WO2004062756A1 - ゲーム進行同期制御システム及びプログラム - Google Patents
ゲーム進行同期制御システム及びプログラム Download PDFInfo
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- WO2004062756A1 WO2004062756A1 PCT/JP2003/008206 JP0308206W WO2004062756A1 WO 2004062756 A1 WO2004062756 A1 WO 2004062756A1 JP 0308206 W JP0308206 W JP 0308206W WO 2004062756 A1 WO2004062756 A1 WO 2004062756A1
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- display
- game
- control system
- synchronization control
- game progress
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/335—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/31—Communication aspects specific to video games, e.g. between several handheld game devices at close range
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/32—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/44—Processing 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/54—Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/843—Special adaptations for executing a specific game genre or game mode involving concurrently two or more players on the same game device, e.g. requiring the use of a plurality of controllers or of a specific view of game data for each player
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/816—Athletics, e.g. track-and-field sports
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/833—Hand-to-hand fighting, e.g. martial arts competition
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/404—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network characterized by a local network connection
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/407—Data transfer via internet
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6063—Methods for processing data by generating or executing the game program for sound processing
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/638—Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8005—Athletics
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8029—Fighting without shooting
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8088—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game involving concurrently several players in a non-networked game, e.g. on the same game console
Definitions
- the present invention relates to various game systems and game programs including an end-of-the-venture game and a ronle playing game.
- the present invention relates to a game system and a game program for performing synchronous control between game devices in order to switch screen contents displayed to a player.
- the present invention solves the above-described problems, restricts the player from proceeding with the game at his / her own pace, ensures synchronization of the game progress among the players, and enables smooth game progression.
- the present invention includes a display screen and an input unit that receives an input from a player, and synchronizes a game common to a plurality of terminal devices that can be connected via a network to execute the game.
- a game progress synchronization control system capable of displaying at least one of a common display in the game and a display related to the common display on the display screen of the terminal device.
- an instruction to switch the screen display is sent from the input means of each terminal device.
- a game progress synchronization control system having a plurality of terminal devices connected to each other and capable of executing a game, wherein a common game proceeds in synchronization with the plurality of terminal devices.
- At least one of the common display in the game and the display related to the common display can be displayed on the display screen, and the common display and the common display are related to the display screen of each terminal device.
- the display instruction for switching the screen display can be input from the input means of each terminal device during display of at least one of the display or after the display is completed, and each of the terminal devices is connected to the other terminal device.
- the switching instruction from the input means can be recognized, and each terminal device has a switching means for switching its own screen display according to the number of screen display switching instructions input from each terminal device. It is characterized by providing.
- FIG. 1A is a diagram showing an example of a basic configuration of a game device according to an embodiment of the present invention.
- FIG. 1B shows the basic configuration of the server according to the embodiment of the present invention. It is a figure which shows an example.
- FIG. 2A is a diagram showing an example of a screen display corresponding to the embodiment of the present invention.
- FIG. 2B is a diagram showing an example of a screen display corresponding to the embodiment of the present invention.
- FIG. 3 is a diagram showing an example of a game system configuration corresponding to the first embodiment of the present invention.
- FIG. 5 is a flowchart of the game progress synchronization control process corresponding to the second embodiment of the present invention.
- FIG. 6 is a diagram showing an example of a game system configuration corresponding to the fourth embodiment of the present invention.
- FIG. 7 is a flowchart of the game progress synchronization control process corresponding to the fourth embodiment of the present invention.
- FIG. 8 is a diagram showing an example of a screen display corresponding to the fifth embodiment of the present invention.
- FIG. 9 is a flowchart of the game progress synchronization control process corresponding to the third embodiment of the present invention.
- FIG. 10 is a diagram showing an example of the configuration of a time limit table in the third embodiment of the present invention.
- FIG. 1A shows the basic configuration of a game device that also functions as a terminal device in this embodiment.
- 1 0 1 is a CPU that controls the entire game device using programs and data stored in RAM (Random Access Memory) 1 0 2 and ROM (Read Only Memory) 1 0 5 The game progress synchronization control described later is performed.
