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GB2362736A - Network game system - Google Patents

Network game system Download PDF

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Publication number
GB2362736A
GB2362736A GB0026448A GB0026448A GB2362736A GB 2362736 A GB2362736 A GB 2362736A GB 0026448 A GB0026448 A GB 0026448A GB 0026448 A GB0026448 A GB 0026448A GB 2362736 A GB2362736 A GB 2362736A
Authority
GB
United Kingdom
Prior art keywords
vtr
competition
host computer
character
data
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Withdrawn
Application number
GB0026448A
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GB0026448D0 (en
Inventor
Hidenori Ishikiriyama
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
DIGICUBE CO Ltd
Original Assignee
DIGICUBE CO Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by DIGICUBE CO Ltd filed Critical DIGICUBE CO Ltd
Publication of GB0026448D0 publication Critical patent/GB0026448D0/en
Publication of GB2362736A publication Critical patent/GB2362736A/en
Withdrawn legal-status Critical Current

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Classifications

    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/828Managing virtual sport teams
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/332Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/63Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/77Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/206Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
    • A63F2300/208Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards for storing personal settings or data of the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/401Secure communication, e.g. using encryption or authentication
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/406Transmission via wireless network, e.g. pager or GSM
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/552Details of game data or player data management for downloading to client devices, e.g. using OS version, hardware or software profile of the client device
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6009Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content
    • A63F2300/6018Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content where the game content is authored by the player, e.g. level editor or by game device at runtime, e.g. level is created from music data on CD
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8011Ball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8052Ball team management

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • General Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Tourism & Hospitality (AREA)
  • Economics (AREA)
  • Health & Medical Sciences (AREA)
  • General Health & Medical Sciences (AREA)
  • Human Resources & Organizations (AREA)
  • Marketing (AREA)
  • Primary Health Care (AREA)
  • Strategic Management (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

A network game system in which the development of a competition between the players' characters or teams is transmitted to the personal computers of the players. The network game system comprises personal computers of the players 2 and a host computer 1. Each player may create a unique character or character team, which may involve setting intrinsic characterising data, and the created character or team is transmitted to the host computer 8, 10. The host computer may then automatically develop the competition between these characters or teams in accordance with competition logics 12 and may record and store the development of the competition as a VTR file 11. The VTR file stored may be transmitted to the personal computers of the players 7 via a telecommunication network 14 so that development of the competition between the players can be reproduced 3. The VTR file may further be encrypted or compressed and stored on the hard disk of the personal computer of the player.

Description

2362736 NETWORK GAME.SYSTEM
BACKGROUND OF THE INVENTION
1. Field of the Invention
The present invention relates to a computer system in which a host computer and personal computers of players are connected via a telecommunication network, and each player creates a specific character team or characters by means of his or her personal computer and develops various competition games and simulation games with a character team or characters created by the other player.
2- Description of the Related Art
There are recently available network games in each of which a host computer and personal computers of players are connected via a telecommunication network, and each player creates-a specific character team or characters by means of his or her personal computer and develops various competit-ion games -a-nd simulation games with a character team or characters created by the other player.
Among these network games, the main current is formed by a so-called synchronous game in which exchange of data of character teams between a particular player and the other player is performed in a real-time manner in a state in which a telecommunication line present between personal 7." 77 computers of the individual players and the host computer is retained in connection, and various competition games and the like are developed by means of transmitted character team data.
There is, on the other hand, a non-synchronous game in which players create specific character teams or the like on personal computers of the player in a state in which a telecommunication line present between personal computers of the individual players and the host computer is not retained in connection. Data of the character teams or the like created by the players are sent from the persona computers of the players to the host by connecting the telecommunication line- A plurality of character teams thus sent are caused to compete with each other on the host computer, and the result is released on a prescribed web site or the likeThe aforementioned synchronous and non-synchronous game, however, the following problems an encountered. In the case lof the s-ynchro-nems game described above, while the players can enjoy carious competition games in a realti-me manner, the telecommunication line present between the host computer and the personal computers of the players is always in a connected state during playing, tending to result in a high communication cost.
