WO2008018512A1 - Network game system - Google Patents

Network game system Download PDF

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Publication number
WO2008018512A1
WO2008018512A1 PCT/JP2007/065547 JP2007065547W WO2008018512A1 WO 2008018512 A1 WO2008018512 A1 WO 2008018512A1 JP 2007065547 W JP2007065547 W JP 2007065547W WO 2008018512 A1 WO2008018512 A1 WO 2008018512A1
Authority
WO
WIPO (PCT)
Prior art keywords
game
client computer
server
progress
image data
Prior art date
Application number
PCT/JP2007/065547
Other languages
French (fr)
Japanese (ja)
Inventor
Yuuji Takii
Original Assignee
Sega Corporation
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Sega Corporation filed Critical Sega Corporation
Priority to JP2008528856A priority Critical patent/JPWO2008018512A1/en
Publication of WO2008018512A1 publication Critical patent/WO2008018512A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character

Definitions

  • the present invention relates to a network game system in which a large number of players (users) can participate in an online game from a client computer via a communication network line such as the Internet.
  • various network game systems are provided in which a player can participate in an online game via a communication line such as the Internet from a client computer in which a client program of the game system is installed.
  • a player collects player characters and other characters from the standpoint of the manager of a sports team such as soccer or baseball to form a team, and a team formed by another player or a game server.
  • There is a game where you can enjoy the progress of the game and the results of winning or losing.
  • Players can improve the ability values of each player character by training and training the player characters of their team, and as a result, improve the overall strength of their team.
  • the winning percentage can be increased.
  • Japanese Patent Application Laid-Open No. 2005-255 discloses a technique related to a network game system of the above-described format, taking a soccer game as an example.
  • a player operates a player character or kicks a ball by operating a button or lever of a client computer or game terminal, that is, a player's motor nerve or reflex nerve.
  • a client computer or game terminal that is, a player's motor nerve or reflex nerve.
  • client computer refers to a general-purpose personal computer.
  • computer is used to include a computer preinstalled with the client program and a game terminal capable of executing the processing of the client program.
  • Patent Document 1 JP 2005-255 A
  • the present invention has been made in view of such a conventional problem, and a player can advance a considerable number of games without requiring a long time.
  • the purpose is to provide a network game system that can enhance the interests of the game.
  • the invention according to claim 1 includes a server connected to a communication network, and a client computer capable of transmitting and receiving information to and from the server via the communication network.
  • a network game system in which the server automatically executes a progress process of a match by a battle between a player character entered in the server, non-player characters, or between the player character and the non-player character.
  • the server determines the schedule of the game, and the progress of the game based on the parameters of the player character set on the client computer according to the schedule determined by the schedule determination means.
  • Game progress means for processing, and the game progress The progress process of the game by stage Based on!
  • a game image generating means for generating image data of the game for generating image data of the game
  • the game progress Terminal device capable of transmitting / receiving information to / from the server after the completion of the progress of the game by means of the game.
  • the game image data is played back in response to a game image playback request signal transmitted to the client computer or the client computer.
  • the game image reproduction display means to be displayed on the display device of the terminal, and the game result data is displayed on the client computer or the display device of the terminal after completion of the game image reproduction processing by the test image reproduction display means.
  • a game result display means for generating image data of the game, a game result generating means for generating result data of the game after completion of the game progress processing by the game progress means, and the game progress Terminal device capable of transmitting / receiving information to / from the server after the completion of the progress of the game by means of the game.
  • the invention according to claim 2 is the network game system according to claim 1, wherein the server reproduces the game image according to a reproduction processing end signal transmitted from the client computer or the terminal.
  • Reproduction processing end means for forcibly terminating the reproduction processing of the game image data by the display means is provided.
  • the invention according to claim 3 includes a server connected to a communication network and a client computer capable of transmitting / receiving information to / from the server via the communication network, and a player character that makes an entry in the server
  • a network game system in which the server automatically executes a progress process of a match by a battle between each other, between non-player characters, or between the player character and the non-player character, wherein the server determines the schedule of the match Schedule determination means for determining, game progress means for performing the progress process of the game based on the parameters of the player character set in the client computer according to the schedule determined by the schedule determination means, and the game progress Progress process of the game by means
  • a game image generating means for generating image data of the game based on the image, image data satisfying a predetermined condition set in advance from the game image data, and a digest of the game based on the extracted image data.
  • a digest image generating means for generating image data; a game result generating means for generating result data of the game after completion of the game progress processing by the game progress means; and after completion of the game progress processing by the game progress means.
  • a terminal device capable of transmitting and receiving information from the client computer or the server.
  • a digest image reproduction display means for reproducing the digest image data in accordance with an image reproduction request signal and displaying the digest image data on the display device of the client computer or the terminal; and the digest image reproduction display means by the digest image reproduction display means And a game result display means for displaying the game result data on the display device of the client computer or the terminal device later.
  • the invention according to claim 4 is the network game system according to claim 3, wherein the server reproduces the digest image in response to a reproduction processing end signal transmitted from the client computer or the terminal. It is characterized by comprising a reproduction processing end means for forcibly terminating the reproduction processing of the digest image data by the display means.
  • the invention according to claim 5 is characterized in that the player characters that are connected to a client computer for setting the parameters of the player character through a communication network so that information can be transmitted and received, and the player characters that have entered the client computer power are also non-player characters.
  • a server that automatically executes a progress process of a game by a battle between tractors or between the player character and the non-player character, the schedule determining means for determining the schedule of the game, and determined by the schedule determining means
  • the game progress means for performing the progress process of the game based on the parameters of the player character set by the client computer according to the schedule, and based on the progress process of the game by the game progress means!
  • the image data of the game The game image generating means to be formed; the game result generating means for generating the game result data after the match progress processing by the trial progress means is completed; and the client computer after the match progress processing being completed by the match progress means Or a terminal device capable of transmitting / receiving information to / from the server.
  • the game image reproduction display means for reproducing the game image data in response to a transmitted game image reproduction request signal and displaying the game image data on the display device of the client computer or the terminal.
  • game result display means for displaying the game result data on the display device of the client computer or the terminal after completion of the game image reproduction processing by the game image reproduction display means.
  • the invention according to claim 6 is the server according to claim 5, wherein A reproduction processing end means for forcibly ending the reproduction processing of the game image data by the game image reproduction display means in response to a reproduction processing end signal transmitted from a computer or the terminal. To do.
  • the player characters connected to the client computer for setting the parameter of the player character so as to be able to transmit and receive information via a communication network, and the player characters having entered the client computer power are also non-player characters.
  • a server that automatically executes a progress process of a game by a battle between tractors or between the player character and the non-player character, the schedule determining means for determining the schedule of the game, and determined by the schedule determining means The game progress means for performing the progress process of the game based on the parameters of the player character set by the client computer according to the schedule, and based on the progress process of the game by the game progress means!
  • the image data of the game A match image generating means for generating a digest image for extracting image data satisfying a predetermined condition from the match image data and generating digest image data of the match based on the extracted image data Means, game result generating means for generating result data of the game after completion of the game progress processing by the game progress means, information from the client computer or the server and information after completion of the game progress processing by the game progress means
  • Digest image reproduction display means for reproducing the digest image data in accordance with a digest image reproduction request signal transmitted from a terminal capable of transmission and reception and displaying the digest image data on the display device of the client computer or the terminal, and the digest Reproduction of the digest image by the image reproduction display means
  • the invention according to claim 8 is the server according to claim 7, in which the digest by the digest image reproduction display means according to a reproduction processing end signal transmitted from the client computer or the terminal. It is characterized by comprising reproduction processing end means for forcibly terminating the reproduction processing of image data.
  • the invention according to claim 9 is a client for setting a parameter of a player character. Progress of a game by a battle between the player characters, non-player characters, or the player character and the non-player character, which are connected to a computer via a communication network so that information can be transmitted and received, and the client computer power is also entered.
  • the game progress means Based on the player character parameters set by the client computer, the game progress means for executing the game progress process, and the game image data based on the game progress process by the game progress means!
  • Generate game image Means a game result generating means for generating result data of the game after completion of the game progress processing by the game progress means, information from the client computer or the server and information after completion of the game progress processing by the game progress means
  • Game image reproduction display means for reproducing the game image data in response to a game image reproduction request signal transmitted from a terminal capable of transmitting and receiving and displaying the game image data on the display device of the client computer or the terminal, and the game image reproduction The game result data is displayed on the display unit of the client computer or the terminal after the game image reproduction process by the display unit is completed.
  • the invention according to claim 10 is the game program according to claim 9, wherein the game is reproduced and displayed in response to a reproduction process end signal transmitted from the client computer or the terminal. It is made to function as a reproduction
  • finish means to forcibly complete
  • the invention according to claim 11 is connected to a client computer for setting a parameter of a player character so that information can be transmitted and received via a communication network, and the player characters entered from the client computer are connected to each other as non-players.
  • a game progress means for performing the progress process of the game based on the parameters of the player character set by a computer, and a game image for generating image data of the game by V based on the progress process of the game by the game progress means.
  • digest image generation means for extracting image data satisfying a predetermined condition set in advance from the game image data, and generating digest image data of the game based on the extracted image data
  • game progress means Sent from the client computer or from a terminal capable of transmitting and receiving information to and from the server after the match progress process by the match progress means is completed.
  • the digest image data Digest image reproduction display means for reproducing the digest image and displaying the digest result reproduction processing by the digest image reproduction display means after the digest image reproduction processing is completed. It is made to function as a game result display means to display on the said display apparatus of a terminal.
  • the invention according to claim 12 is the game program according to claim 11, wherein the computer displays the digest image according to a reproduction processing end signal transmitted from the client computer or the terminal. It is characterized by functioning as a reproduction processing end means for forcibly terminating the reproduction processing of the digest image data by means.
  • the server determines the schedule of the game and the client according to the schedule determined by the schedule determination unit.
  • Game progress means for performing a game progress process based on player character parameters set by the computer, and a game result generation means for generating result data of the game after the game progress process by the game progress means is completed; Therefore, a player character (for example, a soccer team or a baseball team composed of a plurality of player characters, etc.) is operated by a client computer (a general-purpose computer installed with a client program) operated by a player.
  • a client computer a general-purpose computer installed with a client program
  • Parameters for example, tactical parameters, various ability parameters of each player character, etc.
  • the server generates a game image generation unit that generates image data of the game based on the game progress process by the game progress unit, and a client computer after the completion of the game progress process by the game progress unit or
  • the game image reproduction display means for reproducing the game image data in accordance with a game image reproduction request signal transmitted from a terminal capable of transmitting / receiving information to / from the server and displaying the game image data on the client computer or the display device of the terminal, Since the game result display means for displaying the game result data on the display device of the client computer or the terminal after completion of the game image reproduction process by the reproduction display means is provided, The player sends a game image playback request signal from the client computer or the terminal. By transmitting, the game result data is displayed after the game image of the game has been reproduced and displayed on the display device of the client computer or the terminal, so that the player can fully understand the progress of the game. You can know the result after watching.
  • the player can use a terminal device that can send and receive information to / from a server via a communication network (not only a client computer in which a client program of a game system is installed) (for example, a portable computer or a mobile phone). Can also check the status of the finished game, so the progress and result of the game can be checked using commuting and break time at work.
  • a communication network not only a client computer in which a client program of a game system is installed
  • a portable computer or a mobile phone for example, a portable computer or a mobile phone.
  • the game image is displayed by the game image reproduction display means according to the reproduction processing end signal transmitted from the client computer or the terminal. Since there is a playback process end means for forcibly ending the data playback process, the player wants to know the result of the rush game with enough time to watch the displayed game image. The game image playback process. You can forcibly end the reason at any time and check the result of the match
  • the server determines the schedule of the game and the client according to the schedule determined by the schedule determination means.
  • Game progress means for performing the progress process of the game based on the parameters of the player character set by the computer, and a test result generation means for generating result data of the game after the progress of the game by the game progress means is completed. Therefore, as in the case of the above invention, the server determines the parameters of the player character set by the terminal operated by the player, connected to the server via the communication network, and entered the game. Matches are automatically processed according to the schedule, and game result data is generated. In, there is no forcing to spend a long time in the game execution time to a player one where the player needs to have logged in to the server via the network always ongoing process of game Nag.
  • the game image generating means for generating image data of the game based on the game progress processing by the game progress means, and image data satisfying a predetermined condition set in advance from the game image data
  • digest image generation means for generating digest image data of the game based on the extracted image data, and transmitted from the client computer or the terminal after completion of the game progress processing by the game progress means
  • Digest image reproduction display means for reproducing the digest image data in response to a digest image reproduction request signal and displaying the digest image data on a display device of a client computer or a terminal, and a match result after completion of digest image reproduction processing by the digest image reproduction display means
  • Data on the client computer Is provided with a game result display means for displaying on the display device of the terminal, so that the progress of the game has been completed, the player can send a digest image playback request signal from the client computer or terminal to the server.
  • the player By transmitting, since the digest image of the game is displayed on the display device of the client computer or terminal, the game result data is displayed. Therefore, compared with the above invention, the player has the ability to start the game. Watch the progress of the game in a short amount of time without having to check the progress of all the trials However, it is the power to lose results.
  • the player can check the status of the finished game by using a terminal capable of transmitting and receiving information to and from the server via a communication network, not just a client computer. You can check the progress of the game and the results using breaks at work and at work.
  • the server can generate the digest image data by the digest image reproduction display means according to the reproduction processing end signal transmitted from the client computer or the terminal. Since the playback processing end means is provided to forcibly end the playback processing, the player can obtain the digest image when he / she wants to know the result of the rushing game with sufficient time to watch the digest image displayed and displayed. Use force S to forcibly end the playback process at any time and check the result of the match.
  • FIG. 1 is a network connection diagram according to one embodiment of the present invention.
  • FIG. 2 is a block diagram showing an example of the configuration of a server according to an embodiment of the present invention.
  • FIG. 3 is a diagram showing an example of a data table stored in the player DB of FIG.
  • FIG. 4 is a diagram showing an example of a data table stored in the schedule management DB of FIG.
  • FIG. 5 is a diagram showing an example of a data table stored in the ranking DB of FIG.
  • FIG. 6 is a diagram showing an example of a data table stored in the ranking DB of FIG.
  • FIG. 7 is a block diagram showing an example of the configuration of a client computer according to an embodiment of the present invention.
  • FIG. 8 is a flow chart for explaining the flow of processing of a server in one embodiment of the present invention.
  • FIG. 9 is a diagram for explaining processing of a schedule determination unit according to an embodiment of the present invention.
  • FIG. 10 is a sequence chart for explaining a client computer operation procedure and a server processing procedure according to an embodiment of the present invention.
  • FIG. 11 is a sequence chart for explaining a client computer operation procedure and a server processing procedure according to an embodiment of the present invention.
  • FIG. 12 is a diagram showing an example of the configuration of a screen displayed on the display device of the client computer according to the embodiment of the present invention.
  • FIG. 13 is a diagram showing an example of the configuration of a screen displayed on the display device of the client computer according to the embodiment of the present invention.
  • FIG. 14 is a diagram showing an example of the configuration of a screen displayed on the display device of the client computer according to the embodiment of the present invention.
  • FIG. 15 is a diagram showing an example of the configuration of a screen displayed on the display device of the client computer according to the embodiment of the present invention.
  • a player forms a player character team (hereinafter referred to as a "PC team") from the standpoint of a soccer team owner, and the server is connected to a server via a network line such as the Internet.
  • PC team player character team
  • a network game where players connect and enter (register for participation) in a game and play against non-player character teams (hereinafter referred to as “NPC teams”! /, U) whose parameters are set by other players' PC teams or servers.
  • NPC teams non-player character teams
  • FIG. 1 is a network connection diagram showing an example of a network configuration of the network game system in the present embodiment.
  • the player sets his / her own PC team by setting various necessary parameters by the client computer 3 in which the client program of the game system is installed.
  • a number of client computers 3 are connected to a communication network such as the Internet. Is connected to server 2 via token 1.
  • the number of servers 2 is not limited to one, but a plurality of computers may be used as necessary to distribute the processing load or to back up various data generated as the game progresses. You may comprise.
  • the player collects player characters (PCs) necessary for team management such as player characters, manager characters, coach characters, scout characters, etc. according to the client program installed on the client computer 3, You can participate in network games by setting parameters, configuring a PC team, and entering server 2.
  • PCs player characters
  • reference numeral 4 indicates a terminal (general-purpose computer or the like) that can transmit / receive information to / from the server 2 via the communication network 1 although no client program is installed.
  • Reference numeral 5 indicates the base station 6.
  • a mobile terminal such as a mobile phone or PDA (Personal Digital Assistants) that can connect to the communication network 1 via the communication network 1 and transmit / receive information to / from the server 2 via the communication network line 1 is shown.
  • the network game system in the present embodiment is configured so that the game situation and results can be browsed from these terminals 4 and portable terminals 5.
  • FIG. 2 is an explanatory diagram showing an example of the configuration of the server 2 in the present embodiment.
  • the server 2 includes a processing unit 210, a communication unit 220, a storage unit 230, an operation unit 240, and an image / audio output unit 250.
  • the server 2 also includes an interface circuit (I / F) 260 for transmitting / receiving information to / from an external device.
  • I / F interface circuit
  • the communication unit 220, the storage unit 230, the operation unit 240, and the image / audio output unit 250 Via an interface circuit (I / F) 260, an external communication line 271, an external storage device 272, an input device 273 such as a keyboard and a mouse, and an image display device such as a display monitor and a speaker 'audio output device 274 It is connected to the.
  • the interface circuit (I / F) 260 may be configured on a single board as shown in the figure, and each of the communication unit 220, the storage unit 230, the operation unit 240, and the image / sound output unit 250. Correspondingly, they may be configured independently.
  • the processing unit 210 matches the timer 211 that measures the progress of time in the network game system according to the present embodiment and the PC teams that entered the server 2, the NPC team, or the PC team and the NPC team. Processing (processing to determine each other's opponent).
  • the schedule determination means 212 that performs the process of determining the schedule of the game, and the progress of the game automatically based on the parameters set for the PC team according to the schedule determined by the schedule determination means 212
  • the game progress means 213 for performing the game, the game image generation means 214 for generating the game image data based on the game progress processing of the game progress means 213, and the image data generated by the game image generation means 214 are set in advance.
  • the digest image generation means 215 for extracting image data satisfying the predetermined condition and generating the digest image data of the game based on the extracted image data, and after completion of the game progress processing by the game progress means 213 A game result generating means 2 16 for generating game result data is provided.
  • the processing unit 210 performs game image generation means in response to a game image reproduction request signal transmitted from the client computer 3 or the terminals 4 and 5 shown in Fig. 1 after completion of the game progress processing by the game progress means 213.
  • the game image reproduction display unit 217 that reproduces the game image data generated by the 214 and displays it on the display device of the client computer 3 or the terminal 4 or 5, and the client after the match progress processing by the same game progression means 213 is completed.
  • the digest image data generated by the digest image generation means 215 is reproduced and displayed on the client computer 3 or the terminal 4 or 5.
  • the digest image reproduction display means 218 displayed on the apparatus and the game image data displayed by the game image reproduction display means 217 are displayed.
  • the game result display means for displaying the game result data on the display device of the client computer 3 or the terminals 4 and 5 after completion of the data reproduction process or after completion of the digest image data reproduction process by the digest image reproduction display means 218 219.
  • the processing unit 210 performs the client computer 3 or the above terminal during the game image data reproduction process by the game image reproduction display means 217 or during the digest image data reproduction process by the digest image reproduction display means 218.
  • Reproduction processing end means 209 is provided for forcibly terminating the reproduction processing of the game image data or digest image data in response to the reproduction processing end signal transmitted from the machines 4 and 5.
  • the game result display means 219 is activated and the match result data is collected. A process of displaying on the display device of the ant computer 3 or the terminals 4 and 5 is performed.
  • digest image generating means 215 and the digest image reproduction / display means 218 can be provided in the server 2 as needed rather than indispensable means in the network game system and its server 2 according to the present invention. is there.
  • the communication unit 220 is connected to the server 2 and an external communication line via an interface circuit (I / F) 260.
  • the storage unit 230 includes a ROM (Read Only Memory) 231 that is a read-only storage area in which a system program including a game program of the network game system in the present embodiment is stored, and a game generated by the processing unit 210.
  • RAM (Random Access Memory) 232 which is a rewritable storage area that stores data including image data 232A, digest image data 232B, and game result data 232C and is used as a work area for arithmetic processing of the processing unit 210 And.
  • the storage unit 230 is connected to the external storage device 272 via the interface circuit (I / F) 260, and refers to and reads data stored in the external storage device 272 in accordance with the processing of the processing unit 210. Perform rewrite processing.
  • the external storage device 272 is constituted by an information storage medium drive device such as a node disk drive device, for example, and stores various databases including a game management database (DB) 272A! /.
  • DB game management database
  • the player DB that stores the player attribute information and various parameters information (Ml) of the PC team set by the player, the schedule that stores information such as match matching and schedule information (M2), etc.
  • the game image generation means 214 stores the basic image data, voice data, etc. (M3) used when the game image data is generated.
  • DB Player A storage area such as a ranking DB for storing ranking information (M4) for ranking (ranking) is provided.
  • the game management DB 272A may be provided in the storage unit 230 of the server 2.
  • the operation unit 240 is connected to the server 2 and an external input device via an interface circuit (I / F) 260.
  • the image / sound output unit 250 is connected to the server 2 and an image display device / sound output device such as an external display monitor or a speaker via the interface circuit (I / F) 260 to visually check the processing of the server 2. Performs processing to confirm the sound and sound.
  • FIG. 3 shows a data table stored (stored) in the player DB of the game management DB 272A.
  • Fig. 3 (a) shows an example of a data table of various ability parameters of player characters belonging to the player's PC team
  • Fig. 3 (b) shows an example of An example of the data table of the PC team entered in Server 2 is shown below.
  • the data table shown in FIG. 3 (a) is stored for each player, and in this embodiment, one player is configured to place a maximum of 20 player characters under control.
  • Each player character has a player's name, age parameter, and mental ability parameters such as “contribution”, “command power”, “judgment”, “reading”, “mental power”, “field of view”
  • Each parameter of “Area”, “Attack Awareness”, “Defense Awareness” and skill ability parameters are “Decisiveness”, “Pass”, “Cross”, “Dribble”, “Technique”, “FK” (Free kick) technology, heading, tackle, pass cut, saving, high cross, and pop-up parameters, as well as physical parameters such as muscle strength
  • the parameters of ⁇ kicking power '', ⁇ running power '', ⁇ instantaneous power '', ⁇ stamina '' and positioning surface performance parameters are ⁇ center appropriate '', ⁇ left side appropriate '', ⁇ right side appropriate '', ⁇ GK, CDF,
  • the “parameter total” and “parameter average” data of all the above parameters except for the age parameter are stored as reference values! These parameters cannot be set freely by the player. Based on the parameters that are initially set for each player character, the player trains the player character to perform various exercises and training according to the client program. By doing so, the ability value can be gradually increased.
  • the data table shown in Fig. 3 (b) is stored for each league to which each PC team or NPC team belongs, and in this embodiment, as a rule, 16 PC teams or N in each league.
  • the PC team is configured to belong.
  • this league data table one record is set for each player.
  • Each record has “Record No.”, “User ID”, “One Player”, “Team Name”, “Director”, “Coach”, “Player (1)”, “Player (2)” from the left end. ⁇ ⁇ ⁇ ⁇ "Player (20)", “starter” to start in the game, "attack tactics”, “defensive tactics”, “system (formation)” and “other” used in the game Is stored.
  • the “user ID” and “password” are given by the player from the server 2 side when the player (user) first enters the server 2.
  • “One player” and “Team name” can be arbitrarily set by the player.
  • the names of “director”, “coach” and “player (1)” to “player (20)” are set in the game program or client program of the server 2 in advance.
  • the “starter”, “attack tactic”, “defensive tactic”, “system” and “other” settings are items that can be arbitrarily set by the player.
