TW200817071A - Network game system - Google Patents
Network game system Download PDFInfo
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- TW200817071A TW200817071A TW096129237A TW96129237A TW200817071A TW 200817071 A TW200817071 A TW 200817071A TW 096129237 A TW096129237 A TW 096129237A TW 96129237 A TW96129237 A TW 96129237A TW 200817071 A TW200817071 A TW 200817071A
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/795—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/65—Methods for processing data by generating or executing the game program for computing the condition of a game character
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- Multimedia (AREA)
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- Computer Security & Cryptography (AREA)
- General Business, Economics & Management (AREA)
- Information Transfer Between Computers (AREA)
Abstract
Description
200817071 九、發明說明: 【發明所屬之技術領域】 本發明係關於可以由多個玩家(用戶)使用客戶端電腦經 由網際網路等通信網路線路參加線上遊戲的網路遊戲系 統。 【先前技術】 以往,提出了可以由玩家使用安裝有遊戲系統的客戶端 程式的客戶端電腦經由網際網路等通信線路參加線上遊戲 的各種網路遊戲系統。在這些網路遊戲系統中,有一種這 樣的遊戲系統,玩家站在足球、棒球等運動球隊的經營者 或者領隊的立場上蒐集選手角色以及其他角色構成球隊, 與其它玩家或者遊戲伺服器構成的球隊進行對陣比賽,從 而陶醉於該比賽的進程狀況和勝負的結果中。玩家藉由對 本隊的選手角色實施練習或者訓練,可以提高各選手角色 的各種能力值,其結果,可以提高本隊的綜合能力來提升 比賽中的勝率。 例如在日本特開2G()5_255號公報中以足球遊戲為例公開 了一種關於上述形式的網路遊戲系統的技術。 在這種形式的遊戲中,區別於玩家操作客戶端電腦和遊 戲終端機的按钮和操作杆等使選手角色奔跑或者踢球、即 曰玩家的運動神經和反射神經的狀況來左右勝負趨勢的 方式,而是可以運用戰略戰術來理性地享受遊戲樂趣,因 而其構成為不僅可使年輕人、還可以使高年齡層的普通人 群也充分享受其樂趣。 123524.doc 200817071 另外,以下使用的"客戶端電腦"的含義中包含有在通用 的個人電腦中安裝有該網路遊戲系統的客戶端程式的電 腦、預先安裝有該客戶端程式的電腦、以及可執行該客戶 , 端程式的處理的遊戲終端機等。 [專利文獻1 ]曰本特開2 0 〇 5 - 2 5 5號公報 • 但是,在上述專利文獻1所公開的遊戲系統中,由於事 • 務繁忙的人群在遊戲上所耗費的時間有限,所以例如在網 路遊戲系統的運營者規劃包含玩家球隊在内的十幾支球隊 進行聯賽的賽事的情況下,存在進行1個赛季(幾十場比賽 左右)的比賽而得出結果要花費很長時間的課題。 並且,如果想確認已經結束的比賽的狀況,則一般會顯 不比賽結果(例如苓照專利文獻丨的第[0039]段),因而在享 受比賽的過程之前就會先得知結果,所以存在抹殺了這種 遊戲中在何種狀況下產生該結果這一重大樂趣的課題。 【發明内容】 • 本發明是繁於這些上述現有課題而完成的,其目的在於 提供一種玩家無需長時間即可進行多場比賽,可以提高對 於已結束的比賽的進程狀況的興趣的網路遊戲系統。 為了解決上述課題,在本發明的第一方面中,提供一種 : ㈣遊戲系統,該網路遊戲系統具有與通信網路連接的伺 - Μ、和可經由上述通信網路與上述伺服II進行資訊收發 的客戶端電腦,上述伺服器自動執行登錄到上述飼服器中 的玩豕角色彼此之間、非玩家角色彼此之間或者上述玩家 角色與上述非玩家角色之間的對陣下的比賽的進程處理, 123524.doc 200817071 其特徵在於,上述伺服5|椹士 i ^ 構成為具有··日程確定機構,J: ^上逑比賽的日程;比赛進程機構,其按照由該日程確 疋機構所確定的上述日程,根據由上述客戶端電腦所設定 的上逑玩家角色的參數來進行上述比賽的進程處理;比賽 圖像產生_ ’其根據該比賽進軸構進行的上述比賽的 進程處理來產生上述比赛的圖像資料,·比賽結果產生機 構;其在上述比賽進程機構進行的上述比赛的進程處理結 束後’產生上述比賽的結果資料;比賽圖像再現顯示機 構,其在上述比賽進程機構進行的上述比賽的進程處理结 束後,根據從上述客戶端電腦或者可與上述伺服器進行資 訊收發的終端機發送來的比賽圖像再現請求信號,對上述 比賽圖像資料進行再現處理,併使上述客戶端電腦或者上 述、、端機的顯不裝置進行顯示;以及比賽結果顯示機構, 其在該比賽圖像再現顯示機構進行的對上述比賽圖像的再 現處理、、、。束後’使上述客戶端電腦或者上述終端機的上述 顯示裝置顯示上述比賽結果資料。 本U的第—方面根據第_方面的發明,其特徵在於, 上述伺服器構成為具有再現處理結束機構,該再現處理結 束機構根據;k上述客戶端電腦或者上述終端機發送來的再 現處理結束信號來強制結束上述比赛圖像再現顯示機構進 行的上述比賽圖像資料的再現處理。 在本發明的第三方面中,提供-種網路遊戲系統,該網 路遊戲系統具有與通信網路連接的祠服器、和可經由上述 通..罔路與上述祠服器進行資訊收發的客戶端電腦,上述 123524.doc 200817071 伺服器自動執行登錄到上述伺服器中的玩家角色彼此之 間、非玩家角色彼此之間或者上述玩家角色與上述非玩家 角色之間的對陣下的比賽的進程處理,其特徵在於,上述 伺服器構成為具有:日程確定機構,其確定上述比賽的曰 程;比賽進程機構,其按照由該日程確定機構所確定的上 述曰程,根據由上述客戶端電腦所設定的上述玩家角色的 參數來進行上述比賽的進程處理;比賽圖像產生機構,其 根據該比赛進程機構進行的上述比賽的進程處理來產生上 述比賽的圖像資料;摘要圖像產生機構,其從上述比賽圖 像資料中提取滿足預先設定的規定條件的圖像資料,根據 該提取出的圖像資料來產生上述比賽的摘要圖像資料;x比 賽結果產生機構,其在上述比賽進程機構進行的上述比賽 的進程處理結束後,產生上述比賽的結果資料;摘要圖像 再現顯示機構’其在上述比賽進程機構進行的上述 進私處理結束後,根據從上述客戶端電腦或者可與上述飼 服器進行資訊收發的終端機發送來的摘要圖像再現靖二 號’對上述摘要B像資料進行再現處理,併使上述客戶^ 電腦或者上述終端機的顯示裝置進行顯示;以 ==再其Ϊ該摘要圖像再現顯示機構進行的對上二 要圖像的再現處理結束後,使上述客戶 摘 端機的上述顯示裝置顯示上述比賽結果資料。3 、終 本發明的第四方面根據第三方面的發明, 上述飼服器構成為具有再現處理結束機構,該及厂 束機構根據從上述客戶端電腦或者上料料發=== 123524.doc 200817071 束信號來強制結束上述摘要圖像再現顯示機構進 丁的上述摘要圖像資料的再現處理。 =發明的第五方面中,提供—軸㈣,㈣服器以 由通信網路進行資訊收發的方式與設^玩家角色的參 $的客戶端電腦連接’上述健器自動執行從上述客戶端 :觸登錄的上述玩家角色彼此之間、非玩家角色彼此之間 s者上述玩家角色與上述非玩家角色之間的對陣下的比賽 的進程處理’其特徵在於’上述伺服器具有:日程確定機 構’其確定上述比賽的日程;比賽進程機構,其按照由該 日程確定機構所確定的上述日程,根據由上述客戶端電腦 所設定的上述玩家角色的參數來進行上述比賽的進程處 理;比賽圖像產生機構’其根據該比賽進程機構進行的上 述比賽的進程處理來產生上述比賽的圖像資料;比賽結果 產生機構,其在上述比賽進程機構進行的上述比賽的進程 處理結束後’產生上述比賽的結果資料;比赛圖像再現顯 不機構,其在上述比賽進程機構進行的上述比賽的進程處 理結束後,根據從上述客戶端電腦或者可與上述伺服器進 行資訊收發的終端機發送來的比賽圖像再現請求信號,對 上述比賽圖像資料進行再現處理,併使上述客戶端電腦或 者上述終端機的顯示裝置進行顯示;以及比赛結果顯示機 構,其在該比賽圖像再現顯示機構進行的對上述比賽圖像 的再現處理結束後,使上述客戶端電腦或者上述終端機的 上述顯示裝置顯示上述比賽結果資料。 本發明的弟六方面根據第五方面的發明,其特徵在於, 123524.doc -10- 200817071 該飼服it構成為具有再現處理結束機構,該再現士 機構根據從上述客戶媸雷 < 处理、、、吉束 考田 ^自或者上述終端機發送來的再银 处理結束信號來強制結束上 L、4·、,& 口1豕丹現顯不機構造耔 的上述比賽圖像資料的再現處理。 在本發明的第七方面中,提供_㈣服器,該伺服 可經由通信網路進行資訊收發的方式與設定玩家角色的炎 數的客戶端電腦連接,上述飼服器自動執行二 ::登錄的ΐ述玩家角色彼此之間、非玩家角色彼此之: 3、上述玩家角色與上述非玩家角色之間的對陣下的比 的進私處理,其特徵在於,上述飼服器具有··日程確定機 構I其確定上述比賽的曰程;比賽進程機構,其按照由該 曰::定機構所確定的上述曰程,根據由上述客戶端電腦 所没定的上述玩家角色的參數來進行上述比賽的進程處 理,比賽圖像產生機構,其根據該比賽進程機構進行的上 述比賽的進程處理來產生上述比賽的圖像資料;摘要圖像 產生機構’其從上述比賽圖像資料中提取滿足預先設定的 規定ir、件的圖像資料,根據該提取出的圖像資料來產生上 述比賽的摘要圖像資料;比賽結果產生機構,其在上述比 賽進程機構進行的上述比賽的進程處理結束後,產生上述 比賽的結果資料;摘要圖像再現顯示機構,其在上述比賽 進程機構進行的上述比賽的進程處理結束後,根據從上述 客戶端電腦或者可與上述伺服器進行資訊收發的終端機發 G來的摘要圖像再現請求信號,對上述摘要圖像資料進行 再現處理,併使上述客戶端電腦或者上述終端機的顯示裝 123524.doc 200817071 置進仃頌不,以及比賽結果顯示 現顯干趟Μ、# ~ ΛΛ W 其在該摘要圖像再 見頌不機構進仃的對上述摘 μ、+、# < 口像的再現處理結束後,使 上述客戶端電腦或者上述終端 比赛結果資料。 、機的上述顯示裝置顯示上述 ^發明的第八方面根據第七方面的發明,其特徵在於, b伺服器構成為具有再現處 嫌搂4曰& 处里、、口束機構,該再現處理結束 機構根據從上述客戶端電腦或. M ^月自次者上述終端機發送來的再現 處理結束信號來強制結束 I上述揭要圖像再現顯示機構進行 的上述摘要圖像資料的再現處理。 在本發明的第九方面中,提供一種遊戲程式,該遊戲程 式用於使電腦作為祠服器發揮作用,該飼服器以可經由通 信網路進行資訊收發的方式與設定玩家角色的參數的客戶 端電細連接’上述祠服器自動執行從上述客戶端電腦登錄 的上述玩家角色彼此之間、非玩家角色彼此之間或者上述 玩家角色與上述非玩家角色之間的對陣下的比赛的進程處 理,其特徵在於,該遊戲程式使上述電腦作為如下機構發 揮作用:日程確定機構,其確定上述比賽的日程;比賽進 程機構,其按照由該日程確定機構所確定的上述日程,根 據由上述客戶端電腦所設定的上述玩家角色的參數來進行 上述比賽的進程處理;比賽圖像產生機構,其根據該比賽 進程機構進行的上述比賽的進程處理來產生上述比賽的圖 像貝料,比賽結果產生機構,其在上述比賽進程機構進行 的上述比賽的進程處理結束後,產生上述比賽的結果資 料,比賽圖像再現顯示機構,其在上述比賽進程機構進行 123524.doc -12 - 200817071 的上述比賽的進程處理結束後,根據從上 、 义谷尸舄電腦或 者可與上述伺服器、進行資訊收發的終端機發送 水的比赛圖 像再現請求信號,對上述比賽圖像資料進行再現處理、, 使上述客戶端電腦或者上述終端機的顯示裝置進行顯厂、· 以及比賽結果顯示機構,其在該比㈣像再現顯示機:進 行的對上述比賽圖像的再現處理結束後,使上述客戶* + 腦或者上述終端機的上述顯示裝置顯示上述比賽結=二 料。 、口貝BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention relates to a network game system that can be used by a plurality of players (users) to participate in online games via a communication network line such as the Internet using a client computer. [Prior Art] In the past, various online game systems have been proposed in which a player can use a client computer equipped with a client program of a game system to participate in online games via a communication line such as the Internet. In these online game systems, there is a game system in which players stand on the standpoint of the operators or leaders of sports teams such as football and baseball to collect player characters and other characters to form a team, with other players or game servers. The formed team played against the game and was enchanted by the progress of the game and the outcome of the game. By practicing or training the players' characters in the team, the players can improve the various abilities of each player's character. As a result, the team's comprehensive ability can be improved to improve the winning percentage in the game. A technique relating to the above-described form of the network game system is disclosed by, for example, a soccer game in Japanese Laid-Open Patent Publication No. 2G() No. 5-255. In this form of game, the difference between the player's operation of the client computer and the game terminal's buttons and joysticks, etc., causes the player's character to run or kick the ball, that is, the player's motor nerves and reflex nerves to influence the winning and losing trend. Instead, you can use strategy and tactics to rationally enjoy the fun of the game. Therefore, it can not only make young people, but also make the general population of high ages fully enjoy their fun. 123524.doc 200817071 In addition, the meaning of "client computer" used below includes a computer with a client program of the online game system installed in a general-purpose personal computer, and a computer pre-installed with the client program. And a game terminal or the like that can execute the processing of the client, the terminal program, and the like. [Patent Document 1] Japanese Unexamined Patent Application Publication No. Publication No. Publication No. Publication No. Publication No. Publication No.--- So, for example, if the operator of the online game system plans more than a dozen teams including the player team to play in the league, there will be one season (about dozen games) and the result will be A problem that takes a long time. Moreover, if you want to confirm the status of the game that has ended, you will generally not show the result of the match (for example, refer to paragraph [0039] of the patent document ,), so the result will be known before the process of enjoying the game, so there is This is a major interest in the game in which the outcome of this game is produced. SUMMARY OF THE INVENTION The present invention has been made in view of the above-mentioned conventional problems, and an object of the present invention is to provide an online game in which a player can perform a plurality of games without a long time and can improve the interest in the progress status of the ended game. system. In order to solve the above problems, in a first aspect of the present invention, there is provided: (4) a game system having a server connected to a communication network, and information capable of communicating with the servo II via the communication network a client computer that transmits and receives, the server automatically performs a process of logging in to the game players in the above-mentioned food server, between the non-player characters, or between the player character and the non-player character. Processing, 123524.doc 200817071 The above-described servo 5|gentleman i ^ is configured to have a schedule determining means, J: a schedule of a captain competition; a game progress mechanism, which is determined by the schedule confirmation mechanism The above schedule, the process of the game is performed according to the parameters of the captain player character set by the client computer; the game image is generated _ 'the process of the game according to the game progress axis to generate the above The image data of the game, the result of the competition, and the process of the above-mentioned competition conducted by the above-mentioned competition process organization After the result data of the above-mentioned game is generated; the game image reproduction display means, after the process of the above-mentioned game by the above-mentioned game progress mechanism is finished, according to the terminal machine from the client computer or capable of transmitting and receiving information with the server a transmitted game image reproduction request signal, performing a reproduction process on the game image data, and displaying the client computer or the display device of the terminal device; and a game result display mechanism in the game map The reproduction processing of the game image by the reproduction display means, and the like. After the bundle, the above-mentioned client computer or the above display device of the terminal device displays the game result data. According to a second aspect of the invention, the server is configured to include a reproduction processing end mechanism, wherein the reproduction processing end means ends the reproduction processing transmitted by the client computer or the terminal device. The signal forcibly ends the reproduction processing of the above-described game image data by the above-described game image reproduction display means. In a third aspect of the present invention, a network game system is provided, the network game system having a server connected to a communication network, and information transmission and reception via the above-mentioned communication device and the server Client computer, the above 123524.doc 200817071 server automatically performs a login to the player characters in the above server, between the non-player characters or between the player character and the non-player character. Process processing, wherein the server is configured to have: a schedule determining unit that determines a course of the game; and a game progress mechanism that follows the process determined by the schedule determining unit according to the client computer Setting the parameter of the player character to perform the process of the game; the game image generating mechanism generates the image data of the game according to the process of the game performed by the game progress mechanism; the summary image generating mechanism, Extracting image data that satisfies predetermined conditions from the game image data, according to The extracted image data is used to generate summary image data of the game; x game result generating means, after the process of the above-mentioned game by the game progressing mechanism is finished, generating result data of the game; The display mechanism 'reproduces the summary image according to the digest image sent from the client computer or the terminal that can transmit and receive information with the above-mentioned feeding device after the above-mentioned smuggling process is completed. B image data is reproduced, and the display device of the client computer or the terminal device is displayed; and after the reproduction processing of the upper two images to be performed by the digest image reproduction display unit is completed by == The display device of the above-mentioned customer pick-up machine displays the game result data. According to a third aspect of the present invention, in the third aspect of the invention, the feeding device is configured to have a reproduction processing end mechanism, and the factory beam mechanism is based on the data from the client computer or the loading material === 123524.doc 200817071 The beam signal is used to forcibly end the reproduction processing of the above-described digest image data of the above-described digest image reproduction display unit. In the fifth aspect of the invention, the -axis (four), (four) server is connected to the client computer of the participant's role by means of information transmission and reception by the communication network. The above-mentioned health device is automatically executed from the above client: The process of processing the game between the above-mentioned player characters and the non-player characters in the game between the above-mentioned player characters and the non-player characters is characterized in that the server has: a schedule determining mechanism Determining a schedule of the game; the game progress mechanism performs the process of the game according to the parameter of the player character set by the client computer according to the schedule determined by the schedule determining mechanism; the game image is generated