- 1 0 2 is RAM, which has an area for reading game programs 1 1 1 and game data 1 1 2 stored in the external storage device 1 1 0 ⁇ , and when CPU 1 0 1 executes various processes A work area is also provided.
- 1 0 3 is an input unit that accepts input from the player, and is an operation unit that functions as a step, an instruction input unit for instructing movement of characters, cursors, etc.
- the form of the operation unit 103 is not limited to that shown in FIG. 1A.
- a nano stick may be used instead of the instruction input unit 103a or the input button group 103b.
- 1 0 4 is communication 1 (interface), and functions as an I / F for connecting to other game devices via a cable or to the Internet or LAN (local area network).
- 1 0 5 is a ROM that stores programs for controlling the entire game device (for example, boot program of the game device) and data (for example, setting data for the game device).
- 1 0 6 is a display unit as a display screen, which is composed of a CRT or LCD screen. And screen for various settings in the game).
- 1 0 7 is a sound processing unit that generates BGM and sound effects based on sound data included in the game data 1 1 2 and outputs the generated BGM and sound effects to the speaker 1 0 8.
- 1 1 0 is an external storage device, which is composed of a CD-ROM, a DVD-ROM, a ROM cartridge, a hard disk, or the like.
- Game program 1 1 1 is a program that controls the entire game.
- 1 1 2 is game data, which is used to generate images of the objects (characters, characters, background screen, etc.) that make up the game screen, the above-mentioned sound data, various parameters, etc. including.
- the game program 1 1 1 and game data 1 1 2 are stored on the network that provides the game program.
- Game programs and data downloaded from certain servers.
- a package media such as CD-ROM, DVD-ROM, ROM cartridge, etc. can be used together with a hard disk to download some data from a given server, while the main Game programs stored in package media may be used.
- the user data 1 1 3 is data relating to the progress history of the player's game so far. 1 0 9 It is a connecting path.
- the game progress synchronization control process executed by the game device according to this embodiment having the above-described configuration will be described below.
- a venventure game or role-playing game for example, as shown in Fig. 2A, the characters 2 0 1 operated by each player and the words and situation explanations 2 0 2 generated by a specific character are displayed on the screen. Is displayed.
- a display indicating that the display is completed for example, a line feed mark 2 0 3 is displayed here.
- “line feed mark” is exemplified, but it may be changed to a display other than “line feed mark” such as “ ⁇ ” “X” “mouth” “ ⁇ ”.
- This line feed mark informs the player that the display of one screen has been completed and that there are still lines, etc., and also allows the player to switch the screen display to a predetermined number of input buttons 1 0 3 b. It plays a role of prompting the user to press the button.
- the player can switch to the next screen display (FIG. 2 B) by pressing a predetermined button (in the following explanation, “press line feed mark 2 0 3”). Indicates that the player presses a predetermined button to switch the screen display corresponding to the display of the line feed mark 2 0 3).
- a predetermined button in the following explanation, “press line feed mark 2 0 3”.
- the screen shown as an example in Figure 2A is provided as a common display for multiple players who are playing the same game with game devices (including PCs, and so on) connected to the network. Each player sees the screen display in Figure 2A at the same time It becomes. Also, depending on the game, in addition to providing a screen related to the display common to a plurality of players, the display screen related to the common display is different for each player (a part or all of the display contents). May provide a screen. For example, some key words are needed to capture a stage, and different related keywords are assigned and displayed for each player. In other words, if a display related to a common display is viewed from a certain aspect, it corresponds to a display that needs to be displayed on the screen in order to perform a common display in the future.
- a game system is constituted by a server 301, a network 302, and a game device 303.
- the game devices 30 3 (game device 1 to game device n) used by each player are connected to the network 30 2, Communicating with server 3 0 1
- the network includes LAN and the Internet via LAN, and may be connected to the Internet via a general-purpose communication line or a dedicated line via a provider, for example.