In a competition game, for example, the players most be in standby while keeping the telecommunication line in a connected state even during waiting for the other player to come out as a competing party. This state of keeping the telecommunication line in a connected state necessarily requires a higher communication cost. In view of the present circumstances of communications in Japan, it is very difficult that any and all persons participate in a game on a network and unlimitedly enjoy the competition gas for hours, including the waiting period before self- announcement of a competing party. Even at present when there are available diverse and various telecommunication lines provided at lowered costs as compared with the conventional ones, keepi-ng.the telecommunication line between the personal computers and the host computer continuously for several hours, being absorbed in the game, inevitably leads to a high communication cost.
Keizping the telecominunication line between the personal computer and the host computer in the connected state causes an adverse sffect of impossibility to use the telephone set using that telecommunication line.
When the integrated services digital network (ISDN) converting audio, video and all other data into digital signals and distributing the converted signals through a single optical fiber cable line is introduced, in which a sigh line can be used for communication as two telephone lines, use of the telecommunication line for telephone or the like is permitted even during a competition game during which the telecommunication line between the personal computers and the host computer is in connected state.
However, when the integrated services Digital Network (ISDN) is not introduced, it is impossible to use the telecommunication line for telephone during a competition game played with the telecommunication line between the personal computers and the host computer kept in connection.
In the case of a non-synchronous game described above, on the other hand, each player prepares a specific character team or the like on his or her personal computer via the telecommun.ication line connected between the personal computer of the player and the host computer in the personal computer of the player, and sends the character team thus prepared through the connected telecommunication line from the personal of the player to the host computer. This provides an advantage that is suffices to connect the telecomni nicatio'n line o'nly for a -necessary and minimum period of time, resulting in a low communication cost.
in the case of the non-synchronous game, however, upon the completion of competition, only the result (victory or defeat) of competition is notified to the players. The players cannot therefore sufficiently be aware of the detailed development of competition. For example, even when a player wins in thecompetition, the player cannot know whether or not the competition was close fight, or what are factors decided the issue. The players cannot therefore feel actual competition with the other player, and cannot therefore be amused at all with games poor in reality of competition.
As described above, both the synchronous and non-synchronous network games involve many problems not as yet solved.
SUMMARY OF THE INVENTION
Accordingly, the present invention has an object to provide a network game system which accurately reproduces the development of competition on displays of personal computers of players, promotes interest in a competition game by providing feeling of actual presence at competition with the other player, and minimizing the period of connection of a telecommunication line connected between personal ccmputers of -the players and a host computer, thereby reducing the communication cost.
In the present invention, therefore, the problems described above are solved by ensuring that, in a network game system comprising a host computer and personal computers of players connected to the host computer via a telecommunication network, in which the players prepare 6 respective character teams and transmit them to the host computer and the thus transmitted character teams compete with each other on the host computer, the players can set, when preparing the character teams, intrinsic data characterizing the character teams.
The aforementioned problems are solved also by providing a network game system in which the intrinsic data characterizing the character teams comprise operations or policy for a character teams to compete with the other character team.
The aforementioned problems are solved also by providing a network game system in which the host computer -transmits the development of the competition between the character teams to the personal computers of the players.
The aforementioned problems are solved also by providing a network game system in which the host computer transmits the development of the competition between the character teams as a VTR file to the personal computers of the.players.
The aforementioned problems are solved also by providing a network game. system in which the VTR file comprises respective character team data of the competing teams and VTR data recording the development of the competition.
The aforementioned problems are solved also by providing a network game system in which the VTR file comprises character team data transmitted by a player to the host computer, character team data transmitted by the other player who is the opponent to the host computer, and VTR data recording the development of the competition between the teams.
The aforementioned problems are solved also by providing a network game system in which the VTR file records the development of competition by the binary data method.
The aforementioned problems are solved also by providing a network game system in which the personal computer of the player has recording/reproducing means for reproducing the VTR file transmitted from the host computer.
The aforementioned problems are solved also by providing a network game system in which the recording/reproducing means reads VIM data in the VTR file to reproduce the development of the competition.
The aforementioned problems are solved also by providing a network game system in which the data in the VTR file are encrypted or compressed and can be stored on a hard disk of the personal computers of the players.
The aforementioned problems are solved also by providing a network game system in which, while reproducing the VTR data, it is impossible to enter various commands in the personal computers of the players.
The aforementioned problems are solved also by providing a network game system in which system comprising a host computer which automatically develops competition between the character teams in accordance with competition logics are records and stores the development of the competition and personal computers of the players, connected to the host computer via a telecommunication network; which the host computer transmits a VTR file containing the development of the competition between the character teams to the personal computers of the players.
