(12) (12)1292543 GA〜GC而享受樂趣。 此處,玩家PA的獲得區域GA的進行地點ΜΑ若沿 著擴大方向移動,則可依次侵入獲得區域GB、獲得區域 GC內。同樣,玩家ΡΒ的獲得區域GB的進行地點MB可 以依次侵入獲得區域GC、獲得區域GA內。並且,玩家 PC的獲得區域GC的進行地點MC可以依次侵入獲得區域 GA、獲得區域GB內。這樣進行移動,使進行地點依次侵 入位於擴大方向上的其他的獲得區域。因此,可以使玩家 感覺到擴大獲得區域的樂趣和被奪取獲得區域的緊迫感。 <第1實施方式例> (1 )本實施方式例的遊戲系統的結構 第2圖是表示第1實施方式例的遊戲系統的整體結構的 說明圖。該遊戲系統包含:中央伺服器1 0 0、行動電話 15 0a、b…、個人電腦160a、b…、複數個遊戲終端裝置 2 0 0a、b…。行動電話150、個人電腦160以及遊戲終端裝 置200係經由網際網路等網路30〇與中央伺服器1 00連接。 (1 - 1 )中央伺服器 中央伺服器1 00存儲每個玩家的個人資料,並根據來 自遊戲終端裝置2 0 0的要求,將個人資料發送給要求源。 中央伺服器1 0 0包括如下的要素(a )〜(e )。 (a) CPU101:根據保存在r〇m]03或RAM102中的 控制程式等,實現後述的複數個功能。 -16- (13) 1292543 (b ) RAM 1 Ο 2 :暫時地記憶控制程式、個人資料等。 (c) ROM103 :記憶控制程式等。 (d )網絡通訊部1〇4 :經由網路3 00,與遊戲終端裝 置2 0 0、行動電話、個人電腦之間進行資料收發’將後述 的團隊的總得分和區域表(詳細的在後面進行叙述)發送 給遊戲終端裝置2〇〇。 (e )資料儲存部105 :儲存從遊戲終端200發送來的 各遊戲終端裝置200的每個玩家的遊戲結果和每個玩家的 個人資料。作爲個人資料,可以舉出玩家ID、密碼、所 屬團隊、取得的得分、以及表示玩家熟練度的技能點數等 (2 )遊戲終端裝置 第3圖是表示遊戲終端200的結構的一例。遊戲終端裝 置2 0 0爲了顯示顯示區域和每個玩家的獲得區域,從中央 伺服器1 00取得必要的資料,並根據所取得的資料,在規 定的顯不區域內顯不獲得區域。遊戲終师5裝置具有如下的 (a )〜(m )的要素。 (a)CPU201:CPU201根據保存在 ROM203中的控制 程式和保存在RAM202中的遊戲用資料等,實現後述的複 數個功能。 (b ) RAM2 02 :暫時地保存各種變數和參數等遊戲用 各種資料。 (c ) R0 M2 03 :存儲控制程式、各種參數、以及在顯 -17- (14) 1292543 示器206上顯示後述的基於遊戲結果的玩家間的優劣的顯 示區域1 0的形狀等。作爲顯示區域的形狀,例如可以列舉 出第4圖(a )〜(e )所示的正方形、畫框狀、圓形、圓 環狀、8字狀等形狀。在第4圖(a )〜(e )的顯示區域1 〇 上顯示各玩家根據遊戲結果獲得的獲得區域G A〜GE。第 4圖的各形狀只不過是一個例子,顯示區域也可以是多邊 形和橢圓形。另外,顯示區域1 〇不限定爲平面狀,例如也 | 可以是球等立體形狀。 (d)網絡通訊部204:經由網路300,與中央伺服器 1 〇〇之間進行資料收發,接受後述的團隊的總得分和區域 表(詳細的在後面叙述)。 (e )顯示器206 :顯示遊戲圖像和遊戲結果。 (f)描畫處理部205 :產生顯示在顯示器206上的圖 像資料。 (g )揚聲器208 :在遊戲執行中,在進行展示畫面顯 | 示和遊戲結果顯示時,輸出效果音等聲音。 (h)聲音再生部207:產生用於使揚聲器208發聲的 聲音資料。 (i )輸入操作部2 1 1 :在本實施方式中,是模仿吉他 形狀的吉他控制器。其他還包括搖桿和操作按鈕等,接受 玩家的指示輸入。 (j )卡讀寫器2 1 2 :對插入的磁卡執行用戶ID等資 料的讀取處理、以及根據需要執行遊戲結果的寫入處理。 (k )硬幣接受部2 ] 3 :接受插入的硬幣來進行記帳( *18- (15) 1292543(12) (12) 1292543 GA ~ GC and have fun. Here, if the execution location of the acquisition area GA of the player PA moves in the expansion direction, the acquisition area GB and the acquisition area GC can be sequentially invaded. Similarly, the location MB of the player's acquisition area GB can be sequentially invaded into the acquisition area GC and the acquisition area GA. Further, the execution location MC of the acquisition area GC of the player PC can sequentially invade the acquisition area GA and obtain the area GB. This is moved so that the proceeding point sequentially invades other acquired areas located in the expanding direction. Therefore, the player can feel the pleasure of expanding the area and the urgency of being captured. <First Embodiment Example> (1) Configuration of Game System of the Present Embodiment FIG. 2 is an explanatory diagram showing an overall configuration of a game system according to the first embodiment. The game system includes a central server 100, a mobile phone 15 0a, b..., a personal computer 160a, b..., a plurality of game terminal devices 200a, b.... The mobile phone 150, the personal computer 160, and the game terminal device 200 are connected to the central server 100 via a network 30 such as the Internet. (1 - 1) Central server The central server 100 stores the personal data of each player, and transmits the personal data to the request source based on the request from the game terminal device 200. The central server 100 includes the following elements (a) to (e). (a) CPU 101: A plurality of functions to be described later are realized based on a control program or the like stored in r〇m]03 or RAM102. -16- (13) 1292543 (b) RAM 1 Ο 2 : Temporarily memorize control programs, personal data, etc. (c) ROM103: Memory control program, etc. (d) Network communication unit 1〇4: Data transmission and reception with the game terminal device 200, mobile phone, and personal computer via the network 00. The total score and area table of the team to be described later (detailed in the back) The description is transmitted to the game terminal device 2〇〇. (e) Data storage unit 105: stores the game result of each player of each game terminal device 200 transmitted from the game terminal 200 and the personal data of each player. The personal data includes a player ID, a password, a team, a score obtained, and a skill point indicating the player's proficiency. (2) Game terminal device Fig. 3 is an example of a configuration of the game terminal 200. The game terminal device 200 obtains necessary information from the central server 100 in order to display the display area and the acquired area of each player, and displays an area in the specified display area based on the acquired data. The game finalist 5 device has the following elements (a) to (m). (a) CPU 201: The CPU 201 realizes a plurality of functions to be described later based on the control program stored in the ROM 203, the game data stored in the RAM 202, and the like. (b) RAM2 02: Temporarily save various materials for games such as various variables and parameters. (c) R0 M2 03 : The storage control program, various parameters, and the shape of the display area 10 of the player who displays the game result based on the game result described later on the display -17-(14) 1292543. Examples of the shape of the display region include a square, a frame, a circle, a circle, and a figure 8 as shown in Figs. 4(a) to 4(e). The obtained areas G A to GE obtained by the respective players based on the game result are displayed on the display area 1 第 of Figs. 4(a) to 4(e). The shapes of Fig. 4 are merely an example, and the display area may be a polygon and an ellipse. Further, the display area 1 〇 is not limited to a planar shape, and for example, may be a three-dimensional shape such as a ball. (d) The network communication unit 204: transmits and receives data to and from the central server 1 via the network 300, and receives the total score and area table of the team described later (details will be described later). (e) Display 206: Display game images and game results. (f) Drawing processing unit 205: Generates image data displayed on the display 206. (g) Speaker 208: During the execution of the game, when the display screen display and the game result display are displayed, sounds such as sound effects are output. (h) Sound reproducing unit 207: Sound material for generating sound for the speaker 208 is generated. (i) Input operation unit 2 1 1 : In the present embodiment, it is a guitar controller that mimics the shape of a guitar. Others include a joystick and an action button to accept player input. (j) Card reader/writer 2 1 2: A reading process of a user ID or the like is performed on the inserted magnetic card, and a writing process of the game result is executed as necessary. (k) Coin accepting section 2] 3 : Accept the inserted coin for billing ( *18- (15) 1292543
Credit)。 (1 )外部機器控制部2 1 Ο :對輸入操作部、卡讀寫部 2 1 2、以及硬幣接受部2 1 3等外部機器進行控制。 (m )外部輸入輸出控制部209 :產生對輸入操作部 、卡讀寫部2 1 2、以及硬幣接受部2 1 3等外部機器的控制信 號。另外,接受來自外部機器的檢測信號,並發送給 CPU201 。 (2 )遊戲終端裝置的一例 (2-1)遊戲終端裝置的構成 第5圖是作爲遊戲終端裝置的一個具體例子的音樂遊 戲裝置的外觀立體圖。音樂遊戲裝置的外殼正面設置有顯 示器206。另外,顯示器206的下部左右分別設置有開始按 鈕等的輸入操作部211a,其下方設置有左右兩個硬幣接受 部2 1 3。另外,硬幣接受部2 1 3的下部設置有卡讀寫器2 1 2 。另外,顯示器206的左右兩側分別配置有作爲輸入操作 部2 1 1的類比樂器、亦即吉他控制器2 1 1 b,輸入操作部2 1 1 用於輸入玩家進行發音操作的節奏。另外,顯示器206的 外殼的上部配設有用於産生與演奏曲目相對應的演出效果 的揚聲器208。如第5圖所示,若並列設置兩個吉他控制器 2 11 b,則兩個玩家可以分別輸入操作各吉他控制器2 11 b 來進行音樂遊戲。 第6圖是吉他控制器的擴大圖。吉他控制器2 Π b具有 選擇節奏音種類的3種頸部按鈕R、G、B。另外,吉他控 -19- (16) 1292543 制器2 1 1 b具有用於決定由至少一個頸部按鈕選擇的節奏 首的輸出定時的撥弦輸入手段2 1 1 b -1。另外,吉他控制器 2 1 1 b配設在撥弦輸入手段2 1 1 b - 1的下方,且具有用於切 換節奏音的輸出模式的切換開關2 Π b-2。 . (2-2)音樂遊戲的執行 上述構成的遊戲終端裝置200根據存儲在r〇M203中 φ 的控制程式,如下進行遊戲。玩家將自己擁有的磁卡插入 到遊戲終端裝置2 0 0的卡讀寫器2 1 2中,並將硬幣投入到硬 幣接受部2 1 3中。遊戲終端裝置2 0 0從插入到卡讀寫器2 1 2 內的磁卡中讀取用於識別玩家的玩家ID,並要求輸入密 碼。當接受到玩家的開始按鈕的操作時,C P U 2 0 1執行控 制程式,開始遊戲。 (2-3)音樂遊戲的槪要 φ 接下來,使用第5圖〜第7圖,對遊戲終端裝置200所 進行的音樂遊戲的槪要進行說明。第7圖是顯示在顯示器 206上的音符畫面223的一例。在該遊戲中,表示與各演奏 曲目(BGM )相對應的每個節奏音的操作定時的音符224 ,係如第7圖所示’顯示在音符顯示部221上。音符224朝 向音符顯示部221的基準線222,伴隨著各演奏曲目的進行 ,按每個節奏音依次向上方(參考第7圖中的箭頭C )移 動。音符224和基準線222—致的時候是玩家應該操作撥弦 輸入手段2 1 ] b - 1的操作時刻。玩家確認該音符2 2 4的位置 -20- (17) 1292543 ,同時與節奏音一致,用一隻手操作頸部按鈕R、G、B ,並且用另一隻手操作撥弦輸入手段2 1 1 b-1和切換開關 2 1 lb-2,輸入操作信號。此時,CPU201在沒有偏差的情 況下將“Perfect”顯示在音符畫面22 3上,在偏差小於等 於規定時間的情況下將“ Great”或“ Good” 顯示在音符 畫面223上,在偏差超過規定時間的情況下將“ Miss” 顯 示在音符畫面223上。另外,CPU201根據“Miss”的産生 間隔運算得分。CPU2 01在遊戲結束之後將每個玩家所得 的得分顯示在顯示器206上。 (3 )獲得區域的顯示 接下來,對上述音樂遊戲中基於使用本發明時的遊戲 結果的獲得區域的顯示處理進行說明。 (3 -1 )中央伺服器及遊戲終端裝置的功能結構 第8圖是表示中央伺服器1〇〇的CPU 101的功能結構的 說明圖。CPU 1 0 1具有團隊組成手段1 1 1、開始地點配置手 段1 1 3、開始地點分配手段1 1 5、進行地點運算手段1 1 7、 判斷手段1 1 9、區域更新手段1 2 1、抹消手段1 23、勝者決 定手段1 2 5。 第9圖是表示遊戲終端裝置200的CPU201的功能結構 的說明圖。CPU201包含遊戲執行手段251、進行地點運算 手段2 5 3、判斷手段2 5 5、區域更新手段2 5 7、抹消手段2 5 9 、勝者決定手段26]、以及顯示手段2 65。CPU201係以包 含道具管理手段263爲佳。 -21 - (18) 1292543 在第8圖和第9圖中,同一名稱的手段具有相同的功能 。將勝者決定手段125設置在中央伺服器1〇〇上,係爲了决 定各遊戲終端裝置200的共同的勝者。將開始地點配置手 段1 1 3、開始地點分配手段1 1 5、進行地點運算手段1 1 7、 判斷手段1 19、區域更新手段121、抹消手段123設置在中 央伺服器1 〇〇上,是用以爲了决定勝者而進行必要的運算 。將顯示手段26 5設置在遊戲終端裝置200上,是爲了顯示 獲得區域的爭奪結果。對中央伺服器1 00和遊戲終端裝置 2 00所具有的各手段的功能的詳細情况在後面進行叙述。 (3-2)前提 爲了使以下說明變得容易,以下,假設有6個玩家( PA1、PA2、PB1、PB2、PCI、PC2)參加音樂遊戲。另外 ’假設各玩家分別如下地分成3個團隊T A、T B、T C,並 以團隊爲單位進行獲得區域的爭奪。 團隊TA :玩家PA1、PA2 團隊TB :玩家PB]、PB2 團隊TC:玩家PCI、PC2 顯示區域的形狀和獲得區域的擴大方向,雖然如上述 那樣有各種形式,但是以下僅舉例說明將獲得區域顯示在 圓形顯示區域內;獲得區域沿著順時針方向擴大的情况。 另外,如第1 0圖所示,假設將圓形的顯示區域3 6等分 ’形成J 6個中心角1 〇度的扇形區段。對於各區段,可從規 定的基準位置開始沿著擴大方向依次用區段號碼1、2、3 -22- (19) 1292543 、···、3 6進行區分。在該例中,規定的基準位置是圖中12 點的位置。在這樣的顯示區域上,構成團隊的玩家的總得 分每得1 000分,進行地點移動1個區段。 (3-3 )各手段的功能 (30-1 )團隊組成手段 團隊組成手段1 1 1設置在中央伺服器1 00側。團隊組成 丨手段1 1 1經由組合複數個玩家而組成複數個團隊。例如根 據從玩家所插入的磁卡中讀入的玩家ID,組合玩家而組 成團隊。這樣,經由任意地組合玩家來組成團隊,可以平 均團隊間的强弱。在具有多種磁卡的情況下,可以對應磁 卡的種類,把玩家組成團隊。 另外,也可以組合由複數個玩家構成的子團隊來組成 團隊。此處,子團隊由複數個玩家構成。例如,可以根據 玩家ID,形成1 0個子團隊,並且經由組合兩個子團隊形 > 成1個團隊,可組成5個團隊。 第1 1圖表示團隊組成手段1 1 1經由根據遊戲結果來組 合玩家,從而組成團隊的情况。在該情况下,以在一個團 隊中組合有强玩家和弱玩家,以减小團隊之間的强弱差距 者爲佳。例如在第1 1圖中,團隊組成手段1 1 1形成由遊戲 結果爲第1名的玩家PA]和第6名玩家PA2所構成的團隊 TA。另外’形成由遊戲結果爲第2名的玩家PB1和第5名 玩家PB2所構成的團隊TB。同樣,形成由遊戲結果爲第3 名的玩家PCI和第4名玩家PC2所構成的團隊TC。同樣, -23- (20) 1292543 形成由遊戲結果爲第4名的玩家PD1和第7名玩家PD2構成 的團隊TD。這樣,經由使團隊間的强弱平均來組合玩家 ,可以給予玩家公平感。另外,也可以替代玩家的遊戲結 果而根據表示各玩家的熟練度的技能點數來組成團隊。 另外,也可以根據從遊戲開始經過規定期間後的遊戲 結果或技能點數,來重新編排團隊。有時候,從遊戲開始 經過規定期間後,與遊戲開始的最初情况相比,玩家的遊 戲熟練度發生了變化,團隊間的强弱關係發生了變化。因 此,經由根據經過規定期間後的遊戲的結果對團隊進行再 編排,可以對團隊間的強弱進行再次調整。因此,不會因 弱團隊持續輸和强團隊持續臝而使得玩家喪失參加遊戲的 欲望。 (3 - 3 - 2 )開始地點配置手段 開始地點配置手段1 13設置在中央伺服器100中。開始 地點配置手段1 1 3決定獲得區域的爭奪開始前的初始狀態 中的開始地點的數目和各自的位置。開始地點的數目與互 相爭奪獲得區域的團隊數相同。開始地點的位置可以被決 定成各開始地點等間隔或非等間隔。遊戲終端裝置200根 據中央伺服器1 00所决定的開始地點的數目和位置,决定 所存儲的任意一個顯示區域上的開始地點的顯示位置(參 考(3 - 3 -1 0 )顯示手段)。 第1 2圖a是表示開始地點配置手段1 1 3的開始地點配 置方法的說明圖。在該圖中,表示有等間隔地配置開始地 -24- (21) 1292543 點的方法。首先,開始地點配置手段1 1 3產生區域表。區 域表係記憶在形成爲圓形顯示區域的第1〜第3 6區段中’ 哪一團隊獲得了哪一個區段,以及哪一個區段中嵌入了道 具。第3 6區段和第1區段在顯示區域上經由基準位置相連 。開始地點配置手段1 1 3將與團隊數相當的3個開始地點配 置在區域表中,使各開始地點變成等間隔。圖中,雙線表 示開始地點S A、S B、S C。若夾在3個開始地點間的區段 > 數相同,則顯示在顯示區域上的開始地點SA、SB、SC爲 等間隔。反之,若夾在各開始地點間的區段數各自不同, 則顯示在顯示區域上的開始地點SA、SB、SC爲非等間隔 〇 第1 〇圖是根據第1 2圖a所示的區域表,將獲得區域的 開始地點SA、SB、SC顯示在顯示區域10上的例子。開始 地點SA〜SC沿著在各團隊的所有獲得區域中共同的擴大 方向(圖中箭頭方向)依次配置。另外,各開始地點等間 > 隔配置。另外,在該例中,開始地點SA配置在基準位置 上。這樣,當開始地點的間隔均等時,需要使某個獲得區 域的進行地點移動到位於擴大方向之後的獲得區域內的栅 格、例如得分,在團隊間是相同的。 (3-3·3 )開始地點分配手段 開始地點分配手段1 1 5設置在中央伺服器1 〇〇上。開始 地點分配手段1] 3分別向開始地點配置手段1 1 3所配置的開 始地點SA、SB、SC,分配各團隊ΤΑ、ΤΒ以及TC。此處 •25- (22) 1292543 ,向開始地點SA分配團隊ΤΑ。因此,團隊ΤΑ的獲得區 域GA的進行地點ΜΑ從開始地點SA向擴大方向行進。 同樣地,分別將團隊ΤΒ分配給開始地點SB,將團隊TC 分配給開始地點S C。在中央伺服器1 0 0中,開始地點的配 置和分配結束之後,進行後述的進行地點運算處理、判斷 處理、區域更新處理、抹消處理、勝者決定處理等。 (3-3-4 )遊戲執行手段 遊戲執行手段251設置在遊戲終端裝置200上。遊戲執 行手段2 5 1執行例如上述音樂遊戲等各種遊戲。另外,當 音樂遊戲的執行結束之後,開始執行用於顯示基於遊戲結 果的獲得區域之控制程式。在遊戲終端裝置200中,藉由 開始該控制程式,來執行以下處理。 (3-3-5 )進行地點運算手段 中央伺服器1 00的進行地點運算手段1 1 7,係利用開始 地點配置手段1 1 3和開始地點分配手段1 1 5,結束開始地點 的配置和分配之後,根據保存在資料儲存部1 〇 5中的玩家 的得分’進行進行地點運算處理。進行地點運算手段253 取得存儲在中央伺服器1 00的資料儲存部1 05中的玩家的得 分以及區域表,進行進行地點運算處理。遊戲終端裝置 200接受的區域表,係包含開始地點的位置和分配。 進行地點運算處理的內容,於進行地點運算手段Π 7 、2 5 3的任意一個皆相同。即,進行地點運算手段】! 7、 -26- (23) 1292543 1 5 3根據玩家的得分運算出各團隊的總得分,並根據各團 隊的總得分運算出各自的進行地點。進行地點和開始地點 爲一對,其間形成獲得區域。即,如上述第1圖所示,由 開始地點SA和進行地點MA形成獲得區域GA。同樣, 由開始地點SB和進行地點MB形成獲得區域GB,由開始 地點SC和進行地點MC形成獲得區域GC。在初始階段, 成爲一對的進行地點和開始地點一致。進行地點根據團隊 內玩家的總得分,從開始地點沿擴大方向移動。 第1 2圖b是表示基於區域表的進行地點運算處理的內 容的說明圖。假設團隊TA的總得分爲8 5 0 0分,團隊TB 的總得分爲3200分,團隊TC的總得分爲6999分。如上所 述,進行地點每1 000分移動一個區段。因此,進行地點 Μ A從開始地點S A移動8個區段,到達第8區段和第9區段 的邊界線。同樣,進行地點MB從開始地點SB移動3個區 段,到達第1 5區段和第1 6區段的邊界線。進行地點MC從 開始地點SC移動6個區段,到達第30區段和第31區段的 邊界線。 第12圖c是表示基於區域表的進行地點運算處理的內 容的另一個說明圖。假設團隊TA的總得分爲1 5 600分, 團隊TB的總得分爲7000分,團隊TC的總得分爲1 6700分 。進行地點MA從開始地點S A移動1 5個區段,到達第1 5 區段和第1 6區段的邊界線。同樣,進行地點MB從開始地 點SB移動7個區段,到達第19區段和第20區段的邊界線 。進行地點MC從開始地點SC移動16個區段,到達第4區 -27- (24) 1292543 段和第5區段的邊界線。 第1 2圖d是表示基於區域表的進行地點運算處理的內 容的其他說明圖。假設團隊TA的總得分爲2 7 03 0分,團 隊TB的總得分爲8 000分,團隊TC的總得分爲1 8 000分。 進行地點MA從開始地點SA移動27個區段,到達第27區 段和第2 8區段的邊界線。同樣,進行地點Μ B從開始地點 SB移動8個區段,到達第20區段和第21區段的邊界線。進 行地點MC從開始地點SC移動1 8個區段,到達第6區段和 第7區段的邊界線。 (3-3-6)判斷手段 以下,由於中央伺服器1 0 0的判斷手段1 1 9和遊戲終端 裝置200的判斷手段2 5 5分別進行相同的判斷處理,所以對 遊戲終端裝置200側的處理進行說明。 判斷手段2 5 5判斷是否有哪一個獲得區域侵入到別的 獲得區域中。具體來說,判斷任意的第1獲得區域的進行 地點是否比位於沿著擴大方向的其後(以下簡稱爲其後) 的第2獲得區域的進行地點,更位於擴大方向側(判斷有 無侵入)。 另外,判斷手段2 5 5在第1獲得區域侵入到第2獲得區 域中的情況下,判斷第1獲得區域是否吸收第2獲得區域( 判斷有無吸收)。具體來說,係判斷第!獲取區域的進行 地點是否比第2獲得區域更位於擴大方向側。 在第2獲得區域被第1獲取區域吸收的情況下,對第2 -28- (25) 1292543 獲得區域之後的第3獲得區域進行有無侵入判斷和有無 收判斷。在第2、第3獲得區域被第1獲得區域吸收的情 下’對第3獲得區域之後的第4獲得區域進行有無侵入判 和有無吸收判斷。這樣,判斷第1獲得區域的進行地點 進到第2、第3.....第η獲得區域(n 2 )的何處。其 ’假設從第1獲得區域沿著擴大方向具有第2、第3、… 第η獲得區域。 φ 另外,判斷手段2 5 5將所有的獲得區域依次作爲上 第1獲得區域,反覆進行上述處理。 再參考第1 2圖對判斷處理進行具體的說明。運算各 隊的進行地點ΜΑ、MB、MC之結果,係區域表爲第1: b所示的狀態的情況下,判斷手段2 5 5判斷爲沒有任意 個獲得區域被侵入。該狀態是因爲各獲得區域的進行地 沿擴大方向移動並沒有超過其他獲得區域的開始地點。 考慮運算各團隊的進行地點MA、MB、MC之結果 φ 爲區域表爲第1 2圖c所示的狀態的情況。獲得區域G A 進行地點ΜΑ比獲取區域GB的開始地點SB更位於擴 方向側,但是沒有超過其進行地點MB。從而,判斷手 25 5判斷爲獲得區域GA侵入到獲得區域GB中。同樣, 得區域GC的進行地點MC比獲取區域GA的開始地點 更位於擴大方向側,但是沒有超過其進行地點MA。因Credit). (1) External device control unit 2 1 Ο : Controls external devices such as the input operation unit, the card read/write unit 2 1 2, and the coin accepting unit 2 1 3 . (m) External input/output control unit 209: A control signal for an external device such as an input operation unit, a card read/write unit 2 1 2, and a coin accepting unit 2 1 3 is generated. In addition, a detection signal from an external device is received and transmitted to the CPU 201. (2) An example of the game terminal device (2-1) Configuration of the game terminal device Fig. 5 is an external perspective view of the music game device as a specific example of the game terminal device. A display 206 is disposed on the front surface of the music game device. Further, an input operation unit 211a for starting a button or the like is provided on the left and right sides of the lower portion of the display 206, and two coin accepting portions 2 1 3 are provided below. Further, a card reader/writer 2 1 2 is provided at a lower portion of the coin accepting portion 2 1 3 . Further, on the left and right sides of the display 206, an analog musical instrument as an input operation portion 21, that is, a guitar controller 2 1 1 b is disposed, and the input operation portion 2 1 1 is used to input a rhythm in which the player performs a sounding operation. Further, the upper portion of the casing of the display 206 is provided with a speaker 208 for generating a performance effect corresponding to the performance track. As shown in Fig. 5, if two guitar controllers 2 11 b are arranged in parallel, the two players can input and operate the respective guitar controllers 2 11 b to perform the music game. Figure 6 is an enlarged view of the guitar controller. The guitar controller 2 Π b has three types of neck buttons R, G, and B for selecting the rhythm sound type. Further, the guitar control -19-(16) 1292543 controller 2 1 1 b has a pluck input means 2 1 1 b -1 for determining the output timing of the rhythm head selected by the at least one neck button. Further, the guitar controller 2 1 1 b is disposed below the pluck input means 2 1 1 b - 1 and has a changeover switch 2 Π b-2 for switching the output mode of the rhythm sound. (2-2) Execution of the music game The game terminal device 200 configured as described above performs the game as follows based on the control program stored in φM 203. The player inserts the magnetic card owned by the player into the card reader/writer 2 1 2 of the game terminal device 200, and puts the coin into the coin accepting unit 2 1 3 . The game terminal device 200 reads the player ID for identifying the player from the magnetic card inserted into the card reader/writer 2 1 2, and requests the input of the password. When the player's start button is accepted, C P U 2 0 1 executes the control program and starts the game. (2-3) Summary of the music game φ Next, a brief description of the music game performed by the game terminal device 200 will be described using Figs. 5 to 7 . Fig. 7 is an example of a note screen 223 displayed on the display 206. In this game, the note 224 indicating the operation timing of each rhythm sound corresponding to each performance track (BGM) is displayed on the note display portion 221 as shown in Fig. 7. The note 224 is directed toward the reference line 222 of the note display portion 221, and is sequentially moved upward (see the arrow C in Fig. 7) for each of the rhythm sounds in accordance with each of the performance tracks. The note 224 and the reference line 222 are the operating moments at which the player should operate the plucking input means 2 1 ] b - 1. The player confirms the position of the note 2 2 4 -20- (17) 1292543, at the same time as the rhythm sound, operates the neck button R, G, B with one hand, and operates the plucking input means 2 1 with the other hand. 1 b-1 and switch 2 1 lb-2, input operation signal. At this time, the CPU 201 displays "Perfect" on the note screen 22 3 without deviation, and displays "Great" or "Good" on the note screen 223 when the deviation is less than or equal to the predetermined time, and the deviation exceeds the specification. In the case of time, "Miss" is displayed on the note screen 223. Further, the CPU 201 calculates a score based on the generation interval of "Miss". The CPU 203 displays the scores obtained by each player on the display 206 after the game is over. (3) Display of acquired area Next, the display processing of the obtained area based on the game result when the present invention is used in the above-described music game will be described. (3 -1) Functional configuration of the central server and the game terminal device Fig. 8 is an explanatory diagram showing the functional configuration of the CPU 101 of the central server 1A. The CPU 1 0 1 has a team composition means 1 1 1 , a start point arrangement means 1 1 3, a start point distribution means 1 1 5, a place calculation means 1 1 7 , a determination means 1 1 9 , an area update means 1 2 1 , and an erase Means 1 23, the winner decides means 1 2 5. FIG. 9 is an explanatory diagram showing a functional configuration of the CPU 201 of the game terminal device 200. The CPU 201 includes a game execution means 251, a location calculation means 253, a determination means 255, a region update means 257, a erase means 259, a winner decision means 26, and a display means 265. It is preferable that the CPU 201 includes the item management means 263. -21 - (18) 1292543 In Figures 8 and 9, the means of the same name have the same function. The winner determining means 125 is provided on the central server 1A in order to determine the common winner of each of the gaming terminal devices 200. The start location allocation means 1 1 3, the start location assignment means 1 1 5, the location calculation means 1 17, the determination means 1 19, the area update means 121, and the erasing means 123 are provided on the central server 1 Perform the necessary calculations in order to determine the winner. The display means 26 5 is provided on the game terminal device 200 in order to display the contention result of the acquisition area. The details of the functions of the respective means provided by the central server 100 and the game terminal device 200 will be described later. (3-2) Premise In order to facilitate the following description, it is assumed that six players (PA1, PA2, PB1, PB2, PCI, PC2) participate in the music game. In addition, it is assumed that each player is divided into three teams T A, T B, and T C as follows, and the competition for the region is obtained in units of teams. Team TA: Players PA1, PA2 Team TB: Player PB], PB2 Team TC: Player PCI, PC2 