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JP2019208747A - Score tabulation device, score tabulation method and computer program - Google Patents

Score tabulation device, score tabulation method and computer program Download PDF

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JP2019208747A
JP2019208747A JP2018106336A JP2018106336A JP2019208747A JP 2019208747 A JP2019208747 A JP 2019208747A JP 2018106336 A JP2018106336 A JP 2018106336A JP 2018106336 A JP2018106336 A JP 2018106336A JP 2019208747 A JP2019208747 A JP 2019208747A
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直次郎 竹田
Naojiro Takeda
直次郎 竹田
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Abstract

【課題】新たなソーシャルネットワーキングサービス(SNS)を目指す異種目間交流を実現するコンピュータ集計装置、スコア集計方法及びプログラムを提供する。【解決手段】複数種類の種目によるスコアを集計するスコア集計装置であって、前記複数種類の種目を、第1段階目の動因となる動因種目と、該動因種目の結果に対して問い合わせを行ない、返答を受ける形式で進行し、進行の可否を決定する第2段階目の進行種目と、前記第1段階目の取得結果を不特定に、又は疑似的な種目実行によって収集し、前記動因種目及び進行種目に特典を付与する第3段階目の対峙種目とに分けて実施する手段と、前記動因種目、進行種目及び対峙種目を共依存させ回帰的に連係させて実施する手段と、連係させて実施された結果を融合させて結果を出力する手段とを備える。【選択図】図7PROBLEM TO BE SOLVED: To provide a computer totalizing device, a score totaling method, and a program for realizing interaction between different eyes aiming at a new social networking service (SNS). Kind Code: A1 A score tallying device that tallies scores of a plurality of types of events, wherein the plurality of types of events are inquired about a driving factor that is a driving factor of a first stage and a result of the driving factor. , Progressing in the form of receiving a reply and collecting the progressing event of the second stage for determining whether or not the progress is possible and the acquisition result of the first stage unspecified or by executing the pseudo-event, And a means for separately performing the third stage of the confrontation event which gives a privilege to the progressing event, and a means for reciprocally coordinating and implementing the driving event, the progressing event and the confrontational event. And a means for outputting the result by fusing the results performed by the above. [Selection diagram] Fig. 7

Description

本発明は、異種目間交流を行なうためのスコア集計装置、スコア集計方法及びコンピュータプログラムに関する。   The present invention relates to a score totaling apparatus, a score totaling method, and a computer program for performing exchange between different eyes.

異なる種目の競技結果でスコア、成績等を算出する方法としては、発明者自身による特許文献1の「ボウリングスコア算出装置、ボウリングスコア算出方法及びコンピュータプログラム」がある。これにより、「五世代」に亘る仲間が支え合う新たな「遊戯」を実現できた。また、1次ゲームの対戦結果のパラメータ値を用いて2次ゲームを行なう「ゲーム成績評価方法」(特許文献2)も提案されている。   As a method of calculating scores, scores, and the like based on the competition results of different events, there is a “bowling score calculation device, bowling score calculation method, and computer program” disclosed in Patent Document 1 by the inventors themselves. As a result, we were able to realize a new “game” in which friends of “five generations” supported each other. In addition, a “game score evaluation method” (Patent Document 2) is proposed in which a secondary game is performed using a parameter value of a battle result of the primary game.

特許第5232928号公報Japanese Patent No. 5232828 特許第3887001号公報Japanese Patent No. 3887001

特許文献1,2に開示されているような装置、方法を用いたゲームによって、異なる種目に基づく評価を出力し、新たな楽しみ方を生むことは可能であるが、ある種のゲームのスコアから同種の新たなスコアを出力する程度である。本願発明者が考える「異種目間交流」の意味では、依然として交流を達成するには不十分である。   Although it is possible to output evaluations based on different events and create new ways of enjoying the game using the devices and methods disclosed in Patent Literatures 1 and 2, it is possible to generate a new way of enjoying the game. Only a new score of the same kind is output. In the meaning of “interchange between different eyes” considered by the present inventor, it is still insufficient to achieve the exchange.

異種目間交流とは、1人乃至複数人で参加できるコンピュータゲーム対戦場において、従来の種目のように1種目で勝敗を決するのではなく、3種類の種目を多数実施できる状態にした上で、主催者が3種類の種目を自由に組み立てて子供から要支援者までまたコンピュータゲームの出来ない人まで一律に活躍させて楽しませることができるコンピュータシステムであり、従来の遊び方や自己鍛錬の方法を大きく変えるものとなる。つまり従来の種目は「競技」の形でしか実施出来なかったが、本発明によって「遊戯」と「切磋」の形でも実施できるようになり種目が多様化する。   Cross-species exchange means that in a computer game battlefield where one or more people can participate, it is not possible to win or lose in the first event as in the conventional event, but in a state where many three types of events can be performed. This is a computer system that allows the organizer to freely assemble three types of events and entertain them from children to those who need support and those who cannot play computer games. Will be a big change. That is, the conventional event can only be performed in the form of “competition”, but according to the present invention, it can also be performed in the form of “play” and “kiri”, and the events are diversified.

「遊戯」とは主催者調整型の参加者至上主義の遊び方で、従来のようにルールの下で画一的に実施するのではなく、参加者一人ひとりを慮って初心者(素人)から超達人までが一丸となって取り組めるようにするものである。参加者に受験生が居る場合には、テスト問題を種目としてもよい。このように参加者一人ひとりを最大限活躍させて、しかも従来のように実施過程において勝因や敗因になる確定要素を作らないで最後の最後までチーム一丸となって取り組めるようにすることが求められる。この変化を料理で例えるのであれば、従来の料理は牛や魚を丸ごと食べなければならなかったが、本発明によれば、料理人の腕前が光るその店ならではの御馳走として食べられるようにするようなもので、料理人が主催者となる。   “Play” is a method of organizer-adjusted participant supremacy, which is not carried out uniformly under the rules as in the past, but from beginners (amateurs) to super masters considering each participant. Will be able to work together as one. If the participant has students, the test question may be an event. In this way, it is required that each participant can play an active part as much as possible, and that the team can work together until the very end without creating a decisive factor that will cause or lose in the implementation process as in the past. To compare this change with food, traditional food had to eat whole beef and fish, but according to the present invention, it can be eaten as a treat unique to the restaurant where the chef's prowess shines. Like, the chef is the organizer.

「切磋」とは「遊戯」と違って3種類の種目の特性を活かして特化させたもので勉強や遊びやレベルと言った人々の触れ合いを妨げる要因を取り除き、誰とでも意欲的に励めるようにするもので「自己鍛錬は孤独」という概念を変えるものとなる。   “Kirin” differs from “Yu-Gai” in that it specializes by utilizing the characteristics of the three types of events. It removes the factors that hinder people ’s interaction such as study, play and level, and encourages everyone. It will change the concept of “self-training is loneliness”.

以上の結果、勝利至上主義の下で勝者にしか美酒を振る舞えなかった種目は、競技としては従来のままで、「遊戯」としては「ふれあい型」と「若者向け型」で、「切磋」としては「他流試合型」と「勉強促進型」で実施できるようになり用途が広がると共に価値観や実力差を超えた交流が可能となり人類にとって新たな「ふれあいツール」となり得る。   As a result of the above, the events that only allowed the winners to serve sake under the supremacy of victory were the same as in the competition. Will be able to be implemented in "other style game type" and "study promotion type", and the use will expand, and exchanges beyond values and ability will be possible, and it can be a new "contact tool" for humanity.

本発明は、このような新たなツール、いうなれば新たなソーシャルネットワーキングサービス(SNS)を目指す異種目間交流を実現するスコア集計装置、スコア集計方法及びコンピュータプログラムを提供することを目的とする。   An object of the present invention is to provide a score totaling apparatus, a score totaling method, and a computer program that realize such a new tool, that is, a social network service (SNS) that is aimed at a new social networking service.

なお以下の説明で本発明と記す場合は発明全体を指し、本発明を構成する要素を第1から第5発明として以下に説明する。   In the following description, the present invention refers to the entire invention, and elements constituting the present invention will be described below as first to fifth inventions.

また、本発明には多くの処理機構が必要で、例えば交流体や種目体を取決める作業をコンピュータゲームで行なってもよい。しかし必ずしもコンピュータゲームで行なう必要はなくプレイヤに所望の種目体等を選べるようにしてもよい。そのように、コンピュータ装置から差し替え可能にしてもしなくてもよいソフトウエアを「関数」と記す。関数とは「一定の処理をするプログラム」という意味で用いる。   Further, the present invention requires a large number of processing mechanisms. For example, an operation for determining an alternating current body and an event body may be performed by a computer game. However, it is not always necessary to use a computer game, and the player may select a desired event. As such, software that may or may not be replaceable from a computer device is referred to as a “function”. The function is used to mean “a program that performs a certain process”.

また、本発明はコンピュータ装置を用いて行なうものであって中央で処理するコンピュータを「中央」と記し、プレイヤが使用するコンピュータを「端末」と記して説明する。   Further, the present invention is performed using a computer device, and a computer that is processed in the center is described as “center”, and a computer that is used by a player is described as “terminal”.

「異種目間交流」は、遊びや勉強や種目や科目やレベルと言ったふれあいを妨げる要因を取り除いてより多くの人と触れ合い共に励めるようにする技術である。それを可能にするには多くの課題があり、また実施方法を上手く説明するのも難しい。本発明の主たるテーマは「主催者調整型」の「参加者至上主義」の「異種目間交流」であり、従たるテーマは「多様性」「自在性」「容易性」「面白さ」等となる。それらを満たす形で行なうには、以下の5つの要素が必要である。
1つには、そもそもの実施方法を考える必要があり、
2つには、主催者が容易に準備できる方法を考える必要があり、
3つには、価値変換等の多様な調整を容易にできる方法を考える必要があり、
4つには、異種目間で賞罰できる方法を考える必要があり、
5つには、他流試合可能な公平性を得る仕組みを考える必要がある。
その他にも課題が山積しているが、以上の課題が最低限必要で夫々が第1〜第5発明になる。しかしながら「異種目間交流」とは新たな概念であるから、まず異種目間交流の説明を主にして課題を記す。
“Interdisciplinary exchange” is a technology that removes factors that interfere with interaction such as play, study, events, subjects, and levels, and encourages more people to interact and encourage each other. There are many challenges to make this possible, and it is difficult to explain how to implement it. The main theme of the present invention is the “organizer-adjusted” “participant supremacy” “cross-species exchange”, and the subordinate themes are “diversity” “freedom” “easy” “interesting” etc. It becomes. The following five elements are necessary to satisfy these requirements.
For one thing, you need to think about how to do it in the first place,
Second, we need to think about ways that the organizer can easily prepare,
Third, it is necessary to consider a method that can facilitate various adjustments such as value conversion.
For four, it is necessary to think about a method that can punish between different eyes,
For five, it is necessary to consider a mechanism for obtaining fairness that allows other games to be played.
There are many other problems, but the above problems are at a minimum and each of them is the first to fifth inventions. However, since “interchange between different eyes” is a new concept, the problem will be described mainly by explaining the exchange between different eyes.

本発明による「異種目間交流」の本体は3層から成る。つまりプレイヤが実感できる「表層部」と、主催者調整型にする「中層部」と、他流試合等を可能にする「最深部」とから成り、最終的には3層を一体にして行なう必要がある。但し用途を限定したり簡易盤にしたりすると表層部より順番に夫々の段階で実施可能となる。   The main body of the “different eye contact” according to the present invention consists of three layers. In other words, it consists of the “surface layer” that the player can feel, the “middle layer” that is adjusted by the organizer, and the “deepest part” that enables other-style games, etc., and finally the three layers are integrated. There is a need. However, if the application is limited or a simple board is used, it can be carried out at each stage in order from the surface layer.

異種目間交流の基本的仕組みを第1〜第3の発明に分けている。第1発明は「表層部」に相当し「3種類の種目を回帰型問答式2段階方式」で連係させて行なう異種目間交流となる。第2発明は「中層部」に相当し、異種目間交流を本体処理と表層処理とに分けて行なう「3種類のデータ管理体と真正ユニット」を設けた異種目間交流となる。第3発明は深層部に相当し、異種目間交流を「概念的拠所」で抽象化しさらに「評価棒」で抽象化して「概念的拠所を基にして等価枠変換と共通座標と課題方式と疑似動因種目と評価棒」を加えた異種目間交流となる。以上が異種目間交流を可能にする根本的な仕組みである。上述の要素の内、困難であるのが特典の付与であって第4発明は「賞罰用語」を用いて特典機能を大幅に向上させる。第5発明は他流試合型や勉強促進型になる「切磋」を容易に実施できるようにする「基準種目」である。   The basic mechanism of exchange between different eyes is divided into the first to third inventions. The first invention corresponds to the “surface layer portion”, and is an exchange between different types of eyes performed by linking in “three types of events, a regression type question-and-answer two-step method”. The second invention corresponds to the “middle layer portion”, and is the inter-species interchange provided with “three kinds of data management bodies and authentic units” which performs the inter-species interchange between the main body process and the surface layer process. The third invention corresponds to the deep part, and the exchange between different types of eyes is abstracted by “conceptual base” and further abstracted by “evaluation bar”. Interchange between different eyes with the addition of “pseudo-motor event and evaluation bar”. The above is the fundamental mechanism that enables exchange between different eyes. Among the above-mentioned elements, it is difficult to grant a privilege, and the fourth invention greatly improves the privilege function using “principal punishment term”. The fifth invention is a “reference item” that makes it possible to easily carry out a “kiri” that is a different game type or a study promotion type.

第1発明の「問答式2段階方式」とは、3種類の種目を1段階目の種目と2段階目の種目に分け、2段階目の種目を1段階目の種目結果を基に実施するようにする。その結果、2段階目の種目は1段階目の種目結果を集める「スコア」になり、そこで1段階目の種目を2段階目の種目からの問い掛けに答える形にすると、2段階目と1段階目の種目は共依存関係になり単独では実施できなくなる。その結果スコアになる2段階目の種目は進行係を兼ねる形になり「進行係を兼ねたスコアになる種目」となる。それは正に「司会者の居る討論会」のようなものとなる。   The “question-and-answer type two-step method” of the first invention divides the three kinds of events into the first-stage event and the second-stage event, and implements the second-stage event based on the first-stage event results. Like that. As a result, the second stage event becomes a “score” that collects the results of the first stage, and if the first stage event is answered to the questions from the second stage event, the second stage and the first stage The events of the eye are co-dependent and cannot be performed alone. As a result, the event of the second stage that becomes the score becomes a form that also serves as an advancer, and becomes an “event that becomes a score that also serves as an advancer”. It is just like a “discussion with a moderator”.

司会者が居る討論会とは、大勢の人が集まって話し合う討論会において、司会者が居るか居ないかの違いであるが、司会者が居なければ参加者が自由に発言して中々収集が付かない。つまり多様な種目が集まって自己主張を始めると到底価値変換はできない。しかし司会者が居れば参加者は司会者の問い掛けに答えるだけでよくなり、司会者も参加者の答えを束ねて1つの成果を作り上げればよくなる。そのように進行係を兼ねた2段階目の種目を司会者として1段階目の種目を参加者に見立てて問答式で価値をやり取りすれば司会者がいる討論会のような異種目間交流が可能となる。ところがその場合、参加者に比べて司会者の立場が余りにも強くなり過ぎ司会者が独断的に振る舞ったとしても誰も制止できない。この場合異種目間交流と言いながら実体は進行係の種目の実施形態を変えたに過ぎず、例えば双六や人生ゲームのように盤上のゲームを進めるためにサイコロという別の玩具に動因を求めているのと変わらないものとなる。そこで第1発明では、「第3者」を登場させた「バラエティ番組」のような実施形態で、2種類ではなく3種類の種目で行なう。   A debate with a moderator is a debate where a large number of people gather and discuss, with or without a moderator. Is not attached. In other words, if various events are gathered and self-assertion begins, value conversion cannot be achieved. However, if there is a presenter, the participant only has to answer the presenter's questions, and the presenter can also combine the participants' answers to create one result. In this way, the second stage event that also serves as a facilitator will act as a moderator, and if the first stage event is regarded as a participant and values are exchanged in a question-and-answer formula, disparate exchanges like a debate with a moderator will occur. It becomes possible. However, in that case, no one can stop even if the moderator's position becomes too strong compared to the participants and the moderator behaves arbitrarily. In this case, the entity has only changed the embodiment of the item of the facilitator while saying the exchange between different types of eyes, for example, in order to advance the game on the board such as Sugoroku and life game, the motivation to another toy called dice It will be the same as what you are looking for. Therefore, in the first invention, in the embodiment such as “variety program” in which “third party” is introduced, it is performed in three types of events instead of two types.

バラエティ番組のような実施形態とは、有名な芸人等のタレントを司会者にして、所謂雛壇と呼ばれる会場の座席に大勢の芸人を座らせ、司会者がそれらの芸人に問いかけたときに、芸人は真面目に即答するが、司会者はそれを回答の意図に反した解釈を行なうなどして暴走することがある。この場合に、司会者のパートナーになる「第3者」がすかさずその暴走に対して司会者へ指摘を行ない、暴走を食い止めるというものである。要するに、司会者と対等の力を持つパートナーになる種目を新たに加えて3種類で行なうことで、司会者が独断的に振る舞うような実施形態の様相が一変する。そして寧ろ3番目の種目の方が進行係の種目より力を持ち司会者の進行を妨げたり積み重ねた結果をいわゆるスコアを破壊したりする。そのようなことに何故なるかと言えば、3番目の種目も2段階目の種目であり1段階目の種目から動因を得る必要がある。しかし進行係の種目と違って3番目の種目には継続性がなく1回限りの実施になるため、継続性のないものが1回限り単独で実施したとしても何にもならないので対戦型の種目にして対戦結果で賞罰を実施できるようにする。賞罰とは賞与と処罰のことで、賞与とは特典獲得者の進行状況やスコアを良好にする行為であり、処罰とは非特典獲得者の進行状況やスコアを悪くする行為である。なお、勝者敗者の何れに特典を付与するかはその時の取決めとなる。   An embodiment such as a variety program is that a famous entertainer or other talent is a moderator, and a large number of entertainers are seated on the seats of the so-called floors. Responds seriously, but the moderator may run away by interpreting it against the intention of the answer. In this case, the “third party” who becomes the partner of the presenter immediately points out the runaway and stops the runaway. In short, the aspect of the embodiment in which the moderator behaves arbitrarily is completely changed by newly performing the event that becomes a partner having equal power with the moderator. Rather, the third event has more power than the progress event, which hinders the progress of the moderator and destroys the so-called score. The reason for this is that the third event is also the second stage event, and it is necessary to obtain the cause from the first stage event. However, unlike the event in progress, the third event has no continuity and is a one-time event, so even if a non-continuity event is performed only once, nothing will happen. Make it possible to carry out award punishment according to the result of the competition. Bonus punishment is bonus and punishment, and bonus is an act of improving the progress and score of the privilege acquirer, and punishment is an act of worsening the progress and score of the non-privilege acquirer. In addition, it is an agreement at that time which privilege is given to which of the winner and the loser.

