JP2007020718A - Game machine, program and information storage medium - Google Patents

Game machine, program and information storage medium Download PDF

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Publication number
JP2007020718A
JP2007020718A JP2005204555A JP2005204555A JP2007020718A JP 2007020718 A JP2007020718 A JP 2007020718A JP 2005204555 A JP2005204555 A JP 2005204555A JP 2005204555 A JP2005204555 A JP 2005204555A JP 2007020718 A JP2007020718 A JP 2007020718A
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game
synchronization
count value
time
scene
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JP4889081B2 (en
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Kazushi Ueda
一志 植田
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Namco Bandai Games Inc
株式会社バンダイナムコゲームス
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Abstract

To ensure synchronization in a game device that performs multiplayer by transmitting and receiving data wirelessly with other game devices.
A game apparatus for wirelessly transmitting / receiving data and playing a multiplayer game, wherein a role of the player in the multiplayer game is a parent machine, and a predetermined time is reached before the arrival of a predetermined synchronization timing. A synchronization confirmation period is provided, and during the synchronization confirmation period, the synchronization time is counted until the synchronization timing arrives, and the arrival of the synchronization timing is determined based on the synchronization time count value. A synchronization processing unit for the master unit that transmits the synchronization time count value to other game machines in a cycle of the above, and when the role of the own machine in the multiplayer game is a slave machine, the synchronization time count value is received from another game device The synchronization time is counted based on the received synchronization time count value, and the arrival of the synchronization timing is determined based on the synchronization time count value. And a synchronization processing unit for the slave unit to be disconnected.
[Selection] FIG.

Description

  The present invention relates to a game device, a program, and an information storage medium.

  Conventionally, a multiplayer game in which a plurality of game devices transmit and receive data via a communication line is known.

  In such a multiplayer game, it is necessary to synchronize the game with a plurality of game devices at the start of the game or at the change of the game scene.

  However, when data is transmitted / received by wireless communication, the communication is unstable, and communication data cannot always be transmitted / received differently per unit time. In such a case, there is a possibility that a problem may occur because synchronization is not achieved at the start of the game or at the change of the game scene.

The present invention has been made in view of the above problems, and its object is to
It is to provide a game apparatus and a program capable of reliably ensuring synchronization in a game apparatus that performs data transmission and reception with other game apparatuses and performs multiplayer.

(1) The present invention
A computer-executable program for wirelessly transmitting / receiving data and playing a multiplayer game,
When the player's role in the multiplayer game is the parent machine, a synchronization confirmation period of a predetermined time is provided before the arrival of the predetermined synchronization timing, and the synchronization time counting process until the synchronization timing arrives during the synchronization confirmation period And determining the arrival of the synchronization timing based on the synchronization time count value, and, during the synchronization confirmation period, a master synchronization processing unit that transmits the synchronization time count value to another game machine in a predetermined cycle;
When the role of the player in the multiplayer game is a child device, the synchronization time count value is received from another game device, and the synchronization time count process is performed based on the received synchronization time count value. A slave processing unit for determining the arrival of synchronization timing;
And making the computer function.

  The present invention also relates to a game system including the above-described units. The present invention also relates to a computer-readable information storage medium that stores (records) a program that causes a computer to function as each unit.

A game mode setting unit in which whether the role of the own device in the multiplayer game is a parent device or a child device is set;
When the game mode is set to the parent device, the parent device synchronization processing may be performed, and when the game mode is set to the child device, the child device synchronization processing may be performed.

  A multiplayer game can be played by forming a single communication group by using a plurality of game devices. At this time, one of the game devices is set as the parent device, and the other game device is set as the child device. When a multiplayer game is played, each game device recognizes whether its role is a parent device or a child device depending on whether the game mode setting is the parent device or the child device.

  Whether it is a parent machine or a child machine may be set to either the parent machine or the child machine by selection at the time of participating in the game, for example. The parent device is determined by a predetermined rule, but may be determined by any rule.

  The synchronization timing is a point set in the game specifications that it is necessary to synchronize when a plurality of game devices play a multiplayer game, and is, for example, a game start or a game scene change.

  The synchronization confirmation period is a period having a predetermined time width. The time is not limited to the time measured in units of hours, minutes, and seconds, but may be a time measured in units of frames.

  The process of counting the synchronization time until the arrival of the synchronization timing may be, for example, a process of counting down the remaining time (number of remaining frames) until the synchronization timing as time (frame) progresses, or as time (frame) progresses A process of counting the time (number of frames) until the synchronization timing may be used. In the latter case, the common recognition that the synchronization timing comes after a predetermined time (frame) is necessary, so that the remaining time until the synchronization timing can be determined based on the count value.

  The synchronization time counting process is performed at predetermined intervals (for example, each frame), and the countdown is not stopped or the countdown speed is not changed. However, the specification may be such that the countdown is stopped when the synchronization is confirmed.

  Sending the synchronization time count value to another game machine in a predetermined cycle may be, for example, a case of sending every frame.

  When the communication mode is set to the parent device, for example, when there are a plurality of other game devices (child devices), a synchronization time count value is transmitted to each of the plurality of child devices.