- the server 301 transmits a program necessary for executing a game and data for displaying a screen of the game device to each game device 300, and sends a button input from the game device 30 03 to each player.
- a base input signal (hereinafter referred to as player input signal) is received to control the progress of the game.
- the basic configuration of server 3 0 1 is as shown in Fig. 1B.
- 1 1 4 is a CPU that controls the entire server.
- 1 1 5 is a RAM (Random Access Memory), which has an area for reading programs and data for controlling the server 3 0 1 and a work area used when the CPU 1 1 4 executes various processes.
- 1 1 6 is an operation unit.
- 1 1 7 is ROM (read-only memory), which stores program data for controlling the entire server.
- 1 1 9 is communication 1? It functions as an interface for connecting to the Internet or LAN.
- 1 1 8 is a display unit, which is composed of a CRT or liquid crystal screen and displays predetermined information.
- 1 20 is a storage device for storing a game program 1 2 1 and game data 1 2 2 for distribution via a network, and each object that constitutes a program for executing a game and a game screen. Stores data for generating images (characters, characters, background screen, etc.) and sound data.
- FIG. 4 The game progress synchronization process in the first embodiment is shown in FIG. This will be described below with reference to one chart.
- the arrows relating the steps of the server 30 1 and the game device 30 3 indicate the communication between the server 30 1 and the game device.
- the server 3 0 1 transmits screen display data to each game device 3 0 3 entering the game (S 4 0 0).
- the screen display data to be transmitted here is not data corresponding to one screen, but data having a certain relevance can be transmitted as one unit based on the contents of the screen display. On the other hand, screen display data may be transmitted for each screen.
- the screen display data transmitted from the server 30 1 is received by each game device 30 3 (S 4 0 1), and each game device 3 03 is displayed based on the received screen display data.
- the screen is displayed on the unit 106, and when the screen display is completed, a display completion signal is transmitted to the server 3011 to notify the completion of the display (S400).
- the server 3 0 1 receives the display completion signal transmitted from each game device 3 0 3 (S 4 0 3).
- a switching instruction signal is sent to the server 3 0 1 to notify that the screen switching request has been received from the player ( S 4 0 5). If it is not determined that the player has pressed the line feed mark 2 0 3, the button input from the player continues to be monitored.
- the switching instruction signal transmitted from the game device 30 3 is received by the server 3 0 1 (S 4 0 6), and the server 3 0 1 is N of all the game devices 3 0 3 that have entered the game. It is determined whether or not a switching instruction signal has been received from th units (S 4 0 7).
- N th is a number obtained by subtracting a predetermined number (for example, one) from the number of all game devices that are entering the game, for example, as the number of all game devices that are entering the game. You can do it. Alternatively, it may be a number obtained by multiplying a predetermined ratio with respect to the number of all game devices that have entered the game. Furthermore, these numbers may be obtained automatically from the nature of the game, the network, etc., and in the server, the CPU 1 14 functions as a setting means for setting Nth by executing the predetermined processing described above. can do.
- a predetermined number for example, one
- CPU 1 1 4 Functions as a screen display switching means by controlling the server 3 0 1 to transmit a switching permission signal to notify each of the game devices 3 0 3 of the screen switching permission ( S 4 0 8). Also, if screen display data is sent for each screen, S 4 is sent after sending the switch permission signal. 0 Return to 1 to transmit screen display data.
- the server 3 0 1 monitors the signal transmitted from the game device 30 3 that has entered the server. continue.
- the switching permission signal transmitted from the server 3 0 1 is received by each game device 30 3 (S 4 0 9), and the game device 3 0 3 responds to the display section 1 0 6 in response to the reception of the switching permission signal. Switches the displayed screen display (S 4 1 0).
- each Google device 303 can switch the screen display of the display unit 106 according to the reception of the switching permission signal.
- the game apparatus 30 3 cannot switch the currently displayed screen display unless it receives a switching instruction signal from the server 3 0 1, a plurality of players entering the same game
- the game progress can be synchronized between the two. More specifically, it is possible to effectively prevent an action in which some players unilaterally advance the game and interfere with participation of other players in the game.
