200532527 ⑴ 九、發明說明 【發明所屬之技術領域】 本發明涉及根據複數個玩家進行遊戲所獲得的遊戲結 果,在規定的顯示區域內顯示各玩家所獲得的遊戲結果的 遊戲結果評價方法。 【先前技術】 • 玩家’係經由進行遊戲獲得得分,或者通過遊戲關卡 。例如,經由擊敗敵人或者取得規定的道具而獲得得分、 或者經由獲得規定得分以上的得分而進入新一關的遊戲。 並且,經由獲得更高的得分、成功闖過更多的關卡來享受 遊戲的樂趣。也可以在同一遊戲中,經由使複數個玩家參 戰,在玩家之間互相競爭得分,或者互相競爭闖關成功的 次數。另外’近年來,經由在網路上連接遊戲終端裝置, 玩家根據得分可以知道自己在全國或全世界的排序。 【發明內容】 發明欲解決之課題 以往的遊戲雖然能夠使玩家從遊戲中享受樂趣,但總 是隨著遊戲的結束而終結。而且,遊戲結束後的排序也只 是根據所獲得的得分對玩家的絕對評價,而沒有帶來更多 的樂趣。暫不說一部分遊戲水平相差太遠的玩家,就是對 於平均水平的玩家或者水平稍差的玩家來說,得分的絕對 評價很有可能是减弱參戰欲望的主要原因。現階段,在一 -5- 200532527 (2) 般情况下,在全國或店鋪內顯示有各玩家的總得分和排序 ,各玩家不管低排序還是高排序,都以提高排序爲目標來 進行遊戲。然而,獲得的得分在遊戲結束後不能減少,之 後,即使不參加遊戲,該得分也不發生變化,因此,玩家 對遊戲很難感覺到緊迫感。換言之,還沒有提供一種在遊 戲結束之後,能夠同等地促使技術高的玩家和技術低的玩 家,産生再次參戰的欲望的方法。 | 因此,本發明之目的,係在於提供一種可以利用進行 遊戲所獲得的得分,在遊戲結束之後能够促使玩家産生再 次參戰的欲望的遊戲結果評價方法。 用以解決課題之手段 爲解決上述的問題,發明1提供一種遊戲結果評價方 法,係根據複數個玩家各自進行遊戲所獲得的遊戲結果, 在規定的顯示區域內,顯示各玩家所獲得的獲得區域之遊 戲結果評價方法。此方法係包括以下步驟。 _ 開始地點配置步驟,其係沿著上述獲得區域所共有的 擴大方向,將上述獲得區域的開始地點配置在上述顯示區 域上; 和開始地點分配步驟,其係將各個玩家分別分配於各 開始地點; 和進行地點運算步驟’其係對每個玩家,根據上述複 數個玩家的各自的遊戲結果,運算出自各開始地點沿著上 述擴大方向移動,且與各個開始地點成對的進行地點; 和判斷步驟,其係根據上述進行地點運算步驟的運算 冬 200532527 (3) 結果,在任意的第1獲得區域的進行地點移動之情况下, 判斷該進行地點是否位於上述擴大方向之後的第2獲得區 域內; 和區域更新步驟,其係在上述判斷步驟中,在判斷出 上述第1獲得區域的進行地點位於上述第2獲得區域內的情 況下,將上述第2獲得區域的開始地點移動到上述第1獲得 區域的進行地點上; φ 和顯示步驟,其係根據上述進行地點運算步驟的運算 結果、上述判斷步驟的判斷結果、以及上述區域更新步驟 的更新結果,將各玩家的獲得區域顯示在上述顯示區域上 〇 玩家不僅可以享受遊戲本身的樂趣,即使在遊戲結束 之後也㊆根據遊戲結果’享受獲得顯示區域內的獲得區域 的樂趣。此處,作爲玩家獲得的遊戲結果,例如可以列舉 出得分、道具、闖關成功的次數等。獲得區域的開始地點 • 沿著獲得區域的擴大方向配置在上述顯示區域上,並分配 給每個玩家。對於顯示區域的形狀沒有特殊的限定,例如 爲圓形、圓環形、橢圓形、多邊形、8字狀。獲得區域的 擴大方向在顯示區域爲圓形、圓環形、橢圓形、多邊形等 的情况下,通常爲順時針方向或逆時針方向。若顯示區域 爲8字狀,則爲沿著8字的第1方向或者其相反方向。 開始地點係和進行地點成對,而其間形成獲得區域。 進行地點根據每個玩家的遊戲結果從各開始地點向獲得區 域的擴大方向移動。並且,當進行地點向擴大方向移動時 200532527 (4) ,由開始地點和進行地點所規定的獲得區域擴大。在第1 獲得區域的進行地點到達進行地點的擴大方向之後的第2 獲得區域的開始地點,進而侵入到第1獲得區域內的情況 下,將第2獲得區域的開始地點移動到第1獲得區域的進行 地點上。因此,第2獲得區域僅變小開始地點所移動的份 量。 例如,獲得區域G A〜G C的開始地點S A〜S C沿著獲 g 得區域的擴大方向依次配置在顯示區域上。將各玩家PA 〜P C,分別分配給該開始地點S A〜S C。此時,玩家P A 的獲得區域GA的進行地點ΜΑ,係依次向獲得區域GB、 獲得區域G C的方向移動。玩家ρ Β的獲得區域GB的進 行地點MB,係依次向獲得區域GC、獲得區域GA的方向 移動。玩家PC的獲得區域GC的進行地點MC,係依次向 獲得區域G A、獲得區域G B的方向移動。例如,當獲得 區域GA的進行地點MA侵入到獲得區域GB內時,玩家 φ PB的獲得區域GB,僅被玩家pa奪取獲得區域GB的開 始地點S B向擴大方向側移動之份量。另一方面,若獲得 區域GC的進行地點MC侵入到獲得區域Ga,則玩家PA 的獲得區域G A被玩家P C奪取。經由在顯示區域上顯示 這樣變動的每個玩家的獲得區域,使玩家可以感覺到擴大 獲得區域的樂趣和被奪取獲得區域的緊迫感。由此,可以 提高玩家參加遊戲的欲望。 發明2的遊戲結果評價方法,其特徵在於,在上述發 明1中,上述顯示區域的形狀係封閉的環狀,上述擴大方 -8- 200532527 (5) 向係順時 述擴大方 若顯 擴大方向 易把握每 不區域的 向。 g 發明 明1或2中 家而組成 團隊分別 點運算步 數個玩家 顯示步驟 述判斷步 果’顯不 由於 內之連動 分來爲團 另外,即 能互相塡 所以不會 强玩家爲 加遊戲。 針方向或逆時針方向,上述各個獲得區域沿著上 向連續排列。 示區域是封閉的環狀,則例如沿著順時針方向的 依次配置每個玩家的獲得區域。因此,視覺上容 個玩家的獲得區域的大小、和獲得區域占整個顯 百分比等狀况。當然,擴大方向亦可爲逆時針方 3的遊戲結果評價方法,其特徵在於,在上述發 ,更且包括團隊組成步驟,以組合上述複數個玩 複數個團隊;在上述開始地點分配步驟中,將各 分配於上述獲得區域的開始地點;在上述進行地 驟中,對上述每個團隊,根據構成上述團隊的複 的各自的遊戲結果,運算上述進行地點;在上述 中,根據上述進行地點運算步驟的運算結果、上 驟的判斷結果、以及上述區域更新步驟的更新結 各團隊的獲得區域。 是以各團隊進行獲得區域的獲取,故可增加團隊 感。例如,增加了經由獲得更多遊戲結果亦即得 隊做出貢獻的欲望,可以提高參加遊戲的欲望。 使在團隊內的玩家有強弱的情況下,玩家之間也 補得分。這樣,由於弱玩家受到了强玩家補助, 由於連續輸而喪失參加遊戲的欲望。另一方面, 了補助弱玩豕來獲得更局的得分,更要積極地參 -9- 200532527 (6) 發明4的遊戲結果評價方法,其特徵係在上述發明3中 ,在上述團隊組成步驟中,根據構成上述團隊的複數個玩 家的各自的遊戲結果’對上述團隊進行再編排。 經由根據玩家的遊戲結果對團隊進行再編排,减小了 團隊間的强弱差。可以避免因弱團隊連續輸或强團隊連續 臝而喪失參加遊戲的欲望。另外,可以擔保每個玩家互相 奪取獲得區域的公平性。 | 發明5的遊戲結果評價方法,其特徵係在上述發明1〜 4中,上述判斷步驟,係判斷上述第1獲得區域的進行地點 是否比位於上述擴大方向之後的第2獲得區域的進行地點 更位於上述擴大方向側。更且包括區域抹消步驟,其係在 上述第1獲得區域的進行地點比上述第2獲得區域的進行地 點更位於上述擴大方向側的情况下,抹消上述第2獲得區 域。 某個獲得區域經由吸收別的獲得區域,可以消滅別的 p 獲得區域。玩家若不積極地參加遊戲,就能經常感受到自 己的獲得區域被消滅的危機感,能感覺到更大的緊迫感。 因此,經由進行遊戲’可以增加要獲得更高得分的欲望, 更能提高參加遊戲的欲望。 發明6的遊戲結果評價方法,其特徵係在上述發明5中 ,更且包括勝者決定步驟,係於上述區域抹消步驟之後, 判斷上述顯不區域上的獲得區域是否爲1個;在1個的情況 下,決定與上述獲得區域對應的玩家爲勝者。 在顯示區域內的獲得區域爲1的情況下決定勝敗。因 -10- 200532527 (7) 此,可以保持繼續進行遊戲的欲望,直到獨占顯示區域爲 止,可以提高參加遊戲的欲望。 發明7的遊戲結果評價方法,其特徵在於,在上述發 明1〜6中,在上述開始地點分配步驟中,以各開始地點的 間隔分別均等的方式將上述開始地點配置在上述顯示區域 內。 由於每個玩家的開始地點的間隔是均等的,所以,需 g 要使某個獲得區域的進行地點移動到位於擴大方向之後的 獲得區域內的栅格、例如得分,在團隊間是相同的。依此 ,可以給予玩家公平感。 發明8的遊戲結果評價方法,其特徵係在上述發明1〜 7中,更且包括道具管理步驟,係將至少一個道具分配到 上述顯示區域內,在上述獲得區域內包含有道具的情况下 ,將該道具給予與上述獲得區域對應的玩家。 經由提供所獲得的獲得區域內的道具,玩家不僅可以 φ 獲得擴大獲得區域的樂趣,而且可以得到獲得道具的樂趣 。另外,根據所獲得的道具來對玩家給予遊戲中的得分, 由此,可以更加提高玩家參加遊戲的欲望。 發明9的遊戲結果評價方法,其特徵在於,在上述發 明1〜8中,更且包括技能點數取得步驟,取得上述遊戲中 表示各玩家的熟練度的技能點數,上述開始地點配置步驟 另外包含下述階段。 在上述開始地點配置步驟中,按上述技能點數從低到 高的順序或者從高到低的順序來配置各玩家的開始地點, -11 - 200532527 (8) 根據與相鄰兩個開始地點對應的玩家的技能點數的差 和/或玩家的技能點數的値,調整該兩個開始地點的間隔 〇 表示遊戲中的各玩家的熟練度的技能點數,每個玩家 都不相同。另外,根據玩家的技能點數的遊戲結果也不相 同。例如,假設從任意的基準地點沿著擴大方向,按技能 點數由高到低的順序配置玩家PA、PB…的開始地點S A、 | SB…。該情況下,第1開始地點的技能點數越高,可以將 任意的第1開始地點至其後的第2開始地點的間隔調整得越 寬。對於位於强玩家之後的玩家來說,後方(與擴大方向 相反的方向)玩家越强,開始地點的間隔越寬。從而,對 於位於前玩家之後的玩家來說,可以緩解自己的獲得區域 馬上被攻破的可能。另外,作爲其他的方法,也可以根據 玩家的技能點數的値和差這二者,來調整開始地點的間隔 〇 g 發明1 〇的遊戲結果評價裝置,根據複數個玩家各自進 行遊戲而獲得的遊戲結果,在規定的顯示區域內顯示各玩 家所獲得的獲得區域。該裝置具有以下手段。 開始地點配置手段,其係沿著上述獲得區域所共有的 擴大方向,將上述獲得區域的開始地點配置在上述顯示區 域上; 和開始地點分配手段,其係將各個玩家分別分配於各 開始地點; 和進行地點運算手段,其係對每個玩家,根據上述複 -12- 200532527 (9) 數個玩家的各自的遊戲結果,運算出從各開始地點沿著上 Μ擴大方向移動,且與各個開始地點之間形成各獲得區域 的複數個進行地點; 和判斷手段,其係根據上述進行地點運算手段的運算 結果’在任意的第1獲得區域的進行地點移動之情況下, 判斷該進行地點是否位於上述擴大方向之後的第2獲得區 域內; g 和區域更新手段,其係在上述判斷手段中,在判斷出 上述第1獲得區域的進行地點位於上述第2獲得區域內的情 況下’將上述第2獲得區域的開始地點移動到上述第1獲得 區域的進彳了地點上; 和顯示手段,其係根據上述進行地點運算手段的運算 結果、上述判斷手段的判斷結果以及上述區域更新手段的 更新結果,將各玩家的獲得區域顯示在上述顯示區域上。 該發明,係和與上述發明1有同樣的作用效果。 φ 發明Π的遊戲結果評價程式,使電腦能發揮根據複數 個玩家各自進行遊戲而獲得的遊戲結果,在規定的顯示區 域內顯示各玩家所獲得的獲得區域的遊戲結果評價裝置的 功能。該程式,能使上述電腦發揮如下手段的功能。 •開始地點配置手段,其係沿著上述獲得區域所共有 的擴大方向,將上述獲得區域的開始地點配置在上述顯示 區域上; 和開始地點分配手段,其係將各個玩家分別分配於各 開始地點; -13- 200532527 (10) 和進行地點運算手段,其係對每個玩家,根據上述複 數個玩家的各自的遊戲結果,運算從各開始地點沿著上述 擴大方向移動,且與各個開始地點之間形成各獲得區域的 複數個進行地點; 和判斷手段,其係根據上述進行地點運算手段的運算 結果,在移動任意的第1獲得區域的進行地點的情况下, 判斷該進行地點是否位於上述擴大方向之後的第2獲得區 域內; 和區域更新手段,其係在上述判斷手段中,在判斷出 上述第1獲得區域的進行地點位於上述第2獲得區域內的情 況下,將上述第2獲得區域的開始地點移動到上述第1獲得 區域的進行地點上; 顯示手段,根據上述進行地點運算手段的運算結果、 上述判斷手段的判斷結果以及上述區域更新手段的更新結 果,將各玩家的獲得區域顯示在上述顯示區域上。 該發明係有與上述發明1同樣之作用效果。 發明之效果 玩家可以根據經由遊戲所獲得的得分來獲得顯示區域 內的獲得區域。因此’不僅可以享受遊戲本身的樂趣,即 使在遊戲結束以後也能享受到獲得獲得區域的樂趣。因此 ,可以提高玩家參加遊戲的欲望。 【實施方式】 -14- 200532527 (11) <發明槪要> 在本發明的遊戲結果評價方法中,係根據玩家的得分 ,將獲得區域顯示在顯示區域內,而提示給玩家。第1圖 是顯示區域的模式圖的一例。例如,玩家PA〜PC進行遊 戲,假設玩家PA獲得了 20分、玩家PB獲得了 50分、玩 家P C獲得了 1 0分。在本發明的遊戲結果評價方法中,首 先在顯示區域1上沿著擴大方向配置開始地點S A〜S C。並 _ 且,將玩家PA〜PC分別分配給各個開始地點SA〜SC。 進而,根據每個玩家的得分,從各開始地點SA〜SC開始 沿著擴大方向分別移動進行地點MA〜MC。各玩家可以獲 得形成在開始地點SA〜SC和各個進行地點MA〜MC之 間的獲得區域G A〜GC。此處,所謂擴大方向是擴大獲得 區域GA〜GC的方向,在獲得區域GA〜GC中是相同的 。另外’擴大方向不限於第1圖中箭頭所示的順時針旋轉 方向,例如也可以是逆時針旋轉方向。 φ 例如,在第1圖的顯示區域1中,假設每獲得1 〇 〇 〇分, 進行地點就行進顯示區域1上的1個刻度。此處,所謂1個 刻度是指將顯不區域的中心角3 6 0度例如3 6等分的中心角 爲1 〇度的扇形區域。玩家P A的得分若是2 0 0 0點,則從開 始地點S A移動2個刻度的進行地點Μ A,並將由開始地點 S A和進行地點M A所規定的圖中斜線部分,顯示爲獲得 區域G A。同樣,對於玩家p b和p c,也根據得分分別顯 示獲得區域G B和G C。因此,玩家P A〜P C可經由比較對 應遊戲結束後的得分所獲得的在顯示區域1內的獲得區域 ^ 15- 200532527 (12) GA〜GC而享受樂趣。 此處,玩家PA的獲得區域GA的進行地點ΜΑ若沿 著擴大方向移動,則可依次侵入獲得區域GB、獲得區域 GC內。同樣,玩家ΡΒ的獲得區域GB的進行地點MB可 以依次侵入獲得區域GC '獲得區域GA內。並且,玩家 PC的獲得區域GC的進行地點MC可以依次侵入獲得區域 GA、獲得區域GB內。這樣進行移動,使進行地點依次侵 | 入位於擴大方向上的其他的獲得區域。因此,可以使玩家 感覺到擴大獲得區域的樂趣和被奪取獲得區域的緊迫感。 <第1實施方式例> (1 )本實施方式例的遊戲系統的結構 第2圖是表示第1實施方式例的遊戲系統的整體結構的 說明圖。該遊戲系統包含:中央伺服器1 〇 〇、行動電話 15 0a、b…、個人電腦160a、b…、複數個遊戲終端裝置 _ 2 0 0 a、b…。行動電話1 5 0、個人電腦1 6 0以及遊戲終端裝 置2 00係經由網際網路等網路3 00與中央伺服器1 〇〇連接。 (1 - 1 )中央伺服器 中央伺服器1 00存儲每個玩家的個人資料,並根據來 自遊戲終端裝置2 0 0的要求,將個人資料發送給要求源。 中央伺服器】0 0包括如下的要素(a )〜(e )。 (a ) CPU1 01 :根據保存在R〇M 103或RAM 102中的 控制程式等,實現後述的複數個功能。 •16- 200532527 (13) (b ) RAM ] 0 2 :暫時地記憶控制程式、個人資料等。 (c ) ROM 103 :記憶控制程式等。 (d )網絡通訊部104 :經由網路3 00,與遊戲終端裝 置200、行動電話、個人電腦之間進行資料收發,將後述 的團隊的總得分和區域表(詳細的在後面進行叙述)發送 給遊戲終端裝置200。 (e )資料儲存部105 :儲存從遊戲終端200發送來的 各遊戲終端裝置2 0 0的每個玩家的遊戲結果和每個玩家的 個人資料。作爲個人資料,可以舉出玩家ID、密碼、所 屬團隊、取得的得分、以及表示玩家熟練度的技能點數等 (2 )遊戲終端裝置 第3圖是表示遊戲終端200的結構的一例。遊戲終端裝 置2 0 0爲了顯示顯示區域和每個玩家的獲得區域,從中央 伺服器1 00取得必要的資料,並根據所取得的資料,在規 定的顯示區域內顯示獲得區域。遊戲終端裝置具有如下的 (a)〜(m)的要素。 (a)CPU201:CPU201根據保存在 ROM203中的控制 程式和保存在RAM2 02中的遊戲用資料等,實現後述的複 數個功能。 (b ) RAM 2 02 :暫時地保存各種變數和參數等遊戲用 各種資料。 (c. ) ROM2 03 :存儲控制程式、各種參數、以及在顯 •17- 200532527 (14) 示器206上顯示後述的基於遊戲結果的玩家間的優劣的顯 示區域1 0的形狀等。作爲顯示區域的形狀,例如可以列舉 出第4圖(a )〜(e )所示的正方形、畫框狀、圓形、圓 環狀、8字狀等形狀。在第4圖(a )〜(e )的顯示區域1 〇 上顯示各玩家根據遊戲結果獲得的獲得區域GA〜GE。第 4圖的各形狀只不過是一個例子,顯示區域也可以是多邊 形和橢圓形。另外,顯示區域1 0不限定爲平面狀,例如也 可以是球等立體形狀。 (d )網絡通訊部2 0 4 :經由網路3 0 0,與中央伺服器 1 〇〇之間進行資料收發,接受後述的團隊的總得分和區域 表(詳細的在後面叙述)。 (e )顯示器206 :顯示遊戲圖像和遊戲結果。 (f) 描畫處理部205 :產生顯示在顯示器206上的圖 像資料。 (g) 揚聲器208:在遊戲執行中,在進行展示畫面顯 示和遊戲結果顯示時,輸出效果音等聲音。 (h )聲音再生部2 0 7 ·•產生用於使揚聲器208發聲的 聲音資料。 (i )輸入操作部2 1 1 :在本實施方式中,是模仿吉他 形狀的吉他控制器。其他還包括搖桿和操作按鈕等,接受 玩家的指示輸入。 (j)卡讀寫器212:對插入的磁卡執行用戶id等資 料的讀取處理、以及根據需要執行遊戲結果的寫入處理。 (k )硬幣接受部2〗3 :接受插入的硬幣來進行記帳( -18- 200532527 (15)200532527 九 IX. Description of the invention [Technical field to which the invention belongs] The present invention relates to a game result evaluation method for displaying the game results obtained by each player in a predetermined display area based on the game results obtained by a plurality of players. [Prior art] • Player ’s score is obtained by playing the game, or through the game level. For example, a game is achieved by defeating an enemy or obtaining a predetermined item to obtain a score, or obtaining a score of a predetermined score or more. And, you can enjoy the game by gaining higher scores and successfully crossing more levels. Alternatively, in the same game, by having multiple players participate in the competition, the players can compete with each other for scores, or compete with each other for the number of successful breakthroughs. In addition, in recent years, by connecting game terminal devices on the Internet, players can know their ranking nationwide or worldwide based on their scores. [Summary of the Invention] Problems to be Solved by the Invention Although conventional games can make players enjoy the game, they always end with the end of the game. Moreover, the ranking after the game is only an absolute evaluation of the players based on the scores obtained, without bringing more fun. For the time being, some players whose game levels are too far apart are the average players or the players with poorer levels. The absolute evaluation of the score is likely to be the main reason for weakening the desire to participate in the game. At this stage, in the general situation of -5- 200532527 (2), the total score and ranking of each player are displayed in the country or in the store. Each player, regardless of low ranking or high ranking, will play with the goal of improving ranking. However, the score obtained cannot be reduced after the game is over. After that, the score does not change even if you do not participate in the game. Therefore, it is difficult for the player to feel the urgency of the game. In other words, after the end of the game, there has not been provided a method that can equally promote high-skilled players and low-skilled players to have the desire to participate again. Therefore, an object of the present invention is to provide a game result evaluation method that can use the score obtained by playing a game to prompt the player to desire to participate again after the game is over. Means for solving the problem To solve the above-mentioned problem, invention 1 provides a game result evaluation method, which displays the obtained area obtained by each player in a predetermined display area based on the game result obtained by each of the players playing the game. Evaluation method of game results. This method includes the following steps. _ The starting place allocation step is to arrange the starting place of the obtaining area on the display area along the expansion direction common to the obtaining area; and the starting place allocation step is to assign each player to each starting place. ; And performing a location calculation step ', which is for each player, based on the respective game results of the plurality of players, calculating a location where each starting location moves along the expansion direction and is paired with each starting location; and judgment Step, which is based on the calculation of the above-mentioned calculation step of the location calculation step. 200532527 (3) In the case of the movement of the location of the first obtained area, it is determined whether the location is located in the second obtained area after the expansion direction. ; And an area update step, in the above determination step, when it is determined that the proceeding point of the first acquired area is located in the second acquired area, moving the start point of the second acquired area to the first The progress of the acquisition area; φ and display steps, which are based on the above The calculation result of the location calculation step, the determination result of the determination step, and the update result of the area update step display the acquisition area of each player on the display area. Players can not only enjoy the fun of the game itself, even after the game is over Also, enjoy the fun of getting the acquisition area within the display area according to the game result. Here, as the game result obtained by the player, for example, scores, items, and the number of successful breakthroughs can be listed. The starting point of the acquisition area • It is placed on the above display area along the expansion direction of the acquisition area and is assigned to each player. There are no particular restrictions on the shape of the display area, such as circular, circular, oval, polygonal, and figure-eight. The enlargement direction of the obtained area is usually clockwise or counterclockwise when the display area is circular, circular, oval, polygonal, etc. If the display area is figure-eight, it follows the first direction of figure-eight or the opposite direction. The starting place is paired with the proceeding place, and an acquisition area is formed therebetween. The progress point moves from the starting point to the expansion direction of the acquisition area according to the game result of each player. In addition, when the proceeding location moves toward the expansion direction 200532527 (4), the acquisition area specified by the