  According to the present invention, when a multiplayer game is performed by wireless communication, it is OK if communication can be made even once within the synchronization confirmation period, so that synchronization can be easily ensured even in an unstable communication state.

(2) In the game device, program, and information storage medium according to the present invention,
Means for detecting whether or not there is reception from another game device within the set timeout time, and communication error processing when there is no reception from another game device within the set timeout determination time The computer functions as a communication error processing unit,
The timeout period is set shorter than the length of the synchronization confirmation period.

  The game device of the present invention is configured to transmit and receive data at predetermined time intervals (for example, every frame), and determines that a communication error occurs when data transmission and reception is interrupted for a predetermined period (set timeout time). The communication error processing (for example, forcibly ending the multiplayer game) is performed.

  If the timeout time is set longer than the length of the synchronization confirmation period, the slave unit has never received data during the synchronization confirmation period, but at a predetermined synchronization timing, There may be a situation where a communication error has not occurred, and a problem occurs that the slave unit cannot be synchronized with the master unit.

  According to the present invention, since the timeout time is set shorter than the synchronization confirmation time (the length of the synchronization confirmation period), there is no communication error and no synchronization count value is received at a predetermined synchronization timing. Therefore, synchronization can be ensured without any trouble.

(3) In the game device, the program, and the information storage medium according to the present invention,
The predetermined synchronization timing is at least one of initial setting end before game start, game start, game end, and result display start.

(4) In the game device, the program and the information storage medium according to the present invention,
The predetermined synchronization timing is at least one of when switching from a game initial setting scene to a game scene and when switching from a game scene to a game result display scene.

(5) In the game device, the program, and the information storage medium according to the present invention,
The multiplayer game includes a plurality of scenes including a first game scene and a second game scene,
The predetermined synchronization timing is when switching from the first game scene to the second game scene,
The time for switching from the first game scene to the second game scene is determined based on an operation input from the player.

(6) In the game device, program, and information storage medium according to the present invention,
The child synchronization processing unit includes:
When the counting process is already performed based on the synchronization time count value received from another game device and the synchronization time count value is received again, the arrival of the synchronization timing is determined based on the synchronization time count value received later. It is characterized by doing.

(7) In the game device, the program, and the information storage medium according to the present invention,
The multiplayer game is a music game for performing an operation input set in association with a song.

(8) In the game device, the program, and the information storage medium according to the present invention,
The multiplayer game is
A music game in which each game device of a plurality of game devices constituting a multiplayer game performs an ensemble by performing a performance operation input set in association with different parts of the same song,
The predetermined synchronization timing is a synchronization point set for a song,
The parent synchronization processing unit
The arrival of synchronization timing is determined based on the synchronization point set for the song.

  This embodiment will be described. In addition, this embodiment demonstrated below does not unduly limit the content of this invention described in the claim. In addition, all the configurations described in the present embodiment are not necessarily essential configuration requirements of the present invention.

1. Configuration FIG. 1 and FIG. 2 are diagrams showing a system configuration of the communication game system of the present embodiment.

  In the communication game system of the present embodiment, wireless communication is performed between the plurality of game machines GT1 to GT3, and the owner of each game machine GT1 to GT3 can perform a battle play or a cooperative play.

  As an aspect of wireless communication, as shown in FIG. 1, each game machine GT1 to GT3 constructs a network in an autonomous and distributed manner, and directly transmits and receives packets including game information and the like, and FIG. As shown, there is an infrastructure mode in which each game machine GT1 to GT3 indirectly transmits and receives a packet including game information and the like via the access point ACSP. In the infrastructure mode, the Internet Inet (public communication network) can be accessed through the access point ACSP. And each game machine GT1-GT3 can transmit / receive the packet containing game information etc. between the game servers GS connected to the internet Inet via the access point ACSP.

  In the ad hoc mode shown in FIG. 1, a communication group (cluster) for performing a communication battle play and a communication cooperative play is formed as follows.

  First, when a player who desires communication play with another game machine sets his own machine (game machine owned by the player) to the communication mode, as shown in FIG. 3A, the lobby basic service set (L-IBSS) is set. ).

  A basic service set (BSS) is a unit of a communication group of each game machine. Each game machine can be connected to an arbitrary basic service set, but wireless communication can be performed only between game machines connected to the same basic service set.

  In addition, a service set ID (SSID; Service Set ID) for identifying each basic service set is assigned to the basic service set, and each game machine connects to the network by specifying the service set ID. The basic service set may be different for each game application. In this case, a different service set ID is assigned for each game application.

  The lobby basic service set L-IBSS is a basic service set in which a game machine first participates when a communication mode is started in a game application, and communication for searching for other game machines and for play / cooperation negotiation (matching). It is a group. As described above, a unique service set ID is also assigned to the lobby basic service set L-IBSS.

