stores character image data as character data stored in association with toy type information, and the game device further includes an image display means and an image display control means that displays a character image on the image display means based on game data stored in the data storage means, and the means for executing the game may, when the information input determination means determines that toy type information has been input to the information input means within a predetermined time from when the condition determination means determines that the first condition has been met during the game, read character image data associated with the input toy type information from the data storage means and control the image display control means to display a character image based on the read character image data on the image display means. Furthermore, in the game device according to the present invention, the image display control means is capable of displaying a main character image on the image display means based on game data stored in the data storage means, and the means for executing the game may be capable of using a character image based on character image data associated with toy type information input to the information input means as the main character image.

[0007] Furthermore, in the game device of the present invention, the data storage means stores character image data as character data stored in association with toy type information, and the game device further includes an image display means and an image display control means that displays a main character image on the image display means based on game data stored in the data storage means, and the program execution means may, when the information input determination means determines that toy type information has been input to the information input means within a first predetermined time from when the condition determination means determines that the first condition has been met during the game, read character image data associated with the input toy type information from the data storage means, and control the image display control means to combine the character image based on the read character image data and the main character image and display them on the image display means as a combined character image.

[0008] Furthermore, in the game device of the present invention, the program execution means may be capable of using a character image based on character image data associated with the toy type information input to the information input means as the main character image.

[0009] Furthermore, in the game device of the present invention, the information input means is capable of inputting type information for at least one torso toy body and one toy doll arm toy body from among two or more toy doll torso toy bodies and two or more toy doll arm toy bodies, each of which is assigned type information for identifying the type; the data storage means stores torso image data associated with the type information of the torso toy body and arm image data associated with the type information of the toy doll arm toy body as character image data; the program execution means reads the torso image data and arm image data associated with the type information of the torso toy body and arm toy body input to the information input means from the data storage means; and the image display control means reads the torso image data The program execution means may, within a first predetermined time from the time the condition determination means determines that the first condition has been met during the game, determine that new type information for the arm toy body of a toy doll has been input to the information input means, read arm image data associated with the input type information for the arm toy body of a toy doll from the data storage means, and control the image display control means to display the arm image based on the read arm image data as the combined character image on the image display means, by combining it with the torso image instead of the arm image which is currently displayed as the combined character image with the torso image.

[0010] Furthermore, in the game device of the present invention, the information input means is further capable of inputting type information for at least one toy doll leg toy body from among two or more toy doll leg toy bodies each having type information to identify the type, the data storage means further stores leg image data associated with the type information of the toy doll leg toy body as character image data, the program execution means reads the torso image data, arm image data, and leg image data associated with the type information of the tortoise toy body, the toy doll arm toy body, and the toy doll leg toy body type information input to the information input means from the data storage means, the image display control means combines the read torso image data, arm image data, and leg image data to form a main character image and displays it on the image display means, and The condition determination means determines whether a second condition is met during the game, and the information input determination means determines whether new type information for the leg toy body of a toy doll has been input to the information input means within a second predetermined time from the time the condition determination means determines that the second condition is met. The program execution means, when the information input determination means determines that new type information for the leg toy body of a toy doll has been input to the information input means within the second predetermined time, reads leg image data associated with the input type information for the leg toy body of a toy doll from the data storage means, and controls the image display control means to display the leg image based on the read leg image data as the combined character image on the image display means, instead of displaying the leg image which is combined with the torso image and arm image as the main character image.

[0011] Furthermore, the present invention relates to a toy that can be used in a game device according to the present invention.

[0012] Furthermore, the present invention relates to a toy doll consisting of a torso toy body, an arm toy body, and a leg toy body that can be used in a game device according to the present invention.

[0013] Furthermore, the present invention provides a program that causes a computer to function as a data storage means storing a plurality of game data, a program storage means storing a game program, and a program execution means that reads game data from the data storage means and executes a game using the read game data by reading the game program from the program storage means, and further provides the computer to function as an information input means capable of inputting type information for at least one toy body from two or more toy bodies each having type information to identify the type, and the data storage means as the plurality of game data The system stores multiple character data associated with toy type information, and the computer functions as a condition determination means for determining whether a first condition is met during a game, and as an information input determination means for determining whether toy type information has been input to the information input means within a first predetermined time from the time the condition determination means determines that the first condition is met, and the program execution means causes the computer to function so that when the information input determination means determines that toy type information has been input within the first predetermined time, it reads the character data associated with the input toy type information from the data storage means. Furthermore, the game program according to the present invention is a program that causes a computer to function as an operation input means capable of inputting multiple operation inputs, a data storage means storing multiple game data, and a means for reading game data from the data storage means based on the game program and executing a game that progresses by operation inputs from the operation input means using the read game data, and further causes the computer to function as an information input means capable of inputting type information for at least one toy body from two or more toy bodies each having type information to identify the type of toy body, and the data storage means stores multiple character data stored as the multiple game data, associated with the type information of the toy bodies, and the computer is a condition determination means that determines whether or not a first condition is met during the game, and when the condition determination means determines whether or not the first condition is met The game program is configured such that the information input determination means determines whether or not toy type information has been input to the information input means within a predetermined time from the time it is determined that the toy type has been met, a correspondence is established between the character data and a portion of the multiple operation inputs that can be input from the operation input means, and the means for executing the game reads the character data associated with the input toy type information from the data storage means when the information input determination means determines that toy type information has been input within a predetermined time from the time the condition determination means determines that the first condition has been met, and when the information input determination means does not determine that toy type information has been input within a predetermined time from the time the condition determination means determines that the first condition has been met, the computer is configured to disable some of the multiple operation inputs that can be input from the operation input means.Furthermore, in the game program according to the present invention, the data storage means stores character image data as character data stored in association with toy type information, and the computer is configured to function as an image display means and an image display control means that displays a character image on the image display means based on game data stored in the data storage means, and the means for executing the game is configured to control the image display control means to read character image data associated with the input toy type information from the data storage means and display a character image based on the read character image data on the image display means when the information input determination means determines that toy type information has been input to the information input means within a predetermined time from when the condition determination means determines that the first condition has been met during the game, and the information input determination means determines that toy type information has been input to the information input means, and the computer is configured to function as such that the means for executing the game is configured to use a character image based on character image data associated with toy type information input to the information input means as the main character image.

[0014] Furthermore, in the game program of the present invention, the data storage means stores character image data as character data stored in association with toy type information, and the computer functions as an image display means and an image display control means that displays a main character image on the image display means based on game data stored in the data storage means, and the program execution means controls the image display control means to read character image data associated with the input toy type information from the data storage means within a first predetermined time from when the condition determination means determines that the first condition is met during the game, and combine the character image based on the read character image data with the main character image to display a combined character image on the image display means.

[0015] Furthermore, in the game program of the present invention, the computer may be configured such that the program execution means can use a character image based on character image data associated with the type information of the toy body input to the information input means as the main character image.

[0016] Furthermore, in the game program of the present invention, the information input means is capable of inputting the type information of at least one torso toy body and one toy doll arm toy body from among two or more toy doll torso toy bodies and two or more toy doll arm toy bodies, each of which is assigned type information for identifying the type; the data storage means stores, as character image data, torso image data associated with the type information of the torso toy body and arm image data associated with the type information of the toy doll arm toy body; the program execution means causes the computer to function so that it reads the torso image data and arm image data associated with the type information of the torso toy body and arm toy body input into the information input means from the data storage means; and the image display control means displays the read torso image data and arm The computer may be configured to combine the torso image and arm image based on the part image data and display them on the image display means as the main character image. Furthermore, the program execution means may be configured to control the image display control means so that, within a first predetermined time from the time the condition determination means determines that the first condition has been met during the game, the information input determination means determines that new type information for the arm toy body of a toy doll has been input to the information input means, read the arm image data associated with the input type information for the arm toy body of a toy doll from the data storage means, and then combine the arm image based on the read arm image data with the torso image in place of the arm image currently displayed combined with the torso image as the main character image, and display it on the image display means as the combined character image.