starting location and the proceeding location is expanded. When the progress point of the first acquisition area reaches the start point of the second acquisition area after reaching the expansion direction of the progress point, and then penetrates into the first acquisition area, the start point of the second acquisition area is moved to the first acquisition area. On site. Therefore, the second acquisition area only becomes smaller by the amount moved by the starting point. For example, the starting points S A to S C of the obtaining areas G A to G C are sequentially arranged on the display area along the expanding direction of the obtaining area G. Each player PA to PC is assigned to the starting point SA to SC. At this time, the proceeding point MA of the acquisition area GA of the player PA moves in the direction of the acquisition area GB and the acquisition area G C in this order. The player MB's acquisition location MB of the acquisition area GB moves in the direction of the acquisition area GC and the acquisition area GA in this order. The place MC of the acquisition area GC of the player's PC moves in the direction of the acquisition area G A and the acquisition area G B in this order. For example, when the progress area MA of the acquisition area GA intrudes into the acquisition area GB, the player φ PB's acquisition area GB is only captured by the player pa from the start location SB of the acquisition area GB toward the expansion direction side. On the other hand, if the progress point MC of the acquisition area GC invades the acquisition area Ga, the acquisition area GA of the player PA is captured by the player PC. By displaying the acquisition area of each player thus changed on the display area, the player can feel the pleasure of expanding the acquisition area and the sense of urgency of being captured. This can increase the player's desire to participate in the game. The method for evaluating a game result of the invention 2 is characterized in that in the above invention 1, the shape of the display area is a closed ring shape, and the enlargement method is described. 8- 200532527 Direction of every area. g Invention 1 or 2 in the home and formed a team, respectively, point calculation steps, several players, display steps, the judgment steps, and the results are shown. Because of the internal linkage, they are divided into groups. In addition, they can compete with each other, so they will not force players to add games. In the clockwise direction or the counterclockwise direction, each of the above-mentioned obtaining regions is continuously arranged in the upward direction. The display area is a closed loop. For example, the acquisition area of each player is arranged in a clockwise direction. Therefore, visually, the size of the player's acquisition area, and the acquisition area as a percentage of the entire display. Of course, the expansion direction can also be a counterclockwise game result evaluation method, which is characterized in that the above-mentioned development also includes a team formation step to combine the above-mentioned multiple play multiple teams; in the above-mentioned starting place allocation step, Allocate each to the start point of the acquisition area; in the above-mentioned steps, for each of the teams, calculate the above-mentioned place of play based on the respective game results that constitute the above-mentioned team; in the above, perform the place of calculation The calculation result of the step, the judgment result of the previous step, and the update area of the above-mentioned area update step conclude the area obtained by each team. The acquisition of the acquisition area is performed by each team, so the sense of teamwork can be increased. For example, increasing the desire to contribute to the game by getting more game results can increase the desire to participate in the game. When players in the team have strength or weakness, players also make up points. In this way, the weak player receives the strong player subsidy, and the desire to participate in the game is lost due to continuous loss. On the other hand, to subsidize weak play to get more round scores, we must actively participate in -9- 200532527. (6) The method of evaluating game results of invention 4 is characterized in invention 3 above, and in the steps of the team formation above In the above, the above-mentioned team is rearranged according to the respective game results of the plurality of players constituting the above-mentioned team. By re-arranging the teams based on the player's game results, the difference in strength between teams is reduced. You can avoid losing the desire to participate in the game because the weak team loses continuously or the strong team keeps naked. In addition, each player can guarantee the fairness of the area obtained by each other. The fifth aspect of the invention is a method for evaluating game results, which is characterized in the first to fourth aspects of the invention, and the determination step is to determine whether the first acquisition area is performed more than the second acquisition area after the expansion direction. It is located on the expansion direction side. It further includes an area erasing step for erasing the second obtained area when the proceeding point of the first obtained area is located on the expansion direction side than the proceeding point of the second obtained area. A certain acquisition region can absorb other p acquisition regions by absorbing other acquisition regions. If players do not actively participate in the game, they can often feel the sense of crisis in their own acquisition area being destroyed, and they can feel a greater sense of urgency. Therefore, by playing the game ', the desire to obtain a higher score can be increased, and the desire to participate in the game can be increased. The method for evaluating game results of the invention 6 is characterized in the above invention 5 and further includes a winner determination step. After the area erasing step, it is judged whether the obtained area on the display area is 1; In this case, the player corresponding to the above-mentioned acquisition area is determined as the winner. If the acquisition area in the display area is 1, the victory or defeat is determined. Because -10- 200532527 (7) Therefore, the desire to continue the game can be maintained until the exclusive display area, which can increase the desire to participate in the game. According to a seventh aspect of the present invention, a method for evaluating game results is characterized in that, in the inventions 1 to 6, in the starting point allocation step, the starting points are arranged in the display area at an equal interval between the starting points. Since the interval between each player's starting places is equal, g needs to move the progress of a certain acquisition area to a grid in the acquisition area behind the expansion direction, such as the score, which is the same across teams. In this way, it can give players a sense of fairness. The method for evaluating game results of invention 8 is characterized in inventions 1 to 7 described above, and further includes an item management step. At least one item is allocated to the above display area. In the case where the item is included in the obtained area, This item is given to the player corresponding to the above-mentioned acquisition area. By providing the obtained items in the obtained area, the player can not only enjoy the fun of expanding the obtained area, but also the fun of obtaining the item. In addition, the player is given a score in the game according to the obtained props, so that the player's desire to participate in the game can be further increased. A method for evaluating a game result of the invention 9 is characterized in that the inventions 1 to 8 further include a step of acquiring skill points to acquire the skill points indicating the proficiency of each player in the game, and the step of configuring the starting place additionally It includes the following stages. In the above starting point configuration step, the starting points of each player are arranged in the order of the above-mentioned skill points from low to high or from high to low. -11-200532527 (8) According to the corresponding two neighboring starting points The difference between the skill points of the player and / or the skill point of the player, adjust the interval between the two starting locations. 0 represents the skill points of the proficiency of each player in the game, and each player is different. In addition, the game results are different depending on the player's skill points. For example, suppose that starting points SA, | SB, ... of players PA, PB, ... are arranged in an expanding direction from an arbitrary reference point in the order of skill points from high to low. In this case, the higher the skill points of the first starting point, the wider the interval between the arbitrary first starting point and the second starting point thereafter can be adjusted. For players behind strong players, the stronger the players behind (opposite the direction of expansion), the wider the interval between starting points. Therefore, for players who are behind the former player, it is possible to alleviate the possibility that their own acquisition area is immediately broken. In addition, as another method, the interval between the starting points can be adjusted based on both the difference between the skill points of the player and the difference. The invention of a game result evaluation device of 10 can be obtained by a plurality of players each playing a game. As a result of the game, the obtained area obtained by each player is displayed in a predetermined display area. This device has the following means. The starting place allocation means is to arrange the starting place of the obtaining area on the display area along the expansion direction common to the obtaining area; and the starting place allocation means is to assign each player to each starting place; And location calculation means, for each player, based on the above-mentioned repetitive 12-200532527 (9) several player's respective game results, calculate the movement from each starting location in the direction of upper M expansion, and with each start A plurality of proceeding locations of each acquisition area are formed between the locations; and a judging means for judging whether the proceeding location is located in a case where the proceeding location of any of the first acquisition areas is moved according to the calculation result of the aforementioned proceeding location calculation means Within the second acquisition area after the above expansion direction; and g and area update means, in the above-mentioned determination means, when it is determined that the proceeding location of the first acquisition area is within the second acquisition area, 2 The start point of the acquisition area is moved to the entry point of the first acquisition area; and Means for displaying the acquisition area of each player on the display area according to the calculation result of the location calculation means, the determination result of the determination means, and the update result of the area update means. This invention has the same function and effect as the invention 1 described above. φ Invented the game result evaluation program of Π, which enables the computer to function as a game result evaluation device that displays the obtained area obtained by each player in a predetermined display area based on the game results obtained by a plurality of players. This program enables the above-mentioned computer to function as follows. • The starting point allocation means is to arrange the starting point of the obtaining area on the display area along the expansion direction common to the obtaining area; and the starting point allocation means is to assign each player to each starting place. ; -13- 200532527 (10) and means for performing location calculation, which is for each player, based on the respective game results of the plurality of players, to calculate the movement from each start location along the above-mentioned expansion direction, and to the difference between each start location Forming a plurality of proceeding locations in each acquisition area; and a judging means for judging whether the proceeding location is located in the expansion according to the calculation result of the aforementioned proceeding location calculation means and moving an arbitrary proceeding location of the first acquired area Within the second acquisition area after the direction; and area update means, in the above determination means, when it is determined that the proceeding location of the first acquisition area is within the second acquisition area, the second acquisition area is determined The starting point of the mobile to the proceeding point of the first obtaining area; And displaying the acquisition area of each player on the display area based on the calculation result of the location calculation means, the determination result of the determination means, and the update result of the area update means. This invention has the same function and effect as the above-mentioned invention 1. Effects of the Invention The player can