CN1714900A - Game system, server and game control method - Google Patents
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Abstract
Description
技术领域technical field
本发明涉及一种游戏系统,其中多个终端设备经由通信线路连接到服务器,配置游戏系统的服务器,以及由服务器执行的游戏控制方法。特别地,本发明涉及大型多人在线游戏例如MMORPG(大型多人在线角色扮演游戏)、RTS(即时战略)、FPS(第一人称射击游戏)等可执行的一种游戏系统,配置游戏系统的服务器,以及由服务器执行的游戏控制方法。The present invention relates to a game system in which a plurality of terminal devices are connected to a server via a communication line, a server configuring the game system, and a game control method executed by the server. In particular, the present invention relates to a game system executable by massively multiplayer online games such as MMORPG (massively multiplayer online role-playing game), RTS (real-time strategy), FPS (first-person shooter), and a server for configuring the game system , and a game control method executed by the server.
背景技术Background technique
近年来,随着信息和通信技术的发展,一种游戏系统被广泛使用,其中供游戏机廊使用或家庭使用的多个终端设备经由通信线路连接到服务器,并且各种在线游戏可以在游戏系统中执行。最近,例如,大型多人在线游戏例如MMORPG(大型多人在线角色扮演游戏)、RTS(即时战略)、FPS(第一人称射击游戏)等作为在线游戏提供。In recent years, with the development of information and communication technology, a game system is widely used, in which a plurality of terminal devices for game arcade use or home use are connected to a server via communication lines, and various online games can be played on the game system in the implementation. Recently, for example, massively multiplayer online games such as MMORPG (Massively Multiplayer Online Role Playing Game), RTS (Real Time Strategy), FPS (First Person Shooter), etc. are provided as online games.
从玩家的观点,在这种大型多人在线游戏中,玩家可以在全国范围内或国际范围内的远程位置通过网络例如因特网与未指定数目的玩家进行游戏,而甚至不知道彼此的面容。大型多人在线游戏的强大吸引力在于玩家可以通过这种介质例如游戏彼此沟通,因此它被世界上许多国家所大力支持。从游戏生产公司的观点,在大型多人在线游戏中,与新的事件、角色、物品等相关的数据或程序顺序更新并经由网络分发到每个终端设备,因此游戏环境可以被构造,其中玩家可以半永久性地继续游戏而不会厌倦。因此,它具有能够保证利润稳定性的优点。From the player's point of view, in such massively multiplayer online games, players can play with an unspecified number of players at remote locations across the country or internationally over a network, such as the Internet, without even knowing each other's faces. The strong appeal of massively multiplayer online games is that players can communicate with each other through this medium such as games, so it is strongly supported by many countries in the world. From the viewpoint of a game production company, in massively multiplayer online games, data or programs related to new events, characters, items, etc. are sequentially updated and distributed to each terminal device via The game can be continued semi-permanently without getting bored. Therefore, it has the advantage of being able to guarantee profit stability.
在大型多人在线游戏中,通常与每个玩家相对应的角色被建立,并且玩家通过操作玩家自己的角色在游戏的虚拟空间中参与游戏(参看日本未经审查专利公开2002-224448号,例如)。当玩家开始知道游戏时,相应的角色清除各种条件(所谓“任务”)以获取经验。结果,玩家或由玩家操作的角色可以提高在游戏内建立的等级(等级值),并且能力或位置在游戏内随着等级(等级值)增加而提高,从而各种功能可以被操作。In a massively multiplayer online game, usually a character corresponding to each player is established, and the player participates in the game in the virtual space of the game by operating the player's own character (see Japanese Unexamined Patent Publication No. 2002-224448, e.g. ). When the player starts to know the game, the corresponding character clears various conditions (so-called "tasks") to gain experience. As a result, the player or the character operated by the player can increase the level (level value) established in the game, and the ability or position increases with the level (level value) within the game, so that various functions can be operated.
此外,当条件(主题)被清除时,根据条件(主题)难度的现金量作为奖金给予玩家以便在游戏期间使用,因此玩家清除的条件(主题)越多,玩家可以获得的在游戏中可以使用的现金越多,从而玩家可以购买武器,物品等,其可以在游戏中使用以便有利地进行游戏。In addition, when a condition (theme) is cleared, the amount of cash according to the difficulty of the condition (theme) is given to the player as a bonus to use during the game, so the more conditions (themes) the player clears, the more the player can get that can be used in the game The more cash, the player can purchase weapons, items, etc., which can be used in the game to benefit from the game.
在在线游戏中,通常虚拟游戏空间中的游戏轴由所有玩家共享。因此,当玩家频繁地进行游戏或者长达长时间时,一些玩家有时清除可以在游戏中设置的大部分条件。当这种情况出现时,不存在其他玩家可以挑战的许多条件,并且游戏的迷人方面可能过度地减小,这是问题。因此,作为常规游戏系统,例如存在一种在预先确定时间内清除的条件数目对每个玩家限制的游戏系统(例如,参看日本未经审查专利2002-224448号)。根据在该发表文献中描述的游戏系统,一些玩家不能清除可以在游戏中设置的大部分条件,因此其他玩家也可以挑战各种条件,这使得能够提供可以由大量玩家享受乐趣的游戏。In online games, usually the game reels in the virtual game space are shared by all players. Therefore, when the player plays the game frequently or for a long time, some players sometimes clear most of the conditions that can be set in the game. When this happens, there aren't many conditions that other players can challenge, and the fascinating aspects of the game can be unduly diminished, which is a problem. Therefore, as a conventional game system, for example, there is a game system in which the number of conditions cleared within a predetermined time is limited for each player (see, for example, Japanese Unexamined Patent No. 2002-224448). According to the game system described in this publication, some players cannot clear most of the conditions that can be set in the game, so other players can also challenge various conditions, which makes it possible to provide a game that can be enjoyed by a large number of players.
但是,根据在上面发表文献中描述的游戏系统,对新条件的挑战对热情地进行游戏,清除许多条件,并且增加等级值的玩家限制,然而随后进行游戏的玩家可以挑战条件并增加等级值。因此,存在问题(第一问题),即热情地进行游戏的玩家难以获得优于上述其他玩家的优势,从而两个玩家的竞争精神减少。However, according to the game system described in the above published literature, the challenge to new conditions is played enthusiastically, clears many conditions, and increases the player limit of the level value, while the player who then plays the game can challenge the conditions and increase the level value. Therefore, there is a problem (first problem) that it is difficult for the player who plays the game enthusiastically to gain an advantage over the above-mentioned other players, so that the competitive spirit of the two players decreases.
此外,根据每个条件,当玩家清除条件时给予玩家的奖励(例如可以在游戏中使用的金钱等)预先设置,从而如果玩家挑战具有低难度等级的条件,此后根据等级值的增加顺序地挑战具有高难度等级的条件,游戏可以最平滑地进行。因此,关于继续进行游戏,也就是挑战多个条件的顺序,战略特性低,从而游戏缺乏趣味,这是问题(第一问题)。In addition, according to each condition, rewards given to the player (such as money that can be used in the game, etc.) when the player clears the condition are set in advance, so that if the player challenges a condition with a low difficulty level, thereafter sequentially challenged according to the increase in the level value With conditions of a high difficulty level, the game progresses most smoothly. Therefore, regarding the continuation of the game, that is, the order in which a plurality of conditions are challenged, the strategy property is low, and thus the game is not interesting, which is a problem (the first problem).
另一方面,最近存在一种在线游戏,其提供有多个玩家必须处理特定主题的一些效果。当这种效果被提供时,玩家必须寻找在游戏中变成伙伴的其他玩家,所以玩家可以自发地与该其他玩家沟通。此外,通常,在多个类型的主题顺序地为一个玩家设置,并且涉及清除多个类型主题的全部的效果的游戏的情况下,如果在多个类型的主题中存在玩家不擅长的主题,玩家不能清除主题,并且游戏不能进一步执行,因此玩家可能放弃继续游戏。因此,即使玩家被给予选择主题的机会,玩家最终必须清除他不擅长的主题。但是,当多个玩家挑战同一主题时,即使玩家不能清除主题,如果其他玩家清除主题,游戏可以继续进行。On the other hand, there recently exists an online game that provides some effect that a plurality of players have to deal with a certain subject. When this effect is provided, the player must find other players who become partners in the game, so the player can spontaneously communicate with the other players. In addition, generally, in the case of a game in which a plurality of types of themes are sequentially set for one player and involves clearing all the effects of the plurality of types of themes, if there is a theme that the player is not good at among the plurality of types of themes, the player The theme cannot be cleared, and the game cannot be executed further, so the player may give up to continue the game. Therefore, even if the player is given a chance to choose a subject, the player must eventually clear the subject that he is not good at. However, when multiple players challenge the same theme, even if the player cannot clear the theme, the game can continue if other players clear the theme.
但是,当清除主题时可以获得的并且可以在游戏中使用的金钱量已经设定。因此,在存在有主题必须由多个玩家挑战的提供效果的情况下,擅长该主题的玩家与不擅长该主题的玩家挑战同一主题令人厌烦。However, the amount of money that can be obtained when clearing a theme and can be spent in the game is set. Therefore, in the case where there is an effect that a theme has to be challenged by a plurality of players, it is annoying that a player who is good at the theme challenges the same theme with a player who is not good at the theme.
特别地,在在线游戏中,游戏技术在同一虚拟游戏空间中进行游戏的未指定数目的玩家之间显著不同。因此,当主题必须由多个玩家一起挑战的效果被提供时,具有低游戏技术的玩家依赖于具有高技术的玩家,这是累赘的。同时,因为具有高技术的玩家必须与其他玩家一起挑战同一主题,具有高技术的玩家与具有低技术的玩家同命运是不可避免的。但是,在具有高技术的玩家和具有低技术的玩家之间的关系缠绕的这种情况下,使得沟通容易由两种玩家执行可能使两种玩家之间的关系变糟(第二问题)。In online games in particular, game technology varies significantly between an unspecified number of players playing in the same virtual game space. Therefore, when the effect that the theme must be challenged together by a plurality of players is provided, the player with low game skill depends on the player with high skill, which is cumbersome. At the same time, because high-skilled players must challenge the same theme with other players, it is inevitable that high-skilled players share the same fate as low-skilled players. However, in such a case where the relationship between a player with a high skill and a player with a low skill is entangled, making it easy for communication to be performed by both players may worsen the relationship between the two players (second problem).
发明内容Contents of the invention
本发明考虑到上述第一问题而设计,并且其目的在于提供一种可以激励玩家的竞争精神并且创造执行游戏的方法的战略特性的游戏系统,构成游戏系统的服务器、以及由服务器执行的游戏控制方法。The present invention is designed in consideration of the above-mentioned first problem, and its object is to provide a game system that can stimulate the competitive spirit of players and create a strategic characteristic of the method of executing the game, a server constituting the game system, and game control executed by the server method.
为了解决上述第一问题,本发明(在下文有时称作“第一发明”)提供下面的系统。In order to solve the first problem described above, the present invention (hereinafter sometimes referred to as "first invention") provides the following system.
(1)一种游戏系统,其中多个终端设备经由通信线路连接到服务器,并且其中游戏可以由操作每个终端设备的多个玩家中的每一个来执行,该游戏系统包括:(1) A game system in which a plurality of terminal devices is connected to a server via a communication line, and wherein a game can be performed by each of a plurality of players operating each terminal device, the game system comprising:
等级值存储装置,用于存储玩家的等级值;The level value storage device is used to store the player's level value;
等级值设置装置,用于根据游戏结果设置预先确定的等级,并且将相对于玩家ID数据设置的等级作为等级值存储在等级值存储装置中;Level value setting means for setting a predetermined level according to the game result, and storing the level set with respect to the player ID data as a level value in the level value storage means;
条件设置装置,用于设置作为游戏结果玩家应当完成的条件;Condition setting means for setting the conditions that the player should complete as a result of the game;
条件完成确定装置,用于确定玩家是否清除在条件设置装置中设置的条件;以及condition completion determining means for determining whether the player clears the condition set in the condition setting means; and
游戏结果确定装置,当条件完成确定装置确定由条件设置装置设置的条件被清除时,基于由玩家清除的条件和存储在等级值存储装置中的玩家的等级值来确定游戏结果。The game result determination means determines the game result based on the conditions cleared by the player and the player's level value stored in the level value storage means when the condition completion determination means determines that the condition set by the condition setting means is cleared.
根据(1)中描述的发明,游戏结果基于由玩家清除的条件和玩家的等级值来确定。因此,例如,即使条件的难度低,而玩家的等级值高,玩家可以获得大量奖金作为游戏结果,与具有低等级值的玩家相比较。此外,例如,在玩家的等级值高的情况下,即使他清除高难度的条件,与具有低等级值的玩家相比较,玩家仅获得少量奖金。以这种方式,上述发明可以实现允许游戏自身的迷人方面可以各种方法延伸的效果。此外,本发明可以应用于竞赛游戏,以便用来将等级值作为彼此的障碍。因此,虽然日本未经审查专利公开2002-224448号中描述的游戏系统被构造使得可以由每个玩家清除的条件数目通常限制为相同,并且许多玩家可以通过挑战各种条件来享受游戏的乐趣,根据(1)中描述的发明,热情地进行游戏的玩家可以获得与他自己的等级值相对应的奖金,并且可以获得优于其他玩家的优势。结果,能够防止两种玩家的竞争精神减少。According to the invention described in (1), the game result is determined based on the conditions cleared by the player and the player's level value. Therefore, for example, even if the difficulty of the conditions is low and the player's level value is high, the player can obtain a large bonus as a game result, compared with a player with a low level value. Also, for example, in a case where a player's level value is high, even if he clears a condition of high difficulty, the player only gets a small bonus compared to a player with a low level value. In this way, the invention described above can achieve the effect of allowing the fascinating aspects of the game itself to be extended in various ways. Furthermore, the present invention can be applied to a competition game so as to use rank values as barriers to each other. Therefore, although the game system described in Japanese Unexamined Patent Publication No. 2002-224448 is constructed so that the number of conditions that can be cleared by each player is generally limited to the same, and many players can enjoy the game by challenging various conditions, According to the invention described in (1), a player who plays enthusiastically can obtain a bonus corresponding to his own rank value, and can obtain an advantage over other players. As a result, the competitive spirit of both players can be prevented from decreasing.
而且,即使在具有低难度的条件中,通过使得玩家能够获得大量奖金,与具有低等级值的玩家相比较,只要前者玩家的等级值高,能够创造证明以低难度到高难度的顺序挑战条件的、执行游戏的方法不一定是执行游戏的理想方法的环境。因此,变化可以在执行游戏的方法中产生,从而可以提供战略性、复杂的、且有趣的游戏。Also, even in conditions with low difficulty, by enabling the player to obtain a large amount of bonuses, as long as the former player's level value is high compared to a player with a low level value, it is possible to create proving challenging conditions in order from low difficulty to high difficulty The environment in which the method of executing the game is not necessarily the ideal method of executing the game. Therefore, changes can be made in the method of executing the game, so that a strategic, complex, and interesting game can be provided.
此外,本发明提供下面的系统。Furthermore, the present invention provides the following system.
(2)根据上述(1)的游戏系统,包括根据由玩家执行的输入操作从多个类型的条件中选择任何一个条件的条件选择装置,其中条件设置装置设置由条件选择装置选择的条件。(2) The game system according to (1) above, comprising condition selection means for selecting any one condition from a plurality of types of conditions according to an input operation performed by the player, wherein the condition setting means sets the condition selected by the condition selection means.
根据(2)中描述的发明,因为玩家可以选择条件来挑战,玩家可以实现他心中的执行游戏的方法,并且战略特性可以增强且游戏的趣味可以提高。According to the invention described in (2), since the player can select conditions to challenge, the player can realize the method of executing the game in his mind, and the strategic characteristics can be enhanced and the fun of the game can be improved.
本发明还提供下面的系统。The present invention also provides the following system.
(3)根据上述(1)的游戏系统,其中游戏结果确定装置确定在游戏中可用且作为游戏结果给予玩家的金钱量。(3) The game system according to (1) above, wherein the game result determining means determines an amount of money available in the game and given to the player as a game result.
根据(3)中描述的发明,给予玩家的可用金钱量基于由玩家清除的条件和玩家的等级值来确定。因此,例如,即使在低难度的条件中,只要玩家具有高等级值,玩家可以获得在游戏中可用的大量金钱。因此,在同一条件被清除的情况下,热情地进行游戏增加等级值的玩家可以获得在游戏中可用的大量金钱,多于其他玩家,可以用金钱购买武器或物品,并且可以比其他玩家更有利地执行游戏。结果,能够防止两种玩家的竞争精神减少。According to the invention described in (3), the amount of available money given to the player is determined based on the conditions cleared by the player and the player's level value. Therefore, for example, even in conditions of low difficulty, as long as the player has a high level value, the player can obtain a large amount of money available in the game. So with the same condition cleared, the player who plays the game enthusiastically to increase the level value can get a lot of money available in the game, more than other players, can buy weapons or items with money, and can be more advantageous than other players execute the game. As a result, the competitive spirit of both players can be prevented from decreasing.
本发明还提供下面的系统。The present invention also provides the following system.
(4)根据上述(1)的游戏系统,其中服务器包括经由专用线路可通信地连接到多个终端设备的游戏机廊服务器,和经由通信线路可通信地连接到游戏机廊服务器的中心服务器。(4) The game system according to (1) above, wherein the server includes an arcade server communicably connected to a plurality of terminal devices via a dedicated line, and a center server communicably connected to the arcade server via a communication line.
(5)根据上述(1)的游戏系统,其中游戏结果确定装置同样基于参与清除条件的游戏的玩家数目来确定游戏结果。(5) The game system according to (1) above, wherein the game result determining means determines the game result based on the number of players participating in the game of clearing the condition as well.
(6)根据上述(1)的游戏系统,其中游戏结果确定装置基于为玩家设置的能力值,与玩家的等级值一起或者代替玩家的等级值,来确定游戏结果。(6) The game system according to (1) above, wherein the game result determining means determines the game result based on an ability value set for the player together with or instead of the player's level value.
(7)根据上述(4)的游戏系统,其中终端设备和游戏机廊服务器提供有等级值存储装置,终端设备提供有等级值设置装置,并且游戏机廊服务器提供有条件设置装置,条件完成确定装置,和游戏结果确定装置。(7) The game system according to (4) above, wherein the terminal equipment and the game arcade server are provided with level value storage means, the terminal equipment is provided with level value setting means, and the game arcade server provides conditional setting means, and the condition completion determination means, and game result determining means.
本发明还提供下面的服务器。The present invention also provides the following server.
(8)一种服务器,其经由通信线路连接到多个终端设备,并且构成游戏可以由操作每个终端设备的多个玩家中的每一个来执行的游戏系统,该服务器包括:(8) A server which is connected to a plurality of terminal devices via a communication line and constitutes a game system in which a game can be performed by each of a plurality of players operating each terminal device, the server comprising:
等级值存储装置,用于存储玩家的等级值;The level value storage device is used to store the player's level value;
等级值设置装置,用于根据游戏结果设置预先确定的等级,并且将相对于玩家ID数据设置的等级作为等级值存储在等级值存储装置中;Level value setting means for setting a predetermined level according to the game result, and storing the level set with respect to the player ID data as a level value in the level value storage means;
条件设置装置,用于设置作为游戏结果玩家应当完成的条件;Condition setting means for setting the conditions that the player should complete as a result of the game;
条件完成确定装置,用于确定玩家是否清除在条件设置装置中设置的条件;以及condition completion determining means for determining whether the player clears the condition set in the condition setting means; and
游戏结果确定装置,当条件完成确定装置确定由条件设置装置设置的条件被清除时,基于由玩家清除的条件和存储在等级值存储装置中的玩家的等级值来确定游戏结果。The game result determination means determines the game result based on the conditions cleared by the player and the player's level value stored in the level value storage means when the condition completion determination means determines that the condition set by the condition setting means is cleared.
根据(8)中描述的发明,游戏结果基于由玩家清除的条件和玩家的等级值来确定。因此,例如,即使条件的难度低,而玩家的等级值高,玩家可以获得大量奖金作为游戏结果,与具有低等级值的玩家相比较。因此,热情地进行游戏的玩家可以获得与他自己的等级值相对应的奖金,并且可以获得优于其他玩家的优势。结果,能够防止两种玩家的竞争精神减少。而且,即使在具有低难度的条件中,通过使得玩家能够获得大量奖金,只要玩家的等级值高,能够创造证明以低难度到高难度的顺序挑战条件的、执行游戏的方法不一定是执行游戏的理想方法的环境。因此,变化可以在执行游戏的方法中产生,从而可以提供战略性、复杂的、且有趣的游戏。According to the invention described in (8), the game result is determined based on the conditions cleared by the player and the player's rank value. Therefore, for example, even if the difficulty of the conditions is low and the player's level value is high, the player can obtain a large bonus as a game result, compared with a player with a low level value. Therefore, the player who plays the game enthusiastically can obtain a bonus corresponding to his own rank value, and can gain an advantage over other players. As a result, the competitive spirit of both players can be prevented from decreasing. Also, even in conditions with low difficulty, by enabling the player to obtain a large amount of bonuses, as long as the player's level value is high, the method of executing the game that can create proof that the conditions are challenged in the order of low difficulty to high difficulty is not necessarily the execution of the game environment for the ideal approach. Therefore, changes can be made in the method of executing the game, so that a strategic, complex, and interesting game can be provided.
本发明还提供下面的方法。The present invention also provides the following methods.
(9)一种游戏控制方法,其使得经由通信线路连接到多个终端设备,并且构成游戏可以由操作每个终端设备的多个玩家中每一个执行的游戏系统的服务器用作:(9) A game control method that makes it possible to connect to a plurality of terminal devices via a communication line, and constitute a game that can be used as a server of a game system executed by each of a plurality of players operating each terminal device:
等级值存储装置,用于存储玩家的等级值;The level value storage device is used to store the player's level value;
等级值设置装置,用于根据游戏结果设置预先确定的等级,并且将相对于玩家ID数据设置的等级作为等级值存储在等级值存储装置中;Level value setting means for setting a predetermined level according to the game result, and storing the level set with respect to the player ID data as a level value in the level value storage means;
条件设置装置,用于设置作为游戏结果玩家应当完成的条件;Condition setting means for setting the conditions that the player should complete as a result of the game;
条件完成确定装置,用于确定玩家是否清除在条件设置装置中设置的条件;以及condition completion determining means for determining whether the player clears the condition set in the condition setting means; and
游戏结果确定装置,当条件完成确定装置确定由条件设置装置设置的条件被清除时,基于由玩家清除的条件和存储在等级值存储装置中的玩家的等级值来确定游戏结果。The game result determination means determines the game result based on the conditions cleared by the player and the player's level value stored in the level value storage means when the condition completion determination means determines that the condition set by the condition setting means is cleared.
根据(9)中描述的发明,游戏结果基于由玩家清除的条件和玩家的等级值来确定。因此,例如,即使条件的难度低,而玩家的等级值高,玩家可以获得大量奖金作为游戏结果,与具有低等级值的玩家相比较。因此,热情地进行游戏的玩家可以获得与他自己的等级值相对应的奖金,并且可以获得优于其他玩家的优势。结果,能够防止两种玩家的竞争精神减少。而且,即使在具有低难度的条件中,通过使得玩家能够获得大量奖金,只要玩家的等级值高,能够创造证明以低难度到高难度的顺序挑战条件的、执行游戏的方法不一定是执行游戏的理想方法的环境。因此,变化可以在执行游戏的方法中产生,从而可以提供战略性、复杂的、且有趣的游戏。According to the invention described in (9), the game result is determined based on the conditions cleared by the player and the player's level value. Therefore, for example, even if the difficulty of the conditions is low and the player's level value is high, the player can obtain a large bonus as a game result, compared with a player with a low level value. Therefore, the player who plays the game enthusiastically can obtain a bonus corresponding to his own rank value, and can gain an advantage over other players. As a result, the competitive spirit of both players can be prevented from decreasing. Also, even in conditions with low difficulty, by enabling the player to obtain a large amount of bonuses, as long as the player's level value is high, the method of executing the game that can create proof that the conditions are challenged in the order of low difficulty to high difficulty is not necessarily the execution of the game environment for the ideal approach. Therefore, changes can be made in the method of executing the game, so that a strategic, complex, and interesting game can be provided.
