WO2006022080A1 - ゲーム装置 - Google Patents
ゲーム装置 Download PDFInfo
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- WO2006022080A1 WO2006022080A1 PCT/JP2005/012054 JP2005012054W WO2006022080A1 WO 2006022080 A1 WO2006022080 A1 WO 2006022080A1 JP 2005012054 W JP2005012054 W JP 2005012054W WO 2006022080 A1 WO2006022080 A1 WO 2006022080A1
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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
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/814—Musical performances, e.g. by evaluating the player's ability to follow a notation
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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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- A63F13/10—
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- A63F13/12—
-
- 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
-
- 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
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
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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
- A63F13/45—Controlling the progress of the video game
-
- 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
- A63F13/45—Controlling the progress of the video game
- A63F13/46—Computing the game score
-
- 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
- A63F13/45—Controlling the progress of the video game
- A63F13/48—Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
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- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10H—ELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE
- G10H1/00—Details of electrophonic musical instruments
- G10H1/36—Accompaniment arrangements
- G10H1/361—Recording/reproducing of accompaniment for use with an external source, e.g. karaoke systems
- G10H1/368—Recording/reproducing of accompaniment for use with an external source, e.g. karaoke systems displaying animated or moving pictures synchronized with the music or audio part
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—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 characterized by details of game servers
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—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 characterized by details of game servers
- A63F2300/53—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 characterized by details of game servers details of basic data processing
- A63F2300/532—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 characterized by details of game servers details of basic data processing using secure communication, e.g. by encryption, authentication
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6036—Methods for processing data by generating or executing the game program for offering a minigame in combination with a main game
-
- 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
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
- A63F2300/6054—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands by generating automatically game commands to assist the player, e.g. automatic braking in a driving game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/636—Methods for processing data by generating or executing the game program for controlling the execution of the game in time involving process of starting or resuming a game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—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
- A63F2300/8047—Music games
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- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10H—ELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE
- G10H2210/00—Aspects or methods of musical processing having intrinsic musical character, i.e. involving musical theory or musical parameters or relying on musical knowledge, as applied in electrophonic musical tools or instruments
- G10H2210/031—Musical analysis, i.e. isolation, extraction or identification of musical elements or musical parameters from a raw acoustic signal or from an encoded audio signal
- G10H2210/091—Musical analysis, i.e. isolation, extraction or identification of musical elements or musical parameters from a raw acoustic signal or from an encoded audio signal for performance evaluation, i.e. judging, grading or scoring the musical qualities or faithfulness of a performance, e.g. with respect to pitch, tempo or other timings of a reference performance
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- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10H—ELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE
- G10H2220/00—Input/output interfacing specifically adapted for electrophonic musical tools or instruments
- G10H2220/135—Musical aspects of games or videogames; Musical instrument-shaped game input interfaces
Definitions
- the present invention relates to a game device used in a network type game system.
- each game device receives information about the game device itself via a network during the game. To the server device and receive information about other players.
- Japanese Patent Application Laid-Open No. 2004-081809 describes that one or a plurality of game devices may be assigned the function of a server device. That is, Japanese Patent Laid-Open No. 2004-081809 discloses performing a master Z-slave communication system in which one server device or game device is a master and the remaining game devices are slaves in a network game system. .
- the master Z slave communication game system if the master becomes unable to communicate during the game, information cannot be exchanged between all game devices. Therefore, the game cannot be continued in all game devices. In other words, if one device becomes unable to communicate with all game devices and the game is interrupted, a situation may occur.
- the present invention has been made in view of the above-described problems, and an object thereof is to provide a game device capable of constructing a game system in which the above-described situation cannot occur.
- the game device (2B) communicates with other game devices (2A, 2C, 2D).
- a game information generation unit (21, SC8, SJ1 to SJ11) that transmits the generated game information to each of the two or more other game devices using the communication unit (21, 22); and the communication unit (21 22) is used to receive game information generated by each of the two or more other game devices and change the progress of the game according to the received game information (21, SC8, SK1 to SK7).
- a game system is constructed using three or more of these game devices, game information can be transmitted and received between the other game devices even if any one of the game devices becomes unable to communicate. it can.
- the master Z-slave communication method in which the master sends an instruction to the slave, if the master becomes unable to communicate, it is impossible to send and receive game information even if the remaining two or more game devices are normal. According to the device, even if one game device becomes unable to communicate, the game can be continued on the remaining two or more game devices.
- the control unit (21, SC1 to SC5) determines whether the game device itself should be a master slave based on a predetermined determination condition.
- the determination unit (21, SC2, SC3), the storage unit (27) for storing communication addresses of other game devices (2A, 2C) participating in the game, and the determination unit (21, SC2, SC3) If it is determined that the game device itself is the master, the game device waits for a request to join another game device (2A, 2C, 2D) that should become a slave, and if the game join request is received, A response indicating that game participation is permitted unless the number of participants reaches a predetermined number is returned, and communication addresses of the two or more other game devices (2A, 2C) to be slaves are stored in the storage unit (27 ) And each of the other game devices to be slaves
- the master function execution unit (21, SC4) that transmits the communication address of the game device to be another slave and the determination unit (21, SC2,
- a game device When a game participation request is sent and a response indicating that the game device capability to be a master also allows game participation is received, the game to become another slave acquired from the game device to become the master. It is preferable to include a slave function execution unit (21, SC5) for storing the communication address of the device and the communication address of the game device to be a master in the storage unit (27). Furthermore, the game information generation unit (21, SC8, SJ1 to SJ11) uses each communication address stored in the storage unit (27) to each of the two or more other game devices (2A, 2C). The game information is transmitted.
- a slave function execution unit 21, SC5
- the game information generation unit uses each communication address stored in the storage unit (27) to each of the two or more other game devices (2A, 2C). The game information is transmitted.
- the game participant in the participant grooving process (entry period) for specifying a plurality of game devices participating in the same game, the game participant is adopted by adopting the master Z slave method.
- the game device can perform the grouping.
- Multiplayer Online Game (Multiplayer Online Game) is a condition for starting a game by identifying game participants in the same group.
- Possible power of server devices other than game devices to perform grouping of participants When a large number of game devices wish to participate in a game, the load on the server devices is large.
- grouping of game participants is performed by the master game device, thereby reducing the load on the server device and further reducing the traffic between the game devices.
- the master function execution unit (21, SC4) notifies the game start time to the two or more other game devices (2A, 2C), and the start time
- the game program execution unit (21) is controlled so that the player can start playing the game and the slave function execution unit (21, SC5)
- the game program execution unit (21) is controlled so that the game program is executed at the start time and the player can start playing the game when the notification of the start time is received from Preferred. If a game system is constructed using three or more of these game devices, the game start of these game devices can be synchronized.
- the control unit when a predetermined condition is satisfied, The communication mode between this game device and the two or more other game devices (2A, 2C) is communicated in parallel with each of the two or more other game devices (2A, 2C).
- the game information generation unit 21, SC8, SJ1 to SJ11
- the change unit 21, SC8, SK1 to SK7
- the communication mode transition unit 21, SF10 shifts to another communication mode.
- SH7 the communication mode transition unit
- the predetermined condition regarding the transition unit is that the master function execution unit (21, SC4) sets the start time to the two or more other game devices (2A, 2C). It is preferable that the slave function execution unit (21, SC5) has received a notification of the master force and the start time. Thereby, the start of a game can be reliably synchronized with a plurality of game devices. From the start of the game, each game device is switched to an individual communication mode in which communication is performed in an equal relationship. An important part of the multiplayer online game is the transmission and reception of game information during play.
- the transition to the individual communication mode is triggered by the start of the game, even if the game device being played becomes unable to communicate, the game is played while continuing communication between the other game devices. It will be possible to continue. If a game device becomes unable to communicate during the participation grouping process before the game is played, the game device cannot play a game with another game device, but the user of the game device cannot play another game. It would be preferable if the game device could take an alternative that could play the game.
- the game device described above further includes a display unit (24) that displays an image, and an input device (23) that outputs a signal according to the operation of the player, and the game program execution unit (21) Causes the game to proceed in accordance with the signal and causes the display unit (24) to display an image corresponding to the progress of the game.
- the game information generation unit (21, SC8, SJ1 to SJ11) generates score information indicating the score acquired in response to an operation of the input device (23) as the game information, and the score information is the two or more of the score information.
- the change unit (21, SC8, SK1 to SK7) transmits the score information to the game information (2A, 2C).
- the game information generation unit (21, SC8, SJ1 to SJ11) displays attack information that indicates game elements that are disadvantageous to other game participants in accordance with the operation of the input device (23).
- the attack information is transmitted to at least one of the two or more other game devices (2A, 2C), and the changing unit (21, SC8, SK1 to SK7) transmits the attack information.
- an image corresponding to the game element indicated by the received attack information may be displayed on the display unit (24).
- the player can play the game with the force S without visually recognizing the image according to the game progress of the other player.
- the game consists of the sound displayed on the screen and the speaker power. Images and sounds can be thought of as individual parts that make up the game.
- a game image is composed of a background, moving objects, blinds that make the objects difficult to see, their brightness, and the like.
- the game sound is composed of a musical sound, a sound effect when a score is obtained, or a tempo of the musical sound.
- a game element corresponds to an individual part constituting a game image or sound, and is given as a parameter on the program.
- By designating game elements it is possible to provide visual and auditory effects that increase the difficulty of the game.
- game elements include a narrowing of the displayed game screen, a darkening of the displayed game screen, a shaking of the displayed game screen, and a reduction in the volume of the output musical sound. It includes delaying the output timing of the output musical sound.
- the game information generation unit (21, SC8, SJ1 to SJ11) further includes a transmission destination specifying unit (21, SJ11) for specifying the generated attack information by the transmission destination specifying unit. You may make it transmit to (2A, 2C, 2D). Thereby, the user can disturb the play of other desired game participants.
