WO2009101748A1 - ゲームシステム及びゲーム端末 - Google Patents
ゲームシステム及びゲーム端末 Download PDFInfo
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- WO2009101748A1 WO2009101748A1 PCT/JP2008/072873 JP2008072873W WO2009101748A1 WO 2009101748 A1 WO2009101748 A1 WO 2009101748A1 JP 2008072873 W JP2008072873 W JP 2008072873W WO 2009101748 A1 WO2009101748 A1 WO 2009101748A1
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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
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
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- A63F13/12—
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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
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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
- A63F13/35—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
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/44—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
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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
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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
- A63F13/49—Saving the game status; Pausing or ending the 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
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/92—Video game devices specially adapted to be hand-held while playing
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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
- A63F2300/20—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 the game platform
- A63F2300/204—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 the game platform the platform being a handheld device
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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
- A63F2300/55—Details of game data or player data management
- A63F2300/5526—Game data structure
- A63F2300/554—Game data structure by saving game or status data
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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
- A63F2300/6027—Methods for processing data by generating or executing the game program using adaptive systems learning from user actions, e.g. for skill level adjustment
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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
- A63F2300/634—Methods for processing data by generating or executing the game program for controlling the execution of the game in time for replaying partially or entirely the game actions since the beginning of the 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
- A63F2300/807—Role playing or strategy games
Definitions
- the present invention relates to a game system including a game terminal and a server on which a predetermined game is played, and a game terminal.
- a game system in which a game is executed with a CPU as a pseudo player is known as a game system that can execute a pseudo game with a pseudo player even if no other players actually compete for the game (for example, patents).
- a game system in which a pseudo player participates based on play history information of other players acquired from a server or another game terminal is also known (see, for example, Patent Document 2).
- an object of the present invention is to provide a game system and a game terminal configured such that only a situation that is effective as a play situation of a pseudo player is reproduced in a game.
- the present invention solves the above-described problems by the following means.
- the game system of the present invention is a game system including a game terminal that receives a player's operation and plays a predetermined game, and a server that can transmit and receive data to and from the game terminal.
- a game execution unit that executes the given game as the predetermined game, operations performed until the respective positions are acquired, and timings at which the respective operations are performed with respect to the respective positions acquired by the player during the game
- a history information storage unit that generates play history information by storing play information in association with A history information storage unit that stores history information based on play history information for each player, and when there is a request for information about another player from the game terminal, the history information storage unit refers to the history information storage unit and stores any of the history information.
- a history information providing unit that selects and provides information based on the selected history information, and the game terminal or the server, from either the player history information or the selected history information,
- An excerpt information generation unit that extracts excerpt play history information by excerpting the play information regarding the last operation for each acquired position, and the game execution unit of the game terminal relates to the other player
- An excerpt information acquisition unit that acquires the excerpt play history information as information based on the history information by requesting information from the server;
- the game screen is displayed so that a sign indicating that the position has been acquired by another player is sequentially displayed at the position indicated by the play information.
- the excerpt information generation unit extract the play information on the last operation for each position acquired from the play history information, The play status of other players is displayed based on the generated play history information.
- excerpt play history information is generated with the timing of the last operation for each acquired position as the timing at which each position is acquired.
- the excerpt play history information excludes operations until each position is acquired, so that a situation where other players steadily acquire only the positions that affect the game result is displayed.
- the game result is affected. In the case of a game in which the operation content until the predetermined state is not regarded as important, the game result is affected.
- the player's play situation and the play situation of the other player are controlled by the other player display control unit so as to avoid the reduction of one game screen by displaying a plurality of game screens at a time. It is configured to be displayed on the same game screen. As described above, the play situation of the player and the play situation of the other player can be displayed on the same screen, and all the play situations of the other players are not displayed, so that the game screen is not complicated. It can provide enough tension to compete in the game. In addition, when the position to be acquired and the order of acquisition are uniquely determined in order to clear the game, the display of other players also serves as a hint to the player.
- the history information based on the play history information includes the case of the play history information itself and the case where the play history information is processed.
- Information based on history information includes a case of history information itself and a case of history information processed. Therefore, when the excerpt information generation unit is provided in the server, the server acquires play history information from the game terminal, stores the play history information in the history information storage unit, and is selected in response to a request from the game terminal.
- excerpt play history information is generated from the play history information and provided to the game terminal
- excerpt play history information is generated from the acquired play history information
- the excerpt play history information is stored in the history information storage unit and stored in the game terminal. Including the case of providing.
- the excerpt play history information is generated from the play history information and the excerpt play history information is transmitted to the server, and the play history information is transmitted from the game terminal to the server.