The institution's image processing of the above-mentioned game according to the process of the above-mentioned game conducted by the game progress mechanism; the game result generating means, which produces the result of the game after the process of the above-mentioned game by the above-mentioned game progress mechanism ends Information; the reproduction of the game image is not organized, and it is carried out in the above-mentioned competition process After the process of the above-mentioned game is completed, the game image reproduction request signal transmitted from the client computer or the terminal device capable of transmitting and receiving information with the server is used to reproduce the game image data and make the client Displaying by the display device of the terminal computer or the terminal device; and a game result display means for causing the client computer or the terminal device after the reproduction process of the game image by the game image reproduction display means is completed The above display device displays the above game result data. According to a sixth aspect of the invention, the invention of the fifth aspect is characterized in that: 123524.doc -10- 200817071 the feeding suit is configured to have a reproduction processing end mechanism, and the reproduction agency is based on the processing from the customer , ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, deal with. In a seventh aspect of the present invention, there is provided a _(four) server, wherein the servo can transmit and receive information via a communication network to a client computer that sets an inflammation number of a player character, and the feeding device automatically executes two:: login A description of the player characters between each other and the non-player characters: 3. The smuggling process of the ratio between the player character and the non-player character described above, wherein the feeding device has a schedule determination The institution I determines the course of the above-mentioned game; the game progress mechanism performs the above-mentioned game according to the parameters of the player character determined by the client computer in accordance with the above-mentioned process determined by the organization: a process processing, a game image generating mechanism that generates image data of the game according to a process of the game performed by the game progress mechanism; and a summary image generating mechanism that extracts from the game image data to satisfy a preset Specifying image data of ir and pieces, and generating summary image data of the game according to the extracted image data; After the processing of the above-mentioned game by the above-mentioned game progressing mechanism ends, the result data of the above-mentioned game is generated; the summary image reproduction display means, after the process of the above-mentioned game by the above-mentioned game progress mechanism is finished, according to The client computer or the terminal device capable of transmitting and receiving information with the server transmits a digest image reproduction request signal from G, and performs reproduction processing on the digest image data, and displays the display of the client computer or the terminal device. 123524.doc 200817071 Into the 仃颂, and the results of the game show that the show is dry, #~ ΛΛ W, in the summary image, see you again, the above-mentioned extracts μ, +, # < After the reproduction process is completed, the client computer or the terminal terminal matches the result data. The display device of the above aspect of the invention is the invention according to the seventh aspect of the invention, characterized in that the b server is configured to have a reproduction device, a mouth beam mechanism, and the reproduction process The end mechanism forcibly ends the reproduction processing of the digest image data by the above-described document image reproduction display unit based on the reproduction processing end signal transmitted from the client computer or the terminal device. In a ninth aspect of the present invention, there is provided a game program for causing a computer to function as a server for transmitting and receiving information via a communication network and setting parameters of a player character. The client is electrically connected to the above-mentioned server to automatically execute the process of the game between the player characters registered from the client computer, the non-player characters, or the game between the player character and the non-player character. The game program, wherein the game program functions as a schedule determining unit that determines a schedule of the game; a game progress mechanism that follows the schedule determined by the schedule determining unit according to the client The parameter of the player character set by the computer is used to process the game; the game image generating mechanism generates an image of the game according to the process of the game performed by the game progress mechanism, and the game result is generated. Institutions, the above-mentioned competitions conducted by the above-mentioned competition process After the processing of the process is completed, the result data of the above game is generated, and the game image reproduction display mechanism is processed according to the process of the above-mentioned game of 123524.doc -12 - 200817071 after the above-mentioned game progress mechanism is finished, according to the corpse from the upper and the right The computer may transmit a game image reproduction request signal of water to the server and the terminal for transmitting and receiving information, and perform reproduction processing on the game image data to display the display device of the client computer or the terminal device. a factory and/or a result display means for causing the client*+ brain or the display device of the terminal to display the match after the reproduction process of the game image is completed by the ratio (4) image reproduction display device = two materials. Mouth
本發明的第十方面根據第九方面的發明,其特徵在於, 該遊戲程式使上述電腦作為再現處理結束機構發揮作用, 該再現處理結束機構根據從上述客戶端電腦或者上述終端 機發送來的再現處理結束信號來強制結束域比賽圖像再 現顯示機構進行的上述比赛圖像資料的再現處理。 在本發明的第十—方面中,提供—種遊戲程式,該遊戲 程式用於使電腦作為舰器發揮作用,該伺服器以可經由 通信網路進行資訊收梦的方式與設定玩家角色的參數的客 戶端電腦連接’上述聽器自動執行從上述客戶端電腦登 錄的上述玩家角色彼此之間、非玩家角色彼此之間或者上 述玩家角色與上述非玩㈣色之間的對陣τ的比賽的進程 处其特欲在於’該遊戲程式使上述電腦作為如下機構 發揮作用:日程確定機構,其確定上述比賽的日程;比賽 、機構其按知由該日程確定機構所確定的上述日程, 根據由上述客戶端電腦所設^的上述玩家角色的參數來進 Τ述比赛的進程處理;比賽圖像產生機構,其根據該比 123524.doc -13- 200817071 賽進程機構進行的上述比賽的進程處理來產生上述比賽的 圖像資料;摘要圖像產生機構,其從上述比賽圖像資料中 提取滿^預先設定的規定條件的圖像資料,根據該提取出 的圖像資料來產生上&比賽的摘要圖像資肖;比賽結果產 生機構,其在上述比赛進程機構進行的上述比賽的進程處 理結束後’產生上述比料結果㈣;摘要时再現顯示 機構’其在上述比賽進程機構進行的上述比賽的進程處理 結束後,根據從上述客戶端電腦或者可與上述伺服器進行 資訊收發的終端機料來的摘要圖像再現請求信號°,對上 述摘要圖像資料進行再現處理,併使上述客戶端電腦或者 上述終端機的顯示裝置進行顯示;以及比賽結果顯示機 構’其在該摘要圖像再現顯示機構進行的對上述摘要圖像 的再見處理、、Ό束後’使上述客戶端電腦或者上述終端機的 上述顯示裝置顯示上述比赛結果資料。 本發月的第十一方面根據第^方面的發明,其特徵在 於,該遊伽式使上述電腦作為再現處理結束機構發揮作 該再現處理結束機構根據從上述客戶端電腦或者上述 終端機發送來的再現處理結束信號來強制結束上述摘要圖 像再現顯示機構進行的上述摘要®像資料的再現處理。 。。根據本發明的一個實施方式涉及的網路遊戲系統、伺服 :或:遊戲程式,其中,伺服器具有:確定比賽曰程的日 ^定機構’ 由該日程確定機構所確定的日程,根據 碥電腦所设定的玩家角色的參數來進行比賽的進程 ♦理的比賽進程機構;以及在該比賽進程機構進行的上述 123524.doc -14- 200817071 比賽的進程處理結束後,產生該 果產生機構。因此,通過由玩家操作:、、;?:的比 七^山^ 本錁作的各戶端電腦(安裝 有客戶鈿程式的通用電腦等)來設定玩 准丰&洛蝥4至上t 不月巴(例如由多個According to a ninth aspect of the invention, the game program, wherein the game program causes the computer to function as a reproduction processing end mechanism, and the reproduction processing end mechanism is based on reproduction from the client computer or the terminal device The processing end signal is forcibly ending the reproduction processing of the above-described game image data by the domain game image reproduction display means. In a tenth aspect of the present invention, there is provided a game program for causing a computer to function as a ship, the server having a parameter for setting a player character through a communication network. Client computer connection 'The above-mentioned listener automatically performs the process of the game between the above-mentioned player characters registered with the above-mentioned client computer, between the non-player characters or between the above-mentioned player characters and the above-mentioned non-playing (four) colors The game program is such that the game program functions as the following mechanism: a schedule determining mechanism that determines the schedule of the game; the game, the institution, which knows the schedule determined by the schedule determining institution, according to the above-mentioned client The parameter of the player character set by the end computer is used to process the process of the game; the game image generating mechanism generates the above according to the process of the game of the above-mentioned game by the 123524.doc -13-200817071 Image data of the game; a summary image generating mechanism that extracts full from the above-mentioned game image data The image data of the predetermined condition is generated according to the extracted image data, and the summary image of the game is generated; the game result generating mechanism is processed after the process of the above-mentioned game by the game progressing institution is finished. 'generating the above-mentioned comparison result (4); the summary reproduction display means 'after the process of the above-mentioned game conducted by the above-mentioned game progress mechanism is finished, according to the terminal device from the above client computer or capable of transmitting and receiving information with the above server a summary image reproduction request signal (°), performing reproduction processing on the digest image data, and displaying the display device of the client computer or the terminal device; and a game result display mechanism 'in the digest image reproduction display mechanism Performing a goodbye process on the above-described digest image, and then displaying the game result data by the above-mentioned display device of the client computer or the terminal device. According to the invention of the first aspect of the present invention, the gamma is configured to cause the computer to function as a reproduction processing end mechanism for the reproduction processing end mechanism to be transmitted from the client computer or the terminal device. The reproduction processing end signal forcibly ends the reproduction processing of the digest® image data by the digest image reproduction display unit. . . According to an embodiment of the present invention, there is provided a network game system, a servo: or a game program, wherein the server has: a schedule determining a game schedule, a schedule determined by the schedule determination mechanism, according to a computer The parameter of the player character is set to perform the process of the game, and the game progress mechanism is generated; and after the process of the above-mentioned 123524.doc -14-200817071 game of the game progress mechanism is completed, the fruit generating mechanism is generated. Therefore, by the player's operation: , , ;? : The ratio of the seven-mountain ^ local computer (the general-purpose computer installed with the customer's program, etc.) to set the play Qunfeng & Luoyi 4 to the top of the t-month (for example, by multiple
0角色4構成的足球隊、棒球料)的參數(例如戰術夂 數、各選手角色的各種能力參數等b經由通信網路與伺 服:連接而登錄到(參加登記)遊戲中,由此按照伺服器所 確定的日程自動進行比賽的進程處理,產生比賽的結果資 料,所以玩家無需在比賽的進程處理中總是經由網路登錄 到伺服器上,不會強迫玩家耗費長時間的遊戲執行時間。 並且,伺服器具有:根據比賽進程機構進行的比賽的進 私處理來產生該比賽的圖像資料的比賽圖像產生機構;在 比賽進程機構進行的該比賽的進程處理結束後,根據從客 戶端電腦或者可與伺服器進行資訊收發的終端機發送來的 比賽圖像再現請求信號,對比賽圖像資料進行再現處理, 併使客戶端電腦或者上述終端機的顯示裝置進行顯示的比 賽圖像再現顯示機構;以及在該比賽圖像再現顯示機構進 行的對比賽圖像的再現處理結束後,使客戶端電腦或者上 述終端機的顯示裝置顯示比賽結果資料的比賽結果顯示機 構。因此,對於比賽的進程處理結束後的比賽狀況,玩家 從客戶端電腦或者上述終端機將比賽圖像再現請求信號發 送給伺服器,由此在客戶端電腦或者上述終端機的顯示裝 置上再現顯示了該比賽的比賽圖像,之後,顯示比賽結果 資料,因此,玩家可以在饒有興趣地觀看完該比賽的進程 狀況後得知結果。 123524.doc •15· 200817071 另外,玩家不僅可以通過安裝有遊戲系統的客戶 =各戶端電H mx通過可經由通信網路與伺服器進: 資訊收發的終端機⑼如可攜型或其他電腦和移動電話等 來確認已結束的比賽狀況’因此,可以利用上班途中或工 作休息時料來確減料進程狀況和結果。The parameters of the soccer team and the baseball material composed of the character 4 (for example, the number of tactics, various skill parameters of each player character, etc. b are registered and registered in the game via the communication network and the servo: The schedule determined by the device automatically processes the progress of the game, and generates the result data of the game, so the player does not need to log in to the server via the network during the process of the game, and does not force the player to spend a long time on the execution time of the game. And the server has: a game image generating mechanism that generates image data of the game according to the smuggling process of the game performed by the game progress mechanism; after the process of the game performed by the game progress mechanism ends, according to the slave client a game image reproduction request signal transmitted from a terminal of a computer or a server capable of transmitting and receiving information, and a reproduction of the game image data, and reproduction of the game image by the display device of the client computer or the terminal device a display mechanism; and an image of the game played by the game image reproduction display mechanism After the processing is completed, the display device of the client computer or the terminal device displays the game result display mechanism of the game result data. Therefore, for the game state after the game process is finished, the player will play the game from the client computer or the terminal device. The image reproduction request signal is transmitted to the server, whereby the game image showing the game is reproduced on the display device of the client computer or the terminal device, and then the game result data is displayed, so that the player can be interested After watching the progress of the game, you will know the result. 123524.doc •15· 200817071 In addition, the player can not only pass through the communication network and the server through the customer who installed the game system = each terminal: The terminal (9) that is sent and received, such as a portable type or other computer and mobile phone, confirms the end of the game situation. Therefore, it is possible to use the material on the way to work or at work break to confirm the progress and results of the process.