  • FIG. 4 shows a data table stored (stored) in the schedule management DB of the game management DB272A.
  • FIG. 4 It is a figure which shows an example of (M2).
  • the data table shown in Fig. 4 is stored for each player, and in this embodiment, the 16 team strengths including the player's PC team, home games and away games are fought in round-robin battles. It is designed to end the first league by digesting 30 games from verse 30 to verse 30.
  • the PC team that has entered the server 2 determines the date and time of the match with the opponent by the processing of the schedule determination means 212 described in detail later.
  • the game is scheduled to be played against 6 teams a day in real time, and 30 games are consumed in 5 days in real time to finish the first league.
  • the entry to the next league is closed at 24:00 on the fifth day of one period, and the next schedule of the team entered on the next day (0th day) is determined and published on Server 2
  • the Therefore, the first period is configured to end in 6 days of real time until the 5th day of the 0th day.
  • the end of the first period that is, 6 days of real time, Define “1 year” on the system!
  • a data table (M2) indicates a data table for storing data of the first league (League name "L7010") with the user ID "A0000001" and the team name "Doddas”. ing.
  • this data table (M2) one record is set for each game. In each record, “day”, “hour”, “section”, “opposition team”, “score”, “losing points”, “win / loss”, “winning points”, “score difference”, “ The data of “rank” and “progress” are stored based on the game progress processing by the game progress means 213.
  • the data table (M2) shown in Fig. 4 shows that on the first day of the first league, the progress process of the games from the first section to the third section is completed, and the progress process of the fourth section is performed. It shows the state of being broken.
  • the bottom row of this data table (M2) shows the current grade information aggregated, and “Doddus” has a total score of “6” at the end of Section 3 and a total score of “ 3 ”, winning and losing 2 wins 0 losses 1 minute, points are“ 7 ”, goal difference is“ +4 ”, ranking power S“ currently 4th ”in the league.
  • the rightmost column of the data table (M2) shows the progress of each match.
  • FIG. 5 and 6 are diagrams showing an example of the data table (M4) stored (stored) in the ranking DB of the game management DB 272A.
  • FIG. 5 is registered in the network game system in the present embodiment.
  • 6 is a comprehensive ranking chart showing the rankings of all the leagues (L1001 etc.), and Fig. 6 shows the rankings of the teams in one league consisting of 16 teams (L 7010 in the example shown). It is a league ranking chart which shows.
  • the overall ranking of PC teams and NPC teams is published as the ranking of the league to which each team belongs.
  • the general ranking chart is set in a hierarchical structure consisting of layer 1 to layer 7. Symbols such as L1001 in each level indicate one league set in that level, and in principle there are 16 teams in each league.
  • a ranking chart is constructed in which it is not necessary to increase the number of hierarchies even if the number of registered teams increases.
  • Each team in the PC team and NPC team will be assigned to one of these leagues and will compete for ranking with the other 15 teams in the assigned league.
  • the rank of each team is changed based on the league ranking at the end of one period.
  • the lower six teams from 11th to 16th are demoted to Tier 2.
  • Teams that belong to leagues in Tier 2 or Tier 6 are promoted to the top three teams ranked 1st to 3rd in the league, and the lower 6 teams ranked 11th to 16th. Demote down to a lower level.
  • Teams belonging to Tier 7 leagues are promoted to Tier 6 by the top three teams from first to third.
  • level 8 indicated by a broken line in FIG. 5 is a level in which the PC teams of players newly entered during the league match described later are arranged, and all the PC teams arranged in this level are in the next league. Promoted to level 7.
  • the number of leagues arranged in each hierarchy is not limited to the above example, and the same number of leagues may be arranged in each hierarchy.
  • the number of teams to be promoted or demoted can be arbitrarily set according to the actual situation.
  • the PC team newly entered in the server 2 before the start of the league match is placed in the lowest layer of the overall ranking chart, that is, any one of the leagues in the hierarchy 7 (L70 01 to L7064). It is configured to belong. Therefore, before the service of the network game system in this embodiment is started, all leagues in all layers are N.
  • FIG. 6 shows the league rankings that store the rankings of the teams in each league. An example of a chart is shown. This intra-league ranking chart is stored for each league and is updated each time the progress process of one game is completed based on the progress process of the game by the trial progress means 213.
  • FIG. 7 is an explanatory diagram showing an example of the configuration of the client computer 3 in the present embodiment.
  • the client computer 3 includes a processing unit 310, a communication unit 320, a storage unit 330, an operation unit 340, an image output unit 350, and an audio output unit 360.
  • the client computer 3 also includes an interface circuit (I / F) 370 for transmitting / receiving information to / from an external device, and includes a communication unit 320, a storage unit 330, an operation unit 340, an image output unit 350, an audio output unit.
  • I / F interface circuit
  • the 360 is connected via the interface circuit (I / F) 370 to an external communication line 381, an external storage device 382, an input device 383 such as a keyboard and a mouse, an image display device 384 such as a display monitor, a speaker, etc. Connected to the audio output device 385.
  • the interface circuit (I / F) 370 may be configured on a single board as shown in the figure, or may include a communication unit 320, a storage unit 330, an operation unit 340, an image output unit 350, an audio output unit, You may make it comprise independently corresponding to each 360.
  • the processing unit 310 performs parameter setting means 311 for performing processing for setting various parameters of the PC team, and improves various ability parameters by executing practice and training for the player characters that constitute the PC team.
  • PC team training means 312 image display means 313 for displaying images such as game images on the image display device 384, and sound output means 314 for outputting sound from the sound output device 385 such as a speaker ing.
  • the processing unit 310 includes a game image reproduction request signal output unit 315 for requesting reproduction of a game image of a game for which the game progression process by the game progression unit 213 of the server 2 has been completed,
  • the digest image reproduction request signal output means 316 for requesting reproduction of the digest image of the game for which the game progress processing by the means 213 is completed, and the game image or digest image is the game image reproduction display means 217 or digest image reproduction display of the server 2
  • Reproduction processing end signal output means 317 for ending the reproduction processing by the game image reproduction display means 217 or digest image reproduction display means 218 when the reproduction processing is performed by the means 218 is provided.
  • the communication unit 320 is connected to the client computer 3 via an interface circuit (I / F) 370.
  • An external communication line 381 is connected, and processing for controlling transmission / reception of information between the server 2 and the client computer 3 is performed.
  • the storage unit 330 is a ROM (Read Only Memory) 3 which is a read-only storage area.
  • the storage unit 330 includes an interface circuit (
  • I / F I / F 370 is connected to the external storage device 382 and performs processing of referring to, reading, and rewriting data stored in the external storage device 382 in accordance with the processing of the processing unit 310.
  • the operation unit 340 connects the client computer 3 and an external input device (keyboard, mouse, touch pen, etc.) via an interface circuit (I / F) 370, and performs various parameter input operations by the player. Data input to the client computer 3 is received and analyzed.
  • an external input device keyboard, mouse, touch pen, etc.
  • I / F interface circuit
  • the image output unit 350 connects the client computer 3 and an external image display device 384 via an interface circuit (I / F) 370, and displays a game replay image, various setting screens, and the like. Processing to display on device 384 is performed.
  • I / F interface circuit
  • the audio processing unit 360 connects the client computer 3 and an audio output device 385 such as an external speaker via an interface circuit (I / F) 370, and outputs audio such as cheering of the audience during the match. Process to output.
  • an audio output device 385 such as an external speaker
  • I / F interface circuit
  • the server 2 when the server 2 is activated (SA00), the timer 211 of the processing unit 210 of the server 2 is set to start time measurement (SA01), and whether or not there is a newly entered player is determined. Search (SA02).
  • SA02 When there is a newly entered player, the server 2 determines the user ID and password of the newly entered player, and sends the user ID and password to the client computer 3 of the player via the communication network 1.
  • a data table (Ml) shown in FIGS. 3 (a) and 3 (b) is created, and the player information of the player is registered (stored) in the player DB of the game management DB 272A. (SA03).
  • the server 2 waits for the time to determine the game schedule by matching the next game (combination of opponents) (SA04), and closes the new entry at the set time, 210 schedule determination means 212 is operated to determine the game schedule (S AO 5).
  • the schedule determination unit 212 determines the game schedule.
  • the day 0 power is also counted as one year (1 period) with a time of 6 days of real time until the 5th.
  • FIG. 9 (a) is a time table showing a schedule determination method as a general rule.
  • server 2 closes the new entry at 04:00 on May 5th, 00:00 of the game time, and performs the process of registering the player information of the player who entered by this time in the player DB.
  • the PC teams of the players who entered in the first period are assigned to any league (L7001 to L7064) belonging to level 7 in the overall ranking chart shown in Fig. 5.
  • the server 2 creates and publishes a schedule (time table) as shown in Fig. 9 (a) for each player on year 0 of the game time. Actually, the opponent's team name is written in the section 1 to 30 in Figure 9 (a). Since one league consists of 16 teams in principle, one team will play the remaining 15 teams in the home game and away game, so 30 verses (30 games) will be played in the first league match. Go and compete for rank.
  • FIGS. 9 (b) to 9 (f) show processing methods when a new player enters the server 2 in the middle of a certain league.
  • Figure 9 (b) shows the time table for new entries after 00:00 of N year.
  • Players newly entered after 00:00 of N year will be closed at 04:00 of N year 02:00, and player registration and game schedule determination will be performed.
  • the schedule determined as shown in Fig. 9 (b) will be released on the 1st N year as the Nth league.
  • the PC teams that entered during this day and the NPC team as needed formed a 12-team league. Matches from Section 1 to Section 22 will be held on the schedule shown in b).
  • the league consisting of 12 teams is placed in level 8 of the overall ranking chart shown in Fig. 5. In the next league, all PC teams are promoted to level 7. If a team of 13 teams is configured, the total number of games is 24, but one team is always absent when other teams are playing, as shown in the timetable of Fig. 9 (b). Since the game cannot be digested, 12 teams form a league.
  • Figure 9 (c) shows the time table for new entries after 0:00 on the first day of N years.
  • Players newly entered after 10:00 on the 1st day of N year will be closed at 24:00 on 1st day of N year, and player registration and game schedule determination will be performed.
  • the schedule determined as shown in Fig. 9 (c) will be released on the 2nd N year as the Nth league.
  • the PC teams that entered during this day and the NPC teams as needed will form a league of 10 teams, and will be played against verses 1 to 18 on the schedule shown in Figure 9 (c).
  • the 10-team league is placed in level 8 of the overall ranking chart shown in Fig. 5, as in the 12-team league above. All PC teams are promoted to level 7 in the next league.
  • Figure 9 (d) shows the time table for new entries after 2:00 on the 2nd day of N years.
  • Players newly entered after 02:00 on the 2nd day of N year will be closed at 24:00 on the 2nd year of N year, and player registration and game schedule determination will be performed.
  • the schedule determined as shown in Fig. 9 (d) will be released on the 3rd N year as the Nth league.
  • the PC teams that entered during this day and NPC teams as needed will form a league of 6 teams, and the battles from Section 1 to Section 10 will be played on the schedule shown in Fig. 9 (d).
  • the 6-team league is placed on level 8 of the overall ranking chart shown in Fig. 5. In the next league, all PC teams are promoted to level 7.
  • Figure 9 (e) shows the time table for new entries after 3:00 on the third day of year N.
  • Players newly entered after 03:00 on the 3rd day of N year will be closed at 24:00 on the 3rd year of N year, and player registration and game schedule determination will be performed.
  • the schedule determined as shown in Fig. 9 (e) will be released on the 4th N year as the Nth league.
  • the PC teams that have entered during this day and the NPC teams as needed will form a league of four teams, and the battles from Section 1 to Section 6 will be played on the schedule shown in Fig. 9 (e).
  • These four team leagues are also Like the team, team 10 and team 6 leagues, it is placed at level 8 in the overall ranking chart shown in Figure 5, and in the next league, all PC teams are promoted to level 7.
  • Figure 9 (f) shows the time table for new entries after 0:00 on the 4th of N years.
  • Players newly entered after 00:00 on the 4th of N year will be closed at 24:00 on the 4th of N year, and player registration and game schedule determination will be performed.
  • the schedule determined as shown in Fig. 9 (f) will be released on the 4th year of N as the Nth period immediately after the above game schedule determination process is completed.
  • the PC teams that entered during this day and the NPC team as needed will form a league of four teams, and will play the first through sixth rounds on the schedule shown in Figure 9 (f).
  • the four team leagues are placed in level 8 of the overall ranking chart shown in Fig. 5, similar to the above 12 teams and lower leagues, and all PC teams are promoted to level 7 in the next league. .
  • the schedule determination means 212 performs the schedule determination process (SA05), and performs the process of disclosing the determined game schedule (SA06). (SA07).
  • the match progress means 213 performs a process of automatically progressing the match based on the parameters set for each PC team and NPC team. Do (SA08).
  • the game image generation means 214 performs a process of generating game image data (SA09).
  • the digest image generation means 215 operates to perform processing for extracting image data satisfying predetermined conditions set in advance from the generated game image data, and based on the extracted image data, a digest of the test is performed. Processing for generating an image is performed (SA10).
  • the above digest image data Examples of predetermined conditions to be satisfied by the image data extracted from the game image data in order to generate the game data include “image data for 10 seconds before and after the kick-off image” and “goal scene image”.
  • Server 2 may also be configured with a list of conditions that can be set so that the player can select any desired condition from the list.
  • the game result generation means 216 performs a process of generating game result data (SA11). Next, a process is performed to determine whether or not the progress of the scheduled trial has been completed (SA12). If there is a match that has not been completed, the process returns to step SA07 to return to the next match. Wait for the start time, and if all the game progress has been completed, the process ends (SA13).
  • FIG. 10 and FIG. 11 are sequence charts showing an example of a procedure in which the player browses the replay image and the game result of the game for which the progress process has been completed on the client computer 3 or the terminals 4 and 5, and FIG. FIG. 15 is a diagram showing an example of a screen display displayed on the image display device 384 or the like of the client computer 3 or the terminals 4 and 5 in the above procedures.
  • the procedure by the power S and the terminals 4 and 5 that mainly explain the procedure for browsing the replay image and the game result of the game by the client computer 3 is the same.
  • the procedure for browsing the digest image and the game results using the client computer 3 or the terminals 4 and 5 is the same.
  • FIG. 10 is a sequence chart showing a procedure for confirming the game result after viewing the reproduced image of the game image data (or digest image data) by the client computer 3.
  • the player 1 connects the client computer 3 from the client computer 3 to the website of the server 2 via the communication network 1.
  • a URL Uniform Resource Locator
  • server 2 acquires the login screen 384A shown in FIG. 12 (a) and transmits it to the client computer 3 to identify the player (SS01).
  • the login screen 384A is displayed on the image display device 384 of the client computer 3
  • the player inputs the user ID from the cursor 393 position of the “user ID” input frame 391 according to the instruction of the login screen 384A, “Password” input box Enter the password with the cursor 393 position force in frame 392 (see Fig. 12 (b)).
  • the player performs an operation of inputting the user ID and password, and then presses the “login” button 390 displayed at the bottom of the login screen 3 84A shown in FIG. 12 (b) (ST02). .
  • This operation sends the user ID and password to the server 2.
  • the server 2 refers to the player DB of the game management DB 272A and compares the user ID and password received from the client computer 3 with the user ID and password registered (stored) in the player DB.
  • Process user authentication (SS02). If the user authentication process (SS02) is successful, the server 2 acquires a main menu screen 384B as shown in FIG. 13 (a) (SS03) and performs a process of transmitting it to the client computer 3. If the user authentication process fails, the process of sending the login screen 384A is performed again.
  • a main menu screen 384B as shown in FIG. 13 (a) is displayed on the image display device 384 of the client computer 3.
  • a player name display section 394 is prepared at the upper left of the main menu screen 384B, and “SEGA CHAN”, the name of the player, is displayed between “Welcome” and “San”.
  • the player selects an item from the main menu screen 384B displayed on the image display device 384 and presses the “Send” button 396 displayed at the bottom of the main menu screen 384B. (ST03).
  • the selection of items is configured to select items by moving the square fill 395A displayed at the left edge of each item using the up and down direction keys, etc. )
  • the “Change Team Settings” item is selected!
  • a game image reproduction request signal (or a digest image reproduction request signal) is transmitted to the server 2.
  • the selection of the item of “team game situation / result” and the “send” button are the game image reproduction request signal output means (or digest image reproduction request signal output means) in this embodiment, and perform this operation.
  • a game image reproduction request signal (or digest image reproduction request signal) is transmitted to the server 2.
  • the “logout” button 397 at the upper right of the main menu screen 384B is used when the connection with the server 2 is released.
  • the server 2 Upon receiving the game image playback request signal, the server 2 refers to the schedule management DB of the game management DB 272A, acquires the game selection screen 384C as shown in FIG. 14 (a) (SS04), and Send to Yant computer 3.
  • the player selects the match selection screen 384C displayed on the image display device 384, fills the game to see the playback image from the match list 398, moves 398A, selects it, and presses the “Send” button at the bottom of the screen 384C. Perform (ST04).
  • a game selection signal is transmitted to the server 2.
  • This game selection screen 384C is configured so that the image data of the game before the game (start) is generated on the server 2 side! /, So that the player cannot select it! / Being! /
  • the server 2 When the server 2 receives the game selection signal, the server 2 acquires the selected game image data 232A (or digest image data 232B) from the RAM 232 of the storage unit 230, and displays the game image reproduction display means 217 (or digest image).
  • the game display data 232A is reproduced by the reproduction display means 218) (SS05), and the reproduced image is transmitted to the client computer 3.
  • the player 1 views the reproduction image (or digest image) 401 of the game on the reproduction image display screen 384D displayed on the image display device 384 as shown in FIG. 14 (b) (ST05).
  • the game image display screen 384D upper center display section 400 has a match of the season (first period), league name (L7010), section (first section), match team name ("Doddas” and "Kyat”), etc. Information that identifies is displayed.
  • the “view result” button 399 displayed in the upper left of the screen 384D will be described later.
  • the server 2 acquires the game result data 232C from the RAM 232 of the storage unit 230, operates the game result display means 219, and plays the game. Result data 232C to client computer 3 Send (SS06). The player confirms the game result on the game result confirmation screen 384E displayed on the image display device 384 as shown in FIG. 15 (a) (ST06).
  • match result confirmation screen 384E On the match result confirmation screen 384E, a large match result is displayed on the match result display portion 402 in the center of the screen 384E, and in the example shown in FIG. 15 (a), the player team “Doddus” is 3: 1. Is won, so “You Win!” Is displayed in the win / loss display section 403 under the match result display section 402.
  • a termination operation signal is transmitted to the server 2, the server 2 performs termination processing (SS07), and the connection between the server 2 and the client computer 3 is released.
  • FIG. 11 is a sequence chart showing a procedure for interrupting the reproduced image of the game image data (or digest image data) by the client computer 3 and confirming the game result.
  • ST11 to ST14 which are the operation procedures of the client computer 3 or the terminals 4 and 5
  • SS11 to SS15 which are the processing procedures of the server 2 are respectively ST01 to ST04 described in FIG. Since this is the same procedure as that of SS01 and SS01 or SS05, the explanation is omitted.
  • the client computer 3 When the client computer 3 receives the reproduced image transmitted by the SS15 procedure of the server (same as the SS05 procedure of FIG. 10), it is displayed on the image display device 384 as shown in FIG. 14 (b). Playback image display screen 384D is displayed, and playback image 401 is displayed in the center of screen 384D. Playback image display screen “View result” button 399, which is a playback processing end button, is displayed on the upper left of 384D. When the player performs an operation of pressing the “view result” button 399 (ST15), a playback process end signal is transmitted to the server 2. The “view result” button 399 serves as the reproduction processing signal output means 317 in the present embodiment.
  • the server 2 Upon receiving the reproduction processing end signal, the server 2 operates the reproduction processing end means 209 of the processing unit 210 to forcibly end the reproduction processing of the game image data 232A (or the digest image data 232B). Processing is performed, the game result data 2 32C is acquired from the RAM 232 of the storage unit 230, the game result display means 219 is operated, and the game result data 232C is transmitted to the client computer 3 (SS16). The player confirms the game result on the game result confirmation screen 384E displayed on the image display device 384 as shown in FIG. 15 (a) (ST 16). The ST16 procedure is the same as the ST06 procedure in FIG.
  • the ST17 operation procedure performed by the client computer 3 or the terminals 4 and 5 and the SS17 operation procedure performed by the server 2 are the same as the ST07 operation procedure and S S07 operation procedure described in FIG. 10, respectively. Therefore, explanation is omitted.
  • the server 2 determines the schedule schedule 212 for determining the schedule of the game, and the client computer 3 according to the schedule determined by the schedule determination module 212.
  • the game progress means 213 for performing the progress process of the game based on the parameters of the player character (PC team) set in the above, and the game result data 232C is generated after the progress of the game by the game progress means 213 is completed. Therefore, a player character (for example, a soccer computer composed of a plurality of player characters) is operated by a client computer 3 (a general-purpose computer installed with a client program) operated by the player.
  • Parameters eg, tactics, baseball teams, etc.
  • Data various ability parameters of each player character, etc.
  • the game automatically proceeds according to the schedule determined by the server 2. Since the game result data 232C is generated, it is not necessary for the player to always be logged in to the server 2 via the communication network 1 during the game progress process. Don't force layers to spend a lot of game time.
  • the server 2 generates a game image generation unit 214 that generates image data 232A of the test based on the game progress process by the game progress unit 213, and the game progress process by the game progress unit 213.
  • the game image data 232A is reproduced according to the game image reproduction request signal transmitted from the client computer 3 or from the terminals 4 and 5 capable of transmitting / receiving information to / from the server, and the client computer 3 or the terminal 4,
  • the game image reproduction display means 217 to be displayed on the display device 3 84 of 5 and the game result data 232C after the completion of the reproduction processing of the game image data 232A by the game image reproduction display means 217 are transferred to the client computer 3 or the terminal 4, 5
  • the game result display means 219 is displayed on the display device 384.
  • the game image of the game is reproduced and displayed on the display device 38 4 of the client computer 3 or the terminal 4 or 5.
  • the player can use the power S to lose the result after watching the progress of the game with sufficient interest.
  • the player 1 is a terminal capable of transmitting / receiving information to / from the server 2 via the communication network 1 that is not limited to the client computer 3 in which the client program of the game system is installed (for example, a portable other computer 4 or You can also check the status of a game that has ended with a mobile phone 5 etc., so you can check the progress and results of the game using commuting and break time at work.
  • image data satisfying a predetermined condition set in advance is extracted from the game image data 232A generated by the game image generating means 214, and based on the extracted image data.
  • the digest image reproduction display means 218 Completion of the game progress process, including the game result display means 219 for displaying the game result data 232C on the display device 384 of the client computer 3 or the terminals 4 and 5 after the reproduction process is completed.
  • the game is sent to the display device 384 of the client computer 3 or the terminals 4 and 5 by sending a digest image playback request signal from the client computer 3 or the terminals 4 and 5 to the server 2. Since the game result data 232C is displayed after the player's digest image is displayed, the player can sufficiently monitor the progress of the trial in a short time without checking the progress of the entire game from the start to the end of the match. You can watch the game with interest and know the results.
  • the server 2 responds to the reproduction processing end signal transmitted from the client computer 3 or the terminals 4 and 5, and the game image reproduction display means 217 or the digest image reproduction display means. 218 is provided with a reproduction processing end means 209 for forcibly terminating the reproduction processing of the game image data 232A or the digest image data 232B according to 218, so that the player watches the game image or digest image to be reproduced and displayed.
  • a reproduction processing end means 209 for forcibly terminating the reproduction processing of the game image data 232A or the digest image data 232B according to 218, so that the player watches the game image or digest image to be reproduced and displayed.