display area shape and direction of expansion of the acquired area, although there are various forms as described above, the following only shows an example of the area display In the circular display area; the case where the area is enlarged in the clockwise direction. Further, as shown in Fig. 10, it is assumed that the circular display area 36 is equally divided into "six sectors of J 6 center angles 1 degree. For each of the segments, the segment numbers 1, 2, 3 -22-(19) 1292543, ..., and 3 6 can be sequentially divided in the direction of expansion from the predetermined reference position. In this example, the specified reference position is the position of 12 points in the figure. In such a display area, the total score of the players constituting the team is 1,000 points each, and the position is moved by one section. (3-3) Functions of each means (30-1) Team composition means Team composition means 1 1 1 is set on the side of the central server 100. Team Composition 丨 Means 1 1 1 Compose multiple teams by combining multiple players. For example, a team is formed by combining players based on the player ID read from the magnetic card inserted by the player. In this way, by arbitrarily combining players to form a team, the strength between teams can be averaged. In the case of a plurality of magnetic cards, the players can be grouped according to the type of the magnetic card. In addition, it is also possible to combine sub-teams composed of a plurality of players to form a team. Here, the sub-team consists of a number of players. For example, 10 sub-teams can be formed based on the player ID, and 5 teams can be formed by combining two sub-teams > into one team. Fig. 1 1 shows a case where the team composition means 1 1 1 constitutes a team by combining players based on the result of the game. In this case, it is better to combine strong players and weak players in one team to reduce the gap between the teams. For example, in Fig. 1, the team composition means 1 1 1 forms a team TA composed of the player PA whose game result is the first place and the player PA2 of the sixth place. Further, a team TB composed of the player PB1 whose second result is the game result and the fifth player PB2 is formed. Similarly, a team TC composed of the player PCI whose game result is the third place and the fourth player PC2 is formed. Similarly, -23-(20) 1292543 forms a team TD composed of the player PD1 of the 4th player and the 7th player PD2. In this way, by combining the strengths of the teams to average the player, the player can be given a sense of fairness. In addition, it is also possible to form a team based on skill points indicating the proficiency of each player instead of the game result of the player. In addition, you can rearrange the team based on the game results or skill points after a predetermined period of time has elapsed since the game started. Sometimes, from the beginning of the game, after a predetermined period of time, the player's game proficiency has changed compared to the initial situation of the game, and the relationship between the teams has changed. Therefore, by reorganizing the team based on the results of the game after the lapse of the specified period, the strength between the teams can be adjusted again. Therefore, players will not lose their desire to participate in the game because of the weak team's continued loss and the strong team's continued nakedness. (3 - 3 - 2) Start point arrangement means The start point arrangement means 1 13 is provided in the center server 100. The start point arranging means 1 1 3 determines the number of start points and the respective positions in the initial state before the start of the contention of the acquired area. The number of starting locations is the same as the number of teams competing for the zone. The location of the starting location can be determined to be equally spaced or non-equal intervals at each starting location. The game terminal device 200 determines the display position of the start point on any of the stored display areas based on the number and position of the start points determined by the central server 100 (refer to (3 - 3 - 1 0) display means). Fig. 22 is an explanatory diagram showing a method of configuring the start point of the start point arrangement means 1 1 3 . In the figure, a method of arranging the starting point -24-(21) 1292543 points at equal intervals is shown. First, the start location configuration means 1 1 3 generates an area table. The area table memory is stored in the first to third sections of the circular display area. Which team has obtained which section, and which section has the track embedded. The third segment and the first segment are connected to each other via a reference position on the display area. The start point arrangement means 1 1 3 The three start points corresponding to the number of teams are arranged in the area table so that the start points are equally spaced. In the figure, the double lines indicate the starting points S A, S B, and S C . If the number of segments > sandwiched between the three start points is the same, the start points SA, SB, and SC displayed on the display area are equally spaced. On the other hand, if the number of segments sandwiched between the respective start points is different, the start points SA, SB, and SC displayed on the display area are not equally spaced. The first map is the area shown in FIG. In the table, an example in which the start points SA, SB, and SC of the area are displayed on the display area 10 will be obtained. The start points SA to SC are arranged in order along the direction of the common direction (the direction of the arrow in the figure) common to all the acquired areas of each team. In addition, each start location, etc. > Further, in this example, the start point SA is placed at the reference position. Thus, when the intervals of the starting points are equal, it is necessary to move the progress point of a certain obtained area to the grid in the obtained area after the expanding direction, for example, the score is the same between the teams. (3-3·3) Start point allocation means The start point distribution means 1 1 5 is set on the center server 1 〇〇. The start point allocation means 1] 3 assigns each team ΤΑ, ΤΒ, and TC to the start points SA, SB, and SC arranged in the start point arrangement means 1 1 3, respectively. Here • 25- (22) 1292543, assign team ΤΑ to the starting point SA. Therefore, the team's acquisition area GA is carried out from the start point SA toward the expansion direction. Similarly, the team ΤΒ is assigned to the start location SB and the team TC is assigned to the start site S C . After the configuration and allocation of the start point are completed in the central server 100, the location calculation processing, the determination processing, the area update processing, the erasing processing, the winner determination processing, and the like, which will be described later, are performed. (3-3-4) Game Execution Means The game execution means 251 is provided on the game terminal device 200. The game execution means 2 5 1 executes various games such as the above-described music game. Further, after the execution of the music game is ended, the control program for displaying the acquisition area based on the game result is started. In the game terminal device 200, the following processing is executed by starting the control program. (3-3-5) The location calculation means 1 17 of the location calculation means central server 1 00 uses the start location arrangement means 1 1 3 and the start location assignment means 1 1 5 to end the arrangement and allocation of the start point. Thereafter, the location calculation processing is performed based on the score ' of the player stored in the material storage unit 1 〇5. The location calculation means 253 acquires the scores of the players and the area table stored in the data storage unit 105 of the central server 100, and performs location calculation processing. The area table accepted by the game terminal device 200 includes the location and allocation of the start point. The content of the location calculation processing is the same in any of the location calculation means Π 7 and 2 5 3 . That is, the location calculation means]! 7, -26- (23) 1292543 1 5 3 Calculate the total score of each team based on the score of the player, and calculate the respective execution locations based on the total score of each team. The location and starting point are a pair, and the acquisition area is formed therebetween. That is, as shown in Fig. 1 described above, the obtained region GA is formed by the start point SA and the progress point MA. Similarly, the area GB is obtained from the start point SB and the proceeding place MB, and the area GC is formed by the start point SC and the progress point MC. In the initial stage, the location and starting point of the pair are the same. The location is moved from the starting point in the direction of expansion based on the total score of the players within the team. Fig. 22 is an explanatory diagram showing the contents of the location calculation processing based on the area table. Suppose the total score of the team TA is 850 points, the total score of the team TB is 3200 points, and the total score of the team TC is 6999 points. As described above, the location moves one section every 1,000 points. Therefore, the proceeding location Μ A moves 8 segments from the starting point S A to the boundary line of the 8th segment and the 9th segment. Similarly, the proceeding location MB moves three sections from the start point SB to the boundary line of the fifteenth section and the fifteenth section. The proceeding location MC moves 6 sections from the starting point SC to reach the boundary line of the 30th section and the 31st section. Fig. 12(c) is another explanatory diagram showing the content of the location calculation processing