Abstract:
A game system comprises a first storing device storing data for identifying strength and weakness of characters belonging to a player and an opponent; a first display control device for displaying a first game picture which expresses a state of a competitive game in which the player and the opponent compete by using the characters; an outcome determining device for determining an outcome of the competitive game based on the data stored in the first storing device; a second storing device storing data for identifying, with respect to a plurality of areas defined by dividing a predetermined field into a matrix, that each of the areas belongs to a territory of the player or the opponent; a second display control device for displaying a second game picture, on which the field is expressed in such a manner that the territory belonging to the player can be differentiated from the territory belonging to the opponent, based on the data stored in the second storing device; and a data updating device for changing the data in the second storing device so that, when the player won the competitive game, there is a first change relating to the win, in that the territory belonging to the player increases, and in addition, there is a second change relating to the increase of the territory, in that at least one of the areas which is in a predetermined positional relationship with an increased part of the territory by the first change and an acquired part of the territory already belonging to the player is switched to the territory belonging to the player. Therefore, the game system prevents difficulty in determining the outcome of the game, while eliminating monotony thereof.

Description:
BACKGROUND OF THE INVENTION 
     1. Field of the Invention 
     The present invention relates to a game system capable of performing a game in which a player and his or her opponent use characters such as cards, and the outcome of the game is decided based on the strength of the characters. 
     2. Description of the Related Art 
     As one type of game executed in a video game system, there is widely known a card game in which a predetermined number of cards, such as trumps, having strength determined beforehand are dealt out to each of a player and his or her opponent (for instance, a computer), the player and the opponent then show their arbitrary cards, and the outcome is decided based on the strength and weakness of the cards. 
     The rules of the above game are simple, so that many players can become used to the game easily and play casually. However, this simplicity leads to the game being monotonous and becoming quickly tiresome. There are card games in which the outcome is determined according to complex rules in order to eliminate monotony, but this complexity makes the game difficult for an inexperienced player to follow, with the result that the game appeals only to a certain type of player. 
     SUMMARY OF THE INVENTION 
     It therefore is an object of the present invention to provide a game system which eliminates game monotony while preventing the outcome of the game from being difficult to determine, and a computer-readable recording medium used in the game system. 
     A first aspect of the present invention provides solution to the problems mentioned above by providing a game system comprising a first storing device storing data for identifying strength and weakness of characters belonging to a player and an opponent; a first display control device for displaying a first game picture which expresses a state of a competitive game in which the player and the opponent compete by using the characters; an outcome determining device for determining an outcome of the competitive game based on the data stored in the first storing device; a second storing device storing data for identifying, with respect to a plurality of areas defined by dividing a predetermined field into a matrix, that each of the areas belongs to a territory of the player or the opponent; a second display control device for displaying a second game picture, on which the field is expressed in such a manner that the territory belonging to the player can be differentiated from the territory belonging to the opponent, based on the data stored in the second storing device; and a data updating device for changing the data in the second storing device so that, when the player won the competitive game, there is a first change relating to the win, in that the territory belonging to the player increases, and in addition, there is a second change relating to the increase of the territory, in that at least one of the areas which is in a predetermined positional relationship with an increased part of the territory by the first change and an acquired part of the territory already belonging to the player is switched to the territory belonging to the player. 
     In this game system, the outcome of the competitive game executed on the first picture can be determined easily by reading out preset strengths of the characters from the data in the first storing device and comparing them, the winner being the stronger one. In the competitive game, when the player wins, the player&#39;s territory within the second picture is enlarged in correspondence with his win. Moreover, since the enlargement of the territory is carried out by two types of changes, comprising the first change relating to the win of the competitive game and the second change accompanying the first change, the enlargement can be varied in many ways, eliminating monotony of the game. 
     The above game system may further comprise an auxiliary character allocating device for allocating at least one auxiliary character to at least one of the player and the opponent when the competitive game is played, said auxiliary character being able to be used in combination with at least one of the characters; and a third storing device storing data for identifying effects of the auxiliary character on the competitive game, and the outcome determining device may determine the outcome of the competitive game by considering the data stored in the third storing device. 
     According to this embodiment, in addition to the strength of the player&#39;s characters and his or her opponent&#39;s characters, the influence of the auxiliary characters can be incorporated as a third element effecting the outcome of the competitive game. Therefore, the competitive game can be further varied. 
     The auxiliary character allocating device may allocate a plurality of auxiliary characters as said at least one auxiliary character to the player; and a combination selecting device may select a combination of the characters and the auxiliary characters, based on an instruction from the player. 
     According to this embodiment, the player is able to choose which auxiliary character to combine with his or her characters, and by applying conditions, such as changing the effect of each auxiliary character in compliance with the combination, the strategic quality of the game can be improved. 
     The data updating device may extract said at least one of the areas which is enclosed within the field vertically, horizontally or diagonally by the increased part and the acquired part of the territory, and change the data in the second storing device so that said extracted at least one of the areas is switched to the territory belonging to the player. 
     According to this embodiment, when the player&#39;s territory increases as a result of winning the competitive game, the area which is enclosed between the increased part and the acquired part of the territory is switched so that it belongs to the player, enabling enlargement of the territory to proceeds immediately, further varying the progression of the game. 
     The game system may further comprise a next potential area selecting device for selecting one of the areas as a potential next area which can potentially be changed to the territory belonging to the player in compliance with an instruction of the player, in advance of an execution of the competitive game, and when the player has won the competitive game after the potential next area has been selected, in a first change relating to this win, the data updating device may change the data in the second storing device so that the potential next area selected by the next potential area selecting device becomes the territory belonging to the player. 
     According to this embodiment, when the player has on the game, he or she can select in advance the area which will be switched to the territory belonging to the player, thereby enabling the intentions of the player to be reflect in territory enlargement. 
     Selection of the next area by the next potential area selecting device and the competitive game may be repeated until all of the areas within the field are switched to the territory belonging to the player. 
     According to this embodiment, the game can be repeated until all the areas in the field belong to the player, lengthening the time over which the player&#39;s interest in the game is maintained. 
     The potential next area which can be selected by the next potential area selecting device in advance of one turn of the competitive game may be restricted to a part of the areas within the field. 
     According to this embodiment, a fixed restriction is applied to territory enlargement, giving the order of territory enlargement a strategic nature. Consequently, the progression of the game is more varied. 
     A second aspect of the present invention provides solution to the problems mentioned above by providing a game system comprising a first storing device storing data for identifying strength and weakness of a plurality of characters belonging to each of a player and an opponent; a first display control device for displaying a first game picture which expresses a state of a competitive game in which the player and the opponent compete by using the characters in a predetermined order; an order indicating device for indicating the order in which the player uses the characters in the competitive game; an outcome determining device for determining an outcome of the competitive game based on the data stored in the first storing device; a second storing device storing data for identifying, with respect to a plurality of areas defined by dividing a predetermined field into a matrix, that each of the areas belongs to a territory of the player or the opponent; a second display control device for displaying a second game picture, on which the field is expressed in such a manner that the territory belonging to the player can be differentiated from the territory belonging to the opponent, based on the data stored in the second storing device; and a data updating device for changing the data in the second storing device so that, when the player won the competitive game, there is a first change relating to the win, in that the territory belonging to the player increases, and in addition, there is a second change relating to the increase of the territory, in that at least one of the areas which is in a predetermined positional relationship with an increased part of the territory by the first change and an acquired part of the territory already belonging to the player is switched to the territory belonging to the player. 