- Nth is set to a number smaller than the total number of game devices that have entered the game, that is, a screen can be switched with the majority of users agreeing, for example, The player can prevent the act of intentionally delaying the game progress without deliberately pressing the line break mark 2 0 3 to some extent, and the game progresses smoothly with the majority of opinions, so the game progresses smoothly.
- the server 301 does not issue a switch permission signal to the game device 30 3 until it receives a switch instruction signal from the N th game devices. In this case, the act of delaying the progress of the game without intentionally pressing the line break mark 203 is still not necessarily effectively prevented.
- This time limit can be set to 1 minute, for example, or it can be arbitrarily changed according to the content of the game or the content displayed on the screen. For example, if the screen is considered less important, it can be set shorter than 1 minute, and if it is an important screen, it can be set longer than 1 minute.
- the server 301 determines whether a switching instruction signal has been received from the Nth game devices 300. If Nth game machines 3 If received from 03, the process proceeds to step S400 and the switching permission signal is similarly transmitted to each game apparatus 303. On the other hand, if a switching instruction signal has not been received from the Nth game devices 303, it is further determined in step S520 whether it has received a switching instruction signal. If it is further determined that a switching instruction signal has been received, the process returns to step S 4 07 to determine whether it has been received from N th game devices. '
- step S 5 02 If it is determined in step S 5 02 that no further switching instruction signal has been received, it is determined in step S 5 0 3 whether or not time-up has occurred. If the time has not yet been reached, the process returns to step S 5 0 2 to continue monitoring the reception of the switching instruction signal. On the other hand, if it is determined in step S5003 that the time-up has occurred, the process proceeds to step S4008 without waiting for an unreceived switching instruction signal to be transmitted from the game apparatus 303. Then, a switching permission signal is transmitted to each game device 303.
- step S 4 07 it is determined in step S 4 07 whether or not the switching signal from the Nth game devices 30 3 has been received, and the trigger for stopping the reception of the switching instruction signal has timed out.
- the number of switching instruction signals received can be set as a trigger for stopping reception processing. That is, using the fact that the number of reception of the switching instruction signal has reached a predetermined number as a trigger for stopping the reception process, it is determined whether or not the number of reception has reached N th in step S 40 07.
- the time limit is determined according to the displayed screen information. Need to be changed.
- the switch permission signal can be transmitted regardless of whether or not it has been performed, so there is no need to change the time limit setting in detail for each display content, and the process proceeds to the switch permission signal transmission process. It becomes easy to determine whether or not.
- the timer start timing is after reception of the switching instruction signal.
- the present invention is not limited to this.
- You may start the timer. More specifically, the timer may be started when the first or second display completion signal is received, or when the display completion signal is received from the N th game devices 303. May be started. In either case, the display time of the screen in each game device 303 can be measured, which is effective in that the game progress can be controlled from the viewpoint of the player. In this way, in this embodiment, since the progress of the game can be controlled according to the mode of reception of the switching instruction signal in the server 301, some players do not deliberately press the line break mark 203. Can prevent an action that delays the progress of the program.
- the switch permission signal transmission time has been used as a trigger for stopping the reception process of the switch instruction signal, but the time limit is used as the switch instruction signal. Regardless of the number of received messages, the time until the screen display is switched is set.
- the timer is started with a time limit of 1 minute.
- a screen switching permission signal is transmitted.
- the screen is switched for the remaining 50 seconds if no switching instruction signals are received from the remaining one device. The instruction signal cannot be transmitted.
- the average screen of the players who always enter the game is switched. There may be situations where the game progress level cannot be accommodated, preventing smooth progress of the game.
- the time limit is not set as the time until the screen display is switched, but the next switching instruction signal is received after receiving the switching instruction signal.
- Ma By setting the time for the above, the above problem can be solved. Also, by setting a time limit each time a switching instruction signal is received, the game progress can be made according to the level of each party composed of multiple players participating in the game. is there.