- a plurality of positions are prepared in advance on the game screen, and each position is acquired according to a predetermined condition, or regions having various shapes such as puzzle pieces are combined.
- a game in which at least a part of the combined area is acquired when the combined area has a predetermined shape is included. For example, when the position is a point, a sign of a predetermined shape or color is displayed at the position, and when the position has a predetermined shape, the “sign indicating that the position has been acquired by another player”
- the shape may be given a color or pattern corresponding to another player.
- the excerpt information generation unit is provided in the game terminal and generates the excerpt play history information from the play history information generated by the history information storage unit of its own device, and the game terminal includes the excerpt information generation unit A history information transmission unit that transmits the excerpt play history information generated at the server, the history information storage unit of the server stores the excerpt play history information transmitted from the game terminal for each player, and The history information providing unit of the server may provide the selected excerpt play history information to the game terminal.
- the excerpt play history information is generated at the game terminal in which the play history information is stored, and the excerpt play history information is managed and provided by the server. Therefore, the load on the server and the amount of communication data can be reduced.
- the excerpt information generation unit is provided in the game terminal, and the game terminal includes a history information transmission unit that transmits play history information generated in the history information storage unit to the server, and the history information of the server
- the storage unit stores the play history information transmitted from the game terminal for each player, the history information providing unit of the server provides the selected play history information to the game terminal, and an excerpt of the game terminal
- the information generation unit may generate the excerpt play history information from the provided play history information.
- the play history information is transmitted as it is to the server, stored in the history information storage unit, and provided to the game terminal. Extracted play history information is generated at the game terminal provided with the play history information. Since play history information including all operation histories is transmitted to the server, for example, it is possible to determine the skill level of the player based on the play history information at the server. Can be used.
- a game terminal of the present invention is a game terminal having a display unit on which a game screen of a predetermined game is displayed and capable of transmitting / receiving data to / from a server or another game terminal, and any position on the game screen
- the position is acquired by the player performing an operation to acquire the game, and a game execution unit that executes a game in which the acquired plurality of positions affect the game result as the predetermined game; and during the game
- history information storage for generating play history information by storing play information that associates the operation performed until each position is acquired with the timing at which each operation is performed.
- History information transmission for transmitting history information based on the play history information stored in the history information storage unit to the server or the other game terminal
- an excerpt information generation unit that extracts excerpt play history information about the last operation performed on each of the acquired positions from the play history information, and play histories of the other players
- an excerpt information acquisition unit for acquiring the excerpt play history information, and each play information included in the excerpt play history information of the other player
- Another player display control unit that controls the display of the game screen so that a sign indicating that the position has been acquired by another player is sequentially displayed at the position indicated by the play information according to the timing indicated. It solves said subject by having.
- the excerpt play history information can be acquired by requesting history information based on the play history information of another player from the server or another game terminal.
- the excerpt play history information is an excerpt of information affecting the game result from the play history information, and the significance of the excerpt play history information and the play status of other players are displayed on the game screen based on the excerpt play history information. The significance of this is as described above.
- “History information based on play history information” includes the case of play history information itself and the information obtained by processing the play history information, that is, the case of excerpt play history information.
- the history information transmission unit transmits the play history information to the server or other game machines
- the excerpt information acquisition unit requests the play history information from the server or other game machines and acquires the play history information acquired by the excerpt information generation unit.
- the excerpt information generation unit generates excerpt play history information from the play history information of the player of the player
- the history information transmission unit is a server or other game as information based on the play history information.
- the excerpt information acquisition unit may transmit the excerpt play history information transmitted from the server or another game terminal.
- the excerpt information generation unit generates the excerpt play history information from the play history information stored in the history information storage unit of the own device, and the history information transmission unit is generated by the excerpt information generation unit.
- the excerpt play history information may be transmitted to the server, and the excerpt information acquisition unit may acquire the excerpt play history information by requesting the excerpt play history information of the other player from the server. Thereby, excerpt play history information is transmitted and received between the server and the game terminal. Therefore, the amount of communication data can be reduced.
- the history information transmitting unit transmits the play history information to the server, the excerpt information generating unit generates the excerpt play history information from the play history information acquired from the server, and the excerpt information acquiring unit includes:
- the excerpt play history information may be acquired by requesting the play history information of the other player from the server and causing the excerpt information generation unit to generate the excerpt play history information.
- the play history information is transmitted to the server.
- the play history information received by the server can be used other than the display of the play status of other players, such as determination of play skills. .