based on the area table. Suppose the team TA has a total score of 1 5 600 points, the team TB has a total score of 7000 points, and the team TC has a total score of 16700 points. The proceeding location MA moves 15 sections from the starting point S A to the boundary line of the 1 5th section and the 16th section. Similarly, the proceeding location MB moves 7 segments from the starting location SB to the boundary of the 19th and 20th segments. The proceeding location MC moves 16 segments from the starting location SC to the boundary line of the 4th zone -27-(24) 1292543 section and the 5th section. Fig. 12D is a different explanatory diagram showing the contents of the location calculation processing based on the area table. Suppose the total score of the team TA is 2,730 points, the total score of the team TB is 8 000 points, and the total score of the team TC is 1 8 000 points. The proceeding location MA moves 27 sections from the starting point SA to the boundary line of the 27th section and the 28th section. Similarly, the proceeding position Μ B moves 8 segments from the starting point SB to the boundary line of the 20th segment and the 21st segment. The travel location MC moves from the start location SC by 18 segments to the boundary of the sixth segment and the seventh segment. (3-3-6) Judgment means In the following, since the determination means 1 1 9 of the central server 1000 and the determination means 2 5 of the game terminal device 200 perform the same determination processing, respectively, the game terminal device 200 side is Processing will be explained. The judging means 2 5 5 judges whether or not any of the obtained areas intrudes into another obtaining area. Specifically, it is determined whether or not the place where the arbitrary first obtained region is performed is located further on the side of the expansion direction than the place where the second obtained region located next to the expanded direction (hereinafter referred to as the rearward) is located (determines whether or not the intrusion is made). . Further, when the first acquisition region has entered the second acquisition region, the determination means 255 determines whether or not the first acquisition region absorbs the second acquisition region (determines whether or not there is absorption). Specifically, it is judged! Whether the acquisition area is located on the side of the expansion direction is more than the second acquisition area. When the second acquisition region is absorbed by the first acquisition region, the presence or absence of the third acquisition region after the second -28-(25) 1292543 acquisition region is determined. In the case where the second and third acquisition regions are absorbed by the first acquisition region, the fourth acquisition region after the third acquisition region is subjected to the presence or absence of the intrusion judgment and the presence or absence of the absorption determination. In this way, it is judged where the first acquisition region is advanced to the second, third, ..., nth acquisition region (n 2 ). It is assumed that the first obtaining region has the second, third, ..., nth obtaining regions along the expanding direction. Further, the judging means 255 sequentially sets all the acquired regions as the upper first obtaining region, and repeats the above processing. The determination process will be specifically described with reference to FIG. When the result of the position ΜΑ, MB, and MC of each team is calculated and the area table is in the state shown in the first: b, the determination means 255 determines that no arbitrary acquisition area has been invaded. This state is because the progress of each acquired region moves in the expanding direction and does not exceed the starting point of the other obtained regions. Consider the result of calculating the MA, MB, and MC of each team's execution location. φ is the case where the area table is in the state shown in Fig. 12c. The acquisition area G A is located on the expansion side more than the start point SB of the acquisition area GB, but does not exceed the execution location MB. Thereby, the judgment hand 25 5 judges that the obtained area GA has entered the acquisition area GB. Similarly, the execution location MC of the area GC is located on the side of the expansion direction more than the start point of the acquisition area GA, but does not exceed the location MA. because
,判斷手段25 5判斷爲獲得區域GC侵入到獲得區域GA 〇 考慮運算各團隊的進行地點MA、MB、MC之結果 吸 況 斷 行 中 述 團 丨圖 點 的 大 段 獲 SA 此 中 -29- (26) 1292543 爲區域表爲第I 2圖d所示的狀態的情況。獲得區域G A的 進行地點ΜΑ比獲取區域GB的開始地點SB和進行地點 MB更位於擴大方向側。因此,判斷手段2 5 5判斷爲獲得 區域G A吸收了獲得區域G B。另外,獲得區域G A的進行 地點Μ A雖比獲得區域G C的開始地點S C更位於擴大方 向側,但並未超過其進行地點MC。因此,判斷手段255 判斷爲獲得區域G A吸收獲得區域G B,並且侵入到其後 的獲得區域GC中。另外,獲得區域GC的進行地點MC 比獲得區域G A的開始地點S A更位於擴大方向側,但是 沒有超過其進行地點Μ A。因此,判斷手段2 5 5判斷出獲 得區域GC侵入到獲得區域GA中。 (3-3-7 )區域更新手段 以下,由於中央伺服器100的區域更新手段121和遊戲 終端裝置200的區域更新手段2 5 7分別進行相同的區域更新 處理,所以對遊戲終端裝置200側的處理進行說明。 區域更新手段25 7在由判斷手段2 5 5判斷出第1獲得區 域侵入到其他的任意獲得區域內的情況下,將該獲得區域 的開始地點移動到第1獲得區域的進行地點。另外,區域 更新手段25 7在由判斷手段2 5 5判斷出第1獲得區域吸收了 其他的任意獲得區域內情况下,使該獲得區域的開始地點 與成爲一對的進行地點一致。另外,區域更新手段2 5 7決 定成爲一對的開始地點和進行地點所夾的區段是哪個團隊 的獲得區域。 -30- (27) (27)1292543 參考第13圖,對區域更新手段2 5 7的處理進行具體的 說明。第1 3圖a表示區域更新手段2 5 7的處理的一例。在 運算各獲得區域的進行地點的結果區域表爲第1 2圖b所示 的狀態的情況下,區域更新手段25 7保持各獲得區域的開 始地點的位置。並且,在被夾在成爲一對的開始地點和進 行地點之間的區間內,寫入獲得區域的識別子GA、GB、 GC的任意一種。其結果,第1〜第8區段成爲獲得區域GA 、第13〜第15區段成爲獲得區域GB、第25〜第30區段成 爲獲得區域GC。 第13圖b是區域更新手段25 7的處理的一例。在運算 各獲得區域的進行地點的運算結果區域表爲第1 2圖c所示 的狀態的情況下,區域更新手段257,係將受到獲得區域 GC侵入之獲得區域GA的開始地點SA,移動到獲得區域 GC的進行地點MC的位置。同樣,區域更新手段25 7,係 將受到獲得區域GA侵入之獲得區域GB的開始地點SB, 移動到獲得區域GA的進行地點ΜΑ的位置。未受到侵入 的獲得區域GC的開始地點SC的位置,則維持原樣。對 所有的獲得區域判斷開始地點更新的必要性,進行了必要 的開始地點的更新之後,區域更新手段2 5 7係在被夾在成 爲一對的開始地點和進行地點之間的區間內,寫入獲得區 域的識別子GA、GB、GC中的任意一種。其結果,第5〜 第15區段成爲獲得區域GA、第16〜第19區段成爲獲得區 域GB、第25〜第4區段成爲獲得區域GC。 第]3圖c是區域更新手段2 5 7的處理的一例。在運算 -31 - (28) 1292543 各獲得區域的進行地點的運算結果區域表爲第1 2圖d所示 的狀態的情況下,區域更新手段2 5 7將受到獲得區域GC 侵入之獲得區域GA的開始地點SA,移動到獲得區域GC 的進行地點MC的位置。另外,區域更新手段25 7使受到 獲得區域GA侵入之獲得區域GB的開始地點SB,與成爲 一對的進行地點MB —致。這是因爲獲得區域GA的進行 地點Μ A超過了進行地點MB。另外,區域更新手段2 5 7將 φ 受到獲得區域G A侵入之獲得區域GC的開始地點S C,移 動到獲得區域GA的進行地點MA的位置。對所有的獲得 區域判斷更新開始地點的必要性,進行了必要的開始地點 的更新之後,區域更新手段2 5 7在被夾在成爲一對的開始 地點和進行地點之間的區間內,寫入獲得區域的識別子 GA、GB、GC中的任意一種。其結果,第7〜第27區段成 爲獲得區域GA、第28〜第6區段成爲獲得區域GC。 如上所述,各團隊的獲得區域從擴大方向後方側被其 φ 他獲得區域入侵並奪取。因此,可使得玩家爲了獲得比被 奪取的更多的區域而相互競爭地積極參加遊戲。 (3-3-8)抹消手段 以下,由於中央伺服器100的抹消手段123和遊戲終端 裝置200的抹消手段2 5 9分別進行相同的抹消處理,所以對 遊戲終端裝置2 〇〇側的處理進行說明。 抹消手段2 5 9在任意的第1獲得區域的進行地點比其他 任意的獲得區域更位於擴大方向側的情况下,抹消該獲取 -32- (29) 1292543 區域。具體來說,抹消手段2 5 9判斷區域表中是否有開始 地點和進行地點一致的獲得區域。例如,在第I 3圖c的區 域表中,獲得區域GB的開始地點SB和進行地點MB — 致。該情況下,抹消手段2 5 9將開始地點SB和進行地點 Μ B從區域表中刪除。由此,抹消獲得區域G B。第1 4圖 是表示抹消了獲得區域GB的區域表的一例。 因此,玩家若不積極地參加遊戲,則經常會有自己的 獲得區域被消滅的危機感,更能感覺到緊迫感。因此,經 由進行遊戲,可以增加還要獲得例如得分的欲望,更能提 高參加遊戲的欲望。 (3-3-9 )道具管理手段 道具管理手段263在該例中設置在遊戲終端裝置200中 ,但也可以設置在中央伺服器100中。道具管理手段263向 顯示區域1 0內至少分配一個道具。並且,在各團隊所獲得 的獲得區域內包含道具的情況下,將該道具提供給與該獲 得區域對應的團隊。即,屬於該團隊的玩家可以取得該道 具。經由獲得道具,例如向玩家顯示在通常的遊戲畫面中 所顯示的曲目以外的附加的曲目,並賦予玩家選擇、演奏 該曲目的權利,或者可以取得行動電話的來電振鈴。 道具管理手段263在團隊獲得了道具的情況下,可以 經由網絡通訊部2 0 4將該資訊通知給屬於團隊的所有玩家 的行動電話1 50和個人電腦〗60。被通知的玩家例如被給予 了下載來電振鈴的許可權。因此,可以使接收到通知的玩 -33- (30) 1292543 家增加參加遊戲的欲望。 再結合第12圖〜第13圖,對道具管理手段26 3的處理 進行具體的說明。第12圖a是表示道具管理手段263將道 具分配給區域表中的至少一個區段的狀態的說明圖。在該 圖中,將道具IA、IB、1C各一個分配給第3、第24、第34 區段。也可以一個區段分配複數個道具。另外,各區段及 區段內的道具可以相同也可以不同。IA、IB、1C是道具 的識別子,可以使用道具的檔案名、地址、URI等。 在第13圖a所示的區域表中,獲得區域GA內包含道 具IA。β卩,團隊TA取得道具IA。 在第1 3圖b所示的區域表中,將道具IΑ和ΙΒ分配給 獲得區域GC。即,團隊TC取得道具IA和IB。另一方面 ,團隊TA的獲取區域GA中不包含存在道具的區段。此 處,道具管理手段263可以將曾經獲得的道具IA保持在團 隊TA中,也可以從團隊TA中收回道具IA。即,團隊可 以持續保持曾經獲得的道具,或者也可以在獲得區域內成 爲不包含道具的情況下,除去該道具。當對所獲得的道具 進行回收時,不僅會感到奪取其他獲得區域的樂趣,也會 感覺到從其他團隊中奪取道具的樂趣。相反,被奪取獲得 區域和道具的玩家更能感覺到緊迫感。另外,與可以對曾 經獲得的道具進行保持的情況相比,能夠引起對道具的興 趣。另外,由於在所取得的道具被奪取之前,可以在遊戲 中使用,所以,能够提高玩家對遊戲的參加欲望。 另外,道具管理手段2 63也可以在保持道具的獲得區 -34- (31) 1292543 域每變化曾經的情況下,也使道具發生變化,該情況下, 與固定道具相比,更能增加或的道具的興趣。 另外,道具管理手段2 6 3可以根據各團隊的獲得區域 的大小和/或所獲得到道具,使各進行地·點行進的進行速 度發生變化。例如,獲得區域越大、或者根據所獲得的道 具的種類和數量,使獲得區域的擴大速度加快。例如,可 以在初始設定將得分1〇〇〇分設定成i個區段的獲得區域的 情況下’根據獲得區域和道具,以得分1 〇 〇 〇分前進2個區 段地進行地點。因此,使玩家要獲取獲得區域的欲望增加 ’可以提高參加遊戲的欲望。 (3-3-10)顯示手段 顯示手段2 65設置在遊戲終端裝置200上。顯示手段 265根據由進行地點運算手段25 3、判斷手段2 5 5、區域更 新手段25 7、抹消手段25 9所運算處理的區域表,將顯示區 域上的獲得區域輸出給顯示器206。 顯示手段265對根據區域表所進行的顯示例進行具體 地說明。上述如第10圖所示,顯示手段265將圓形的顯示 區域等分爲第1區段〜第3 6區段的3 6個區段。另外,顯示 手段2 6 5決定任意的基準位置(在本例中爲圖中1 2點的方 向),從該處開始向各區段分配區段號碼。另外’顯示手 段265將表示存在道具IA、IB、1C的道具標記ΪΑ、IB、 1C顯示在區域表所定義的區段內。顯示手段265根據區域 表顯示獲得區域,並將道具提供給取得了道具的團隊。 -35- (32) 1292543 第1 5圖是基於第1 3圖a所示的區域表的顯示區域的顯 示例。顯示手段2 6 5决定對區域表進行定義的開始地點和 進行地點的顯示區域上的位置,產生表示各團隊的獲取區 域的畫面資料。例如,將開始地點S A決定在第3 6區段和 第1區段的邊界線上。另外,顯示手段2 6 5由於將道具IA 分配到團隊ΐ C的獲得區域GA內,所以產生表示在獲得 區域GA內存在有道具IA的畫面資料。 第1 6圖是基於第1 3圖b所示的區域表的顯示區域的顯 示例。顯示手段26 5由於將道具IA、1C分配到團隊TC的 獲得區域GC內,所以產生表示在獲得區域GC內存在有 道具IA、1C的畫面資料。 第1 7圖是基於第1 3圖c所示的區域表的顯示區域的顯 不例。顯示手段265產生表示獲得區域GA內存在有道具 IB、且抹消獲得區域GB並其顯示區域被獲得區域GA、 GC占領的畫面資料。 第18圖是由顯示手段2 65顯示的畫面例。顯示區域10 內所顯示的道具例如用星形、菱形、心形等表示。顯示區 域1 〇的外周最好顯示表示獲得區域的擴大方向的箭頭。玩 家可以從所屬團隊的獲得區域和道具的位置的關係中,把 握需要獲得多少分才能獲得道具。另外,顯示手段265也 可以顯示各團隊所具有的道具的種類、進行遊戲的玩家的 獲得得分和累積得分。顯示手段2 6 5可以選擇性地顯示所 存儲的複數個顯示區域的任意一個。 如第]0圖所示,若顯示區域1 0是圓形或環形,則沿著 -36- (33) 1292543 圓形和環形的顯示區域1 0內的擴大方向依次配置每個玩家 的獲得區域。因此,很容易視覺地把握每個玩家的獲得區 域的大小、和獲得區域占整個顯示區域1 0的百分比等狀況 (3-3-1 1 )勝者決定手段 勝者決定手段261在該例中設置在中央伺服器1〇〇中, 也可以設置在遊戲終端裝置200中。另外,勝者決定手段 261不是必需的。勝者決定手段261在對區域表的上述處理 結束之後’判斷顯不區域1 0內的獲得區域是否爲1個。並 且,在獲得區域爲1個的情況下,決定與該獲得區域對應 的團隊爲勝者。這樣,經由決定勝敗,可以保持繼續進行 遊戲的欲望,直到獨占顯示區域1 0爲止,可以提高參加遊 戲的欲望。 (4 )處理流程 接下來,使用第19圖對用 CPU2 01評價獲得區域的遊 戲結果的處理流程進行說明。首先,對遊戲整體的流程進 行說明。 (4-1 )遊戲整體的流程 步驟S1 ··各遊戲終端裝置200的遊戲執行手段251從 來自玩家的磁卡中讀入玩家ID。 步驟S2 :遊戲執行手段251根據玩家ID,對來自玩家 -37- (34) 1292543 的密碼和中央伺服器1 00的資料進行核對認證。 步驟 S3 :在認證了的情况下,中央伺服器1 00的 CPU101根據玩家的ID對玩家進行分團隊,並向玩家提示 所屬的團隊。另外,遊戲執行手段251接受由玩家經由開 始按鈕進行的遊戲開始命令。 步驟S4 :遊戲執行手段251根據來自玩家的遊戲開始 命令,經由存儲在ROM2 03中的控制程式來執行遊戲。 步驟S5、S6 :遊戲執行手段251在遊戲結束之後,運 算得分來作爲遊戲結果。 步驟 S7 :步驟 S5、S6之後,遊戲執行手段251從 ROM2 03中讀出並執行用於開始獲得區域的顯示處理的控 制程式。並且,如以下說明的那樣,由 CPU201根據遊戲 結果進行顯示獲得區域的處理。 (4-2)獲得區域顯示處理 接下來,使用第20圖對獲得區域顯示處理進行說明。 步驟S10 : CPU 101內的開始地點配置手段1 13在顯示 區域上配置開始地點。開始地點分配手段1 1 5對每個團隊 ,例如均等地配置獲得區域的開始地點。 步驟S 1 1 :進行地點運算手段25 3根據每個團隊的遊 戲結果,從各個開始地點移動,並運算與各個開始地點之 間形成獲得區域的進行地點。 步驟S12 :區域獲得手段2 5 7爲了比較任意的第1獲得 區域的進行地點和後述的在步驟S 1 3中指定的第2獲得區 -38- (35) 1292543 域的開始地點或進行地點的位置,首先指定任意的第1獲 得區域。 