TWI382866B - Game device, method for processing game, information recording medium, and program - Google Patents

Game device, method for processing game, information recording medium, and program Download PDF

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TWI382866B
TWI382866B TW098116896A TW98116896A TWI382866B TW I382866 B TWI382866 B TW I382866B TW 098116896 A TW098116896 A TW 098116896A TW 98116896 A TW98116896 A TW 98116896A TW I382866 B TWI382866 B TW I382866B
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time
game
unit
day
memory unit
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TW201016277A (en
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Shoji Mori
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Konami Digital Entertainment
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    • A63F13/10
    • 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
    • A63F13/45Controlling the progress of the video game
    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/44Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • 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
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • 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
    • A63F2300/69Involving elements of the real world in the game world, e.g. measurement in live races, real video

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Processing Or Creating Images (AREA)
  • Pinball Game Machines (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Electric Clocks (AREA)

Description

遊戲裝置、遊戲控制方法、資訊記錄媒體以及程式Game device, game control method, information recording medium, and program

本發明係關於一種適宜的遊戲裝置、遊戲控制方法、資訊記錄媒體以及程式,針對一種藉由利用被內藏於遊戲裝置的日曆機能與時鐘機能,遊戲內的時日與實際的時日連動而進行的遊戲,即便遊戲者長期未遊玩遊戲、或使時鐘的時日的設定從實際的時日偏移而進行不當行為的情況,遊戲的進行亦可適當地實行。The present invention relates to a suitable game device, a game control method, an information recording medium, and a program, which are related to a clock function by using a calendar device built in a game device, and the time in the game is linked with the actual time. In the game to be played, even if the player does not play the game for a long time, or if the setting of the time of the clock is shifted from the actual time, the game can be performed appropriately.

已知有一種藉由利用被內藏於遊戲裝置的日曆機能與時鐘機能,遊戲內的時日與實際的時日(實際時間)連動而進行的遊戲。但是,為了於如此的遊戲中,使與實際時間連動而發生的遊戲內的事件(例如節慶日、聖誕節等)發生,會有遊戲者故意變更遊戲內的時日,使該當事件任意發生,因此而有遊戲性被損害的情況。對此,在日本專利公報特許第3683632號中,揭示一種於遊戲者變更時日之際,將遊戲的進行狀況清除(初始狀態化)的處理。There is known a game that is performed by using a calendar device built in a game device and a clock function, and the time in the game is linked with the actual time (real time). However, in order to cause an event in the game (such as a festival day, Christmas, etc.) that occurs in conjunction with the actual time in such a game, the player intentionally changes the time of the game, so that the event occurs arbitrarily. Therefore, there is a case where the gameplay is damaged. In the Japanese Patent Publication No. 3836632, a process of clearing the state of the game (initial state) when the player changes the time of day is disclosed.

然而,在被專利文獻1所揭示的構成中,實際時間與遊戲內時間偏移的情況等的時候,不論遊戲者是否已適當地訂正遊戲內的時間,若訂正遊戲內的時間,則遊戲的進行狀況即被清除。However, in the configuration disclosed in Patent Document 1, when the actual time is shifted from the in-game time, etc., whether the player has properly corrected the time in the game or not, if the time in the game is corrected, the game is The progress is cleared.

因此,對於因任何正當的理由而長期間未遊玩的遊戲者,欲再開始玩其遊戲時,遊戲的進行狀況被清除一事,係過度苛刻,因此,如此的情況時,必須適當地使遊戲進行。Therefore, for a player who has not played for a long period of time for any legitimate reason, when the game is to be played again, the progress of the game is cleared, which is excessively demanding. Therefore, in such a case, the game must be properly performed. .

另一方面,需求一種即便遊戲者不當地竄改時鐘的時日,利用適當地實行遊戲的進行來消除欲不當地竄改的意圖本身這樣的技術。On the other hand, there is a need for a technique for eliminating the intention of improperly tampering by appropriately performing the progress of the game even if the player improperly tampers with the clock.

本發明係有鑑於上述問題而成者,其目的係提供一種適宜的遊戲裝置、遊戲控制方法、資訊記錄媒體以及程式,針對一種藉由利用被內藏於遊戲裝置的日曆機能與時鐘機能,遊戲內的時日與實際的時日連動而進行的遊戲,即便遊戲者長期未遊玩遊戲、或使時鐘的時日的設定從實際的時日偏移而進行不當行為的情況,遊戲的進行亦可適當地實行。The present invention has been made in view of the above problems, and an object thereof is to provide a suitable game device, a game control method, an information recording medium, and a program for a game by using a calendar function and a clock function built in a game device. The game played in conjunction with the actual time of day, even if the player has not played the game for a long time, or if the setting of the time of the clock is shifted from the actual time, the game may be performed. Properly implemented.

為了達成上述目的,本發明的第一觀點之遊戲裝置,係用以實現使遊戲的進行度與實際的時日連動的遊戲,包含計時部、記憶部、以及更新部而被構成。In order to achieve the above object, the game device according to the first aspect of the present invention is configured to realize a game in which the progress of the game is linked to the actual time, and includes a time measuring unit, a memory unit, and an update unit.

計時部,計時實際的時日。The timing department, the actual time of the time.

遊戲的進行度係被記憶於記憶部。The progress of the game is memorized in the memory.

更新部,係被計時的實際的時日與被記憶的遊戲的進行度,The update department is the actual time of the time being counted and the progress of the game being memorized.

(a)滿足預定的連動條件時,使被連動於被計時的實際的時日的進行度,作為該當遊戲的進行度,記憶於記憶部中;(a) when the predetermined interlocking condition is satisfied, the degree of progress of the actual time of being linked to the time being counted is stored in the memory unit as the degree of progress of the game;

(b)未滿足該當連動條件時,決定被夾於被連動於被計時的實際的時日的進行度與被記憶的遊戲的進行度之間的中間進行度,並使該當被決定的中間進行度,作為該當遊戲的進行度,記憶於記憶部中。(b) When the linkage condition is not satisfied, the intermediate degree of progress between the degree of progress of being linked to the actual time of being counted and the progress of the game being memorized is determined, and the intermediate is determined to be determined. The degree is recorded in the memory unit as the progress of the game.

藉由這些構成,針對藉由利用被內藏於遊戲裝置的日曆機能與時鐘機能,與實際的時日連動而進行的遊戲,即便遊戲者長期未遊玩遊戲、或是執行將遊戲進行的設定從實際的時日偏移的不當行為的情況,遊戲的進行亦可適當地實行。With these configurations, the game played by the calendar function and the clock function built in the game device in conjunction with the actual time, even if the player has not played the game for a long time, or performs the setting of the game. In the case of the actual misconduct of the time shift, the progress of the game can be appropriately performed.

例如,該當遊戲中,該當遊戲的遊戲者為使預定的事件發生而變更遊戲的進行度時,實際的時日與遊戲的進行度變成不連動。此時,較遊戲者所變更的進行度之前的狀態的進行度,被再設定作為該當遊戲的進行度。因此,預定的事件不會立即發生。但是之後,藉由遊戲者依通常般地進行遊戲,被再設定的進行度到達事件的發生的進行度,因而發生該當事件。因此,可防止遊戲者的不當行為等,適當地實行遊戲的進行。For example, in the game, when the player of the game changes the progress degree of the game in order to cause a predetermined event to occur, the actual time of day and the progress degree of the game become non-coupling. At this time, the progress degree of the state before the progress degree changed by the player is reset as the progress degree of the game. Therefore, the scheduled event does not happen immediately. However, after the game is played by the player as usual, the degree of progress of the reset is reached to the degree of progress of the occurrence of the event, and thus the event occurs. Therefore, it is possible to prevent the player from acting improperly and the like, and to appropriately carry out the progress of the game.

為了達成上述目的,本發明的其他觀點之遊戲裝置,係用以實現使遊戲內的時日與實際的時日連動的遊戲,包含計時部、記憶部、以及更新部而被構成。In order to achieve the above object, a game device according to another aspect of the present invention is configured to realize a game in which a time in a game is linked to an actual time, and includes a time measuring unit, a memory unit, and an update unit.

計時部,係計時實際的時日。The timing department is the actual time of the time.

遊戲內的時日,係被記憶於記憶部。The time of the game is remembered in the memory department.

更新部,係被計時的實際的時日與被記憶的遊戲內的時日,The update department is the actual time of the time being counted and the time of day in the game being memorized.

(a)滿足預定的連動條件時,使被計時的實際的時日,作為該當遊戲內的時日,記憶於記憶部中;(a) when the predetermined interlocking condition is satisfied, the actual time of the time counted is stored in the memory unit as the time of day in the game;

(b)未滿足該當連動條件時,決定被夾於被計時的實際的時日與被記憶的遊戲內的時日之間的中間時日,並使該當被決定的中間時日,作為該當遊戲內的時日,記憶於記憶部中。(b) When the linkage condition is not satisfied, the intermediate time between the actual time of being counted and the time of the game being memorized is determined, and the intermediate time determined as the game is determined as the game. The time inside is remembered in the memory department.

藉由這些構成,針對遊戲內的時日,藉由利用被內藏於遊戲裝置的日曆機能與時鐘機能,與實際的時日連動而進行的遊戲,即便遊戲者長期未遊玩遊戲、或是進行將時鐘的時日的設定從實際的時日偏移的不當行為的情況,遊戲的進行亦可適當地實行。With these configurations, the game played by the calendar function built into the game device and the clock function in conjunction with the actual time of day can be used for the game, even if the player has not played the game for a long time. In the case of an improper behavior in which the setting of the time of the clock is shifted from the actual time, the progress of the game can be appropriately performed.