ここで問題になるのが3番目の種目が1段階目の種目結果をどのように集めるかで、1つにはスコアから摘み取って集める方法と、2つには自ら1段階目の種目を実施して集める方法があり、前者が「摘取型」となり、後者が「代行型」である。詳細は後述するが、「摘取型」は「1対多」になる司会者と参加者に当たる種目の様子を傍らで眺め「何番目の結果と何番目の結果を戦わせる」といった具合にプレイヤが事前に取決めておき、双方の結果が集まった時点で対戦を行なうことで実現される。そのため、対戦場において「1対多」の「1」を複数化する必要があり同時に「摘取型」で行なう場合はプレイヤ各々が展開している「1」を潰し合うものとなる。これに対して、「代行型」は3番目の種目が「1対多」の間に入って「1」の代行をする。そして特典獲得者のみ特典として「1」が実施できる。このため「代行型」で行なえば各プレイヤは3番目の種目に負ける訳には行かなくなり熾烈なものとなる。つまり種目が3種類になることによって対戦場が一変する。なお、2種類で行なった場合の問題点について述べる。2種類で行なう場合、「主催者調整型の参加者至上主義」として施した主催者による弱者救済のための仕掛けが強者に悪用され意図的に手抜きされてゲームそのものが崩壊してしまう。しかし3番目の種目が加わると仮に手抜きした場合には賞罰権が相手に渡ってしまう。そのため、強者も迂闊には手抜きできなくなり主催者が意図する形で実施できるようになる。その他にも種目が2種類だと他流試合型等の「切磋」が実施できなかったりする。要するに種目が2種類だと異種目間交流は不可能であった。   The problem here is how the third event collects the results of the first stage, one of which is a method of picking and collecting from the score and two of which are the first stage The former is the “pick type” and the latter is the “proxy type”. As will be described in detail later, the “pick-up type” is a “one-to-many” moderator and a participant who looks at the side of the event, and “players fight what and what results” etc. This is realized by making an arrangement in advance and playing a match when the results of both parties gather. Therefore, it is necessary to make a plurality of “1” of “one-to-many” on the battlefield, and in the case of performing the “pick type” at the same time, the players unfold “1” developed. On the other hand, in the “proxy type”, the third event falls between “one-to-many” and substitutes “1”. And only a privilege acquirer can implement "1" as a privilege. For this reason, if the “proxy type” is performed, each player will not be able to lose the third event, and it will be fierce. In other words, the battlefield changes completely when there are three types of events. The problem when the two types are performed will be described. When it is performed in two types, a mechanism for relief of the weak by the organizer given as “organizer-adjusted participant supremacy” is abused by the strong and intentionally cut out, and the game itself collapses. However, if the third event is added, the award will be handed over to the opponent if it is omitted. As a result, even the strong man can't skip the detour, and the organizer can do it as he intended. In addition, if there are two types of events, it may not be possible to implement “Kiri” such as other styles. In short, when there were two types of events, exchange between different types of items was impossible.

3種類の種目を整理すると「進行種目」「動因種目」「対峙種目」となる。夫々の種目は野球やサッカーと言った個別な種目を指すのではなく「問答式2段階方式」を成立させるための役割を指す。そのため、夫々の種目には実際の種目が多数存在する。夫々の役割は、進行種目は司会者の役割を担い、動因種目は参加者の役割を担い、対峙種目は相方の役割を担う。そして進行種目と対峙種目が2段階目の種目となり、動因種目のみが1段階目の種目となる。また進行種目のみが唯一継続性を有する。その為、進行種目と動因種目は共に唯一なものとなり立ち位置が変えられないが、対峙種目のみ所定の位置が無く、前記の通り両者の間に割って入り仲介役をするのか、両者の傍らに立って動因種目の結果を進行種目から摘み取って戦わせ賞罰を実施するのかとなる。その結果、本発明による異種目間交流は、上述したように「遊戯」と「切磋」で実施できるようになる。但し「遊戯」と「切磋」の違いは対峙種目の立ち位置のみではなくそれに加えて第5発明の「基準種目」を用いるか否かとなる。   When the three types of events are arranged, they become “progressive events”, “motive events”, and “opposite events”. Each event does not indicate individual events such as baseball or soccer, but a role for establishing a “question-and-answer two-step system”. Therefore, there are many actual events in each event. As for each role, the progressive event plays the role of the presenter, the motive item plays the role of the participant, and the opposite event plays the role of the companion. The progress event and the opposite event are the second stage events, and only the motive event is the first stage event. Only progressive events have continuity. Therefore, both the progress event and the motive event are unique and the standing position cannot be changed, but only the opposite event does not have a predetermined position. The result of the motive event will be picked from the progress event, and the prize punishment will be carried out. As a result, the exchange between different eyes according to the present invention can be implemented by “play” and “kiri” as described above. However, the difference between “play” and “kiri” is not only the standing position of the opposite event but also whether or not the “reference event” of the fifth invention is used.

対峙種目の存在は大きく、前記の問題を解決すると共に異種目間交流の実施形態を変える。対峙種目は前記の通り2段階目の種目であるが継続性がなく単発型になる。その為進行種目のように異種目間交流を牽引することはできないが、進行種目に無い良さがあり、1つには対戦場において動因種目の結果を自由に摘み取って対戦させられる。2つには単発型のため結果が即判明して特典が付与できる。以上については既に記しているが、3つには進行種目の一部なら代行できる。この3つ目の利点が大きく異種目間交流を多様化させると共に公平性が高められ他流試合が可能となる。公平性については第5発明で記すとして、対峙種目は結局のところ「横槍」を入れるしかできない。なぜなら2段階方式において1段階目の種目は動因種目のみであり継続性を持つ種目は進行種目のみである。そのため、両者の立ち位置は変えられない。それに対して対峙種目は2通りの立ち方ができ、1つは両者の傍らに立って横槍を入れるのか、2つは両者の間に割って立ち仲介役をするのかとなり、前者が「摘取型」で、後者が「代行型」となる。「摘取型」の場合は進行種目の下で動因種目を実施しその結果で進行種目を進める。そのため、動因種目は進行種目に直結する。しかし、「代行型」の場合は対峙種目の下で動因種目を実施しその結果で対峙種目を行ない勝者にのみ特典を付与して進行種目の実施権を与える。そのため、対峙種目に勝たなければ進行種目が実施できない羽目になり従来にない屈辱を味わう。しかし進行種目と動因種目が直結しなくなり、動因種目の後に対峙種目を行なってその後に進行種目を行なう形となり公平性が高まる。なお、「摘取型」も「代行型」も特典は共に人為的なもので差はないが、進行種目の実施権が得られるか否かの差は大きく「代行型」の場合は対峙種目に自ずと力が入る。その結果、「代行型」は対峙種目が「本戦の場」になり動因種目が「対戦準備の場」になり進行種目が「決戦の場」になる。それに対して、「摘取型」は動因種目の結果で進行種目を展開するため動因種目は「結果を算出する場」になり寧ろ動因種目が「本戦の場」になり進行種目が「決戦の場」になる。つまり対峙種目の用い方によって3種類の種目の役割や重要性が大きく変わって来る。しかし何れも問答式で行なうため「使用値」も必要最小限に抑えられる。   The existence of antipodal events is great, which solves the above-mentioned problems and changes the embodiment of interchange between different types of eyes. The antipodal event is the second-stage event as described above, but there is no continuity and it is a single shot type. For this reason, it is not possible to drive the exchange between different types of eyes as in the progress event, but there is a good point that there is no progress event, and one of them is that you can freely pick the results of the motive event on the battlefield and play them. The two can be given a privilege because the results are immediately known because of the single shot type. The above has already been described, but it is possible to substitute for three of the progress events. This third advantage is great, diversifying exchanges between different types of eyes, increasing fairness and enabling other-style matches. The fairness will be described in the fifth invention, and in the end, “Yokohama” can only be entered in the opposite event. This is because in the two-stage system, the first stage event is only the motive event, and the event having continuity is only the progression event. Therefore, the standing position of both cannot be changed. On the other hand, the antipodal event can be done in two ways, one standing beside the other, putting a lie on the side, or two splitting between the two and acting as an intermediary. The latter is the “substitute type”. In the case of the “plucking type”, the motive item is implemented under the progression item, and the progression item is advanced as a result. Therefore, the motive event is directly linked to the progression event. However, in the case of the “substitute type”, the driving event is performed under the opposing event, and as a result, the opposing event is performed, and a privilege is given only to the winner, and the right of execution is granted. Therefore, if you do not win the antipodal event, you will not be able to carry out the advanced event, and you will experience a humiliation that has never existed. However, the progression item and the motive item are not directly connected, and the opposite event is performed after the motive item, and then the progression item is performed, and the fairness is increased. The benefits of both “pick-up” and “representative” are artificial, and there is no difference, but there is a large difference in whether or not the license for the advanced event can be obtained. The power naturally enters. As a result, in the “substitute type”, the opposing event becomes the “main battle field”, the incentive item becomes the “preparation field”, and the progress event becomes the “decision field”. On the other hand, the “plucking type” develops the progressive event based on the result of the motive event, so the motive event becomes the “place to calculate the result”, rather the motive event becomes the “main battle field” and the progression event becomes “decisive battle” A place. In other words, the role and importance of the three types of events will vary greatly depending on how you use them. However, since both are performed using question-and-answer formulas, the “use value” can be minimized.

問答式の利点は、1つには動因種目は質問に答えるだけでよくなり、2つには3種類の方法で価値変換でき、3つには変換後の値を2段階目の種目自ら用意でき、4つには値の受渡しが容易になる点である。1つ目については仮に問答式で無かったなら司会者の居ない討論会のような状態となり参加者となる動因種目が口々に自己主張するため収拾が付かなくなる。例えばサッカーとボクシングで値をやり取りした場合にはサッカーの途中にボクシングのジャブが送られて来たりする。本発明にとって重要な技術である「等価枠変換課題方式」を用いると「柔道さん50でお願いします」と課題を振った場合、柔道は難易度50の課題を実施して結果はクリアしたか否かを返すか、或いは出来栄えを百分率で返せばよくなる。なお、難易度や出来栄えを表す百分率は第3発明では「概念的拠所の値」となる。そのため、両者が全く知らない者同士でも問題無く値の受渡しができる。2つ目については1つ目の結果「目標値指定型」「最終値指定型」「要素値送信型」で値の受渡しができる。夫々の違いは果物屋を例えに記すと分かり易い。果物屋が課題を課す側の種目になるが「遊戯」と「切磋」では異なる。「遊戯」であれば「進行種目」になり「切磋」であれば「対峙種目」になる。厳密には「切磋」の場合は第5発明の「基準種目」になる。その上で果物屋が好きに商品を箱売り、籠売り、単品売りする。それに対して「これ幾ら?」とプレイヤが尋ねた場合、「800円」と返答があり800円支払えなければ買えない形が「目標値指定型」となる。つまり動因種目の実施前に所望の品をいわゆる価値変換したい値を取決めて種目結果が目標値に達しなかったなら得られない形となる。また、「500円で何買える?」と尋ねると「これとこれ」と教えられ「それでは、これ」と取決める形が「最終値指定型」となる。つまり先に動因種目を実施してその結果で得られる値の中から最終決定する形となる。そのため、目標値指定型と違って必ずなんらかの値が得られる。また、果物農家が自宅で採れた果物を売ってと持込む形が「要素値送信型」となり雑貨屋に果物を持込んでも売ってくれないが果物屋であれば価値変換せずにそのまま売ってくれる。つまり同じ品を扱う店であれば持込んだ品がそのまま使用できるように、動因種目で得た対戦要素を価値変換せずに2段階目の種目に渡すことができる。3つ目の変換後の値を2段階目の種目自ら用意するとは、目標値指定型も最終値指定型も商品そのものは課題を課した種目側にあり商品をどのようなものにしたとしても移動させる必要はないし幾らでも増やせる。また、売物でない物は買えない。そのため、商店が百貨店と無人販売店程の差があったとしてもプレイヤは文句を言うことができない。つまり商店は商店として扱われ商店間差があったとしても不問でその中で処理される。4つ目の値の受渡しが容易になるとは、商品が単品や箱売り等どのようなものであったとしても商品に振られている価格を判定する値、いわゆる通貨をやり取りするだけでよくなる。例えば2段階目の種目が用意した値が、(1)がABCDであり、(2)がBDFである場合、(1)及び(2)がメダル数を示すケースでは、メダルの枚数をやり取りすればよい。(1)と(2)に30円と50円等と別に価格が振られている場合、対戦場で有効なコイン(通貨)をやり取りすればよくなる。なお本発明では「0〜100」の少数点を伴う「概念的拠所の値」でやり取りする。   The advantage of the question-and-answer formula is that it is only necessary to answer the question for the motive item, the value can be converted in three ways for the two, and the converted value is prepared for the second step in three There are four points that facilitate the delivery of values. If the first one is not a question-and-answer formula, it will be like a debate where there is no moderator, and the motives that will be participants will make self-assertions and will not be able to settle. For example, when exchanging values between soccer and boxing, a boxing jab is sent in the middle of soccer. When using the “equivalent frame conversion task method”, which is an important technology for the present invention, if the task is “Please do with Judo 50”, did Judo perform the task of difficulty 50 and cleared the result? You can return no or return percentage of work. In the third invention, the percentage representing the degree of difficulty and the performance is the “value of conceptual base”. Therefore, even those who do not know at all can pass values without problems. As for the second, the value can be transferred by the first result “target value designation type”, “final value designation type”, and “element value transmission type”. The difference between the two is easy to understand by taking a fruit store as an example. The fruit shop is the subject of the challenge, but it is different between “Yugi” and “Kirin”. If it is “play”, it will be “progress item”, and if it is “kiri”, it will be “counter event”. Strictly speaking, in the case of “cutting”, it becomes the “reference item” of the fifth invention. On top of that, she sells box products, sells them, and sells them individually. On the other hand, when the player asks “How much is this?”, The “target value designation type” is a form that cannot be bought unless there is a reply of “800 yen” and 800 yen can be paid. That is, if the value of the desired product to be value-converted is determined before the driving event is performed and the event result does not reach the target value, it cannot be obtained. Also, when you ask "How much can you buy for 500 yen?", You will be told "this and this" and the form that you decide "so then this" will be the "final value designation type". In other words, the motive item is first executed and finally determined from the values obtained as a result. Therefore, unlike the target value specification type, some value is always obtained. In addition, the form that a fruit farmer sells fruit collected at home is `` element value transmission type '' and it does not sell even if it brings fruit to a general store, but if it is a fruit shop it is sold as it is without converting the value Hey. In other words, if the shop handles the same items, the items brought in can be used as they are without being converted, so that the items brought in can be used as they are. The third value after the conversion is to be prepared by the second stage item itself, both the target value specification type and the final value specification type, the product itself is on the side of the item that imposed the problem, no matter what the product is There is no need to move it and you can increase it as much as you like. Also, you cannot buy things that are not for sale. Therefore, even if there is a difference between a store and a department store and an unattended store, the player cannot complain. In other words, the store is treated as a store, and even if there is a difference between stores, it is processed without any question. To facilitate delivery of the fourth value, it is only necessary to exchange a so-called currency for determining the price assigned to the product, regardless of whether the product is a single item or box sale. For example, in the case where the value prepared by the second stage event is (1) ABCD and (2) BDF, (1) and (2) indicate the number of medals, the number of medals is exchanged. That's fine. When prices are set apart from 30 yen and 50 yen in (1) and (2), it is only necessary to exchange valid coins (currencies) on the battlefield. In the present invention, exchange is performed using a “conceptual base value” with a decimal point of “0 to 100”.

異種目間交流の実施形態を簡単に整理すると、異種目間交流は「遊戯」と「切磋」に分けられ、「遊戯」は「ふれあい型」「若者向け型」で実施でき、「切磋」は「他流試合型」「勉強促進型」で実施できる。「遊戯」と「切磋」の違いは「目的」と「形態」で、「遊戯」は「遊び」を目的にして「摘取型」で実施する。「切磋」は「鍛錬」を目的にして「代行型」で実施する。しかし「遊戯」の若者向け型は代行型でも実施できるため、「遊戯」と「切磋」の決定的な違いは第5発明である「基準種目で行なう代行型」であるか否かとなる。「遊戯」は参加者至上主義の遊び方を目指すもので老若男女要支援者や種目の達人が居たとしても全員漏れなく実力を発揮させて楽しませる必要があり、他愛無いアナログの遊びから高度なアーケードゲーム機まで利用できるようにする必要がある。その結果、個々の種目結果を尊重する必要があり動因種目は「種目結果算出の場」となる。「切磋」は従来自己鍛錬とは孤独な戦いであったがそれを楽しく意欲的に行なえるようにするものである。そのため、勉強促進型なら勉強を損ねないようにする必要があり、他流試合型なら公平性を高めて高度な戦い方ができるようにする必要がある。そこで動因種目はサボれない状況に追い詰めて専念できるようにする必要があり動因種目は自ずと「対戦準備の場」となる。そこで「ラウンド制」を用いる。   When the embodiment of cross-species exchange is simply organized, the cross-species exchange can be divided into "play" and "cut", and "play" can be implemented as "contact type" or "youth type". Can be implemented as “other-style game type” or “study promotion type”. The difference between “play” and “cut” is “purpose” and “form”, and “play” is “pick” for the purpose of “play”. “Kirin” will be implemented on behalf of “training” as “substitute”. However, since the game type for young people can be implemented as a proxy type, the decisive difference between “play” and “Kirin” is whether or not it is the “substitute type to be performed in the reference item” of the fifth invention. `` Play '' aims to be a supremacy of participants, and even if there is a supporter of age or gender, or a master of the event, it is necessary for everyone to demonstrate their ability without any omissions. It is necessary to be able to use even an arcade game machine. As a result, it is necessary to respect the individual event results, and the driving event is a “field of event result calculation”. “Kirin” has traditionally been a lonely battle with self-discipline, but makes it fun and ambitious. Therefore, it is necessary not to impair the study if it is a study-promoting type, and it is necessary to improve the fairness and enable a high-level fighting method if it is a different-style game type. Therefore, it is necessary to be able to concentrate on the situation where the driving event is not overridden, and the driving event will naturally become a “place for battle preparation”. Therefore, the “round system” is used.