  When matching is completed between the game machines participating in the lobby basic service set L-IBSS and the battle play or the cooperative play is started, as shown in FIG. 3B, wireless communication is used. Therefore, the game machines constituting the communication group that performs the battle play and the cooperative play belong to a basic service set different from the lobby basic service set L-IBSS. This basic service set is the game basic service set G-IBSS. The game basic service set G-IBSS is a basic service independent from the lobby basic service set L-IBSS for use by a group of game machines that have agreed to match play or cooperative play by matching in the lobby basic service set L-IBSS. Is a set. In the game basic service set G-IBSS, wireless communication can be individually performed between game machines in the group. In the communication game system of this embodiment, the lobby basic service set L-IBSS as a place for negotiation for forming a communication group and the game basic service set G-IBSS for actually performing communication play in the group are provided. Since it is an independent basic service set, the deterioration of the communication environment due to irrelevant traffic is prevented.

  FIG. 4 is an external view of a game machine constituting the communication game system of the present embodiment.

  The game machine GT of this embodiment includes input interfaces such as a display 12 (liquid crystal display, etc.), direction keys 14, operation buttons 16, auxiliary operation buttons 17R and 17L, a select button 18, a start button 20, and an analog stick 40. Yes. Further, the game machine GT may be provided with a sound input device (microphone) for the player to input sound (voice input) as an input interface.

  Various images (game images, display objects) are displayed on the display 12 (display unit). That is, a player character (moving object in a broad sense) operated by the player, an object (for example, a block, a moving object or a target object in a broad sense), and an image such as a background are displayed. In addition, an image notifying various game situation information such as points, points, and status is displayed.

  The player plays the game by operating the direction keys 14 and the operation buttons 16 with the left hand and the right hand while watching the game image displayed on the display 12. When the display 12 has a touch panel function, the player can input by touching the display 12. When the display 12 has a touch panel function, the player may input by touching the display 12 with his / her hand or by touching the display 12 with the tip of a stylus (input pen). May be.

  As shown in FIG. 2, the game machine GT according to the present embodiment includes a wireless communication switch 50 on the side. In the game machine GT of the present embodiment, when the wireless communication switch 50 is turned on, a communication mode in which wireless communication with other game machines is possible is set. As a wireless communication system, various systems such as a wireless LAN, Bluetooth (registered trademark), and infrared light can be considered. In particular, the game machine GT of the present embodiment has a wireless LAN function compliant with the IEEE802.11 protocol, and can perform wireless LAN communication in the above-described ad hoc mode or infrastructure mode when the wireless communication switch 50 is on. it can.

  Further, the game machine GT of the present embodiment is provided with a memory card slot 60 (portable information storage medium slot) on the side. By inserting a memory card into the memory card slot 60, it is possible to save game save data or the like in the memory card, or to read the save data or the like and use it in a game application.

  Note that FIG. 2 shows the case where the present embodiment is applied to a portable game machine. However, the present embodiment is not limited to an arcade game machine (a device that can play a game by paying a price) or a portable game machine. It can be applied to other home game machines.

  FIG. 5 shows an example of a functional block diagram of the game machine (image generation system) of the present embodiment. Note that the game machine of this embodiment does not have to include all the components (each unit) in FIG. 5, and may have a configuration in which some of them are omitted.

  The input interface 160 is for inputting operations performed by the player as data, and the function can be realized by hardware such as a controller, operation buttons, operation lever, touch panel, or microphone (sound input device). The storage unit 170 serves as a work area such as the processing unit 100 or the communication unit 196, and its function can be realized by hardware such as a RAM.

  The information storage medium 180 (a computer-readable medium) stores programs, data, and the like, and functions as an optical disk (CD, DVD, etc.), a magneto-optical disk (MO), a magnetic disk, a hard disk, and a magnetic disk. It can be realized by hardware such as a tape or a memory (ROM). The processing unit 100 performs various processes of the present embodiment based on a program (data) stored in the information storage medium 180, data read from the portable information storage medium 194, and the like. That is, the information storage medium 180 stores a program for causing a computer to function as each unit of the present embodiment (a program for causing a computer to execute processing of each unit). The portable information storage medium 194 stores auxiliary data (additional data) for a program for causing the computer to function as each unit of the present embodiment, such as personal data of the player and save data of the game. The portable information storage medium 194 may be a memory card, a magnetic card, an IC card, a card printed with a barcode, or the like. Further, as an alternative to the portable information storage medium 194, a memory of a portable information terminal such as a portable game machine or a cellular phone may be used.

  The display unit 190 outputs an image generated according to the present embodiment, and functions thereof are a CRT display, an LCD (liquid crystal display), an OELD (organic EL display), a PDP (plasma display panel), and a touch panel display. Alternatively, it can be realized by hardware such as an HMD (head mounted display). The sound output unit 192 outputs the sound generated by the present embodiment, and its function can be realized by hardware such as a speaker or headphones.

  The communication unit 196 performs various controls for communicating with the outside (for example, a host device or another game machine), and functions thereof include hardware such as various processors or communication ASICs, It can be realized by a program.

  In particular, in the game machine GT of this embodiment, the communication unit 196 has a wireless LAN function. The wireless LAN function built in the game machine GT conforms to the IEEE 802.11 standard (for example, IEEE 802.11b), and can perform packet communication (data communication) by a broadcast method, a unicast method, or a multicast method.