- step S 4 06 to step S 4 0 8 in FIG. 4 is replaced with step S 9 0 1 to step S 9 1 2 as shown in FIG.
- the processing based on the flowchart of FIG. 9 will be described below.
- timer 2 is started after resetting.
- This timer 2 is a time measuring means for measuring the time until the switching instruction signal is received after the display completion signal is received in step S 400 of FIG.
- the timer value for timer 2 is T1.
- step S9002 the number N of switching instruction signals received is reset (N ⁇ 0).
- step S903 it is determined whether or not a switching instruction signal is received. If the switching instruction signal has not been received, the process proceeds to step S9004, and if timer 3 is set, it is determined whether timer 3 has timed up.
- Timer 3 receives a switching instruction signal and then receives a switching instruction signal until the switching instruction signal is received (this time limit corresponds to the display time of the screen after the switching instruction signal is received).
- the time limit that is set in timer 3 is updated whenever a switching instruction signal is received.
- FIG. 10 is a table of time limit L n assuming that 10 players are playing a game with a party.
- the table is stored in storage device 1 2 0 of server 3 0 1. ing.
- forming one party with 10 players is merely an example of a party configuration, and the implementation of the present invention is not limited to this. Therefore, it is preferable to store a plurality of tables in the storage means 120 according to the number of players making up the party.
- time limit L n of 4 types (1 0 0 1 force, etc. 1 0 0 4) according to the value of T 1 for the number N of switching instruction signals received from 1 to 10
- the set is registered. Taking time limit set 1 0 0 1 as an example, if T 1 force si is within 0 seconds, this time limit L n set 1 0 0 1 is selected and the number of received The time limit L n in the set is set to timer 3 accordingly.
- set 1005 may be registered in which time limit Ln is set to a constant value regardless of the value of T1.
- step S900 the number of received switching instruction signals shifts to the table selection process. If it is determined that the condition is not satisfied, in step S900, it is determined whether the number of received switching signals has reached a sufficient number for screen switching. Turn off the screen display
- the threshold value N th 2 as a criterion for determining whether or not to switch is determined depending on the number of players participating in the game (the size of the party).
- N th 2 is the same as N th in the first embodiment. For example, even if it is the number of all game devices that have entered the game, all the games that have entered the game. It may be a number obtained by subtracting a predetermined number (for example, one) from the number of devices. Alternatively, it may be a number obtained by multiplying the number of game devices entered in the game by a predetermined ratio. Further, these numbers are based on the nature of the game and the network.
- the CPU 1 1 4 can function as a setting means for setting N th 2 by executing the above predetermined process, and accepting the setting of N th 2 from the client side.
- the value to be set to N th 2 is transmitted from the game device 3 0 3 to the server 3 0 1 according to the input from the operation unit 1 0 3 of the game device 3 0 3, and the server 3 0 1 May be set as the value of N th 2 by the CPU 1 1 4 functioning as a setting means.
- N th 2 can be set to 7
- a party is composed of 5 players.
- N th 2 can be set to 3.
- step S 90 9 If it is determined that the number of switching instruction signals received in step S 90 9 is greater than or equal to the threshold value N th 2, the process proceeds to step S 9 1 1, and the switching permission signal is sent to each game device 3. 0 Send to 3.
- step S 9 0 If it is determined that the number is less than the threshold value N th 2, the process proceeds to step S 9 1 0 to determine whether or not the reception number N is greater than or equal to ⁇ . In this judgment step, because the number of receptions is less than ⁇ , depending on the setting of a, the time limit set has not yet been selected in step S 9 0 8, and timer 3 must be set. It corresponds to the case where it is not possible.
- step S 9 0 3 determines whether or not there is a further switching instruction signal received within the set time limit range. . If a new switching instruction signal is received within the time limit L ⁇ set in step S 9 1 2, the process proceeds to step S 9 0 5 and the received number ⁇ ⁇ is updated. The processing from step S 900 onwards is performed.
