WO2010137540A1 - 端末装置、その制御方法、情報記録媒体、ならびに、プログラム - Google Patents
端末装置、その制御方法、情報記録媒体、ならびに、プログラム Download PDFInfo
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- WO2010137540A1 WO2010137540A1 PCT/JP2010/058701 JP2010058701W WO2010137540A1 WO 2010137540 A1 WO2010137540 A1 WO 2010137540A1 JP 2010058701 W JP2010058701 W JP 2010058701W WO 2010137540 A1 WO2010137540 A1 WO 2010137540A1
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- battle
- terminal device
- opponent
- storage unit
- battle history
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- 238000000034 method Methods 0.000 title claims description 34
- 238000004891 communication Methods 0.000 claims abstract description 114
- 230000000694 effects Effects 0.000 claims description 8
- 230000008094 contradictory effect Effects 0.000 claims description 2
- 230000010365 information processing Effects 0.000 description 22
- 239000004973 liquid crystal related substance Substances 0.000 description 17
- 230000006870 function Effects 0.000 description 12
- 238000010586 diagram Methods 0.000 description 5
- 230000000644 propagated effect Effects 0.000 description 3
- 238000004519 manufacturing process Methods 0.000 description 2
- 230000001902 propagating effect Effects 0.000 description 2
- 239000004065 semiconductor Substances 0.000 description 2
- 230000000295 complement effect Effects 0.000 description 1
- 238000005516 engineering process Methods 0.000 description 1
- 229910044991 metal oxide Inorganic materials 0.000 description 1
- 150000004706 metal oxides Chemical class 0.000 description 1
- 230000001629 suppression Effects 0.000 description 1
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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
- A63F13/34—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using peer-to-peer connections
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
-
- 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
- A63F13/75—Enforcing rules, e.g. detecting foul play or generating lists of cheating players
-
- 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
-
- 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
-
- 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
- A63F13/95—Storage media specially adapted for storing game information, e.g. video game cartridges
-
- 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
- A63F2300/206—Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
- A63F2300/208—Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards for storing personal settings or data of the player
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- 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
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
-
- 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
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/5566—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style
-
- 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
- A63F2300/57—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
- A63F2300/572—Communication between players during game play of non game information, e.g. e-mail, chat, file transfer, streaming of audio and streaming of video
Definitions
- the present invention relates to a terminal device, a control method thereof, an information recording medium, and a program suitable for preventing fraud when recording a result of a communication battle game.
- Patent Document 1 discloses a technique for suppressing such illegal acts.
- the battle result is stored in the terminal device.
- the memory card is inserted and replaced immediately before the match result is saved, and the memory card before losing the match is used again so that the result does not deteriorate, There is a case where cheating is done.
- the present invention solves the problems as described above, and provides a terminal device suitable for preventing fraud when recording the result of a communication battle game, a control method therefor, an information recording medium, and a program
- the purpose is to do.
- a terminal device provides a game for communicating players who operate each of a plurality of terminal devices, and includes a storage unit, an exchange unit, a determination unit, a warning unit, and an update unit,
- the configuration is as follows.
- the storage history of the players participating in the game is stored in the storage unit.
- the player's battle history for each character used by each player, the name, the results of communication battles performed using that character, the results such as the number of points acquired, the character, etc.
- the number of various errors such as the date and time of the last communication performed by the player and communication disconnection in the communication battle with the player are generally stored for each player. is there.
- the terminal device manufacturing number In order to distinguish the players, in addition to the player name, the terminal device manufacturing number, MAC (Media Access Control) address, game software serial number, and the like can be used.
- MAC Media Access Control
- the exchange unit Is exchanged for a battle history stored in the storage unit of the other terminal device.
- the exchange unit also exchanges the date and time information of the real-time clock held by the terminal devices at the time of exchange. When the difference between the two is larger than a predetermined error range, it is desirable to prompt the player to set the time.
- the determination unit determines whether or not the opponent's battle history obtained by the exchange contradicts the opponent's battle history stored in the storage unit.
- the opponent's character is supposed to be dead in the battle history in the storage unit, and the opponent's character is alive in the battle history obtained from the opponent by exchange. There is a case. In a game that presupposes that a character that has once died will never be resurrected, such a situation is judged as a contradiction.
- the warning unit warns that effect.
- the warning unit warns before starting the communication battle and confirms with the player whether the communication battle is actually performed.
- the update unit displays the battle history of the opponent and the battle history of the opponent stored in the storage unit as a result of the completed communication battle, as a result of the determination, And it updates based on the battle history obtained by exchange.