- the game device includes a detection unit (21, SK5) that monitors communication with the two or more other game devices (2A, 2C) participating in the game and detects communication disconnection.
- the above The game information generation unit (21, SC8, SJ1 to SJ11) stops the transmission of the game information to the other game device (2A) in which communication disconnection is detected by the detection unit (21, SK5), and It is preferable to continue the transmission of the game information to the remaining other game devices (2C) to participate. As a result, wasteful transmission is reduced, and communication resources can be saved. Further, since communication with the remaining game devices is continued, the influence on the game due to communication failure can be minimized.
- the game program execution unit (21) serves as a participant in place of the other game device (2A) in which communication disconnection is detected by the detection unit (21, SK5).
- the game information that should have been generated by another game device in which a game was detected and communication disconnection was detected is generated, and this game information is transferred to the change unit (21, SC8, SK1 to SK7),
- the changing section (21, SC8, SK1 to SK7) replaces the game device (2A) in which the communication disconnection is detected.
- Program execution unit (21) force Acquires the game information and continues acquisition of the game information from the remaining other game devices (2C) participating in the game, according to the acquired game information.
- the change unit stores the game information, and when a communication disconnection is detected, the game program execution unit refers to the stored contents and takes over the game information immediately before the communication disconnection is detected to continue the game progress. It is preferable to change. For example, when the game information is score information, the score of the game played by the game program execution unit is added to the score immediately before the communication disconnection is detected instead of the game device in which the communication disconnection is detected. It can be scored by other game participants.
- the game program execution unit (21) sequentially plays a plurality of pieces of music in accordance with the program and the detection unit (21, SK5) detects a communication interruption. It is preferable to start playing the game as a participant from the start of the performance of the next song to the currently played song, instead of the other game device in which the communication disconnection is detected. This The game program execution unit can be replaced with another game device that has become unable to communicate without interrupting the game flow.
- a game device capable of constructing a game system capable of mutually transmitting and receiving game information between other game devices even if one game device becomes unable to communicate. Can be provided. In this game system, even if one game device is unable to communicate, the game can be continued on the remaining two or more game devices.
- FIG. 1 is a diagram showing an overall configuration of a game system according to an embodiment of the present invention.
- FIG. 2 is a diagram showing an example of a game screen displayed on the game device of the game system of FIG. 1 during the game.
- FIG. 3 is a diagram showing a simplified behavior of the game system of FIG. 1.
- FIG. 4 is a diagram showing an electrical configuration of a data server in the game system of FIG.
- FIG. 5 is a diagram showing an example of the contents of a personal information table stored in the data server of FIG.
- FIG. 6 is a diagram showing an electrical configuration of a lobby server in the game system of FIG.
- FIG. 7 is a diagram showing an electrical configuration of the game device in the game system of FIG. 1.
- FIG. 8 is a diagram showing an example of the contents of a game participant table stored in the game device of FIG.
- FIG. 9 is a sequence diagram for explaining an operation example of the game system of FIG. 1.
- FIG. 10 is a sequence diagram for explaining an operation example of the next stage of the game system of FIG. 1.
- FIG. 11 is a sequence diagram for explaining an operation example of the next stage of the game system of FIG. 1.
- FIG. 12 is a sequence diagram for explaining an operation example of the next stage of the game system of FIG. 1.
- FIG. 13 is a flowchart showing an authentication process executed by the game device of FIG. 7.
- FIG. 14 is a flowchart showing a personal information authentication Z registration process executed by the data server of FIG.
- FIG. 15 is a diagram showing an example of the contents of a personal information table stored in the data server of FIG.
- FIG. 16 is a flowchart showing a game process of the game device of FIG.
- FIG. 17 is a flowchart showing master Z slave determination processing in the flow of FIG.
- FIG. 18 is a flowchart showing the lobby server process of FIG.
- FIG. 19 is a flowchart showing master processing in the flow of FIG.
- FIG. 20 is a flowchart showing participant addition processing in the flow of FIG.
- FIG. 21 is a flowchart showing slave processing in the flow of FIG.
- FIG. 22 is a flowchart showing exchange information transmission processing in the flow of FIG.
- FIG. 23 is a flowchart showing exchange information reception processing in the flow of FIG. 16.
- FIG. 1 shows an overall configuration of a game system 100 according to an embodiment of the present invention.
- the game system 100 includes arcade game devices 2A to 2D, a lobby server 3, and a data server 4 that can communicate with each other via the Internet 1.
- the game system 100 executes a game (multiplayer online game) played by up to three players (three game devices).
- Game device 2 is used as a general term for 2D.
- FIG. 2 shows an example of a game screen displayed on the game device 2 during the game.
- the object OB is located in the upper part of the figure according to the selected song.
- An image showing the state of appearing at the bottom and falling and disappearing in the figure is arranged.
- the attack level AL is the strength of the attack against other players, and is “1” if the cumulative timeliness of operation is less than the threshold, and “2” if it is greater than or equal to the threshold.
- a plurality of candidate powers prepared in advance are arranged character images selected by the current player of the game apparatus.
- the player information includes one player, current score, title, degree, current speech, and character image partial image.
- the partial image of the character image is obtained by extracting and reducing a part of the character image selected by another player using the other game device 2.
- FIG. 3 shows the behavior of the game system 100 in a simplified manner.
- participant grouping is performed prior to the start of the game.
- Participant grouping refers to determining the set of competitors who play a game. This period for participant grouping is the entry period, which ends at the start of the game. Participant grouping during the entry period takes place in Master Z Slave Communication mode.
- master Z-slave communication mode each slave communicates with only one master. For example, when the game apparatus 2A becomes the master and the game apparatuses 2B and 2C become slaves, the game apparatuses 2B and 2C are!, And the deviation communicates only with the game apparatus 2A. Which game device will be the master is determined at the beginning of the entry period.
- the communication control method shifts from the master Z slave communication mode to the individual communication mode.
- each game device has an equal position regarding communication control, and each game device can communicate with any other game device. Therefore, for example, even if an error occurs and the game apparatus 2A becomes unable to communicate, the game apparatuses 2B and 2C can continue the game because they can communicate with each other.
- the game device 2B generates a virtual game device BA in its own computer, and causes the virtual game device BA to substitute the game device 2A.
- the game apparatus 2C generates a virtual game apparatus CA in its own computer, and causes the virtual game apparatus CA to substitute the game apparatus 2A.
- the virtual game device is a function of a computer that operates virtually and autonomously as a game device.
- the game devices 2B and 2C there is another game device 2A that has become unable to communicate.
- the power also acts as if the game continues to play.
- Game device 2A power that has become incapable of communication It is also possible to generate virtual game devices that replace the other game devices 2B and 2C, respectively, and continue the game.
- FIG. 4 shows the electrical configuration of the data sano.
- the data server 4 manages the player's personal information, and includes a processor 41 such as a CPU (Central Processing Unit), a communication interface 42, and a storage unit 43.
- the communication interface 42 relays data between the processor 41 and the Internet 1, and the processor 41 communicates with each game device 2 via the communication interface 42.
- the storage unit 43 is a ROM (Read Only) in which IPL (Initial Program Loader) is written.
- RAM Random Access Memory
- hard disk where a personal information table Tl is secured.
- a program for the processor to execute the personal information authentication Z registration process described later is written.
- the processor 41 reads and executes the hard disk power program for executing the personal information authentication Z registration process by reading the IPL and executing the IPL.
- FIG. 5 shows an example of the contents of the personal information table T1.
- the personal information table T1 stores the player ID, card ID, and personal information of each user of the game system 100 (who has the potential to play on the game device).
- the player ID is a unique identifier for the user and is given to the user in advance by the game provider.
- the card ID is an identifier unique to the card used by the user for the game, and is written on the card. A card is given to each user.
- Personal information is information about the user and is associated with a combination of player ID and card ID to allow one user to use multiple cards properly.
- Items that can be included in the personal information include items indicating the player level, game history, player name, attack identifier for level 1, attack identifier for level 2, serif at attack, serif at attack, and image identifier. .
- the player level is an indicator of the user's skill in this game and takes a natural number between 1 and 30.
- the game history is a history of games played by the user. One player is the name of the user.
- the attack identifier for level 1 indicates the type of attack given to other players when the attack level AL is 1 during game play. Level 2 attack identifiers are used during gameplay. Shows the types of attacks given to other players when the attack level AL is 2.
- the attack identifier for level 1 and the attack identifier for level 2 can be selected from multiple candidates by the user when playing the game.
- An attack line is a line used when attacking during game play.
- An attacked line is a line used when attacked during game play. These lines are displayed on the game screen of the game device used by other players during the game (see Figure 2). These lines can be edited by the user when not playing the game.
- the image identifier indicates the character image selected by the user.
- FIG. 6 shows an electrical configuration of the lobby server 3 in the game system of FIG.
- the lobby server 3 receives a request for game participation from each game device and returns a response.
- the lobby server 3 includes a processor 31, which is a CPU, a communication interface 32, and a storage unit 33, for example.
- the communication interface 32 relays data between the processor 31 and the Internet 1.
- the processor 31 communicates with the game apparatus 2 via the communication interface 32.
- the storage unit 33 includes a ROM in which the IPL is written, a RAM used as a word querier, and a node disk in which a program for the processor to execute the lobby server processing shown in FIG.
- the processor 31 reads out the ROM power IPL and executes it to read out the program for executing the processing of the lobby server from the hard disk and execute it.
- Entry lists L1 and L2 are secured in the RAM of the storage unit 33. Each of the entry lists L1 and L2 stores the communication address of one or more master game devices that are currently accepting a game participation request, and before the start of processing of the lobby server (initial state). Is empty and is updated in the processing of the lobby server. Entry list L1ZL2 is a list of entries for players with relatively low player levels and high Z, and is used according to the content of the game device power requirements.