obtain the obtained area within the display area based on the score obtained through the game. Therefore, you can not only enjoy the fun of the game itself, but also enjoy the fun of obtaining the area even after the game is over. Therefore, the player's desire to participate in the game can be increased. [Embodiment] -14- 200532527 (11) < Inventive summary > In the game result evaluation method of the present invention, the obtained area is displayed in the display area according to the player's score, and the player is prompted. Fig. 1 is an example of a pattern diagram of a display area. For example, players PA ~ PC play games. Suppose player PA scores 20 points, player PB scores 50 points, and player PC scores 10 points. In the method for evaluating game results of the present invention, first, the starting points S A to S C are arranged on the display area 1 in the expanding direction. And _ And, the players PA ~ PC are assigned to each of the starting points SA ~ SC. Furthermore, according to the score of each player, starting points SA to SC are moved in the expansion direction, and the progress points MA to MC are respectively moved. Each player can obtain an acquisition area G A ~ GC formed between the starting place SA ~ SC and each proceeding place MA ~ MC. Here, the enlargement direction is a direction in which the obtained regions GA to GC are enlarged, and the obtained regions GA to GC are the same. The "enlarging direction" is not limited to the clockwise rotation direction indicated by the arrow in the first figure, and may be, for example, the counterclockwise rotation direction. φ For example, in the display area 1 in FIG. 1, it is assumed that each time a progress point is obtained, one scale on the display area 1 is advanced. Here, the term "one scale" refers to a sector region in which the center angle of the display area is 360 degrees, for example, the center angle of 36 equal divisions is 10 degrees. If the score of the player PA is 2000 points, the moving place M A is moved 2 marks from the starting place SA, and the oblique line in the figure specified by the starting place SA and the performing place MA is displayed as the obtaining area GA. Similarly, for players p b and p c, the gain regions G B and G C are also displayed according to the scores, respectively. Therefore, players P A ~ PC can enjoy the fun by comparing the obtained area in display area 1 obtained by comparing the scores after the game ends ^ 15- 200532527 (12) GA ~ GC. Here, if the progress point MA of the acquisition area GA of the player PA is moved in the expanding direction, the player can invade the acquisition area GB and the acquisition area GC in this order. Similarly, the progress MB of the player's acquisition area GB can invade the acquisition area GC 'in the acquisition area GA in sequence. In addition, the progress point MC of the acquisition area GC of the player PC may invade the acquisition area GA and the acquisition area GB in order. Moving in this way causes the proceeding locations to intrude into the other acquisition areas in the enlarged direction. Therefore, the player can feel the pleasure of expanding the acquisition area and the urgency of being captured. < Example of the first embodiment > (1) Configuration of game system of the present embodiment Fig. 2 is an explanatory diagram showing the overall configuration of the game system of the first embodiment. The game system includes: a central server 100, a mobile phone 150a, b ..., a personal computer 160a, b ..., a plurality of game terminal devices _ 2 0 0a, b ... The mobile phone 150, the personal computer 160, and the game terminal device 200 are connected to the central server 100 via a network 300 such as the Internet. (1-1) Central server The central server 100 stores the personal data of each player and sends the personal data to the request source according to the request from the game terminal device 2000. The central server] 0 0 includes the following elements (a) to (e). (a) CPU1 01: A plurality of functions to be described later are realized by a control program or the like stored in ROM 103 or RAM 102. • 16- 200532527 (13) (b) RAM] 0 2: Temporarily memorize control programs, personal data, etc. (c) ROM 103: memory control program and the like. (d) Network communication unit 104: Send and receive data to and from game terminal device 200, mobile phone, and personal computer via network 3 00, and send the team's total score and area table (to be described later in detail) To game terminal device 200. (e) Data storage unit 105: Stores the game results of each player of each game terminal device 2000 sent from the game terminal 200 and personal data of each player. Examples of the personal data include a player ID, a password, a team, a score obtained, and a skill point indicating player proficiency. (2) Game terminal device Fig. 3 shows an example of the configuration of the game terminal 200. In order to display the display area and the acquisition area for each player, the game terminal device 200 obtains necessary data from the central server 100, and displays the acquisition area in a predetermined display area based on the obtained data. The game terminal device has the following elements (a) to (m). (a) CPU201: The CPU201 implements a plurality of functions described below based on a control program stored in the ROM 203 and game data stored in the RAM 202. (b) RAM 2 02: Temporarily stores various data such as various variables and parameters for games. (c.) ROM2 03: Stores the control program, various parameters, and the shape of the display area 10, which shows the advantages and disadvantages of the players based on the game results, as shown below on the display 17-20200532527 (14). Examples of the shape of the display area include a square, a picture frame shape, a circle, a circle shape, and a figure 8 shape as shown in Figs. 4 (a) to (e). In the display areas 10 of (a) to (e) in Fig. 4, the acquisition areas GA to GE obtained by each player according to the game result are displayed. Each shape in FIG. 4 is merely an example, and the display area may be a polygon or an ellipse. The display area 10 is not limited to a flat shape, and may be a three-dimensional shape such as a ball. (d) Network communication unit 204: Data is transmitted and received between the server 300 and the central server 100 via the network 300, and the total score and area table of the team described later (details will be described later). (e) Display 206: Display game images and game results. (f) Drawing processing unit 205: Generates image data displayed on the display 206. (g) Speaker 208: Outputs sounds such as effect sounds during display of game display and game results during game execution. (h) The sound reproduction unit 207 generates sound data for making the speaker 208 sound. (i) Input operation section 2 1 1: In this embodiment, it is a guitar controller that mimics the shape of a guitar. Others include joysticks and operation buttons, which accept player's instructions. (j) Card reader / writer 212: Performs read processing of user ID and other data on the inserted magnetic card, and performs write processing of game results as required. (k) Coin accepting section 2〗 3: Accepting inserted coins for accounting (-18- 200532527 (15)
Credit)。 (1 )外部機器控制部2 1 0 :對輸入操作部、卡讀寫部 2 1 2、以及硬幣接受部2 1 3等外部機器進行控制。 (m )外部輸入輸出控制部209 :產生對輸入操作部 、卡讀寫部2 1 2、以及硬幣接受部2 1 3等外部機器的控制信 號。另外,接受來自外部機器的檢測信號,並發送給 CPU201 。 (2 )遊戲終端裝置的一例 (2-1 )遊戲終端裝置的構成 第5圖是作爲遊戲終端裝置的一個具體例子的音樂遊 戲裝置的外觀立體圖。音樂遊戲裝置的外殼正面設置有顯 示器206。另外,顯示器206的下部左右分別設置有開始按 鈕等的輸入操作部211a,其下方設置有左右兩個硬幣接受 部2 1 3。另外,硬幣接受部2 1 3的下部設置有卡讀寫器2 1 2 φ 。另外,顯示器2 〇 6的左右兩側分別配置有作爲輸入操作 部2 1 1的類比樂器、亦即吉他控制器2丨】b,輸入操作部2 i】 用於輸入玩家進行發音操作的節奏。另外,顯示器206的 外殼的上部配設有用於産生與演奏曲目相對應的演出效果 的揚聲器2 0 8。如第5圖所示,若並列設置兩個吉他控制器 2 1 1 b,則兩個玩家可以分別輸入操作各吉他控制器2丨j b 來進行音樂遊戲。 弟6圖是吉他控制器的擴大圖。吉他控制器2 ]】b具有 選擇節奏音種類的3種頸部按鈕R、g、B。另外,吉他控 - 19- 200532527 (16) 制器2 1 1 b具有用於決定由至少一個頸部按鈕選擇的節奏 音的輸出定時的撥弦輸入手段2 1 1 b-1。另外,吉他控制器 21 lb配設在撥弦輸入手段21 lb-Ι的下方,且具有用於切 換節奏音的輸出模式的切換開關2 1 1 b - 2。 (2-2)音樂遊戲的執行 上述構成的遊戲終端裝置200根據存儲在ROM203中 的控制程式,如下進行遊戲。玩家將自己擁有的磁卡插入 到遊戲終端裝置200的卡讀寫器212中,並將硬幣投入到硬 幣接受部2 1 3中。遊戲終端裝置2 0 0從插入到卡讀寫器2 1 2 內的磁卡中讀取用於識別玩家的玩家ID,並要求輸入密 碼。當接受到玩家的開始按鈕的操作時,C P U 2 0 1執行控 制程式,開始遊戲。 (2-3 )音樂遊戲的槪要 接下來,使用第5圖〜第7圖,對遊戲終端裝置200所 進行的音樂遊戲的槪要進行說明。第7圖是顯示在顯示器 206上的音符畫面223的一例。在該遊戲中,表示與各演奏 曲目(B GM )相對應的每個節奏音的操作定時的音符224 ,係如第7圖所示,顯示在音符顯示部2 2 1上。音符2 2 4朝 向音符顯示部221的基準線222,伴隨著各演奏曲目的進行 ,按每個節奏音依次向上方(參考第7圖中的箭頭C )移 動。音符224和基準線222 —致的時候是玩家應該操作撥弦 輸入手段2 II b- 1的操作時刻。玩家確認該音符224的位置 -20- 200532527 (17) ,同時與節奏音一致,用一隻手操作頸部按鈕R、G、B ,並且用另一隻手操作撥弦輸入手段2 1 1 b- 1和切換開關 21 lb-2,輸入操作信號。此時,CPU201在沒有偏差的情 況下將“Perfect”顯示在音符畫面223上,在偏差小於等 於規定時間的情況下將“ Great”或“ Good” 顯示在音符 畫面2 2 3上,在偏差超過規定時間的情況下將“ M i s s ” 顯 示在音符畫面223上。另外,CPU201根據“Miss”的産生 B 間隔運算得分。CPU201在遊戲結束之後將每個玩家所得 的得分顯示在顯示器2 0 6上。 (3 )獲得區域的顯示 接下來,對上述音樂遊戲中基於使用本發明時的遊戲 結果的獲得區域的顯示處理進行說明。 (3 -1 )中央伺服器及遊戲終端裝置的功能結構 第8圖是表示中央伺服器1〇〇的CPU101的功能結構的 (I 說明圖。CPU 1 0 1具有團隊組成手段1 1 1、開始地點配置手 段1 1 3、開始地點分配手段1 1 5、進行地點運算手段1 1 7、 判斷手段I 1 9、區域更新手段1 2 1、抹消手段1 2 3、勝者決 定手段1 2 5。 第9圖是表示遊戲終端裝置200的CPU201的功能結構 的說明圖。C P U 2 0 1包含遊戲執行手段2 5 1、進行地點運算 手段2 5 3、判斷手段2 5 5、區域更新手段2 5 7、抹消手段2 5 9 、勝者決定手段261、以及顯示手段2 65。CPU201係以包 含道具管理手段2 6 3爲佳。 -21 - 200532527 (18) 在第8圖和第9圖中,同一名稱的手段具有相同的功能 。將勝者決定手段125設置在中央伺服器100上,係爲了决 定各遊戲終端裝置200的共同的勝者。將開始地點配置手 段1 1 3、開始地點分配手段1 1 5、進行地點運算手段1 1 7、 判斷手段1 1 9、區域更新手段1 2 1、抹消手段1 23設置在中 央伺服器100上,是用以爲了决定勝者而進行必要的運算 。將顯示手段2 65設置在遊戲終端裝置200上,是爲了顯示 p 獲得區域的爭奪結果。對中央伺服器1 0 0和遊戲終端裝置 2 00所具有的各手段的功能的詳細情况在後面進行叙述。 (3-2 )前提 爲了使以下說明變得容易,以下,假設有6個玩家( PA1、PA2、PB1、PB2、PCI、PC2)參加音樂遊戲。另外 ,假設各玩家分別如下地分成3個團隊ΤΑ、TB、TC,並 以團隊爲單位進行獲得區域的爭奪。 p 團隊TA:玩家PA1、PA2 團隊TB :玩家PB ]、PB2 團隊TC :玩家PCI、PC2 顯示區域的形狀和獲得區域的擴大方向,雖然如上述 那樣有各種形式,但是以下僅舉例說明將獲得區域顯示在 圓形顯示區域內;獲得區域沿著順時針方向擴大的情况。 另外,如第1 〇圖所示,假設將圓形的顯示區域3 6等分 ’形成36個中心角10度的扇形區段。對於各區段,可從規 定的基準位置開始沿著擴大方向依次用區段號碼]、2、3 -22- 200532527 (19) .....3 6進行區分。在該例中,規定的基準位置是圖中1 2 點的位置。在适樣的顯不區域上,構成團隊的玩家的總得 分每得1 000分,進行地點移動1個區段。 (3-3 )各手段的功能 (3-3-1 )團隊組成手段 團隊組成手段1 1 1設置在中央伺服器1 0 0側。團隊組成 手段1 1 1經由組合複數個玩家而組成複數個團隊。例如根 據從玩家所插入的磁卡中讀入的玩家ID,組合玩家而組 成團隊。這樣,經由任意地組合玩家來組成團隊,可以平 均團隊間的强弱。在具有多種磁卡的情況下,可以對應磁 卡的種類,把玩家組成團隊。 另外,也可以組合由複數個玩家構成的子團隊來組成 團隊。此處,子團隊由複數個玩家構成。例如,可以根據 玩家ID,形成1 0個子團隊,並且經由組合兩個子團隊形 成1個團隊,可組成5個團隊。 第1 1圖表示團隊組成手段1 1 1經由根據遊戲結果來組 合玩家,從而組成團隊的情况。在該情况下,以在一個團 隊中組合有强玩家和弱玩家,以减小團隊之間的强弱差距 者爲佳。例如在第1 1圖中,團隊組成手段1 1 1形成由遊戲 結果爲第1名的玩家PA】和第6名玩家PA2所構成的團隊 丁 A。另外,形成由遊戲結果爲第2名的玩家P B 1和第5名 玩家PB2所構成的團隊丁B。同樣,形成由遊戲結果爲第3 名的玩家PC1和第4名玩家PC2所構成的團隊TC。同樣, -23- 200532527 (20) 形成由遊戲結果爲第4名的玩家PD1和第7名玩家PD2構成 的團隊TD。這樣,經由使團隊間的强弱平均來組合玩家 ’可以給予玩家公平感。另外,也可以替代玩家的遊戲結 果而根據表示各玩家的熟練度的技能點數來組成團隊。 另外,也可以根據從遊戲開始經過規定期間後的遊戲 結果或技能點數,來重新編排團隊。有時候,從遊戲開始 經過規定期間後,與遊戲開始的最初情况相比,玩家的遊 g 戲熟練度發生了變化,團隊間的强弱關係發生了變化。因 此,經由根據經過規定期間後的遊戲的結果對團隊進行再 編排,可以對團隊間的強弱進行再次調整。因此,不會因 弱團隊持續輸和强團隊持續臝而使得玩家喪失參加遊戲的 欲望。 (3-3-2 )開始地點配置手段 開始地點配置手段1 1 3設置在中央伺服器1 00中。開始 φ 地點配置手段1 1 3決定獲得區域的爭奪開始前的初始狀態 中的開始地點的數目和各自的位置。開始地點的數目與互 相爭奪獲得區域的團隊數相同。開始地點的位置可以被決 定成各開始地點等間隔或非等間隔。遊戲終端裝置200根 據中央伺服器1 0 0所决定的開始地點的數目和位置,决定 所存儲的任意一個顯示區域上的開始地點的顯示位置(參 考(3 - 3 - 1 0 )顯示手段)。 第1 2圖a是表示開始地點配置手段1 1 3的開始地點配 置方法的說明圖。在該圖中,表示有等間隔地配置開始地 -24- 200532527 (21) 點的方法。首先,開始地點配置手段Η 3產生區域表。區 域表係記憶在形成爲圓形顯示區域的第]〜第3 6區段中, 哪一團隊獲得了哪一個區段,以及哪一個區段中嵌入了道 具。第3 6區段和第1區段在顯示區域上經由基準位置相連 。開始地點配置手段1 1 3將與團隊數相當的3個開始地點配 置在區域表中,使各開始地點變成等間隔。圖中,雙線表 示開始地點S A、SB、SC。若夾在3個開始地點間的區段 p 數相同,則顯示在顯示區域上的開始地點s A、S B、S C爲 等間隔。反之,若夾在各開始地點間的區段數各自不同, 則顯示在顯示區域上的開始地點S A、S B、s C爲非等間隔 〇 第1 〇圖是根據第1 2圖a所示的區域表,將獲得區域的 開始地點S A、S B、S C顯示在顯示區域1 〇上的例子。開始 地點SA〜SC沿著在各團隊的所有獲得區域中共同的擴大 方向(圖中箭頭方向)依次配置。另外,各開始地點等間 B 隔配置。另外,在該例中’開始地點S A配置在基準位置 上。這樣,當開始地點的間隔均等時,需要使某個獲得區 域的進行地點移動到位於擴大方向之後的獲得區域內的栅 格、例如得分,在團隊間是相同的。 (3-3-3 )開始地點分配手段 開始地點分配手段1 1 5設置在中央伺服器1 〇 0上。開始 地點分配手段1] 3分別向開始地點配置手段n 3所配置的開 始地點S A、SB、SC,分配各團隊τα、TB以及TC。此處 -25- 200532527 (22) ,向開始地點S A分配團隊ΤΑ。因此,團隊ΤΑ的獲得區 域GA的進行地點ΜΑ從開始地點SA向擴大方向行進。 同樣地,分別將團隊ΤΒ分配給開始地點SB,將團隊TC 分配給開始地點S C。在中央伺服器1 0 0中,開始地點的配 置和分配結束之後,進行後述的進行地點運算處理、判斷 處理、區域更新處理、抹消處理、勝者決定處理等。 B ( 3-3-4)遊戲執行手段 遊戲執行手段251設置在遊戲終端裝置2 00上。遊戲執 行手段2 5 1執行例如上述音樂遊戲等各種遊戲。另外,當 音樂遊戲的執行結束之後,開始執行用於顯示基於遊戲結 果的獲得區域之控制程式。在遊戲終端裝置2 0 0中,藉由 開始該控制程式,來執行以下處理。 (3 - 3 · 5 )進行地點運算手段 ^ 中央伺服器1 0 0的進行地點運算手段1 1 7,係利用開始 地點配置手段1 1 3和開始地點分配手段1 1 5,結束開始地點 的配置和分配之後,根據保存在資料儲存部1 〇 5中的玩家 的得分’進行進行地點運算處理。進行地點運算手段253 取得存儲在中央伺服器1 00的資料儲存部1 05中的玩家的得 分以及區域表,進行進行地點運算處理。遊戲終端裝置 2 0 〇接受的區域表,係包含開始地點的位置和分配。 進行地點運算處理的內容,於進行地點運算手段〗】7 、2 5 3的任意一個皆相同。即,進行地點運算手段n 7、 -26- 200532527 (23) 1 5 3根據玩家的得分運算出各團隊的總得分,並根據各團 隊的總得分運算出各自的進行地點。進行地點和開始地點 爲一對,其間形成獲得區域。即,如上述第1圖所示,由 開始地點SA和進行地點MA形成獲得區域GA。同樣, 由開始地點S B和進行地點MB形成獲得區域GB,由開始 地點SC和進行地點MC形成獲得區域GC。在初始階段, 成爲一對的進行地點和開始地點一致。進行地點根據團隊 P 內玩家的總得分,從開始地點沿擴大方向移動。 第1 2圖b是表示基於區域表的進行地點運算處理的內 容的說明圖。假設團隊TA的總得分爲8 5 0 0分,團隊TB 的總得分爲3200分,團隊TC的總得分爲6999分。如上所 述,進行地點每1 〇〇〇分移動一個區段。因此,進行地點 MA從開始地點SA移動8個區段,到達第8區段和第9區段 的邊界線。同樣,進行地點MB從開始地點SB移動3個區 段,到達第1 5區段和第1 6區段的邊界線。進行地點MC從 (I 開始地點 SC移動6個區段,到達第30區段和第31區段的 邊界線。 第1 2圖c是表示基於區域表的進行地點運算處理的內 容的另一個說明圖。假設團隊ΤΑ的總得分爲1 5 600分, 團隊ΤΒ的總得分爲7000分,團隊TC的總得分爲1 67 00分 。進行地點ΜΑ從開始地點S Α移動1 5個區段,到達第1 5 區段和第1 6區段的邊界線。同樣,進行地點MB從開始地 點SB移動7個區段,到達第19區段和第20區段的邊界線 。進行地點MC從開始地點SC移動16個區段,到達第4區 -27- 200532527 (24) 段和第5區段的邊界線。 第1 2圖d是表不基於區域表的進行地點運算處理的內 容的其他說明圖。假設團隊TA的總得分爲2 7 03 0分,團 隊T B的總得分爲8 0 0 0分,團隊丁 c的總得分爲1 8 0 0 0分。 進行地點Μ A從開始地點S A移動2 7個區段,到達第2 7區 段和第2 8區段的邊界線。同樣,進行地點MB從開始地點 S B移動8個區段,到達第2 0區段和第2 1區段的邊界線。進 | 行地點M C從開始地點S C移動1 8個區段,到達第6區段和 第7區段的邊界線。 (3-3-6)判斷手段 以下,由於中央伺服器1 0 0的判斷手段1 1 9和遊戲終端 裝置200的判斷手段2 5 5分別進行相同的判斷處理,所以對 遊戲終端裝置200側的處理進行說明。 判斷手段2 5 5判斷是否有哪一個獲得區域侵入到別的 ϋ 獲得區域中。具體來說,判斷任意的第1獲得區域的進行 地點是否比位於沿著擴大方向的其後(以下簡稱爲其後) 的第2獲得區域的進行地點,更位於擴大方向側(判斷有 無侵入)。 另外,判斷手段2 5 5在第1獲得區域侵入到第2獲得區 域中的情況下,判斷第1獲得區域是否吸收第2獲得區域( 判斷有無吸收)。