WO2006040933A1 - キャラクター育成シミュレーションシステム及び情報処理システム - Google Patents
キャラクター育成シミュレーションシステム及び情報処理システム Download PDFInfo
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- WO2006040933A1 WO2006040933A1 PCT/JP2005/017938 JP2005017938W WO2006040933A1 WO 2006040933 A1 WO2006040933 A1 WO 2006040933A1 JP 2005017938 W JP2005017938 W JP 2005017938W WO 2006040933 A1 WO2006040933 A1 WO 2006040933A1
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Classifications
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- A63F13/10—
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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
- A63F13/825—Fostering virtual characters
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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
- A63F13/30—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
- A63F13/332—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 wireless networks, e.g. cellular phone networks
-
- 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
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/406—Transmission via wireless network, e.g. pager or GSM
-
- 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
-
- 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
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
-
- 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
- A63F2300/8058—Virtual breeding, e.g. tamagotchi
Definitions
- the present invention for example, is a character that is nurtured in cooperation with a toy (hereinafter referred to as a character nurturing toy) that electronically realizes a character nurturing simulation that can enjoy character growth. It is related with the character upbringing simulation system and the information processing system used for it.
- Character breeding toys that have realized character breeding simulations are conventionally marketed with a registered trademark of “Tamagotchi” and have gained many enthusiasts. With this character breeding toy, the simulation starts from that reset. With the start of the simulation, the hatching ability of the eggs, until the growth and death, the user performs various cares (hereinafter referred to as breeding operations) through the input part of the device, while changing and growing the character. You can enjoy your power as if it were a real pet (see, for example, Patent Document 1).
- Patent Document 1 Japanese Patent Laid-Open No. 10-232595
- the present invention has been made in view of the above-described conventional example, and by cooperating with the character breeding toy, while suppressing the function expansion of the character breeding toy itself as much as possible, for example, going out of the character raised by the growth simulation
- the purpose is to provide a character development simulation system and an information processing system that enable simulation of more events such as collecting commemorative photos and increasing the value of use as entertainment equipment.
- the present invention comprises the following arrangement. That is, an information processing system that cooperates with an electronic toy that can simulate the growth of a character, the character code corresponding to the character being simulated for growth with the electronic toy, and the background image corresponding to the background image of the character Input means for entering the code,
- Combining means for combining a character image corresponding to the character code input by the input means and a character background image corresponding to the background image code with a size suitable for a display screen;
- Display means for displaying an image synthesized by the synthesizing means on the display screen.
- a character training simulation system having an electronic toy body that can simulate character training, a mobile terminal, and a host computer, Outing information selection means for selecting desired outing information among a plurality of outing information of characters being nurtured in the electronic toy body,
- an outing instruction unit for instructing the character to go out to the outing destination indicated in the outing destination information selected by the outing destination information selecting unit, and the instructing unit instructed to go out of the character Later, in the electronic toy body, a display instruction means for instructing display of an outing image corresponding to the outing information;
- Code generating means for generating a code string including a character code corresponding to the character being raised and an image code corresponding to the out-going image in the electronic toy body;
- an input means for inputting the code string In the portable terminal, an input means for inputting the code string
- combining means for passing the character code and the image code included in the code string input by the input means to the host computer, and combining the character one image and the going-out image;
- the portable terminal further comprises display means for receiving an image synthesized from the host computer and displaying it on the screen.
- ⁇ blueprint processing system that includes a terminal linked with an electronic toy that can simulate character development
- an input means for inputting a character code corresponding to a character simulated for breeding by the electronic toy and a background image code corresponding to a background image of the character;
- a composite image obtained by combining a character image corresponding to the character code input by the input means and a background image corresponding to the background image code with a size suitable for the display screen of the terminal is associated with a unique image identifier.
- a user database for registering an image identifier of a composite image based on the character code and the background image code in association with each terminal that has input the character code and the background image code by the input means;
- First transmission means for transmitting an image identifier registered in association with the terminal to the terminal in response to the request for the terminal power;
- Second transmission means for transmitting a composite image associated with the image identifier to the terminal in response to a request accompanied by the image identifier of the terminal power
- a display means for displaying the composite image transmitted by the second transmission means in the terminal.
- FIG. 1 is a diagram showing a configuration of a character training simulation system according to an embodiment.
- FIG. 2A is a diagram showing the appearance of the character-nurturing toy.
- FIG. 2B is a hardware block diagram of the character breeding toy.
- FIG. 3 is a diagram showing screen transitions in the travel sub-mode by the character breeding toy.
- Fig. 4 is a flowchart of the processing when the travel sub-mode is executed by the character breeding toy.
- FIG. 5 is a flowchart of the processing when the travel sub-mode is executed by the character breeding toy.
- Fig. 6A Fig. 6A is a flowchart of the processing when the travel sub-mode is executed by the character breeding toy.