ラウンド制とは、動因種目を対戦準備にして、対峙種目を本戦として、対戦準備と本戦を分けて一定時間動因種目を繰返し行なって対戦要素を集め、その間に集めた対戦要素を再配備できるようにして対戦準備を行ない、再配備した結果で対峙種目を繰返し行なって対峙種目の特典で進行種目を進める。その1回分の準備と対戦が「1ラウンド」になり、1乃至複数回ラウンドを繰返して進行種目を終え勝敗を決する。なお、ラウンドの変り目に種目を変えたりレベルを変えたりできる。例えば勉強促進型なら準備期間を40分としその40分間所望の動因種目を繰返して対戦準備をし、40分が過ぎると集めた対戦要素を基にトランプのポーカー等で対峙種目を繰返し行ない特典獲得者のみ進行種目を進める。他流試合型なら対峙種目をアクションゲームで行ない、勝者にのみオセロのような陣取りゲームが出来たりする。動因種目は当然様々な種目で行なえ、対峙種目もアクションゲーム等様々な種目で行なえ、進行種目も陣取りゲームやパズルゲーム等様々な頭脳ゲームで行なえる。以上のように3種類の種目を組み合わせることによって勉強促進型と他流試合型が可能となり、勉強促進型では自分が取組んでいる課題に照準を合わせて受験生なら各学校の受験問題を行ない、資格試験受験者なら相応の受験勉強を行ない、コンピュータゲーム鍛錬者なら取組んでいるコンピュータゲームに照準を合わせて行なう。なお照準を合わせるとは、最適化する意味である。それに対して他流試合型なら主催者が設定した動因種目を自由に選び対戦準備を行なう。仮に対戦要素集めを怠ると、対峙種目は当然コテンパンに負け、さらに進行種目が出来ないという2度の屈辱を味わう羽目になり、それが嫌で否応なく対戦準備に励めるようになる。他流試合型なら予戦でない限り50人や100人の大人数で行なうことはないが、勉強促進型なら塾や学校のクラスメイトやインターネットで集まったメンバと行なうなら100人、1000人を超える場合もあり、何人で行なったとしても問題無く実施できる。但しラウンド制は「遊戯」の形態では実施困難で、第5発明の「基準種目」が必要になる。   The round system is to prepare the battle type for the battle type, the battle type as the main battle, separate the battle preparation and the main battle, repeat the dynamics for a certain period of time, collect the battle elements, and redeploy the battle elements collected in the meantime Then, prepare for the battle, repeat the battle event as a result of the redeployment, and advance the progress event with the benefits of the battle event. The preparation and the battle for one time become “one round”, and one or more rounds are repeated to finish the progress event and decide the victory or defeat. In addition, you can change the event and level at the turn of the round. For example, in the case of the study promotion type, the preparation period is 40 minutes, and 40 minutes is repeated to prepare for the battle, and after 40 minutes, the battle event is repeated based on the collected battle elements, and the privilege is obtained repeatedly. Only the person will advance the progression event. In the case of other-style games, the competition game is played with an action game, and only a winner can have a battle game like Othello. Naturally, the driving event can be performed in various events, the opposing event can be performed in various events such as an action game, and the progressive event can be performed in various brain games such as a battle game and a puzzle game. By combining the three types of events as described above, a study-promoting type and a cross-style game type become possible. If you are a test taker, you will study appropriately, and if you are a computer game trainer, you will focus on the computer game you are working on. Note that to aim is to optimize. On the other hand, in the case of other-style game type, the event type set by the organizer is freely selected to prepare for the match. If you do not collect the competition elements, you will naturally lose the game against Kotenpan, and you will have the humiliation of two humiliations that you will not be able to progress. In the case of other styles, there will be no large number of 50 or 100 people unless it is a pre-war, but in the case of study promotion type, if it is performed with a cram school or classmates or members gathered on the Internet, it will exceed 100 or 1000 people There is no problem, no matter how many people do it. However, the round system is difficult to implement in the “play” form, and the “reference item” of the fifth invention is required.

第1発明について整理すると、第1発明は3種類の種目を「回帰型問答式2段階方式」で連係させて行なう異種目間交流用の装置及び処理方法である。発明そのものは異種目間交流ができる「対戦場」である。そして技術的特徴は「3種類の種目」と「回帰型問答式2段階方式による連係」である。3種類の種目は、進行種目、動因種目、対峙種目であるが夫々は種目の役割を指す表現で実際に用いる種目は夫々に属する様々な種目である。また3種類の種目はプレイヤが自由に実施できるものとする。そのため、3種類の種目に外部のコンピュータシステムやコンピュータ装置を用いる場合は本発明内で起動する3種類の種目は「自動連係用ソフトウエア」であり、自動連係用ソフトウエアが起動した場合は外部委託に必要な情報が自動で受渡しするようになっている。また、3種類の種目は回帰型問答式2段階方式で繋がるが、回帰型とは実施形態が「遊戯」や「切磋」に分かれたとしても進行種目が各プレイヤの進行係を務め、動因種目や対峙種目を様々実施したとしても最終的に帰り着くところという意味で、言わば「進行係の種目を用いた実施形態」である。問答式とは動因種目の実施は2段階目の種目より指示が出され種目結果は指示を出した2段階目の種目に返すという意味で、問答式で行なうと価値変換や値の受渡しが「目標値指定型」「最終値指定型」「要素値送信型」で実施できる。2段階方式とは3種類の種目が1段階目の種目と2段階目の種目に分かれていて2段階目の種目は1段階目の実施結果を基に実施する形となる。そのため、「問答式2段階方式」になれば自ずと、3種類の種目が共依存関係になり夫々単独で実施できないものになる。3種類の種目の立ち位置は、進行種目は3種類の種目で唯一継続性がある2段階目の種目となり各プレイヤの異種目間交流を牽引する。動因種目は唯一の1段階目の種目となり問答式の返答役となる。対峙種目は継続性が無い単発型の2段階目の種目となり動因種目の結果を自由に寄せ集めて対戦させる。そのため、対峙種目は対戦型デジタル種目になり勝者に特典が付与できる。特典の付与方法は様々で進行種目の進行権を与えたり第4の発明で行なったりできる。以上の結果、各プレイヤは何れかの進行種目に参加しなければならない。また進行種目と動因種目は対戦型または非対戦型の種目で実施できるが、対峙種目のみ対戦型デジタル種目に限られる。また、対峙種目には摘取型と代行型があり共に実施前に「方法」と「対象」と「特典」を取決めておく必要があるが、摘取型の場合は対象が動因種目の格納先か若しくは実施NO(番号)となり格納先か実施NOを事前に把握できる必要があり第2発明で言う「交流体」に当たる何かが必要になる。   To summarize the first invention, the first invention is an apparatus and a processing method for inter-species exchange performed by linking three types of events by a “regression type question-and-answer two-step method”. The invention itself is a “battlefield” where exchanges between different eyes are possible. The technical features are "three types of events" and "relation-type question-and-answer two-step linkage". The three types of events are the progressive event, the motive event, and the antipodal event, but each is an expression indicating the role of the event, and the events actually used are various events belonging to each. In addition, the three types of events can be freely implemented by the player. Therefore, when an external computer system or computer apparatus is used for three types of events, the three types of items activated within the present invention are “automatic linkage software”, and when the automatic linkage software is activated, an external Information necessary for commissioning is automatically delivered. In addition, the three types of events are connected in a two-step regression type question-and-answer system. However, even if the embodiment is divided into “play” and “kiri”, the progress type acts as a player in charge of each player, In other words, it is an “embodiment that uses the event of the facilitator” in the sense that it will eventually return even if various antipodal events are implemented. The question-and-answer formula means that the action item is instructed from the second-stage event, and the result of the event is returned to the second-stage event that issued the instruction. It can be implemented with a target value specification type, a final value specification type, and an element value transmission type. In the two-stage method, three types of events are divided into a first-stage event and a second-stage event, and the second-stage event is performed based on the execution result of the first stage. For this reason, if the “question-and-answer type two-step method” is adopted, the three types of events are naturally dependent on each other and cannot be implemented independently. The standing positions of the three types of events are the second-level events that are the only continuity of the three types of events and lead the exchange between the different types of eyes of each player. The driving event is the only event of the first stage and serves as a response to the question-and-answer formula. The counter event will be a single-stage, second-stage event with no continuity, and the results of the motive events will be collected and played against each other. Therefore, the competition item becomes a competition type digital event, and a privilege can be given to the winner. There are various privilege granting methods, and it is possible to give the right of progression of the progression item or to perform the fourth invention. As a result, each player must participate in any progress event. Progressive events and motive events can be implemented as competitive or non-competitive events, but only counter-events are limited to competitive digital events. In addition, there are two types of antipodal types, the plucking type and the substitution type, and it is necessary to decide the “method”, “subject” and “privilege” before implementation. It becomes the first or execution NO (number), and it is necessary to know the storage destination or the execution NO in advance, and something corresponding to the “alternating body” in the second invention is required.

以上を踏まえた上で流れを簡単に記すと、第1発明の場合は第2発明と違って主催者による調整や真正ユニットが存在しないために進行種目の出来栄えで競い合われる。なお、進行種目の出来栄えは第2発明では種目内成否度を基に算出するが第1発明では対戦場内で有効なコインやメダルやトランプの札やその他の共有できる値を用いて表現する。そのため、価値を算出する媒体は何であってもよいが、各プレイヤは何れかの進行種目に参加して各々進行種目を進める。しかし進行種目を進めるためには動因種目を行なう必要があり、動因種目を行なうには2通りあり、直接進行種目に関連付けて行なうか、対峙種目を介在させて行なうかとなる。何れであってもよいが進行種目はその2通りで前進する。基本はそれだけであるがこれに対して対峙種目による横槍が入る。対峙種目は特典である賞罰を地雷のように発動させる「摘取型」と、前記の進行種目と動因種目の間に立って仲介役をする「代行型」があり、それによって進行種目の進め方も異なりまた動因種目の役割も異なる。対峙種目はプレイヤによって幾らでも増やせ、3種類の種目は何れも対戦型で実施できる。また、動因種目にアナログ種目も使え、正に対戦場は種目や対戦の坩堝となる。それにも関わらず正常に実施できるのは「3種類の種目の役割が明確」である上に「回帰型問答式2段階方式」で連係されているからである。つまり対戦場を混沌とさせるのが対峙種目であって、どれほど混沌としても正しく進行させるのが進行種目である。対峙種目と進行種目に動力を与えるのが動因種目となる。そして多様な種目を問題無く連係させる一番の立役者が「問答式2段階方式」となる。   Based on the above, the flow can be briefly described. In the case of the first invention, unlike the second invention, there is no adjustment by the organizer and there is no genuine unit, so that the competition of the progress items is competed. In the second invention, the performance of the progress event is calculated based on the success / failure degree within the event, but in the first invention, it is expressed by using coins, medals, cards cards, and other sharable values that are effective in the battlefield. For this reason, any medium may be used for calculating the value, but each player participates in any progress event and advances each progress event. However, in order to advance the progress event, it is necessary to perform the motive event, and there are two ways to perform the motive event, which is performed directly in association with the progress event or by interposing the counter event. Although it may be either, the progress item advances in the two ways. That's the only thing, but there is a side-by-side reversal. There are "pick-up type" that activates the award punishment that is a privilege like landmines, and "representative type" that acts as an intermediary between the above-mentioned progressive events and the motive events, and how to proceed with the advanced events And the role of the motive item is also different. The number of counter events can be increased by the player as much as possible, and all of the three types of events can be implemented in a battle type. In addition, analog events can be used for the driving events, and the battlefield becomes a crucible for events and battles. In spite of this, it is possible to carry out normally because “the role of the three types of events is clear” and the “regression type question-and-answer formula two-step method” is linked. In other words, it is the antipodal event that makes the battlefield chaos, and the progressive event is that the chaos is correctly advanced. The driving event is to provide power to the antipodal and progressive events. And the most important player who links various events without problems is the “question-and-answer two-step method”.

以上のように第1発明は3種類の種目を「回帰型問答式2段階方式」で連係させて行なうことを特徴とする異種目間交流用の装置と処理方法となる。   As described above, the first invention is an apparatus and a processing method for inter-species eye interchange, characterized in that three types of events are performed in a “regression type question-and-answer two-step system”.

第2発明は、第1の発明によって様々な形で異種目間交流ができるようになった。しかしだからと言って「主催者調整型」の「参加者至上主義」で実施できるかと言えばできない。なぜなら異種目間交流は多様な種目を多数用いるため従来のように個別に設定していたのでは埒が明かない。だからと言って半ば自動で一斉に設定したのではエラーの因になる。そこで効率的な設定方法或いは実施方法が必要となる。それが第2発明で、異種目間交流を「本体処理」と「表層処理」に分け、表装としての異種目間交流は多様に変化し、しかもプレイヤの遊び心を一切損ねないで自由に実施できるようにしながら、本体処理は一切変化しない二重構造にする。いわゆる異種目間交流の「構造化」で、異種目間交流を構造的に確立してその仕組みにおいて第1発明を実施する。そこで3種類のデータ管理体とユニットを用いる。3種類のデータ管理体とは「交流体」「種目体」「対峙体」で、種目体が動因種目に繋がる窓口となり、対峙体が対峙種目に繋がる窓口となり、交流体が異種目間交流の「起点」または「拠点」になり交流体を対象に異種目間交流を行なう。そして異種目間交流を成立させる最小単位が「ユニット」である。   According to the second invention, the interchange between different eyes can be performed in various forms by the first invention. However, it cannot be said that it can be implemented by the “organizer-adjusted” “participant supremacy”. Because different types of interchanges use many different events, it is not clear if they are set individually as in the past. That's why it becomes an error if you set it all at once in a semi-automatic manner. Therefore, an efficient setting method or implementation method is required. That is the second invention, the interchange between different types of eyes is divided into "main body processing" and "surface layer processing", and the different types of cross-sectional exchange as the cover changes in various ways, and can be freely implemented without impairing the playfulness of the player at all. In the meantime, the main body processing has a double structure that does not change at all. The so-called “structuring” of cross-eye interchange is structurally established, and the first invention is implemented in that mechanism. Therefore, three types of data management bodies and units are used. The three types of data management bodies are "exchange body", "species body", and "opposite body". Interchange between different eyes for the AC body as the “starting point” or “base”. The minimum unit for establishing the inter-species interchange is “unit”.

以上の構造化を具体的に記すと、食卓に3人居るとして、一人ひとりが「チーム」となり、食卓が「対戦場」となり対戦場が本発明となる。3人は夫々和食と洋食と中華を摂るとして、和食の人は御飯と味噌汁と焼魚の3品を揃え、洋食の人はパンと卵焼とミルクの3品を揃え、中華の人は沢山の品を揃えたとして、夫々の品が「種目」となり、和食や洋食といった一人前の食事が「ユニット」になり、異種目間交流はユニット単位で行なう。その上でユニット内において食べ合せで力を倍増減させる作用が「融合型」異種目間交流となり仲間内の成績を連係させて値変化を起こさせて結果を倍増減させる。また融合型が可能であるならユニットを跨いで対峙させることも可能で和食の焼魚と洋食のパン等を自由に摘み取って種目結果を天秤に掛けて競争させるのが「対峙型」異種目間交流となる。つまり個々の種目結果をユニット内で融合させるのかそれともユニット外の結果と競い合わせるのかとなる。以上を踏まえて異種目間交流を整理すると、一人前の御膳が「ユニット」であり、各種目が「種目体」であって、天秤が「対峙体」であり、料理を盛る食器が「交流体」である。その上でビュッフェの如く自ら料理を食器に盛るのが「後盛付型種目」となり、主催者が事前に食器に盛るのが「先盛付型種目」となる。その他にも言えることが多々あるが以上は本発明を構造化する上で良き見本である。第1発明では問答式の利点を活かして種目間で直接やり取りしたが、その反面主催者は異種目間交流に立ち入ることが出来なかった。しかし以上のように内部において異種目間交流を構造化してその下に3種類の種目を関連付けることによって、種目同士は直接繋がらなくなったが、主催者やプレイヤは構造化された内部処理において多様な仕掛けが可能となり、寧ろ内部処理が「本体処理」となる。逆に3種類の種目は実施する種目によって様々変化するが外部委託される「表層処理」となる。なお、ユニットについても様々考えられ、プレイヤ一人ひとりに与えられる「分離型ユニット」、対戦者と共有する「共有型ユニット」、またユニットと進行種目を一体化させる「疑似ユニット」等、しかし共有型ユニットであったとしても囲碁やオセロ盤のように陣地の取り合いになるため最終的に一人ひとりの陣地として処理する必要があり、「本体処理」において一人ひとりの陣地として処理する交流体の集まりを「真正ユニット」と記す。   Specifically, the above structure is described. Assuming that there are three people at the table, each person becomes a “team”, the table becomes a “battlefield”, and the battlefield becomes the present invention. Three people eat Japanese food, Western food and Chinese food. Japanese food is prepared with rice, miso soup and grilled fish. Western food is prepared with bread, fried egg and milk, and many Chinese people. Assorted goods, each item becomes a “special item”, a full-size meal such as Japanese or Western food becomes a “unit”, and interchange between different eyes is performed in units. After that, the action of doubling or increasing the power by eating in the unit becomes “fusion type” exchange between different eyes, and the results in the fellows are linked to cause a change in value, and the result is doubled or increased. In addition, if the fusion type is possible, it is also possible to confront across units, and it is `` face-to-face '' cross-species exchange that freely picks Japanese-style grilled fish and western bread and puts the result of the balance on the balance It becomes. In other words, individual event results will be merged within the unit, or will they compete with results outside the unit. Based on the above, the exchange between different types of eyes is organized. A full-scale ritual is a “unit”, each item is a “special object”, a balance is an “anti-body”, and dishes serving dishes are “interchanges”. The body. On top of that, serving the dishes on the tableware like a buffet is the “post-seat type event”, and the organizer pre-populating the dishes in advance is the “spot type type event”. There are many other things to say, but the above are good examples for structuring the present invention. In the first invention, the advantages of the question-and-answer formula were exchanged directly between the events, but on the other hand, the organizer was unable to enter the exchange between different types of events. However, as described above, the interchange between different types of eyes is structured inside, and the three types of events are associated therewith, so that the events are not directly connected to each other. However, the organizer and the player have various in structured internal processing. The device can be set, and the internal processing becomes “main body processing”. On the contrary, the three types of events are “surface processing” which is outsourced, although it varies depending on the type of event to be implemented. There are various types of units, such as a “separable unit” that is given to each player, a “shared unit” that is shared with the opponent, and a “pseudo unit” that integrates the unit with the progression item, but a shared unit. Even if it is, it will be necessary to process each individual position as it becomes a battle of the position like Go and Othello board, and in the `` main body processing '' a group of exchange bodies processed as each position is called `` genuine unit '' ".

外部委託とは、第1発明でも記したように本発明では基本的には種目の内部に触れないで入口と出口で「課題」と「結果」のやり取りをするだけとなる。その為それが可能なら種目自体は何であっても良く、例えばアナログ種目、デジタル種目、対戦型種目、非対戦型種目、またゲームセンターのコンピュータ装置や他のサーバーにあるオンラインゲーム等、ジャンケンや他愛無い遊びも含め学校の宿題も当然利用可能となる。但しそのためにはそれらを本発明に参加させる「自動連係用ソフトウエア」が必要になる。自動連係用ソフトウエアは参加する種目側が開発するもので自動連係用ソフトウエアを起動させると例えばゲームセンターの中央システムに自動連係して対戦者情報や引数が渡されアーケードゲーム機が使用できたり、別のオンラインゲームが実施できたり、またQRコード(登録商標)読取り装置に自動接続してアナログカードゲームのQRコードが読込めたり、アナログ種目の結果を手動入力するための入力支援ソフトウエアが起動したりする。本発明からは対戦者情報や使用する端末機情報等必要な情報を渡して外部委託するが、本発明としては「戻値」が得られればよい。このように外部委託できる種目は動因種目に限らず進行種目や対峙種目でも可能となる。つまり本体処理にとっては表層処理自体が外部処理になっている。それを何処まで広げるかによって対戦場で使用できる種目が変わって来る。しかし主催者にとっては利用可能な種目を基に「対戦場の下準備」をするだけである。   As described in the first aspect of the invention, the outsourcing is basically an exchange of “issue” and “result” at the entrance and exit without touching the inside of the event. Therefore, if it is possible, the event itself may be anything, such as an analog event, a digital event, a competitive event, a non-competitive event, or an online game on a computer device or other server in a game center, etc. Of course, school homework, including no play, will be available. However, in order to do so, "automatic linkage software" that allows them to participate in the present invention is required. The software for automatic linkage is developed by the participating event side, and when the software for automatic linkage is started, for example, the central system of the game center automatically links the opponent information and arguments, and the arcade game machine can be used, Another online game can be executed, or the QR code of the analog card game can be read by automatically connecting to the QR code (registered trademark) reader, or the input support software for manually inputting the result of the analog event is started To do. From the present invention, necessary information such as player information and terminal information to be used is handed out and outsourced. However, the present invention only needs to obtain a “return value”. In this way, the items that can be outsourced are not limited to motive events, but can also be advanced events or antipodal events. That is, for the main body process, the surface layer process itself is an external process. The events that can be used on the battlefield vary depending on how far it is spread. However, the organizer simply prepares the battlefield based on the available events.