具體來說,係判斷第1獲取區域的進行 地點是否比第2獲得區域更位於擴大方向側。 在第2獲得區域被第1獲取區域吸收的情況下,對第2 -28- 200532527 (25) 獲侍區域之後的弟3獲得區域進彳了有無侵入判斷和有無吸 收判斷。在第2、第3獲得區域被第I獲得區域吸收的情況 下,對第3獲得區域之後的第4獲得區域進行有無侵入判斷 和有無吸收判斷。這樣,判斷第1獲得區域的進行地點行 進到第2、第3.....第n獲得區域(η 2 )的何處。其中 ’假設從第1獲得區域沿著擴大方向具有第2、第3、…、 第η獲得區域。 另外,判斷手段2 5 5將所有的獲得區域依次作爲上述 第1獲得區域,反覆進行上述處理。 再參考第1 2圖對判斷處理進行具體的說明。運算各團 隊的進行地點ΜΑ、MB、MC之結果,係區域表爲第12圖 b所示的狀態的情況下,判斷手段2 5 5判斷爲沒有任意一 個獲得區域被侵入。該狀態是因爲各獲得區域的進行地點 沿擴大方向移動並沒有超過其他獲得區域的開始地點。 考慮運算各團隊的進行地點MA、MB、MC之結果, 爲區域表爲第1 2圖c所示的狀態的情況。獲得區域G A的 進行地點MA比獲取區域GB的開始地點SB更位於擴大 方向側,但是沒有超過其進行地點MB。從而,判斷手段 255判斷爲獲得區域GA侵入到獲得區域GB中。同樣,獲 得區域GC的進行地點MC比獲取區域GA的開始地點SA 更位於擴大方向側,但是沒有超過其進行地點MA。因此 ,判斷手段25 5判斷爲獲得區域GC侵入到獲得區域GA中 〇 考慮運算各團隊的進行地點MA、MB、MC之結果, -29 - 200532527 (26) 爲區域表爲第]2圖d所示的狀態的情況。獲得區域G a的 進行地點ΜΑ比獲取區域GB的開始地點SB和進行地點 Μ B更位於擴大方向側。因此,判斷手段2 5 5判斷爲獲得 區域GA吸收了獲得區域GB。另外,獲得區域GA的進行 地點ΜΑ雖比獲得區域GC的開始地點SC更位於擄大方 向側,但並未超過其進行地點MC。因此,判斷手段25 5 判斷爲獲得區域GA吸收獲得區域GB,並且侵入到其後 g 的獲得區域G C中。另外,獲得區域G C的進彳7地點μ C 比獲得區域GA的開始地點S Α更位於擴大方向側,但是 沒有超過其進行地點Μ A。因此,判斷手段25 5判斷出獲 得區域GC侵入到獲得區域GA中。 (3-3-7 )區域更新手段 以下,由於中央伺服器100的區域更新手段121和遊戲 終端裝置200的區域更新手段2 5 7分別進行相同的區域更新 φ 處理,所以對遊戲終端裝置200側的處理進行說明。 區域更新手段25 7在由判斷手段2 5 5判斷出第1獲得區 域侵入到其他的任意獲得區域內的情況下,將該獲得區域 的開始地點移動到第1獲得區域的進行地點。另外,區域 更新手段25 7在由判斷手段2 5 5判斷出第1獲得區域吸收了 其他的任意獲得區域內情况下,使該獲得區域的開始地點 與成爲一對的進行地點一致。另外,區域更新手段2 5 7決 定成爲一對的開始地點和進行地點所夾的區段是哪個團隊 的獲得區域。 -30- 200532527 (27) 參考第〗3圖,對區域更新手段2 5 7的處理進行具體的 說明。第1 3圖a表示區域更新手段2 5 7的處理的一例。在 運算各獲得區域的進行地點的結果區域表爲第1 2圖b所不 的狀態的情況下’區域更新手段2 5 7保持各獲得區域的開 始地點的位置。並且’在被夾在成爲一對的開始地點和進 行地點之間的區間內’寫入獲得區域的識別子GA、GB、 GC的任意一種。其結果’第1〜第8區段成爲獲得區域GA 0 、第13〜第15區段成爲獲得區域GB、第25〜第30區段成 爲獲得區域GC。 第13圖b是區域更新手段2 5 7的處理的一例。在運算 各獲得區域的進行地點的運算結果區域表爲第1 2圖c所示 的狀態的情況下,區域更新手段257,係將受到獲得區域 GC侵入之獲得區域GA的開始地點SA,移動到獲得區域 GC的進行地點MC的位置。同樣,區域更新手段25 7,係 將受到獲得區域GA侵入之獲得區域GB的開始地點SB, φ 移動到獲得區域GA的進行地點ΜΑ的位置。未受到侵入 的獲得區域GC的開始地點SC的位置,則維持原樣。對 所有的獲得區域判斷開始地點更新的必要性,進行了必要 的開始地點的更新之後,區域更新手段2 5 7係在被夾在成 爲一對的開始地點和進行地點之間的區間內,寫入獲得區 域的識別子G A、GB、GC中的任意一種。其結果,第5〜 弟151^1 又成爲獲得區域GA、第16〜第19區段成爲獲得區 域GB、第25〜第4區段成爲獲得區域GC。 第]3圖c是區域更新手段2 5 7的處理的一例。在運算 -31 - 200532527 (28) 各獲得區域的進行地點的運算結果區域表爲第1 2圖d所示 的狀態的情況下,區域更新手段2 5 7將受到獲得區域GC 侵入之獲得區域GA的開始地點SA,移動到獲得區域GC 的進行地點MC的位置。另外,區域更新手段25 7使受到 獲得區域GA侵入之獲得區域GB的開始地點SB,與成爲 一對的進行地點MB —致。這是因爲獲得區域GA的進行 地點MA超過了進行地點MB。另外,區域更新手段25 7將 φ 受到獲得區域GA侵入之獲得區域GC的開始地點SC,移 動到獲得區域GA的進行地點MA的位置。對所有的獲得 區域判斷更新開始地點的必要性,進行了必要的開始地點 的更新之後,區域更新手段2 5 7在被夾在成爲一對的開始 地點和進行地點之間的區間內,寫入獲得區域的識別子 GA、GB、GC中的任意一種。其結果,第7〜第27區段成 爲獲得區域GA、第28〜第6區段成爲獲得區域GC。 如上所述,各團隊的獲得區域從擴大方向後方側被其 φ 他獲得區域入侵並奪取。因此,可使得玩家爲了獲得比被 奪取的更多的區域而相互競爭地積極參加遊戲。 (3-3-8 )抹消手段 以下,由於中央伺服器100的抹消手段123和遊戲終端 裝置200的抹消手段2 5 9分別進行相同的抹消處理,所以對 遊戲終端裝置2 00側的處理進行說明。 抹消手段2 5 9在任意的第1獲得區域的進行地點比其他 任意的獲得區域更位於擴大方向側的情况下,抹消該獲取 -32- 200532527 (29) 區域。具體來說,抹消手段2 5 9判斷區域表中是否有開始 地點和進行地點一致的獲得區域。例如,在第]3圖c的區 域表中,獲得區域GB的開始地點S B和進行地點MB — 致。該情況下,抹消手段2 5 9將開始地點S B和進行地點 MB從區域表中删除。由此,抹消獲得區域GB。第14圖 是表示抹消了獲得區域GB的區域表的一例。 因此,玩家若不積極地參加遊戲,則經常會有自己的 _ 獲得區域被消滅的危機感,更能感覺到緊迫感。因此,經 由進行遊戲,可以增加還要獲得例如得分的欲望,更能提 高參加遊戲的欲望。 (3-3-9 )道具管理手段 道具管理手段263在該例中設置在遊戲終端裝置200中 ,但也可以設置在中央伺服器1〇〇中。道具管理手段263向 顯示區域1 〇內至少分配一個道具。並且,在各團隊所獲得 φ 的獲得區域內包含道具的情況下,將該道具提供給與該獲 得區域對應的團隊。即,屬於該團隊的玩家可以取得該道 具。經由獲得道具,例如向玩家顯示在通常的遊戲畫面中 所顯示的曲目以外的附加的曲目,並賦予玩家選擇、演奏 該曲目的權利,或者可以取得行動電話的來電振鈴。 道具管理手段2 63在團隊獲得了道具的情況下,可以 經由網絡通訊部204將該資訊通知給屬於團隊的所有玩家 的行動電話1 50和個人電腦1 60。被通知的玩家例如被給予 了下載來電振鈴的許可權。因此,可以使接收到通知的玩 -33- 200532527 (30) 家增加參加遊戲的欲望。 再結合第12圖〜第13圖,對道具管理手段263的處理 進行具體的說明。第12圖a是表示道具管理手段263將道 具分配給區域表中的至少一個區段的狀態的說明圖。在該 圖中,將道具IA、IB、1C各一個分配給第3、第24、第34 區段。也可以一個區段分配複數個道具。另外,各區段及 區段內的道具可以相同也可以不同。IA、IB、1C是道具 | 的識別子,可以使用道具的檔案名、地址、URI等。 在第1 3圖a所示的區域表中,獲得區域GA內包含道 具IA。即,團隊TA取得道具IA。 在第1 3圖b所示的區域表中,將道具IA和IB分配給 獲得區域GC。即,團隊TC取得道具IA和IB。另一方面 ,團隊TA的獲取區域GA中不包含存在道具的區段。此 處,道具管理手段2 63可以將曾經獲得的道具IA保持在團 隊TA中,也可以從團隊TA中收回道具IA。即,團隊可 p 以持續保持曾經獲得的道具,或者也可以在獲得區域內成 爲不包含道具的情況下,除去該道具。當對所獲得的道具 進行回收時,不僅會感到奪取其他獲得區域的樂趣,也會 感覺到從其他團隊中奪取道具的樂趣。相反,被奪取獲得 區域和道具的玩家更能感覺到緊迫感。另外’與可以對曾 經獲得的道具進行保持的情況相比,能夠引起對道具的興 趣。另外,由於在所取得的道具被奪取之前,可以在遊戲 中使用,所以,能够提高玩家對遊戲的參加欲望。 另外,道具管理手段263也可以在保持道具的獲得區 • 34 - 200532527 (31) 域每變化曾經的情況下,也使道具發生變化,該情況下, 與固定道具相比,更能增加或的道具的興趣。 另外’道具管理手段263可以根據各團隊的獲得區域 的大小和/或所獲得到道具,使各進行地點行進的進行速 度發生變化。例如,獲得區域越大、或者根據所獲得的道 具的種類和數量,使獲得區域的擴大速度加快。例如,可 以在初始設定將得分1 000分設定成1個區段的獲得區域的 p 情況下’根據獲得區域和道具,以得分1 000分前進2個區 段地進行地點。因此,使玩家要獲取獲得區域的欲望增加 ’可以提高參加遊戲的欲望。 (3-3-10 )顯示手段 顯示手段2 65設置在遊戲終端裝置200上。顯示手段 26 5根據由進行地點運算手段2 5 3、判斷手段2 5 5、區域更 新手段2 5 7、抹消手段25 9所運算處理的區域表,將顯示區 ϋ 域上的獲得區域輸出給顯示器206。 顯示手段2 65對根據區域表所進行的顯示例進行具體 地說明。上述如第10圖所示,顯示手段265將圓形的顯示 區域等分爲第1區段〜第36區段的36個區段。另外,顯示 手段2 65決定任意的基準位置(在本例中爲圖中12點的方 向),從該處開始向各區段分配區段號碼。另外,顯示手 段2 6 5將表示存在道具IA、IB、1C的道具標記ΙΑ、ΙΒ、 1C顯示在區域表所定義的區段內。顯示手段2 65根據區域 表顯示獲得區域,並將道具提供給取得了道具的團隊。 -35- 200532527 (32) 第1 5圖是基於第1 3圖a所示的區域表的顯示區域的顯 示例。顯示手段2 6 5决定對區域表進行定義的開始地點和 進行地點的顯示區域上的位置,產生表示各團隊的獲取區 域的畫面資料。例如,將開始地點S A決定在第3 6區段和 第1區段的邊界線上。另外,顯示手段2 6 5由於將道具IA 分配到團隊TC的獲得區域GA內,所以產生表示在獲得 區域GA內存在有道具IA的畫面資料。 p 第1 6圖是基於第1 3圖b所示的區域表的顯示區域的顯 示例。顯示手段2 6 5由於將道具IA、I C分配到團隊T C的 獲得區域GC內,所以產生表示在獲得區域GC內存在有 道具IA、1C的畫面資料。 第1 7圖是基於第1 3圖c所示的區域表的顯示區域的顯 示例。顯示手段265產生表示獲得區域GA內存在有道具 IB、且抹消獲得區域GB並其顯示區域被獲得區域GA、 GC占領的畫面資料。 p 第1 8圖是由顯示手段2 6 5顯示的畫面例。顯示區域1 0 內所顯示的道具例如用星形、菱形、心形等表示。顯示區 域1 〇的外周最好顯示表示獲得區域的擴大方向的箭頭。玩 家可以從所屬團隊的獲得區域和道具的位置的關係中,把 握需要獲得多少分才能獲得道具。另外,顯示手段2 6 5也 可以顯示各團隊所具有的道具的種類、進行遊戲的玩家的 獲得得分和累積得分。顯示手段2 6 5可以選擇性地顯示所 存儲的複數個顯示區域的任意一個。 如第]0圖所示,若顯示區域]〇是圓形或環形,則沿著 -36 - 200532527 (33) 圓形和環形的顯示區域1 0內的擴大方向依次配置每個玩家 的獲得區域。因此,很容易視覺地把握每個玩家的獲得區 域的大小、和獲得區域占整個顯示區域1 0的百分比等狀況 (3-3_1 1 )勝者決定手段 勝者決定手段261在該例中設置在中央伺服器100中, φ 也可以設置在遊戲終端裝置200中。另外,勝者決定手段 261不是必需的。勝者決定手段261在對區域表的上述處理 結束之後,判斷顯示區域1 0內的獲得區域是否爲1個。並 且,在獲得區域爲1個的情況下,決定與該獲得區域對應 的團隊爲勝者。這樣,經由決定勝敗,可以保持繼續進行 遊戲的欲望,直到獨占顯示區域1 0爲止,可以提高參加遊 戲的欲望。 ( 4 )處理流程 接下來,使用第19圖對用 CPU2 01評價獲得區域的遊 戲結果的處理流程進行說明。首先,對遊戲整體的流程進 行說明。 (4-1 )遊戲整體的流程 步驟S1 :各遊戲終端裝置200的遊戲執行手段251從 來自玩家的磁卡中讀入玩家ID。 步驟S2 ··遊戲執行手段251根據玩家ID,對來自玩家 -37- 200532527 (34) 的密碼和中央伺服器I⑽的資料進行核對認證。 步驟s3 :在認證了的情况下,中央伺服器1 00的 CPU101根據玩家的ID對玩家進行分團隊,並向玩家提示 所屬的團隊。另外,遊戲執行手段2 5〗接受由玩家經由開 始按鈕進行的遊戲開始命令。 步驟S 4 :遊戲執行手段2 5 1根據來自玩家的遊戲開始 命令,經由存儲在ROM2 03中的控制程式來執行遊戲。 φ 步驟S5、S6 :遊戲執行手段251在遊戲結束之後,運 算得分來作爲遊戲結果。 步驟 S7 :步驟 S5、S6之後,遊戲執行手段251從 ROM2 03中讀出並執行用於開始獲得區域的顯示處理的控 制程式。並且,如以下說明的那樣,由 CPU201根據遊戲 結果進行顯示獲得區域的處理。 (4-2 )獲得區域顯示處理 # 接下來,使用第2 0圖對獲得區域顯示處理進行說明。 步驟S 1 0 : CPU 1 0 1內的開始地點配置手段1 1 3在顯示 區域上配置開始地點。開始地點分配手段1 1 5對每個團隊 ’例如均等地配置獲得區域的開始地點。 步驟S 1 1 :進行地點運算手段2 5 3根據每個團隊的遊 戲結果’從各個開始地點移動,並運算與各個開始地點之 間形成獲得區域的進行地點。 步驟S 1 2 :區域獲得手段2 5 7爲了比較任意的第1獲得 區域的進行地點和後述的在步驟S ] 3中指定的第2獲得區 -38- 200532527 (35) 域的開始地點或進行地點的位置’首先指定任意的第1獲 得區域。 步驟S 1 3 :作爲在步驟S〗2中指定的第1獲得區域的比 較物件,指定第1獲得區域以外的第2獲得區域。此處,最 初指定的第2獲得區域是位於第1獲得區域之後的擴大方向 側的獲得區域。經過後述的步驟S 1 8之後所指定的第2獲 得區域被指定成從最初指定的獲得區域開始’依次位於擴 g 大方向側的獲得區域。 步驟S 1 4 :判定手段2 5 5判定第1獲得區域的進行地點 是否比第2獲得區域的開始地點更位於擴大方向側。在第1 獲得區域的進行地點比第2獲得區域的開始地點更位於擴 大方向側的情况下,進入到步驟S 1 5。 在第1獲得區域的進行地點沒有比第2獲得區域的開始 地點更位於擴大方向側的情况下,第2獲得區域的進行地 點比第1獲得區域的地進行地點更位於擴大方向側。另外 g ,第2獲得區域由於被指定成依次位於第1獲得區域的擴大 方向側,所以不需要步驟S 1 5〜S I 8。因此,進入到步驟 S 1 9 ° 步驟S 1 5 :在第1獲得區域的進行地點比第2獲得區域 的開始地點更位於擴大方向側的情况下,判定手段2 5 5進 而判定第1獲得區域的進行地點是否比第2獲得區域的進行 地點更位於擴大方向側。在第1獲得區域的進行地點比第2 獲得區域的進行地點更位於擴大方向側的情况下’進入到 步驟S 1 6。反之,進入到步驟S〗7。 -39- 200532527 (36) 步驟S16 :抹消手段25 9在第1獲得區域的進行地點比 第2獲得區域的進行地點更位於擴大方向側的情丨兄T ’ @ 於第2獲得區域被第1獲得區域吸收,所以抹消第2獲得區 域。 步驟S17 :區域更新手段25 7在第1獲得區域的進行地 點比第2獲得區域的開始地點更位於擴大方向側' I胃 得區域的進行地點沒有比第2獲得區域的進行地點更位方令 擴大方向側的情况下,將第2獲得區域的開始地點更新成 第1獲得區域的進行地點。 步驟S 1 8 :判定手段2 5 5經由第1獲得區域和第1獲得 區域以外的所有獲得區域的關係,判定是否進行步驟S 1 4 〜S 1 7的處理。在判定出進行的情况下,進入到步驟S 1 9 ,在不進行的情况下,返回到步驟S 1 3,並依次將前面所 指定的第2獲得區域的擴大方向側的獲得區域指定爲第2獲 得區域。 步驟S 1 9 :判定手段2 5 5判定是否將所有的獲得區域 指定爲第1獲得區域。在指定了的情况下,進入到步驟 S20,在沒有指定的情况下,返回到步驟S]丨,指定第1獲 得區域。 步驟S20 :若對所有的獲得區域都進行步驟S14〜S17 的處理,則確定所有團隊的獲得區域。道具管理手段2 6 3 判定各進行地點和個開始地點之間所規定的獲得區域內是 否包含有道具。並且,道具管理手段263在包含有道具的 情況下,將道具提供給與該獲得區域對應的團隊。 -40- 200532527 (37) 步驟S 2 1 :判定手段2 5 5將獲得區域的資料輸出給顯 示手段265。顯示手段2 65將顯示區域10和獲得區域顯示在 顯示器2 0 6上來提示給玩家。 (5 )效果 如上所述,由於根據遊戲結果,可以獲得顯示區域】〇 內的獲得區域,所以玩家不僅可以享受遊戲的樂趣,而且 在遊戲結束之後也可以得到獲取獲得區域的樂趣。另外, 獲得區域經由將其進行地點向擴大方向移動來進行擴大, 進而,在任意的第1獲得區域的進行地點移動到位於其後 的擴大方向側的第2獲得區域內的情況下,可以吸收第2獲 得區域的一部分或全部,由此,玩家可以感覺到擴大獲得 區域的樂趣和被奪取獲得區域的緊迫感。另外,上述的取 得獲得區域的遊戲結果的評價不僅僅是簡單的基於所獲得 的得分等遊戲結果的規定排序的絕對評價,也是玩家間或 團隊間的遊戲結果的相對評價。例如,任意的第1獲得區 域根據團隊的遊戲結果進行擴大,以吸收位於擴大方向側 第2獲得區域。因此,獲得區域根據顯示區域內的獲得區 域的位置,擴大或縮小該區域。即,例如,即使是強團隊 ,也有可能被比該強團隊更強的團隊的獲得區域所吸收。 這樣,也有可能弱團隊比強團隊取得更多的獲得區域。因 此,無論是弱團隊還是強團隊都以獲得更多的得分來參加 遊戲,從而可以提高參戰欲望。 另外,由於每一團隊都進行獲得區域的獲取,所以增 - 41 - 200532527 (38) 加了團隊內的連帶感。因此,例如,增加了經由獲得更多 的作爲遊戲結果的得分來爲團隊做出貢獻的欲望,可以提 高參加遊戲的欲望。另外,即使在團隊內的玩家有強弱的 情況下,玩家之間也能互相塡補得分。這樣,由於弱玩家 被强玩家補助,所以不會.由於連續輸而導致玩家失去參加 遊戲的欲望。另一方面,强玩家爲了補助弱玩家來獲得更 高的得分,更要參加遊戲。 <第2實施方式例> 第2實施方式例的中央伺服器1〇〇的CPU101如第21圖 所示,還具有技能點數取得手段1 2 7。其他的結構與第1實 施方式例相同。技能點數取得手段1 2 7從中央伺服器1 00內 的資料儲存部1 0 5中取得表示遊戲中的構成各團隊的每個 玩家的熟練度的技能點數。此處,技能點數若以上述的音 樂遊戲爲例’則進行如下運算。首先,經由將表示各個樂 φ 曲的演奏難易程度的樂曲水平與玩家演奏的成功率相乘, 算出每個樂曲的表示玩家的技能的樂曲技能値。另外,對 於該樂曲技能値,例如每個玩家合計最高的30首,作爲每 個玩家的技能點數。 接著’開始地點配置手段1 1 3、開始地點分配手段1 1 5 ’係根據該所取得的技能點數配置獲得區域的開始地點。 例如’在技能點數的合計低的團隊(以下,稱爲低團隊) 的獲得區域沿著進行地點的擴大方向,位於技能點數的合 計高(以下,稱爲高團隊)的獲得區域之後的情况下,如 -42- 200532527 (39) 下地規定各個獲得區域的開始地點。以沿著高團隊的獲得 區域的開始地點至低團隊的獲得區域的開始地點的擴大方 向的方向的距離變大的方式來配置各個開始地點。因此, 高團隊的進行地點中的用於到達低團隊的獲得區域的開始 地點的柵格變大。即,例如,高團隊獲得高得分,即使根 據該高得分使進行地點向擴大方向側移動,要想侵入到低 團隊的獲得區域,高團隊必須獲得更高的得分。因此,由 於低團隊的獲得區域很難被高團隊侵吞,所以低團隊不會 喪失參加遊戲的欲望。 另外,開始地點配置手段1 1 3、開始地點分配手段1 1 5 在例如技能點數最低的團隊的獲得區域沿著進行地點的擴 大方向,位於技能點數的合計最高的團隊的獲得區域之後 的情况下,如下地配置各個獲得區域的開始地點。以技能 點數最低的團隊的獲得區域的開始地點不位於最高團隊的 獲得區域的開始地點之後的擴大方向側的方式來進行配置 。這樣,經由决定開始地點的配置順序,可以與上述同樣 地不會使技能點數最低的團隊參加遊戲的欲望的喪失。 另外,遊戲終端裝置200的道具管理手段263也可以根 據各團隊的獲得區域的寬度和/或獲得區域所包含的道具 ,將構成各團隊的玩家與技能點數相加。例如,根據獲得 區域的寬度和/或團隊所獲得的道具的數量和種類來增加 構成團隊的玩家的技能。因此,可以提高玩家參加遊戲的 欲望。 -43- 200532527 (40) <第3實施方式例> 在上述第1和第2實施方式例中,各團隊係根據每一團 隊的遊戲結果獲得獲得區域;但在第3實施方式例中,係 根據每個玩家的遊戲結果,使每個玩家獲得獲得區域。即 ,將一個玩家配置在開始地點。開始地點配置手段Π 3、 開始地點配置手段1 1 5沿著擴大方向將每個玩家的獲得區 域的開始地點配置在顯示區域1 0內。在技能點數取得手段 φ 1 27從資料儲存部1 〇5中取得每個玩家的技能點數的情況下 ,開始地點配置·分配手段2 5 3,亦可根據該取得的技能 點數來配置獲得區域的開始地點。例如,在技能點數低的 玩家的獲得區域位於技能點數高的玩家的獲得區域的擴大 方向之後的情况下,以與技能點數高的玩家對應的獲得區 域的開始地點和與技能點數低的玩家對應的獲得區域的開 始地點之間的間隔變大的方式來配置各個開始地點。因此 ,對於技能點數低的團隊,儘量給予了長時間的享受遊戲 φ 的機會,可以提高參加遊戲的欲望。 另外,進行地點運算手段1 1 7、2 5 3根據每個玩家的遊 戲結果,運算從各個開始地點移動的進行地點。區域更新 手段1 2 1、2 5 7將各玩家的開始地點和所算出的進行地點之 間的區域規定爲獲得區域。道具管理手段263將其道具提 供給獲得區域內包含有道具的玩家。另外,道具管理手段 2 6 3也可以根據各玩家的獲得區域的寬度和/或獲得區域中 所包含的道具,將技能點數給予玩家。因此,經由增加技 能點數’可以提高玩家參加遊戲的欲望。 -44- 200532527 (41) <其他的實施方式例> (A )作爲根據技能點數和得分來調整開始地點的間 隔的方法,可以列舉出如下方法。表示遊戲中的各玩家的 熟練度的技能點數每個玩家都不相同。另外,根據玩家的 技能點數的遊戲結果也不相同。例如,假設從任意的基準 地點沿著擴大方向,按技能點數由高到低的順序配置玩家 PA、PB…的開始地點SA、SB…。該情況下,第1開始地 g 點的技能點數越高,可以將任意的第1開始地點至其後的 第2開始地點的間隔調整得越寬。對於位於强玩家之後的 玩家來說,後方(與擴大方向相反的方向)玩家越强,開 始地點的間隔越寬。因此,對於位於前玩家之後的玩家來 說’可以緩解自己的獲得區域馬上被毀壞的可能。另外, 作爲其他的方法,也可以根據玩家的技能點數的値和差這 二者,來調整開始地點的間隔。也可以用得分來取代技能 點數’在團隊對抗的情況下,可以用團隊的玩家的技能點 g 數或者得分的總數或平均値來進行同樣的處理。 (B )用於在電腦上執行上述方法的程式和存儲該程 式的電腦可以讀取的存儲介質也包含在本發明的範圍內。 此處’程式可以是下載的。作爲存儲介質可以列舉出電腦 可以讀取的軟碟、硬碟、半導體記憶體、C D - R Ο Μ、D V D 、光磁片(Μ ◦)、以及其他介質。顯示用運算在終端進 行’但是也可以在中央伺服器上進行,將顯示資料一同發 布給有關的所有終端。該情況下,也可以用中央伺服器來 進行進行地點運算。 -45- 200532527 (42) 根據本發明的遊戲結果評價方法,玩家根據遊戲所獲 得的得分,可以在顯示區域內獲得獲得區域。因此,不僅 可以享受遊戲本身的樂趣,即使在遊戲結束以後,也能得 到獲得分割區域的樂趣。 【圖式簡單說明】 第1圖是顯示區域的模式圖的一例。 B 第2圖是表示第1實施方式例的遊戲系統的整體結構的 說明圖。 第3圖是表示構成隊伍之玩家之組合的說明圖。 第4圖是表示遊戲終端裝置的結構之一例。 第5圖是顯示區域的形狀的一例。 第6圖是作爲遊戲終端裝置的一個具體例子的音樂遊 戲裝置的外觀立體圖。 第7圖是顯示在顯示器上的音符畫面的一例。 φ 第8圖是表示中央伺服器1 〇〇的功能結構的說明圖。 第9圖是表示遊戲終端裝置2〇〇的功能結構的說明圖。 第1 0圖是顯示區域的一例。 第1 1圖是經由根據遊戲結果使玩家組合’來組成團隊 的說明圖。 第1 2圖a是表示開始地點配置方法的說明圖。 第1 2圖b是表示進行地點運算處理的內容的說明圖( 沒有侵入)。 第]2圖c是表示進行地點運算處理的內容的說明圖( -46- 200532527 (43) 有侵入)。 第1 2圖d是表示進行地點運算處理的內容的說明圖( 有吸收)。 第13圖a是表不區域更新處理的內容的說明圖(沒有 侵入)。 第1 3圖b是表示區域更新處理的內容的說明圖(有侵 入)。 第13圖c是表示區域更新處理的內容的說明圖(有吸 收)。 第14圖是表示抹消了獲得區域GB的區域表的一例的 說明圖。 第1 5圖是基於第1 3圖a所示的區域表的顯示區域的顯 示例。 第1 6圖是基於第1 3圖b所示的區域表的顯示區域的顯 示例。 第1 7圖是基於第1 3圖c所示的區域表的顯示區域的顯 示例。 第1 8圖是顯示在顯示器上的顯示畫面的一例。 第19圖是表示經由CPU201的獲得區域來評價遊戲結 果的處理流程的一例的流程圖。 第20圖是表示獲得區域顯示處理的流程的一例的流程 圖。 第21圖是表示遊戲終端裝置200的CPU201的其他的功 能結構的說明圖。 -47 - 200532527 (44) 【主要元件符號說明】Credit). (1) External device control section 2 1 0: Controls external devices such as the input operation section, the card reading and writing section 2 12, and the coin receiving section 2 1 3. (m) External input / output control section 209: Generates control signals for external devices such as the input operation section, the card read / write section 2 12 and the coin accepting section 2 13. In addition, it receives a detection signal from an external device and sends it to CPU201. (2) Example of game terminal device (2-1) Configuration of game terminal device Fig. 5 is an external perspective view of a music game device as a specific example of the game terminal device. A display 206 is provided on the front of the casing of the music game device. In addition, input operation sections 211a such as a start button and the like are provided on the lower and left sides of the display 206, and two left and right coin accepting sections 2 1 3 are provided below the input operation section 211a. A card reader 2 1 2 φ is provided at a lower portion of the coin receiving portion 2 1 3. In addition, the left and right sides of the display 206 are respectively provided with an analog instrument serving as the input operation section 2 1 1, that is, the guitar controller 2 丨 b, and the input operation section 2 i] is used to input the rhythm of the pronunciation operation performed by the player. In addition, a speaker 208 is provided at the upper portion of the casing of the display 206 for producing a performance effect corresponding to a performance track. As shown in FIG. 5, if two guitar controllers 2 1 1 b are arranged in parallel, two players can input and operate each guitar controller 2 丨 j b to perform a music game. Brother 6 is an enlarged view of the guitar controller. Guitar Controller 2]] b has three neck buttons R, g, and B for selecting the type of rhythm sound. In addition, the guitar control-19- 200532527 (16) controller 2 1 1 b has a plucking input means 2 1 1 b-1 for determining an output timing of a rhythm sound selected by