例如,該當遊戲中,該當遊戲的遊戲者,為使預定的事件發生而變更遊戲內的時日時,實際的時日與遊戲內的時日變成不連動。此時,較遊戲者所變更的遊戲內的時日之前的時日被再設定作為該當遊戲內的時日。因此,預定的事件不會立即發生。但是之後,藉由遊戲者依通常般地進行遊戲,被再設定的時日到達事件的發生的時日,因而發生該當事件。因此,可防止遊戲者的不當行為等,適當地實行遊戲的進行。For example, in the game, when the player of the game changes the time of the game in order to cause a predetermined event to occur, the actual time of day and the time of day in the game become non-coupling. At this time, the time before the time of day in the game changed by the player is reset as the time of day in the game. Therefore, the scheduled event does not happen immediately. However, after that, the game player performs the game as usual, and the re-set time reaches the time when the event occurs, and thus the event occurs. Therefore, it is possible to prevent the player from acting improperly and the like, and to appropriately carry out the progress of the game.

該當連動條件,亦可設為被計時的實際的時日與被記憶的遊戲內的時日的差值,滿足於預定的臨限值時段以下的情況。The interlocking condition may be set to a case where the difference between the actual time of the time counted and the time of day in the game being memorized is satisfied below the predetermined threshold period.

藉由這些構成,即便實際的時日與遊戲內的時日未完全一致時(例如,有一小時的差),亦滿足實際的時日與遊戲內的時日連動的該當連動條件。因此,即便例如電池耗盡等時日發生偏差的情況,亦可適當地實行遊戲的進行。With these configurations, even if the actual time is not completely coincident with the time of day in the game (for example, the difference of one hour), the actual linkage condition of the actual time and the time of day in the game is satisfied. Therefore, even if the time difference occurs, for example, when the battery is exhausted, the progress of the game can be appropriately performed.

記憶部,亦可更記憶藉由更新部而被更新後的實際的時日的履歷。The memory unit can also memorize the actual time history of the update by the update unit.

該當連動條件,係被計時的實際的時日與被記憶的遊戲內的時日的差值,滿足於預定的臨限值時段以下的情況,且由被記憶的履歷被求取的更新的頻率於預定的臨界頻率以上的情況。The interlocking condition is a case where the difference between the actual time of the time counted and the time of day in the game being memorized is satisfied below the predetermined threshold period, and the updated frequency is obtained from the remembered history. In the case of above a predetermined critical frequency.

藉由這些構成,即便遊戲者複數次變更遊戲內的時日,實際的時日與遊戲內的時日的差值因而成為預定的臨限值時段以下的情況,沒有實際的時日的履歷(例如,遊戲的儲存資訊)時,不滿足連動條件。因此,藉由參照該當履歷資訊,可適當地實行遊戲的進行。With these configurations, even if the player changes the time in the game a plurality of times, the difference between the actual time and the time in the game is equal to or less than the predetermined threshold period, and there is no actual time history ( For example, when the game stores information, the linkage condition is not satisfied. Therefore, by referring to the history information, the progress of the game can be appropriately performed.

被計時的實際的時日與被記憶的遊戲內的時日,未滿足該當連動條件時,更新部係將預先準備的複數個候補時日之中,在被記憶的遊戲內的時日以後而最接近被記憶的遊戲內的時日的候補時日,決定為該當中間時日。When the actual time of the time counted and the time of day in the game being memorized, when the linkage condition is not satisfied, the update department will prepare the plurality of candidate time days in advance, after the time of the stored game The candidate time of the day closest to the memorized game is determined as the middle time.

藉由這些構成,較實際的時日之前的時日被決定作為中間時日,因此,遊戲者必須使該當遊戲僅進行從該當中間時日至該當實際的時日為止的差值的時日部分。With these configurations, the time before the actual time is determined as the intermediate time, and therefore, the player must make the game only perform the time portion of the difference from the middle time to the actual time. .

例如,各偏差一日的候補日被準備,實際的時日與遊戲內的時日的差值為五日的情況時,與實際的時日有四日的差值的時日被決定作為中間時日。因此,遊戲者必須使該當遊戲僅進行四日分。因此,即便遊戲者長期未遊玩遊戲、或是執行將遊戲進行的設定從實際的時日偏移的不當行為的情況,遊戲的進行亦可適當地實行。For example, when the candidate day of each deviation is prepared, and the difference between the actual time and the time of day in the game is five days, the time difference from the actual time of day is determined as the middle. Time. Therefore, the player must make the game only for four days. Therefore, even if the player has not played the game for a long time or performs an improper behavior in which the setting of the game is shifted from the actual time, the progress of the game can be appropriately performed.

被計時的實際的時日與被記憶的遊戲內的時日,未滿足該當連動條件時,更新部亦可將對被記憶的遊戲內的時日加算較該當臨限值時段短的預定的階段時間而成的時日,決定為該當中間時日。When the actual time of the time counted and the time of day in the game being memorized, if the linkage condition is not satisfied, the update unit may add a predetermined period to the time of the memory in the game that is shorter than the time limit period. When the time is made, it is decided to be the middle time.

藉由這些構成,較實際的時日之前的時日,被決定作為中間時日,因此,遊戲者必須使該當遊戲僅進行從該當中間時日至該當實際的時日為止的差值的時日部分。亦即,遊戲者必須使該當遊戲僅進行到達臨限值時段為止的差值的時日部分。因此,遊戲者長期未遊玩遊戲、或是執行將遊戲進行的設定從實際的時日偏移的不當行為的情況,遊戲的進行亦可適當地實行。With these configurations, the time before the actual time is determined as the intermediate time, and therefore, the player must make the game only perform the difference from the middle time to the actual time. section. That is, the player must make the game only perform the time portion of the difference up to the threshold period. Therefore, the player does not play the game for a long time, or performs an improper behavior in which the setting of the game is shifted from the actual time, and the progress of the game can be appropriately performed.

被計時的實際的時日與被記憶的遊戲內的時日,未滿足該當連動條件時,更新部亦可將被計時的實際的時日與被記憶的遊戲內的時日,依預定的內分比內分的時日,決定為該當中間時日。When the actual time of the time is counted and the time of day in the game being memorized, when the linkage condition is not satisfied, the update unit may also set the actual time of the time counted and the time of the game in the game to be within the predetermined time. The time of the internal division is determined as the middle time.

藉由這些構成,較實際的時日之前的時日,被決定作為中間時日,因此,遊戲者必須使該當遊戲僅進行從該當中間時日至該當實際的時日為止的差值的時日部分。With these configurations, the time before the actual time is determined as the intermediate time, and therefore, the player must make the game only perform the difference from the middle time to the actual time. section.

例如,藉由以一比一為內分比,於實際的時日與遊戲內的時日的中間的時日,被決定作為該當中間時日。因此,遊戲者必須使該當遊戲僅進行從該當中間時日至該當實際的時日為止的差值的時日部分。因此,遊戲者長期未遊玩遊戲、或是執行將遊戲進行的設定從實際的時日偏移的不當行為的情況,遊戲的進行亦可適當地實行。For example, by using the one-to-one ratio, the time between the actual time of day and the time of day in the game is determined as the intermediate time. Therefore, the player must make the game only perform the time portion of the difference from the middle time to the actual time. Therefore, the player does not play the game for a long time, or performs an improper behavior in which the setting of the game is shifted from the actual time, and the progress of the game can be appropriately performed.

藉由更新部而實行的更新,係可於The update implemented by the update department is

(a)遊戲依該當遊戲裝置被開始之際;(a) the game is based on when the game device is started;

(b)對於該當遊戲裝置儲存現在的遊戲狀態之際;以及(b) for the time when the game device stores the current state of the game;

(c)該當遊戲裝置中,於遊戲被進行之間,間隔預定的時間,中之任一時間點進行。(c) The game device is to be executed at any one of the predetermined time intervals between the game being played.

藉由這些構成,遊戲者是否使遊戲適當地進行的履歷資訊被記憶,因此,遊戲的進行可適當地實行。With these configurations, whether or not the player has memorized the history information in which the game is properly performed is performed. Therefore, the progress of the game can be appropriately performed.

為了達成上記的目的,本發明的其他觀點之遊戲控制方法,係於具有計時部、記憶部、以及更新部,且用以實現使遊戲內的時日與實際的時日連動的遊戲之遊戲裝置中被執行的遊戲控制方法,具備計時步驟、以及更新步驟。In order to achieve the above object, the game control method according to another aspect of the present invention is a game device having a time measuring unit, a memory unit, and an update unit, and realizing a game for interlocking the time of the game with the actual time. The game control method executed in the middle has a timing step and an update step.

計時步驟中,計時部計時實際的時日。In the timing step, the timing unit counts the actual time of day.

記憶步驟中,遊戲內的時日被記憶。In the memory step, the time of day in the game is memorized.

更新步驟中,更新部於被計時的實際的時日與被記憶的遊戲內的時日,In the update step, the update unit is in the actual time of the time being counted and the time of day in the game being memorized.

(a)滿足預定的連動條件時,使被計時的實際的時日,作為該當遊戲內的時日,記憶於記憶部中;(a) when the predetermined interlocking condition is satisfied, the actual time of the time counted is stored in the memory unit as the time of day in the game;

(b)未滿足該當連動條件時,決定被夾於被計時的實際的時日與被記憶的遊戲內的時日之間的中間時日,並使該當被決定的中間時日,作為該當遊戲內的時日,記憶於記憶部中。(b) When the linkage condition is not satisfied, the intermediate time between the actual time of being counted and the time of the game being memorized is determined, and the intermediate time determined as the game is determined as the game. The time inside is remembered in the memory department.