[0017] Furthermore, in the game program of the present invention, the information input means is further capable of inputting the type information of at least one toy doll leg toy body from among two or more toy doll leg toy bodies each having type information to identify the type, the data storage means stores leg image data associated with the type information of the toy doll leg toy body as character image data, the program execution means reads the torso image data, arm image data, and leg image data associated with the type information of the tortoise toy body, the toy doll arm toy body, and the toy doll leg toy body type information input to the information input means from the data storage means, the image display control means combines the read torso image, arm image data, and leg image data to display the torso image, arm image data, and leg image data as the main character image on the image display means, and the condition determination means during the game The information input determination means determines whether the second condition is met, and the computer is configured to determine whether new type information for the leg toy body of a toy doll has been input to the information input means within a second predetermined time from the time the condition determination means determines that the second condition is met. The program execution means may also determine, when the information input determination means determines that new type information for the leg toy body of a toy doll has been input to the information input means within the second predetermined time, read leg image data associated with the input type information for the leg toy body of a toy doll from the data storage means, and configure the computer to control the image display control means to display the leg image based on the read leg image data as a combined character image on the image display means, instead of displaying the leg image which is combined with the torso image and arm image as the main character image.

[0018] Furthermore, the present invention relates to a toy that can be used on a computer on which the game program according to the present invention is executed.

[0019] The present invention also relates to a toy doll composed of a torso toy body, an arm toy body, and a leg toy body that can be used in a computer on which a game program according to the present invention is executed.

Advantages of the Invention

[0020] According to the present invention, it is possible to deepen the relationship between the input of type information by toy bodies with attached type information and the game development, and enhance the趣味性 of the game.

Brief Description of the Drawings

[0021] [Figure 1] It is a perspective view showing the appearance of a game device according to an embodiment of the present invention. [Figure 2] It is a block diagram showing the configuration of a game device according to the present invention. [Figure 3] It is a flowchart diagram for explaining the operation of the first embodiment of a game device according to the present invention. [Figure 4] (a) A front view showing an example of a toy doll according to the third and fourth embodiments, (b) A front view showing a part of a selectable form by schematically showing the toy doll in Fig. 4(a). [Figure 5] It is a flowchart diagram for explaining the operation of the third embodiment of a game device according to the present invention. [Figure 6] It is a flowchart diagram for explaining the operation until the start of the game of the fourth embodiment of a game device according to the present invention. [Figure 7] It is a flowchart diagram for explaining the operation after the start of the game of the fourth embodiment of a game device according to the present invention. [Figure 8] It is a diagram showing a main game screen of an example of a game executed in a game device according to the present invention.

Best Mode for Carrying Out the Invention

[0022] Hereinafter, preferred embodiments of a game device according to the present invention will be described with reference to the drawings.

[0023] First, as shown in Figure 1, the game device 10 according to this embodiment consists of a housing 11, a display screen 15 positioned on the upper front of the housing 11 which serves as an image display means 8, a reader 13 positioned on the middle front of the housing 11 which serves as an information input means 1, and an operation panel 12 positioned directly below the reader 13. The operation panel 12 is provided with operation buttons 17 for the player to input operations during the game. The operation buttons 17 consist of buttons 17a, 17b, 17c, and 17d. In addition, a connection port 19 is provided for connecting a portable information terminal that stores the player's personal information and game performance.

[0024] Furthermore, the game device 10 has a built-in computer, and the present invention is realized by having the CPU, memory unit consisting of ROM and RAM, and hardware such as the reader 13 and display screen 15 provided on the casing 11 work together based on the game program to function as each means of the game device according to the present invention.

[0025] Figure 2 is a block diagram showing the configuration of the game device according to this embodiment. As shown in Figure 2, the game device according to this embodiment consists of the following functional blocks: information input means 1, information input determination means 2, program execution means 3, program storage means 4, data storage means 5, condition determination means 6, image display control means 7, and image display means 8.

[0026] Information input means 1 includes a reader 13 and is capable of inputting information about the type of toy, and information input determination means 2 determines whether or not information about the type of toy has been input. Program execution means 3 reads the game program stored in program storage means 4 and further reads game data, including necessary character data, from data storage means 5. Image display control means 7 is controlled by program execution means 3 and displays the game status on display screen 15, which is image display means 8, and also displays instructions for the player.

[0027] The toys used in the game device according to this embodiment may include cards with pictures of characters (so-called trading cards), figures and plastic models modeled after characters. In other words, each of these toy bodies, such as trading cards, figures and plastic models, can be assigned type information. One way to assign type information is to attach a storage medium and store the information of each toy body, including the type information, in the storage medium, or a barcode or a string of alphanumeric characters representing the type information can be directly printed on it. In the case of figures and plastic models, the type information can also be written on a printed medium such as a card that is sold bundled with them.

[0028] Therefore, the reader 13, which is an example of the information input means 1, can take various forms depending on the format of the type information attached to the toy. If the type information is written in barcode, it is preferable to use a barcode reader. If the type information is stored in a contactless data carrier, such as an RF tag, then a reader corresponding to that should be used. If it is simply a string of alphanumeric characters, manual input equipment such as a keyboard or mouse may be used instead of the reader 13. Furthermore, if the type information is stored in a storage medium, the reader 13 may be a device that reads the type information from the storage medium via a wired connection. Also, if the toy has a wireless communication unit such as an infrared communication unit and can transmit the type information stored in the built-in storage medium via the wireless communication unit, then the reader 13 may be a communication device that communicates with the wireless communication unit and receives the transmitted type information. In other words, the information input means 1 only needs to include a reading device that corresponds to the format of the type information.

[0029] Furthermore, game data is stored in the data storage means 5. The game data includes character data corresponding to at least the type information of each toy. The character data includes, for example, character image data for displaying character images, and data such as the characteristics, operation characteristics, and effects of the toy during the game. The condition determination means 6 determines whether a predetermined condition (in this embodiment, a condition requiring input of toy type information and reading the corresponding character data from the data storage means 5) has been met during the progress of the game program being executed.

[0030] Now, let me first describe the first embodiment. In this embodiment, the game, which is played by executing a game program, progresses as the player operates the operation buttons 17 while viewing the game status displayed on the image display means 8.

[0031] Figure 3 is a flowchart illustrating the operation of the first embodiment of the game device according to the present invention. First, the process starts in step S101, and in step S102, the program execution means 3 starts the game using the game data stored in the data storage means 5.

[0032] In step S103, the condition determination means 6 determines whether the first condition has been met during the game. The first condition can be anything from a variety of possibilities, such as a condition that requires inputting toy type information via the information input means 1 and reading corresponding character data. In other words, it could be when the player is in a disadvantageous situation during the game (for example, when a strong enemy appears or when the player's health is low). This process is constantly checked during the game.

[0033] If the condition determination means 6 determines in step S103 that the first condition has been met, the process proceeds to step S104 and the game is temporarily suspended. Then, the process proceeds to step S105, where the information input determination means 2 determines whether or not toy type information has been input to the reader included in the information input means 1. If it is determined that toy type information has been input, the process proceeds to step S106, where the program execution means 3 reads the character data corresponding to the input type information from the data storage means 5, and then proceeds to step S108.

[0034] Furthermore, if the information input determination means 2 determines in step S105 that there is no input of toy type information, the process proceeds to step S107, where the information input determination means 2 further determines whether the first predetermined time has elapsed. If it is determined that the first predetermined time has not elapsed, the process returns to step S105, and the presence or absence of type information input is determined again. In other words, steps S106 and S107 are looped until the first predetermined time has elapsed. If it is determined in step S107 that the first predetermined time has elapsed, no new character data is read, and the process proceeds to step S108.

[0035] In step S108, the program execution means 3 resumes the game. Then, in step S109, the game resumes. After that, if character data was read in step S106, the program execution means 3 continues the game using that character data.

[0036] In other words, only when the toy type information is input to the information input means 1 within the first predetermined time after the first condition is met can the character data corresponding to the inputted type information be used in subsequent games. Conversely, even if the first condition is met during the game and toy type information can be input, that input is limited to within the first predetermined time. As a result, in order for the player to use character data corresponding to new toy type information in subsequent games, they are required to input the toy type information from the information input means 1 within the first predetermined time, making for a thrilling game.