対戦場の下準備は、1つには実施可能な進行種目を準備し、2つには真正ユニットの処理機構を取決め、3つには3種類のデータ管理体を用意する。1つ目についてはゲームが始まると先ずプレイヤは自分が参加する進行種目を取決めなければならない。その時選べる進行種目を事前に用意する。2つ目については真正ユニットの扱い方については様々な考え方があり、進行種目と一体化させるのかまたは対戦場において統一するのか等々、本稿は後者で記す。その為プレイヤの進行種目が異なったとしてもプレイヤ全員同じルールで処理する真正ユニットになりそれを主催者が事前に取決める。3つ目については「交流体の鋳型」と「種目体」と「未完成の対峙体」とを必要数用意する。鋳型とは完全に同じ内容にする訳ではないが一部の内容を同じにするために設けられる基になる見本のことで、交流体の鋳型とは交流体が異種目間交流の起点並びに記録庫になるためいわゆる拠点になるため沢山の情報を保有する。それを主催者やプレイヤが逐一作成するのは容易ではなくまたエラーの因になるので鋳型を作成して鋳型から一部の内容を複製できるようにするものである。鋳型を用いれば「交流体選び」が可能となりプレイヤたちは有利な交流体の鋳型を求めて奪い合いができる。交流体選びは交流体そのものを選び合うのではなく中身を選び合うもので、仮に交流体選びを行なったとしても真正ユニットには通常通り空の状態の交流体が存在し該空の交流体に鋳型の内容が丸ごとではなく一部が複製されるもので、その為交流体選びをしながらでも「対峙体の作成」が可能になり、また主催者が「先盛付型種目」として試合前に『盛付表』等に登録して関連付けておくことができる。なお、鋳型そのものに種目体を関連付けておく方法は多々あるが交流体に「種目体ID」という項目がありそこに種目体を登録しておけばよい。交流体と種目体と対峙体の関係は前記の通り、交流体が異種目間交流の起点並びに拠点になり、種目体が動因種目、対峙体が対峙種目の窓口いわゆる起動ボタンとなるが単なる起動ボタンではなく異種目間交流にとって夫々重要な役割を担う。何よりも様々な仕掛けが可能となり、特定のプレイヤや交流体や場面に対して実施できる種目を変えたり、動因種目や対峙種目に渡す引数を変えたり、特典内容を事前に取決めたり、交流体選びや種目体選びゲームが実施できたり、人気度や実施NOなど動因種目自体が持たない情報を持たせて抽出できるようにしたりできる。しかも種目体は同一種目であったとしても内容を変えれば幾らでも作られるため、本発明では割愛しているが外部で発生する特別な状況で、例えば「777」等の値揃いがあった等と言った様々なこじつけで実施できる種目を変えたりできる。そのため、難易度で課題を律儀に取決めるまでもなく状況に応じて取決められるようになり、価値の等価変換が限りなく不要になる。   In preparation for the battlefield, one is prepared for the progress items that can be performed, two for the processing mechanism of the genuine unit, and three for three types of data management bodies. For the first one, when the game starts, the player must first decide the progress item that he / she will participate in. Prepare advance events to be selected at that time. Regarding the second, there are various ways of handling genuine units, and this paper will describe the latter, whether it is integrated with the progression event or unified on the battlefield. Therefore, even if the player's progress items are different, all the players become authentic units that are processed according to the same rules, and the organizer decides in advance. For the third, the necessary number of “alternating body molds”, “special objects”, and “unfinished antipods” are prepared. A sample that is not necessarily the same content as a mold, but is a basic sample that is provided to make some of the content the same. Because it becomes a warehouse, it has a lot of information to become a so-called base. It is not easy for the organizer or player to create it one by one, and it causes an error. Therefore, a template is created so that a part of the content can be copied from the template. If a mold is used, “alternating body selection” is possible, and players can compete for and search for an advantageous alternating body mold. The AC body selection is not to select the AC body itself, but to select the contents. Even if the AC body selection is made, there is normally an AC body in the empty state in the genuine unit. The content of the mold is not a whole, but a part of it is duplicated, so it is possible to “create an anti-body” even while selecting an exchange body, and the organizer will be able to create a pre-match type event before the game. It is possible to register and associate with “Sheet List”. There are many methods for associating a spectacle with the template itself, but there is an item of “specimen ID” in the AC body, and it is sufficient that the spectacle is registered there. As described above, the relationship between the AC body, the event body, and the antipodal body is that the AC body is the starting point and base of the exchange between different types of eyes, the event body is the driving event, and the antipodal body is the so-called start button of the antipodal event. It plays an important role in the exchange between different eyes, not buttons. Above all, various devices are possible, changing the events that can be implemented for a specific player, exchange body and scene, changing the argument passed to the cause and opposite events, arranging the privilege contents in advance, selecting the exchange body It is possible to execute a game for selecting the event and the event, or to extract information having information that the motive event itself does not have such as popularity and execution NO. Moreover, even if the item is the same item, any number of items can be created as long as the content is changed. For this reason, although it is omitted in the present invention, there is a set of values such as “777” in a special situation that occurs outside. It is possible to change the events that can be carried out by various means. For this reason, it becomes possible to decide according to the situation without needing to decide the task according to the degree of difficulty, and the equivalent conversion of values becomes unnecessary.

本体処理の簡単な流れは、各プレイヤは交流体を確定させると、交流体にある内容で種目体が選べ、種目体にある内容で動因種目が実施でき、動因種目の結果が交流体に格納され、また交流体に格納された動因種目の結果が対峙体を管理する処理機構に送られ、対峙体に交流体情報があれば送られて来た動因種目の結果を格納する。そして対峙体に登録されている交流体の動因種目の結果が全て揃ったなら対峙種目を実施し特典対象者に特典を付与する。特典の実施方法には2通りあり、1つは本体処理で行なうか、2つは進行種目に持ち帰って行なわれる。そして本体処理で行なう特典は3種類のデータ管理体を対象に行なう。種目体と対峙体に対して行なえば動因種目と対峙種目に影響を与えるが自身もその影響を受けるため高度な仕掛けとなる。その為通常は交流体に仕掛ける。以上のように第1発明に比べると処理が複雑になりユニットの概念等が加わってプレイヤにとっては煩わしさと不可解さが増す形になるが主催者調整型にする上で必要不可欠となる。   The simple flow of the main body processing is that each player can select the event body based on the contents in the AC body, and can execute the motor event according to the contents in the event body, and the result of the motor event is stored in the AC body. In addition, the result of the action item stored in the AC body is sent to the processing mechanism that manages the opponent body, and if there is AC body information in the opponent body, the result of the source event that is sent is stored. And if all the results of the motive item of the AC body registered in the opposing body are completed, the opposing event is implemented and a privilege is granted to the privilege target person. There are two ways to carry out the privilege, one is performed by the main body processing, or two are performed by bringing back the progress event. And the privilege performed by the main body process is performed for three types of data management bodies. If it is performed on the event body and the opposite body, it affects the motive item and the opposite body, but it is also an advanced mechanism because it is affected by itself. Therefore, it is usually set up on an AC body. As described above, the processing is more complicated than that of the first invention, and the unit concept is added, which makes the player more bothersome and incomprehensible, but is indispensable for the organizer adjustment type.

以上のように3種類のデータ管理体と真正ユニットを設けて本体処理と表層処理を分離して行なうことを特徴とする第1発明にある3種類の種目を回帰型問答式2段階方式で連係させて行なう異種目間交流用の装置と処理方法となる。   As described above, the three types of data management body and the authentic unit are provided, and the main body process and the surface layer process are performed separately. Thus, an apparatus and a processing method for interchanging between different eyes are provided.

第3発明は、勉強促進型や他流試合型になる「切磋」を如何に実現するかである。「切磋」については前記のラウンド制が適している。しかし肝心の種目間調整やレベル間調整が抜けている。種目間調整とは勉強する者とアクションゲームをする者を如何に対等化するかであり、レベル間調整とは上級者と下級者の対等化である。第1及び第2発明ではその点をどうしたのかとなるが、「遊戯」なら寧ろ種目間やレベル間に差があった方が面白い。また対戦者が同じ種目をするなら問題にならない。しかしラウンド制はそうは行かない。なぜならラウンド制の場合対戦準備の後に必ず直接対決があり種目間やレベル間に差があれば一方が相当不利になる。仮に勉強促進型なら勉強とはそれでなくても精神的負荷が大きくその上不愉快な思いまでしたいとは思わない。そこで意図的にレベルを下げたのでは意味がない。つまり当事者にとってベストの形にする必要があり、そこで対戦準備をする動因種目のみ種目内難易度で細分化する。そしてプレイヤが直面している部分のみを抽出する。その結果「種目の最適化」が図られ、種目が最適化されたなら種目間差やレベル間差が無くなる。なぜなら照準が自己に向くため対外的比較は不要になる。例えば東京大学受験生と私立中学校の受験生が居て両者にとって最適な設問ばかり集めて最適化したなら実施する内容に大差があったとしても当事者にとっては「同じ頑張度」「同じ困難度」で立ち向かわなければならない課題ばかりになり精神的に対等化される。なお、その際の課題抽出設定は自己設定になるが前記の通り誤魔化したところで目的が自己鍛錬であるため意味がなく、仮に誤魔化して対戦要素を有利に集めたとしても相手に見透かされて自ずと敬遠される。逆に他流試合型の場合は課題の抽出は主催者任せになり主催者の観点で多種多様な種目から同レベルの課題ばかり集められて最適化される。その為種目間差が感じられたならラウンドの変り目に種目を変更すれば良く不公平にはならない。つまり種目が最適化できれば初期段階の差異が克服できる。   The third aspect of the invention is how to realize a “Kiri” that becomes a study-promoting type or other-style game type. The above round system is suitable for “Kiri”. However, adjustments between important events and adjustments between levels are missing. The adjustment between events is how to equalize those who study and those who play action games, and the adjustment between levels is equalization between advanced and inferior. In the first and second inventions, what happens with this point is more interesting if it is “play”, but there is a difference between the events and levels. Also, it doesn't matter if the opponent has the same event. However, the round system does not go that way. Because in the round system, there is always a direct confrontation after the preparation for the match, and if there is a difference between events or levels, one will be considerably disadvantageous. If you are study-promoting type, you don't want to be unpleasant because it has a great mental burden even if study is not. Therefore, intentionally lowering the level is meaningless. In other words, it is necessary to make it the best form for the parties, and only the motive item that prepares for the battle is subdivided with the difficulty level within the item. Then, only the part facing the player is extracted. As a result, “optimization of the event” is achieved, and if the event is optimized, there is no difference between the events or between the levels. Because the aim is self-oriented, no external comparison is necessary. For example, if there are students from the University of Tokyo and private junior high school students who have collected and optimized only the best questions for both, even if there is a big difference in the contents to be implemented, the parties must confront with the same degree of effort and the same degree of difficulty It becomes all the tasks that must be done and mentally equalized. Although the task extraction setting at that time is self-setting, it is meaningless because the purpose is self-discipline when it is misled as described above, and even if it is misled and gathers the battle elements advantageously, it will be seen by the opponent and shy away Is done. On the other hand, in the case of a cross-style game type, the task extraction is left to the organizer, and from the organizer's point of view, only tasks of the same level are collected and optimized from a variety of events. Therefore, if you feel a difference between events, change the event at the turn of the round and it will not be unfair. In other words, if the event can be optimized, the difference in the initial stage can be overcome.

初期段階の差異とは、人間における競争は全て体力差や能力差を排除してルールの名の下で一律に扱う。つまりルールが公平化の根拠になっているが、その結果傍目には異様な光景であったとしても試合が成立する。例えば相撲やバスケットボール等。そのような差異があったとしても公平化できるのは「同じ種目を同じルール」で行なっているからで、ところが異種目間交流は「異なる種目を異なるルール」で行なうため従来の方法では公平化できない。つまりルールを持込めない。そこで先ず種目の見方を改めて種目を1つの価値体系または総体として扱うのではなく「断片の集合体」として、個々の種目において実施できる断片を種目毎に多数集めて『課題表』として管理し、該課題表において多様な条件で断片を抽出できるようにする。例えば大学受験という種目なら「〇〇大学の過去問」とか将棋なら「5手詰め」等と種目毎に様々な条件で断片を抽出できるようにする。そして「新たな断片の集合体」を「新たな種目」に成り得るよう工夫する。その結果プレイヤにとってまたは大会にとって「最適化した種目が作られる」ようになり、そこでプレイヤにとって最適化すれば種目やレベルが異なったとしても「同じ困難度」で公平化でき、大会にとって最適化すれば種目が異なったとしても各々の競技において「同程度の鍛錬」が必要なものとなり公平化でき、多少の差異があったとしても相撲やバスケットボール程の差異は生じない。その結果初期段階の差異が克服できる。しかし単に断片を抽出して「新たな断片の集合体」にしたとしても「新たな種目」には成り得ない。そこで次に抽出した新たな断片を新たな種目に成り得る工夫を凝らす。これが「概念的拠所」となる。なお、本発明では種目の断片を、厳密には断片を1乃至複数集めた1つの腕試しを「課題」と記す。その為断片の集合体は「課題の集合体」となる。   Differences in the initial stage are all the competition in human beings is handled uniformly in the name of the rule, eliminating physical strength and ability differences. In other words, the rules are grounds for fairness, but as a result, even if it is a strange sight, the game is completed. For example, sumo or basketball. Even if there is such a difference, it is possible to be fair because it uses the same rules for the same event. Can not. In other words, you cannot bring in rules. First of all, we changed the way of looking at the events, and instead of treating the events as a single value system or as a whole, we gathered a number of fragments that can be implemented in each event as a “collection of fragments” and managed them as an “issue table” In the task table, fragments can be extracted under various conditions. For example, it is possible to extract fragments under various conditions for each event such as “00 university past questions” for university exams or “5 hand-packed” for shogi. Then, devise so that “an aggregate of new fragments” can become a “new event”. As a result, “optimized events are created” for players or competitions, and if they are optimized for the players, fairness can be achieved with the “same difficulty level” even if the events and levels are different. For example, even if the event is different, each game will require “same training” and can be fair. Even if there are some differences, there will be no difference as much as sumo or basketball. As a result, the difference in the initial stage can be overcome. However, simply extracting a fragment and making it a “new fragment aggregate” cannot be a “new event”. Therefore, we will devise a new item that can be used as a new item. This is the “conceptual base”. In the present invention, a fragment of an event, strictly speaking, a single arm test in which one or more fragments are collected is referred to as a “task”. Therefore, the collection of fragments becomes the “collection of issues”.

「概念的拠所」とは、異種目間交流ならではの考え方で且つ問答式2段階方式で行なうからこそ可能な手法である。種目とは「独自の価値体系を持つ価値付け行為」であり誰の干渉も受けない。そのため、他の種目と交わることはなく異種目間交流にとっての最大の弱点は「種目各々が保有する価値体系に立ち入られない」ことである。しかしそれは寧ろ好都合で個々の種目を独立体として隠蔽できる。その結果、出入口において価値が受渡しできれば良くなり、そこで出入口において「受渡しできる価値領域」を「概念的拠所」とする。いわゆる使用可能な価値領域を本発明では「0〜100」の小数点を伴う値を用いて百分率で記すが「−1〜+1」や「0〜1」や「A〜z」等の値であってもよい。但し、何れの値を用いたとしても概念的拠所には客観的価値はなく種目夫々が独自の価値基準で価値付けする。その為個々の種目は完全に独自が保有する概念的拠所に納まり隠蔽される。つまり個々の種目は客観的価値を持たない概念的拠所と見なされ、異種目間交流は「概念的拠所同士の連係」となりしかも「概念的拠所が満たされていたなら」個々の種目は何であろうと問題にならなくなる。この2点の作用は大きく「異種目間交流を可能にする」と共に前段で記した「種目の最適化が可能」となる。   “Conceptual base” is a technique that is possible because it is based on a two-step question-and-answer system that is unique to interdisciplinary exchange. The event is a “value act with a unique value system” and is not subject to any interference. For this reason, there is no interaction with other events, and the greatest weakness for exchanges between different types of items is that “the value system held by each event cannot be entered”. However, it is rather convenient and the individual events can be hidden as independents. As a result, it is sufficient that the value can be delivered at the entrance, and the “value area that can be delivered” at the entrance is set as the “conceptual base”. In the present invention, a so-called usable value area is described as a percentage by using a value with a decimal point of “0 to 100”. May be. However, no matter what value is used, there is no objective value in the conceptual base, and each item is valued according to its own value standard. For this reason, individual events are completely concealed and concealed in their own conceptual grounds. In other words, each event is regarded as a conceptual base that has no objective value, and the interdisciplinary exchange becomes "linkage between conceptual bases". It won't be a problem. The action of these two points is “to enable interchange between different types of eyes” and “optimization of items” described in the previous stage.

何の基準もない価値領域を突き合わせて値を受渡ししたとしても上手く噛み合わない。例えば一方が0〜100の値を「序列値」として用いて他方が「対等値」として用いていたなら全く噛み合わない。また先方から渡された値にどのような意図があるのかさえ分からないため互いに唯々好き勝手し合うしかない。それでは面白くも可笑しくもない。しかし問答式2段階方式で行なえば既述の通り夫々の立場が明確な上に、問い合わせ側の種目が自ら動向を決める値を用意して夫々に条件を付して返答側の種目に伺いを立てるため条件判定できる値の受渡しだけで済み、進行種目を進めるという脈略ができる。返答側の種目は、問い合わせ側の種目に全く配慮する必要がなく淡々と一定の処理をすれば良くなる。問題は返答側の種目をどのように一定化するかであるが、この点については様々な考え方と方法があり「取決め事項」となるが、本発明では返答側の種目である動因種目は基本「序列値で受取り」「成否度で返す」。しかし飽くまでも基本で、若者向け型や他流試合型なら序列値以外の並び順で概念的拠所の値を受取るようにしても良く、また種目結果も「総括値」を用いて返すため多様に返すことができる。総括値については改めて記すが動因種目の結果を返す値で「型値」「成否度」「要素値」等から成る構造体で、その他に「入口値」「出口値」「流通値」等が追加される。入口値以下については後で記すとして、問答式には既述の通り「目標値指定型」「最終値指定型」「要素値送信型」の3種類があり、要素値送信型は価値変換せずにそのまま獲得した対戦要素を用いるためカラー値のような多項目から成る複合値が必要になる。成否度は目標値指定型と最終値指定型で用いる値であり、型値が成否度と要素値をどのように扱うかを示す値である。   Even if a value area without any standard is matched and a value is delivered, it does not mesh well. For example, if one uses a value of 0 to 100 as an "order value" and the other uses a "equivalent value", they do not mesh at all. Also, since you don't even know what the intention is in the value passed from the other side, you have no choice but to love each other. It's not funny or funny. However, if the question-and-answer formula is used in a two-stage format, each position is clear as described above, and the value of the inquiring event will be determined by the inquiring event, and the conditions will be attached to each of the inquiries. In order to stand up, it is only necessary to pass a value that can be used to determine the condition, and it is possible to proceed with the progress event. It is not necessary to consider the event on the response side at all, and it is sufficient to perform a certain process indifferently. The problem is how to make the responder's event constant, but there are various ways of thinking and methods for this point, and this is an “arrangement”, but in the present invention, the source event is the basic event “Receive by rank” and “Return by success”. However, until you get bored, if you are a youth type or other-style game type, you may be able to receive the values of conceptual bases in the order other than the order value, and return the result of the event in various ways because it returns using the "summary value" be able to. The summary value is described again, but it is a structure that returns the result of the motive item and is composed of “type value”, “success / failure degree”, “element value”, etc. Added. There will be three types of question and answer formulas: “target value specification type”, “final value specification type” and “element value transmission type” as described above. In order to use a battle element acquired without any change, a complex value consisting of multiple items such as a color value is required. The success / failure degree is a value used in the target value designation type and the final value designation type, and the type value is a value indicating how the success / failure degree and the element value are handled.