     According to this game system, multiple characters belonging to the player are repeatedly used in an order indicated by the player, and the outcome of the competitive game is determined in accordance with the strength and weakness of these characters and characters repeatedly used by the opponent. The quality of the game can be further improved by incorporating the order in which characters are used as one element in determining the outcome of the game. 
     In the above game system, the outcome determining device may comprise an individual outcome determining device for determining an individual outcome of a match between the characters each time the player and the opponent use the characters in accordance with a predetermined order, based on the data stored in the first storing device; and a general outcome determining device for determining the outcome of the competitive game between the player and the opponent based on a result of a plurality of determinations of the individual performance determining device. 
     According to this embodiment, the outcomes of the match between the individual characters and the outcome of the game between the player and his or her opponent are separately determined, making it possible to show these outcomes to the player and enable him or her to understand how the game is progressing. 
     The game system may further comprise a use order changing device for changing use order of the characters of the player based on an instruction from the player. 
     According to this invention, it is possible to change the order in which the characters are used in accordance with the state of the game, thereby more greatly reflecting the player&#39;s intentions in the development of the game. 
     The game system may further comprise an auxiliary character allocating device for allocating at least one auxiliary character to at least one of the player and the opponent when the competitive game is played, said auxiliary character being able to be used in combination with at least one of the characters; and a third storing device storing data for identifying effects of the auxiliary character on the competitive game, and the outcome determining device may determine the outcome of the competitive game by considering the data stored in the third storing device. 
     According to this embodiment, in addition to the strength of the player&#39;s characters and his or her opponent&#39;s characters, the influence of the auxiliary characters can be incorporated as a third element effecting the outcome of the competitive game. Therefore, the competitive game can be further varied. 
     The auxiliary character allocating device may allocate a plurality of auxiliary characters as said at least one auxiliary character to the player; and a combination selecting device may select a combination of the characters and the auxiliary characters, based on an instruction from the player. 
     According to this embodiment, the player is able to choose which auxiliary character to combine with his or her characters, and by applying conditions, such as changing the effect of each auxiliary character in compliance with the combination, the strategic quality of the game can be improved. 
     The data updating device may extract said at least one of the areas which is enclosed within the field vertically, horizontally or diagonally by the increased part and the acquired part of the territory, and change the data in the second storing device so that said extracted at least one of the areas is switched to the territory belonging to the player. 
     According to this embodiment, when the player&#39;s territory increases as a result of winning the competitive game, the area which is enclosed between the increased part and the acquired part of the territory is switched so that it belongs to the player, enabling enlargement of the territory to proceeds immediately, further varying the progression of the game. 
     The game system may further comprise a next potential area selecting device for selecting one of the areas as a potential next area which can potentially be changed to the territory belonging to the player in compliance with an instruction of the player, in advance of an execution of the competitive game, and when the player has won the competitive game after the potential next area has been selected, in a first change relating to this win, the data updating device may change the data in the second storing device so that the potential next area selected by the next potential area selecting device becomes the territory belonging to the player. 
     According to this embodiment, when the player has on the game, he or she can select in advance the area which will be switched to the territory belonging to the player, thereby enabling the intentions of the player to be reflect in territory enlargement. 
     Selection of the next area by the next potential area selecting device and the competitive game may be repeated until all of the areas within the field are switched to the territory belonging to the player. 
     According to this embodiment, the game can be repeated until all the areas in the field belong to the player, lengthening the time over which the player&#39;s interest in the game is maintained. 
     The potential next area which can be selected by the next potential area selecting device in advance of one turn of the competitive game may be restricted to a part of the areas within the field. 
     According to this embodiment, a fixed restriction is applied to territory enlargement, giving the order of territory enlargement a strategic nature. Consequently, the progression of the game is more varied. 
     According to a third aspect of the present invention, there is provided a computer-readable recording medium, in which a program for executing a predetermined game with referring to first data and second date is recorded, said first date is prepared for identifying strength and weakness of characters belonging to a player and an opponent, said second data is prepared for identifying, with respect to a plurality of areas defined by dividing a predetermined field into a matrix, that each of the areas belongs to a territory of the player or the opponent, and said program is read out by a computer and causes the computer to execute the steps of: displaying a first game picture which expresses a state of a competitive game in which the player and the opponent compete by using the characters; determining an outcome of the competitive game based on the first data; displaying a second game picture, on which the field is expressed in such a manner that a territory belonging to the player can be differentiated from the territory belonging to the opponent, based on the second data; and changing the second data so that, when the player won the competitive game, there is a first change relating to the win, in that the territory belonging to the player increases, and in addition, there is a second change relating to the increase of the territory, in that at least one of the areas which is in a predetermined positional relationship with an increased part of the territory by the first change and an acquired part of the territory already belonging to the player is switched to the territory belonging to the player. 
     According to this invention, the game system of the first aspect can be realized by using a computer to read out and execute the program recorded in the recording medium. 
     According to a fourth aspect of the present invention, there is provided a computer-readable recording medium, in which a program for executing a predetermined game with referring to first data and second date is recorded, said first date is prepared for identifying strength and weakness of a plurality of characters belonging to each of a player and an opponent, said second data is prepared for identifying, with respect to a plurality of areas defined by dividing a predetermined field into a matrix, that each area belongs to the player or to the opponent, and said program is read out by a computer and causes the computer to execute the steps of; displaying a first game picture which expresses a state of a competitive game in which the player and the opponent compete by using the characters in a predetermined order; determining an outcome of the competitive game based on the first data; displaying a second game picture, on which the field is expressed in such a manner that the territory belonging to the player can be differentiated from the territory belonging to the opponent, based on the second data; and changing the second data so that, when the player won the competitive game, there is a first change relating to the win, in that the territory belonging to the player increases, and in addition, there is a second change relating to the increase of the territory, in that at least one of the areas which is in a predetermined positional relationship with an increased part of the territory by the first change and an acquired part of the territory already belonging to the player is switched to the territory belonging to the player. 
     According to this invention, the game system of the second aspect can be realized by using a computer to read out and execute a program recorded in the recording medium. 
     In the above invention, the characters can be created on the picture by forms such as cards, pieces and blocks. The recording medium comprises a CD-ROM, a RAM, a ROM, a hard disk, a floppy disk, optical magnetic disk or the like. 
    