- FIG. 7 shows an electrical configuration of the game apparatus 2 in the game system of FIG.
- Game device 2 executes the program and allows the player to play the game.
- the game apparatus 2 includes, for example, a processor 21 which is a CPU, a communication interface 22 , An input device 23, a display device 24, a speaker 25, a card reader 26 and a storage unit 27.
- the communication interface 22 relays data between the processor 21 and the Internet 1.
- the processor 21 communicates with other game devices 2, the lobby server 3, and the data sano via the communication interface 22.
- the input device 23 includes a plurality of buttons. When the button is pressed, the input device 23 generates an input signal specific to the pressed button, and supplies this input signal to the processor 21.
- the display device 24 receives the image data from the processor 21 and displays a moving image.
- the speaker 25 receives the musical sound signal from the processor 21 and emits the sound.
- the card reader 26 reads the set card power card ID and supplies it to the processor 21.
- the storage unit 27 includes a ROM and a RAM used as a work area.
- an image table T2 In this ROM, an image table T2, a title table ⁇ 3, a level conversion table ⁇ 4, and a music table ⁇ 5 are secured, and device information, destination information Dl, destination information D2, and game program P are written therein.
- transmission areas R1 and R2 a master flag F, and a game participant table T6 are secured.
- the processor 21 functions as a game program execution unit that allows the player to play the game by executing the game program P.
- the title table T3 for each of a plurality of titles that can be used in the game by an unspecified user who uses the game device, data indicating a title identifier unique to the title, and a character string used to display the title.
- the data and the data indicating the range of the player level corresponding to the title are stored in association with each other.
- the title is a noun phrase pronounced of the level of the army in the past, and a title pronounced of a high status (e.g. General) is associated with high and player level, low and status Reminiscent titles (eg Foot- soldier) have low! And player levels associated with them! /.
- the level conversion table T4 is used to convert a player level into a game level.
- the level conversion table ⁇ 4 stores the possible values of the game level and the range of the player level corresponding to each game level in association with each other. Specifically, if the player level is 1 or more and 15 or less, 1 is specified as the game level, and if the player level is 16 or more and 30 or less, 2 is specified as the game level.
- the game level will be described.
- the development of the game can be easily predicted and boring (ie, the game balance is lost).
- the finer the player level steps the longer it takes to collect the minimum number of participants required for the game.
- the force that will coarsen the player level will reduce the accuracy of the player level as an indicator of goodness. Therefore, in the game system 100, only players with the same game level than the player level are allowed to participate.
- the game level is an index of the difficulty level of this game, and the step is set much coarser than the player level.
- the player level increments are 30 steps from 1 to 30, while the game level increments are two steps from 1 to 2.
- the music table ⁇ 5 for each of a plurality of music candidates that can be used in the game by the player, data indicating a music identifier unique to the music, data indicating the name of the music, and music performance are used.
- the stored music data and the game level are stored in association with each other. There are two types of music, one with relatively low game difficulty and the other with high game difficulty.
- the game level is 1 for the former and 2 for the latter.
- the device information is information unique to each game device 2, and indicates the communication address indicating the communication address of the game device 2, and the name of the store where the game device 2 is installed (hereinafter referred to as "store name").
- the destination information Dl indicates the communication address of the lobby server 3.
- Destination information D2 indicates the communication address of Datasano.
- the game program P is executed by the processor 21 to realize an authentication process and a game process to be described later.
- Each of the sending areas R1 and R2 is a storage area that temporarily holds information to be transmitted to or delivered to the game devices 2 of other game participants during the game.
- “transmit” means to send information to a physically remote game device
- “give” means to exchange information within the same game device, for example, A game device passes information to a virtual game device in its computer.
- the master flag F is a storage area for storing a numerical value of 0 or 1. If 1 is written in the master flag F, this game device is a master, and if 0 is written in the master flag F, this game device is a slave.
- the game participant table T6 stores information necessary for the start and progress of this game (information about each game participant). The contents are as follows.
- FIG. 8 shows an example of the contents of the game participant table T6 stored in the game device of FIG.
- the game participant table T6 has three records RC1 to RC3 corresponding to the game device 2 (including this game device itself) currently participating in the game and the players currently participating in the game.
- Record RC1 corresponds to game device 2 itself having this game participant table T6, and records RC2 and RC3 correspond to game devices 2 of other game participants, respectively.
- game information related to the corresponding game device 2 is stored.
- the game information is information used in the game, and specifically includes substitution status information, device information, personal information, title identifiers, selection information, song order information, and score information.
- the replacement status information indicates the status of another game device 2 (game device corresponding to a record other than the record RC 1) regarding the replacement by the virtual game device, and the game device 2 corresponding to the record RC 1 Is generated by The status shown in the alternative status information is “No alternative required” ”,“ Substitution required ”and“ substitution in progress ”. “No replacement required” is a state in which the target game device can communicate and participate in the game. “Alternative” means that the target game device cannot communicate. “Replaced” is a state in which the target game device is replaced with a virtual game device. Of course, since the game device 2 itself corresponding to the record RC1 is not replaced by the virtual game device, the state indicated by the replacement status information in the record RC1 is always only “no replacement required”.
- the device information in the game participant table T6 is read from the storage unit 27 of the game device 2 corresponding to each record, and passed to the game device. Further, the title identifier, selection information (image identifier and music identifier) and score information in the game participant table T6 are each generated in the game device 2 corresponding to each record and passed to this game device. . That is, all of these pieces of information originate in the game device 2 corresponding to each record.
- the personal information in the game participant table T6 is read from the storage unit 43 of the data server 4 and passed to the game device, and has the origin in the data server 4.
- the song order information indicates the order of use of the three songs used in this game, and is generated by the master of the game devices 2 participating in the game and passed to the slave. In other words, this information originates from the master. Therefore, if the device having the game participant table T6 is a master, this device stores the music order information generated by the game device itself in the game participant table T6. If the device having the game participant table T6 is a slave, this device stores the song order information passed from the master in the game participant table T6. However, the three songs shown in the song order information are specified by the master and the two slaves, respectively. After the three songs are decided, the order of the songs is decided by the master.
- FIG. 9 to FIG. 12 are sequence diagrams for explaining operation examples of the game system 100 at different stages.
- the operation in FIG. 9, the operation in FIG. 10, the operation in FIG. 11, and the operation in FIG. 12 are performed one after another.
- the contents of Datasano's personal information table T1 are as shown in Fig. 5.
- Players using game devices 2A-2D Suppose that the player's level is in the range of 1-15.
- FIG. 9 shows an operation in which each of the game devices 2A to 2D acquires personal information corresponding to the player of the game device itself from the data server 4 one after another! This operation is performed by the processor 21 of each game device 2 performing the authentication process of FIG. 13 and the processor 41 of the data server 4 performing the personal information authentication Z registration process of FIG. This operation will be described below.
- the card reader 26 reads this card power card ID and supplies it to the processor 21.
- the processor 21 Upon receiving the supply of the card ID “A”, the processor 21 reads the destination information D2 and the transmission source information (the communication address of the game device itself) from the storage unit 27, and includes the transmission source information and the supplied card ID.
- the authentication request signal is transmitted to the data sano having the communication address indicated by the read destination information D2 (step SA1 in FIG. 13). Since the signal transmitted from the game apparatus 2 always includes the transmission source information, description regarding transmission of the transmission source information is omitted in FIGS. 9 to 12 and the following description.
- step SB1 in FIG. 14 The determination of whether or not the force has been received from one of the game devices (step SB1 in FIG. 14) is repeated until the request is received.
- the processor 41 receives an authentication request from the game apparatus 2A.
- the determination result in step SB1 is “YES”, and the processor 21 determines whether or not the received request is an authentication request (step SB2). Since the received request is an authentication request for the game apparatus 2A power, it is next determined whether or not the card related to the received request is already registered (step SB3).
- the personal information table T1 is searched for whether or not the card ID included in the received request is valid. If the number of hit records is 1 or more, the card is already registered. Judgment is made, and if the hit record has several powers, it is determined that the card is not registered.
- step SB3 The result is “YES”. Therefore, the processor 41 reads the personal information associated with this card ID from the personal information table T1, and displays the authentication result including this information on the game device. Reply to device 2A (step SB4). “Reply” refers to transmitting information or a signal to a device having a communication address indicated by transmission source information included in a received request. Thereafter, the processing in the data server 4 returns to step SB1.
- the processor 21 of the game apparatus 2A repeats the determination as to whether or not it has received the authentication result (step SA2 in FIG. 13) until the authentication result is received.
- the processor 21 receives the authentication result from the data server 4.
- the determination result in step SA2 is “YES”. Therefore, the processor 21 determines whether or not the received authentication result indicates that the card has not been registered (step SA3). Since the information included in the authentication result received by the processor 21 is personal information and is not information indicating unregistered strength, the determination result in step S A3 is “NO”, and the authentication process is completed. .
- the processors 21 of the game devices 2B to 2D perform the above-described authentication processing one after another, and acquire personal information associated with one of the force IDs “B” to “D”. To do.
- the card ID “A” of the game device 2A, the card ID “B” of the game device 2B, and the card ID “D” of the game device 2D are registered in the data server 4. Since the card with the card ID “C” set in the game device 2C is unregistered, when the data server 4 receives the authentication request for the game device 2C, the force related to the authentication request is not registered.
- the authentication result including the information indicating unregistered is returned to the game apparatus 2C (steps SB1 to SB3 and SB5). Thereafter, the processing in the data server 4 returns to Step SB1.
- processor 21 of game device 2C receives the authentication result from data server 4 after transmitting the authentication request in step SA1, it determines that the received authentication result indicates unregistered. Then, information items to be registered in the data server 4 are acquired from the user of this game device (steps SA1 to SA4). There are three main information items to be registered. The first item is the card ID “C”, which is already supplied from the card reader 26. The second item is the player ID “3” of the player (user) who carries the card with the card ID “C”, and the third item is the personal information of this player.