Abstract

It is possible to provide a network game system in which a player can play a considerable number of matches without using a long time and can feel increased excitation for the advance state of the terminated matches. A server includes: means for deciding a match schedule; means for performing an advance process of matches according to the decided schedule; means for generating image data on a match according to the advance process of the match; means for generating match result data after the end of the match advance process; means for reproduction-processing the match image data according to a match image reproduction request signal transmitted from a client computer or a terminal after the match advance process end and causing a display device to display the data; and means for causing the display device to display the match result data after the match result reproduction process end.

Description

明 細 書  Specification
ネットワークゲームシステム  Network game system
技術分野  Technical field
[0001] 本発明は、多人数のプレイヤー(ユーザ)がクライアントコンピュータからインターネ ット等の通信ネットワーク回線を介してオンラインゲームに参加できるネットワークゲー ムシステムに関するものである。  The present invention relates to a network game system in which a large number of players (users) can participate in an online game from a client computer via a communication network line such as the Internet.
背景技術  Background art
[0002] 従来、プレイヤーがゲームシステムのクライアントプログラムをインストールしたクライ アントコンピュータからインターネット等の通信回線を介してオンラインゲームに参加 できる種々のネットワークゲームシステムが提供されている。これらのネットワークゲー ムシステムには、プレイヤーがサッカーや野球等のスポーツチームのオーナーゃ監 督の立場で選手キャラクタその他のキャラクタを集めてチームを構成し、他のプレイヤ 一又はゲームサーバが構成したチームと対戦試合を行い、その試合の進行状況及 び勝敗の結果を楽しむものがある。プレイヤ一は自分のチームの選手キャラクタに練 習やトレーニングを実施させることにより、各選手キャラクタの各種能力値を向上させ ること力 Sでき、その結果として自分のチームの総合力を向上させ試合における勝率を 上げていくことができる。  Conventionally, various network game systems are provided in which a player can participate in an online game via a communication line such as the Internet from a client computer in which a client program of the game system is installed. In these network game systems, a player collects player characters and other characters from the standpoint of the manager of a sports team such as soccer or baseball to form a team, and a team formed by another player or a game server. There is a game where you can enjoy the progress of the game and the results of winning or losing. Players can improve the ability values of each player character by training and training the player characters of their team, and as a result, improve the overall strength of their team. The winning percentage can be increased.
[0003] 例えば、特開 2005— 255号公報には、サッカーゲームを例として、上記した形式 のネットワークゲームシステムに関する技術が開示されている。  [0003] For example, Japanese Patent Application Laid-Open No. 2005-255 discloses a technique related to a network game system of the above-described format, taking a soccer game as an example.
[0004] このような形式のゲームは、プレイヤーがクライアントコンピュータやゲーム端末機の ボタンやレバー等を操作して選手キャラクタを走らせたりボールを蹴らせたりするもの 、即ち、プレイヤーの運動神経や反射神経の如何によつて勝敗の行方が左右される ものと異なり、戦略や戦術を駆使して知的にゲームを楽しむことができるものであるこ とから、若年層だけでなく高年齢層の一般社会人にも充分に楽しめるように構成され ている。  [0004] In this type of game, a player operates a player character or kicks a ball by operating a button or lever of a client computer or game terminal, that is, a player's motor nerve or reflex nerve. Unlike those where the outcome of victory or defeat depends on how the game is played, it is possible to enjoy games intelligently using strategies and tactics. It is structured so that it can be fully enjoyed.
[0005] なお、以下「クライアントコンピュータ」とは、汎用のパーソナルコンピュータに当該ネ 該クライアントプログラムがプレインストールされたコンピュータ、及び当該クライアント プログラムの処理を実行可能なゲーム端末機等を含んだ意味で用いる。 Hereinafter, “client computer” refers to a general-purpose personal computer. The term “computer” is used to include a computer preinstalled with the client program and a game terminal capable of executing the processing of the client program.
[0006] 特許文献 1 :特開 2005— 255号公報 [0006] Patent Document 1: JP 2005-255 A
発明の開示  Disclosure of the invention
発明が解決しょうとする課題  Problems to be solved by the invention
[0007] しかしながら、上記特許文献 1に開示されているゲームシステムでは、多忙な社会 人にとってゲームに費やせる時間は限られているので、例えばネットワークゲームシ ステムの運営者力 S、プレイヤーのチームを含む十数チームのリーグ戦のイベントを企 画した場合等、 1シーズン分 (数十試合程度)の試合を行って結果を出すには長期 間を要するとレ、う課題があった。 [0007] However, in the game system disclosed in Patent Document 1, the time that can be spent on a game is limited for a busy working person, so, for example, the operator power S of the network game system, the team of players, When planning an event for a league game involving dozens of teams, including a game for one season (several tens of games), it took a long time to produce results.
[0008] また、終了した試合の状況を確認しょうとすると、一般に試合結果が表示される(例 えば、特許文献 1の段落番号「0039」参照)ため、試合の経過を楽しむ前に先に結 果が判ってしまうので、どういう状況でその結果に至ったかというこの種のゲームの大 きな興趣を殺!/、でしまうと!/、う課題があった。  [0008] When attempting to check the status of a completed game, the game result is generally displayed (see, for example, paragraph number “0039” of Patent Document 1). Since the results were understood, there was a problem of killing the big excitement of this kind of game!
[0009] 本発明はこのような従来の課題に鑑みてなされたものであって、プレイヤーが長期 間を要しなくても相当数の試合を進行させることができ、終了した試合の進行状況に 対しての興趣を高めることができるネットワークゲームシステムを提供することを目的と する。  [0009] The present invention has been made in view of such a conventional problem, and a player can advance a considerable number of games without requiring a long time. The purpose is to provide a network game system that can enhance the interests of the game.
課題を解決するための手段  Means for solving the problem
[0010] 上述した課題を解決するために請求項 1に記載の発明は、通信ネットワークに接続 されたサーバと、前記通信ネットワークを介して前記サーバとの情報送受信可能なク ライアントコンピュータとを備え、前記サーバにエントリーしたプレイヤーキャラクタ同 士、ノンプレイヤーキャラクタ同士、又は前記プレイヤーキャラクタと前記ノンプレイヤ 一キャラクタとの対戦による試合の進行処理を、前記サーバが自動的に実行するネッ トワークゲームシステムであって、前記サーバは、前記試合の日程を決定する日程決 定手段と、該日程決定手段により決定された前記日程に従って、前記クライアントコ ンピュータで設定される前記プレイヤーキャラクタのパラメータに基づいて前記試合 の進行処理を行う試合進行手段と、該試合進行手段による前記試合の進行処理に 基づ!/、て前記試合の画像データを生成する試合画像生成手段と、前記試合進行手 段による前記試合の進行処理終了後に前記試合の結果データを生成する試合結果 生成手段と、前記試合進行手段による前記試合の進行処理終了後に前記クライアン トコンピュータから又は前記サーバと情報送受信可能な端末機力 送信される試合 画像再生要求信号に応じて前記試合画像データを再生処理し前記クライアントコン ピュータ又は前記端末機の表示装置に表示させる試合画像再生表示手段と、該試 合画像再生表示手段による前記試合画像の再生処理終了後に前記試合結果デー タを前記クライアントコンピュータ又は前記端末機の前記表示装置に表示させる試合 結果表示手段と、を備えてなることを特徴とする。 [0010] In order to solve the above-described problem, the invention according to claim 1 includes a server connected to a communication network, and a client computer capable of transmitting and receiving information to and from the server via the communication network. A network game system in which the server automatically executes a progress process of a match by a battle between a player character entered in the server, non-player characters, or between the player character and the non-player character. The server determines the schedule of the game, and the progress of the game based on the parameters of the player character set on the client computer according to the schedule determined by the schedule determination means. Game progress means for processing, and the game progress The progress process of the game by stage Based on! /, A game image generating means for generating image data of the game, a game result generating means for generating result data of the game after completion of the game progress processing by the game progress means, and the game progress Terminal device capable of transmitting / receiving information to / from the server after the completion of the progress of the game by means of the game. The game image data is played back in response to a game image playback request signal transmitted to the client computer or the client computer. The game image reproduction display means to be displayed on the display device of the terminal, and the game result data is displayed on the client computer or the display device of the terminal after completion of the game image reproduction processing by the test image reproduction display means. And a game result display means.
[0011] 請求項 2に記載の発明は、請求項 1に記載のネットワークゲームシステムにおいて、 前記サーバは、前記クライアントコンピュータ又は前記端末機から送信される再生処 理終了信号に応じて前記試合画像再生表示手段による前記試合画像データの再生 処理を強制的に終了させる再生処理終了手段を具備してなることを特徴とする。  [0011] The invention according to claim 2 is the network game system according to claim 1, wherein the server reproduces the game image according to a reproduction processing end signal transmitted from the client computer or the terminal. Reproduction processing end means for forcibly terminating the reproduction processing of the game image data by the display means is provided.
[0012] 請求項 3に記載の発明は、通信ネットワークに接続されたサーバと、前記通信ネット ワークを介して前記サーバとの情報送受信可能なクライアントコンピュータとを備え、 前記サーバにエントリ一したプレイヤーキャラクタ同士、ノンプレイヤーキャラクタ同士 、又は前記プレイヤーキャラクタと前記ノンプレイヤーキャラクタとの対戦による試合の 進行処理を、前記サーバが自動的に実行するネットワークゲームシステムであって、 前記サーバは、前記試合の日程を決定する日程決定手段と、該日程決定手段により 決定された前記日程に従って、前記クライアントコンピュータで設定される前記プレイ ヤーキャラクタのパラメータに基づいて前記試合の進行処理を行う試合進行手段と、 該試合進行手段による前記試合の進行処理に基づいて前記試合の画像データを生 成する試合画像生成手段と、前記試合画像データから予め設定された所定の条件 を満たす画像データを抽出し該抽出された画像データに基づいて前記試合のダイジ ェスト画像データを生成するダイジェスト画像生成手段と、前記試合進行手段による 前記試合の進行処理終了後に前記試合の結果データを生成する試合結果生成手 段と、前記試合進行手段による前記試合の進行処理終了後に前記クライアントコンビ ユータから又は前記サーバと情報送受信可能な端末機力 送信されるダイジェスト画 像再生要求信号に応じて前記ダイジェスト画像データを再生処理し前記クライアント コンピュータ又は前記端末機の表示装置に表示させるダイジェスト画像再生表示手 段と、該ダイジェスト画像再生表示手段による前記ダイジェスト画像の再生処理終了 後に前記試合結果データを前記クライアントコンピュータ又は前記端末機の前記表 示装置に表示させる試合結果表示手段と、を備えてなることを特徴とする。 [0012] The invention according to claim 3 includes a server connected to a communication network and a client computer capable of transmitting / receiving information to / from the server via the communication network, and a player character that makes an entry in the server A network game system in which the server automatically executes a progress process of a match by a battle between each other, between non-player characters, or between the player character and the non-player character, wherein the server determines the schedule of the match Schedule determination means for determining, game progress means for performing the progress process of the game based on the parameters of the player character set in the client computer according to the schedule determined by the schedule determination means, and the game progress Progress process of the game by means A game image generating means for generating image data of the game based on the image, image data satisfying a predetermined condition set in advance from the game image data, and a digest of the game based on the extracted image data. A digest image generating means for generating image data; a game result generating means for generating result data of the game after completion of the game progress processing by the game progress means; and after completion of the game progress processing by the game progress means. A terminal device capable of transmitting and receiving information from the client computer or the server. A digest image reproduction display means for reproducing the digest image data in accordance with an image reproduction request signal and displaying the digest image data on the display device of the client computer or the terminal; and the digest image reproduction display means by the digest image reproduction display means And a game result display means for displaying the game result data on the display device of the client computer or the terminal device later.
[0013] 請求項 4に記載の発明は、請求項 3に記載のネットワークゲームシステムにおいて、 前記サーバは、前記クライアントコンピュータ又は前記端末機から送信される再生処 理終了信号に応じて前記ダイジェスト画像再生表示手段による前記ダイジェスト画像 データの再生処理を強制的に終了させる再生処理終了手段を具備してなることを特 徴とする。 [0013] The invention according to claim 4 is the network game system according to claim 3, wherein the server reproduces the digest image in response to a reproduction processing end signal transmitted from the client computer or the terminal. It is characterized by comprising a reproduction processing end means for forcibly terminating the reproduction processing of the digest image data by the display means.
[0014] 請求項 5に記載の発明は、プレイヤーキャラクタのパラメータを設定するクライアント コンピュータに通信ネットワークを介して情報送受信可能に接続され、前記クライアン トコンピュータ力もエントリーされた前記プレイヤーキャラクタ同士、ノンプレイヤーキヤ ラクタ同士、又は前記プレイヤーキャラクタと前記ノンプレイヤーキャラクタとの対戦に よる試合の進行処理を自動的に実行するサーバであって、前記試合の日程を決定 する日程決定手段と、該日程決定手段により決定された前記日程に従って、前記ク ライアントコンピュータで設定される前記プレイヤーキャラクタのパラメータに基づいて 前記試合の進行処理を行う試合進行手段と、該試合進行手段による前記試合の進 行処理に基づ!/、て前記試合の画像データを生成する試合画像生成手段と、前記試 合進行手段による前記試合の進行処理終了後に前記試合の結果データを生成する 試合結果生成手段と、前記試合進行手段による前記試合の進行処理終了後に前記 クライアントコンピュータから又は前記サーバと情報送受信可能な端末機力 送信さ れる試合画像再生要求信号に応じて前記試合画像データを再生処理し前記クライ アントコンピュータ又は前記端末機の表示装置に表示させる試合画像再生表示手段 と、該試合画像再生表示手段による前記試合画像の再生処理終了後に前記試合結 果データを前記クライアントコンピュータ又は前記端末機の前記表示装置に表示さ せる試合結果表示手段と、を備えてなることを特徴とする。  [0014] The invention according to claim 5 is characterized in that the player characters that are connected to a client computer for setting the parameters of the player character through a communication network so that information can be transmitted and received, and the player characters that have entered the client computer power are also non-player characters. A server that automatically executes a progress process of a game by a battle between tractors or between the player character and the non-player character, the schedule determining means for determining the schedule of the game, and determined by the schedule determining means The game progress means for performing the progress process of the game based on the parameters of the player character set by the client computer according to the schedule, and based on the progress process of the game by the game progress means! / , The image data of the game The game image generating means to be formed; the game result generating means for generating the game result data after the match progress processing by the trial progress means is completed; and the client computer after the match progress processing being completed by the match progress means Or a terminal device capable of transmitting / receiving information to / from the server. The game image reproduction display means for reproducing the game image data in response to a transmitted game image reproduction request signal and displaying the game image data on the display device of the client computer or the terminal. And game result display means for displaying the game result data on the display device of the client computer or the terminal after completion of the game image reproduction processing by the game image reproduction display means. Features.
[0015] 請求項 6に記載の発明は、請求項 5に記載のサーバにおいて、前記クライアントコ ンピュータ又は前記端末機から送信される再生処理終了信号に応じて前記試合画 像再生表示手段による前記試合画像データの再生処理を強制的に終了させる再生 処理終了手段を具備してなることを特徴とする。 [0015] The invention according to claim 6 is the server according to claim 5, wherein A reproduction processing end means for forcibly ending the reproduction processing of the game image data by the game image reproduction display means in response to a reproduction processing end signal transmitted from a computer or the terminal. To do.
[0016] 請求項 7に記載の発明は、プレイヤーキャラクタのパラメータを設定するクライアント コンピュータに通信ネットワークを介して情報送受信可能に接続され、前記クライアン トコンピュータ力もエントリーされた前記プレイヤーキャラクタ同士、ノンプレイヤーキヤ ラクタ同士、又は前記プレイヤーキャラクタと前記ノンプレイヤーキャラクタとの対戦に よる試合の進行処理を自動的に実行するサーバであって、前記試合の日程を決定 する日程決定手段と、該日程決定手段により決定された前記日程に従って、前記ク ライアントコンピュータで設定される前記プレイヤーキャラクタのパラメータに基づいて 前記試合の進行処理を行う試合進行手段と、該試合進行手段による前記試合の進 行処理に基づ!/、て前記試合の画像データを生成する試合画像生成手段と、前記試 合画像データから予め設定された所定の条件を満たす画像データを抽出し該抽出 された画像データに基づいて前記試合のダイジェスト画像データを生成するダイジェ スト画像生成手段と、前記試合進行手段による前記試合の進行処理終了後に前記 試合の結果データを生成する試合結果生成手段と、前記試合進行手段による前記 試合の進行処理終了後に前記クライアントコンピュータから又は前記サーバと情報送 受信可能な端末機から送信されるダイジェスト画像再生要求信号に応じて前記ダイ ジェスト画像データを再生処理し前記クライアントコンピュータ又は前記端末機の表 示装置に表示させるダイジェスト画像再生表示手段と、該ダイジェスト画像再生表示 手段による前記ダイジェスト画像の再生処理終了後に前記試合結果データを前記ク ライアントコンピュータ又は前記端末機の前記表示装置に表示させる試合結果表示 手段と、を備えてなることを特徴とする。 [0016] According to the invention of claim 7, the player characters connected to the client computer for setting the parameter of the player character so as to be able to transmit and receive information via a communication network, and the player characters having entered the client computer power are also non-player characters. A server that automatically executes a progress process of a game by a battle between tractors or between the player character and the non-player character, the schedule determining means for determining the schedule of the game, and determined by the schedule determining means The game progress means for performing the progress process of the game based on the parameters of the player character set by the client computer according to the schedule, and based on the progress process of the game by the game progress means! / , The image data of the game A match image generating means for generating a digest image for extracting image data satisfying a predetermined condition from the match image data and generating digest image data of the match based on the extracted image data Means, game result generating means for generating result data of the game after completion of the game progress processing by the game progress means, information from the client computer or the server and information after completion of the game progress processing by the game progress means Digest image reproduction display means for reproducing the digest image data in accordance with a digest image reproduction request signal transmitted from a terminal capable of transmission and reception and displaying the digest image data on the display device of the client computer or the terminal, and the digest Reproduction of the digest image by the image reproduction display means A game result display means for displaying the game result data after processing ends to said display device of said client computer or said terminal, and characterized in that it comprises a.
[0017] 請求項 8に記載の発明は、請求項 7に記載のサーバにおいて、前記クライアントコ ンピュータ又は前記端末機から送信される再生処理終了信号に応じて前記ダイジェ スト画像再生表示手段による前記ダイジェスト画像データの再生処理を強制的に終 了させる再生処理終了手段を具備してなることを特徴とする。 [0017] The invention according to claim 8 is the server according to claim 7, in which the digest by the digest image reproduction display means according to a reproduction processing end signal transmitted from the client computer or the terminal. It is characterized by comprising reproduction processing end means for forcibly terminating the reproduction processing of image data.
[0018] 請求項 9に記載の発明は、プレイヤーキャラクタのパラメータを設定するクライアント コンピュータに通信ネットワークを介して情報送受信可能に接続され、前記クライアン トコンピュータ力もエントリーされた前記プレイヤーキャラクタ同士、ノンプレイヤーキヤ ラクタ同士、又は前記プレイヤーキャラクタと前記ノンプレイヤーキャラクタとの対戦に よる試合の進行処理を自動的に実行するサーバとして、コンピュータを機能させるた めのプログラムであって、前記コンピュータを、前記試合の日程を決定する日程決定 手段、該日程決定手段により決定された前記日程に従って、前記クライアントコンビ ユータで設定される前記プレイヤーキャラクタのパラメータに基づいて前記試合の進 行処理を行う試合進行手段、該試合進行手段による前記試合の進行処理に基づ!/ヽ て前記試合の画像データを生成する試合画像生成手段、前記試合進行手段による 前記試合の進行処理終了後に前記試合の結果データを生成する試合結果生成手 段、前記試合進行手段による前記試合の進行処理終了後に前記クライアントコンビ ユータから又は前記サーバと情報送受信可能な端末機から送信される試合画像再 生要求信号に応じて前記試合画像データを再生処理し前記クライアントコンピュータ 又は前記端末機の表示装置に表示させる試合画像再生表示手段、該試合画像再 生表示手段による前記試合画像の再生処理終了後に前記試合結果データを前記ク ライアントコンピュータ又は前記端末機の前記表示装置に表示させる試合結果表示 手段、として機能させることを特徴とする。 [0018] The invention according to claim 9 is a client for setting a parameter of a player character. Progress of a game by a battle between the player characters, non-player characters, or the player character and the non-player character, which are connected to a computer via a communication network so that information can be transmitted and received, and the client computer power is also entered. A program for causing a computer to function as a server that automatically executes processing, wherein the computer is determined according to the schedule determined by the schedule determining means for determining the schedule of the game, and the schedule determined by the schedule determining means. Based on the player character parameters set by the client computer, the game progress means for executing the game progress process, and the game image data based on the game progress process by the game progress means! Generate game image Means, a game result generating means for generating result data of the game after completion of the game progress processing by the game progress means, information from the client computer or the server and information after completion of the game progress processing by the game progress means Game image reproduction display means for reproducing the game image data in response to a game image reproduction request signal transmitted from a terminal capable of transmitting and receiving and displaying the game image data on the display device of the client computer or the terminal, and the game image reproduction The game result data is displayed on the display unit of the client computer or the terminal after the game image reproduction process by the display unit is completed.
[0019] 請求項 10に記載の発明は、請求項 9に記載のゲームプログラムにおいて、前記コ ンピュータを、前記クライアントコンピュータ又は前記端末機から送信される再生処理 終了信号に応じて前記試合画像再生表示手段による前記試合画像データの再生処 理を強制的に終了させる再生処理終了手段として機能させることを特徴とする。  [0019] The invention according to claim 10 is the game program according to claim 9, wherein the game is reproduced and displayed in response to a reproduction process end signal transmitted from the client computer or the terminal. It is made to function as a reproduction | regeneration process completion | finish means to forcibly complete | finish the reproduction | regeneration processing of the said game image data by a means.
[0020] 請求項 11に記載の発明は、プレイヤーキャラクタのパラメータを設定するクライアン トコンピュータに通信ネットワークを介して情報送受信可能に接続され、前記クライァ ントコンピュータからエントリーされた前記プレイヤーキャラクタ同士、ノンプレイヤーキ ャラクタ同士、又は前記プレイヤーキャラクタと前記ノンプレイヤーキャラクタとの対戦 による試合の進行処理を自動的に実行するサーバとして、コンピュータを機能させる ためのプログラムであって、前記コンピュータを、前記試合の日程を決定する日程決 定手段、該日程決定手段により決定された前記日程に従って、前記クライアントコン ピュータで設定される前記プレイヤーキャラクタのパラメータに基づいて前記試合の 進行処理を行う試合進行手段、該試合進行手段による前記試合の進行処理に基づ V、て前記試合の画像データを生成する試合画像生成手段、前記試合画像データか ら予め設定された所定の条件を満たす画像データを抽出し該抽出された画像データ に基づいて前記試合のダイジェスト画像データを生成するダイジェスト画像生成手段 、前記試合進行手段による前記試合の進行処理終了後に前記試合の結果データを 生成する試合結果生成手段、前記試合進行手段による前記試合の進行処理終了後 に前記クライアントコンピュータから又は前記サーバと情報送受信可能な端末機から 送信されるダイジェスト画像再生要求信号に応じて前記ダイジェスト画像データを再 生処理し前記クライアントコンピュータ又は前記端末機の表示装置に表示させるダイ ジェスト画像再生表示手段、該ダイジェスト画像再生表示手段による前記ダイジェスト 画像の再生処理終了後に前記試合結果データを前記クライアントコンピュータ又は 前記端末機の前記表示装置に表示させる試合結果表示手段、として機能させること を特徴とする。 [0020] The invention according to claim 11 is connected to a client computer for setting a parameter of a player character so that information can be transmitted and received via a communication network, and the player characters entered from the client computer are connected to each other as non-players. A program for causing a computer to function as a server for automatically executing a match progress process between characters or between a player character and a non-player character, wherein the computer sets the schedule of the match. According to the schedule determined by the schedule determining means and the schedule determined by the schedule determining means, A game progress means for performing the progress process of the game based on the parameters of the player character set by a computer, and a game image for generating image data of the game by V based on the progress process of the game by the game progress means. Generation means, digest image generation means for extracting image data satisfying a predetermined condition set in advance from the game image data, and generating digest image data of the game based on the extracted image data, game progress means Sent from the client computer or from a terminal capable of transmitting and receiving information to and from the server after the match progress process by the match progress means is completed. In response to the digest image reproduction request signal, the digest image data Digest image reproduction display means for reproducing the digest image and displaying the digest result reproduction processing by the digest image reproduction display means after the digest image reproduction processing is completed. It is made to function as a game result display means to display on the said display apparatus of a terminal.