The aforementioned problems are solved also by providing a network game system comprising a host computer which automatically develops competition between the character teams in accordance with competition logics and records and stores the development of the competition as a VTR file, and personal computers of the players connected to the host computer via a telecommunication network; wherein the host computer transmits the VTR file containing the development of the competition between the character teams to the personal computers of the players, and the personal computer of each player has recordincj/reproducing means which reproduces the VTR file transmitted from the host computer.
The aforementioned problems are solved also by 9 - providing a network game system comprising a host computer and personal computers of players connected to the host computer via a telecommunication network in which each player prepares a specific character and transmits the same to the host computer, and the transmitted characters compete on the host computer; wherein, when preparing the character, each player can set intrinsic data characterizing the character.
The aforementioned problems are solved also by providing a network game system in which the host computer transmits the development of the competition between the characters to the personal computers of the players.
The aforementioned problems are solved also by providing a network game system in which the host computer transmits the development of the competition between the characters to the personal computers of the players.
The aforementioned problems are solved also by providing a network game system in which the host computer transmits the development of the competition between the characters as a VTR file to the personal computers of the players- The aforementioned problems are solved also by providing a network game system in which the VTR file comprises character data of the individual competing characters and VTR data recording the development of the - 10 competition.
The aforementioned problems are solved also by providing a network game system in which the VTR file comprises the character data transmitted by the player to the host computer, character data transmitted by the other player who is the opponent to the host computer, and VTR data recording the development of the competition between the character.
The aforementioned problems are solved also by providing a network game system in which the personal computer of each player has recording/reproducing means which reproduces the VTR file transmitted from the host c c"ut er - The aforementioned problems are solved also by providing a network game system in which the recording/reproducing means reproduces the development of the competition between the characters by reading the VTR data in the VTR file.
In the network game system of the invention, the host computer transmits the development of the competition between the character teams as a VTR file to the personal computers of the players, and the players can confirm the development of the competition in detail and know the cause of victory, the cause of defect, or the development of the competition.
BRIEF DESCRIPTION OF THE DRAWINGS
Fig. 1 is a descriptive view showing a configuration of the network game system comprising a host computer and personal computers of players connected to the host computer, in which each player prepares a specific character team and transmits the same to the host computer, and the host computer transmits the development of competition between the character teams as a VTR file to the personal computers of the players; and Fig. 2 is a descriptive showing a configuration of the VTR file transmitted y the host computer to the personal computers o-f the players.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
An embodiment of the present invention will now be described with reference to the drawings. As show in Fig. 1, the network game system of the invention comprises a host computer I and one or more personal computers 2 connected to the host computers I via a telecommunication network- By using this network game system, a player Pl develops a competition between a character team worked out by the player P1 on the personal computer 2 and a character team worked out by the other player P2 on the personal computer 2In this case, the host computer I causes competition between the character teams characterized by operations or a policy of the teams for the competition selected when the players P work out the character teams. more specifically, the host computer 1 automatically develops a competition between the character teams created by the players P by selecting operations and a policy in accordance with various competition logics provided in the host computer 1. The host computer 1 stores the development of the competition as a VTR file F, and has a function of transmitting, as required, the VTR file F to the personal computers 2 of the players P- Character teams created by the players for the purpose of competition include, for example, a baseball team, a soccer team, a Rugby team, and an American football teamThe players P transmit data of the character teams which they have created to the host computer 1. The participants in the competition are not limited to teams each comprising a plurality of members, but may be individuals. Games competed by individuals include, for example, Karate, boxing and professional wrestling. In this case, data for the characters created by the player P would be transmitted to the host computer.