- the method for obtaining the second and third information items is arbitrary, but game device 2 uses the following method.
- the processor 21 displays an image for prompting input of information on the display device 24, and the user operates the input device 23 in response to the display, whereby an input signal indicating the player ID and the player's personal information is received. It is supplied from the input device 23 to the processor 21.
- the profiler 21 acquires the second and third information using this input signal.
- the processor 21 transmits a card registration request including the acquired information item to the data sano (step SA5).
- This card registration request is received by the processor 41 of the data sano. Then, in the data server 4, the determination result in step SB1 in FIG. 14 is “YES”, and the determination result in step SB2 is “NO”. Next, the processor 41 determines whether or not the received request is a card registration request (step SB6). When the determination result of step SB6 is “YES”, the processor 41 registers the card according to the received request (step SB7). Specifically, the above three information items included in the received request are associated with each other and stored in the personal information table T1. As a result, the contents of the personal information table T1 shown in FIG. 5 are updated to the contents shown in FIG.
- the processor 41 reads the personal information V associated with the card ID "C" included in the received request from the personal information table T1, and sends the authentication result including this to the game device 2C. Reply (Step SB4).
- This authentication result is received by the processor 21 of the game apparatus 2C (step SA6).
- the processing in the data server 4 returns to step SB1, and the authentication processing is completed in the game device 2C.
- a screen for selecting one from a plurality of game modes is displayed on display device 24.
- the plurality of game modes include a multiplayer participation mode for playing a multiplayer online game.
- the processor 21 of each game device 2 starts a game process described later.
- FIG. 10 shows an operation from the selection of the multiplayer participation mode on the game apparatus 2A to the completion of the participant grouping of the player (game apparatus 2) who plays this game.
- This operation is brought about by the processor 21 of each game device 2 performing the multiplayer game process of FIG. 16 and the processor 31 of the lobby server 3 performing the lobby server process of FIG.
- the multiplayer participation mode is selected in the game apparatus 2A.
- the multiplayer game process of FIG. 16 is started.
- the processor 21 of the game apparatus 2 executes initialization (step SC1).
- step SCI initialization the processor 21 of the game device 2A writes an empty participation rejection reception history list (described later) to the storage unit 27 of the game device 2A and secures the game participant table T6.
- step SC1 the processor 21 of the game device 2 receives from the data server 4 the device information of the game device itself written in the storage unit 27 in the record RC1 of its own player and the data server 4. Stored in the authentication result is the personal information of the player on his / her side. Further, at initialization of step SC1, the processor 21 of the game apparatus 2 specifies a title identifier corresponding to the player level in the personal information using the title table T3 and stores it in the record RC1.
- the participation refusal reception history list is meaningful when the game apparatus is a slave.
- a slave that sent a game-participation-request to the master may receive a participation-rejection-notice from the master.
- the slave that has received the participation refusal notification writes the identifier (for example, communication address) of the master that transmitted the participation refusal notification in the participation refusal reception history list. Since this slave does not send a game participation request again to the master shown in the participation rejection reception history list, it is possible to avoid sending a useless game participation request.
- the participation refusal reception history list is empty.
- the replacement status information indicates whether another game device 2 (a game device corresponding to a record other than the record RC1 in FIG. 8) is being replaced by a virtual game device, requires replacement, or does not require replacement. Shows the situation. Communication may be disabled before the game starts, and other game participants may not appear.Therefore, in the initialization stage, the records RC2 and RC3 corresponding to other players should be ”Is stored.
- the master Z slave determination process is a process for determining whether the game apparatus itself is a master power slave, and more specifically, a process for determining the value of the master flag F.
- FIG. 17 is a flowchart showing master Z slave determination processing.
- the processor 21 transmits an entry list request including information indicating the game level to the lobby server 3 (step SD1).
- the lobby server 3 requests the Internet server 3 to return the entry list stored in the storage unit 33.
- the entry list request includes information indicating a game level of a player who wants to participate in the game.
- the processor 21 reads the destination information D1 indicating the communication address of the lobby server 3 from the storage unit 27, and the player level specified in step SC1 in FIG. 16 for the player who is currently operating this game device. Is converted into a game level with reference to the level conversion table T4, and an entry list request including information indicating the game level is transmitted to the lobby server 3 having the communication address indicated by the read destination information D1. Since the player level of the player who uses the game device 2A is in the range of 1 to 15, the game level is 1.
- FIG. 18 is a flowchart showing processing of the lobby server 3 for realizing participant grouping. This flowchart shows the flow of processing related to participants at the same game level, but the lobby server 3 executes processing related to participants at other game levels in parallel with the flow shown.
- the processor 31 of the lobby server 3 repeats the determination of whether or not a request has been received from the game device (step SE1 in FIG. 18) until the request is received. In this iterative process, when receiving a request from the game apparatus 2A, the processor 31 determines whether or not the received request is an entry list request (step SE2). When an entry list request is received, the entry list L1 is returned if the game level included in the entry list request is 1, and the entry list L2 is returned if the game level included in the entry list request is 2.
- the Each entry list may contain the communication addresses of one or more master game devices that are currently accepting game join requests for the corresponding game level. However, in the initial state, nothing is written in each entry list (empty).
- the determination result in step SE2 is “YES”, so processor 31 reads entry list L1 corresponding to the game level indicated in the entry list request from storage unit 33. Reply (Step SE3). Thereafter, the processing in the lobby server 3 returns to step SE1.
- the processor 21 of the game apparatus 2A repeats the determination as to whether or not it has received the entry list (step SD2 in Fig. 17) until the entry list is received.
- step SD3 when the processor 21 of the game apparatus 2A receives the entry list of three lobby servers, the processor 21 determines whether or not the received entry list is empty (step SD3). For game device 2A, the determination result in step SD3 is “YES”. Upon receiving the empty entry list, the processor 21 receives an entry record request including information indicating the above-mentioned game level corresponding to the player using the game apparatus itself and the communication address of the game apparatus itself. Send to server 3 (step SD4). In the entry registration request, the lobby server 3 writes the address of the transmission source game device to the entry list corresponding to the game level specified in the entry registration request in the entry list stored in the storage unit 33. Request to Server 3. Next, the processor 21 writes 1 in the master flag F (step SD5). That is, the game device 2A that first transmitted the entry list request will behave as a master thereafter. Thus, the master Z slave determination process for game device 2A is completed.
- the transmitted entry registration request is received by the processor 31 of the lobby server 3.
- step SE4 determines whether or not the received information is an entry registration request (step SE4). Since the determination result is “YES”, the processor 31 specifies the communication address of the transmission source game device 2A using the transmission source information V included in the received entry registration request, and receives this.
- the entry is registered in the entry list L1 corresponding to the game level indicated in the entry registration request (step SE5). Specifically, the entry list L1 is updated to include the sender information (game device communication address) included in the received entry registration request. Thereafter, the processing in the lobby server 3 returns to step SE1.
- the processor 21 of the game device 2A to be the master by completing the master Z slave determination process (step SC2 in FIG. 16) and transmitting the entry one list request first, It is determined whether or not the force is (step SC3). Since the determination result is “YES”, the processor 21 recognizes the game apparatus 2A itself as a master, and (Step SC4).
- FIG. 19 is a flowchart showing master processing.
- the main process in the master process is to wait for a game participation request of another game device, and when the game participation request is received, the number of participants is a predetermined maximum number m (3 in this embodiment). Processing to send back a response permitting game participation until reaching, processing to store data such as communication addresses of the two or more other game devices (slave) participating in the game in the game participant table T6, and the game There is a process of transmitting stored data such as communication addresses of other participants to each of two or more other game devices that participate. Details will be described below.
- the processor 21 starts a timer that times out when 60 seconds have elapsed from the start point, and starts a character image and music selection process (step SF1).
- the player selects a character image and a piece of music to be used by himself (FIG. 11).
- the processor 21 prompts the player to make a selection.
- the processor 21 temporarily selects one of the candidate character images and one of the music candidates.
- the processor 21 uses the image table T2, the music table T5, and the input signal from the input device 23 to select the temporarily selected character image and music until the player definitely selects the character image and music. Switch.
- the processor 21 In response to an input signal from the input device 23 indicating that the character image and the music are to be definitely selected, the processor 21 definitely selects the character image and the music. In this selection process, the temporarily selected character image and the name of the temporarily selected music are displayed on the display device 24, and a tone signal of the temporarily selected music is generated and supplied to the speaker 25. In addition, the character image and the temporary selection immediately after the start of the music selection process are basically performed randomly.
- the personal information stored in the record RC1 of the game participant table T6 includes information indicating the image identifier. First, a character image corresponding to the image identifier is temporarily selected. The character image and music selection processing is performed in parallel with the processing of steps SF2 to SF9 described later, and ends when the determination result of step SF8 or SF9 is “YES”.
- step SF2 to SF9 the processor 21 sequentially repeats the processes listed below until the determination result of step SF8 or SF9 becomes “YESJ”.
- step SF2 It is determined whether or not the selection of the character image and music of the player of the game device itself has been completed (step SF2), and only when it is determined that the selection has been completed, selection information indicating the selection result (image identifier and music (Identifier) is stored in the record RC 1 of the game participant table T6 (step SF3).
- Another game device (slave) power also determines whether or not it has received the selection information (step S F4). Only when this determination result power S is “YES”, the selection information indicating the selection result (image identification) Child or song identifier) is stored in record RC2 or RC3 of game participant table T6 (step SF5). Whether to store the record in RC2 or RC3 is determined based on the source information included in the received selection information.