- Fig. 6B is a flowchart of the processing when the travel sub-mode is executed by the character training toy.
- Figure 7A shows the transition of page data provided to the mobile terminal by the HTTP server.
- Figure 7B shows the transition of page data provided to the mobile terminal by the HTTP server.
- FIG. 8A is a diagram showing transition of page data provided to the mobile terminal by the HTTP server.
- FIG. 8B is a diagram showing transition of page data provided to the mobile terminal by the HTTP server.
- FIG. 9A is a flowchart of an application program executed by the mobile terminal.
- FIG. 9B is a flowchart of an application program executed by the mobile terminal.
- FIG. 10 is a flowchart of an application executed by the server.
- FIG. 11A is a diagram showing screen transition in an application executed by a mobile terminal.
- FIG. 11B is a diagram showing screen transition in the application executed by the mobile terminal.
- FIG. 11C is a diagram showing screen transition in the application executed by the mobile terminal.
- FIG. 11D is a diagram showing screen transition in the application executed by the mobile terminal.
- FIG. 11E is a diagram showing screen transition in an application executed by the mobile terminal.
- FIG. 12 is a table that is referred to when the background image is determined by the server application.
- FIG. 12 is a table that is referred to when the background image is determined by the server application.
- FIG. 13 is a schematic diagram of a table referred to when a character image is determined by a server application.
- the character breeding toy 101 has an infrared communication function, and can communicate with other character breeding toys, as well as by an infrared communication function from a portable terminal 102 such as a mobile phone, a portable game machine, or a PDA.
- a portable terminal 102 such as a mobile phone, a portable game machine, or a PDA.
- the signal can be received.
- Character breeding toy 101 simulates the breeding of one of multiple types of characters.
- FIGS. 2A and 2B The configuration of the character breeding toy 101 will be described in detail with reference to FIGS. 2A and 2B.
- the mobile terminal 102 is a so-called browser phone, and for example, a digital mover 505, which is a terminal of NTT Co., Ltd. (hereinafter "NTT"), can be used.
- NTT NTT Co., Ltd.
- the mobile terminal 102 is provided with a plurality of buttons constituting input means, and some of them function as up / down keys and a determination key described with reference to FIGS. 9A and 9B.
- the mobile terminal 102 can specify the location (address) of the content provided by the server 103 by the browser program 102c loaded in the memory 102a, and receive and display it.
- the browser program of the mobile terminal needs to be HTML compatible or cHTML compatible used in the i-mode (registered trademark) provided by NTT.
- the type of protocol For example, a WAP compatible browser may be used.
- the mobile terminal 102 can load and execute an application program (mobile application) 102b defined by the user. With this function, it is possible to load and execute the terminal application 102b described in FIG. 9A and FIG. 9B and thereafter.
- the above digital Lumuno 505 and others have a function called i-appli (registered trademark), and can load and execute programs written in Java (registered trademark). However, if it is a mobile terminal in which this terminal application is pre-installed, the user-defined application load 'execution function may not be provided. In addition, a model equipped with an infrared communication function for communication with the character breeding toy 101 is desirable. However, at the time of filing this application, there are portable terminals with an infrared transmission function, but none with a reception function. In that case, communication between the mobile terminal 102 and the character breeding toy 101 is limited to unidirectional communication from the former to the latter.
- the server 103 includes an HTTP server 103e that provides content described in HTML or cHTML, a server application 103f that executes processing such as image composition corresponding to the mobile application 102b, and an identifier of the mobile terminal 102 (User ID) It has a user database 103g that stores images 103d collected by each user in association with 103c for each user and each location (country) where the image was taken. These can also be provided by independent servers.
- the HTTP server 103e may be a powerful WAP server, or any server that supports a protocol compatible with the browser 102c of the mobile terminal 102 can be used.
- the mobile terminal 102 is, for example, an i-mode terminal, it is connected to the Internet via the protocol conversion gateway 104.
- the mobile terminal is TCP / IP compatible, a gateway is not required.
- the server 103 is connected to this Internet, and a unique address is given.
- the HTTP server 103e a currently popular server program can be used, and the user database 103g is accessed, and the collected image for each user is displayed for the user, that is, the mobile terminal 102 in the present embodiment. Can be provided to other browsers 102c.
- the server application 103f has a character image 103b and a background image 103a.
- the server application 103f generates a composite image obtained by combining the character image 103b and the background image 103a. save.
- a plurality of background images 103a are prepared for one place according to time parameters such as seasons.
- a plurality of character images 103b are also prepared for one character corresponding to the background image 103a.
- the user database 103g stores the user ID 103c of the registered user and the image 103d collected for each user ID 103c.
- the character breeding toy 101 can receive information from the mobile terminal 102.