特别地,本发明可以激励玩家的竞争精神并且创造执行游戏的方法的战略特性。In particular, the invention can stimulate the competitive spirit of the players and create a strategic character to the method of executing the game.
此外,本发明考虑到上述第二问题而设计,并且其目的在于提供一种可以发展在线游戏吸引力的游戏系统、构成游戏系统的服务器、以及由服务器执行的游戏控制方法,其在于防止玩家之间的关系因玩家之间游戏技术的差异而缠绕,并且良好的关系可以在玩家之间构造,其中玩家可以通过游戏彼此沟通。Furthermore, the present invention is designed in consideration of the second problem described above, and its object is to provide a game system that can develop the appeal of online games, a server constituting the game system, and a game control method executed by the server, which prevent players from The relationship between players is entwined by the difference in game technology between players, and a good relationship can be constructed between players in which players can communicate with each other through the game.
为了解决上述第二问题,本发明(在下文有时称作“第二发明”)提供下面的系统。In order to solve the second problem described above, the present invention (hereinafter sometimes referred to as "second invention") provides the following system.
(10)一种游戏系统,其中多个终端设备经由通信线路连接到服务器,并且其中游戏可以由操作每个终端设备的多个玩家中的每一个来执行,该游戏系统包括:(10) A game system in which a plurality of terminal devices is connected to a server via a communication line, and wherein a game can be performed by each of a plurality of players operating each terminal device, the game system comprising:
选择装置,根据由玩家执行的输入操作,为玩家选择独自或与其他玩家一起执行游戏以便完成设置在游戏中的待清除条件;The selection means, according to the input operation performed by the player, selects for the player to execute the game alone or with other players so as to complete the conditions to be cleared set in the game;
玩家数目设置装置,用于基于由选择装置执行的选择来设置执行游戏的玩家数目;number of players setting means for setting the number of players executing the game based on the selection performed by the selection means;
玩家数目存储装置,用于对待清除的每个条件存储设置的玩家数目;The number of players storage device is used to store the number of players set for each condition to be cleared;
进入数目存储装置,用于对待清除的每个条件存储玩家进入条件中的数目;Enter the number storage device, for each condition to be cleared to store the number in the player's entry condition;
进入数目更新装置,用于基于由选择装置执行的选择,更新玩家进入条件中的数目并且将进入数目存储在进入数目存储装置中;entry number updating means for updating the number of player entry conditions and storing the entry number in the entry number storage means based on the selection performed by the selection means;
确定装置,用于确定存储在进入数目存储装置中的进入数目是否达到存储在玩家数目存储装置中的玩家数目;以及determining means for determining whether the number of entries stored in the number of entries storage means reaches the number of players stored in the number of players storage means; and
条件设置装置,当确定装置确定进入数目达到玩家数目时,用于关于执行游戏的玩家设置待清除的条件。condition setting means for setting a condition to be cleared with respect to the player executing the game when the determining means determines that the number of entries has reached the number of players.
根据(10)中描述的发明,玩家自身可以选择独自或与其他玩家一起执行游戏以完成设置在游戏中的待清除条件。因此,擅长上述设置的待清除条件的玩家,或者具有高游戏技术的玩家可以选择独自执行游戏,同时不擅长上述设置的待清除条件的玩家,或者具有低游戏技术的玩家可以选择与其他玩家一起执行游戏。因此,能够防止游戏由不能清除他不擅长的条件的玩家,或者具有低游戏技术的玩家停止。此外,因为挑战他擅长的条件的玩家,或者具有高游戏技术的玩家可以选择独自执行游戏,不擅长上述设置的待清除条件的玩家,或者具有低游戏技术的玩家不依赖于具有高游戏技术的玩家,因此具有高游戏技术的玩家不会不得不感到麻烦。结果,能够发展在线游戏的吸引力,其在于防止玩家之间的关系因玩家之间游戏技术的差异而缠绕,并且良好的关系可以在玩家之间构造,其中玩家可以通过游戏彼此沟通。According to the invention described in (10), the player himself can choose to execute the game alone or with other players to complete the conditions to be cleared set in the game. Therefore, players who are good at the conditions to be cleared set above, or players with high game skills can choose to execute the game alone, while players who are not good at the conditions to be cleared set above, or players with low game skills can choose to play with other players Execute the game. Therefore, it is possible to prevent the game from being stopped by a player who cannot clear a condition that he is not good at, or a player who has a low game skill. In addition, because players who challenge the conditions he is good at, or players with high game skills can choose to execute the game alone, players who are not good at the conditions to be cleared set above, or players with low game skills do not rely on players with high game skills players, so players with high gaming skills won't have to bother. As a result, it is possible to develop the attractiveness of online games in that the relationship between players is prevented from being entangled due to differences in game skills between players, and good relationships can be constructed between players in which players can communicate with each other through games.
本发明还提供下面的系统。The present invention also provides the following system.
(11)根据上述(10)的游戏系统,包括响应由确定装置做出的进入数目没有达到玩家数目的确定,显示待机图像的待机图像显示装置,该待机图像显示与玩家数目和/或进入数目相关的信息。(11) The game system according to (10) above, comprising standby image display means for displaying a standby image that is related to the number of players and/or the number of entries in response to determination by the determination means that the number of entries has not reached the number of players. Related information.
根据(11)中描述的发明,当玩家与其他玩家一起执行游戏时,待机图像可以用来检查多少上述其他玩家进入或再有多少上述其他玩家应当进入游戏中。According to the invention described in (11), when a player executes a game with other players, the standby image can be used to check how many of the above other players have entered or how many of the above other players should enter the game.
本发明还提供下面的系统。The present invention also provides the following system.
(12)根据上述(10)的游戏系统,包括:(12) The game system according to (10) above, comprising:
条件完成确定装置,用于确定玩家是否清除待清除的条件;以及Condition completion determining means for determining whether the player clears the condition to be cleared; and
奖金支付装置,当条件完成确定装置确定玩家清除条件时,根据清除条件的玩家数目,成比例地分配根据条件类型预先设置的、在游戏中可用的金钱量,并且将金钱给予每个玩家。The bonus payment means, when the condition completion determining means determines that the player has cleared the condition, proportionately distributes the amount of money available in the game which is preset according to the condition type according to the number of players clearing the condition, and gives money to each player.
根据(12)中描述的发明,每个玩家可以选择与其他玩家一起执行游戏,虽然当清除条件时少量奖金被给予,或者独自执行游戏以获得大量奖金。因此,变化可以在游戏中产生以提高战略特性。According to the invention described in (12), each player can choose to perform the game with other players although a small bonus is given when the condition is cleared, or to perform the game alone to obtain a large bonus. Therefore, changes can be made in the game to improve the strategic characteristics.
本发明还提供下面的系统。The present invention also provides the following system.
(13)根据上述(10)的游戏系统,包括:(13) The game system according to (10) above, comprising:
条件完成确定装置,用于确定玩家是否清除待清除的条件;以及Condition completion determining means for determining whether the player clears the condition to be cleared; and
奖金支付装置,当条件完成确定装置确定玩家清除条件时,根据清除条件的玩家数目,成比例地分配根据条件类型预先设置的、在游戏中可用的金钱量,并且将金钱给予每个玩家。The bonus payment means, when the condition completion determining means determines that the player has cleared the condition, proportionately distributes the amount of money available in the game which is preset according to the condition type according to the number of players clearing the condition, and gives money to each player.
(14)根据上述(10)的游戏系统,其中服务器包括经由专用线路可通信地连接到多个终端设备的游戏机廊服务器,和经由通信线路可通信地连接到游戏机廊服务器的中心服务器。(14) The game system according to (10) above, wherein the server includes an arcade server communicably connected to a plurality of terminal devices via a dedicated line, and a center server communicably connected to the arcade server via a communication line.
(15)根据上述(11)的游戏系统,其中待机图像显示装置提供在终端设备中。(15) The game system according to (11) above, wherein the standby image display means is provided in the terminal device.
(16)根据上述(14)的游戏系统,其中选择装置提供在终端设备中,并且玩家数目存储装置,玩家数目设置装置,进入数目存储装置,进入数目更新装置,确定装置,和条件设置装置提供在游戏机廊服务器中。(16) The game system according to the above (14), wherein the selection means is provided in the terminal device, and the number of players storage means, the number of players setting means, the number of entries storage means, the number of entries update means, the determination means, and the condition setting means are provided In the arcade server.
(17)根据上述(15)的游戏系统,其中待机图像显示装置包括使得玩家能够执行输入操作的触摸板。(17) The game system according to (15) above, wherein the standby image display device includes a touch panel that enables the player to perform an input operation.
本发明还提供下面的服务器。The present invention also provides the following server.
(18)一种服务器,其经由通信线路连接到多个终端设备,并且构成游戏可以由操作每个终端设备的多个玩家中的每一个来执行的游戏系统,该服务器包括:(18) A server which is connected to a plurality of terminal devices via a communication line and constitutes a game system in which a game can be performed by each of a plurality of players operating each terminal device, the server comprising:
选择装置,根据由玩家执行的输入操作,为玩家选择独自或与其他玩家一起执行游戏以便完成设置在游戏中的待清除条件;The selection means, according to the input operation performed by the player, selects for the player to execute the game alone or with other players so as to complete the conditions to be cleared set in the game;
玩家数目设置装置,用于基于由选择装置执行的选择来设置执行游戏的玩家数目;number of players setting means for setting the number of players executing the game based on the selection performed by the selection means;
玩家数目存储装置,用于对待清除的每个条件存储设置的玩家数目;The number of players storage device is used to store the number of players set for each condition to be cleared;
进入数目存储装置,用于对待清除的每个条件存储玩家进入条件中的数目;Enter the number storage device, for each condition to be cleared to store the number in the player's entry condition;
进入数目更新装置,用于基于由选择装置执行的选择,更新玩家进入条件中的数目并且将进入数目存储在进入数目存储装置中;entry number updating means for updating the number of player entry conditions and storing the entry number in the entry number storage means based on the selection performed by the selection means;
确定装置,用于确定存储在进入数目存储装置中的进入数目是否达到存储在玩家数目存储装置中的玩家数目;以及determining means for determining whether the number of entries stored in the number of entries storage means reaches the number of players stored in the number of players storage means; and
条件设置装置,当确定装置确定进入数目达到玩家数目时,用于关于执行游戏的玩家设置待清除的条件。condition setting means for setting a condition to be cleared with respect to the player executing the game when the determining means determines that the number of entries has reached the number of players.
根据(18)中描述的发明,玩家自身可以选择独自或与其他玩家一起执行游戏以完成设置在游戏中的待清除条件。因此,擅长上述设置的待清除条件的玩家,或者具有高游戏技术的玩家可以选择独自执行游戏,同时不擅长上述设置的待清除条件的玩家,或者具有低游戏技术的玩家可以选择与其他玩家一起执行游戏。因此,能够防止游戏由不能清除他不擅长的条件的玩家,或者具有低游戏技术的玩家停止。此外,挑战他擅长的条件的玩家,或者具有高游戏技术的玩家可以选择独自执行游戏,因此不擅长上述设置的待清除条件的玩家,或者具有低游戏技术的玩家不依赖于具有高游戏技术的玩家,因此具有高游戏技术的玩家不会不得不感到麻烦。结果,能够发展在线游戏的吸引力,其在于防止玩家之间的关系因玩家之间游戏技术的差异而缠绕,并且良好的关系可以在玩家之间构造,其中玩家可以通过游戏彼此沟通。According to the invention described in (18), the player himself can choose to execute the game alone or with other players to complete the conditions to be cleared set in the game. Therefore, players who are good at the conditions to be cleared set above, or players with high game skills can choose to execute the game alone, while players who are not good at the conditions to be cleared set above, or players with low game skills can choose to play with other players Execute the game. Therefore, it is possible to prevent the game from being stopped by a player who cannot clear a condition that he is not good at, or a player who has a low game skill. In addition, players who challenge the conditions he is good at, or players with high game skills can choose to perform the game alone, so players who are not good at the conditions to be cleared above, or players with low game skills do not rely on players with high game skills players, so players with high gaming skills won't have to bother. As a result, it is possible to develop an attractiveness of an online game in that the relationship between players is prevented from being entangled due to differences in game skills between players, and a good relationship can be constructed between players in which players can communicate with each other through games.
本发明还提供下面的方法。The present invention also provides the following methods.
(19)一种游戏控制方法,其使得经由通信线路连接到多个终端设备,并且构成游戏可以由操作每个终端设备的多个玩家中每个执行的游戏系统的服务器用作:(19) A game control method that makes it possible to connect to a plurality of terminal devices via a communication line, and constitute a game that can be used as a server of a game system executed by each of a plurality of players operating each terminal device:
选择装置,根据由玩家执行的输入操作,为玩家选择独自或与其他玩家一起执行游戏以便完成设置在游戏中的待清除条件;The selection means, according to the input operation performed by the player, selects for the player to execute the game alone or with other players so as to complete the conditions to be cleared set in the game;
玩家数目设置装置,用于基于由选择装置执行的选择来设置执行游戏的玩家数目;number of players setting means for setting the number of players executing the game based on the selection performed by the selection means;
玩家数目存储装置,用于对待清除的每个条件存储设置的玩家数目;The number of players storage device is used to store the number of players set for each condition to be cleared;
进入数目存储装置,用于对待清除的每个条件存储玩家进入条件中的数目;Enter the number storage device, for each condition to be cleared to store the number in the player's entry condition;
进入数目更新装置,用于基于由选择装置执行的选择,更新玩家进入条件中的数目并且将进入数目存储在进入数目存储装置中;entry number updating means for updating the number of player entry conditions and storing the entry number in the entry number storage means based on the selection performed by the selection means;
确定装置,用于确定存储在进入数目存储装置中的进入数目是否达到存储在玩家数目存储装置中的玩家数目;以及determining means for determining whether the number of entries stored in the number of entries storage means reaches the number of players stored in the number of players storage means; and
条件设置装置,当确定装置确定进入数目达到玩家数目时,用于关于执行游戏的玩家设置待清除的条件。condition setting means for setting a condition to be cleared with respect to the player executing the game when the determining means determines that the number of entries has reached the number of players.
根据(19)中描述的发明,玩家自身可以选择独自或与其他玩家一起执行游戏以完成设置在游戏中的待清除条件。因此,擅长上述设置的待清除条件的玩家,或者具有高游戏技术的玩家可以选择独自执行游戏,同时不擅长上述设置的待清除条件的玩家,或者具有低游戏技术的玩家可以选择与其他玩家一起执行游戏。因此,能够防止游戏由不能清除他不擅长的条件的玩家,或者具有低游戏技术的玩家停止。此外,挑战他擅长的条件的玩家,或者具有高游戏技术的玩家可以选择独自执行游戏,因此不擅长上述设置的待清除条件的玩家,或者具有低游戏技术的玩家不依赖于具有高游戏技术的玩家,因此具有高游戏技术的玩家不会不得不感到麻烦。结果,能够发展在线游戏的吸引力,其在于防止玩家之间的关系因玩家之间游戏技术的差异而缠绕,并且良好的关系可以在玩家之间构造,其中玩家可以通过游戏彼此沟通。According to the invention described in (19), the player himself can choose to execute the game alone or with other players to complete the conditions to be cleared set in the game. Therefore, players who are good at the conditions to be cleared set above, or players with high game skills can choose to execute the game alone, while players who are not good at the conditions to be cleared set above, or players with low game skills can choose to play with other players Execute the game. Therefore, it is possible to prevent the game from being stopped by a player who cannot clear a condition that he is not good at, or a player who has a low game skill. In addition, players who challenge the conditions he is good at, or players with high game skills can choose to perform the game alone, so players who are not good at the conditions to be cleared above, or players with low game skills do not rely on players with high game skills players, so players with high gaming skills won't have to bother. As a result, it is possible to develop the attractiveness of online games in that the relationship between players is prevented from being entangled due to differences in game skills between players, and good relationships can be constructed between players in which players can communicate with each other through games.
附图说明Description of drawings
图1是根据本发明的游戏系统的配置图;1 is a configuration diagram of a game system according to the present invention;
图2是显示安装在一个游戏机廊中的八个终端设备1,以及卡片机6的外部的透视图;Fig. 2 is a perspective view showing eight
图3是显示终端设备1外部的透视图;FIG. 3 is a perspective view showing the exterior of the
图4是显示终端设备1的硬件配置的框图;FIG. 4 is a block diagram showing the hardware configuration of the
图5是显示游戏机廊服务器2的硬件配置的框图;FIG. 5 is a block diagram showing the hardware configuration of the
图6是显示中心服务器3的硬件配置的框图;FIG. 6 is a block diagram showing the hardware configuration of the
图7是显示卡片机6的硬件配置的框图;Fig. 7 is a block diagram showing the hardware configuration of the
图8是显示在本实施方案的游戏系统中进行的游戏流程的图;FIG. 8 is a diagram showing the flow of a game played in the game system of the present embodiment;
图9是显示直到ID卡发出时卡片机6,游戏机廊服务器2和中心服务器3中的处理流程的流程图;Fig. 9 is a flowchart showing the processing flow in the
图10是显示关于玩家参与的信息的图;Figure 10 is a diagram showing information about player participation;
图11A~11C是说明由游戏机廊服务器2执行的数据传输处理细节的图;11A to 11C are diagrams illustrating details of data transfer processing performed by the
图12是显示直到游戏开始时终端设备1,游戏机廊服务器2和中心服务器3中的处理流程的流程图;FIG. 12 is a flow chart showing the processing flow in the
图13A和13B是显示历史数据的实例的图;13A and 13B are diagrams showing examples of historical data;
图14是显示玩家信息的实例的图;14 is a diagram showing an example of player information;
图15是显示由终端设备1执行的游戏执行处理例程的流程图;FIG. 15 is a flowchart showing a game execution processing routine executed by the
图16是显示在图15中所示流程图的步骤S120中调用并且由终端设备1执行的行会执行处理例程的流程图;FIG. 16 is a flowchart showing a guild execution processing routine called in step S120 of the flowchart shown in FIG. 15 and executed by the
图17A和17B是示意地显示当图16中所示子例程执行时在终端设备1的第一显示器11上显示的图像的图;17A and 17B are diagrams schematically showing images displayed on the
图18是显示在图16中所示流程图的步骤S131中调用并且由终端设备1执行的任务查阅/接受处理例程的流程图;FIG. 18 is a flow chart showing a role review/acceptance processing routine called in step S131 of the flow chart shown in FIG. 16 and executed by the
图19是显示根据图18中所示由终端设备1执行的子例程、由游戏机廊服务器2执行的处理的流程图;FIG. 19 is a flowchart showing processing performed by the
图20是显示任务列表数据的图;Fig. 20 is a diagram showing task list data;
图21A~21D是示意地显示当图18中所示子例程执行时在终端设备1的第一显示器11上显示的图像的图;21A to 21D are diagrams schematically showing images displayed on the
图22是显示在图16中所示流程图的步骤S133中调用并且由终端设备1执行的布告板使用处理,以及根据上述处理由游戏机廊服务器2执行的处理的流程图;FIG. 22 is a flowchart showing the notice board use processing called in step S133 of the flowchart shown in FIG. 16 and executed by the
图23是显示消息列表的实例的图;FIG. 23 is a diagram showing an example of a message list;
图24A~24C是示意地显示当图22中所示处理执行时在终端设备1的第一显示器11上显示的图像的图;24A to 24C are diagrams schematically showing images displayed on the
图25A是对应于第一发明的实施方案、显示在图16中所示流程图的步骤S135中调用并且由终端设备1执行的奖金支付处理,以及根据上述处理由游戏机廊服务器2执行的处理的流程图;25A is an embodiment corresponding to the first invention, showing the bonus payment processing called in step S135 of the flowchart shown in FIG. 16 and executed by the
图25B是对应于第二发明的实施方案、显示在图16中所示流程图的步骤S135中调用并且由终端设备1执行的奖金支付处理,以及根据上述处理由游戏机廊服务器2执行的处理的流程图;FIG. 25B is an embodiment corresponding to the second invention, showing the bonus payment processing called in step S135 of the flowchart shown in FIG. 16 and executed by the
图26A(a)和26A(b)是对应于第一发明的实施方案、显示奖金确定表的实例的图;26A(a) and 26A(b) are diagrams showing an example of a bonus determination table corresponding to an embodiment of the first invention;
图26B是对应于第二发明的实施方案、显示奖金确定表的实例的图;Fig. 26B is a diagram showing an example of a bonus determination table corresponding to an embodiment of the second invention;
图27是显示在图15中所示流程图的步骤S121中调用并且由终端设备1执行的任务游戏执行处理例程的流程图;FIG. 27 is a flowchart showing a task game execution processing routine called in step S121 of the flowchart shown in FIG. 15 and executed by the
图28是显示根据图27中所示由终端设备1执行的子例程、由游戏机廊服务器2执行的处理的流程图;FIG. 28 is a flowchart showing processing performed by the
图29是显示聊天消息列表的实例的图;FIG. 29 is a diagram showing an example of a chat message list;
图30A~30D是显示通过执行图27和图28中所示的处理,在终端设备1的第一显示器11上显示的图像实例的图;30A to 30D are diagrams showing examples of images displayed on the
图31是显示由中心服务器3执行的传记数据产生处理的流程图;FIG. 31 is a flowchart showing biographical data generation processing performed by the
图32是显示历史数据评估表的实例的图;Figure 32 is a diagram showing an example of a historical data evaluation form;
图33是显示评估消息创建表的实例的图;Fig. 33 is a diagram showing an example of an evaluation message creation table;
图34A是对应于第一发明的实施方案、显示当显示传记图像时由卡片机6和中心服务器3执行的处理的流程图;FIG. 34A is a flowchart corresponding to an embodiment of the first invention, showing processing performed by the
图34B是对应于第二发明的实施方案、显示当显示传记图像时由卡片机6和中心服务器3执行的处理的流程图;FIG. 34B is a flow chart showing processing performed by the
图35A和35B是显示当图34A和34B中所示处理执行时在卡片机6的显示器61上显示的传记图像实例的图;以及35A and 35B are diagrams showing examples of biographical images displayed on the
图36是显示根据本发明游戏系统的另一个实例的配置图。Fig. 36 is a configuration diagram showing another example of the game system according to the present invention.
具体实施方式Detailed ways
关于上述第一发明和第二发明的实施方案在下文描述。首先,提供集中在关于第一发明的实施方案的描述以便避免相同部分的冗余描述,然后第二发明的实施方案仅关于不同于第一发明的那些部分而论及。Embodiments regarding the first invention and the second invention described above are described below. First, a description is provided focusing on the embodiment of the first invention in order to avoid redundant description of the same parts, and then the embodiment of the second invention is discussed only about those parts different from the first invention.