[0037] To explain in more detail, the first condition is that the player finds themselves in a disadvantageous situation during the game (for example, encountering a powerful enemy or having low health). Then, as a toy object into which the type information of that toy object is input during the game, we prepare a toy object that rescues the player from that disadvantageous situation, such as an item like a weapon or medicine. The character data associated with the type information of that toy object is data that produces an effect in the game that rescues the player from the disadvantageous situation, such as data that increases attack power or restores health. Therefore, according to this embodiment, when a player finds themselves in a disadvantageous situation during the game (for example, when a strong enemy appears or when their health is low), if they can input information about the type of toy body representing an item such as a weapon or medicine from the information input means 1 at the right time within the first predetermined time, character data corresponding to the input type information (data that produces effects such as increased attack power or health recovery) will be read out, and the player will be rescued from the disadvantageous situation. Conversely, if they miss the timing and cannot input the type of toy body information within the first predetermined time, the disadvantageous situation in the game will continue, allowing the player to enjoy a thrilling game.

[0038] Next, a second embodiment will be described. The difference between the second embodiment and the first embodiment is that in the second embodiment, the game, which is played by executing the game program, progresses when the player operates the character image displayed on the image display means 8 using the operation button 17, and character image data is used as the character data read out based on the input toy type information. The character image operated by the player is the main character image as referred to in the present invention, and in this embodiment, it is based on the game data stored in the data storage means 4.

[0039] The second embodiment will now be described in accordance with the flowchart in Figure 3. First, the process starts in step S101, and in step S102, the program execution means 3 starts the game using the game data stored in the data storage means 5. At this time, the image display control means 7, under the control of the program execution means 3, displays the main character image (the image of the character controlled by the player) based on the game data on the image display means 8.

[0040] In step S103, the condition determination means 6 determines whether the first condition has been met during the game. Various conditions are possible for the first condition, for example, a condition that requires inputting toy type information via the information input means 1 and reading corresponding character image data. That is, a condition that requires changing the main character image representing the character controlled by the player during the game. This process is constantly checked during the game.

[0041] If the condition determination means 6 determines in step S103 that the first condition has been met, the process proceeds to step S104 and the game is temporarily suspended. Then, the process proceeds to step S105, where the information input determination means 2 determines whether or not toy type information has been input by the reader included in the information input means 1. If it is determined that toy type information has been input, the process proceeds to step S106, where the program execution means 3 reads character data, in this embodiment character image data, corresponding to the input type information from the data storage means 5, and then proceeds to step S108.

[0042] Furthermore, if the information input determination means 2 determines in step S105 that there is no input of toy type information, the process proceeds to step S107, where the information input determination means 2 further determines whether the first predetermined time has elapsed. If it is determined that the first predetermined time has not elapsed, the process returns to step S105, and the presence or absence of type information input is determined again. In other words, steps S106 and S107 are looped until the first predetermined time has elapsed. If it is determined in step S107 that the first predetermined time has elapsed, no new character image data is read, and the process proceeds to step S108.

[0043] In step S108, the program execution means 3 resumes the game. Then, in step S109, the game resumes. After that, if character image data was read in step S106, the program execution means 3 continues the game using that character image data. More specifically, it combines the character image based on the character image data read in step S106 with the main character image operated by the player and controls the image display control means 8 to display the combined character image on the image display means 8.

[0044] To explain more specifically, the first condition is when it becomes possible to change the main character image representing the character controlled by the player. Then, as a toy body into which its type information is input during the game, something is prepared to change the character controlled by the player (its image is the main character image), such as a weapon or an enhancement part, and the character data associated with the type information of the toy body becomes the character image data for displaying a character image modeled after the weapon or enhancement part. Thus, according to this embodiment, when it becomes possible to change the character controlled by the player (its image is the main character image) during the game, if the type information of the toy body representing the weapon or enhancement part is input from the information input means 1 at the right time within the first predetermined time, the character image data corresponding to the input type information (data of a character image modeled after a weapon or enhancement part) is read out and combined with the main character image, thereby changing the image of the character controlled by the player into a combined character image in which the weapon or enhancement part is attached to the main character image. Conversely, if the timing is off and the toy type information cannot be entered within the first predetermined time, the character controlled by the player will remain the same as the main character image and will not change.

[0045] Next, a third embodiment will be described. In the third embodiment, the game played by executing the game program proceeds, similar to the second embodiment, by the player operating the character image (main character image) displayed on the image display means 8 with the operation button 17. However, it differs in that the main character image is based on character image data corresponding to the toy type information input from the information input means 1. In other words, in this embodiment, the game played by executing the game program is a game in which a character image corresponding to the toy for which type information has been input is displayed on the image display means 8, and the player operates the character image (main character image) with the operation button 17.

[0046] First, a toy doll composed of the toy body according to this embodiment will be described. Figure 4(a) is a front view showing an example of a toy doll according to this embodiment, and Figure 4(b) is a schematic front view showing some of the selectable forms of the toy doll in Figure 4(a).

[0047] Figure 4(a) shows a toy doll 30, which is formed by combining the toy bodies used in this embodiment to create a shape that imitates a character or the like. The toy doll 30 consists of a torso toy body 31 with a fixed head, toy arms 33 and 35, and toy legs 37. Two or more variations of the torso toy body 31, toy arms 33 and 35, and toy legs 37 are available, each with different appearances and type information, allowing the user to combine and mix them as desired to create their preferred toy doll 30.

[0048] Another example of a toy doll is explained using Figure 4(b). The toy doll 40 has a torso toy body 41, and there are two types of right arm toy bodies 43a and 43b and two types of left arm toy bodies 45a and 45b that can be attached to the torso toy body 41 in a detachable manner. In addition, there are three types of leg toy bodies 47a, 47b and 47c that can be attached to the torso toy body 41 in a detachable manner. The user can create any toy doll 40 by selecting and combining the arm toy bodies and leg toy bodies that can be attached to the torso toy body 41. Furthermore, if the joints connecting the multiple arm toy bodies 43a, 43b, 45a, 45b and the multiple leg toy bodies 47a, 47b, 47c to the torso toy body 41 are made capable of connecting with torso toy bodies other than the torso toy body 41, for example, the torso toy body 31 of the toy doll 30, then it becomes possible to swap the arm toy bodies and leg toy bodies between the toy doll 30 and the toy doll 40, thereby broadening the range of toy body combinations and allowing users to freely create a variety of toy dolls.

[0049] As described above, each of the toy bodies 31, 33, 35, 37, 41, 43a, 43b, 45a, 45b, 47a, 47b, and 47c shown in Figures 4(a) and (b) is assigned type information. In this embodiment, the type information is stored in the RF tags (hereinafter referred to as RF tags) of the RFID system, which are contactless data carriers attached to the toy bodies 31, 33, 35, 37, 41, 43a, 43b, 45a, 45b, 47a, 47b, and 47c. Therefore, in this embodiment, the reader 13 included in the information input means 1 is capable of reading the type information from the RF tags of the toy bodies.

[0050] The data storage means 5 stores character data corresponding to the type information assigned to each of the arm toy bodies 43a, 43b, 45a, 45b, leg toy bodies 47a, 47b, 47c, and torso toy bodies 31, 41a, 41b, 41c. This character data includes, for example, character image data for displaying character images corresponding to the toy bodies, as well as data such as characteristics, operation characteristics, and effects in the game. Furthermore, in this embodiment, the character image displayed based on the character image data is modeled after the appearance of the toy body to which the type information associated with the character image data is attached.

[0051] Figure 5 is a flowchart illustrating the operation of the third embodiment. First, the process starts at step S201. In step S202, the information input determination means 2 determines whether the reader included in the information input means 1 has read the type information from the RF tags of each toy body that make up the toy doll, that is, whether or not toy body type information input has been performed. If toy body type information input has not been performed, the process proceeds to step S205, where the program execution means 3 determines whether a predetermined time has elapsed. If it is determined in step S205 that the predetermined time has not elapsed, the process proceeds again to step S202, where it is determined whether or not toy body type information input has been performed. In other words, the determination of whether or not toy body type information input has been performed will continue until the predetermined time has elapsed.