- the mobile terminal 102 can communicate with the server 103. Through the communication, the mobile terminal 102 specifies the content address, or the content data such as characters and images provided by the HTTP server 103e by following the link of the hypertext described in HTML. It can be received and displayed. Further, the data transmitted to the server 103 by the execution of the mobile application 102b can be processed by the server application 103f. Details of these processes will be described later with reference to FIGS. 7A to 11E.
- FIG. 2A is a view showing the appearance of the character breeding toy 101.
- FIG. 2B is a hardware block diagram of the character breeding toy 101.
- a housing 200 includes a display liquid crystal screen 201, operation buttons 202A, 202B, and 202C (also referred to as A button, B button, and C button, respectively), an infrared communication unit 204 for infrared transmission / reception.
- the liquid crystal screen 201 is a dot display section that displays a character image, a game image, and the like in the vicinity of the center, and has an icon display section for displaying an icon 203 above and below it. There are five icons 203 at the top and bottom to indicate the current mode.
- the icon on the top right indicates that you are in communication mode.
- the operation button 202A is assigned for selecting (switching) the mode and the command
- the button 202B is assigned for determining the mode and the command
- the button 202C is assigned for canceling the command.
- the CPU 211 controls the toy 101 as a whole by executing a program stored in the ROM 212.
- the RAM 213 stores various work areas and modes.
- the mode area 213a stores information indicating the operation mode of the toy.
- the submode area 213b stores information indicating a submode in a certain mode.
- Character state area 213c is the type of character that is being trained (indicated by the character code), its growth stage (for example, adolescence or rebellious period), and the current state of the character (for example, health status). ) Is stored. The corresponding character image is determined by this character state and displayed on the liquid crystal screen 201. The correspondence between the character state and the character type is unchanged, and is constant depending on other individuals such as the mobile application 102b, the server application 103f, and the character breeding toy 101.
- the point area 213d for example, in the process of character development simulation, the number of points acquired in the stage of point acquisition such as a game is accumulated.
- Transactions include, for example, tickets for travel that are directed so that characters can go out.
- information indicating an item acquired by the character is stored. For example, if the item is a ticket, the item code identifies the item as a ticket and the destination of the ticket.
- the CPU 211 is connected to the input / output system by the bridge 214.
- An LCD (Liquid Crystal Display) 216 connected via an LCD controller 215 is connected to the input / output system.
- buttons 202A, 202B, 202C, operation unit 217 including a reset switch provided on the back of the main body of toy 101, infrared output unit (IRLED) 219 connected via infrared IF218, infrared input unit (phototransistor) 220 and buzzer 221 are connected.
- the mobile terminal 102 and the server 103 are also different in terms of hardware such as CPU performance, memory space, number of keys, type and size of display screen, and type of input / output interface provided.
- the basic block structure is the same as shown in Fig. 2B, although there are differences in the contents of the programs.
- the outing sub-mode is a sub-mode for simulating going out of the toy 101 of the character that is the subject of the training for the character-nurturing toy 101.
- An outing here refers to an image of the character toy 101 being displayed on the display screen of the character-raising toy 101!
- a moving character moving outside the display screen (for example, an image of a flying object carrying a character jumping up on the display screen) ) Display, and a character is displayed on the display screen to display an image showing a state of ⁇ (for example, “Odekake Chu” t ⁇ ⁇ image).
- ⁇ for example, “Odekake Chu” t ⁇ ⁇ image.
- the definition of going out is not limited to this. At this time, if the character state, the number of points, the item, etc. satisfy certain conditions, it is assumed that the character has gone out, and the item code and the character code are passed to the portable terminal 102.
- the item code and character code are transferred from the toy 101 to the mobile terminal 102 by infrared communication. Cannot be sent. In that case, the passport number including the item code and the character code is displayed on the toy 101, and the user inputs it to the portable terminal 102 by manual operation, and switches to transmission.
- the toy 101 displays a screen for a certain period of time indicating that the character has gone out and is in the process of going out.
- the password is received from the portable terminal 102 by infrared communication, or the password input is waited for by manual operation, and information corresponding to “souvenir” indicated by the password is stored in the RAM 213.
- the mobile terminal 102 transmits an image generation request with the received item code and character code to the server 103.
- the server application 103 f of the server 103 combines the background image 103a corresponding to the item code and the character image 103b corresponding to the character code, and sends the combined image to the mobile terminal 102 that is the transmission source of the image generation request. Save it in association with the corresponding user ID 103c.
- a terminal identifier uniquely assigned to the mobile terminal 102 can be used.
- the mobile terminal 102 can browse only the composite image associated with the mobile terminal using the browser function, and can download it and use it as the standby screen image. Chisaru
- FIG. 3 is a diagram showing an example of a display sequence until the outing submode of the character breeding toy 101 is completed.
- communication selection screen 301 in FIG. 3 is displayed.
- the communication selection screen 301 displays communication partner options.