- the slave power also determines whether or not it has received the game participation request (step SF6). Only when the determination result is “YES”, the participant addition process described later is performed (step SF7). Participant addition processing is processing for permitting or rejecting a slave that has transmitted a game participation request as a participant.
- step SF8 It is determined whether or not the selection of character images and music for the maximum number of people (three in this embodiment) has been completed.
- the game device 2A is repeatedly performing the above-mentioned (1) to (5) of the master process (FIG. 19), as shown in FIG. Suppose that is selected.
- the processor 21 of the game apparatus 2B similarly to the processor 21 of the game apparatus 2A, the processor 21 of the game apparatus 2B starts the multiplayer game process of FIG. 16 and executes the initialization (step SC1).
- the game participant table T6 of the game device 2B is secured in the storage unit 27 of the game device 2B, and the record RC1 includes device information of the game device 2B itself and the processor 21 of the game device 2B from the data server 4. Included in the received authentication result is personal information of the player of the game device 2B (personal information associated with the card ID “B”).
- step SC2 the processor 21 of the game apparatus 2B transmits an entry list request as shown in FIG. 17 (step SD1).
- game level (1) is also specified in this entry list request.
- the entry list L1 sent from lobby casino 3 to game device 2B includes information indicating the communication address of game device 2A (master 1 candidate). The result is “NO”.
- the master Z slave determination process in FIG. 17 proceeds to step SD6, and the processor 21 of the game apparatus 2B deletes information that matches the information in the participation refusal reception history list from the received entry list L1.
- the game device 2B that sent the entry list request for the second time immediately after receiving the entry list for the first time the participation refusal reception history list is empty, so the received entry list L1 is not changed and the game device 2A communicates. Information indicating the address is left included.
- the processor 21 determines whether or not the deleted entry list L1 is empty (step SD7). Since this determination result is “NO”, the variable k is set to 1 (step SD8).
- the variable k is the order number of the master communication address in the entry list.
- a game participation request is transmitted to the device 2A) (step S D9). This game participation request includes device information, personal information, and a title identifier of the game device 2B to be the slave of the transmission source.
- processor 21 determines whether or not the participation permission notification has been received until it receives a participation permission notification (notic 7). ) And the process (step SD11) for determining whether or not it has received the notification of rejection of participation.
- a game participation request from game device 2B is received by processor 21 of game device 2A.
- the determination result in step SF6 of (3) in the above-described master processing becomes “YES”. Therefore, the processor 21 of the game apparatus 2A performs a participant addition process (step SF7).
- FIG. 20 is a flowchart showing participant addition processing.
- Participant addition processing is processing for permitting or rejecting a slave that has transmitted a game participation request as a participant.
- step SG1 when the game device 2 that has transmitted the received game participation request is added to the game participant, it is determined whether or not the number of game participants exceeds the maximum number m (step SG1). In other words, it is determined whether or not the current number of participants in the game has already reached the maximum number of people m and whether or not it is powerful. Since the determination result is “NO” for the game device 2B that first transmitted the game participation request, the processor 21 of the game device 2A uses the received game participation request to receive the game participant table T6. Is updated (step SG2).
- the device information, personal information, and title identifier included in the received game participation request and alternative status information indicating “no replacement required” are stored in record RC2 or RC3 of game participant table T6.
- the record RC2 is used for storage.
- a participation permission notification indicating that the game participation is permitted is returned to the game device 2 that has transmitted the game participation request, thereby permitting the game participation and increasing the number m of game participants by one.
- This participation permission notification includes device information, personal information, and a title identifier of the master game device 2A.
- the processor 21 determines whether or not there is another game device 2 that has already been permitted to participate in the game (step SG4). This determination is made by examining whether or not the game participant table T6 stores the game information of the game device 2 that is different from the game device itself and other game devices permitted to participate in the game immediately before. Is called.
- step S G5 determines whether or not the number of game participants m matches the maximum number. If game device 2B transmits a participation request, the determination result in step SG5 is “NO”. Therefore, the processor 21 restarts the timer (step SG6). This causes the timer to time out after 60 seconds have elapsed. Thus, if the slave is permitted as a participant, the timer started in step SF1 is restarted. Therefore, the timer will be timed out after 60 seconds have elapsed since the restart. This is the character on the game device of the new participant This is to prevent a game start command from being transmitted before selection of images and music is completed (see steps SF9 and SF10 in FIG. 19 described later). Thus, the participant addition process for adding the game device 2B as a new participant is completed.
- step SD10 of the master Z slave determination process in FIG. 17 is “YES”. Therefore, the process proceeds to step SD12, and the processor 21 of the game apparatus 2B writes 0 in the master flag F and updates the game participant table T6 using the received participation permission notification (step SD12). In this update, the device information, personal information, and title identifier included in the received game participation request and the replacement status information indicating “no replacement required” are stored in an empty record RC2 of the game participant table T6. Is done. In this way, the master Z slave determination process in the game device 2B is completed.
- step SC5 the processor 21 of the game apparatus 2B recognizes the game apparatus itself as a slave, recognizes the game apparatus 2A that has transmitted the participation permission notification as a master, and performs slave processing (step SC5).
- FIG. 21 is a flowchart showing slave processing.
- the main processing of the slave processing includes character image and music selection processing. Details will be described below.
- the processor 21 starts a timer that times out when 60 seconds have elapsed from the start time, and starts character image and music selection processing (step SH1).
- the player selects a character image and a piece of music to be used by himself / herself (FIG. 11).
- an image prompting selection of the character image or music is displayed on the display device 24 of the game apparatus 2 while the character image and music are selected from the input device 23 indicating that the character image and music are selected definitely. Wait for supply of input signal.
- This selection processing is performed in parallel with the processing of steps SH2 to SH8 described later, and ends when the determination result of step SH7 or SH8 is “YES”.
- the processor 21 determines whether or not the processing of steps SH7 or SH8 is performed. The processes listed below are repeated in order until the result is “YES”.
- Step SH2 Judgment whether or not the player's character image and music selection have been completed (Step SH2), and only when it is determined that the selection has been completed, selection information (image identifier and music identifier) indicating the selection result Is sent to the master (step SH3).
- step SH4 It is determined whether or not the shared information is received from another game device (master) (step SH4), and the timer is restarted only when the determination result is ⁇ YES '' (step SH5)
- the game participant table T6 is updated (step SH6).
- the device information, personal information, and title identifier included in the received shared information and substitution status information indicating “no substitution required” are stored in the record RC3 of the game participant table T6.
- Another game device (master) power also determines whether or not it has received the game start command (step SH7).
- step SH8 It is determined whether or not the timer has timed out.
- the game machine 2A is repeatedly processed by (1) to (5) in the above master process (FIG. 19), and the game machine 2B is! Assume that the multi-player participation mode is selected in the game apparatus 2C as shown in FIG. 10 while the processes (A) to (D) of 21) are being repeated.
- the processor 21 of the game apparatus 2C similarly to the processor 21 of the game apparatus 2B, the processor 21 of the game apparatus 2C starts the multiplayer game process of FIG. 16 and executes the initialization (step SC1).
- the game participant table T6 of the game device 2C is secured in the storage unit 27 of the game device 2C.
- the record RC1 of the game participant table T6 has device information of the game device 2C itself and the processor of the game device 2C.
- step SC2 the processor 21 of the game apparatus 2C transmits an entry list request as shown in FIG. 17 (step SD1). As shown in FIG. 10, game level (1) is also specified in this entry list request. Since the maximum number of players that can participate in a game is 3, the game device 2C that sent the third entry list request at the same game level should be a slave.
- the master / slave determination process FIG.
- a game participation request is transmitted to the game device 2A that is a candidate for the master (step SD9).
- the game participation request transmitted from game device 2C to game device 2A includes device information, personal information, and a title identifier of game device 2C.
- a game participation request from game device 2C is received by processor 21 of game device 2A.
- the participant addition process (FIG. 20) performed by the processor 21 is the same as the process performed when the processor 21 receives a game participation request from the game apparatus 2B.
- record RC3 stores information in step SG2 of FIG. Therefore, when the process of step SG2 is completed, the records RC1 to RC3 of the game participant table T6 of the game apparatus 2A are filled.
- the participation permission notification returned in step SG3 includes the device information, personal information, and title identifier of the game device 2A, and the device information, personal information, and title identifier of the game device 2B. Therefore, when the process of step SD12 in FIG. 17 is completed, the records RC1 to RC3 of the game participant table T6 of the game apparatus 2C are filled, and thereafter, the processor 21 of the game apparatus 2C operates by recognizing itself as a slave. .
- step SG4 in the participant addition process is "YES" " Therefore, the processor 21 of the game apparatus 2A transmits the shared information to the game apparatus 2B that has already been permitted to participate in the game (step SG7).
- This shared information includes the device information, personal information, and title identifier of the game device 2C that finally allowed the game participation.
- the shared information from game device 2A is received by processor 21 of game device 2B.
- step SH5 the determination result of step SH4 in the above-described (B) of the slave process (FIG. 21) becomes “YES”. Therefore, the processor 21 restarts the timer (step SH5) and updates the game participant table T6 (step SH6).
- step SH5 the device information, personal information, and title identifier included in the received shared information and substitution status information indicating “no substitution necessary” are stored in an empty record RC3 of the game participant table T6.
- the records RC1 to RC3 of the game participant table T6 of the game apparatus 2C are filled. Thereafter, the processing in game device 2C proceeds to step SH7.
- the processor 21 of the game apparatus 2A determines whether or not the number of game participants matches the maximum number (step SG5 in FIG. 20). Since the number of participants in the game is 3 in step SG2, this judgment result is “YES”. Therefore, the processor 21 transmits an entry deletion request including information indicating the above-described game level to the lobby server 3 (step SG8). Thereafter, the process in the game apparatus 2A proceeds to Step SG6.
- the entry deletion request requests the lobby server 3 to delete the communication address of the game device that transmitted the entry deletion request from the entry list corresponding to the game level indicated in the entry one deletion request.