- step S 9 0 3 if it is determined that the switching instruction signal has not been received in step S 9 0 3 and it is determined in step S 9 0 4 that timer 3 has timed up, the process proceeds to step S 9 1 1 for switching. Send permission signal.
- step S 9 1 2 After receiving the instruction signal (at this time, there is no time-up until a switch instruction signal is received from the sixth game device), the time limit set in step S 9 1 2 is 1 second. Therefore, even if N th is 7 units, if the switching instruction signal from the 7th unit is not received within 1 second after the start of timer 3, timer 3 in step S 9 0 4 In step S 9 1 1, a switch permission signal is transmitted. Therefore, the six players who have already transmitted the switching instruction signal do not have to wait while watching the same screen display in order to receive the switching instruction signal from the seventh player.
- a time limit is set every time a switching instruction signal is received, and the progress of the game is controlled according to the overall skill level of the players participating in the game. Can.
- the time limit can be set according to the time when the number of switching instruction signals received from the display completion reaches a predetermined number, the overall skill of the players participating in the game is set. The progress of the game can be controlled according to the level.
- the time limit value set according to the number of receptions can be set to reflect the time until the switching signal is received first (or second), for example, according to the set value of a.
- the game progress control corresponding to the party level can be made more individually.
- the game apparatus 30 3 is connected to a predetermined network such as the Internet, and receives a program necessary for executing the game from the server 30 1.
- a game system was built and provided games to players.
- a game system is constructed in such a manner that game devices 6101 to 603 are connected to each other via a connection cable in a peer-to-peer type. ing.
- the game device 60 1 and the like are equipped with a ROM cartridge (60 1 c force to 60 3 c) that stores programs and predetermined data necessary for executing the game.
- the game device 6 0 1 to the game device 60 3 each have a configuration corresponding to the basic configuration of the game device shown in FIG. 1A. Therefore, the description of the configuration of the game device 6 0 1 etc. is here. I will omit it.
- the game progress synchronization control process in this embodiment is shown in the flow chart of FIG. This will be described with reference to one chart.
- the game device 60 1 to the game device 60 3 each have a background 2 0 1 (including a character) and a separator in order to display a screen corresponding to, for example, FIG. Riff 2 0 2 is displayed (S 7 0 1).
- a line feed mark 2 0 3 is displayed (S 7 0 2).
- each player can instruct to switch the screen display by pressing one of the input buttons 1 0 3 b. Therefore, the game device 6 0 1 to the game device 6 0 3 monitor whether or not this button is pressed by the player of the own device, and when the button is pressed, there is a switching instruction from the player. It judges that it is a thing, and transfers to step S700. On the other hand, if the button is not pressed, it waits while monitoring the button press.
- step S 7 04 a switching instruction signal is transmitted in order to notify other connected game devices that the player has issued a screen switching instruction by button input. After performing the switching instruction notification, it waits for a switching instruction notification from another game device (S705). If a switching instruction notification is received from Nth of all the connected game devices, the process returns to step 7 0 1 according to the control of the CPU 1 0 1 functioning as a switching means. Switch the current screen content to display a new background and lines. Since N th is a number having the same meaning as in the first embodiment, detailed description thereof is omitted. However, in the present embodiment, the CPU 10 1 in the game devices 6 0 1 to 6 0 3 functions as N th setting means, for example, according to the input content from the operation unit 10 3 of the player N Set the value of th.
- the screen display in the form of FIGS. 2A and 2B is provided to the player.
- the form of the screen display provided to the player is not limited to FIGS. 2A and 2B.
- the line feed mark 2 0 3 can be displayed only for the total of the own device and other devices communicating.
- Fig. 8 shows an example in which two machines are connected in addition to the own machine.
- 10 line feed marks 20 3 are initially displayed on the screen when the lines are displayed, and gradually, as the switching signal is received from each player.
- Each player can recognize that the screen switches when the number of line break marks 2 0 3 displayed in is reduced and the remaining 3 is reached.