- the update unit combines the battle history obtained by the exchange and the currently stored battle history, and the result of the completed communication battle is combined with the battle history after the combination. Reflects the number of points acquired and the date and time of the last communication performed by the player.
- the update unit increases the number of errors of the opponent in the above combination result, but using the battle result of the dead character and that character
- the information on the date and time when the last communication battle was performed is not updated, and the old information stored in the storage unit is typically maintained as it is.
- the present invention by propagating the battle history, it becomes possible to find cheating when recording the result of the online battle game, and to encourage the player not to cheat.
- the update unit is obtained by exchanging the battle results of players who are neither themselves nor opponents (hereinafter referred to as “others”) with the battle history of other players stored in the storage unit. Update to the latest one of the other person's battle history. Then, when it is determined that there is no contradiction by the determination, the update unit updates the opponent's battle history stored in the storage unit with the result of the completed communication battle, and when it is determined by the determination that there is no conflict, The opponent's battle history stored in the section is updated with information representing the contradiction.
- the present invention relates to a preferred embodiment of the above-described invention, in which the battle history is shared for others and the battle history is reflected only when there is no contradiction for the opponent.
- the battle history of other players is shared, so that the battle history is smoothly propagated.
- the communication battle is advanced by using the characters created by the players, and after the character dies, the character can no longer be used.
- the determination unit is configured to determine that there is a contradiction when the following conditions are satisfied. be able to.
- the condition was obtained by exchanging the name of the character and the created date and time in the opponent's battle history obtained by the exchange and the opponent's battle history stored in the storage unit.
- the battle history includes information indicating that the character is alive, and the battle history stored in the storage unit includes information indicating that the character is dead.
- the present invention relates to a preferred embodiment of the present invention, and assumes a game that cannot be revived when a character is in a “dead” or “lost” state.
- Characters used by players are distinguished by their names and created date and time, so even if the character name displayed on the screen during the communication battle is the same, if the created date and time information is different, Treated as a different character.
- a character with the same name is created when a character with a certain name becomes unusable in a game in which the character cannot die again once it has died, By treating it as a character, the player can use a character with the same name.
- the storage unit stores a battle history in an information recording medium removable from the terminal device, and the communication battle and exchange by the exchange unit are performed between the terminal device and another terminal device. It can be configured to be performed by peer-to-peer communication or ad-hoc mode communication.
- the present invention since it is possible to share a battle history without preparing a server device, it is suitable for ad hoc mode communication in which terminal devices perform wireless communication in close proximity when performing a communication battle.
- Action is likely to occur.
- a terminal device such as an EEPROM (Electrically-Erasable-Programmable-Read-Only-Memory) memory or a USB (Universal-Serial-Bus) memory
- EEPROM Electrically-Erasable-Programmable-Read-Only-Memory
- USB Universal-Serial-Bus
- a control method is a control method for controlling a terminal device that provides a game in which players who operate each of a plurality of terminal devices communicate with each other, the terminal device including a storage unit, An exchange unit, a determination unit, a warning unit, and an update unit are provided, and the storage unit stores a battle history of players participating in the game, and includes an exchange process, a determination process, a warning process, and an update process, as follows. Constitute.
- the determination unit determines whether or not the opponent's battle history obtained by the exchange contradicts the opponent's battle history stored in the storage unit.
- the warning unit warns that effect.
- An information recording medium stores a program for causing a computer to function as each part of the terminal device.
- a program according to another aspect of the present invention is configured to cause a computer to function as each unit of the terminal device.
- program of the present invention can be recorded on a computer-readable information recording medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
- a computer-readable information recording medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
- the above program can be distributed and sold via a computer communication network independently of the computer on which the program is executed.
- the information recording medium can be distributed and sold independently of the computer.
- the present invention it is possible to provide a terminal device, a control method thereof, an information recording medium, and a program suitable for preventing an illegal act when recording a result of a communication battle game.
- FIG. 1 is a schematic diagram showing a schematic configuration of a typical information processing apparatus that can function as a terminal device of the present embodiment by executing a program.
- a description will be given with reference to FIG. 1
- An information processing apparatus 101 shown in the figure is a portable multimedia terminal, and includes a CPU (Central Processing Unit) 102, a RAM (Random Access Memory) 103, a ROM (Read Only Memory) 104, an input device 105, and an image processing unit. 106, a liquid crystal display 107, an audio processing unit 108, headphones 109, a cassette reader 110, a ROM cassette 111, an external memory 112, an RTC (Real Time Clock) 113, a wireless LAN (Local Area Network) interface 114, and a camera 115.