  As shown in FIG. 6A, the broadcast method refers to data (including data) toward an unspecified number of opponents (nodes) existing within the communicable range NA1 of the own device (game machine GT1). Packet). In this system, data is transmitted by designating a special network address that means the entire communicable range NA of the own machine (game machine GT1). In the example shown in FIG. 6A, the game machines GT2 and GT3 can receive the same data (packets including data) transmitted from the game machine GT1 by the broadcast method.

  The unicast method is a communication method in which a single network address is designated and data (a packet including data) is transmitted to a specific partner (node) within the communicable range of the own device. The multicast method is a communication method for transmitting the same data (packets including data) by designating network addresses of a plurality of counterparts (nodes) within the communicable range of the own device. In the example shown in FIG. 6B, the game machine GT1 transmits data (packets including data) to the game machines GT2 and GT3 existing in the communicable range NA1 of the game machine GT1 by the multicast method. GT2 and GT3 transmit data (packets including data) to the game machine GT1 by the unicast method in which only the game machine GT1 existing in the communicable ranges NA2 and NA3 is specified.

  Note that a program (data) for causing a computer to function as each unit of the present embodiment is transferred from the information storage medium of the host device (game server) to the information storage medium 180 (or storage unit 170) via the network and communication unit 196. You may make it deliver. Use of the information storage medium of such a host device (game server) can also be included in the scope of the present invention.

  The processing unit 100 (processor) performs game calculation processing, image generation processing, sound generation processing, and the like based on operation data from the operation unit 160, a program, and the like. The processing unit 100 performs various processes using the storage unit 170 as a work area. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), and programs.

  The processing unit 100 includes a game calculation unit 110, a communication control unit 112, a master unit synchronization processing unit 114, a slave unit synchronization processing unit 116, an image generation unit 120, and a sound generation unit 130.

  The communication control unit 112 detects whether there is reception from another game device within the set timeout time, and when there is no reception from another game device within the set timeout determination time. Functions as communication error processing for performing communication error processing.

  When the role of the own device in the multiplayer game is the parent device, the master unit synchronization processing unit 114 provides a synchronization confirmation period of a predetermined time before arrival of a predetermined synchronization timing, and during the synchronization confirmation period, Counts the synchronization time until the synchronization timing arrives, determines the arrival of the synchronization timing based on the synchronization time count value, and transmits the synchronization time count value to another game machine in a predetermined cycle during the synchronization confirmation period To perform synchronization processing for the master unit.

  The slave unit synchronization processing unit 116 receives the synchronization time count value from another game device when the role of its own device in the multiplayer game is a slave unit, and determines the synchronization time based on the received synchronization time count value. Count processing is performed, and slave unit synchronization processing is performed to determine the arrival of synchronization timing based on the synchronization time count value.

  The game calculation unit 110 performs game calculation processing for generating game images and game sounds. Here, the game calculation process includes a process for determining the content and game mode of the game, a process for starting the game when the game start condition is satisfied, a process for advancing the game, and a game parameter that changes depending on the game play (game result) ) Or a process for ending the game when the game end condition is satisfied.

  The game calculation unit 110 calculates the position / motion of the player character in the game space based on information input from the operation unit 160 or the display 190, a program, and the like, and the player character moves / moves in the game space. This is a game calculation that performs display control processing, movement / motion processing, game information reception processing, game information transmission processing, and the like.

  Note that some of these may be omitted.

  The image generation unit 120 performs drawing processing based on the results of various processing (game processing) performed by the processing unit 100, thereby generating an image and outputting the image to the touch panel display 190 and the display unit 190. In this case, the image generated by the image generation unit 120 may be a so-called two-dimensional image or a three-dimensional image. When a three-dimensional image is generated, first, geometric processing such as coordinate transformation (world coordinate transformation, camera coordinate transformation), clipping processing, or perspective transformation is performed. Based on the processing result, drawing data (primitive The position coordinates of the vertices of the surface, texture coordinates, color data, normal vectors or α values) are created. Then, based on the drawing data (primitive surface data), the perspective transformation (geometry processing) object (one or a plurality of primitive surfaces) is stored in the drawing buffer 172 (image buffer, intermediate buffer, etc.) as pixel information. Can be drawn in a VRAM). As a result, an image that can be seen from the virtual camera (given viewpoint) in the object space is generated.

  The sound generation unit 130 performs sound processing based on the results of various processes performed by the processing unit 100, generates game sounds such as BGM, sound effects, or sounds, and outputs the game sounds to the sound output unit 192.

The sound generation unit 130 functions as a musical sound generation processing unit that generates and outputs a musical sound associated with the selected song. Features of the present embodiment FIG. 7 is a diagram for explaining a parent device and a child device in the multiplayer game of the present embodiment.

  In this multiplayer game, a plurality of game devices GS0, GS1,... When a multiplayer game is played, one game device (for example, GS0) forming the group 300 becomes a parent device, and other game devices (for example, GS1, GS2,...) Forming the group 300 are child devices.

  For example, you may make it set to either a main | base station or a subunit | mobile_unit by the selection at the time of game participation. The parent device is determined by a predetermined rule, but may be determined by any rule.