序列値で受取り、成否度で返すとは、「動因種目の一定化」の一例で、前記の通り動因種目の課題をどのように整列させてもよいが動因種目によって区々だとプレイヤは困惑する。そこで動因種目の課題は如何様にも並び替えられるため並び順を統一する。それが動因種目の一定化となる。動因種目を細分化する場合レベルに応じていわゆる難易度で細分化するのが最も馴染み深い。そこでそれをそのまま活用する形で細分化し個々の課題に種目内難易度を振る。なお、あくまでも種目内難易度で他の種目を意識する必要はない。また使用する難易度は0〜100の少数点を伴う値であるが通常は「0」を用いない。また動因種目を「課題の集合体」としないで実施する方法もあるが種目の最適化ができない上に概念的拠所を満たすことができないため実施不可能となる。以上の結果0〜100の値を指定すると該当の課題が実施できるようになり実施結果は成否度で返される。成否度とは0〜100の中間点である50を境に上方は成功した度合いを示し、下方は失敗した度合いを示す。「100」が返された場合は最高の出来栄えであり、「0」が返された場合は完全な失敗または未実施の状態である。「50」以上の値が返されたなら成功と見なせる。成功と失敗の判断は種目次第であるが、通常はゴルフのスコアのように基準得点を設けてそこからのズレで評価する。その為、加点方式なら実質0〜100に向けて積上げて行く形になり成否度を序列値と見なしても問題ない。そこで問答式を個別に検証する。   Receiving by order value and returning by success / failure level is an example of “stabilization of motive item”. As described above, the task of the motive item may be arranged in any way, but the player is confused if it depends on the motive item. To do. Therefore, since the tasks of the motive item can be rearranged in any way, the order is unified. That is the stabilization of the driving event. When subdividing the motive event, it is most familiar to subdivide the so-called difficulty according to the level. Therefore, it is subdivided by using it as it is, and the difficulty within the item is assigned to each subject. Note that it is not necessary to be aware of other events with the difficulty level within the event. The difficulty level to be used is a value with a decimal point of 0 to 100, but normally “0” is not used. In addition, there is a method that does not set the source species as a “collection of issues”, but it cannot be performed because the item cannot be optimized and the conceptual grounds cannot be satisfied. When a value of 0 to 100 is specified as described above, the corresponding task can be implemented, and the implementation result is returned as a success / failure degree. The success / failure degree indicates the degree of success above 50, which is the middle point between 0 and 100, and the degree below indicates the degree of failure. If “100” is returned, it is the best performance, and if “0” is returned, it is a complete failure or incomplete state. If a value of “50” or more is returned, it can be regarded as successful. Judgment of success and failure depends on the event, but usually, a standard score is set like a golf score, and evaluation is performed based on a deviation from the reference score. For this reason, in the case of the point addition method, the values are accumulated toward 0 to 100, and there is no problem even if the success / failure level is regarded as an order value. Therefore, the question-and-answer formula is verified individually.

目標値指定型の場合は、問い合わせ側の種目自らが動向を決める値を「目標値」として用意し動因種目を実施する前にプレイヤに必要数選ばせて、選んだ目標値に付されている条件を基にして実施する動因種目の「課題」を取決める。しかしその前に「動因種目」を取決める必要があり種目体選びゲーム等で取決める。課題と動因種目が登場して紛らわしいが目標値に付された条件は「課題方式」の課題を取決めるためのもので動因種目自体は第2発明の「種目体選び」で取決める。そして実施した課題をクリアしたなら指定した目標値が得られ失敗したなら得られない。また目標値は仕様によって1乃至複数選べるが複数選ぶ場合は目標値に付された概念的拠所の合計点が100以下となるが当然合計点が増す程に難度が上がる。しかし以上からも分かるように目標値指定型の場合は概念的拠所の値が序列値であろうが対等値であろうが問題にならない。要するに所望の目標値が何処にあるかだけとなる。   In the case of the target value specification type, a value for which the inquiring event itself determines the trend is prepared as a “target value”, and the necessary number is selected by the player before the driving event is carried out, and is attached to the selected target value. Decide the “issue” of the driving event to be implemented based on the conditions. However, before that, it is necessary to decide on the “Moving Event” and decide on the event selection game. Although the problem and the motive item appear and are confusing, the condition attached to the target value is for deciding the “task method” issue, and the motive item itself is decided by “selecting the item body” of the second invention. And if you clear the task you implemented, you can get the specified target value, but you can't get it if you fail. One or a plurality of target values can be selected depending on the specification. If a plurality of target values are selected, the total number of conceptual bases assigned to the target values is 100 or less, but naturally the difficulty increases as the total points increase. However, as can be seen from the above, in the case of the target value specification type, it does not matter whether the value of the conceptual base is an order value or an equivalent value. In short, it is only where the desired target value is.

最終値指定型の場合は、目標値指定型同様に問い合わせ側の種目が動向を決める値を用意して目標値とし夫々に条件を付す。それを仮にプレイヤに提示したとしてもプレイヤは選べないで第2発明の「種目体選び」で種目体を取決め、種目体にある概念的拠所の値で実施する課題が決まり実施結果によって選べる目標値が絞られ、絞られた分がプレイヤに提示されてその中からプレイヤは所望の目標値を選ぶ。その為目標値指定型と違って必ず何らかの目標値が得られるが、その際重要になるのが実施結果をどのように算出するかとなる。それによって得られる目標値は極端に差が付く。例えば前記の成否度をそのまま用いたなら、当然低難易度の課題を実施すれば100点が取り易く有利になりプレイヤは競って低難易度の課題を求める。そこで課題に振られている難易度、厳密には概念的拠所に連動或いは準拠させると逆に低難易度の課題に当たればヤル気が失せる。例えば難易度3の課題を実施して100点満点でクリアしたとしても得られる目標値は3以下になり選びたくても選ぶ目標値がない。そこで「出口値」を算出する。出口値の算出方法は多々あるが各課題に振られている概念的拠所の値を「入口値」として、出口値は入口値と成否度を基に調整を図り前記のような偏りのないものにする。その1例は「課題を解決するための方法」で記すが、早い話が低難易度の課題が当たったとしてもヤル気が失せないで然程有利にもならないというもので、その結果「種目体選びの幸運性も加味」されながら所望の値が目指せるようになる。そうすれば最終値指定型の場合も概念的拠所の値が序列値であろうが対等値であろうが問題にならなくなる。   In the case of the final value designation type, as in the target value designation type, a value for determining the trend is prepared for the event on the inquiry side, and a condition is given to each as the target value. Even if it is presented to the player, the player cannot select the target body by selecting the target body in the “special body selection” of the second invention, and the target to be executed is determined by the value of the conceptual base in the target body and can be selected according to the execution result Is narrowed down, and the narrowed amount is presented to the player, from which the player selects a desired target value. Therefore, unlike the target value specification type, some target value is always obtained, but what is important at that time is how to calculate the execution result. The target values obtained thereby are extremely different. For example, if the above success / failure degree is used as it is, naturally, if a low difficulty level task is performed, 100 points can be easily obtained, and the player competes to obtain a low difficulty level task. Therefore, if the difficulty level assigned to the problem, strictly speaking, it is linked to or complied with the conceptual base, conversely, if it hits a problem with a low difficulty level, it can be distracted. For example, even if a task with difficulty level 3 is executed and cleared with a perfect score of 100, the target value obtained is 3 or less and there is no target value to select even if it is desired to select. Therefore, the “exit value” is calculated. There are many ways to calculate the exit value, but the value of the conceptual base assigned to each subject is set as the “entrance value”, and the exit value is adjusted based on the entrance value and the success / failure level, so that there is no such bias To. One example is described in “Method for solving a problem”, but even if an early story hits a task of low difficulty level, it does not lose its feelings and is not so advantageous. The desired value can be achieved while taking into account the luck of choosing the body. Then, even in the case of the final value specification type, it does not matter whether the value of the conceptual base is an ordered value or an equivalent value.

要素値送信型の場合は、第2発明で記したようにデータ管理体を通じて問答し合う種目の型合せをした上で「種目体選びゲーム」等を通じて動因種目を取決め、動因種目を通じて集めた対戦要素を総括値の「要素値」にして問い合わせ側の種目に返し、問い合わせ側の種目は要素値にある対戦要素を基に対戦型デジタル種目となる対峙種目を行なう。例えば子供や年寄りがアナログゲームを通じて集めた対戦要素を基に若者がアクションゲームで決戦する。その為問い合わせ側の種目は概念的拠所の値をそもそも使用しないで「種目体選び」を行なって実施する動因種目と課題を取決める。   In the case of the element value transmission type, as described in the second invention, after matching the types of questions to be asked through the data management body, the motive item is decided through the “item selection game” etc., and the battles collected through the motive item The element is returned to the inquiry side event as an overall value “element value”, and the inquiry side event performs the battle type event that becomes the battle type digital event based on the battle element in the element value. For example, young people battle in action games based on the battle elements collected by children and the elderly through analog games. For this reason, the event on the inquiring side decides the source event and the task to be performed by performing “choice of the subject” without using the value of the conceptual base in the first place.

以上のように、「問答式2段階方式」で行なえば問い合わせ側の種目は概念的拠所の値を序列値または対等値或いはそれ以外の用い方があったとしても問題にならない。また「出口値」は最終値指定型に限らず目標値指定型でも算出してその値を動因種目の結果と見なし出口値を基に中央で等価枠を特定して「等価枠絵」や「等価枠金」を確定させる。なお、等価枠絵が複数あるならプレイヤに提示して必要数選ばせる。また流通値は本発明外であるが様々に活用ができる。例えば極端に狭い等価枠を設けて景品が得られるようにしたり、遊技機における抽選器のように可動式にして一時的にラッキー性を高めたりしてもよい。また、出口値の算出は値を受渡しする中央等で行なう場合があり総括値を受取ったなら何処ででも算出できるように実施する課題に振られている概念的拠所の値を「入口値」として加えている。また以上のように問答し合う種目が概念的拠所の値で双方の全てが表現できたなら両種目は概念的拠所に隠蔽されることになり対戦場は「概念的拠所同士の連係の場」となる。対戦場が「概念的拠所同士の連係の場」に変えられたなら沢山のことが出来るようになる。1つには中央において概念的拠所の扱いを調整できる。2つは共通座標が作成できる。3つには動因種目を細分化して課題化できる。4つには疑似動因種目が作成できる。5つには評価棒で対戦場が抽象化できる。1つ目が「等価枠変換」で、値の受渡し役をする中央に概念的拠所を持たせて概念的拠所の扱いを多様に変えられるようにすることによって第2発明ではできなかった主催者による異種目間交流の在り方の変更や価値変換の調整が多様に実施できる。2つ目が「共通座標」で、概念的拠所自体は「漠然的な価値領域」で客体のないものであるが、同じ概念の価値領域を用いるため、例えば本開示では「0〜100の少数点を伴う値」を用いるために中央の概念的拠所を基準に共通座標を作成して該共通座標に主催者が独断で異種目間交流に参加するものたちが保有する概念的拠所を図形化して配置することによって漠然的な概念的拠所に客観性や相対性を持たすことができるようになり概念的拠所同士の調整が可能となる。3つ目が「課題方式」で、動因種目を「始終実施するもの」から「部分実施するもの」に改めて細分化し1乃至複数の部分を集めて1つの「課題」とし動因種目を「課題の集合体」にした上で個々の課題に概念的拠所の値を振って課題の集合体全体を通して概念的拠所を満たすようにすることによって実施する課題を概念的拠所の値で指定できるようになる。なお、課題は種目毎に独自に作成して独自の方法で管理しその上で『課題表』を種目毎に作成して抽出用の項目を多数設けて課題を多様に抽出できるようにする。4つ目が「疑似動因種目」で、前記課題表において多様に抽出して「新たな課題の集合体」を作り新たな課題に概念的拠所の値を振って抽出した課題全体で概念的拠所を満たすようにすれば新たな課題の集合体は「新たな種目」になり「種目の最適化」が図られる。そのようにして作られた「概念的拠所の値」と「課題ID」から成る「索引」が疑似動因種目で、種目を最適化すれば他流試合型や勉強促進型である「切磋」が可能となる。5つ目が「評価棒」で、概念的拠所そのものは各々が「内面に持つ価値体系」で前記の共通座標において客体性を持たせたとしても内面的な価値体系までは主催者は立ち入られなかった。また異種目間交流に参加するものたちの中にはプレイヤも含まれるが中央が全面的に価値変換する状態ではプレイヤまで価値変換対象にできなかった。また、疑似動因種目は第2発明の種目体がインスタンス化した時点で動的に作成される。そのため、主催者による事前調整ができなかった。以上のように概念的拠所のままでは数々の問題があった。そこでヤドカリの巻貝ではないが異種目間交流に参加するものたちが保有する概念的拠所の住処を作り後から自由に住み込めるようにして関連付けられる概念的拠所に代わって数々の設定や調整を可能にする。その結果プレイヤや種目体が保有する概念的拠所も異種目間交流に参加させられるようになり、前記の問題も全て解決できる。さらに多様な種目で行なう異種目間交流を、第1発明では3種類の種目が問答式で直接行なったが、第2発明では「データ管理体同士の連係」にまで簡略化でき、第3発明の概念的拠所によって「概念的拠所同士の連係」にまで簡略化でき、さらに評価棒によって「評価棒同士の連係」にまで簡略化または抽象化でき異種目間交流の範疇にないプレイヤや種目体まで異種目間交流に参加させられるようになる。また種目とは「独自の価値体系」から成るもので相対的価値は本来持たないものであるが、問答式で行なうことによって夫々が保有する価値を「概念的拠所」によって抽象化でき、それをさらに評価棒に住まわせることによって外面的価値に留まらず内面的価値まで主催者が適当に調整できるようになる。   As described above, if the “question-and-answer type two-step method” is used, the inquiry side event does not pose a problem even if the value of the conceptual base is an ordered value, an equivalent value, or other usage. In addition, the “exit value” is calculated not only in the final value specification type but also in the target value specification type, and the value is regarded as the result of the motive item, and the equivalent frame is specified in the center based on the exit value. “Equivalent frame” is fixed. If there are a plurality of equivalent frame pictures, they are presented to the player and the required number is selected. The distribution value is outside the scope of the present invention, but can be used in various ways. For example, an extremely narrow equivalent frame may be provided so that a prize can be obtained, or it can be made movably like a lottery machine in a gaming machine to temporarily improve lucky. In addition, the calculation of the exit value may be performed at the center where the value is delivered, etc.If the summary value is received, the value of the conceptual base assigned to the task to be implemented so that it can be calculated anywhere is referred to as the `` entrance value '' Added. In addition, if the event to be answered as above is the value of the conceptual base and both of them can be expressed, both events will be concealed in the conceptual base and the battle field will be `` the place of cooperation between conceptual bases '' It becomes. If the battlefield is changed to “the place of connection between conceptual bases,” you will be able to do many things. For one thing, the handling of conceptual sites can be coordinated in the center. Two can create common coordinates. There are three types of motives that can be subdivided into issues. For four, pseudo-movement factors can be created. The battlefield can be abstracted with five evaluation bars. The first is "equivalent frame conversion", an organizer that could not be done in the second invention by having a conceptual base in the center that serves as a value transferer, so that the treatment of the conceptual base can be changed in various ways It is possible to change various ways of exchange between different eyes and adjust value conversion in various ways. The second is “common coordinates”, and the conceptual base itself is “ambiguous value area” and has no object. However, since the same concept value area is used, for example, in the present disclosure, “a small number of 0 to 100” is used. In order to use `` value with points '', a common coordinate is created based on the central conceptual base, and the conceptual base held by those who participate in the exchange between different types of eyes is organized by the organizer at the common coordinate. By arranging them, it becomes possible to provide objectivity and relativity to the vague conceptual bases, and it is possible to adjust the conceptual bases. The third is the “task method”, and the cause type is subdivided into “partial conduct” from “all-in-one implementation” and one or more parts are collected to form one “issue”. The task to be implemented can be specified by the value of the conceptual authority by assigning the value of the conceptual authority to each problem and satisfying the conceptual authority throughout the entire problem collection. . Tasks are created for each event independently and managed by a unique method. After that, a “task table” is created for each event, and a number of items for extraction are provided so that tasks can be extracted in various ways. The fourth is the “Pseudo-Motivational Event”, which is extracted from the above-mentioned assignment table in various ways to create a “new assignment collection”, and the whole assignment that is extracted by assigning the value of the concept base to the new assignment. If the condition is satisfied, a new task group becomes a “new event” and “optimization of the event” is achieved. The “index” consisting of the “value of the conceptual base” and the “task ID” created in this way is a pseudo-motive factor. It becomes possible. The fifth is the “evaluation bar”, and each conceptual base itself is an “internal value system”. Even if the object has the objectivity in the above-mentioned common coordinates, the organizer can enter the internal value system. There wasn't. In addition, the players included in the exchanges between different types of eyes include the player, but in the state where the value is completely converted in the center, the player cannot be the target of value conversion. Further, the pseudo motive event is dynamically created when the event body of the second invention is instantiated. Therefore, advance adjustment by the organizer was not possible. As described above, there were a number of problems with the conceptual base. Therefore, it is possible to make various settings and adjustments on behalf of the conceptual base that is not hermit crab but is associated with it so that it can live freely after creating the home of the conceptual base owned by those participating in the exchange between different eyes To. As a result, the conceptual bases possessed by the player and the event can also participate in the exchange between different types of eyes, and all the above problems can be solved. In addition, in the first invention, the three types of events were directly performed by the question-and-answer formula in the first invention, but the second invention can be simplified to “link between data management bodies” and the third invention. Players and events that are not in the category of dissimilarity exchanges that can be simplified to “linkage between conceptual sites” with a conceptual base and further simplified or abstracted to “link between evaluation bars” with an evaluation rod You will be able to participate in exchanges between different eyes. In addition, an event consists of a “proprietary value system” and has no relative value. However, by using a question-and-answer formula, the value held by each can be abstracted by a “conceptual base”. Furthermore, by making the evaluation bar live, the organizer can appropriately adjust the internal value as well as the external value.

以上のように異種目間交流を概念的拠所で抽象化して、概念的拠所を基にして等価枠変換と共通座標と課題方式と疑似動因種目と評価棒を加えたことを特徴とする第1及び第2発明にある3種類の種目を「回帰型問答式2段階方式」で連係させて行なう第3発明に係る異種目間交流用の装置と処理方法となる。   As described above, the first aspect is characterized in that the interchange between different eyes is abstracted at a conceptual base, and equivalent frame conversion, common coordinates, task method, pseudo-motive item, and evaluation bar are added based on the conceptual base. And the apparatus and processing method for inter-species exchange according to the third invention, which is performed by linking the three kinds of events in the second invention by the “regression type question-and-answer two-step method”.

