TW201016273A - Game system, game control method, game device and information recording medium - Google Patents

Game system, game control method, game device and information recording medium Download PDF

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Publication number
TW201016273A
TW201016273A TW098125634A TW98125634A TW201016273A TW 201016273 A TW201016273 A TW 201016273A TW 098125634 A TW098125634 A TW 098125634A TW 98125634 A TW98125634 A TW 98125634A TW 201016273 A TW201016273 A TW 201016273A
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Taiwan
Prior art keywords
user
game
users
predetermined information
information corresponding
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TW098125634A
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Chinese (zh)
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TWI393580B (en
Inventor
Toshiyuki Terada
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Konami Digital Entertainment
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • A63F13/525Changing parameters of virtual cameras
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/558Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by assessing the players' skills or ranking
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6027Methods for processing data by generating or executing the game program using adaptive systems learning from user actions, e.g. for skill level adjustment
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6661Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8011Ball

Abstract

A game system is provided in the present invention wherein the interest of game will not be spoiled even when the difference of technique levels between or among plural game participants is remarkably large. The game system (10) includes plural display means and provides a game for participation of plural users corresponding with the plural display means. The picture showing the condition of game space that is seen from an imaginary camera is displayed in the display means corresponding with the first user among plural users. Obtaining means (71) obtains a prescribed information corresponding to the first user and a prescribed information corresponding to the second user who differs from the first user among plural users. Display control means (72) determines control method of the imaginary camera based on the difference between the prescribed informations corresponding with the first and second users.

Description

201016273 六、發明說明: 【發明所屬之技術領域】 本發明係關於一種遊戲系統、遊戲控制方法、遊戲裝 置及資訊記錄媒體。 【先前技術】 ’ 已知有一種執行由複數個使用者參加之遊戲的遊戲系 統。例如,已知有一種複數個使用者進行運動遊戲、競速 (race)遊戲、或格鬥遊戲之競赛之遊戲系統、或執行由複 數個使用者共同合作進行遊戲之遊戲系統。 © [先前技術文獻] [專利文獻] [專利文獻1]日本特開2003-260272號公報 . 【發明内容】 [發明所欲解決之課題] 在上述遊戲系統中,例如,有時會因為參加遊戲之複 數個使用者間之技巧水準之差異相對較大等而損及遊戲之 興趣之情形。 本發明係有鑑於上述課題而研創者,其目的在提供一 種遊戲系統、遊戲控制方法、遊戲裝置及資訊記錄媒體, 例如,即使是參加遊戲之複數個使用者間之技巧水準之差 異相對較大時,亦可謀求不損及遊戲之興趣。 [解決問題之方案] 為了解決上述問題,本發明之遊戲系統係包括複數個 顯示手段,且提供與前述複數個顯示手段對應之複數個使 4 321393 201016273 用者參加之遊戲者,該遊戲系統係在與前述複數個使用者 中之第1使用者對應之前述顯示手段中顯示用以表示從虛 擬攝像機觀看遊戲空間之情況之圖像;前述遊戲系統係包 、 括:取得手段,取得與前述第1使用者對應之預定資訊、 及與第2使用者對應之預定資訊,該第2使用者係與前述 複數個使用者中之前述第1使用者不同;以及顯示控制手 段,根據與前述第1使用者對應之前述預定資訊、及與前 述第2使用者對應之前述預定資訊之差異來決定前述虛擬 ®攝像機之控制方法。 此外,本發明之遊戲控制方法,係在與複數個顯示手 *段對應之複數個使用者參加之遊戲的控制方法中,包括: _顯示步驟,將表示從虛擬攝像機觀看遊戲空間之情況之圖 像顯示在與前述複數個使用者中之第1使用者對應之前述 顯示手段;取得步驟,取得與前述第1使用者對應之預定 資訊、及與第2使用者對應之預定資訊,該第2使用者係 @與前述複數個使用者中之前述第1使用者不同;及顯示控 制步驟,根據與前述第1使用者對應之前述預定資訊、及 與前述第2使用者對應之前述預定資訊之差異來決定前述 虛擬攝像機之控制方法。 此外,本發明之遊戲裝置係用以執行複數個使用者參 加之遊戲者,包括顯示控制手段,其係根據與前述第1使 用者對應之預定資訊、及與第2使用者對應之預定資訊之 差異來決定用以產生顯示在與前述複數個使用者中之第1 使用者對應之顯示手段的遊戲晝面之虛擬攝像機之控制方 5 321393 201016273 法,其中該第2使用者係與前述複數個使用者中之前述第 1使用者不同。 此外,本發明之程式係為使家庭用遊戲裝置、攜帶用 遊戲機、行動電話、個人數位助理(PDA)或個人電腦等電腦 發揮用以執行複數個使用者參加之遊戲的遊戲裝置功能 者,且使前述電腦發揮顯示控制手段之功能,該顯示控制 手段係根據與前述第1使用者對應之預定資訊、及與第2 使用者對應之預定資訊來決定用以產生顯示在與前述複數 個使用者中之第1使用者對應之顯示手段的遊戲晝面之虛 擬攝像機之控制方法,該第2使用者係與前述複數個使用 者中之前述第1使用者不同。 此外,本發明之資訊記錄媒體係為記錄有上述程式且 可由電腦讀取之資訊記錄媒體。 此外,本發明之遊戲系統,係在包括複數個顯示手段, 且提供與前述複數個顯示手段對應之複數個使用者參加之 遊戲的遊戲系統中,包括:取得手段,取得與前述複數個 使用者中之第1使用者對應之預定資訊、及與第2使用者 對應之預定資訊,該第2使用者係與前述複數個使用者中 之前述第1使用者不同;以及顯示控制手段,根據與前述 第1使用者對應之前述預定資訊、及與前述第2使用者對 應之前述預定資訊之差異來控制作為對於與前述第1使用 者對應之顯示手段之顯示對象之遊戲空間之區域。 此外,本發明之遊戲控制方法,係在與複數個顯示手 段對應之複數個使用者參加之遊戲的遊戲控制方法,包 6 321393 201016273 括:取得步驟,取得與前述複數個使用者中之第1使用者 對應之預定資訊、及與第2使用者對應之預定資訊,該第 2使用者係與前述複數個使用者中之前述第1使用者不 、同;以及顯示控制步驟,根據與前述第1使用者對應之前 述預定資訊、及與前述第2使用者對應之前述預定資訊之 差異來控制作為對於與前述第1使用者對應之顯示手段之 顯示對象之遊戲空間之區域。 此外,本發明之遊戲裝置,係在用以執行複數個使用 ® 者參加之遊戲的遊戲裝置中包括:根據與前述第1使用者 對應之預定資訊、及與第2使用者對應之預定資訊之差異 來控制作為對於與前述複數個使用者中之第1使用者對應 之顯示手段之顯示對象之遊戲空間之區域之手段,該第2 使用者係與前述複數個使用者中之前述第1使用者不同。 此外,本發明之程式係為使家庭用遊戲裝置、攜帶用 遊戲機、行動電話、個人數位助理(PDA)或個人電腦等電腦 φ 發揮用以執行複數個使用者參加之遊戲之遊戲裝置、功能 者,且使前述電腦發揮作為控制手段之功能,該控制手段 係根據與前述第1使用者對應之預定資訊、及與第2使用 者對應之預定資訊之差異來控制作為對於與前述複數個使 用者中之第1使用者對應之顯示手段之顯示對象之遊戲空 間之區域,該第2使用者係與前述複數個使用者中之前述 第1使用者不同。 此外,本發明之資訊記錄媒體係為記錄有上述程式之 可由電腦讀取之資訊記錄媒體。 7 321393 201016273 依據本發明,例如,可謀求即使參加遊戲之複數個使 用者間之技巧水準差異相對較大時亦不會損及遊戲之興 趣。另外,「遊戲空間」係可為位置等由二個座標要素所表 示之二維空間,亦可為位置等由三個座標要素所表示之三 維空間。 此外,在本發明之一態樣中,與前述第1使用者對應 之前述預定資訊,係可為根據前述第1使用者之戰績資訊 之資訊。與前述第2使用者對應之前述預定資訊亦可為根 據前述第2使用者之戰績資訊之資訊。 此外,在本發明之一態樣中,與前述第1使用者對應 之前述預定資訊係可為根據前述第1使用者之戰況資訊之 資訊。與前述第2使用者對應之前述預定資訊係可為根據 前述第2使用者之戰況資訊之資訊。 此外,在本發明之一態樣中,與前述第1使用者對應 之前述預定資訊係可為根據在前述遊戲中關於前述第1使 用者之預定遊戲事件之產生次數之資訊。與前述第2使用 者對應之前述預定資訊係可為根據在前述遊戲中關於前述 第2使用者之前述預定遊戲事件之產生次數之資訊。 此外,在本發明之一態樣中,與前述第1使用者對應 之前述預定資訊係可為根據與前述第1使用者對應之遊戲 人物或遊戲人物群組之參數資訊之資訊。與前述第2使用 者對應之前述預定資訊係可為根據與前述第2使用者對應 之遊戲人物或遊戲人物群組之參數資訊之資訊。 【實施方式】 8 321393 201016273 以下根據圖式詳細說明本發明之實施形態之一例。 . [1.遊戲系統之構成] 第1圖係為顯示本實施形態遊戲系統之整體構成圖。 y 如第1圖所示,本實施形態之遊戲系統10係包括:遊戲管 * 理裝置20、及複數個遊戲裝置30。遊戲管理裝置20與複 數個遊戲裝置30,係例如與包括網際網路等所構成之通信 網路12連接。在遊戲管理裝置20與遊戲裝置30之間可彼 此進行資料通信,而在遊戲裝置30與其他遊戲裝置30之 ® 間亦可彼此進行資料通信。 遊戲管理裝置20係可藉由公知之伺服電腦系統來實 現。第2圖係為顯示遊戲管理裝置20之硬體構成圖。如第 2圖所示,遊戲管理裝置20係包括:控制部21、主記憶部 22、輔助記憶部23、光碟讀取部24、及通信介面25。 控制部21係例如為CPU(中央處理單元),依據讀取於 主記憶部22之作業系統及其他程式而執行各種資訊處 參理。主記憶部22係例如包括RAM(隨機存取記憶體)所構 成。在主記憶部22中係記錄有從輔助記憶部23或光碟(資 訊記錄媒體)所讀取之程式或資料。此外,主記憶部22亦 作為在處理過程中記錄所需資料之工作記憶體(work memory)使用。輔助記憶部23係例如包括硬碟裝置所構 成。光碟讀取部24係讀取記錄在光碟之程式或資料。通信 介面25係為用以將遊戲管理养置20連接於通信網路12之 介面。 遊戲裝置30係藉由例如家庭用遊戲機(定置型遊戲 9 321393 201016273 機)、攜帶用遊戲機、行動電話、個人數位助理(PDA)、或 個人電腦來實現。在此說明遊戲裝置30藉由家庭用遊戲機 來實現之情形。第3圖係為顯示遊戲裝置30之硬體構成 圖。如第3圖所示,遊戲裝置30係包括:控制部31、主 ’ 記憶部32、輔助記憶部33、光碟讀取部34、通信介面35、 ' 操作輸入部36、顯示部37、及聲音輸出部38。 控制部 31 係例如包括 CPU、GPU (Graphics Processing201016273 VI. Description of the Invention: [Technical Field] The present invention relates to a game system, a game control method, a game device, and an information recording medium. [Prior Art] A game system that executes a game in which a plurality of users participate is known. For example, a game system in which a plurality of users perform a game of a sports game, a race game, or a fighting game, or a game system in which a plurality of users work together to play a game is known. [Patent Document 1] [Patent Document 1] JP-A-2003-260272. SUMMARY OF THE INVENTION [Problems to be Solved by the Invention] In the game system described above, for example, sometimes because of participating in a game The difference in the skill level between the plurality of users is relatively large and the game is of interest. The present invention has been made in view of the above problems, and an object thereof is to provide a game system, a game control method, a game device, and an information recording medium. For example, even a difference in skill levels between a plurality of users participating in a game is relatively large. At the same time, you can also seek to not harm the interest of the game. [Solution to Problem] In order to solve the above problem, the game system of the present invention includes a plurality of display means, and provides a plurality of players corresponding to the plurality of display means to participate in the game of 4 321 393 201016273, the game system An image indicating a situation in which the game space is viewed from the virtual camera is displayed on the display means corresponding to the first user of the plurality of users; the game system package includes: acquisition means, and the a predetermined information corresponding to the user and predetermined information corresponding to the second user, the second user is different from the first user of the plurality of users; and the display control means is based on the first The control method of the virtual camera is determined by the difference between the predetermined information corresponding to the user and the predetermined information corresponding to the second user. Further, the game control method of the present invention is a control method of a game in which a plurality of users corresponding to a plurality of display hands* segments participate, and includes: a display step of displaying a view of the game space from the virtual camera. The display means corresponding to the first user of the plurality of users; the obtaining step of obtaining predetermined information corresponding to the first user and predetermined information corresponding to the second user, the second The user is different from the first user among the plurality of users; and the display control step is based on the predetermined information corresponding to the first user and the predetermined information corresponding to the second user. The difference determines the control method of the aforementioned virtual camera. Further, the game device of the present invention is for executing a game in which a plurality of users participate, and includes display control means based on predetermined information corresponding to the first user and predetermined information corresponding to the second user. a method for controlling a virtual camera for generating a game surface displayed in a game surface corresponding to a display device corresponding to the first user of the plurality of users, wherein the second user system and the plurality of The first user in the user is different. Further, the program of the present invention is a game device function for causing a computer such as a home game device, a portable game machine, a mobile phone, a personal digital assistant (PDA), or a personal computer to execute a game in which a plurality of users participate. And causing the computer to function as a display control means, the display control means determining, based on the predetermined information corresponding to the first user, and the predetermined information corresponding to the second user, to generate and display the plurality of uses. The second camera system is different from the first user among the plurality of users in the method of controlling the virtual camera of the game face corresponding to the display means of the first user. Further, the information recording medium of the present invention is an information recording medium on which the above program is recorded and which can be read by a computer. Further, the game system of the present invention is a game system including a plurality of display means and providing a plurality of users participating in a game corresponding to the plurality of display means, including: obtaining means for acquiring the plurality of users The second user is different from the first user of the plurality of users, and the display control means is based on the predetermined information corresponding to the first user and the predetermined information corresponding to the second user. The difference between the predetermined information corresponding to the first user and the predetermined information corresponding to the second user controls an area of the game space to be displayed on the display means corresponding to the first user. Further, the game control method of the present invention is a game control method for a game in which a plurality of users participate in a plurality of display means, and the package 6 321 393 201016273 includes an acquisition step of obtaining the first one of the plurality of users. The predetermined information corresponding to the user and the predetermined information corresponding to the second user, the second user is different from the first user among the plurality of users; and the display control step is based on the foregoing The area of the game space to be displayed on the display means corresponding to the first user is controlled by the difference between the predetermined information corresponding to the user and the predetermined information corresponding to the second user. Further, the game device of the present invention includes: a game device for executing a plurality of games in which the player uses the game: the predetermined information corresponding to the first user and the predetermined information corresponding to the second user. The means for controlling the area of the game space to be displayed for the display means corresponding to the first user of the plurality of users, the second user system and the first use of the plurality of users Different. Further, the program of the present invention is a game device or a function for playing a game in which a plurality of users participate in a computer such as a home game device, a portable game machine, a mobile phone, a personal digital assistant (PDA), or a personal computer. And causing the computer to function as a control means for controlling the plurality of uses according to the difference between the predetermined information corresponding to the first user and the predetermined information corresponding to the second user. The second user system is different from the first user among the plurality of users in the area of the game space to be displayed by the display means corresponding to the first user. Further, the information recording medium of the present invention is an information recording medium readable by a computer on which the above program is recorded. 7 321393 201016273 According to the present invention, for example, it is possible to avoid the interest of the game even if the skill level difference among a plurality of users participating in the game is relatively large. Further, the "game space" may be a two-dimensional space represented by two coordinate elements such as a position, or a three-dimensional space represented by three coordinate elements such as a position. Furthermore, in one aspect of the invention, the predetermined information corresponding to the first user may be information based on the performance information of the first user. The predetermined information corresponding to the second user may be information based on the performance information of the second user. Furthermore, in one aspect of the present invention, the predetermined information corresponding to the first user may be information based on the information of the first user. The predetermined information corresponding to the second user may be information based on the information of the second user. Furthermore, in one aspect of the invention, the predetermined information corresponding to the first user may be information based on the number of occurrences of the predetermined game event of the first user in the game. The predetermined information corresponding to the second user may be information based on the number of occurrences of the predetermined game event of the second user in the game. Furthermore, in one aspect of the invention, the predetermined information corresponding to the first user may be information based on parameter information of a game character or a group of game characters corresponding to the first user. The predetermined information corresponding to the second user may be information based on parameter information of a game character or a game character group corresponding to the second user. [Embodiment] 8 321393 201016273 An example of an embodiment of the present invention will be described in detail below with reference to the drawings. [1. Configuration of Game System] Fig. 1 is a view showing the overall configuration of the game system of the embodiment. y As shown in Fig. 1, the game system 10 of the present embodiment includes a game management device 20 and a plurality of game devices 30. The game management device 20 and a plurality of game devices 30 are connected to, for example, a communication network 12 including an Internet or the like. Data communication can be performed between the game management device 20 and the game device 30, and data communication between the game device 30 and other game devices 30 can also be performed. The game management device 20 can be implemented by a well-known servo computer system. The second drawing is a hardware configuration diagram showing the game management device 20. As shown in Fig. 2, the game management device 20 includes a control unit 21, a main storage unit 22, an auxiliary storage unit 23, a disc reading unit 24, and a communication interface 25. The control unit 21 is, for example, a CPU (Central Processing Unit), and performs various information processing in accordance with the operating system and other programs read in the main storage unit 22. The main memory unit 22 is composed of, for example, a RAM (Random Access Memory). The program or material read from the auxiliary storage unit 23 or the optical disc (information recording medium) is recorded in the main storage unit 22. Further, the main memory unit 22 is also used as a work memory for recording necessary data during processing. The auxiliary memory unit 23 is composed of, for example, a hard disk device. The optical disk reading unit 24 reads a program or data recorded on the optical disk. The communication interface 25 is an interface for connecting the game management facility 20 to the communication network 12. The game device 30 is realized by, for example, a home game machine (fixed game 9 321393 201016273 machine), a portable game machine, a mobile phone, a personal digital assistant (PDA), or a personal computer. Here, the case where the game device 30 is realized by the home game machine will be described. Fig. 3 is a view showing the hardware configuration of the game device 30. As shown in FIG. 3, the game device 30 includes a control unit 31, a main 'memory unit 32, an auxiliary memory unit 33, a disc reading unit 34, a communication interface 35, an operation input unit 36, a display unit 37, and a sound. Output unit 38. The control unit 31 includes, for example, a CPU and a GPU (Graphics Processing).