步驟s 1 3 :作爲在步驟s 1 2中指定的第1獲得區域的比 較物件,指定第1獲得區域以外的第2獲得區域。此處,最 初指定的第2獲得區域是位於第1獲得區域之後的擴大方向 側的獲得區域。經過後述的步驟S 1 8之後所指定的第2獲 得區域被指定成從最初指定的獲得區域開始,依次位於擴 大方向側的獲得區域。 步驟S14 :判定手段255判定第1獲得區域的進行地點 是否比第2獲得區域的開始地點更位於擴大方向側。在第1 獲得區域的進行地點比第2獲得區域的開始地點更位於擴 大方向側的情况下,進入到步驟S 1 5。 在第1獲得區域的進行地點沒有比第2獲得區域的開始 地點更位於擴大方向側的情况下,第2獲得區域的進行地 點比第1獲得區域的地進行地點更位於擴大方向側。另外 ,第2獲得區域由於被指定成依次位於第1獲得區域的擴大 方向側,所以不需要步驟S 1 5〜S 1 8。因此,進入到步驟 S 1 9 ° 步驟s 1 5 :在第1獲得區域的進行地點比第2獲得區域 的開始地點更位於擴大方向側的情况下,判定手段2 5 5進 而判定第1獲得區域的進行地點是否比第2獲得區域的進行 地點更位於擴大方向側。在第1獲得區域的進行地點比第2 獲得區域的進行地點更位於擴大方向側的情况下,進入到 步驟S 1 6。反之,進入到步驟S 1 7。 -39- (36) 1292543 步驟S 1 6 :抹消手段2 5 9在第1獲得區域的進行地點比 第2獲得區域的進行地點更位於擴大方向側的情况下’由 於第2獲得區域被第1獲得區域吸收,所以抹消第2獲得區 域。 步驟S17 :區域更新手段25 7在第1獲得區域的進行地 點比第2獲得區域的開始地點更位於擴大方向側、且第1獲 得區域的進行地點沒有比第2獲得區域的進行地點更位於 擴大方向側的情况下,將第2獲得區域的開始地點更新成 第1獲得區域的進行地點。 步驟S 1 8 :判定手段2 5 5經由第1獲得區域和第1獲得 區域以外的所有獲得區域的關係,判定是否進行步驟S 1 4 〜S 1 7的處理。在判定出進行的情况下,進入到步驟 S 1 9 ,在不進行的情况下,返回到步驟S 1 3,並依次將前面所 指定的第2獲得區域的擴大方向側的獲得區域指定爲第2獲 得區域。 步驟S 1 9 :判定手段2 5 5判定是否將所有的獲得區域 指定爲第1獲得區域。在指定了的情况下,進入到步驟 S20,在沒有指定的情况下,返回到步驟S η,指定第1獲 得區域。 步驟S 2 0 :若對所有的獲得區域都進行步驟s 1 4〜S 1 7 的處理,則確定所有團隊的獲得區域。道具管理手段2 6 3 判定各進行地點和個開始地點之間所規定的獲得區域內是 否包含有道具。並且,道具管理手段263在包含有道具的 情況下,將道具提供給與該獲得區域對應的團隊。 -40- (37) 1292543 步驟S 2 1 :判定手段2 5 5將獲得區域的資料輸出給顯 示手段265。顯示手段265將顯示區域1〇和獲得區域顯示在 顯示器206上來提示給玩家。 (5 )效果 如上所述,由於根據遊戲結果,可以獲得顯示區域1 0 內的獲得區域,所以玩家不僅可以享受遊戲的樂趣,而且 在遊戲結束之後也可以得到獲取獲得區域的樂趣。另外, 獲得區域經由將其進行地點向擴大方向移動來進行擴大, 進而,在任意的第1獲得區域的進行地點移動到位於其後 的擴大方向側的第2獲得區域內的情況下,可以吸收第2獲 得區域的一部分或全部,由此,玩家可以感覺到擴大獲得 區域的樂趣和被奪取獲得區域的緊迫感。另外,上述的取 得獲得區域的遊戲結果的評價不僅僅是簡單的基於所獲得 的得分等遊戲結果的規定排序的絕對評價,也是玩家間或 團隊間的遊戲結果的相對評價。例如,任意的第1獲得區 域根據團隊的遊戲結果進行擴大,以吸收位於擴大方向側 第2獲得區域。因此,獲得區域根據顯示區域內的獲得區 域的位置,擴大或縮小該區域。即,例如,即使是強團隊 ,也有可能被比該強團隊更強的團隊的獲得區域所吸收。 這樣,也有可能弱團隊比強團隊取得更多的獲得區域。因 此,無論是弱團隊還是強團隊都以獲得更多的得分來參加 遊戲,從而可以提高參戰欲望。 另外,由於每一團隊都進行獲得區域的獲取,所以增 -41 - (38) 1292543 加了團隊內的連帶感。因此,例如,增加了經由獲得更多 的作爲遊戲結果的得分來爲團隊做出貢獻的欲望,可以提 高參加遊戲的欲望。另外,即使在團隊內的玩家有強弱的 情況下’玩家之間也能互相塡補得分。這樣,由於弱玩家 被强玩家補助,所以不會.由於連續輸而導致玩家失去參加 遊戲的欲望。另一方面,强玩家爲了補助弱玩家來獲得更 高的得分,更要參加遊戲。 <第2實施方式例> 第2實施方式例的中央伺服器1 〇〇的CPU101如第21圖 所示,還具有技能點數取得手段1 2 7。其他的結構與第1實 施方式例相同。技能點數取得手段1 27從中央伺服器1 〇〇內 的資料儲存部1 〇5中取得表示遊戲中的構成各團隊的每個 玩家的熟練度的技能點數。此處,技能點數若以上述的音 樂遊戲爲例,則進行如下運算。首先,經由將表示各個樂 φ 曲的演奏難易程度的樂曲水平與玩家演奏的成功率相乘, 算出每個樂曲的表示玩家的技能的樂曲技能値。另外,對 於該樂曲技能値,例如每個玩家合計最高的3 0首,作爲每 個玩家的技能點數。 接著,開始地點配置手段1 1 3、開始地點分配手段1 1 5 ’係根據該所取得的技能點數配置獲得區域的開始地點。 例如,在技能點數的合計低的團隊(以下,稱爲低團隊) 的獲得區域沿著進行地點的擴大方向,位於技能點數的合 計高(以下,稱爲高團隊)的獲得區域之後的情况下,如 -42- (39) 1292543 下地規定各個獲得區域的開始地點。以沿著高團隊的獲得 區域的開始地點至低團隊的獲得區域的開始地點的擴大方 向的方向的距離變大的方式來配置各個開始地點。因此, 高團隊的進行地點中的用於到達低團隊的獲得區域的開始 地點的柵格變大。即,例如,高團隊獲得高得分,即使根 據該高得分使進行地點向擴大方向側移動,要想侵入到低 團隊的獲得區域,高團隊必須獲得更高的得分。因此,由 於低團隊的獲得區域很難被高團隊侵吞,所以低團隊不會 喪失參加遊戲的欲望。 另外,開始地點配置手段1 1 3、開始地點分配手段1 1 5 在例如技能點數最低的團隊的獲得區域沿著進行地點的擴 大方向,位於技能點數的合計最高的團隊的獲得區域之後 的情况下,如下地配置各個獲得區域的開始地點。以技能 點數最低的團隊的獲得區域的開始地點不位於最高團隊的 獲得區域的開始地點之後的擴大方向側的方式來進行配置 。這樣,經由决定開始地點的配置順序,可以與上述同樣 地不會使技能點數最低的團隊參加遊戲的欲望的喪失。 另外,遊戲終端裝置200的道具管理手段263也可以根 據各團隊的獲得區域的寬度和/或獲得區域所包含的道具 ,將構成各團隊的玩家與技能點數相加。例如,根據獲得 區域的寬度和/或團隊所獲得的道具的數量和種類來增加 構成團隊的玩家的技能。因此,可以提高玩家參加遊戲的 欲望。 -43- (40) 1292543 <第3實施方式例> 在上述第1和第2實施方式例中,各團隊係根據每一團 隊的遊戲結果獲得獲得區域·,但在第3實施方式例中,係 根據每個玩家的遊戲結果,使每個玩家獲得獲得區域。即 ,將一個玩家配置在開始地點。開始地點配置手段1 1 3、 開始地點配置手段1 1 5沿著擴大方向將每個玩家的獲得區 域的開始地點配置在顯示區域1 0內。在技能點數取得手段 1 2 7從資料儲存部1 05中取得每個玩家的技能點數的情況下 ,開始地點配置·分配手段2 53,亦可根據該取得的技能 點數來配置獲得區域的開始地點。例如,在技能點數低的 玩家的獲得區域位於技能點數高的玩家的獲得區域的擴大 方向之後的情况下,以與技能點數高的玩家對應的獲得區 域的開始地點和與技能點數低的玩家對應的獲得區域的開 始地點之間的間隔變大的方式來配置各個開始地點。因此 ,對於技能點數低的團隊,儘量給予了長時間的享受遊戲 的機會,可以提高參加遊戲的欲望。 另外,進行地點運算手段1 17、25 3根據每個玩家的遊 戲結果,運算從各個開始地點移動的進行地點。區域更新 手段1 2 1、2 5 7將各玩家的開始地點和所算出的進行地點之 間的區域規定爲獲得區域。道具管理手段263將其道具提 供給獲得區域內包含有道具的玩家。另外,道具管理手段 2 63也可以根據各玩家的獲得區域的寬度和/或獲得區域中 所包含的道具,將技能點數給予玩家。因此,經由增加技 能點數,可以提高玩家參加遊戲的欲望。 -44> (41) 1292543 <其他的實施方式例> (A )作爲根據技能點數和得分來調整開始地點的間 隔的方法,可以列舉出如下方法。表示遊戲中的各玩家的 熟練度的技能點數每個玩家都不相同。另外,根據玩家的 技能點數的遊戲結果也不相同。例如,假設從任意的基準 地點沿著擴大方向,按技能點數由高到低的順序配置玩家 PA、PB…的開始地點SA、SB…。該情況下,第1開始地 點的技能點數越高,可以將任意的第1開始地點至其後的 第2開始地點的間隔調整得越寬。對於位於强玩家之後的 玩家來說,後方(與擴大方向相反的方向)玩家越强,開 始地點的間隔越寬。因此,對於位於前玩家之後的玩家來 說,可以緩解自己的獲得區域馬上被毀壞的可能。另外, 作爲其他的方法,也可以根據玩家的技能點數的値和差這 二者,來調整開始地點的間隔。也可以用得分來取代技能 點數,在團隊對抗的情況下,可以用團隊的玩家的技能點 數或者得分的總數或平均値來進行同樣的處理。 (B )用於在電腦上執行上述方法的程式和存儲該程 式的電腦可以讀取的存儲介質也包含在本發明的範圍內。 此處,程式可以是下載的。作爲存儲介質可以列舉出電腦 可以讀取的軟碟、硬碟、半導體記憶體、CD-ROM、DVD 、光磁片(MO )、以及其他介質。顯示用運算在終端進 行,但是也可以在中央伺服器上進行,將顯示資料一同發 布給有關的所有終端。該情況下,也可以用中央伺服器來 進行進行地點運算。 -45- (42) 1292543 根據本發明的遊戲結果評價方法,玩家根據遊戲所獲 得的得分,可以在顯示區域內獲得獲得區域。因此,不僅 可以享受遊戲本身的樂趣,即使在遊戲結束以後,也能得 到獲得分割區域的樂趣。 【圖式簡單說明】 第1圖是顯示區域的模式圖的一例。 第2圖是表示第1實施方式例的遊戲系統的整體結構的 說明圖。 第3圖是表示構成隊伍之玩家之組合的說明圖。 第4圖是表示遊戲終端裝置的結構之一例。 第5圖是顯示區域的形狀的一例。 第6圖是作爲遊戲終端裝置的一個具體例子的音樂遊 戲裝置的外觀立體圖。 第7圖是顯示在顯示器上的音符畫面的一例。 第8圖是表示中央伺服器1 〇〇的功能結構的說明圖。 第9圖是表示遊戲終端裝置200的功能結構的說明圖。 第1 0圖是顯示區域的一例。 第1 1圖是經由根據遊戲結果使玩家組合,來組成團隊 的說明圖。 第1 2圖a是表示開始地點配置方法的說明圖。 第1 2圖b是表示進行地點運算處理的內容的說明圖( 沒有侵入)。 第1 2圖c是表示進行地點運算處理的內容的說明圖( -46- (43) 1292543 有侵入)。 第12圖d是表示進行地點運算處理的內容的說明圖( 有吸收)。 第1 3圖a是表示區域更新處理的內容的說明圖(沒有 侵入)。 第1 3圖b是表示區域更新處理的內容的說明圖(有侵 入)。 第13圖c是表不區域更新處理的內容的說明圖(有吸 收)。 第14圖是表示抹消了獲得區域GB的區域表的一例的 說明圖。 第1 5圖是基於第1 3圖a所示的區域表的顯示區域的顯 示例。 第1 6圖是基於第1 3圖b所示的區域表的顯示區域的顯 示例。 第1 7圖是基於第1 3圖c所示的區域表的顯示區域的顯 示例。 第1 8圖是顯示在顯示器上的顯示畫面的一例。 第1 9圖是表示經由C P U 2 0 1的獲得區域來評價遊戲結 果的處理流程的一例的流程圖。 第2 0圖是表示獲得區域顯示處理的流程的一例的流程 圖。 第2 1圖是表示遊戲終端裝置2 〇 〇的c P U 2 01的其他的功 能結構的說明圖。 -47- 1292543 【主 件符號說明】The judging means 25 5 judges that the obtained area GC intrudes into the obtaining area GA 〇 Considering the result of the calculation of each team's execution location MA, MB, MC, and the large-scale SA of the group plot point in the break line. (26) 1292543 is a case where the area table is in the state shown in Fig. 12D. The execution location of the acquisition area G A is located on the side of the expansion direction more than the start point SB of the acquisition area GB and the execution location MB. Therefore, the judging means 255 judges that the obtained area G A absorbs the obtained area G B . Further, the proceeding position Μ A of the obtained region G A is located on the expanded side more than the start point S C of the obtained region G C , but does not exceed the execution location MC. Therefore, the judging means 255 judges that the obtained area G A absorbs the obtained area G B and intrudes into the subsequent obtained area GC. Further, the execution location MC of the obtained region GC is located on the expansion direction side more than the start point S A of the acquisition region G A , but does not exceed the execution location Μ A. Therefore, the judging means 255 judges that the obtained area GC has entered the obtained area GA. (3-3-7) Area Update means Hereinafter, since the area update means 121 of the center server 100 and the area update means 257 of the game terminal device 200 perform the same area update process, they are on the game terminal device 200 side. Processing will be explained. When the determination means 255 determines that the first acquired area has entered the other arbitrary obtained area, the area updating means 25 7 moves the start point of the obtained area to the place where the first obtained area is performed. Further, when the determination means 257 determines that the first acquisition region has absorbed another arbitrary acquisition region, the region update means 25 7 matches the start point of the acquisition region with the execution point of the pair. Further, the area updating means 257 determines which of the starting points of the pair and the section where the meeting place is the acquisition area of which team. -30- (27) (27) 1292543 Referring to Fig. 13, the processing of the area updating means 257 will be specifically described. Fig. 13a shows an example of the processing of the area updating means 257. When the result area table for calculating the place where each of the obtained regions is performed is the state shown in Fig. 22, the area updating means 25 7 holds the position of the start point of each of the obtained areas. Further, any one of the identifiers GA, GB, and GC of the obtained region is written in the interval between the start point and the travel point of the pair. As a result, the first to eighth segments are the obtained regions GA, and the thirteenth to fifteenth segments are the obtained regions GB and the twenty-th to thirtyth segments are obtained as the obtained regions GC. Fig. 13b is an example of the processing of the area updating means 257. When the calculation result region table for calculating the execution location of each acquisition region is the state shown in FIG. 2c, the region update means 257 moves the start point SA of the acquisition region GA invaded by the acquisition region GC to The location of the proceeding location MC of the area GC is obtained. Similarly, the area updating means 25 7 moves the start point SB of the obtained area GB in which the obtained area GA has entered, to the position where the area GA of the area GA is obtained. The position of the start point SC of the acquired area GC that has not been invaded remains as it is. After the necessary start point is updated for all the necessary conditions for obtaining the start of the area determination, the area update means 257 is written in the section between the start point and the place where the pair is placed. Any one of the identifiers GA, GB, and GC of the obtained region is entered. As a result, the fifth to fifteenth segments become the obtained region GA, and the sixteenth to nineteenth segments become the obtained region GB and the twenty-fourth to fourthth segments become the obtained region GC. The third drawing c is an example of the processing of the area updating means 257. In the case where the operation result area table of the location where each of the acquired regions is calculated is -31 - (28) 1292543, the region updating means 257 receives the obtained region GA invaded by the obtained region GC. The start point SA is moved to the position where the location MC of the area GC is obtained. Further, the area updating means 25 7 causes the start point SB of the obtained area GB invaded by the obtained area GA to coincide with the paired execution place MB. This is because the location of the acquisition area GA