  In the multiplayer game of the present embodiment, the parent device GS0 transmits and receives each child device GS1, GS2,... Using the unicast method, and acquires game information in each child device. Then, the game information calculated in the parent device is distributed to the child device to advance the game. Note that when a plurality of game devices can progress independently on other devices, each game device may independently perform a game operation, but at a predetermined synchronization timing, a plurality of game devices Synchronize. In this case, the parent determines the arrival of the synchronization timing and notifies the slave unit to synchronize.

  The multiplayer game according to the present embodiment includes a plurality of scenes as will be described with reference to FIG. 10, and the parent machine (for example, GS0) determines whether to switch to the next game scene. The child devices (for example, GS1, GS2,...) Receive the game scene switching notification from the parent device (for example, GS0), and determine the timing for switching to the next game scene.

  If the slave unit cannot receive the switching notification from the master unit, the slave unit does not know the timing for switching the game scene, and the master unit and the slave unit cannot synchronize the timing for switching to the next game scene. .

  FIGS. 8A and 8B are diagrams for explaining a technique for ensuring synchronization in a multiplayer game.

  As shown in FIG. 8 (A), the most common method of synchronization when a multiplayer game is played on a plurality of game devices is to switch the parent game from the first game scene S1 to the second game scene S2. A predetermined synchronization timing P corresponding to the first game scene S1 is switched from the first game scene S1 to the first game scene S2 and the first game scene S1 to the first game scene S1. A synchronization signal 210 instructing switching to the second game scene S2 is transmitted to the child device.

  Each slave unit that receives the synchronization signal 210 sets a switching timing (synchronization timing corresponding to P) P ′ based on the synchronization signal 210. Then, based on the replacement timing (synchronization timing corresponding to P) P ′, the game scene of the self (child device) is switched from the first game scene S1 ′ to the second game scene S2 ′.

  In this way, the parent machine and the child machine can be synchronized in switching the game scene.

  However, when data is transmitted and received wirelessly, communication may become unstable. When the synchronization signal 210 is transmitted during a period when communication is unstable, the slave device may not be able to receive the synchronization signal 210. In such a case, the child device cannot realize the switching of the game scene in synchronization with the parent device without knowing the game scene switching timing.

  Therefore, in the present embodiment, as shown in FIG. 8B, the master unit determines a predetermined synchronization timing P corresponding to the switching timing of the first game scene S1 to the second game scene S2, and the predetermined synchronization timing P In FIG. 1, the game scene of the self (parent machine) is switched from the first game scene S1 to the first game scene S2, and during the synchronization confirmation period 220 before the arrival of the predetermined synchronization timing P, A synchronization time count process (time measurement process) is performed to determine the arrival of the synchronization timing based on the synchronization time count value, and the synchronization time count values 230-1 and 230- in a predetermined cycle during the synchronization confirmation period 220. 2,... 230-n is transmitted to another game machine (child machine).

  As shown in FIG. 7, when there are three slave units, the master unit GS0 designates the slave units GS1, GS, 2G, and S3, respectively, and synchronizes signals S1, S2, S3 ( The synchronization time count values 230-1, 230-2,... 230-n) of FIG.

  Each child device receives count values 230-1, 230-2,... 230-n from other game devices (parent devices), performs count processing based on the received count values, and determines the arrival of synchronization timing P ′. Then, the game scene of the self (child device) is switched from the first game scene S1 ′ to the second game scene S2 ′.

  For example, during the synchronization confirmation period 220, the master unit counts down the remaining time from the present time to a predetermined synchronization timing as the synchronization time count process (time measurement process). The countdown is performed at predetermined intervals (for example, each frame), and the countdown is not stopped midway and the countdown speed is not changed. However, the specification may be such that the countdown is stopped when the synchronization is confirmed.

  Thus, during the synchronization confirmation period 220, the master unit continues to notify the slave unit of the “remaining time until a predetermined synchronization timing of the master unit” every unit time (each frame). When the slave unit receives data from the master unit, it sets the “remaining time until a predetermined synchronization timing of the master unit” as a “remaining time until a predetermined synchronization timing of the slave unit” in the timer, and starts counting down.

  The slave unit continues to notify the master unit that the “remaining time until a predetermined synchronization timing of the master unit” has been received every unit time (each frame).

  As shown in FIG. 7, each of the slave units GS1, GS, 2G, and S3 transmits notifications S1R, S2R, and S3R indicating that the master unit is designated and the synchronization signal is received by the unicast method.

  If the master unit and the slave unit can receive each other's data ("remaining time until the master unit's predetermined synchronization timing" and the reception notification thereof) even once during the synchronization confirmation period 220, the same after completion of the countdown You can move to the next scene at the timing.

  According to the present embodiment, when a multiplayer game is played by wireless communication, it is OK if communication can be made even once within a certain time (synchronization confirmation period), and thus synchronization is easily ensured even in an unstable communication state. Become.

  9A and 9B are diagrams for explaining the relationship between the synchronization confirmation time and the timeout time.

  In the present embodiment, a timeout time is set, whether or not there is reception from another game device within the set timeout time, and when there is no reception from another game device within the timeout time Performs communication error processing.