The personal computers 2 of the players P have a VTR function as recording/reproducing means 3 for reproducing the VTR file F transmitted from the host computer 1. The -77 players P are owners of game software having the VTR function. The players P can participate in various events using the network game system by installing this game software in their personal computers 2- In the personal computer 2 of the player P, when the installed game software is started up, for example, a dugout PC/EDIT dialog box 4 appears an the screen of the personal computer 2. The player P prepares a specific character team or character in accordance with prescribed rules. Then, the player P clicks, for example, a button "Participating in Event" appearing on the personal computer 2. A mailer 6 for electronic mail usually employed is started up by clicking an icon of a transmission button 5 shown on the screen of the personal computer 2. A destination mail address and the like of the host computer 1 is entered there, and the information (data) of the character team or the character prepared by the player P is transmitted as an attached file to the host computer 1. When the player P transmits the prepared information (data) of the character team or the character to the host computer 1, a registered password of the player P should be set in accordance with an agreement entered into between the player P and a prescribed provider, and a condition permitting transmission of an electronic mail should be established- The preparation information (data) of the character team or the character may be - 14 automatically transmitted to the host computer 1 upon starting up the mailer 6.
when the players P have transmitted the character team data or the like to the host computer 1, and entry of participation in various events has been completed, the host computer 1 notifies the fact by electronic mail to the players P. This electronic mail notifies the players P of, for example, the tournament block and the date of competition for the competing character teams- The host computer 1 automatically develops the competition between the entered character teams in accordance with previously prepared competition logics, and stores the development of the competition -as a VTR f ile F.
When the competition comes to an end on the date of competition, the host computer 1 transmits the VTR file F to the personal computers 2 of the players P. The players P reproduce the transmitted VTR file F by means of a VTR function, for example, built in the dugout Pc software p-reviously installed in their personal computers 2. By the reproduction of the VTR file F, the players P can be aware of winning or losing in the competition and causes thereof in detail. more specifically, winning/losing in the competition cannot be known until reproduction of the VTR file F comprising the development of the competition on the personal computers 2 of the players P. On the following day, - is - the result of competition is displayed in a prescribed web site.
The VTR file P transmitted from the host computer to the personal computers of the players P comprises necessary minimum data in terms of the data format. more specifically, the VTR file F comprises, for example as shown in Fig. 2, character team data D1 transmitted by the player P1 to the host computer 1 upon participating in various events, character team data D2 transmitted by the player P2 to the host computer 1 who is an opponent, and VTR data D3 recording, by the binary data method, the development of the competition between these teams in the most computer 1.
The dat-a-t-ransmitted and received between the host computer I and the personal computers 2 are encrypted and compressed, and can be stored on a prescribed hard disk. These character team data D1 and the character team data D2 have basically the same internal structure. That is, the host computer I determines combinations of competition at the time point, when players P participating in various events are gathered. When developing a competition between the player PI and the player P2, both the character team data DI and the character team data D2 are analyzed in the host computer 1. Then, the character team data DI and D2 are caused to compete, and the result is derived therefrom. At this point, the concrete details of the competition are - 16 referred to as VTR data D3, and together with the character team data DI and the character team data D2, are sent as a VTR file F for these data to the both players P1 and P2.
The character team data D1 and the character team data D2, for example in baseball teams, include operations and a policy of the teams as to who are the team members and whether or not the base should be stolen when a runner holds a base. More specifically, the players Pl and P2 independently select conditions such as on which of offense and defense the point is to be place, whether or not a pitcher is to aim at being a starting pitcher or pitching a whole game, whether or not many relief pitchers are to be used, whether or not fast-running members are used for base steal and hit-and-run, whether or not the point is placed on bunts, or whether or not foreign power hitters are to be used, to characterize the teams.
The character team Dl created by the player P1 and the character team D2 created by the player P2 as described above are analyzed in the host computer 1, and the both team data DI and D2 are caused to compete in accordance with competition logics previously prepared in the host computer I to generate various commands. The host computer 1 records the concrete details of development of the competition between the character team data DI and D2 in the form of a VTR data D3.
- 17 when the VTR file F comprising the character team data D1, the character tearn data D2 and the VTR data D3 is sent to the personal computers 2 of the players PI and P2, the VTR function of the personal computers 2 of the players PI and P2 reads the VTR data D3 of the VTR file F and reproduces the detailed development of competition on the screen of the personal computers 2.
Reproduction of detailed development of the competition on the personal computers 2 of the players PI and P2 is accomplished through read of the VTR data D3 by the VTR function. when reproducing the same on the screens of the personal computers 2, personal data of a member such as external view and gestures may be read from the character team data Dl and the character team data D2. Personal data of a member include, for example, whether or not he has a Japanese-like looking, whether or not he has a foreigner looking (pupil and hair color, presence of moustache, stature, etc.), habit in action intrinsic to him, and manner of weazing the uniform (whether the undershirt is a longsleeve one or semi-sleeve one, whether he extends stocking or inserts it under pant S). while the development of the competition is reproduced by reading the VTR data D3 by the VTR function of the personal computers 2, personal data regarding looking of a member when reproducing the same on the screen are read from - is - the character team data D1 and D2 to display the competitj:-on with a high reality feeling by showing members resembling the real ones on the screens of the personal computers 2.