Unit ’ 圖形處理單元)及 SPU(Sound Processing Unit,聲 音處理單元)等’依據讀取於主記憶部32之作業系統及其 ❿Unit ''graphic processing unit) and SPU (Sound Processing Unit), etc. are based on the operating system read in main memory unit 32 and its

他程式而執行各種資訊處理。主記憶部32係例如包括RAM 所構成。在主記憶部32中,係記錄有從輔助記憶部33或 光碟所讀取之程式或資料。此外,主記憶部32亦作為在處 理過程中s己錄所需資料之工作記憶體使用。輔助記憶部33 ^系例如包括裝設記憶卡(資訊記錄媒體)之記憶卡插槽、或 更碟裝置(貝訊記錄媒體)。光碟讀取部34係讀取記錄在光 碟之程式或資料。 、通彳5介面35係為用以將遊戲管理裝置3〇通信連接於 〇 通信網路12之介面。操作輸入部%係例如包括控制器或 觸控面板等’用以接收使用者之操作輸人。顯示部37係例 ^為家庭用電視接收機、或液晶顯示面板等,依據控制部 1之指>示而顯示畫面。聲音輸出部38係例如包括揚聲器 二耳機等’依據控制部31之指示而輪出從辅助記憶部33 ^光碟所讀取之遊戲音樂、遊戲音效、或訊息等之各種聲 321393 10 201016273 r Φ 程式或資料係透過光碟而供給至遊戲 遊戲裝置30。另外,程式或資料係可經,置20或 從遠端供給至遊戲管理裝置2G或遊戲裝置網路12而 [2.遊戲系統所執行之遊戲] 在遊戲系統10中,係執行複數個使用 戲。例如’在勒U統1G執行複數個使=參加之遊 或複數個使用者共同合作操控之遊戲。例如、τ之遊戲 10執行二個隊伍(遊戲人物群組)之間之足細在遊戲系統 明在_^執行使用者Α⑷使用 伍、及使用者β(第2使用者)所操作之d:: 競赛遊戲之情形。 ^间之疋琢 [3·虛擬三維空間] 為了實現足義錢戲,雜純之錢三維空間(遊 戲空間)建構在使用者A之遊戲裝置3〇與使用者β之遊戲 裝置30之雙方主記憶部32。第4圖係為顯示共通之虛擬 睿二維空間之一例。如第4圖所示,在虛擬三維空間4〇中, 係配置表示足球之運動場之物件(object)之運動場41。在 運動場41上係顯示有球門線(goai line)42、邊線(t〇uch line)43、中線(halfway line)44、及中圈(centei· circle) 45等。另外,邊線43係較球門線42長。足球場(pitch)46 係為由二條球門線42與二條邊線43所包圍之區域,縱橫 比大致為3 : 2之長方形。此外’在運動場々I上,係配置 有表示球門物件之球門47、表示足球選手物件之選手人物 48(遊戲人物)、及表示足球物件之球49。 11 321393 201016273 有 a ___ 人物48。A 選手物48、及Β隊伍所屬11名選手 為使用者二Ζ:1名選手人物48中之任—者被設定 同樣地,對象’且依據使用者操作而動作。 為使用者B之摔^名選手人物48中之任-者被設定 未被設定為任::對象,且依據使用伙操作而動作。 電腦之操作而動:用者之操作對象之選手人物必係依據 選手二^人二與球49接近時’在預定條件之下’該 之移_^^37。在此狀態下,選手人物48 手人物48達古 ⑷動作。以下將球49與選 49」。建關聯之狀態記載為「選手人物48保持有球 球門47軸任—隊錢立襲,當球4 =伍建立關聯之球…時,即產生另—方隊== 40 A與遊戲襄置B之任:==態,’係藉由遊戲裝置 擬三維空…〇在此It擔軸舰&錢,而使虛 游㈣署A之 等戲震置30之間共通化。在此 遊戲裝置Α承擔遊戲伺服器 在,明 新遊戲狀況之遊戲狀況資料係記錄於遊戲裝置最 部32。此外,該遊戲狀況資料之_戲己裝=之主記憶 之主記億部32。 貝种之複H己錄於遊戲裝置 321393 12 201016273 遊戲狀況資料係包括:表示虛擬三維空間40之目前狀 態之資料、及表示比賽經過之資料。例如,表示虛擬三維 ,空㈤40目前狀態之資料係包括下述資料。 - (1)表不選手人物48之狀態(位置、姿勢及移動速度等) 之資料 (2) 表示球49之狀態(位置及移動速度等)之資料 (3) 表不保持有球49之選手人物48之資料 ❹汰(4)表不使用者A或使用者B所操作之選手人物48之 此外,{ (1)表示 例如表示比赛經過之資料係包括下述之資料。 (5)表示經過時間之資料 ❸ 另外,「支配球時間」係 球49之累計時間。 表示Α隊伍與Β隊伍之得分之資料 j2)表:Α隊伍與Β隊伍之射球(sh〇〇t)次數之資料 A隊伍與β隊值之犯規(fQui)次數之資料 表不A隊伍與b隊值之支配球時間之資料 」係為隊伍之選手人物48保持有 B _处、、口这如丨y么e、t 、上u丄 §己錄於遊戲裝置A、bHe programs and performs various information processing. The main memory unit 32 is composed of, for example, a RAM. In the main memory unit 32, programs or materials read from the auxiliary storage unit 33 or the optical disc are recorded. Further, the main memory unit 32 is also used as a working memory for recording the required data during the processing. The auxiliary storage unit 33 is, for example, a memory card slot in which a memory card (information recording medium) is mounted, or a further disk device (Bei Xun recording medium). The optical disk reading unit 34 reads a program or material recorded on the optical disk. The overnight interface 35 is a interface for connecting the game management device 3 to the communication network 12 in communication. The operation input unit % is, for example, a controller or a touch panel or the like for receiving an operation input from a user. The display unit 37 is a home television receiver or a liquid crystal display panel, and displays a screen in accordance with the indication of the control unit 1. The sound output unit 38 includes, for example, a speaker, a headphone, etc., and various sounds such as game music, game sound effects, or messages read from the auxiliary memory unit 33 by the instruction of the control unit 31. 321393 10 201016273 r Φ program Or the data is supplied to the game device 30 via the optical disc. In addition, the program or data can be supplied to the game management device 2G or the game device network 12 via the remote device or the game device network 12 [2. The game executed by the game system]. In the game system 10, a plurality of use programs are executed. . For example, a game in which a plurality of users participate in a tour or a plurality of users cooperate together is executed. For example, the game 10 of τ performs the fineness between the two teams (the group of game characters) in the game system _^ executes the user Α (4) use, and the user β (the second user) operates d: : The situation of the competition game. ^之之疋琢[3·Virtual Three-Dimensional Space] In order to realize the full-fledged money drama, the three-dimensional space (game space) of the pure money is constructed on both the game device 3 of the user A and the game device 30 of the user β. Memory unit 32. Figure 4 shows an example of a common virtual two-dimensional space. As shown in Fig. 4, in the virtual three-dimensional space 4, a moving field 41 representing an object of the soccer field of the soccer ball is arranged. On the playground 41, a goai line 42, a t〇uch line 43, a halfway line 44, and a center circle 45 are displayed. Further, the edge line 43 is longer than the goal line 42. The pitch 46 is an area surrounded by two goal lines 42 and two side lines 43, and has an aspect ratio of approximately 3:2. Further, on the sports field 々I, a goal 47 indicating a goal object, a player character 48 (a game character) indicating a soccer player object, and a ball 49 indicating a soccer object are disposed. 11 321393 201016273 There is a ___ character 48. A player object 48 and 11 players belonging to the team are the user's two: one of the player characters 48 is set to be the same as the object's operation. The user who is in the user's B's name is not set to any:: object, and operates according to the user's operation. The operation of the computer: the player character of the user's operation object must be based on the player's 2nd person 2 and the ball 49 when the 'below the predetermined condition' is moved _^^37. In this state, the player character 48 character 48 Dagu (4) moves. The ball 49 is selected as follows. The status of the association is described as "the player character 48 has the ball goal 47 axis - the team money strikes, when the ball 4 = Wu establishes the associated ball..., the other team is generated == 40 A and the game device B The role of: == state, 'by the game device to be three-dimensional space ... 〇 It It It It It It It It It It It It It It It It It It It It It It It It It It It It It It It It It It It It It It It It It It Α The game status information of the game server is recorded in the game device's most part 32. In addition, the game status data is the main memory of the main memory of the game. H has been recorded in the game device 321393 12 201016273 The game status data includes: information indicating the current state of the virtual three-dimensional space 40, and information indicating the passing of the game. For example, the data indicating the virtual three-dimensional, empty (five) 40 current status includes the following information - (1) Information indicating the state of the player character 48 (position, posture, movement speed, etc.) (2) Information indicating the state of the ball 49 (position, movement speed, etc.) (3) The table does not hold the ball 49 The data of the player character 48 is eliminated (4), the user A In addition to the player character 48 operated by the user B, { (1) indicates that, for example, the information indicating that the game has passed includes the following information. (5) indicates the elapsed time data ❸ In addition, the "dominated ball time" is the ball 49 cumulative time. Information indicating the scores of the team and the team j2) Table: The number of times the team and the team's shooting (sh〇〇t) times A team and the beta team's foul (fQui) times the data sheet is not A team and The information of the team's value of the ball time is the player's character 48 of the team. There is a B _ place, the mouth is like 丨 y, e, t, 上 u丄 § has been recorded in the game device A, b