- a CPU Central Processing Unit
- RAM Random Access Memory
- ROM Read Only Memory
- 106 includes a liquid crystal display 107, an audio processing unit 108, headphones 109, a cassette reader 110, a ROM cassette 111, an external memory 112, an RTC (Real Time Clock) 113, a wireless LAN (Local Area Network) interface 114, and a camera 115.
- RTC Real Time Clock
- the terminal device is realized by mounting the ROM cassette 111 in which the program according to the present embodiment is recorded on the information processing apparatus 101.
- the player can use the information processing apparatus 101 to play a communication battle game with other players.
- the CPU 102 controls each unit of the information processing apparatus 101 and performs various arithmetic processes and determination processes.
- the CPU 102 executes an IPL (Initial Program Loader) recorded in the ROM 104, and the ROM cassette 111 connected via the cassette reader 110 in the course of the processing.
- IPL Initial Program Loader
- the game program and multimedia information reproduction program executed by the information processing apparatus 101 are generally provided by the ROM cassette 111, but can be prepared in the ROM 104 in advance.
- BIOS Basic Input Input Output System
- the CPU 102 can control the input device 105, the image processing unit 106, and the audio processing unit 108 by executing these program groups.
- the RAM 103 is an area for storing temporary information
- the external memory 112 is an area for storing nonvolatile information.
- a hard disk or the like that is mainly built in the information processing apparatus 101, or various memory cards or the like that are inserted into or removed from the information processing apparatus 101 may be used.
- the input device 105 is generally realized by various buttons, a keyboard, a mouse, a joystick, and the like. However, a touch screen formed integrally with the liquid crystal display 107 can be used as the input device 105.
- the image processing unit 106 displays various character information and image information on the liquid crystal display 107 under the control of the CPU 102. Generally, a vertical synchronization interrupt period (typically 1/30 second). And the pixel information stored in the frame buffer prepared in the RAM 103 is reflected on each pixel of the liquid crystal display 107 every time.
- an instruction input from the user is performed by moving the cursor displayed on the liquid crystal display 107 by operating the move button of the input device 105, moving the cursor to a desired menu item, and selecting the menu item by operating the enter button.
- the cursor is not necessary when using a touch screen. Further, when the function assigned to each button of the input device 105 is determined in advance, the display on the liquid crystal display 107 is not necessarily required.
- the audio processing unit 108 outputs audio data prepared in the RAM 103, the ROM 104, the ROM cassette 111, and the external memory 112 to the headphones 109.
- audio data it is possible to use PCM (Pulse Code Modulation) data obtained by digitizing audio waveform data, MP3 (MPeg audio layer-3) data obtained by compressing PCM data to reduce the size, and the like.
- PCM Pulse Code Modulation
- MP3 MPeg audio layer-3
- data obtained by compressing PCM data to reduce the size, and the like.
- data that defines the pitch, tone length, volume, and timbre type, such as MIDI (Music Instruction Data Interface) data is prepared, and sound source waveform data prepared in advance is selected and transformed accordingly. Then, it is possible to adopt a method of reproducing.
- MIDI Music Instruction Data Interface
- the RTC 113 measures the current date and time, and generally adjusts the time when the information processing apparatus 101 is used for the first time.
- the RTC 113 is connected to an NTP (Network Time Protocol) server via the wireless LAN interface 114. It is also possible to adopt a mode in which the time is automatically adjusted by connecting.
- NTP Network Time Protocol
- RTC 113 There is also an RTC 113 that has a function to generate an alarm interrupt. When the set time comes, an alarm interrupt occurs, and the CPU 102 temporarily suspends the currently executing program, executes a preset interrupt handler, and then restarts the interrupted program.
- the wireless LAN interface 114 is connected to the Internet via a wireless LAN access point prepared at home, company, or street corner, and establishes a communication path ad hoc with another information processing apparatus 101 disposed in the vicinity. It is possible to communicate one-on-one.
- the camera 115 realizes the function of a digital camera by the information processing apparatus 101, and a technology such as a CCD (Charge-Coupled Device) or a CMOS (Complementary Metal-Oxide Semiconductor) image sensor can be applied.
- the captured image is temporarily expanded in the RAM 103 and then stored in the external memory 112 or the like.