at least one neck button. In addition, the guitar controller 21 lb is disposed below the plucked input means 21 lb-I, and has a switch 2 1 1 b-2 for switching the output mode of the rhythm sound. (2-2) Execution of Music Game The game terminal device 200 configured as described above performs a game as follows based on a control program stored in the ROM 203. The player inserts his / her own magnetic card into the card reader / writer 212 of the game terminal device 200, and puts a coin into the coin accepting section 2 1 3. The game terminal device 2 0 reads a player ID for identifying a player from a magnetic card inserted into the card reader 2 1 2 and requests a password. When the player's start button is received, C P U 2 0 1 executes the control program and starts the game. (2-3) Summary of Music Game Next, the summary of a music game performed by the game terminal device 200 will be described with reference to Figs. 5 to 7. FIG. 7 is an example of a note screen 223 displayed on the display 206. In this game, a note 224 indicating the operation timing of each rhythm sound corresponding to each performance track (B GM) is displayed on the note display section 2 2 1 as shown in FIG. 7. The notes 2 2 4 are moved toward the reference line 222 of the note display section 221 along with each performance track, and are sequentially moved upward (refer to arrow C in FIG. 7) for each rhythm note. When the note 224 and the reference line 222 match, the player should operate the plucking input means 2 II b-1. The player confirms the position of the note 224 -20- 200532527 (17), and at the same time with the rhythm sound, operate the neck buttons R, G, B with one hand, and operate the plucking input means with the other hand 2 1 1 b -1 and switch 21 lb-2, input operation signal. At this time, the CPU 201 displays "Perfect" on the note screen 223 without deviation, and displays "Great" or "Good" on the note screen 2 2 3 if the deviation is less than or equal to a predetermined time, and when the deviation exceeds "M iss" is displayed on the note screen 223 for a predetermined time. In addition, the CPU 201 calculates a score based on the "Biss" generation B interval. The CPU 201 displays the score obtained by each player on the display 206 after the game is over. (3) Display of acquisition area Next, display processing of the acquisition area based on the game result when the present invention is used in the above-mentioned music game will be described. (3 -1) Functional structure of the central server and the game terminal device. FIG. 8 shows the functional structure of the CPU 101 of the central server 100. (I Explanatory diagram. CPU 1 0 1 has team formation means 1 1 1. Start Place allocation means 1 1 3. Place allocation means 1 1 5. Place calculation means 1 1 7. Judgment means I 1 9. Regional update means 1 2 1. Elimination means 1 2 3. Winner determination means 1 2 5. 9 is an explanatory diagram showing the functional structure of the CPU 201 of the game terminal device 200. The CPU 2 0 1 includes a game execution means 2 5 1. A location calculation means 2 5 3. A judgment means 2 5 5. An area update means 2 5 7. The erasure means 2 5 9, the winner determination means 261, and the display means 2 65. The CPU 201 is better to include the item management means 2 6 3. -21-200532527 (18) In Figure 8 and Figure 9, the same name The means have the same function. The winner determination means 125 is provided on the central server 100 to determine the common winner of each game terminal device 200. The starting point allocation means 1 1 3, the starting point allocation means 1 1 5. Location calculation means 1 1 7. Judgment means 1 1 9. Area update means 1 2 1. Erase means 1 23 are provided on the central server 100 to perform necessary calculations for determining a winner. Display means 2 65 are provided on the game terminal device 200 The above is to show the contention results of the area obtained by p. The details of the functions of each means of the central server 100 and the game terminal device 200 will be described later. (3-2) The premise is to make the following description It becomes easy. In the following, it is assumed that 6 players (PA1, PA2, PB1, PB2, PCI, PC2) participate in the music game. In addition, it is assumed that each player is divided into 3 teams TA, TB, and TC as follows. The units compete for the acquisition area. P Team TA: Player PA1, PA2 Team TB: Player PB], PB2 Team TC: Player PCI, PC2 The shape of the display area and the direction of expansion of the acquisition area, although there are various forms as described above, but In the following, only an example is shown in which the obtained area is displayed in a circular display area; the obtained area is enlarged in a clockwise direction. In addition, as shown in FIG. 10, it is assumed that a circular display is displayed. The field 3 is divided into 6 equal parts to form 36 sector segments with a central angle of 10 degrees. For each segment, the segment number can be used in order from the predetermined reference position along the expansion direction], 2, 3 -22- 200532527 (19 ). . . . . 3 6 to distinguish. In this example, the predetermined reference position is the position at 12 points in the figure. On the appropriate display area, the players who make up the team score a total of 1,000 points and move the location by 1 segment. (3-3) Functions of each means (3-3-1) Team formation means The team formation means 1 1 1 is set on the central server 100 side. Team Composition Means 1 1 1 Form multiple teams by combining multiple players. For example, according to the player ID read from the magnetic card inserted by the player, the players are combined to form a team. In this way, by arbitrarily combining players to form a team, the strength between the teams can be averaged. In the case of multiple magnetic cards, players can be grouped according to the type of magnetic card. In addition, a sub-team composed of a plurality of players may be combined to form a team. Here, the sub-team consists of multiple players. For example, 10 sub-teams can be formed according to the player ID, and 1 team can be formed by combining two sub-teams, which can form 5 teams. Fig. 11 shows how team formation means 1 1 1 forms a team by combining players according to the game result. In this case, it is better to combine strong players and weak players in a team to reduce the gap between strong and weak teams. For example, in FIG. 11, the team formation means 1 1 1 forms a team D composed of a player PA who is the first player in the game result] and a player PA 2 who is the sixth player. In addition, a team D composed of a player P B 1 who is ranked second and a player PB 2 who is ranked fifth is formed. Similarly, a team TC composed of player PC1 who is ranked third and PC2 who is ranked fourth is formed. Similarly, -23- 200532527 (20) forms a team TD composed of player PD1 who is ranked 4th and PD2 who is ranked seventh. In this way, combining players by averaging the strengths and weaknesses of teams can give players a sense of fairness. In addition, instead of the player's game results, a team may be formed based on skill points indicating the proficiency of each player. In addition, you can reorganize teams based on game results or skill points after a predetermined period of time has passed from the start of the game. Sometimes, after the prescribed period has passed from the beginning of the game, compared with the initial situation of the game, the proficiency of the game has changed, and the relationship between the strength and weakness of the team has changed. Therefore, by rearranging the teams based on the results of the game after a predetermined period of time, the strength between the teams can be adjusted again. Therefore, players will not lose their desire to participate in the game because the weak teams continue to lose and the strong teams continue to be naked. (3-3-2) Starting point arranging means The starting point arranging means 1 1 3 is provided in the central server 100. The start φ position arrangement means 1 1 3 determines the number of start points and their respective positions in the initial state before the start of the competition for the acquisition area. The number of start locations is the same as the number of teams competing for the acquisition area. The positions of the start points can be determined to be equally or non-equally spaced. The game terminal device 200 determines the display position of the start point on any of the stored display areas based on the number and position of the start points determined by the central server 100 (refer to (3-3-10) display means). Fig. 12a is an explanatory diagram showing a start point arrangement method of the start point arrangement means 1 1 3. This figure shows a method of arranging the starting point -24- 200532527 (21) at regular intervals. First, the starting point arrangement means Η 3 generates an area table. The area table is memorized in the first to third sections formed as a circular display area, which team has obtained which section, and which section has embedded tools. Segments 36 and 1 are connected via the reference position on the display area. The starting point arrangement means 1 1 3 arranges three starting points corresponding to the number of teams in the area table so that the starting points are spaced at equal intervals. In the figure, the double lines indicate the starting points SA, SB, and SC. If the number of segments p between the three starting points is the same, the starting points s A, S B, and S C displayed on the display area are equally spaced. On the other hand, if the number of sections sandwiched between the start points is different, the start points SA, SB, and s C displayed on the display area are non-equidistant. Figure 10 is based on Figure 12a. The area table is an example in which the start points SA, SB, and SC of the obtained area are displayed on the display area 10. Start locations SA to SC are sequentially arranged along the expansion direction (arrow direction in the figure) that is common to all acquisition areas of each team. In addition, each starting location is arranged in a B partition. In this example, the 'starting point SA is arranged at the reference position. In this way, when the start points are evenly spaced, it is necessary to move the progress point of a certain acquisition area to a grid, such as a score, within the acquisition area behind the expansion direction, which is the same among teams. (3-3-3) Starting point allocation means The starting point allocation means 1 1 5 is provided on the central server 100. The starting point allocation means 1] 3 assigns each team τα, TB, and TC to the starting points SA, SB, and SC arranged by the starting point allocation means n 3. Here -25- 200532527 (22), the team TA is assigned to the starting location SA. Therefore, the proceeding location MA of the acquisition area GA of the team TA proceeds from the starting location SA toward the expansion direction. Similarly, the team TB is assigned to the start site SB, and the team TC is assigned to the start site SC. In the central server 100, the location calculation processing, the determination processing, the area update processing, the erasure processing, and the winner determination processing, etc., which will be described later, are performed after the configuration and allocation of the start locations are completed. B (3-3-4) Game execution means The game execution means 251 is provided on the game terminal device 200. The game execution means 2 51 executes various games such as the aforementioned music games. In addition, after the execution of the music game is completed, a control program for displaying an acquisition area based on the game result is started. In the game terminal device 2000, the following processing is executed by starting the control program. (3-3 · 5) Location calculation means ^ The central server 1 0 0 performs location calculation means 1 1 7 and uses the start location allocation means 1 1 3 and the start location allocation means 1 1 5 to end the allocation of the start location After the distribution, the location calculation processing is performed based on the scores of the players stored in the data storage unit 105. The location calculation means 253 obtains the player's score and area table stored in the data storage unit 105 of the central server 100, and performs location calculation processing. The area table accepted by the game terminal device 200 includes the position and allocation of the starting point. The content of the location calculation processing is the same as that of the location calculation means [], 7 and 2 5 3. In other words, the location calculation means n 7, -26- 200532527 (23) 1 5 3 calculates the total score of each team based on the player's score, and calculates the respective performance location based on the total score of each team. The proceeding place and the starting place are a pair, during which an acquisition area is formed. That is, as shown in FIG. 1 described above, the acquisition area GA is formed from the starting point SA and the proceeding point MA. Similarly, the acquisition area GB is formed from the start point S B and the progress point MB, and the acquisition area GC is formed from the