图1是根据本发明的游戏系统的配置图。该游戏系统包括多个终端设备1,经由专用线路5可通信地连接到多个(这里八个设备)终端设备1的游戏机廊服务器2,经由通信线路4可通信地连接到多个游戏机廊服务器2并且管理由多个玩家使用终端设备1进行的游戏的中心服务器3,以及对于每个游戏机廊1经由专用线路5连接到游戏机廊服务器2的卡片机6。应当注意,游戏机廊服务器2可以经由通信线路4彼此通信。FIG. 1 is a configuration diagram of a game system according to the present invention. The game system includes a plurality of
终端设备1接受玩家使用触摸板14(没有显示)执行的预先确定的操作,并且基于从游戏机廊服务器2(或中心服务器3)发送的数据,来自另一个终端设备1的数据,或其他数据进行游戏。The
应当注意,唯一的机器ID与终端设备1的每个机器相关。机器ID包括连接到终端设备1的每个游戏机廊服务器2的代码,和终端设备1位于其中的游戏机廊中每个终端设备1的代码。例如,如果游戏机廊A的游戏机廊服务器A的代码是A,并且游戏机廊A中终端设备1的代码是1,终端设备1的机器ID是a1。It should be noted that a unique machine ID is associated with each machine of the
游戏机廊服务器2可通信地分别连接到多个终端设备1(在该实例中八个设备)以及到中心服务器3,并且在终端设备1和中心服务器3之间执行数据传输。中心服务器3可通信地连接到多个游戏机廊服务器2并且具有与每个玩家相关的历史数据。中心服务器3经由游戏机廊服务器2与终端设备1执行数据传输,从而执行每个玩家的身份验证等。游戏机廊服务器2等价于在本发明中的服务器。The
卡片机6可以经由游戏机廊服务器2与中心服务器3通信。卡片机6接受由玩家执行的个人数据输入的操作,并且发出ID卡8(没有显示)。玩家用此时输入的个人数据在中心服务器3中注册,并且可以标识玩家的ID数据由中心服务器3给予每个玩家。该ID数据预先给予待发出的ID卡8。此外,当ID数据被给予时由玩家输入的密码存储在RAM 303中,并且用于游戏开始时对玩家进行身份验证。The
图2是显示安装在一个游戏机廊中的八个终端设备,以及卡片机的外部的透视图。图3是显示终端设备的外部的透视图。应当注意,包括两个显示器(第一显示器11和第二显示器12)的游戏机廊游戏设备在下文作为终端设备的实例说明。但是,本发明并不特别局限于该实例,因此通过将家用电动游戏设备连接到家用电视机而构成的家用电动游戏设备,通过执行电动游戏程序而用作电动游戏设备的个人计算机等可以类似地适用。Fig. 2 is a perspective view showing the exterior of eight terminal devices installed in one arcade, and card machines. FIG. 3 is a perspective view showing the exterior of the terminal device. It should be noted that an arcade game device including two displays (
此外,在本实施方案中,使用终端设备1执行的游戏是MMORPG(大型多人在线角色扮演游戏),动作游戏的单元在其中适用。操作每个终端设备1的玩家使用各种按钮118和操作杆119来操作与玩家相对应的角色,并且进行游戏。每个角色属于游戏中的冒险者行会(由冒险者构成的同业行会),并且从行会接受任务(为玩家而设置的游戏中的条件)。在从行会接受任务之后,任务游戏被进行,其中角色冒险虚拟游戏空间。在任务游戏中,角色可以通过使得角色与妖怪战斗并且提升等级(等级值)来增强,从而物品可以被获得。与多个玩家中每个相对应的角色在同一虚拟游戏空间中玩游戏。因此,有时角色可以同与其他玩家相对应的角色一起挑战任务,或者角色可以与其他玩家的角色交换信息。一旦在虚拟游戏空间中清除上述任务之后返回到行会,与任务类型相对应的奖金将从行会获得,并且新的任务可以被接受。Furthermore, in the present embodiment, the game executed using the
如图3中所示,终端设备1包括外壳10,在外壳10的正面上提供的第一显示器11,第一显示器11以预先确定的角度倾斜,以及在第一显示器11上端提供的第二显示器12。显示角色置于其中的虚拟游戏空间的游戏图像,显示行会的图像,以及其他图像显示在第一显示器11上。各种图像例如指示虚拟游戏空间地图(全貌图)的图像,游戏的商业图像,以及其他图像显示在第二显示器12上。As shown in FIG. 3 , the
触摸板14安装在第一显示器11的前面。触摸板14可以检测到玩家的接触,并且将指示接触检测到时的接触位置的检测信号输出到在下文描述的操作输入部分114(没有显示)。玩家可以接触触摸板14以输入各种指令。输出声音的扬声器13提供在第二显示器12的两侧。A touchpad 14 is installed in front of the
第一显示器11的下边提供有硬币插入其中的硬币插入槽15,以及ID卡插入其中的ID卡插入槽16。插入到硬币插入槽15中的硬币由硬币传感器115(没有显示)检测。此外,插入到ID插入槽16中的ID卡的ID数据由ID卡读卡器116(没有显示)读出。The lower side of the
外壳10提供有向前伸出的操作板18。操作板18的正面提供有攻击按钮118a,防御按钮118b,和魔法按钮118c,以及操作杆119。攻击按钮118a用来输入使角色执行攻击移动的指令。防御按钮118b用来输入使角色执行防御移动的指令。魔法按钮118c用来输入使角色执行动作以使用魔法的指令。操作杆119用来输入移动角色的指令。The
图4是显示终端设备的硬件配置的框图。控制部分100控制终端设备1的全部操作,并且包括CPU 101,ROM 102,和RAM 103。Fig. 4 is a block diagram showing a hardware configuration of a terminal device. The
ROM 102存储各种图像数据、程序等。特别地,ROM 102存储指示例如在第一显示器11和/或第二显示器12上显示的图像,例如显示可以由玩家操作的角色、由其他玩家操作的角色、以及其他角色的各种角色图像,显示在虚拟游戏空间中出现的妖怪的妖怪图像,显示虚拟游戏空间的各种背景图像,显示行会的图像等的图像数据。同样ROM 102存储例如构成角色或妖怪的对象、结构数据、背景图像等。构成角色或妖怪的对象等由预先确定数目的多边形构成使得他们可以三维地再现。而且,ROM 102具有存储在其中的玩家或与玩家相对应的角色的等级(等级值),和角色等级(等级值)及其能力值彼此相关的能力值设置表(没有显示)。The ROM 102 stores various image data, programs, and the like. In particular, the ROM 102 stores images indicating, for example, images displayed on the
ROM 102可以是嵌入于终端设备1中的存储介质,或者可以是可连接/可分离的存储介质。此外,二者可以构成ROM 102。另外,在存储于ROM 102中的各种数据中,可以存储在可连接/可分离记录介质中的数据可以由例如硬盘驱动器、光盘驱动器、软盘驱动器、硅磁盘驱动器、驱动器例如磁带介质读取器等读出。在这种情况下,记录介质是例如硬盘、光盘、软盘、CD、DVD、半导体存储器等。The ROM 102 may be a storage medium embedded in the
RAM 103临时存储处理中的信息、变量等。例如,玩家参与信息(参看图10),玩家信息(参看图14)例如包含例如关于玩家等级值的数据的玩家信息等被存储。当存储包含关于玩家等级值的数据的玩家信息(参看图14)时,RAM 103用作存储玩家等级值的等级存储装置。CPU 101根据由玩家使用触摸板14执行的输入操作,选择单个玩家在游戏中参与单个任务(条件)的单人模式,或者玩家与其他玩家一起参与任务的多人模式,并且将选择结果存储在玩家信息中。应当注意,本实施方案中终端设备1的CPU 101用作本发明(第二发明)中的选择装置。RAM 103 temporarily stores information, variables, etc. being processed. For example, player participation information (see FIG. 10 ), player information (see FIG. 14 ) such as player information including data on, for example, player level values, etc. are stored. When storing player information (refer to FIG. 14 ) containing data on player level values, the RAM 103 is used as level storage means for storing player level values. The CPU 101 selects a single player mode in which a single player participates in a single task (condition) in the game, or a multiplayer mode in which a player participates in a task with other players, according to an input operation performed by the player using the touch panel 14, and stores the selection result in the player information. It should be noted that the CPU 101 of the
通信接口电路104用来执行经由专用线路5与游戏机廊服务器2的数据传输(例如玩家参与信息,玩家信息等)。通信接口电路104将玩家通过触摸板14、各种按钮118或操作杆119输入的指令经由专用线路5传送到游戏机廊服务器2,并且游戏机廊服务器2基于指令继续进行游戏。同样,通信接口电路104经由专用线路5从游戏机廊服务器2接收第一显示器11和第二显示器12的显示命令。各种图像基于显示命令每个显示在第一显示器11和第二显示器12上。The communication interface circuit 104 is used to perform data transmission (such as player participation information, player information, etc.) with the
第一表现处理部分111将角色位于虚拟游戏空间中的游戏图像,显示行会的图像等显示在第一显示器11上,并且包括VDP(视频数据处理器),视频RAM等。第一表现处理部分111根据上面的显示命令,参考存储在RAM 103中的玩家信息(参看图14),并且从ROM 102中提取图像数据。然后,第一表现处理部分111根据在第一显示器11上显示的优先次序将图像数据存储在视频RAM中(例如,以背景图像、妖怪图像,和角色图像的顺序),产生游戏图像,并且将它输出到第一显示器11。结果,游戏图像显示在第一显示器11上。此外,当三维地显示游戏图像时,第一表现处理部分111执行将存储在ROM 102中的对象(例如,构成角色或妖怪的对象等)从三维空间上的位置转换到伪三维空间上的位置的计算,光源计算处理等,以及基于上面计算的结果待表现的图像数据到视频RAM的写入处理(例如,用多边形指定的视频RAM区域的结构数据的映射),从而产生游戏图像,并且将它输出到第一显示器11。结果,三维游戏图像显示在第一显示器11上。The first presentation processing section 111 displays a game image of a character in a virtual game space, an image showing a guild, etc. on the
第二表现处理部分112使得第二显示器12显示指示虚拟游戏空间地图的图像,游戏的商业图像,或其他图像,并且包括VDP(视频数据处理器),视频RAM等。第二表现处理部分12根据上述显示命令从ROM 102中提取预先确定的图像。然后,第二表现处理部分112根据在第二显示器12上显示的优先次序将图像数据存储在视频RAM中,从而产生预先确定的图像,并且将它输出到第二显示器12。结果,预先确定的图像显示在第二显示器12上。The second presentation processing section 112 causes the
声音再现部分113根据来自游戏机廊服务器2的指令将预先确定的声音,BGM等输出到扬声器13。触摸板14是在第一显示器11前面提供的矩形薄层体,并且被构造使得以预先确定间距垂直和水平布置的行形式的透明压敏材料用透明盖层覆盖。常规已知的触摸板可以用作触摸板14。触摸板14将指示接触时的接触位置的检测信号输出到操作输入部分114。The sound reproduction section 113 outputs predetermined sounds, BGM, etc. to the speaker 13 according to an instruction from the
操作输入部分114是包括存储器114a和定时器114b的微型计算机,将由从触摸板14输出的检测信号指示的接触位置作为数据缓冲到存储器114a的预先确定区域,顺序地基于数据使用定时器114b等确定指令的细节,并且将确定结果作为操作命令提供到控制部分100。The operation input section 114 is a microcomputer including a memory 114a and a timer 114b, buffers the contact position indicated by the detection signal output from the touch panel 14 as data in a predetermined area of the memory 114a, and sequentially determines based on the data using the timer 114b or the like. The details of the instruction are given, and the result of the determination is provided to the
当插入到硬币插入槽15中的硬币被检测到时,硬币传感器115传送预先确定的信号到控制部分100。ID卡读卡器116从插入到ID卡插入槽16中的ID卡8中读出ID数据,并且将它提供到控制部分100。攻击按钮118a是使角色执行攻击移动的按钮,防御按钮118b用于使角色执行防御移动,而魔法按钮118c用于使角色执行动作以使用魔法。各种按钮118(118a~118c)当检测到玩家的操作时传送检测信号到控制部分100。操作杆119将与玩家倾斜操作杆119的预先确定方向相对应的检测信号传送到控制部分100。The coin sensor 115 transmits a predetermined signal to the
本实施方案说明终端设备1包括触摸板14,各种按钮118,以及操作杆119作为玩家输入指令的装置(输入装置)的情况。但是,与本实施方案相关的终端设备1可以仅包括触摸板14例如,或者可以仅包括各种按钮118和操作杆119。此外,与本实施方案相关的终端设备1包括的输入装置不局限于上面的实例,并且例如常规已知的输入装置例如键盘、鼠标、定点设备等可以使用。This embodiment explains the case where the
图5是显示游戏机廊服务器的硬件配置的框图。游戏机廊服务器2包括控制游戏机廊服务器2全部操作的控制部分200。控制部分200包括CPU 201,ROM 202,和RAM 203。FIG. 5 is a block diagram showing a hardware configuration of an arcade server. The
ROM 202存储游戏控制程序,游戏机廊服务器2的CPU 201执行存储在ROM 202中的游戏控制程序,并且执行继续进行游戏的各种类型的处理。此外,ROM 202存储在游戏处理中使用的各种数据、表格数据等,例如显示在本实施方案的游戏系统中设置给玩家的任务列表的任务列表数据(参看图20),显示每个任务的详细内容等的任务参考数据,可以由玩家在行会布告板中输入的消息存储于其中的消息列表(参看图23),用于确定清除任务的奖金量的奖金确定表(参看图26),当在任务游戏中与其他玩家交换消息(所谓“聊天”)时使用的聊天消息列表(图29)等。The ROM 202 stores the game control program, and the CPU 201 of the
ROM 202可以是嵌入于游戏机廊服务器2中的存储介质,或者可以是可连接/可分离的存储介质。此外,二者可以构成ROM 202。另外,在存储于ROM 202中的各种数据中,可以存储在可连接/可分离记录介质中的数据可以由例如硬盘驱动器、光盘驱动器、软盘驱动器、硅磁盘驱动器、驱动器例如磁带介质读取器等读出。在这种情况下,记录介质是例如硬盘、光盘、软盘、CD、DVD、半导体存储器等。The ROM 202 may be a storage medium embedded in the
RAM 203临时存储处理中的信息、变量等。例如,玩家参与信息(参看图10),玩家信息(参看图14)例如包含例如关于玩家等级值的数据的玩家信息等被存储。此外,当玩家的历史数据(参看图13A和13B)从中心服务器3提供时,RAM 203存储该历史数据。RAM 203用作存储玩家等级值的等级存储装置。RAM 203 temporarily stores information, variables, etc. being processed. For example, player participation information (see FIG. 10 ), player information (see FIG. 14 ) such as player information including data on, for example, player level values, etc. are stored. In addition, when the player's history data (see FIGS. 13A and 13B ) is provided from the
而且,在关于第二发明的实施方案中,RAM 203用作对于每个任务,存储在任务中执行游戏的玩家数目的玩家数目存储装置。在这种情况下,RAM 203也用作对于待清除的每个条件,存储玩家进入条件中的数目的进入数目存储装置。Also, in the embodiment regarding the second invention, the RAM 203 is used as player number storage means for storing, for each mission, the number of players executing the game in the mission. In this case, the RAM 203 is also used as an entry number storage means for storing the number of players entered in the condition for each condition to be cleared.
此外,CPU 201用作基于由用作选择装置的终端设备1的CPU 101做出的选择,设置在任务中执行游戏的玩家数目的玩家数目设置装置。CPU 201也用作基于由用作选择装置的终端设备1的CPU 101做出的选择,更新存储在用作进入数目存储装置的RAM 203中的进入数目的进入数目更新装置。Further, the CPU 201 functions as player number setting means for setting the number of players executing a game in a mission based on selection made by the CPU 101 of the
通信接口电路204用于经由网络例如因特网等与中心服务器3和其他游戏机廊服务器2的各种数据的传输。此外,游戏机廊服务器2包括接口电路组205,并且从接口电路组205经由专用线路5连接到多个终端设备1(这里八个设备)和单个卡片机6。The communication interface circuit 204 is used for the transmission of various data with the
图6是显示中心服务器的硬件配置的框图。中心服务器3包括控制中心服务器3的全部操作的控制部分300。控制部分300包括CPU301,ROM 302和RAM 303。Fig. 6 is a block diagram showing the hardware configuration of the center server. The
ROM 302存储评估游戏历史的历史数据评估表(参看图32),和创建评估消息的评估消息创建表(参看图33)。ROM 302可以是嵌入于中心服务器3中的存储介质,或者可以是可连接/可分离的存储介质。此外,二者可以构成ROM 302。另外,在存储于ROM 302中的各种数据中,可以存储在可连接/可分离记录介质中的数据可以由例如硬盘驱动器、光盘驱动器、软盘驱动器、硅磁盘驱动器、驱动器例如磁带介质读取器等读出。在这种情况下,记录介质是例如硬盘、光盘、软盘、CD、DVD、半导体存储器等。The ROM 302 stores a history data evaluation table (see FIG. 32 ) for evaluating game history, and an evaluation message creation table (see FIG. 33 ) for creating evaluation messages. The ROM 302 may be a storage medium embedded in the
RAM 303存储例如玩家的ID数据、历史数据(参看图13A和13B),密码等。RAM 303用作可以存储玩家的多个游戏历史,包括多个类型单元的游戏历史存储装置。通信接口电路304用于经由网络例如因特网等与多个游戏机廊服务器2的各种数据的传输。The RAM 303 stores, for example, player's ID data, history data (see FIGS. 13A and 13B ), passwords, and the like. The RAM 303 is used as a game history storage device that can store a plurality of game histories of a player, including a plurality of types of units. The communication interface circuit 304 is used for transmission of various data with a plurality of
图7是显示卡片机的硬件配置的框图。控制部分600控制卡片机6的全部操作,并且包括CPU 601,ROM 602,和RAM 603。Fig. 7 is a block diagram showing the hardware configuration of the card machine. The
ROM 602存储各种图像数据,程序等,例如形成传记图像的图像数据,形成代表购买ID卡的指令的图像的图像数据,以及其他图像数据。The ROM 602 stores various image data, programs, etc., such as image data forming a biographical image, image data forming an image representing an instruction to purchase an ID card, and other image data.
ROM 602可以是嵌入于卡片机6中的存储介质,或者可以是可连接/可分离的存储介质。此外,二者可以构成ROM 602。另外,在存储于ROM 602中的各种数据中,可以存储在可连接/可分离记录介质中的数据可以由例如硬盘驱动器、光盘驱动器、软盘驱动器、硅磁盘驱动器、驱动器例如磁带介质读取器等读出。在这种情况下,记录介质是例如硬盘、光盘、软盘、CD、DVD、半导体存储器等。The ROM 602 may be a storage medium embedded in the
RAM 603临时地存储处理中的信息,变量等。例如,RAM 603存储历史数据(参看图13A和13B),评估消息,传记数据等。CPU 601使用通过操作按钮618输入的指令,或者从在下文描述的ID卡读卡器616中读出的ID数据,来将请求与ID数据相对应的传记数据的请求信号传送到中心服务器3。从中心服务器3接收的传记数据存储在RAM603中。而且,在关于第二发明的实施方案中,CPU 601通过操作按钮618输入的指令,或者从在下文描述的ID卡读卡器616中读出的ID数据,来基于存储在ROM 602中的历史数据产生多个评估消息,根据游戏中的时间轴编辑多个评估消息,并且在RAM 603中产生指示玩家游戏过程的传记数据。通信接口电路604用于经由专用线路5与游戏机廊服务器2的数据(例如历史数据等)的传输。表现处理部分611在显示器61上显示传记图像等,并且包括VDP(视频数据处理器),视频RAM等。表现处理部分611使用存储在RAM 603中的传记数据从ROM 602中提取成传记图像的各种图像数据,并且根据在显示器61上显示的优先次序将图像数据存储在视频RAM中,从而产生传记图像,并且将它输出到显示器61。结果,传记图像显示在显示器61上。The RAM 603 temporarily stores information in processing, variables, and the like. For example, RAM 603 stores historical data (see FIGS. 13A and 13B ), assessment messages, biographical data, and the like. The
声音再现部分613将预先确定的声音,BGM等输出到扬声器63。硬币传感器615当检测到硬币插入到卡片机6中时产生预先确定的信号到控制部分600。操作按钮618包括多个按钮并且用来输入各种指令到卡片机6。操作按钮618当检测到玩家的操作时传送检测信号到控制部分600。当预先确定量的硬币和个人数据输入到卡片机6中时,ID卡排出设备617用来排出存储在卡片机6内预先确定位置中的多个ID卡中的一个ID卡。ID卡读卡器616用来从插入到卡片机6中的ID卡8中读出ID数据。The sound reproduction section 613 outputs predetermined sound, BGM, etc. to the
接下来,在上述实施方案的游戏系统中进行的游戏的流程被描述。图8是显示在本实施方案的游戏系统中进行的游戏流程的图。首先,试图进行新游戏的玩家在卡片机6上购买ID卡8(ST 1)。特别地,玩家将预先确定量的硬币插入到卡片机6中,并且使用操作按钮618输入玩家的个人数据(例如名字或名称,生日,血型,星座等),从而ID卡8从ID卡排出设备617中排出。正在进行游戏的玩家不需要执行ST 1的过程,因为他已经具有ID卡8。Next, the flow of the game played in the game system of the above embodiment is described. FIG. 8 is a diagram showing the flow of a game played in the game system of the present embodiment. First, a player who tries to play a new game buys an
接下来,试图进行新游戏的玩家或者正在进行游戏的玩家通过终端设备1执行游戏开始时的操作(ST 2)。游戏开始时的操作包括,例如插入硬币到硬币插入槽15中,ID卡8到ID卡插入槽16中的插入等。Next, a player who is trying to play a new game or a player who is playing a game performs an operation at the start of the game through the terminal device 1 (ST 2). Operations at the start of the game include, for example, insertion of coins into the coin insertion slot 15, insertion of the
当在执行ST 2的过程之后进行新游戏时,角色被创建(ST 3a)。特别地,玩家使用触摸板14输入指令,从而通过选择与玩家相对应的角色(由玩家操作的角色)的外貌、能力、特性等根据玩家的偏好创建角色。另一方面,当正在进行游戏时,因为指示游戏结果的历史数据(参看图13)存储在中心服务器3的RAM 303中,历史数据从中心服务器3中提出以在游戏结束时设置角色的外貌、能力、特性等(ST3b)。When performing a new game after performing the process of
在完成ST 3(ST 3a或ST 3b)的过程之后,任务接受的形式接下来选择(ST 4)。如上所述,任务从行会接受。单个玩家接受任务的单人模式,或者玩家与其他玩家一起接受任务的多人模式可以被选择。清除任务的玩家数目越多,任务清除时获得的奖金越少。另外,在关于第二发明的实施方案中,任务清除时获得的奖金根据清除任务的玩家数目成比例地分配。因此,当单人模式被选择时,因为单个玩家必须清除任务,玩家可以获得许多奖金,虽然任务难度升高。另一方面,当多人模式被选择时,玩家仅可以与其他玩家一起清除任务,仅少量奖金被获得,虽然任务难度降低。After completing the process of ST 3 (ST 3a or ST 3b), the form of task acceptance is next chosen (ST 4). As mentioned above, tasks are accepted from guilds. A single player mode in which a single player accepts quests, or a multiplayer mode in which players accept quests with other players can be selected. The more players who clear the mission, the less bonus they get when the mission is cleared. In addition, in the embodiment related to the second invention, the bonus obtained when the mission is cleared is distributed proportionally according to the number of players who cleared the mission. Therefore, when the single player mode is selected, the player can get many bonuses because a single player has to clear the mission, although the difficulty of the mission is increased. On the other hand, when multiplayer mode is selected, players can only clear missions with other players, and only a small bonus is obtained, although the mission difficulty is reduced.
ST 4的过程完成之后,游戏开始,并且与玩家相对应的角色出现在行会中,并且可以在行会中采取各种动作(ST 5)。在行会中,玩家可以执行,例如下面(i)~(v)(参看图17A和17B)。After the process of
(i)查阅或接受任务(仅在任务接受之前)(i) review or accept a quest (only before the quest is accepted)
在本实施方案中,例如,存在多个类型的任务例如严肃的任务和古怪的任务(参看图20,图21A)。通过从这些任务中选择玩家感兴趣的任务,任务的细节可以被查阅(参看图21B)。一旦玩家查阅任务,理解其细节,并且选择参与其中,玩家接受任务(参看图21C)。In the present embodiment, for example, there are multiple types of missions such as serious missions and quirky missions (see FIG. 20 , FIG. 21A ). By selecting a mission of interest to the player from among these missions, details of the mission can be viewed (see FIG. 21B ). Once the player reviews the mission, understands its details, and chooses to participate, the player accepts the mission (see Figure 21C).
(ii)收集其他角色或任务的信息(ii) Gather information for other roles or tasks
其他角色或任务的信息可以在行会中获得。特别地,攻击任务的提示,在虚拟游戏空间中出现的妖怪的信息,以及可以获得的物品等的信息可以通过支付可以在游戏上使用的预先确定量的金钱来获得。关于其他角色的信息,能够获得关于哪种角色存在于虚拟游戏空间中以及角色涉及哪种冒险中的信息。应当注意,可以在(ii)的过程中获得的信息是在程序中预先设置的信息,而不是可以从其他玩家获得的信息。Information about other characters or quests can be obtained in the guild. In particular, hints of attack missions, information on monsters appearing in the virtual game space, and information on items that can be obtained can be obtained by paying a predetermined amount of money that can be used on the game. With regard to other characters, it is possible to obtain information about which characters exist in the virtual game space and which adventures the characters are involved in. It should be noted that the information that can be obtained in the process of (ii) is the information preset in the program, not the information that can be obtained from other players.