- the entry deletion request from game device 2 A is received by processor 31 of lobby server 3. Since the request received by the processor 31 is not an entry registration request but an entry list request, the determination result at steps SE2 and SE4 in FIG. 18 is “NO”. Therefore, the processor 31 determines whether or not the received request is an entry deletion request (step SE6). In this situation, this judgment result power is YES. Therefore, the processor 31 deletes the information that is included in this information and matches the transmission source information from the entry list L1 corresponding to the game level indicated by the received entry deletion request (step SE7). That is, the entry list L1 in the storage unit 33 is updated so that information indicating the communication address of the game apparatus 2A is not included.
- step SE1 the number of master communication addresses registered in the entry list L1 is decreased by 1, and the entry list L1 becomes empty. In this way, the participant grouping is completed, and the game devices 2A to 2C are set as a group that plays one game. Thereafter, the processing in the lobby server 3 returns to step SE1.
- the multiplayer participation mode is selected in game device 2D. Since the communication address of the game device 2A is deleted from the entry list L1 at the end of the previous participant grouping, the entry list L1 of the lobby server 3 is empty at this time.
- the game device 2D that transmitted the entry list request for the fourth time receives an empty entry list L1 from the lobby server 3.
- the game device 2D that received the empty entry list sends an entry registration request specifying the game level (1) to the lobby server 3. Thereafter, it operates as a master in the same manner as the game apparatus 2A, and waits for a game participation request from the game apparatus to be a slave.
- FIG. 10 only the information flow regarding the participants at the game level L1 is shown, and the lobby server 3 handles these by using the entry list L1.
- the lobby server 3 uses the entry list L2 to deal with the game level L2 participants in the same manner.
- the game device 2D that transmitted the entry list request to the fourth of the same game level becomes the master, and the two game devices that transmitted the entry list request to the fifth and sixth of the same game level. Becomes a slave.
- the game device that transmitted the seventh, 10, 13,... Entry list request of the same game level becomes the master, and the other game devices that transmitted the entry list request become slaves.
- an entry list request from the fourth game device 2D is issued prior to the entry deletion request from the game device 2A.
- the entry list L1 including information indicating the communication address of the game device 2A may be transmitted from the lobby server 3 to the game device 2D.
- the game apparatus 2D temporarily behaves as a slave and transmits a game participation request to the game apparatus 2A.
- the number of game participants matches the maximum number of people, so the game device 2A that has received the game device 2D game participation request has a determination result of step SG1 in FIG. It becomes. Therefore, the processor 21 of the game apparatus 2A returns a participation refusal notification in response to the game participation request from the game apparatus 2D (step SG9). Thereafter, the processing in game device 2A proceeds to step SF8 in FIG.
- the participation refusal notification from game device 2A is received by processor 21 of game device 2D.
- step SD9 the process returns to step SD9 to send a game participation request to the master other than the game device 2A. If the determination result in step SD14 is “NO” The process returns to step SD1. In other words, the process starts from the process of obtaining the entry list L1 from the lobby server 3.
- the processor 21 of the game device 2D receives the entry list L1 including information indicating the communication address of the game device 2A. It will be. However, since the communication address of the game apparatus 2A is registered in the participation refusal reception history list, the received entry list L1 is emptied in step SD6. Therefore, the determination result at step SD7 is “YES”, and the process proceeds to step SD4. Thereafter, the game device 4D operates as a master.
- FIG. 11 shows operations until game devices 2A to 2C grouped with participants start a game.
- the player selects a character image and one piece of music to be used by the player.
- the slave game device 2B specifies an image identifier indicating the selected character image and a song identifier indicating the selected song, and transmits selection information including these to the master (game device 2A).
- the slave game device 2C transmits selection information including an image identifier and a music identifier to the master (game device 2A).
- the master game device 2A that has received all the slave power selection information determines the order of the songs, and then transmits a game start command to each slave.
- the operation of FIG. 11 is brought about by the processor 21 of each game device 2 performing the master process of FIG. 19 and the slave process of FIG.
- FIG. 11 first, a character image and music are selected in the game apparatus 2A.
- step SF2 of (1) of the master process (FIG. 19)
- the processor 21 displays the image displayed on the display device 24 and the input image.
- an image identifier indicating the selected character image and a music identifier indicating the selected music are specified, and selection information including these is selected as a game participant table.
- step SF3 the determination result in step SF2 of (1) of the master process
- step SH2 of (A) of the slave processing (FIG. 21)
- the processor 21 is supplied from the image displayed on the display device 24 and the input device 23.
- the image identifier indicating the selected character image and the music identifier indicating the selected music are identified, and selection information including these is transmitted to the master (game device 2A) (step S3). SH3).
- This selection information is received by the processor 21 of the game apparatus 2A.
- the determination result of step SF4 in (2) becomes “YES”, and the processor 21 displays the received selection information Store in record RC2 of game participant table T6 (step SF5).
- a character image and music are selected in game device 2C.
- selection information is transmitted to the master (game device 2A) in the same manner as game device 2B described above.
- the master game device 2A
- step SF5 of the master process the selection information from game device 2C is stored in record RC3 of game participant table T6.
- step SF8 of (4) in the master process (Fig. 19)
- the processor 21 associates the game device 2B of the other game participant with the sending area R1 and the game device 2C of the other game participant with the sending area R2 and notifies the game start time.
- the command is transmitted to the slave (game devices 2B and 2C), and the master process is finished (step SF10).
- the game apparatus 2A starts the game at the time indicated by the game start command.
- the game start command includes an information set corresponding to each of the game devices 2A to 2C.
- Each information set includes information indicating a communication address of the corresponding game device 2, an image identifier of the character image selected by the corresponding game device 2, and selected by the corresponding game device 2
- the song identifier of the song and the title identifier specified by the corresponding game device 2 are included.
- the game start command also indicates the order of the three songs indicated by the three song identifiers.
- the game start command also indicates when the game should start. That is, the master processor 21 executes a process for notifying two or more other game devices of the game start time and a process for enabling the player to play the game at the start time.
- a game start command from game device 2 A (master) is received by slave processor 21.
- the determination result in step SH7 of (C) of the slave processing (FIG. 21) is “YES”, and the repetition processing of (A) to (D) is exited.
- the slave processor 21 updates the game participant table T6 using the received game start command (step SH9). Specifically, the image identifier, song identifier, and title identifier included in this game start command are stored in the corresponding record of the game participant table T6.
- the slave's game start time is the time indicated by the game start command.
- the slave processor 21 executes the program at the start time and executes a process for enabling the player to play the game. This makes it possible to synchronize the start of the game in the plurality of game devices 2A, 2B, and 2C.
- the slave processor 21 starts the virtual game device for the missing participants.
- the replacement status information for the records corresponding to the missing participants has not changed since it was set to “requires replacement” in the initialization stage (step SC1 in FIG. 16) (participation in step SH6 in FIG. 21).
- the processor table T6 is not updated), the processor 21 starts the virtual game device corresponding to the record. As the game starts, the entry period for game devices A1 to A3 ends. Thereafter, each game device communicates with any other game device in an equal relationship.
- step SH10 determines whether or not the selection of the character image and the music is incomplete. If the determination result is “YES”, the profiler 21 is temporarily selected !, and the character image and music are forcibly selected.
- the selection information indicating the selection result is stored in the game participant table T6, and the selection information (image identifier and song identifier) indicating the selection result is transmitted to the master (step SHI l). Thereafter, the processor 21 waits for reception of a game start command (step SH12). Conversely, if the determination in step SH10 is “NO”, the process proceeds to step SH12.
- the timeout period of the master timer is later than the timeout period of the slave timer. This is because each time a slave is allowed as a participant in the participant addition process ( Figure 20), the master timer is restarted and the new participant's player is asked to select a character image and song. This is to give a grace period. Therefore, the master processor 21 also transmits the selection information transmitted from the slave after the slave timer has timed out, i.e., 3 2 to 3 9 ((1 ) To (5) can be received during the repeated processing.
- step SF9 determines whether or not the selection of the character image and the music is incomplete.
- the master processor 21 determines whether or not the selection of the character image and the music is incomplete. As described above, in the slave, if the character image and the music are not selected within the set time, the selection is forcibly performed, and the selection information from them is surely delivered to the master before the master time-out. It is only necessary to pay attention to whether or not the selection by the player using the master is incomplete.
- the signal delay on the Internet 1 and set the time to timeout longer than 60 seconds when the timer is restarted at the master step SF7.
- step SF11 When the determination result in step SF11 is "YES”, the master processor 21 forcibly selects the temporarily selected character image and music, and selects information indicating the selection result as the game participant. Store in table T6 (step SF12). Next, the processor 21 determines whether or not the number of game participants is less than the maximum number m (step SF13). Also, if the determination result in step SF11 is “NO”, the process proceeds to step SF13. If the decision result in step SF13 is “YES” (that is, if there are not enough participants), the processor 21 sends the entry deletion request to the lobby server 3 (step SF14). .
- step SF10 the process proceeds to step SF10, and if there is a slave, the processor 21 transmits a game start command to the slave and starts the virtual game device for the insufficient slave.
- the replacement status information for the records corresponding to the missing participants has not changed since it was set to “requires replacement” in the initialization stage (step SC1 in FIG. 16) (participation in step SG2 in FIG. 20).
- the master table T6 is not updated), the master starts the virtual game device corresponding to the record.
- step SF10 the processor 21 transmits a game start command to each slave. If the number of participants has already reached the maximum number, the entry deletion request has already been sent in the participant addition process (step SF7), specifically, the processes in steps SG5 and SG8 in Fig. 20. Has been
- FIG. 12 shows an operation after the start of the multiplayer game.
- each of the game devices 2A to 2C periodically transmits its own score information (scores and bonus points) to other game devices.