Μ A exceeds the execution location MB. Further, the area updating means 257 moves the start point S C of the obtained area GC where φ is invaded by the obtained area G A to the position of the place MA of the obtained area GA. After the necessity of the update start point is determined for all the acquired areas, and the necessary start point is updated, the area update means 257 is written in the section between the start point and the place where the pair is placed. Any one of the region identifiers GA, GB, and GC is obtained. As a result, the 7th to 27th segments become the obtained region GA, and the 28th to 6th segments become the obtained region GC. As mentioned above, each team's acquisition area is invaded and captured by the region from the rear side of the expansion direction. Therefore, the player can be made to actively participate in the game in order to obtain more areas than being captured. (3-3-8) erasing means hereinafter, since the erasing means 123 of the central server 100 and the erasing means 259 of the game terminal device 200 perform the same erasing process, the processing on the side of the game terminal device 2 is performed. Description. The erasing means 2 5 9 erases the acquisition -32-(29) 1292543 region when the position of the arbitrary first acquisition region is located on the side of the expansion direction more than the other arbitrary acquisition regions. Specifically, the erasing means 259 judges whether or not there is an acquisition area where the start point and the place are the same in the area table. For example, in the area table of Fig. I3, the start point SB of the area GB and the place of the destination MB are obtained. In this case, the erasing means 259 deletes the start point SB and the execution location Μ B from the area table. Thereby, the region G B is obtained by erasing. Fig. 14 is an example of an area table in which the obtained area GB is erased. Therefore, if the player does not actively participate in the game, he or she often has a sense of crisis in which the acquired area is eliminated, and feels a sense of urgency. Therefore, by playing the game, it is possible to increase the desire to obtain, for example, a score, and to increase the desire to participate in the game. (3-3-9) Item Management Means The item management means 263 is provided in the game terminal device 200 in this example, but may be provided in the center server 100. The item management means 263 allocates at least one item to the display area 10. Further, in the case where the acquired area included in each team includes an item, the item is provided to the team corresponding to the obtained area. That is, players belonging to the team can get the quest. By obtaining an item, for example, an additional track other than the track displayed on the normal game screen is displayed to the player, and the player is given the right to select and play the track, or the incoming call ringing of the mobile phone can be obtained. The item management means 263 can notify the mobile phone 150 and the personal computer 60 of all the players belonging to the team via the network communication unit 204 in the case where the team has obtained the item. The notified player is given, for example, permission to download incoming calls. Therefore, it is possible to increase the desire to participate in the game by playing -33- (30) 1292543. The processing of the item management means 26 3 will be specifically described in conjunction with Figs. 12 to 13 . Fig. 12A is an explanatory diagram showing a state in which the item management means 263 assigns a device to at least one of the area tables. In the figure, one of the items IA, IB, and 1C is assigned to the third, 24th, and 34th sections. It is also possible to assign a plurality of items in one section. In addition, the items in each section and section may be the same or different. IA, IB, and 1C are the identifiers of the props, and the file name, address, URI, etc. of the props can be used. In the area table shown in Fig. 13a, the obtained area GA contains the IA. β卩, team TA gets the item IA. In the area table shown in Fig. 13b, the items I and ΙΒ are assigned to the acquisition area GC. That is, the team TC obtains the items IA and IB. On the other hand, the acquisition area GA of the team TA does not include a section in which the item exists. Here, the item management means 263 can hold the previously obtained item IA in the group TA, or can retrieve the item IA from the team TA. That is, the team can continue to maintain the items that have been acquired, or it can be removed if the item is not included in the acquisition area. When you recycle the acquired items, you will not only feel the pleasure of capturing other areas, but also the fun of taking items from other teams. Conversely, players who are captured to gain zones and props feel a sense of urgency. In addition, it is possible to cause interest in the props as compared with the case where the props that have been obtained can be maintained. In addition, since the acquired item can be used in the game before being captured, the player's desire to participate in the game can be improved. In addition, the item management means 2 63 can also change the item in the case where the field of the holding item -34-(31) 1292543 is changed. In this case, it is more likely to be added or compared with the fixed item. The interest of the props. Further, the item management means 263 can change the speed of each place-to-point travel according to the size of the acquired area of each team and/or the obtained item. For example, the larger the obtained area, or the speed of expansion of the obtained area, is accelerated depending on the kind and number of the obtained tracks. For example, in the case where the initial setting sets the score of 1 成 to the acquisition area of the i sections, the position is performed by two points in advance by the score of 1 〇 〇 according to the obtained area and the item. Therefore, increasing the desire of the player to acquire the area can increase the desire to participate in the game. (3-3-10) Display means The display means 2 65 is provided on the game terminal device 200. The display means 265 outputs the obtained area on the display area to the display 206 based on the area table calculated by the place calculation means 253, the determination means 255, the area update means 257, and the erasing means 259. The display means 265 specifically describes a display example performed based on the area table. As shown in Fig. 10, the display means 265 divides the circular display area into 36 segments of the first to third sections. Further, the display means 265 determines an arbitrary reference position (in the present example, the direction of 12 points in the figure), from which the section number is assigned to each section. Further, the display means 265 displays the item marks ΪΑ, IB, 1C indicating the presence of the items IA, IB, 1C in the section defined by the area table. The display means 265 displays the obtained area based on the area table and supplies the item to the team who has obtained the item. -35- (32) 1292543 Figure 15 is an example of a display area based on the area table shown in Figure 1 a. The display means 2 6 5 determines the position on the display area where the area table is defined and the display area of the execution place, and generates screen information indicating the acquisition area of each team. For example, the starting point S A is determined on the boundary line between the 36th section and the 1st section. Further, since the display means 265 assigns the item IA to the acquisition area GA of the team ΐ C, a picture material indicating that the item IA exists in the obtained area GA is generated. Fig. 16 is a diagram showing an example of a display area based on the area table shown in Fig. 3b. The display means 26 5 assigns the items IA, 1C to the acquisition area GC of the team TC, so that the picture material indicating that the items IA, 1C are present in the obtained area GC is generated. Fig. 17 is a diagram showing an example of the display area based on the area table shown in Fig. 3 c. The display means 265 generates picture material indicating that the item IB is present in the obtained area GA, and the obtained area GB is erased and its display area is occupied by the obtained areas GA, GC. Fig. 18 is an example of a screen displayed by the display means 2 65. The items displayed in the display area 10 are represented by, for example, a star, a diamond, a heart, or the like. The outer periphery of the display area 1 最好 preferably displays an arrow indicating the direction in which the area is enlarged. The player can get the number of points needed to get the item from the relationship between the area of the team and the position of the item. Further, the display means 265 can also display the type of the item that each team has, the score of the player who performs the game, and the cumulative score. The display means 2 6 5 can selectively display any one of the stored plurality of display areas. As shown in Fig. 0, if the display area 10 is circular or circular, the obtained area of each player is sequentially arranged along the expansion direction of the -36-(33) 1292543 circular and circular display area 10. . Therefore, it is easy to visually grasp the situation of the size of the obtained area of each player and the percentage of the obtained area in the entire display area 10 (3-3-1 1 ). The winner decision means winner determining means 261 is set in this example. The central server unit 1 may be provided in the game terminal device 200. In addition, the winner decision means 261 is not required. The winner decision means 261 judges whether or not the acquired area in the display area 10 is one after the above-described processing of the area table is completed. Further, in the case where the obtained area is one, it