When developing a competition between particular teams in the host computer 1, host computer I reads and analyzes the character team data D1 and the character team data D2, and records the concrete details of the competition of the both teams as VTR data D3. When the host computer I reads and analyzes the character team data Dl and the character team data D2, it may simultaneously record personal data regarding looking of members to record the development of the competition carried on by members resembling the real ones as V-TR data D3- in this case, the players PI and P2 can reproduce the development of a competition giving a feeling of reality with members resembling the real ones by reading only the VTR data D3 in the VTR file F transmitted to their personal computers 2 under the effect of the VTR function.
The player P1 can, on the other hand, enter the network game even when there is no other participating player P. In this case, competition is developed between, for example, a baseball team created by the player P1 and a baseball team created by the host computer 1, in accordance with competition logics of the host computer 1. In this competition, a marked difference in ability, if any, between -.. r; - 19 the baseball team of the player Pl and the baseball team created by the host computer 1 makes the game uninteresting. The host computer 1 therefore selects character team data D2 well coping with character team data dl of the player P1 and causes the teams to compete in accordance with the competition logics. The character team data D2 thus selected by the host computer 1 records occurrence of various commands and factors of random number. The host computer I records the detailed development of the competition as VTR data D3, transmits a VTR file F comprising the character team data D1, the character team data D2 and the VTR data D3 to the personal computer 2 of the,player P1, and reproduces the development of the competition full of feeling of reality on the screen thereof- An example of application of the present invention will now be described with reference to the "Professional Baseball Simulation Game". First, the playe--s P create each one baseball team in accordance with prescribed rules. In this creat-ion, the players P select operations or a policy regarding the competition such as what team members are to be selected for the competition and whether or not base steal is to be aimed at when a runner is at any base to characterize the individual baseball teams, as described above. Then, after clicking the button "Participating in Event" of the dugout PC/EDIT dialog box 4 on the screen of the personal computer 2, the transmission button 5 is clicked- This starts up the mailer 6 Of electronic mail usually used, into which the destination mail address of the host computer 1 is entered, and the creation information forming a factor of characterization of the team is transmitted as an attached file to the host computer 1.
on the other hand, the host computer 1 notifies the players P of completion of entry of the players P via electronic mail, together with a tournament block and the date of competition.
The host computer 1 automatically causes two teams from among those transmitted from the individual players P to compete in accordance with competition logics prepared in the host computer 1, and records the development of this competition as VTR data D3- upon the completion of the competition, the host computer 1 transmits the VTR file F comprising the character team data D1, the character team data D2 and the VTR data D3 to the personal computers 2 of the pLayers P1 and P2.
When the VTR file F is transmitted from the host computer 1 to the players P, the VTR data D3 in the VTR file F are reproduced by the VTP, function incorporated in, for example, the dugout PC software installed in the personal computers 2 of the players P. As a result, the competition is reproduced within the software and displayed on the - 21 screens of the personal computers 2. The players P can thus know winning or losing of the competition, and confirm details of the cause of winning or the cause of losing. When reading and reproducing the VTR data D3 on the screen, the players P cannot enter any command. when a particular player wins in the competition, the player remains for another competition in tournament- As required (when desiring to watch the result of competition), the result of competition is sent as a VTR file F.
The present invention is not limited to the embodiment shown above, but include all improvements and variations within a range permitting achievement of the object of the invention. The invention is widely applicable to games of various types such as baseball, soccer, Rugby, tennis, professional wrestling, swimming, horse racing and car racing.
The network game system of the present invention comprises a host computer 1 and a personal computer 2 of a player P, connected to the host computer 1 via a telecommunication network, in which each player P creates a unique character team and transmits the same to the host computer 1, and the thus transmitted character teams compete with each other on the host computer 1; whereint when creating the character team, each player p can set intrinsic data characterizing the character team. The players 22 therefore enjoy various competition games on the network by causing competition between the team created with contrivances and a team created by the other player.