- the terminal device of the present invention is realized for a business computer, a mobile phone, a PDA (Personal Data Assistant), a portable game device, a multi-function television device, a DVD (Digital Versatile Disc) player, a portable music player, and the like. It can also be employed as an information processing apparatus.
- FIG. 2 is an explanatory diagram showing a schematic configuration of a terminal device realized by the information processing apparatus 101 executing a program recorded in the ROM cassette 111.
- a description will be given with reference to FIG.
- the terminal device 201 includes a storage unit 202, an exchange unit 203, a determination unit 204, a warning unit 205, an update unit 206, and a battle unit 207, and a player who uses the terminal device 201 and the terminal A communication battle game is provided to a player who uses another terminal device 201 having the same configuration as the device 201.
- the function of each part will be outlined first, and then the function of each part will be described in detail according to the flow of control processing actually performed.
- the storage unit 202 stores a battle history of players participating in the game.
- the storage unit 202 is configured by the external memory 112.
- the battle unit 207 starts a communication battle between a player who operates the terminal device 201 (hereinafter referred to as “self”) and a player who operates the other terminal device 201 (hereinafter referred to as “partner”).
- self a player who operates the terminal device 201
- partner a player who operates the other terminal device 201
- the battle history stored in the storage unit 202 and the battle history stored in the storage unit 202 of the other terminal device 201 are exchanged.
- the two terminal devices 201 also share the battle history of players who are neither themselves nor opponents (hereinafter referred to as “others”).
- the wireless LAN interface 114 functions as the exchange unit 203 in cooperation with the external memory 112.
- the determination unit 204 determines whether or not the opponent's battle history obtained by the exchange contradicts the opponent's battle history stored in the storage unit 202.
- the CPU 102 functions as the determination unit 204 in cooperation with the RAM 103 and the external memory 112 that temporarily store the battle history obtained from the opponent terminal device 201.
- the warning unit 205 warns that if it is determined by the determination that there is a contradiction.
- the CPU 102 when the CPU 102 cooperates with the image processing unit 106 to display a message to that effect on the liquid crystal display 107 or to display a list of battle histories on the liquid crystal display 107, a player who contradicts the battle history. It functions as the warning unit 205 by changing the font and color of the display with other players.
- the battle unit 207 communicates between the terminal device 201 and another terminal device 201 to realize a communication battle game.
- Various communication battle game techniques can be applied to the battle unit 207.
- the input device 105 accepts an instruction input from its own player, and similarly collects the instruction input made by the opponent player to one of the terminal devices 201 via the wireless LAN interface 114 or exchanges them between the two terminal devices 201. To do.
- the CPU 102 updates the current game state stored in the RAM 103 based on the instruction input, and controls the image processing unit 106 to display the progress of the game on the liquid crystal display 107, thereby enabling communication.
- the battle game progresses. When a certain condition is satisfied, the communication battle is completed, and the game win or loss is determined.
- the update unit 206 displays the battle history stored in the storage unit 202 and the battle history of the opponent as a result of the completed communication battle, as a result of the determination. And updating based on the battle history obtained by the exchange.
- the CPU 102 works as an update unit 206 in cooperation with the RAM 103 storing the opponent's battle history and the external memory 112 storing its battle history as a result of the determination and communication battle. Function.
- FIG. 3 is a flowchart showing a flow of processing for controlling the terminal device 201 according to the present embodiment.
- a description will be given with reference to FIG.
- the CPU 102 refers to the external memory 112 and reads out the player's own information and the information of the character used by the player into the RAM 103 and is necessary for the communication battle in the RAM 103.
- Initial information is initialized (step S301).
- the external memory 112 functioning as the storage unit 202 stores the following information for each character used by each player, as a player's battle history.
- A Name of the character.
- B Results such as the number of wins / losses and the number of points acquired in communication battles performed using that character.
- C The last date and time when the communication battle was performed using the character.
- D A message received from the opponent as a result of each communication battle.
- E Date and time when the character was created.
- F Whether the character is still alive (usable) or dead (unusable).
- the following information is stored for each player.
- A The date and time of the last communication performed with the player of any other terminal device 201 by the player operating the terminal device 201. It is not always necessary to establish a communication battle.
- B The number of various errors such as a disconnection in a communication battle with a player.
- C The number of times it is determined that there is a contradiction in the player's battle history.
- the manufacturing number of the terminal device 201 in addition to the player name, the manufacturing number of the terminal device 201, the MAC (Media Access Control) address, the serial number of the game software, and the like can be used.
- the MAC (Media Access Control) address in addition to the player name, the manufacturing number of the terminal device 201, the MAC (Media Access Control) address, the serial number of the game software, and the like can be used.