is determined that the team corresponding to the obtained area is the winner. In this way, by deciding whether to win or lose, it is possible to maintain the desire to continue the game until the display area 10 is monopolized, thereby increasing the desire to participate in the game. (4) Process flow Next, a processing flow for evaluating the game result of the obtained area by the CPU 2 01 will be described using FIG. First, explain the overall process of the game. (4-1) Flow of the entire game Step S1 • The game execution means 251 of each game terminal device 200 reads the player ID from the magnetic card from the player. Step S2: The game execution means 251 collates the password from the player -37-(34) 1292543 and the data of the central server 100 based on the player ID. Step S3: In the case of authentication, the CPU 101 of the central server 100 divides the player into teams according to the ID of the player, and presents the team to the player. Further, the game execution means 251 accepts a game start command by the player via the start button. Step S4: The game execution means 251 executes the game via the control program stored in the ROM 203 based on the game start command from the player. Steps S5, S6: The game execution means 251 calculates the score as the game result after the game is over. Step S7: After steps S5, S6, the game executing means 251 reads out from the ROM 203 and executes a control program for starting the display processing of the obtained area. Further, as described below, the CPU 201 performs a process of displaying the obtained region based on the game result. (4-2) Obtained area display processing Next, the obtained area display processing will be described using Fig. 20 . Step S10: The start point arrangement means 1 13 in the CPU 101 arranges the start point on the display area. Starting point allocation means 1 1 5 For each team, for example, the starting point of the obtained area is equally arranged. Step S1 1 : The location calculation means 25 3 moves from the respective start points in accordance with the game result of each team, and calculates the execution location of the acquisition area between the respective start points. Step S12: The region obtaining means 2 517 compares the execution location of the arbitrary first obtained region with the start point or the place of the second acquired region -38-(35) 1292543 region specified in step S1 3 to be described later. Position, first specify an arbitrary first acquired area. Step s 1 3 : As the comparison object of the first obtained region specified in step s 1 2, the second obtained region other than the first obtained region is designated. Here, the second obtained region which is originally designated is the obtained region on the side of the expansion direction after the first obtained region. The second obtained area designated after the step S1 8 described later is designated as the obtained area which is sequentially located on the side of the enlargement direction from the initially designated acquisition area. Step S14: The determination means 255 determines whether or not the execution point of the first obtained area is located on the side of the expansion direction more than the start point of the second obtained area. When the execution point of the first acquisition area is located on the expansion direction side of the start point of the second acquisition area, the process proceeds to step S15. When the location of the first acquisition area is not located on the expansion direction side of the start point of the second acquisition area, the execution location of the second acquisition area is located on the expansion direction side of the first acquisition area. Further, since the second obtained area is designated to be sequentially located on the side of the expansion direction of the first obtained area, steps S 1 5 to S 1 8 are not required. Therefore, the process proceeds to step S1 9 ° step s 1 5 : when the execution point of the first obtained region is located closer to the expansion direction side than the start point of the second obtained region, the determination means 255 further determines the first obtained region. Whether the place of the execution is located on the side of the expansion direction more than the place where the second obtained area is performed. When the place where the first obtained area is performed is located on the side of the expansion direction than the place where the second obtained area is performed, the process proceeds to step S16. Otherwise, the process proceeds to step S17. -39- (36) 1292543 Step S 1 6 : The erasing means 2 5 9 is the first acquisition area when the first acquisition area is located on the expansion direction side of the second acquisition area. The area is absorbed, so the second obtained area is erased. Step S17: The area update means 25 7 is located on the expansion direction side more than the start point of the second acquisition area, and the execution location of the first acquisition area is not expanded more than the execution location of the second acquisition area. In the case of the direction side, the start point of the second obtained area is updated to the place where the first obtained area is performed. Step S1 8: The determination means 255 determines whether or not the processing of steps S1 4 to S17 is performed via the relationship between the first acquisition area and all the acquisition areas other than the first acquisition area. When it is determined that the progress is made, the process proceeds to step S1 9 , and if not, the process returns to step S 1 3, and the acquired area on the expansion direction side of the second obtained region specified in the foregoing is designated as the first. 2 Get the area. Step S1 9: The determination means 2 5 5 determines whether or not all the acquired areas are designated as the first obtained area. If it is specified, the process proceeds to step S20. If not, the process returns to step Sn, and the first acquired area is designated. Step S 2 0 : If the processing of steps s 1 4 to S 1 7 is performed for all the acquired regions, the acquired regions of all the teams are determined. The item management means 2 6 3 determines whether or not the item is included in the obtained area specified between each of the execution place and the start point. Further, when the item management means 263 includes the item, the item management means 263 supplies the item to the team corresponding to the obtained area. -40- (37) 1292543 Step S 2 1 : The judging means 2 5 5 outputs the information of the obtained area to the display means 265. The display means 265 displays the display area 1 and the obtained area on the display 206 to prompt the player. (5) Effect As described above, since the obtained area in the display area 10 can be obtained based on the result of the game, the player can enjoy not only the fun of the game but also the acquisition of the acquired area after the game is over. In addition, the obtained area is expanded by moving the position in the expanded direction, and further, when the position of the arbitrary first obtained area is moved to the second obtained area on the side of the expanded direction on the subsequent side, it is possible to absorb The second acquisition part or all of the area, whereby the player can feel the pleasure of expanding the acquired area and the urgency of being captured to obtain the area. Further, the evaluation of the above-described game result of obtaining the obtained area is not only an absolute evaluation based on the predetermined ranking of the game results such as the obtained score, but also a relative evaluation of the game results between players or between teams. For example, any of the first acquired areas is expanded in accordance with the game result of the team to absorb the second obtained area on the side of the expansion direction. Therefore, the obtained area is enlarged or reduced according to the position of the obtained area in the display area. That is, for example, even a strong team may be absorbed by the acquired area of the team stronger than the strong team. In this way, it is also possible that a weak team gets more access to the area than a strong team. Therefore, both the weak team and the strong team can get more points to participate in the game, which can increase the desire to participate. In addition, since each team has obtained access to the area, the addition of -41 - (38) 1292543 adds a sense of unity within the team. Therefore, for example, the desire to contribute to the team by obtaining more scores as a result of the game is increased, and the desire to participate in the game can be enhanced. In addition, even if the players in the team have strengths and weaknesses, the players can compensate each other's scores. In this way, since the weak player is subsidized by the strong player, it will not. The player loses the desire to participate in the game due to continuous losing. On the other hand, strong players need to participate in the game in order to subsidize weak players to get higher scores. <Second Embodiment> The CPU 101 of the central server 1 of the second embodiment further includes the skill point acquisition means 1 27 as shown in Fig. 21. The other structure is the same as that of the first embodiment. The skill point acquisition means 1 27 acquires the skill points indicating the proficiency of each player constituting each team in the game from the material storage unit 1 〇 5 in the center server 1 . Here, if the number of skill points is exemplified by the above-described music game, the following calculation is performed. First, by multiplying the music level indicating the difficulty level of the performance of each music piece by the success rate of the player's performance, the music skill 値 representing the skill of the player for each piece of music is calculated. In addition, for