為了達成上記的目的,本發明的其他觀點之電腦可讀取的資訊記錄媒體,係記錄著用以使電腦實現使遊戲內的時日與實際的時日連動的遊戲的程式之資訊記錄媒體,記錄使其發揮作為計時部、記憶部、以及更新部的機能的程式。In order to achieve the above object, a computer-readable information recording medium of another aspect of the present invention is an information recording medium for recording a program for causing a computer to realize a game in which the time of the game is linked with the actual time. It is recorded as a program that functions as a timer unit, a memory unit, and an update unit.

計時部,係計時實際的時日。The timing department is the actual time of the time.

遊戲內的時日,被記憶於記憶部。The time of the game is remembered in the memory department.

更新部,係被計時的實際的時日與被記憶的遊戲內的時日,The update department is the actual time of the time being counted and the time of day in the game being memorized.

(a)滿足預定的連動條件時,使被計時的實際的時日,作為該當遊戲內的時日,記憶於記憶部中;(a) when the predetermined interlocking condition is satisfied, the actual time of the time counted is stored in the memory unit as the time of day in the game;

(b)未滿足該當連動條件時,決定被夾於被計時的實際的時日與被記憶的遊戲內的時日之間的中間時日,使該當被決定的中間時日,作為該當遊戲內的時日,記憶於記憶部中。(b) When the linkage condition is not satisfied, the intermediate time between the actual time of being counted and the time of the game being memorized is determined, and the intermediate time determined as the game is determined as the in-game The time is remembered in the memory department.

為了達成上記的目的,本發明的其他觀點之程式,係構成用以使電腦發揮作為上述遊戲裝置的機能。另外,本發明的其他觀點之程式,係構成使電腦執行上述遊戲控制方法。In order to achieve the above object, the program of another aspect of the present invention is configured to cause a computer to function as the game device. Further, the program of the other aspect of the present invention is configured to cause the computer to execute the above-described game control method.

另外,本發明的程式可記錄於光碟、軟碟、硬碟、磁光碟、數位影像碟、磁帶、以及半導體記憶體等的電腦可讀取的資訊記憶媒體中。上記程式係獨立於該當程式被執行的電腦,可經由電腦通信網散佈、販賣。另外,上述資訊記憶媒體可獨立於電腦地散佈、販賣。In addition, the program of the present invention can be recorded in a computer-readable information memory medium such as a compact disc, a floppy disk, a hard disk, a magneto-optical disk, a digital video disk, a magnetic tape, and a semiconductor memory. The above program is independent of the computer on which the program is executed and can be distributed and sold via a computer communication network. In addition, the above information memory media can be distributed and sold independently of the computer.

若根據本發明,針對藉由利用被內藏於遊戲裝置的日曆機能與時鐘機能,遊戲內的時日與實際的時日連動而進行的遊戲,即便遊戲者長期未遊玩遊戲、或是執行將時鐘的時日的設定從實際的時日偏移的不當行為的情況,遊戲的進行亦可適當地實行。According to the present invention, a game played by using a calendar function built in a game device and a clock function, and the time in the game is linked with the actual time, even if the player has not played the game for a long time, or performs the game. The setting of the time of the clock can be appropriately performed from the actual misalignment of the time and day.

以下說明本發明的遊戲裝置的實施形態之一,但該當實施形態係為了用以使本發明的原理的理解容易,本發明的範圍係不限於下述實施形態,該業者適宜地置換以下實施形態的構成而成的其他實施形態,亦被包含於本發明的範圍內。In the following, an embodiment of the game device of the present invention will be described. However, the embodiment is intended to facilitate understanding of the principle of the present invention, and the scope of the present invention is not limited to the following embodiment, and the following embodiments are appropriately replaced by the following embodiments. Other embodiments formed by the present invention are also included in the scope of the present invention.

首先,參照第1圖來進行說明。第1圖是表示有關本發明的實施形態之遊戲裝置被實現時的典型的資訊處理裝置的概要構成。First, the description will be made with reference to Fig. 1 . Fig. 1 is a view showing a schematic configuration of a typical information processing device when a game device according to an embodiment of the present invention is implemented.

資訊處理裝置100,具備中央處理單元(Central processing unit;CPU)101、唯讀記憶體(Read only memory;ROM)102、隨機存取記憶體(Random access memory;RAM)103、介面104、控制器105、外部記憶體106、DVD(Digital versatile disk)-ROM光碟機107、影像處理部108、聲音處理部109、以及網路介面卡(Network interface card;NIC)110。The information processing device 100 includes a central processing unit (CPU) 101, a read only memory (ROM) 102, a random access memory (RAM) 103, an interface 104, and a controller. 105. External memory 106, DVD (Digital versatile disk)-ROM drive 107, video processing unit 108, audio processing unit 109, and network interface card (NIC) 110.

又,將記憶著遊戲用的程式及資料的DVD-ROM,裝設於DVD-ROM光碟機107,並導通(投入)資訊處理裝置100的電源,藉此,該程式係被執行,本實施形態之遊戲裝置係被實現。Further, the DVD-ROM in which the program and data for the game are stored is mounted on the DVD-ROM drive 107, and the power of the information processing device 100 is turned on (input), whereby the program is executed, and this embodiment is executed. The game device is implemented.

CPU101,會控制資訊處理裝置100整體的動作,與各構成要素連接,進行控制信號、資料的交流。The CPU 101 controls the overall operation of the information processing apparatus 100, and is connected to each component to exchange control signals and data.

ROM102,記憶著電源導通之後立刻要被執行的初始程式載入器(Initial program loader;IPL)係被記錄於ROM102,CPU101將被記錄於DVD-ROM的程式讀出至RAM103而執行。另外,對於資訊處理裝置100整體的動作控制必要的操作系統的程式、各種的資料係被記錄於ROM102。The ROM 102 stores an initial program loader (IPL) to be executed immediately after the power is turned on, and the CPU 101 reads the program recorded on the DVD-ROM to the RAM 103 and executes it. In addition, programs and various data of an operating system necessary for the overall operation control of the information processing device 100 are recorded in the ROM 102.

RAM103係用以暫時地記憶資料、程式者,其保持著由DVD-ROM所讀出的程式或資料、以及其他進行其他遊戲時所需要的資料。The RAM 103 is for temporarily storing data and programs, and holds programs or materials read by the DVD-ROM and other materials required for other games.

經由介面104而被連接的控制器105,係用以接受使用者於遊戲執行時所作的輸入操作。例如,A鍵、B鍵、X鍵、Y鍵、表示四方向的各方向按鈕(方向鍵)被配置於控制器105中。而且,若被使用者按下這些按鈕,則接受對應被按下的按鈕的操作輸入。The controller 105 connected via the interface 104 is for accepting input operations made by the user during game execution. For example, the A key, the B key, the X key, the Y key, and the direction buttons (direction keys) indicating the four directions are disposed in the controller 105. Moreover, if the user presses these buttons, the operation input corresponding to the pressed button is accepted.

表示遊戲的進行狀態的資料、通訊的經歷(記錄)的資料等,係可重寫地被記憶於經由介面104而裝卸自由地連接的外部記憶體106中。使用者可藉由經控制器105進行指示輸入,將這些的資料記錄於適當的外部記憶體106中。The data indicating the progress state of the game, the data of the experience (recording) of the communication, and the like are rewritably stored in the external memory 106 detachably connected via the interface 104. The user can record the data in the appropriate external memory 106 by inputting an instruction via the controller 105.

用以實現遊戲的程式與伴隨遊戲的影像資料、聲音資料,係被記錄於被裝設於DVD-ROM光碟機107的DVD-ROM中。藉由CPU101的控制,DVD-ROM光碟機107係進行對於被裝設於其中的DVD-ROM的讀出處理,讀出必要的程式、資料,這些係暫時被記憶於RAM103等之中。The video data and audio data of the program for realizing the game and the accompanying game are recorded on the DVD-ROM mounted on the DVD-ROM disc drive 107. By the control of the CPU 101, the DVD-ROM disc drive 107 performs read processing on the DVD-ROM to be mounted therein, and reads necessary programs and materials, which are temporarily stored in the RAM 103 or the like.

影像處理部108,係將從DVD-ROM被讀出的資料,藉由CPU101、影像處理部108所具備的影像運算處理器(未圖示)進行加工處理之後,將此記錄於影像處理部108所具備的圖框記憶體(未圖示)中。被記錄於圖框記憶體的影像資訊,以預定的同步時序被變換為影像信號,而被輸出至連接於影像處理部108的顯示器(未圖示)。藉此,可表示各種影像。The video processing unit 108 processes the data read from the DVD-ROM by the CPU 101 and the video processing unit (not shown) included in the video processing unit 108, and records the data in the video processing unit 108. In the frame memory (not shown) provided. The video information recorded in the frame memory is converted into a video signal at a predetermined synchronization timing, and is output to a display (not shown) connected to the video processing unit 108. Thereby, various images can be represented.

又,影像運算處理器,可高速地執行二次元的影像的重疊運算、α混合等的透過運算、各種的飽和運算。Further, the video operation processor can perform superimposition calculation of the secondary element image, transmission calculation such as alpha blending, and various saturation calculations at high speed.

另外,亦可藉由Z緩衝法,將被配置於虛擬三次元空間內,且附加有各種的紋理資訊(Texture Information)的多邊形資訊,予以成像(rendering),而可以高速地實行運算,來獲得一從預定視點位置俯看該被配置於虛擬三次元空間中的多邊形而得的顯像。In addition, by using the Z-buffer method, polygon information that is placed in a virtual three-dimensional space and that has various texture information attached thereto can be imaged, and the calculation can be performed at a high speed to obtain A visualization obtained by looking at the polygon arranged in the virtual three-dimensional space from a predetermined viewpoint position.