第4発明は、多様な仕掛けを可能にする機能となる。異種目間交流で困難となるのが「特典の付与」である。「切磋」の場合は特典が進行種目の実施権であり問題ないが、「遊戯」の場合は「本体処理で行なう特典」と「進行種目で行なう特典」に分かれ進行種目に持ち帰って行なう特典は言わば「切磋」同様に進行種目内で行なうため問題ないが特異なケースになり一般的には使用しない。そのため、本体処理で行なう賞罰が主になるが、本体処理で行なう賞罰は3種類のデータ管理体に対して行なうもので、仮に種目体や対峙体に対して行なったなら影響が我が身にも及ぶため迂闊には実施できない。また交流体に行なうとしても多くの場合交流体は実施種目が不明で実施しようにもできない上に実施種目が分かったとしても多様な種目が実施対象になるため種目内容が分からなければ実施できない。例えば囲碁や将棋が知らなければ何もできない。しかし魅力的な賞罰が実施できなければ一大事で「対峙種目の存在意義」そのものが無くなる。本発明は3種類の種目を組み合わせて成り立つもので対峙種目の存在が極めて重要となる。その対峙種目に存在価値が無くなれば元も子もない。つまり本発明にとって「魅力的な賞罰」は死活問題で絶対要件となる。   The fourth invention is a function that enables various devices. “Granting a privilege” is difficult in exchange between different eyes. In the case of “Kirin”, the privilege is the right to implement the advanced event, but there is no problem in the case of “play”, the privilege to be brought back to the advanced event is divided into “privilege performed in the main process” and “privilege performed in the advanced event” In other words, there is no problem because it is carried out in the same way as “Kirin”, but it is a unique case and is not generally used. Therefore, the award punishment performed by the main body processing is mainly performed, but the award punishment performed by the main body processing is performed for three types of data management bodies. Therefore, it cannot be implemented for detours. Moreover, even if it is performed on an AC body, in many cases, the AC body cannot be performed because the implementation item is unknown and cannot be performed, and even if the implementation item is known, a variety of events become implementation targets and cannot be performed unless the content of the event is known. For example, nothing can be done without knowing Go or Shogi. However, if an attractive prize punishment cannot be implemented, it will be a big deal and the “significance of existence of the opposite event” itself will disappear. The present invention is realized by combining three kinds of items, and the existence of the antipodal items is extremely important. If there is no existence value in the opposite event, there is no original or child. In other words, “attractive award punishment” is an absolute requirement for life and death in the present invention.

そこで「賞罰用語」を用いる。賞罰用語とは全種目共通の簡単な用語で「最強2段階下げ」等とタイトルを付けて「敗者の最強のパーツの力を2段階下げる」等と解説を添える。そうした用語を対峙体用、種目体用等と多数用意して種目の成績で選べるものを変えるようにする。すると全く種目内容が分からなくてもまた実施種目が不明であったとしてもほぼ狙い通り実施可能となる。とは言っても工夫が必要であってそのままでは実施できない。   Therefore, “principal punishment term” is used. The award punishment term is a simple term that is common to all events, with a title such as “Decrease the strongest 2 levels” and a comment such as “Decrease the power of the strongest part of the loser by 2 levels”. A number of such terms are used for antipods, for special events, and so on, so that you can change what you choose according to the performance of the event. Then, even if the contents of the event are not known at all, even if the implementation item is unknown, it can be carried out almost as intended. That said, it requires some ingenuity and cannot be implemented as it is.

以上のように賞罰用語を設けて特典機能を大幅に向上させることを特徴とする第1から第3にある3種類の種目を回帰型問答式2段階方式で連係させて行なう異種目間交流用の装置と処理方法とが第4発明である。   As described above, the award function is greatly improved by providing award punishment terminology. For the exchange between different eyes, the three types of the first to the third items are linked in a two-step regression type. This apparatus and the processing method are the fourth invention.

第5発明は、「基準種目」である。基準種目は「切磋」の形態を実現するもので、「切磋」には勉強促進型や他流試合型があり何れも「自己鍛錬」に視点がある。しかし他流試合では「絶対的な公平性」が求められるのに対して勉強促進型では不公平であっても「調和と快適さと効果」が求められ、双方異なるものであるが「ラウンド制」が有効であることは既に記した。ラウンド制は「遊戯」でも実施可能で、ラウンド制そのものに特別性はないが、「遊戯」の形態で行なう場合、対戦環境の共通性が得られなかったり、動因種目や対峙種目を実施するには種目体や対峙体を作成する必要があったり、仮に対戦環境を共通化しようと思えば手動では実施できない。そこで目的がはっきりしているため前記の問題を解決して効率的にしかも「絶対的公平性」と「調和と快適さと効果」を損ねることなくそれらを高めて実施できるようにするのが第5発明である。簡単に言えば代行型の対峙種目の特化型で、動因種目と対峙種目の間に「仲介役機構」を設けてそこに一旦動因種目の結果を貯めておき、単に貯めておくだけでもよいが配置換えを可能にして戦略的に用いられるようにして、本発明を総合的に活かしながら目的に応じた異種目間交流が直ちに実施できるよう効率化し、その上で多様性を失わないようにしている。その結果異種目間交流に「切磋」が加わり他流試合型や勉強促進型が可能になって異種目間交流の用途を大きく広げる。   The fifth invention is a “reference item”. The standard event realizes the form of “Kirin”, and “Kirin” has a study promotion type and other-style game type, and each has a viewpoint in “self training”. However, in other styles, “absolute fairness” is required, whereas in the study-promotion type, “harmony, comfort and effect” are required even if it is unfair. I already mentioned that is valid. The round system can be implemented even in “play”, and the round system itself has no speciality, but if it is performed in the form of “play”, the common environment of the fighting environment cannot be obtained, or the driving event and the countering event are performed. Can't be done manually if you need to create an event or antipod, or if you want to standardize the battle environment. Therefore, since the purpose is clear, the fifth problem is to solve the above-mentioned problems and improve them efficiently and without impairing "absolute fairness" and "harmony, comfort and effect". It is an invention. To put it simply, it is a specialized type of antipodal item, and it is also possible to provide a “mechanism mechanism” between the motive item and the antipodal item, and store the result of the kinetic item once there, and simply store it. Can be rearranged and used strategically, making efficient use of the present invention comprehensively so that different types of exchanges can be implemented immediately, so that diversity is not lost. ing. As a result, “Kirin” will be added to the exchange between different types of eyes, and it will become possible to use the other-style game type and study promotion type, thereby greatly expanding the use of the exchanges between different types of eyes.

以上のように基準種目を設けて「切磋」の形態でも異種目間交流をできるようにしたことを特徴とする第1から第4にある3種類の種目を回帰型問答式2段階方式で連係させて行なう異種目間交流用の装置と処理方法とが第5発明である。   As described above, the reference item is provided, and the three types of items from the first to the fourth are linked in a two-step regression type answering method, which is also capable of exchanging between different types of eyes even in the form of “Kirin” The fifth aspect of the present invention is an apparatus and a processing method for performing inter-species interchange.

本発明は、上述した通り3つの基幹部分から成る。1つ目は「異種目間交流の基本的仕組み」で、異種目間交流という新たな構想に対して何をもって異種目間交流とするのか、その体様に対するもので「3種類の種目を回帰型問答式2段階方式で連係させる新たな実施形態」である。しかしそれでは主催者調整型の参加者至上主義は実現できない。そこで2つ目は、1つ目の異種目間交流を構造化して本体処理と表層処理に分け、1つ目の基本的仕組みを表層処理にして、表層処理とは別に値の受渡し役をする中央に「3種類のデータ管理体と真正ユニット」を新たに設けて本体処理を可能にして表層処理をも含めて異種目間交流の展開を設計できるようにした。しかしそれでは勉強促進型や他流試合型である「切磋」は実施できない上に種目各々で型合せしなければならない等と問答式そのものに根本的問題を抱えていた。そこで本発明では、「異種目間交流の弱点」と「問答式の利点」を活かして「概念的拠所」という奇策を講じ、最終的に概念的拠所の住処となる「評価棒」で異種目間交流を抽象化して基幹部分の全ての問題を解決した。つまり第1発明では異種目間交流を「種目同士の連係」で行なったが、第2発明では「データ管理体同士の連係」に簡略化或いは抽象化し、第3発明では「概念的拠所同士の連係」に抽象化し、さらに「評価棒同士の連係」にまで抽象化して漸く「遊戯」と「切磋」が実施できる基幹部分を整えることができた。但し特典付与や「切磋」の効率化など補助的問題があり第4及び第5発明にてこれを補うことができる。以上のように本発明の基幹部分は3段階から成るが夫々で実施できる。   As described above, the present invention consists of three basic parts. The first is the “basic mechanism of cross-species exchange”. What is the cross-species exchange? What is the cross-species exchange? This is a “new embodiment” that is linked in a two-step type question and answer system. However, the organizer-adjusted participant supremacy cannot be realized. Therefore, the second is to structure the first inter-species exchange and divide it into main body processing and surface processing, and to make the first basic mechanism surface processing and to serve as a value transfer function separately from surface processing. “Three types of data management body and authentic unit” are newly provided in the center to enable the main body processing and to design the development of exchange between different types of eyes including surface layer processing. However, there was a fundamental problem with the question-and-answer formula itself, as it was not possible to implement “Kirin”, a study-promotion type or other-style game type, and it was necessary to match each type of event. Therefore, in the present invention, taking advantage of the “weakness of exchanges between different types of eyes” and “advantages of the question-and-answer formula”, the “conceptual base” is devised. Abstraction of inter-exchanges solved all the key issues. In other words, in the first invention, the inter-species exchange was performed by “linking the items”, but in the second invention it was simplified or abstracted to “linking the data management bodies”. It was abstracted into "linkage", and further to "linkage between evaluation rods", and the basic part that could gradually implement "play" and "kiri" could be arranged. However, there are auxiliary problems such as the provision of benefits and the efficiency of “cutting”, which can be supplemented by the fourth and fifth inventions. As described above, the basic part of the present invention consists of three stages, but can be implemented in each.

本発明に係る集計システムを示すブロック図である。It is a block diagram which shows the totalization system which concerns on this invention. 中央装置及び端末装置の機能を示すブロック図である。It is a block diagram which shows the function of a central apparatus and a terminal device. 中央装置における処理手順の一例を示すフローチャートである。It is a flowchart which shows an example of the process sequence in a central apparatus. 「対戦場」での処理を示す説明図である。It is explanatory drawing which shows the process in a "battlefield". 種目の最適化と種目間調整の概念図である。It is a conceptual diagram of item optimization and adjustment between items. 評価棒の一例を示す説明図である。It is explanatory drawing which shows an example of an evaluation stick | rod. 評価棒の拡大図である。It is an enlarged view of an evaluation bar. 端末装置のディスプレイに表示される画面例を示す図である。It is a figure which shows the example of a screen displayed on the display of a terminal device. 端末装置のディスプレイに表示される画面例を示す図である。It is a figure which shows the example of a screen displayed on the display of a terminal device. 「遊戯」の概要図である。It is a schematic diagram of "play". 「切磋」の概要図である。It is a schematic diagram of "Kirin".

本発明を、図面を参照しながらより詳細に説明する。   The present invention will be described in more detail with reference to the drawings.

まず第1発明は、上述したように、異種目間交流という「新たな構想」に対する外見的な体様となる。種目とは「独自の価値体系を持つ価値付け行為」であり他を排することはあっても受け入れることはない。そのような種目を多様に集めて異なる種目同士を交流させるのが「異種目間交流」で、それが可能になれば従来出会うことが出来なかった趣味や実力が異なる者同士でも気兼ね無く触れ合えるようになり「種目的にも人間的にも幅広く触れ合える」という意味で「交流」としている。しかしそもそも相容れない種目同士を如何にして交流させるのか、例えばビンゴゲームのような形にして升目のパネルに種目結果を格納して値揃いが成立したなら加減点されるようにしたとしても繰返し行ないたいとは思わない上に対戦者全員がビンゴ風のゲームを進めるために多様な種目を実施しているに過ぎない。また仮に面白いものであったとしても2種類の種目で行なえば「発明が解決しようとする課題」で記した通り数々の問題が生じる。しかしスコアが個々の種目結果或いは経過を投影するのであれば種目自体がスコアに成り得るため種目をスコアにして多様な種目結果をスコアになる種目の動因にしたなら多様な種目結果は新たな価値を生み出す一歩になり、そこに3番目の種目を加えたなら多様な種目結果は3番目の種目でも活かされるようになりスコアになる種目とは別に対戦場全域で躍動させられる。その結果対戦場全体が特定の種目に染まらない無法状態になり、主催者の仕掛けの下で、厳密には第1発明では主催者が選んだ種目の下でサバイバルゲームが展開され、最後はスコアになる各種目の出来上がりを算出して種目間調整を行ない加減点要因があれば加減点して競い合う。その結果、参加者は自由な種目で異種目間交流に参加して、スコアになる種目を多様な種目結果で進めながら多くの種目とまた人と触れ合えるようになる。   First, as described above, the first aspect of the present invention is an external appearance for the “new concept” of the exchange between different eyes. The event is a “value-making act with a unique value system” and it is not accepted even if it excludes others. “Different eyes exchange” is to gather such events in a variety of ways and exchange them with each other. If this is possible, people with different hobbies and abilities who could not meet before will be able to touch each other without hesitation. “Interaction” in the sense that it can be widely contacted both for seed purposes and for humans. However, how to make incompatible items interact with each other in the first place, for example, in the form of a bingo game, if the result of the item is stored in the cell panel and if the value match is established, it would be desirable to repeat it I don't think so, and all the opponents are only carrying out a variety of events to advance a bingo-style game. Even if it is interesting, if it is performed in two types of events, as described in “Problems to be solved by the invention”, a number of problems arise. However, if the score is a projection of individual event results or progress, the event itself can be a score, so if the event is scored and the various event results are the driving factors for the event, the various event results are new values. If you add a third event there, a variety of event results will be used in the third event, and you will be able to thrive across the battlefield separately from the event that becomes the score. As a result, the entire battlefield is in an illegal state that does not stain a specific event, and under the scheme of the organizer, strictly in the first invention, a survival game is developed under the event selected by the organizer, and finally the score Completion of each event is calculated and adjustments are made between the events, and if there is a factor for adding or subtracting, it will be added or subtracted to compete. As a result, participants can participate in different types of exchanges in free events, and can interact with many events and people while proceeding with various event results.

図1は、本発明に係る集計システムを示すブロック図である。事前準備として、演算部10、記憶部11、入出力部12、及び通信部13を有するコンピュータ装置を用いて、中央で処理するコンピュータを中央装置1(スコア集計装置)と記して説明する。中央装置1には、プレイヤが使用する端末装置2が通信接続可能である。中央装置1は、端末装置2からの情報を集めて統合処理をして各プレイヤにとって必要な情報を端末に送る機能を発揮する。端末装置2も、演算部20、記憶部21、入出力部22及び通信部23を備え、各プレイヤが異種目間交流に参加するために必要な情報についての情報処理機能を発揮する。端末装置2は、異種目間交流を行なう「対戦場」となる。   FIG. 1 is a block diagram showing a counting system according to the present invention. As a preliminary preparation, a computer that performs processing in the center using a computer device having a calculation unit 10, a storage unit 11, an input / output unit 12, and a communication unit 13 will be described as a central device 1 (score counting device). The central device 1 can be connected to a terminal device 2 used by the player. The central device 1 exhibits a function of collecting information from the terminal device 2 and performing integration processing to send information necessary for each player to the terminal. The terminal device 2 also includes a calculation unit 20, a storage unit 21, an input / output unit 22, and a communication unit 23, and exhibits an information processing function for information necessary for each player to participate in cross-species exchange. The terminal device 2 serves as a “battlefield” where exchanges between different eyes are performed.

演算部10はCPU(Central Processing Unit )、GPU(Graphics Processing Unit)等のプロセッサ、メモリを用い、記憶部11に記憶してある集計プログラム1Pに基づき以下に説明する処理を実行する。   The arithmetic unit 10 uses a processor such as a CPU (Central Processing Unit) and a GPU (Graphics Processing Unit), and a memory, and executes processing described below based on the aggregation program 1P stored in the storage unit 11.

記憶部11は、ハードディスク、フラッシュメモリ等を用い、集計プログラム1Pを含む各種プログラムを記憶している。   The storage unit 11 uses a hard disk, a flash memory, or the like, and stores various programs including the aggregation program 1P.

入出力部12は、物理ボタン、タッチパネル、マイクロフォン、スピーカ等のインターフェイスである。なお入出力部12は必須ではない。   The input / output unit 12 is an interface such as a physical button, a touch panel, a microphone, and a speaker. The input / output unit 12 is not essential.

通信部13は、インターネット等の公衆通信網への通信接続を実現する通信モジュールである。通信部13は、ネットワークカード、無線通信デバイス又はキャリア通信用モジュールを用いる。演算部10は、通信部13により後述の外部委託先との通信等が可能である。   The communication unit 13 is a communication module that realizes communication connection to a public communication network such as the Internet. The communication unit 13 uses a network card, a wireless communication device, or a carrier communication module. The calculation unit 10 can communicate with an outside contractor described later by the communication unit 13.

端末装置2においても演算部20は、CPU、GPU等のプロセッサ、メモリを用い、以下に説明する処理を実行する。記憶部21はハードディスク、フラッシュメモリ等を用い、演算部20が参照するデータを記憶している。   In the terminal device 2 as well, the calculation unit 20 uses a processor such as a CPU and a GPU, and a memory to execute processing described below. The storage unit 21 uses a hard disk, a flash memory, or the like, and stores data referred to by the calculation unit 20.

入出力部22は、ディスプレイ24、物理ボタン、タッチパネル、マイクロフォン、スピーカ等のユーザインターフェイスである。   The input / output unit 22 is a user interface such as a display 24, physical buttons, a touch panel, a microphone, and a speaker.

通信部23は、インターネット等の公衆通信網への通信接続を実現する通信モジュールである。通信部23は、ネットワークカード、無線通信デバイス又はキャリア通信用モジュールを用いる。演算部20は、通信部23により後述の外部委託先との通信等が可能である。   The communication unit 23 is a communication module that realizes communication connection to a public communication network such as the Internet. The communication unit 23 uses a network card, a wireless communication device, or a carrier communication module. The computing unit 20 can communicate with an outside contractor described later by the communication unit 23.

図2は、中央装置1及び端末装置2の機能を示すブロック図である。中央装置1では、異種目間交流に参加する者は対戦者管理手段において「プレイヤ情報」と各プレイヤが使用する「端末機情報」等が総合管理されていて、端末装置2を使用して各プレイヤが対戦場において「進行種目」「動因種目」「対峙種目」に属する多数の種目が自由に実施できる状況にあるものとする。なお、本発明で扱う3種類の種目に属する種目は全て「外部委託する種目」となり、本発明内で起動する3種類の種目に関するソフトウエア(集計プログラム1P)は外部委託先と連係を図るための「自動連係用ソフトウエア」である。但し自動連係用ソフトウエア自体が種目行為を行なってもよい。その為外部委託する種目には実施者情報と実施者が使用する端末機情報とその他実施に必要な情報を「引数」として渡し実施結果を「戻値」で受取る。なお、外部委託する種目と本発明は自動連係用ソフトウエア(集計プログラム1P)を通じて一体的に繋がり本発明の画面(例えば端末装置2におけるディスプレイ24)内に実施状況の全てか一部が描画され進捗状況が見て取れるようになっている。つまり描画画面の間貸しであるが、間貸しするからと言って外部委託された種目がそのエリアを自由に活用できる訳ではなく、自由にできるのは描画のみで、本発明と通信できる内容は間貸し画面上での入力操作と、本発明が認める範囲のイベントメッセージのやり取りのみで、いわゆる双方間で規格化されたインターフェイスのみのやり取りとなる。そのため、本発明にとっては種目そのものにはノータッチで、また描画がどのように行なわれたとしても本発明は関知しないが、インターフェイスを通じて一体的処理が可能になる。   FIG. 2 is a block diagram illustrating functions of the central device 1 and the terminal device 2. In the central device 1, those who participate in the exchange between different types of eyes manage the “player information” and “terminal information” used by each player in the opponent management means, and each terminal device 2 is used to manage each player. It is assumed that the player can freely execute a number of events belonging to the “progress item”, “motive factor item”, and “counter item” on the battlefield. Note that the events belonging to the three types of events handled in the present invention are all “outsourced events”, and the software (aggregation program 1P) relating to the three types of events activated in the present invention is linked with the outsourced party. "Automatic linkage software". However, the automatic linking software itself may perform the event action. For this reason, the operator information, the terminal information used by the operator, and other information necessary for the implementation are passed as an “argument” and the implementation result is received as a “return value”. It should be noted that the outsourced event and the present invention are integrally connected through automatic linkage software (aggregation program 1P), and all or part of the implementation status is drawn on the screen of the present invention (for example, the display 24 in the terminal device 2). You can see the progress. In other words, although the drawing screen is loaned, the area that is outsourced just because it is loaned does not mean that the area can be used freely, only the drawing can be freely done, and the contents that can be communicated with the present invention are Only the input operation on the loan screen and the exchange of event messages within the range permitted by the present invention, only the so-called standardized interface between the two parties. Therefore, for the present invention, the event itself is no-touch and no matter how the drawing is performed, the present invention is not related, but integrated processing is possible through the interface.