    
     BRIEF DESCRIPTION OF THE DRAWINGS 
     FIG. 1 is a block diagram showing a schematic configuration of a control system provided in the game system of the present invention; 
     FIG. 2 is a diagram showing an initial state of a map picture displayed in a game executed in the game system of FIG. 1; 
     FIG. 3 is a diagram showing a state when the player&#39;s territory has been enlarged in comparison with the state of FIG. 2; 
     FIG. 4 is a diagram showing a monster selection picture displayed in the game executed in the game system of FIG. 1; 
     FIG. 5 is a diagram showing a monster detail picture displayed in the game executed in the game system of FIG. 1; 
     FIG. 6 is a diagram showing a battle picture displayed in the game executed in the game system of FIG. 1; 
     FIG. 7 is a diagram showing an atmospheric pressure card picture displayed in the game executed in the game system of FIG. 1; 
     FIGS. 8A and 8B are diagrams to explain the contents of data identifying positions on the map picture of FIG. 2, which the player can select and their order of selection; 
     FIGS. 9A to  9 D are diagrams showing various kinds of data used in the game system of FIG. 1; 
     FIG. 10 is a flowchart showing a procedure of a main routine performed by a CPU in the game system of FIG. 1; 
     FIG. 11 is a flowchart showing a game procedure performed by the CPU as a subroutine of the procedure of FIG. 10; 
     FIG. 12 is a flowchart showing a battle preparation procedure performed by the CPU as a subroutine of the procedure of FIG. 11; 
     FIG. 13 is a flowchart showing a battle procedure performed by the CPU as a subroutine of the procedure of FIG. 11; 
     FIG. 14 is a flowchart continuing from FIG. 13; and 
     FIG. 15 is a flowchart continuing from FIG.  14 . 
    