- Each of game devices 2A to 2C stores the score information of its own device and other devices in game participant table T6 in FIG.
- the player's score and bonus points are displayed at the bottom of the game screen in FIG. 2, and the other players' scores are displayed at the right side of the game screen in FIG.
- FIG. 12 The operation of FIG. 12 is brought about when the processor 21 of the game devices 2A to 2C performs the multiplayer game processing of FIG. 16 and the processor 41 of the data sano performs the personal information processing of FIG.
- the processor 21 of each game device 2 has the condition that the game start command is transmitted in the master process (step SF10 in FIG. 19) or the game start command is received in the slave process (step SH7 or SH12 in FIG. 21).
- step SF10 in FIG. 19 the game start command is received in the slave process
- step SH7 or SH12 in FIG. 21 As a transition unit that cancels the relationship between the master Z and the slave and shifts the communication method between two or more other game devices to the individual communication mode.
- Step SC6 Pay attention to the first song.
- the variable n is set to 1.
- n is the usage order number of the three songs used in this game shown in the song order information.
- step SC7 it is determined whether or not the game apparatus 2 to be replaced has power. Specifically, it is checked whether or not a record storing substitution status information indicating “substitution required” exists in the game participant table T6. If all the records RC1 to RC3 in the game participant table T6 at this time store alternative status information indicating “substitution unnecessary”, the determination result of step SC 7 is “NO”, and the process is Move on to step SC8.
- the n-th song mini-game process is a process performed by each game device 2 to cause the player to play the n-th mini game.
- the score and bonus points are calculated based on the input signal from the input device 23 and an attack event to other players is generated, and based on the game participant table T6, as shown in FIG.
- Such a game screen display process, an exchange information transmission process (described later) in FIG. 22, and an exchange information reception process (described later) in FIG. 23 are included, and these are executed in parallel.
- the character image selected by the player who is using this game apparatus 2 is placed on the left side of the game screen displayed in this situation, and the game is currently played on the right side.
- partial images of character images corresponding to all players are arranged.
- the lowest partial image corresponds to the player of this game device, and the other partial images correspond to other players.
- an image of the player name and title corresponding to the partial image is arranged. Since it is immediately after the start of the mini-game, all the scores and bonus points are actually 0, all the lines are empty, the operation timeliness gauge MG shows a cumulative value of operation timelines, and the attack level AL is 1. Also, the object has fallen to near the horizontal line HL!
- the processor 21 of the game apparatus 2 first waits for a random time within the range of 0 seconds to 0.5 seconds (step SJ1).
- the game device 2B finishes waiting after the game device 2A, and further after the game device 2B power.
- the processor 21 that has finished waiting waits for the contents stored in the send areas R1 and R2. Is cleared (step SJ2), and a timer that times out when 0.5 seconds elapses is started (step SJ3). Thereafter, until this timer times out, it is determined whether the music has finished (step SJ4), whether an attack event has occurred (step SJ5), and whether the timer has timed out. Repeat (Step SJ6) in order.
- step SJ7 When the timer times out and the determination result in step SJ6 is "YES", the processor 21 reads the score information from the predetermined area force in the storage unit 27 (step SJ7).
- the score information includes information indicating the score displayed on the display device 24 and information indicating bonus points, and is written in a predetermined area by a game process other than the exchange information transmission process and the exchange information reception process. Has been updated.
- the processor 21 writes the read score information in the transmission areas R1 and R2 (step SJ8).
- the processor 21 sends the information in the sending areas R1 and R2 by a method according to the alternative state of the game apparatus 2 associated with each sending area (step SJ9).
- the game device 2 associated with each sending area is checked in the game participant table T6, and if the corresponding substitution status information indicates “no substitution necessary” or “necessary substitution”, the game It is transmitted to the device 2, and when “2” is indicated, it is handed over to the virtual game device that substitutes for the game device 2.
- the substitution status information is “no substitution required” in any record of the game participant table T6
- the information in the sending area R1 is sent to the game device 2B and the information in the sending area R2 Is transmitted to the game apparatus 2C.
- the replacement status information of any record is “required replacement”, the information of the sending area corresponding to the record is delivered to the virtual game device.
- the processor 21 performs a later-described dialogue display process when the transmitted information includes an attack identifier! /.
- the processor 21 of the game apparatus 2 repeatedly performs the following processes (Q;) to ( ⁇ ) in order until the music ends.
- step SK2 It is determined whether or not an attack identifier has been received (step SK1). Only when it is determined that an attack identifier has been received, the type of attack indicated by the received attack identifier is executed (step SK2). Specifically, the game device 2 is controlled so as to disturb the play of the player who is using the game device 2. More specifically, the displayed game screen is narrowed, darkened, shaken, the tone output from the speaker 25 is reduced, or the tone is output. Increase the difficulty of the game by delaying the time. In addition, the game device that has received the attack identifier executes an attack and performs a serif display process in step SK2. Serif display processing refers to the game device that sent the attack identifier!
- this line is displayed for a certain period of time on the game screen (for example, “Did you do it!” In FIG. 2). ). Also, in the line display processing, when the personal information indicating the line at the time of attack is stored in the game participant table T6 for the game apparatus itself, the line is displayed for a certain period of time on the corresponding part on the game screen. .
- step SK3 It is determined whether or not it has received the score information (step SK3), and only when it is determined that the score information has been received, the game participant table T6 is updated with the received score information (step SK4). Specifically, the received score information is stored in the corresponding record of the game participant table T6.
- step SK5 It is determined whether or not a communication loss is detected for at least one of the other game devices 2 participating in the game, and only when it is determined that a communication loss is detected (step SK5), the communication loss is detected. A replacement for the detected game device 2 is reserved (step SK6).
- the processor 21 monitors communication for each of the other game devices 2 participating in the game, and a predetermined time from the time when the information is last received from the corresponding game device 2. After the elapse, communication interruption is detected for the game device 2 and stored in the game participant table T6 in association with the game device 2 in which the communication interruption has been detected. , Updated to indicate “substitution required”. It is the substitution start process in step SC11 in FIG.
- the communication disconnection detection method is arbitrary. For example, when the game apparatus 2 receives information, it is designed to send back an acknowledgment immediately, and in this case, the acknowledgment can be received within a predetermined time. Even if something happens, it may be possible to detect a loss of communication.
- step SK7 It is determined whether or not the music is finished.
- the game device 2B in the exchange information transmission process, the game device 2B is delayed from the game device 2A, and the game device 2C is waiting after the delay, so information is first sent from the game device 2A to the game devices 2B and 2C. And then game device 2B to game device 2 Information is transmitted to A and 2C, and then information is transmitted from game device 2C to game devices 2A and 2B. These pieces of information are received by the destination game device 2. Since the information received here is score information, the determination result of step SK3 of (j8) is “YES” in each game device 2 in the exchange information reception process. Therefore, the processor 21 of each game device 2 updates the game participant table T6 with the received score information (step SK4). As a result, the scores and bonus points of other game participants are updated first on the game screens of game devices 2B and 2C, then on game devices 2A and 2C, and then on game devices 2A and 2B! .
- step SJ9 the process returns to step SJ2.
- the information written in the sending area during the last 0.5 seconds is sent out at intervals of 0.5 seconds. Therefore, transmission / reception of score information is repeated at a cycle of 0.5 seconds.
- an attack event may occur due to a specific situation of the game. Specifically, when a specific type of object OB overlaps the horizontal line HL on the game screen, an operation corresponding to the type of this object OB is performed and an attack event occurs. Then, in the exchange information transmission process in the game device 2A, the determination result in step SJ5 is “YES”, and the processor 21 determines the attack identifier (identifies the type of attack) according to the game situation (step SJ10). . Specifically, it is determined whether the attack level AL at this time is 1 or 2, and the attack identifier corresponding to the determination result is stored in the record RC1 of the game participant table T6 with personal information.
- this attack identifier is determined. If it is indicated! /, It is randomly determined.
- the processor 21 randomly selects the attack identifier write destination (at least one of the transmission areas R1 and R2, ie, corresponding to the other game device to be attacked), and appends the attack identifier to the selected write destination. (Step SJ11).
- Each of the sending areas R1 and R2 can store both the attack identifier and the score information at the same time. As shown in FIG. 12, when the attack identifier is transmitted to the game device 2B, the attack identifier is added to the transmission area R1.
- step SJ6 the process proceeds to step SJ6.
- the processor 21 finally adds score information to the transmission areas R1 and R2 (step SJ8), and To the network device.
- the game apparatus 2A transmits the attack identifier and score information in the transmission area R1 to the game apparatus 2B, and transmits the score information in the transmission area R2 to the game apparatus 2C (step SJ9).
- the attack identifier is transmitted / received together with the score information in the transmission / reception of the score information repeated at a cycle of 0.5 seconds.
- step SJ9 a line display process is also performed, and the line at the time of attack indicated by the personal information stored in the record RC1 of the game participant table T6 is displayed at the corresponding position on the game screen. Displayed for a certain period of time.
- step SK2 In game device 2B, by receiving the attack identifier from game device 2A, the determination result of step SKI in ( ⁇ ) becomes “YES” during the exchange information reception process. Therefore, the processor 21 of the game apparatus 2B executes the attack indicated by the received attack identifier (step SK2). Thereby, the progress of the game in the game apparatus 2B is changed, and the difficulty thereof is increased. In step SK2, a line display process is also performed. As shown in FIG. 2, as shown in FIG. Only displayed for a certain period of time.
- the first music piece ends without detecting a communication interruption.
- the determination result in step SJ4 is “YES” and the exchange information transmission process is completed, and the determination result in step SK7 in ( ⁇ ) is “YES” and the exchange information reception process is completed.
- n second mini-game process (exchange information transmission process and exchange information reception process) is performed (steps SC7 and SC8).