但し、画面の間貸しは外部委託した種目の進捗状況を表示するためのもので、実際に種目を行なう場合は完全に外部委託した種目内で行なう。そのため、外部委託した種目と自動連係用ソフトウエアを通じて連係し合う形になるが、そのように完全に分離して中央でのみ繋がるようにするケースと、ダイナミックリンクライブラリのように本発明と一体化させて各端末において連係を図れるようにするものがあり、それによってイベントメッセージの伝達経路が変わって来る。それを逐一記していたのではきりが無いのでイベント伝達経路は厳格には記さない。   However, the screen lending is for displaying the progress status of the outsourced event, and when actually performing the event, it is performed within the outsourced event. For this reason, it will be linked with the outsourced event through automatic linkage software, but it is integrated with the present invention like a dynamic link library and a case where it is completely separated and connected only at the center. There are some devices that can be linked to each terminal, and the event message transmission path changes accordingly. The event transmission route is not described strictly because there is no end to the description.

3種類の種目は「回帰型問答式2段階方式」で繋がる。2段階方式とは3種類の種目を1段階目の種目と2段階目の種目に分けて2段階目の種目は1段階目の種目結果を基にして動向を決めるというもので、それに問答式が加わると、問答式とは1段階目の種目は問い掛けに応じる形で実施するというもので、3種類の種目の関係で言えば1段階目の種目も2段階目の種目も単独実施できない共依存関係になる。なお、1段階目の種目と2段階目の種目の間に「仲介役機構」を設けて仲介役機構より1段階目の種目に指示を出してその結果を仲介役機構に返して結果をしばらく貯め置き、その間に値を配置換えしたり若干加工したりして2段階目の種目に返す場合があるが(例えば第5発明はその形態である)、そうした場合も3種類の種目における2段階方式となる。それ以前に本発明の中央装置1における処理自体がそうした役割を担っているため中央処理のそのような機能を設けたものとなる。その結果、1段階目の種目結果を迂回させたり加工したりしたとしても2段階目の種目の動因にするのであれば2段階方式になる。また、回帰型とは「進行係の種目を用いた実施形態」という意味で、本発明による異種目間交流には「遊戯」と「切磋」の実施形態があり様相が若干異なるが、「遊戯」の場合は進行係をする進行種目がスコアの役割を兼ねるため対戦型、非対戦型、またアナログ型、デジタル型と多種多様な種目を実施したとしても必ずスコアに記録するために帰って来る。その為プレイヤは迷子にならない。また特別なルールを覚える必要がなく進行種目の導きのままに実施できるため初めての者でも容易に実施できる。つまり「1つの種目を進行係にして実施する新たな実施形態」となる。なお、「切磋」の場合は「遊戯」で行なう進行種目が持つ「スタート」と「ゴール」の2つの役割を分離して行なう特殊な形態になるが「遊戯」以上に流れが明白で元々迷子にならない。また第1発明では「切磋」の実施形態は対象外となる。   The three types of events are connected by a “regressive question-and-answer two-step method”. The two-stage method is to divide the three types of events into the first-stage event and the second-stage event, and the second-stage event determines the trend based on the results of the first-stage event. When the question and answer formula is added, the first stage event is performed in response to the question. In terms of the relationship between the three types of events, both the first stage event and the second stage event cannot be performed independently. It becomes a dependency. It should be noted that an “intermediary mechanism” is provided between the first stage event and the second stage event, an instruction is issued from the intermediary mechanism to the first stage event, and the result is returned to the intermediary mechanism. There is a case where the value is stored, and the value is rearranged or slightly processed in the meantime and returned to the second stage event (for example, the fifth invention is the form). It becomes a method. Prior to that, the processing itself in the central device 1 of the present invention has such a role, and therefore, such a function of the central processing is provided. As a result, even if the event result of the first step is bypassed or processed, if it is used as the cause of the second step, the two-step method is used. In addition, the regression type means “embodiment using the course of the person in charge of progress”, and there are embodiments of “game” and “kiri” in the exchange between different types of eyes according to the present invention, but the aspect is slightly different. In the case of ”, the progress event that plays the role also plays the role of the score, so even if you carry out a variety of events such as battle type, non-match type, analog type, digital type, always come back to record in the score . Therefore, the player does not get lost. In addition, it is not necessary to learn special rules, and it can be carried out with guidance of progress events, so even the first person can easily carry it out. In other words, this is a “new embodiment that is carried out with a single event as a facilitator”. In the case of “Kirin”, it is a special form that separates the two roles of “Start” and “Goal” that the progression of “Play” has, but the flow is clearer than “Play” and is originally lost. do not become. In the first invention, the embodiment of “cutting” is excluded.

進行種目、動因種目、対峙種目の役割は、進行種目はスコアになる種目で2段階目の種目となり唯一継続性があり各プレイヤの異種目間交流を牽引する。その為各プレイヤは何れかの進行種目に参加しなければならない。また進行種目が終了すると該プレイヤはゲームオーバーとなる。なお、ゲームオーバーになる要因はタイムオーバー等他にもある。動因種目は唯一1段階目の種目となり問い掛けに答える種目となる。また動因種目は「価値付け行為」の他に「対戦要素を集める行為」もできる。例えば番号を振ったボールを一斉に投げ付けてキャッチした分の値を対戦要素にしたり、子供たちに宝物探しでもさせるかのように対戦要素集めをさせたりもできる。その為コンピュータゲームができない子供や要支援者も参加できる。そうしたことを可能にするために動因種目の多くは「自動連係用ソフトウエア」となり多様な種目を異種目間交流に参加させる役割を担う。なお、本発明は基本的に、動因種目を自動連係用ソフトウエアにしている。対峙種目は進行種目同様に2段階目の種目となり動因種目の結果を基に基本実施する。基本とは前記の「仲介役機構や進行種目等で対戦要素を配置換え」したりする場合があり必ずしも動因種目の結果をそのまま用いる訳ではない。なお、進行種目で配置換えをするとは「遊戯」の形態で実施すると動因種目の結果が進行種目に返されると共に対峙種目の処理機構に送られる。その際先に進行種目に返さなければ対峙種目が起動してエラーの因になる。そのため、まず進行種目に返すがその際進行種目において仲介役機構同様に結果を貯め置いたり改変したりできその後に対峙種目の処理機構に送ることもできる。但し不正の温床になると共に、改変する種目と改変しない種目が同対戦場に同居して統一性に欠けるため好ましくない。また対峙種目は継続性がなく単発型の対戦型デジタル種目になるためその都度勝敗が判明し勝者、厳密には特典獲得者に特典が付与できる。特典の付与方法は様々で第4発明もその内の1つとなる。但し対峙種目にとって特典付与は重要で仮に特典付与が実施できなければ対峙種目の存在意義が無くなる。なお、3種類の種目の実施方法は自由で基本前記の通り外部委託とする。その為外部委託するための自動連係用ソフトウエアを本発明内において起動できるように準備しておく必要があるが、進行種目は対戦開始時に取決めて始終継続実施するため動因種目や対峙種目と若干様相が異なる。その為ダイナミックリンクライブラリにして本発明と一体化させてもよい。また動因種目や対峙種目の準備方法は自由で第2発明を用いると「種目体」や「対峙体」が夫々の種目を管理する。しかし第1発明では其他の方法で行ない一覧表から選ぶようにしたりショートカットアイコンのような起動ボタンを多数用意したりして行なう。   The role of the advanced event, the motive event, and the opposite event is the second-level event, which is the event that becomes the score, and is the only continuity that drives the exchange between different types of players. Therefore, each player must participate in any progress event. In addition, when the progress event ends, the player is over the game. There are other reasons for game over, such as time over. The driving event is the only event of the first stage and the event that answers the question. In addition to “value act”, the motive item can also be “act of collecting battle elements”. For example, you can throw the numbered balls all at once and use the value of the catch as a match element, or let the children collect the match elements as if they were searching for treasure. Therefore, children who cannot play computer games and those who need support can also participate. In order to make this possible, many of the motive events become "automatic linkage software" and play a role of participating in various types of exchanges between different types of eyes. In the present invention, the motive item is basically software for automatic linkage. The opposite event will be the second stage event as well as the advanced event, and will be implemented based on the results of the motive event. Basically, there is a case where the “competitive elements are rearranged by an intermediary mechanism, a progress item, etc.”, and the result of the cause item is not necessarily used as it is. In the case of performing the rearrangement in the progress item, the result of the cause item is returned to the progress item and sent to the processing mechanism for the opposite item if it is implemented in the form of “play”. At that time, if it does not return to the progress event first, the opposite event will start and cause an error. Therefore, first, it returns to the progress item, but at that time, the result can be stored or modified in the same way as the mediator mechanism, and then sent to the processing mechanism of the opposite item. However, it is not preferable because it becomes an illegal hotbed, and the event to be modified and the event not to be modified live together on the battlefield and lack uniformity. In addition, since the counter event has no continuity and becomes a one-off-type digital event, it is possible to give a privilege to the winner, strictly speaking, the winner, and the winner is determined each time. There are various privilege grant methods, and the fourth invention is one of them. However, the provision of benefits is important for the antipodal event, and if the privilege cannot be granted, the presence of the antipodal event is lost. The implementation method of the three types of events is free and outsourced as described above. Therefore, it is necessary to prepare software for automatic linkage for outsourcing in the present invention so that it can be started within the present invention. The aspect is different. Therefore, a dynamic link library may be integrated with the present invention. In addition, the preparation method of the motive item and the antipodal event is free, and when using the second invention, the “special object” and the “antipodal object” manage each event. In the first invention, however, other methods are used to select from a list or to prepare a number of activation buttons such as shortcut icons.

動因種目は、問答に答える形で行なう。問答式の利点は「発明が解決しようとする課題」で記した通りであるが、値の受渡しを問答式で行なうと「目標値指定型」「最終値指定型」「要素値送信型」で実施できる。目標値指定型とは問答し合う種目において、問い合わせ側の種目は自らの動向を決める動因になる値を1乃至複数集めて1つの「目標値」とし、多数の目標値を用意して夫々の目標値に条件を付してプレイヤに提示し、返答側の種目である動因種目を実施する前にプレイヤに目標値を選ばせる。その際選んだ目標値を動因種目に渡しても渡さなくてもよいが、渡した場合は渡された条件を基に動因種目を取決め、渡さなかった場合は種目選びゲームや主催者やプレイヤの仕掛け等で動因種目を取決め、何れのケースでも実施した動因種目をクリアしたなら事前に指定した目標値が得られ、クリアできなかったなら目標値は得られないというもので、仕様によっては失敗したとしても成功分が得られたりする。この方法で行なうと、目標値に振られた条件例えばメダル数や金額や難易度等の値を動因種目か動因種目を取決める処理機構に渡して渡した条件を基に動因種目を選ぶか前記の通り種目選びゲーム等の其他の方法で取決め、取決めた動因種目の実施結果を動因種目側で判断するかまたは判断材料を問い合わせ側の種目に返して問い合わせ側の種目で判断して目標値の扱いを決める。そのため、動因種目から問い合わせ側の種目に返す値は判断結果の値かまたは判断するための値を返すだけで良くなり、問い合わせ側の種目がどのような種目であろうが処理が画一化できる。そこで条件を示す値と結果を示す値を同じ値にすれば1値の遣り取りで済ませることもできる。例えば条件を示す値を0〜10とし、動因種目の結果を同じ0〜10の値を用いて5以上で成功度を示し5より下なら失敗度を示すようにすれば、動因種目に条件を課す場合もまた種目結果を受取る場合も0〜10の値で表現でき、また最終値指定型なら成功度や失敗度で選べる目標値の範囲を変えたりできる。なお、第1発明の場合は目標値に付す条件は序列化できる値ならどのようなものでも良く、仮に目標値が(1)ABC、(2)BE、(3)CF等とあったなら、単に番号しか振られていないなら種目結果を(1)から(3)の番号またはメダル数等で返し、(1)(2)(3)といった番号とは別に600円、200円といった金額を用いても良く、目標値に付された条件で動因種目を取決める場合は実施可能な動因種目に価格を設けて金額で抽出できるようにしてその上でクリアしたか否かを動因種目の価格を基にして返し、600円の種目に対して900円返せたなら目標値を得ると共に300円を「所持金」に変換して加算できるようにしたりしてもよい。仕様次第で様々な付加価値を設けることができる。付加価値の付け方はともかく目標値に付す条件には多様な序列値が利用でき価格やメダル数やトランプの札等のカードの価値など様々利用できる。何れの条件値を用いても目標値指定型で行なえば問い合わせ側の種目はどのようなものであってもよい。最終値指定型とは基本的には目標値指定型と同じで目標値の選び方が異なり何某かの方法で選んだ動因種目の結果で選べる目標値が絞込まれプレイヤはその中から所望の目標値が選べるようになる。つまり結果に対して得られるものが決まるため仮に動因種目から獲得金額が返されたなら獲得金額相当の目標値が1乃至複数選べる。そうした点が若干異なる。先ず問い合わせ側の種目において目標値指定型同様に動向を決める目標値を多数用意してプレイヤに提示するか否かはともかく提示したとしてもプレイヤには選べない。その状態で種目選びゲームか主催者やプレイヤの仕掛け等によって実施する動因種目を取決め、実施結果を目標値に付されている値で返すと目標値が絞られその中から前記の通り選べる。なお、目標値指定型と違って最終値指定型は獲得した金額等のいわゆる目標値に付されている条件を判定できる値を返す必要があるが、条件判定値の算出方法は問わないが、参考までに1例を記すと動因種目に価格等を設けてそれに対して成功度と失敗度を表す成否度で増減させたりする。つまり70の価格が振られている動因種目を成功度100で終えたなら70の価格に対して前後±20の範囲の目標値をいわゆる50〜90の価格が振られている目標値を選べるようにしたりする。そうすれば目標値指定型と最終値指定型の何れのケースでも動因種目が利用できる。要素値送信型とは問答し合う種目同士先ず型合せした上で実施する動因種目を取決め動因種目で得た値をそのまま問い合わせ側の種目が用いる。その為問い合わせ側の種目は動因になる値を用意する必要がなくまた最終値指定型同様に実施する動因種目を何らかの方法で型合せを含めて取決め、動因種目の結果を「要素値」で返す。なお、型合せの方法は多々あり第2発明を用いるとデータ管理体でも型合せ可能となる。其他の方法としては問い合わせ側の種目において許容できる型値を64ビット等の値のビットをフラグ代わりにして立てて「許容型値」とし動因種目を選ぶ処理機構に渡して動因種目の「型値」と照合して絞込む。また動因種目から「型値」を返せば問い合わせ側の種目で型値に応じた処理ができるようになる。例えば問い合わせ側の種目が型値AとBとDが許容できるならABDを示すビットを1と2と4としてフラグを立てて動因種目を取決める処理機構に渡すと型値AとBとDの何れかを返す動因種目が選ばれ仮にBの動因種目を実施したなら種目結果を返す値に「型値」を添えてビット2のフラグを立てて返すと問い合わせ側の種目は型値Bとして処理する。なお、対戦場内で使用する型値を事前に統一しているなら型値による型合せは不要となる。以上のように問答式だと3種類の方法で実施できる。   The driving event is conducted in the form of answering questions. The advantages of the question-and-answer formula are as described in “Problems to be Solved by the Invention”. However, when values are exchanged using the question-and-answer formula, the target value designation type, final value designation type, and element value transmission type are used. Can be implemented. With the target value designation type, the event on the inquiring side collects one or more values that are the factors that determine their own trends and makes one “target value”, and prepares a number of target values. A condition is attached to the target value and presented to the player, and the player is made to select the target value before the action item, which is the response side event, is executed. At that time, the selected target value may or may not be passed to the driving event, but if it is passed, the driving event is decided based on the passed conditions, and if it is not passed, the event selection game, the organizer or the player Decide the cause of the event by a device, etc., and if you clear the cause of the event that was implemented in any case, you can get the target value specified in advance, if you can not clear it, you can not get the target value, failed depending on the specification But you can get success. If this method is used, conditions such as the number of medals, the amount of money, and the degree of difficulty, such as the number of medals, the difficulty level, etc. As determined by other methods such as game selection game, etc., the implementation result of the decided cause factor is judged on the cause item side, or the judgment material is returned to the inquiry side event and judged on the inquiry side event, and the target value Decide how to handle it. For this reason, it is only necessary to return the value returned from the motive item to the inquiry side event as the value of the determination result or the value for determination, and the processing can be made uniform regardless of the type of the inquiry side event. . Therefore, if the value indicating the condition and the value indicating the result are set to the same value, one value can be exchanged. For example, if the value indicating the condition is 0 to 10, and the result of the cause item is the same 0 to 10 and the success level is indicated by 5 or more and the failure level is indicated if the result is less than 5, the condition is indicated for the cause item. In the case of imposing and receiving the result of the event, it can be expressed by a value of 0 to 10, and in the case of the final value designation type, the range of target values that can be selected by the success or failure can be changed. In the case of the first invention, the condition attached to the target value may be any value that can be ordered, and if the target value is (1) ABC, (2) BE, (3) CF, etc., If only the number is assigned, the result of the event is returned as the number (1) to (3) or the number of medals, etc., and the amount of money such as 600 yen and 200 yen is used separately from the numbers (1), (2), and (3). It is also possible to determine the cause of the event under the conditions attached to the target value. If it returns based on 600 yen and returns 900 yen for the item of 600 yen, the target value may be obtained and 300 yen may be converted to “money” and added. Various added values can be provided depending on the specifications. Regardless of how to add value, various order values can be used as conditions to attach to the target value, and various values such as price, medal number, card value such as playing cards can be used. Any type of inquiry may be used as long as the target value designation type is used. The final value specification type is basically the same as the target value specification type, but the target value selection method is different, and the target value that can be selected based on the result of the source item selected by some method is narrowed down, and the player can select the desired target The value can be selected. That is, since what is obtained with respect to the result is determined, if the acquisition amount is returned from the source item, one or more target values corresponding to the acquisition amount can be selected. Such points are slightly different. First, in the event of the inquiry side, it is not possible for the player to select a target value that determines a trend in the same manner as the target value designation type, even if it is presented to the player or not. In this state, the event selection event is decided by the game of the event selection or by the organizer or the player, and the execution result is returned as the value attached to the target value. The target value is narrowed down and can be selected as described above. Unlike the target value specification type, the final value specification type needs to return a value that can determine the condition attached to the so-called target value such as the amount of money acquired, but the calculation method of the condition determination value is not limited, For example, if an example is described, a price or the like is provided for the motive factor, and the success or failure degree indicating the success or failure level is increased or decreased. In other words, if the source item with 70 prices is finished with a success level of 100, a target value in the range of ± 20 before and after 70 prices can be selected as a target value with 50 to 90 prices. Or By doing so, the kinetic item can be used in both cases of the target value designation type and the final value designation type. In the element value transmission type, first the items to be questioned are matched with each other, and the type of the factor to be executed is determined, and the value obtained in the type of factor is used as it is by the item on the inquiry side. Therefore, it is not necessary for the event on the inquiring side to prepare a value to be a cause, and the cause type to be implemented is determined in some way including type matching in the same way as the final value specification type, and the result of the cause item is returned as an “element value” . There are many types of matching methods, and if the second invention is used, the data management body can also match the types. As another method, an allowable type value in the event on the inquiry side is set as a “permissible type value” by replacing a bit of a value such as 64 bits with a flag, and is passed to the processing mechanism for selecting the source item, and the “type value of the source item is set. ”And narrow down. In addition, if “type value” is returned from the source item, processing corresponding to the type value can be performed in the inquiry side item. For example, if the type on the inquiry side can accept the type values A, B, and D, if the bit indicating ABD is set to 1, 2, and 4 and the flag is set and passed to the processing mechanism that determines the source item, the type values A, B, and D If the event type that returns either is selected and the B event type is implemented, the type value is added to the value that returns the event result and the bit 2 flag is returned and the event on the inquiry side is processed as the type value B. To do. If the type values used in the battlefield are unified in advance, type matching by type values is not necessary. As described above, the question-and-answer formula can be implemented in three ways.