進一步,藉由CPU101與影像運算處理器之協調動作,並依據用以定義文字的形狀的字型資訊,可將文字列作成二次元影像而描繪於圖框記憶體、描繪於各多邊形表面。字型資訊係被記錄於ROM102,但亦可利用被記錄於DVD-ROM中的專用字型資訊。Further, by the coordinated operation of the CPU 101 and the image operation processor, and according to the font information for defining the shape of the character, the character string can be created as a binary image and drawn on the frame memory and drawn on the surface of each polygon. The font information is recorded in the ROM 102, but special font information recorded on the DVD-ROM can also be utilized.

聲音處理部109係將從DVD-ROM讀出的聲音資料變換為類比聲音信號,使其從被連接於此的揚聲器(未圖示)輸出。另外,CPU101的控制之下,生成遊戲的進行中應使其發生的效果音、樂曲資料,使對應此的聲音從揚聲器(喇叭)輸出。The sound processing unit 109 converts the sound data read from the DVD-ROM into an analog sound signal, and outputs it from a speaker (not shown) connected thereto. Further, under the control of the CPU 101, an effect sound and a music piece data to be generated during the progress of the game are generated, and the corresponding sound is output from the speaker (horn).

NIC110,係用以將資訊處理裝置100連接於網際網路等的電腦通訊網(未圖示),可以由:構成區域網路(Local area network;LAN)時所用的符合10BASE-T/100BASE-T規格者、或是利用電話線路而用以連接於網際網路的類比數據機、整合式服務數位網路(Integrated services digital network;ISDN)數據機、非對稱式數位用路線路(Asymmetric digital subscriber line;ADSL)數據機、利用有線電視線路而連接至網際網路的纜線數據機等,以及進行該等與CPU101間之溝通的介面(未圖示)等所構成。The NIC 110 is used to connect the information processing device 100 to a computer communication network (not shown) such as the Internet, and may be used in accordance with 10BASE-T/100BASE-T used to form a local area network (LAN). A model, or an analog data machine that uses a telephone line to connect to the Internet, an integrated services digital network (ISDN) modem, or an asymmetric digital subscriber line. ADSL (ADSL) data machine, a cable data machine connected to the Internet by a cable television line, and the like (not shown) for performing communication with the CPU 101.

此外,資訊處理裝置100,亦可利用硬碟等的大容量外部記憶裝置,來構成可發揮與ROM102、RAM103、外部記憶體106、被裝設於DVD-ROM光碟機107的DVD-ROM等相同的機能。Further, the information processing device 100 can be configured to be the same as the ROM 102, the RAM 103, the external memory 106, and the DVD-ROM to be mounted on the DVD-ROM disc drive 107 by using a large-capacity external memory device such as a hard disk. Function.

另外,亦可採用連接用以接受來自使用者的文字列的編輯輸入的鍵盤;或是用以接受各種的位置的指定、選擇輸入的滑鼠等的輸出入元件的形態。Alternatively, a keyboard for accepting an edit input from a user's character string may be used, or an input/output element for accepting various position designations, selecting an input mouse, or the like.

另外,亦可利用一般的電腦(泛用的個人電腦等)來取代本實施形態的資訊處理裝置100,作為本發明之遊戲裝置。例如,一般的電腦係與上記資訊處理裝置100同樣地具備CPU、RAM、ROM、DVD-ROM光碟機、以及NIC,具備較資訊處理裝置100擁有更簡易的機能的影像處理部,具有硬碟作為外部記憶裝置,此外,也可利用軟碟、磁光碟、磁帶等。另外,並非以控制器105,而利用鍵盤、滑鼠等作為輸入裝置。且載入遊戲程式後,若使其執行其程式,則可使其作為遊戲裝置的機能。Further, the information processing device 100 of the present embodiment can be replaced with a general computer (a general-purpose personal computer or the like) as the game device of the present invention. For example, a general computer system includes a CPU, a RAM, a ROM, a DVD-ROM drive, and an NIC in the same manner as the above-described information processing device 100, and has an image processing unit having a simpler function than the information processing device 100, and has a hard disk as a hard disk. An external memory device, in addition, a floppy disk, a magneto-optical disk, a magnetic tape, or the like can also be used. Further, instead of the controller 105, a keyboard, a mouse, or the like is used as an input device. After loading the game program, if it is executed, it can be used as a function of the game device.

另外,除了資訊處理裝置100以外,攜帶型遊戲機、個人數位助理(Personal digital assistant;PDA)、行動電話等的資訊處理裝置亦相同地可適用本發明。此處,攜帶型遊戲機,係除了資訊處理裝置100所具備的CPU101等之外,具備液晶顯示器等所構成的表示部;用以進行無線通信的無線通信部;被已記憶著預定程式的卡匣連接,用以於該當卡匣之間收發資料的接頭部;以及電源部等。Further, the present invention can be applied similarly to information processing apparatuses such as a portable game machine, a personal digital assistant (PDA), and a mobile phone, in addition to the information processing apparatus 100. Here, the portable game machine includes a display unit including a liquid crystal display or the like, a wireless communication unit for performing wireless communication, and a card in which a predetermined program is stored, in addition to the CPU 101 included in the information processing device 100.匣 connection, a connector portion for transmitting and receiving data between the cassettes; and a power supply unit.

以下,只要沒有註記,係藉由第1圖所示的資訊處理裝置100來對於後述的遊戲裝置200加以說明。對應必要的情況,遊戲裝置200可置換為適宜的一般的電腦的要素,這些實施形態亦被包含於本發明的範圍中。Hereinafter, the game device 200 to be described later will be described with reference to the information processing device 100 shown in Fig. 1 as long as there is no annotation. The game device 200 can be replaced with an appropriate general computer element as necessary, and these embodiments are also included in the scope of the present invention.

(遊戲的說明)(Description of the game)

第2圖係表示藉由本實施形態之遊戲裝置200而被實現的遊戲畫面的一例的圖。以下,參照本圖說明該遊戲。遊戲畫面300,係基於從被裝設於DVD-ROM光碟機107的DVD-ROM所讀出的遊戲程式與遊戲資料,被生成於顯示器。如同圖所示,此遊戲畫面300中,背景影像301被表示於背景全面,被遊戲者操作的角色302以及時鐘303等,被重疊表示於背景影像301。Fig. 2 is a view showing an example of a game screen realized by the game device 200 of the embodiment. Hereinafter, the game will be described with reference to this figure. The game screen 300 is generated on the display based on the game program and game data read from the DVD-ROM mounted on the DVD-ROM disc drive 107. As shown in the figure, in the game screen 300, the background image 301 is displayed on the background image, and the character 302, the clock 303, and the like operated by the player are superimposed and displayed on the background image 301.

又,亦可於三次元虛擬空間內,藉由多邊形等來表示角色302等。Further, the character 302 or the like may be represented by a polygon or the like in the three-dimensional virtual space.

遊戲裝置200,具備即時時鐘(Real time clock;RTC),若實際的時日(亦包含年、星期等)進行,則使被表示於遊戲畫面300的時鐘303進行。亦即,若實際的時日進行,遊戲內的時日亦連動進行。The game device 200 is provided with a real time clock (RTC). When the actual time (including the year, the week, and the like) is performed, the clock 303 displayed on the game screen 300 is performed. That is to say, if the actual time is carried out, the time of day in the game is also linked.

例如,若實際的時日為一月一日,遊戲內的時日亦為一月一日,另外,若實際的時日進行一日,遊戲內的時日亦進行一日。For example, if the actual time is January 1, the time of the game is also January 1. In addition, if the actual time is one day, the time of the game is also one day.

該遊戲中,會發生連動於實際的時日的預定事件。例如,於十二月二十五日,聖誕節用的影像被表示於背景畫面301等的處理會被進行。因此,遊戲者可期待對應預定時日的預定事件。不限於聖誕節,預定的事件也包含元旦、兒童節、暑假、以及週六日節日等的任意的行事。In this game, a predetermined event that is linked to the actual time of day will occur. For example, on December 25th, processing for displaying images for Christmas on the background screen 301 or the like is performed. Therefore, the player can expect a predetermined event corresponding to the scheduled time. Not limited to Christmas, scheduled events include any of the New Year's Day, Children's Day, Summer Holidays, and Saturday and Sunday festivals.

又,該遊戲內的時日中,未具時日的概念的遊戲的進行度亦被包含。例如,如第4圖所示,遊戲從事件1至事件2進行的情況。In addition, in the time of the game, the progress of the game without the concept of time is also included. For example, as shown in FIG. 4, the game proceeds from event 1 to event 2.

另外,亦可對應遊戲內發生的事件,使遊戲的進行度變化。如第5圖所示,有如聖誕節般的事件的情況時,可較實際的時日延長遊戲內的時日(使遊戲內的進行度較實際的時日延遲)。另一方面,無事件的情況時,可較實際的時日縮短遊戲內的時日(使遊戲內的進行度較實際的時日加快)。例如,實際的時日下,若經過二十四小時,則從十二月二十五日成為十二月二十六日,但藉由延遲遊戲內的進行度,亦可使實際的時日經過二十四小時的情況時,遊戲內的時日進行十二小時。另外,藉由加快遊戲內的進行度,亦可使實際的時日經過十二小時的情況時,遊戲內的時日進行四十八小時。該遊戲的進度不必與實際的時日完全一致。In addition, it is also possible to change the progress of the game in response to events occurring in the game. As shown in Fig. 5, in the case of a Christmas-like event, the time in the game can be extended over the actual time (the progress in the game is delayed compared to the actual time). On the other hand, in the case of no event, the time in the game can be shortened compared to the actual time (the progress in the game is faster than the actual time). For example, in the actual time, if it takes twenty-four hours, it will become December 26 from December 25, but by delaying the progress in the game, the actual time can also be made. After twenty-four hours of the situation, the time of the game is twelve hours. In addition, by accelerating the progress in the game, it is also possible to make the time of the game for forty-eight hours when the actual time passes twelve hours. The progress of the game does not have to be exactly the same as the actual time.