[0052] If it is determined in step S202 that toy type information has been entered, the process proceeds to step S203, where the information input determination means 2 further determines whether the entered type information is valid or not. If it is determined that the type information is not valid, the process proceeds to step S205, where the program execution means 3 determines whether a predetermined time has elapsed.

[0053] If the type information is deemed valid, the process proceeds to step S204, where the program execution means 3 reads game data, including corresponding character data (including character image data), from the data storage means 5 based on the type information read by the reader from the RF tags on each part of the toy doll. Then, the process proceeds to step S205, where it is determined whether a predetermined time has elapsed. In other words, by looping through steps S202, S203, S204, and S205, the character data corresponding to the input type information is repeatedly read as long as it is within the predetermined time.

[0054] Then, when it is determined in step S205 that a predetermined time has elapsed, the process proceeds to step S206, where the program execution means 3 determines whether any of the type information for the torso, arms, or legs is invalid or not entered. If, in step S206, it is determined that the type information for the torso, both arms, and legs is valid and has been entered, the program proceeds to step S208, where the program execution means 3 generates the player's controllable character (its image is the main character image) based on the character data that has already been read and starts the game. Conversely, if, in step S206, it is determined that the type information for any of the torso, both arms, or legs is invalid or has not been entered, the program proceeds to step S207, where the missing character data, which has been stored in advance in the data storage means for the part of the torso, both arms, or legs for which the type information was determined to be invalid or not entered (missing part), is read and the program proceeds to step S208. In this case, in step S208, the program execution means 3 generates the player's controllable character (its image is the main character image) using both the character data read in step S204 and the missing character data read in step S207 and starts the game.

[0055] The generation of the main character image representing the player's controlled character will be explained in more detail. For example, suppose the player selects a torso toy body 41 as the torso, a right arm toy body 43b as the right arm, a left arm toy body 45a as the left arm, and a leg toy body 47c as the legs, and creates a toy doll by combining these. In step S202, the type information for each of the torso toy body 41, right arm toy body 43b, left arm toy body 45a, and leg toy body 47c is input, and in step S204, the character image data for each is read out along with the character data associated with each type information, and the main character image is generated as a combination of these read-out character images. Since the character images based on the read-out data are modeled after the torso toy body 41, right arm toy body 43b, left arm toy body 45a, and leg toy body 47c respectively, the main character image, which is a combination of them, will be modeled after the appearance of the toy doll created by the player. In other words, in this embodiment, the player can use a character image that resembles a toy doll they have created themselves as the main character image that the player controls.

[0056] Now, in step S209, the condition determination means 6 determines whether or not the first condition has been met during the game. Various conditions are possible for the first condition, for example, a condition that requires inputting information about the type of toy body via the information input means 1 and reading the corresponding character data. That is, when an unfavorable situation occurs during the game (for example, when an arm or leg is destroyed during the game). This process is constantly checked while the game program is running.

[0057] If the condition determination means 6 determines in step S209 that the first condition has been met, the process proceeds to step S210 and the game is temporarily paused. Then, the process proceeds to step S211, where the information input determination means 2 determines whether or not toy type information has been input to the reader included in the information input means 1. If it is determined that toy type information has been input, the process proceeds to step S212, where the program execution means 3 reads character data (including character image data) corresponding to the input type information from the data storage means 5, and then proceeds to step S214.

[0058] Furthermore, if the information input determination means 2 determines in step S211 that there is no input of toy type information, the process proceeds to step S213, where the information input determination means 2 further determines whether the first predetermined time has elapsed. If it is determined that the first predetermined time has not elapsed, the process returns to step S211, and the presence or absence of type information input is determined again. In other words, steps S211 and S213 are looped until the first predetermined time has elapsed. If it is determined in step S213 that the first predetermined time has elapsed, no new character data is read, and the process proceeds to step S214.

[0059] In step S214, the program execution means 3 resumes the game. Then, in step S215, the game resumes. After that, if new character data was read in step S212, the program execution means 3 continues the game using that character data. That is, it combines the main character image with a character image based on the character image data included in the newly read character data to form a combined character image, and controls the image display control means 7 to display this combined character image on the image display means 8 as the character that the player will operate from then on.

[0060] In other words, only when the toy type information is input to the information input means 1 within the first predetermined time after the first condition is met, can the character data (including character image data) corresponding to the input type information be used in subsequent games. Conversely, even if the first condition is met during the game and the toy type information can be input, the input is limited to within the first predetermined time. This makes the game thrilling because the player is required to input the toy type information from the information input means 1 within the first predetermined time.

[0061] To explain in more detail, the first condition is that the right arm of the character controlled by the player (whose image is the main character image) is destroyed during the game. Then, as toy bodies into which the type information is input during the game, a right arm toy body 35 and a right arm toy body 43a are prepared, and the character image data associated with the type information of these toy bodies is used to display character images that mimic the right arm toy body 35 and the right arm toy body 43a. According to this embodiment, when the right arm of a character controlled by the player is destroyed during the game, if the type information of the right arm toy body 35 or the right arm toy body 43a is input from the information input means 1 in a timely manner within the first predetermined time, character image data corresponding to the input type information (data of a character image modeled after the right arm toy body 35 or the right arm toy body 43a) is read out, and the character image modeled after the right arm toy body 35 or the right arm toy body 43a is combined with the main character image to generate a combined character image. From then on, the combined character image, in which the right arm has been changed to a character image modeled after the right arm toy body 35 or the right arm toy body 43a, can be used as the character controlled by the player. On the other hand, if the timing is missed and the type information of the right arm toy body 35 or the right arm toy body 43a cannot be input within the first predetermined time, the game will have to continue with the main character image with the destroyed right arm.

[0062] A fourth embodiment will be described as a modification of the third embodiment. In the fourth embodiment as well, the toy body is provided with torso toy bodies 31 and 41 as shown in Figure 3 for the torso, arm toy bodies 43a, 43b, 45a, and 45b as the arms, and leg toy bodies 37, 47a, 47b, and 47c as the legs, and the player can select any torso toy body, arm toy body, and leg toy body to create the desired toy doll, as in the fourth embodiment. In addition, the data storage means 4 stores torso image data, arm image data, and leg image data for displaying torso images, arm images, and leg images that mimic the appearance of each toy body, as character image data included in the character data associated with the type information of each toy body.

[0063] Figure 6 is a flowchart illustrating the operations up to the start of the game in the fourth embodiment. Figure 7 is a flowchart illustrating the operations after the start of the game in the fourth embodiment.

[0064] First, let's explain using Figure 6. The process starts at step S401. In step S402, the information input determination means 2 determines whether the reader included in the information input means 1 has read type information from the RF tag of the torso toy body that constitutes the toy doll, that is, whether type information of the torso toy body has been input. If type information of the torso toy body has not been input, the process proceeds to step S404, where the program execution means 3 determines whether a predetermined time has elapsed. If it is determined in step S404 that the predetermined time has not elapsed, the process proceeds again to step S402, where it is determined whether type information of the torso toy body has been input. In other words, the determination of whether or not type information of the torso toy body has been input will be made until the predetermined time has elapsed.

[0065] If it is determined in step S402 that type information for the torso toy body has been entered, the process proceeds to step S403, where the program execution means 3 reads the corresponding torso image data from the data storage means 5 based on the type information for the torso toy body read by the reader from the RF tag of the toy doll's torso toy body, and then proceeds to step S405. Furthermore, if it is determined in step S404 that a predetermined time has elapsed, the type information for the toy body will be considered as not having been entered, and the process will proceed to step S405.

[0066] Next, in step S405, the information input determination means 2 determines whether the reader included in the information input means 1 has read type information from the RF tag of the arm toy body that constitutes the toy doll, that is, whether type information of the arm toy body has been input. If type information of the arm toy body has not been input, the process proceeds to step S407, where the program execution means 3 determines whether a predetermined time has elapsed. If it is determined in step S407 that the predetermined time has not elapsed, the process proceeds again to step S405, where it is determined whether type information of the arm toy body has been input. In other words, the determination of whether or not type information of the arm toy body has been input will be made until the predetermined time has elapsed.