Th e intrinsic data characterizing the character team comprise operations or a policy for competing with the other team. In a baseball team, for example, the player can select members for the game as a manager, andsufficiently reflect his or her own policy in management through instruction of base steal, hit-and-run or a bunt.
Because the host computer 1 transmits the development of the competition between the character teams to the personal computers 2 of the players P, the players P can.cc)nfi= in detail the development of the competition, and know the cause of winning, cause of losing, and progress of the competition.
Since the host computer 1 transmits the development of the competition between the character teams as a VTR file F to the personal computer 2 of the players P, the players P can enjoy receiving this VTR file F, and when this VTR file F is received, it is possible to easily reproduce the development of the competition on the screens of the personal computers 2.
In addition, the VTR file F comprises character team data D of the individual teams in competition, and VTR data DE recording the development of the competition, with - 23 necessary and mini-mum data. This leads to a very low communication cost when the host computer 1 transmits the VTR file F to the personal computers 2 of players P via a telecommunication network.
The VTR file F comprises the character team data D1 transmitted by the player Pl, the character team data D2 transmitted by the player P2 who is the opponent, and the VTR data D3 recording the development of the competition between the teams- The players P1 and P2 can therefore know the detailed development of the competition by reading and reproducing the VTR data D3 in the VTR file F on the personal computers 2 of the players P1 and P2.
The VTR file-F contains the character team data D1 transmitted by the player P1 to the host computer 1 and the character team data D2 transmitted by the other player P2 who. is the opponent to the host computer 1. The players P1 and P2 can therefore confirm what influence the data determining the operations and the policy worked out by the players P1 and P2, respectively, had on the development of the competition, while enjoying the game. While the player P1 already owns the char acter team data D1 as his or her own data, but not the character team data D2 of the opponentThe important data for the player P1 are therefore the character team data D2 in the VTR file F and the VTR data D3. The player P2 owns on the other hand the character team data D2, but not the character team data D1 who is the opponent. Important data for the player P2 are therefore the character team data D1 of the VTR file F and the VTR data D3- However, when sending the VTR file F containing the character team data b2 and the VTR data D3 to the player P1, and the VTR file F containing the character team data D1 and the VTR data D3 to the player P2, selection of data and transmission require very complicated operations. It was therefore decided to transmit the VTR file F comprising the character team data D1 and D2 and the VTR data D3 to the players P1 and P2. For the player P1 as well, it is troublesome to add the character team data D1 to the VTR file F coinprising the character team data D2 and the VTR data D3. In place of these troublesome operations, receiving the VTR file F comprising the character team data D1 and D2 and the VTR data D3, and keeping this VTR file F as it is permits avoidance of troublesome operations and more advantageous.
The VTR file F records the development of the competition by the binary data method. It is therefore possible to clearly reproduce the development of the competition on the personal computers 2 of the players P.
Because the personal computers 2 of the players P have the recording/reproducing means for reproducing the VTR file F transmitted from the host computer 1, the players P - receiving the VTR file F can easily reproduce the development of the competition on their personal computers 2.
Furthermore, the recording/reproducing means reads the VTR data D3 in the VTR file F. It is therefore possible to reproduce the development of the competition an the screens of the personal computers 2 with mini-mum data.
Since the data in the VTR file F are encrypted and compressed, the host computer I can transmit the VTR file F to the personal computers 2 of the players P within a very short period of time. in addition, it is possible to easily store the data of the VTR file F an a hard disks of the personal computers 2 of the players P.
When reproducing the VTR data D3, it is impossible to enter various commands in the personal computers 2 of the players P. This permits avoidance of the risk of the data in the VTR file F being modified by an action of the players P.
The host computer 1 automatically develops a competition between the character teams in accordance with competition logics, thus permitting completion of the competitions by a plurality of teams within a short period of time.
26 The reader's attention is directed to all papers and documents which are filed concurrently with or previous to this specification in connection with this application and which are open to public inspection with this specification, and the contents of all such papers and documents are incorporated herein by reference.