[0021] 請求項 12に記載の発明は、請求項 11に記載のゲームプログラムにおいて、前記コ ンピュータを、前記クライアントコンピュータ又は前記端末機から送信される再生処理 終了信号に応じて前記ダイジェスト画像再生表示手段による前記ダイジェスト画像デ ータの再生処理を強制的に終了させる再生処理終了手段として機能させることを特 徴とする。  [0021] The invention according to claim 12 is the game program according to claim 11, wherein the computer displays the digest image according to a reproduction processing end signal transmitted from the client computer or the terminal. It is characterized by functioning as a reproduction processing end means for forcibly terminating the reproduction processing of the digest image data by means.
発明の効果  The invention's effect
[0022] 本発明の一実施形態に係るネットワークゲームシステム、サーバ又はゲームプログ ラムによれば、サーバが、試合の日程を決定する日程決定手段と、この日程決定手 段により決定された日程に従ってクライアントコンピュータで設定されるプレイヤーキ ャラクタのパラメータに基づいて試合の進行処理を行う試合進行手段と、この試合進 行手段による前記試合の進行処理終了後にその試合の結果データを生成する試合 結果生成手段とを備えているため、プレイヤーが操作するクライアントコンピュータ(ク ライアントプログラムがインストールされた汎用コンピュータ等)によりプレイヤーキャラ クタ(例えば、複数の選手キャラクタ等から構成されるサッカーチーム、野球チーム等 )のパラメータ(例えば、戦術パラメータ、各選手キャラクタの各種能力パラメータ等) を設定して通信ネットワークを介してサーバに接続してゲームにエントリー(参加登録 )することにより、サーバが決定した日程に従って試合が自動進行処理されて試合の 結果データが生成されるので、プレイヤーが試合の進行処理中常にネットワークを介 してサーバにログインしている必要がなぐプレイヤーに長時間のゲーム実行時間を 費やすことを強レ、ること力 Sなレ、。 [0022] According to the network game system, the server, or the game program according to one embodiment of the present invention, the server determines the schedule of the game and the client according to the schedule determined by the schedule determination unit. Game progress means for performing a game progress process based on player character parameters set by the computer, and a game result generation means for generating result data of the game after the game progress process by the game progress means is completed; Therefore, a player character (for example, a soccer team or a baseball team composed of a plurality of player characters, etc.) is operated by a client computer (a general-purpose computer installed with a client program) operated by a player. ) Parameters (for example, tactical parameters, various ability parameters of each player character, etc.), connect to the server via the communication network and enter the game (participation registration). Is automatically processed and game result data is generated, so that it is necessary to spend a long game running time for players who do not need to be logged in to the server through the network at all times during the game progress process. A strong power, a power of S.
[0023] さらに、サーバが、試合進行手段による試合の進行処理に基づいてその試合の画 像データを生成する試合画像生成手段と、試合進行手段による当該試合の進行処 理終了後にクライアントコンピュータから又はサーバと情報送受信可能な端末機から 送信される試合画像再生要求信号に応じて試合画像データを再生処理しクライアン トコンピュータ又は前記端末機の表示装置に表示させる試合画像再生表示手段と、 この試合画像再生表示手段による試合画像の再生処理終了後に試合結果データを クライアントコンピュータ又は前記端末機の表示装置に表示させる試合結果表示手 段とを備えているため、試合の進行処理が終了した試合の状況は、プレイヤーがクラ イアントコンピュータ又は前記端末機から試合画像再生要求信号をサーバに送信す ることにより、クライアントコンピュータ又は前記端末機の表示装置に当該試合の試合 画像が再生表示された後、試合結果データが表示されるので、プレイヤ一は当該試 合の進行状況を充分な興趣をもって観戦した上で結果を知ることができる。 [0023] Further, the server generates a game image generation unit that generates image data of the game based on the game progress process by the game progress unit, and a client computer after the completion of the game progress process by the game progress unit or The game image reproduction display means for reproducing the game image data in accordance with a game image reproduction request signal transmitted from a terminal capable of transmitting / receiving information to / from the server and displaying the game image data on the client computer or the display device of the terminal, Since the game result display means for displaying the game result data on the display device of the client computer or the terminal after completion of the game image reproduction process by the reproduction display means is provided, The player sends a game image playback request signal from the client computer or the terminal. By transmitting, the game result data is displayed after the game image of the game has been reproduced and displayed on the display device of the client computer or the terminal, so that the player can fully understand the progress of the game. You can know the result after watching.
[0024] なお、プレイヤ一は、ゲームシステムのクライアントプログラムがインストールされたク ライアントコンピュータだけではなぐ通信ネットワークを介してサーバと情報送受信可 能な端末機 (例えば携帯型その他のコンピュータや携帯電話機等)によっても終了し た試合の状況を確認することができるので、通勤途上や職場の休憩時間等を利用し て試合の進行状況と結果を確認することができる。 [0024] It should be noted that the player can use a terminal device that can send and receive information to / from a server via a communication network (not only a client computer in which a client program of a game system is installed) (for example, a portable computer or a mobile phone). Can also check the status of the finished game, so the progress and result of the game can be checked using commuting and break time at work.
[0025] さらに、上記発明に係る実施形態によれば、上記の効果に加えて、サーバがクライ アントコンピュータ又は前記端末機から送信される再生処理終了信号に応じて試合 画像再生表示手段による試合画像データの再生処理を強制的に終了させる再生処 理終了手段を具備しているので、プレイヤ一は、再生表示される試合画像を観戦す る充分な時間がなぐ取り急ぎ試合の結果を知りたい場合等に、試合画像の再生処 理を任意のタイミングで強制的に終了させて当該試合の結果を確認することができる [0025] Further, according to the embodiment of the present invention, in addition to the above effects, the game image is displayed by the game image reproduction display means according to the reproduction processing end signal transmitted from the client computer or the terminal. Since there is a playback process end means for forcibly ending the data playback process, the player wants to know the result of the rush game with enough time to watch the displayed game image. The game image playback process. You can forcibly end the reason at any time and check the result of the match
[0026] 本発明の他の実施形態に係るネットワークゲームシステム、サーバ又はゲームプロ グラムによれば、サーバが、試合の日程を決定する日程決定手段と、この日程決定 手段により決定された日程に従ってクライアントコンピュータで設定されるプレイヤー キャラクタのパラメータに基づいて試合の進行処理を行う試合進行手段と、この試合 進行手段による前記試合の進行処理終了後にその試合の結果データを生成する試 合結果生成手段とを備えているため、上記の発明と同様に、プレイヤーが操作する 端末機によりプレイヤーキャラクタのパラメータを設定して通信ネットワークを介してサ ーバに接続してゲームにエントリーすることにより、サーバが決定した日程に従って試 合が自動進行処理されて試合の結果データが生成されるので、プレイヤーが試合の 進行処理中常にネットワークを介してサーバにログインしている必要がなぐプレイヤ 一に長時間のゲーム実行時間を費やすことを強いることがない。 [0026] According to the network game system, the server, or the game program according to another embodiment of the present invention, the server determines the schedule of the game and the client according to the schedule determined by the schedule determination means. Game progress means for performing the progress process of the game based on the parameters of the player character set by the computer, and a test result generation means for generating result data of the game after the progress of the game by the game progress means is completed. Therefore, as in the case of the above invention, the server determines the parameters of the player character set by the terminal operated by the player, connected to the server via the communication network, and entered the game. Matches are automatically processed according to the schedule, and game result data is generated. In, there is no forcing to spend a long time in the game execution time to a player one where the player needs to have logged in to the server via the network always ongoing process of game Nag.
[0027] さらに、サーバが、試合進行手段による試合の進行処理に基づいてその試合の画 像データを生成する試合画像生成手段と、この試合画像データから予め設定された 所定の条件を満たす画像データを抽出しその抽出された画像データに基づいて当 該試合のダイジェスト画像データを生成するダイジェスト画像生成手段と、試合進行 手段による試合の進行処理終了後にクライアントコンピュータから又は前記端末機か ら送信されるダイジェスト画像再生要求信号に応じて前記ダイジェスト画像データを 再生処理しクライアントコンピュータ又は端末機の表示装置に表示させるダイジェスト 画像再生表示手段と、このダイジェスト画像再生表示手段によるダイジェスト画像の 再生処理終了後に試合結果データをクライアントコンピュータ又は端末機の表示装 置に表示させる試合結果表示手段とを備えているため、試合の進行処理が終了した 試合の状況は、プレイヤーがクライアントコンピュータ又は端末機からダイジェスト画 像再生要求信号をサーバに送信することにより、クライアントコンピュータ又は端末機 の表示装置に当該試合のダイジェスト画像が表示された後、試合結果データが表示 されるので、上記の発明に比して、プレイヤ一は試合開始力 試合終了までの全試 合経過を確認することなく短時間で当該試合の進行状況を充分な興趣をもって観戦 し結果を失口ること力でさる。 [0027] Furthermore, the game image generating means for generating image data of the game based on the game progress processing by the game progress means, and image data satisfying a predetermined condition set in advance from the game image data And digest image generation means for generating digest image data of the game based on the extracted image data, and transmitted from the client computer or the terminal after completion of the game progress processing by the game progress means Digest image reproduction display means for reproducing the digest image data in response to a digest image reproduction request signal and displaying the digest image data on a display device of a client computer or a terminal, and a match result after completion of digest image reproduction processing by the digest image reproduction display means Data on the client computer Is provided with a game result display means for displaying on the display device of the terminal, so that the progress of the game has been completed, the player can send a digest image playback request signal from the client computer or terminal to the server. By transmitting, since the digest image of the game is displayed on the display device of the client computer or terminal, the game result data is displayed. Therefore, compared with the above invention, the player has the ability to start the game. Watch the progress of the game in a short amount of time without having to check the progress of all the trials However, it is the power to lose results.
[0028] また、上記の発明と同様に、プレイヤ一は、クライアントコンピュータだけではなぐ 通信ネットワークを介してサーバと情報送受信可能な端末機によっても終了した試合 の状況を確認することができるので、通勤途上や職場の休憩時間等を利用して試合 の進行状況と結果を確認することができる。  [0028] Further, as in the above-described invention, the player can check the status of the finished game by using a terminal capable of transmitting and receiving information to and from the server via a communication network, not just a client computer. You can check the progress of the game and the results using breaks at work and at work.
[0029] なお、上記したダイジェスト画像データを生成するために前記試合画像データから 抽出される画像データが満たすべき予め設定される所定の条件としては、例えば、「 キックオフの画像の前後 10秒間の画像データ」、「ゴールシーンの画像の前後 10秒 間の画像データ」、「シュートシーンの画像の前後 10秒間の画像データ」、「フリーキ ックの画像の前後 10秒間の画像データ」、「レッドカード又はイェローカードが宣告さ れた画像の前後 10秒間の画像データ」、「試合終了の画像の前後 10秒間の画像デ ータ」等の条件を設定することができる。  [0029] It should be noted that, as a predetermined condition that should be satisfied by the image data extracted from the game image data in order to generate the digest image data described above, for example, an image of 10 seconds before and after the kick-off image Data ”,“ Image data for 10 seconds before and after the goal scene image ”,“ Image data for 10 seconds before and after the shot scene image ”,“ Image data for 10 seconds before and after the free kick image ”,“ Red card ” Alternatively, conditions such as “image data for 10 seconds before and after the image where the yellow card was declared” and “image data for 10 seconds before and after the image at the end of the game” can be set.
[0030] さらに、本実施形態によれば、上記の効果に加えて、サーバが、クライアントコンビ ユータ又は前記端末機から送信される再生処理終了信号に応じてダイジェスト画像 再生表示手段によるダイジェスト画像データの再生処理を強制的に終了させる再生 処理終了手段を具備しているので、プレイヤ一は、再生表示されるダイジェスト画像 を観戦する充分な時間がなぐ取り急ぎ試合の結果を知りたい場合等に、ダイジェスト 画像の再生処理を任意のタイミングで強制的に終了させて当該試合の結果を確認 すること力 Sでさる。  [0030] Further, according to the present embodiment, in addition to the above-described effects, the server can generate the digest image data by the digest image reproduction display means according to the reproduction processing end signal transmitted from the client computer or the terminal. Since the playback processing end means is provided to forcibly end the playback processing, the player can obtain the digest image when he / she wants to know the result of the rushing game with sufficient time to watch the digest image displayed and displayed. Use force S to forcibly end the playback process at any time and check the result of the match.
図面の簡単な説明  Brief Description of Drawings
[0031] [図 1]本発明の一実施形態によるネットワーク接続図である。  FIG. 1 is a network connection diagram according to one embodiment of the present invention.
[図 2]本発明の一実施形態によるサーバの構成の一例を示すブロック図である。  FIG. 2 is a block diagram showing an example of the configuration of a server according to an embodiment of the present invention.
[図 3]図 2のプレイヤー DBに記憶されるデータテーブルの一例を示す図である。  3 is a diagram showing an example of a data table stored in the player DB of FIG.
[図 4]図 2の日程管理 DBに記憶されるデータテーブルの一例を示す図である。  4 is a diagram showing an example of a data table stored in the schedule management DB of FIG.
[図 5]図 2のランキング DBに記憶されるデータテーブルの一例を示す図である。  FIG. 5 is a diagram showing an example of a data table stored in the ranking DB of FIG.
[図 6]図 2のランキング DBに記憶されるデータテーブルの一例を示す図である。  6 is a diagram showing an example of a data table stored in the ranking DB of FIG.
[図 7]本発明の一実施形態によるクライアントコンピュータの構成の一例を示すブロッ ク図である。 [図 8]本発明の一実施形態におけるサーバの処理の流れを説明するためのフローチ ヤートである。 FIG. 7 is a block diagram showing an example of the configuration of a client computer according to an embodiment of the present invention. FIG. 8 is a flow chart for explaining the flow of processing of a server in one embodiment of the present invention.
[図 9]本発明の一実施形態による日程決定手段の処理を説明するための図である。  FIG. 9 is a diagram for explaining processing of a schedule determination unit according to an embodiment of the present invention.
[図 10]本発明の一実施形態によるクライアントコンピュータの操作手順とサーバの処 理手順を説明するためのシーケンスチャートである。  FIG. 10 is a sequence chart for explaining a client computer operation procedure and a server processing procedure according to an embodiment of the present invention.
[図 11]本発明の一実施形態によるクライアントコンピュータの操作手順とサーバの処 理手順を説明するためのシーケンスチャートである。  FIG. 11 is a sequence chart for explaining a client computer operation procedure and a server processing procedure according to an embodiment of the present invention.
[図 12]本発明の一実施形態によるクライアントコンピュータの表示装置に表示される 画面の構成の一例を示す図である。  FIG. 12 is a diagram showing an example of the configuration of a screen displayed on the display device of the client computer according to the embodiment of the present invention.
[図 13]本発明の一実施形態によるクライアントコンピュータの表示装置に表示される 画面の構成の一例を示す図である。  FIG. 13 is a diagram showing an example of the configuration of a screen displayed on the display device of the client computer according to the embodiment of the present invention.
[図 14]本発明の一実施形態によるクライアントコンピュータの表示装置に表示される 画面の構成の一例を示す図である。  FIG. 14 is a diagram showing an example of the configuration of a screen displayed on the display device of the client computer according to the embodiment of the present invention.
[図 15]本発明の一実施形態によるクライアントコンピュータの表示装置に表示される 画面の構成の一例を示す図である。  FIG. 15 is a diagram showing an example of the configuration of a screen displayed on the display device of the client computer according to the embodiment of the present invention.
発明を実施するための最良の形態  BEST MODE FOR CARRYING OUT THE INVENTION
[0032] 以下、本発明の一実施形態について、プレイヤーがサッカーチームのオーナーの 立場でプレイヤーキャラクタチーム(以下、「PCチーム」という)を構成して、インター ネット等のネットワーク回線を介してサーバに接続してゲームにエントリー(参加登録) し、他のプレイヤーの PCチーム又はサーバが各パラメータを設定するノンプレイヤー キャラクタチーム(以下、「NPCチーム」と!/、う)と対戦試合を行うネットワークゲームシ ステムを例に説明する。 [0032] In the following, according to an embodiment of the present invention, a player forms a player character team (hereinafter referred to as a "PC team") from the standpoint of a soccer team owner, and the server is connected to a server via a network line such as the Internet. A network game where players connect and enter (register for participation) in a game and play against non-player character teams (hereinafter referred to as “NPC teams”! /, U) whose parameters are set by other players' PC teams or servers. The system is explained as an example.
[0033] 図 1は、本実施形態におけるネットワークゲームシステムのネットワーク構成の一例 を示すネットワーク接続図である。 FIG. 1 is a network connection diagram showing an example of a network configuration of the network game system in the present embodiment.
[0034] 本実施形態において、プレイヤ一はゲームシステムのクライアントプログラムをイン ストールしたクライアントコンピュータ 3により、必要な種々のパラメータを設定して自 分の PCチームを構成する。 In this embodiment, the player sets his / her own PC team by setting various necessary parameters by the client computer 3 in which the client program of the game system is installed.
[0035] 図 1において、多数のクライアントコンピュータ 3は、インターネット等の通信ネットヮ ーク 1を介してサーバ 2に接続されている。尚、サーバ 2は 1台とは限らず、処理の負 荷を分散させるため又はゲームの進行処理に伴って生成される種々のデータのバッ クアップのため等により、必要に応じて複数台のコンピュータで構成しても良い。プレ ィャ一は、クライアントコンピュータ 3にインストールされたクライアントプログラムに従つ て、選手キャラクタ、監督キャラクタ、コーチキャラクタ、スカウトキャラクタ等のチーム 運営に必要なプレイヤーキャラクタ(PC)を収集して各 PCのパラメータを設定し、 PC チームを構成してサーバ 2にエントリーすることによりネットワークゲームに参加するこ と力 Sできる。 In FIG. 1, a number of client computers 3 are connected to a communication network such as the Internet. Is connected to server 2 via token 1. Note that the number of servers 2 is not limited to one, but a plurality of computers may be used as necessary to distribute the processing load or to back up various data generated as the game progresses. You may comprise. The player collects player characters (PCs) necessary for team management such as player characters, manager characters, coach characters, scout characters, etc. according to the client program installed on the client computer 3, You can participate in network games by setting parameters, configuring a PC team, and entering server 2.
[0036] 図 1において、符号 4はクライアントプログラムをインストールしていないが通信ネット ワーク 1を介してサーバ 2と情報送受信可能な端末機 (汎用コンピュータ等)を示し、 符号 5は、基地局 6を経由して通信ネットワーク 1に接続し、この通信ネットワーク回線 1を介してサーバ 2との情報送受信可能な携帯電話機や PDA (Personal Digital Assistants)等の携帯型端末機を示す。本実施形態におけるネットワークゲームシス テムにおいては、これらの端末機 4や携帯型端末機 5からでも試合の状況や結果を 閲覧できるように構成されている。  In FIG. 1, reference numeral 4 indicates a terminal (general-purpose computer or the like) that can transmit / receive information to / from the server 2 via the communication network 1 although no client program is installed. Reference numeral 5 indicates the base station 6. A mobile terminal such as a mobile phone or PDA (Personal Digital Assistants) that can connect to the communication network 1 via the communication network 1 and transmit / receive information to / from the server 2 via the communication network line 1 is shown. The network game system in the present embodiment is configured so that the game situation and results can be browsed from these terminals 4 and portable terminals 5.
[0037] 図 2は、本実施形態におけるサーバ 2の構成の一例を示す説明図である。図にお いて、サーバ 2は、処理部 210と、通信部 220と、記憶部 230と、操作部 240と、画像 •音声出力部 250を備えている。また、サーバ 2は、外部機器と情報の送受信を行う ためのインタフェース回路(I/F) 260を備えており、通信部 220、記憶部 230、操作 部 240、画像.音声出力部 250は、このインタフェース回路(I/F) 260を介して、そ れぞれ外部の通信回線 271、外部記憶装置 272、キーボードやマウス等の入力装置 273及びディスプレイモニタやスピーカ等の画像表示装置'音声出力装置 274に接 続されている。なお、インタフェース回路(I/F) 260は図示のように 1つの基板上に 構成するようにしても良いし、通信部 220、記憶部 230、操作部 240、画像 ·音声出 力部 250にそれぞれ対応して独立して構成するようにしても良い。  FIG. 2 is an explanatory diagram showing an example of the configuration of the server 2 in the present embodiment. In the figure, the server 2 includes a processing unit 210, a communication unit 220, a storage unit 230, an operation unit 240, and an image / audio output unit 250. The server 2 also includes an interface circuit (I / F) 260 for transmitting / receiving information to / from an external device. The communication unit 220, the storage unit 230, the operation unit 240, and the image / audio output unit 250 Via an interface circuit (I / F) 260, an external communication line 271, an external storage device 272, an input device 273 such as a keyboard and a mouse, and an image display device such as a display monitor and a speaker 'audio output device 274 It is connected to the. The interface circuit (I / F) 260 may be configured on a single board as shown in the figure, and each of the communication unit 220, the storage unit 230, the operation unit 240, and the image / sound output unit 250. Correspondingly, they may be configured independently.
[0038] 処理部 210は、本実施形態に係るネットワークゲームシステムにおける時間の進行 を計時するタイマー 211と、サーバ 2にエントリーした PCチーム同士、 NPCチーム同 士、又は PCチームと NPCチームとのマッチング処理(互いの対戦相手を決定する処 理)を行い、その試合の日程を決定する処理を行う日程決定手段 212と、この日程決 定手段 212で決定された日程に従って PCチームに設定されたパラメータに基づい て自動的に試合の進行処理を行う試合進行手段 213と、この試合進行手段 213の 試合の進行処理に基づいて試合の画像データを生成する試合画像生成手段 214と 、この試合画像生成手段 214が生成する画像データから予め設定された所定の条 件を満たす画像データを抽出しその抽出された画像データに基づいて試合のダイジ ェスト画像データを生成するダイジェスト画像生成手段 215と、試合進行手段 213に よる試合の進行処理の終了後に試合の結果データを生成する試合結果生成手段 2 16を備えている。 [0038] The processing unit 210 matches the timer 211 that measures the progress of time in the network game system according to the present embodiment and the PC teams that entered the server 2, the NPC team, or the PC team and the NPC team. Processing (processing to determine each other's opponent The schedule determination means 212 that performs the process of determining the schedule of the game, and the progress of the game automatically based on the parameters set for the PC team according to the schedule determined by the schedule determination means 212 The game progress means 213 for performing the game, the game image generation means 214 for generating the game image data based on the game progress processing of the game progress means 213, and the image data generated by the game image generation means 214 are set in advance. The digest image generation means 215 for extracting image data satisfying the predetermined condition and generating the digest image data of the game based on the extracted image data, and after completion of the game progress processing by the game progress means 213 A game result generating means 2 16 for generating game result data is provided.