- “mobile phone” is selected and determined by operating button A from among the above, a screen for selecting a going-out trip selection screen 302 is displayed.
- the processing procedure by the CPU 201211 of the state power of the screen 302 will be described with reference to FIGS. 4 to 6B.
- the terms “yubin mode” and “outing mode” are used, but this actually corresponds to a submode under “communication mode”.
- the “mode” indicates the bottle mode or the outing mode under the communication mode.
- the mode area 213a in FIG. 2B a value indicating the bottle mode or the outing mode is stored.
- a ticket purchase simulation can be performed as one of the transactions using power points that omit detailed processing contents.
- Yubin mode for example, in exchange for the point value stored in the point area 213d, a ticket to a desired destination is purchased by mail order from among travel destination candidates prepared in advance as destination information. Perform a simulation. The code of the purchased ticket is stored in the item area 213e, and the number of points to be paid is deducted from the point area 213d.
- There are also methods for purchasing tickets but in any case in this example, the presence / absence of a ticket and information on whereabouts are stored in (or have been stored in) the character breeding toy 101 by using these methods. Explain that it is not.
- step S401 it is determined whether the A button has been input. If it is input, it is determined whether the current mode is the “yubin” mode, that is, whether the information stored in the mode area 213a is a value indicating the “yubin” mode (S402). If it is in “Yubin” mode, the power one sol 302a is moved to “Odekake” on the display screen 302, and the mode is changed to “Odekake” mode (S403). If it is not in “Yubin” mode, the cursor 302a is moved to “Yubin” on the display screen 302, and the mode is changed to “Yubin” mode (S404).
- the current mode is the “yubin” mode, that is, whether the information stored in the mode area 213a is a value indicating the “yubin” mode (S402). If it is in “Yubin” mode, the power one sol 302a is moved to “Odekake” on the display screen 302, and the mode is changed to “Odekake
- step S405 it is determined whether the B button is input. If it is input, it is determined whether the current mode is “outing” (S406). If it is not in the outing mode, it is determined whether the character state 213c indicates “rebellious period or more” (S407), and if it is indicated! /, The predetermined processing in “Yubin” mode is performed (S408), and communication selection is performed. Return to screen 301. If it is determined that the C button has been pressed [here (S405 ⁇ NO ⁇ S410 ⁇ YES)], the communication selection screen 301 [returns. If it is determined in step S406 that the mode is the “outing” mode, the processing of the outing mode in FIG. 5 is executed.
- a travel plaza selection screen 303 is first displayed (S501).
- the user can select either “Ryokou” (travel) submode or “Hiroba” (square) submode. This submode is indicated by the information stored in the submode area 213b of FIG. 2B.
- human power is scanned by the step S502, S506 and S509.
- step S502 it is determined whether the A button has been input.
- the force determination that the current sub-mode is the “Roko” sub-mode is a value indicating the “Roko” sub-mode. (S503). If it is in the “Ryokou” submode, the cursor 303a is moved to “Ryokou” on the travel plaza selection screen 303, and the submode is changed to the “Hiroba” submode (S504). If it is not the “Ryokou” sub-mode, the cursor 303a is moved to “Ryokou” on the travel plaza selection screen 303, and the sub-mode is changed to the “Ryokou” sub-mode (S505).
- button A is not input
- button B is input in step S506.
- Judged force is determined. If entered, the power is judged that the current sub-mode is “Ryokou” (S507). If it is not the sub-mode, the sub-mode is processed (S508), and the communication selection screen 301 is displayed again. If it is determined that the C button has been pressed (S509 ⁇ YES), the screen returns to the bonus selection screen 302. If it is determined in step S507 that the current mode is the sub-mode, the sub-mode processing shown in FIGS. 6A and 6B is executed.
- the sub-mode When the sub-mode is finalized, it is first determined whether the character has a ticket (S601). This determination is made based on whether or not the code indicating the travel ticket is stored in the item area 213e in FIG. 2B. In this example, only the ticket code is stored in the item area 213e. Of course, as long as the stored ticket code is not overwritten, it can be used for other purposes, but in this example, it is provided exclusively. If there is no ticket, if the value of the item area 213e is set to 0, the presence / absence of the ticket can be easily determined by determining whether the value is 0 or not.
- step S601 if it is determined in step S601 that one character has a ticket, refer to character state 213c (hereinafter “region” is omitted), and the character state has a power of “puberty” or higher. Judgment is made (S602). For example, if the character has hatched and the power has passed for a certain period of time, information indicating that the character is adolescent or higher can be stored in the character state 213c to indicate that the character is adolescent or higher. it can. The elapsed time can be measured by starting the CPU211 built-in timer from the time of the character hatch simulation. If it is determined in steps S601 and S602 that both are NO, an error sound is output and the process branches to step S501.
- the character in order to produce a training simulation, it is set so that the character can only travel if the growth stage is higher than puberty.