係將要傳送至遊戲裝置B用之遊 321393 13 201016273 戲狀況資料之更新内容的更新資料傳送至遊戲裝置B。遊 戲裝置B係根據從遊戲裝置A所接收之更新資料而更新記 錄於遊戲裝置B之遊戲狀況資料。 在遊戲裝置A中,係根據記錄於遊戲裝置A之遊戲狀 況資料而產生遊戲晝面,且顯示該遊戲晝面。同樣地,在 遊戲裝置B中,係根據記錄於遊戲裝置B之遊戲狀況資料 而產生遊戲晝面,且顯示該遊戲晝面。 [4.遊戲晝面] 在虛擬三維空間40係設定有虛擬攝像機50。虛擬攝 像機50係依參加遊戲之各使用者設定。例如,在使用者A 之遊戲裝置30(以下稱「遊戲裝置A」)之顯示部37,係顯 示表示從與使用者A(遊戲裝置A)對應之虛擬攝像機50觀 看虛擬三維空間40之情況之遊戲晝面。此外,在使用者B 之遊戲裝置30(以下稱「遊戲裝置B」)之顯示部37,係顯 示表示從與使用者B(遊戲裝置B)對應之虛擬攝像機50觀 看虛擬三維空間40之情況之遊戲晝面。 第5圖係顯示遊戲晝面之一例。如第5圖所示,在遊 戲晝面60係顯示用以表示從虛擬攝像機50觀看虛擬三維 空間40之情況之圖像。換言之,係於遊戲晝面60顯示用 以表示虛擬三維空間40之一部分區域(虛擬攝像機50之視 野區域)之圖像。以下將顯示於遊戲晝面60之虛擬三維空 間40之區域稱為「顯示對象區域」。 此外,在遊戲晝面60中係顯示經過時間圖像61、得 分圖像62、游標(cursor)圖像63、選手名稱圖像64、雷 14 321393 201016273 達圖像65、及計量(gauge)圖像66。經過時間圖像61係表 示從比赛開始起之經過時間,得分圖像62係表示兩隊伍之 得分。游標圖像63係用以告知使用者所操作之選手人物 , 48,而第5圖係表示使用者A操作選手人物48a之狀態。 選手名稱圖像64係表示使用者所操作之選手人物48之姓 名。雷達圖像65係在縮小之足球場46上,表示兩隊伍之 選手人物48之位置及球49之位置。在第5圖之雷達圖像 65中,係以白色圓圈表示A隊伍之選手人物48之位置, ® 且以黑色圓圈表示B隊伍之選手人物48之位置,又以星符 號表示球49之位置。另外,在第5圖中雖予省略,惟在雷 達圖像65中係顯示22位選手人物48及球49之位置。計 量圖像66係在例如使用者按下遊戲控制器之射球按鍵時 顯示。使用者持續按下射球按鍵之期間,計量圖像66會伸 展。再者,使用者解除射球按鍵之按下時,根據該時點之 計量圖像66之長度’決定選手人物48踢球球49之力量等。 ⑩ [5.功能方塊] 繼說明即使參加遊戲之複數個使用者間之技巧水準高 低之差異相對較大時用以謀求不會損及遊戲之興趣之技 術。 第6圖係為顯示在遊戲系統10所實現之功能之功能方 塊圖。如第6圖所示,遊戲系統10係包括:使用者資料記 憶部70、取得部71、及顯示控制部72。使用者資料記憶 部70、取得部71及顯示控制部72係可分別以遊戲管理裝 置20實現,亦可以遊戲裝置30實現。在此說明使用者資 15 321393 201016273 料記憶部7〇係以遊戲管理裝置2〇實現,而取得部71及顯 示控制部72係以遊戲裝置A、B實現之情形。 及顯 [5-1、使用者資料記憶部] 少 輔助係藉由例如遊戲管理裝置20之 輔助§己憶部23來實現。使用者資料記憶 : 關於各使用者之資料。第7圖係顧_ Μ '、用h己錄 憶部7。之戰績表單之一例。圖如於使用者資料記 顯示各使用者之水準與總計競赛第成斤=戰績表單係為 示使用者” f ^ 脊成績之資料。水準係為顯 不使用者之足球遊戲技巧水準高低之資訊。貝 係根據該使用者之過去之戰績 者之水準 準之初始值係為「工」。使例如’使用者之水 用者之水準從「丨」變為「 使 利次數愈多,則使用者之水準愈高。」。如此,使用者之勝 [5-2、取得部] 取得部Π _如藉由賴裝置% 現。取得部7】係取得與使用者^來實 用者B對應之預定資訊。例如、及與使 訊」係為根據使用者A ^者A對應之預定資 B ^ 之戰,,責訊之貧訊,而「與使用者 B對應之财資訊」係為根據使用^ 者 「根據戰績資訊之資料#訊之_貝訊。 訊,亦可輕據戰績之^:_資訊本身之資 7圖)之「轉次數;1 例如,戰績表單(第 位係相當於厂顯示戰績資訊^不为勝負」攔 貝本身之#訊」,「水準」攔位係 321393 16 201016273 相當於「根據戰績資訊所獲得之資訊」。 例如,取得部71係在開始競賽之前,取得記錄於戰績 表單(第7圖)之使用者A、B之水準。另外,取得部71係 可取得記錄於戰績表單之使用者A之勝利次數,且根據該 勝利次數而取得使用者A之水準。使用者B之水準亦可同 樣方式取得。此時,亦可省略第7圖所示之戰績表單之「水 準」攔位。 [5-3、顯示控制部] ® 顯示控制部72係例如藉由遊戲裝置30之控制部31來 實現。 例如,顯示控制部72係根據與使用者A對應之預定資 訊、及與使用者B對應之預定資訊之差異來控制與遊戲裝 置A(使用者A)對應之顯示對象區域。所謂「與遊戲裝置A 對應之顯示對象區域」,係指顯示於遊戲裝置A之遊戲晝面 60之虛擬三維空間40内之區域(顯示對象區域)。同樣地, _ 顯示控制部72係根據與使用者B對應之預定資訊、及與使 用者A對應之預定資訊之差異來控制與遊戲裝置B(使用者 B)對應之顯示對象區域。例如,顯示控制部72係根據使用 者A之水準與使用者B之水準之差異來控制與遊戲裝置A 對應之顯示對象區域之大小。例如,使用者A之水準較使 用者B之水準低時,相較於使用者A之水準較使用者B之 水準高時,係控制為與遊戲裝置A對應之顯示對象區域較 大。 此外,例如,顯示控制部72係根據與使用者A對應之 17 321393 201016273 預定資訊、及與使用者B對應之預定資訊之差異來決定與 遊戲裝置A(使用者A)對應之虛擬攝像機50之控制方法。 同樣地,顯示控制部72係根據與使用者B對應之預定資 訊、及與使用者A對應之預定資訊之差異來決定與遊戲裝 置B(使用者B)對應之虛擬攝像機50之控制方法。例如, 顯示控制部72係根據使用者A之水準與使用者B之水準之 差異來決定與遊戲裝置A對應之虛擬攝像機50之控制方 法。 本實施形態之情形係準備3種方法作為虛擬攝像機50 〇 之控制方法,顯示控制部72係根據使用者A之水準與使用 者B之水準之差異來選擇該等3種方法中之任一者作為與 遊戲裝置A或遊戲裝置B對應之虛擬攝像機50之控制方 法。再者,以根據使用者A之水準與使用者B之水準之差 異選擇3種方法中作為與遊戲裝置A對應之虛擬攝像機50 之控制方法之結果而言,與遊戲裝置A對應之顯示對象區 域之大小,會根據使用者A之水準與使用者B之水準之差 ^ 異而改變。 首先說明虛擬攝像機50以第1方法控制之情形。如第 8圖所示,在第1方法中,係以從橫向觀看足球場46之情 況顯示於遊戲畫面60之方式控制虛擬攝像機50。亦即, 如第8圖所示,虛擬攝像機50之視線方向52,係以藉由 將視線方向52投影於Xw-Zw平面所獲得之方向52a與Zw 轴正方向大略一致之方式控制。此外,虛擬攝像機50之注 視點,係設定於使用者正操作之選手人物48a之位置。虛 18 321393 201016273 擬攝像機50係配合選手人物48a之移動而移動。另外,此 時,虛擬攝像機50係僅於Xw軸方向移動,而⑺軸方向之 位置並無變化。虛擬攝像機50以第1方法控制時之遊戲裳 置A(使用者A)之遊戲畫面60,係例如第5圖所示。、 接著說明虛擬攝像機5 0以第2方法控制I 9圖所示,在第2方法中,虛擬攝像機5〇之視^方向犯, 係以藉由將視線方向52投影於X卜Zw平面所獲得之方向 52a與Xw軸負方向大略一致之方式控制。此外,虛擬攝像 機50之注視點’係設定於使用者正操作之選手人物48a之 位置。虛擬攝像機50係配合選手人物48a之移動而移動。 第10圖係顯示虛擬攝像機50以第2方法控制時之遊戲裝 置A(使用者A)之遊戲晝面60。 最後說明虛擬攝像機50以第3方法控制之情形。在第 3方法中,虛擬攝像機50孫以在遊戲畫面60顯示從大略 正上方觀看足球場46之情況之方式控制。亦即,如第 ❹圖所示,以虛擬攝像機50之視線方向52與YW軸負方向大 略一致之方式控制。此外,虚擬攝像機50之注視點,係設 定於使用者正操作之選手人物48a之位置。虛擬攝像機5〇 係配合選手人物48a之移動而移動。在第3方法中,相較 於第1方法或第2方法,係以將更寬闊之區域顯示於遊戲 畫面60之方式,將虛擬攝像機50之高度h(Yw軸座標值) 設定為相對較大。第12圖係顯示虛擬攝像機50以第3方 法控制時之遊戲裝置A(使用者A)之遊戲晝面60。 在此,當比較第5圖及第圖所示之遊戲畫面60、 321393 19 201016273 與第12圖所不之遊戲晝面6〇時,在第12圖所示之 面60中,係顯示較第5圖及第1〇圖所示之遊戲畫面 寬闊之區域。換言之,所顯示之足球場46之區域變寬 此,在第12圖所示之遊戲畫面6",使用者係易於裳 更寬闊之區域之狀況。結果,使用者易於尋找對方隊 選手人物48未位於周圍之己方選手人物48(所謂自 手)、及選手人物48所未在之區域(所謂錢方球員看守= 空間(open space))。此外,在第12圖所示之遊戲畫面⑽ 中,係顯不從正上方觀看虛擬三維空間4〇(足球場46)之情 況,因此使用者易於掌握選手人物48彼此之正確位置^ 係。結果,使用者易於進行例如選手人物48間之傳球 刼作。再者,在第12圖所示之從正上方觀看足球場之 遊戲晝面60中,因控制器之操作控制桿(lever)傾斜之方 向(或以控制器之方向按鍵所指示之方向)、與選手人物48 之移動方向(或傳球方向)完全一致,因此使用者易於進行 正確之操作。 用以選擇上述3種方法中之任一者之資料係記錄於顯 不控制部72。第13圖係為顯示控制方法資料之一例圖。 在第13圖所示之控制方法資料中,係使關於從其他使用者 之水準(L2)扣除使用者之水準(L1)所獲得之值(△Lrl^-Ll) 之條件、與虛擬攝像機50之控制方法建立對應關係。依據 第13圖所示之控制方法資料,例如,使用者b之水準較使 用者A之水準高,而且,該水準差為預定之基準值(lc : Lc >〇)以上時,選擇第3方法作為與遊戲裝置a(使用者A) 20 321393 201016273 =應之虛擬攝像機5Q之控制方法。 中,則選擇第彳 ' A)對雍料或第2方法作為與軸裝置A(使用者 士應之虛擬攝像機50之控制方法。 6·在遊戲系統所執行之處理]The game to be transferred to the game device B 321393 13 201016273 The update data of the update content of the game status data is transmitted to the game device B. The game device B updates the game status data recorded in the game device B based on the update data received from the game device A. In the game device A, a game face is generated based on the game situation data recorded on the game device A, and the game face is displayed. Similarly, in the game device B, a game face is generated based on the game situation data recorded on the game device B, and the game face is displayed. [4. Game Face] A virtual camera 50 is set in the virtual three-dimensional space 40. The virtual camera 50 is set by each user participating in the game. For example, the display unit 37 of the game device 30 (hereinafter referred to as "game device A") of the user A displays a situation in which the virtual three-dimensional space 40 is viewed from the virtual camera 50 corresponding to the user A (game device A). Inside the game. Further, the display unit 37 of the game device 30 (hereinafter referred to as "game device B") of the user B displays a situation in which the virtual three-dimensional space 40 is viewed from the virtual camera 50 corresponding to the user B (game device B). Inside the game. Figure 5 shows an example of a game face. As shown in Fig. 5, an image showing the situation in which the virtual three-dimensional space 40 is viewed from the virtual camera 50 is displayed on the game screen 60. In other words, an image for indicating a partial region of the virtual three-dimensional space 40 (the field of view of the virtual camera 50) is displayed on the game surface 60. Hereinafter, the area of the virtual three-dimensional space 40 displayed on the game surface 60 is referred to as a "display target area". Further, in the game face 60, the elapsed time image 61, the score image 62, the cursor image 63, the player name image 64, the Ray 14321393 201016273 image 65, and the gauge image are displayed. Like 66. The elapsed time image 61 indicates the elapsed time from the start of the game, and the score image 62 indicates the scores of the two teams. The cursor image 63 is used to inform the user of the player character being operated, 48, and the fifth figure shows the state in which the user A operates the player character 48a. The player name image 64 indicates the name of the player character 48 operated by the user. The radar image 65 is on the reduced soccer field 46 and indicates the position of the player character 48 of both teams and the position of the ball 49. In the radar image 65 of Fig. 5, the position of the player character 48 of the A team is indicated by a white circle, and the position of the player character 48 of the B team is indicated by a black circle, and the position of the ball 49 is indicated by a star symbol. Further, although omitted in Fig. 5, the position of the 22 player characters 48 and the ball 49 is displayed in the radar image 65. The measurement image 66 is displayed, for example, when the user presses the ball button of the game controller. The metering image 66 is extended while the user continues to press the shot button. Further, when the user releases the pressing of the ball shooting button, the strength of the player character 48 kicking the ball 49 is determined based on the length "the length of the measuring image 66". 10 [5. Function Block] Following the description, even if the difference in skill level between the multiple users participating in the game is relatively large, it is used to seek technology that does not harm the interest of the game. Fig. 6 is a functional block diagram showing the functions implemented in the game system 10. As shown in Fig. 6, the game system 10 includes a user data memorizing unit 70, an obtaining unit 71, and a display control unit 72. The user data storage unit 70, the acquisition unit 71, and the display control unit 72 may be implemented by the game management device 20 or by the game device 30. Here, the user resource 15 321 393 201016273 material storage unit 7 is realized by the game management device 2, and the acquisition unit 71 and the display control unit 72 are realized by the game devices A and B. And [5-1. User data storage unit] The auxiliary system is realized by, for example, the auxiliary § memory unit 23 of the game management device 20. User data memory: Information about each user. Figure 7 is for _ Μ ', and has recorded part 7 with h. An example of a record form. The figure shows the level of each user and the total number of competitions in the user data record = the record form is the user's information on the f ^ ridge score. The level is the level of the skill of the soccer game. Information. The initial value of the standard of the user based on the past performance of the user is "work". For example, the level of the user's water user is changed from "丨" to "the more the number of times the user is, the higher the level of the user is." In this way, the user wins [5-2, the acquisition unit] acquisition unit _ _ as shown by the device. The acquisition unit 7 obtains predetermined information corresponding to the user B to the user B. For example, and the "communication" is based on the user's A ^ A corresponding to the predetermined capital B ^, the responsibility of the news, and "the financial information corresponding to the user B" is based on the use of " According to the information of the record information #讯之_贝讯. News, can also be based on the record ^: _ information itself (Figure 7) "turns; 1 For example, the record form (the first is equivalent to the factory display record information ^不胜胜"Baibei's own #讯", "Level" blocking system 321393 16 201016273 is equivalent to "according to the information obtained from the record information." For example, the acquisition department 71 is recorded in the record form before starting the competition. (Level 7) The level of the users A and B. The acquisition unit 71 can obtain the number of wins of the user A recorded in the record form, and obtain the level of the user A based on the number of wins. The level can also be obtained in the same manner. In this case, the "level" block of the record form shown in Fig. 7 can be omitted. [5-3. Display Control Unit] ® The display control unit 72 is, for example, by the game device 30. The control unit 31 is implemented. For example, display control 72 controls the display target area corresponding to the game device A (user A) based on the difference between the predetermined information corresponding to the user A and the predetermined information corresponding to the user B. The "display object corresponding to the game device A" The area refers to an area (display target area) displayed in the virtual three-dimensional space 40 of the game surface 60 of the game device A. Similarly, the display control unit 72 is based on predetermined information corresponding to the user B, and The display object area corresponding to the game device B (user B) is controlled by the difference of the predetermined information corresponding to the user A. For example, the display control unit 72 controls the difference between the level of the user A and the level of the user B. The size of the display object area corresponding to the game device A. For example, when the level of the user A is lower than the level of the user B, when the level of the user A is higher than the level of the user B, the game device is controlled to be the game device. In addition, for example, the display control unit 72 is based on 17 321 393 201016273 corresponding information corresponding to the user A, and predetermined information corresponding to the user B. The difference is used to determine the control method of the virtual camera 50 corresponding to the game device A (user A). Similarly, the display control unit 72 is based on predetermined information corresponding to the user B and predetermined information corresponding to the user A. The difference is used to determine the control method of the virtual camera 50 corresponding to the game device B (user B.) For example, the display control unit 72 determines the corresponding game device A based on the difference between the level of the user A and the level of the user B. The control method of the virtual camera 50. In the case of the present embodiment, three methods are prepared as the control method of the virtual camera 50, and the display control unit 72 selects the three based on the difference between the level of the user A and the level of the user B. Any of the methods is a method of controlling the virtual camera 50 corresponding to the game device A or the game device B. Further, the display target area corresponding to the game device A is selected as a result of the control method of the virtual camera 50 corresponding to the game device A among the three methods according to the difference between the level of the user A and the level of the user B. The size will vary depending on the difference between the level of user A and the level of user B. First, the case where the virtual camera 50 is controlled by the first method will be described. As shown in Fig. 8, in the first method, the virtual camera 50 is controlled such that the soccer field 46 is displayed on the game screen 60 from the lateral direction. That is, as shown in Fig. 8, the line of sight direction 52 of the virtual camera 50 is controlled such that the direction 52a obtained by projecting the line of sight direction 52 on the Xw-Zw plane substantially coincides with the positive direction of the Zw axis. Further, the viewpoint of the virtual camera 50 is set at the position of the player character 48a that the user is operating. Virtual 18 321393 201016273 The pseudo camera 50 moves in accordance with the movement of the player character 48a. Further, at this time, the virtual camera 50 is moved only in the Xw-axis direction, and the position in the (7) axis direction does not change. The game screen 60 of the game player A (user A) when the virtual camera 50 is controlled by the first method is shown in Fig. 5, for example. Next, the virtual camera 50 is controlled by the second method control I 9 diagram, and in the second method, the virtual camera 5 犯 is made by projecting the line of sight direction 52 onto the X-Zw plane. The direction 52a is controlled in a manner that substantially coincides with the negative direction of the Xw axis. Further, the fixation point of the virtual camera 50 is set at the position of the player character 48a that the user is operating. The virtual camera 50 moves in accordance with the movement of the player character 48a. Fig. 10 is a view showing the game surface 60 of the game device A (user A) when the virtual camera 50 is controlled by the second method. Finally, the case where the virtual camera 50 is controlled by the third method will be described. In the third method, the virtual camera 50 is controlled in such a manner that the game screen 60 displays the football field 46 from a substantially upper side. That is, as shown in the first figure, the direction of the line of sight 52 of the virtual camera 50 is controlled to substantially coincide with the negative direction of the YW axis. Further, the fixation point of the virtual camera 50 is set to the position of the player character 48a that the user is operating. The virtual camera 5 moves in accordance with the movement of the player character 48a. In the third method, the height h (Yw axis coordinate value) of the virtual camera 50 is set to be relatively larger than the first method or the second method in such a manner that a wider area is displayed on the game screen 60. . Fig. 12 is a view showing the game surface 60 of the game device A (user A) when the virtual camera 50 is controlled by the third method. Here, when the game screens 60, 321393 19 201016273 shown in Fig. 5 and the figure are compared with the game screens shown in Fig. 12, the face 60 shown in Fig. 12 is displayed. Figure 5 and the wide area of the game screen shown in Figure 1. In other words, the area of the displayed soccer field 46 is widened. In the game screen 6" shown in Fig. 12, the user is in a situation where it is easy to enjoy a wider area. As a result, the user can easily find the opponent player character 48 (so-called self-handed) in which the opponent player character 48 is not located, and the area in which the player character 48 is not present (so-called open space). Further, in the game screen (10) shown in Fig. 12, the virtual three-dimensional space 4 (soccer field 46) is not viewed from directly above, so that the user can easily grasp the correct position of the player characters 48. As a result, it is easy for the user to perform, for example, a pass between the player characters 48. Furthermore, in the game surface 60 of the soccer field viewed from directly above as shown in Fig. 12, the direction in which the lever is tilted by the operation of the controller (or the direction indicated by the direction of the controller), It is exactly the same as the moving direction (or the passing direction) of the player character 48, so the user can easily perform the correct operation. The data for selecting any of the above three methods is recorded in the display control unit 72. Figure 13 is a diagram showing an example of the display control method data. In the control method data shown in Fig. 13, the condition for deducting the value (?Lrl^-Ll) obtained from the level (L1) of the user from the other user's level (L2) is compared with the virtual camera 50. The control method establishes a correspondence. According to the control method data shown in Fig. 13, for example, the level of the user b is higher than the level of the user A, and when the level difference is a predetermined reference value (lc: Lc > 〇) or more, the third is selected. The method serves as a control method for the virtual camera 5Q with the game device a (user A) 20 321393 201016273. In the middle, select the second 'A' pair or the second method as the axis device A (the user's virtual camera 50 control method. 6. The processing performed in the game system)