- the history information storage unit of the game terminal of the present invention generates the play history information by storing the play information from the start to the end of the game, and the history information transmission unit of the game terminal
- the play history information or the extracted play history information may be transmitted later, and the extracted information acquisition unit of the game terminal may acquire the extracted play history information by the start of the game.
- history information can be produced
- Each of the plurality of positions is an area having a predetermined shape on the game screen, and the other player display control unit of the game terminal has the area corresponding to the position where the sign is to be displayed according to the timing. Colors corresponding to other players may be colored sequentially. Accordingly, it is possible to provide a mode in which the color areas corresponding to other players are successively increased on the game screen.
- the game execution unit of the game terminal allows the player to input information to be associated with each of the plurality of regions, and information associated with one region and a region associated with at least one other cell. May have a predetermined relationship, it may be determined that a region satisfying the predetermined relationship has been acquired. In such a game, if the information input to the square does not satisfy a predetermined condition, the corresponding position cannot be acquired. However, in the case of the present invention, the information is not displayed and only the acquired position is obtained. Indicated. Since the information input by other players is not displayed, for example, even when the correct information is uniquely determined, the correct answer is not taught to the player, and the preference as a puzzle game is not impaired. .
- the game terminal of the present invention may be a portable mobile terminal.
- the present invention regarding the position acquired on the game screen, from the play history information in which the operation performed until each position is acquired and the timing when each operation is performed are associated with each other. Extract only the play information that affects the game, and display the specified sign as the play history information of other players at the timing acquired by other players on the same game screen as the player By doing so, it is possible to provide a game system or the like configured such that only a situation effective as a play situation of the pseudo player is reproduced in the game.
- the figure which shows an example of the game system of this invention The figure which shows the game screen of the game performed with the game terminal shown in FIG.
- the figure which shows schematic structure of the hardware of the game terminal shown in FIG. The figure which shows the data structure of play information and play history information.
- the figure which shows schematic structure of the hardware of the server shown in FIG. The figure which shows player data.
- the figure which shows the state of the game screen during a game. The sequence diagram which shows the flow of the process performed with a server and a game terminal.
- the flowchart which shows the flow of the process in another player selection process The flowchart which shows the flow of the process in a terminal game process.
- FIG. 1 shows an example of the game system GS of the present invention.
- the game system GS includes a game terminal 1 that receives a player P operation and plays a predetermined game, and a server 2 that can transmit and receive data via the network 3.
- the game terminal 1 is a well-known portable phone provided with a display unit 10 and an input unit 11 in this embodiment. Accordingly, the game terminal 1 and the network 3 are partially connected wirelessly.
- the game played on the game terminal 1 is a so-called puzzle game in which the player P answers the question that has been presented.
- the game system GS realizes a puzzle game in which the play status of the other player is also displayed using the play history of the other player.
- a game screen GI as shown in FIG. 2 is displayed on the display unit 10, and the game proceeds with respect to the game screen GI.
- the game screen GI includes nine grids M1 to M9.
- mass M when it is not necessary to distinguish the cells M1 to M9, they are referred to as “mass M”.
- one or more squares M are further grouped by thick lines, and in this embodiment, five square groups MG1 to MG5 are formed.
- Hint characters H1 to H5 are associated with each mass group MG1 to MG5. Although the hint characters H1 to H5 are shown as characters in FIG. 2, they are actually numerical values such as 1, 2,. Hereinafter, when it is not necessary to distinguish each of the mass groups MG1 to MG5, it is referred to as “mass group MG”, and when it is not necessary to distinguish each of the hint characters H1 to H5, it is referred to as “hint character H”. As long as a plurality of cells M included in the cell group MG are adjacent cells M, the number of cell groups MG and the number of cells M included in the cell group MG are not limited to the mode illustrated in FIG.
- Numerals 1 to 3 are input to each cell M by the player P. At this time, it is necessary to input so that the numerical values input for each row / column do not overlap and the total value in the mass group MG becomes the corresponding hint character H.
- the player moves the operation cursor to the operation target cell M, and inputs or deletes a numerical value with respect to the cell M with the cursor, thereby inputting a numerical value to all the cells M so as to satisfy the above condition.
- the numerical value of the hint character H is set so that the numerical value input to each square M is uniquely determined. Therefore, there is one correct answer per game screen GI.
- the determination request operation is performed by the player P, the correctness of the numerical value input to each square is determined. If all squares M are correct, the game is cleared.
- the elapsed time after the game starts is displayed on the upper right of the game screen GI, and the time until the game is cleared (hereinafter referred to as “clear time”) is counted.