[0067] If it is determined in step S405 that type information for the arm toy body has been entered, the process proceeds to step S406, where the program execution means 3 reads the corresponding arm image data from the data storage means 5 based on the type information for the arm toy body read by the reader from the RF tag of the arm toy body of the toy doll, and then proceeds to step S408. Furthermore, if it is determined in step S407 that a predetermined time has elapsed, the type information for the arm toy body is considered to be unentered, and the process proceeds to step S408.

[0068] Next, in step S408, the information input determination means 2 determines whether the reader included in the information input means 1 has read type information from the RF tag of the leg toy body that constitutes the toy doll, that is, whether type information of the leg toy body has been input. If type information of the leg toy body has not been input, the process proceeds to step S410, where the program execution means 3 determines whether a predetermined time has elapsed. If it is determined in step S410 that the predetermined time has not elapsed, the process proceeds again to step S408, where it is determined whether type information of the leg toy body has been input. In other words, the determination of whether or not type information of the leg toy body has been input will be made until the predetermined time has elapsed.

[0069] If it is determined in step S408 that type information for the leg toy body has been input, the process proceeds to step S409, where the program execution means 3 reads the corresponding leg image data from the data storage means 5 based on the type information for the leg toy body read by the reader from the RF tag of the leg toy body of the toy doll, and then proceeds to step S411. Furthermore, if it is determined in step S410 that a predetermined time has elapsed, the process proceeds to step S411, assuming that the type information for the leg toy body has not been entered.

[0070] In step S411, the program execution means 3 determines whether there is any missing information in the type information for the torso, arms, or legs. If it is determined in step S411 that information on the torso, both arms, and legs has already been entered, the process proceeds to step S412, where the program execution means 3 combines the torso image, arm image, and leg image data read in steps S403, S406, and S409 to generate a main character image representing the character operated by the player.

[0071] If it is determined in step S411 that there is no input for any of the type information, the process proceeds to step S413, where, for the parts of the torso, arms, and legs for which type information is determined to be missing (missing parts), the missing part image data that has been pre-stored in the data storage means for cases where those parts are missing is read out, and then the process proceeds to step S412. In this case, in step S412, the program execution means 3 combines the image based on the image data associated with the input type information with the missing part image based on the missing part image data to generate a main character image representing the character operated by the player character. Once the main character image is generated in step S412, the process proceeds to step S414, where the program execution means 3 controls the image display control means 7 to display the main character image generated in step 412 on the image display means 8 as the character operated by the player, and the game starts.

[0072] Let's explain the generation of the main character image representing the player's controlled character with an example. For example, suppose the player creates a toy doll by selecting a torso toy body 41 as the torso, a right arm toy body 43b as the right arm, a left arm toy body 45a as the left arm, and a leg toy body 47c as the legs, and combining them. In step S402, type information for the torso toy body 41 is input, and in step S403, torso image data based on the input type information is read out. The torso image displayed using the read out torso image data mimics the appearance of the torso toy body 41. Next, in step S405, type information for the right arm toy body 43b and the left arm toy body 45a is input, and in step S406, arm image data based on the input type information for each is read out. The arm images displayed using the read out arm image data mimic the appearance of the right arm toy body 43b and the left arm toy body 45a. Finally, in step S408, type information for the leg toy body 47c is input, and in step S409, leg image data associated with the input type information is read out. The leg image displayed using the read out leg image data is modeled after the leg toy body 47c. The main character image representing the character operated by the player is generated by combining the torso image, arm image, and leg image based on the read out torso image data, arm image data, and leg image data. Therefore, the main character image is generated by combining the torso image, arm image, and leg image that model the torso toy body 41, right arm toy body 43b, left arm toy body 45a, and leg toy body 47c. Thus, the main character image is modeled after the appearance of the toy doll created by the player (torso toy body 41, right arm toy body 43b, left arm toy body 45a, and leg toy body 47c). In other words, in this embodiment, the player can use a character image that resembles a toy doll they have created themselves as the main character image representing the character they control.

[0073] The operation after the start of the game in the fourth embodiment will be explained based on the flowchart in Figure 7. Once the game starts, the process proceeds to step S415. In step S415, the condition determination means 6 determines whether the first condition has been met during the game. In this embodiment, the first condition is one in which new arm toy type information is input by the information input means 1 and the corresponding arm image data is read. In other words, it is a case in which an arm is destroyed or damaged during the game and needs to be replaced. This process is constantly checked while the game program is running.

[0074] If the condition determination means 6 determines in step S415 that the first condition has been met, the process proceeds to step S416 and the game is temporarily paused. Then, the process proceeds to step S417, where the information input determination means 2 determines whether or not type information for the arm toy body has been input to the reader included in the information input means 1. If it is determined that type information for the arm toy body has been input, the process proceeds to step S418, where the program execution means 3 reads the arm image data corresponding to the input type information from the data storage means 5, and then proceeds to step S419.

[0075] In step S419, the program execution means 3 controls the image display control means 7 to display an arm image based on the arm image data read in step S418 on the image display means 8, instead of the arm image of the main character image (if the first condition is that the arm is destroyed, an arm image with a destruction representation applied). That is, the arm image based on the read arm image data is combined with the torso image and leg image that make up the main character image to generate a combined character image, and the image display control means 7 is controlled so that the combined character image is displayed on the image display means 8 as an image representing the character operated by the player, before proceeding to step S420, where the game pause is released. After the game pause is released, the program execution means 3 proceeds to step S421, where the game resumes.

[0076] Furthermore, if the information input determination means 2 determines in step S417 that there is no input of type information for the arm toy body, the process proceeds to step S422, where the information input determination means 2 further determines whether the first predetermined time has elapsed. If it is determined that the first predetermined time has not elapsed, the process returns to step S417, and the presence or absence of input of type information for the arm toy body is determined again. In other words, steps S417 and S422 are looped until the first predetermined time has elapsed. If it is determined in step S422 that the first predetermined time has elapsed, no new arm image data is read, and the process proceeds to step S420, where the game pause is released. After the game pause is released, the process proceeds to step S421, and the game continues.

[0077] In other words, only when the type information of the arm toy body is input to the information input means 1 within the first predetermined time after the first condition is met, can the arm image based on the arm image data corresponding to the input type information be combined with the main character image to generate a combined character image, and this combined character image can then be used as the character controlled by the player. Conversely, even if the first condition is met during the game and the type information of the arm toy body can be input, that input is limited to within the first predetermined time. As a result, the player is required to input the type information of the arm toy body from the information input means 1 within the first predetermined time, making it a thrilling game.

[0078] To explain in more detail, the first condition is that the right arm of the player-controlled character, represented by the main character image, is destroyed during the game. Then, as toy bodies into which the type information is input during the game, a right arm toy body 35 and a right arm toy body 43a are prepared, and the arm image data associated with the type information of these toy bodies is used to display arm images that mimic the right arm toy body 35 and the right arm toy body 43a. Let's assume that the right arm image of the main character image representing the player-controlled character is based on the arm image data associated with the type information of the right arm toy body 43b. When the right arm is destroyed during the game, if the type information of the right arm toy body 35 or the right arm toy body 43a is input from the information input means 1 at the right time within the first predetermined time, the arm image data corresponding to the input type information (data for displaying an arm image modeled after either the right arm toy body 35 or the right arm toy body 43a) is read out, and the arm image modeled after either the right arm toy body 35 or the right arm toy body 43a is combined with the torso image that constitutes the main character image to generate a combined character image. From then on, the combined character image, in which the right arm image has changed to an arm image modeled after either the right arm toy body 35 or the right arm toy body 43a, can be used as the character controlled by the player. On the other hand, if the timing is missed and the type information of the right arm toy body 35 or the right arm toy body 43a cannot be input within the first predetermined time, the game will have to continue with the main character image showing the destroyed right arm.

[0079] Returning to the flowchart in Figure 7, let's explain the case where the condition determination means 6 determines in step S415 that the first condition is not met. In that case, we proceed to step S423, where the condition determination means 6 determines whether or not the second condition was met during the game. In this embodiment, the second condition is one in which the information input means 1 inputs information about the type of leg toy body and reads the corresponding leg image data. That is, it is a case in which the legs are destroyed or damaged during the game and need to be replaced.