並且’根據上述發明涉及的實施方式,除了上述效果之 夕卜丄由於伺服器還具有根據從客戶端電腦或者上述終端機 發送來的再現處理結束㈣來強制結束比㈣像再現顯示 機構進行的tb赛圖像資料的再現處理的再現處理結束機 構口此在玩豕不具備觀看所再現顯示的比赛圖像的充 分時間而急於知曉比賽結果等猜況下,可以在任意定時強 制結束比賽圖像的再現處理,確認該比賽結果。 根據本發明的另一個實施方式涉及的網路遊戲系統、伺 服器或者遊戲程式,其中,伺服器具有:確定比賽日程的 日程確定機構;按照由該日程確定機構所確定的日程,根 據由客戶端電腦所設定的玩家角色的參數來進行比賽的進 程處理的比賽進程機構;以及在該比賽進程機構進行的上 述比賽的進程處理結束後,產生該比賽的結果資料的比賽 結果產生機構。因此,與上述發明相同地,通過由玩家操 作的終端機來設定玩家角色的參數,經由通信網路與伺服 器連接而登錄到遊戲中,由此按照伺服器所確定的日程自 動進行比賽的進程處理,產生比賽的結果資料,所以玩家 無需在比賽的進程處理中總是經由網路登錄到伺服器上, 不會強迫玩家耗費長時間的遊戲執行時間。 123524.doc • 16- 200817071 並且,伺服器具有:根據比賽進程機構進行的比賽的進 私處理來產生該比賽的圖像資料的比賽圖像產生機構;從 4比赛圖|資料中提取駭預練定的規定條件的圖像資 料,根據該提取出的圖像資料來產生該比賽的摘要圖像資 碑的摘要圖像產生機構;在比賽進程機構進行的比賽的進 程處理結束後,根據從客戶端電腦或者上料端機發送來 的摘要®像再現請求信號,對上述摘要圖像資料進行再現 處理,使客戶端電腦或者終端機的顯示裝置進行顯示的摘 要圖像再現顯示機冑;以及在該摘要圖像再現顯示機構進 订的對摘要圖像的再現處理結束後,使客戶端電腦或者終 端機的顯示裝置顯示比賽結果資料的比賽結果顯示機構。 因此,對於比賽的進程處理結束後的比賽狀況,玩家從客 戶端電腦或者終端機向伺服器發送摘要圖像再現請求信 號,由此在客戶端電腦或者終端機的顯示裝置上顯示了該 比賽的摘要圖像,之後,顯示比賽結果資料,因此,與上 述發明相比,玩家無需確認從比賽開始到比賽結束為止的 全部比賽經過,可以在短時間内饒有興趣地觀看該比賽的 進程狀況而得知結果。 而且,與上述發明相同地,玩家不僅可以通過客戶端電 月自,還可以通過可經由通信網路與伺服器進行資訊收發的 終端機來確認已結束的比賽狀況,因此,可以利用上班途 中或工作休息時間等來確認比賽的進程狀況和結果。 另外,作為為了產生上述摘要圖像資料而從上述比賽圖 像資料中提取出的圖像資料應滿足的預先設定的規定條 123524.doc -17- 200817071 件丄例如可以設定如下條件,即”開球圖像前後1(>秒的圖 像貝料、破門圖像前後10秒的圖像資料”、"射門圖像前 後的圖像貧料’’、Η任意球發出圖像前後W秒的圖像資 料"、”判紅牌或者黃牌圖像前後1〇秒的圖像資料,,、,,比賽 結束圖像前後10秒的圖像資料"等。 ⑽f且’根據本實施方式’⑫了上述效果之外,由於伺服 器還具有根據從客戶端電腦或者上述終端機發送來的再現 處理結束信號來強制結束摘要圖像再現顯示機構進行的摘 要圖像資料的再現處理的再現處理結束機構,因此,在玩 家不具備觀着所再現顯示的摘要圖像的充分時間而急於知 曉比賽結果等情況下,可以在任意㈣強制結束摘要圖像 的再現處理,確認該比賽結果。 【實施方式】 下面,以如下的網路遊戲系統為例說明本發明的一個實 施方式在這種網路遊戲系統中,玩家站在足球隊的經營 者的立場上構成玩家角色球隊(下面稱為”Pc球隊"),經由 網際網路等網路線路與伺服器連接而登錄(參加登記)遊 戲,與其他玩家的PC球隊或者由伺服器設定各參數的非玩 家角色球隊(下面稱為"NPC球隊")進行對陣比賽。 圖1是表示本實施方式的網路遊戲系統的網路結構的一 個例子的網路連接圖。 在本實施方式中,玩家通過安裝有遊戲系統的客戶端程 式的客戶端電腦3來設定所需的各種參數構成自己的?<:球 隊。 5 123524.doc -18- 200817071 ,圖1中’多個客戶端電腦3經由網際網路等通 而與飼服器2連接》而且飼服器2不限於β,為了^散产 ㈣為了對伴隨遊戲的進程處理而產生^^ 昭安:在^ ’也可以根據需要由多台電腦構成。玩家按 4衣在各戶端電腦3中的客戶端程式,收㈣手角色、Further, according to the embodiment of the present invention, in addition to the above-described effects, the server also has a tb for forcibly ending the ratio (4) image reproduction display unit based on the end of the reproduction process (four) transmitted from the client computer or the terminal device. The reproduction processing end mechanism of the reproduction processing of the game image data can forcibly end the game image at an arbitrary timing when the game does not have sufficient time to view the game image displayed and reproduced, and is eager to know the result of the game. The reproduction process confirms the result of the match. According to another embodiment of the present invention, there is provided a network game system, a server, or a game program, wherein the server has: a schedule determining means for determining a game schedule; and a schedule determined by the schedule determining means, according to the client a game progress mechanism for processing the progress of the game by the parameters of the player character set by the computer; and a game result generating means for generating the result data of the match after the process of the game of the game progress by the game progress mechanism is completed. Therefore, similarly to the above-described invention, the parameters of the player character are set by the terminal operated by the player, and the server is connected to the game via the communication network, thereby automatically performing the course of the game in accordance with the schedule determined by the server. Processing, the result data of the game is generated, so the player does not need to log in to the server via the network during the process of the game, and does not force the player to spend a long time on the game execution time. 123524.doc • 16- 200817071 Further, the server has: a game image generating mechanism that generates image data of the game according to the smuggling process of the game progressed by the game progress mechanism; and extracts 骇 pre-training from the 4 game maps | The image data of the predetermined condition is generated according to the extracted image data to generate a summary image generating mechanism of the digest image of the game; after the process of the game performed by the game progress institution is finished, according to the customer a digest® image reproduction request signal sent from the end computer or the loading end machine, and reproducing the digest image data to cause the display device of the client computer or the terminal device to display the digest image display device; and After the reproduction processing of the digest image by the digest image reproduction display unit is completed, the display device of the client computer or the terminal device displays the game result display means of the game result data. Therefore, for the game situation after the process of the game is finished, the player transmits a digest image reproduction request signal from the client computer or the terminal to the server, thereby displaying the game on the display device of the client computer or the terminal device. The summary image, after which the game result data is displayed, therefore, compared with the above invention, the player does not need to confirm all the game passes from the start of the game to the end of the game, and can watch the progress of the game with great interest in a short time. Know the results. Further, in the same manner as the above-described invention, the player can confirm the closed game status not only through the client's e-month but also through a terminal that can transmit and receive information to and from the server via the communication network, and thus can be utilized on the way to work or Work breaks, etc. to confirm the progress and results of the game. Further, as a predetermined specification bar 123524.doc -17-200817071 which should be satisfied as image data extracted from the above-mentioned game image data in order to generate the above-described digest image data, for example, the following condition can be set, that is, "on" Before and after the ball image 1 (> image of the image of the second, image data of 10 seconds before and after the image of the broken door), "image of the image before and after the image of the shot", and the image of the free kick before and after the W seconds Image data "," image data of 1 second before and after the red card or yellow card image, ,,, image data of 10 seconds before and after the end of the game image, etc. (10) f and 'according to the present embodiment' In addition to the above-described effects, the server also has a reproduction process of forcibly ending the reproduction processing of the digest image data by the digest image reproduction display unit based on the reproduction processing end signal transmitted from the client computer or the terminal device. Institutions, therefore, in the case where the player does not have sufficient time to view the digested image displayed and is eager to know the result of the game, the summary image can be forcibly ended at any (four) Now, the result of the game is confirmed. [Embodiment] Hereinafter, an embodiment of the present invention will be described by taking the following network game system as an example. In this network game system, the player stands on the stand of the player of the soccer team. The player character team (hereinafter referred to as "Pc team") is connected to the server via a network line such as the Internet to log in (to participate in registration), and is set with the PC team of other players or by the server. A parameter non-player character team (hereinafter referred to as ""NPC team") performs a match game. Fig. 1 is a network connection diagram showing an example of a network configuration of the network game system according to the present embodiment. In the embodiment, the player sets up various parameters required by the client computer 3 of the client program installed with the game system to form his own <<: team. 5 123524.doc -18- 200817071, FIG. The client computer 3 is connected to the feeding device 2 via the Internet, etc., and the feeding device 2 is not limited to β, and is produced in order to process the process of the accompanying game. May be configured as required by the multiple computers. Players by 4 clothes in each client in the client computer program 3, (iv) to close the hand role,
員隊角色、教練角&、球探角色等球隊運營所需的玩家角 :參 =:的參數’構成。c球隊之後登_器2 在圖1中,符就4表示雖然沒有安裝客戶端程式,但可以 、二由通U路1與飼服器2進行資訊收發的終端機(通用電 腦等),#號5表示經由基站6與通信網路1連接,可以經由 該通信網路線路哨伺服器2進行資訊收發的移動電話或 PDA (Personal Digital Assistants :個人數字助理)等可攜型 終端機。在本實施方式的網路遊戲系統中,構成為也可以 用II些終端機4和可攜型終端機5瀏覽比賽狀況和結果。 圖2是表示本實施方式的伺服器2的結構的一個例子的說 明圖。在圖2中,伺服器2具有處理部21〇、通信部22〇、儲 存部230、操作部240、圖像/語音輸出部25()。並且,伺服 器2具有用於與外部設備進行資訊收發的介面(I/F)2㈣,通 信部220、儲存部230、操作部24()、圖像/語音輸出部25〇 經由該介面(I/F)260分別與外部的通信線路271、外部儲存 裝置272、鍵盤和滑鼠等的輸入裝置273以及顯示監視器和 揚聲器等圖像顯示裝置/語音輸出裝置274連接。另外,既 可以如圖所示在1個基板上構成介面(I/F)26〇,也可以分別 123524.doc •19- 200817071 對應於通信部220、儲存部230、操作部240、圖像/語音輸 出部250而獨立地構成介面0/1)260。 處理部210具有:對本實施方式的網路遊戲系統中的時 間推移進行計時的計時器211 ;在登錄到伺服器2上的PC球 隊彼此之間、NPC球隊彼此之間或者pc球隊與NPC球隊之 間進行匹配處理(確定彼此的對陣對手的處理),併進行用 於確定其比賽日程的處理的日程確定機構212 ;按照該曰 程確定機構212所確定的日程來根據對Pc球隊設定的參數 自動進行比賽的進程處理的比賽進程機構213 ;根據該比 賽進程機構213的比賽的進程處理來產生比賽的圖像資料 的比赛圖像產生機構214 ;從該比賽圖像產生機構214產生 的圖像資料中提取滿足預先設定的規定條件的圖像資料, 根據該提取出的圖像資料來產生比賽的摘要圖像資料的摘 要圖像產生機構215 ;以及在比賽進程機構213進行的比賽 的進程處理結束後產生比賽的結果資料的比賽結果產生機 構 216 〇 處理部210還具有:在比賽進程機構213進行的比賽的進 程處理結束後,根據從客戶端電腦3或者圖丨所示的終端機 4、5發送來的比賽圖像再現請求信號,對比赛圖像產生機 構214產生的比賽圖像資料進行再現處理,併使客戶端電 腦3或者上述終端機4、5的顯示裝置進行顯示的比賽圖像 再現顯示機構217;同樣地在比赛進程機構213進行的比賽 的進程處理結束後,根據從客戶端電腦3或者上述終端機 4、5發送來的摘要圖像再現請求信號,對摘要圖像產生機 123524.doc -20- 200817071 構215產生的摘要圖像資料進行再現處理,併使客戶端 腦3或者上述終端機4、5的顯示裝置進行顯示的摘要圖像 ,現顯示機構218;以及當上述比賽圖像再現顯示機構217 完成了對比賽圖像資料的再現處理之後、或者當上述摘要 圖像再現顯*機構218完成了對摘要圖像f料的再現處理 ^後’使客戶端電腦3或者上述終端機4、5的顯示裝置顯 不比賽結果資料的比賽結果顯示機構219。 一在本實施方式中,處理部21〇還具有在比賽圖像再現顯 示機構217對比賽圖像資料進行再現處理中、或者在摘要 圖像再現顯示機構218對摘要圖像資料進行再現處理中, 根據k客戶端電腦3或者上述終端機4、5發送來的再現處 理結束信E來強制結束上述比賽圖像資料或者摘要圖像資 料的再現處理的再現處理結束機構2〇9。當通過該再現處 理結束機構209強制結束比賽圖像資料或者摘要圖像資料 的再現處理時,比賽結果顯示機構2 i 9進行動作,使客戶 端電腦3或者上述終端機4 ' 5的顯示裝置顯示比赛結果資 料。 、 另外,摘要圖像產生機構215和摘要圖像再現顯示機構 218亚非本發明的網路遊戲系統及其伺服器2所必須的機 構’可以根據需要將牠們配置在伺服器2内。 通#部220經由介面(I/F)260連接伺服器2和外部的通信 線路271 ’控制客戶端電腦3或者終端機4、5與伺服器2的 資訊收發。 儲存部230具有:儲存有包含本 實施方式的網路遊戲系 123524.doc •21- 200817071 統的遊戲程式在内的系統程式的、作為唯讀儲存區域的 ROM(Read Only Memory ·•唯讀儲存器)23 i ;儲存有包含 由處理部210產生的比賽圖像資料232A、摘要圖像資料 232B、比賽結果資料232C在内的資料,併被用作處理部 210的運算處理的工作區域的、作為可改寫儲存區域的 RAM (Random Access Memory :隨機存取儲存哭々Μ。 儲存部230經由介面(I/F)260與外部儲存裝置272連接, 根據處理部210的處理對儲存在外部儲存裝置272中的資料 進行參照、讀取和改寫處理。外部儲存裝置272例如由硬 碟驅動裝置等資訊儲存媒體驅動裝置構成,儲存有包含遊 戲管理資料庫(DB)272A在内的各種資料庫。遊戲管理db 272A中設置有下列儲存區域:儲存玩家的屬性資訊和玩家 所設定的pc球隊的各種參數資訊等(M1)的玩家DB ;儲存 關於比賽的匹配和日程的資訊等(M2)的日程管理;儲 存由比賽圖像產生機構214進行根據比賽進程機構213進行 的比賽的進程處理來產生比賽圖像資料的處理時使甩的、 基本的圖像資料和語音資料等(M3)的比賽進程DB ;以及The player's role, coaching angle & scouting role, etc. The player's corner required for team operations: parameter =: parameter '. c After the team _ _ 2 In Figure 1, the symbol 4 indicates that although there is no client program installed, but the terminal can be sent and received by the U-channel 1 and the feeder 2 (general-purpose computer, etc.) #号5 indicates a portable terminal such as a mobile phone or a PDA (Personal Digital Assistants) that is connected to the communication network 1 via the base station 6 and can transmit and receive information via the communication network line whistle server 2. In the network game system of the present embodiment, it is also possible to browse the game status and results by using the terminal devices 4 and the portable terminal device 5. FIG. 2 is an explanatory diagram showing an example of the configuration of the server 2 of the present embodiment. In Fig. 2, the server 2 has a processing unit 21, a communication unit 22, a storage unit 230, an operation unit 240, and an image/voice output unit 25 (). Further, the server 2 has an interface (I/F) 2 (4) for transmitting and receiving information to and from an external device, and the communication unit 220, the storage unit 230, the operation unit 24 (), and the image/speech output unit 25 are connected via the interface (I). The /F) 260 is connected to an external communication line 271, an external storage device 272, an input device 273 such as a keyboard and a mouse, and an image display device/voice output device 274 such as a display monitor and a speaker. Further, the interface (I/F) 26 构成 may be formed on one substrate as shown in the drawing, or 123524.doc • 19-200817071 