- the play situation of the other player is displayed together with the play situation of the player P.
- the game screen GI during the game will be described later.
- the game terminal 1 includes a terminal communication unit 13 that is an interface for transmitting and receiving data to and from the server 2, a game timer 15 that measures the elapsed time of the game, and the game terminal 1.
- a terminal control unit 14 for controlling the operation.
- the terminal control unit 14 is mainly composed of a CPU and a storage area such as a RAM and a ROM necessary for its operation. A program for realizing the present invention is stored in the storage area.
- the terminal control unit 14 By executing the program, the terminal control unit 14 functions as a game execution unit 14a, a history information storage unit 14b, an excerpt information generation unit 14c, an excerpt information acquisition unit 14d, and another player display control unit 14e.
- the storage area of the terminal control unit 14 stores game questions and correct answers.
- the game execution unit 14a proceeds with the above-described game, and the history information accumulation unit 14b accumulates play information PI that is a play history in the game of the player P to generate play history information PHI.
- the play information PI and play history information PHI of this embodiment will be described later.
- the excerpt information generation unit 14c generates excerpt play history information from the play history information PHI of other players. This generation method will be described later.
- the excerpt information acquisition unit 14d acquires the play history information PHI of another player by requesting the server, and causes the excerpt information generation unit 14c to generate excerpt play history information.
- the other player display control unit 14e displays the play status of the other player on the game screen GI based on the extracted play history information. The manner in which the play status of other players is displayed will be described later.
- Play information PI and play history information PHI are shown in FIG.
- the play information PI is data generated in accordance with the operation of the player P during the game, and includes operation timing, operation mass, operation data, operation information, and correct / incorrect information.
- the operation timing indicates the operation timing. In this embodiment, the operation timing indicates an elapsed time after the game starts.
- the operation cell indicates the cell M that has been operated.
- the operation data indicates a numerical value input or deleted from the operated cell M.
- the operation information indicates the operation content, and is “input” or “delete” in this embodiment. Correct / incorrect information indicates whether or not the input numerical value is correct.
- the play history information PHI is information accumulated in the order in which the play information PI is generated, that is, in the order of operation timing.
- the server 2 includes a server communication unit 20 that is an interface for transmitting and receiving data to and from the game terminal 1, a history information storage unit 21 that stores player data PD including play history information PHI of each player P, and the like. It is comprised with the server control unit 22 which controls operation
- the server control unit 22 is mainly composed of a CPU and a storage area such as a RAM and a ROM necessary for its operation. A program for realizing the present invention is stored in the storage area, and by executing the program, the server control unit 22 mainly functions as the history information providing unit 22a.
- the player data PD stored in the history information storage unit 21 is shown in FIG.
- the player data PD is data in which information related to the player is associated with each player, and includes a player ID, a player profile, authentication information, a rank, a level, a clear time, and play history information.
- the player ID is identification information for identifying each player P.
- the profile is the player name and avatar information, the rank indicates the rank of the clear time for all the players P, and the level indicates a corresponding level among a plurality of levels.
- the play history information of the player data PD includes, for example, problem identification information so that the play history information PHI corresponding to each game problem can be identified. It is stored in association with each other.
- the game screen GI displays the play status of the other player P ′ along with the play status of the player P.
- the play situation of the other player P ′ is a rival color that is colored at the timing acquired by the other player P ′ with the color corresponding to the other player P ′ at the position of the cell M acquired by the other player P ′. It is indicated by displaying a mass CM.
- the “acquired timing” refers to the timing when the correct answer value is input when the correct answer value is input to the cell M and the input is maintained until the game is cleared.
- the rival color square CM is displayed at the positions of the squares M6 and M9, and the squares M3 and M6 are acquired by the other players P ′.
- the color of the rival color cell CM is a predetermined color corresponding to the other player P ′.
- Processing performed in the game terminal 1 and the server 2 from the game start to the game end will be described with reference to FIG. Processing in the game terminal 1 is controlled by the terminal control unit 14, and processing in the server 2 is controlled by the server control unit 22.
- a terminal start process is performed (step S30).
- the player ID and authentication information are input to the player P, and start information including the information is transmitted to the server 2.
- the server 2 that has received the start information performs server start processing (step S40).
- the player data PD corresponding to the player ID included in the start information is referred to, an authentication process is performed, and the level of the player P is specified.
- the player data PD of the other player P ′ three players P having the same level as the level of the player P are selected as other player candidates, and the play history of the selected three other player candidates Information PHI, clear time and profile are extracted from the player data PD and transmitted to the game terminal 1 as rival information.