(iii)获得清除任务的奖金(仅当清除任务时)。(iii) Get a bonus for clearing missions (only when clearing missions).
这里,与清除任务的玩家(与玩家相对应的角色)的等级值相对应的经验值,或者可以在游戏上使用的金钱从行会支付。但是,当任务在多人模式中清除时,清除任务的玩家数目越多,奖金越少。此外,在关于第二发明的实施方案中,当与清除任务的玩家(与玩家相对应的角色)等级相对应的经验值,或者可以在游戏上使用的金钱从行会支付时,并且当任务在多人模式中清除时,奖金除以清除任务的玩家数目。Here, the experience value corresponding to the level value of the player (character corresponding to the player) who clears the mission, or money usable on the game is paid from the guild. However, when the mission is cleared in multiplayer mode, the more players clear the mission, the less the bonus. Furthermore, in the embodiment regarding the second invention, when the experience value corresponding to the level of the player (character corresponding to the player) who clears the mission, or the money that can be used on the game is paid from the guild, and when the mission When clearing in multiplayer, the bonus is divided by the number of players clearing the mission.
(iv)使用布告板(iv) Use bulletin boards
行会的布告板可以由玩家使用以写消息在上面。由每个玩家写的消息显示在终端设备1的第一显示器11上(参看图24A~24C)。布告板可以由玩家使用来交换信息,其中消息写到其他玩家使得关于任务的信息可以被交换,并且玩家可以被邀请到任务。Guild notice boards can be used by players to write messages on them. Messages written by each player are displayed on the
(v)交易财产(角色拥有的物品)(v) Trading property (items owned by characters)
角色在虚拟游戏空间中获得的物品,或者作为清除任务的奖金获得的物品可以通过行会交易。Items acquired by characters in the virtual game space, or as bonuses for clearing missions, can be traded through guilds.
(vi)开始任务并移动到任务游戏(仅在任务接受之后)(vi) Start quest and move to quest game (only after quest accepted)
当任务在上面过程(i)中接受时,可以通过执行(vi)的过程转换到任务游戏。When the mission is accepted in the above procedure (i), it is possible to switch to the mission game by performing the procedure of (vi).
在上述过程ST 5中,玩家可以通过借助于触摸板14触摸显示在第一显示器11上的图像来输入各种指令。In the above-described process ST5, the player can input various instructions by touching an image displayed on the
在ST 5中,当上述过程(vi)完成时,转换到任务游戏(ST 6)。任务游戏是从行会接受的任务被执行,并且形成本实施方案中游戏核心的游戏。在ST 6的任务游戏中,玩家使用各种按钮118和操作杆119来操作与玩家相对应的角色,并且在虚拟游戏空间中进行冒险。如果角色的生存能力因来自妖怪的攻击等而变成零,游戏结束(ST 7)。In
此外,在任务游戏中,当代表其他角色的角色图像显示在第一显示器11上时,聊天按钮也显示在第一显示器11上。此时,当通过触摸板14触摸聊天按钮时,聊天窗口打开,并且多个类型的聊天消息显示在聊天窗口中。玩家使用触摸板14从多个类型的聊天消息中触摸聊天消息的任何一个,从而可以输入聊天消息。而且,通过借助于触摸板14触摸代表作为聊天消息目的地的角色的角色图像,聊天消息可以经由游戏机廊服务器2发送到操作作为目的地的角色的玩家的终端设备1。Furthermore, in the mission game, when character images representing other characters are displayed on the
而且,在关于第二发明的实施方案中,通过借助于触摸板14触摸聊天消息,并且进一步通过触摸代表作为聊天消息目的地的角色的角色图像,聊天消息可以发送到操作作为目的地的角色的玩家的终端设备1。Moreover, in the embodiment regarding the second invention, by touching the chat message by means of the touch panel 14, and further by touching the character image representing the character as the destination of the chat message, the chat message can be sent to the character operating as the destination. Player's
当在ST 6中清除任务时,玩家返回到ST 5的行会,接收清除任务的奖金,接受新的任务,并再次移动到任务游戏。如上所述,本实施方案中的游戏是通过交替地执行行会(ST 5)和任务游戏(ST 6)而进行的游戏。When clearing a quest in
接下来,如上所述当进行游戏时在本实施方案的游戏系统中执行的处理被描述。图9是显示直到ID卡发出时卡片机6、游戏机廊服务器2和中心服务器3中的处理流程的流程图。Next, processing executed in the game system of the present embodiment when playing a game as described above is described. FIG. 9 is a flowchart showing the flow of processing in the
首先,卡片机6的CPU 601接受硬币插入到卡片机6中(步骤S600)。当接收到当硬币检测到时从硬币传感器615输出的预先确定的信号时,CPU 601接受通过玩家操作的个人数据(例如,名字或名称,生日,血型,星座等)的输入(步骤S601)。CPU 601还接受通过玩家操作的密码的输入(步骤S602)。该密码当玩家的身份验证通过中心服务器3执行时使用。接下来,CPU 601借助于通信接口电路604将输入的个人数据和密码通过专用线路5经由游戏机廊服务器2传送到中心服务器3(步骤S603)。First, the
中心服务器3的CPU 301将从终端设备1发送的个人数据和密码存储在RAM 303中(步骤S310)。因此,玩家注册在中心服务器3中,然后CPU 301发送响应信号到终端设备1(步骤S311)。The CPU 301 of the
卡片机6的CPU 601从存储在卡片机6内的多个ID卡8中提取一个ID卡8(步骤S604)。然后CPU 601将存储在所提取ID卡8中的ID数据发送到中心服务器3(步骤S605),并且排出ID卡8。结果,玩家可以获得ID卡8。另一方面,接收ID数据的中心服务器3将ID数据关联到存储在RAM 303中的个人数据和密码,此后存储它(步骤S312)。The
在本实施方案的游戏系统中,每个终端设备1和经由专用线路5连接到终端设备1的游戏机廊服务器2彼此交换数据,从而游戏继续进行。存储在经由专用线路5连接到每个终端设备1的游戏机廊服务器2的RAM 203中,和此时在中心服务器3的RAM 303中的玩家参与信息使用图10描述。In the game system of the present embodiment, each
图10是显示关于玩家参与的信息的图。从左边的列开始,关于中心服务器3接受参与游戏的顺序的接受顺序(RN),关于作为终端设备1标识信息的机器ID(CN),以及关于作为游戏机廊服务器2标识信息的游戏机廊服务器符号(SN)的信息项被存储。在本实施方案的游戏中,预先确定数目的玩家(20,例如)可以参与同一游戏,并且玩家参与的情况由图10中所示的玩家参与信息管理。FIG. 10 is a diagram showing information about player participation. From the column on the left, about the acceptance order (RN) of the order in which the
图11A~11C是说明由游戏机廊服务器A,B和C执行的数据传输处理细节的图。图11A,11B和11C是说明分别由游戏机廊服务器A,B和C执行的处理的细节的图。图左边的列列出作为由游戏机廊服务器2(游戏机廊服务器A,B或C)接收的数据的源的终端设备1的机器ID(CN),以及在由游戏机廊服务器2接收之前数据经过的游戏机廊服务器2的游戏机廊服务器符号(SN)。图右边的列列出作为从游戏机廊服务器2(游戏机廊服务器A,B或C)发送的数据的目的地的终端设备1的机器ID(CN),以及在由终端设备1接收之前数据经过的游戏机廊服务器2的游戏机廊服务器符号(SN)。应当注意,当接收从参与游戏的终端设备1(例如,终端设备a1等)发送的数据时,每个游戏机廊服务器A,B和C包括的CPU 201更新存储在RAM 203预先确定区域中的各种数据。11A to 11C are diagrams illustrating details of data transfer processing performed by arcade servers A, B, and C. FIG. 11A, 11B and 11C are diagrams illustrating details of processing performed by the arcade servers A, B and C, respectively. The column on the left side of the figure lists the machine ID (CN) of the
游戏机廊服务器A的CPU 201接收来自终端设备a1~a8中任何一个的数据,如从图11A顶部开始第二行中所示,并且将数据发送到终端设备a1~a8的其他以及游戏机廊服务器B和C。游戏机廊服务器B的CPU 201然后经由游戏机廊服务器A接收来自终端设备a1~a8中任何一个的数据,如从图11B顶部开始第二行中所示,并且将数据发送到终端设备b1~b8。游戏机廊服务器C的CPU 201经由游戏机廊服务器A接收来自终端设备a1~a8中任何一个的数据,如从图11C顶部开始第二行中所示,并且发送数据到终端设备c1~c8。The CPU 201 of the arcade server A receives data from any one of the terminal devices a1-a8, as shown in the second row from the top of FIG. 11A, and transmits the data to the others of the terminal devices a1-a8 and the arcade. Servers B and C. The CPU 201 of the arcade server B then receives data from any one of the terminal devices a1-a8 via the arcade server A, as shown in the second row from the top of FIG. 11B , and transmits the data to the terminal devices b1-a8. b8. The CPU 201 of the arcade server C receives data from any one of the terminal devices a1-a8 via the arcade server A, as shown in the second row from the top of FIG. 11C, and sends the data to the terminal devices c1-c8.
游戏机廊服务器B的CPU 201接收来自终端设备b1~b8中任何一个的数据,如从图11b顶部开始第三行中所示,并且将数据发送到游戏机廊服务器A。游戏机廊服务器A的CPU 201然后经由游戏机廊服务器B接收来自终端设备b1~b8中任何一个的数据,如从图11A顶部开始第三行中所示,并且将数据发送到终端设备a1~a8,终端设备b1~b8的其他,以及终端设备c1~c8。游戏机廊服务器C的CPU 201经由游戏机廊服务器B和A接收来自终端设备b1~b8中任何一个的数据,如从图11C顶部开始第三行中所示,并且发送数据到终端设备c1~c8。The CPU 201 of the arcade server B receives data from any one of the terminal devices b1 to b8, as shown in the third row from the top of FIG. 11b, and sends the data to the arcade server A. The CPU 201 of the arcade server A then receives data from any one of the terminal devices b1-b8 via the arcade server B, as shown in the third row from the top of FIG. 11A, and transmits the data to the terminal devices a1-b8. a8, others of terminal equipment b1-b8, and terminal equipment c1-c8. The CPU 201 of the arcade server C receives data from any one of the terminal devices b1 to b8 via the arcade servers B and A, as shown in the third row from the top of FIG. 11C , and sends the data to the terminal devices c1 to b8. c8.
类似地,游戏机廊服务器C的CPU 201接收来自终端设备c1~c8中任何一个的数据,如从图11C顶部开始第四行中所示,并且将数据发送到游戏机廊服务器A。游戏机廊服务器A的CPU 201然后经由游戏机廊服务器C接收来自终端设备c1~c8中任何一个的数据,如从图11A顶部开始第四行中所示,并且将数据发送到终端设备a1~a8,终端设备b1~b8,以及终端设备c1~c8的其他。游戏机廊服务器B的CPU 201经由游戏机廊服务器C和A接收来自终端设备c1~c8中任何一个的数据,如从图11B顶部开始第四行中所示,并且发送数据到终端设备b1~b8。Similarly, the CPU 201 of the arcade server C receives data from any one of the terminal devices c1 to c8, as shown in the fourth row from the top of FIG. 11C , and sends the data to the arcade server A. The CPU 201 of the arcade server A then receives data from any one of the terminal devices c1~c8 via the arcade server C, as shown in the fourth row from the top of FIG. 11A, and transmits the data to the terminal devices a1~c8. a8, terminal equipment b1-b8, and others of terminal equipment c1-c8. The CPU 201 of the arcade server B receives data from any one of the terminal devices c1~c8 via the arcade servers C and A, as shown in the fourth row from the top of FIG. 11B, and sends the data to the terminal devices b1~c8. b8.
以这种方式,CPU 201在游戏机廊服务器A,B和C之间传送来自每个终端设备1的数据,从而每当来自每个终端设备1的数据被接受时,存储在RAM 203中的各种数据被更新。因此,每个终端设备1使用存储在RAM 203中的数据来继续进行游戏,从而游戏进行中的时间同步(匹配游戏的进行状态)可以容易地在终端设备1之间控制。In this way, the CPU 201 transmits data from each
特别地,最初接受参与游戏的游戏机廊服务器2(游戏机廊服务器A这里)接收来自由专用线路5连接的终端设备1的数据,发送数据到所有其他终端设备1,同时通过上述其他游戏机廊服务器(游戏机廊服务器B或C)接收来自经由专用线路5连接到其他游戏机廊服务器2(这里游戏机廊服务器B或C)的终端设备1的数据,并且发送数据到所有其他终端设备1。此外,上述其他游戏机廊服务器2(游戏机廊服务器B或C)通过游戏机廊服务器2(游戏机廊服务器A)接收来自经由专用线路5连接的终端设备1的数据,并且将数据发送到经由专用线路5连接的终端设备1。In particular, the game arcade server 2 (the game arcade server A here) that initially accepts participation in the game receives data from the
图12是显示直到游戏开始时终端设备1、游戏机廊服务器2和中心服务器3中的处理流程的流程图。首先,终端设备1的CPU 101接受硬币插入到硬币插入槽15中(步骤S100)。当接收到当硬币被检测到时从硬币传感器115输出的预先确定的信号时,CPU 101通过ID卡读卡器116从插入到ID卡插入槽16中的ID卡8中读取玩家的ID数据(步骤S101)。接下来,CPU 101接受通过玩家操作的密码的输入(步骤S102)。CPU 101然后借助于通信接口电路104将读取的ID数据和由玩家操作输入的密码经由专用线路5通过游戏机廊服务器2发送到中心服务器3(步骤S103)。FIG. 12 is a flowchart showing the flow of processing in the
中心服务器3的CPU 301确定从终端设备1接收的ID数据是否存在于存储在RAM 303中的ID数据中,并且当确定ID数据存在时,通过确定与ID数据相关并且存储在RAM 303中的玩家密码是否与从终端设备1接收的密码相匹配来执行身份验证(步骤S301)。应当注意,CPU 301参考存储在RAM 303中的历史数据,并且确定玩家是试图进行新游戏的玩家还是正在进行游戏的玩家。The CPU 301 of the
中心服务器3的CPU 301然后更新存储在RAM 303中的玩家参与信息(参看图10)(步骤S302),并且将玩家参与信息发送到游戏机廊服务器2以更新存储在游戏机廊服务器2的RAM 203中的玩家参与信息(步骤S201)。接下来,中心服务器3的CPU 301将身份验证结果作为响应信号发送到终端设备1(步骤S303)。The CPU 301 of the
终端设备1的CPU 101基于从中心服务器3接收的响应信号,确定开始游戏的玩家是进行新游戏的玩家还是正在进行游戏的玩家(步骤S104)。The CPU 101 of the
在步骤S104中,当确定开始游戏的玩家是试图进行新游戏的玩家时,CPU 101基于玩家的操作执行角色的创建(步骤S105)。在该处理中,当观看到第一显示器11上的图像显示时,玩家使用触摸板14输入选择与玩家相对应的角色(由玩家操作的角色)的外貌、能力、特性等的指令,并且CPU 101创建与指令相对应的角色。CPU 101也将与进行新游戏的玩家相对应的角色的等级值设置为初始值(例如,等级值1)。CPU 101然后基于步骤S105中处理的结果产生关于玩家的信息和玩家信息(参看图14),包括多个项例如与玩家相对应的角色的能力值,将信息存储在RAM 103中,从而执行角色设置(步骤S107)。存储在RAM 103中的玩家信息包含关于与进行新游戏的玩家相对应的角色的等级值的数据。RAM 103用作存储玩家等级值的等级存储装置。应当注意,图14中所示的玩家信息指示与参与游戏的所有玩家相关的玩家信息,而在该处理中产生的玩家信息仅指示一个玩家的预先确定项。当执行步骤S105和S107的处理时,CPU 101用作等级设置装置,用于根据游戏结果设置预先确定的值,并且将通过关联到玩家ID数据而设置的等级作为等级值存储在RAM 103(等级存储装置)中。In step S104, when it is determined that the player who started the game is the player who is trying to play a new game, the CPU 101 performs creation of a character based on the player's operation (step S105). In this process, while viewing the image display on the
应当注意,在关于第二发明的实施方案中,在步骤S104中,当确定开始游戏的玩家是试图进行新游戏的玩家时,CPU 101基于玩家的操作执行角色的创建(步骤S105)。在该处理中,当观看到第一显示器11上的图像显示时,玩家使用触摸板14输入选择与玩家相对应的角色(由玩家操作的角色)的外貌、能力、特性等的指令,并且CPU 101创建与指令相对应的角色。CPU 101然后基于步骤S105中处理的结果产生关于玩家的信息和玩家信息(参看图14),包括多个项例如与玩家相对应的角色的能力值,从而执行角色设置(步骤S107)。应当注意,图14中所示的玩家信息指示与参与游戏的所有玩家相关的玩家信息,而在该处理中产生的玩家信息仅指示一个玩家的预先确定项。It should be noted that in the embodiment regarding the second invention, in step S104, when it is determined that the player who started the game is the player who is trying to play a new game, the CPU 101 executes creation of a character based on the player's operation (step S105). In this process, while viewing the image display on the
在步骤S104中,另一方面,当确定开始游戏的玩家是正在进行游戏的玩家时,CPU 101借助于通信接口电路104将请求玩家历史数据的信号经由专用线路5发送到中心服务器3(步骤S106)。一旦中心服务器3接收到来自终端设备1的信号,中心服务器3从RAM 303中读出玩家的历史数据,并且将历史数据发送到终端设备1(步骤S304)。In step S104, on the other hand, when it is determined that the player who starts the game is the player who is playing the game, the CPU 101 sends a signal requesting the player history data to the
图13A和13B是显示历史数据实例的图。图13A中所示的历史数据是此刻玩家和角色的历史数据(在下文也称作“玩家历史数据”)。图13B中所示的历史数据是指示玩家(与玩家相对应的角色)游戏过程的历史数据(在下文也称作“游戏历史数据”)。这些历史数据在预先确定的时间更新(例如,当任务被清除时,当接收到清除任务的奖金时,当妖怪被打倒时的时刻等)。13A and 13B are graphs showing examples of historical data. The historical data shown in FIG. 13A is historical data of players and characters at this moment (hereinafter also referred to as "player historical data"). The history data shown in FIG. 13B is history data (hereinafter also referred to as "game history data") indicating the game progress of the player (character corresponding to the player). These historical data are updated at predetermined times (eg, when a mission is cleared, when a bonus for clearing a mission is received, when a bogeyman is defeated, etc.).
玩家历史数据包括项目例如玩家的ID数据,玩家的名字,等级(等级值),武器,防护装备,角色的财产,零用钱,技术等级等,如图13A中所示。此外,如图13B中所示,对于由玩家清除的每个任务,游戏历史数据包括多个历史数据项,包括多个类型的单元例如任务清除时的日期和时间,参与任务的玩家,任务清除时的等级(等级值),所需时间,获得奖金等。The player history data includes items such as player's ID data, player's name, level (level value), weapon, protective equipment, character's property, pocket money, skill level, etc., as shown in FIG. 13A. In addition, as shown in FIG. 13B , for each mission cleared by the player, the game history data includes a plurality of historical data items including multiple types of units such as date and time when the mission was cleared, players who participated in the mission, mission clearing When the level (level value), the required time, bonuses and so on.
在步骤S304中,图13A和13B中所示的这种历史数据从中心服务器3发送到终端设备1。从中心服务器3接收历史数据的终端设备1的CPU 101使用历史数据产生关于玩家的信息和玩家信息,包括多个项目例如与玩家相对应的角色的能力值(参看图14),将信息存储在RAM103中,从而执行角色设置(步骤S107)。关于角色的能力值,CPU101基于包括在历史数据中的玩家(与玩家相对应的角色)的等级值,参考存储在ROM 102中的能力值设置值表来确定角色的能力值。应当注意,图14中所示的玩家信息指示与参与游戏的所有玩家相关的玩家信息,而在该处理中产生的玩家信息仅指示一个玩家的预先确定项。当执行步骤S107的处理时,CPU 101用作等级设置装置,用于根据游戏结果设置预先确定的等级,并且将通过关联到玩家ID数据而设置的等级作为等级值存储在RAM 103(等级存储装置)中。Such history data shown in FIGS. 13A and 13B is transmitted from the
应当注意,关于第二发明的实施方案中步骤S304中的处理与上面大约相同,而如下稍微不同。特别地,在步骤S304中,图13A和13B中所示的这种历史数据从中心服务器3发送到终端设备1。从中心服务器3接收历史数据的终端设备1的CPU 101使用历史数据产生关于玩家的信息和玩家信息,包括多个项目例如与玩家相对应的角色的能力值(参看图14),从而执行角色设置(步骤S107)。关于角色的能力值,CPU 101基于包括在历史数据中的玩家(与玩家相对应的角色)的等级,参考存储在ROM 102中的能力值设置值表来确定角色的能力值。应当注意,图14中所示的玩家信息指示与参与游戏的所有玩家相关的玩家信息,而在该处理中产生的玩家信息仅指示一个玩家的预先确定项。It should be noted that the processing in step S304 in the embodiment regarding the second invention is about the same as above, and slightly different as follows. Specifically, such history data shown in FIGS. 13A and 13B is transmitted from the
在步骤S107的处理完成之后,CPU 101接受任务接受的形式被选择(步骤S108)。在该处理中,当观看到第一显示器11上的图像显示时,玩家操作触摸板14来输入选择单个玩家接受任务的单人模式,或者玩家与其他玩家一起接受任务的多人模式的输入指令。CPU 101将与输入指令相对应的数据存储在存储于RAM 103中的玩家信息的任务接受形式的列中(参看图14)。应当注意,图14中所示的玩家信息指示与参与游戏的所有玩家相关的玩家信息,而该处理中存储在任务接受形式的列中的数据是仅单个玩家的数据。After the processing of step S107 is completed, the form in which the CPU 101 accepts job acceptance is selected (step S108). In this process, while viewing the image display on the
应当注意,在关于第二发明的实施方案中,CPU 101用作根据由玩家使用触摸板14执行的输入操作,选择独自或与其他玩家一起执行游戏以便完成游戏中的某个任务的选择装置。It should be noted that in the embodiment regarding the second invention, the CPU 101 serves as selection means for selecting to execute the game alone or with other players in order to complete a certain mission in the game, based on an input operation performed by the player using the touch panel 14.