    
     DESCRIPTION OF THE PREFERRED EMBODIMENTS 
     FIG. 1 is a block diagram showing a schematic configuration of a control system provided in the game system to which the present invention is applied. This game system comprises a CPU  1 , mainly comprising a microcomputer, for controlling operations and carrying out various calculations required during the game; an input device  2  for outputting signals in correspondence with an operation carried out by the player; a ROM  3  in which programs and data for controlling basic operations of the game system such as activation have been written; a RAM  4  in which programs and data required during the game are written whenever necessary; a graphics processing unit  5  for drawing a desired picture on a screen of a monitor  6  in compliance with a command from the CPU  1 ; and a sound processing unit  7  for outputting a desired sound from an audio speaker  8  in compliance with a command from the CPU  1 . The CPU  1  is electrically connected, through a bus  9 , to the input device  2 , the ROM  3 , the RAM  4 , the graphics processing unit  5  and the sound processing unit  7 . 
     A directional switch  2   a , for instructing movements of a cursor and the like displayed on the screen of the monitor  6  in the vertical and horizontal directions thereof, and an appropriate number of pushbutton switches  2   b  . . .  2   b  are provided to the input device  2 . An external storage medium  10  is electrically connected to the bus  9  so as to be freely detachable therefrom. The external storage medium  10  comprises a ROM  10   a  in which programs and data required for the game are stored, and a RAM  10   b  capable of storage-holding, in which mid-game data and the like are saved. 
     FIGS. 2 to  7  show examples of pictures displayed during a game executed in accordance with a game program stored in the ROM  10   a . Below, a summary of the game will be explained with reference to these diagrams. 
     In the game executed by the game system of the present embodiment, a “high pressure army” is operated by the player using the input device  2 , a “low pressure army” is operated by the CPU  1 , and the two armies battle each other while changing their positions within a map picture  100  (FIG.  2 ), with the result that the high pressure army increases its camp  101  (FIG.  3 ). 
     As shown in FIGS. 2 and 3, the map picture  100  is divided into a total of 90 squares (areas), there being nine horizontal rows and ten vertical columns. At the start of the game, as shown in FIG. 2, clouds  102  are displayed in all the squares. This represents the fact that all the squares of the map picture  100  are ruled by the low pressure army, and as a consequence the entire earth surface is clouded over. Furthermore, a main character  103  is displayed on the map picture  100  for representing the present position at which the “high pressure army” is disposed. At the start of the game, the main character  103  is displayed at an initial position fixed at the bottom left corner of the map picture  100  (FIG.  2 ). Then, as the camps  101  increase, the main character  103  sequentially moves, gradually removing the clouds  102  and revealing the earth surface (FIG.  3 ). 
     A cursor  104  is displayed at a square to which the main character  103  may potentially move. When the player uses the input device  2  to select the next position to move to on the map picture  100 , the battle picture  200  of FIG. 6 is displayed after a predetermined procedure. In the battle picture  200 , there are displayed monster cards  210  and  220 , which belong respectively to the high pressure army and the low pressure army, and an atmospheric pressure data card  230 , which is used in combination with these monster cards  210  and  220 . The atmospheric pressure data card  230  is displayed only when required. 
     During the battle stage, each army can have five monster cards  210  or  220 , and five atmospheric pressure data cards  230  are dealt out to each army. In one battle, each army lays one monster card  210  and  220 . Furthermore, the player and the CPU  1  each select one card from the five atmospheric pressure data cards  230  to be used in combination with the monster cards  210  and  220 . Then, the outcome is decided based on the strength of the monster cards  210  and  220  and the effect of the atmospheric pressure data cards  230  combined with them. The strength of the monster cards  210  and  220  is expressed in hectopascals (hereinafter HP) which is the unit of atmospheric pressure. The strength of the monster card  210  of the high pressure army increases with increasing the value of the HP, while the strength of the monster card  220  of the low pressure army increases with decreasing the value of the HP. 
     The battle picture  200  includes data display sections  240  and  241  which show the names and strengths of the monster cards  210  and  220 . Furthermore, card icons  250 , corresponding to the five monster cards  210  . . .  210  belonging to the high pressure army, are displayed from left to right in order of battle sequence below the monster cards  210  of the high pressure army. In addition, icons  260  and  261 , each showing battle result, are displayed below each of the card icons  250 . The card icon  250  which corresponds to the winning card  210  is displayed with a white icon  260 , and the card icon  250  which corresponds to the losing card  210  is displayed with a black icon  261 . When the two armies draw, neither of the icons  260  and  261  is displayed. The monster cards  210  and  220  which are enlarged on the picture  200  are used in the present battle sequence, and the card icon  250  which corresponds to the enlarged monster card  210  temporarily disappears. In the picture shown in FIG. 6, the card icon  250  which is fourth from the left is disappeared. This indicates that the fourth monster card  210  is presently battling. 
     The battle is repeated at one battle position on the map picture  100  no further than the fifth monster card  210  and  220  (fifth battle sequence) held by each army. If the high pressure army is the first to win three, the high pressure army is the winner, and at this battle position becomes the camp  101  of the high pressure army. In the map picture  100 , these camps  101  are shown by the symbol “H” (FIG.  3 ). When the cloud  102  is enclosed by a pair of high pressure army camps  101  and  101  in the vertical, horizontal or diagonal direction on the map picture  100 , that cloud  102  disappears therefrom so that the territory belonging to the high pressure army is enlarged. When the cloud  102  disappears, the earth surface which was covered by it is displayed on the map picture  100 . When all the clouds  102  have been removed, the map picture  100  is cleared and the battle proceeds to the next map picture  100 . The game ends when a predetermined number of map pictures  100  . . .  100  prepared beforehand have all been cleared. 