- the transmission of the start information functions as a request for information regarding other players.
- the game terminal 1 that has received the rival information performs another player selection process (step S32).
- another player selection process one other player P ′ is determined, and excerpt play history information is generated based on the play history information related to the other player P ′.
- Other player selection processing will be described later.
- the terminal game process is performed (step S34).
- the above-described game screen GI is displayed, the game timer 15 starts counting, and the puzzle game is started.
- the play status of the player P is displayed according to the operation, and the play status of the other player P ′ is displayed based on the extracted play history information.
- the play information PI is generated and stored according to the operation of the player P, and the play history information PHI is generated. Details of the terminal game process will be described later.
- game result information including the player ID, play history information PHI, and clear time is transmitted to the server 2.
- the server 2 that has received the game result information performs game result processing (step S42).
- the play history information PHI and the clear time in the play data PD of the player P are updated to the play history information PHI and the clear time included in the game result information.
- the rank of the player P is determined based on the clear time included in the game result information, and the level of the player P is determined based on the clear time and the play history information PHI.
- the determined rank and level are transmitted to the game terminal 1 as game result information. Further, the rank and level of the player data PD of the player P are updated with the determined rank and level.
- a game result display process is performed (step S36). In the game result display process, the rank and level included in the game result information are displayed on the display unit 10.
- step S50 a selection screen for causing the player P to select one of the three other player candidates included in the rival information as the other player P ′ is displayed on the display unit 10. On the selection screen, for example, profiles of other player candidates are listed.
- step S52 When it is determined that the selection is determined in step S52 by the player P performing a predetermined selection operation, the process proceeds to step S54, and an extract play history information generation process is performed.
- the excerpt play history information is generated by excerpting only the play information PI related to the last operation for each cell M from the play history information PHI of the other player P ′.
- the play history information PHI is read from the last play information PI, and the play information PI in which the correct answer is input first for each cell M is extracted.
- excerpt play history information After the excerpt play history information is generated, the other player selection process is terminated.
- excerpt play history information may be generated by setting a flag for the last play information PI at the time of operation for each cell M. .
- the game screen GI is displayed in step S60, and the time of the game timer 15 is started together with a predetermined game start notification in step S62. Thereby, a puzzle game starts.
- processing corresponding to the operation of the player P is performed in steps S64 to S76, and other player display processing relating to the other player P ′ is performed in step S100.
- Other player display processing will be described later.
- step S64 it is determined whether or not an input operation has been performed on any square M. If an input operation has been performed, the process proceeds to step S66 where input checking is performed. In the input check, it is determined whether or not the input numerical value is used repeatedly. If it is determined that it is used repeatedly, an error is determined in step S68, an error notification is displayed on the game screen GI in step S70, the input operation is invalidated, and the process returns to step S64 to wait for an operation.
- step S68 If the input numerical value is not a duplicate use, it is determined in step S68 that there is no error, and the process proceeds to step S74.
- step S64 when it is determined in step S64 that no input operation is performed, the process proceeds to step S72 to determine whether or not there is a delete operation. If it is determined that the deletion operation is not performed, the process returns to step S64 to enter an operation waiting state. If it is determined that a deletion operation has been performed, the process proceeds to step S74.
- step S74 play information PI corresponding to the input operation or deletion operation is generated and stored as play history information PHI.
- the data structure of the play information PI is as described above. In addition, what is necessary is just to set the judgment result by comparing the input numerical value with the correct answer for correct / incorrect information of the play information PI.
- step S76 it is determined whether or not a determination request operation has been performed by the player P. If it is determined that the determination request operation has not been performed, the process returns to step S64 to wait for an operation. If it is determined that the determination request operation has been performed, the process proceeds to step S78 to determine whether or not the game is cleared. The It is determined that the game is cleared when the numerical values input to all the cells M are correct.
- step S64 If it is determined that the game is not cleared, the process returns to step S64 to continue the puzzle game and waits for an operation. If it is determined that the game is cleared, the process proceeds to step S80 to stop the timing of the game timer 15 and end the puzzle game. Furthermore, it progresses to step S82 and game result information is produced
- FIG. The game result information includes the player ID of the player P, the clear time counted by the game timer 15, and the play history information PHI.
- step S101 the play information PI of the excerpt play history information is read.
- step S103 it is determined whether or not it is the timing when the mass M is acquired by another player P ′, and a waiting state for the acquired timing is entered. It is determined that the elapsed time measured by the game timer 15 is the timing acquired when it matches the operation timing of the play information PI.