=,在遊戲祕1G所執行之處理。第㈣係為顯 、疋與遊戲裝置八對應之虛擬攝像機5〇之控制方法 之前於^程圖。第14圖所示之處理,係例如在開始競赛 式執1裝置A執行。遊戲裝置A之控制部31係依據程 71 _^之處理,而在遊戲裝置A實現取得部 行,控制部72。另外,類似之處理亦在遊戲裝置請 ^。、、、- ’亦在顿裝置B實現取得部71及顯示控制部=, the processing performed in the game secret 1G. The fourth (fourth) is the control method of the virtual camera 5 corresponding to the display device and the game device. The processing shown in Fig. 14 is executed, for example, at the start of the competition type 1 device A. The control unit 31 of the game device A realizes the acquisition unit and the control unit 72 in the game device A in accordance with the processing of the program 71. In addition, similar processing is also available in the game device ^. , , and - ’ also implement the acquisition unit 71 and the display control unit in the device B

部7^第14圖所示’首先,遊戲裝置4之控制部31(取得 糸從遊戲管理裝置20取得使用者A之水準(La)與使 者B之水準(Lb)(S101)。例如,遊戲裝置a之控制部31 係將用以要求使用者A、b之水準(La、Lb)之要求資料傳送 至遊戲管理裝置20。在接收到要求資料之遊戲管理裝置2〇 中,係讀取使用者A、β之水準(La、Lb),將該等水準回送 至遊戲裝置A。之後,遊戲裝置a之控制部3丨(顯示控制部 乃)係算出從使用者β之水準(Lb)扣除使用者A之水準(La) 後所獲得之值(△La^b-LaYsii^)。再者,遞戲裝置A之 控制部31(顯示控制部72)係參照控制方浃資料(第13 =)’决定與ALa對應之方法作為虛擬攝像機5〇之控制方 ’⑻⑽)。換言之,決定與滿足仏之條件痒立對應關係 321393 21 201016273 之方法作為虛擬攝像機50之控制方法。另外,開始競赛 時,與遊戲裝置A對應之虛擬攝像機50,係以在S103之 處理所決定之方法來控制。再者,在遊戲裝置A之遊戲晝 面60顯示用以表示從該虛擬攝像機50觀看虛擬三維空間 40之情況之圖像。In the first embodiment, the control unit 31 of the game device 4 acquires the level (L) of the user A (L) and the player B from the game management device 20 (S101). For example, the game The control unit 31 of the device a transmits the request data for requesting the levels (La, Lb) of the users A and b to the game management device 20. In the game management device 2 that receives the requested data, it is read and used. Levels A and β (La, Lb), and the level is returned to the game device A. Thereafter, the control unit 3 (the display control unit) of the game device a calculates the level (Lb) deducted from the user β. The value obtained after the level of the user A (La) (ΔLa^b-LaYsii^). Further, the control unit 31 (display control unit 72) of the player device A refers to the control data (13th = ) 'Determine the method corresponding to ALA as the controller of the virtual camera 5' (8) (10)). In other words, the method of determining the correspondence relationship with the satisfaction condition 321393 21 201016273 is determined as the control method of the virtual camera 50. Further, when the competition is started, the virtual camera 50 corresponding to the game device A is controlled by the method determined in the processing of S103. Further, an image for indicating that the virtual three-dimensional space 40 is viewed from the virtual camera 50 is displayed on the game surface 60 of the game device A.

在遊戲裝置B令,亦執行與第14圖所示之處理類似之 處理,藉此而決定與遊戲裝置B對應之虛擬攝像機50之控 制方法。另外,在遊戲裝置B中,係於S102之處理,算出 從使用者A之水準(La)扣除使用者B之水準(Lb)後所獲得 之值(△LbrLa-Lb)。此外,在S103之處理中,決定與ALb 對應之方法作為虛擬攝像機50之控制方法。另外,開始競 賽時,與遊戲裝置B對應之虛擬攝像機50,係以在S103 之處理所決定之方法控制。再者,在遊戲裝置B之遊戲晝 面60顯示用以表示從該虛擬攝像機50觀看虛擬三維空間 40之情況之圖像。In the game device B, a process similar to the process shown in Fig. 14 is also executed, whereby the control method of the virtual camera 50 corresponding to the game device B is determined. Further, in the game device B, the value (ΔLbrLa-Lb) obtained by subtracting the level (Lb) of the user B from the level A of the user A is calculated in the processing of S102. Further, in the process of S103, the method corresponding to ALb is determined as the control method of the virtual camera 50. Further, at the time of starting the competition, the virtual camera 50 corresponding to the game device B is controlled by the method determined in the processing of S103. Further, an image for indicating that the virtual three-dimensional space 40 is viewed from the virtual camera 50 is displayed on the game surface 60 of the game device B.

[7.總結] 在以上所說明之遊戲系統10中,例如,使用者A之水 準較使用者B之水準還低某程度時,選擇第1方法或第2 方法作為與遊戲裝置B(使用者B)對應之虛擬攝像機50之 控制方法,且選擇第3方法作為與遊戲裝置A(使用者A) 對應之虛擬攝像機50之控制方法。此時,在遊戲裝置B顯 示例如第5圖或第10圖所示之遊戲晝面60,且在遊戲裝 置A顯示例如第12圖所示之遊戲晝面60。如上所述,在 第12圖所示之遊戲晝面60中,相較於第5圖或第10圖所 22 321393 201016273 示之遊戲晝面60 ’係易於進行遊戲操作’因此’此時,使 用者A較使用者B更易於進行遊戲搡作。結果’减輕使用 f 者A與使用者B之技巧水準之差異。依據遊戲系统1〇,印 、 使使用者A與使用者B之技巧水準之差異相對較大時,亦 可謀求不會損及遊戲之興趣。 然而,在遊戲系統10中,如上所述,在使用者A與使 用者B之間有技巧水準之差異時,以第1方法或第2方去 控制與技巧水準較高之使用者對應之虚擬攝像機5〇,'[7. Summary] In the game system 10 described above, for example, when the level of the user A is lower than the level of the user B, the first method or the second method is selected as the game device B (user). B) The control method of the virtual camera 50 corresponding thereto, and the third method is selected as the control method of the virtual camera 50 corresponding to the game device A (user A). At this time, in the game device B, the game face 60 shown in Fig. 5 or Fig. 10 is displayed, and the game face 60 shown in Fig. 12 is displayed on the game device A, for example. As described above, in the game face 60 shown in FIG. 12, the game face 60' shown in FIG. 5 or FIG. 10 is 321393 201016273, which is easy to perform a game operation. Therefore, at this time, use Player A is more likely to play games than User B. The result 'reduces the difference in the skill level between the use of f and user B. According to the game system, when the difference between the skill level of the user A and the user B is relatively large, it is also possible to avoid the interest of the game. However, in the game system 10, as described above, when there is a difference in skill level between the user A and the user B, the virtual method corresponding to the user with higher skill level is controlled by the first method or the second party. Camera 5〇, '

不處理負荷。 [8.變形例] 置30之遊戥晝面60之顯 ❹ 另外,本發明並不限定於以上所說明之實施形鮮。 [8-1、第1變形例] 〜Does not handle the load. [8. Modifications] The display 60 of the swimming surface 60 is not limited to the above-described embodiment. [8-1, first modification] ~

12從遊戲裝置B取得使用者B之水準。 321393 23 201016273 [8-2、第2變形例] 取得部71及顯示控制部72之至少一部份係亦可利用 遊戲管理裝置20來實現。亦即,第14圖之S101、S102、 及S103之處理之至少一部分係可藉由遊戲管理裝置20之 控制部21來執行。 例如,第14圖之S101及S102之處理係亦可利用遊戲 管理裝置20來執行。此時,於S102之處理算出上述之△12 The level of the user B is obtained from the game device B. 321393 23 201016273 [8-2. Second Modification] At least a part of the acquisition unit 71 and the display control unit 72 can be realized by the game management device 20. That is, at least a part of the processing of S101, S102, and S103 of Fig. 14 can be executed by the control unit 21 of the game management device 20. For example, the processing of S101 and S102 of Fig. 14 can also be performed by the game management device 20. At this time, the above-mentioned Δ is calculated in the process of S102.

La與ALb雙方。ALa係傳送至遊戲裝置A,S103之處理 在遊戲裝置A執行。此外,△ Lb係傳送至遊戲裝置B,S103 ❿ 之處理在遊戲裝置B執行。另外,S103之處理亦可由遊戲 管理裝置20來執行。此時,第13圖所示之控制方法資料 係記錄於遊戲管理裝置20。再者,在遊戲管理裝置20中, 決定與△ La對應之方法作為與遊戲裝置A對應之虛擬攝像 機50之控制方法,而將表示該方法之資訊傳送至遊戲裝置 A。同樣地,在遊戲管理裝置20中,決定與ALb對應之方 法作為與遊戲裝置B對應之虛擬攝像機50之控制方法,而 @ 將表示該方法之資訊傳送至遊戲裝置B。 另外,亦可在遊戲管理裝置20僅執行S103之處理。 此時,在遊戲裝置A中算出ALa,而ALa係從遊戲裝置A 傳送至遊戲管理裝置20。此外,在遊戲裝置B中算出ALb, 而△ Lb係從遊戲裝置B傳送至遊戲管理裝置20。再者,在 遊戲管理裝置20中,決定與ALa對應之方法作為與遊戲 裝置A對應之虛擬攝像機50之控制方法,而將表示該方法 之資訊傳送至遊戲裝置A。同樣地,在遊戲管理裝置20中, 24 321393 201016273 決定與△ Lb對應之方法作為與遊戲裝置b對應之虛擬攝像 機50之控制方法,而將表示該方法之資訊傳送至遊戲裝置 B ° [8-3、第3變形例]La and ALb both sides. The AA is transmitted to the game device A, and the process of S103 is executed in the game device A. Further, ΔLb is transmitted to the game device B, and the process of S103 ❿ is executed at the game device B. Further, the processing of S103 can also be executed by the game management device 20. At this time, the control method data shown in Fig. 13 is recorded in the game management device 20. Further, in the game management device 20, the method corresponding to ΔLa is determined as the control method of the virtual camera 50 corresponding to the game device A, and the information indicating the method is transmitted to the game device A. Similarly, the game management device 20 determines the method corresponding to the ALb as the control method of the virtual camera 50 corresponding to the game device B, and @ transmits the information indicating the method to the game device B. In addition, only the processing of S103 may be performed in the game management device 20. At this time, ALA is calculated in the game device A, and ALA is transmitted from the game device A to the game management device 20. Further, ALb is calculated in the game device B, and ΔLb is transmitted from the game device B to the game management device 20. Further, in the game management device 20, the method corresponding to ALA is determined as the control method of the virtual camera 50 corresponding to the game device A, and the information indicating the method is transmitted to the game device A. Similarly, in the game management device 20, 24 321 393 201016273 determines the method corresponding to ΔLb as the control method of the virtual camera 50 corresponding to the game device b, and transmits the information indicating the method to the game device B ° [8- 3. Third modification]