另外,時鐘303不限於類比時鐘而可為任意形式的時鐘,另外,不僅是時、分,亦可表示年、秒、日、星期等。Further, the clock 303 is not limited to an analog clock but may be any form of clock, and may be not only time, minute, but also year, second, day, week, and the like.

再者,不於遊戲畫面300上表示時鐘303,而藉由使背景畫面301的色彩等變化,例如,藉由晝間係使背景畫面301明亮;夜間係使背景畫面陰暗等,亦可表示與實際的時日連動的遊戲內的時日。Furthermore, the clock 303 is not displayed on the game screen 300, but the background image 301 is brightened by changing the color of the background screen 301, for example, the background image 301 is bright by the inter-turn system, and the background image is dark or the like at night, and can be expressed and actualized. The time of day in the game.

(遊戲裝置的構成)(Composition of game device)

參照第3圖來說明本實施形態之遊戲裝置200的概要構成。遊戲裝置200,係具備計時部201、記憶部202、以及更新部203。以下,說明遊戲裝置200的各構成要素。The outline configuration of the game device 200 of the present embodiment will be described with reference to Fig. 3 . The game device 200 includes a timer unit 201, a storage unit 202, and an update unit 203. Hereinafter, each component of the game device 200 will be described.

又,雖然各部的機能係互相關連,但對應用途,可適當地變更是否採用各部。Further, although the functions of the respective units are related to each other, it is possible to appropriately change whether or not each unit is used depending on the application.

計時部201係具備即時時鐘(Real time clock;RTC),計時(計數)現在時日(包含年、月、日、時、分、秒、以及星期)。計時部201係藉由計時現在時日以作為日曆、時鐘的機能。計時部201係使所計時的現在時日,定期地(每隔一定時間、遊戲內的事件發生時等)記憶於後述的記憶部202。The timer unit 201 includes an instant time clock (RTC) and counts (counts) the current time (including year, month, day, hour, minute, second, and day of the week). The timer unit 201 functions as a calendar and a clock by counting the current time. The timekeeping unit 201 stores the current time counted in time (memory at regular intervals, when events occur in the game, etc.) in the memory unit 202, which will be described later.

另外,計時部201係計時用以表示遊戲的進行之遊戲內的時日。計時部201係使該遊戲內的時日,定期地記憶於記憶部202。Further, the timer unit 201 counts the time and day in the game for indicating the progress of the game. The timer unit 201 periodically stores the time of the game in the memory unit 202.

又,計時部201,係可藉由透過NIC110等連接於網際網路等的電腦通信網,取得標準時刻,以該標準時刻作為現在的時刻。另外,計時部201亦可取得時區(區域標準時間帶)。Further, the timekeeping unit 201 can obtain a standard time by connecting to a computer communication network such as the Internet through the NIC 110 or the like, and use the standard time as the current time. Further, the time measuring unit 201 can also acquire the time zone (area standard time zone).

藉由CPU101與ROM102等協同動作,發揮作為計時部201的機能。另外,亦可使電池內藏的外部記憶體106,發揮作為計時部201的機能。The CPU 101 functions as the timer unit 201 in cooperation with the ROM 102 and the like. Further, the external memory 106 built in the battery can also function as the time measuring unit 201.

記憶部202係記憶計時部201計時的現在時日、以及與該現在時日連動的遊戲內的時日。另外,記憶部202係記憶後述的更新部203所更新的實際的時日的履歷。The memory unit 202 is the current time counted by the memory timer unit 201 and the time of day in the game linked to the current time. Further, the storage unit 202 memorizes the history of the actual time and time updated by the update unit 203, which will be described later.

記憶部202係記憶被夾於計時部201所計時的實際的時日、與被記憶於記憶部202的遊戲內的時日之間的中間時日。該中間時日的詳細係於之後敘述。The memory unit 202 stores the intermediate time between the actual time and time counted by the time measuring unit 201 and the time of the game stored in the memory unit 202. The details of the intermediate time are described later.

另外,記憶部202係記憶遊戲裝置200運轉的運轉時間、以及遊戲裝置200被啟動的啟動次數。Further, the storage unit 202 stores the operation time of the operation of the game device 200 and the number of starts of the game device 200.

此處,運轉時間係指遊戲裝置200的電源從開啟至關閉為止的時間、或該當的軟體(遊戲軟體)的啟動至結束為止的時間等。另外,啟動次數係指遊戲裝置200被啟動的次數、或該當的軟體被啟動的次數等。Here, the operation time refers to the time from when the power of the game device 200 is turned on to off, or the time from when the software (game software) is started to the end. In addition, the number of starts refers to the number of times the game device 200 is activated, the number of times the software is activated, and the like.

記憶部202係記憶該當運轉時間、以及該當啟動次數的履歷。The memory unit 202 stores the history of the operation time and the number of times of the start.

遊戲者係可透過控制器105,自由地設定該當遊戲內的時日。另外,亦可以現在時日作為遊戲內的時日,自動地設定。被設定的遊戲內的時日係被記憶於記憶部202。The player can freely set the time of the game through the controller 105. In addition, the current time can be automatically set as the time of day in the game. The time and day in the set game are stored in the storage unit 202.

藉由CPU101、RAM103、以及外部記憶體106等協同動作,發揮作為記憶部202的機能。The functions of the memory unit 202 are exhibited by the cooperation of the CPU 101, the RAM 103, and the external memory 106.

更新部203係取得實際的時日與遊戲內的時日,並判定該當時日是否滿足預定的連動條件。The update unit 203 obtains the actual time of day and the time of day in the game, and determines whether or not the current day meets the predetermined interlocking condition.

此處,預定的連動條件係指:Here, the predetermined linkage condition means:

(1)該當實際的時日與該當遊戲內的時日的差值,係預定的臨限值時段(threshold period)以下的情況;(1) The difference between the actual time of day and the time of day within the game is a predetermined period of time below the threshold period;

(2)該當實際的時日與該當遊戲內的時日的差值,係預定的臨限值時段以下,且由被記憶於記憶部202中的履歷所求取的更新的頻率,係預定的臨界頻率(threshold frequency)以上的情況。(2) The difference between the actual time of day and the time of day in the game is below a predetermined threshold period, and the frequency of the update obtained by the history recorded in the memory unit 202 is predetermined. The case of a critical frequency (threshold frequency) or more.

此處,預定的臨限值時段,係例如一週、三天、十二小時等任意時間。Here, the predetermined threshold period is any time such as one week, three days, twelve hours, and the like.

此處,預定的臨界頻率,係例如一次、五次等任意頻率。另外,亦可設為每單位時間的頻率。Here, the predetermined critical frequency is, for example, an arbitrary frequency such as one time or five times. In addition, it can also be set to the frequency per unit time.

又,不僅是實際的時日的履歷,運轉時間與啟動次數的履歷亦被包含於該當履歷中。Moreover, not only the actual history of the time, but also the history of the operation time and the number of starts is included in the history.

藉由設定該當臨限值時段,即便實際的時日與遊戲內的時日未完全一致時(例如,有一小時的差),亦滿足實際的時日與遊戲內的時日連動的連動條件。如第6圖所示,被記憶於記憶部202的遊戲內的時日位在該當臨限值時段內的情況時,更新部203係使記憶部202記憶實際的時日來作為遊戲內的時日,使實際的時日與遊戲內的時日連動。By setting the threshold period, even if the actual time is not exactly the same as the time in the game (for example, one hour difference), the linkage condition of the actual time and the time of day in the game is satisfied. As shown in Fig. 6, when the time-of-day position in the game stored in the memory unit 202 is within the threshold period, the update unit 203 causes the memory unit 202 to memorize the actual time as the time in the game. Day, so that the actual time is linked with the time of the game.

另外,更新部203係對於該當遊戲適當地進行而被積蓄的履歷的更新頻率,判斷是否於臨界頻率以上。該當遊戲適當地進行而履歷被積蓄的情況時,連動條件係被滿足。另一方面,在遊戲者複數次變更遊戲內的時日的情況等,由於履歷沒有被積蓄,因此,更新的頻率沒有成為該當臨界頻率以上,於是連動條件未被滿足。Further, the update unit 203 determines whether or not the update frequency of the history accumulated when the game is properly performed is equal to or higher than the critical frequency. When the game is properly performed and the history is accumulated, the interlocking conditions are satisfied. On the other hand, in the case where the player changes the time of the game in a plurality of times, the history is not accumulated, and therefore the frequency of the update does not become the critical frequency or more, and the interlocking condition is not satisfied.

此處,作為該當遊戲被判斷為適當地進行的條件,例如,有遊玩一定時間(包含一定進行度)以上時,設定一定期間內所遊玩的次數(例如,一天五次)的上限,該當上限以下的情況時,按鍵於單位時間中被按下預定次數以上時,單位時間中遊戲內的事件發生的次數為上限以下的情況等。更新部203,係可於滿足該當條件的情況時,更新履歷。Here, as a condition that the game is judged to be appropriately performed, for example, when there is a certain amount of time (including a certain degree of progress), the upper limit of the number of times (for example, five times a day) played during a certain period of time is set, and the upper limit is In the following case, when the button is pressed a predetermined number of times or more in the unit time, the number of occurrences of the event in the game per unit time is equal to or less than the upper limit. The update unit 203 can update the history when the condition is satisfied.