start point SC and the progress point MC. In the initial stage, the place where the pairing is performed is the same as the starting place. The place of progress moves from the starting point in the direction of expansion based on the total score of the players in team P. Fig. 12b is an explanatory diagram showing the contents of the point calculation processing based on the area table. Assume that the total score of team TA is 8500 points, the total score of team TB is 3200 points, and the total score of team TC is 6999 points. As described above, the execution site moves by one segment every 1,000 minutes. Therefore, the proceeding point MA moves eight sectors from the starting point SA to reach the boundary between the eighth and ninth sectors. Similarly, the progress point MB is moved from the start point SB by 3 blocks to reach the boundary between the 15th and 16th sections. The execution site MC moves 6 sectors from the start site SC to the boundary between the 30th and 31st districts. Fig. 12 and Fig. C show another description of the contents of the site calculation process based on the area table. Figure. Suppose the total score of the team TA is 1 5 600 points, the total score of the team TA is 7000 points, and the total score of the team TC is 1 67 00 points. The performance location Μ moves 15 segments from the starting location Α to reach Boundary lines of sections 15 and 16. Similarly, the progress point MB moves 7 sections from the start point SB to reach the boundary lines of the 19th and 20th sections. The progress point MC starts from the start point. The SC moves 16 sectors to reach the boundary between Zone 4-27- 200532527 (24) and Zone 5. Figure 12D is another explanatory diagram showing the contents of the location calculation processing based on the area table. Suppose the total score of team TA is 2 7 03 0 points, the total score of team TB is 8 0 0 points, and the total score of team D c is 1 8 0 0. Place MV moves from the starting point SA 2 7 sections, reaching the boundary between section 2 7 and section 2 SB moves 8 sectors to reach the boundary between sectors 20 and 21. The travel location MC moves 18 sectors from the starting location SC to reach the 6th and 7th sectors. (3-3-6) Judgment means Below, since the judgment means 1 1 9 of the central server 100 and the judgment means 2 5 5 of the game terminal device 200 perform the same judgment processing respectively, the game terminal device The processing on the 200 side will be described. The judging means 2 5 5 judges whether one of the acquisition areas has intruded into another ϋ acquisition area. Specifically, it is judged whether an arbitrary first acquisition area is performed at a place more than that located along the expansion direction. The location of the second acquisition area (hereinafter referred to as the "hereafter") is located on the expansion direction side (judgment of intrusion). In addition, the judgment means 2 5 5 invades the second acquisition area in the first acquisition area. Next, it is determined whether the first acquisition area absorbs the second acquisition area (determining whether there is absorption). Specifically, it is determined whether the first acquisition area is located on the expansion direction side than the second acquisition area. In the second acquisition area, In the case of the first acquisition area absorption, the 2nd -28- 200532527 (25) The brother 3 acquisition area after the service area is judged whether there is an intrusion judgment or an absorption judgment. In the second and third acquisition areas, the I In the case of obtaining the area absorption, the presence or absence of intrusion judgment and the presence or absence of absorption judgment are performed on the 4th obtained area after the 3rd obtained area. In this way, the proceeding point of the first obtained area is judged to proceed to the 2nd and 3rd. . . . . Where is the nth obtained region (η 2). Among them, it is assumed that there are second, third, ..., nth acquisition regions in the expansion direction from the first acquisition region. In addition, the judgment means 2 5 5 sequentially sets all the obtained areas as the first obtained area, and repeatedly performs the above processing. The determination process will be specifically described with reference to FIG. 12 again. As a result of calculating the progress locations MA, MB, and MC of each team, when the area table is in the state shown in FIG. 12b, the determination means 2 5 5 determines that none of the obtained areas has been invaded. This state is because the progress point of each acquisition area does not exceed the start point of other acquisition areas in the expansion direction. Consider a case where the results of calculating the MA, MB, and MC of each team are performed, and the area table is in the state shown in FIG. 12C. The progress point MA of the acquisition area G A is located on the expansion direction side than the start point SB of the acquisition area GB, but it does not exceed its progress point MB. Accordingly, the judgment means 255 judges that the obtained area GA has intruded into the obtained area GB. Similarly, the progress point MC of the acquisition area GC is located on the expansion direction side than the start point SA of the acquisition area GA, but it does not exceed its progress point MA. Therefore, the judgment means 25 5 judges that the obtained area GC has invaded the obtained area GA. Considering the results of calculating the MA, MB, and MC of each team's progress, -29-200532527 (26) is the area table as shown in Fig. 2d The situation shown. The progress point MA of the acquisition area G a is located on the expansion direction side more than the start point SB and the progress point MB of the acquisition area GB. Therefore, the judgment means 2 5 5 judges that the acquisition region GA has absorbed the acquisition region GB. In addition, although the proceeding point MA of the acquisition area GA is located on the larger direction side than the start point SC of the acquisition area GC, it does not exceed the proceeding point MC. Therefore, the judgment means 25 5 judges that the acquisition region GA absorbs the acquisition region GB, and intrudes into the acquisition region G C following g. In addition, the entry point 7 of the acquisition area G C is located on the expansion direction side more than the start point S A of the acquisition area GA, but it does not exceed the proceeding point M A. Therefore, the judgment means 25 5 judges that the obtained area GC has intruded into the obtained area GA. (3-3-7) Area update means Below, since the area update means 121 of the central server 100 and the area update means 2 5 7 of the game terminal device 200 perform the same area update φ processing, the game terminal device 200 side The processing will be described. The area update means 25 7 moves the start point of the obtained area to the proceeding point of the first obtained area when it is determined by the determining means 2 5 5 that the first obtained area has intruded into another arbitrary obtained area. In addition, when the area update means 25 7 determines that the first acquisition area has absorbed other arbitrary acquisition areas by the determination means 2 5 5, the starting point of the acquisition area and the pairing progress point are made to coincide. In addition, the area update means 2 5 7 determines which team's acquisition area is the start and end points of the pair. -30- 200532527 (27) With reference to Figure 3, the process of the area update means 2 5 7 will be specifically described. Fig. 13a shows an example of processing performed by the area update means 2 5 7. In a case where the result area table for calculating the progress point of each acquisition area is in a state not shown in Fig. 12b ', the area update means 2 5 7 maintains the position of the start point of each acquisition area. In addition, "in a section sandwiched between a start point and a travel point that becomes a pair", any one of the identifiers GA, GB, and GC of the obtained area is written. As a result, the 1st to 8th segments become the acquisition region GA 0, the 13th to 15th segments become the acquisition region GB, and the 25th to 30th segments become the acquisition region GC. FIG. 13B is an example of processing performed by the area update means 2 5 7. In the case where the calculation result area table of each place in which the obtained area is calculated is in the state shown in FIG. 12C, the area update means 257 moves the starting point SA of the obtained area GA that has been invaded by the obtained area GC to The position of the progress point MC of the area GC is obtained. Similarly, the area update means 25 7 moves the starting point SB, φ of the acquisition area GB that has been invaded by the acquisition area GA to the position of the proceeding point MA of the acquisition area GA. The position of the start point SC of the acquisition region GC that has not been invaded remains as it is. Judgment the necessity of the update of the starting place for all the obtained areas. After performing the necessary updating of the starting place, the area updating means 2 5 7 is written in the interval between the starting place and the performing place, and writes Enter any of the identifiers GA, GB, and GC in the obtained region. As a result, 5th to 15th 151 ^ 1 become the acquisition area GA again, 16th to 19th sections become the acquisition area GB, and 25th to 4th sections become the acquisition area GC. Fig. 3c shows an example of processing performed by the area update means 2 5 7. In the case of calculation-31-200532527 (28) The calculation result area table of each acquisition area is in the state shown in Fig. 12d, the area update means 2 5 7 will be obtained by the acquisition area GC. The starting point SA of the mobile terminal moves to the position of the proceeding point MC of the acquisition area GC. In addition, the area update means 257 matches the start point SB of the acquisition area GB that has been invaded by the acquisition area GA with the progress point MB as a pair. This is because the proceeding point MA of the acquisition area GA exceeds the proceeding point MB. In addition, the area update means 257 moves the start point SC of the acquisition area GC that has been invaded by the acquisition area GA to the position MA of the acquisition area GA. The necessity of updating the starting point is judged for all the obtained areas, and after the necessary starting point is updated, the area updating means 2 5 7 is written in the interval between the starting point and the proceeding point that are a pair, and writes The region identifiers GA, GB, and GC are obtained. As a result, the 7th to 27th blocks become the acquisition area GA, and the 28th to 6th blocks become the acquisition area GC. As described above, the acquisition area of each team is invaded and captured by the other acquisition area from the rear side in the expansion direction. Therefore, it is possible to make players actively participate in the game in competition with each other in order to obtain more areas than they are captured. (3-3-8) Erasing means Hereinafter, the erasing means 123 of the central server 100 and the erasing means 2 5 9 of the game terminal device 200 perform the same erasing process, so the processing on the 00 side of the game terminal device will be described. . The erasing means 2 5 9 erases the acquisition -32- 200532527 (29) region in a case where an arbitrary first acquisition region is performed at a position on the expansion direction side than other arbitrary acquisition regions. Specifically, the erasing means 2 5 9 determines whether there is an acquisition area in the area table that has the same start point and execution point. For example, in the area table of FIG. 3C, the start point S B and the progress point MB of the area GB are obtained. In this case, the erasing means 2 5 9 deletes the starting point S B and the proceeding point MB from the area table. Thereby, the obtained area GB is erased. FIG. 14 shows an example of an area table in which the obtained area GB is erased. Therefore, if players do not actively participate in the game, they often have a sense of crisis in their _ acquisition area, and they can feel a sense of urgency. Therefore, by playing the game, the desire to obtain, for example, a score can be increased, and the desire to participate in the game can be increased. (3-3-9) Item management means The item management means 263 is provided in the game terminal device 200 in this example, but may be provided in the central server 100. The item management means 263 allocates at least one item to the display area 10. In addition, if an item is included in the acquisition area obtained by each team, the item is provided to the team corresponding to the acquisition area. That is, players belonging to the team can acquire the equipment. By acquiring an item, for example, an additional track other than the track displayed on a normal game screen is displayed to the player, and the player is given the right to select and play the track, or the ringing of an incoming call from a mobile phone can be obtained. The item management means 2 63 can notify the information to the mobile phones 1 50 and personal computers 1 60 of