- a player who has already transmitted a switching instruction signal can easily predict and wait when the screen is switched, thereby reducing the stress caused by simply waiting for the screen to switch.
- Such effects are the first, third and fourth implementations. Needless to say, it can be obtained in the form.
- the above processing (for example, the processing according to the flowcharts shown in FIGS. 4, 5, 7 and 9 in the above embodiment) is stored in a storage medium such as a CD-R, ROM, DVD_ROM, or MO as a program.
- a storage medium such as a CD-R, ROM, DVD_ROM, or MO as a program.
- processing for synchronization control in game progress can be realized as a game progress synchronization control method or a game progress synchronization control system control method including the following steps.
- a game having a display screen and an input unit that receives an input from a player and connected via a network to execute a game can be shared.
- a game progress synchronization control method capable of proceeding synchronously and displaying at least one of a common display in the game and a display related to the common display on the display screen of the terminal device, During the display of at least one of the common display and the display related to the common display on the display screen of the device or after the display is completed, an instruction to switch the screen display is input from the input unit of each terminal device. And switching between at least one of the common display and a display related to the common display according to the number of screen display switching instructions input from the terminal devices. Characterized in that it comprises a switching step.
- control method of the game progress synchronization control system includes a display screen and an input unit that receives input from the player, and includes a plurality of terminal devices that can be connected to each other to execute the game
- a control method of a game progress synchronization control system in which a common game is executed in synchronization with a plurality of terminal devices, which is related to a common display and a common display on the display screen of each terminal device. At least one of the display can be displayed and at least one of the common display and a display related to the common display is displayed on the display screen of each terminal device, or after the display is completed, the screen
- a display switching instruction can be input from the input unit of each terminal device, and each terminal device recognizes the switching instruction from the input unit of another terminal device.
- Each of the terminal devices includes a switching step of switching its own screen display according to the number of screen display switching instructions input from each of the terminal devices.
- the switching step the number of screen display switching instructions input from each terminal device and the display time of the screen display.
- the screen display is switched according to the above.
- the switching step may further include a setting step for setting the number of switching instructions for switching the display.
- counting of the predetermined display time is started after the display is completed. May be.
- the timing of the predetermined display time may be started after the switching instruction is input from any one of the terminal devices. Further, each time the switching instruction is input, the predetermined display time is started. The It is also possible to re-clock. Further, the predetermined display time may be changed and timed again according to the time from the completion of the display to the input of the switching instruction.
- the situation of the dialogue is described.
- it is possible to control the timing for switching the screen display for a plurality of game devices thereby preventing a shift in the progress of the game in a plurality of game devices, enabling an efficient and smooth game progress, and preventing annoying acts by some players. It can be effectively prevented.
- the timing for switching the screen display can be controlled according to the average ability of the players participating in the game, the game progress can be controlled more effectively and smoothly.