may correspond to the communication unit 220, the storage unit 230, the operation unit 240, and the image/ The voice output unit 250 independently forms the interface 0/1) 260. The processing unit 210 includes a timer 211 that counts the time transition in the network game system of the present embodiment; between the PC teams registered on the server 2, the NPC teams, or the pc team. The NPC teams perform matching processing (determining the processing of each other's opponents), and perform a schedule determining mechanism 212 for determining the processing of the game schedule; according to the schedule determined by the schedule determining mechanism 212, according to the Pc ball The game progress mechanism 213 that automatically performs the process of the game is set; the game image generation mechanism 214 that generates the image data of the game according to the progress of the game of the game progress mechanism 213; from the game image generation mechanism 214 Extracting image data that satisfies a predetermined condition set in the generated image data, generating a summary image generating unit 215 of the summary image data of the game based on the extracted image data; and performing the game progress mechanism 213 The game result generation unit 216 that generates the result data of the game after the process of the game is processed, the processing unit 210 further has: After the process of the game by the mechanism 213 is completed, the game image generated by the game image generating means 214 is based on the game image reproduction request signal transmitted from the client computer 3 or the terminal devices 4, 5 shown in FIG. The game image reproduction display means 217 performs the reproduction processing and causes the display device of the client computer 3 or the terminal devices 4, 5 to display the same; after the process of the game performed by the game progress mechanism 213 is completed, The digest image reproduction request signal sent from the client computer 3 or the terminal devices 4, 5, and the digest image data generated by the digest image generator 123524.doc -20-200817071 215 is reproduced and the client is made The brain 3 or the display device of the terminal devices 4, 5 performs the display of the digest image, the present display mechanism 218; and when the game image reproduction display mechanism 217 completes the reproduction process of the game image data, or when the above summary The image reproduction display mechanism 218 completes the reproduction processing of the digest image f material, and then displays the display of the client computer 3 or the above-described terminal devices 4 and 5. The game result display means 219 which displays the non-competition result data. In the present embodiment, the processing unit 21A further has a process of reproducing the game image data by the game image reproduction display unit 217 or a process of reproducing the digest image data by the digest image reproduction display unit 218. The reproduction processing end means 2〇9 for forcibly ending the reproduction processing of the game image data or the digest image data based on the reproduction processing end letter E transmitted from the k client computer 3 or the terminal devices 4 and 5 described above. When the reproduction processing end mechanism 209 forcibly ends the reproduction processing of the game image data or the digest image data, the game result display means 2 i 9 operates to cause the display screen of the client computer 3 or the terminal device 4' 5 to be displayed. Match results data. Further, the digest image generating means 215 and the digest image reproducing display means 218 are not necessary for the network game system of the present invention and the server 2 necessary for the server 2 to be disposed in the server 2 as needed. The communication unit 220 connects the server 2 and the external communication line 271' via the interface (I/F) 260 to control the transmission and reception of information between the client computer 3 or the terminals 4, 5 and the server 2. The storage unit 230 has a ROM (Read Only Memory) that is a read-only storage area in which a system program including the game program of the online game system 123524.doc • 21-200817071 of the present embodiment is stored. And storing the data including the game image data 232A, the digest image data 232B, and the game result data 232C generated by the processing unit 210, and used as the work area of the arithmetic processing of the processing unit 210. As a RAM that can rewrite the storage area (Random Access Memory), the storage unit 230 is connected to the external storage device 272 via the interface (I/F) 260, and is stored in the external storage device according to the processing of the processing unit 210. The data in 272 is referred to, read, and rewritten. The external storage device 272 is constituted by, for example, an information storage medium drive device such as a hard disk drive device, and stores various databases including a game management database (DB) 272A. The management db 272A is provided with the following storage areas: a player DB that stores the player's attribute information and various parameter information of the pc team set by the player (M1); The schedule management of the matching of the match and the schedule information (M2); storing the process of generating the game image data by the game image generating means 214 in accordance with the progress of the game performed by the game progress mechanism 213; Basic image data and voice data (M3) game progress DB;
儲存用於進行玩家排名(排序)的排名資訊等(M4)的排名DR 專另外,也可以構成為將該遊戲.管理Db 272A設置在竹 服益2的儲存部230中。 操作部240經由介面(τ/ρρόΟ連接伺服器2和外部的輸入 裝:(鍵盤、滑鼠、觸控筆等),進行如下的處理:通過伺 服器2的維護(maintenance)等接收輸入到伺服器2中的資 併進行解析。 ' 123524.doc -22- 200817071 圖像/語音輪出部250經由介面(I/F)260與伺服器2和外部 的’員示凰視器、揚聲器等圖像顯示裝置/語音輸出裝置連 接’用於進行如下的處理:在視覺上、聽覺上確認飼服器 2的處理。 圖3是表示儲存在遊戲管理DB 272A的玩家db*的資料 的—個例子的圖,圖3⑷表示屬於玩家的%球隊的 選手角色的各種能力參數的資料表的一個例子,圖30)表 示玩家登錄到伺服器2上的pc球隊的資料表的—個例子。' 广⑷所示的資料表是按照每個玩家進行儲存的,在本 κ %方式中構成為玩家最多可以支配2〇人的選手角色。各 ==中除了選手名、年齡參數之外,作為精神層面的 數設定有"貢獻程度"、"統率能力,,、"判斷能力"、” 计τ肖b力、”精神上的耐力"、"視野開闊程度丨|、" 意識”的各參數;作為技術層面的能力參數忍 口又疋有决疋能力”、"傳球"、"傳中"、"帶球"、 意球)技術"、"頭球"、,,鐘球”、,,阻截"、,,撲救"、,, 间吊、插上"的各參數;作為辛質声面 有"肌肉力量"、·,觸球力量一=的广力參數設定 么匕,丨沾々办 汁^月匕力、爆發力》、"體 路"、"適於左邊路"、"適::.參數,設定有"適於中 ”SDF”、”DMF”、"SMF„、f,A , ” CDF、 數,·以及作為戰術層面的能 W、WING”的各參 "邊路進攻”、,,反擊”、,全=數,w 且,在表的右端上作為夫考、㉟㉟位"的各參數。並 作為參考值儲存有除去年齡參數之外的 123524.doc -23 - 200817071 所有上述參數的”參數總計,,和”參數平均,,的資料。這些參 數並非玩家可自由設定數值的參數,而是以對各選手角色 初始設定的參數為基礎,通過玩家按照客戶端程式促使選 手角色執行各種練習和訓練來養成,由此可以逐漸提高能 力值。 圖3(b)所示的資料表是按照各Pc球隊或者npc球隊所屬 的各個聯賽進行儲存的,在本實施方式中,原則上構成為 1個聯賽中具有16個PC球隊或者NPC球隊。按照每個玩家 在該聯賽資料表中設有1個記錄。在各記錄中從左端起儲 存有"記錄No·"、,,用戶id"、,,玩家名,,、”球隊名,,、,,領隊,,、 教練、"選手(1)"、”選手(2)”、…、”選手(2〇),t、首發出 場比賽的”首發選手"、在比賽中使用的”進攻戰術π、”防守 戰術、系統(陣容)’’和”其他"的設定資料。這些資料中的 ”用戶ID”和”密碼”是在玩家(用戶)首次登錄伺服器2時,由 伺服器2侧賦予給玩家的。,,玩家名,,和,,球隊名”可以由玩家 側任意設定。”領隊”、,》教練”和,,選手⑴,,至,,選手(2〇广的 名字預先設定在伺服器2的遊戲程式或者客戶端程式中。 首發選手、進攻戰術"、”防守戰術”、"系統"和”其他,, 的設定是可由玩家任意設定的項目,如何選擇這些首發選 手角色的配置和所使用的戰術,成為本實施方式那樣的形 式的遊戲的最大關鍵點。例如在本實施方式中,可以在 f’其他”的設定中設定極為細微的遊戲計劃,例如可以設定 "上半場結束時為平局或者落後的情況下,將下半場的進 攻喊術改為反擊”(設定A)、"者下主θ 、心)田下+ %只剩下10分鐘而領 123524.doc •24- 200817071 ,對手2刀以上的情況下’用選手(7)替換選手⑴併將防守 戰術改為區域防守,,(設定B)等。 圖4是表示儲存在遊戲管理DB 272八的日程管理μ中的 育料表(M2)的-個例子的圖。圖續示的資料表是按照每 個玩家進行儲存的’在本實施方式中構成為,包含玩家的 pc球隊在内賴支球隊^客場賽制進行雙循環比賽,ι 支球隊從第1輪到第3G輪共進行叫比賽,然後結束-個 賽季的聯賽。The ranking DR of the ranking information (M4) for ranking the players (sorting) is stored. Alternatively, the game management Db 272A may be placed in the storage unit 230 of the bamboo service 2 . The operation unit 240 connects the server 2 and the external input device (keyboard, mouse, stylus, etc.) via the interface (τ/ρρόΟ) to perform processing such as receiving input to the servo by maintenance of the server 2 or the like. The information in the device 2 is parsed. ' 123524.doc -22- 200817071 The image/speech wheeling unit 250 via the interface (I/F) 260 and the server 2 and the external 'personal display, the speaker, the speaker, etc. The image display device/voice output device connection 'is used to perform the processing of visually and audibly confirming the processing of the food feeder 2. Fig. 3 is a view showing an example of the data of the player db* stored in the game management DB 272A. 3(4) shows an example of a data table of various capability parameters of the player character belonging to the % team of the player, and FIG. 30) shows an example of the data table of the pc team registered by the player on the server 2. The data sheet shown in 'Guangzhou (4) is stored for each player. In this κ% mode, the player character can be dominated by up to 2 players. In addition to the player name and age parameter, each of the == sets the number of the spirit level as "contribution degree","command ability,,,"judgment ability"," τ 肖 b力," spirit "Endurance", "the degree of openness of the field of vision 、|, " consciousness" of the parameters; as a technical level of the ability parameter, the mouth has a decisive ability", "pass ", "passage";,"带球",意球)技术","Headball",,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, The various parameters; as the sound surface of the sound, there are "muscle strength", ", the strength of the touch ball = the setting of the wide force parameter, 丨 丨 々 々 ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ 、 、 、 、 、 、 、 、 、 、 、 、 、 ;,"for the left side","suit::. parameter, set with "suitable for" SDF", "DMF", "SMF„, f,A, ” CDF, number, · and As a tactical level, W, WING "parameters", "side attack",, counterattack", all = number, w and, on the right end of the table Cardiff test, ㉟㉟ bit " of each parameter. And as a reference value, the data of the "parameter total," and "parameter average" of all the above parameters except the age parameter 123524.doc -23 - 200817071 are stored. These parameters are not parameters that the player can freely set the value, but based on the parameters initially set for each player's character, the player can develop the various characters by performing various exercises and training according to the client program, thereby gradually increasing the ability value. The data table shown in FIG. 3(b) is stored in accordance with each league to which each Pc team or npc team belongs. In the present embodiment, in principle, there are 16 PC teams or NPCs in one league. team. According to each player, there is one record in the league data sheet. From the left end, there are stored "record No·",, user id",,, player name,,,,,,,,,,,,,,,,,,,,,,,,, )"," player (2)",...," player (2〇), t, "starter" who started the game, "attack tactics π, "defense tactics, system (lineup) used in the game) ''and' other " setting information. The "user ID" and "password" in these materials are given to the player by the server 2 side when the player (user) logs in to the server 2 for the first time. ,, player name,, and, the team name can be arbitrarily set by the player side. "Leader", "Coach" and, player (1),, to, player (2〇广's name is preset in the server In the game program or client program of 2. The starting player, offensive tactics ", defensive tactics, "system" and other, are set by the player arbitrarily set, how to choose these starting player characters The arrangement and the tactics used are the most important points of the game of the form as in the present embodiment. For example, in the present embodiment, it is possible to set a very fine game plan in the setting of f'others, for example, you can set " At the end of the half, if the game is a draw or a backward game, the second half of the offensive shouting will be changed to counterattack" (set A), " the next main θ, heart) field + % only 10 minutes left and led 123524.doc • 24-200817071, in the case of opponents with more than 2 knives, 'replace player (1) with player (7) and change defensive tactics to regional defense, (set B), etc. Figure 4 shows storage in game management DB 27 A diagram of an example of the nurturing table (M2) in the schedule management μ of the second eight. The data table continued in the figure is stored for each player. In the present embodiment, the pc team including the player is configured. In the two rounds of the Nei Lai team ^ away game, the ι team from the first round to the third round of the game called the game, and then ended the season of the league.