- the CPU 102 operates the wireless LAN interface 114 to try ad hoc communication with another terminal device 201 arranged in the vicinity (step S302). If ad hoc communication is not established (step S302; No), the CPU 102 tries infrastructure communication for connecting to the Internet via a wireless LAN access point arranged in the vicinity (step S303). If the infrastructure communication is not established (step S303; No), the CPU 102 displays a report indicating that the communication battle cannot be performed on the liquid crystal display 107 (step S304), and ends this process.
- step S303 if infrastructure communication is established (step S303; Yes), the CPU 102 communicates with a predetermined lobby server device and requests introduction of another terminal device 201 connected via the Internet. (Step S305). Then, since the lobby server device introduces another terminal device 201 that desires a communication battle, the CPU 102 starts the one-to-one communication in the infrastructure mode with the other terminal device 201 ( The process proceeds to step S306) and step S308.
- step S302 if ad hoc communication is established (step S302; Yes), the CPU 102 starts one-to-one communication in the infrastructure mode with the terminal device 201 of the communication partner (step S307), and proceeds to step S308. .
- the CPU 102 When the one-to-one communication is started, the CPU 102 temporarily reads the battle history stored in the external memory 112 into the RAM 103 (step S308), and uses the battle history of the opponent via the wireless LAN interface 114. It transmits to the terminal device 201 (step S309).
- the CPU 102 receives the battle history transmitted from the opponent terminal device 201 via the wireless LAN interface 114 (step S310), and temporarily stores it in the RAM 103 (step S311).
- the battle history of the other player possessed by the opponent's terminal device 201 is acquired from the opponent's terminal device 201 by the processing in steps S308 to S311. It will be.
- the CPU 102 also exchanges the date and time information of the RTC 113 held by the terminal devices 201 at the time of replacement, and sets the time when the difference between the two is larger than a predetermined error range. It is desirable to prompt the player to do so.
- the CPU 102 combines the battle histories of others among the battle histories collected in the terminal device 201 (step S312).
- the CPU 102 performs, for example, the following processing when combining.
- A) When the battle history of the same character of the same player exists in both players, only the latest communication date and time that the player last performed is adopted, and the old battle history is deleted.
- B) When the storage capacity of the external memory 112 is limited, it is necessary to limit the number of battle histories. In this case, the player's last communication date is deleted from the battle history.
- the CPU 102 When the connection is completed, the CPU 102 writes the combined battle history of the other person in the external memory 112 (step S313). As a result of this processing, an area in the RAM 103 in which the battle history of another person is stored is released, and the released area can be used for processing such as a communication battle.
- a battle history is naturally shared among a large number of terminal devices 201 so that a rumor spreads just as a terminal device 201 of a player communicates with the terminal devices 201 of various players. Will be.
- the number of times a player has won in the serious game mode and the number of characters who died can be used as information on the results of the match.
- the external memory 112 is detachable from the terminal device 201 such as a memory card configured by EEPROM (Electrically Erasable Programmable Read Only Memory) or a USB (Universal Serial Bus) memory.
- EEPROM Electrically Erasable Programmable Read Only Memory
- USB Universal Serial Bus
- An information storage medium is employed.
- Characters used by players are distinguished by their names and created date and time, so even if the character name displayed on the screen during the communication battle is the same, if the created date and time information is different, Treated as a different character.
- step S314 If there is no contradiction for the opponent (step S314; No), the CPU 102 controls the image processing unit 106 to display the opponent and other person's battle history on the liquid crystal display 107 in order of results (step S315).
- FIG. 4 is an explanatory diagram showing a display example displayed on the liquid crystal display 107 in step S315.
- a description will be given with reference to FIG.
- a plurality of player / character battle results 402 are displayed in order of winning percentage, and the opponent player / character battle results 402a are highlighted in the center of the screen.
- the message 403 can be scrolled by operating an arrow key or the like of the input device 105, or a communication battle can be started or operated by operating the A button or B button of the input device 105. It is displayed that you can quit.
- the current display position and the current display range with respect to the total number of displayed battle results 402 are presented by the position and length of the scroll box 412 in the scroll bar 411.
- it may be configured such that detailed information on the battle history of the character or the player can be browsed by performing other input operations on the display screen.
- step S314 the CPU 102 controls the image processing unit 106 to display the opponent and another person's battle history on the liquid crystal display 107 in order of results, so that there is a conflict with the opponent. A message to that effect is displayed together (step S316).