  For example, when the group 300 as shown in FIG. 7 is configured to play a multiplayer game, the parent device GS0 determines a timeout for each of the child devices GS1, GS2, and GS3.

  If the reception interval from the slave unit GS1 (interval between receiving the first data from the slave unit GS1 and receiving the second data) exceeds the timeout time, a communication error occurs with the slave unit GS1. Judge that

  For example, the master unit prepares a first timer unit for detecting a timeout for the slave unit GS1, and resets the first timer unit every time data is received from the slave unit GS1 and counts it. If the value reaches the timeout value, it may be determined that a timeout has occurred.

  If the reception interval from the slave unit GS2 (interval from receiving the first data from the slave unit GS2 to receiving the second data) exceeds the timeout time, a communication error occurs with the slave unit GS2. Judge that it occurred.

  For example, the parent device prepares a second timer means for detecting a timeout for the child device GS2, and resets the second timer means every time data is received from the child device GS2 to count. If the value reaches the timeout value, it may be determined that a timeout has occurred.

  If the reception interval from the slave unit GS3 (interval from receiving the first data from the slave unit GS3 to receiving the second data) exceeds the timeout time, a communication error occurs with the slave unit GS3. Judge that it occurred.

  For example, the master unit prepares third timer means for detecting a timeout for the slave unit GS3, and resets and counts the third timer unit each time data is received from the slave unit GS3. If the value reaches the timeout value, it may be determined that a timeout has occurred.

  FIGS. 9A to 9E are diagrams for explaining the synchronization confirmation period and occurrence of timeout in the present embodiment.

  9A to 9E, reference numeral 220 denotes a synchronization confirmation period, and P denotes a predetermined synchronization timing determined by the parent device. In addition, t1 is a time when the child device last receives data from the parent device, 240 is a time-out time, and S2 is a time when the time-out time 240 elapses and a communication error occurs.

  In the present embodiment, the timeout time 240 is set shorter than the synchronization confirmation time (the length of the synchronization confirmation period). Therefore, the synchronization confirmation periods and timeout occurrence patterns that can be taken in the present embodiment are the five patterns shown in FIGS.

  FIG. 9A shows a case where the time t1 when the slave unit last receives data from the base unit and the time-out time elapsed time t2 are both before the synchronization confirmation period.

  FIG. 9B shows a case where the time t1 when the slave unit last received data from the master unit is before the synchronization confirmation period, and the time-out time t2 is within the synchronization confirmation period.

  FIG. 9C shows a case where both the time point t1 when the slave unit last receives data from the master unit and the time point t2 when the timeout time elapses are within the synchronization confirmation period.

  FIG. 9E shows that the time t1 when the slave unit last received data from the master unit is within the synchronization confirmation period, and the time-out time elapse point t2 is after the synchronization confirmation period (after a predetermined synchronization timing). This is the case.

  FIG. 9E shows a case where the time t1 when the slave unit last receives data from the parent unit and the time-out time elapsed time t2 are both after the synchronization confirmation period.

  FIGS. 9A, 9B, and 9E each show a case where there is no reception from the slave unit within the synchronization period. In any of these cases, since the slave unit has not received the count information from the master unit, it cannot be synchronized at a predetermined synchronization timing.

  FIG. 9C shows a case where the information from the parent device is received once within the synchronization period. In this case, the child device is based on the countdown information received from the parent device at t1, and It is possible to synchronize. However, since the timeout time elapses t2 within the synchronization period, a communication error occurs before the predetermined synchronization timing.

  FIG. 9D shows a case in which information from the parent device is received once within the synchronization period. In this case, the child device is based on the countdown information received from the parent device at t1, and It is possible to synchronize. Since the timeout time elapse time t2 comes after the predetermined synchronization timing P, synchronization is established at the predetermined synchronization timing P, and a communication error occurs at the subsequent timeout time elapse time t2.

  FIG. 10 shows a pattern that may occur when the timeout time is longer than the synchronization confirmation time (the length of the synchronization confirmation period). That is, the time t1 when the slave unit last receives data from the master unit is before the synchronization confirmation period, and the time t2 elapsed time point t2 is after the synchronization confirmation period, which is not possible in the present embodiment. It is a pattern.

In such a case, since the slave unit has not received the count information for synchronization at the time point P, it cannot be synchronized with the master unit, but at the time point P, the timeout determination has not yet been made, so a communication error has occurred. It is not a state. Therefore, a problem that the slave unit cannot synchronize with the master unit at the time point P occurs.

  As described above, when the timeout time is longer than the synchronization confirmation time (the length of the synchronization confirmation period), a malfunction occurs because the count value cannot be obtained at the predetermined synchronization timing P although it is not a communication error. There is no such case in the form of.

  As shown in FIGS. 9A to 9E, at a predetermined synchronization timing P, there is no case where there is no communication error and no count information is received. (In FIGS. 9 (A), (B) and (C), there is a communication error at a predetermined synchronization timing P. In FIGS. 9 (D) and (E), the count information has already been received at the predetermined synchronization timing P. )

  FIG. 11 is a diagram for explaining scenes and synchronization in a multiplayer game.