登錄到伺服器2上的PC球隊通過後面詳細敘述的日程確 疋機構212的處理來確定對陣對手和比賽的曰期時間。比 賽曰程衫為在實際時間W天内與6支球隊對陣,在實際 時間的5天之内完成30場比赛而結束_個賽季的聯赛。在 7賽季的第5天的2她截止對下―個賽季聯賽的登錄, 叙翌日(取為0日)登錄的球隊的下一個賽季日程之後在飼 服^上公開°因此’—個赛季構成為在從第0天到第5天 =的實際時間的6天時間内結束,用-個赛季的結束、 ^年際時㈣6天㈣定義本實施方柄網路職系統上 在圖4中,資料表(M2)表示用於儲 "ΑΟΟΟΟΟίΠ”、球隊名為 甲大的弟—個賽季聯賽(聯賽名 的貝料的資料表。該資料表(Μ”按 设疋1個記錄。根據比賽 機構213進行的比赛的 理,在各記錄中從左端起铗 赘的進耘處 及鳊起儲存有實際時間的” ,,輪"、”對手球隊”、”進球,,、,,失球„、 小時、 天琛、勝負”、”積分·,、,,淨 123524.doc •25- 200817071 勝球"、"名次"、"狀態”的資料。 —圖4所㈣資料表(M2)表示第一個賽季聯賽的第工天中從 第1輪到第3輪的t匕賽的絲處理結|,正在進行第4輪= 賽的進程處理的狀態。在該資料表(M2)的最下一行合計顯 示有當前時刻的成績資m,顯示為"神《"在第3輪結束的 時刻進球總計為,,6"、失球總計為"3”、勝負為2勝平、The PC team registered to the server 2 determines the time of the match against the opponent and the game by the processing of the schedule confirmation mechanism 212 described later in detail. The game is played against 6 teams in the actual time of W days, and 30 games are completed within 5 days of the actual time to end the season of the season. On the 5th day of the 7th season, she will finish the next season's league registration, and the team that is logged in on the day of the next day will be open on the feeding service. Therefore, 'the season' The composition ends in the 6-day period from the 0th day to the 5th day = the actual time, with the end of the - season, ^ inter-annual (four) 6 days (four) definition of the implementation of the handle network on the system in Figure 4 , the data sheet (M2) indicates the storage for the "quotΑΟΟΟΟΟ ΑΟΟΟΟΟ Π 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 According to the game played by the competition organization 213, in the records from the left end of the squatting and picking up the actual time of storage, "round", "opponent team", "goal,,, ,, lost goals, hours, days, wins and losses, "points,,,,, net 123524.doc •25- 200817071 wins the ball,", "quote", "status" information. - Figure 4 (4) The data sheet (M2) indicates the silk of the t-sports from the first round to the third round in the first working day of the first season of the league. In the fourth round of the game, the status of the process is being processed. In the bottom row of the data sheet (M2), the total score of the current time is displayed, which is displayed as "God&&; in the third round At the end of the game, the total score is, 6", the total loss is "3, and the win is 2 wins,
積分為"7"、淨勝球為"+4"、聯賽排名為"當前第々"。資料 表(M2)的最右一列表示各輪比賽的狀態。 圖5和圖6是表示儲存在遊戲管理DB 272a的排名db中的 資料表(M4)的一個例子的圖,圖5是表示登記在本實施方 式的網路遊戲系統中的所有聯賽(L1〇〇1等)的排名的綜合 排名表,圖6是表示由16支球隊構成的i個聯賽(在圖示的 例子中為L7010的聯賽)中所屬球隊的排名的聯賽内排名 表。 如圖5所示,PC球隊和NPC球隊的綜合排名被公開為各 球隊所屬的聯赛的排名。綜合排名表被設定成由層級1到 層級7構成的層級結構。各層級内的乙……等記號表示設定 在邊層級内的1個聯賽,各聯賽中原則上具有丨6支球隊。 在本實施方式中如下配置聯賽,即,如最上層的層級j 為1個聯賽(L1001)、層級2有2個聯賽(L2001、L2002)、層 級 3 有 4個聯賽(L3001、L3002、L3003、L3004)那樣,隨著 向下層變化而變為2倍。通過這樣地進行配置,構成一種 即使所登記的球隊數量增加也無需徒然增加層級數量的排 名表。也就是說,在該例子中,由於在層級4配置有8個聯 123524.doc -26- 200817071 賽(L4001〜L4008)、在層級5配置有16個聯賽 (L5001〜L5016)、在層級6配置有32個聯賽 (L6001〜L6032)、並且在層級7配置有64個聯賽 (L7001〜L7064),所以可以用7個層級來對應127個聯賽、 2032個球隊的排名。pc球隊和NPC球隊的各球隊被配置在 其中的任意一個聯賽中,在所屬聯賽内與其他15支球隊競 等排名。並且’根據一個賽季結束時的聯賽内名次進行各 球隊的層級替換。在本實施方式中,屬於層級i的聯賽中 的球隊的11位到16位這後6支球隊降入層級2。在屬於層級 2到層級6的聯賽的球隊中,聯賽内名次在1位到3位這前3 支球隊向上昇1個層級,11位到16位這後6支球隊下降1個 層級。在屬於層級7的聯賽的球隊中,1位到3位這前3支球 隊升到層級6。另外,如圖5的虛線所示的層級8是配置有 在後述的聯赛進行期間新登錄的玩家的PC球隊的層級,配 置在忒層級的PC球隊將在下一個賽季聯賽中全都升到層級 7。而且,即使在赛季結束時在層級7位於靠下的名次上, 也不會降入層級8。另外,各層級中配置的聯賽數量不限 於上述例子,也可以在各層級中分別配置相同數量的聯 賽。而且,還可以根據實際情況來任意設定升級、降級的 球隊數量。 另外,在本實施方式中,在聯賽開始前新登錄到伺服器 2上的PC球隊構成為屬於綜合排名表的最下層、即屬於層 級7的任意一個聯赛中(L7〇〇1〜L7〇64)。因此,在開始本^ 施方式的網路遊㈣、統的服務之前,所有層級中的所有: I23524.doc -27- 200817071 赛都被NPC球隊占據,與服務開始(開始接受pc球隊的登 錄)同時地,進行將登錄進來的玩家的PC球隊替換掉層級7 中的任意一個聯賽的NPC球隊的處理。 圖6表示儲存各聯賽内的所屬球隊的排名的聯賽内排名 表的一個例子。該聯赛内排名表按照每個聯賽進行儲存, 根據比賽進程機構213進行的比賽的進程處理而每當丨場比 賽的進程處理結束時被更新。 圖7是表不本實施方式的客戶端電腦3的結構的一個例子 的說明圖。在圖7中,客戶端電腦3具有處理部31〇、通信 邛32〇、儲存部330、操作部34〇、圖像輸出部和語音輸 出。P 360。並且,各戶端電腦3具有用於與外部設備進行資 訊收發的介面(I/F)370,通信部320、儲存部33〇、操作部 340、圖像輸出部350和語音輸出部36〇經由該介面(i/f)37〇 分別與外部的通信線路381、外部儲存裝置382、鍵盤和滑 鼠等輸入裝置383、顯示監視器等圖像顯示裝置384和揚聲 器等語音輸出裝置385連接。另外,介面(I/F)37〇如圖所 不,既可以才冓成在1個基板上,&可以分別對應於通信部 320、儲存部330、操作部34〇、圖像輸出部35〇、語音輪出 部360而獨立地構成介面(yF)37〇。 , 處理部310具有:用於進行設定pC球隊的各種參數的處 理的參數設定機構31ι ;用於使構成pc球隊的選手角色$ 灯練習和訓練而提高各種能力參數的pc球隊養成機構 312 ;用於使圖像顯示裴置384顯示比賽圖像等圖像的圖像 顯不機構313 ;以及用於從揚聲器等語音輸出襞置輪出 123524.doc •28- 200817071 扣曰的,吾音輪出機構314。處理部31〇還具有:請求再現伺 服2的比賽進程機構213進行的比賽的進程處理結束後的 比賽的比賽圖像的比賽圖像再現請求信號輸出機構3丨5 ; 明求再現伺服器2的比賽進程機構213進行的比賽的進程處 理結束後的比赛的摘要圖像的摘要圖像再現請求信號輸出 機構316 ;以及在通過伺服器2的比賽圖像再現顯示機構 217或者摘要圖像再現顯示機構218對比賽圖像或者摘要圖 像進行再現處理時,用於結束該比賽圖像再現顯示機構 217或者摘要圖像再現顯示機構218進行的再現處理的再現 處理結束信號輸出機構3 17。 通仏部320經由介面(I/F)37〇連接客戶端電腦3和外部的 ' 、本路3 8 1,進行控制伺服器2和客戶端電腦3之間的資 訊收發的處理。 、 儲存部330具有作為唯讀儲存區域的ROM (Read OMy Memory ·唯讀儲存器)33丨和儲存本實施方式的客戶端程 ^、並且被用作處理部31〇的運算處理的工作區域的作為 11文寫的儲存區域的RAM (Rand〇m Access 厂隨機 ,取儲存器)332。儲存部wo經由介面⑽)37()與外部:存 衣置382連接’併進行如下的處理:根據處理部310的處理 =儲存在外部儲存裝置382中的資料進行參照、讀取:改 操作部340經由介面_37〇連接客戶㈣腦3和外 輸入裝置(鍵盤、滑鼠、觸控筆等),併進行如下的處理· 通過玩家對各種參數的輸人操作㈣接收輸Μ客戶端f 123524.doc -29- 200817071 腦3的資料併進行解析。 圖像輪出部3 5 Ο έ兩rk人 部的圖像_ -壯Γ 面(I/F)37G連接客戶端電腦3和外 干比不 84’併進行用於使圖像顯示裝置384顯 不::的再現圖像和各種設定晝面等的處理。 二Π出部360經由介面(I/F)37°連接客戶端電腦3和外 ^尸耳器等語音輸出裝置385,併進行輸出比賽中觀 的歡呼聲等語音的處理。 #中硯眾The points are "7", the goal difference is "+4", and the league ranking is "current 々". The rightmost column of the data table (M2) indicates the status of each round of the match. 5 and 6 are diagrams showing an example of a data table (M4) stored in the ranking db of the game management DB 272a, and FIG. 5 is a diagram showing all the leagues registered in the online game system of the present embodiment (L1〇). In the overall ranking table of the rankings of 〇1, etc., FIG. 6 is a ranking list of the rankings of the teams belonging to the i leagues (the leagues of the L7010 in the illustrated example) composed of 16 teams. As shown in Figure 5, the overall ranking of the PC team and the NPC team is disclosed as the ranking of the league to which each team belongs. The comprehensive ranking table is set to a hierarchical structure composed of level 1 to level 7. B and other symbols in each level indicate that one league is set in the side level, and in principle, there are six teams in each league. In the present embodiment, the league is configured as follows, that is, the top level j is 1 league (L1001), the level 2 has 2 leagues (L2001, L2002), and the level 3 has 4 leagues (L3001, L3002, L3003, As in L3004), it becomes twice as the lower layer changes. By configuring in this way, it is possible to form a ranking table which does not need to increase the number of levels in vain even if the number of registered teams increases. That is to say, in this example, since there are 8 joints 123524.doc -26-200817071 (L4001 to L4008) at level 4, 16 leagues (L5001 to L5016) are arranged at level 5, and configuration is performed at level 6 There are 32 leagues (L6001 to L6032) and 64 leagues (L7001 to L7064) are arranged at level 7, so 7 levels can be used to correspond to the rankings of 127 leagues and 2032 teams. Each team of the pc team and the NPC team is deployed in any of the leagues, ranking in the league with the other 15 teams. And 'the level replacement of each team according to the ranking in the league at the end of a season. In the present embodiment, the next six teams from 11th to 16th of the teams in the league belonging to level i fall into level 2. In the leagues belonging to the leagues of level 2 to level 6, the top 3 teams in the league are ranked 1st to 3rd, and the first 3 teams are up one level, 11 to 16 and the next six teams are down by one level. . Among the teams belonging to the league of level 7, the first three teams from 1 to 3 are promoted to level 6. In addition, the level 8 shown by the broken line in FIG. 5 is the level of the PC team in which the player newly registered during the progress of the league to be described later is placed, and the PC team placed at the level of the next level will be promoted in the next season. Level 7. Moreover, even at the end of the season, when level 7 is on the lower ranking, it will not fall into level 8. In addition, the number of leagues configured in each level is not limited to the above example, and the same number of matches may be configured in each level. Moreover, the number of upgraded and downgraded teams can be arbitrarily set according to actual conditions. Further, in the present embodiment, the PC team newly registered to the server 2 before the start of the tournament is constituted as the lowest level belonging to the comprehensive ranking table, that is, in any of the leagues belonging to the hierarchy 7 (L7〇〇1 to L7). 〇 64). Therefore, before starting the online tour (four) and unified services of this method, all of the hierarchies: I23524.doc -27- 200817071 The game is occupied by the NPC team, and the service begins (beginning to accept the pc team) At the same time, the process of replacing the PC team of the player who has entered the game with the NPC team of any one of the levels 7 is performed. Fig. 6 shows an example of a ranking list in the league in which the ranks of the participating teams in each league are stored. The ranking table in the league is stored for each league, and is processed according to the progress of the game performed by the game progress mechanism 213, and is updated every time the process of the game of the game is finished. Fig. 7 is an explanatory diagram showing an example of the configuration of the client computer 3 of the present embodiment. In Fig. 7, the client computer 3 has a processing unit 31, a communication port 32, a storage unit 330, an operation unit 34, an image output unit, and a voice output. P 360. Further, each of the client computers 3 has an interface (I/F) 370 for transmitting and receiving information with an external device, and the communication unit 320, the storage unit 33, the operation unit 340, the image output unit 350, and the voice output unit 36 are via The interface (i/f) 37 is connected to an external communication line 381, an external storage device 382, an input device 383 such as a keyboard and a mouse, an image display device 384 such as a display monitor, and a voice output device 385 such as a speaker. In addition, the interface (I/F) 37 may be formed on one substrate as shown in the figure, and may correspond to the communication unit 320, the storage unit 330, the operation unit 34, and the image output unit 35, respectively. The voice and the rounding unit 360 independently form an interface (yF) 37〇. The processing unit 310 includes a parameter setting unit 31i for performing processing for setting various parameters of the pC team, and a pc team building mechanism for improving the various ability parameters by causing the player character of the pc team to practice and train the lights. 312; an image display mechanism 313 for causing the image display device 384 to display an image such as a game image; and for use in a voice output device such as a speaker to turn off the 123524.doc • 28-200817071 buckle, Sound wheeling mechanism 314. The processing unit 31A further includes a game image playback request signal output unit 3丨5 that requests a game image of the game after the progress process of the game by the game progress mechanism 213 of the playback servo 2; The digest image reproduction request signal output unit 316 of the digest image of the game after the progress of the game process by the game progress mechanism 213; and the game image reproduction display mechanism 217 or the digest image reproduction display mechanism by the server 2 When the game image or the digest image is reproduced, the reproduction processing end signal output unit 31 for ending the reproduction processing by the game image reproduction display unit 217 or the digest image reproduction display unit 218 is completed. The communication unit 320 connects the client computer 3 and the external ''''''''''''''''''''' The storage unit 330 has a ROM (Read OMy Memory) 33 as a read-only storage area, and a client area in which the client program of the present embodiment is stored, and is used as a work area of the arithmetic processing of the processing unit 31A. The RAM is stored as a storage area of 11 (Rand〇m Access Factory is random, and the storage is taken) 332. The storage unit wo is connected to the external storage device 382 via the interface (10)) 37 () and performs the following processing: according to the processing of the processing unit 310 = the data stored in the external storage device 382 for reference and reading: the operation unit 340 connects the client (4) brain 3 and external input device (keyboard, mouse, stylus, etc.) via the interface _37〇, and performs the following processing. · Through the player's input operation of various parameters (4) receiving the input client f 123524 .doc -29- 200817071 Brain 3 data and analysis. Image wheeling section 3 5 Ο έ Two rk human part images _ - Zhuang Γ face (I / F) 37G connection client computer 3 and external dry ratio is not 84' and is used to make the image display device 384 No: Reproduction of images and processing of various settings, etc. The two output units 360 are connected to the voice output device 385 such as the client computer 3 and the external organ via the interface (I/F) 37°, and perform speech processing such as cheering for outputting the game. #中砚众