- the passport screen 304 is displayed only when it is determined that it is (S603).
- a passport number is displayed on the passport screen 304.
- the passport number is a value that is directly input to the mobile terminal 102.
- a mode code indicating that the sub-mode is selected for the mobile terminal 102, (1) a mode code indicating that the sub-mode is selected, and (2) a character type. (3) Displayed to input an item code indicating the travel destination. Therefore, the passport number includes at least these three types of codes.
- the passport number consists of 10 decimal digits, including the following three codes including the above three codes.
- Mode code (1 digit): A value “4” indicating the sub-mode is set.
- Character code (2 digits): The character code corresponding to the character that is currently being trained by the character breeding toy 101 is set. For example, even a single character is assigned a value according to the growth period. Therefore, for example, the “Tamagotchi” character is given a different code for each generation, such as adolescence, egg-laying, and old age.
- Item code (2 digits): A value indicating the destination corresponding to the code indicating the travel ticket stored in the item area 213e is set.
- Random code (1 digit) A value indicating the arrangement of digits other than the random code itself is set. The random code itself is placed at a fixed digit position in the 10-digit passport number. On the other hand, the other 9 digits are placed at a position corresponding to the value of the random code. For this reason, the digit positions of the codes included in the plurality of passport numbers having different random code values are different from each other.
- Nority code (1 digit): The value of the first digit of the total value of each digit excluding the passport number's NORITY code is set.
- each digit of the passport number has a meaningful power. It is shuffled in units of digits according to the random code, and simple encryption is applied, so that it is understandable as a meaningful number for the user. It is converted into a difficult number.
- the counting of the passport number is started (S604). After the count starts, it is determined whether 10 minutes have passed (S605). If 10 minutes have passed with the passport number displayed, the screen returns to the normal screen. In this example, the normal screen is a screen that displays characters as shown in Figure 2A. If 10 minutes have not elapsed, the B button is tested (S606), and if it is pressed, the trip-out screen 305 is displayed as if the trip was determined (S6). 07). Further, it is determined whether the count of 10 minutes has elapsed (S608), and if it has not elapsed, it is determined that the B button has been pressed (S609). If not, it is determined that the C button is pressed (S616).
- step S609 If the trip is canceled by pressing the C button, the process returns to step S603.
- step S609 if it is determined in step S609 that the B button has been pressed, the input method selection screen 306 is displayed (S610). At this time, it is assumed that the ticket has been used, and 0 is set in the ticket item area 213e.
- step S612 information from the portable terminal 102 is input by the method selected in step S610.
- steps S611 and S613 it is determined that 10 minutes have passed from the counter, and if it has elapsed, the screen returns to the normal screen.
- the information input in step S612 is information equivalent to souvenirs from travel.
- the HTTP server 103e allows access to users registered in advance. Therefore, in order to reach the screen display shown in FIGS. 7A and 7B and FIGS. 8A and 8B, it is necessary to follow the user registration procedure.
- the user can be identified by, for example, an identification number or a telephone number unique to the mobile terminal 102. For this purpose, this identification number only needs to be included in the HTTP header. Of course, any number can be used as long as the user can be uniquely identified.
- the HTTP server 103 When e is accessed, the identification number of the registered user is judged, and if it is not a registered user, necessary information is entered and registration processing is performed. As a result, the user identification number (referred to as user ID) is registered in the user ID area 103 c of the user database 103 g of the server 103.
- user ID the user identification number
- For each user ID a collected image area 103d for storing an image collected by the user is provided.
- data described in HTML or the like provided to the user is created in the collected image area 103d by, for example, copying from a template. This data corresponds to the page provided by the server 103 in FIGS. 7A and 7B or FIGS. 8A and 8B.
- image data is not included at the registration stage, and link information to the image data is not described. Also, if the identification number or telephone number of the mobile terminal is used as a user ID and the number is included in the access message to the server 103, the user ID is entered each time the user accesses the server 103. There is no need to do it.
- FIG. 8A and FIG. 8B are examples of content data provided from the server 103 to the mobile terminal 102 when the user registered in this way accesses the HTTP server 103e.
- Page 701 is a screen where the HTTP server 103e first responds to the accessed mobile terminal 102.
- the image collection rate 701a by the accessed user, link information 701b to the latest image acquired by the user, and the user Includes an image list 701c collected by the user and link information 701d for downloading the mobile application 102b.
- the collection rate is a value indicating how many images are collected from the image group having all the combination powers of the character image 103b and the background image 103a.
- the link information 701b to the latest image describes a link to the latest image data file among the collected images 103d stored in association with the user ID 103c of the user.
- access to the site indicated by the link information 701b occurs. That is, the link destination address is passed to the HTTP server 103e, and the latest image is provided from the HTTP server 103e to the portable terminal 102.