接下来,CPU 101借助于通信接口电路104将存储在RAM 103中、关于一个玩家的玩家信息经由专用线路5发送到游戏机廊服务器2(步骤S109)。Next, the CPU 101 sends the player information about one player stored in the RAM 103 to the
接下来,游戏机廊服务器2的CPU 201使用与单个玩家相关的玩家信息来执行允许玩家参与游戏的设置(步骤S202)。在该处理中,CPU 201将与单个玩家相关的玩家信息,玩家信息从终端设备1接收,增加到已经存储在RAM 203中的玩家信息。而且,CPU 201将与新参与游戏的玩家相对应的角色的游戏区域坐标设置为初始值(与行会的位置相对应的值)(参看图14)。在关于第一发明的实施方案中,CPU 201执行步骤S202的处理,借此关于玩家等级值的数据存储在RAM 203中。RAM 203用作存储玩家等级值的等级存储装置。Next, the CPU 201 of the
图14显示存储在游戏机廊服务器2的RAM 203中的玩家信息。如图14中所示,多个玩家的玩家信息(该图中五个玩家)存储在游戏机廊服务器2的RAM 203中。玩家信息包括多个项目,并且例如关于玩家的信息,角色的等级值,能力值,关于技术等级的信息,以及其他项目被存储,例如。如图中所示,在设置期间关于任务的信息存储在任务的列中。此外,关于单人模式被选择还是多人模式被选择的数据存储在任务接受形式的列中。另外,关于角色此刻存在的虚拟游戏空间中位置的数据存储在游戏区域坐标中。FIG. 14 shows player information stored in the RAM 203 of the
在步骤S202的处理完成之后,游戏在终端设备1和游戏机廊服务器2中开始(步骤S110,S203)。如图12中所示,每个玩家可以参与在根据本实施方案的游戏系统中进行的游戏,只要玩家想,并且多个玩家可以在同一虚拟游戏空间中进行同一游戏。这是MMORPG的特性之一。此外,在游戏期间,数据在游戏机廊服务器2和参与游戏的每个终端设备1之间传送,并且时间同步使用图11如上所述来控制,从而相同的玩家信息总是存储在游戏机廊服务器2的RAM 203中和终端设备1的RAM 103中。After the processing of step S202 is completed, the game starts in the
图15是显示游戏期间在终端设备1中执行的处理的概要的流程图。首先,终端设备1的CPU 101执行行会执行处理(步骤S120)。在使用图16在下文说明的行会执行处理中,任务查阅和接受,信息收集,用于清除任务的奖金的接收,行会布告板的使用或者物品的交换等可以执行,如图8的ST 5中所示。而且,当角色接受任务时行会执行处理结束,此后任务开始。FIG. 15 is a flowchart showing an outline of processing executed in the
在步骤S120的行会执行处理结束之后,CPU 101执行任务游戏执行处理(步骤S121)。任务游戏执行处理使用图27和图28在下文描述。在任务游戏执行处理中,玩家使用各种按钮118和操作杆119来操作与玩家相对应的角色,并且在虚拟游戏空间中进行冒险。玩家也可以与其他玩家交换聊天消息。当任务终止的预先确定条件满足时,该任务游戏执行处理结束。任务终止的条件包括例如清除任务,返回行会,以及达到零生存能力等。After the guild execution processing in step S120 ends, the CPU 101 executes mission game execution processing (step S121). Mission game execution processing is described below using FIGS. 27 and 28 . In the mission game execution process, the player operates the character corresponding to the player using various buttons 118 and the joystick 119, and takes an adventure in the virtual game space. Players can also exchange chat messages with other players. When the predetermined condition for mission termination is satisfied, the mission game execution process ends. Conditions for mission termination include, for example, clearing the mission, returning to the guild, and reaching zero survivability, among others.
在所述任务终止的条件满足,并且步骤S121的任务游戏执行处理结束的情况下,CPU 101确定角色的生存能力是否变成零(步骤S122)。当确定角色的生存能力变成零时,角色不能继续游戏,从而结束游戏的各种处理被执行(步骤S123),并且子例程结束。当游戏结束时,游戏机廊服务器2的CPU 201将存储在RAM 203中的游戏历史传送到中心服务器3。中心服务器3将从游戏机廊服务器2接收的游戏历史存储在RAM 303中。在关于第二发明的实施方案中,当确定角色的生存能力变为零时,结束游戏的各种处理(例如,基于玩家信息产生历史数据,发送历史数据到中心服务器3,以及其他处理)被执行(步骤S123),并且子例程结束。In the case where the mission termination condition is satisfied and the mission game execution process of step S121 ends, the CPU 101 determines whether the survivability of the character becomes zero (step S122). When it is determined that the survivability of the character becomes zero, the character cannot continue the game, so various processes for ending the game are performed (step S123), and the subroutine ends. When the game ends, the CPU 201 of the
在步骤S122中,另一方面,当确定角色的生存能力不是零时,这意味着任务终止的其他条件(例如,清除任务,返回行会等)被满足。因此,处理返回到步骤S120的行会执行处理。因此,在该游戏执行处理中,步骤S120的行会执行处理和步骤S121的任务游戏执行处理重复地执行,直到角色的生存能力变成零。当然,虽然没有显示,当结束游戏的指令由玩家输入时,子例程在执行用于结束游戏的步骤S123的处理之后结束,而不管角色的生存能力是否为零。In step S122, on the other hand, when it is determined that the survivability of the character is not zero, it means that other conditions for mission termination (for example, clearing the mission, returning to the guild, etc.) are met. Therefore, the process returns to the guild execution process of step S120. Therefore, in this game execution processing, the guild execution processing of step S120 and the mission game execution processing of step S121 are repeatedly executed until the survivability of the character becomes zero. Of course, although not shown, when an instruction to end the game is input by the player, the subroutine ends after executing the process of step S123 for ending the game, regardless of whether the survivability of the character is zero.
接下来,在图15中所示流程图的步骤S120中调用之后执行的行会执行处理被描述。图16是显示在图15中所示流程图的步骤S120中调用并且由终端设备1执行的行会执行处理例程的流程图。图17A和17B是示意地显示当图16中所示子例程执行时在终端设备1的第一显示器11上显示的图像的图。Next, the guild execution process executed after calling in step S120 of the flowchart shown in FIG. 15 is described. FIG. 16 is a flowchart showing a guild execution processing routine called in step S120 of the flowchart shown in FIG. 15 and executed by the
当图16中所示的行会执行处理执行时,如图17A中所示的图像由第一表现处理部分111显示在第一显示器11上。显示角色当前位置的图像例如“行会”位于屏幕的左上部,而显示玩家指令例如“请选择做什么”的图像位于屏幕的右上部。显示选项例如“任务查阅/接受”,“布告板”,“奖金”,“信息收集”,“财产的交换”的图像位于屏幕中心从顶部开始。玩家可以通过使用触摸板14触摸显示选择的图像来输入与选项相对应的指令。When the guild execution processing shown in FIG. 16 is executed, an image as shown in FIG. 17A is displayed on the
一旦图16中所示子例程执行时,CPU 101首先确定任务查阅/接受的指令是否输入(步骤S130)。玩家通过经由触摸板14触摸显示“任务查阅/接受”选项的图像来输入该指令。当确定任务查阅/接受的指令输入时,CPU 101执行任务查阅/接受处理(步骤S131)。该任务查阅/接受处理使用图18在下文详细描述。如图17B中所示,显示在第一显示器11上的“任务查阅/参考”的选项变成“任务开始”的选项。Once the subroutine shown in FIG. 16 is executed, the CPU 101 first determines whether an instruction of task reference/acceptance is input (step S130). The player inputs the instruction by touching an image displaying the option of “mission review/acceptance” via the touch panel 14 . When it is determined that an instruction of job reference/acceptance is input, the CPU 101 executes job reference/acceptance processing (step S131). This job referral/acceptance process is described in detail below using FIG. 18 . As shown in FIG. 17B, the option of "task review/reference" displayed on the
接下来,CPU 101确定使用布告板的指令是否输入(步骤S132)。玩家通过经由触摸板14触摸显示“布告板”选项的图像来输入该指令。当确定使用布告板的指令输入时,CPU 101执行布告板使用处理(步骤S133)。该布告板使用处理使用图22在下文详细描述。Next, the CPU 101 determines whether an instruction to use the bulletin board is input (step S132). The player inputs the instruction by touching an image displaying the option “Notice Board” via the touchpad 14 . When it is determined that an instruction to use the billboard is input, the CPU 101 executes a billboard use process (step S133). This notice board use process is described in detail below using FIG. 22 .
接下来,CPU 101确定奖金支付请求的指令是否输入(步骤S134)。玩家通过经由触摸板14触摸显示“奖金”选项的图像来输入该指令。当确定奖金支付请求的指令输入时,CPU 101执行奖金支付处理(步骤S135)。该奖金支付处理使用图25在下文详细描述。Next, the CPU 101 determines whether an instruction of a bonus payment request is input (step S134). The player enters this instruction by touching an image displaying the "bonus" option via the touchpad 14 . When it is determined that an instruction of a bonus payment request is input, the CPU 101 executes bonus payment processing (step S135). This bonus payment processing is described in detail below using FIG. 25 .
接下来,CPU 101确定收集信息的指令是否输入(步骤S136)。玩家通过经由触摸板14触摸显示“信息收集”选项的图像来输入该指令。当确定信息收集的指令输入时,各种信息显示处理被执行(步骤S137)。在该处理中,游戏机廊服务器2的CPU 201执行存储在ROM202中的程序,由此CPU 101从游戏机廊服务器2的ROM 203中获取所选信息(例如,与其他角色或任务相关的信息),并且基于该信息,借助于第一表现处理部分111将代表该信息的图像显示在第一显示器11上。Next, the CPU 101 determines whether an instruction to collect information is input (step S136). The player inputs the instruction by touching an image displaying an option of “information collection” via the touch panel 14 . When an instruction to determine information collection is input, various information display processing is performed (step S137). In this process, the CPU 201 of the
接下来,CPU 101确定交换财产的指令是否输入(步骤S138)。玩家通过经由触摸板14触摸显示“财产交换”选项的图像来输入该指令。当确定交换财产的指令输入时,财产交换处理被执行(步骤S139)。在该处理中,当玩家从角色的财产中选择玩家希望卖给行会的财产时,指令发送到游戏机廊服务器2,并且游戏机廊服务器2的CPU201增加存储在RAM 203中的玩家信息的金钱,并且执行删除财产数据的处理。另一方面,当玩家选择由行会出售的物品时,指令发送到游戏机廊服务器2,并且游戏机廊服务器2的CPU 201减少存储在RAM203中的玩家信息的零用钱,并且执行增加物品数据的处理。Next, the CPU 101 determines whether an instruction to exchange property is input (step S138). The player inputs this instruction by touching an image displaying the option of “property exchange” via the touch panel 14 . When it is determined that an instruction to exchange assets is input, an asset exchange process is executed (step S139). In this process, when the player selects the property that the player wishes to sell to the guild from the property of the character, an instruction is sent to the
接下来,CPU 101确定开始任务的指令是否输入(步骤S140)。玩家通过经由触摸板14触摸显示“任务开始”选项的图像来输入该指令,当图17B中所示图像显示在第一显示器11上时。当确定任务开始的指令输入时,子例程结束。另一方面,当确定任务开始的指令没有输入时,处理返回到步骤S130。Next, the CPU 101 determines whether an instruction to start a job is input (step S140). The player inputs the instruction by touching an image displaying the option of "Mission Start" via the touch panel 14, while the image shown in FIG. 17B is displayed on the
图18是显示在图16中所示流程图的步骤S131中调用并且由终端设备1执行的任务查阅/接受处理例程的流程图。图19是显示根据图18中所示由终端设备1执行的子例程、由游戏机廊服务器2执行的处理的流程图。FIG. 18 is a flowchart showing a role reference/acceptance processing routine called in step S131 of the flowchart shown in FIG. 16 and executed by the
首先,终端设备1的CPU 101借助于通信接口电路104将任务列表请求信号经由专用线路5发送到游戏机廊服务器2(步骤S1310)。该处理对应于图19的步骤S3310的处理,其中当游戏机廊服务器2的CPU 201接收到来自终端设备1的任务列表请求信号时,CPU 201从存储在ROM 202中的任务列表数据中提取与玩家此刻可以参与的任务相关的任务列表数据,并且将它发送到终端设备1。First, the CPU 101 of the
图20是显示任务列表数据的实例的图。包括两位符号的任务代码(例如“AA”,“AB”等)存储在最左列中,任务代码分别分配给任务。此外,每个任务中可参与玩家的数目存储在右列中。“1”作为单人模式的可参与玩家数目而存储,并且“4”作为多人模式的可参与玩家数目而存储。应当注意,在关于第二发明的实施方案中,可参与玩家的数目相当于本发明中的玩家数目。Fig. 20 is a diagram showing an example of task list data. Task codes including two-digit symbols (such as "AA", "AB", etc.) are stored in the leftmost column, and the task codes are assigned to tasks respectively. Also, the number of players that can participate in each mission is stored in the right column. "1" is stored as the number of players that can participate in the single mode, and "4" is stored as the number of players that can participate in the multiplayer mode. It should be noted that, in the embodiment regarding the second invention, the number of players who can participate is equivalent to the number of players in the present invention.
在本实施方案中,提供有单人模式的可参与玩家数目是1而多人模式的可参与玩家数目是4的情况的说明。但是,本发明并不局限于该实例。例如,单人模式的可参与玩家数目是0的任务可以存在。在这种情况下,玩家不能以单人模式参与该任务,从而多人模式必须被选择。多人模式的可参与玩家数目也不特殊限制。In this embodiment, an explanation is provided for a case where the number of players available for participation in the single-player mode is 1 and the number of players available for participation in the multiplayer mode is four. However, the present invention is not limited to this example. For example, a mission in which the number of players available to participate in the single-player mode is 0 may exist. In this case, the player cannot participate in the mission in single player mode, so multiplayer mode must be selected. The number of players that can participate in the multiplayer mode is not particularly limited.
任务“AA”的细节是“希望递送包裹给Mr.XX”,并且可参与等级(等级值)是1。应当注意,可参与等级(等级值)是接受任务所必须的最小等级(等级值),并且如果玩家没有达到该等级(等级值),他不能接受任务。任务“AB”的细节是“希望保护公主●●防御妖怪△△”,并且可参与等级(等级值)是3。任务“AC”的细节是“希望在洞穴○○中搜寻隐藏的宝藏”,并且可参与等级(等级值)是5。任务“AD”的细节是“希望在孤岛□□上搜寻隐藏的宝藏”,并且可参与等级(等级值)是7。任务“AE”的细节是“希望搜寻古迹以解开■■迷题”,并且可参与等级(等级值)是9。任务“AF”的细节是“搜寻没有人曾经开采的陆地”,并且可参与等级(等级值)是11。任务的难度以“AA”到“AF”的顺序升高,并且可参与等级(等级值)也根据任务的难度而变高。本发明中的任务(条件)并不局限于该实例,当然,不特殊限制,只要它可以设置在游戏中。The details of the task "AA" are "Desire to deliver a package to Mr. XX", and the participable level (level value) is 1. It should be noted that the participable level (level value) is the minimum level (level value) necessary to accept the mission, and if the player does not reach this level (level value), he cannot accept the mission. The details of the quest "AB" are "Want to protect the princess ●● defend against monsters △△", and the level (level value) available for participation is 3. The details of the task "AC" are "want to search for hidden treasure in the cave ○○", and the participable level (level value) is 5. The details of the task "AD" are "I hope to search for hidden treasures on an isolated island", and the level of participation (level value) is 7. The details of the quest "AE" are "I want to search for the ancient site to solve the puzzle" and the level (level value) that can be participated is 9. The details of the task "AF" are "search for land that no one has ever mined", and the level (level value) that can be participated is 11. The difficulty of the mission increases in the order of "AA" to "AF", and the participation possible level (level value) also becomes high according to the difficulty of the mission. The task (condition) in the present invention is not limited to this example, of course, is not particularly limited as long as it can be set in the game.
在步骤S1310的处理之后,CPU 101确定任务列表数据是否从游戏机廊服务器2接收到(步骤S1311)。当确定任务列表数据没有接收到时,处理返回到步骤S1310。另一方面,当确定任务列表数据从游戏机廊服务器2接收到时,CPU 101控制第一表现处理部分111,并且执行使得第一显示器11显示图21A中所示图像的处理(步骤S1312)。After the processing of step S1310, the CPU 101 determines whether task list data has been received from the arcade server 2 (step S1311). When it is determined that task list data has not been received, the process returns to step S1310. On the other hand, when it is determined that the task list data is received from the
图21A是显示当步骤S1312的处理执行时在第一显示器11上显示的图像实例的图。显示角色当前位置的图像例如“行会”位于屏幕的左上部,并且显示玩家指令的图像,例如“你喜欢哪个任务?”位于屏幕的右上部。显示任务细节的图像顺序地显示在屏幕中间从顶部开始,例如“递送包裹给Mr.XX”,“保护公主●●防御妖怪△△”,“洞穴○○中的隐藏宝藏”,“在孤岛□□上搜寻”,以及“古迹的迷题”。显示“查阅”和“接受”选项的图像根据每个任务而布置。玩家可以通过触摸板14触摸显示选项的图像来输入与选项相对应的指令。例如,通过借助于触摸板14触摸显示与“洞穴○○中的隐藏宝藏”相对应的“查阅”选项的图像,关于“洞穴○○中的隐藏宝藏”的信息可以获得。此外,通过借助于触摸板14触摸显示与“洞穴○○中的隐藏宝藏”相对应的“接受”选项的图像,任务“洞穴○○中的隐藏宝藏”可以接受。FIG. 21A is a diagram showing an example of an image displayed on the
在步骤S1312的处理之后,CPU 101确定任务查阅的指令是否输入(步骤S1313)。该指令可以通过借助于触摸板14触摸显示“查阅”选项的图像来输入。当确定任务查阅的指令输入时,CPU 101借助于通信接口电路104将任务查阅请求信号经由专用线路5发送到游戏机廊服务器2(步骤S1314)。该处理对应于图19的步骤S3312。接收来自终端设备1的任务查阅请求信号的游戏机廊服务器2从存储在ROM 202中的任务参考数据中提取与所请求任务相关的任务参考数据(例如,任务的细节在其中描述的数据,显示细节的动态图像或静态图像等),并且将提取的任务参考数据发送到终端设备1。After the processing of step S1312, the CPU 101 determines whether an instruction for job reference is input (step S1313). This instruction can be input by touching an image displaying the "Review" option by means of the touch panel 14 . When it is determined that the instruction for task review is input, the CPU 101 sends a task review request signal to the
当在步骤S1313中确定任务查阅的指令没有输入时,或者当步骤S1314的处理完成时,CPU 101然后确定任务参考数据是否接收到(步骤S1315)。当确定任务参考数据接收到时,CPU 101控制第一表现处理部分111,并且执行使得第一显示器11显示图21B中所示图像的处理(步骤S1316)。When it is determined in step S1313 that an instruction for job reference has not been input, or when the processing of step S1314 is completed, the CPU 101 then determines whether job reference data has been received (step S1315). When it is determined that the task reference data is received, the CPU 101 controls the first presentation processing section 111, and executes a process of causing the
图21B是显示当步骤S1316的处理执行时在第一显示器11上显示的图像实例的图。显示角色当前位置的图像例如“行会”位于屏幕的左上部,并且显示被查阅任务的名字的图像,例如“关于洞穴○○中的隐藏宝藏”位于屏幕的右上部。显示洞穴○○入口的图像位于屏幕的左侧。在屏幕的右侧,显示说明任务细节的消息的图像被布置,并且同样显示“接受”和“返回”选项的图像被布置。FIG. 21B is a diagram showing an example of an image displayed on the
当在步骤S1315中确定任务参考数据没有从游戏机廊服务器2接收到时,或者当步骤S1316的处理完成时,CPU 101确定任务接受的指令是否输入(步骤S1317)。该指令可以通过借助于触摸板14触摸显示“接受”选项的图像来输入。当确定任务接受的指令输入时,CPU 101借助于通信接口电路104将任务接受请求信号经由专用线路5发送到游戏机廊服务器2(步骤S1318)。该处理对应于图19的步骤S3314的处理。When it is determined in step S1315 that the role reference data has not been received from the
在步骤S1317中,当确定任务接受的指令没有输入时,或者当步骤S1318的处理完成时,CPU 101确定待机图像显示命令是否从游戏机廊服务器2接收到(步骤S1319)。该处理对应于图19的步骤S3322的处理,并且待机图像显示命令包括与任务可参与玩家数目以及与注册参与者数目相关的数据。应当注意,在关于第二发明的实施方案中,已注册参与者数目相当于本发明中的进入数目。In step S1317, when it is determined that an instruction of mission acceptance has not been input, or when the processing of step S1318 is completed, the CPU 101 determines whether a standby image display command is received from the arcade server 2 (step S1319). This processing corresponds to the processing of step S3322 of FIG. 19 , and the standby image display command includes data related to the number of mission-participable players and the number of registered participants. It should be noted that in the embodiment regarding the second invention, the number of registered participants is equivalent to the number of entries in the present invention.
在步骤S1319中,当确定待机图像显示命令接收到时,CPU 101基于待机图像显示命令控制第一表现处理部分111(步骤S1320)。第一表现处理部分111使用与包含在上述待机图像显示命令中的可参与玩家数目和注册参与者数目相关的数据,来从ROM 102中提取预先确定的图像数据,并且以预先确定的优先次序将图像数据存储在视频RAM中,从而产生待机图像。第一表现处理部分111然后输出待机图像到第一显示器11。结果,图21C中所示的图像,例如显示在第一显示器11上。In step S1319, when it is determined that the standby image display command is received, the CPU 101 controls the first presentation processing section 111 based on the standby image display command (step S1320). The first representation processing section 111 extracts predetermined image data from the ROM 102 using data related to the number of participating players and the number of registered participants contained in the above-mentioned standby image display command, and draws predetermined image data in a predetermined order of priority. Image data is stored in the video RAM, thereby generating a standby image. The first rendering processing section 111 then outputs the standby image to the
图21C是显示当步骤S1320的处理执行时在第一显示器11上显示的图像实例的图。显示角色当前位置的图像例如“行会”位于屏幕的左上部,并且显示任务名字,例如“洞穴○○中的隐藏宝藏”的图像位于屏幕的右上部。此外,在屏幕的中间,显示可参与玩家数目为4,以及当前时刻注册参与者数目为3的图像被显示。FIG. 21C is a diagram showing an example of an image displayed on the
在步骤S1319中,当确定待机图像显示命令没有从游戏机廊服务器2接收到时,或者当步骤S1320的处理完成时,CPU 101然后确定通知信号是否从游戏机廊服务器2接收到(步骤S1321)。该处理对应于图19的步骤S3324的处理。In step S1319, when it is determined that the standby image display command has not been received from the
当在步骤S1321中确定通知信号接收到时,CPU 101控制第一表现处理部分111,并且使得第一显示器11显示表现任务被设置的图像,如图21D中所示(步骤S1322)。When it is determined in step S1321 that the notification signal is received, the CPU 101 controls the first presentation processing section 111, and causes the
图21D是显示当步骤S1322的处理执行时在第一显示器11上显示的图像实例的图。显示角色当前位置的图像例如“行会”位于屏幕的左上部,并且显示已接受任务的名字,例如“洞穴OO中的隐藏宝藏”的图像位于屏幕的右上部。显示洞穴○○入口的图像位于屏幕的左侧。在右侧,显示任务被接受的图像被布置。FIG. 21D is a diagram showing an example of an image displayed on the
当在步骤S1321中确定通知信号没有接收到时,或者当步骤S1322的处理完成时,CPU 101确定是否结束任务查阅/接受处理(步骤S1323)。当玩家使用触摸板14输入在结束该处理之后返回处理到图16子例程的指令时,任务查阅/接受处理结束。在步骤S1323中,当确定结束任务查阅/接受处理时,子例程结束。另一方面,当确定不结束任务查阅/接受处理时,处理移动到步骤S1313。When it is determined in step S1321 that the notification signal has not been received, or when the processing of step S1322 is completed, the CPU 101 determines whether to end the job reference/acceptance processing (step S1323). When the player uses the touch panel 14 to input an instruction to return the processing to the subroutine of FIG. 16 after finishing this processing, the mission reference/acceptance processing ends. In step S1323, when it is determined to end the job reference/acceptance process, the subroutine ends. On the other hand, when it is determined not to end the job reference/acceptance process, the process moves to step S1313.