     In the above game, a fixed limit is imposed beforehand on both the positions of squares to which the high pressure army can move in each map picture  100 , and the order of its movements. An example of this limitation will be explained using FIGS. 8A and 8B. 
     As shown in FIG. 8A, in the present game, the squares of the map picture  100  are managed using numbers 0 to 9 of rows from top to bottom, and numbers 00 to 09 of columns from left to right. Then, position numbers 00 to 13 are assigned to positions which can be selected as battle positions within the ninety squares. The position number 00 represents the start position. Furthermore, as shown in FIG. 8B, each position number is associated with other two position numbers of the potential next positions which can be selected as the next battle position when the high pressure army has won (cleared) at each battle position. For instance, when the high pressure army has won at the position numbered 00, the high pressure army can only move to the square with the position numbered 02 or 04. As is clear from FIG. 8A, the position number 02 is the square with the row number  6  and the column number 01, and similarly, the row number and the column number of the corresponding square for the position number 04 can be identified by referring to the data shown in FIG.  8 A. The data representing the relation between the position numbers and the row and the column numbers of the squares shown in FIG. 8A, and the data representing the relation between the position numbers and the potential next positions shown in FIG. 8B, are stored in the ROM  10   a  in correspondence with each map picture  100 . 
     Furthermore, data relating to the monster cards  210  and  220  and the atmospheric pressure data cards  230  is prepared beforehand and stored in the ROM  10   a . FIG. 9A shows an example of data relating to monster cards  210  of the high pressure army, FIG. 9B shows an example of data relating to monster cards  220  of the low pressure army, and FIG. 9C shows an example of data relating to the pressure data cards  230 . 
     As clearly shown in FIGS. 9A and 9B, the data relating to the monster cards  210  and  220  includes a monster number, a name, an attribute and strength (HP) in association with each monster number, and comments and the like to be displayed in relation to that monster. In this game, when the high pressure army wins, the monster cards  220  of the defeated low pressure army are changed to the monster cards  210  of the high pressure army, and can be used in subsequent battles. Therefore, the data relating to the monster cards  220  of the low pressure army includes information identifying which of the high pressure army monster cards  210  the monster cards  220  should be changed to. For instance, in FIG. 9B, the monster card number 035 is registered with a post-change monster number of 001, signifying that the monster card  220  of the number 035 changes to the monster card  210  of the number 001 of the high pressure army. 
     As clearly shown in FIG. 9C, the data relating to the atmospheric pressure data cards  230  comprises a data number, a name, an effect, a special effect condition and a special effect in association with the data number, and comments and the like to be displayed in relation to that monster. For instance, the atmospheric pressure data card  230  of the number 000 has a name “light data 01”, and its effect is to raise the strength of a monster card  210  by  1 HP. Furthermore, the condition of its special effect is that it must be combined with a monster card  210  having the attribute of “Light”, and its special effect is to raise the strength of the monster card  210  by 2 HP. 
     As is clear from FIG. 9C, the atmospheric pressure data cards  230  include an “armor card” (for instance, the data number 020). Like other atmospheric pressure data cards  230 , the armor card increases the HP of the monster cards  210  and  220  by a predetermined value, but whereas other pressure data cards can only be used in one battle, the armor card can be repeatedly used in subsequent battles as long as it is not substituted by the other armor card. Furthermore, there is a special type of the armor card called an “armor improving card” whose effect will be explained later. Moreover, image data (not shown in the figures), for displaying images of the monster cards  210  and  220  and the atmospheric pressure data cards  230 , is stored in the ROM  10   a  in association with the monster numbers and data numbers. 
     FIGS. 10 to  15  show control procedures of the game executed by the CPU  1 . When a power switch (not shown in the figures) is operated to supply electrical power into the game system, the CPU  1  starts the procedure shown in FIG.  10 . In this procedure, firstly, predetermined start-up processing is carried out in compliance with a program and data in the ROM  3  (Step S 1 ); next, an opening picture (or a animation), predetermined in compliance with a program and data stored in the external storage medium  10 , is displayed (Step S 2 ). At the end of this opening picture, the player is asked to choose whether to start a new game, or to restart a game midway based on data saved in the RAM  10   b.    
     After the opening picture has been displayed, the CPU  1  determines whether a predetermined selection operation has been performed by the player using the input device  2  (Step S 3 ), and if such an operation has been performed, the CPU  1  determines whether or not the player has selected to start a new game (Step S 4 ), and if the player has selected a new game, the CPU  1  reads out predetermined initial data from the ROM  10   a  and stores it in the RAM  4  (Step S 5 ). On the other hand, when the CPU  1  has determined that a new game has not been selected in Step S 4 , the CPU  1  checks data saved in the RAM  10   b  (Step S 6 ); then, it determines whether or not data for restarting a game midway has been saved (Step S 7 ). If such data exists, the CPU  1  reads the saved data and stores it in the RAM  4  (Step S 8 ), and if there is no saved data, the CPU  1  advances the procedure to Step S 5  and loads the initial data. 