- An example of this is page 801.
- the provision of the image is provided as a page describing a frame including the message 802b that is not limited to the image data file of the image 801a. This image is displayed by certain operations programmed for each terminal. You can also save the last memory.
- the image list 701c is linked to a page 802 that summarizes a list of collected images stored in association with the user ID 103c of the user for each destination country (ie, country of the background image). .
- a symbol 802b indicating the link information is attached next to the link information.
- link information a character string in which link information is embedded
- the specified link destination address is sent to HTTP server 103e, and the link destination page is provided to the terminal.
- FIG. 8A and FIG. 8B when the link information 802c embedded in the character string “Kitsubachi” (one character) of the page 802 is designated, the page 8001 is provided by the HTTP server 103e.
- FIGS. 7A and 7B show transitions of pages provided to the mobile terminal 102 by the HTTP server 103 when the link information 701d for specifying download of the mobile application program 102b is selected on the page 701.
- An example is shown.
- the mobile application case 102b can also be downloaded during user registration.
- Page 702 shows an example.
- the address of the link destination is passed to the HTTP server 103e, and the page 703 of the link destination is sent to the mobile terminal 102 and provided.
- a request for a portable application program file is issued from the portable terminal 102 to the server 103 (S711).
- the server 103 downloads the file accordingly, the portable terminal 102 receives it and installs the portable application 102b so as to be executable (S712).
- “About communication” is selected, the explanation page 700 is accessed.
- the HTTP server 103e functions as a commonly used web server, and data such as HTML provided to the mobile terminal 102 is shown in Figs. 7A, 7B, 8A, and 8B. Described as shown! [0043] ⁇ Operation of mobile application and server application>
- the current mode flag value (simply referred to as mode) is determined (S904). If it is not 1, the processing in the bottle mode is executed, but the description is omitted. If it is 1, since it is the outing mode, the initial screen of the outing mode (screen 1102 in FIG. 11B) is displayed, and 0 is set in the submode flag (S905). Then wait for key input. If there is an input, the input key is determined (S906). If it is an up / down key, the sub-mode flag is reversed (S907). Similar to the screen 1101 in FIG. 11A, the display field 1102a and 1102b indicating the sub mode selected on the screen 1102 is switched according to the up and down keys.
- the current value of the submode flag (simply referred to as submode) is determined (S908). If it is 1, nephew (special product) exchange plaza submode processing is executed, but the explanation is omitted. If it is not 1, each memory submode is in effect, the initial screen for each memory submode (screen 1103 in FIG. 11C) is displayed, and the passport number is awaited (S909).
- the passport number expected to be entered here is the passport number 30 displayed in step S603 of FIG. 4. That is, in the subsequent step S910, the passport number is processed on the assumption that various codes are arranged in accordance with the rules described in step S603 of FIG. 6A.
- step S910 is executed.
- step S910 first, the digit of the NORITY code is determined based on the random code located in the fixed digit of the input passport number, and the other digits are added and compared with the parity code. If they match! / Speak, the power to continue processing as if a valid passport number was entered. If not, return to step S909 and wait for input. If it is determined that a valid passport number has been input, the digit position of the mode code, character code, and item code is determined according to the value of the random code, and the passport number power is extracted and stored in the predetermined memory 102a.
- the data is stored in a predetermined area (S910). Then, a request for image composition accompanied by a mode code, a character code, and an item code is transmitted to the server 103.
- the server application 103f is designated as a receiving port by a port number or the like. Then, it waits for a response from the server 103.
- step S912 when a predetermined time elapses or a response is received from the server 103, it is determined in step S912 whether the communication is successful.
- successful that is, when the composite image is received from the server 103, the received thumbnail image, message, and image ID are displayed on the screen of the portable terminal 102 (S913, screen 1104 in FIG. 11D).
- screen 1104a On the screen 1104, in addition to the image ID 1104a, the thumbnail image 1104b, and the message 1104c, a button 1104d for returning to the title screen 1101 is displayed (S916).
- a photo button 1104e for accessing the composite image by HTTP is also displayed (S915). Even if the mobile terminal 102 having the Webto function is executing the application program in the mobile terminal 102, the application program that directly terminates the application program and starts the browser does not go directly to the HTTP server 103e by the browser. Can be accessed.
- Step S916 and S917 the input is waiting for input. If there is, the content is determined (S917). If the key input selects the title button 1104d, the display returns to the title screen 1101. If the photograph button 1104e is to be selected, this branches to the browser program with the address of the composite image in the server 103 as a parameter (S918). Step S920 is executed by the browser. The received parameter is received from the HTTP server 103e and displayed on the screen with the handed over parameter as the access destination address.