然後’參照圖8說明本發明的網路遊戲系、統的_個實施 方式中k登錄遊戲到_個賽季的料結 的處理流程。 服為2 百先’當啟動伺服器2 (SA〇〇)後,設置飼服器2的處理 部2_計時器211而開始計量時間(s施),檢索是否存在 新登錄的玩家(SA02)。當存在新登錄的玩家時,飼服器2 確定新登錄的玩家的用戶ID和密碼,經由通信網路丄向节 玩家的客戶端電腦3發送用戶1〇和密碼,並且,產生圖叫 和圖3(b)所示的資料表(Ml),將該玩家的玩家資訊登記(儲 存)到遊戲管理DB 272A的玩家ϋΒ中(SA03)。 接著,伺服器2等待進行下一個賽季比賽的匹配(對手的 組合)來確定比賽日程的時刻(8八〇4),在所設定的時刻截 止新的登錄,使處理部21〇的日程確定機構212動作來確定 比賽曰程(SA05)。 參照圖9說明日程確定機構212確定比赛日程的步驟。如 上所述,在本實施方式的網路遊戲系統中,將從〇日到$日 為止的實際時間6天的時間計量為1年(一個賽季)。 123524.doc -30- 200817071 圖9⑷是原則上表示曰程確定方式的時間表。在本網路 遊戲系統剛剛開料,確定相應的期間 1個月左右)來通知服務開始,募集第一個赛季(第一年)玩 家的新登錄。伺服器2進行如下的處理:在遊戲時間的〇年 5日24:00截止新登錄,在該時刻之前將登錄的玩家的玩家 資訊登記在玩家DB中。登錄到第一個賽季中的玩家的^ 球隊被配置到隸屬於圖5所示的綜合排名表的層級7的任意 一個聯賽(L7001〜L7064)中。 伺服器2在遊戲時間的$〇日按照每個玩家製作圖9⑷所 :的日程表(時間表)併公開。實際上,在圖9⑷的記載為 第1輪到第30輪的位置上記載有對陣對手的球隊名。原則 上1個聯賽由16支球隊構成,所以丨支球隊與剩餘的15支球 隊以主場和客場的方式進行對陣,因而在一個賽季的聯賽 中進行30輪(3 0場比賽)的對陣來競爭排名。 圖9(b)到圖9(f)表示新玩家在某個賽季的聯賽進行中登 錄到伺服器2上時的處理方法。 圖9(b)表示N年0曰〇··〇〇之後新登錄時的時間表。N年〇曰 〇·00之後新登錄的玩家截止到N年0日24:00,進行玩家登 。己和比賽日程確定的處理。如圖9(b)所示那樣確定的曰程 在Ν年1日公開為第ν個賽季的聯賽。在這一天内登錄進來 的pc球隊和根據需要的NPC球隊構成12支球隊的聯賽,以 圖9(b)所示的日程進行第1輪到第22輪的對陣。由該12支球 隊構成的聯賽被配置在圖5所示的綜合排名表的層級8上, 在下一個賽季的聯賽中所有PC球隊升到層級7。另外,雖 123524.doc -31- 200817071 然當構成13支球隊的聯賽時總比賽場數為24場,但由於其 他球隊進行比賽時必定會有1支球隊休息,無法按照圖9(b) 的時間表完成比賽,因而用12支球隊構成聯賽。 圖9(c)表示N年1日〇:〇〇之後新登錄時的時間表。^年^曰 0:00之後新登錄的玩家截止到N年1日24:00,進行玩家登 記和比賽日程確定的處理。如圖9(c)所示那樣確定的曰程 在N年2日公開為第N個賽季的聯賽。在這一天内登錄進來 的PC球隊和根據需要的NPC球隊構成10支球隊的聯賽,以 圖9(c)所示的日程進行第丨輪到第18輪的對陣。與上述以支 球隊的聯賽相同地,該由10支球隊構成的聯賽也被配置在 圖5所示的綜合排名表的層級8上,在下一個賽季的聯賽 中,所有PC球隊升到層級7。 圖9(d)表示N年2日0··00之後新登錄時的時間表。^^年2曰 〇:〇〇之後新登錄的玩家截止到N年2日24:00,進行玩家登 圮和比賽日程確定的處理。如圖9(d)所示那樣確定的曰程 在N年3日公開為第N個賽季的聯賽。在這一天内登錄進來 的pc球隊和根據需要的NPC球隊構成6支球隊的聯賽,以 圖9(d)所示的日程進行第1輪到第1〇輪的對陣。與上述^支 球隊的聯賽、1〇支球隊的聯賽相同地,該由6支球隊構成 的聯賽也被配置在圖5所示的綜合排名表的層級8上,在下 一個賽季的聯賽中,所有PC球隊升到層級7。 圖9(e)表示N年3曰〇··〇〇之後新登錄時的時間表。N年3曰 〇:〇〇之後新登錄的玩家截止到1^年3日24:00,進行玩家登 圯和比賽日程確定的處理。如圖9(e)所示那樣確定的日程 123524.doc •32- 200817071 在N年4日公開為第N個賽季的聯賽。在這一天内登錄進來 的PC球隊和根據需要的NPC球隊構成4支球隊的聯賽,以 圖9(e)所示的日程進行第1輪到第6輪的對陣。與上述12支 球隊的聯賽、10支球隊的聯赛、6支球隊的聯赛相同地, 該由4支球隊構成的聯賽也被配置在圖5所示的綜合排名表 的層級8上,在下一個賽季的聯賽中,所有pc球隊升到層 級7。 圖9(f)表示N年4日0:00之後新登錄時的時間表。>1年4曰 〇:〇〇之後新登錄的玩家截止到N年4日24:00,進行玩家登 記和比賽日程確定的處理。如圖9(f)所示那樣確定的曰程 在N年4日結束了上述比賽日程確定的處理之後立即公開為 第N個賽季的聯賽。在這一天内登錄進來的pc球隊和根據 需要的NPC球隊構成4支球隊的聯賽,以圖9(f)所示的曰程 進行第1輪到第6輪的對陣。與上述12支球隊的聯賽以及12 支以下的球隊數量的聯賽相同地’該由4支球隊構成的聯 賽也被配置在圖5所示的綜合排名表的層級8上,在下一個 賽季的聯賽中,所有PC球隊升到層級7。 在N年5曰〇:〇〇之後新登錄的玩家截止到]^年5曰:⑻, 進行玩家登記和比赛日程確定的處理。該日程與圖9⑷中 將〇年取為N年的情況相同,在N+1年。日公開為第n+i個賽 季的聯賽。在這一天内登錄進來的pc球隊和根據需要的 NPC球隊構成16支球隊的聯賽,以與圖9⑷所示的日程相 同的日程來進行第丨輪到第3G輪的料。該由咐球隊構 成的聯賽-開始就被配置在圖5所示的综合排名表的層級7 123524.doc -33- 200817071 返回圖8,如上所述由日程確定機構212進行日程確定處 理(SA05),在進行公開所確定的比賽日程的處理(sa〇6) ^ 時’成為等待比賽開始時刻的狀態(SA07)。當成為比賽開 始時刻(SA07的步驟中為肯定判定時)時,比賽進程機構 λ 213進行如下的處理:根據對各PC球隊和NPC球隊所設定 的參數來自動進行比賽(SA08)。 然後’比賽圖像產生機構214進行如下的處理:根據比 _ 賽進程機構213進行的比賽的進程處理(SA08)產生比賽圖 像貧料(SA09)。接著,摘要圖像產生機構215進行動作, 進行從所產生的比赛圖像資料中提取滿足預先設定的規定 條件的圖像資料的處理,併進行根據提取出的圖像資料產 生比賽的摘要圖像的處理(SA1〇)。作為為了產生上述摘要 圖像貝料而從比賽圖像資料中提取出的圖像資料應滿足的 預先設定的規定條件,例如可以設定如下條件,即,,開球 • 圖像前後10秒的圖像資料,,、"破門圖像前後10秒的圖像資 料射門圖像前後10秒的圖像資料"、"任意球發出圖像 則後10#的圖像貧料”、f,判紅牌或者黃牌圖像前後秒的 圖像貝料、”比賽結束圖像前後10秒的圖像資料”等。而 : 且丄還可以構成為伺服器2具有這些可設定條件的列表, _ 玩家可從該列表中任意選擇所需條件。 / 賽進%機構213進行的比賽的進程處理(SA〇8)結束 後比賽結果產生機構216進行產生‘比赛結果資料的處理 )接著,執行判斷預定的比賽的進程處理是否全都 123524.doc •34- 200817071 結束的處理(SA12)’在具有尚 回步驟SA07,等待下—f * 進&處理的比賽時返 進程處理都已結束時結束處理(SAu)。 斤有比赛的 接著,參照圖10到圖15來說明本實施〜、 比賽狀況確認和比賽社果碟、工玩家進行的 表示在客戶端電二果=4步::" 處理後的比賽的再現圖像和 時序圖,圖12到圖15是表干上=的的—個例子的 ㈣者終端機4、5的圖像顯示裝 二電 一個例子的圖。 寺上的畫面顯不的 客戶端電腦3㈣比賽的再現圖像 利用宏: 端機4、5的步驟也相同。而且, 電腦3或者終端機4,覽摘要圖像的再現圖 七賽結果的步驟也相同。 0 10疋表不利用客戶端 摘要R榇〜 戶&電細3銳貝了比赛圖像資料(或者 2圖像錢)的再額像之後確認比賽結果的步驟的時 家為了經由通信網路1將客戶端電腦3與飼服器 R、、接,從客戶端電腦3向飼服器2發送該網站的 "问服益2接收到從客戶端電腦3發送來的URL / ’為了確定玩家’獲取圖12⑷所示的 …、 4上顯示登錄畫面384A時’玩家按照登錄晝 123524.doc •35· 200817071 面384A的指示,從’,用戶ID”輸入框391的游標393位置輸入 用戶ID,從”密碼”輸入框392的游標393位置輸入密碼(參 照圖12(b))。當玩家進行了輸入用戶m和密碼的操作之 後,進行知下顯示在圖12(b)所示的登錄晝面384A下部的,, 豆錄知:紐390的操作(§τ〇2)。通過該操作,向伺服器2發 送用戶ID和密碼。 伺服器2參照遊戲管理DB 272A的玩家db,通過核對從Then, the processing flow of the k-login game to the season of the game in the embodiment of the network game system of the present invention will be described with reference to FIG. When the server 2 (SA〇〇) is started, the processing unit 2_timer 211 of the feeder 2 is set to start the measurement time (s), and it is searched whether or not there is a newly registered player (SA02). . When there is a newly logged-in player, the feeder 2 determines the user ID and password of the newly logged-in player, and transmits the user's password and password to the client computer 3 of the festival player via the communication network, and generates a map and a map. The data sheet (M1) shown in 3(b) registers (stores) the player information of the player into the player 游戏 of the game management DB 272A (SA03). Next, the server 2 waits for the matching of the next season game (combination of the opponent) to determine the time of the game schedule (8 〇 4), and the new registration is terminated at the set time, and the schedule determining unit of the processing unit 21 is set. 212 action to determine the game process (SA05). The procedure of the schedule determining means 212 for determining the game schedule will be described with reference to FIG. As described above, in the online game system of the present embodiment, the actual time of six days from the next day to the day is measured as one year (one season). 123524.doc -30- 200817071 Figure 9(4) is a timeline indicating in principle how the process is determined. In the online game system just opened, determine the corresponding period of about 1 month) to inform the service to start, to recruit new players in the first season (first year). The server 2 performs a process of closing the new registration at 24:00 on the 5th day of the game time, and registering the player information of the registered player in the player DB before the time. The team that logs in to the player in the first season is assigned to any of the leagues (L7001 to L7064) belonging to level 7 of the integrated ranking table shown in FIG. The server 2 creates and displays the schedule (schedule) of FIG. 9(4) for each player on the next day of the game time. Actually, the name of the team against the opponent is described in the position of the first round to the 30th round in the description of Fig. 9 (4). In principle, one league consists of 16 teams, so the team and the remaining 15 teams play against each other in the home and away games, so they play 30 rounds (30 games) in a season's league. Compete against the rankings. Figures 9(b) through 9(f) show the processing method when a new player logs into the server 2 during a season's league. Fig. 9(b) shows the schedule at the time of new registration after N years of 0曰〇··. N-year 〇曰 新·00 After the new logged-in player expires at 24:00 on the 0th of Nth, the player is boarded. The processing of the game schedule has been determined. The course determined as shown in Figure 9(b) was published as the league of the νth season on the 1st of the following year. In the first round to the 22nd round, the PC team that has entered the day and the NPC team that is in need of the game constitute a league of 12 teams, and the schedule shown in Fig. 9(b) is performed. The league consisting of the 12 teams is placed at level 8 of the comprehensive ranking table shown in Figure 5, and all PC teams in the next season's league are promoted to level 7. In addition, although 123524.doc -31- 200817071, when the league of 13 teams is composed, the total number of matches is 24, but since the other teams play, there must be one team to rest, unable to follow Figure 9 ( b) The timetable is completed and the 12 teams form the league. Fig. 9(c) shows the timetable for the new registration after the N-year 1st:〇. ^年^曰 After 0:00, the newly registered player is processed until 24:00 on the 1st of Nth, and the player registration and game schedule determination are performed. The course determined as shown in Figure 9(c) is published as the Nth season of the league on the 2nd of the Nth. The PC team that entered this day and the NPC team according to the needs constitute a league of 10 teams, and the first round of the round is played on the schedule shown in Figure 9(c). In the same league as the above-mentioned league, the league consisting of 10 teams is also placed on the level 8 of the comprehensive ranking table shown in Figure 5. In the next season's league, all PC teams are promoted. Level 7. Fig. 9(d) shows the schedule at the time of new registration after 0··00 on the 2nd of Nth. ^^年2曰 〇 〇〇: After the new logged-in player expires at 24:00 on the 2nd of Nth, the player registration and game schedule determination are performed. The course determined as shown in Figure 9(d) is published as the Nth season in the N-year 3rd. The PC team that has entered the day and the NPC team that is in need of each other constitute a league of six teams, and the first round to the first round match is performed on the schedule shown in Fig. 9(d). In the same league as the league of the above-mentioned team, the league of the 1st team, the league consisting of 6 teams is also arranged at the level 8 of the comprehensive ranking table shown in Figure 5, in the next season's league. In the middle, all PC teams rose to level 7. Fig. 9(e) shows the schedule at the time of the new registration after N years. N-year 3曰 〇: The player who has newly logged in after 〇〇 is closed until 24:00 on the 1st, 3rd, 3rd, and the player registration and game schedule determination are performed. The schedule determined as shown in Fig. 9(e) 123524.doc •32- 200817071 was published as the league of the Nth season on the 4th of Nth. The PC team that entered this day and the NPC team that is required to form the four teams' leagues will play the first round to the sixth round in the schedule shown in Figure 9(e). In the same league as the above 12 teams, the league of 10 teams, and the league of 6 teams, the league consisting of 4 teams is also arranged at the level of the comprehensive ranking table shown in FIG. On the 8th, in the next season's league, all pc teams rose to level 7. Fig. 9(f) shows the schedule at the time of new registration after 0:00 on the 4th of Nth. >1 year 4曰 〇: The player who has newly logged in after 〇〇 is closed until 24:00 on the 4th of Nth, and the player registration and game schedule determination are performed. The process determined as shown in Fig. 9(f) is disclosed as the Nth season's league immediately after the processing of the above-described game schedule determination is completed on the 4th of the Nth. The pc team that entered this day and the NPC team that is required to form the four teams' leagues will play the first round to the sixth round in the course shown in Figure 9(f). In the same league as the above-mentioned 12 teams and the number of teams of 12 or less, the league consisting of 4 teams is also arranged at the level 8 of the comprehensive ranking table shown in Figure 5, in the next season. In the league, all PC teams rose to level 7. In the N year 5 曰〇: 新 new logged in players until the end of the year ^ 曰: (8), the player registration and the game schedule determination process. This schedule is the same as the case where the leap year is taken as N years in Fig. 9 (4), at N+1 years. The day is open for the league in the n+i season. The PC team that has entered the day and the NPC team that is in need of the game constitute a league of 16 teams, and the third round of the third round is performed on the same schedule as the schedule shown in Fig. 9 (4). The league composed of the team is initially arranged at the level 7 of the comprehensive ranking table shown in FIG. 5 123524.doc -33 - 200817071 Returning to FIG. 8, the schedule determination processing is performed by the schedule determining means 212 as described above (SA05 When the processing of the game schedule determined by the disclosure (sa〇6) ^ is performed, 'the state of waiting for the start time of the game (SA07). When it is the start time of the game (in the case of affirmative determination in the step of SA07), the game progress mechanism λ 213 performs a process of automatically performing the match based on the parameters set for each of the PC team and the NPC team (SA08). Then, the game image generating means 214 performs processing for generating a game image poor (SA09) based on the progress processing (SA08) of the game by the game progress mechanism 213. Next, the digest image generating unit 215 operates to extract an image data that satisfies a predetermined condition set from the generated game image data, and generates a digest image of the game based on the extracted image data. Processing (SA1〇). As a predetermined predetermined condition that the image data extracted from the game image data is to be generated in order to generate the above-described digest image, for example, the following conditions can be set, that is, the tee shot and the image for 10 seconds before and after the image Like the data,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, The image of the red card or the yellow card image before and after the second, the image data of "10 seconds before and after the game end image", etc., and: 丄 can also be configured as the server 2 has a list of these settable conditions, _ player The desired condition can be arbitrarily selected from the list. / After the process of the game (SA 〇 8) of the game played by the squadron % 213, the game result generation means 216 performs the process of generating the "game result data". Whether the processing of the game is all 123524.doc •34- 200817071 The processing of the end (SA12) 'ends the processing when the return process has ended when there is a return step SA07, waiting for the next-f* advance & SAu). After the game has been played, refer to Figure 10 to Figure 15 to illustrate the implementation of the implementation, the game status confirmation and the game player, the player's representation on the client power = 4 steps ::: " after processing The reproduced image and timing chart of the game, and Fig. 12 to Fig. 15 are diagrams showing the example of the image display of the terminals 4 and 5 of the (4) terminal. No client computer 3 (4) Reproduction image of the game uses the macro: The steps of the terminal 4, 5 are also the same. Moreover, the steps of the reproduction result of the summary image of the computer 3 or the terminal 4 are the same. 0 10疋 不 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户 客户The client computer 3 and the feeding device R, and the client computer 3 send the website to the serving device 2 "Q&A 2 receives the URL sent from the client computer 3 / 'To determine the player' Obtain the login screen 384A shown in Figure 4 (4), and the player will follow the login screen 384A.