the music skill, for example, each player has a total of 30 tops as the skill points of each player. Next, the start point arrangement means 1 1 3 and the start point distribution means 1 1 5 ' are arranged to obtain the start point of the area based on the acquired skill points. For example, the acquisition area of the team with a low total number of skill points (hereinafter referred to as a low team) is located along the direction in which the location is expanded, after the acquisition area of the total number of skill points (hereinafter referred to as the high team). In the case, the starting point of each acquired area is specified as follows -42- (39) 1292543. Each start point is arranged such that the distance from the start point of the acquisition area of the high team to the direction of the expansion direction of the start point of the acquisition area of the low team becomes large. Therefore, the grid of the starting point of the acquired area for reaching the low team in the place where the high team is performed becomes large. That is, for example, a high team obtains a high score, and even if the position is moved toward the expanded direction based on the high score, the high team must obtain a higher score in order to invade the low-team acquisition area. Therefore, because the low-team acquisition area is difficult to be smothered by high teams, the low team will not lose the desire to participate in the game. In addition, the start point arrangement means 1 1 3 and the start point distribution means 1 1 5 are, for example, the acquisition area of the team with the lowest number of skill points, which is located in the direction in which the location is expanded, and is located after the acquisition area of the team with the highest total number of skill points. In this case, the start points of the respective acquired areas are configured as follows. The starting point of the acquired area of the team with the lowest skill point is not located in the expanded direction side after the start point of the highest team's acquired area. Thus, by deciding the arrangement order of the start points, it is possible to lose the desire to participate in the game by the team having the lowest skill points as described above. Further, the item management means 263 of the game terminal device 200 may add the players constituting each team to the skill points based on the width of the acquired area of each team and/or the items included in the obtained area. For example, the skill of the players that make up the team is increased based on the width of the acquired area and/or the number and type of items the team has obtained. Therefore, it is possible to increase the player's desire to participate in the game. -43- (40) 1292543 <Third Embodiments> In the first and second embodiments, each team obtains an acquisition area based on the game result of each team, but in the third embodiment In the middle, each player gets the acquisition area according to the game result of each player. That is, a player is placed at the starting point. Start point arrangement means 1 1 3. Start point arrangement means 1 1 5 The start point of the acquired area of each player is placed in the display area 10 in the direction of enlargement. When the skill point acquisition means 1 2 7 acquires the skill points of each player from the data storage unit 156, the start point arrangement/allocation means 2 53, and the acquired area can be arranged based on the acquired skill points. The starting point. For example, in a case where the acquired area of the player having a low skill point is located after the expanded direction of the acquired area of the player having the high skill point, the starting point and the skill point of the obtained area corresponding to the player having the higher skill point are Each start point is configured in such a manner that the interval between the start points of the acquired areas corresponding to the low players becomes larger. Therefore, for teams with low skill points, try to give long-term opportunities to enjoy the game and increase the desire to participate in the game. Further, the location calculation means 1 17 and 25 3 calculate the progress point of the movement from each of the start points based on the game result of each player. The area update means 1 2 1 and 2 5 7 define the area between the start point of each player and the calculated place of execution as the acquisition area. The item management means 263 supplies the item to the player who has the item in the area. Further, the item management means 2 63 may also give the skill points to the player based on the width of the obtained area of each player and/or the item included in the obtained area. Therefore, by increasing the number of skill points, the player's desire to participate in the game can be increased. -41> (41) 1292543 <Other Embodiments> (A) As a method of adjusting the interval of the starting point based on the skill points and the score, the following method can be cited. The skill points indicating the proficiency of each player in the game are different for each player. In addition, the game results are different depending on the skill points of the player. For example, assume that the starting points SA, SB, ... of the players PA, PB, ... are arranged in descending order of skill points from an arbitrary reference point in the direction of expansion. In this case, the higher the number of skill points at the first start point, the wider the interval between the arbitrary first start point and the second start point thereafter can be adjusted. For players behind strong players, the stronger the player in the rear (in the opposite direction of the expansion), the wider the interval between the starting points. Therefore, for the player behind the former player, it is possible to alleviate the possibility that the acquired area will be destroyed immediately. Further, as another method, the interval between the start points may be adjusted based on both the 値 and the difference of the skill points of the player. It is also possible to use a score instead of a skill point. In the case of a team confrontation, the same processing can be performed with the skill points of the team's players or the total number or average of the scores. (B) A program for executing the above method on a computer and a storage medium readable by a computer storing the program are also included in the scope of the present invention. Here, the program can be downloaded. Examples of the storage medium include a floppy disk, a hard disk, a semiconductor memory, a CD-ROM, a DVD, a magneto-optical disk (MO), and other media that can be read by a computer. The display operation is performed at the terminal, but it can also be performed on the central server, and the display data is distributed to all terminals concerned. In this case, the central server can also be used for location calculation. -45- (42) 1292543 According to the game result evaluation method of the present invention, the player can obtain the obtained area in the display area based on the score obtained by the game. Therefore, not only can the fun of the game itself be enjoyed, but even after the game is over, the fun of obtaining the divided area can be obtained. BRIEF DESCRIPTION OF THE DRAWINGS Fig. 1 is an example of a pattern diagram of a display area. Fig. 2 is an explanatory view showing an overall configuration of a game system according to the first embodiment. Fig. 3 is an explanatory diagram showing a combination of players constituting a team. Fig. 4 is a view showing an example of the configuration of the game terminal device. Fig. 5 is an example of the shape of the display area. Fig. 6 is a perspective view showing the appearance of a music game device as a specific example of the game terminal device. Fig. 7 is an example of a note screen displayed on the display. Fig. 8 is an explanatory view showing a functional configuration of the central server 1 。. FIG. 9 is an explanatory diagram showing a functional configuration of the game terminal device 200. Fig. 10 is an example of a display area. Fig. 1 is an explanatory diagram of a team formed by combining players according to game results. Fig. 12 is a diagram showing a method of arranging a starting point. Fig. 22 is an explanatory diagram showing the content of the site calculation processing (without intrusion). Fig. 22 is an explanatory view showing the content of the site calculation processing (-46-(43) 1292543 has an intrusion). Fig. 12D is an explanatory diagram (having absorption) showing the content of the site calculation processing. Fig. 13 is a diagram showing the contents of the area update processing (without intrusion). Fig. 13 is a diagram (intrusion) showing the content of the area update processing. Fig. 13C is an explanatory diagram (with absorption) of the contents of the table area update processing. Fig. 14 is an explanatory diagram showing an example of an area table in which the obtained area GB is erased. Fig. 15 is a view showing an example of a display area based on the area table shown in Fig. 31. Fig. 16 is a diagram showing an example of a display area based on the area table shown in Fig. 3b. Fig. 17 is an example of a display area based on the area table shown in Fig. 3 c. Fig. 18 is an example of a display screen displayed on the display. Fig. 19 is a flowchart showing an example of a processing flow for evaluating the game result via the acquisition area of C P U 2 0 1 . Fig. 20 is a flowchart showing an example of a flow of obtaining an area display process. Fig. 2 is an explanatory diagram showing another functional configuration of c P U 2 01 of the game terminal device 2 。. -47- 1292543 [Explanation of the main symbol]
顯示區域 :中央伺服器 :CPU :RAM :ROMDisplay area : Central server : CPU : RAM : ROM
=資料儲存部 :資料終端裝置 :CPU :RAM :ROM= Data storage unit : Data terminal device : CPU : RAM : ROM