[0039] さらに処理部 210は、試合進行手段 213による試合の進行処理終了後にクライアン トコンピュータ 3又は図 1に示す端末機 4、 5から送信される試合画像再生要求信号に 応じて試合画像生成手段 214が生成する試合画像データを再生処理しクライアント コンピュータ 3又は上記端末機 4、 5の表示装置に表示させる試合画像再生表示手 段 217と、同じぐ試合進行手段 213による試合の進行処理終了後にクライアントコン ピュータ 3又は上記端末機 4、 5から送信されるダイジェスト画像再生要求信号に応じ てダイジェスト画像生成手段 215が生成するダイジェスト画像データを再生処理しク ライアントコンピュータ 3又は上記端末機 4、 5の表示装置に表示させるダイジェスト画 像再生表示手段 218と、上記試合画像再生表示手段 217による試合画像データの 再生処理終了後、又は上記ダイジェスト画像再生表示手段 218によるダイジェスト画 像データの再生処理終了後にクライアントコンピュータ 3又は上記端末機 4、 5の表示 装置に試合結果データを表示させる試合結果表示手段 219を備えている。  [0039] Further, the processing unit 210 performs game image generation means in response to a game image reproduction request signal transmitted from the client computer 3 or the terminals 4 and 5 shown in Fig. 1 after completion of the game progress processing by the game progress means 213. The game image reproduction display unit 217 that reproduces the game image data generated by the 214 and displays it on the display device of the client computer 3 or the terminal 4 or 5, and the client after the match progress processing by the same game progression means 213 is completed. In response to the digest image reproduction request signal transmitted from the computer 3 or the terminal 4 or 5, the digest image data generated by the digest image generation means 215 is reproduced and displayed on the client computer 3 or the terminal 4 or 5. The digest image reproduction display means 218 displayed on the apparatus and the game image data displayed by the game image reproduction display means 217 are displayed. The game result display means for displaying the game result data on the display device of the client computer 3 or the terminals 4 and 5 after completion of the data reproduction process or after completion of the digest image data reproduction process by the digest image reproduction display means 218 219.
[0040] さらに本実施形態において処理部 210は、試合画像再生表示手段 217による試合 画像データの再生処理中又はダイジェスト画像再生表示手段 218によるダイジェスト 画像データの再生処理中に、クライアントコンピュータ 3又は上記端末機 4、 5から送 信される再生処理終了信号に応じて上記試合画像データ又はダイジェスト画像デー タの再生処理を強制的に終了させる再生処理終了手段 209を備えている。この再生 処理終了手段 209により試合画像データ又はダイジェスト画像データの再生処理が 強制的に終了されると、試合結果表示手段 219が作動して、試合結果データをクライ アントコンピュータ 3又は上記端末機 4、 5の表示装置に表示させる処理が行われる。 Further, in the present embodiment, the processing unit 210 performs the client computer 3 or the above terminal during the game image data reproduction process by the game image reproduction display means 217 or during the digest image data reproduction process by the digest image reproduction display means 218. Reproduction processing end means 209 is provided for forcibly terminating the reproduction processing of the game image data or digest image data in response to the reproduction processing end signal transmitted from the machines 4 and 5. When the reproduction processing of the game image data or the digest image data is forcibly terminated by the reproduction processing end means 209, the game result display means 219 is activated and the match result data is collected. A process of displaying on the display device of the ant computer 3 or the terminals 4 and 5 is performed.
[0041] なお、ダイジェスト画像生成手段 215及びダイジェスト画像再生表示手段 218は、 本発明に係るネットワークゲームシステム及びそのサーバ 2において必須の手段では なぐ必要に応じてサーバ 2に具備させることができるものである。  It should be noted that the digest image generating means 215 and the digest image reproduction / display means 218 can be provided in the server 2 as needed rather than indispensable means in the network game system and its server 2 according to the present invention. is there.
[0042] 通信部 220は、インタフェース回路 (I/F) 260を介してサーバ 2と外部の通信回線  [0042] The communication unit 220 is connected to the server 2 and an external communication line via an interface circuit (I / F) 260.
271とを接続し、クライアントコンピュータ 3又は端末機 4、 5とサーバ 2との情報の送受 信を制御する処理を行う。  271 is connected, and processing for controlling transmission / reception of information between the client computer 3 or the terminals 4 and 5 and the server 2 is performed.
[0043] 記憶部 230は、本実施形態におけるネットワークゲームシステムのゲームプログラム を含むシステムプログラムが記憶された読み取り専用の記憶領域である ROM (Read Only Memory) 231と、処理部 210で生成される試合画像データ 232A、ダイジ ェスト画像データ 232B、試合結果データ 232Cを含むデータが記憶されるとともに処 理部 210の演算処理のワーク領域として使用される書き換え可能な記憶領域である RAM (Random Access Memory) 232とを備えている。  The storage unit 230 includes a ROM (Read Only Memory) 231 that is a read-only storage area in which a system program including a game program of the network game system in the present embodiment is stored, and a game generated by the processing unit 210. RAM (Random Access Memory) 232, which is a rewritable storage area that stores data including image data 232A, digest image data 232B, and game result data 232C and is used as a work area for arithmetic processing of the processing unit 210 And.
[0044] 記憶部 230は、インタフェース回路 (I/F) 260を介して外部記憶装置 272に接続 され、処理部 210の処理に応じて外部記憶装置 272に記憶されているデータを参照 、読み出し、書き換える処理を行う。外部記憶装置 272は、例えばノヽードディスク駆 動装置等の情報記憶媒体駆動装置で構成され、ゲーム管理データベース (DB) 27 2Aを含む各種データベースが格納されて!/、るものである。ゲーム管理 DB272Aに は、プレイヤーの属性情報及びプレイヤーによって設定された PCチームの各種パラ メータ情報等(Ml)が記憶されるプレイヤー DB、試合のマッチングや日程に関する 情報等(M2)が記憶される日程管理 DB、試合進行手段 213による試合進行処理に 基づいて試合画像生成手段 214が試合画像データを生成する処理を行う際に使用 する基本の画像データや音声データ等(M3)が記憶される試合進行 DB、プレイヤ 一のランキング (順位付け)を行うためのランキング情報等(M4)が記憶されるランキ ング DB等の記憶領域が設けられている。なお、このゲーム管理 DB272Aをサーバ 2 の記憶部 230に設けて構成しても良い。  The storage unit 230 is connected to the external storage device 272 via the interface circuit (I / F) 260, and refers to and reads data stored in the external storage device 272 in accordance with the processing of the processing unit 210. Perform rewrite processing. The external storage device 272 is constituted by an information storage medium drive device such as a node disk drive device, for example, and stores various databases including a game management database (DB) 272A! /. In the game management DB272A, the player DB that stores the player attribute information and various parameters information (Ml) of the PC team set by the player, the schedule that stores information such as match matching and schedule information (M2), etc. Management database, game progress means 213 Based on the game progress processing by the game progress means 213, the game image generation means 214 stores the basic image data, voice data, etc. (M3) used when the game image data is generated. DB, Player A storage area such as a ranking DB for storing ranking information (M4) for ranking (ranking) is provided. The game management DB 272A may be provided in the storage unit 230 of the server 2.
[0045] 操作部 240は、インタフェース回路 (I/F) 260を介してサーバ 2と外部の入力装置  [0045] The operation unit 240 is connected to the server 2 and an external input device via an interface circuit (I / F) 260.
(キーボード、マウス、タツチペン等)とを接続し、サーバ 2のメンテナンス等でサーバ 2 に入力されるデータを受信して解析する処理を行う。 (Keyboard, mouse, touch pen, etc.) Receives and analyzes the data input to.
[0046] 画像.音声出力部 250は、インタフェース回路(I/F) 260を介してサーバ 2と外部 のディスプレイモニタやスピーカ等の画像表示装置 ·音声出力装置に接続し、サーバ 2の処理を視覚的、聴覚的に確認するための処理を行う。  [0046] The image / sound output unit 250 is connected to the server 2 and an image display device / sound output device such as an external display monitor or a speaker via the interface circuit (I / F) 260 to visually check the processing of the server 2. Performs processing to confirm the sound and sound.
[0047] 図 3は、ゲーム管理 DB272Aのプレイヤー DBに格納(記憶)されるデータテーブル  [0047] FIG. 3 shows a data table stored (stored) in the player DB of the game management DB 272A.
(Ml)の一例を示す図であり、図 3 (a)は、プレイヤーの PCチームに所属する選手キ ャラクタの各種能力パラメータのデータテーブルの一例を示し、図 3 (b)は、プレイヤ 一がサーバ 2にエントリーした PCチームのデータテーブルの一例を示す。  Fig. 3 (a) shows an example of a data table of various ability parameters of player characters belonging to the player's PC team, and Fig. 3 (b) shows an example of An example of the data table of the PC team entered in Server 2 is shown below.
[0048] 図 3 (a)に示すデータテーブルはプレイヤー毎に記憶され、本実施形態においては 、プレイヤ一は最大 20人の選手キャラクタを支配下に置けるように構成されている。 各選手キャラクタには、選手名、年齢パラメータの他、メンタル面の能力パラメータと して、「貢献度」、「統率力」、「判断力」、「読み」、「精神力」、「視野の広さ」、「攻撃意 識」、「守備意識」の各パラメータと、スキル面の能力パラメータとして、「決定力」、「パ ス」、「クロス」、「ドリブル」、「テクニック」、「FK (フリーキック)技術」、「ヘディング」、「タ ックル」、「パスカット」、「セービング」、「ハイクロス」、「飛び出し」の各パラメータと、フ イジカル面の能力パラメータとして、「筋力」、「キック力」、「走力」、「瞬発力」、「スタミ ナ」の各パラメータと、ポジショニング面の能力パラメータとして、「中央適正」、「左サ イド適正」、「右サイド適正」、「GK」、「CDF」、「SDF」、「DMF」、「SMF」、「AMF」 、「FW」、「WING」の各パラメータと、戦術面の能力パラメータとして、「中央突破」、「 サイド攻撃」、「カウンター」、「プレッシング」、「オフサイド」の各パラメータが設定され ている。また、テーブルの右端には、参考値として年齢パラメータを除く全ての上記 ノ ラメータの「パラメータ総計」と「パラメータ平均」のデータが記憶されて!/、る。これら のパラメータはプレイヤーが自由に数 を設定できるものではなぐ各選手キャラクタ に初期設定されているパラメータを基に、プレイヤーがクライアントプログラムに従つ て選手キャラクタに様々な練習やトレーニングを実行させて育成することにより、次第 に能力値を高めることができるものである。  [0048] The data table shown in FIG. 3 (a) is stored for each player, and in this embodiment, one player is configured to place a maximum of 20 player characters under control. Each player character has a player's name, age parameter, and mental ability parameters such as “contribution”, “command power”, “judgment”, “reading”, “mental power”, “field of view” Each parameter of “Area”, “Attack Awareness”, “Defense Awareness” and skill ability parameters are “Decisiveness”, “Pass”, “Cross”, “Dribble”, “Technique”, “FK” (Free kick) technology, heading, tackle, pass cut, saving, high cross, and pop-up parameters, as well as physical parameters such as muscle strength, The parameters of `` kicking power '', `` running power '', `` instantaneous power '', `` stamina '' and positioning surface performance parameters are `` center appropriate '', `` left side appropriate '', `` right side appropriate '', `` GK, CDF, SDF, DMF ”,“ SMF ”,“ AMF ”,“ FW ”,“ WING ”parameters and tactical ability parameters,“ Central Breakthrough ”,“ Side Attack ”,“ Counter ”,“ Pressing ”,“ Offside ” Each parameter of is set. Also, at the right end of the table, the “parameter total” and “parameter average” data of all the above parameters except for the age parameter are stored as reference values! These parameters cannot be set freely by the player. Based on the parameters that are initially set for each player character, the player trains the player character to perform various exercises and training according to the client program. By doing so, the ability value can be gradually increased.
[0049] 図 3 (b)に示すデータテーブルは各 PCチーム又は NPCチームが所属するリーグ毎 に記憶され、本実施形態においては原則として 1つのリーグに 16の PCチーム又は N PCチームが所属するように構成されている。このリーグデータテーブルは、プレイヤ 一毎に 1つのレコードが設定されている。各レコードには、左端から「レコード No. 」、 「ユーザ ID」、「プレイヤ一名」、「チーム名」、「監督」、「コーチ」、「選手 (1)」、「選手 (2) 」、 · · ·、「選手 (20)」、試合に先発出場させる「先発選手」、試合で使用する「攻撃戦 術」、「守備戦術」、「システム(フォーメーション)」及び「その他」の設定データが記憶 されている。これらのデータのうち、「ユーザ ID」と「パスワード」は、プレイヤー(ユー ザ)がサーバ 2に始めてエントリーする際に、プレイヤーがサーバ 2側から付与される ものである。 「プレイヤ一名」及び「チーム名」は、プレイヤー側で任意に設定できるも のである。「監督」、「コーチ」及び「選手 (1)」ないし「選手 (20)」の名前は、予めサーバ 2のゲームプログラム又はクライアントプログラムに設定されているものである。 [0049] The data table shown in Fig. 3 (b) is stored for each league to which each PC team or NPC team belongs, and in this embodiment, as a rule, 16 PC teams or N in each league. The PC team is configured to belong. In this league data table, one record is set for each player. Each record has “Record No.”, “User ID”, “One Player”, “Team Name”, “Director”, “Coach”, “Player (1)”, “Player (2)” from the left end. · · · · "Player (20)", "starter" to start in the game, "attack tactics", "defensive tactics", "system (formation)" and "other" used in the game Is stored. Among these data, the “user ID” and “password” are given by the player from the server 2 side when the player (user) first enters the server 2. “One player” and “Team name” can be arbitrarily set by the player. The names of “director”, “coach” and “player (1)” to “player (20)” are set in the game program or client program of the server 2 in advance.
[0050] 「先発選手」、「攻撃戦術」、「守備戦術」、 「システム」及び「その他」の設定はプレイ ヤーが任意に設定できる項目であり、これらの先発選手キャラクタの配置や使用する 戦術を如何に選択する力、が、本実施形態のような形式のゲームの最大のポイントとな る。例えば本実施形態においては、「その他」の設定において、「前半終了時点で同 点又は負けている場合は、後半の攻撃戦術をカウンターに変更する」(設定 A)、「後 半残り 10分の時点で 2点以上の差で勝っている場合は、選手 (1)を選手 (7)に交代さ せて守備戦術をゾーンプレスに変更する」(設定 B)等のように、きめ細かなゲームプ ランを設定できるように構成されてレ、る。  [0050] The “starter”, “attack tactic”, “defensive tactic”, “system” and “other” settings are items that can be arbitrarily set by the player. The power to select the most important point of the game of the type as in this embodiment. For example, in this embodiment, in the “Other” setting, “If the tie is lost or lost at the end of the first half, change the attack strategy in the second half to a counter” (Setting A), “10 minutes in the second half. If you win by more than 2 points at the time, change player (1) to player (7) and change defensive tactics to zone press ”(Setting B), etc. It is configured to be able to set.
[0051] 図 4は、ゲーム管理 DB272Aの日程管理 DBに格納(記憶)されるデータテーブル  [0051] FIG. 4 shows a data table stored (stored) in the schedule management DB of the game management DB272A.
(M2)の一例を示す図である。図 4に示すデータテーブルはプレイヤー毎に記憶さ れ、本実施形態においては、プレイヤーの PCチームを含めた 16チーム力 ホームゲ 一ムとァウェイゲームを総当たり戦で戦い、 1つのチームは第 1節から第 30節までの 3 0試合を消化して 1期のリーグを終了するように構成されている。  It is a figure which shows an example of (M2). The data table shown in Fig. 4 is stored for each player, and in this embodiment, the 16 team strengths including the player's PC team, home games and away games are fought in round-robin battles. It is designed to end the first league by digesting 30 games from verse 30 to verse 30.
[0052] サーバ 2にエントリーした PCチームは、後に詳述する日程決定手段 212の処理に より、対戦相手と試合の日時が決定される。試合は実時間の 1日に 6チームと対戦す るように日程が決定され、実時間の 5日間で 30試合を消化して 1期のリーグを終了す る。 1つの期の 5日目の 24: 00に次期リーグへのエントリーが締め切られ、次の日(0 日とする)にエントリーされたチームの次期日程が決定されてサーバ 2上に公開され る。従って、 1期は 0日目力 5日目までの実時間の 6日間で終了するように構成され ており、 1期の終了、即ち、実時間の 6日間を以つて、本実施形態のネットワークグー ムシステム上の「 1年」を定義して!/、る。 [0052] The PC team that has entered the server 2 determines the date and time of the match with the opponent by the processing of the schedule determination means 212 described in detail later. The game is scheduled to be played against 6 teams a day in real time, and 30 games are consumed in 5 days in real time to finish the first league. The entry to the next league is closed at 24:00 on the fifth day of one period, and the next schedule of the team entered on the next day (0th day) is determined and published on Server 2 The Therefore, the first period is configured to end in 6 days of real time until the 5th day of the 0th day. The end of the first period, that is, 6 days of real time, Define “1 year” on the system!
[0053] 図 4において、データテープノレ(M2)は、ユーザ ID「A0000001」、チーム名「ドッ ダス」の第 1期リーグ(リーグ名「L7010」)のデータを記憶するためのデータテーブル を示している。このデータテーブル(M2)は、 1試合毎に 1つのレコードが設定されて いる。各レコードには、左端から実時間における「日」、「時」、「節」、「相手チーム」、 「 得点」、「失点」、「勝敗」、「勝ち点」、「得失点差」、「順位」、「進渉」のデータが、試合 進行手段 213による試合の進行処理に基づいて記憶される。  [0053] In FIG. 4, a data table (M2) indicates a data table for storing data of the first league (League name "L7010") with the user ID "A0000001" and the team name "Doddas". ing. In this data table (M2), one record is set for each game. In each record, “day”, “hour”, “section”, “opposition team”, “score”, “losing points”, “win / loss”, “winning points”, “score difference”, “ The data of “rank” and “progress” are stored based on the game progress processing by the game progress means 213.
[0054] 図 4に示すデータテーブル (M2)は、第 1期リーグの 1日目、第 1節から第 3節まで の試合の進行処理が終了し、第 4節の試合の進行処理が行われている状態を示して いる。このデータテーブル (M2)の最下行には現時点での成績情報が集計されて示 されており、「ドッダス」は第 3節を終了した時点で得点の合計が「6」、失点の合計が「 3」、勝敗は 2勝 0敗 1分、勝ち点が「7」、得失点差が「 + 4」、リーグ内での順位力 S「現 在 4位」であることを示している。データテーブル(M2)の最右列には各節の試合の 進渉が示されている。  [0054] The data table (M2) shown in Fig. 4 shows that on the first day of the first league, the progress process of the games from the first section to the third section is completed, and the progress process of the fourth section is performed. It shows the state of being broken. The bottom row of this data table (M2) shows the current grade information aggregated, and “Doddus” has a total score of “6” at the end of Section 3 and a total score of “ 3 ”, winning and losing 2 wins 0 losses 1 minute, points are“ 7 ”, goal difference is“ +4 ”, ranking power S“ currently 4th ”in the league. The rightmost column of the data table (M2) shows the progress of each match.
[0055] 図 5及び図 6は、ゲーム管理 DB272Aのランキング DBに格納(記憶)されるデータ テーブル (M4)の一例を示す図であり、図 5は、本実施形態におけるネットワークゲ ームシステムに登録されている全てのリーグ(L1001等)のランキングを示す総合ラン キングチャートであり、図 6は、 16チーム力、ら構成される 1つのリーグ(図示の例では L 7010のリーグ)における所属チームのランキングを示すリーグ内ランキングチャート である。  5 and 6 are diagrams showing an example of the data table (M4) stored (stored) in the ranking DB of the game management DB 272A. FIG. 5 is registered in the network game system in the present embodiment. 6 is a comprehensive ranking chart showing the rankings of all the leagues (L1001 etc.), and Fig. 6 shows the rankings of the teams in one league consisting of 16 teams (L 7010 in the example shown). It is a league ranking chart which shows.
[0056] 図 5に示すように、 PCチーム及び NPCチームの総合ランキングは、各チームが所 属するリーグのランキングとして公開される。総合ランキングチャートは、階層 1ないし 階層 7からなる階層構造に設定されている。各階層内の L1001等の記号はその階層 内に設定されている 1つのリーグを示しており、各リーグには、原則として 16のチーム が属している。  [0056] As shown in FIG. 5, the overall ranking of PC teams and NPC teams is published as the ranking of the league to which each team belongs. The general ranking chart is set in a hierarchical structure consisting of layer 1 to layer 7. Symbols such as L1001 in each level indicate one league set in that level, and in principle there are 16 teams in each league.
[0057] 本実施形態においては、最上位の階層 1に 1つのリーグ(L1001)、階層 2に 2つの リーグ CL2001、 L2002) ,階層 3に 4つのリーグ CL3001、 L3002, L3003, L3004[0057] In the present embodiment, one league (L1001) in the highest level 1 and two in level 2 (League CL2001, L2002), four leagues in Tier 3 CL3001, L3002, L3003, L3004
)とレ、うように下層に向かうに従!/、2倍になるようにリーグを配置して!/、る。このように配 置することにより、登録されるチーム数が増えても徒に階層数を増やす必要がないラ ンキングチャートが構成される。因みにこの例では、階層 4に 8リーグ(L400;!〜 L40 08)、 皆層 5ίこ 16リーグ(L5001〜: L5016)、 皆層 6ίこ 32リーグ(L6001〜: L6032) 、そして階層 7には 64リーグ(L7001〜L7064)が配置されているので、 7階層で 12 7リーグ、 2032チームのランキングに対応することができる。 PCチーム及び NPCチ 一ムの各チームはこれらの何れかのリーグに配属され、配属されたリーグ内で他の 1 5チームとランキングを競う。そして、 1つの期が終了した時点のリーグ内順位に基づ いて各チームの階層の入替えを行う。本実施形態においては、階層 1のリーグに所 属するチームのうち 11位から 16位までの下位 6チームが階層 2に降格する。階層 2な いし階層 6のリーグに所属しているチームは、リーグ内順位が 1位から 3位までの上位 3チームが 1つ上の階層へ昇格し、 11位から 16位までの下位 6チーム力 つ下の階 層へ降格する。階層 7のリーグに所属するチームは、 1位から 3位までの上位 3チーム が階層 6へ昇格する。なお、図 5に破線で示す階層 8は、後述するリーグ戦の途中で 新規にエントリーしたプレイヤーの PCチームが配置される階層であり、この階層に配 置された PCチームは、次期リーグで全て階層 7に昇格する。また、期の終了時に階 層 7で下位の順位であっても、階層 8へ降格することはない。なお、各階層に配置す るリーグの数は上記の例に限らず、各階層に同数ずつのリーグを配置しても良い。ま た、昇格、降格するチームの数も実情に応じて任意に設定することができる。 ) And Les, as you move to the lower layer! /, Arrange the league to double! / By arranging in this way, a ranking chart is constructed in which it is not necessary to increase the number of hierarchies even if the number of registered teams increases. By the way, in this example, there are 8 leagues in level 4 (L400;! ~ L40 08), 5 layers, 16 leagues (L5001: L5016), 6 layers, 32 leagues (L6001: L6032), and level 7 Since 64 leagues (L7001 to L7064) are arranged, it can correspond to the ranking of 12 7 leagues and 2032 teams in 7 layers. Each team in the PC team and NPC team will be assigned to one of these leagues and will compete for ranking with the other 15 teams in the assigned league. Then, the rank of each team is changed based on the league ranking at the end of one period. In the present embodiment, among the teams belonging to the Tier 1 league, the lower six teams from 11th to 16th are demoted to Tier 2. Teams that belong to leagues in Tier 2 or Tier 6 are promoted to the top three teams ranked 1st to 3rd in the league, and the lower 6 teams ranked 11th to 16th. Demote down to a lower level. Teams belonging to Tier 7 leagues are promoted to Tier 6 by the top three teams from first to third. In addition, level 8 indicated by a broken line in FIG. 5 is a level in which the PC teams of players newly entered during the league match described later are arranged, and all the PC teams arranged in this level are in the next league. Promoted to level 7. Also, even if the rank is lower in hierarchy 7 at the end of the period, it will not be demoted to hierarchy 8. The number of leagues arranged in each hierarchy is not limited to the above example, and the same number of leagues may be arranged in each hierarchy. In addition, the number of teams to be promoted or demoted can be arbitrarily set according to the actual situation.