     When executing Step S 5  and Step S 8 , data for determining the present position of the high pressure army (the display position of the main character  103 ) on the map picture  100 , whether or not each of the battle positions on the map picture  100  (the positions numbered 00 to 13 in FIG. 8A) is a camp  101  of the high pressure army, and whether or not each square on the map picture  100  is covered by a cloud  102 , are stored in the RAM  4 . Furthermore, data showing the organization of the high pressure army is stored in the RAM  4 . As for instance shown in FIG. 9D, this organization data is for specifying the monster numbers of the monster cards  210  which can presently be selected by the high pressure army from among the great number of the monster cards  210  stored in the ROM  10   a , and the numbers of the armor data attached to these selectable monster cards  210 . Where no armor number is associated with the monster number, this signifies that no armor is attached to the monster. The player is able to select five numbers from the monster numbers registered in this high pressure army organization data, and can use these for battling. Orders  1  to  5  are registered for the five selected monster numbers in compliance with their battle sequence. The initial organization data stored in the ROM  10   a  is loaded to the RAM  4  when Step S 5  of FIG. 1 has been carried out. 
     When the data has been loaded to the RAM  4 , the CPU  1  displays on the monitor  6  a predetermined game picture for the game about to start (Step S 9 ), and then shifts to the game procedure (Step S 10 ). When the game has been processed, the CPU  1  returns the procedure to Step S 2 . 
     FIG. 11 shows the game procedure. In this game procedure, firstly, the display of the map picture  100  is updated based on the distribution of the camps  101  and the clouds  102 , and the present position of the high pressure army on the map picture  100  stored in the RAM  4  (Step S 101 ). The map picture  100  appears on the screen of the monitor  6  when this processing is first performed after starting a new game or restarting the game. 
     After the display has been updated, the CPU  1  determines whether or not the player has performed a predetermined save operation using the input device  2  (Step S 102 ), and if so, data required in order to restore the data stored in the RAM  4  is saved in the RAM  10   b  at that point (Step S 103 ), and thereafter, the CPU 1  advances the procedure to Step S 104 . If no save operation has been carried out, the CPU  1  skips Step S 103  and advances the procedure to Step S 104 . In Step S 104 , the CPU  1  determines whether or not the player has performed a predetermined end operation using the input device  2 , and if so, the game ends and the procedure returns to the procedure of FIG.  10 . If there is no end operation, the procedure advances to Step S 105 . 
     In Step S 105 , it is determined whether the player has used the input device  2  to select a position to which he or she next wants to forward on the map picture  100 , and when no selection operation has been made, the procedure returns to Step S 102 . If a position has been selected in Step S 105 , the position is stored in the RAM  4  as the next battle position, and thereafter a battle preparation procedure and a battle procedure are sequentially carried out (Step S 106  and Step S 107 ). When the battle procedure is completed, it is determined whether the map picture  100  displayed on the monitor  6  has been completed, that is, whether all the clouds  102  have been removed on the basis of the data for specifying the distribution of the clouds  102  stored in the RAM  4  (Step S 108 ), and if it has not been completed, the procedure returns to Step S 102 . When it has been determined that one map picture  100  has been completed, the procedure advances to Step S 109  where it is determined whether or not all the map pictures  100  stored in the ROM  10   a  have been completed. If they have not been completed, the next map picture  100  is specified as a battle region in compliance with a predetermined sequence (Step S 110 ), and thereafter, the procedure returns to Step S 101 . When all the map pictures  100  have been completed, the procedure advances to Step S 111  where a predetermined ending picture is displayed on the monitor  6 . Consequently, the game procedure is completed and the CPU  1  returns the processing to the procedure of FIG.  10 . 
     FIG. 12 shows in detail the battle preparation procedure of FIG. 11 (Step S 106 ). In this battle preparation procedure, firstly, the monster selection picture  300  of FIG. 4 is displayed on the monitor  6  (Step S 201 ). This selection picture  300  displays the names and the strength of the five monsters, which are associated with the battle orders 1 to 5 in the organization data of the high pressure army stored in the RAM  4 , so as to be arranged from top to bottom in the picture according to their battle order. Furthermore, a command display portion  301  is provided at the bottom of the selection picture  300  to display commands which can be selected during the battle preparation procedure. 
     After the selection picture  300  has been displayed, it is determined whether the player has operated the input device  2  to request a battle start (Step S 202  in FIG.  12 ). When the battle start is not requested, it is determined whether the player has requested through the input device  2  to show monster details, to change monster, or to change order (Steps S 203 , S 204  and S 205 ). When all these are found to be negative, the procedure returns directly to Step S 202 . 
     When it is determined as affirmative at Step S 203 , a monster detail picture  400  (FIG.  5 ), showing contents of the monster card  210 , is displayed on the monitor  6  (Step S 211 ). This picture  400  displays the monster card  210  indicated at the cursor  302  of the selection picture  300  (see FIG.  4 ), a data section  402  in which the name and the strength of that monster card  210  are shown, and a comment section  403  about the monster card  210 . The image of the card  210  and the contents of the sections  402  and  403  are decided based on data stored in the ROM  10   a  (see FIGS. 9A to  9 D). After the monster detail picture  400  has been displayed, it is determined whether the player has requested cancellation of the display through the input device  2  (Step S 212  of FIG.  12 ), and when cancel is requested, the procedure returns to Step S 202 . 
     When Step S 204  of the procedure in FIG. 12 is affirmed, the CPU changes the monster indicated by the cursor  302  among the monsters displayed on the selection picture  300  to another monster. The new monster is selected from among the monsters which are not associated with the orders in the high pressure army organization data stored in the RAM  4  (see FIG.  9 D). 