接下来,图19中所示流程图被描述。首先,游戏机廊服务器2的CPU 201确定任务列表请求信号是否从终端设备1接收到(步骤S3310)。该处理对应于图18的步骤S1310的处理。当确定任务列表请求信号从终端设备1接收到时,游戏机廊服务器2的CPU 201从存储在ROM 22中的任务列表数据中,提取与玩家在当前时刻可以参与的任务相关的任务列表数据,并且将它发送到终端设备1(步骤S3311)。该处理对应于图18的步骤S1311,其中任务列表图像(参看图21A)显示在接收任务列表数据的终端设备1的第一显示器11上(图18,步骤S1312)。Next, the flowchart shown in Fig. 19 is described. First, the CPU 201 of the
在步骤S3310中,当确定任务列表请求信号没有接收到时,或者当步骤S3311的处理完成时,游戏机廊服务器2的CPU 201确定任务查阅请求信号是否从终端设备1接收到(步骤S3312)。该处理对应于图18的步骤S1314的处理。In step S3310, when it is determined that the task list request signal has not been received, or when the processing of step S3311 is completed, the CPU 201 of the
当在步骤S3312中确定任务查阅请求信号从终端设备1接收到时,CPU 201从存储在ROM 202中的任务参考数据中提取与所请求任务相关的任务参考数据,并且将提取的任务参考数据发送到终端设备1(步骤S3313)。该处理对应于步骤S1315,其中任务参考图像(参看图21B)显示在接收任务参考数据的终端设备1的第一显示器11上(图18,步骤S1316)。When it is determined in step S3312 that the task reference request signal is received from the
在步骤S3312中,当确定任务查阅请求信号没有接收到时,或者当步骤S3313的处理完成时,CPU 201确定包含指示由玩家选择的任务的数据的任务接受请求信号是否接收到(步骤S3314)。该处理对应于图18的步骤S1318。此时,CPU 201用作根据由玩家执行的输入操作从多个类型的条件中选择任何一个条件的条件选择装置。此外,在关于第二发明的实施方案中,在步骤S3312中,当确定任务查阅请求信号没有接收到时,或者当步骤S3313的处理完成时,CPU 201确定任务接受请求信号是否接收到(步骤S3314)。该处理对应于图18的步骤S1318。In step S3312, when it is determined that the mission review request signal has not been received, or when the processing of step S3313 is completed, the CPU 201 determines whether a mission acceptance request signal including data indicating a mission selected by the player is received (step S3314). This processing corresponds to step S1318 of FIG. 18 . At this time, the CPU 201 functions as a condition selection means for selecting any one condition from a plurality of types of conditions according to an input operation performed by the player. Furthermore, in the embodiment regarding the second invention, in step S3312, when it is determined that the job reference request signal has not been received, or when the processing of step S3313 is completed, the CPU 201 determines whether the job acceptance request signal is received (step S3314 ). This processing corresponds to step S1318 of FIG. 18 .
当在步骤S3314中确定任务接受请求信号接收到时,游戏机廊服务器2的CPU 201将包含于存储在RAM 203中的玩家信息(参看图14)中的玩家等级(等级值)与包含于存储在ROM 22中的任务列表数据(参看图20)中的可参与等级(等级值)相比较(步骤S3315)。接下来,CPU 201基于步骤S3315中的比较结果确定玩家等级(等级值)是否在任务可参与等级(等级值)之上(步骤S3316)。例如,对于图14中所示玩家信息中的玩家“d”,因为等级(等级值)是11,从而玩家可以参与可参与等级(等级值)为3的任务“AB”。另一方面,对于图14中所示玩家信息中的玩家“a”,因为等级(等级值)是1,该玩家不能参与任务“AB”。When it is determined in step S3314 that the mission acceptance request signal is received, the CPU 201 of the
当在步骤S3316中确定玩家等级(等级值)不在任务可参与等级(等级值)之上时,CPU 201将处理移动到步骤S3321,而不执行玩家参与任务的注册(步骤S3317)。When it is determined in step S3316 that the player level (level value) is not above the mission-participable level (level value), the CPU 201 moves the process to step S3321 without performing registration of the player's participation in the mission (step S3317).
另一方面,在步骤S3316中,当确定玩家等级(等级值)在任务可参与等级(等级值)之上时,CPU 201确定其他玩家是否已经执行参与任务的注册(步骤S3318)。如果确定上述其他玩家没有执行参与任务的注册,CPU 201参考存储在ROM 202中的任务列表数据,并且将与任务可参与玩家数目相关的数据存储在RAM 203中,从而设置任务的可参与玩家数目(步骤S3319)。例如,如果玩家选择单人模式,RAM203被使得存储指示可参与玩家数目为“1”的数据。此外,如果玩家选择多人模式,RAM 203被使得存储可参与玩家数目为“4”的数据。On the other hand, in step S3316, when it is determined that the player level (level value) is above the mission-participable level (level value), the CPU 201 determines whether other players have performed registration to participate in the mission (step S3318). If it is determined that the above-mentioned other players have not performed the registration to participate in the mission, the CPU 201 refers to the mission list data stored in the ROM 202, and stores data related to the number of players that can participate in the mission in the RAM 203, thereby setting the number of players that can participate in the mission (step S3319). For example, if the player selects the single player mode, the RAM 203 is caused to store data indicating that the number of players who can participate is "1". In addition, if the player selects the multiplayer mode, the RAM 203 is made to store the data that the number of players that can participate is "4".
应当注意,在关于第二发明的实施方案中,游戏机廊服务器2的CPU 201用作设置执行游戏的玩家数目(可参与玩家数目)以便完成在游戏中设置的待清除条件的玩家数目设置装置。It should be noted that in the embodiment regarding the second invention, the CPU 201 of the
在步骤S3318中,当确定其他玩家已经执行参与任务的注册时,或者当步骤S3319的处理完成时,CPU 201执行更新已注册参与者数目的处理(步骤S3320)。当步骤S3319的处理执行时,在该处理中,CPU201将指示任务参与者数目为“1”的数据存储在RAM 203中。另一方面,当其他玩家已经执行参与任务的注册时,在该处理中,CPU 201更新存储在RAM 203中的参与者数目,以便对参与者数目加1,因为指示任务参与者数目的数据存储在RAM 203中。In step S3318, when it is determined that other players have performed registration to participate in the mission, or when the processing of step S3319 is completed, the CPU 201 executes processing of updating the number of registered participants (step S3320). When the processing of step S3319 is executed, in this processing, the CPU 201 stores data indicating that the number of task participants is "1" in the RAM 203. On the other hand, when other players have performed registration to participate in the mission, in this process, the CPU 201 updates the number of participants stored in the RAM 203 so as to add 1 to the number of participants because the data indicating the number of participants in the mission stores In RAM 203.
应当注意,在关于第二发明的实施方案中,RAM 203用作对于每个任务存储进入任务中的数目(已注册参与者数目)的进入数目存储装置。此外,CPU 201用作进入数目更新装置,用于基于由用作选择装置的CPU 101做出的选择,更新存储在作为进入数目存储装置的RAM203中的进入数目(已注册参与者数目)。It should be noted that in the embodiment regarding the second invention, the RAM 203 is used as an entry number storage means for storing the number of entries into a mission (the number of registered participants) for each mission. Further, the CPU 201 functions as entry number updating means for updating the entry number (registered participant number) stored in the RAM 203 as entry number storage means based on selection made by the CPU 101 serving as selection means.
在步骤S3314中,当确定任务接受请求信号没有接收到时,或者当步骤S3320的处理完成时,CPU 201确定任务参与者数目是否与在步骤S3319中设置的任务参与者数目相同(步骤S3321),其中每当步骤S3320的处理执行时,参与者数目顺序地更新(通过加1)。当单人模式被选择时,任务的可参与玩家数目在步骤S3319中设置为“1”,并且任务的已注册参与者数目在步骤S3320中在RAM 203中存储为“1”,因此步骤S3321中的确定为“是”。此外,当多人模式被选择时,可参与玩家的数目在步骤S3319中设置为“4”,并且任务的已注册参与者的数目在步骤S3320中在RAM 203中存储为“1”,因此,步骤S3321中的确定为“否”。步骤S3320的处理此后重复,并且当任务的已注册参与者数目为“4”时,步骤S3321中的确定为“是”。In step S3314, when it is determined that the task acceptance request signal has not been received, or when the processing of step S3320 is completed, the CPU 201 determines whether the number of task participants is the same as the number of task participants set in step S3319 (step S3321), Wherein each time the processing of step S3320 is executed, the number of participants is sequentially updated (by adding 1). When the single mode is selected, the number of players who can participate in the task is set to "1" in step S3319, and the number of registered participants of the task is stored as "1" in the RAM 203 in step S3320, so in step S3321 Confirmed as "Yes". In addition, when the multiplayer mode is selected, the number of participating players is set to "4" in step S3319, and the number of registered participants of the mission is stored as "1" in the RAM 203 in step S3320, therefore, The determination in step S3321 is "No". The processing of step S3320 is repeated thereafter, and when the number of registered participants of the task is "4", the determination in step S3321 is "Yes".
应当注意,在关于第二发明的实施方案中,CPU 101用作确定存储在用作进入数目存储装置的RAM 203中的进入数目(已注册参与者数目)是否达到由用作玩家数目设置装置的CPU 201设置的玩家数目(可参与玩家数目)的确定装置。It should be noted that in the embodiment regarding the second invention, the CPU 101 serves to determine whether the number of entries (the number of registered participants) stored in the RAM 203 serving as the number of entries storage means reaches the number set by the number of players used as the setting means. Means for determining the number of players (number of players who can participate) set by the CPU 201.
当在步骤S3321中确定已注册参与者的数目不与可参与玩家的数目相同时,游戏机廊服务器2的CPU 201将包含与已注册参与者数目和可参与玩家数目相关的数据的待机图像显示命令发送到终端设备1,在参与注册的过程中(步骤S3322)。该处理对应于图18的步骤S1319的处理,其中待机图像(参看图21C)显示在接收待机图像显示命令的终端设备1的第一显示器11上(图18,步骤S1320)。此后子例程结束。When it is determined in step S3321 that the number of registered participants is not the same as the number of available players, the CPU 201 of the
应当注意,在关于第二发明的实施方案中,终端设备1的第一显示器11用作显示待机图像的待机图像显示装置,该待机图像显示关于玩家数目和进入数目的信息。It should be noted that, in the embodiment regarding the second invention, the
另一方面,当在步骤S3321中确定已注册参与者的数目与可参与玩家的数目相同时,游戏机廊服务器2的CPU 201更新任务的列上玩家信息的数据(参看图14),玩家信息存储在RAM 203中,并且允许处于参与注册过程中的玩家设置任务(步骤S3323)。此时,CPU 201用作条件设置装置,用于为玩家设置任务(游戏中的条件)以执行设置由用作条件选择装置的CPU 201选择的条件的处理。接下来,CPU 201在参与注册的过程中将指示任务被设置的通知信号发送到终端设备1(步骤S3324)。该处理对应于图18的步骤S1321的处理,其中显示任务被设置的图像(参看图21D)显示在接收通知信号的终端设备1的第一显示器11上(图18,步骤S1322)。此后,子例程结束。应当注意,在关于第二发明的实施方案中,CPU 201用作条件设置装置,当作为确定装置的CPU 201确定进入数目达到玩家数目时,用于为执行游戏的玩家设置任务。On the other hand, when it is determined in step S3321 that the number of registered participants is the same as the number of players who can participate, the CPU 201 of the
图22是显示在图16中所示流程图的步骤S133中调用并且由终端设备1执行的布告板使用处理,以及根据上述处理由游戏机廊服务器2执行的处理的流程图。图23是显示当图22中所示流程图上步骤S1334的处理执行时使用的消息列表实例的图。FIG. 22 is a flowchart showing notice board use processing called in step S133 of the flowchart shown in FIG. 16 and executed by the
首先,终端设备1的CPU 101将请求输入消息的请求信号发送到游戏机廊服务器2(步骤S1330)。一旦游戏机廊服务器2接收到该请求信号,游戏机廊服务器2将已经由终端设备1输入并且存储在RAM203中的消息(输入消息)发送到作为请求消息源的终端设备1(步骤S3330)。First, the CPU 101 of the
一旦终端设备1从游戏机廊服务器2接收到输入消息,终端设备1借助于第一表现处理部分111将图24A中所示显示输入消息的图像显示在第一显示器11上(步骤S1331)。Once
图24A是显示当图22的步骤S1331的处理执行时在终端设备1的第一显示器11上显示的图像实例的图。显示角色当前位置的图像例如“行会”位于屏幕的左上部,并且图像例如“布告板”位于屏幕的右上部。显示选项的图像例如“新的输入”位于右侧。“新的输入”不用于对于其他玩家的消息而输入消息,而是当输入新的消息时使用的选项。玩家使用触摸板14触摸“新的输入”的图像,从而可以输入用于输入新消息的指令。FIG. 24A is a diagram showing an example of an image displayed on the
由每个玩家输入的输入消息显示在屏幕的中间。例如,图像“a-‘我是a,很高兴见到你’”,指示由玩家“a”输入的消息“我是a,很高兴见到你”。此外,显示选项例如“评论”的图像位于右侧。“评论”不用于输入新的消息,而是当对其他玩家的消息而输入消息时使用的选项。玩家使用触摸板14触摸“评论”的图像,从而可以输入用于输入消息到其他玩家的指令。而且,位于右侧上述消息下面的图像,例如“d- ‘我是d。很高兴见到你’”,指示响应玩家“a”的消息由玩家“d”输入的消息“我是d。很高兴见到你”。图像例如“b-‘愿意与我开始冒险吗?’”,和图像例如“c-‘愿意与我开始冒险吗?’”位于玩家“d”消息的下边。这些是由玩家“b”和“c”输入以寻找可以一起参与任务的玩家的消息。Input messages entered by each player are displayed in the middle of the screen. For example, the image "a-'I am a, nice to meet you'", indicates the message "I am a, nice to meet you" entered by player "a". Also, an image showing options such as "Comment" is on the right. "Comment" is not used to enter a new message, but is an option used when entering a message to another player's message. The player touches the image of "Comment" using the touch panel 14, so that an instruction for inputting a message to other players can be input. Also, an image positioned below the aforementioned message on the right, such as "d-'I am d. Nice to meet you'", indicates a message entered by player "d" in response to player "a"'s message "I am d. Nice nice to meet you". An image such as "b-'Will you go on an adventure with me?'", and an image such as "c-"Will you go on an adventure with me?'" are located below the player "d" message. These are messages entered by players "b" and "c" looking for players to join in the quest together.
在步骤S1331的处理之后,CPU 101确定输入消息的指令是否被输入(步骤S1332)。玩家可以通过借助于触摸板14触摸“新的输入”或“评论”的图像来输入用于输入消息的指令。After the processing of step S1331, the CPU 101 determines whether an instruction to input a message has been input (step S1332). The player can input an instruction for inputting a message by touching an image of “new input” or “comment” by means of the touch panel 14 .
当在步骤S1332中确定输入消息的指令被输入时,终端设备1的CPU 101将请求消息列表的请求信号发送到游戏机廊服务器2(步骤S1334)。接收到该请求信号的游戏机廊服务器2的CPU 201提取存储在ROM 202中的消息列表,并且将它发送到作为请求信号源的终端设备1(步骤S3331)。When it is determined in step S1332 that an instruction to input a message is input, the CPU 101 of the
图23是显示消息列表实例的图。消息编号存储在左列,与各个编号相对应的消息存储在右列。例如,消息“我是‘a(玩家名字)’。很高兴见到你”与编号“001”相关。此外,消息“愿意与我开始冒险吗?”与编号“002”相关。此外,消息“让我们一起开始冒险吧”与编号“003”相关。虽然图中没有显示,许多其他消息存储在该消息列表中。Fig. 23 is a diagram showing an example of a message list. The message numbers are stored in the left column, and the messages corresponding to each number are stored in the right column. For example, the message "I am 'a (player name)'. Nice to meet you" is associated with number "001". Additionally, the message "Will you start an adventure with me?" is associated with number "002". Also, the message "Let's start an adventure together" is associated with the number "003". Although not shown in the diagram, many other messages are stored in this message list.
从游戏机廊服务器2接收消息列表的终端设备1的CPU 101基于消息列表控制第一表现处理部分111,并且执行将任何一个消息可以从多个消息中选出的消息选项显示在第一显示器11上的处理(步骤S1335)。The CPU 101 of the
图24B是当图24A所示图像显示在第一显示器11上时,当玩家“a”使用触摸板14输入对于玩家“b”的消息输入消息的指令时,在第一显示器11上显示的图像。显示角色当前位置的图像例如“行会”位于屏幕的左上部,且图像例如“布告板”位于屏幕的右上部。在其下边布置有显示玩家“b”消息的图像,玩家“a”对该消息而输入消息。而且,在显示玩家“b”消息的图像下边,显示消息的多个选项垂直列出的消息列表。当图24B中所示图像显示时,玩家使用触摸板14触摸代表玩家希望输入的消息的图像,从而可以输入将消息发送到游戏机廊服务器2的指令。24B is when the image shown in FIG. 24A is displayed on the
在步骤S1335的处理之后,CPU 101确定选择消息的指令是否输入(步骤S1336)。该指令可以通过借助于触摸板14触摸显示消息的多个选项中任何一个选项来输入,当图24B中所示图像显示在第一显示器11上时。After the processing of step S1335, the CPU 101 determines whether an instruction to select a message is input (step S1336). The instruction can be input by touching any one of a plurality of options of the displayed message by means of the touch panel 14, while the image shown in FIG. 24B is displayed on the
当在步骤S1336中确定选择消息的指令输入时,CPU 101借助于通信接口电路104将消息经由专用线路5发送到游戏机廊服务器2(步骤S1337)。另一方面,一旦接收到来自终端设备1的消息,游戏机廊服务器2的CPU 201使得RAM 203存储该消息(步骤S3332)。这里,存储在RAM 203中的消息在上述步骤S1330,S1331,或S3330中在终端设备1与游戏机廊服务器2之间交换,并且变成在终端设备1的第一显示器11上显示的消息,换句话说,输入消息。When it is determined in step S1336 that an instruction to select a message is input, the CPU 101 sends the message to the
终端设备1的CPU 101此后确定是否结束布告板使用处理(步骤S1338)。当玩家使用触摸板14输入在结束该处理之后将处理返回到图16的子例程的指令时,布告板使用处理结束。当在步骤S1338中确定结束布告板使用处理,子例程结束。另一方面,当确定不结束布告板使用处理时,处理返回到步骤S1330。然后,CPU 101再次发送请求输入消息的请求信号(步骤S1330)。接收到请求信号的游戏机廊服务器2将输入消息发送到终端设备1(步骤S3330)。从游戏机廊服务器2接收到输入消息的终端设备1然后将输入消息显示在第一显示器11上(步骤S1331)。The CPU 101 of the
图24C是当图24B中所示图像显示在第一显示器11上时,当玩家使用触摸板14触摸“让我们一起开始冒险吧”的图像时,在终端设备1的第一显示器11上显示的图像。不像图24A中所示的图像,图24C中所示的图像显示有对于玩家“b”的消息由玩家“a”输入的“让我们一起开始冒险吧”的另外消息。FIG. 24C is when the image shown in FIG. 24B is displayed on the
图25A是关于第一发明的实施方案的流程图,而图25B是关于第二发明的实施方案的流程图。每个流程图显示在图16中所示流程图的步骤S135中调用并且由终端设备1执行的奖金支付处理,以及根据上述处理由游戏机廊服务器2执行的处理。首先,在图25A中,终端设备1的CPU 101发送奖金支付请求信号到游戏机廊服务器2(步骤S1350)。一旦接收到来自终端设备1的奖金支付请求信号,游戏机廊服务器2的CPU 201使用存储在RAM 203中的玩家信息(参看图14)来确定玩家是否清除任务(步骤S3350)。此时,CPU 201用作确定玩家是否清除条件(任务)的条件完成确定装置。当在步骤S3350中确定玩家清除任务时,游戏机廊服务器2的CPU 201基于清除任务的类型,玩家的等级值,以及任务接受形式(任务中参与者的数目),参考奖金确定表来确定奖金量(步骤S3351)。Fig. 25A is a flow chart of an embodiment of the first invention, and Fig. 25B is a flow chart of an embodiment of the second invention. Each flowchart shows the bonus payment processing called in step S135 of the flowchart shown in FIG. 16 and executed by the
在用于说明关于第二发明的实施方案的图25B中,当在步骤S3350中确定玩家清除任务时,游戏机廊服务器2的CPU 201基于清除的任务参考奖金确定表来确定奖金量(步骤S3351)。此时,根据任务类型支付的、在游戏中可用的金钱量被确定。In FIG. 25B for explaining an embodiment about the second invention, when it is determined in step S3350 that the player clears the task, the CPU 201 of the
图26A(a)是显示在关于第一发明的实施方案中任务“AA”的奖金确定表实例的图。该奖金确定表作为数据存储在游戏机廊服务器2的ROM 202中。应当注意,任务“AA”的奖金确定表在这里当作例子,而其他任务的奖金确定表也作为数据存储在ROM 202中。Fig. 26A(a) is a diagram showing an example of a bonus determination table for task "AA" in the embodiment about the first invention. The bonus determination table is stored as data in the ROM 202 of the
在图26A(a)中所示的奖金确定表中,奖金量与玩家(与玩家相对应的角色)的等级值和任务接受形式(任务的参与者数目)的组合相关。例如,如果玩家的等级值是1并且任务接受形式是单人模式,奖金量是100。In the bonus determination table shown in FIG. 26A(a), the bonus amount is related to a combination of a player's (role corresponding to the player's) level value and the mission acceptance form (the number of participants in the mission). For example, if the player's level value is 1 and the quest acceptance form is single player mode, the bonus amount is 100.
此外,在图26A(a)中所示的奖金确定表中,即使相同任务(这里任务“AA”)被清除,玩家的等级值越高,奖金量越高。例如,如果任务接受形式是单人模式,随着玩家等级值增加例如1,2,3等,奖金量增加例如100,120,140等。Furthermore, in the bonus determination table shown in FIG. 26A(a), even if the same mission (here mission "AA") is cleared, the higher the player's level value, the higher the bonus amount. For example, if the task accepting form is a single player mode, as the player's level value increases, such as 1, 2, 3, etc., the bonus amount increases, such as 100, 120, 140, etc.
因此,当奖金量参考图26A(a)中所示的奖金确定表来确定时,即使在低难度的任务的情况下,如果玩家的等级值高,玩家可以获得大量奖金作为游戏结果,与具有低等级值的玩家相比较。Therefore, when the bonus amount is determined with reference to the bonus determination table shown in FIG. 26A(a), even in the case of a mission of low difficulty, if the player's level value is high, the player can obtain a large amount of bonus as a game result, unlike those with Compared to players with low level values.
应当注意,在关于第一发明的实施方案中,奖金量可以参考图26A(b)中所示的奖金确定表,例如代替图26A(a)中所示的奖金确定表来确定。图26A(b)是显示在关于第一发明的实施方案中,任务“AA”的奖金确定表的另一个实例的图。It should be noted that in the embodiment regarding the first invention, the bonus amount may be determined with reference to the bonus determination table shown in FIG. 26A(b), for example instead of the bonus determination table shown in FIG. 26A(a). Fig. 26A(b) is a diagram showing another example of the bonus determination table for task "AA" in the embodiment about the first invention.
在图26A(b)中所示的奖金确定表中,与图26A(a)的情况一样,奖金量与玩家(与玩家相对应的角色)的等级值和任务接受形式(任务的参与者数目)的组合相关。但是,相关的奖金量与图26A(a)中所示奖金确定表的奖金量不同。特别地,在图26A(b)中所示的奖金确定表中,玩家的等级值越高,奖金量越低,即使相同任务(这里,任务“AA”)被清除。例如,如果任务接受形式是单人模式,随着玩家的等级值增加例如1,2,3等,奖金量减少例如300,280,260等。In the bonus determination table shown in FIG. 26A(b), as in the case of FIG. 26A(a), the bonus amount is related to the level value of the player (role corresponding to the player) and the task acceptance form (the number of participants in the task). ) combination related. However, the associated bonus amount is different from that of the bonus determination table shown in FIG. 26A(a). Specifically, in the bonus determination table shown in FIG. 26A(b), the higher the level value of the player, the lower the bonus amount even if the same mission (here, mission "AA") is cleared. For example, if the form of task acceptance is a single player mode, as the player's level value increases, such as 1, 2, 3, etc., the bonus amount decreases, such as 300, 280, 260, etc.
因此,当奖金量参考图26A(b)中所示的奖金确定表来确定时,即使同一任务被清除,如果玩家的等级值高,玩家仅获得少量奖金作为游戏结果,与具有低等级值的玩家相比较。Therefore, when the bonus amount is determined with reference to the bonus determination table shown in FIG. 26A(b), even if the same mission is cleared, if the player's level value is high, the player only gets a small amount of bonus as a game result, unlike those with low level values. players compared.