- step S105 If it is determined that it is the acquired timing, the process proceeds to step S105, and the mass M acquired by another player P ′ is specified. Specifically, the operation cell indicated by the play information PI is specified as the acquired cell M.
- step S107 the process proceeds to step S107, and a sign indicating that it has been acquired is displayed on the specified cell M. Specifically, a rival color cell CM colored in a color (for example, red) corresponding to another player P ′ is displayed at the position of the cell M specified in step S105. After the display of the rival color cell CM, the process proceeds to step S109, and it is determined whether or not the processing relating to all the play information PIs included in the extracted play history information has been completed.
- step S101 If it is determined that the process has not been completed, the process returns to step S101 to process the next play information PI. If it is determined that the process has ended, the other player display process is ended. Note that after step S101, a clear notification indicating that another player P ′ has finished the game may be displayed on the game screen GI.
- the terminal control unit 14 functions as the game execution unit 14a by the terminal game process, functions as the history information accumulation unit 14b by the process of step S74, functions as the excerpt information generation unit 14c by the process of step S54, and displays other players. It functions as another player display control unit 14e by the processing. Further, the terminal control unit 14 functions as the excerpt information acquisition unit 14e by generating excerpt play history information by the excerpt information generation unit 14c based on the processing of step S30 for requesting rival information and the acquired rival information. .
- the present invention is not limited to the above-described form and may be implemented in various forms.
- a plurality of other players may be selected.
- a rival color cell CM corresponding to each other player is displayed on the game screen GI by associating a different color with each other player.
- the server start process only the profiles of other player candidates are transmitted as candidate information to the game terminal, and after one other player P ′ is selected by the player P, the player of the selected other player P ′ is selected.
- the play history information PHI and the clear time may be extracted from the data PD and transmitted.
- the excerpt play history information may be configured using only part of the play information. Further, the operation recorded in the play information may include not only an operation for each cell M but also an operation for all cells M, for example, all deletion. If it is determined in step S64 that a numerical value is input without providing the input check processing in steps S66 and S68, the process may proceed to step S74.