[0080] If the condition determination means 6 determines in step S423 that the second condition has been met, the process proceeds to step S424 and the game is temporarily paused. If the condition determination means 6 determines in step S423 that the second condition has not been met, the process returns to step S415 to determine whether the first condition has been met or not. In other words, during the game, the process is constantly being checked to see if either the first condition or the second condition has been met.

[0081] The process proceeds to step S424, and when the game is paused, it then proceeds to step S425, where the information input determination means 2 determines whether or not type information for the leg toy body has been input to the reader included in the information input means 1. If it is determined that type information for the leg toy body has been input, the process proceeds to step S426, where the program execution means 3 reads the leg image data corresponding to the input type information from the data storage means 5, and then proceeds to step S427.

[0082] In step S427, the program execution means 3 controls the image display control means 7 to display the leg image based on the leg image data read in step S426 on the image display means 8, instead of the leg image of the main character image (or the leg image with destruction effects applied if the second condition is that the legs are destroyed). That is, the image display control means 7 controls the leg image based on the read leg image data to be combined with the torso image and arm image that make up the main character image and displayed on the image display means 8 as a combined character image, and then proceeds to step S420, where the game pause is released. After the game pause is released, the program execution means 3 proceeds to step S421, where the game resumes.

[0083] Furthermore, if the information input determination means 2 determines in step S425 that there is no input of type information for the leg toy body, the process proceeds to step S428, where the information input determination means 2 further determines whether a second predetermined time has elapsed. If it is determined that the second predetermined time has not elapsed, the process returns to step S425, and the presence or absence of input of type information for the leg toy body is determined again. In other words, steps S425 and S428 are looped until the second predetermined time has elapsed. When it is determined in step S428 that the second predetermined time has elapsed, no new leg image data is read, and the process proceeds to step S420, where the game pause is released. After the game pause is released, the process proceeds to step S421, and the game continues.

[0084] In other words, only when the type information of the leg toy body is input to the information input means 1 within the second predetermined time after the second condition is met, a leg image based on the leg image data corresponding to the input type information is combined with the main character image to generate a combined character image, and thereafter this combined character image can be used as the character controlled by the player. Conversely, even if the second condition is met during the game and the type information of the leg toy body can be input, that input is limited to within the second predetermined time. As a result, the player is required to input the type information of the leg toy body from the information input means 1 within the second predetermined time, making it a thrilling game.

[0085] To explain in more detail, the second condition is that the player-controlled character, represented by the main character image, has its legs destroyed during the game. Then, leg toy bodies 37, 47a, and 47b are prepared as toy bodies, and the leg image data associated with the type information of these toy bodies is for displaying leg images that mimic leg toy bodies 37, 47a, and 47b. For example, the leg image of the main character image representing the player-controlled character is based on the leg image data associated with the type information of leg toy body 47c. Then, when a leg is destroyed during the game, if the information input means 1 can input type information for one of the leg toy bodies 37, 47a, or 47b within the second predetermined time, leg image data corresponding to the input type information (data for displaying a leg image that mimics one of the leg toy bodies 37, 47a, or 47b) is read out, and the leg image that mimics one of the leg toy bodies 37, 47a, or 47b is combined with the torso image that constitutes the main character image, replacing the leg image that mimics the leg toy body 47c, to generate a combined character image. From then on, the combined character image, in which the leg image has been changed to a leg image that mimics one of the leg toy bodies 37, 47a, or 47b, can be used as the character that the player controls. On the other hand, if the timing is missed and information on the type of leg toy body 37, leg toy body 47a, or leg toy body 47b cannot be entered within the second predetermined time, the game will have to continue with the main character image showing the legs as destroyed.

[0086] Next, an example of a game played using the game device according to the present invention will be described. In this game, the player operates the operation buttons 17 to give instructions to their own character, which is displayed as a main character image on the image display means 7 (display screen 15), and plays against an enemy character controlled by the program execution means 3 based on the game program.

[0087] Figure 8 is a diagram showing the main game screen, which is primarily displayed on the image display means 7 during the game.

[0088] On the left side of the main game screen, the player's own character 801 is displayed as the main character image, and on the right side, the enemy character 802 is displayed, which is controlled by the program execution means 3 based on the game program.

[0089] Additionally, the top of the main game screen displays the player's own health gauge 803, representing the player's character 801's health, and the enemy health gauge 804, representing the enemy character 802's health. The player's own health gauge 803 decreases (shortens) when the player takes damage from the enemy character 802, and when it runs out, the player loses. The enemy health gauge 804 also decreases (shortens) when the player's character 801 successfully attacks, and when it runs out, the player wins. In other words, the player's objective in this game is to use the control button 17 to give instructions to the player's character 801 to attack the enemy character 802, or to dodge the enemy character 802's attacks by moving, in order to deplete the enemy health gauge 804 before the player's own health gauge 803 runs out, thereby achieving victory.

[0090] Next, we will explain in detail the instructions that the player can give to their character 801. There are three types of instructions that the player can input to their character 801: attack, move, and counter. These can be input by pressing buttons 17a, 17b, and 17c of the control button 17, respectively. Incidentally, as shown in Figure 8, the main game screen displays attack icons 805, movement icons 806, and counter icons 807 superimposed on the main character image representing the player's character 801. The relative positions of these icons correspond to the relative positions of buttons 17a, 17b, and 17c. Therefore, the player can easily press the button corresponding to the icon they want to indicate while looking at the display screen 15.

[0091] The diamond shape displayed in the lower left of the main game screen is the player's special move gauge 811. The player's special move gauge 811 is divided into four sections: upper left, lower left, lower right, and upper right. The program execution means 3 lights up the player's special move gauge 811 in the order of upper left, lower left, lower right, and upper right each time the player fails to input a command, as described later. In Figure 8, the player's special move gauge 811 is lit up to the upper left, lower left, and lower right sections, and after one more failed player input, the upper right section will also light up. When all sections of the player's special move gauge 811 are lit, the player can input a command to use a special move on their character 801 by pressing button 17d. In other words, if the player fails to input commands repeatedly, it is expected that they will be in a difficult situation in the game, but in that case, they will be able to use a special move, which will allow them to turn the tide of the battle. Incidentally, the enemy character 802 also has an enemy special move gauge 812 with a similar configuration, which is displayed in the lower right corner of the main game screen. The enemy special move gauge 812 lights up each time the instructions given to the enemy character 802 by the program execution means 3 (described later) fail, just like the player's own special move gauge 811. When all of them are lit, the program execution means 3 can select a special move in addition to attack, movement, and counter as an instruction to the enemy character 802. Therefore, if the instructions given to the enemy character 802 have failed, it means that the player's instruction input has been successful, putting the enemy character 802 in a difficult position in the game. However, in this case, the enemy character 802 may be able to use a special move, and the tide of battle may turn, making the game more thrilling. Incidentally, the state shown in Figure 8 is when all of the enemy special move gauges 812 are lit, and at this time, the program execution means 3 can select a special move in addition to attack, movement, and counter as an instruction to the enemy character 802.

[0092] Next, let's explain the meaning of the attack, move, and counter commands in the game. Attack means attacking enemy character 802, and if the attack is successful, you can reduce the enemy's health gauge by 804. Movement means setting the distance from enemy character 803 to an effective attack distance, and if the movement is successful, you can set the distance from enemy character 803 to an effective attack distance. Counter means performing a counter-attack against enemy character 802's attack, and if the counter is successful, you have dodged enemy character 802's attack, thus avoiding a reduction of your own health gauge by 803, and furthermore, you have attacked enemy character 802, reducing the enemy's health gauge by 804.

[0093] The player, taking into consideration the meaning of the aforementioned instruction inputs, presses one of the buttons 17a, 17b, or 17c to input an attack, move, or counter instruction when it becomes possible to input an instruction for their own character 801 during the game. At this time, the program execution means 3 also issues one of the attack, move, or counter instructions to the enemy character 802 based on the game program, and whether or not the player's instruction input is successful is determined by comparing it with the instruction issued by the program execution means 3 to the enemy character 802.

[0094] In other words, a cyclical hierarchy is set for each command input: attack, movement, and counter. Attack is stronger against movement, movement is stronger against counter, and counter is stronger against attack, creating a hierarchy similar to "rock-paper-scissors." The program execution means 3 determines the superiority or inferiority between the player's command input and the command given to the enemy character based on this hierarchy, and determines whether the player's command input was successful or unsuccessful.