昼123524.doc •35· 200817071 Instructed by face 384A, the user ID is input from the cursor 393 position of the ', user ID' input box 391, and the password is input from the cursor 393 position of the "password" input box 392 (refer to FIG. 12(b) ). When the player performs the operation of inputting the user m and the password, the operation is displayed in the lower portion of the registration face 384A shown in Fig. 12(b), and the operation of the bean 390: § τ 〇 2 is performed. By this operation, the user ID and password are transmitted to the server 2. The server 2 refers to the player db of the game management DB 272A, and checks by
客戶端電腦3接收到的用戶m、密碼與登記(儲存)在玩家 DB中的用戶id、密碼’進行用戶認證處理(88叫。當用戶 …五處理(SS〇2)成功時,飼服n 2獲得圖n⑷所示的主選 單旦面384B (SSG3),併進行將其發送給客戶端電腦3的處 此處田用戶涊證處理失敗時,再次進行發送登錄畫 面384A的處理。 一 在各戶端電腦3的圖像顯示裝置川上顯示圖i3(a)所示的 主選單畫面384B。在幸;登留金二,。 在主k早晝面384B的左上方準備有玩 家名顯示部394,在"歡迎"和”先生”之間顯示作為玩家名的 "世嘉"。玩家從顯示在圖像顯示裝置似上的主選單書面 娜的項目組395中選擇目的項目,進行按下顯示在主選 〇〇 6下°卩的發送"按鈕396的操作(ST03)。項目的 選擇例如構成為使用上 用上下的方向鍵等來移動顯示在各項目 左端的四邊形的影框395A來選擇項目,默⑷ 所示選擇有"球隊設定變 口 U) 疋釔更的項目。在圖13(a)的狀態下按 下1 =人向下鍵時,則畢彡据 干選擇… 95Α向下移動一格,如圖13(b)所 U球隊的比赛狀況/結果”的項目。在該圖U⑻的狀 123524.doc -36- 200817071 態下通過進行按下晝面3 8 4 B下部的”發送,,按鈕3 9 6的操 作,由此向伺服器2發送比赛圖像再現請求信號(或者摘要 圖像再現請求信號)。該”球隊的比賽狀況/結果"的項目的 選擇和"發送"按鈕是本實施方式的比賽圖像再現請求信號 輸出機構(或者摘要圖像再現請求信號輸出機構),通過進 行該操作,向祠服器2發送比賽圖像再現請求信號(或者摘 要圖像再現請求信號)。另外,在解除與伺服器2的連接時 使用主選單晝面384B右上方的”退出”按鈕397。 田接收到比賽圖像再現請求信號時,伺服器2參照遊戲 管理DB 272A的日㈣理DB,獲得圖14⑷所示的比赛選 擇晝面384C (SS04),將其發送給客戶端電腦3。玩家移動 影框398A從顯示在圖像顯示裝置384上的比賽選擇畫面 384C的比賽列表398中選擇想要觀看再現圖像的比賽,進 行按下晝面384C下部的”發送"按鈕的操作(ST〇4)。通過該 操作向伺服器2發送比賽的選擇信號。另外,在該比賽選 擇旦面384C中,由於不在伺服器2側產生比賽(開始)前的 比赛的圖像資料’所以其構成為無法由玩家進行選擇。 接收到比賽的選擇信號後,伺服器2從儲存部23〇的 232獲得所選擇的比赛圖像資料232A(或者摘要圖像資料 232B) ’利用比賽圖像再現顯示機構217(或者摘要圖像再 現顯不機構218)來對該比賽圖像資料232八進行再現處理 (SS05),向客戶端電腦3發送再現圖像。玩家通過顯示在 圖像顯不裝置384上的、圖14(b)所示的再現圖像顯示畫面 3 84D觀貝比賽的再現圖像(或者摘要圖像)4〇i 。在 123524.doc -37- 200817071 比賽圖像顯示畫面384D的上部中央的顯示部4〇〇上,顯示 賽季(第一個賽季)、聯賽名(L7〇1〇)、輪(第m)、對陣球 隊名(”神犬”和”靈貓")等確定比賽的資訊。另外,在後面 敘述顯示在畫面384D左上方的,,觀看結果"按鈕399。 當比賽圖像資料232A(或者摘要圖像資料232B)的再現處 理、、、口束後,伺服器2從健存部230的RAM 232中獲得比賽结 果貧料232C,使比賽結果顯示機構219動作來向客戶端電The user m, the password received by the client computer 3, and the user id and password registered (stored) in the player DB 'perform user authentication processing (88 call. When the user...5 processing (SS〇2) succeeds, the feeding service n (2) The main selection single-face 384B (SSG3) shown in Fig. n(4) is obtained, and when the processing is sent to the client computer 3, the processing of the login screen 384A is performed again. The image display device of the client computer 3 displays the main menu screen 384B shown in Fig. i3 (a). Fortunately, the deposit is two. The player name display portion 394 is prepared on the upper left side of the main k early face 384B. , "Sega" as the player name is displayed between "Welcome" and "Mr." The player selects the destination item from the item group 395 of the main menu written by the image display device, and presses The operation of the transmission "button 396 under the main selection 6 is displayed (ST03). The selection of the item is, for example, configured to move the quadrilateral frame 395A displayed at the left end of each item by using the up and down direction keys or the like. To choose the project, silent (4) Choose " team setting variable opening U) yttrium more piece goods item. When the 1 = person down button is pressed in the state of Fig. 13 (a), then the selection is completed... 95Α moves down one grid, as shown in Fig. 13(b), the game status/result of the U team. In the state of Fig. U(8), in the state of 123524.doc -36-200817071, by pressing the "send" of the lower part of the face 3 8 4 B, the operation of the button 3 9 6 transmits the game image to the server 2 The reproduction request signal (or the digest image reproduction request signal). The item selection and "send" button of the "competition status/result" of the team is the game image reproduction request signal output means (or the digest image reproduction request signal output means) of the present embodiment, by performing the In operation, a game image reproduction request signal (or a digest image reproduction request signal) is transmitted to the server 2. In addition, the "exit" button 397 at the upper right of the main menu face 384B is used when the connection with the server 2 is released. When the field receives the game image reproduction request signal, the server 2 refers to the day (four) management DB of the game management DB 272A, obtains the game selection face 384C (SS04) shown in Fig. 14 (4), and transmits it to the client computer 3. The moving picture frame 398A selects a game in which the desired image is to be viewed from the game list 398 of the match selection screen 384C displayed on the image display device 384, and performs an operation of pressing the "send" button at the lower side of the face 384C (ST 〇 4). By this operation, the selection signal of the game is transmitted to the server 2. Further, in the game selection face 384C, since the image data of the game before the game (start) is not generated on the server 2 side, it is configured such that it cannot be selected by the player. Upon receiving the selection signal of the match, the server 2 obtains the selected match image data 232A (or digest image data 232B) from the storage unit 23A 232 'Using the match image reproduction display mechanism 217 (or the summary image reproduction) The display unit 218) performs a reproduction process (SS05) on the game image data 232 to transmit a reproduced image to the client computer 3. The player displays a reproduced image (or abstract image) 4〇i of the reproduced image display screen 3 84D shown in Fig. 14(b) by the image display device 384. On the display unit 4〇〇 of the upper center of the game image display screen 384D, the season (first season), the league name (L7〇1〇), the round (m), and the match are displayed on the display image display screen 384D. The name of the team ("God Dog" and "Panda") is used to determine the game information. In addition, the following is displayed on the upper left of the screen 384D, and the result is displayed as "Button 399." When the game image data 232A (or summary) After the reproduction processing and image processing of the image data 232B), the server 2 obtains the game result poor material 232C from the RAM 232 of the storage unit 230, and causes the game result display unit 219 to operate to power the client.
腦3發送比賽結果資料232c (ss〇6)。玩家通過顯示在圖像 顯示裝置384上的、圖15⑷所示的比賽結果確認畫面3刚 來確認比賽結果(ST06)。 在比賽結果確認畫面3刚上,在纟面38犯中央部的比賽 結果顯示部402上較大地顯示比賽結果,在圖15⑷所示的 例子中’玩家的球隊"神犬”如獲勝,因而在比賽結果領 示部術下方的勝負顯示部彻上顯示"Y〇u⑽(你勝利 田確赠了比賽結果之後,玩家進行按下顯示在比赛結果 確認晝面3隨右上方的"返回比賽選擇畫面"按㈣4或者" 退出”按㈣7的操作(STG7)。作為後續的操作阶⑺,冬 玩家進行按動"返回轉選擇晝面"按㈣4的操作時^ 何服器2發送後續的操作信號,作為後續的操作(SS07), 飼服器2向客戶端電腦3發送圖剛所示的比赛選擇書面 職,玩家重覆上述_到咖的步驟,同樣地1服 請覆SS05到瞻的步驟。在圖15〇5)中,圖"⑷中為” 比賽結束”的,,第1輪"更新為"已確認",叫)中為"比賽中 123524.doc -38- 200817071 的輪t新為"比賽結束",默認為選擇了未確認的比 賽中最早結束的"第2輪”。 、:為、:束的操作(ST07),當玩家進行按動"退出”按鈕397 ^呆作時’向飼服112發送結束的操作信號,舰器2進行 束處理(SSG7) ’解除伺服器2與客戶端電腦3的連接。 圖1疋表不利用客戶端電腦3中途中斷比赛圖像資料(戋 者摘要圖像資料)的再現圖像併相、比賽結果的步驟的時Brain 3 sends the match result data 232c (ss〇6). The player confirms the result of the match by the match result confirmation screen 3 shown in Fig. 15 (4) displayed on the image display device 384 (ST06). Immediately after the match result confirmation screen 3, the match result is displayed on the game result display unit 402 of the center of the face 38. In the example shown in Fig. 15 (4), the 'player's team" the dog is won. Therefore, the winning and losing display section below the result of the competition results is displayed "Y〇u(10)" (After you win the game, the player presses the button to display the result of the match. Return to the game selection screen " Press (4) 4 or " Exit" Press (4) 7 (STG7). As a follow-up operation level (7), the winter player presses "returns to select the face" when pressing (4) 4 operation ^ The device 2 sends a subsequent operation signal, as a subsequent operation (SS07), the feeding device 2 sends the written selection job to the client computer 3 as shown in the figure, and the player repeats the above steps to the coffee, the same service Please refer to the steps of SS05 to see. In Figure 15〇5), in the figure "(4) is "End of the game", the first round "updated to "confirmed",called) is "" In the 123524.doc -38- 200817071 round t is new " The end of the game ", the default is to select the earliest end of the unconfirmed game, "The second round"., ::,: the operation of the bundle (ST07), when the player presses the "Exit" button 397 ^ Stay When the operation signal of the end is sent to the feeding device 112, the ship 2 performs beam processing (SSG7) 'the connection between the server 2 and the client computer 3 is released. Fig. 1 shows the time when the steps of reproducing the image of the game image (the summary image data) and the result of the match are not interrupted by the client computer 3
在圖11中’作為客戶端電腦3或者終端機4、5的操作步 驟的ST11到ST14和作為伺服器2的處理步驟的s川到 ssb,分別是與在圖10中說明的饤〇1到灯〇4的操作步驟 和SS01到SSG5的處理步驟相同的步驟,因而省略其說明。 當接收到再現處理結束信號時,伺服器2使處理部210的 再現處理結束機構2G9動作而進行如下的處理:強制結束 比賽圖像貝料232A(或者摘要圖像資料2仙)的再現處理, 從儲存部230的RAM 232獲得比賽結果資料232c,使比賽 當接收到飼服器通過SS15的步驟(與圖1〇的聊5的步驟 相同)發送來的再現圖像時,客戶端電腦3在圖像顯示裝置 384上顯示圖14(b)所示的再現圖像顯示畫面384D,在晝面 384D的中央顯示再現圖像4〇卜在再現圖像顯示晝面胸 左上方顯示有作為再現處理結束按㈣”觀看結果”按紐 玩豕通過進行按動該"觀看結果"按鈕399的操作 ()肖肖服器2發送再現處理結束信f虎。該·,觀看結果" 按紐3"成為本實施方式的再現處理信號輸出機構317。 123524.doc -39- 200817071 結果顯示機構2丨9動作而向客戶端電腦3發送比賽結果資料 232C(SS16)。玩家通過顯示在圖像顯示裝置384上的、圖 15(a)所示的比賽結果確認晝面384£來確認比賽結果 (ST16)。該ST16的步驟與圖1〇的灯〇6的步驟相同。 客戶端電腦3或者終端機4、5的咖的操作步驟和祠服 器2的SS17的處理步驟,分別與在圖1()中說明的㈣?的操 作步驟和SS07的處理步驟相同,因而省略其說明。 如以上說明的那樣,根據本發明的網路遊戲系統,飼服 器2具有:確定比賽日程的日程確定機構以^按照由該日 程確定機構212所確定的日程,根據由客戶端電腦3所設定 的玩家角色(PC球隊)的參數來進行比賽的進程處理的比赛 進程機構213;以及在該比賽進程機構213進行的上述比賽 的進私處理結束後’產生該比賽的結果資料Μ%的比賽結 果產生機構219。因此,利用由玩家操作的客戶端電腦 3(安裝有客戶端程式的通用電腦等)來設定玩家角色(例如 由多個選手角色等構成的足球隊、棒球隊等)的參數(例如 戰術參數、各選手角色的各種能力參數等),經由通信網 路1與伺服器連接而登錄到(參加登記)遊戲中,由此按照飼 服器2所確定的日程自動進行比賽的進程處理,產生比賽 ,果貝料232C,因此’玩家無需在比賽的進程處理中總 疋、工由通L、.料】登錄伺服器2,不會強迫玩家耗費長時間 的遊戲執行時間。 亚且’伺服器2具有··根據比賽進程機構213進行的比賽 的進私處理來產生該比賽的圖像資料232A的比賽圖像產生 123524.doc 200817071 機構214,·在比賽進程機構213進行的該比賽的進程處理結 束後,根據從客戶端電腦3或者可與伺服器進行資訊收發 的終端機4、5發送來的比賽圖像再現請求信號,對比賽圖 像貝料232A進行再現處理,併使客戶端電腦3或者上述終 端機4、5的顯示裝置384進行顯示的比賽圖像再現顯示機 構217,以及當該比賽圖像再現顯示機構217進行的對比賽 圖像資料232A的再現處理結束後,使客戶端電腦3或者上 述終端機4、5的顯示裝置384顯示比赛結果資料232c的比 賽結果顯示機構219。因此,對於比赛的進程處理結束後 的比賽狀況,玩家從客戶端電腦3或者上述終端機4、5將 比賽圖像再現請求信號發送給伺服器2,由此在客戶端電 腦3或者上述終端機4、5的顯示裝置384上再現顯示了該比 賽的比賽圖像之後,顯示比賽結果資料232C,因此,玩家 可以在饒有興趣地觀看完該比賽的進程狀況後得知結果。 另外,玩家不僅可以通過安裝有遊戲系統的客戶端程式 的客戶端電腦3,還可以通過可經由通信網路1與伺服器2 進行資訊收發的終端機(例如可攜型或其他電腦4和移動電 話5等)來確認已結束的比賽狀況,因此,可以利用上班途 中或工作休息時間等確認比賽的進程狀況和結果。 並且’根據本發明的實施方式,可以構成為具有:從比 賽圖像產生機構214所產生的比賽圖像資料232A中提取滿 足預先設定的規定條件的圖像資料,根據該提取出的圖像 資料來產生該比赛的摘要圖像資料232B的摘要圖像產生機 構215 ;在比賽進程機構213進行的比賽的進程處理結束 123524.doc -41- 200817071 後,根據從客戶端電腦3或者上述終端機4、5發送來的摘 要圖像再現請求信號,對上述摘要圖像資料232B進行再現 處理,併使客戶端電腦3或者終端機4、5的顯示裝置384進 /一 員示的摘要圖像再現顯示機構2〗8 ·,以及當該摘要圖像 再現顯示機構218進行的對摘要圖像的再現處理結束後, 使客戶端電腦3或者終端機4、5的顯示裝置384顯示比賽結 資料232C的比賽結果顯示機構219。因此,對於比賽的 進程處理結束後的比賽狀況,玩家從客戶端電腦3或者終 端機4、5向伺服器2發送摘要圖像再現請求信號,由此在 客戶端電腦3或者終端機4、5的顯示裝置384上顯示了該比 賽的摘要圖像之後,顯示比赛結果資料232C,因此,玩家 無而確爲從比賽開始到比賽結束為止的全部比賽經過,可 以在短時間内饒有興趣地觀看該比賽的進程狀況而得知結 果。 亚且,根據上述發明的實施方式,伺服器2還具有根據 從客戶端電腦3或者上述終端機4、5發送來的再現處理結 束仏號’來強制結束比賽圖像再現顯示機構217或者摘要 圖像再現顯示機構218進行的比賽圖像資料232A或者摘要 圖像資料232B的再現處理的再現處理結束機構2〇9,因 此’在玩家不具備觀看所再現顯示的比賽圖像或者摘要圖 像的充分時間而急於知曉比賽結果等情況下,可以在任意 定時強制結束比賽圖像的再現處理,確認該比賽結果。 【圖式簡單說明】 圖1是本發明的一個實施方式的網路連接圖。 123524.doc -42· 200817071 圖2疋表示本發明的一個實施方式的伺服器的結構的— 個例子的框圖。 圖3(a),(b)是表示儲存在圖2的玩家db中的資料表的一 個例子的圖。 圖4是表示儲存在圖2的日程管理DB中的資料表的—個 例子的圖。 圖5是表示儲存在圖2的排名DB*的資料表的一個例子 的圖。