  S1, S2, S3,... Are the first game scene, the second game scene, and the third game scene, which are scenes in the multiplayer game. The first game scene, the second game scene, and the third game scene are, for example, a game initial setting scene, a game scene, a game result display scene, and the like.

  P1, P2, and P3 are predetermined synchronization timings in the multiplayer game. The predetermined synchronization timing is, for example, when switching from a game initial setting scene to a game scene, or when switching from a game scene to a game result display scene.

  Also, for example, in a multiplayer game in which switching from the first game scene to the second game scene is determined based on an operation input from the player, the predetermined synchronization timing is set from the first game scene to the second game scene. It is also possible to switch to a scene. The case where switching from the first game scene to the second game scene is determined based on the operation input from the player is, for example, a course, a song, a character, an item, etc. before the first game scene is started. This is a case where, after accepting selection input from the player, the game scene is followed. In such a case, the timing for the next game scene cannot be determined until an action is received. Therefore, the game machine that has received the action (in this case, the parent machine) may determine the subsequent timing to the game scene and synchronize with another game machine (in this case, the child machine).

  Also, for example, in a multiplayer game in which switching from the first game scene to the second game scene is determined based on operation inputs from players in a plurality of game machines, the predetermined synchronization timing is the first game scene. May be switched to the second game scene. In the case where switching from the first game scene to the second game scene is determined based on operation inputs from players in a plurality of game machines, for example, the first game scene has a course, a song, This is a selection scene for characters, items, etc., and a plurality of players select their own items and characters with their respective game machines and constitute a multiplayer game. After accepting selection inputs from all player players, the game scene is entered. This is the case. In such a case, the subsequent timing to the next game scene cannot be determined until selection input of all players is received. The master unit receives information related to acceptance of selection input from the slave unit, confirms completion of acceptance of selection input on all game machines constituting the multiplayer game, and then determines the subsequent timing to the next game scene. Then, it may be synchronized with another game machine (in this case, a child machine).

  12 and 13 are flowcharts relating to the synchronization control of the present embodiment.

  When the own device is a parent, the processing of steps S10 to S80 is performed, and when the own device is other than the parent, the processing of steps S90 to S170 is performed (step S10).

  If the own device is a parent, it is first determined whether or not to switch scenes, and if so, the processing of steps S20 to S80 is performed (step S20).

  First, a count value (synchronization time count value) is set in the scene switching counter (synchronization time counter) (step S30). The scene switching counter is a counter for counting down the remaining time from the current time to a predetermined synchronization timing during the synchronization confirmation period, and is counted down for each frame. The count value initially set is the remaining time (number of frames) from the present time to a predetermined synchronization timing. The scene switching timing is a predetermined synchronization timing.

  Next, when the frame is updated, the countdown process is performed, and the process of transmitting the count value to the slave unit is repeated until the counter value becomes 0 (steps S40, S50, S60, and S70).

  When the counter value becomes 0, scene switching is performed (step S80).

  If the own device is not the parent, it is first determined whether or not the count value from the parent device has been received. If received, the processing of steps S100 to S150 is performed (step S90).

  Next, when there is a frame update, it overwrites its own counter (scene switching counter) with the received count value, performs a countdown process, and transmits its own state to the parent machine until the counter value becomes 0 Repeat (Steps S100, S110, S120, S130, S140).

  When the counter value becomes 0, the scene is switched (step S150).

  When the own device is not the parent and the count value from the parent is not received, the process of transmitting the own state to the parent device is repeated when the frame is updated until the counter value becomes zero ( Steps S160 and S170).

  FIG. 14 is a flowchart regarding the timeout control of the master unit in the present embodiment.

  When there are a plurality of slave units, the master unit determines a timeout individually for each slave unit. The master unit performs the following processing for each frame for each of the plurality of slave units.

  When the status information packet is received from the slave unit, the timeout counter corresponding to the slave unit is reset (steps S210 and S220). The state information is game information transmitted from the child device to the parent device. For example, the child device transmits to the parent device every frame. When resetting, the timeout time (the number of frames until timeout) is set in the timeout counter.

  When the status information packet is not received from the slave unit, the count-down process of the timeout counter corresponding to the slave unit is performed, and when the counter reaches 0, the communication error process is performed (steps S210, S230, S240).

  FIG. 15 is a flowchart regarding the timeout control of the slave unit in the present embodiment.

  The slave unit performs the following processing for each frame for the master unit.

  When the status information packet is received from the parent device, the time-out counter corresponding to the parent device is reset (steps S310 and S320). The state information is game information transmitted from the parent device to the child device. For example, the parent device transmits to the child device every frame. The synchronization information of the count value transmitted by the parent device during the synchronization confirmation period is also included.

  When resetting, the timeout time (the number of frames until timeout) is set in the timeout counter.

  When the status information packet is not received from the slave unit, the count-down process of the timeout counter corresponding to the slave unit is performed, and when the counter reaches 0, the communication error process is performed (steps S310, S330, and S340).

  The present invention is not limited to that described in the above embodiment, and various modifications can be made. For example, terms cited as broad or synonymous terms in the description in the specification or drawings can be replaced with broad or synonymous terms in other descriptions in the specification or drawings.