[0095] Let's explain this in more detail. Suppose that during the game, when it becomes possible to input commands for the player's character 801, the player presses button 17a and inputs a command to attack for the player's character 801. At this time, if the command that the program execution means 3 gives to the enemy character 802 is to move, according to the aforementioned cyclical superiority relationship, attack is stronger than movement, so the program execution means 3 determines that the player's attack command input was successful and decreases the enemy's health gauge 804. Conversely, if the command that the program execution means 3 gives to the enemy character 802 is to counter, according to the aforementioned cyclical superiority relationship, counter is stronger than attack, so the program execution means 3 determines that the player's attack command input was unsuccessful, while determining that the counter command given to the enemy character 802 was successful and decreases the player's health gauge 803. At this time, as mentioned above, the program execution means 3 considers the player's attack command input to have failed and lights up one of the player's special move gauges 811 displayed on the main game screen. Furthermore, if the instruction given to enemy character 802 was also an attack, the program execution means 3 considers it a so-called "tie" and adds 1 to the "tie count".

[0096] Furthermore, suppose the player presses button 17b to instruct their character 801 to move. At this time, if the instruction given by the program execution means 3 to the enemy character 802 is a counter, then according to the aforementioned cyclical superiority relationship, movement is stronger than a counter. Therefore, the program execution means 3 determines that the player's instruction to move was successful, and sets the distance between the enemy character 802 and the player character 801 to a distance effective for the player character 801's attack. Conversely, if the instruction given by the program execution means 3 to the enemy character 802 is an attack, then according to the aforementioned cyclical superiority relationship, attack is stronger than movement. Therefore, the program execution means 3 determines that the player's instruction to move was unsuccessful, while determining that the instruction to attack the enemy character 802 was successful, and decreases the player's health gauge 803. At this time, as mentioned above, the program execution means 3 determines that the player's instruction to move was unsuccessful and lights up one of the player's special move gauges 811 displayed on the main game screen. Furthermore, if the instruction given to enemy character 802 was also to move, the program execution means 3 considers it a so-called "tie" and adds 1 to the "tie count".

[0097] Furthermore, suppose the player presses button 17c to instruct their own character 801 to perform a counter. In this case, if the instruction given by the program execution means 3 to the enemy character 802 is an attack, then according to the aforementioned cyclical superiority relationship, a counter is stronger than an attack. Therefore, the program execution means 3 determines that the player's counter instruction was successful, avoids the enemy character 802's attack, and reduces the enemy's health gauge 804. Conversely, if the instruction given by the program execution means 3 to the enemy character 802 is a move, then according to the aforementioned cyclical superiority relationship, a move is stronger than a counter. Therefore, the program execution means 3 determines that the player's counter instruction was unsuccessful, while determining that the movement instruction given to the enemy character 802 was successful. The distance between the enemy character 802 and the player's own character 801 is set to a distance effective against the enemy character 802's attack. At this time, as mentioned above, the program execution means 3 determines that the player's counter instruction was unsuccessful and lights up one of the player's special move gauges 811 displayed on the main game screen. Furthermore, if the instruction given to enemy character 802 was also a counter, the program execution means 3 considers it a so-called "tie" and adds 1 to the "tie count".

[0098] Considering the implications of success or failure for each of the above-mentioned command inputs, the player will use control button 17 to input one of the commands whenever it becomes possible to input commands for their character 801 during the game, in order to reduce the enemy's health gauge 804 while avoiding a decrease in their own health gauge 803.

[0099] Next, we will explain what happens when a special move is instructed as a command for the player character 801. A special move is instructed when all parts of the player's special move gauge 811 are lit up and button 17d is pressed. When a special move is instructed, the program execution means 3 displays an image of the player character 811 performing the special move on the display screen 15, and further displays an image of one of the enemy character 802's right arm, left arm, or leg being destroyed, and reduces the enemy's health gauge 804 significantly compared to when an attack or counter is successful.

[0100] Conversely, the case where the program execution means 3 instructs the enemy character 802 to perform a special move will be described. In this case, the program execution means 3 displays an image on the display screen 15 of the enemy character 802 performing a special move, and further displays an image of one of the player character 801's right arm, left arm, or leg being destroyed, and reduces the player's health gauge 803 significantly compared to when an attack or counter is successful.

[0101] Next, we will explain what happens when the "tie count" reaches a predetermined number during the game. When the program execution means 3 determines that the "tie count" has reached a predetermined number, it executes a quick-press game using the operation buttons 17. The quick-press game asks the player to press one of the operation buttons 17 within a predetermined time. If any button is pressed within the predetermined time, it is judged as a success; otherwise, it is judged as a failure. In other words, the program execution means 3 determines whether any of the operation buttons 17 have been pressed by the player within a predetermined time from the start of the quick-press game. If any of the operation buttons 17 have been pressed within the predetermined time, it is judged as a success, and an image of the enemy character 802's right arm, left arm, or leg being destroyed is displayed on the display screen 15, and the enemy's health gauge 804 is reduced significantly compared to when an attack or counter is successful. Conversely, if it is determined that none of the operation buttons 17 were pressed within the specified time, it is considered a failure, an image of the player's character 801 having its right arm, left arm, or leg destroyed is displayed on the display screen 15, and the player's health gauge 803 is significantly reduced compared to when an attack or counter is successful.

[0102] If, as a result of the player's input during the game, the enemy's health gauge of 804 is depleted before the player's own health gauge of 803 is depleted, the player wins and the game continues. Conversely, if the player's own health gauge of 803 is depleted before the enemy's health gauge of 804 is depleted, the player loses and the game ends.

[0103] Now, let's explain the relationship between this game and the embodiments of the game device according to the present invention that have been described so far. To make the explanation easier to understand, we will first explain the case where the game played in the fourth embodiment among the embodiments of the game device according to the present invention that have been described so far is this game.

[0104] First, the main character image representing the self-character 801 is generated through steps S401 to S412 in Figure 6. That is, it is a combination of torso images, arm images, and leg images based on torso image data, arm image data, and leg image data, which are associated with the type information of the torso toy body, arm toy body, and leg toy body that make up the toy doll created by the player, and it mimics the appearance of the toy doll created by the player.

[0105] Furthermore, in this game, the first condition in the fourth embodiment refers to the case where the right or left arm of the player character 801, represented by the main character image, is destroyed due to receiving a special attack from enemy character 802 or failing a quick-response game that is executed when the "tie count" reaches a predetermined number. Also, in this game, the second condition in the fourth embodiment refers to the case where the legs of the player character 801, represented by the main character image, are destroyed due to receiving a special attack from enemy character 802 or failing a quick-response game that is executed when the "tie count" reaches a predetermined number.

[0106] Let me explain in more detail. If the right or left arm of the player's own character 801, represented by the main character image, is destroyed during the game (i.e., if the condition determination means 6 determines that the first condition has been met), the program execution means 3 displays a message on the display screen 15 prompting the player to input the type information of the arm toy from the reader 13 (information input means 1). At this time, the elapsed state of the first predetermined time may also be displayed on the display screen 15. If the information input determination means 6 determines that the type information of the arm toy has been input from the reader 13 before the first predetermined time has elapsed (if step S417 in Figure 7 is Y), the program execution means 3 reads the arm image data associated with the input type information (step S418 in Figure 7), and in place of the destroyed arm image of the main character image, it combines the arm image based on the read arm image data with the other parts of the main character image (torso image, leg image) to generate a combined character image, and displays the combined character image as the player's own character 801 (step S419 in Figure 7). In other words, the display will appear as if the destroyed arm of the self-character 801 has been replaced with a new arm. However, if the type information of the arm toy body is not input from the reader 13 and the first predetermined time has elapsed (when step S422 in Figure 7 is Y), the self-character 801 will thereafter be represented by the main character image with the right or left arm still destroyed. In other words, the display will appear as if the arm of the self-character 801 has been destroyed, but the replacement with a new arm has failed.