In Fig. 11, 'ST11 to ST14 as the operation steps of the client computer 3 or the terminal devices 4, 5 and schuan to ssb as the processing steps of the server 2 are respectively 饤〇1 to 10 explained in Fig. 10 The operation steps of the lamp unit 4 and the processing steps of the SS01 to the SSG 5 are the same, and thus the description thereof will be omitted. When receiving the reproduction processing end signal, the server 2 causes the reproduction processing end mechanism 2G9 of the processing unit 210 to operate, and forcibly ends the reproduction processing of the game image material 232A (or the digest image data 2 sen). The game result data 232c is obtained from the RAM 232 of the storage unit 230, so that when the game receives the reproduced image transmitted by the feeder through the SS 15 (the same as the step of the chat 5 in FIG. 1), the client computer 3 is The image display device 384 displays the reproduced image display screen 384D shown in FIG. 14(b), and displays the reproduced image 4 at the center of the face 384D. At the end, press the (4) "view result" button to play the game by pressing the "view result" button 399 (the operation device) 2 transmits the reproduction process end letter f. The viewing result " button 3" becomes the reproduction processing signal output unit 317 of the present embodiment. 123524.doc -39- 200817071 The result shows that the mechanism 2丨9 is activated to send the match result data 232C (SS16) to the client computer 3. The player confirms the result of the match by the confirmation result 384 £ of the result shown in Fig. 15 (a) displayed on the image display device 384 (ST16). The steps of this ST16 are the same as those of the lamp unit 6 of Fig. 1 . The operation steps of the client computer 3 or the terminal machines 4, 5 and the processing steps of the SS 17 of the server 2 are respectively described in (4) illustrated in Fig. 1(). The operation steps are the same as those of SS07, and thus the description thereof will be omitted. As described above, according to the network game system of the present invention, the feeder 2 has a schedule determining means for determining the game schedule to be set according to the schedule determined by the schedule determining means 212, according to the setting by the client computer 3. a game player mechanism 213 that processes the parameters of the player character (PC team) to perform the process of the game; and the game that generates the result data of the game Μ% after the smuggling process of the game performed by the game progress mechanism 213 ends The result generation mechanism 219. Therefore, the parameters of the player character (for example, a soccer team, a baseball team, and the like composed of a plurality of player characters, etc.) are set by the client computer 3 (a general-purpose computer or the like to which the client program is installed) operated by the player (for example, tactical parameters, Each of the player's character's various ability parameters and the like is connected to the server via the communication network 1 and registered (into the registration) game, thereby automatically performing the course processing of the game in accordance with the schedule determined by the feeder 2, and generating a match. The fruit is 232C, so the player does not need to log in to the server 2 during the process of the game, and does not force the player to spend a long time on the game execution time. The server 2 generates a game image of the image data 232A of the game according to the smuggling process of the game performed by the game progress mechanism 213. 123524.doc 200817071 The mechanism 214, which is performed by the game progress mechanism 213 After the process of the game is completed, the game image reproduction request signal is transmitted from the client computer 3 or the terminal devices 4 and 5 that can transmit and receive information with the server, and the game image 232A is reproduced. The game image reproduction display means 217 for displaying the client computer 3 or the display devices 384 of the terminal devices 4, 5, and after the reproduction processing of the game image data 232A by the game image reproduction display means 217 is completed. The client computer 3 or the display device 384 of the above-described terminal devices 4, 5 displays the match result display means 219 of the match result data 232c. Therefore, the player transmits a game image reproduction request signal from the client computer 3 or the terminal devices 4, 5 to the server 2 for the game situation after the process of the game is finished, thereby the client computer 3 or the above terminal device. After the game image of the game is reproduced and displayed on the display device 384 of 4, 5, the game result data 232C is displayed. Therefore, the player can know the progress of the game after watching the progress of the game with great interest. In addition, the player can not only pass the client computer 3 with the client program of the game system, but also the terminal (such as a portable or other computer 4 and mobile) that can transmit and receive information via the communication network 1 and the server 2. The telephone 5, etc.) confirms the status of the game that has ended. Therefore, it is possible to confirm the progress status and result of the game by using the work or the work break. And, according to an embodiment of the present invention, it may be configured to: extract image data satisfying a predetermined condition set from the game image data 232A generated by the game image generating unit 214, and extract the image data according to the image data. To generate a summary image generating unit 215 of the summary image data 232B of the game; after the process of the game performed by the game progress mechanism 213 ends 123524.doc -41-200817071, according to the slave client computer 3 or the above terminal device 4 And a digest image reproduction request signal transmitted from the fifth, and the reproduction processing of the digest image data 232B, and the display device 384 of the client computer 3 or the terminal devices 4 and 5, and the digest image display and display mechanism 2, 8 and when the reproduction processing of the digest image by the digest image reproduction display unit 218 is completed, the display device 384 of the client computer 3 or the terminal devices 4, 5 displays the result of the match node data 232C. Display mechanism 219. Therefore, for the game situation after the process of the game is finished, the player transmits a digest image reproduction request signal from the client computer 3 or the terminal devices 4, 5 to the server 2, thereby being at the client computer 3 or the terminal device 4, 5 After displaying the digest image of the game on the display device 384, the game result data 232C is displayed. Therefore, the player does not have to watch all the matches from the start of the game to the end of the game, and can watch with interest in a short time. The outcome of the game was informed. According to the embodiment of the invention, the server 2 further has a forced end of the game image reproduction display unit 217 or the summary map based on the reproduction process end nickname ' transmitted from the client computer 3 or the terminal devices 4, 5. The reproduction processing end mechanism 2〇9 of the reproduction processing of the match image data 232A or the digest image data 232B by the display unit 218 is performed, so that the player does not have enough to view the game image or the digest image displayed by the reproduction. When the time is eager to know the result of the game, the reproduction process of the game image can be forcibly terminated at any timing, and the result of the match can be confirmed. BRIEF DESCRIPTION OF THE DRAWINGS FIG. 1 is a network connection diagram of an embodiment of the present invention. 123524.doc -42· 200817071 Fig. 2A is a block diagram showing an example of the configuration of a server according to an embodiment of the present invention. 3(a) and 3(b) are diagrams showing an example of a data table stored in the player db of Fig. 2. Fig. 4 is a view showing an example of a data table stored in the schedule management DB of Fig. 2; Fig. 5 is a view showing an example of a data table stored in the ranking DB* of Fig. 2;
圖6是表示儲存在圖2的排名DB中的冑料㈣一個例子 的圖。 圖7是表示本發明的-個實施方式中的客戶端電腦的結 構的一個例子的框圖。 圖8疋用於說明本發明的 伽七> a ^ "^ ^個貝施方式中的伺服器的處 理流程的流程圖。 圖9是用於說明本發明的_ 97個實施方式中的日程確定機 構的處理的圖。 圖1 〇是用於說明本於明& _ χ 、们貝鉍方式中的客戶端電腦 的細作步驟和储器的處理步驟的時序圖。 圖11是用於說明本發 97個只知方式中的客戶端電腦 的插作步驟和伺服器的處理步驟的時序圖。 圖UUMb)是表示本發明一 ^ , 旧個只知方式中的顯示在客 戶、電1自的顯示裝置上的查 一面的、、、°構的一個例子的圖。 西a,(疋表示本發明的一個實施古4 士 ^ ^ Φ ΛΑ H 1U貢施方式中的顯示在客 戶的顯示裝置上的查 戒置上的畫面的結構的一個例子的圖。 123524.doc -43. 200817071 圖l4(aMb)疋表示本發明的 戶端雷腦的IS -壯 .....灵也万式中的顯示在客 圖15⑷⑻曰矣…構的—個例子的圖。 ),〇>)疋表不本發明的一個實施 戶端電腦的顯示桊 万式中的顯示在客【主耍-彳置的晝面的結構的-個例子的同 L王要7L件符號說明】 〗子的圖。 1 2 通信網路 伺服器Fig. 6 is a view showing an example of the data (4) stored in the ranking DB of Fig. 2; Fig. 7 is a block diagram showing an example of a configuration of a client computer in an embodiment of the present invention. Figure 8A is a flow chart for explaining the processing flow of the server in the gamma > a ^ " ^ ^ Besch mode of the present invention. Fig. 9 is a diagram for explaining processing of a schedule determining mechanism in the _97 embodiments of the present invention. Fig. 1 is a timing chart for explaining the detailed steps of the client computer and the processing steps of the memory in the present & _ 、, 铋 铋 。. Fig. 11 is a timing chart for explaining the steps of inserting the client computer and the processing steps of the server in the only known method of the present invention. Fig. UUMb) is a diagram showing an example of the configuration of the display device displayed on the display device of the customer and the electric device in the prior art. West a, (疋 denotes an example of a structure of a screen displayed on the display device of the client in an implementation of the present invention.) 123524.doc -43. 200817071 Figure 14 (aMb) shows the image of the IS-Zhuang..... linger in the figure of the present invention in the figure 15(4)(8)曰矣. , 〇 疋 疋 疋 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个 一个】 The picture of the child. 1 2 communication network server
34、5 209 210 客戶端電腦 終端機 再現處理結束機構 處理部 211 計時器34, 5 209 210 Client computer Terminal Reproduction processing end processing unit Processing unit 211 Timer
212 213 214 215 216 217 218 219 220 230 曰程確定機構 比赛進程機構 比賽圖像產生機構 摘要圖像產生機構 比赛結果產生機構 比賽圖像再現顯示機構 摘要圖像再現顯示機構 比賽結果顯示機構 通信部 儲存部 231212 213 214 215 216 217 218 219 220 230 process determination mechanism game progress mechanism game image generation mechanism summary image generation mechanism game result generation mechanism game image reproduction display mechanism summary image reproduction display mechanism game result display mechanism communication department storage Department 231
ROMROM
RAM 123524.doc -44- 232 200817071 232A 比赛圖像資料 232B 摘要圖像資料 232C 比賽結果資料 3 84 顯示裝置 3 84 A 登錄晝面 384B 主選單晝面 3 8c4C 比賽選擇晝面 384D 再現圖像顯示晝面 384E 比賽結果確認畫面 123524.doc -45-RAM 123524.doc -44- 232 200817071 232A Match image data 232B Summary image data 232C Match result data 3 84 Display device 3 84 A Login face 384B Main menu face 3 8c4C Game selection face 384D Reproduction image display昼Face 384E Match result confirmation screen 123524.doc -45-
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CN103143169A (en) * | 2011-12-07 | 2013-06-12 | 株式会社万代南梦宫游戏 | Server device, management server system and communication game system |
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JP5460977B2 (en) * | 2008-06-25 | 2014-04-02 | ヤフー株式会社 | Method, program, and system for configuring events during logoff in virtual space without contradiction |
JP5138746B2 (en) * | 2010-09-03 | 2013-02-06 | 株式会社コナミデジタルエンタテインメント | GAME DEVICE AND GAME SYSTEM |
JP5581232B2 (en) * | 2011-01-12 | 2014-08-27 | 株式会社スクウェア・エニックス | Network game system and server device |
JP6246817B2 (en) * | 2013-09-09 | 2017-12-13 | フィールズ株式会社 | GAME PROCESSING DEVICE, GAME PROCESSING METHOD, AND COMPUTER PROGRAM |
JP7256619B2 (en) * | 2018-09-19 | 2023-04-12 | 株式会社バンダイナムコエンターテインメント | computer system, game system and program |
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JP2002011243A (en) * | 2000-04-27 | 2002-01-15 | Sony Computer Entertainment Inc | Storage medium, program, entertainment system and entertainment device |
JP3736440B2 (en) * | 2001-02-02 | 2006-01-18 | 株式会社セガ | Card and card game device |
JP2003175284A (en) * | 2001-12-11 | 2003-06-24 | Taito Corp | Indicating type animation delivery system |
JP4118268B2 (en) * | 2004-10-01 | 2008-07-16 | 株式会社タイトー | Continuous drama broadcast game system and game device |
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CN103143169A (en) * | 2011-12-07 | 2013-06-12 | 株式会社万代南梦宫游戏 | Server device, management server system and communication game system |
CN103143169B (en) * | 2011-12-07 | 2015-12-02 | 株式会社万代南梦宫娱乐 | Server unit, management server system and communication game system |
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