- this mini game process in the operation example of FIG. 12, an abnormality occurs in the game device 2A, and the game device 2B and Assume that 2C has lost communication with game device 2A. Therefore, in game devices 2B and 2C, when a predetermined time has elapsed when information is last received from game device 2A, in the exchange information reception process, ( ⁇ ), that is, the determination result in step SK5 in FIG. " Therefore, the processors 21 of the game devices 2B and 2C reserve a substitute for the game device 2 that has lost communication (step SK6).
- the game participant table T6 in the game devices 2B and 2C is updated so that the replacement status information indicating “required replacement” is stored in the record RC2 corresponding to the game device 2A.
- the exchange information transmission process in the game devices 2B and 2C there is no record in the game participant table T6 that stores the substitute status information indicating “alternating”!
- the score information continues to be transmitted (step SJ9 in Fig. 22).
- step SC7 substitution start processing for substituting the virtual game device for the game device 2 to be substituted.
- a virtual game device is generated, the score information is read from the record RC2 corresponding to the game device 2A to be replaced in the game participant table T6, the score information is set in the virtual game device, and the record RC2 is recorded.
- the game participant table T6 is updated by storing the replacement status information indicating “being replaced”.
- the game apparatus 2B generates the game apparatus BA force.
- the game apparatus 2C generates the virtual game apparatus CA.
- the game device 2A that has become unable to communicate also generates virtual game devices that replace the other game devices 2B and 2C, respectively.
- the processor 21 of the game device 2B examines the game participant table T6 and delivers the information in the sending area R1 to the virtual game device BA (FIG. 22).
- Step SJ9) the processor 21 of the game apparatus 2C checks the game participant table T6 and delivers the information in the sending area R1 to the virtual game apparatus CA.
- the unreliable game device 2A also hands over the information in the transmission areas Rl and R2 to the virtual game device that substitutes for the other game devices 2B and 2C. In other words, it is possible to avoid useless transmissions where information is not exchanged via a route where communication is impossible.
- each game device determines that the attack identifier has been received when the attack identifier is delivered from the corresponding virtual game device in the exchange information reception process (step SK1 in FIG. 23). It is determined that the score information is received when the score information is delivered (step SK3). Therefore, game device 2B can continue the multiplayer game with game device 2C and virtual game device BA, and game device 2C can continue the multiplayer game with game device 2B and virtual game device CA. The game device 2A can also continue the two virtual game devices and the multiplayer game.
- step SC10 the processors 21 of the game devices 2B and 2C perform a score calculation process based on the score information stored in the game participant table T6 (step SC12).
- step SC12 bonus points are converted into scores for each game device to calculate the score for each song, the scores for the three songs are summed to obtain a total score, and the obtained total score is displayed on the display device 24. Display.
- the processor 21 determines a new player level, and updates the corresponding personal information in the game participant table T6 to indicate the game history reflecting the current game and the new player level. As long as communication is possible, each game device transmits an update request including the updated personal information to the data server 4 (step SC13). This game process is thus completed.
- step SB1 the personal information table T1
Abstract
Description
Claims
Priority Applications (7)
Application Number | Priority Date | Filing Date | Title |
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CA002573136A CA2573136A1 (en) | 2004-08-25 | 2005-06-30 | Game device |
CN2005800281023A CN101005883B (zh) | 2004-08-25 | 2005-06-30 | 游戏设备 |
EP05755741A EP1782867B1 (en) | 2004-08-25 | 2005-06-30 | Game apparatus |
US11/660,870 US20070298879A1 (en) | 2005-06-30 | 2005-06-30 | Game Device |
TW095130245A TWI315208B (en) | 2004-08-25 | 2005-07-19 | Game apparatus and game system |
TW094124378A TWI272114B (en) | 2004-08-25 | 2005-07-19 | Game apparatus |
HK07111293.4A HK1105907A1 (en) | 2004-08-25 | 2007-10-18 | Game apparatus |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
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JP2004-244687 | 2004-08-25 | ||
JP2004244687A JP3771245B2 (ja) | 2004-08-25 | 2004-08-25 | ゲーム装置 |
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WO2006022080A1 true WO2006022080A1 (ja) | 2006-03-02 |
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PCT/JP2005/012054 WO2006022080A1 (ja) | 2004-08-25 | 2005-06-30 | ゲーム装置 |
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EP (1) | EP1782867B1 (ja) |
JP (1) | JP3771245B2 (ja) |
KR (2) | KR100939419B1 (ja) |
CN (1) | CN101005883B (ja) |
CA (1) | CA2573136A1 (ja) |
HK (1) | HK1105907A1 (ja) |
TW (2) | TWI272114B (ja) |
WO (1) | WO2006022080A1 (ja) |
Cited By (3)
Publication number | Priority date | Publication date | Assignee | Title |
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EP2116287A1 (en) * | 2006-12-12 | 2009-11-11 | Konami Digital Entertainment Co., Ltd. | Game system |
WO2013018833A1 (ja) * | 2011-08-04 | 2013-02-07 | 株式会社コナミデジタルエンタテインメント | ネットワークを利用したゲームシステム |
CN103857447A (zh) * | 2011-11-09 | 2014-06-11 | 科乐美数码娱乐株式会社 | 游戏机、用于该游戏机的控制方法以及计算机程序 |
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JP2007301270A (ja) | 2006-05-15 | 2007-11-22 | Sony Computer Entertainment Inc | ゲーム制御プログラム、ゲーム制御方法、ゲーム装置 |
JP4629006B2 (ja) * | 2006-08-01 | 2011-02-09 | 株式会社タイトー | 通信ゲームシステム及びゲームプログラム |
JP5260070B2 (ja) * | 2008-02-05 | 2013-08-14 | 任天堂株式会社 | ゲームネットワーク構築方法およびゲームネットワークシステム |
JP4689713B2 (ja) * | 2008-10-22 | 2011-05-25 | 株式会社コナミデジタルエンタテインメント | ゲームシステム、ゲームシステムの制御方法、出力装置、出力装置の制御方法、及びプログラム |
US8535149B2 (en) | 2010-06-22 | 2013-09-17 | Microsoft Corporation | Tracking career progression based on user activities |
CN102122321B (zh) * | 2011-01-07 | 2012-11-21 | 蓝帽子(厦门)文化传播有限公司 | 一种桌面游戏数据处理装置及其数据处理方法 |
CN103049633A (zh) * | 2011-10-12 | 2013-04-17 | (株)拜斯倍斯 | 提供社会网络锻炼服务的系统与方法 |
CN103366077B (zh) * | 2012-04-05 | 2016-06-29 | 腾讯科技(深圳)有限公司 | 一种模拟器类游戏的角色清除方法、装置和系统 |
JP6220096B1 (ja) * | 2017-06-20 | 2017-10-25 | 株式会社 ディー・エヌ・エー | 通信ゲームシステム及び通信ゲーム処理方法 |
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- 2005-06-30 WO PCT/JP2005/012054 patent/WO2006022080A1/ja active Application Filing
- 2005-06-30 EP EP05755741A patent/EP1782867B1/en active Active
- 2005-06-30 KR KR1020087021392A patent/KR100939419B1/ko active IP Right Grant
- 2005-06-30 CN CN2005800281023A patent/CN101005883B/zh active Active
- 2005-06-30 KR KR1020077006619A patent/KR100885107B1/ko active IP Right Grant
- 2005-07-19 TW TW094124378A patent/TWI272114B/zh active
- 2005-07-19 TW TW095130245A patent/TWI315208B/zh active
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JP2004057224A (ja) * | 2002-07-24 | 2004-02-26 | Konami Co Ltd | ゲーム進行管理装置、ゲーム用サーバ装置、端末装置、ゲーム進行管理方法及びゲーム進行管理プログラム |
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Cited By (7)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
EP2116287A1 (en) * | 2006-12-12 | 2009-11-11 | Konami Digital Entertainment Co., Ltd. | Game system |
EP2116287A4 (en) * | 2006-12-12 | 2010-06-16 | Konami Digital Entertainment | GAME SYSTEM |
WO2013018833A1 (ja) * | 2011-08-04 | 2013-02-07 | 株式会社コナミデジタルエンタテインメント | ネットワークを利用したゲームシステム |
JP2013034554A (ja) * | 2011-08-04 | 2013-02-21 | Konami Digital Entertainment Co Ltd | ネットワークを利用したゲームシステム |
US9764241B2 (en) | 2011-08-04 | 2017-09-19 | Konami Digital Entertainment Co., Ltd. | Game system utilizing network |
CN103857447A (zh) * | 2011-11-09 | 2014-06-11 | 科乐美数码娱乐株式会社 | 游戏机、用于该游戏机的控制方法以及计算机程序 |
CN103857447B (zh) * | 2011-11-09 | 2016-05-18 | 科乐美数码娱乐株式会社 | 游戏机、用于该游戏机的控制方法 |
Also Published As
Publication number | Publication date |
---|---|
KR100939419B1 (ko) | 2010-01-28 |
HK1105907A1 (en) | 2008-02-29 |
EP1782867B1 (en) | 2012-07-25 |
EP1782867A4 (en) | 2008-04-23 |
CA2573136A1 (en) | 2006-03-02 |
KR20070046938A (ko) | 2007-05-03 |
KR100885107B1 (ko) | 2009-02-20 |
JP3771245B2 (ja) | 2006-04-26 |
TWI315208B (en) | 2009-10-01 |
KR20080091289A (ko) | 2008-10-09 |
CN101005883B (zh) | 2010-08-11 |
TWI272114B (en) | 2007-02-01 |
TW200611742A (en) | 2006-04-16 |
EP1782867A1 (en) | 2007-05-09 |
TW200706223A (en) | 2007-02-16 |
CN101005883A (zh) | 2007-07-25 |
JP2006061242A (ja) | 2006-03-09 |
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