[0107] Next, we will explain what happens when the legs of the player's own character 801, represented by the main character image, are destroyed during the game (i.e., when the condition determination means 6 determines that the second condition has been met). In this case, the program execution means 3 displays a message on the display screen 15 prompting the player to input the type information of the leg toy from the reader 13 (information input means 1). At this time, the status of the elapsed second predetermined time may also be displayed on the display screen 15. If the information input determination means 6 determines that the type information of the leg toy has been input from the reader 13 before the second predetermined time has elapsed (if step S425 in Figure 7 is Y), the leg image data associated with the input type information is read (step S426 in Figure 7), and instead of the destroyed leg image of the main character image, the leg image based on the read leg image data is combined with the other parts of the main character image (torso image, arm image) to generate a combined character image, and this combined character image is displayed as the player's own character 801 (step S427 in Figure 7). In other words, it will be displayed as if the destroyed legs of the self-character 801 have been replaced with new legs. However, if the type information of the leg toy body is not input from the reader 13 and the second predetermined time has elapsed (when step S428 in Figure 7 is Y), the self-character 801 will thereafter be represented by the main character image with the destroyed legs. In other words, it will be displayed as if the legs of the self-character 801 have been destroyed, but the replacement with new legs has failed.

[0108] If the player's character 801 is represented by a main character image with its legs destroyed, or with its right or left arm destroyed, the player may be put at a disadvantage in the game. For example, if the right arm is destroyed, the player may be unable to input attack commands; if the legs are destroyed, the player may be unable to input movement commands; and if the left arm is destroyed, the player may be unable to input counter commands. In this way, even if the first or second condition is met, if the player is unable to input the type information of the arm toy body or leg toy body within the first or second predetermined time, the player will be at a significant disadvantage in the game that continues from there, thus providing a more thrilling game and encouraging the player to purchase and prepare many arm toy bodies and leg toy bodies.

[0109] It should be noted that the present invention is not limited to the embodiments described above, and any modifications, improvements, etc., that can achieve the objectives of the present invention are included within the scope of the present invention. For example, in the third and fourth embodiments, if the program execution means 3 stores a history of type information entered during the game, and the type information entered into the information input means 31 during the game has already been entered once during the game (i.e., it is stored in the history or used to generate the main character image), the information input determination means 2 may not determine that type information has been entered, or may determine that the input has failed. In this way, players can be encouraged to purchase and prepare more toys so that they can enter more type information during the game. Alternatively, if the program execution means 3 determines that the type information entered into the information input means 31 during the game has already been entered once or more times during the game (i.e., it is stored in the history or used to generate the main character image), the program execution means 3 may perform some processing on the character image data read out by the entered type information, or read out completely different character image data. Furthermore, even if the character image data is the same, the parts of the character data that contain the character image data other than the character image data itself (such as effect data that determines the effects exerted in the game) may be processed (for example, so that the effect is doubled). Moreover, by deliberately having the player re-enter type information that has already been entered at least once in the game (i.e., information stored in the history or used to generate the current main character image), the success or failure of actions in the game may be determined in parallel. For example, in the game shown in Figure 8, even if the player's attack command input fails, if the input of type information for the right arm toy body is successful, the judgment that the attack command input was successful may be overturned. In this embodiment, type information is attached to all toy parts that make up the toy doll, but this information may be attached to only some of the toy parts that make up the toy doll. [Explanation of Symbols]

[0110] 1. Information input means 2. Information input determination means 3. Program execution means 4. Program storage means 5. Data storage means 6 Condition determination means 7 Image display control means 8 Image display means base 10 game devices 11 cabinets 13 Scanners 15 Display screen 17 Operation buttons 19 connection ports 30,40 toy doll 31,41 Torso Toy Body 33, 43a, 43b Left arm toy body 35, 45a, 45b Right arm toy body 37,47a,47b,47c Leg toy concrete

Claims

1. A game device comprising: an operation input means capable of receiving multiple operation inputs; a data storage means storing multiple game data; a program storage means storing a game program; and a means for reading game data from the data storage means based on the game program, and executing a game that progresses through operation inputs from the operation input means using the read game data, It has an information input means capable of inputting the type information of at least one toy body out of two or more toy bodies, each of which is assigned type information to identify its type. The data storage means stores multiple character data sets, which are associated with toy type information, as multiple game data sets. Furthermore, the game device A condition determination means for determining whether or not the first condition is met during the game, An information input determination means determines whether or not toy type information has been input to the information input means within a predetermined time from the time the condition determination means determines that the first condition has been met, The image display means includes an image display control means capable of displaying character images, A correspondence is established between the character data and some of the multiple operation inputs that can be input from the operation input means. The means for executing the aforementioned game is, When the information input determination means determines that toy type information has been input within a predetermined time from the time the condition determination means determined that the first condition has been met, it reads the character data associated with the input toy type information from the data storage means. The image display control means displays character image data corresponding to the character data read from the data storage means on the image display means. A game device characterized in that, if the information input determination means does not determine that toy type information has been input within a predetermined time from the time the condition determination means determines that the first condition has been met, it can disable some of the multiple operation inputs for which the correspondence relationship has been set.

2. The data storage means stores the character image data as character data stored in association with the type information of the toy body. Furthermore, the game device includes the image display means and the image display control means which displays character images on the image display means based on game data stored in the data storage means. The means for executing the game reads out character image data associated with the input toy type information from the data storage means when the information input determination means determines that toy type information has been input to the information input means within the predetermined time from when the condition determination means determines that the first condition has been met during the game. The image display control means controls the image display control means to display the character image based on the read character image data on the image display means. The game device according to claim 1, characterized in that it is a game device.

3. The image display control means is capable of displaying a main character image on the image display means based on game data stored in the data storage means. The game device according to claim 2, characterized in that the means for executing the game can use a character image based on character image data associated with toy type information input to the information input means as the main character image.

4. A toy body that is used in a game device according to any one of claims 1 to 3, and which is formed by combining a plurality of sub-toy bodies, each of which is also equipped with the aforementioned type information, to create a shape that resembles a character.

5. A computer comprising: an operation input means capable of receiving multiple operation inputs; a data storage means storing multiple game data; an image display control means for displaying images on an image display means; and a program that causes a computer to function as a means for reading game data from the data storage means based on a game program, and executing a game that progresses through operation inputs from the operation input means using the read game data, Furthermore, the computer is configured to function as an information input means capable of inputting the type information of at least one toy from among two or more toy bodies, each of which is assigned type information to identify its type. The data storage means is configured to store multiple character data sets, each associated with toy type information, as multiple game data sets, and the computer is configured to function as a condition determination means for determining whether a first condition is met during the game, and as an information input determination means for determining whether toy type information has been input to the information input means within a predetermined time from the time the condition determination means determines that the first condition is met. A correspondence is established between the character data and some of the multiple operation inputs that can be input from the operation input means. A game program in which the means for executing the game determines, when the information input determination means determines that toy type information has been input within a predetermined time from the time the condition determination means determines that the first condition has been met, reads character data associated with the input toy type information from the data storage means, the image display control means displays character image data corresponding to the character data read from the data storage means on the image display means, and when the information input determination means does not determine that toy type information has been input within a predetermined time from the time the condition determination means determines that the first condition has been met, causes the computer to function in such a way that some of the multiple operation inputs for which the correspondence relationship has been set cannot be input.

6. The aforementioned data storage means stores character image data as character data stored in association with toy type information. Furthermore, the computer is configured to function as an image display means and an image display control means that displays character images on the image display means based on game data stored in the data storage means. If the means for executing the game determines that toy type information has been input to the information input means within the predetermined time from the time the condition determination means determines that the first condition has been met during the game, then the means for executing the game reads character image data associated with the input toy type information from the data storage means. The game program according to claim 5, which causes a computer to function to control the image display control means to display a character image based on the character image data read out on the image display means.

7. The image display control means is capable of displaying a main character image on the image display means based on game data stored in the data storage means. The game program according to claim 6, which causes a computer to function such that the means for executing the game can use a character image based on character image data associated with toy type information input to the information input means as the main character image.

8. A toy body that is made to resemble a character by combining a plurality of sub-toy bodies, each of which is equipped with the type information usable on a computer on which the game program according to any one of claims 5 to 7 is executed.

Citation Information

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