- step S912 if it is determined in step S912 that the communication has failed, a retry screen (screen 1105 in FIG. 11E) is displayed (S921), and a retry (ha! /, Button 1105a) is input. Branches to step S909. If NO button 1105b is entered, the process branches to step S90-1. (S922)
- step S911 the server 103 that also received the request for image composition in the portable application 102b, when the port number and mode code (4 in this example) are the predetermined values determined in advance,
- the server application 103f executes the processing from step S1001 onward in FIG. First, the images that can be used by the server application 102f will be described with reference to FIGS.
- FIG. 12 is a table illustrating a background image nomination generated for the item code.
- the item code column corresponds to the destination of the ticket.
- five locations of “Paris”, “Easter Island”, “Fiji”, “Egypt”, and “New York” are candidates for travel according to the value of the item code.
- a symbolic image showing these five locations is selected as the background image.
- famous landmarks such as the Eiffel Tower in Paris, the Moai statue in Easter Island, and the pyramid in Egypt are preferred.
- a total of eight images are prepared as background images 103a, two for each season. When selecting the background image 103a, first, it is narrowed down to eight images of any destination by the item code.
- the season is determined by the real-time timer of the server, and it is further narrowed down to two images belonging to one of the seasons.
- One of these two Whether to select this can be determined at random, such as by generating a random number and depending on whether it is odd or even.
- the determination of the season can be made by, for example, determining the current month by reading the real-time timer force when the server 103 receives the image composition request, and can associate the predetermined month with the predetermined season. For example, March-May is spring, June-August is summer, September-November is autumn, and December-February is winter.
- a background image 103a symbolizing each month can be prepared for each month, or one background image 103a can be associated with one item code regardless of the season.
- the background image 103a is configured as a table in which the background image ("landscape" + circled numbers in the figure) is arranged at the intersection with the item code on the vertical axis and the season and random numbers on the horizontal axis.
- This table is used for selection.
- it is only necessary to associate an image with a parameter such as an item code, and it is meaningless if it is limited to a table of the form shown in Fig. 12! /.
- the character image 103b is determined in association with the character code as shown in FIG.
- eight character images 103b are prepared for one character.
- one character image 103b is specified for one character code by the season and a random number.
- character image 103b is configured as a table in which a character image (vertical number in the figure) + circle numbers is placed at the intersection point with the character code on the vertical axis and the season and random numbers on the horizontal axis.
- This table is used to select 103b.
- it is only necessary to associate an image with a parameter such as a character code and this does not mean that the table is limited to the format shown in FIG.
- the nomination of the composite image is increased, and the user's desire to collect can be stimulated to contribute to an increase in value as an entertainment device.
- 40 types of composite images can be generated for one character. For example, there are 19 types of characters (five types in Fig. 13), and a common value is used for background image 103a and character image 103b as a random number to select one from two images for each season. In total, 760 streets There will be something nomination. If the random number values are generated independently, there are 1520 variations that are double that number.
- the server 103 first specifies the character image 103b used for image composition based on the received character code (S1001).
- the specific method is as described in FIG.
- the background image 103b is specified from the item code (1002). This is as explained in FIG.
- the specified character image 103ab is combined with the specified background image 103b so as to be overlaid (1003).
- the composition method is selected based on position information such as V where the landmarks included in the background image 103a are not covered by the character image 103b. This location information can be registered with the image in the table of FIG.
- the synthesized image is reduced at a certain rate to generate a thumbnail image (1004).
- An example of the synthesized image is the above-described image 801a in FIG. 8A. This image 801a is obtained by overlaying the character image 801c on the background image including the Eiffel Tower, which is a landmark of the north.
- step S 1003 the composite image generated in step S 1003 is registered in association with the collected image 103 d of the user database for each user ID.
- a message corresponding to the composite image is also registered with the image (S 1005).
- link information for image data is additionally described in HTML page data (page 802, etc.) that contains link information to image data created at the time of registration.
- the registered image data and message power are provided to the user by the HTTP server 103e.
- thumbnail image the image ID of the composite image, the country name corresponding to the item code, and a message corresponding to the image are returned to the mobile terminal 102 (S1006).
- the image ID is determined corresponding to the combination of the specified background image 103a and character image 103b.
- Each image file registered in the tables of Fig. 12 and Fig. 13 is assigned a unique ID.
- the ID of the background image 103a is taken on the horizontal axis and the ID of the character image 103b is taken on the vertical axis.
- the character breeding toy 101 can produce a character's going out trip. Then, by sharing the information with the mobile terminal 102, it is possible to collect and display pictures that are difficult with the character-nurturing toy 101 alone, thereby further enhancing entertainment. Furthermore, by creating a commemorative photo on the mobile terminal 102 as if a character was taken at a travel destination by the server and obtaining it at the terminal, processing such as image synthesis that is difficult even on the mobile terminal 102 can be performed quickly. It is possible to provide users with services with advanced processing without prolonging processing waiting time. By transforming the concept of transactions using points, in addition to commemorative photos taken at travel destinations, images related to events such as romance and marriage established in the relationship between the character breeding toys 101 and character growth The form of training simulation may be expanded by combining images related to events according to the stage.