又,更新部203係可於未滿足該當條件時完全不更新履歷。另外,更新部203亦可於滿足該當條件之間更新履歷,而從未滿足該當條件時起,不更新履歷。Further, the update unit 203 can not update the history at all when the condition is not satisfied. Further, the update unit 203 may update the history between when the conditions are satisfied, and may not update the history from when the condition is not satisfied.

滿足該當預定的連動條件時,更新部203,係如第7圖所示,使記憶部202記憶計時部201所計時的實際的時日(時日1a、時日2a)來作為遊戲內的時日(時日1b、時日2b)。因此,該當遊戲內的時日係與實際的時日連動。When the predetermined interlocking condition is satisfied, the update unit 203 causes the memory unit 202 to store the actual time (time 1a, time 2a) counted by the timer unit 201 as the time in the game as shown in FIG. Day (time 1b, time 2b). Therefore, it is necessary to link the time and day in the game with the actual time.

又,更新部203,係如第8圖所示,即便與實際的時日未一致的時日(此處係時日1與時日A、時日2與時日B),亦可使記憶部202記憶作為遊戲內的時日。亦即,更新部203亦可於遊戲內使時日進行,於一定時間後或一定事件後,使實際的時日與遊戲內的時日一致,以追上實際的時日。Further, as shown in FIG. 8, the update unit 203 can make a memory even if it does not coincide with the actual time (here, day 1 and time A, time 2 and time B). The part 202 is remembered as the time of day in the game. In other words, the update unit 203 can also perform the time of day in the game, and after a certain period of time or after a certain event, the actual time of day coincides with the time of day in the game to catch up with the actual time.

另一方面,未滿足該當預定的連動條件時,更新部203係決定被夾於計時部201計時的實際的時日與被記憶於記憶部202的遊戲內的時日之間的中間時日。另外,更新部203係使記憶部202記憶該當中間時日來作為遊戲內的時日。On the other hand, when the predetermined interlocking condition is not satisfied, the update unit 203 determines the intermediate time between the actual time counted by the time measuring unit 201 and the time of the game stored in the memory unit 202. Further, the update unit 203 causes the storage unit 202 to memorize the date when the middle time is used as the time of day in the game.

此處,中間時日係指:Here, the intermediate time means:

(1)預先被準備的複數的候補時日之中,被記憶於記憶部202的遊戲內的時日以後,且最接近該當遊戲內的時日的候補時日;(1) Among the candidate time days of the plurality of candidates prepared in advance, the time of day after the time in the game of the memory unit 202 and the time of the game is the closest;

(2)對被記憶於記憶部202的遊戲內的時日,加算較臨限值時段短的預定的階段時間而成的時日;(2) adding the time period of the predetermined period of time shorter than the threshold period to the time of day in the game stored in the memory unit 202;

(3)將計時部201計時的實際的時日與被記憶於記憶部202的遊戲內的時日,以預定的內分比內分的時日。(3) The time of day when the actual time counted by the timekeeping unit 201 and the time of day in the game stored in the memory unit 202 are divided by a predetermined internal ratio.

說明上記(1)的中間時日。更新部203,係如第9圖所示,選擇被記憶於記憶部202等的複數個候補時日(此處係候補時日1、候補時日2、候補時日3),以該當遊戲內的時日以後,且最接近該當遊戲時日的候補時日,決定為中間時日。第9圖中,候補時日1被決定作為中間時日。Explain the middle time of the above (1). As shown in FIG. 9, the update unit 203 selects a plurality of candidate time dates (here, candidate time day 1, candidate time 2, candidate time day 3) to be memorized in the storage unit 202 or the like, so as to be in the game. After the time of day, and the candidate day closest to the game time, it is determined as the middle time. In Fig. 9, the candidate day 1 is determined as the intermediate time.

僅從該當中間時日(候補時日1)至實際的時日為止的差值的時日部分、或是至遊戲內的時日成為位在臨限值時段的範圍內為止,遊戲者係使該當遊戲進行,藉此,連動條件係被滿足。Only the time-day portion of the difference from the intermediate time (the candidate day 1) to the actual time, or the time to the game is within the range of the threshold period, the player is When the game is played, the linkage condition is satisfied.

說明上記(2)的中間時日。更新部203,係如第10圖所示,藉由對被記憶於記憶部202的遊戲內的時日,加算較臨限值時段短的階段時間,來決定中間時日。該當階段時間係不被限定於日期、時分秒等,亦可設為遊戲的進行度。Explain the middle time of the above (2). The update unit 203 determines the intermediate time by adding the phase time shorter than the threshold period to the time and time of the game stored in the memory unit 202 as shown in FIG. The stage time is not limited to the date, time, minute, and the like, and may be set as the progress of the game.

僅從該當中間時日(遊戲內的時日+階段時間)至實際的時日為止的差值的時日部分、或是至遊戲內的時日成為位在臨限值時段的範圍內為止,遊戲者係使該當遊戲進行,藉此,連動條件係被滿足。Only the time-day portion of the difference from the intermediate time (the time + the time in the game) to the actual time, or the time to the game is within the range of the threshold period. The player makes the game play, whereby the linkage condition is satisfied.

說明上記(3)的中間時日。更新部203,係如第11圖所示,將實際的時日與遊戲內的時日內分的時日(例如,內分為1:2的時日),決定為中間時日。又,內分比不限於1:2而可為任意比。Explain the middle time of the above (3). The update unit 203 determines the time of day (for example, the time divided into 1:2) of the actual time and the time in the game as shown in FIG. 11 as the intermediate time. Further, the internal division ratio is not limited to 1:2 and may be an arbitrary ratio.

僅從被內分而得的該當中間時日至實際的時日為止的差值的時日部分、或是至遊戲內的時日成為位於臨限值時段的範圍內為止,遊戲者係使該當遊戲進行,藉此,連動條件係被滿足。The player only makes the time zone portion of the difference from the intermediate time to the actual time, or the time to the game becomes within the range of the threshold period. The game is played, whereby the linkage conditions are met.

另外,更新部203係可於以下的預定的時間點進行更新。Further, the update unit 203 can update at the following predetermined time points.

(1)遊戲裝置200中,遊戲被開始之際;(1) In the game device 200, when the game is started;

(2)對於遊戲裝置200,現在的遊戲狀態被儲存之際(2) For the game device 200, the current game state is stored

(3)遊戲裝置200中,遊戲被進行之間,預定的時間間隔。(3) In the game device 200, the game is played between the predetermined time intervals.

又,預定的時間間隔,係一天、一小時、一分鐘等任意間隔,亦可為對應遊戲的進行度的間隔。Further, the predetermined time interval is an arbitrary interval such as one day, one hour, one minute, or the like, and may be an interval corresponding to the progress degree of the game.

更新部203,係藉由進行該當更新,使實際的時日與遊戲內的時日連動。The update unit 203 interlocks the actual time of day with the time of day in the game by performing the update.

藉由CPU101與ROM102等協同動作,發揮作為更新部203的機能。The function of the update unit 203 is exhibited by the CPU 101 in cooperation with the ROM 102 and the like.

(遊戲裝置的動作)(action of the game device)

接著,參照第12圖的流程圖,說明遊戲裝置200的動作。Next, the operation of the game device 200 will be described with reference to the flowchart of Fig. 12.

若遊戲裝置200的電源被導通,遊戲開始進行,則更新部203係取得計時部201計時的現在時日、以及被記憶於記憶部202的遊戲內的時日(步驟S11)。When the power of the game device 200 is turned on and the game is started, the update unit 203 acquires the current time counted by the time measuring unit 201 and the time of day in the game stored in the memory unit 202 (step S11).

接著,更新部203係判定該當現在時日與該當遊戲內的時日是否滿足預定的連動條件(步驟S12)。Next, the update unit 203 determines whether or not the current time of day and the time of day in the game satisfy the predetermined interlocking condition (step S12).

滿足預定的連動條件時(步驟S12;Yes),更新部203係使記憶部202記憶該當現在時日來作為遊戲內的時日(步驟S13)而結束。When the predetermined interlocking condition is satisfied (step S12; Yes), the update unit 203 causes the memory unit 202 to memorize the current time of day as the time of the game (step S13).

滿足該當連動條件時,被判定為不當行為等未被進行,遊戲的進行狀態被判斷為正當。When the condition of the linkage is satisfied, it is determined that the misconduct or the like is not performed, and the progress state of the game is judged to be justified.

另一方面,未滿足預定的連動條件時(步驟S12;NO),更新部203係決定被夾於該當實際的時日與該當遊戲內的時日之間的中間時日(步驟S14)。On the other hand, when the predetermined interlocking condition is not satisfied (step S12; NO), the update unit 203 determines the intermediate time between the actual time of day and the time of the game (step S14).

例如,該當遊戲中,該當遊戲的遊戲者為使預定的事件發生而變更遊戲內的時日時,連動條件係未被滿足。此時,較遊戲者所變更的遊戲內的時日之前的中間時日,被再設定作為該當遊戲內的時日。因此,若成為預定的時日即會發生的預定的事件,不會立即發生。之後,藉由遊戲者依通常般地進行遊戲,被設定的時日到達事件的發生時日,因而發生該當事件。For example, in the game, when the player of the game changes the time of the game in order to cause a predetermined event to occur, the interlocking condition is not satisfied. At this time, the intermediate time before the time of day in the game changed by the player is reset as the time of day in the game. Therefore, a predetermined event that occurs when it is a predetermined time does not occur immediately. Thereafter, the game is played by the player as usual, and the set time is reached at the time of occurrence of the event, and thus the event occurs.