  In addition, the present invention provides a game machine controller for wireless communication or a game machine controller (a game machine for a form may be used as a controller for another game machine), an arcade game system, a home game system, and a portable game system. The present invention can be applied to various game systems such as a large attraction in which a large number of players participate, a simulator, a multimedia terminal, a system board for generating game images, and a mobile phone.

The figure which shows the system configuration | structure of the communication game system of this embodiment. The figure which shows the system configuration | structure of the communication game system of this embodiment. The figure for demonstrating the communication specification of this embodiment The external view of the game machine which comprises the communication game system of this embodiment. It is an example of a functional block diagram of the game system of this embodiment. The figure for demonstrating the communication system of this embodiment The figure for demonstrating the main | base station and the subunit | mobile_unit in the multiplayer game of this Embodiment. FIGS. 8A and 8B are diagrams for explaining a technique for ensuring synchronization in a multiplayer game. 9A and 9B are diagrams for explaining the relationship between the synchronization confirmation time and the timeout time. This is a pattern that may occur when the timeout time is longer than the synchronization confirmation time. The figure for demonstrating the scene and synchronization in a multiplayer game. The flowchart regarding the synchronous control of this Embodiment. The flowchart regarding the synchronous control of this Embodiment. The flowchart regarding the timeout control of the main | base station in this Embodiment. The flowchart regarding the timeout control of the subunit | mobile_unit in this Embodiment.

Explanation of symbols

100 processing unit, 110 game operation unit, 112 communication control unit, 114 master unit synchronization processing unit, 116 slave unit synchronization processing unit, 120 image generation unit, 130 sound generation unit, 160 operation unit, 162 sound input device, 170 Storage unit, 180 information storage medium, 190 display, sound output unit, 194 portable information storage device, 196 communication unit

Claims (10)

  1. A computer-executable program for wirelessly transmitting and receiving data and playing a multiplayer game,
    When the player's role in the multiplayer game is the parent machine, a synchronization confirmation period of a predetermined time is provided before the arrival of the predetermined synchronization timing, and the synchronization time counting process until the synchronization timing arrives during the synchronization confirmation period And determining the arrival of the synchronization timing based on the synchronization time count value, and, during the synchronization confirmation period, a master synchronization processing unit that transmits the synchronization time count value to another game machine in a predetermined cycle;
    When the role of the player in the multiplayer game is a child device, the synchronization time count value is received from another game device, and the synchronization time count process is performed based on the received synchronization time count value. A slave processing unit for determining the arrival of synchronization timing;
    A program that causes a computer to function.
  2. In claim 1,
    Means for detecting whether or not there is reception from another game device within the set timeout time, and communication error processing if there is no reception from another game device within the set timeout determination time The computer functions as a communication error processing unit,
    The time-out period is set shorter than the length of the synchronization confirmation period.
  3. In any one of Claims 1-2.
    The predetermined synchronization timing is at least one of an initial setting end before the game start, a game start, a game end, and a result display start.
  4. In any one of Claims 1 thru | or 3,
    The program according to claim 1, wherein the predetermined synchronization timing is at least one of when switching from a game initial setting scene to a game scene and when switching from a game scene to a game result display scene.
  5. In any one of Claims 1 thru | or 4,
    The multiplayer game includes a plurality of scenes including a first game scene and a second game scene,
    The predetermined synchronization timing is when switching from the first game scene to the second game scene,
    A program for determining when to switch from a first game scene to a second game scene based on an operation input from a player.
  6. In any one of Claims 1 thru | or 5,
    The child synchronization processing unit includes:
    When the counting process is already performed based on the synchronization time count value received from another game device and the synchronization time count value is received again, the arrival of the synchronization timing is determined based on the synchronization time count value received later. The program characterized by doing.
  7. In any one of Claims 1 thru | or 6.
    The multiplayer game is a music game for performing an operation input set in association with a song.
  8. In any one of Claims 1 thru | or 7,
    The multiplayer game is
    A music game in which each game device of a plurality of game devices constituting a multiplayer game performs an ensemble by performing a performance operation input set in association with different parts of the same song,
    The predetermined synchronization timing is a synchronization point set for a song,
    The parent synchronization processing unit
    A program for determining the arrival of synchronization timing based on the synchronization point set for a song.
  9.   A computer-readable information storage medium, wherein the program according to any one of claims 1 to 8 is stored.
  10. A game device that wirelessly transmits / receives data to / from another game device and performs a multiplayer game,
    When the player's role in the multiplayer game is the parent machine, a synchronization confirmation period of a predetermined time is provided before the arrival of the predetermined synchronization timing, and during the synchronization confirmation period, the synchronization time is counted until the synchronization timing comes And determining the arrival of the synchronization timing based on the synchronization time count value, and, during the synchronization confirmation period, a master synchronization processing unit that transmits the synchronization time count value to another game machine in a predetermined cycle;
    When the role of the player in the multiplayer game is the parent machine, the synchronization time count value is received from another game device, and the synchronization time count process is performed based on the received synchronization time count value. A slave processing unit for determining the arrival of synchronization timing;
    A game apparatus comprising:
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