- the number of types of combined images configured by combining them can be increased, and the value as a collection target can be increased. It is improving. This can increase the interest of the user.
- the character training toy and the portable terminal are linked by displaying the number, which is difficult for the user to understand the meaning of the passport number, on the character training toy and inputting it to the portable terminal offline. This makes it possible for the character to produce the same power as if the character moved to a mobile terminal.
- information is input to the character development toy power mobile terminal offline via a passport number.
- a mode code, character code, and item code are sent from the character development toy 101 to the mobile terminal 102. It is good also as a structure with which the portable terminal was equipped with the infrared receiving function so that it could transmit.
- a system corresponding to the present invention can be configured without the portable application 102b. In this case, only the browser operates on the mobile terminal.
- Image composition can be realized by performing CGI script on the HTTP server 103e of the server 103. The processing content in the script is the same as that of the server application 103f in FIG.
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- Engineering & Computer Science (AREA)
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- Computer Networks & Wireless Communication (AREA)
- Information Transfer Between Computers (AREA)
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Abstract
Description
Claims
Priority Applications (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| US11/664,825 US20080096661A1 (en) | 2004-10-08 | 2005-09-29 | Virtual Creature Breeding Simulation System and Information Processing System |
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP2004296956A JP3808888B2 (ja) | 2004-10-08 | 2004-10-08 | キャラクター育成シミュレーションシステム及び情報処理システム |
| JP2004-296956 | 2004-10-08 |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| WO2006040933A1 true WO2006040933A1 (ja) | 2006-04-20 |
Family
ID=36148230
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/JP2005/017938 Ceased WO2006040933A1 (ja) | 2004-10-08 | 2005-09-29 | キャラクター育成シミュレーションシステム及び情報処理システム |
Country Status (3)
| Country | Link |
|---|---|
| US (1) | US20080096661A1 (ja) |
| JP (1) | JP3808888B2 (ja) |
| WO (1) | WO2006040933A1 (ja) |
Cited By (1)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| CN110147576A (zh) * | 2019-04-18 | 2019-08-20 | 广州影子科技有限公司 | 信息查看方法及装置、信息查看系统和计算机可读存储介质 |
Families Citing this family (13)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| DE102005020688B4 (de) * | 2005-05-03 | 2008-01-03 | Siemens Ag | Mobiltelefon |
| JP5020550B2 (ja) * | 2006-06-16 | 2012-09-05 | 株式会社バンダイナムコゲームス | シールプリント機及びプリントシール製造方法 |
| US8926395B2 (en) * | 2007-11-28 | 2015-01-06 | Patent Category Corp. | System, method, and apparatus for interactive play |
| KR101436832B1 (ko) * | 2008-01-03 | 2014-09-03 | 삼성전자주식회사 | 디지털 영상 처리 장치 및 그 제어 방법 |
| JP5612809B2 (ja) * | 2008-05-15 | 2014-10-22 | 株式会社三共 | 遊技用システム、遊技機、携帯端末、携帯端末用プログラム、および遊技システム用プログラム |
| JP5563541B2 (ja) * | 2011-10-26 | 2014-07-30 | 株式会社コナミデジタルエンタテインメント | ゲームシステム及びサーバ装置 |
| KR101414143B1 (ko) * | 2012-09-21 | 2014-09-24 | 정영태 | 캐릭터 성장 게임장치 및 방법 |
| JP5248704B1 (ja) * | 2012-09-25 | 2013-07-31 | 株式会社gloops | ゲームサーバ、ゲーム制御方法、プログラム、ゲームシステム及び記録媒体 |
| KR101586484B1 (ko) * | 2014-05-30 | 2016-01-18 | 네이버비즈니스플랫폼 주식회사 | 셀 정보를 이용한 위치 정보 결정 시스템 및 방법 |
| JP6042517B2 (ja) * | 2015-10-28 | 2016-12-14 | 株式会社三共 | 遊技用システム、遊技機、携帯端末用プログラム、および遊技システム用プログラム |
| JP6608005B1 (ja) | 2018-07-11 | 2019-11-20 | 株式会社バンダイ | ゲーム装置、プログラム及びゲームシステム |
| JP7177762B2 (ja) * | 2019-10-21 | 2022-11-24 | 株式会社バンダイ | ゲームシステム |
| CN119730931A (zh) * | 2022-08-16 | 2025-03-28 | 玛氏公司 | 三维数字宠物表示平台的系统和方法 |
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Also Published As
| Publication number | Publication date |
|---|---|
| US20080096661A1 (en) | 2008-04-24 |
| JP3808888B2 (ja) | 2006-08-16 |
| JP2006102398A (ja) | 2006-04-20 |
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