- FIG. 5 is an explanatory diagram showing a display example displayed on the liquid crystal display 107 in step S316.
- a description will be given with reference to FIG.
- the information displayed on the screen 401 is similar to that in FIG. 4, but a warning mark indicating a warning that the player may be cheating as the opponent's player / character match result 402a. 404 is displayed together.
- step S315 and step S316 the CPU 102 updates the screen display as appropriate based on the operation of the input device 105, and determines whether to start or stop the communication battle based on the user input instruction ( Step S317).
- step S317 When the communication battle is started (step S317; Yes), the CPU 102 executes a process for the communication battle game (step S318).
- the CPU 102 stores the RAM from the external memory 112 based on the result of the battle.
- the own battle history read out in 103 is rewritten (step S319), and this is written in the external memory 112 (step S320).
- step S314 the CPU 102 checks whether or not there is a contradiction in step S314 (step S321). If it is determined that there is no contradiction (step S321; No), the wireless LAN is determined based on the result of the battle. The opponent's battle history received from the interface 114 and stored in the RAM 103 is rewritten (step S322), written in the external memory 112 (step S323), and the process returns to step S302.
- step S322 the performance and message of the opponent character, information on the life and death of the opponent character, the communication date and time of the opponent player, and the like are updated.
- step S321 when it is determined that there is a contradiction (step S321; Yes), the CPU 102 indicates the date and time of the last communication and the contradiction among the opponent's battle history read from the external memory 112 into the RAM 103. The number of times determined to be present is updated (step S324), this is written to the external memory 112 (step S325), and the process returns to step S302.
- the information of the character that should have been “dead” is maintained as it is, and in the subsequent communication battle, the information is propagated from the terminal device 201 to other terminal devices 201 so that the rum spread. become.
- step S317; No the CPU 102 checks whether or not there is a contradiction in step S314 (step S326), and when it is determined that there is no contradiction (step S326; No).
- step S317; No The date and time of the last communication in the opponent's battle history received from the wireless LAN interface 114 and stored in the RAM 103 is rewritten (step S327), and this is written to the external memory 112 (step S328).
- step S326 if it is determined that there is a contradiction (step S326; Yes), the CPU 102 is inconsistent with the date and time of the last communication in the opponent's battle history read from the external memory 112 into the RAM 103. The number of times determined to be present is updated (step S329), this is written to the external memory 112 (step S330), and the process returns to step S302.