[0058] なお、本実施形態においては、リーグ戦開始前に新規にサーバ 2にエントリーした P Cチームは、総合ランキングチャートの最下層、即ち、階層 7の何れかのリーグ (L70 01〜L7064)に所属するように構成されている。従って、本実施形態におけるネット ワークゲームシステムのサービスが開始される前は、全ての階層の全てのリーグは N[0058] In the present embodiment, the PC team newly entered in the server 2 before the start of the league match is placed in the lowest layer of the overall ranking chart, that is, any one of the leagues in the hierarchy 7 (L70 01 to L7064). It is configured to belong. Therefore, before the service of the network game system in this embodiment is started, all leagues in all layers are N.
PCチームで占められており、サービス開始(PCチームのエントリー受付開始)と同時 にエントリーしてきたプレイヤーの PCチームを階層 7の何れかのリーグの NPCチーム と入れ替える処理が行われる。 It is occupied by the PC team, and at the same time the service starts (PC team entry acceptance starts), the PC team of the player who entered is replaced with the NPC team of any league in Tier 7.
[0059] 図 6は、各リーグ内における所属チームのランキングを記憶するリーグ内ランキング チャートの一例を示す。このリーグ内ランキングチャートは、リーグ毎に記憶され、試 合進行手段 213による試合の進行処理に基づいて 1つの試合の進行処理が終了す る毎に更新される。 [0059] FIG. 6 shows the league rankings that store the rankings of the teams in each league. An example of a chart is shown. This intra-league ranking chart is stored for each league and is updated each time the progress process of one game is completed based on the progress process of the game by the trial progress means 213.
[0060] 図 7は、本実施形態におけるクライアントコンピュータ 3の構成の一例を示す説明図 である。図において、クライアントコンピュータ 3は、処理部 310と、通信部 320と、記 憶部 330と、操作部 340と、画像出力部 350と、音声出力部 360を備えている。また 、クライアントコンピュータ 3は、外部機器と情報の送受信を行うためのインタフェース 回路 (I/F) 370を備えており、通信部 320、記憶部 330、操作部 340、画像出力部 350、音声出力部 360は、このインタフェース回路(I/F) 370を介して、それぞれ外 部の通信回線 381、外部記憶装置 382、キーボードやマウス等の入力装置 383、デ イスプレイモニタ等の画像表示装置 384及びスピーカ等の音声出力装置 385に接続 されている。なお、インタフェース回路(I/F) 370は図示のように 1つの基板上に構 成するようにしても良いし、通信部 320、記憶部 330、操作部 340、画像出力部 350 、音声出力部 360にそれぞれ対応して独立して構成するようにしても良い。  FIG. 7 is an explanatory diagram showing an example of the configuration of the client computer 3 in the present embodiment. In the figure, the client computer 3 includes a processing unit 310, a communication unit 320, a storage unit 330, an operation unit 340, an image output unit 350, and an audio output unit 360. The client computer 3 also includes an interface circuit (I / F) 370 for transmitting / receiving information to / from an external device, and includes a communication unit 320, a storage unit 330, an operation unit 340, an image output unit 350, an audio output unit. The 360 is connected via the interface circuit (I / F) 370 to an external communication line 381, an external storage device 382, an input device 383 such as a keyboard and a mouse, an image display device 384 such as a display monitor, a speaker, etc. Connected to the audio output device 385. Note that the interface circuit (I / F) 370 may be configured on a single board as shown in the figure, or may include a communication unit 320, a storage unit 330, an operation unit 340, an image output unit 350, an audio output unit, You may make it comprise independently corresponding to each 360. FIG.
[0061] 処理部 310は、 PCチームの各種パラメータを設定する処理を行うためのパラメータ 設定手段 311と、 PCチームを構成する選手キャラクタに練習やトレーニングを実行さ せて各種能力パラメータを向上させるための PCチーム育成手段 312と、画像表示装 置 384に試合画像等の画像を表示させるための画像表示手段 313と、スピーカ等の 音声出力装置 385から音声を出力させるための音声出力手段 314を備えている。さ らに、処理部 310は、サーバ 2の試合進行手段 213による試合の進行処理が終了し た試合の試合画像の再生を要求する試合画像再生要求信号出力手段 315と、サー ノ 2の試合進行手段 213による試合の進行処理が終了した試合のダイジェスト画像 の再生を要求するダイジェスト画像再生要求信号出力手段 316と、試合画像又はダ イジエスト画像がサーバ 2の試合画像再生表示手段 217又はダイジェスト画像再生 表示手段 218により再生処理されているときに、その試合画像再生表示手段 217又 はダイジェスト画像再生表示手段 218による再生処理を終了させるための再生処理 終了信号出力手段 317を備えている。  [0061] The processing unit 310 performs parameter setting means 311 for performing processing for setting various parameters of the PC team, and improves various ability parameters by executing practice and training for the player characters that constitute the PC team. PC team training means 312, image display means 313 for displaying images such as game images on the image display device 384, and sound output means 314 for outputting sound from the sound output device 385 such as a speaker ing. Further, the processing unit 310 includes a game image reproduction request signal output unit 315 for requesting reproduction of a game image of a game for which the game progression process by the game progression unit 213 of the server 2 has been completed, The digest image reproduction request signal output means 316 for requesting reproduction of the digest image of the game for which the game progress processing by the means 213 is completed, and the game image or digest image is the game image reproduction display means 217 or digest image reproduction display of the server 2 Reproduction processing end signal output means 317 for ending the reproduction processing by the game image reproduction display means 217 or digest image reproduction display means 218 when the reproduction processing is performed by the means 218 is provided.
[0062] 通信部 320は、インタフェース回路 (I/F) 370を介してクライアントコンピュータ 3と 外部の通信回線 381とを接続し、サーバ 2とクライアントコンピュータ 3の情報の送受 信を制御する処理を行う。 [0062] The communication unit 320 is connected to the client computer 3 via an interface circuit (I / F) 370. An external communication line 381 is connected, and processing for controlling transmission / reception of information between the server 2 and the client computer 3 is performed.
[0063] 記憶部 330は、読み取り専用の記憶領域である ROM (Read Only Memory) 3The storage unit 330 is a ROM (Read Only Memory) 3 which is a read-only storage area.
31と、本実施形態におけるクライアントプログラムが記憶されるとともに処理部 310の 演算処理のワーク領域として使用される書き換え可能な記憶領域である RAM (Ran dom Access Memory) 332とを備えている。記憶部 330は、インタフェース回路(31 and a RAM (Random Access Memory) 332, which is a rewritable storage area used as a work area for arithmetic processing of the processing unit 310, as well as storing the client program in the present embodiment. The storage unit 330 includes an interface circuit (
I/F) 370を介して外部記憶装置 382に接続され、処理部 310の処理に応じて外部 記憶装置 382に記憶されているデータを参照、読み出し、書き換える処理を行う。 I / F) 370 is connected to the external storage device 382 and performs processing of referring to, reading, and rewriting data stored in the external storage device 382 in accordance with the processing of the processing unit 310.
[0064] 操作部 340は、インタフェース回路 (I/F) 370を介してクライアントコンピュータ 3と 外部の入力装置 (キーボード、マウス、タツチペン等)とを接続し、プレイヤーによる各 種パラメータの入力操作等によりクライアントコンピュータ 3に入力されるデータを受 信して解析する処理を行う。 [0064] The operation unit 340 connects the client computer 3 and an external input device (keyboard, mouse, touch pen, etc.) via an interface circuit (I / F) 370, and performs various parameter input operations by the player. Data input to the client computer 3 is received and analyzed.
[0065] 画像出力部 350は、インタフェース回路 (I/F) 370を介してクライアントコンビユー タ 3と外部の画像表示装置 384とを接続し、試合の再生画像や各種設定画面等を画 像表示装置 384に表示させるための処理を行う。 [0065] The image output unit 350 connects the client computer 3 and an external image display device 384 via an interface circuit (I / F) 370, and displays a game replay image, various setting screens, and the like. Processing to display on device 384 is performed.
[0066] 音声処理部 360は、インタフェース回路 (I/F) 370を介してクライアントコンビユー タ 3と外部のスピーカ等の音声出力装置 385とを接続し、試合中の観客の歓声等の 音声を出力する処理を行う。 [0066] The audio processing unit 360 connects the client computer 3 and an audio output device 385 such as an external speaker via an interface circuit (I / F) 370, and outputs audio such as cheering of the audience during the match. Process to output.
[0067] 次に、図 8を参照して、本発明に係るネットワークゲームシステムの一実施形態にお けるゲームのエントリーから 1期のリーグの終了までのサーバ 2の処理の流れを説明 する。 Next, with reference to FIG. 8, the flow of processing of the server 2 from the game entry to the end of the first league in the embodiment of the network game system according to the present invention will be described.
[0068] 先ず、サーバ 2が起動される(SA00)と、サーバ 2の処理部 210のタイマー 211が セットされて時間計測を開始し(SA01)、新規にエントリーしたプレイヤーがあるか否 力、を検索する(SA02)。新規にエントリーしたプレイヤーがあるときは、サーバ 2は新 規にエントリーしたプレイヤーのユーザ IDとパスワードを決定し、当該プレイヤーのク ライアントコンピュータ 3に通信ネットワーク 1を介してユーザ IDとパスワードを送信す るとともに図 3 (a)及び図 3 (b)に示すデータテーブル (Ml)を作成して当該プレイヤ 一のプレイヤー情報をゲーム管理 DB272Aのプレイヤー DBに登録(記憶)する処 理を行う(SA03)。 [0068] First, when the server 2 is activated (SA00), the timer 211 of the processing unit 210 of the server 2 is set to start time measurement (SA01), and whether or not there is a newly entered player is determined. Search (SA02). When there is a newly entered player, the server 2 determines the user ID and password of the newly entered player, and sends the user ID and password to the client computer 3 of the player via the communication network 1. At the same time, a data table (Ml) shown in FIGS. 3 (a) and 3 (b) is created, and the player information of the player is registered (stored) in the player DB of the game management DB 272A. (SA03).
[0069] 次にサーバ 2は、次期の試合のマッチング(対戦相手の組合せ)を行って試合の日 程を決定する時刻を待ち(SA04)、設定された時刻に新規のエントリーを締め切り、 処理部 210の日程決定手段 212を作動させて試合の日程を決定する処理を行う (S AO 5)。  [0069] Next, the server 2 waits for the time to determine the game schedule by matching the next game (combination of opponents) (SA04), and closes the new entry at the set time, 210 schedule determination means 212 is operated to determine the game schedule (S AO 5).
[0070] 日程決定手段 212が試合の日程を決定する手順について、図 9を参照して説明す る。前述したように、本実施形態のネットワークゲームシステムにおいては、 0日力も 5 日までの実時間 6日分の時間で 1年(1期)と計時する。  [0070] The procedure by which the schedule determination unit 212 determines the game schedule will be described with reference to FIG. As described above, in the network game system of the present embodiment, the day 0 power is also counted as one year (1 period) with a time of 6 days of real time until the 5th.
[0071] 図 9 (a)は、原則としての日程決定方式を示すタイムテーブルである。本ネットワーク ゲームシステムの開始当初は、相応の期間(実時間で 1週間〜 1ヶ月程度)を定めて サービスの開始を告知し、第 1期(初年度)プレイヤーの新規エントリーを募る。サー バ 2は、ゲーム時間の 0年 5日 24 : 00に新規エントリーを締め切り、この時刻までにェ ントリーしたプレイヤーのプレイヤー情報をプレイヤー DBに登録する処理を行う。第 1期にエントリーしたプレイヤーの PCチームは、図 5に示す総合ランキングチャートの 階層 7に属する何れかのリーグ (L7001〜L7064)に配属される。  FIG. 9 (a) is a time table showing a schedule determination method as a general rule. At the beginning of this network game system, we will announce the start of the service by setting a suitable period (1 week to 1 month in real time), and recruit new entries for the first period (first year). Server 2 closes the new entry at 04:00 on May 5th, 00:00 of the game time, and performs the process of registering the player information of the player who entered by this time in the player DB. The PC teams of the players who entered in the first period are assigned to any league (L7001 to L7064) belonging to level 7 in the overall ranking chart shown in Fig. 5.
[0072] サーバ 2は、ゲーム時間の 1年 0日に図 9 (a)に示すような日程表(タイムテーブル) をプレイヤー毎に作製して公開する。実際には、図 9 (a)の第 1節ないし第 30節と記 載されているところに対戦相手のチーム名が記載される。 1リーグは原則として 16チ ームで構成されるため、 1つのチームは、残りの 15チームとホームゲーム及びアウエ ィゲームで対戦するので、 1期のリーグ戦で 30節(30試合)の対戦を行って順位を競 い合う。  [0072] The server 2 creates and publishes a schedule (time table) as shown in Fig. 9 (a) for each player on year 0 of the game time. Actually, the opponent's team name is written in the section 1 to 30 in Figure 9 (a). Since one league consists of 16 teams in principle, one team will play the remaining 15 teams in the home game and away game, so 30 verses (30 games) will be played in the first league match. Go and compete for rank.
[0073] 図 9 (b)ないし図 9 (f)は、ある期のリーグの途中で新規プレイヤーがサーバ 2にェン トリーしたときの処理の方法を示す。  [0073] FIGS. 9 (b) to 9 (f) show processing methods when a new player enters the server 2 in the middle of a certain league.
[0074] 図 9 (b)は、 N年の 0日 0: 00以降に新規にエントリーした場合のタイムテーブルを示 す。 N年の 0日 0: 00以降に新規にエントリーしたプレイヤ一は、 N年 0日 24: 00に締 め切られ、プレイヤー登録と試合日程決定の処理が行われる。図 9 (b)に示すように 決定された日程は、 N年 1日に第 N期リーグとして公開される。この 1日間にエントリー してきた PCチームと必要に応じて NPCチームとで 12チームのリーグを構成し、図 9 ( b)に示す日程で第 1節〜第 22節の対戦を行う。この 12チームからなるリーグは、図 5 に示す総合ランキングチャートの階層 8に配置され、次期リーグでは全ての PCチー ムが階層 7に昇格する。なお、 13チームのリーグを構成すると、総試合数は 24試合 であるが、他のチームが試合をしているときに必ず 1チームは休みとなってしまい、図 9 (b)のタイムテーブル通りに試合を消化することができないので 12チームでリーグを 構成する。 [0074] Figure 9 (b) shows the time table for new entries after 00:00 of N year. Players newly entered after 00:00 of N year will be closed at 04:00 of N year 02:00, and player registration and game schedule determination will be performed. The schedule determined as shown in Fig. 9 (b) will be released on the 1st N year as the Nth league. The PC teams that entered during this day and the NPC team as needed formed a 12-team league. Matches from Section 1 to Section 22 will be held on the schedule shown in b). The league consisting of 12 teams is placed in level 8 of the overall ranking chart shown in Fig. 5. In the next league, all PC teams are promoted to level 7. If a team of 13 teams is configured, the total number of games is 24, but one team is always absent when other teams are playing, as shown in the timetable of Fig. 9 (b). Since the game cannot be digested, 12 teams form a league.
[0075] 図 9 (c)は、 N年の 1日 0: 00以降に新規にエントリーした場合のタイムテーブルを示 す。 N年の 1日 0 : 00以降に新規にエントリーしたプレイヤ一は、 N年 1日 24 : 00に締 め切られ、プレイヤー登録と試合日程決定の処理が行われる。図 9 (c)に示すように 決定された日程は、 N年 2日に第 N期リーグとして公開される。この 1日間にエントリー してきた PCチームと必要に応じて NPCチームとで 10チームのリーグを構成し、図 9 ( c)に示す日程で第 1節〜第 18節の対戦を行う。この 10チームからなるリーグも上記 1 2チームのリーグと同様に、図 5に示す総合ランキングチャートの階層 8に配置され、 次期リーグでは全ての PCチームが階層 7に昇格する。  [0075] Figure 9 (c) shows the time table for new entries after 0:00 on the first day of N years. Players newly entered after 10:00 on the 1st day of N year will be closed at 24:00 on 1st day of N year, and player registration and game schedule determination will be performed. The schedule determined as shown in Fig. 9 (c) will be released on the 2nd N year as the Nth league. The PC teams that entered during this day and the NPC teams as needed will form a league of 10 teams, and will be played against verses 1 to 18 on the schedule shown in Figure 9 (c). The 10-team league is placed in level 8 of the overall ranking chart shown in Fig. 5, as in the 12-team league above. All PC teams are promoted to level 7 in the next league.
[0076] 図 9 (d)は、 N年の 2日 0: 00以降に新規にエントリーした場合のタイムテーブルを示 す。 N年の 2日 0: 00以降に新規にエントリーしたプレイヤ一は、 N年 2日 24: 00に締 め切られ、プレイヤー登録と試合日程決定の処理が行われる。図 9 (d)に示すように 決定された日程は、 N年 3日に第 N期リーグとして公開される。この 1日間にエントリー してきた PCチームと必要に応じて NPCチームとで 6チームのリーグを構成し、図 9 (d )に示す日程で第 1節〜第 10節の対戦を行う。この 6チームからなるリーグも上記 12 チーム、 10チームのリーグと同様に、図 5に示す総合ランキングチャートの階層 8に 配置され、次期リーグでは全ての PCチームが階層 7に昇格する。  [0076] Figure 9 (d) shows the time table for new entries after 2:00 on the 2nd day of N years. Players newly entered after 02:00 on the 2nd day of N year will be closed at 24:00 on the 2nd year of N year, and player registration and game schedule determination will be performed. The schedule determined as shown in Fig. 9 (d) will be released on the 3rd N year as the Nth league. The PC teams that entered during this day and NPC teams as needed will form a league of 6 teams, and the battles from Section 1 to Section 10 will be played on the schedule shown in Fig. 9 (d). Like the 12 teams and 10 teams, the 6-team league is placed on level 8 of the overall ranking chart shown in Fig. 5. In the next league, all PC teams are promoted to level 7.
[0077] 図 9 (e)は、 N年の 3日 0 : 00以降に新規にエントリーした場合のタイムテーブルを示 す。 N年の 3日 0: 00以降に新規にエントリーしたプレイヤ一は、 N年 3日 24: 00に締 め切られ、プレイヤー登録と試合日程決定の処理が行われる。図 9 (e)に示すように 決定された日程は、 N年 4日に第 N期リーグとして公開される。この 1日間にエントリー してきた PCチームと必要に応じて NPCチームとで 4チームのリーグを構成し、図 9 (e )に示す日程で第 1節〜第 6節の対戦を行う。この 4チームからなるリーグも上記 12チ ーム、 10チーム、 6チームのリーグと同様に、図 5に示す総合ランキングチャートの階 層 8に配置され、次期リーグでは全ての PCチームが階層 7に昇格する。 [0077] Figure 9 (e) shows the time table for new entries after 3:00 on the third day of year N. Players newly entered after 03:00 on the 3rd day of N year will be closed at 24:00 on the 3rd year of N year, and player registration and game schedule determination will be performed. The schedule determined as shown in Fig. 9 (e) will be released on the 4th N year as the Nth league. The PC teams that have entered during this day and the NPC teams as needed will form a league of four teams, and the battles from Section 1 to Section 6 will be played on the schedule shown in Fig. 9 (e). These four team leagues are also Like the team, team 10 and team 6 leagues, it is placed at level 8 in the overall ranking chart shown in Figure 5, and in the next league, all PC teams are promoted to level 7.
[0078] 図 9 (f)は、 N年の 4日 0: 00以降に新規にエントリーした場合のタイムテーブルを示 す。 N年の 4日 0: 00以降に新規にエントリーしたプレイヤ一は、 N年 4日 24: 00に締 め切られ、プレイヤー登録と試合日程決定の処理が行われる。図 9 (f)に示すように 決定された日程は、 N年 4日に上記試合日程決定の処理終了後直ちに、第 N期リー グとして公開される。この 1日間にエントリーしてきた PCチームと必要に応じて NPCチ ームとで 4チームのリーグを構成し、図 9 (f)に示す日程で第 1節〜第 6節の対戦を行 う。この 4チームからなるリーグも上記 12チーム及びそれ以下のチーム数のリーグと 同様に、図 5に示す総合ランキングチャートの階層 8に配置され、次期リーグでは全 ての PCチームが階層 7に昇格する。  [0078] Figure 9 (f) shows the time table for new entries after 0:00 on the 4th of N years. Players newly entered after 00:00 on the 4th of N year will be closed at 24:00 on the 4th of N year, and player registration and game schedule determination will be performed. The schedule determined as shown in Fig. 9 (f) will be released on the 4th year of N as the Nth period immediately after the above game schedule determination process is completed. The PC teams that entered during this day and the NPC team as needed will form a league of four teams, and will play the first through sixth rounds on the schedule shown in Figure 9 (f). The four team leagues are placed in level 8 of the overall ranking chart shown in Fig. 5, similar to the above 12 teams and lower leagues, and all PC teams are promoted to level 7 in the next league. .
[0079] N年の 5日 0: 00以降に新規にエントリーしたプレイヤ一は、 N年 5日 24: 00に締め 切られ、プレイヤー登録と試合日程決定の処理が行われる。この日程は図 9 (a)の 0 年を N年としたものと同一であり、 N+ 1年 0日に第 N+ 1期リーグとして公開される。こ の 1日間にエントリーしてきた PCチームと必要に応じて NPCチームとで 16チームのリ ーグを構成し、図 9 (a)に示す日程と同様の日程で第 1節〜第 30節の対戦を行う。こ の 16チームからなるリーグは、当初から図 5に示す総合ランキングチャートの階層 7に 配置される。  [0079] Players newly entered after 00:00 on the 5th of N years will be closed at 24:00 on the 5th of N years, and player registration and game schedule determination will be performed. This schedule is the same as that of Figure 9 (a), where Year 0 is N, and will be released as the N + 1 1st League on N + 1 Year 0. A 16-team league was formed with the PC teams that entered this day and the NPC team as needed, and the same schedule as shown in Fig. 9 (a) was used. Play a battle. These 16 team leagues are placed on the 7th floor of the overall ranking chart shown in Figure 5.
[0080] 図 8に戻って、上記したように日程決定手段 212が日程決定処理を行い(SA05)、 決定された試合日程を公開する処理を行う (SA06)と、試合の開始時刻待ちの状態 となる(SA07)。試合開始時刻になる(SA07のステップで肯定判定がなされる)と、 試合進行手段 213は、各 PCチーム及び NPCチームに設定されたパラメータに基づ Vヽて自動的に試合を進行する処理を行う (SA08)。  [0080] Returning to FIG. 8, as described above, the schedule determination means 212 performs the schedule determination process (SA05), and performs the process of disclosing the determined game schedule (SA06). (SA07). When the match start time is reached (affirmative determination is made in step SA07), the match progress means 213 performs a process of automatically progressing the match based on the parameters set for each PC team and NPC team. Do (SA08).
[0081] 次に、試合進行手段 213による試合の進行処理(SA08)に基づいて、試合画像生 成手段 214は試合画像データを生成する処理を行う(SA09)。続いてダイジェスト画 像生成手段 215が作動し、生成された試合画像データから予め設定された所定の条 件を満たす画像データを抽出する処理を行い、抽出された画像データに基づいて試 合のダイジェスト画像を生成する処理を行う(SA10)。上記したダイジェスト画像デー タを生成するために試合画像データから抽出される画像データが満たすべき予め設 定された所定の条件としては、例えば、「キックオフの画像の前後 10秒間の画像デー タ」、「ゴールシーンの画像の前後 10秒間の画像データ」、「シュートシーンの画像の 前後 10秒間の画像データ」、「フリーキックの画像の前後 10秒間の画像データ」、「レ ッドカード又はイェローカードが宣告された画像の前後 10秒間の画像データ」、「試 合終了の画像の前後 10秒間の画像データ」等の条件を設定することができる。また、 サーバ 2がこれらの設定可能な条件のリストを備え、プレイヤーがそのリストから希望 する条件を任意に選択できるように構成しても良!/ヽ。 [0081] Next, based on the game progress process (SA08) by the game progress means 213, the game image generation means 214 performs a process of generating game image data (SA09). Subsequently, the digest image generation means 215 operates to perform processing for extracting image data satisfying predetermined conditions set in advance from the generated game image data, and based on the extracted image data, a digest of the test is performed. Processing for generating an image is performed (SA10). The above digest image data Examples of predetermined conditions to be satisfied by the image data extracted from the game image data in order to generate the game data include “image data for 10 seconds before and after the kick-off image” and “goal scene image”. "Image data for 10 seconds before and after the image", "Image data for 10 seconds before and after the image of the shoot scene", "Image data for 10 seconds before and after the free kick image", "Before and after the image where the red card or yellow card was declared Conditions such as “10-second image data” and “image data for 10 seconds before and after the end-of-trial image” can be set. Server 2 may also be configured with a list of conditions that can be set so that the player can select any desired condition from the list.