图26B是显示在关于第二发明的实施方案中奖金确定表实例的图。包括两位符号的任务代码存储在奖金确定表的左列中,且与任务代码相对应的奖金量存储在其右列中。例如,与任务“AA”相对应的奖金量是100,而与任务“AB”相对应的奖金量是300。Fig. 26B is a diagram showing an example of a bonus determination table in the embodiment relating to the second invention. Mission codes including two-digit symbols are stored in the left column of the bonus determination table, and bonus amounts corresponding to the mission codes are stored in the right column thereof. For example, the bonus amount corresponding to the mission "AA" is 100, and the bonus amount corresponding to the mission "AB" is 300.
当执行步骤S3351的处理时,当用作条件完成确定装置的CPU 201确定玩家清除条件时,游戏机廊服务器2的CPU 201用作游戏结果确定装置,用于基于由玩家清除的条件,和基于存储在用作等级值存储装置的RAM 203中的玩家的等级值,来确定作为游戏结果给予玩家的、在游戏中可用的金钱量。When the processing of step S3351 is performed, when the CPU 201 serving as condition completion determining means determines the player clearing condition, the CPU 201 of the
在步骤S3351的处理之后,CPU 201更新存储在RAM 203中的玩家信息(参看图14)(步骤S3354)。特别地,任务的列中的数据被清除,并且金钱量增加奖金量。终端设备1的CPU 101同步在游戏机廊服务器2中更新的玩家信息,以更新玩家信息(步骤S1351)。After the processing of step S3351, the CPU 201 updates the player information (see FIG. 14 ) stored in the RAM 203 (step S3354). In particular, the data in the column of the task is cleared, and the amount of money is increased by the amount of the bonus. The CPU 101 of the
在关于第二发明的实施方案中,在步骤S3351的处理之后,CPU201参考存储在RAM 203中的玩家信息(参看图14),并且确定玩家是否在多人模式中清除任务(步骤S3352)。当确定任务在多人模式中清除时,在步骤S3351中确定的奖金量根据任务中的参与者数目成比例分配(步骤S3353)。例如,当四个玩家参与任务“AA”时,奖金量是25。In the embodiment regarding the second invention, after the process of step S3351, the CPU 201 refers to the player information (see FIG. 14 ) stored in the RAM 203, and determines whether the player has cleared the mission in the multiplayer mode (step S3352). When it is determined that the task is cleared in the multiplayer mode, the bonus amount determined in step S3351 is distributed in proportion to the number of participants in the task (step S3353). For example, when four players participate in the mission "AA", the bonus amount is 25.
在步骤S3352中,当确定玩家在单人模式而不是多人模式中清除任务时,或者当步骤S3353的处理完成时,CPU 201更新存储在RAM203中的玩家信息(参看图14)(步骤S3354)。特别地,任务列中的数据被清除,并且金钱量增加奖金量。终端设备1的CPU 101同步在游戏机廊服务器2中更新的玩家信息,以更新玩家信息(步骤S1351)。当执行步骤S3353到S3354的处理时,CPU 201用作奖金支付装置,当用作条件完成确定装置的CPU 201确定玩家清除任务时,用于根据清除任务的玩家数目,成比例地分配根据任务类型预先设置的、在游戏中可用的金钱量,并且将金钱给予每个玩家。In step S3352, when it is determined that the player clears the mission in the single player mode instead of the multiplayer mode, or when the processing of step S3353 is completed, the CPU 201 updates the player information stored in the RAM 203 (see FIG. 14) (step S3354) . Specifically, the data in the task column is cleared, and the amount of money is increased by the bonus amount. The CPU 101 of the
而且,关于第二发明的实施方案说明清除任务的奖金量根据游戏中参与玩家的数目成比例分配的游戏。但是,本发明并不局限于该实例。例如,清除任务的奖金量可以根据参与任务的玩家的等级成比例地分配每个玩家。在这种情况下,如果等级1的玩家和等级2的玩家清除奖金量为300的任务,例如,等级1的玩家可以获得的奖金量是100,而等级2的玩家可以获得的奖金量是200。Also, an embodiment of the second invention describes a game in which the bonus amount of the clearing task is distributed in proportion to the number of participating players in the game. However, the present invention is not limited to this example. For example, a bonus amount for a clearing mission may be distributed to each player proportionally to the level of the players participating in the mission. In this case, if a
下面描述任务游戏。图27是显示在图15中所示流程图的步骤S121中调用并且由终端设备1执行的任务游戏执行处理例程的流程图。图28是显示根据图27中所示由终端设备1执行的子例程、由游戏机廊服务器2执行的处理的流程图。图29是显示聊天消息列表的实例的图。图30A~30D是显示通过执行图27和图28中所示的处理,在终端设备1的第一显示器11上显示的图像实例的图。The task game is described below. FIG. 27 is a flowchart showing a mission game execution processing routine called in step S121 of the flowchart shown in FIG. 15 and executed by the
首先,终端设备1的CPU 101确定角色的操作指令是否输入(步骤S150)。玩家可以通过操作各种按钮118或操作杆119来输入角色的操作指令。当角色的操作指令输入时,CPU 101将操作命令发送到游戏机廊服务器2(步骤S151)。该处理对应于图28中的步骤S330。First, the CPU 101 of the
在步骤S150中,当确定角色的操作指令没有输入时,或者当步骤S151的处理完成时,CPU 101确定玩家信息是否从游戏机廊服务器2接收到(步骤S152)。该处理对应于图28的步骤S332。当确定玩家信息接收到时,CPU 101基于上述玩家信息更新存储在RAM 103中的玩家信息(步骤S153)。In step S150, when it is determined that the operation instruction of the character is not input, or when the processing of step S151 is completed, the CPU 101 determines whether the player information is received from the arcade server 2 (step S152). This processing corresponds to step S332 of FIG. 28 . When it is determined that the player information is received, the CPU 101 updates the player information stored in the RAM 103 based on the above-mentioned player information (step S153).
在步骤S152中,当确定玩家信息没有从游戏机廊服务器2接收到时,或者当步骤S153的处理完成时,CPU 101确定显示命令是否从游戏机廊服务器2接收到(步骤S154)。该处理对应于图28中的步骤S333,S335,S338,或S341。In step S152, when it is determined that player information has not been received from the
当在步骤S154中确定显示命令接收到时,CPU 101执行第一显示器11或第二显示器12的图像显示处理(步骤S155)。在该处理中,CPU 101提供显示命令到第一表现处理部分111或第二表现处理部分112。第一表现处理部分111根据上述显示命令参考存储在RAM 103中的玩家信息(参看图14),并且从ROM 102中提取图像数据。然后,通过根据在第一显示器11上显示的优先次序(背景图像、妖怪图像,和角色图像的次序,例如)将视频数据存储在视频RAM中,第一表现处理部分111产生游戏图像,并且将它输出到第一显示器11。结果,游戏图像显示在第一显示器11上。When it is determined in step S154 that the display command is received, the CPU 101 executes image display processing of the
同样,当三维地显示游戏图像时,第一表现处理部分111执行将存储在ROM 102中的对象(例如,构成角色或妖怪的对象等)从三维空间上的位置转换成伪三维空间上的位置的计算,光源计算处理等,以及基于上面计算的结果待表现的图像数据到视频RAM的写入处理(例如,用多边形指定的视频RAM区域的结构数据的映射),从而产生游戏图像,并且将它输出到第一显示器11。结果,三维游戏图像显示在第一显示器11上。第二表现处理部分112根据上述显示命令从ROM 102中提取预先确定的图像。然后,通过根据在第二显示器12上显示的优先次序将视频数据存储在视频RAM中,第二表现处理部分112产生预先确定的图像,并且将它输出到第二显示器12。结果,预先确定的图像显示在第二显示器12上。Also, when displaying a game image three-dimensionally, the first representation processing section 111 performs conversion of an object stored in the ROM 102 (for example, an object constituting a character or a monster, etc.) from a position on a three-dimensional space to a position on a pseudo three-dimensional space. calculation, light source calculation processing, etc., and writing processing of image data to be represented based on the above calculation results to the video RAM (for example, mapping of structural data of the video RAM area specified with polygons), thereby generating a game image, and will It is output to the
在步骤S154中,当显示游戏图像的显示命令从游戏机廊服务器2接收到时(图28,步骤S333),步骤S155的处理执行,从而游戏图像显示在第一显示器11上(参看图30A)。图30A中所示图像显示在由玩家“P1”操作的终端设备1的第一显示器11上,并且对应于玩家“P1”的角色图像P1’和对应于玩家“P2”的角色图像P2’被布置。In step S154, when a display command to display a game image is received from the arcade server 2 (FIG. 28, step S333), the processing of step S155 is performed so that the game image is displayed on the first display 11 (see FIG. 30A) . The image shown in FIG. 30A is displayed on the
此外,在步骤S154中,当显示聊天按钮的显示命令从游戏机廊服务器2接收到时(图28,步骤S335),步骤S155的处理被执行,从而聊天按钮92显示在第一显示器11上(参看图30A)。聊天按钮92例如“聊天”位于图30A中所示图像的右下部。玩家通过借助于触摸板14触摸聊天按钮92来输入执行聊天的指令。Further, in step S154, when a display command to display a chat button is received from the arcade server 2 (FIG. 28, step S335), the processing of step S155 is performed so that the
在步骤S154中,当显示聊天窗口的显示命令从游戏机廊服务器2接收到时(图28,步骤S338),步骤S155的处理被执行,从而具有三个聊天消息90a~90c的聊天窗口90显示在第一显示器11上(参看图30B)。具有三条聊天消息90a~90c例如分别地“你在做什么?”,“我在哪?”,和“你是谁?”的聊天窗口90显示在图30B中所示图像的右下部。玩家可以通过借助于触摸板14触摸聊天消息中任何一个来选择玩家希望发送的聊天消息。此后,玩家“P1”通过借助于触摸板14触摸与玩家“P2”相对应的角色图像P2’来发送所选聊天消息到玩家“P2”的终端设备1。In step S154, when the display command to display the chat window is received from the arcade server 2 (FIG. 28, step S338), the processing of step S155 is performed so that the
在步骤S154中,当显示聊天消息的显示命令从游戏机廊服务器2接收到时(图28,步骤S341),步骤S155的处理被执行,从而聊天消息91显示在第一显示器11上(参看图30C和30D)。图30C中所示图像是当图30B中所示图像显示时,当聊天消息90b通过触摸板14选择时,由玩家“P1”操作的终端设备1的第一显示器11。聊天消息91例如“我在哪?”显示在与玩家“P1”相对应的角色图像P1’附近。这里,图30D中所示图像显示在作为聊天消息目的地并且由玩家“P2”操作的终端设备1的第一显示器11上。聊天消息91例如“我在哪?”显示在与玩家“P1”相对应的角色图像P1’附近。此外,具有三条聊天消息90d~90f例如分别地“这是标石”,“我不懂”,以及“没有响应”的聊天窗口90显示在屏幕的右下部。In step S154, when the display command for displaying the chat message is received from the arcade server 2 (FIG. 28, step S341), the processing of step S155 is performed so that the
在步骤S154中,当确定显示命令没有接收到时,或者当步骤S155的处理完成时,CPU 101确定执行聊天的指令是否输入(步骤S156)。玩家可以通过借助于触摸板14触摸聊天按钮92来输入该指令。当确定执行聊天的指令输入时,CPU 101发送聊天执行命令到游戏机廊服务器2(步骤S157)。该处理对应于图28的步骤S336。In step S154, when it is determined that the display command has not been received, or when the processing of step S155 is completed, the CPU 101 determines whether an instruction to perform chatting is input (step S156). The player can input this instruction by touching the
在步骤S156中,当确定执行聊天的指令没有输入时,或者当步骤S157的处理完成时,CPU 101确定选择聊天消息的指令是否输入(步骤S158)。玩家可以通过借助于触摸板14触摸包括在聊天窗口90中的聊天消息90a~90c中任何一个来输入该指令。In step S156, when it is determined that an instruction to perform chatting is not input, or when the processing of step S157 is completed, the CPU 101 determines whether an instruction to select a chatting message is input (step S158). The player can input the instruction by touching any one of the chat messages 90 a to 90 c included in the
当在步骤S158中确定选择聊天消息的指令输入时,CPU 101将所选聊天消息存储在RAM 103中(步骤S159)。在步骤S158中,当确定选择聊天消息的指令没有输入时,或者当步骤S159的处理完成时,CPU 101确定选择作为聊天消息目的地的角色的指令是否输入(步骤S160)。玩家可以通过借助于触摸板14触摸角色图像P2’来输入该指令。When it is determined in step S158 that an instruction to select a chat message is input, the CPU 101 stores the selected chat message in the RAM 103 (step S159). In step S158, when it is determined that an instruction to select a chat message is not input, or when the processing of step S159 is completed, the CPU 101 determines whether an instruction to select a character as a chat message destination is input (step S160). The player can input this instruction by touching the character image P2' by means of the touch panel 14.
当在步骤S160中确定选择目的地角色的指令输入时,CPU 101将指示作为聊天消息目的地的终端设备1的目的地数据存储在RAM 103中(步骤S161)。CPU 101然后将存储在RAM 103中的聊天消息和目的地数据发送到游戏机廊服务器2(步骤S162)。When it is determined in step S160 that an instruction to select a destination character is input, the CPU 101 stores destination data indicating the
在步骤S160中,当确定选择目的地角色的指令没有输入时,或者当步骤S162的处理完成时,CPU 101参考存储在RAM 103中的玩家信息(参看图14),并且确定任务终止的预先确定条件是否满足(步骤S163)。任务终止的条件包括,例如清除任务,返回到行会,以及达到零生存能力等。In step S160, when it is determined that an instruction to select a destination character has not been input, or when the processing of step S162 is completed, the CPU 101 refers to the player information (see FIG. 14 ) stored in the RAM 103, and determines the predetermined determination of mission termination. Whether the condition is satisfied (step S163). Conditions for mission termination include, for example, clearing the mission, returning to the guild, and reaching zero survivability, among others.
当确定任务游戏没有结束时,处理移动到步骤S150。另一方面,当确定任务游戏结束时,子例程结束。When it is determined that the mission game is not over, the process moves to step S150. On the other hand, when it is determined that the task game ends, the subroutine ends.
游戏机廊服务器2的处理被说明。首先,CPU 201确定操作命令是否从终端设备1接收到(步骤S330)。当确定操作命令接收到时,CPU201根据操作命令更新存储在RAM 203中的玩家信息(步骤S331),并且将玩家信息发送到终端设备1(步骤S332)。该处理对应于图27的步骤S152。The processing of the
CPU 201然后基于玩家信息将在终端设备1的第一显示器11上显示游戏图像的显示命令发送到终端设备1(步骤S333)。该处理对应于图27的步骤S154。The CPU 201 then sends a display command to display a game image on the
在该步骤S330中,当确定操作命令没有接收到时,或者当步骤S333的处理完成时,CPU 201参考玩家信息,并且确定显示在终端设备1的第一显示器11上的游戏图像是否包括其他角色(步骤S334)。当确定其他角色被包括时,CPU 201发送显示聊天按钮的显示命令到游戏机廊服务器2(步骤S335)。该处理对应于图27的步骤S154。In this step S330, when it is determined that the operation command has not been received, or when the processing of step S333 is completed, the CPU 201 refers to the player information, and determines whether the game image displayed on the
在步骤S334中,当确定同一游戏图像不包括其他角色时,或者当步骤S335的处理完成时,CPU 201确定聊天执行命令是否接收到(步骤S336)。该处理对应于图27的步骤S157。当确定聊天执行命令接收到时,CPU 201从存储在ROM 202中的聊天消息列表中选择预先确定数目的聊天消息(三条,例如)。In step S334, when it is determined that the same game image does not include other characters, or when the processing of step S335 is completed, the CPU 201 determines whether a chatting execution command is received (step S336). This processing corresponds to step S157 of FIG. 27 . When it is determined that the chatting execution command is received, the CPU 201 selects a predetermined number of chatting messages (three, for example) from the chatting message list stored in the ROM 202.
图29是显示聊天消息列表实例的图。标识聊天消息的四位编号,和与编号相对应的聊天消息存储在最左列中。这些指示第一消息。其右侧上的列具有存储在那里的相对于一条第一消息的三条第一响应消息。此外,其右侧上的列具有存储在那里的相对于一条第一响应消息的三条第二响应消息。第一消息是在执行聊天的指令通过使用触摸板14触摸聊天按钮92输入到其中的终端设备1第一显示器11上显示的消息(参看图30B)。第一响应消息是接收到第一消息的终端设备1的第一显示器11上显示的消息(参看图30D)。第二响应消息,虽然没有显示,是在接收到第一响应消息的终端设备1的第一显示器11上显示的图像。Fig. 29 is a diagram showing an example of a chat message list. A four-digit number identifying the chat message, and the chat message corresponding to the number is stored in the leftmost column. These indicate the first message. The column on the right has three first response messages stored there against one first message. Also, the column on the right side thereof has three second response messages stored there for one first response message. The first message is a message displayed on the
在执行步骤S337的处理之后,CPU 201将显示具有在步骤S337中选择的聊天消息的聊天窗口的显示命令发送到终端设备1(步骤S338)。该处理对应于图27的步骤S154。After performing the process of step S337, the CPU 201 transmits a display command to display the chat window having the chat message selected in step S337 to the terminal device 1 (step S338). This processing corresponds to step S154 of FIG. 27 .
在步骤S336中,当确定聊天执行命令没有接收到时,或者当步骤S338的处理完成时,CPU 201确定聊天消息和目的地数据是否接收到(步骤S339)。该处理对应于图27的步骤S162。当在步骤S339中确定聊天消息和目的地数据接收到时,CPU 201基于目的地数据指定作为聊天消息目的地的终端设备1(步骤S340),并且将显示聊天消息的显示命令发送到作为目的地的终端设备1(步骤S341)。该处理对应于图27的步骤S154。In step S336, when it is determined that the chatting execution command has not been received, or when the processing of step S338 is completed, the CPU 201 determines whether a chatting message and destination data are received (step S339). This processing corresponds to step S162 of FIG. 27 . When it is determined in step S339 that the chat message and the destination data are received, the CPU 201 designates the
接下来,CPU 201参考存储在RAM 203中的玩家信息(参看图14),并且确定任务终止的预先确定条件是否满足(步骤S342)。当确定任务终止的预先确定条件没有满足时,处理返回到步骤S330,并且当确定任务终止的预先确定条件满足时,子例程结束。Next, the CPU 201 refers to the player information (see FIG. 14 ) stored in the RAM 203, and determines whether a predetermined condition for mission termination is satisfied (step S342). When it is determined that the predetermined condition of task termination is not satisfied, the process returns to step S330, and when it is determined that the predetermined condition of task termination is satisfied, the subroutine ends.
图31是显示由中心服务器3执行的传记数据产生处理的流程图。当与本实施方案相关的游戏开始时,该处理执行。首先,CPU 301开始用于测量自从与本实施方案相关的游戏开始经过的时间的定时处理(步骤S350)。该处理可以包括在RAM 303中设置定时器,以通过以预先确定的周期执行中断处理等计数存储在RAM 303中的定时器值,或者在控制部分300中提供定时器来测量经过时间。游戏中的时间轴由中心服务器3测量的经过时间构成。应当注意,当前时间可以预先确定的周期通过因特网获得,而不执行步骤S350的处理。FIG. 31 is a flowchart showing biographical data generation processing executed by the
接下来,CPU 301确定RAM 303是否具有存储在那里、包括与清除任务相关的多个类型单元的历史数据(参看图13B)(步骤S351)。应当注意,当终端设备1执行图15中所示子例程的步骤S123的处理时,与操作终端设备1的玩家相关的游戏历史从游戏机廊服务器2发送到中心服务器3,并且游戏历史存储在RAM 303中。步骤S351被执行以确定包括与清除任务相关的多个类型单元的游戏历史是否存在于最新存储在RAM 303中的游戏历史中。应当注意,在关于第二发明的实施方案中,当终端设备1执行图15中所示子例程的步骤S123的处理时,历史数据从终端设备1发送到中心服务器3,并且历史数据存储在RAM 303中。步骤S351被执行以确定包括与清除任务相关的多个类型单元的历史数据是否存在于最新存储在RAM 303中的历史数据中。Next, the CPU 301 determines whether the RAM 303 has history data (see FIG. 13B ) including a plurality of types of units related to the clearing task stored therein (step S351). It should be noted that when the
然后,CPU 301基于存储在RAM 303中的历史数据参考存储在ROM 302中的历史数据评估表(参看图13B),并且确定评估点(步骤S352)。图32是显示历史数据评估表实例的图。在历史数据评估表中,游戏历史的单元与每个任务的评估点相关。例如,在任务“AA”的情况下,如果在那时等级(等级值)是3或更低,评估点为1,而如果等级(等级值)大于3,评估点为0。因此,如果任务在低等级(等级值)上清除,评估高。此外,如果所需时间在一小时内,评估点为1,而如果所需时间超过一小时,评估点为0。因此,如果任务在短时间内清除,评估高。同样,如果任务中的参与者数目是1,评估点为1,而如果参与者数目超过1(两个和更多),评估点为0。因此,如果选择单人任务而不是多人任务,评估高。Then, the CPU 301 refers to the history data evaluation table (see FIG. 13B ) stored in the ROM 302 based on the history data stored in the RAM 303, and determines evaluation points (step S352). Fig. 32 is a diagram showing an example of a history data evaluation form. In the historical data evaluation table, the unit of game history is related to the evaluation point of each task. For example, in the case of the task "AA", the evaluation point is 1 if the grade (grade value) is 3 or lower at that time, and 0 if the grade (grade value) is greater than 3. Therefore, if the task clears at a low level (level value), the evaluation is high. Also, if the required time is within one hour, the evaluation point is 1, and if the required time exceeds one hour, the evaluation point is 0. Therefore, if the task is cleared in a short time, the evaluation is high. Likewise, if the number of participants in the task is 1, the evaluation point is 1, and if the number of participants exceeds 1 (two and more), the evaluation point is 0. Therefore, if you choose a single player mission instead of a multiplayer mission, the evaluation is high.
应当注意,当图32中所示历史数据评估表基于图13B中所示的游戏历史数据而被参考时,玩家“d”的任务“AA”的评估点是2,任务“AB”的评估点是1,并且任务“AC”的评估点是2。It should be noted that when the history data evaluation table shown in FIG. 32 is referred to based on the game history data shown in FIG. is 1, and the evaluation point of task "AC" is 2.
在步骤S352的处理之后,CPU 301根据评估点参考评估消息创建表,并且通过使用存储在RAM 303中的游戏历史(历史数据)来创建评估消息(步骤S353)。图33是显示评估消息创建表的实例的图。在评估消息创建表中,评估点为2或更多情况下的评估消息,以及评估点小于2的情况下的评估消息为每个任务而存储。每个评估消息具有输入游戏历史单元的列,和固定短语的列,并且这些列交替地排列。通过将游戏历史单元插入到每个列,评估消息可以被创建。After the process of step S352, the CPU 301 refers to the evaluation message creation table from the evaluation point, and creates an evaluation message by using the game history (history data) stored in the RAM 303 (step S353). Fig. 33 is a diagram showing an example of an evaluation message creation table. In the evaluation message creation table, evaluation messages in the case where the evaluation point is 2 or more, and evaluation messages in the case where the evaluation point is less than 2 are stored for each task. Each evaluation message has a column of input game history units, and a column of fixed phrases, and these columns are arranged alternately. Evaluation messages can be created by inserting game history cells into each column.
当通过使用图13B中所示游戏历史数据参考图33中所示评估消息创建表来创建评估消息时,下面的消息可以获得。特别地,因为玩家“d”的任务“AA”的评估点是2,评估消息是“‘d’已经在‘等级(等级值)2’时在‘两小时’内‘独自’优秀地递送包裹给XX”,其显示好的评估。此外,因为玩家“d”的任务“AB”的评估点是1,评估消息是“‘d’花费‘两小时’在‘等级11’时由‘三个人’打倒妖怪△△以保护公主●●”,这是坏的评估。When an evaluation message is created by referring to the evaluation message creation table shown in FIG. 33 by using the game history data shown in FIG. 13B, the following messages can be obtained. In particular, since the evaluation point of the task "AA" of the player "d" is 2, the evaluation message is "'d' has delivered the package 'alone' excellently within 'two hours' at 'level (level value) 2' to XX", which shows a good assessment. In addition, since the evaluation point of the task "AB" of the player "d" is 1, the evaluation message is "'d' spent 'two hours' at 'level 11' by 'three people' to defeat the monster △△ to protect the princess , which is a bad assessment.