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Abstract
Description
Claims
Priority Applications (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
EP03736287A EP1588747A4 (en) | 2003-01-14 | 2003-06-27 | SYNCHRONIZATION SYSTEM AND PROGRAM FOR A GAME PROGRAM |
AU2003244007A AU2003244007A1 (en) | 2003-01-14 | 2003-06-27 | Game proceeding synchronization system and program |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2003-006294 | 2003-01-14 | ||
JP2003006294A JP3669587B2 (ja) | 2003-01-14 | 2003-01-14 | ゲーム進行同期制御サーバー、端末装置及びプログラム |
Publications (1)
Publication Number | Publication Date |
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WO2004062756A1 true WO2004062756A1 (ja) | 2004-07-29 |
Family
ID=32709056
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
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PCT/JP2003/008206 WO2004062756A1 (ja) | 2003-01-14 | 2003-06-27 | ゲーム進行同期制御システム及びプログラム |
Country Status (6)
Country | Link |
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US (1) | US20050272505A1 (ja) |
EP (1) | EP1588747A4 (ja) |
JP (1) | JP3669587B2 (ja) |
AU (1) | AU2003244007A1 (ja) |
TW (1) | TW200412527A (ja) |
WO (1) | WO2004062756A1 (ja) |
Families Citing this family (19)
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US7682249B2 (en) | 2001-05-04 | 2010-03-23 | Igt | Light emitting interface displays for a gaming machine |
US8342938B2 (en) | 2001-09-27 | 2013-01-01 | Igt | Gaming machine reel having a rotatable dynamic display |
US8002624B2 (en) | 2001-09-27 | 2011-08-23 | Igt | Gaming machine reel having a flexible dynamic display |
US8388432B2 (en) | 2004-01-12 | 2013-03-05 | Igt | Bi-stable downloadable reel strips |
US8016670B2 (en) | 2004-01-12 | 2011-09-13 | Igt | Virtual glass for a gaming machine |
US8545326B2 (en) | 2004-01-12 | 2013-10-01 | Igt | Casino display methods and devices |
JP4626182B2 (ja) * | 2004-05-14 | 2011-02-02 | 株式会社セガ | 対戦ゲーム処理方法、対戦ゲームシステム、そのプログラム及び記憶媒体 |
JP4716843B2 (ja) * | 2005-10-17 | 2011-07-06 | シャープ株式会社 | 画像形成装置 |
JP4508077B2 (ja) * | 2005-10-24 | 2010-07-21 | 株式会社デンソー | 車載マルチカーソルシステム |
US8352371B2 (en) * | 2008-04-30 | 2013-01-08 | General Instrument Corporation | Limiting access to shared media content |
JP4666402B2 (ja) * | 2008-06-29 | 2011-04-06 | 株式会社スクウェア・エニックス | ビデオゲーム処理装置、ビデオゲーム処理方法、およびビデオゲーム処理プログラム |
JP4705179B2 (ja) * | 2009-03-26 | 2011-06-22 | 株式会社コナミデジタルエンタテインメント | 端末装置、端末装置の制御方法、ならびに、プログラム |
US8914788B2 (en) * | 2009-07-01 | 2014-12-16 | Hand Held Products, Inc. | Universal connectivity for non-universal devices |
US10258886B2 (en) | 2013-09-04 | 2019-04-16 | Nvidia Corporation | Dynamic interface control device mapping when game sharing |
US11130055B2 (en) | 2013-09-04 | 2021-09-28 | Nvidia Corporation | System and method for granting remote access to a video game executed on a video game console or network client |
JP5977783B2 (ja) * | 2014-06-09 | 2016-08-24 | 株式会社カプコン | 配信システム |
US9987561B2 (en) | 2015-04-02 | 2018-06-05 | Nvidia Corporation | System and method for multi-client control of a common avatar |
CN110947177B (zh) * | 2019-11-14 | 2023-10-17 | 咪咕互动娱乐有限公司 | 云游戏教学互动的方法、系统、设备及其计算机可读存储介质 |
CN113342402B (zh) * | 2021-08-05 | 2021-11-12 | 北京蔚领时代科技有限公司 | 一种多人协作游戏编辑方法、系统及装置 |
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- 2003-01-14 JP JP2003006294A patent/JP3669587B2/ja not_active Expired - Fee Related
- 2003-06-27 EP EP03736287A patent/EP1588747A4/en not_active Withdrawn
- 2003-06-27 WO PCT/JP2003/008206 patent/WO2004062756A1/ja active Application Filing
- 2003-06-27 AU AU2003244007A patent/AU2003244007A1/en not_active Abandoned
- 2003-07-08 TW TW092118629A patent/TW200412527A/zh not_active IP Right Cessation
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Also Published As
Publication number | Publication date |
---|---|
US20050272505A1 (en) | 2005-12-08 |
EP1588747A1 (en) | 2005-10-26 |
JP2004215851A (ja) | 2004-08-05 |
TWI321743B (ja) | 2010-03-11 |
EP1588747A4 (en) | 2006-03-15 |
JP3669587B2 (ja) | 2005-07-06 |
AU2003244007A1 (en) | 2004-08-10 |
TW200412527A (en) | 2004-07-16 |
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