[0082] 試合進行手段 213による試合の進行処理(SA08)が終了すると、試合結果生成手 段 216は、試合の結果データを生成する処理を行う(SA11)。次に、予定された試 合の進行処理が全て終了したか否かを判断する処理が行われ(SA12)、進行処理 が終了していない試合がある場合はステップ SA07に戻って次の試合の開始時間を 待ち、全ての試合の進行処理が終了している場合は処理を終了する(SA13)。  [0082] When the game progress process (SA08) by the game progress means 213 is completed, the game result generation means 216 performs a process of generating game result data (SA11). Next, a process is performed to determine whether or not the progress of the scheduled trial has been completed (SA12). If there is a match that has not been completed, the process returns to step SA07 to return to the next match. Wait for the start time, and if all the game progress has been completed, the process ends (SA13).
[0083] 次に、図 10ないし図 15を参照して本実施形態におけるプレイヤーによる試合状況 確認及び試合結果確認の手順の流れについて説明する。図 10及び図 11は、クライ アントコンピュータ 3又は端末機 4、 5にて、プレイヤーが進行処理の終了した試合の 再生画像及び試合結果を閲覧する手順の一例を示すシーケンスチャートであり、図 12ないし図 15は、上記各手順におけるクライアントコンピュータ 3又は端末機 4、 5の 画像表示装置 384等に表示される画面表示の一例を示す図である。  Next, with reference to FIGS. 10 to 15, the flow of the procedure for checking the game situation and the game result by the player in this embodiment will be described. FIG. 10 and FIG. 11 are sequence charts showing an example of a procedure in which the player browses the replay image and the game result of the game for which the progress process has been completed on the client computer 3 or the terminals 4 and 5, and FIG. FIG. 15 is a diagram showing an example of a screen display displayed on the image display device 384 or the like of the client computer 3 or the terminals 4 and 5 in the above procedures.
[0084] 以下、クライアントコンピュータ 3により試合の再生画像及び試合結果を閲覧する手 順を主に説明する力 S、端末機 4、 5による手順も同様である。また、クライアントコンビ ユータ 3又は端末機 4、 5によりダイジェスト画像の再生画像及び試合結果を閲覧する 手順も同様である。  [0084] Hereinafter, the procedure by the power S and the terminals 4 and 5 that mainly explain the procedure for browsing the replay image and the game result of the game by the client computer 3 is the same. The procedure for browsing the digest image and the game results using the client computer 3 or the terminals 4 and 5 is the same.
[0085] 図 10は、クライアントコンピュータ 3により試合画像データ(又はダイジェスト画像デ ータ)の再生画像を観賞した後、試合結果を確認する手順を示すシーケンスチャート である。  FIG. 10 is a sequence chart showing a procedure for confirming the game result after viewing the reproduced image of the game image data (or digest image data) by the client computer 3.
[0086] 先ず、プレイヤ一は、クライアントコンピュータ 3を通信ネットワーク 1を介してサーバ 2のウェブサイトに接続するために、クライアントコンピュータ 3から当該ウェブサイトの URL (Uniform Resource Locator)をサーバ 2に送信する(ST01)。サーバ 2は 、クライアントコンピュータ 3から送信された URLを受信すると、プレイヤーを特定する ために、図 12 (a)に示すログイン画面 384Aを取得しクライアントコンピュータ 3に送 信する処理を行う(SS01)。クライアントコンピュータ 3の画像表示装置 384にログイン 画面 384Aが表示されると、プレイヤ一は、ログイン画面 384Aの指示に従って、「ュ 一ザ ID」入力枠 391のカーソル 393位置からユーザ IDを入力し、「パスワード」入力 枠 392のカーソル 393位置力、らパスワードを入力する(図 12 (b)参照)。プレイヤ一は 、ユーザ IDとパスワードを入力する操作を行った後、図 12 (b)に示すログイン画面 3 84A下部に表示されて!/、る「ログイン」ボタン 390を押す操作を行う(ST02)。この操 作により、ユーザ IDとパスワードがサーバ 2に送信される。 First, the player 1 connects the client computer 3 from the client computer 3 to the website of the server 2 via the communication network 1. A URL (Uniform Resource Locator) is transmitted to server 2 (ST01). When the server 2 receives the URL transmitted from the client computer 3, the server 2 acquires the login screen 384A shown in FIG. 12 (a) and transmits it to the client computer 3 to identify the player (SS01). When the login screen 384A is displayed on the image display device 384 of the client computer 3, the player inputs the user ID from the cursor 393 position of the “user ID” input frame 391 according to the instruction of the login screen 384A, “Password” input box Enter the password with the cursor 393 position force in frame 392 (see Fig. 12 (b)). The player performs an operation of inputting the user ID and password, and then presses the “login” button 390 displayed at the bottom of the login screen 3 84A shown in FIG. 12 (b) (ST02). . This operation sends the user ID and password to the server 2.
[0087] サーバ 2は、ゲーム管理 DB272Aのプレイヤー DBを参照して、クライアントコンビュ ータ 3から受信したユーザ ID、パスワードをプレイヤー DBに登録 (記憶)されている ユーザ ID、パスワードと照合することによりユーザ認証の処理を行う(SS02)。ユーザ 認証の処理(SS02)に成功すると、サーバ 2は図 13 (a)に示すようなメインメニュー画 面 384Bを取得し(SS03)、クライアントコンピュータ 3に送信する処理を行う。ここで、 ユーザ認証の処理が失敗した場合は、再度、ログイン画面 384Aを送信する処理を 行う。 [0087] The server 2 refers to the player DB of the game management DB 272A and compares the user ID and password received from the client computer 3 with the user ID and password registered (stored) in the player DB. Process user authentication (SS02). If the user authentication process (SS02) is successful, the server 2 acquires a main menu screen 384B as shown in FIG. 13 (a) (SS03) and performs a process of transmitting it to the client computer 3. If the user authentication process fails, the process of sending the login screen 384A is performed again.
[0088] クライアントコンピュータ 3の画像表示装置 384には図 13 (a)に示すようなメインメニ ユー画面 384Bが表示される。メインメニュー画面 384Bの左上にはプレイヤ一名表 示部 394が用意されており、「ようこそ」と「さん」の間にプレイヤ一名である「セガちゃ ん」が表示される。プレイヤ一は、画像表示装置 384に表示されたメインメニュー画面 384Bの項目群 395力、ら目的の項目を選択し、メインメニュー画面 384B下部に表示 されている「送信」ボタン 396を押す操作を行う(ST03)。項目の選択は、例えば、上 下の方向キー等を用いて各項目の左端に表示されている四角形の塗りつぶし 395A を移動させて項目を選択するように構成されており、デフォルトでは図 13 (a)に示す ように「チームの設定変更」の項目が選択されて!/、る。図 13 (a)の状態から下方向キ 一を 1回押すと塗りつぶし 395Aが 1つ下に移動して、図 13 (b)に示すように「チーム の試合状況/結果」の項目が選択される。この図 13 (b)の状態で画面 384B下部の 「送信」ボタン 396を押す操作を行うことにより、試合画像再生要求信号 (又はダイジ ェスト画像再生要求信号)がサーバ 2に送信される。この「チームの試合状況/結果」 の項目の選択及び「送信」ボタンは本実施形態における試合画像再生要求信号出 力手段(又はダイジェスト画像再生要求信号出力手段)であり、当該操作を行うことに より、試合画像再生要求信号 (又はダイジェスト画像再生要求信号)がサーバ 2に送 信される。なお、メインメニュー画面 384B右上の「ログアウト」ボタン 397は、サーバ 2 との接続を解除するときに使用するものである。 [0088] On the image display device 384 of the client computer 3, a main menu screen 384B as shown in FIG. 13 (a) is displayed. A player name display section 394 is prepared at the upper left of the main menu screen 384B, and “SEGA CHAN”, the name of the player, is displayed between “Welcome” and “San”. The player selects an item from the main menu screen 384B displayed on the image display device 384 and presses the “Send” button 396 displayed at the bottom of the main menu screen 384B. (ST03). The selection of items is configured to select items by moving the square fill 395A displayed at the left edge of each item using the up and down direction keys, etc. ) The “Change Team Settings” item is selected! When the down key is pressed once from the state of Fig. 13 (a), the filled 395A moves down by one, and the item "Team match status / result" is selected as shown in Fig. 13 (b). The In the state of Fig. 13 (b), the bottom of the screen 384B By performing an operation of pressing the “Send” button 396, a game image reproduction request signal (or a digest image reproduction request signal) is transmitted to the server 2. The selection of the item of “team game situation / result” and the “send” button are the game image reproduction request signal output means (or digest image reproduction request signal output means) in this embodiment, and perform this operation. Thus, a game image reproduction request signal (or digest image reproduction request signal) is transmitted to the server 2. The “logout” button 397 at the upper right of the main menu screen 384B is used when the connection with the server 2 is released.
[0089] サーバ 2は、試合画像再生要求信号を受信すると、ゲーム管理 DB272Aの日程管 理 DBを参照し、図 14 (a)に示すような試合選択画面 384Cを取得して(SS04)、クラ イアントコンピュータ 3に送信する。プレイヤ一は、画像表示装置 384に表示された試 合選択画面 384Cの試合リスト 398から再生画像を見たい試合を塗りつぶし 398Aを 移動させて選択し、画面 384C下部の「送信」ボタンを押す操作を行う(ST04)。この 操作により試合の選択信号がサーバ 2に送信される。なお、この試合選択画面 384C におレ、て、試合(開始)前の試合の画像データはサーバ 2側で生成されて!/、なレ、ので 、プレイヤーが選択できな!/、ように構成されて!/、る。  [0089] Upon receiving the game image playback request signal, the server 2 refers to the schedule management DB of the game management DB 272A, acquires the game selection screen 384C as shown in FIG. 14 (a) (SS04), and Send to Yant computer 3. The player selects the match selection screen 384C displayed on the image display device 384, fills the game to see the playback image from the match list 398, moves 398A, selects it, and presses the “Send” button at the bottom of the screen 384C. Perform (ST04). By this operation, a game selection signal is transmitted to the server 2. This game selection screen 384C is configured so that the image data of the game before the game (start) is generated on the server 2 side! /, So that the player cannot select it! / Being! /
[0090] サーバ 2は、試合の選択信号を受信すると、記憶部 230の RAM232から選択され た試合画像データ 232A (又はダイジェスト画像データ 232B)を取得し、試合画像再 生表示手段 217 (又はダイジェスト画像再生表示手段 218)によりこの試合画像デー タ 232Aの再生処理を行い(SS05)、再生画像をクライアントコンピュータ 3に送信す る。プレイヤ一は、画像表示装置 384に表示された、図 14 (b)に示すような再生画像 表示画面 384Dにて試合の再生画像(又はダイジェスト画像) 401を観賞する(ST05 )。試合画像表示画面 384Dの上部中央の表示部 400には、期(第 1期)、リーグ名 ( L7010)、節(第 1節)、対戦チーム名(「ドッダス」及び「キヤッッ」 )等の試合を特定す る情報が表示される。なお、画面 384D左上に表示されている「結果を見る」ボタン 3 99については後述する。  [0090] When the server 2 receives the game selection signal, the server 2 acquires the selected game image data 232A (or digest image data 232B) from the RAM 232 of the storage unit 230, and displays the game image reproduction display means 217 (or digest image). The game display data 232A is reproduced by the reproduction display means 218) (SS05), and the reproduced image is transmitted to the client computer 3. The player 1 views the reproduction image (or digest image) 401 of the game on the reproduction image display screen 384D displayed on the image display device 384 as shown in FIG. 14 (b) (ST05). The game image display screen 384D upper center display section 400 has a match of the season (first period), league name (L7010), section (first section), match team name ("Doddas" and "Kyat"), etc. Information that identifies is displayed. The “view result” button 399 displayed in the upper left of the screen 384D will be described later.
[0091] サーバ 2は、試合画像データ 232A (又はダイジェスト画像データ 232B)の再生処 理が終了すると、記憶部 230の RAM232から試合結果データ 232Cを取得し、試合 結果表示手段 219を作動させて試合結果データ 232Cをクライアントコンピュータ 3に 送信する(SS06)。プレイヤ一は、画像表示装置 384に表示された、図 15 (a)に示 すような試合結果確認画面 384Eにて試合結果を確認する(ST06)。 [0091] When the reproduction processing of the game image data 232A (or the digest image data 232B) is completed, the server 2 acquires the game result data 232C from the RAM 232 of the storage unit 230, operates the game result display means 219, and plays the game. Result data 232C to client computer 3 Send (SS06). The player confirms the game result on the game result confirmation screen 384E displayed on the image display device 384 as shown in FIG. 15 (a) (ST06).
[0092] 試合結果確認画面 384Eには、画面 384E中央部の試合結果表示部 402に大きく 試合結果が表示され、図 15 (a)に示す例においては 3対 1でプレイヤーのチーム「ド ッダス」が勝ったので、試合結果表示部 402の下の勝敗表示部 403に「You Win! (あなたの勝ち)」と表示されてレ、る。  [0092] On the match result confirmation screen 384E, a large match result is displayed on the match result display portion 402 in the center of the screen 384E, and in the example shown in FIG. 15 (a), the player team “Doddus” is 3: 1. Is won, so “You Win!” Is displayed in the win / loss display section 403 under the match result display section 402.
[0093] プレイヤ一は、試合結果を確認した後、試合結果確認画面 384Eの右上に表示さ れて!/、る「試合選択画面に戻る」ボタン 404又は「ログアウト」ボタン 397を押す操作を 行う(ST07)。プレイヤーが継続の操作(ST07)として「試合選択画面に戻る」ボタン 404を押す操作を行うと、サーバ 2に継続の操作信号が送信され、サーバ 2は継続の 処理(SS07)として図 15 (b)に示す試合選択画面 384Cをクライアントコンピュータ 3 に送信し、プレイヤ一は上記 ST04ないし ST07の手順を繰り返し、同様にサーバ 2 は SS05ないし SS07の手 J噴を繰り返す。図 15 (b)においては、図 14 (a)において「 試合終了」となってレ、た「第 1節」が「確認済み」に、「試合中」となってレ、た「第 4節」が 「試合終了」に更新され、デフォルトで未確認の試合のうち一番早く終了した「第 2節」 が選択されている。  [0093] After confirming the game result, the player performs an operation of pressing the “return to game selection screen” button 404 or the “logout” button 397 displayed on the upper right of the game result confirmation screen 384E! (ST07). When the player presses the “Return to game selection screen” button 404 as a continuation operation (ST07), a continuation operation signal is sent to the server 2, and the server 2 performs the continuation processing (SS07) as shown in FIG. The game selection screen 384C shown in FIG. 3 is transmitted to the client computer 3, and the player repeats the above-described steps ST04 to ST07. Similarly, the server 2 repeats the hand J injection of SS05 to SS07. In Fig. 15 (b), in Fig. 14 (a), the result is `` End of the game '', and `` Section 1 '' is `` Confirmed '' and `` In-game '' is selected. Is updated to “End of Game”, and “Section 2” which is the earliest of the unconfirmed matches is selected by default.
[0094] プレイヤーが終了の操作(ST07)として「ログアウト」ボタン 397を押す操作を行うと [0094] When the player presses the “logout” button 397 as an end operation (ST07),
、サーバ 2に終了の操作信号が送信され、サーバ 2は終了の処理(SS07)を行い、 サ一が 2とクライアントコンピュータ 3との接続が解除される。 Then, a termination operation signal is transmitted to the server 2, the server 2 performs termination processing (SS07), and the connection between the server 2 and the client computer 3 is released.
[0095] 図 11は、クライアントコンピュータ 3により試合画像データ(又はダイジェスト画像デ ータ)の再生画像を途中で中断させ、試合結果を確認する手順を示すシーケンスチ ヤートでめる。 FIG. 11 is a sequence chart showing a procedure for interrupting the reproduced image of the game image data (or digest image data) by the client computer 3 and confirming the game result.
[0096] 図 11において、クライアントコンピュータ 3又は端末機 4、 5の操作手順である ST11 ないし ST14、及び、サーバ 2の処理手順である SS11ないし SS 15は、それぞれ、図 10で説明した ST01ないし ST04の操作手順、及び、 SS01ないし SS05の処理手順 と同一の手順であるので、説明を省略する。  In FIG. 11, ST11 to ST14 which are the operation procedures of the client computer 3 or the terminals 4 and 5, and SS11 to SS15 which are the processing procedures of the server 2 are respectively ST01 to ST04 described in FIG. Since this is the same procedure as that of SS01 and SS01 or SS05, the explanation is omitted.
[0097] クライアントコンピュータ 3は、サーバの SS15の手順(図 10の SS05の手順と同一) により送信された再生画像を受信すると、画像表示装置 384に図 14 (b)に示すような 再生画像表示画面 384Dが表示され、画面 384Dの中央に再生画像 401が表示さ れる。再生画像表示画面 384Dの左上には再生処理終了ボタンである「結果を見る」 ボタン 399が表示されて!/、る。プレイヤーがこの「結果を見る」ボタン 399を押す操作 を行う(ST15)ことにより、再生処理終了信号がサーバ 2に送信される。この「結果を 見る」ボタン 399は、本実施形態における再生処理信号出力手段 317となる。 [0097] When the client computer 3 receives the reproduced image transmitted by the SS15 procedure of the server (same as the SS05 procedure of FIG. 10), it is displayed on the image display device 384 as shown in FIG. 14 (b). Playback image display screen 384D is displayed, and playback image 401 is displayed in the center of screen 384D. Playback image display screen “View result” button 399, which is a playback processing end button, is displayed on the upper left of 384D. When the player performs an operation of pressing the “view result” button 399 (ST15), a playback process end signal is transmitted to the server 2. The “view result” button 399 serves as the reproduction processing signal output means 317 in the present embodiment.
[0098] サーバ 2は、再生処理終了信号を受信すると、処理部 210の再生処理終了手段 20 9を作動させて試合画像データ 232A (又はダイジェスト画像データ 232B)の再生処 理を強制的に終了する処理を行い、記憶部 230の RAM232から試合結果データ 2 32Cを取得し、試合結果表示手段 219を作動させて試合結果データ 232Cをクライ アントコンピュータ 3に送信する(SS16)。プレイヤ一は、画像表示装置 384に表示さ れた、図 15 (a)に示すような試合結果確認画面 384Eにて試合結果を確認する(ST 16)。この ST16の手順は、図 10の ST06の手順と同一である。  [0098] Upon receiving the reproduction processing end signal, the server 2 operates the reproduction processing end means 209 of the processing unit 210 to forcibly end the reproduction processing of the game image data 232A (or the digest image data 232B). Processing is performed, the game result data 2 32C is acquired from the RAM 232 of the storage unit 230, the game result display means 219 is operated, and the game result data 232C is transmitted to the client computer 3 (SS16). The player confirms the game result on the game result confirmation screen 384E displayed on the image display device 384 as shown in FIG. 15 (a) (ST 16). The ST16 procedure is the same as the ST06 procedure in FIG.
[0099] クライアントコンピュータ 3又は端末機 4、 5による ST17の操作手順、及び、サーバ 2 による SS17の処理手順は、それぞれ、図 10で説明した ST07の操作手順、及び、 S S07の処理手順と同一であるので、説明を省略する。  [0099] The ST17 operation procedure performed by the client computer 3 or the terminals 4 and 5 and the SS17 operation procedure performed by the server 2 are the same as the ST07 operation procedure and S S07 operation procedure described in FIG. 10, respectively. Therefore, explanation is omitted.
[0100] 以上説明したように本発明に係るネットワークゲームシステムによれば、サーバ 2が 、試合の日程を決定する日程決定手段 212と、この日程決定手段 212により決定さ れた日程に従ってクライアントコンピュータ 3で設定されるプレイヤーキャラクタ(PCチ ーム)のパラメータに基づいて試合の進行処理を行う試合進行手段 213と、この試合 進行手段 213による前記試合の進行処理終了後にその試合の結果データ 232Cを 生成する試合結果生成手段 219とを備えているため、プレイヤーが操作するクライア ントコンピュータ 3 (クライアントプログラムがインストールされた汎用コンピュータ等)に よりプレイヤーキャラクタ(例えば、複数の選手キャラクタ等から構成されるサッカーチ ーム、野球チーム等)のパラメータ(例えば、戦術パラメータ、各選手キャラクタの各種 能力パラメータ等)を設定して通信ネットワーク 1を介してサーバに接続してゲームに エントリー(参加登録)することにより、サーバ 2が決定した日程に従って試合が自動 進行処理されて試合の結果データ 232Cが生成されるので、プレイヤーが試合の進 行処理中常に通信ネットワーク 1を介してサーバ 2にログインしている必要がなぐプ レイヤーに長時間のゲーム実行時間を費やすことを強いることがない。 [0100] As described above, according to the network game system of the present invention, the server 2 determines the schedule schedule 212 for determining the schedule of the game, and the client computer 3 according to the schedule determined by the schedule determination module 212. The game progress means 213 for performing the progress process of the game based on the parameters of the player character (PC team) set in the above, and the game result data 232C is generated after the progress of the game by the game progress means 213 is completed. Therefore, a player character (for example, a soccer computer composed of a plurality of player characters) is operated by a client computer 3 (a general-purpose computer installed with a client program) operated by the player. Parameters (eg, tactics, baseball teams, etc.) Data, various ability parameters of each player character, etc.), connecting to the server via the communication network 1 and entering the game (participation registration), the game automatically proceeds according to the schedule determined by the server 2. Since the game result data 232C is generated, it is not necessary for the player to always be logged in to the server 2 via the communication network 1 during the game progress process. Don't force layers to spend a lot of game time.
[0101] さらに、サーバ 2が、試合進行手段 213による試合の進行処理に基づいてその試 合の画像データ 232Aを生成する試合画像生成手段 214と、試合進行手段 213によ る当該試合の進行処理終了後にクライアントコンピュータ 3から又はサーバと情報送 受信可能な端末機 4、 5から送信される試合画像再生要求信号に応じて試合画像デ ータ 232Aを再生処理しクライアントコンピュータ 3又は前記端末機 4、 5の表示装置 3 84に表示させる試合画像再生表示手段 217と、この試合画像再生表示手段 217に よる試合画像データ 232Aの再生処理終了後に試合結果データ 232Cをクライアント コンピュータ 3又は前記端末機 4、 5の表示装置 384に表示させる試合結果表示手段 219とを備えているため、試合の進行処理が終了した試合の状況は、プレイヤーがク ライアントコンピュータ 3又は前記端末機 4、 5から試合画像再生要求信号をサーバ 2 に送信することにより、クライアントコンピュータ 3又は前記端末機 4、 5の表示装置 38 4に当該試合の試合画像が再生表示された後、試合結果データ 232Cが表示される ので、プレイヤ一は当該試合の進行状況を充分な興趣をもって観戦した上で結果を 失口ること力 Sでさる。 [0101] Furthermore, the server 2 generates a game image generation unit 214 that generates image data 232A of the test based on the game progress process by the game progress unit 213, and the game progress process by the game progress unit 213. After the completion, the game image data 232A is reproduced according to the game image reproduction request signal transmitted from the client computer 3 or from the terminals 4 and 5 capable of transmitting / receiving information to / from the server, and the client computer 3 or the terminal 4, The game image reproduction display means 217 to be displayed on the display device 3 84 of 5 and the game result data 232C after the completion of the reproduction processing of the game image data 232A by the game image reproduction display means 217 are transferred to the client computer 3 or the terminal 4, 5 The game result display means 219 is displayed on the display device 384. By sending a game image reproduction request signal from the computer 3 or the terminal 4 or 5 to the server 2, the game image of the game is reproduced and displayed on the display device 38 4 of the client computer 3 or the terminal 4 or 5. After that, since the game result data 232C is displayed, the player can use the power S to lose the result after watching the progress of the game with sufficient interest.