- the opponent's battle history is updated with the result of the completed communication battle, and when it is determined by the determination that there is a conflict, the opponent's battle history is determined by information indicating the contradiction. Will be updated.
- the number of times the opponent's contradiction is determined will increase in the above combined results, and the battle performance of the dead character and that character will be used for the last communication battle.
- the old information stored in the storage unit 202 is maintained as it is.
- the battle history of other players is shared, so that the battle history is smoothly propagated. It becomes like this.
- a terminal device As described above, according to the present invention, it is possible to provide a terminal device, a control method thereof, an information recording medium, and a program that are suitable for preventing fraud when recording a result of an online battle game. it can.
- Information processing apparatus 102 CPU 103 RAM 104 ROM 105 Input Device 106 Image Processing Unit 107 Liquid Crystal Display 108 Audio Processing Unit 109 Headphone 110 Cassette Reader 111 ROM Cassette 112 External Memory 113 RTC 114 wireless LAN interface 115 camera 201 terminal device 202 storage unit 203 exchange unit 204 determination unit 205 warning unit 206 update unit 207 battle unit 401 screen 402 battle result 403 message 404 warning mark 411 scroll bar 412 scroll box
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Abstract
Description
(a)キャラクターの名称。
(b)そのキャラクターを使用して行った通信対戦の勝敗数や取得ポイント数等の成績。
(c)そのキャラクターを使用して通信対戦を行った最後の日時。
(d)各通信対戦の結果、対戦相手からもらったメッセージ。
(e)そのキャラクターが作成された日時。
(f)そのキャラクターが現在も生きている(使用可能)かそれとも死んでいる(使用不可能)か。
(a)プレイヤーが端末装置201を操作することによっていずれか他の端末装置201のプレイヤーと最後に行った通信の日時。必ずしも通信対戦が成立することを要しない。
(b)プレイヤーとの通信対戦において通信の切断が生じた等、各種のエラーの数。
(c)プレイヤーの対戦履歴に矛盾があると判定された回数。
(a)同一のプレイヤーの同一のキャラクターの対戦履歴が両者に存在する場合には、そのプレイヤーが最後に行った通信の日時がより最近のもののみを採用し、古い対戦履歴は消去する。
(b)外部メモリ112に記憶容量の制限がある等の場合には、対戦履歴の個数を制限する必要がある。この場合には、プレイヤーが最後に通信を行った日時が古い対戦履歴から消去する。
(c)このほか、成績上位のプレイヤーについては、優先して対戦履歴を残したり、それ以外のプレイヤーについて、適宜古いものから対戦履歴を消去することとしても良い。また、成績の上位度と対戦履歴の新しさの両方に基づいて、消去するか否かの優先度を計算し、消去すべき対戦履歴を選択することとしても良い。
(a)ステップS311において受信した対戦履歴のうち相手の対戦履歴と、
(b)ステップS308において外部メモリ112から読み出された相手の対戦履歴と、
が矛盾するか否かを判定する(ステップS314)。
(a)通信対戦を開始する前に、現在の対戦履歴を情報記録媒体Aにセーブし、
(b)情報記録媒体Aを情報処理装置101から外して、
(c)他の情報記録媒体Bを情報処理装置101に装着してから通信対戦を行い、
(d)通信対戦に負けた場合には、情報記録媒体Bに記録されたセーブデータを廃棄して、情報記録媒体Aを利用する
という不正行為が行われることがある。
(a)ステップS311において相手の端末装置201から受信した相手の対戦履歴では、キャラクターが生存していることになっているにもかかわらず、
(b)ステップS308において外部メモリ112から読み出された対戦履歴ではキャラクターが死亡していることになっている
場合には、CPU 102は、矛盾している、と判定すれば良い。
102 CPU
103 RAM
104 ROM
105 入力装置
106 画像処理部
107 液晶ディスプレイ
108 音声処理部
109 ヘッドフォン
110 カセットリーダ
111 ROMカセット
112 外部メモリ
113 RTC
114 無線LANインターフェース
115 カメラ
201 端末装置
202 記憶部
203 交換部
204 判定部
205 警告部
206 更新部
207 対戦部
401 画面
402 対戦成績
403 メッセージ
404 警告マーク
411 スクロールバー