在步骤S353的处理之后,CPU 301根据游戏中的时间轴,编辑在步骤S353中创建的评估消息,并且产生传记数据(步骤S354)。例如,在步骤S353中,当为图13B中所示的任务“AA”~“AE”创建评估消息时,这些评估消息在步骤S354中根据游戏中的时间轴来编辑,因此评估消息以任务“AA”,“AC”,“AD”,“AE”和“AB”的顺序列出。接下来,CPU 301将传记数据存储在RAM 303中(步骤S356),并且将处理返回到步骤S351。After the processing of step S353, the CPU 301 edits the evaluation message created in step S353 according to the in-game time axis, and generates biographical data (step S354). For example, in step S353, when evaluation messages are created for tasks "AA"~"AE" shown in FIG. AA", "AC", "AD", "AE" and "AB" are listed in that order. Next, the CPU 301 stores the biographical data in the RAM 303 (step S356), and returns the process to step S351.
图34A是在关于第一发明的实施方案中,显示当显示传记图像时由卡片机6和中心服务器3执行的处理的流程图。图35是显示当图34A中所示处理执行时,在卡片机6的显示器61上显示的传记图像实例的图。首先,CPU 601通过ID卡读卡器616从ID卡8中读出玩家的ID数据(步骤S610)。使用ID卡读卡器616从ID卡8中读出ID数据的CPU 601借助于通信接口电路604将请求与ID数据相对应的传记数据的请求信号经由专用线路5通过游戏机廊服务器2发送到中心服务器3(步骤S611)。一旦接收到请求信号,中心服务器3的CPU 301从存储在RAM 303中的传记数据(在图31的步骤S356中存储在RAM 303中的传记数据)中提取与ID数据相对应的传记数据,并且将该传记数据发送到作为请求信号源的卡片机6(步骤S370)。此外,CPU 301可以与传记数据一起,从ROM 302中提取显示传记数据细节的图像数据,并且与传记数据一起发送该图像数据。Fig. 34A is a flowchart showing processing performed by the
从中心服务器3接收到上述传记数据的卡片机6的CPU 601基于上述传记数据通过表现处理部分611在显示器61上显示如图35A中所示的传记图像(步骤S612)。The
图35A是当图34A中所示处理执行时,在卡片机6的显示器61上显示的传记图像实例的图。图像例如“d的传记”位于屏幕的上部。以图画形式显示传记数据的传记图像位于屏幕的左侧。特别地,与清除任务相关的评估消息,以及任务清除的日期彼此关联并布置。从顶部开始的两个评估消息显示好的评估,而底部评估消息显示坏的评估。同样,显示传记数据细节的图像位于屏幕的右侧。FIG. 35A is a diagram of an example of a biographical image displayed on the
接下来,确定删除评估消息的指令是否由玩家的操作输入(步骤S613)。玩家可以通过操作卡片机6的操作按钮618来输入该指令。当确定删除评估消息的指令没有输入时,子例程结束。Next, it is determined whether an instruction to delete the evaluation message is input by the player's operation (step S613). The player can input the instruction by operating the operation button 618 of the
另一方面,当确定删除评估消息的指令输入时,CPU 601将请求评估消息删除的请求信号发送到中心服务器3(步骤S614)。一旦接收到请求信号,中心服务器3的CPU 301基于请求信号执行从RAM 303中擦除评估消息的处理(步骤S371)。接下来,CPU 301基于步骤S371处理的结果来更新存储在RAM 303中的传记数据(步骤S372),并且将更新的传记数据发送到卡片机6(步骤S373)。从中心服务器3接收更新后传记数据的卡片机6的CPU 601基于上述传记数据,使用表现处理部分611在显示器61上显示如图35B中所示的传记图像(步骤S615)。On the other hand, when it is determined that an instruction to delete the evaluation message is input, the
图35B是当在图35A的传记图像显示在卡片机6的显示器61上期间删除底部评估消息(显示坏评估的评估消息)的指令输入时,在显示器61上显示的传记图像,其中底部评估消息被删除。35B is a biography image displayed on the
图34B是在关于第二发明的实施方案中,显示当显示传记图像时由卡片机6和中心服务器3执行的处理的流程图。首先,CPU 601通过ID卡读卡器616从ID卡8中读出玩家的ID数据(步骤S610)。使用ID卡读卡器616从ID卡8中读出ID数据的CPU 601借助于通信接口电路604将请求与ID数据相对应的传记数据的请求信号经由专用线路5通过游戏机廊服务器2发送到中心服务器3(步骤S611)。一旦接收到请求信号,中心服务器3的CPU 301从存储在RAM 303中的传记数据(在图31的步骤S356中存储在RAM 303中的传记数据)中提取与ID数据相对应的传记数据,并且将该传记数据发送到作为请求信号源的卡片机6(步骤S370)。此外,CPU 301可以与传记数据一起,从ROM302中提取显示传记数据细节的图像数据,并且与传记数据一起发送该图像数据。Fig. 34B is a flowchart showing processing performed by the
从中心服务器3接收到上述传记数据的卡片机6基于上述传记数据通过表现处理部分611在显示器61上显示如图35A中所示的传记图像(步骤S612),并且结束子例程。The
图35A是当图34B中所示处理执行时,在卡片机6的显示器61上显示的传记图像实例的图。图像例如“d的传记”位于屏幕的上部。以图画形式显示传记数据的传记图像位于屏幕的左侧。特别地,与清除任务相关的评估消息,以及任务清除的日期彼此关联并布置。同样,显示传记数据细节的图像位于屏幕的右侧。FIG. 35A is a diagram showing an example of a biographical image displayed on the
如上所述,关于第一发明的游戏系统可以被设计,使得游戏结果基于由玩家清除的任务和玩家的等级值来确定。因此,例如,甚至在低难度的条件的情况下,如果玩家的等级值高,玩家可以获得大量奖金作为游戏结果,与具有低等级值的玩家相比较(参看图26A(a))。而且,例如,游戏系统可以被设置,使得即使相同条件被清除,如果玩家的等级值高,玩家仅获得少量奖金作为游戏结果,与具有低等级值的玩家相比较(参看图26A(b))。因此,本发明可以实现允许游戏自身的迷人方面可以各种方法延伸的效果。As described above, the game system related to the first invention can be designed such that the game result is determined based on the tasks cleared by the player and the player's level value. Therefore, for example, even under conditions of low difficulty, if the player's level value is high, the player can obtain a large amount of bonuses as a game result, compared with players with low level values (see FIG. 26A(a)). Also, for example, the game system can be set so that even if the same condition is cleared, if the player's level value is high, the player only gets a small bonus as a game result, compared to a player with a low level value (see FIG. 26A(b)) . Therefore, the present invention can achieve the effect of allowing the fascinating aspect of the game itself to be extended in various ways.
当奖金量参考图26A(a)中所示的奖金确定表来确定时,热情地进行游戏的玩家可以获得与他自己的等级值相对应的奖金,并且可以获得优于其他玩家的优势。结果,能够防止两种玩家的竞争精神减少。此外,甚至在具有低难度的条件中,如果玩家具有高等级值,他可以获得大量奖金,与具有低等级值的玩家相比较,即使他们清除相同的条件。因此,能够创造证明以低难度到高难度的顺序挑战条件的、执行游戏的方法不一定是执行游戏的理想方法的环境。因此,变化可以在执行游戏的方法中产生,从而战略性、复杂的、且有趣的游戏可以被提供。When the bonus amount is determined with reference to the bonus determination table shown in FIG. 26A(a), a player who plays enthusiastically can obtain a bonus corresponding to his own rank value, and can gain an advantage over other players. As a result, the competitive spirit of both players can be prevented from decreasing. Furthermore, even in conditions with low difficulty, if a player has a high level value, he can get a large bonus, compared to a player with a low level value, even if they clear the same conditions. Therefore, it is possible to create an environment in which the method of executing the game proving that the conditions are challenged in the order of low difficulty to high difficulty is not necessarily an ideal method of executing the game. Therefore, changes can be made in the method of executing the game, so that strategic, complex, and interesting games can be provided.
关于第一发明的实施方案说明游戏结果确定装置确定作为游戏结果给予玩家、在游戏中可用的金钱量的情况。但是,本发明并不局限于该实例。例如,游戏结果确定装置可以确定给予玩家的物品,或者确定游戏过程(例如故事的细节等)。The embodiment of the first invention describes the case where the game result determining means determines the amount of money available in the game given to the player as the game result. However, the present invention is not limited to this example. For example, the game result determining means may determine items to be given to the player, or determine the progress of the game (such as details of the story, etc.).
而且,关于第一发明的实施方案说明游戏结果确定装置基于由玩家清除的条件,玩家的等级值,和参与条件的玩家数目确定游戏结果的情况。但是,本发明并不局限于该实例。例如,游戏结果确定装置可以基于由玩家清除的条件,和玩家的等级值来确定游戏结果。此外,游戏结果确定装置可以基于为玩家设置的能力值(例如,游戏中玩家的名誉,玩家的熟练程度等),与玩家的等级值一起或者代替玩家的等级值,来确定游戏结果。Also, the embodiment regarding the first invention explains the case where the game result determining means determines the game result based on the condition cleared by the player, the player's rank value, and the number of players participating in the condition. However, the present invention is not limited to this example. For example, the game result determining means may determine the game result based on the conditions cleared by the player, and the player's rank value. In addition, the game result determining means can determine the game result based on the ability value set for the player (for example, the player's reputation in the game, the player's proficiency level, etc.), together with or instead of the player's level value.
关于第一发明的实施方案说明终端设备1的RAM 103和游戏机廊服务器2的RAM 203用作等级值存储装置,终端设备1的CPU 101用作等级值设置装置,游戏机廊服务器2的CPU 201用作条件设置装置,条件完成确定装置,和游戏结果确定装置的情况。但是,本发明并不局限于该实例。终端设备1,游戏机廊服务器2,和中心服务器3中哪个包括构成本发明的每个装置,可以因此选择。Description about the embodiment of the first invention RAM 103 of
例如,游戏机廊服务器2的RAM 203可以用作等级值存储装置,且游戏机廊服务器2的CPU 201可以用作等级值设置装置,条件设置装置,条件完成确定装置,和游戏结果确定装置。当以上面的方式设计本发明时,游戏机廊服务器2的ROM 202具有存储在那里的本发明的游戏控制程序,该程序使得游戏机廊服务器2的RAM 203用作等级值存储装置,并且使得游戏机廊服务器2的CPU 201用作等级值设置装置,条件设置装置,条件完成确定装置,和游戏结果确定装置。然后,游戏机廊服务器2的CPU 201执行存储在ROM 202中的本发明的游戏控制程序,借此游戏机廊服务器2包括等级值存储装置,等级值设置装置,条件设置装置,条件完成确定装置,和游戏结果确定装置。For example, the RAM 203 of the
此外,根据关于第二发明的实施方案,玩家自身可以选择玩家独自参与游戏中的任务的单人模式,或者玩家与其他玩家一起参与的多人模式,因此擅长该任务的玩家,或者具有高游戏技术的玩家可以选择单人模式,同时不擅长该任务的玩家,或者具有低游戏技术的玩家可以选择多人模式。因此,能够防止游戏由不能清除他不擅长的条件的玩家,或者具有低游戏技术的玩家停止。因为试图挑战他擅长的任务的玩家,或者具有高游戏技术的玩家可以选择单人模式,不擅长上述设置的待清除条件的玩家,或者具有低游戏技术的玩家不依赖于具有高游戏技术的玩家,因此具有高游戏技术的玩家不会不得不感到麻烦。结果,能够发展在线游戏的吸引力,其在于防止玩家之间的关系因玩家之间游戏技术的差异而缠绕,并且良好的关系可以在玩家之间构造,其中玩家可以通过游戏彼此沟通。In addition, according to the embodiment regarding the second invention, the player himself can choose a single player mode in which the player participates in a task in the game alone, or a multiplayer mode in which the player participates with other players, so players who are good at the task, or have high game Skilled players can choose single-player mode, while players who are not good at the task, or players with low game skills can choose multiplayer mode. Therefore, it is possible to prevent the game from being stopped by a player who cannot clear a condition that he is not good at, or a player who has a low game skill. Because players who try to challenge the tasks he is good at, or players with high game skills can choose single-player mode, players who are not good at the above-mentioned conditions to be cleared, or players with low game skills do not rely on players with high game skills , so players with high game skills will not have to feel troublesome. As a result, it is possible to develop the attractiveness of online games in that the relationship between players is prevented from being entangled due to differences in game skills between players, and good relationships can be constructed between players in which players can communicate with each other through games.
第二发明的实施方案说明终端设备1包括选择装置(CPU 101),并且游戏机廊服务器2包括玩家数目存储装置(RAM 203),玩家数目设置装置(CPU 201),进入数目存储装置(RAM 203),进入数目更新装置(CPU 201),确定装置(CPU 201),和条件设置装置(CPU201)的情况。在这种情况下,使得CPU 101用作选择装置的程序存储在终端设备1的ROM 102中,并且游戏机廊服务器2的ROM 202具有存储在那里的程序,该程序使得CPU 201用作玩家数目设置装置,进入数目更新装置,确定装置,和条件设置装置,并且也使得RAM203用作玩家数目存储装置和进入数目存储装置。以这种方式,终端设备1的ROM 102可以存储本发明的游戏控制程序的一部分,而游戏机廊服务器2的ROM 202可以存储程序的剩余部分。The embodiment of the second invention illustrates that the
同样,游戏机廊服务器2的ROM 202也具有存储在那里的程序,例如本发明的游戏控制程序,其使得CPU 201用作选择装置,玩家数目设置装置,进入数目更新装置,确定装置,和条件设置装置,并且也使得RAM 203用作玩家数目存储装置和进入数目存储装置。在这种情况下,游戏机廊服务器2相当于本发明的服务器,其包括选择装置,玩家数目存储装置,玩家数目设置装置,进入数目存储装置,进入数目更新装置,和条件设置装置。Likewise, the ROM 202 of the
本发明的游戏控制程序也可以存储在中心服务器3的ROM 302中。在这种情况下,中心服务器3相当于本发明的服务器。而且,游戏机廊服务器2的ROM 202可以存储本发明的游戏控制程序的一部分,而中心服务器3的ROM 302可以存储程序的剩余部分。The game control program of the present invention can also be stored in the ROM 302 of the
上述实施方案说明包括多个终端设备1,经由专用线路5可通信地连接到多个终端设备1的游戏机廊服务器2,以及经由通信线路4连接到多个游戏机廊服务器2的中心服务器3的游戏系统。但是,本发明并不局限于该实例。例如,本发明可以应用于包括单个游戏设备(终端设备)的游戏系统,经由通信线路与多个游戏设备(终端设备)连接的游戏系统,多个游戏设备(终端设备)经由因特网连接到服务器的游戏系统,以及其他游戏系统。The above embodiment description includes a plurality of
接下来,根据本发明的游戏系统的另一个实例被描述。图36是显示根据本发明的游戏系统的另一个实例的配置图。该游戏系统包括多个终端设备1010,经由专用线路1050可通信地连接到多个终端设备1010的游戏机廊服务器1020,以及经由通信线路1040可通信地连接到多个游戏机廊服务器1020的中心服务器1030,以及同样每个游戏机廊的卡片机1060,其经由专用线路1050连接到游戏机廊服务器1020。应当注意,游戏A的游戏机廊服务器1020,和游戏B的游戏机廊服务器1020安装在游戏机廊Q中。Next, another example of the game system according to the present invention is described. Fig. 36 is a configuration diagram showing another example of the game system according to the present invention. The game system includes a plurality of
中心服务器1030包括数据库服务器1039,以及多个游戏服务器1031,1032等。数据库服务器1039执行(1-1)给予每个玩家的每个ID数据的数据管理,(1-2)游戏开始时玩家的身份验证,以及(1-3)游戏数据的传输处理。The
特别地,关于上述(1-1),数据库服务器1039管理(存储,设置,更新等)给予每个玩家的ID数据,当对玩家进行身份验证时使用的密码,由玩家进行的游戏的类型,游戏数据等。而且,游戏数据包括例如游戏的处理状态(角色具体数据等),由玩家操作的角色,角色的等级值或能力值,能力值的增加或减小值等。Specifically, regarding the above (1-1), the
关于上述(1-2),数据库服务器1039也使用例如ID数据和密码来对玩家进行身份验证,并且允许参与游戏。关于上述(1-3),数据库服务器1039进一步基于例如玩家的ID数据,将角色的数据从上述游戏数据中发送到终端设备1。Regarding the above (1-2), the
游戏服务器1031,1032等根据本实施方案的游戏系统中的每个可执行游戏而安装。应当注意,多个游戏服务器中的一个对应于根据本实施方案的游戏。游戏服务器1031,1032等(在下文也称作“游戏服务器1031等”)执行(2-1)安装在不同游戏机廊中的终端设备1010之间的匹配处理,以及(2-2)匹配之后数据传输的通信量控制。The
特别地,关于上述(2-1),游戏服务器1031等确定,当玩家通过操作终端设备1010参与游戏时,其他玩家是否参与游戏。当确定其他玩家参与游戏时,游戏服务器1031等将终端设备1010与由上述其他玩家操作的终端设备1010相匹配。另一方面,当确定其他玩家不参与游戏时,CPU玩家被设置。当设置CPU玩家时,游戏机廊服务器1020可以设置为CPU玩家,或者中心服务器1030(例如,游戏服务器1031等)可以设置为CPU玩家。In particular, regarding (2-1) above, the
关于上述(2-2),游戏服务器1031等也执行由(2-1)的匹配处理经受匹配的终端设备1之间数据传输的通信量控制。例如,游戏服务器1031等将从连接到游戏机廊P的游戏机廊服务器(对于游戏A)1020的终端设备1接收的数据传送到连接到游戏机廊Q的游戏机廊服务器(对于游戏A)1020的终端设备1。以这种方式,根据本实施方案的游戏机廊服务器1020直接接收仅来自中心服务器1030的数据,而不执行直接在游戏机廊服务器1020之间的数据传输。Regarding (2-2) above, the
游戏机廊服务器1020经由路由器1070连接到中心服务器1030。路由器1070具有预先确定的路由表。在多个游戏机廊服务器1020安装在同一游戏机廊中的情况下,关于图中所示游戏机廊Q的情况,一旦从中心服务器1030接收游戏数据等,路由器1070参考路由表,并且发送游戏数据到经由专用线路1050连接到作为目的地的终端设备1010的游戏机廊服务器1020。此外,在连接到安装在同一游戏机廊中的多个游戏机廊服务器1020中每个的终端设备1010之间执行数据传输的情况下,一旦经由游戏机廊服务器1020从终端设备1010接收游戏数据等,路由器1070参考路由表,并且将游戏数据发送到经由专用线路1050连接到作为目的地的终端设备1010的游戏机廊服务器1020。The
游戏机廊服务器1020执行(3-1)中心服务器1030与终端设备1010之间,或者连接到安装在同一游戏机廊中的多个游戏机廊服务器1020中每个的终端设备1010之间的数据传输通信量控制,以及(3-2)下载应用到终端设备1。The
特别地,关于上述(3-1),游戏机廊服务器1020执行中心服务器1030与终端设备1010之间游戏数据等的传输的通信量控制。但是,当作为目的地的终端设备1010连接到同一游戏机廊服务器1020或者连接到安装在同一游戏机廊中的不同游戏机廊服务器1020时,游戏数据等不传送到中心服务器1030,而是到终端设备1010。In particular, regarding (3-1) above, the
而且,关于上述(3-2),当请求从中心服务器1030下载的请求信号从终端设备1010接收到时,游戏机廊服务器1020下载应用到该终端设备1010。应用包括游戏细节的各种数据(例如图像数据等)和程序,以及将游戏上的功能分配到终端设备1010包括的输入装置(例如,没有显示的多个输入开关等)的板的程序。此外,下载应用不仅由游戏机廊服务器1020,而且由中心服务器1030执行。Also, regarding the above (3-2), when a request signal requesting download from the
终端设备1010经由专用线路1050连接到游戏机廊服务器1020。终端设备1010(4-1)执行应用的下载,以及(4-2)继续进行游戏。特别地,关于上述(4-1),一旦电源导通,终端设备1010将请求应用下载的请求信号发送到游戏机廊服务器1020,并且下载应用。下载的应用存储在应用可以临时存储于其中的终端设备1010的RAM等中的区域中。而且,关于上述(4-2),终端设备1010使用下载的应用来继续进行游戏。游戏如下继续进行。终端设备1010在游戏开始时接收由数据库服务器1039给予每个玩家的每个ID数据的数据。在游戏期间,同一游戏中的终端设备1010和其他终端设备1010的数据经由游戏机廊服务器1020通过中心服务器1030发送/接收。但是,当上述其他终端设备1010连接到同一游戏机廊服务器1020,或连接到安装在同一游戏机廊中的不同游戏机廊服务器1020时,游戏数据等不发送到中心服务器1030,而是发送到终端设备1010。当游戏结束时,在游戏期间更新的游戏数据,或游戏结果自身发送到数据库服务器1039。应当注意,不仅终端设备1010,而且游戏机廊服务器1020可以执行游戏的处理。The
卡片机1060可以经由游戏机廊服务器1020与中心服务器1030通信。卡片机1060接受由玩家执行的个人信息的输入操作,并且出售ID数据存储于其中的ID卡。ID卡在游戏开始时使用,并且ID数据由终端设备1010包括的ID卡读卡器读出。The
在该实施方案中,装备在中心服务器1030的游戏服务器1031中的RAM用作存储玩家等级值的等级存储装置。装备在中心服务器1030的游戏服务器1031等中的CPU用作根据游戏结果设置预先确定等级的等级设置装置,并且将关联到玩家ID数据而设置的等级作为等级值存储在装备在游戏服务器1031等中的RAM(等级存储装置)中。装备在终端设备1010中的CPU用作设置作为结果由玩家完成的条件的条件设置装置。装备在终端设备1010中的CPU用作确定玩家是否清除设置条件的条件完成确定装置。装备在终端设备1010中的CPU用作游戏结果确定装置,当确定条件被清除时,用于基于由玩家清除的条件,和玩家的等级值来确定游戏结果。In this embodiment, the RAM equipped in the
同样,在该实施方案中,装备在终端设备1010中的CPU用作选择装置,根据由玩家执行的输入操作,为玩家选择独自执行游戏或与其他玩家一起执行游戏以便完成设置在游戏中的待清除条件。装备在中心服务器1030的游戏服务器1031等中的CPU用作设置执行游戏的玩家数目的玩家数目设置装置。装备在中心服务器1030的游戏服务器1031中的RAM用作对于待清除的每个条件存储设置的玩家数目的玩家数目存储装置。装备在中心服务器1030的游戏服务器1031等中的RAM用作对于待清除的每个条件存储玩家进入条件中的数目的进入数目存储装置。装备在中心服务器1030的游戏服务器1031等中的CPU用作进入数目更新装置,用于基于由选择装置做出的选择更新玩家进入条件中的数目,并且将更新后的进入数目存储在装备在中心服务器1030的游戏服务器1031等中的RAM(进入数目存储装置)中。装备在中心服务器1030的游戏服务器1031中的CPU用作确定进入数目是否达到玩家数目的确定装置。装备在终端设备1010的游戏服务器1031等中的CPU用作当确定装置确定进入数目达到玩家数目时,用于为执行游戏的玩家设置待清除条件的条件设置装置。Also, in this embodiment, the CPU equipped in the
本发明的实施方案在上面说明。但是,实施方案仅说明具体的实例,而不特别地限制本发明,因此装置等的具体配置可以在设计方面因此改变。此外,在本发明实施方案中描述的结果仅论及由本发明产生的最适当的结果,因此本发明的结果并不局限于本发明实施方案中描述的那些。Embodiments of the present invention are described above. However, the embodiments illustrate only specific examples and do not particularly limit the present invention, and therefore specific configurations of devices and the like may be changed accordingly in design. In addition, the results described in the embodiments of the present invention only refer to the most suitable results produced by the present invention, and thus the results of the present invention are not limited to those described in the embodiments of the present invention.
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