- the play history information PHI of the player data PD may not be updated, and the play history information PHI acquired by the server 2 may be stored in the player data PD together with the recording timing.
- the grid-like square M shown in the game screen GI may not be 3 squares ⁇ 3 squares as long as the vertical and horizontal numbers are the same. Each square M may include not only addition but also subtraction in a predetermined direction, and the hint character H may be a negative value.
- the server 2 may be provided with an excerpt information generation unit.
- the server 2 may be configured to generate excerpt play history information from the play history information of other player candidates, and provide the game terminal 1 with the rival information including the excerpt play history information. Then, extract play history information is generated from the acquired play history information, the extract play history information is included in the player data PD, and rival information including the extract play history information included in the player data PD is provided to the game terminal 1.
- You may comprise as follows.
- the excerpt play history information is generated from the play history information generated by the own device, and the excerpt play history information is provided to the server 2. May be.
- the server 2 holds the excerpt play history information as data included in the player data PD.
- the excerpt play history information included in the player data PD is provided to other game terminals 1 as rival information.
- two game terminals 1A and 1B are directly connected as shown in FIG. You may comprise so that play history information or excerpt play history information can be transmitted / received between 1B.
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Abstract
Description
Claims (16)
- プレイヤの操作を受け付けて所定のゲームが行われるゲーム端末と、前記ゲーム端末とデータの送受信可能なサーバとを含むゲームシステムであって、
前記ゲーム端末は、
前記所定のゲームのゲーム画面が表示される表示部と、
前記ゲーム画面におけるいずれかの位置を取得すべく操作がプレイヤによってされることにより前記位置が取得され、取得された複数の位置がゲーム結果に影響を与えるゲームを、前記所定のゲームとして実行するゲーム実行部と、
前記ゲーム中に前記プレイヤによって取得された各位置に関して、前記各位置が取得されるまでにされた操作と、各操作がされたタイミングとを対応付けたプレイ情報を蓄積してプレイ履歴情報を生成する履歴情報蓄積部と、を備え、
前記サーバは、
前記プレイ履歴情報に基づく履歴情報をプレイヤ毎に記憶する履歴情報記憶部と、
前記ゲーム端末から他のプレイヤに関する情報の要求があると、前記履歴情報記憶部を参照していずれかの前記履歴情報を選択し、前記選択された履歴情報に基づく情報を提供する履歴情報提供部と、を有し、
前記ゲーム端末又は前記サーバは、前記プレイヤ履歴情報又は前記選択された履歴情報のいずれかから、前記取得された各位置に対して最後にされた操作に関する前記プレイ情報を抜粋して抜粋プレイ履歴情報を生成する抜粋情報生成部を有し、
前記ゲーム端末のゲーム実行部は、
前記他のプレイヤに関する情報を前記サーバへ要求することにより、前記抜粋プレイ履歴情報を取得する抜粋情報取得部と、
前記取得された抜粋プレイ履歴情報に含まれる各プレイ情報が示すタイミングに従って、そのプレイ情報が示す位置に、前記位置が他のプレイヤによって取得されたことを示す標識が順次表示されるように、前記ゲーム画面の表示を制御する他のプレイヤ表示制御部とを有するゲームシステム。 - 前記抜粋情報生成部は、前記ゲーム端末に備えられ、自機の前記履歴情報蓄積部にて生成されたプレイ履歴情報から前記抜粋プレイ履歴情報を生成し、
前記ゲーム端末は、前記抜粋情報生成部にて生成された抜粋プレイ履歴情報を前記サーバに送信する履歴情報送信部を備え、
前記サーバの履歴情報記憶部は、前記ゲーム端末から送信された抜粋プレイ履歴情報をプレイヤ毎に記憶し、
前記サーバの履歴情報提供部は、選択された前記抜粋プレイ履歴情報を前記ゲーム端末に提供する請求項1に記載のゲームシステム。 - 前記ゲーム端末の履歴情報蓄積部は、前記ゲームの開始時から終了時まで前記プレイ情報を蓄積して前記プレイ履歴情報を生成し、
前記ゲーム端末の履歴情報送信部は、前記ゲームの終了後に前記抜粋プレイ履歴情報を送信し、
前記ゲーム端末の抜粋情報取得部は、前記ゲームの開始時までに前記抜粋プレイ履歴情報を取得する請求項2に記載のゲームシステム。 - 前記抜粋情報生成部は、前記ゲーム端末に備えられ、
前記ゲーム端末は、前記履歴情報蓄積部にて生成されたプレイ履歴情報を前記サーバに送信する履歴情報送信部を備え、