412 スクロールボックス
Claims (7)
- 複数の端末装置(201)のそれぞれを操作するプレイヤー同士を通信対戦させるゲームを提供する端末装置(201)であって、
当該ゲームに参加するプレイヤーの対戦履歴が記憶される記憶部(202)、
前記端末装置(201)を操作するプレイヤー(以下「自身」という。)と他の端末装置(201)を操作するプレイヤー(以下「相手」という。)との通信対戦が開始される前に、前記記憶部(202)に記憶されている対戦履歴と、当該他の端末装置(201)の記憶部(202)に記憶されている対戦履歴と、を交換する交換部(203)、
前記交換により得られた相手の対戦履歴と、前記記憶部(202)に記憶されている相手の対戦履歴と、が矛盾するか否かを判定する判定部(204)、
前記判定により、矛盾すると判定された場合、その旨を警告する警告部(205)、
自身と相手との通信対戦が完了すると、前記記憶部(202)に記憶されている自身の対戦履歴と、相手の対戦履歴と、を、当該完了した通信対戦の結果、前記判定の結果、ならびに、前記交換により得られた対戦履歴に基づいて更新する更新部(206)
を備えることを特徴とする端末装置(201)。 - 請求項1に記載の端末装置(201)であって、前記更新部(206)は、
自身でも相手でもないプレイヤー(以下「他人」という。)の対戦成績を、前記記憶部(202)に記憶されている他人の対戦履歴と、前記交換により得られた他人の対戦履歴と、のうち、最新のものに更新し、
前記判定により矛盾しないと判定された場合、前記記憶部(202)に記憶されている相手の対戦履歴を、当該完了した通信対戦の結果により更新し、
前記判定により矛盾すると判定された場合、前記記憶部(202)に記憶されている相手の対戦履歴を、当該矛盾を表す情報により更新する
ことを特徴とする端末装置(201)。 - 請求項1に記載の端末装置(201)であって、
前記通信対戦は、プレイヤーが作成したキャラクター同士を使用することにより進められ、キャラクターが死亡して以降は、当該キャラクターは使用することができなくなり、
前記対戦履歴には、当該キャラクターの名称と、当該キャラクターが作成された日時と、当該キャラクターの生死を示す情報と、が含まれ、
前記交換により得られた相手の対戦履歴と、前記記憶部(202)に記憶されている相手の対戦履歴と、において、キャラクターの名称と、作成された日時と、が一致し、前記交換により得られた対戦履歴には、キャラクターが生存している旨の情報が、前記記憶部(202)に記憶されている対戦履歴には、キャラクターが死亡している旨の情報が含まれている場合、前記判定部(204)は、矛盾していると判定する
ことを特徴とする端末装置(201)。 - 請求項1に記載の端末装置(201)であって、
前記記憶部(202)は、前記端末装置(201)から着脱可能な情報記録媒体(111)に前記対戦履歴を記憶し、
前記通信対戦ならびに前記交換部(203)による交換は、前記端末装置(201)と、前記他の端末装置(201)と、の間のピアツーピア通信もしくはアドホックモード通信により行われる
ことを特徴とする端末装置(201)。 - 複数の端末装置(201)のそれぞれを操作するプレイヤー同士を通信対戦させるゲームを提供する端末装置(201)を制御する制御方法であって、当該端末装置(201)は、当該ゲームに参加するプレイヤーの対戦履歴が記憶される記憶部(202)を備え、
前記端末装置(201)を操作するプレイヤー(以下「自身」という。)と他の端末装置(201)を操作するプレイヤー(以下「相手」という。)との通信対戦が開始される前に、前記記憶部(202)に記憶されている対戦履歴と、当該他の端末装置(201)の記憶部(202)に記憶されている対戦履歴と、を交換する交換工程、
前記交換により得られた相手の対戦履歴と、前記記憶部(202)に記憶されている相手の対戦履歴と、が矛盾するか否かを判定する判定工程、
前記判定により、矛盾すると判定された場合、その旨を警告する警告工程、
自身と相手との通信対戦が完了すると、前記記憶部(202)に記憶されている自身の対戦履歴と、相手の対戦履歴と、を、当該完了した通信対戦の結果、前記判定の結果、ならびに、前記交換により得られた対戦履歴に基づいて更新する更新工程
を備えることを特徴とする制御方法。 - コンピュータを、複数の端末装置(201)のそれぞれを操作するプレイヤー同士を通信対戦させるゲームを提供する端末装置(201)として機能させるプログラムを格納する情報記録媒体であって、当該プログラムは、当該コンピュータを、
当該ゲームに参加するプレイヤーの対戦履歴が記憶される記憶部(202)、
前記端末装置(201)を操作するプレイヤー(以下「自身」という。)と他の端末装置(201)を操作するプレイヤー(以下「相手」という。)との通信対戦が開始される前に、前記記憶部(202)に記憶されている対戦履歴と、当該他の端末装置(201)の記憶部(202)に記憶されている対戦履歴と、を交換する交換部(203)、
前記交換により得られた相手の対戦履歴と、前記記憶部(202)に記憶されている相手の対戦履歴と、が矛盾するか否かを判定する判定部(204)、
前記判定により、矛盾すると判定された場合、その旨を警告する警告部(205)、
自身と相手との通信対戦が完了すると、前記記憶部(202)に記憶されている自身の対戦履歴と、相手の対戦履歴と、を、当該完了した通信対戦の結果、前記判定の結果、ならびに、前記交換により得られた対戦履歴に基づいて更新する更新部(206)
として機能させることを特徴とする情報記録媒体。 - コンピュータを、複数の端末装置(201)のそれぞれを操作するプレイヤー同士を通信対戦させるゲームを提供する端末装置(201)として機能させるプログラムであって、当該プログラムは、当該コンピュータを、
当該ゲームに参加するプレイヤーの対戦履歴が記憶される記憶部(202)、
前記端末装置(201)を操作するプレイヤー(以下「自身」という。)と他の端末装置(201)を操作するプレイヤー(以下「相手」という。)との通信対戦が開始される前に、前記記憶部(202)に記憶されている対戦履歴と、当該他の端末装置(201)の記憶部(202)に記憶される対戦履歴と、を交換する交換部(203)、
前記交換により得られた相手の対戦履歴と、前記記憶部(202)に記憶されている相手の対戦履歴と、が矛盾するか否かを判定する判定部(204)、
前記判定により、矛盾すると判定された場合、その旨を警告する警告部(205)、
自身と相手との通信対戦が完了すると、前記記憶部(202)に記憶されている自身の対戦履歴と、相手の対戦履歴と、を、当該完了した通信対戦の結果、前記判定の結果、ならびに、前記交換により得られた対戦履歴に基づいて更新する更新部(206)
として機能させることを特徴とするプログラム。
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