取得。卩71及顯示控制部72之至少一部分係亦可僅以 承擔遊戲伺服器作用之遊戲裝置30實現。亦即,第14圖 之sl〇1、Sl〇2、及si〇3之處理之至少一部分,係可僅在 承擔遊戲伺服器作用之遊戲裝置30執行。 例如’ Sl〇i及Si〇2之處理係可僅在承擔遊戲伺服器 作用之遊戲裝置30執行。例如,遊戲裝置A承擔遊戲伺服 益作用時’在遊戲裝置A中,可算出上述△ La與ALb雙方。 再者,亦可決定與△ La對應之方法作為與遊戲裝置A對應 之虛擬攝像機50之控制方法。此外,ALb係從遊戲裝置A 傳运至遊戟裴置B,而在遊戲裝置b中,亦可決定與 對應之方法作為與遊戲裝置B對應之虛擬攝像機50之控制 ^ 卜,S103之處理,亦可僅在承擔作為遊戲伺服器 力月b,遊戲裝置3〇執行。例如,遊戲裝置a承擔作為遊戲 伺服器功树,在遊戲裝置A中,亦可決定與心對應之 ▲乍為與遊戲裝置B對應之虛擬攝像機Μ之控制方法, 並將^示財法之資職遊_置A _至賴裝置B。 另:,_及sm之處理亦可分別在遊戲裝置A、B ^丁 =可在承擔作為遊_服器功能之遊戲裝置3〇僅執 =的之處理。例如,遊戲農置A承擔作為遊肺服器功 ❿’亦可將在遊«置B中所算傳送至遊戲裝 321393 25 201016273 置A。再者,在遊戲裝置A中,可決定與ALb對應之方法 作為與遊戲裝置B對應之虛擬攝像機50之控制方法,且將 表示該方法之資訊傳送至遊戲裝置B。 [8 - 4、第4變形例] 使用者A之水準較使用者B之水準低時,相較於使用 者A之水準較使用者B之水準高時,為了將與遊戲裝置A 對應之顯示對象區域控制成較大,顯示控制部72亦可根據 使用者A之水準與使用者B之水準之差異來控制與遊戲裝 置A對應之虛擬攝像機50與注視點之間之距離。在第4變 形例中,使用者A之水準較使用者B之水準低時,相較於 使用者A之水準較使用者B之水準高時,係將虛擬攝像機 50與注視點之間之距離設定為較長。如此一來,使用者A 之水準較使用者B之水準低時,係在遊戲裝置A之遊戲晝 面60顯示相對較寬之區域。因此,使用者A係較使用者B 易於進行遊戲操作,而減輕使用者A與使用者B之技巧水 準之差異。藉由第4變形例,即使使用者A與使用者B之 技巧水準之差異相對較大時,亦可謀求不會損及遊戲之興 趣。 [8 - 5、第5變形例] 顯示控制部72係例如可根據使用者A之水準與使用者 B之水準之差異來控制與遊戲裝置A對應之顯示對象區域 之位置。例如,使用者A之水準較使用者B之水準高時, 與遊戲裝置A對應之顯示對象區域,亦可限定在使用者A 所操作之選手人物48a之前方區域。 26 321393 201016273 在第5變形例中,係準備下 像機50之控制方法。在第 法作為虛擬攝 々忒在第4方法中,係顯 稱視之遊戲畫面⑽之方式控制虛擬攝像^ 擬攝像機It使用者A所操作之選手人物48a之眼 、月 而且。又定與使用者A所操作之選手人物48a之 視線方向大略-致之方向作為視線方向52。 第15圖係顯示第5變形例中之控制方法資料之一例。 依據第15圖所示之控制方法資料,例如使用者八之水準較 使用者B之水準高,而且,該水準差異為預定之基準值⑽ 以上時’選擇第4方法作為與遊戲裝置A(使用者A)對應之 虛擬攝像機50之控制方法。換言之,使用者a之技巧水準 相較於使用者B之技巧水準還高某程度時,將所謂一人稱 視點之遊戲晝面60顯示於遊戲裝置a之顯示部37。此時, 僅將使用者A所操作之選手人物48a之前方區域顯示於遊 戲晝面60,而選手人物48a之背後區域不會再顯示於遊戲 ⑩晝面60。因此,使用者A將難以掌握選手人物48a之背後 區域之狀況。換言之,使用者A係較使用者B難以進行遊 戲操作。結果,減輕使用者A與使用者B之技巧水準之差 異。藉由第5變形例,亦可謀求即使使用者A與使用者B 之技巧水準之差異相對較大時亦不會損及遊戲之興趣。 [8-6、第6變形例] 第16圖係為與第6變形例對應之功能方塊圖。如第 16圖所示,在第6變形例中,係包括遊戲狀〉兄貝料έ己憶部 70a以取代使用者資料記憶部70。遊戲狀況資料記憶部70a 321393 27 201016273 係例如藉由遊戲襄置30之主記憶部32來實 資料記憶部7 0 a係用以記錄遊戲狀況資料。如上=述狀= 戲狀況資料係包括:表示比赛經過之資料、及表1縣 維空間40目前狀態之資料。 及表不虛擬二 第6變形例中之取得部71 況資訊之資訊作為「與使用者A對應之預:吏用者】= 根據使用者B之戰況資訊之資 貝訊」’且取仔 預定資訊」。「根據使用去 ’,、、—、使用者B對應之 很像便用者八之戰況資 土 用者A之戰況資訊本身 貝°孔」係可為使 所獲得之資訊。例如,取據,用者Α之戰況資訊 為「與使用者續應之預資訊使用者Α之得分作 ::「與使用蝴應之預定資訊」。另Π::之 …可取得使用者, 件:: 產生得分事件之次吏用者β(β隊伍) 作為與使用者β對應 在第6變形例中,係可 ^之預疋貝訊」。 數作為「與使用者Α對應之預定資訊^射^數或犯規 對應之預定資訊」亦同二;〃使用者B 犯規數作A「1# 卜,取侍使用者A之射球數或 得==之=用者六對應之預定資訊」,換言之亦即取 *# 4射球事件之次數或使用者A之產生犯規 =作為「與使用者A對應之預定資訊」。 之顯示對象區域。控制與遊戲裝置A對應Acquired. At least a portion of the UI 71 and the display control unit 72 may be implemented only by the game device 30 that functions as a game server. That is, at least a part of the processing of sl1, Sl2, and si3 of Fig. 14 can be executed only by the game device 30 which assumes the role of the game server. For example, the processing of 'Sn〇i and Si〇2' can be performed only on the game device 30 that assumes the role of the game server. For example, when the game device A assumes the game servo effect, the game device A can calculate both the above ΔLa and ALb. Furthermore, the method corresponding to Δ La may be determined as the control method of the virtual camera 50 corresponding to the game device A. Further, the ALb is transported from the game device A to the game device B, and in the game device b, the corresponding method can be determined as the control of the virtual camera 50 corresponding to the game device B, and the process of S103 is performed. It is also possible to perform the game device 3〇 only as the game server force month b. For example, the game device a assumes the game server function tree, and in the game device A, it is also possible to determine the control method of the virtual camera corresponding to the game device B corresponding to the heart, and to display the financial method. Career _ Set A _ to the device B. In addition, the processing of _ and sm can also be performed in the game devices A, B, respectively, and can be performed only on the game device 3 that is the function of the game server. For example, the game farm A should assume the function as a lung-feeding device, and can also be transferred to the game equipment 321393 25 201016273 in the tour «B. Further, in the game device A, the method corresponding to the ALb can be determined as the control method of the virtual camera 50 corresponding to the game device B, and the information indicating the method is transmitted to the game device B. [8 - 4, 4th Modification] When the level of the user A is lower than the level of the user B, when the level of the user A is higher than the level of the user B, the display corresponding to the game device A is to be displayed. The object area is controlled to be large, and the display control unit 72 can also control the distance between the virtual camera 50 corresponding to the game device A and the fixation point according to the difference between the level of the user A and the level of the user B. In the fourth modification, when the level of the user A is lower than the level of the user B, the distance between the virtual camera 50 and the fixation point is higher than when the level of the user A is higher than the level of the user B. Set to longer. In this way, when the level of the user A is lower than the level of the user B, the game surface 60 of the game device A displays a relatively wide area. Therefore, User A is easier to play the game than User B, and the difference in skill level between User A and User B is reduced. According to the fourth modification, even if the difference in the skill level between the user A and the user B is relatively large, it is possible to avoid the interest of the game. [8-5. Fifth Modification] The display control unit 72 can control the position of the display target region corresponding to the game device A based on, for example, the difference between the level of the user A and the level of the user B. For example, when the level of the user A is higher than the level of the user B, the display target area corresponding to the game device A may be limited to the area before the player character 48a operated by the user A. 26 321393 201016273 In the fifth modification, a control method of the camera 50 is prepared. In the fourth method, the method of visually viewing the game screen (10) controls the eyes and the month of the player character 48a operated by the virtual camera. Further, the direction of the line of sight of the player character 48a operated by the user A is roughly the same as the line of sight direction 52. Fig. 15 is a view showing an example of the control method data in the fifth modification. According to the control method data shown in Fig. 15, for example, the level of the user eight is higher than the level of the user B, and when the level difference is the predetermined reference value (10) or more, the fourth method is selected as the game device A (using A) corresponds to the control method of the virtual camera 50. In other words, when the skill level of the user a is higher than the skill level of the user B, the game face 60 of the so-called one-person viewpoint is displayed on the display unit 37 of the game device a. At this time, only the area before the player character 48a operated by the user A is displayed on the game face 60, and the area behind the player character 48a is no longer displayed on the game face 60. Therefore, it is difficult for the user A to grasp the situation of the area behind the player character 48a. In other words, User A is more difficult to play than User B. As a result, the difference in skill levels between User A and User B is reduced. According to the fifth modification, even if the difference in the skill level between the user A and the user B is relatively large, the interest of the game is not impaired. [8-6. Sixth Modification] Fig. 16 is a functional block diagram corresponding to the sixth modification. As shown in Fig. 16, in the sixth modification, the game state is included, and the user data storage unit 70 is replaced by the game. The game status data storage unit 70a 321393 27 201016273 is used to record the game status data by, for example, the main memory unit 32 of the game device 30. The above = description = drama status data includes: information indicating the passing of the game, and information on the current status of the county dimension space 40. And the information of the acquisition information of the acquisition unit 71 in the sixth modification example is as "pre-user corresponding to the user A" = "subsidiary information based on the information of the user B" and the reservation is made. News". "According to use", -, - User B corresponds to the user's eight-game situation. User A's battle information itself is the information that can be obtained. For example, the information on the user's situation is "the pre-information user's score for the user's renewed response :: "and the intended information of the use of the butterfly". In addition, the user can obtain the user, and the following: The second occurrence of the score event is the user β (β team) as the user β. In the sixth modification, the user can be pre-expressed. The number is the same as the "predetermined information corresponding to the user's information, or the scheduled information corresponding to the foul". The user B's foul number is A "1# Bu, and the number of shots of the user A is obtained. ====User 6 corresponds to the scheduled information", in other words, the number of *# 4 ball events or the foul of user A = as "predetermined information corresponding to user A". The display object area. Control corresponds to game device A