all players belonging to the group via the network communication section 204 when the items are obtained by the group. The notified player is given, for example, permission to download an incoming call ringer. Therefore, it is possible to make the play-33-200532527 (30) households that have received the notification increase the desire to participate in the game. The processing of the item management means 263 will be specifically described with reference to FIGS. 12 to 13. Fig. 12a is an explanatory diagram showing a state where the prop management means 263 allocates a track to at least one section in the area table. In this figure, each of the props IA, IB, and 1C is allocated to the 3rd, 24th, and 34th sections. You can also assign multiple items to a section. In addition, each section and the items in the section may be the same or different. IA, IB, 1C are identifiers of props | you can use the file name, address, URI, etc. of the prop. In the area table shown in FIG. 13A, the area GA includes the track IA. That is, the team TA acquires the item IA. In the area table shown in Fig. 13b, props IA and IB are assigned to the obtained area GC. That is, the team TC acquires the props IA and IB. On the other hand, the acquisition area GA of the team TA does not include a section in which an item exists. Here, the item management means 2 63 can keep the item IA once obtained in the team TA, and can also retrieve the item IA from the team TA. That is, the team can keep the props they have acquired, or they can remove the props if they do not include the props in the acquisition area. When recovering the obtained props, you will not only feel the pleasure of capturing other obtaining areas, but also the pleasure of capturing props from other teams. In contrast, players who have been captured for areas and items are more likely to feel urgency. In addition, compared with the case where the previously obtained item can be held, the item's interest can be aroused. In addition, since the acquired items can be used in the game before being captured, the player's desire to participate in the game can be increased. In addition, the item management method 263 can also change the item in the case where the item acquisition area is maintained. 34-200532527 (31) Each time the domain changes, the item can be changed. In this case, compared with fixed items, it can increase or Interest in props. In addition, the 'prop management means 263 can change the progress speed of each place of travel according to the size of the area obtained by each team and / or the item obtained. For example, the larger the acquisition area, or the faster the expansion of the acquisition area, based on the type and number of lanes obtained. For example, in the case of initial setting p, which sets a score of 1,000 points as an acquisition area of 1 section, ′, based on the acquisition area and props, advance to 2 sections with a score of 1,000 points. Therefore, increasing the player's desire to acquire the acquisition area can increase the desire to participate in the game. (3-3-10) Display means The display means 2 65 is provided on the game terminal device 200. The display means 26 5 outputs the obtained area on the display area ϋ to the display according to the area table processed by the location calculation means 2 5 3, the judgment means 2 5 5, the area update means 2 5 7, and the erasing means 25 9. 206. The display means 2 65 specifically describes a display example based on the area table. As shown in FIG. 10, the display means 265 divides the circular display area into 36 segments from the first segment to the 36th segment, as shown in FIG. In addition, the display means 2 65 determines an arbitrary reference position (in this example, the direction at 12 o'clock in the figure), and assigns a segment number to each segment from there. In addition, the display means 2 6 5 displays the item marks IA, IB, and 1C indicating the existence of the items IA, IB, and 1C in the section defined by the area table. Display means 2 65 displays the obtained area according to the area table, and provides the item to the team that obtained the item. -35- 200532527 (32) Figure 15 is a display example based on the area table shown in Figure 13a. The display means 2 6 5 determines the starting point for defining the area table and the position on the display area of the performing point, and generates screen data indicating the acquisition area of each team. For example, the starting point SA is determined to be on the boundary between the 36th section and the 1st section. In addition, since the display means 2 6 5 allocates the item IA to the acquisition area GA of the team TC, screen data indicating that the item IA exists in the acquisition area GA is generated. p Fig. 16 is a display example of the display area based on the area table shown in Fig. 13b. The display means 2 6 5 allocates the props IA and IC to the acquisition area GC of the team T C, so screen data indicating that the props IA and 1C exist in the acquisition area GC is generated. Fig. 17 is a display example of the display area based on the area table shown in Fig. 13c. The display means 265 generates screen data indicating that there is a prop IB in the obtained area GA, and that the obtained area GB is erased and its display area is occupied by the obtained areas GA and GC. p Fig. 18 is an example of a screen displayed by the display means 2 65. The items displayed in the display area 10 are represented by, for example, stars, diamonds, hearts, and the like. It is preferable that the periphery of the display area 10 displays an arrow indicating the expansion direction of the obtained area. From the relationship between the team's acquisition area and the position of the props, the player can grasp how many points he needs to get to get the props. In addition, the display means 2 6 5 may display the types of items possessed by each team, the obtained scores and accumulated scores of players who play the game. The display means 2 6 5 can selectively display any one of a plurality of stored display areas. As shown in Fig. 0, if the display area] 0 is circular or circular, the acquisition area of each player is arranged in order along the direction of enlargement of the circular and circular display area 10 in -36-200532527 (33). . Therefore, it is easy to visually grasp the size of the acquisition area of each player, and the percentage of the acquisition area to the total display area of 10 (3-3_1 1). In the device 100, φ may be provided in the game terminal device 200. In addition, the winner determination means 261 is not necessary. The winner determination means 261 judges whether or not the obtained area in the display area 10 is one after the above processing of the area table is completed. And, if there is only one acquisition area, the team corresponding to the acquisition area is determined to be the winner. In this way, by determining victory or defeat, the desire to continue the game can be maintained until the exclusive display area 10, and the desire to participate in the game can be increased. (4) Processing flow Next, using FIG. 19, the processing flow of the game result obtained by the evaluation by the CPU 201 will be described. First, the overall flow of the game will be explained. (4-1) Overall game flow Step S1: The game execution means 251 of each game terminal device 200 reads the player ID from the magnetic card from the player. Step S2: The game execution means 251 checks and authenticates the password from the player -37- 200532527 (34) and the data of the central server I⑽ based on the player ID. Step s3: In the case of authentication, the CPU 101 of the central server 100 divides the players into teams according to the players' IDs, and prompts the players to which teams they belong. In addition, the game execution means 2 5 accepts a game start command by a player via a start button. Step S 4: The game execution means 2 5 1 executes the game via the control program stored in the ROM 2 03 according to the game start command from the player. φ Steps S5, S6: The game execution means 251 calculates the score as the game result after the game is over. Step S7: After steps S5 and S6, the game execution means 251 reads out the ROM2 03 and executes a control program for starting display processing of the acquired area. Then, as described below, the CPU 201 performs a process of displaying the acquisition area based on the game result. (4-2) Acquisition area display processing # Next, the acquisition area display processing will be described using FIG. 20. Step S 1 0: The starting point arrangement means 1 1 3 in the CPU 1 0 1 arranges the starting point on the display area. The starting point allocation means 1 1 5 arranges the starting points of the acquisition area equally for each team ′, for example. Step S 1 1: Perform a location calculation means 2 5 3 to move from each start location according to the game result of each team, and calculate a progress location that forms an acquisition area with each start location. Step S 1 2: Area acquisition means 2 5 7 In order to compare the place of progress of an arbitrary first obtaining area with the second obtaining area specified in step S] 3 described later -38- 200532527 (35) the starting place or progress of the area The location of the location 'first specifies an arbitrary first acquisition area. Step S 1 3: As a comparison object of the first obtained area specified in step S 2, a second obtained area other than the first obtained area is designated. Here, the second acquisition area designated first is the acquisition area located on the expansion direction side after the first acquisition area. The second acquisition area designated after the step S 1 8 described later is designated as the acquisition area located on the side of the expansion direction in order from the first designated acquisition area. Step S 1 4: The judging means 2 5 5 judges whether or not the proceeding point of the first acquisition area is located on the expansion direction side than the starting point of the second acquisition area. When the proceeding point of the first acquisition area is located on the expansion direction side than the starting point of the second acquisition area, the process proceeds to step S1. In the case where the proceeding point of the first acquisition area is not more on the expansion direction side than the start point of the second acquisition area, the proceeding point of the second acquisition area is more on the expansion direction side than the proceeding point of the first acquisition area. In addition, since the second acquisition region is designated to be located on the expansion direction side of the first acquisition region in order, steps S 1 to S I 8 are not needed. Therefore, the process proceeds to step S 1 9 ° step S 1 5: in a case where the progress point of the first acquisition area is located on the expansion direction side than the start point of the second acquisition area, the determination means 2 5 5 further determines the first acquisition area Is the place where the progress of is located on the expansion direction side than the place where the second acquisition area is located. In the case where the proceeding point of the first acquisition area is located on the expansion direction side than the proceeding point of the second acquisition area, the process proceeds to step S16. Otherwise, proceed to step S〗 7. -39- 200532527 (36) Step S16: erasing means 25 9 The place where the progress in the first acquisition area is located is more on the side of the expansion direction than the place in the second acquisition area. Brother T '@ The second acquisition area is The acquisition area is absorbed, so the second acquisition area is erased. Step S17: Area update means 25 7 The place of progress in the first acquisition area is located on the side of the expansion direction than the start point of the second acquisition area. When expanding the direction side, the start point of the second acquisition area is updated to the progress point of the first acquisition area. Step S 1 8: The determination means 2 5 5 determines whether or not to perform the processing of steps S 1 4 to S 1 7 through the relationship between the first obtained area and all obtained areas other than the first obtained area. If it is determined to proceed, it proceeds to step S 1 9. If it is not proceeded, return to step S 1 3, and sequentially designate the acquisition area on the expansion direction side of the second acquisition area previously specified as the first. 