     Furthermore, when it is determined as affirmative at Step S 205 , the CPU  1  changes the order of the monsters displayed on the monster selection picture  300  in correspondence with an operation of the input device  2  (Step S 222 ). Then, after the processing of Steps S 221  and S 222 , the high pressure army organization data in the RAM  4  is updated to reflect these changes (Step S 223 ), and thereafter the CPU  1  returns the procedure to Step S 202 . Then, in Step S 202 , when it is determined that the player has requested the battle start by operating the input device  2 , the battle preparation procedure ends and the CPU  1  advances the procedure to Step S 107 . 
     The battle procedure in Step S 107  is executed according to the procedure shown in FIG. 13 to FIG.  15 . In this procedure, data showing organization of the low pressure army at the next battle position, selected in Step S 105  of FIG. 10, is read out from the ROM  10   a  and stored in the RAM  4  (Step S 301 ), and five atmospheric pressure data cards  230  . . .  230 , to be dealt out respectively to the high pressure army and the low pressure army, are determined and stored in the RAM  4  (Step S 302 ). Then, the number of battles stored in the RAM  4  is set to 1, and the numbers of wins and losses are each set to 0 (Step S 303 ). 
     After this, data is obtained for the monster cards  210  and  220  of the high pressure army and the low pressure army which correspond with the present battle number (Step S 304 ). For instance, if this is the first battle, the monster number with the order  1  is identified from the data stored in the RAM  4 , which shows the organization of both the high pressure army and the low pressure army, and the name and HP and the like of each of the monster cards  210  and  220  which corresponds to this monster number is obtained from the data in the ROM  10   a , and are written in a predetermined region of the RAM  4 . 
     Next, the contents of the battle picture  200  are updated to correspond with the present battle number (Step S 305 ). The battle picture  200  is displayed at this step when in the first battle. Thereafter, it is determined whether the player has selected the atmospheric pressure data card  230  to use during this battle (Step S 306 ). For instance, the five pressure data cards  230  dealt out to the high pressure army are sequentially displayed on the monitor  6  in correspondence with a predetermined operation of the input device  2 , and, when the player performs a predetermined operation using the input device  2 , it is determined that the atmospheric pressure data card  230  being displayed on the monitor  6  at that point is the one selected by the player. 
     When it has been determined in Step S 306  that no atmospheric pressure data card  230  was selected, it is determined whether the player has used the input device  2  to request a detail display of the atmospheric pressure data card (Step S 307 ), and when such a request has been determined, an atmospheric pressure card picture  500  (FIG.  7 ), which shows details of the atmospheric pressure data card, is displayed on the monitor  6  (Step S 308 ). The atmospheric pressure card picture  500  shows the atmospheric pressure data card  230  which is presently being selected from among the five atmospheric pressure data cards  230  dealt out to the high pressure army, a data section  502  presenting the name and the strength of that atmospheric pressure data card  230  . . .  230 , and a comment section  503  about the atmospheric pressure data card  230 . The image of the atmospheric pressure data card  230  and the display contents of the sections  502  and  503  are decided based on data stored in the ROM  10   a  (see FIG.  9 ). 
     After the atmospheric pressure card picture  500  has been displayed, it is determined whether the input device  2  has been used to request cancellation of the display (Step S 309 ), and when cancellation is requested, the procedure returns to Step S 306 . When it has been determined in Step S 307  that the detailed display of the atmospheric pressure card is not requested, it is determined whether the input device  2  has been operated to request display of the monster detail picture  400  (FIG. 5) showing information about the monster card  210  used in the present battle (Step S 310 ). Then, when display of the monster detail picture  400  has been requested, the monster detail picture  400  is displayed (Step S 311 ), and thereafter, it is determined whether the input device  2  has been operated to request cancellation of the display (Step S 312 ). When the cancellation is requested, the procedure returns to Step S 306 . When it is determined as negative at Step S 310 , the CPU  1  skips Steps S 311  and S 312 , and returns the procedure to Step S 306 . 
     When it has been determined in Step S 306  that the atmospheric pressure data card was selected, the CPU  1  stores the selection result in the RAM  4  and advances the procedures to Step S 321  of FIG.  14 . In Step S 314 , it is determined whether the selected atmospheric pressure data card is the “armor improving card” (Step S 321 ), and, when this has been affirmed, the CPU  1  refers to the high pressure army organization data stored in the RAM  4  (see FIG. 9D) to determine whether or not the monster card  210  which corresponds to the present battle number is provided with the armor (Step S 322 ). If the armor is provided, the level of the armor is raised one step higher (Step S 323 ). That is, armor data with an effect which is one rank higher than the present armor data is chosen from the armor data stored in the RAM  10   a  (see FIG.  9 B), the number of the armor data which was registered in correspondence with the monster number of the present battle is changed to the number of the newly selected armor data in the high pressure army organization data in the RAM  4 , and thereafter, the CPU  1  advances the procedure to Step S 326 . When it is determined in Step S 322  that no armor is provided, the CPU  1  skips Step S 323  and advances the procedure to Step S 326 . 
     When it has been determined in Step S 321  that the armor improving card was not selected, it is determined whether or not an “armor card” has been selected (Step S 324 ), and when the “armor card” has been selected, the number of the armor data which was registered in correspondence with the monster number of the present battle is changed to the number of the newly selected armor data in the high pressure army organization data in the RAM  4 , and thereafter, the CPU  1  advances the procedure to Step S 326 . 
     In Step S 326 , the battle result is calculated by using the following calculation. 
     