、。之顯不控制部72係根據使用者A 321393 28 201016273 之得分、與使用者B之得分之差異來決疋::戲=形 j. .. ^ 笼Η圖係顯不第6變瓜 應之虛擬攝像機50之控制方法。^示之控制方法資 ρ例之控制方法資料之一例圖^#。在第 •料,係取代第13圖所示之控制方^使用者之得 Π圖所示之控制方法資料中,係使關於 分(S2)扣除使用者之得分(S1)所獲得之值(^ 绝 ❹ 條件、與虛擬攝像機5〇之控制方法建立對應關係依 17圖所示之控制方法資料’例如’使用者B之得刀車乂使用 者A之得分高,而且,該得分差為預定之基準值(SC · S<: >0)以上時,選擇第3方法作為與遊戲裝置使用者A) 對應之虛擬攝像機50之控制方法。此外,除此以外之情 形,係選擇第1方法或第2方法作為與遊戲裝置A(使用者 A)對應之虛擬攝像機50之控制方法。 在第6變形例中,例如使用者B之得分較使用者A之 得分多某程度時,與遊戲裝置B(使用者B)對應之虛擬攝像 ❹機50之控制方法成為第1方法或第2方法,而與遊戲裝置 A(使用者A)對應之虛擬攝像機50之控制方法成為第3方 法。此時,使用者A係較使用者B易於進行遊戲操作。藉 由如此,亦得以減輕使用者A與使用者B之技巧水準之差 異。藉由第6變形例,亦可謀求即使使用者A與使用者B 之技巧水準之差異相對較大時亦不會損及遊戲之興趣。 [8-7、第7變形例] 第18圖係顯示與第7變形例對應之功能方塊圖。如第 18圖所示,在第7變形例中,係包括參數資料記憶部7〇b, 29 321393 201016273 以取代使用者資料記憶部70。 參數資料記憶部70b係用以記錄下述之參數資料。 (1) 表示A隊伍之各種能力(例如攻擊能力、防守能力) 之參數資料 , (2) 表示B隊伍之各種能力之參數資料 (3) 表示A隊伍之各選手人物48之各種能力(例如射球 能力、傳球能力)之參數資料 (4) 表示B隊伍之各選手人物48之各種能力之參數資 料 © 另外,能力參數係取例如0至100之數值,能力參數 值愈大,表示能力愈高。 第7變形例中之取得部71,係取得根據與使用者A對 應之參數資訊之資訊作為「與使用者A對應之預定資訊」, 且取得根據與使用者B對應之參數資訊之資訊作為「與使 用者B對應之預定資訊」。「根據與使用者A對應之參數資 訊之資訊」,係可為與使用者A對應之參數資訊本身,亦可 _ 為根據與使用者A對應之參數資訊所獲得之資訊。例如, 取得部71係取得使用者A所操作之A隊伍之能力參數作為 「與使用者A對應之預定資訊」,且取得使用者B所操作之 B隊伍之能力參數作為「與使用者B對應之預定資訊」。「A 隊伍之能力參數」係可為A隊伍之特定能力參數之值,亦 可為A隊伍之複數個能力參數之統計值(例如平均值)。另 外,亦可取得使用者A所操作之選手人物48之能力參數作 為「與使用者A對應之預定資訊」。「使用者A所操作之選 30 321393 201016273 手人物48之能力參數」,係可為使用者所操作之選手人物 48之特定能力參數之值,亦可為使用者所操作之選手人物 48之複數個能力參數之統計值(例如平均值)。至於「根據 與使用者B對應之參數資訊之資訊」亦同。 第7變形例中之顯示控制部72,係例如根據a隊伍之 月匕力 > 數、與b隊伍之此力參數之差異來控制與遊戲裝置 A對應之顯示對象區域。具體而言,顯示控制部π係根據,. The display control unit 72 is determined according to the difference between the score of the user A 321393 28 201016273 and the score of the user B:: drama = shape j. .. ^ cage diagram is not the sixth change The control method of the virtual camera 50. ^The control method of the example of the control method is shown in the figure ^#. In the data of the control method shown in the figure of the controller of the controller shown in Fig. 13, the value obtained by subtracting the user's score (S1) from the score (S2) is obtained ( ^ The absolute condition and the control method of the virtual camera 5建立 are determined according to the control method data shown in FIG. 17 'For example, the score of the user A of the user B is high, and the score difference is predetermined. When the reference value (SC · S <: > 0) or more, the third method is selected as the control method of the virtual camera 50 corresponding to the game device user A). Further, in other cases, the first method or the second method is selected as the control method of the virtual camera 50 corresponding to the game device A (user A). In the sixth modification, for example, when the score of the user B is more than the score of the user A, the control method of the virtual camera 50 corresponding to the game device B (user B) becomes the first method or the second method. In the method, the control method of the virtual camera 50 corresponding to the game device A (user A) is the third method. At this time, the user A is more likely to perform a game operation than the user B. By doing so, the difference in skill levels between User A and User B can also be reduced. According to the sixth modification, even if the difference in the skill level between the user A and the user B is relatively large, the interest of the game is not impaired. [8-7, Seventh Modification] Fig. 18 is a functional block diagram corresponding to the seventh modification. As shown in Fig. 18, in the seventh modification, the parameter data storage unit 7〇b, 29 321393 201016273 is included in place of the user data storage unit 70. The parameter data storage unit 70b is for recording the following parameter data. (1) Parameter data indicating various capabilities of the A team (such as attack ability and defensive ability), (2) Parameter data indicating various capabilities of the B team (3) Various capabilities of each player character 48 of the A team (for example, shooting Parameter data of ball ability and passing ability) (4) Parameter data indicating various abilities of each player character 48 of the B team © In addition, the capability parameter is, for example, a value of 0 to 100, and the larger the capacity parameter value, the more capable high. In the seventh modification, the acquisition unit 71 obtains information based on the parameter information corresponding to the user A as "predetermined information corresponding to the user A", and acquires information based on the parameter information corresponding to the user B as " The predetermined information corresponding to the user B. The "information of the parameter information corresponding to the user A" may be the parameter information itself corresponding to the user A, or may be the information obtained based on the parameter information corresponding to the user A. For example, the acquisition unit 71 acquires the capability parameter of the A team operated by the user A as the "predetermined information corresponding to the user A", and acquires the capability parameter of the B team operated by the user B as "corresponding to the user B. Scheduled information." The "A team's ability parameter" can be the value of the specific ability parameter of the A team, or it can be the statistical value (such as the average value) of the multiple ability parameters of the A team. In addition, the capability parameter of the player character 48 operated by the user A can also be obtained as "predetermined information corresponding to the user A". "The ability parameter of the user's choice of 30 321393 201016273 hand character 48" is the value of the specific ability parameter of the player character 48 that the user can operate, and may also be the plural of the player character 48 operated by the user. Statistical values of the capability parameters (eg average). The same is true for "Information based on parameter information corresponding to User B". The display control unit 72 in the seventh modification controls the display target region corresponding to the game device A based on, for example, the difference between the number of months of the team and the force parameter of the team b. Specifically, the display control unit π is based on

A隊伍之能力參數、與b隊伍之能力參數之差異來決定與 遊戲裝置A對應之虛擬攝像機50之控制方法。第ig圖係 顯不第7變形例之控制方法資料之一例。第19圖所示之控 制方法資料,係取代第13圖所示之控制方法資料進行記 ,、、 第19圖所示之控制方法資料中,係使關於從其他使 用者所操作之隊伍之能力參數值(P2)扣除使用者所操作之 隊伍之能力參數值(P1)所獲得之值(ΔΡ=Ρ2-Ρ1)之條件、與 攝像機5Q之控制方法建立對應關係、。依據第19圖所 二=控制方法資料,例如使用者B之得分較使用者a之得 ’而且’該得分差為預定之基準值(Pc: Pc>0)以上時, 地m第3方法作為與遊戲裝置A(使用者A)對應之虛擬攝像 機50之控杂丨 或第2 彳方法。此外,除此以外之情形,選擇第1方法 方法作為與遊戲裝置A(使用者A)對應之虛擬攝像機 5〇之控制方法。 在第7 力古 變形例中,例如,B隊伍之能力較A隊伍之能 间’、程度時’與遊戲裝置β(使用者B)對應之虛擬 5〇之控制方、主1 ^ 去成為第1方法或第2方法,而與遊戲裝置 31 321393 201016273 A(使用者A)對應之虛擬攝像機50之控制方法成為第3方 法。此時,使用者A係較使用者B易於進行遊戲操作。在 A隊伍與B隊伍間之遊戲,會有在A隊伍與B隊伍之能力 之差異相對較大時損及遊戲之興趣之情形。此點,依據第 7變形例,即得以減輕A隊伍與B隊伍之能力之差異。結 果,即使A隊伍與B隊伍之能力之差異相對較大時,亦可 謀求不會損及遊戲之興趣。 [8-8、第8變形例] 顯示控制部72亦可根據與使用者A對應之預定資訊、 及與使用者B對應之預定資訊之差異來限制遊戲晝面60所 含複數個指引圖像(經過時間圖像61、得分圖像6 2、游標 圖像63、選手名稱圖像64、雷達圖像65、及計量圖像66) 中之至少一個顯示。例如,使用者B之水準較使用者A之 水準高某程度時,雷達圖像65亦可不顯示於遊戲裝置B之 遊戲晝面60。此時,使用者B係難以掌握未顯示於遊戲晝 面60之選手人物48或球49(換言之位於顯示對象區域外 之選手人物48或球49)之位置。換言之,使用者B係較使 用者A難以進行遊戲操作。藉由如此,亦得以減輕使用者 A與使用者B之技巧水準之差異。結果,即使使用者A與 使用者B之技巧水準之差異相對較大時,亦可謀求不會損 及遊戲之興趣。 [8-9、其他變形例] 虛擬攝像機50之注視點亦可設定於球49之位置。 遊戲管理裝置20亦可承擔作為遊戲伺服器功能。或 32 321393 201016273 者’亦可由遊戲管理裝置20以外之伺服器電腦承擔作為遊 .戲伺服器功能。 r 在遊戲系統10所提供之遊戲亦可為足球遊戲以外之 ♦ 遊戲(例如其他運動遊戲、格鬥遊戲或競速遊戲)。此外例 如’在遊戲系統10所提供之遊戲亦可為3名以上使用者所 參加之遊戲。再者,在遊戲系統10所提供之遊戲,亦可為 複數個使用者共同合作遊玩之遊戲。 【圖式簡單說明】 第1圖係為顯示本實施形態遊戲系統之整體構成圖。 第2圖係為顯示遊戲管理裝置之硬體構成圖。 第3圖係為顯示遊戲裝置之硬體構成圖。 第4圖係為顯示虛擬三維空間之一例圖。 第5圖係為顯不遊戲晝面之一例圖。 第6圖係為本實施形態之遊戲系統之功能方塊圖。 第7圖係為顯示戰績表單之一例圖。 ❹ 第8圖係為用以說明虛擬攝像機之控制方法(第1方法) 之圖。 第9圖係為甩以說明虛擬攝像機之控制方法(第2方法) 之圖。 第10圖係為顯示遊戲晝面之一例圖。 第11圖係為用以說明虛擬攝像機之控制方法(第3方 法)之圖。 第12圖係為顯示遊戲晝面之一例圖。 第13圖係為顯示控制方法資料之一例圖。 321393 33 201016273 第14圖係為顯 塊圖。 示在遊戲系統所執行之一處理例之方 第15圖係為顯示控制方法資料之—例圖。 ::係為第6變形例之遊戲系統之功能方塊圖 圖係為第6變形例之控制方法資料之一例圖 第18圖係為第7變形例之遊戲系統之功能方塊圖 第19圖係為第7變關之控制方法資料之一例圖 【主要元件符號說明】 10 遊戲系統 2〇 遊戲管理裝置 22 主記憶部 24 光碟讀取部 30 遊戲裝置 32 主記憶部 34 光碟讀取部 36 操作輸入部 38 聲音輸出部 41 運動場 43 邊線 45 中圈 47 球門 49 球 52 視線方向 61 經過時間圖像 12 21 ❹The difference between the capability parameter of the A team and the capability parameter of the b team determines the control method of the virtual camera 50 corresponding to the game device A. The ig diagram shows an example of the control method data of the seventh modification. The control method data shown in Fig. 19 is based on the control method data shown in Fig. 13, and the control method data shown in Fig. 19 is used to make the ability to operate from other users. The parameter value (P2) deducts the condition (ΔΡ=Ρ2-Ρ1) obtained by the capability parameter value (P1) of the team operated by the user, and establishes a correspondence relationship with the control method of the camera 5Q. According to the data of the second control method in Fig. 19, for example, when the score of the user B is higher than the score of the user a and the score difference is a predetermined reference value (Pc: Pc > 0) or more, the third method is used as the third method. The control or the second method of the virtual camera 50 corresponding to the game device A (user A). Further, in other cases, the first method method is selected as the control method of the virtual camera 5 corresponding to the game device A (user A). In the seventh example, the power of the B team is the same as that of the A team, the degree of the team A, the degree of time, and the control device of the virtual device 5 corresponding to the game device β (user B). In the first method or the second method, the control method of the virtual camera 50 corresponding to the game device 31 321393 201016273 A (user A) is the third method. At this time, the user A is more likely to perform a game operation than the user B. In the game between team A and team B, there will be situations in which the difference in the ability of team A and team B is relatively large, which will hurt the interest of the game. In this regard, according to the seventh modification, the difference in the capabilities of the A team and the B team can be alleviated. As a result, even if the difference between the capabilities of the A team and the B team is relatively large, it can be sought without damaging the interest of the game. [8-8. Eighth Modification] The display control unit 72 can also limit the plurality of guidance images included in the game surface 60 based on the difference between the predetermined information corresponding to the user A and the predetermined information corresponding to the user B. At least one of the elapsed time image 61, the score image 6, the cursor image 63, the player name image 64, the radar image 65, and the measurement image 66 is displayed. For example, if the level of the user B is higher than the level of the user A, the radar image 65 may not be displayed on the game surface 60 of the game device B. At this time, it is difficult for the user B to grasp the position of the player character 48 or the ball 49 (in other words, the player character 48 or the ball 49 outside the display target area) that is not displayed on the game surface 60. In other words, User B is more difficult to play the game than User A. In this way, the difference in skill levels between User A and User B can also be reduced. As a result, even if the difference in the skill level between the user A and the user B is relatively large, it is possible to seek to not impair the interest of the game. [8-9. Other Modifications] The fixation point of the virtual camera 50 can also be set at the position of the ball 49. The game management device 20 can also assume the function as a game server. Or 32 321393 201016273 can also be assumed as a game server function by a server computer other than the game management device 20. r The game provided in the game system 10 may also be a game other than a soccer game (for example, other sports games, fighting games, or racing games). Further, for example, the game provided in the game system 10 may be a game in which three or more users participate. Furthermore, the game provided by the game system 10 can also be a game in which a plurality of users work together. BRIEF DESCRIPTION OF THE DRAWINGS Fig. 1 is a view showing the overall configuration of a game system of the embodiment. Fig. 2 is a diagram showing the hardware configuration of the game management device. Fig. 3 is a diagram showing the hardware configuration of the game device. Figure 4 is a diagram showing an example of a virtual three-dimensional space. Figure 5 is an illustration of an example of a game. Figure 6 is a functional block diagram of the game system of the present embodiment. Figure 7 is a diagram showing an example of a record form. ❹ Fig. 8 is a view for explaining a control method (first method) of the virtual camera. Fig. 9 is a diagram for explaining a control method (second method) of the virtual camera. Figure 10 is a diagram showing an example of a game face. Fig. 11 is a view for explaining a control method (third method) of the virtual camera. Figure 12 is a diagram showing an example of a game face. Figure 13 is a diagram showing an example of the display control method data. 321393 33 201016273 Figure 14 is a block diagram. The processing example shown in the game system is shown in Fig. 15. Fig. 15 is a diagram showing the data of the control method. The functional block diagram of the game system of the sixth modification is an example of the control method of the sixth modification. FIG. 18 is a functional block diagram of the game system of the seventh modification. Example of control method data of the seventh change key [Description of main component symbols] 10 Game system 2 Game management device 22 Main memory unit 24 Optical disk reading unit 30 Game device 32 Main memory unit 34 Optical disk reading unit 36 Operation input unit 38 Sound output unit 41 Motion field 43 Side line 45 Middle circle 47 Goal 49 Ball 52 Line of sight direction 61 Time-lapse image 12 21 ❹