另外,更新部203係基於被記憶於記憶部202中的啟動次數與運轉時間的履歷,是否於臨界值(臨界頻率、臨限值時段)以上的連動條件,來決定中間時日(步驟S14)。例如,因遊戲者故意使遊戲內的時日進行,與啟動次數相較,運轉時間較短時,如第13圖所示,更新步203係可判定未滿足連動條件。另外,因遊戲者長期間未遊玩遊戲而啟動次數與運轉時間皆少的情況時,更新部203係可判定滿足連動條件。In addition, the update unit 203 determines the intermediate time (based on the threshold value (critical frequency, threshold period) or more based on the history of the number of activations and the operation time stored in the storage unit 202 (step S14). . For example, when the player intentionally makes the time in the game progress, and compared with the number of starts, when the operation time is short, as shown in FIG. 13, the update step 203 can determine that the interlock condition is not satisfied. In addition, when the player does not play the game for a long period of time and the number of starts and the operation time are small, the update unit 203 can determine that the interlock condition is satisfied.

又,遊戲內的時日於預定的事件發生時日附近時,更新部203亦可基於啟動次數與運轉時間,決定以早於預定的事件發生時日的時日來作為中間時日。藉此,可防止使預定的事件容易地發生。Further, when the time in the game is near the scheduled event occurrence time, the update unit 203 may determine the time of day before the scheduled event occurrence time as the intermediate time based on the number of activations and the operation time. Thereby, it is possible to prevent a predetermined event from easily occurring.

更新部203係使記憶部202記憶該當中間時日來作為該當遊戲內的時日(步驟S15)而結束。藉此,實際的時日與遊戲內的時日連動。更新部203,係如第8圖所示,實際的時日從時日1至時日2為止經過之間,使遊戲內的時日較該當實際的時日快地進行,而使遊戲內的時日從時日A進行至時日B。藉此,因遊戲內的時日緩和地追上實際的時日,預定的事件必定會發生。The update unit 203 causes the memory unit 202 to memorize the time of the middle time as the time of the game (step S15). In this way, the actual time of day is linked with the time of day in the game. In the update unit 203, as shown in FIG. 8, the actual time of day passes between the time of day 1 and the time of day 2, and the time of the game is made faster than the actual time of day, and the game is made in the game. The time goes from time A to time B. In this way, due to the time and day in the game, the actual time will be caught up, and the scheduled event will definitely occur.

藉由以上的處理,在遊戲內的時日與實際的時日連動而進行的遊戲中,即便遊戲者長期未遊玩遊戲、或是進行將時鐘的時日的設定成從實際的時日偏移的不當行為的情況,遊戲的進行亦可適當地實行。According to the above processing, in the game played in conjunction with the actual time of day in the game, even if the player has not played the game for a long time, or the time of the clock is set to be shifted from the actual time. In the case of misconduct, the game can be carried out as appropriate.

又,本案主張日本專利申請案特願2008-133267號之基礎申請案的優先權,該當基礎申請案的內容皆包含於本案。In addition, the present application claims the priority of the basic application of Japanese Patent Application No. 2008-133267, and the contents of the basic application are included in the present case.

[產業上的可利用性][Industrial availability]

如以上說明般地,若根據本發明,針對一種藉由利用被內藏於遊戲裝置中的日曆機能與時鐘機能,遊戲內的時日與實際的時日連動而進行的遊戲,即便遊戲者長期未遊玩遊戲、或是進行將時鐘的時日的設定成從實際的時日偏移的不當行為的情況,遊戲的進行亦可適當地實行。As described above, according to the present invention, a game played by using a calendar function built in a game device and a clock function, and the time in the game is linked with the actual time, even if the player is long-term If the game is not played or the time of the clock is set to be an inappropriate behavior that is shifted from the actual time, the progress of the game may be appropriately performed.

100...資訊處理裝置100. . . Information processing device

101...CPU101. . . CPU

102...ROM102. . . ROM

103...RAM103. . . RAM

104...介面104. . . interface

105...控制器105. . . Controller

106...外部記憶體106. . . External memory

107...DVD-ROM光碟機107. . . DVD-ROM drive

108...影像處理部108. . . Image processing department

109...聲音處理部109. . . Sound processing department

110...NIC110. . . NIC

200...遊戲裝置200. . . Game device

201...計時部201. . . Timing department

202...記憶部202. . . Memory department

203...更新部203. . . Update department

300...遊戲畫面300. . . Game screen

301...背景影像301. . . Background image

302...角色302. . . Character

303...時鐘303. . . clock

第1圖係表示有關本發明的實施形態之遊戲裝置等被實現時的典型的資訊處理裝置的概要構成的模式圖。Fig. 1 is a schematic diagram showing a schematic configuration of a typical information processing device when a game device or the like according to an embodiment of the present invention is implemented.

第2圖係表示在本實施形態中假定的表示畫面例的圖。Fig. 2 is a view showing an example of a display screen assumed in the present embodiment.

第3圖係表示遊戲裝置的概要構成的方塊圖。Fig. 3 is a block diagram showing a schematic configuration of a game device.

第4圖係用以說明藉由事件的發生動作而遊戲進行的時序圖。Fig. 4 is a timing chart for explaining the progress of the game by the occurrence of an event.

第5圖係表示實際的時日與遊戲內的時日未完全地連動的狀態的時序圖。Fig. 5 is a timing chart showing a state in which the actual time and day are not completely interlocked with the time of day in the game.

第6圖係表示被記憶的遊戲內的時日位於臨限值時段內的狀態的時序圖。Fig. 6 is a timing chart showing a state in which the time of day in the game being memorized is within the threshold period.

第7圖係表示實際的時日與遊戲內的時日一致的狀態的時序圖。Fig. 7 is a timing chart showing a state in which the actual time of day coincides with the time of day in the game.

第8圖係表示實際的時日與遊戲內的時日未一致的狀態的時序圖。Fig. 8 is a timing chart showing a state in which the actual time and day do not coincide with the time of day in the game.

第9圖係用以說明從複數個候補之中決定中間時日的方法的時序圖。Fig. 9 is a timing chart for explaining a method of determining an intermediate time from among a plurality of candidates.

第10圖係用以說明藉由加算時間來決定中間時日的方法的時序圖。Fig. 10 is a timing chart for explaining a method of determining an intermediate time by adding time.

第11圖係用以說明藉由內分比來決定中間時日的方法的時序圖。Fig. 11 is a timing chart for explaining a method of determining the intermediate time by the internal division ratio.

第12圖係說明遊戲裝置的動作的流程圖。Fig. 12 is a flow chart showing the operation of the game device.

第13圖係表示基於啟動次數與運轉時間的連動條件的圖。Fig. 13 is a view showing a linkage condition based on the number of starts and the operation time.

200...遊戲裝置200. . . Game device

201...計時部201. . . Timing department

202...記憶部202. . . Memory department

203...更新部203. . . Update department

Claims (10)