前記サーバの履歴情報記憶部は、前記ゲーム端末から送信されたプレイ履歴情報をプレイヤ毎に記憶し、
前記サーバの履歴情報提供部は、選択された前記プレイ履歴情報を前記ゲーム端末に提供し、
前記ゲーム端末の抜粋情報生成部は、提供された前記プレイ履歴情報から前記抜粋プレイ履歴情報を生成する請求項1に記載のゲームシステム。 - 前記ゲーム端末の履歴情報蓄積部は、前記ゲームの開始時から終了時まで前記プレイ情報を蓄積して前記プレイ履歴情報を生成し、
前記ゲーム端末の履歴情報送信部は、前記ゲームの終了後に前記プレイ履歴情報を送信し、
前記ゲーム端末の抜粋情報取得部は、前記ゲームの開始時までに前記抜粋プレイ履歴情報を取得する請求項4に記載のゲームシステム。 - 前記複数の位置のそれぞれは、前記ゲーム画面における所定の形状を有する領域であり、
前記ゲーム端末の他のプレイヤ表示制御部は、前記タイミングに従って、前記標識を表示すべき位置に対応する領域に前記他のプレイヤに対応する色を順次彩色する請求項1~5に記載のゲームシステム。 - 前記ゲーム端末のゲーム実行部は、前記プレイヤに前記複数の領域のそれぞれに対応付けるべき情報を入力させ、1つの領域に対応付けられた情報と他の少なくとも一つのマスに対応付けられた領域とが所定の関係を有する場合に、前記所定の関係を満たす領域が取得されたと判断する請求項6に記載のゲームシステム。
- 前記ゲーム端末は携帯可能な携帯端末である請求項1~7のいずれか1項に記載のゲームシステム。
- 所定のゲームのゲーム画面が表示される表示部を有し、サーバ又は他のゲーム端末とデータの送受信が可能なゲーム端末であって、
前記ゲーム画面におけるいずれかの位置を取得すべく操作がプレイヤによってされることにより前記位置が取得され、取得された複数の位置がゲーム結果に影響を与えるゲームを、前記所定のゲームとして実行するゲーム実行部と、
前記ゲーム中に前記プレイヤによって取得された各位置に関して、前記各位置が取得されるまでにされた操作と、各操作がされたタイミングとを対応付けたプレイ情報を蓄積してプレイ履歴情報を生成する履歴情報蓄積部と、
履歴情報蓄積部にて蓄積されたプレイ履歴情報に基づく履歴情報を前記サーバ又は前記他のゲーム端末へ送信する履歴情報送信部と、
前記プレイ履歴情報から、前記取得された各位置に対して最後にされた操作に関する前記プレイ情報を抜粋して抜粋プレイ履歴情報を生成する抜粋情報生成部と、
前記他のプレイヤのプレイ履歴情報に基づく履歴情報を前記サーバ又は前記他のゲーム端末に要求することにより、前記抜粋プレイ履歴情報を取得する抜粋情報取得部と、
前記他のプレイヤの抜粋プレイ履歴情報に含まれる各プレイ情報が示すタイミングに従って、そのプレイ情報が示す位置に、前記位置が他のプレイヤによって取得されたことを示す標識が順次表示されるように、前記ゲーム画面の表示を制御する他のプレイヤ表示制御部とを有するゲーム端末。 - 前記抜粋情報生成部は、自機の前記履歴情報蓄積部にて蓄積されたプレイ履歴情報から、前記抜粋プレイ履歴情報を生成し、
前記履歴情報送信部は、前記抜粋情報生成部にて生成された抜粋プレイ履歴情報を前記サーバへ送信し、
前記抜粋情報取得部は、前記サーバに前記他のプレイヤの抜粋プレイ履歴情報を要求することにより、前記抜粋プレイ履歴情報を取得する請求項9に記載のゲーム端末。 - 前記履歴情報蓄積部は、前記ゲームの開始時から終了時まで前記プレイ情報を蓄積して前記プレイ履歴情報を生成し、
前記履歴情報送信部は、前記ゲームの終了後に前記抜粋プレイ履歴情報を送信し、
前記抜粋情報取得部は、前記ゲームの開始時までに前記抜粋プレイ履歴情報を取得する、ことを特徴とする請求項10に記載のゲーム端末。 - 前記履歴情報送信部は、前記プレイ履歴情報を前記サーバへ送信し、
前記抜粋情報生成部は、前記サーバから取得したプレイ履歴情報から、前記抜粋プレイ履歴情報を生成し、
前記抜粋情報取得部は、前記サーバに前記他のプレイヤのプレイ履歴情報を要求し、前記抜粋情報生成部にて前記抜粋プレイ履歴情報を生成させることにより、前記抜粋プレイ履歴情報を取得する請求項9に記載のゲーム端末。 - 前記履歴情報蓄積部は、前記ゲームの開始時から終了時まで前記プレイ情報を蓄積して前記プレイ履歴情報を生成し、
前記履歴情報送信部は、前記ゲームの終了後に前記プレイ履歴情報を送信し、
前記抜粋情報取得部は、前記ゲームの開始時までに前記抜粋プレイ履歴情報を取得する請求項12に記載のゲーム端末。 - 前記複数の位置のそれぞれは、前記ゲーム画面における所定の形状を有する領域であり、
前記他のプレイヤ表示制御部は、前記タイミングに従って、前記標識を表示すべき位置に対応する領域に前記他のプレイヤに対応する色を順次彩色する、請求項9~13のいずれか1項に記載のゲーム端末。 - 前記ゲーム実行部は、前記プレイヤに前記複数の領域のそれぞれに対応付けるべき情報を入力させ、1つの領域に対応付けられた情報と他の少なくとも一つのマスに対応付けられた領域とが所定の関係を有する場合に、前記所定の関係を満たす領域が取得されたと判断する請求項14に記載のゲーム端末。
- 前記ゲーム端末は携帯可能な携帯端末である請求項9~15のいずれか1項に記載のゲーム端末。
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JP2005160579A (ja) * | 2003-11-28 | 2005-06-23 | Planet Cojp:Kk | シングルプレイゲーム対戦用の表示制御システム |
JP2005199016A (ja) * | 2004-01-16 | 2005-07-28 | Konami Co Ltd | ゲーム結果評価方法、ゲーム結果評価装置、及びゲーム結果評価プログラム |
JP2005211586A (ja) * | 2004-02-02 | 2005-08-11 | Aruze Corp | ゲーム装置及びゲームプログラム |
JP2007267860A (ja) * | 2006-03-30 | 2007-10-18 | Namco Bandai Games Inc | サーバ、プログラム及び情報記憶媒体 |
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JP4404932B2 (ja) | 2010-01-27 |
JP2009189488A (ja) | 2009-08-27 |
TW201002392A (en) | 2010-01-16 |
US20110070947A1 (en) | 2011-03-24 |
KR101109927B1 (ko) | 2012-03-13 |
TWI377968B (en) | 2012-12-01 |
US8475270B2 (en) | 2013-07-02 |
KR20100072102A (ko) | 2010-06-29 |
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