通信網路 控制部 23 辅助記憶部 25 通信介面 31 控制部 33 輔助記憶部 35 通信介面 37 顯示部 40 虛擬三維空間 42 球門線 44 中線 46 足球場 48、 48a選手人物 50 虛擬攝像機 60 遊戲晝面 62 得分圖像 321393 34 201016273 63 游標圖像 64 選手名稱圖像 65 雷達圖像 66 計量圖像 70 使用者資料記憶部 70a 遊戲狀況資料記憶部 9 70b 參數資料記憶部 71 取得部 72 顯示控制部 Η 南度 ❹ ❿ 35 321393Communication network control unit 23 auxiliary memory unit 25 communication interface 31 control unit 33 auxiliary memory unit 35 communication interface 37 display unit 40 virtual three-dimensional space 42 goal line 44 center line 46 soccer field 48, 48a player character 50 virtual camera 60 game face 62 Score image 321393 34 201016273 63 Cursor image 64 Player name image 65 Radar image 66 Measurement image 70 User data storage unit 70a Game state data storage unit 9 70b Parameter data storage unit 71 Acquisition unit 72 Display control unit Η南度❹ ❿ 35 321393

Claims (1)

201016273 七、申請專利範圍: 1. 一種遊戲系統,係包括複數個顯示手段,且提供與前述 複數個顯示手段對應之複數個使用者參加之遊戲,其特 徵為: 在與前述複數個使用者中之第1使用者對應之前 述顯示手段中顯示用以表示從虛擬攝像機觀看遊戲空 間之情況之圖像; 前述遊戲系統係包括: 取得手段,取得與前述第1使用者對應之預定資 訊、及與第2使用者對應之預定資訊,該第2使用者係 與前述複數個使用者中之前述第1使用者不同;及 顯示控制手段,根據與前述第1使用者對應之前述 預定資訊、及與前述第2使用者對應之前述預定資訊之 差異來決定前述虛擬攝像機之控制方法。 2. —種遊戲系統,係包括複數個顯示手段,且提供與前述 複數個顯示手段對應之複數個使用者參加之遊戲者,其 特徵為包括: 取得手段,取得與前述複數個使用者中之第1使用 者對應之預定資訊、及與第2使用者對應之預定資訊, 該第2使用者係與前述複數個使用者中之前述第1使用 者不同;及 顯示控制手段,根據與前述第1使用者對應之前述 預定資訊、及與前述第2使用者對應之前述預定資訊之 差異來控制作為對於與前述第1使用者對應之顯示手 36 321393 201016273 段之顯示對象之遊戲空間之區域。 3. 如申請專利範圍第1或2項之遊戲系統,其中, 與前述第1使用者對應之前述預定資訊係為根據 前述第1使用者之戰績資訊之資訊; 與前述第2使用者對應之前述預定資訊係為根據 前述第2使用者之戰績資訊之資訊。 4. 如申請專利範圍第1或2項之遊戲系統,其中, 與前述第1使用者對應之前述預定資訊係為根據 前述第1使用者之戰況資訊之資訊; 與前述第2使用者對應之前述預定資訊係為根據 前述第2使用者之戰況資訊之資訊。 5. 如申請專利範圍第1或2項之遊戲系統,其中, 與前述第1使用者對應之前述預定資訊係為根據 在前述遊戲中關於前述第1使用者之預定遊戲事件之 產生次數之資訊; 與前述第2使用者對應之前述預定資訊係為根據 在前述遊戲中關於前述第2使用者之預定遊戲事件之 產生次數之資訊。 6. 如申請專利範圍第1或2項之遊戲系統,其中, 與前述第1使用者對應之前述預定資訊係為根據 與前述第1使用者對應之遊戲人物或遊戲人物群組之 參數資訊之資訊; 與前述第2使用者對應之前述預定資訊係為根據 與前述第2使用者對應之遊戲人物或遊戲人物群組之 37 321393 201016273 參數資訊之資訊。 7. —種遊戲控制方法,係為與複數個顯示手段對應之複數 個使用者參加之遊戲之控制方法者,其特徵為包括: 顯示步驟,將表示從虛擬攝像機觀看遊戲空間之情 況之圖像顯示在與前述複數個使用者中之第1使用者 對應之前述顯示手段; 取得步驟,取得與前述第1使用者對應之預定資 訊、及與第2使用者對應之預定資訊,該第2使用者係 與前述複數個使用者中之前述第1使用者不同;及 顯示控制步驟,根據與前述第1使用者對應之前述 預定資訊、及與前述第2使用者對應之前述預定資訊之 差異來決定前述虛擬攝像機之控制方法。 8. —種遊戲裝置,係用以執行複數個使用者參加之遊戲 者’其特徵為包括· 顯示控制手段,其係根據與前述第1使用者對應之 預定資訊、及與第2使用者對應之預定資訊之差異來決 定用以產生顯示在與前述複數個使用者中之第1使用 者對應之顯示手段的遊戲晝面之虛擬攝像機之控制方 法,其中該第2使用者係與前述複數個使用者中之前述 第1使用者不同。 9. 一種資訊記錄媒體,可由電腦讀取,且記錄有用以使電 腦發揮作為用以執行複數個使用者參加之遊戲之遊戲 裝置之功能之程式者, 該程式係使前述電腦發揮作為顯示控制手段之功 38 321393 201016273 能,該顯示控制手段係根據與前述第丨使 定資訊、及與第2使用者對應之預定資訊來決$應之預 生要在與前述複數個使用者中之第丨使、'、定用以產 示手段顯示之遊戲晝面之虛擬攝像機m 2使用者係與前述複數個使用者中之前述第!:用: 同。 10. -種遊餘财法,係為與減個顯示手段對應之複數 個使用者參加之遊戲之㈣方法,其特徵為包括: 取得步驟’取得與前述複數個使用者中之第1使用 者賴、之狀資訊、及與第2使用者對應之預定資訊, 該第2使用者係與前述複數個使用者中之 第丨使用 者不同;及 箱一咨㈣】步驟’根據與前述第1使用者對應之前述 差Ϊ二前述第2使用者對應之前述預定資訊之 上 =對於與前述第1使用者對應之顯示手 焱之顯不對象之遊戲空間之區域。 11· 一種遊戲襞置 者,其特徵為包括執行複數個使用者參加之遊戲 使用^迷第1使用者對應之預定資訊、及與第2 對象之遊戲*門1使用者對應之顯示手段之顯不 複數個使用手段,該第2使用者係與前述 α-種資訊記錄雪 電腦讀取,且記錄有用以使電 201016273 腦發揮作為用以執行複數個使用者參加之遊戲之遊戲 裝置之功能之程式者, 該程式係使前述電腦發揮作為控制手段之功能,該 控制手段係根據與前述第1使用者對應之預定資訊、及 與第2使用者對應之預定資訊之差異來控制作為對於 與前述複數個使用者中之第1使用者對應之顯示手段 之顯示對象之遊戲空間之區域,該第2使用者係與前述 複數個使用者中之前述第1使用者不同。 40 321393201016273 VII. Patent application scope: 1. A game system, comprising a plurality of display means, and providing a plurality of users participating in a game corresponding to the plurality of display means, wherein: a plurality of users participate in the game, and are characterized by: An image indicating a situation in which the game space is viewed from the virtual camera is displayed in the display means corresponding to the first user; the game system includes: an acquisition means for acquiring predetermined information corresponding to the first user, and The second user is different from the first user of the plurality of users; and the display control means is based on the predetermined information corresponding to the first user, and The method of controlling the virtual camera is determined by the difference between the predetermined information corresponding to the second user. 2. A game system comprising a plurality of display means and providing a plurality of users participating in the plurality of display means, wherein the player includes: obtaining means for obtaining the plurality of users a predetermined information corresponding to the first user and predetermined information corresponding to the second user, the second user is different from the first user of the plurality of users; and the display control means is based on the The area of the game space to be displayed on the display hand 36 321393 201016273 corresponding to the first user is controlled by the difference between the predetermined information corresponding to the user and the predetermined information corresponding to the second user. 3. The game system of claim 1 or 2, wherein the predetermined information corresponding to the first user is information based on the performance information of the first user; and the second user The predetermined information is information based on the performance information of the second user. 4. The game system of claim 1 or 2, wherein the predetermined information corresponding to the first user is information based on the information of the first user, and corresponds to the second user. The predetermined information is information based on the information of the second user's situation. 5. The game system of claim 1 or 2, wherein the predetermined information corresponding to the first user is information based on the number of occurrences of the predetermined game event of the first user in the game. The predetermined information corresponding to the second user is information based on the number of occurrences of the predetermined game event of the second user in the game. 6. The game system of claim 1 or 2, wherein the predetermined information corresponding to the first user is based on parameter information of a game character or a group of game characters corresponding to the first user. Information; The predetermined information corresponding to the second user is information based on the parameter information of the game object or the group of game characters corresponding to the second user 37 321393 201016273. 7. A game control method, which is a method for controlling a game in which a plurality of users corresponding to a plurality of display means participate, and includes: a display step of displaying an image showing a situation in which a game space is viewed from a virtual camera Displaying the display means corresponding to the first user of the plurality of users; obtaining the step of acquiring predetermined information corresponding to the first user and predetermined information corresponding to the second user, the second use The first user is different from the first user of the plurality of users; and the display control step is based on the difference between the predetermined information corresponding to the first user and the predetermined information corresponding to the second user. The control method of the aforementioned virtual camera is determined. 8. A game device for playing a game in which a plurality of users participate in a feature of a display control means based on predetermined information corresponding to the first user and corresponding to the second user Determining a virtual camera control method for generating a game surface displayed in a display means corresponding to the first user of the plurality of users, wherein the second user system and the plurality of The first user in the user is different. 9. An information recording medium readable by a computer and having a program for causing a computer to function as a game device for executing a game in which a plurality of users participate in a program for causing the computer to function as a display control means 38 321393 201016273 Yes, the display control means is based on the information related to the foregoing and the predetermined information corresponding to the second user, and the pre-production is based on the third of the plurality of users. The virtual camera m 2 user system that is used to display the game surface displayed by the production means is the same as the above-mentioned number of the plurality of users: 10. The method of claim 4, wherein the method is a method of obtaining a game in which a plurality of users participate in a game corresponding to the reduced display means, and the method includes: obtaining the step of obtaining the first user among the plurality of users The second user is different from the second user of the plurality of users, and the second user is different from the third user of the plurality of users; and the box 1 (4) is performed according to the first step The user corresponds to the aforementioned information corresponding to the predetermined information corresponding to the second user=the area of the game space for the display target of the display user corresponding to the first user. 11. A game player, comprising: a game in which a plurality of users participate in a game, a predetermined information corresponding to the first user, and a display means corresponding to the game of the second object; The second user system is read by the alpha-type information recording computer, and the recording is useful to enable the power of the 201016273 brain to function as a game device for executing a game in which a plurality of users participate. a program for causing the computer to function as a control means for controlling the difference between the predetermined information corresponding to the first user and the predetermined information corresponding to the second user. The area of the game space to be displayed by the display means corresponding to the first user of the plurality of users is different from the first user of the plurality of users. 40 321393
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