       
         Battle result=Attack force of high pressure army+attack force of low pressure army 
       
     
     where 
     
       
         Attack force of high pressure army=monster card HP+armor card effect 
       
     
     
       
         Attack force of low pressure army=monster card HP−armor card effect 
       
     
     On the other hand, when it has been determined in Step S 324  that the armor is not provided, the CPU  1  advances the procedure to Step S 327  without replacing the armor number, and calculates the battle result according to the following calculation. 
     
       
         Battle result=Attack force of high pressure army+attack force of low pressure army 
       
     
     where 
     
       
         Attack force of high pressure army=monster card HP+armor card effect+atmospheric pressure data effect 
       
     
     
       
         Attack force of low pressure army=monster card HP−armor card effect−atmospheric pressure data effect 
       
     
     Then, after the battle result has been calculated in Step S 326  or S 327 , the outcome is determined in Steps S 328  and S 329 . The outcome is determined based on the comparison between the value calculated as the battle result and a predetermined value. For instance, when the battle result is greater than 2000 HP, the high pressure army wins, when it is less than 2000 HP, the low pressure army wins, and when it is exactly 2000 HP, the two armies draw. This process corresponds to the natural phenomenon whereby the atmospheric pressure is high when high pressure is dominant, and atmospheric pressure is low when low pressure is dominant. 
     When the high pressure army has won, the negative determination is made at Step S 328  and the affirmative determination is made at Step. In this case, the CPU  1  adds 1 to the number of wins stored in the RAM  4  (Step S 331 ), and stores in the RAM  4  the monster number of the monster card  220  of the low pressure army, which is used in this battle, as high pressure army stock (Step S 332 ). Then, the battle result is displayed on the monitor  6  (Step S 333 ), and it is determined whether the number of wins stored in the RAM  4  is three or more (Step S 334 ). When the number of wins is less than three, the CPU  1  advances the procedure to Step S 351 , and determines whether the number of battles stored in the RAM  4  is five (Step S 351 ). When the number of the battles has not reached five, the CPU  1  adds 1 to the number of the battles (Step S 352 ). Then, the atmospheric pressure data card which was used in this battle is deleted from the five atmospheric pressure data cards stored in the RAM  4 , one atmospheric pressure data card is randomly selected from the atmospheric pressure card data in the ROM  10   a  and added to the four atmospheric pressure data cards stored in the RAM  4  (Step S 353 ). Thereafter, the CPU  1  returns the procedure to Step S 304  of FIG.  13  and shifts to the next battle. 
     When the battle result calculated in Step S 326  or S 327  of FIG. 14 is a draw, the CPU 1  determines to be affirmative at Step S 328 , and advances the procedure to Step S 351 . Furthermore, when the calculated battle result indicates a defeat of the high pressure army, the CPU  1  determines to be negative at both Steps S 328  and S 329 , and advances the procedure to Step S 341 . In Step S 341 , the CPU  1  adds 1 to the number of losses stored in the RAM  4 , and stores in the RAM  4  the monster number of the monster card  210  of the high pressure army, which is used in this battle, as low pressure army stock (Step S 342 ). Then, the battle result is displayed on the monitor  6  (Step S 343 ), and it is determined whether or not the number of losses stored in the RAM  4  is less than three (Step S 344 ). When the number of losses is less than three, the CPU  1  advances the procedure to Step S 351 . 
     When the CPU  1  determines in Step S 334  that the number of wins is three or more, the CPU  1  advances the procedure to Step S 361  of FIG.  15 . In Step S 361 , the monster number of the monster card of the low pressure army, stored in the RAM  4  as the stock of the high pressure army, is converted to a monster number of a monster card of the high pressure army, and the converted monster number is added to the organization data of the high pressure army (FIG.  9 D). The relation of the monster numbers before and after conversion is set beforehand based on the high pressure army monster card data stored in the ROM  10   a  (see FIG.  9 B). Thus, by adding a new monster number to the high pressure army organization data, the number of monster cards  210  which can be selected in subsequent battles is increased. 
     Following the processing of Step S 361 , the information indicating the win of the high pressure army is displayed on the monitor  6  (Step S 362 ), and the high pressure army camp data stored in the RAM  4  is updated so that the present battle position on the map picture  100  is identified as the camp  101  of the high pressure army (Step S 363 ). 
     Thereafter, the cloud or clouds  102 , which are enclosed in the vertical, horizontal or diagonal direction by the increased high pressure army camp  101  and by the high pressure army camps  101  which have been obtained already, is extracted based on data relating to the distribution of the camps  101  and the clouds  102  stored in the RAM  4  (Step S 364 ), and then, it is determined whether the enclosed cloud  102  has been extracted (Step S 365 ). When the cloud  102  has been extracted, it is deleted from the map picture  100 , and data in the RAM  4  relating to distribution of the clouds  102  is updated (Step S 366 ). 
     Thereafter, the pre-battle map picture  100  is displayed on the monitor  6  (Step S 367 ), and then, the map picture  100  is changed based on the updated data relating to the distribution of the camps  101  and the clouds  102  stored in the RAM  4  (Step S 368 ). As a result of this change, the map picture  100  reflects the increase of the camps  101  and decrease of the clouds  102 . After the processing of Step S 368 , the battle procedure ends and the CPU  1  advances the procedure to Step S 108  of FIG.  11 . Here, when it is determined to be negative in Step S 368 , the CPU  1  skips Step S 366  and advances the procedure to Step S 367 . 
     On the other hand, when the number of losses is determined to be three or more in Step S 344 , the CPU  1  advances the procedure to Step S 371  of FIG.  15 . In Step S 371 , the monster number corresponding to the high pressure army monster card, stored in the RAM  4  as the stock of the low pressure army, is deleted from the high pressure army organization data stored in the RAM  4  (Step S 371 ). As a consequence, there are fewer monster cards  210  which can be selected in the next battle. After the processing of Step S 371 , the information indicating the defeat of the high pressure army is displayed on the monitor  6  (Step S 372 ). Next, the pre-battle map picture  100  is displayed on the monitor  6  (Step S 373 ), and thereafter, the battle procedure ends and the CPU  1  advances the procedure to Step S 108  of FIG.  11 . 
     Furthermore, when it is determined in Step S 351  of FIG. 14 that the battle number is five, the CPU  1  advances the procedure to Step S 381  of FIG.  15  and displays information indicating a draw on the monitor  6 . After this, the CPU  1  advances the procedure to Step S 373 . 
     In the embodiments described above, the monster cards  210  and  220  correspond to characters respectively belonging to the player and his or her opponent; the pressure data cards  230  correspond to auxiliary characters; the battle picture  200  of FIG. 6 corresponds to a first picture; the map picture  100  of FIG. 2 corresponds to a second picture; the entire map picture  100  corresponds to a field; the extent in the map picture  100  where the clouds  102  are displayed corresponds to the territory belonging to the opponent; and extent without the clouds  102  corresponds to the territory belonging to the player. Furthermore, the ROM  10   a  comprises both first and third storing devices; the RAM  4  comprises a second storing device; and other devices are realized by using a combination of the CPU  1  and particular software. More specifically, Step S 305  of FIG. 13, and Steps S 333  and S 343  of FIG. 14 cause the CPU  1  to be a first display control device; Steps S 326 , S 327 , S 328 , S 329 , S 334 , S 344  and S 351  cause the CPU  1  to be an outcome determining device; Step S 101  of FIG. 11, and Steps S 367  and S 368  of FIG. 15 cause the CPU  1  to be a second display control device; Steps S 363 , S 364 , S 365  and S 366  of FIG. 15 cause the CPU  1  to be a data updating device; Steps S 204 , S 205 , S 221  and S 222  of FIG. 14 cause the CPU  1  to be an order indicating device; Steps S 326 , S 327 , S 328  and S 329  of FIG. 14 cause the CPU  1  to be an individual outcome determining device; Steps S 334 , S 344  and S 351  of FIG. 14 cause the CPU  1  to be a general outcome determining device; Steps S 205  and S 222  of FIG. 12 cause the CPU  1  to be a use order changing device; Step S 302  of FIG. 13 causes the CPU  1  to be an auxiliary character allocating device; Step S 306  of FIG. 13 causes the CPU  1  to be a combination selecting device; and Step S 105  of FIG. 11 causes the CPU  1  to be a next potential area selecting device. The present invention is not restricted to the above example wherein various devices are realized by the combination of the CPU and particular software, and part or all thereof may be realized using a logical circuit such as an LSI. 
     As described above, according to the present invention, the outcome of a competitive game, executed on a first picture, can be determined with comparatively simple rules, and therefore it is possible to provide a game system which eliminates the difficulty of understanding the game, while preventing the rules from becoming complex, and thereby enabling many players to grow accustomed to the game and to play casually. On the other hand, since the increase of areas on a second picture can be diversified, eliminating monotony of the game, it is possible to engage the interests of many players over a long time period.