[0102] なお、プレイヤ一は、ゲームシステムのクライアントプログラムがインストールされたク ライアントコンピュータ 3だけではなぐ通信ネットワーク 1を介してサーバ 2と情報送受 信可能な端末機 (例えば携帯型その他のコンピュータ 4や携帯電話機 5等)によって も終了した試合の状況を確認することができるので、通勤途上や職場の休憩時間等 を利用して試合の進行状況と結果を確認することができる。  [0102] It should be noted that the player 1 is a terminal capable of transmitting / receiving information to / from the server 2 via the communication network 1 that is not limited to the client computer 3 in which the client program of the game system is installed (for example, a portable other computer 4 or You can also check the status of a game that has ended with a mobile phone 5 etc., so you can check the progress and results of the game using commuting and break time at work.
[0103] さらに、本発明に係る実施形態によれば、試合画像生成手段 214が生成した試合 画像データ 232Aから予め設定された所定の条件を満たす画像データを抽出しその 抽出された画像データに基づいて当該試合のダイジェスト画像データ 232Bを生成 するダイジェスト画像生成手段 215と、試合進行手段 213による試合の進行処理終 了後にクライアントコンピュータ 3から又は前記端末機 4、 5から送信されるダイジェスト 画像再生要求信号に応じて前記ダイジェスト画像データ 232Bを再生処理しクライア ントコンピュータ 3又は端末機 4、 5の表示装置 384に表示させるダイジェスト画像再 生表示手段 218と、このダイジェスト画像再生表示手段 218によるダイジェスト画像の 再生処理終了後に試合結果データ 232Cをクライアントコンピュータ 3又は端末機 4、 5の表示装置 384に表示させる試合結果表示手段 219とを備えて構成することがで きる力、ら、試合の進行処理が終了した試合の状況は、プレイヤーがクライアントコンビ ユータ 3又は端末機 4、 5からダイジェスト画像再生要求信号をサーバ 2に送信するこ とにより、クライアントコンピュータ 3又は端末機 4、 5の表示装置 384に当該試合のダ イジエスト画像が表示された後、試合結果データ 232Cが表示されるので、プレイヤ 一は試合開始から試合終了までの全試合経過を確認することなく短時間で当該試 合の進行状況を充分な興趣をもって観戦し結果を知ることができる。 [0103] Furthermore, according to the embodiment of the present invention, image data satisfying a predetermined condition set in advance is extracted from the game image data 232A generated by the game image generating means 214, and based on the extracted image data. Digest image generation means 215 for generating the digest image data 232B of the game, and digest image reproduction request signal transmitted from the client computer 3 or from the terminals 4 and 5 after completion of the game progress processing by the game progress means 213 In response to the digest image data 232B, the digest image reproduction display means 218 for reproducing the digest image data 232B and displaying the digest image data 232B on the display device 384 of the client computer 3 or the terminals 4 and 5, and the digest image reproduction display means 218 Completion of the game progress process, including the game result display means 219 for displaying the game result data 232C on the display device 384 of the client computer 3 or the terminals 4 and 5 after the reproduction process is completed. The game is sent to the display device 384 of the client computer 3 or the terminals 4 and 5 by sending a digest image playback request signal from the client computer 3 or the terminals 4 and 5 to the server 2. Since the game result data 232C is displayed after the player's digest image is displayed, the player can sufficiently monitor the progress of the trial in a short time without checking the progress of the entire game from the start to the end of the match. You can watch the game with interest and know the results.
さらに、上記発明に係る実施形態によれば、サーバ 2がクライアントコンピュータ 3又 は前記端末機 4、 5から送信される再生処理終了信号に応じて試合画像再生表示手 段 217又はダイジェスト画像再生表示手段 218による試合画像データ 232A又はダ イジエスト画像データ 232Bの再生処理を強制的に終了させる再生処理終了手段 20 9を具備しているので、プレイヤ一は、再生表示される試合画像又はダイジェスト画像 を観戦する充分な時間がなぐ取り急ぎ試合の結果を知りたい場合等に、試合画像 の再生処理を任意のタイミングで強制的に終了させて当該試合の結果を確認するこ と力 Sできる。  Further, according to the embodiment according to the invention, the server 2 responds to the reproduction processing end signal transmitted from the client computer 3 or the terminals 4 and 5, and the game image reproduction display means 217 or the digest image reproduction display means. 218 is provided with a reproduction processing end means 209 for forcibly terminating the reproduction processing of the game image data 232A or the digest image data 232B according to 218, so that the player watches the game image or digest image to be reproduced and displayed. When you want to know the result of a quick game with sufficient time, you can check the result of the game by forcibly terminating the game image playback process at any time.

Claims

請求の範囲 The scope of the claims
[1] 通信ネットワークに接続されたサーバと、前記通信ネットワークを介して前記サーバ との情報送受信可能なクライアントコンピュータとを備え、前記サーバにエントリーした プレイヤーキャラクタ同士、ノンプレイヤーキャラクタ同士、又は前記プレイヤーキャラ クタと前記ノンプレイヤーキャラクタとの対戦による試合の進行処理を、前記サーバが 自動的に実行するネットワークゲームシステムであって、  [1] A server connected to a communication network and a client computer capable of transmitting / receiving information to / from the server via the communication network, and player characters, non-player characters, or the player characters entered in the server A network game system in which the server automatically executes a progress process of a game by a battle between Kuta and the non-player character,
前記サーバは、  The server
前記試合の日程を決定する日程決定手段と、  Schedule determination means for determining the schedule of the game;
該日程決定手段により決定された前記日程に従って、前記クライアントコンピュータ で設定される前記プレイヤーキャラクタのパラメータに基づいて前記試合の進行処理 を行う試合進行手段と、  According to the schedule determined by the schedule determining means, a game progress means for performing the progress process of the game based on the parameters of the player character set by the client computer;
該試合進行手段による前記試合の進行処理に基づいて前記試合の画像データを 生成する試合画像生成手段と、  Game image generating means for generating image data of the game based on the progress process of the game by the game progress means;
前記試合進行手段による前記試合の進行処理終了後に前記試合の結果データを 生成する試合結果生成手段と、  Game result generating means for generating result data of the game after completion of the game progress processing by the game progress means;
前記試合進行手段による前記試合の進行処理終了後に前記クライアントコンビュ ータから又は前記サーバと情報送受信可能な端末機から送信される試合画像再生 要求信号に応じて前記試合画像データを再生処理し前記クライアントコンピュータ又 は前記端末機の表示装置に表示させる試合画像再生表示手段と、  The game image data is played back in response to a game image playback request signal transmitted from the client computer or from a terminal capable of transmitting / receiving information to / from the server after the game progress processing by the game progress means is completed. Game image reproduction display means for display on a display device of a computer or the terminal;
該試合画像再生表示手段による前記試合画像の再生処理終了後に前記試合結 果データを前記クライアントコンピュータ又は前記端末機の前記表示装置に表示さ せる試合結果表示手段と、  Game result display means for displaying the game result data on the display device of the client computer or the terminal after completion of the game image reproduction processing by the game image reproduction display means;
を備えてなることを特徴とするネットワークゲームシステム。  A network game system comprising:
[2] 前記サーバは、前記クライアントコンピュータ又は前記端末機から送信される再生 処理終了信号に応じて前記試合画像再生表示手段による前記試合画像データの再 生処理を強制的に終了させる再生処理終了手段を具備してなることを特徴とする請 求項 1に記載のネットワークゲームシステム。  [2] The server forcibly ends reproduction processing of the game image data by the game image reproduction display unit in response to a reproduction processing end signal transmitted from the client computer or the terminal. The network game system according to claim 1, characterized by comprising:
[3] 通信ネットワークに接続されたサーバと、前記通信ネットワークを介して前記サーバ との情報送受信可能なクライアントコンピュータとを備え、前記サーバにエントリーした プレイヤーキャラクタ同士、ノンプレイヤーキャラクタ同士、又は前記プレイヤーキャラ クタと前記ノンプレイヤーキャラクタとの対戦による試合の進行処理を、前記サーバが 自動的に実行するネットワークゲームシステムであって、 [3] a server connected to a communication network, and the server via the communication network A server that can send and receive information to and from the server, and the server automatically performs a progress process of the match between the player characters entered in the server, between the non-player characters, or between the player character and the non-player character. A network game system that performs automatically,
前記サーバは、  The server
前記試合の日程を決定する日程決定手段と、  Schedule determination means for determining the schedule of the game;
該日程決定手段により決定された前記日程に従って、前記クライアントコンピュータ で設定される前記プレイヤーキャラクタのパラメータに基づいて前記試合の進行処理 を行う試合進行手段と、  According to the schedule determined by the schedule determining means, a game progress means for performing the progress process of the game based on the parameters of the player character set by the client computer;
該試合進行手段による前記試合の進行処理に基づいて前記試合の画像データを 生成する試合画像生成手段と、  Game image generating means for generating image data of the game based on the progress process of the game by the game progress means;
前記試合画像データから予め設定された所定の条件を満たす画像データを抽出し 該抽出された画像データに基づいて前記試合のダイジェスト画像データを生成する ダイジェスト画像生成手段と、  Digest image generation means for extracting image data satisfying a predetermined condition set in advance from the game image data and generating digest image data of the game based on the extracted image data;
前記試合進行手段による前記試合の進行処理終了後に前記試合の結果データを 生成する試合結果生成手段と、  Game result generating means for generating result data of the game after completion of the game progress processing by the game progress means;
前記試合進行手段による前記試合の進行処理終了後に前記クライアントコンビュ ータから又は前記サーバと情報送受信可能な端末機から送信されるダイジェスト画 像再生要求信号に応じて前記ダイジェスト画像データを再生処理し前記クライアント コンピュータ又は前記端末機の表示装置に表示させるダイジェスト画像再生表示手 段と、  The digest image data is subjected to reproduction processing in response to a digest image reproduction request signal transmitted from the client computer or from a terminal capable of transmitting / receiving information to / from the server after completion of the game progression processing by the game progression means. A digest image reproduction display means to be displayed on the display device of the client computer or the terminal;
該ダイジェスト画像再生表示手段による前記ダイジェスト画像の再生処理終了後に 前記試合結果データを前記クライアントコンピュータ又は前記端末機の前記表示装 置に表示させる試合結果表示手段と、  Game result display means for displaying the game result data on the display device of the client computer or the terminal after completion of the digest image reproduction processing by the digest image reproduction display means;
を備えてなることを特徴とするネットワークゲームシステム。  A network game system comprising:
前記サーバは、前記クライアントコンピュータ又は前記端末機から送信される再生 処理終了信号に応じて前記ダイジェスト画像再生表示手段による前記ダイジェスト画 像データの再生処理を強制的に終了させる再生処理終了手段を具備してなることを 特徴とする請求項 3に記載のネットワークゲームシステム。 The server includes reproduction processing end means for forcibly ending the reproduction processing of the digest image data by the digest image reproduction display means in response to a reproduction processing end signal transmitted from the client computer or the terminal. To become 4. The network game system according to claim 3, wherein
[5] プレイヤーキャラクタのパラメータを設定するクライアントコンピュータに通信ネットヮ ークを介して情報送受信可能に接続され、前記クライアントコンピュータからエントリ 一された前記プレイヤーキャラクタ同士、ノンプレイヤーキャラクタ同士、又は前記プ レイヤーキャラクタと前記ノンプレイヤーキャラクタとの対戦による試合の進行処理を 自動的に実行するサーバであって、 [5] The player characters that set the player character parameters are connected to a client computer through a communication network so that information can be transmitted and received, and the player characters, non-player characters, or player characters entered from the client computer are entered. And a server that automatically executes a progress process of a match by a battle with the non-player character,
前記試合の日程を決定する日程決定手段と、  Schedule determination means for determining the schedule of the game;
該日程決定手段により決定された前記日程に従って、前記クライアントコンピュータ で設定される前記プレイヤーキャラクタのパラメータに基づいて前記試合の進行処理 を行う試合進行手段と、  According to the schedule determined by the schedule determining means, a game progress means for performing the progress process of the game based on the parameters of the player character set by the client computer;
該試合進行手段による前記試合の進行処理に基づいて前記試合の画像データを 生成する試合画像生成手段と、  Game image generating means for generating image data of the game based on the progress process of the game by the game progress means;
前記試合進行手段による前記試合の進行処理終了後に前記試合の結果データを 生成する試合結果生成手段と、  Game result generating means for generating result data of the game after completion of the game progress processing by the game progress means;
前記試合進行手段による前記試合の進行処理終了後に前記クライアントコンビュ ータから又は前記サーバと情報送受信可能な端末機から送信される試合画像再生 要求信号に応じ  Responding to a game image reproduction request signal transmitted from the client computer or from a terminal capable of transmitting / receiving information to / from the server after completion of the game progress processing by the game progress means.
て前記試合画像データを再生処理し前記クライアントコンピュータ又は前記端末機の 表示装置に表示させる試合画像再生表示手段と、  Game image reproduction display means for reproducing the game image data and displaying it on the display device of the client computer or the terminal,
該試合画像再生表示手段による前記試合画像の再生処理終了後に前記試合結 果データを前記クライアントコンピュータ又は前記端末機の前記表示装置に表示さ せる試合結果表示手段と、  Game result display means for displaying the game result data on the display device of the client computer or the terminal after completion of the game image reproduction processing by the game image reproduction display means;
を備えてなることを特徴とするサーバ。  The server characterized by comprising.
[6] 前記クライアントコンピュータ又は前記端末機から送信される再生処理終了信号に 応じて前記試合画像再生表示手段による前記試合画像データの再生処理を強制的 に終了させる再生処理終了手段を具備してなることを特徴とする請求項 5に記載の サーバ。 [6] Reproduction processing end means for forcibly ending the reproduction processing of the game image data by the game image reproduction display means in response to a reproduction processing end signal transmitted from the client computer or the terminal. The server according to claim 5, wherein:
[7] プレイヤーキャラクタのパラメータを設定するクライアントコンピュータに通信ネットヮ ークを介して情報送受信可能に接続され、前記クライアントコンピュータからエントリ 一された前記プレイヤーキャラクタ同士、ノンプレイヤーキャラクタ同士、又は前記プ レイヤーキャラクタと前記ノンプレイヤーキャラクタとの対戦による試合の進行処理を 自動的に実行するサーバであって、 [7] Set up the player character parameters on the client computer The game progress is automatically processed by the battle between the player characters, the non-player characters, or the player character and the non-player character, which are connected so as to be able to send and receive information via the game. Server that runs automatically,
前記試合の日程を決定する日程決定手段と、  Schedule determination means for determining the schedule of the game;
該日程決定手段により決定された前記日程に従って、前記クライアントコンピュータ で設定される前記プレイヤーキャラクタのパラメータに基づいて前記試合の進行処理 を行う試合進行手段と、  According to the schedule determined by the schedule determining means, a game progress means for performing the progress process of the game based on the parameters of the player character set by the client computer;
該試合進行手段による前記試合の進行処理に基づいて前記試合の画像データを 生成する試合画像生成手段と、  Game image generating means for generating image data of the game based on the progress process of the game by the game progress means;
前記試合画像データから予め設定された所定の条件を満たす画像データを抽出し 該抽出された画像データに基づいて前記試合のダイジェスト画像データを生成する ダイジェスト画像生成手段と、  Digest image generation means for extracting image data satisfying a predetermined condition set in advance from the game image data and generating digest image data of the game based on the extracted image data;
前記試合進行手段による前記試合の進行処理終了後に前記試合の結果データを 生成する試合結果生成手段と、  Game result generating means for generating result data of the game after completion of the game progress processing by the game progress means;
前記試合進行手段による前記試合の進行処理終了後に前記クライアントコンビュ ータから又は前記サーバと情報送受信可能な端末機から送信されるダイジェスト画 像再生要求信号に応じて前記ダイジェスト画像データを再生処理し前記クライアント コンピュータ又は前記端末機の表示装置に表示させるダイジェスト画像再生表示手 段と、  The digest image data is subjected to reproduction processing in response to a digest image reproduction request signal transmitted from the client computer or from a terminal capable of transmitting / receiving information to / from the server after completion of the game progression processing by the game progression means. A digest image reproduction display means to be displayed on the display device of the client computer or the terminal;
該ダイジェスト画像再生表示手段による前記ダイジェスト画像の再生処理終了後に 前記試合結果データを前記クライアントコンピュータ又は前記端末機の前記表示装 置に表示させる試合結果表示手段と、  Game result display means for displaying the game result data on the display device of the client computer or the terminal after completion of the digest image reproduction processing by the digest image reproduction display means;
を備えてなることを特徴とするサーバ。  The server characterized by comprising.
前記クライアントコンピュータ又は前記端末機から送信される再生処理終了信号に 応じて前記ダイジェスト画像再生表示手段による前記ダイジェスト画像データの再生 処理を強制的に終了させる再生処理終了手段を具備してなることを特徴とする請求 項 7に記載のサーバ。 [9] プレイヤーキャラクタのパラメータを設定するクライアントコンピュータに通信ネットヮ ークを介して情報送受信可能に接続され、前記クライアントコンピュータからエントリ 一された前記プレイヤーキャラクタ同士、ノンプレイヤーキャラクタ同士、又は前記プ レイヤーキャラクタと前記ノンプレイヤーキャラクタとの対戦による試合の進行処理を 自動的に実行するサーバとして、コンピュータを機能させるためのプログラムであって 前記コンピュータを、 Reproduction processing end means for forcibly ending reproduction processing of the digest image data by the digest image reproduction display means in response to a reproduction processing end signal transmitted from the client computer or the terminal is provided. The server according to claim 7. [9] A player computer that sets player character parameters is connected to a client computer so that information can be transmitted and received via a communication network, and the player characters, non-player characters, or player characters entered from the client computer are entered. And a program for causing a computer to function as a server that automatically executes a game progress process by a battle with the non-player character,
前記試合の日程を決定する日程決定手段、  Schedule determination means for determining the schedule of the game;
該日程決定手段により決定された前記日程に従って、前記クライアントコンピュータ で設定される前記プレイヤーキャラクタのパラメータに基づいて前記試合の進行処理 を行う試合進行手段、  Game progress means for performing the progress process of the game based on the parameters of the player character set in the client computer according to the schedule determined by the schedule determination means;
該試合進行手段による前記試合の進行処理に基づいて前記試合の画像データを 生成する試合画像生成手段、  Game image generating means for generating image data of the game based on the progress process of the game by the game progress means;
前記試合進行手段による前記試合の進行処理終了後に前記試合の結果データを 生成する試合結果生成手段、  A game result generating means for generating result data of the game after completion of the progress process of the game by the game progress means;
前記試合進行手段による前記試合の進行処理終了後に前記クライアントコンビュ ータから又は前記サーバと情報送受信可能な端末機から送信される試合画像再生 要求信号に応じて前記試合画像データを再生処理し前記クライアントコンピュータ又 は前記端末機の表示装置に表示させる試合画像再生表示手段、  The game image data is played back in response to a game image playback request signal transmitted from the client computer or from a terminal capable of transmitting / receiving information to / from the server after the game progress processing by the game progress means is completed. Game image reproduction display means to be displayed on a display device of a computer or the terminal,
該試合画像再生表示手段による前記試合画像の再生処理終了後に前記試合結 果データを前記クライアントコンピュータ又は前記端末機の前記表示装置に表示さ せる試合結果表示手段、  Game result display means for displaying the game result data on the display device of the client computer or the terminal after completion of the game image reproduction processing by the game image reproduction display means;
として機能させることを特徴とするゲームプログラム。  A game program characterized by functioning as
[10] 前記コンピュータを、 [10] The computer
前記クライアントコンピュータ又は前記端末機から送信される再生処理終了信号に 応じて前記試合画像再生表示手段による前記試合画像データの再生処理を強制的 に終了させる再生処理終了手段として機能させることを特徴とする請求項 9に記載の ゲームプログラム。 [11] プレイヤーキャラクタのパラメータを設定するクライアントコンピュータに通信ネットヮ ークを介して情報送受信可能に接続され、前記クライアントコンピュータからエントリ 一された前記プレイヤーキャラクタ同士、ノンプレイヤーキャラクタ同士、又は前記プ レイヤーキャラクタと前記ノンプレイヤーキャラクタとの対戦による試合の進行処理を 自動的に実行するサーバとして、コンピュータを機能させるためのプログラムであって 前記コンピュータを、 In accordance with a playback process end signal transmitted from the client computer or the terminal, the game image playback / display unit forcibly ends the playback process of the game image data to function as a playback process end unit. The game program according to claim 9. [11] Player characters that set parameters of player characters are connected to a client computer through a communication network so that information can be transmitted and received, and the player characters, non-player characters, or player characters entered from the client computer are entered. And a program for causing a computer to function as a server that automatically executes a game progress process by a battle with the non-player character,
前記試合の日程を決定する日程決定手段、  Schedule determination means for determining the schedule of the game;
該日程決定手段により決定された前記日程に従って、前記クライアントコンピュータ で設定される前記プレイヤーキャラクタのパラメータに基づいて前記試合の進行処理 を行う試合進行手段、  Game progress means for performing the progress process of the game based on the parameters of the player character set in the client computer according to the schedule determined by the schedule determination means;
該試合進行手段による前記試合の進行処理に基づいて前記試合の画像データを 生成する試合画像生成手段、  Game image generating means for generating image data of the game based on the progress process of the game by the game progress means;
前記試合画像データから予め設定された所定の条件を満たす画像データを抽出し 該抽出された画像データに基づいて前記試合のダイジェスト画像データを生成する ダイジェスト画像生成手段、  Digest image generation means for extracting image data satisfying a predetermined condition set in advance from the game image data, and generating digest image data of the game based on the extracted image data;
前記試合進行手段による前記試合の進行処理終了後に前記試合の結果データを 生成する試合結果生成手段、  A game result generating means for generating result data of the game after completion of the progress process of the game by the game progress means;
前記試合進行手段による前記試合の進行処理終了後に前記クライアントコンビュ ータから又は前記サーバと情報送受信可能な端末機から送信されるダイジェスト画 像再生要求信号に応じて前記ダイジェスト画像データを再生処理し前記クライアント コンピュータ又は前記端末機の表示装置に表示させるダイジェスト画像再生表示手 段、  The digest image data is subjected to reproduction processing in response to a digest image reproduction request signal transmitted from the client computer or from a terminal capable of transmitting / receiving information to / from the server after completion of the game progression processing by the game progression means. A digest image reproduction display means to be displayed on a client computer or a display device of the terminal;
該ダイジェスト画像再生表示手段による前記ダイジェスト画像の再生処理終了後に 前記試合結果データを前記クライアントコンピュータ又は前記端末機の前記表示装 置に表示させる試合結果表示手段、  Game result display means for displaying the game result data on the display device of the client computer or the terminal after the digest image reproduction display means finishes the digest image reproduction processing;
として機能させることを特徴とするゲームプログラム。  A game program characterized by functioning as
[12] 前記コンピュータを、 前記クライアントコンピュータ又は前記端末機から送信される再生処理終了信号に 応じて前記ダイジェスト画像再生表示手段による前記ダイジェスト画像データの再生 処理を強制的に終了させる再生処理終了手段として機能させることを特徴とする請 求項 11に記載のゲームプログラム。 [12] In accordance with a reproduction processing end signal transmitted from the client computer or the terminal, the digest image data is displayed by the digest image reproduction display unit, and the digest image data is displayed as a reproduction processing end unit that forcibly terminates the reproduction processing. 12. A game program according to claim 11.
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