All of the features disclosed in thisspecification (including any accompanying claims, abstract and drawings), and/or all of the steps of any method or process so disclosed, may be combined in any combination, except combinations where at least some of such features and/or steps are mutually exclusive.
is Each feature disclosed in this specification (including any accompanying claims, abstract and drawings), may be replaced by alternative features serving the same, equivalent or similar purpose, unless expressly stated otherwise. Thus, unless expressly stated otherwise, each feature disclosed is one example only of a generic series of equivalent or similar features.
The invention is not restricted to the details of the foregoing embodiment(s). The invention extend to any novel one, or any novel c=bination, of the features disclosed in this specification (including any accompanying claims, abstract and drawings), or to any novel one, or any novel combination, of the steps of any method or process so disclosed.

Claims (1)

  1. WHAT IS CLAIMED IS:
    1. A network game system comprising a host computer and a personal computer of a player, connected to said host computer via a telecommunication network, in which each player creates a unique character team and transmits the sane to the host computer, and the thus transmitted character teams compete with each other on the host computer; wherein, when creating the character team, each player can set intrinsic data characterizing the character team.
    2. The network game system according to claim 1, wherein said intrinsic data characterizing the character team comprise operations or a policy for competing with the other team.
    3. The network game system according to claim 1, wherein said host computer transmits the development of the competition between the character teams to the personal computers of the players.
    4- The network game system according to claim 3, wherein said host computer transmits the development of the competition between the character teams as a VTR file to the Z- 28 - personal computers of the players.
    5. The network game system according to claim 4, wherein said VTR file comprises character team data of the individual teams competing with each other and VTR data recording the development of the competition.
    6. The network game system according to claim 4, wherein said VTR file comprises character team data transmitted by the player to the host computer, character team data transmitted by the other player who is the enemy of competition to the host computer, and VTR data recording the development of the competition between the teams.
    7. The network game system according to any one of claims 4 to 6, wherein said VTR file records the development of the competition by the binary method.
    8. The network game system according to any one of claims 4 to 7, wherein the personal computer of the player is provided with recording/reproducing means for reproducing the VTR file transmitted from the host computer.
    The network game system according to claim 8, wherein said recording/reproducing means reading VTR data in 1 1 - ': - - _ 29 said VTR file and reproducing the development of the competition.
    10. The network game system according to any one of claims 4 to 7, wherein data of said 'VTR file are encrypted or compressed and can be stored on a hard disk of the personal computer of the player- 11. The network game system according to claim 9, wherein, when reproducing VTR data, it is impossible to enter various commands in the personal computer of the player.
    12- A network game system comprising a host computer automatically developing competition in accordance with a competition logics and storing recording and therein the development of the competition as a VTR file, and personal computers of individual players connected to the host computer via a telecommunication network; wherein said host computer transmits the VTR file containing the development of the competition betwe en character teams to the personal computers of the players- 13- A network game system comprising a host computer which automatically develops competition between character teams in accordance with competition logics and records and stores therein the development of the competition as a VTR file, and personal computers of individual players, connected to the host computer via a telecommunications network; wherein said host computer transmits said VTR file containing the development of the competition between the character teams, and the personal computer of each player is provided with recording/reproducing means which reproduces the VTR file transmitted from the host computer- 14. The network game system comprising a host computer, and personal computers of players, connected to said host computer via.a telecommunication network, in which each player creates an intrinsic character and transmits the same to the host computer, and transmitted characters compete with each other on the host computer; wherein, when creating a character, each player can set intrinsic data characterizing the character.
    15. The network game system according to claim 14, wherein said host computer transmits the development of the competition between the characters to the personal computers of the players.
    16. The network game system according to claim 15, - 31 wherein said host computer transinits the development of the competition between the characters as a VTR file to the personal computers of the players.
    17- The network game system according to claim 16, wherein said VTR file comprises character data of the individual characters competing with each other and VTR data recording the development of the competition.
    18. The network game system according to claim 16, wherein said VTR file comprises character data transmitted by the player to the host computer, character data transmitted by the other player who is the enemy of competition to the host computer, and VTR data recording the development of the competition between the characters.
    19. The network game system according to any one of claims 16 to 18, wherein the personal computer of the player is Provided with recording/reproducing means for reproducing the VTR file transmitted from the host computer.
    20. The network game system according to claim 19, wherein said recording/reproducing means reading VTR data in said VTR file and reproducing the development of the competition.
    --'I 32 21. A network game system substantiall described with reference to, and as shown accompanying drawings.
    y as herein in the
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