一種遊戲裝置(200),係用以實現使事件的進行狀態與實際的時日連動的遊戲之遊戲裝置,其特徵在於具備:計時部(201),計時實際的時日;記憶部(202),記憶事件的進行狀態;以及更新部(203),前述由計時部(201)所計時的實際的時日與前述由記憶部(202)所記憶的事件的進行狀態,(a)滿足預定的連動條件時,使被連動於前述由計時部(201)所計時的實際的時日的進行狀態,作為該事件的進行狀態,記憶於前述記憶部(202)中;(b)未滿足該連動條件時,決定中間進行狀態,並使該被決定的中間進行狀態,作為該事件的進行狀態,記憶於前述記憶部(202)中,而該被決定的中間進行狀態,被夾於被連動於前述由計時部(201)所計時的實際的時日的進行狀態與前述由記憶部(202)所記憶的事件的進行狀態之間。 A game device (200) is a game device for realizing a game in which an event progress state is linked to an actual time and day, and is characterized in that the timekeeping unit (201) is provided with a timekeeping actual time; the memory unit (202) And an update state (203), the actual time and time counted by the timekeeping unit (201) and the progress state of the event memorized by the memory unit (202), (a) satisfying the predetermined condition In the case of the interlocking condition, the progress state of the actual time counted by the timekeeping unit (201) is stored in the memory unit (202) as the progress state of the event; (b) the linkage is not satisfied. In the case of the condition, the intermediate progress state is determined, and the determined intermediate progress state is stored in the memory unit (202) as the progress state of the event, and the determined intermediate progress state is sandwiched between The actual state of the day and time counted by the timekeeping unit (201) is between the progress state of the event memorized by the memory unit (202). 一種遊戲裝置(200),係用以實現使遊戲內的時日與實際的時日連動的遊戲之遊戲裝置,其特徵在於具備:計時部(201),計時實際的時日;記憶部(202),記憶遊戲內的時日;以及更新部(203),前述由計時部(201)所計時的實際的時日與前述由記憶部(202)所記憶的遊戲內的時日,(a)滿足預定的連動條件時,使前述由計時部 (201)所計時的實際的時日,作為該遊戲內的時日,記憶於前述記憶部(202)中;(b)未滿足該連動條件時,決定中間時日,並使該被決定的中間時日,作為該遊戲內的時日,記憶於前述記憶部(202)中,而該被決定的中間時日,被夾於前述由計時部(201)所計時的實際的時日與前述由記憶部(202)所記憶的遊戲內的時日之間。 A game device (200) is a game device for realizing a game in which a time in a game is linked to an actual time, and includes a time measuring unit (201) for counting an actual time; and a memory unit (202) The time of day in the memory game; and the update unit (203), the actual time and time counted by the timekeeping unit (201) and the time of day in the game memorized by the memory unit (202), (a) When the predetermined linkage condition is satisfied, the aforementioned timing unit is made (201) The actual time and time counted in the game is stored in the memory unit (202) as the time of day in the game; (b) when the linkage condition is not satisfied, the intermediate time is determined, and the determined time is determined. The intermediate time is stored in the memory unit (202) as the time of day in the game, and the determined intermediate time is sandwiched between the actual time counted by the time measuring unit (201) and the foregoing Between the time of day in the game memorized by the memory unit (202). 如申請專利範圍第2項所述的遊戲裝置(200),其中該連動條件,係前述由計時部(201)所計時的實際的時日與前述由記憶部(202)所記憶的遊戲內的時日的差值,滿足於預定的臨限值時段以下的情況。 The game device (200) according to claim 2, wherein the interlocking condition is the actual time counted by the timekeeping unit (201) and the in-game memory memorized by the memory unit (202). The difference in time is satisfied below the predetermined threshold period. 如申請專利範圍第2項所述的遊戲裝置(200),其中前述記憶部(202)係更記憶藉由前述更新部(203)而被更新後的實際的時日的履歷;該連動條件,係滿足於前述由計時部(201)所計時的實際的時日與前述由記憶部(202)所記憶的遊戲內的時日的差值,為預定的臨限值時段以下,且由前述由記憶部(202)所記憶的履歷所求取的更新的頻率,為預定的臨界頻率以上的情況。 The game device (200) according to claim 2, wherein the memory unit (202) further memorizes an actual time history updated by the update unit (203); the linkage condition, Satisfying the difference between the actual time counted by the timekeeping unit (201) and the time of day in the game memorized by the memory unit (202), which is below a predetermined threshold period, and is The frequency of the update obtained by the history stored in the memory unit (202) is equal to or greater than a predetermined critical frequency. 如申請專利範圍第2項所述的遊戲裝置(200),其中前述由計時部(201)所計時的實際的時日與前述由記憶部(202)所記憶的遊戲內的時日,未滿足該連動條件時,前述更新部(203),係將預先準備的複數的候補時日之中,在前述由記憶部(202)所記憶的遊戲內的時日以後而最接 近前述由記憶部(202)所記憶的遊戲內的時日的候補時日,決定為該中間時日。 The game device (200) according to claim 2, wherein the actual time counted by the timekeeping unit (201) and the time of day in the game memorized by the memory unit (202) are not satisfied. In the case of the interlocking condition, the update unit (203) is the last of the plurality of candidate time dates prepared in advance, after the time of the game stored in the memory unit (202). The date and time of the time in the game stored in the memory unit (202) is determined as the intermediate time. 如申請專利範圍第3項或第4項所述的遊戲裝置(200),其中前述由計時部(201)所計時的實際的時日與前述由記憶部(202)所記憶的遊戲內的時日,未滿足該連動條件時,前述更新部(203),係將對前述由記憶部(202)所記憶的遊戲內的時日加算較該臨限值時段短的預定的階段時間而成的時日,決定為該中間時日。 The game device (200) according to the third or fourth aspect of the invention, wherein the actual time counted by the timekeeping unit (201) and the time in the game memorized by the memory unit (202) When the linkage condition is not satisfied, the update unit (203) is configured to add a predetermined period of time to the time of the game stored in the memory unit (202) that is shorter than the threshold period. In time, it is decided to be the middle time. 如申請專利範圍第2項所述的遊戲裝置(200),其中前述由計時部(201)所計時的實際的時日與前述由記憶部(202)所記憶的遊戲內的時日,未滿足該連動條件時,前述更新部(203),係將前述被計時的實際的時日與前述由記憶部(202)所記憶的遊戲內的時日,依預定的內分比內分的時日,決定為該中間時日。 The game device (200) according to claim 2, wherein the actual time counted by the timekeeping unit (201) and the time of day in the game memorized by the memory unit (202) are not satisfied. In the case of the interlocking condition, the update unit (203) divides the actual time of the time counted and the time of day in the game memorized by the memory unit (202) by the predetermined internal ratio. , decided for the middle of the day. 如申請專利範圍第2項所述的遊戲裝置(200),其中藉由前述更新部(203)而實行的更新,係於(a)遊戲依該遊戲裝置(200)而被開始之際;(b)對於該遊戲裝置200儲存現在的遊戲狀態之際;以及(c)該遊戲裝置200中,於遊戲被進行之間,間隔預定的時間中之任一時間點進行。 The game device (200) according to claim 2, wherein the update performed by the update unit (203) is performed when (a) the game is started according to the game device (200); b) when the game device 200 stores the current game state; and (c) the game device 200 is performed at any one of the predetermined time intervals between the game being played. 一種遊戲控制方法,係於具有計時部(201)、記憶 部(202)、以及更新部(203),且用以實現使遊戲內的時日與實際的時日連動的遊戲之遊戲裝置(200)中被執行的遊戲控制方法,其特徵在於具備:計時步驟,在此步驟中,前述計時部(201)計時實際的時日;記憶步驟,在此步驟中,前述記憶部(202)記憶遊戲內的時日;以及更新步驟,在此步驟中,前述更新部(203),於前述由計時部(201)所計時的實際的時日與前述由記憶部(202)所記憶的遊戲內的時日,(a)滿足預定的連動條件時,使前述由計時部(201)所計時的實際的時日,作為該遊戲內的時日,記憶於前述記憶部(202)中;(b)未滿足該連動條件時,決定中間時日,並使該被決定的中間時日,作為該遊戲內的時日,記憶於前述記憶部(202)中,而該被決定的中間時日,被夾於前述由計時部(201)所計時的實際的時日與前述由記憶部(202)所記憶的遊戲內的時日之間。 A game control method is provided with a timing unit (201), memory a game control method executed in the game device (200) for realizing a game in which the time of the game is linked to the actual time of day (202) and the update unit (203) is characterized by: Step, in this step, the timing unit (201) counts the actual time; the memory step, in which the memory unit (202) memorizes the time of the game; and an update step, in this step, the foregoing The update unit (203), when the actual time counted by the timekeeping unit (201) and the time of the game stored in the memory unit (202) are satisfied, (a) when the predetermined interlocking condition is satisfied, the update unit (203) The actual time and time counted by the timekeeping unit (201) is stored in the memory unit (202) as the time of day in the game; (b) when the linkage condition is not satisfied, the intermediate time is determined and the time is determined. The determined intermediate time is stored in the memory unit (202) as the time of day in the game, and the determined intermediate time is sandwiched between the actual time counted by the timekeeping unit (201). The day is between the time and time in the game memorized by the memory unit (202). 一種記錄著程式的電腦可讀取的資訊記錄媒體,其係記錄著用以使電腦實現使遊戲內的時日與實際的時日連動的遊戲的程式之資訊記錄媒體,其特徵在於該程式係使該電腦發揮以下的機能:計時部(201),計時實際的時日;記憶部(202),記憶遊戲內的時日;以及 更新部(203),前述由計時部(201)所計時的實際的時日與前述由記憶部(202)所記憶的遊戲內的時日,(a)滿足預定的連動條件時,使前述由計時部(201)所計時的實際的時日,作為該遊戲內的時日,記憶於前述記憶部(202)中;(b)未滿足該連動條件時,決定中間時日,並使該被決定的中間時日,作為該遊戲內的時日,記憶於前述記憶部(202)中,而該被決定的中間時日,被夾於前述由計時部(201)所計時的實際的時日與前述由記憶部(202)所記憶的遊戲內的時日之間。A computer-readable information recording medium recording a program, which is an information recording medium for recording a program for causing a computer to realize a game in which the time of the game is linked with the actual time of day, and is characterized in that the program is The computer is enabled to perform the following functions: a timekeeping unit (201) that counts the actual time of day; a memory unit (202) that remembers the time of day within the game; The update unit (203), when the actual time counted by the timekeeping unit (201) and the time of the game stored in the memory unit (202) are satisfied, (a) when the predetermined interlocking condition is satisfied, the The actual time and time counted by the timekeeping unit (201) is stored in the memory unit (202) as the time of day in the game; (b) when the linkage condition is not satisfied, the intermediate time is determined and the The intermediate time of the decision is stored in the memory unit (202) as the time of day in the game, and the determined intermediate time is sandwiched between the actual time counted by the timekeeping unit (201). Between the time and day in the game as memorized by the memory unit (202).
TW098116896A 2008-05-21 2009-05-21 Game device, method for processing game, information recording medium, and program TWI382866B (en)

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Application Number Priority Date Filing Date Title
JP2008133267A JP4402729B2 (en) 2008-05-21 2008-05-21 GAME DEVICE, GAME CONTROL METHOD, AND PROGRAM

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TW201016277A TW201016277A (en) 2010-05-01
TWI382866B true TWI382866B (en) 2013-01-21

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CN107497116B (en) * 2016-09-04 2020-10-16 广东小天才科技有限公司 Game progress updating control method and device and user terminal

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CN1196537A (en) * 1995-12-21 1998-10-21 赫德森索夫特株式会社 Home television-game apparatus with time management unit
JP2000024321A (en) * 1998-07-10 2000-01-25 Namco Ltd Game system, and information recorded medium
JP2004000679A (en) * 2003-07-22 2004-01-08 Konami Co Ltd Game machine, program and control method of computer game system

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JP3867747B2 (en) 1998-03-19 2007-01-10 株式会社セガ GAME DEVICE, GAME PROCESSING METHOD, AND RECORDING MEDIUM

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CN1196537A (en) * 1995-12-21 1998-10-21 赫德森索夫特株式会社 Home television-game apparatus with time management unit
JP3683632B2 (en) * 1995-12-21 2005-08-17 株式会社ハドソン Home video game console
JP2000024321A (en) * 1998-07-10 2000-01-25 Namco Ltd Game system, and information recorded medium
JP2004000679A (en) * 2003-07-22 2004-01-08 Konami Co Ltd Game machine, program and control method of computer game system

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KR101195764B1 (en) 2012-11-09
TW201016277A (en) 2010-05-01
JP2009279138A (en) 2009-12-03

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