2 Get the area. Step S 1 9: The determination means 2 5 5 determines whether or not all the obtained areas are designated as the first obtained area. If it is specified, it proceeds to step S20. If it is not specified, it returns to step S], and designates the first acquisition area. Step S20: If the processing of steps S14 to S17 is performed on all the obtained areas, the obtained areas of all teams are determined. Item management means 2 6 3 Determine whether or not items are included in the acquisition area defined between each progress point and each start point. In addition, if the item management means 263 includes items, the items are provided to the team corresponding to the obtained area. -40- 200532527 (37) Step S 2 1: The judgment means 2 5 5 outputs the data of the obtained area to the display means 265. The display means 2 65 prompts the player by displaying the display area 10 and the acquisition area on the display 2 06. (5) Effect As mentioned above, since the display area can be obtained according to the game result, the player can not only enjoy the game, but also obtain the area after the game. In addition, the acquisition area is expanded by moving the place where it is performed in the expansion direction, and can be absorbed when the place where the first acquisition area is moved is located in the second acquisition area on the subsequent expansion direction side. Part 2 or all of the obtained area, whereby the player can feel the pleasure of expanding the obtained area and the sense of urgency of being captured. In addition, the above-mentioned evaluation of the game results obtained in the obtained area is not only a simple absolute evaluation based on a prescribed order of game results such as scores obtained, but also a relative evaluation of game results among players or teams. For example, an arbitrary first acquisition area is expanded according to the team's game result to absorb the second acquisition area located on the expansion direction side. Therefore, the obtained area is enlarged or reduced according to the position of the obtained area within the display area. That is, for example, even a strong team may be absorbed by the acquisition area of a stronger team than the strong team. In this way, it is also possible that weak teams get more acquisition areas than strong teams. Therefore, both the weak team and the strong team get more points to participate in the game, which can increase the desire to participate in the game. In addition, since each team acquires the acquisition area, it increases the sense of cohesion within the team. Therefore, for example, increasing the desire to contribute to the team by earning more scores as a result of the game can increase the desire to participate in the game. In addition, players can complement each other's points even when the players in the team are strong or weak. In this way, since weak players are subsidized by strong players, they will not. Players lose their desire to participate in the game due to consecutive losses. On the other hand, strong players need to participate in games in order to subsidize weak players to get higher scores. < Example of the second embodiment > As shown in Fig. 21, the CPU 101 of the central server 100 of the example of the second embodiment further includes skill point acquisition means 1 2 7. The other structures are the same as those of the first embodiment. The skill point acquisition means 1 2 7 acquires skill points indicating the proficiency of each player constituting each team in the game from the data storage section 105 in the central server 100. Here, the skill points are calculated as follows using the above-mentioned music game as an example '. First, by multiplying the level of the tune indicating the ease of performance of each φ tune and the success rate of the player's performance, the tune 値 of each tune indicating the skill of the player is calculated. In addition, for the music skill 例如, for example, each player has a total of 30 songs as the skill points of each player. Next, 'starting point allocation means 1 1 3, and starting point allocation means 1 1 5' are based on the obtained skill points, and the starting point of the area is allocated. For example, 'the acquisition area of a team with a low total skill point (hereinafter, referred to as a low team) follows the expansion direction of the place where the acquisition area is located after the acquisition area with a high total of skill points (hereinafter, referred to as a high team). In the case, such as -42- 200532527 (39), the starting point of each acquisition area is specified below. Each start point is arranged so that the distance along the direction of expansion of the start point of the acquisition area of the high team to the start point of the acquisition area of the low team becomes large. Therefore, the grid of the starting place for reaching the acquisition area of the low team among the proceeding places of the high team becomes larger. That is, for example, a high team obtains a high score, and even if the progress point is moved toward the expansion direction side based on the high score, in order to invade the acquisition area of the low team, the high team must obtain a higher score. Therefore, since the acquisition area of the low team is difficult to be embezzled by the high team, the low team will not lose the desire to participate in the game. In addition, starting point allocation means 1 1 3, starting point allocation means 1 1 5 For example, the acquisition area of the team with the lowest skill points follows the expansion direction of the proceeding location, and is located after the acquisition area of the team with the highest total skill points. In this case, the start point of each acquisition area is configured as follows. Configure the start point of the acquisition area of the team with the lowest skill points not in the expansion direction side after the start point of the acquisition area of the highest team. In this way, by determining the arrangement order of the starting points, it is possible to prevent the team with the lowest skill points from losing the desire to participate in the game, as described above. In addition, the item management means 263 of the game terminal device 200 may also add players and skill points constituting each group according to the width of the acquisition area of each team and / or the items included in the acquisition area. For example, increase the skills of the players that make up the team based on the width of the acquisition area and / or the number and type of items the team gets. Therefore, the player's desire to participate in the game can be increased. -43- 200532527 (40) < Example of the third embodiment > In the above-mentioned first and second embodiments, each team obtains an acquisition area based on the game result of each team; however, in the third embodiment, it is based on each player's The result of the game is that each player gains access to the area. That is, a player is placed at the starting point. The starting point arrangement means Π3, the starting point arrangement means 1 1 5 arranges the starting point of each player's acquisition area in the display area 10 along the expanding direction. When the skill point acquisition means φ 1 27 acquires the skill points of each player from the data storage unit 105, the starting point arrangement and allocation means 2 5 3 may be arranged according to the acquired skill points. Get the starting point of the area. For example, in the case where the acquisition area of a player with a low skill point is located behind the expansion direction of the acquisition area of a player with a high skill point, the starting point of the acquisition area corresponding to the player with a high skill point and the skill point Each start point is arranged so that the interval between the start points of the acquisition area corresponding to a low player becomes large. Therefore, for teams with low skill points, try to give them a chance to enjoy the game for a long time, which can increase the desire to participate in the game. In addition, the performing point calculation means 1 1 7 and 2 5 3 calculate the performing point of movement from each starting point based on the game result of each player. The area update means 1 2 1 and 2 5 7 define the area between the start point of each player and the calculated progress point as the acquisition area. The item management means 263 provides its items to players who have items in the acquisition area. In addition, the item management means 2 6 3 may also give the player skill points based on the width of each player ’s acquisition area and / or the items contained in the acquisition area. Therefore, by increasing the skill points', the player's desire to participate in the game can be increased. -44- 200532527 (41) < Other embodiment examples > (A) As a method of adjusting the interval between the starting points based on skill points and scores, the following methods can be cited. The skill points representing the proficiency of each player in the game are different for each player. In addition, the game results differ depending on the player's skill points. For example, suppose that starting points SA, SB, ... of players PA, PB, ... are arranged from an arbitrary reference point along the expansion direction in the order of skill points from high to low. In this case, the higher the skill point of the first starting point g, the wider the interval between the arbitrary first starting point and the subsequent second starting point can be adjusted. For players behind strong players, the stronger the players behind (opposite to the direction of expansion), the wider the interval between start points. Therefore, for players who are behind the former player, ’can alleviate the possibility that their acquisition area will be destroyed immediately. In addition, as another method, the interval between the starting points may be adjusted based on both the difference and the difference between the skill points of the player. It is also possible to use scores instead of skill points. In the case of team confrontation, the same process can be performed with the team player's skill point g number or the total number or average of points. (B) A program for executing the above method on a computer and a computer-readable storage medium storing the program are also included in the scope of the present invention. Here ’s a program that can be downloaded. Examples of the storage medium include a computer-readable floppy disk, a hard disk, a semiconductor memory, a CD-ROM, a DVD, a magneto-optical disk (Μ ◦), and other media. The display calculation is performed on the terminal ', but it can also be performed on the central server and the display data is distributed to all the terminals concerned. In this case, a central server may be used to perform the position calculation. -45- 200532527 (42) According to the game result evaluation method of the present invention, the player can obtain the acquisition area within the display area based on the score obtained by the game. Therefore, not only can you enjoy the fun of the game itself, but you can also get the fun of dividing the area even after the game is over. [Brief description of the drawings] Fig. 1 is an example of a schematic diagram of a display area. B Fig. 2 is an explanatory diagram showing the overall configuration of the game system of the first embodiment. FIG. 3 is an explanatory diagram showing a combination of players constituting a team. FIG. 4 shows an example of a configuration of a game terminal device. FIG. 5 is an example of the shape of a display area. Fig. 6 is an external perspective view of a music game device as a specific example of the game terminal device. FIG. 7 is an example of a note screen displayed on a display. Fig. 8 is an explanatory diagram showing a functional configuration of the central server 100. FIG. 9 is an explanatory diagram showing a functional configuration of the game terminal device 2000. Fig. 10 is an example of a display area. Fig. 11 is an explanatory diagram of forming a team by combining players' according to the game result. Fig. 12a is an explanatory diagram showing a starting point arrangement method. Fig. 12b is an explanatory diagram showing the contents of the point calculation processing (without intrusion). Fig. 2C is an explanatory diagram showing the contents of the point calculation processing (-46- 200532527 (43) Intrusion). Fig. 12d is an explanatory diagram (with absorption) showing the contents of the point calculation processing. Fig. 13a is an explanatory diagram of the contents of the table area update processing (without intrusion). Fig. 13b is an explanatory diagram showing the contents of the area update processing (intrusion). Fig. 13c is an explanatory diagram (with absorption) showing the contents of the area update processing. Fig. 14 is an explanatory diagram showing an example of an area table in which the obtained area GB is erased. Fig. 15 is a display example of the display area based on the area table shown in Fig. 13a. Fig. 16 is a display example of the display area based on the area table shown in Fig. 13b. Fig. 17 is a display example of the display area based on the area table shown in Fig. 13c. FIG. 18 is an example of a display screen displayed on a monitor. Fig. 19 is a flowchart showing an example of a processing flow for evaluating a game result via the acquisition area of the CPU 201. Fig. 20 is a flowchart showing an example of the flow of the acquisition area display processing. Fig. 21 is an explanatory diagram showing another functional configuration of the CPU 201 of the game terminal device 200. -47-200532527 (44) [Description of main component symbols]
1 〇 :顯不區域 1 0 0 :中央伺服器 101: CPU 102 : RAM 103: ROM1 〇: Display area 1 0 0: Central server 101: CPU 102: RAM 103: ROM
1 0 5 :資料儲存部 200 :資料終端裝置 20 1 : CPU1 0 5: Data storage unit 200: Data terminal device 20 1: CPU
2 02 : RAM2 02: RAM
203 : ROM203: ROM