問答式について補足すると、「遊戯」を問答式で行なうと「種目間調整や価値の等価変換」は不要になる。「切磋」ではなく「遊戯」で行なう場合は種目間差が寧ろあった方が面白い。それは例え目標値指定型であったとしても言えることで、「切磋」なら厳格に難易度や価格相応の種目を実施しなければならないが、「遊戯」なら実施する種目は何であっても良く種目選びゲーム等を通じて偶発的に選ばれるようにした方が盛り上がる。そのため、種目結果も難しく考える必要がなく合格点が得られたか否かの一点に絞られる。また対戦場において通貨やメダルやカードといった流通値を用いる場合でも、3種類の問答式に関わらず一律に動因種目に「価格」いわゆる動因種目の価値を設け、種目結果で得られるようにしておけば第1発明だと何かに付けて活用でき前記の通り異種目間交流に付加価値が付けられる。つまり対戦場で有効なコインを設けてその総数で最終決着を付けたり最終決着の要因にしたりできる。なお、要素値送信型の場合は動因種目で結果が算出されないが、要素値送信型は「切磋」か「代行型の対峙種目」でしか用いないため、「遊戯」の場合は代行型の対峙種目になるため対峙種目の結果で動因種目に投じられた流通値を分け合うようにするとよい。   Supplementing the question-and-answer formula, if “play” is performed using the question-and-answer formula, “adjustment between events and equivalent conversion of value” becomes unnecessary. It is more interesting that there is a difference between the events when performing with "Yu-Gi" instead of "Kirin". It can be said that even if it is a target value specification type, if it is "Kiriyaki", you must strictly carry out the items corresponding to the degree of difficulty and price, but if it is "games", you can do whatever kind of event Those who choose to be selected accidentally through a selection game, etc. are exciting. Therefore, it is not necessary to think about the event result difficult, and it is narrowed down to one point whether or not a passing score is obtained. Also, even if circulation values such as currency, medals and cards are used on the battlefield, regardless of the three types of question and answer formulas, the “price” so-called “movement factor value” should be set uniformly for the movement item and be obtained as a result of the event. If it is 1st invention, it can be attached to something and can add value to the interchange between different eyes as described above. In other words, valid coins can be provided on the battlefield and the total number of coins can be finalized or used as a factor for final settlement. In the case of the element value transmission type, the result is not calculated for the motive item, but since the element value transmission type is only used for the “Kirii” or the “delegation type counter item”, in the case of the “play”, the substitution type counter item is used. In order to become an event, it is better to share the distribution value thrown into the motive item as a result of the opposite event.

対峙種目は「摘取型」と「代行型」で実施できる。両者の違いは既に記しているが、代行型の場合は対峙種目より動因種目を実施し、摘取型の場合は進行種目より動因種目を実施した後に動因種目の結果を寄せ集めて対峙種目を行なう。両者の違いを改めて記すのは困難なため話を進めると、対峙種目の存在意義は「特典付与」であり特典対象は勝者に限らず敗者や上位何名などと複数名にしてもよいが特典を無くすることはできない。なぜなら特典が無くなると勝ち負けを単に決めただけとなり特典こそが唯一実施できる成果となる。なお、景品やメダルやカードを得るような形でも特典となる。また対峙種目は「切磋」のような特別な制限が無い限り対戦場内の誰とでも対戦ができる。また「遊戯」なら摘取型と代行型を混在させることもできる。それが可能なのは何れの対峙種目であったとしても取決める内容が殆ど同じで変わらないためで、対峙種目は動因種目を実施する前に「対峙方法(対峙種目)」「対峙対象」「特典内容」を取決める必要がある。その際「対峙対象」に対して対峙対象を「動因種目の結果の格納先」にするのか「動因種目自体」にするのかとなる。その点を分かり易くするために第2発明を用いて説明をすると、動因種目の結果は「交流体」に格納され、動因種目の実施要領は「種目体」に格納され、対峙種目の実施要領は「対峙体」に格納される。なお、夫々の「体」は個別のデータ管理体となる。その状態で、摘取型の場合は動因種目の結果を自由に集めて対戦させるために動因種目を行なう前に対峙させる対象を取決めて「対峙体」を作成する必要がある。その時に用いるのが交流体で、交流体IDまたは交流体の配列NO等の配置場所を集めて対峙体を作成するのが摘取型となり、摘取型では対峙対象は「交流体」になるのに対して、代行型では「交流体+種目体」になる。つまり代行型は動因種目の結果を格納する場所に実施する動因種目を加えているに過ぎない。たったそれだけの違いであり種目体と対峙体を混在させても問題にならない。なお、代行型は対戦型の種目を普通実施しない。また第1発明では「交流体と種目体と対峙体に代わる何か」を用いる必要があり方法は多々ある。それ以前に主催者調整型にしないなら「交流体」が「実施NO」であっても十分に実施でき、代行型であれば実施NOすら無くてもよい。例えば対峙対象をプレイヤAの5回目とプレイヤBの7回目とすれば、プレイヤAが5回目の動因種目を実施したなら先ず進行種目に結果が送られ続いて対峙種目管理機構に送られる。すると実施NOとプレイヤIDから対峙対象であるか否かが分かり、プレイヤAの5回目の値として動因種目の結果が格納される。同じようにプレイヤBが7回目を実施したなら実施NOとプレイヤIDからプレイヤBの7回目の値として格納され対峙対象にある値が全て揃ったなら対峙種目が起動して実施でき勝者または特典対象者に特典が付与される。さらに、代行型なら対峙体がアクティブになると自動的に対峙対象の動因種目がプレイヤ毎に起動して実施できその結果が対峙体に格納されるために実施NOすら必要なくなる。そのように第1発明において主催者による調整をしないのであれば交流体が必要なくなる上に、その他の方法であっても交流体、種目体、対峙体に代わるものは多様に実施できる。例えば夫々のデータ本体をテーブルで管理してショートカットキーになるアイコンのみを画面上に描画したり、エクスプローラのファイル管理システムで動因種目を管理したり、対峙種目自体を1つのオブジェクトとして作成してクラスのメンバとしてデータを管理したり等々。   The opposite event can be implemented as “pick-up type” and “substitute type”. The difference between the two has already been described, but in the case of the substitution type, the action item is implemented from the antipodal event, and in the case of the excision type, the cause item is implemented from the progression item, and then the result of the action item is collected and the antipodal item is collected. Do. Since it is difficult to describe the difference between the two, it is difficult to describe the difference between the two events. Cannot be lost. Because, when the privilege is lost, the player simply decides to win or lose, and the privilege is the only result that can be implemented. In addition, it is a privilege to get a prize, medal or card. In addition, as long as there are no special restrictions such as “Kirin”, the opponent can play against anyone on the battlefield. In the case of “Yu-Gi”, it is also possible to mix the picking type and the substitute type. This is possible because the content to be decided is the same regardless of the type of counter item, and it is the same, so the counter item must be “Confrontation Method (Counter Item)”, “Target”, “Special” Need to negotiate. At that time, whether the confrontation target is the “storage destination of the result of the cause item” or “the cause item itself” is set with respect to the “confrontation subject”. In order to make this point easier to understand, the second invention will be used to explain the result. The result of the motive item is stored in the “alternating body”, the execution point of the motive item is stored in the “special body”, and the execution point of the opposite item Is stored in the “opposite body”. Each “body” is an individual data management body. In this state, in the case of the plucking type, it is necessary to determine the target to be confronted before performing the cause item in order to freely collect the results of the cause item and to make a battle, and to create an “opposition body”. At that time, the AC body is used, and the picking type is to collect the arrangement places such as the AC body ID or the array number of the AC body to create the counter body. On the other hand, in the substitute type, it becomes “alternating body + item body”. In other words, the proxy type is merely adding a cause item to be executed at a place where the result of the cause item is stored. It's just that difference, and it doesn't matter if you mix the event and the antipod. In addition, the substitute type does not normally carry out the competition type event. In the first invention, it is necessary to use “something to replace the alternating current body, the event body, and the antipodal body”, and there are many methods. If it is not the organizer adjustment type before that, the “alternating body” can be implemented sufficiently even if it is “execution NO”. For example, if the opponent A is the fifth time of the player A and the seventh time of the player B, if the player A executes the fifth driving event, the result is sent first to the progress event and then sent to the counter item management mechanism. Then, it can be determined from the execution NO and the player ID whether or not it is a confrontation target, and the result of the cause item is stored as the fifth value of the player A. Similarly, if the player B executes the seventh time, it is stored as the seventh value of the player B from the execution NO and the player ID, and if all the values that are in the object of confrontation are prepared, the confrontation event can be activated and performed, and the winner or privilege object A privilege is given to the person. Further, in the case of the substitute type, when the opposing body becomes active, the target event of the opposing subject is automatically activated for each player, and the result is stored in the opposing body, so even the implementation NO is not necessary. Thus, in the first invention, if no adjustment is made by the organizer, an AC body is not necessary, and various alternatives to the AC body, the event body, and the counter body can be implemented by other methods. For example, each data body is managed in a table and only the icon that becomes a shortcut key is drawn on the screen, the cause item is managed by the file management system of Explorer, the opposite item itself is created as one object, and the class Manage data as a member of and so on.

進行種目は「スコア」であっても「進行係」であってもよい。進行種目はスコアなのか進行係なのか紛らわしいが、何れであってもよい。ただ、スコアとして用いる場合は「最終値指定型」で行なう場合が多く先ず動因種目や対峙種目を行なった上でその結果を基に進行種目を進める。進行係として用いる場合は「目標値指定型」で行なう場合が多く進行種目の動因をより良くするために有利な動因種目を実施しようとする。また代行型で行なう場合は「要素値送信型」が多くなる。なお、「遊戯」だと前記の通り「摘取型」でも「代行型」でも良く双方を混在させてもよい。その為に進行種目から動因種目選びに移ったり逆に動因種目を選んでから進行種目の格納先を取決めたり何れのケースでも実施できるようにしておくとよい。つまり進行種目を進めるためには動因種目を実施する必要があるが動因種目を実施するには進行種目において動因種目を実施する準備を済ませておく必要があり、進行種目の準備を先に行なうのか、それとも動因種目を取決めてから進行種目の準備を行なうのかとなるが、何れの形でも実施できるようにしておくとプレイヤはプレイし易くなる。また対戦場内にスコア型の進行種目と進行係型の進行種目が共存してもよい。進行種目が対戦型の種目だと自ずと目標値指定型になり、非対戦型の種目だと最終値指定型になるケースが増える。つまり各プレイヤは自身の進行種目を進めるだけとなりロールプレイングゲームのように1つのゲームに対して役割を変えて実施するのではなく夫々が対戦場において好きな進行種目を行ないその上で様々なゲームを通じて潰し合いをする。   The progress item may be “score” or “progressor”. It is confusing whether the progress item is a score or a progress member, but any may be used. However, when used as a score, the “final value designation type” is often used. First, the cause item and the opposite item are performed, and the progression item is advanced based on the result. When used as a progress member, the “target value designation type” is often used, and an attempt is made to implement an advantageous cause item in order to improve the cause of the advance item. In the case of the proxy type, “element value transmission type” increases. As described above, “play” may be “pick type” or “substitute type”, and both may be mixed. For this purpose, it is preferable to make it possible to carry out in any case, such as moving from the progression item to the selection of the movement item, or conversely selecting the movement item and then determining the storage destination of the progression item. In other words, in order to advance the progression event, it is necessary to carry out the motive event, but in order to implement the motive event, it is necessary to prepare to implement the motive event in the progression event, and should the advance event be prepared first? Or, it may be determined whether the kinetic item is decided and then the progression item is prepared, but if it can be implemented in any form, it becomes easier for the player to play. Also, a score-type progress event and a progress-type progress event may coexist in the battlefield. If the progress event is a competitive type event, the target value specification type is naturally increased, and if it is a non-match type event, the final value specification type increases. In other words, each player only advances his / her progress event, and does not change the role for one game like a role-playing game, but each player performs his / her favorite progress event on the battlefield and then plays various games. Crush through each other.

図3は、中央装置1における処理手順の一例を示すフローチャートである。中央装置1では、上述のように複数の種目の選択を受け付けて取り決め(ステップS1)、動因種目、進行種目、対峙種目に分け(ステップS2)、夫々を回帰的に連係させて実施する(ステップS3)。ステップS3の実施の詳細について後述する。中央装置1の演算部10は、これらの実施結果を融合させて結果を出力し(ステップS4)、処理を終了する。ステップS2からS4の処理は、回帰的に繰り返し行なわれるとよい。   FIG. 3 is a flowchart illustrating an example of a processing procedure in the central apparatus 1. The central device 1 accepts the selection of a plurality of events as described above (step S1), divides the event into the driving event, the progression event, and the opposite event (step S2), and executes them in a recursive manner (step S2). S3). Details of implementation of step S3 will be described later. The arithmetic unit 10 of the central device 1 merges these implementation results and outputs the results (step S4), and ends the process. The processing from step S2 to S4 may be repeated recursively.

対戦場においてゲームを開始する前に「進行種目」を取決めると、『対戦者表』が作成される。対戦者は先ず自身が参加する進行種目を取決める。進行種目の取決め方は自由であるが、例えば実施可能な進行種目を全表示し、同じ様に全プレイヤを別枠に表示して、プレイヤ夫々所望の種目に登録して行く。仮に対戦型進行種目なら本発明付属のコミュニケーションツールを用いて連絡を取り合って対戦相手を決める。対戦者表の役割は、プレイヤと端末と進行種目を連係させるだけではなく、対戦者にプレイヤの状況を知らせる。その為対戦者表にはプレイヤ名や、プレイヤが使用する端末や、プレイヤが実施する進行種目や、進行種目が許容できる許容型値や、プレイヤの現況を示す値や、その他成績等が記録され、種目を取決める際に対戦者の状況が見られる。なお、対戦者表は中央装置1で管理され、各端末装置2にはプレイヤにとって必要最小限のデータが複製される。中央装置1における対戦者表は、「プレイヤID」「端末ID」「進行種目ID」「許容型値」「現況」「成績」等といったものになる。   If the “progress item” is decided before the game is started on the battlefield, the “player table” is created. The opponent first decides on the progression of the event he participates in. Although the method of determining the progress item is arbitrary, for example, all the progress items that can be executed are displayed, and all the players are displayed in a separate frame in the same manner, and each player is registered as a desired event. If it is a competitive type progress event, the communication tool attached to the present invention is used to communicate with each other to determine the opponent. The role of the opponent table not only links the player, the terminal, and the progress item, but also informs the opponent of the player's situation. Therefore, the player table, the player name, the terminal used by the player, the progress item performed by the player, the allowable value that the progress item can accept, the value indicating the current state of the player, and other results are recorded. The situation of the opponent can be seen when deciding the event. Note that the opponent table is managed by the central device 1, and the minimum data necessary for the player is copied to each terminal device 2. The opponent table in the central device 1 includes “player ID”, “terminal ID”, “progress item ID”, “allowable type value”, “current status”, “score”, and the like.

種目の実施状況は『対戦等準備表』で見ることが可能である。第1発明は第2発明のように本体処理と表層処理に分けないために種目間連係を種目同士直接行なう。しかしそれでは本発明が目指す「主催者調整型の参加者至上主義の遊び方」は実施できない。ところが問答式2段階方式は結構な優れもので第2発明を用いなくても3種類の種目を回帰型問答式2段階方式で連係させると用途を限定すれば本発明以上のことが実施できる。その点については機微に触れるため割愛するが、第1発明と第2発明の違いは値の受渡しを種目間で直接的に行なうのか否かだけの違いではなくもっと大きなものがあるが、その点はさて置き3種類の種目の立ち位置や役割、また対戦者表や対戦等準備表の役割はほぼ同じである。なお、対戦等準備表は種目の準備の他に対戦者表同様にプレイヤに種目の実施状況を分からせる。本発明は3種類の種目の他に第2発明では交流体選びゲームや種目体選びゲームが実施でき対戦場はまさに種目や対戦の坩堝となる。なお、交流体選びゲームと種目体選びゲームはコンピュータゲームとなる。その為何処から対戦を吹っ掛けられるか分からないし、自身も動因を求めて吹っ掛ける必要がある。そこで重要になるのが「整然とした処理」で、1つにはプレイヤ側である端末装置2の処理で、2つには中央装置1側の処理となる。1つ目の処理はどのような状況から行なう場合でも必ず「動因種目を行なう準備」を整えてから行なう。2つ目の処理は対戦型、非対戦型の種目に関わらず対戦場において実施する種目やゲームは全て中央装置1の『対戦等準備表』で管理して準備から実施後の後処理まで監視し続ける。何らかの種目が決まったなら先ず中央装置1の対戦等準備表に登録して「処理NO」を得ると共に、種目情報を格納して、続いて対戦人数分の情報を集める。仮に対戦者が不足していたなら詳細は改めて記すが対戦募集をして集め、種目が実施できる状態になってから初めて実施する種目の自動連係用ソフトウエアをインスタンス化して必要な情報を渡して外部委託し、また結果を戻値で受取って対戦等準備表に一旦格納して事後処理を行なう。例えば対峙種目なら特典付与処理を行なう。なお、対戦型や非対戦型、また動因種目や対峙種目によって準備内容が異なるため処理上テーブルを分離したとしてもプレイヤには種目の実施状況を総覧できるようにしておく必要がある。   The implementation status of the event can be seen in the “Preparation Table for Competition”. Since the first invention is not divided into the main body processing and the surface layer processing as in the second invention, the inter-item linkage is performed directly between the events. However, the “organizer-adjusted participant supremacy method” that the present invention aims at cannot be implemented. However, the question-and-answer two-step system is quite excellent, and even if the second type invention is not used, if the three types of events are linked by the regression-type question-and-answer two-stage method, the present invention can be implemented more than the present invention if the application is limited. This point will be omitted because it touches the details, but the difference between the first invention and the second invention is not only the difference in whether or not the value is transferred directly between the events, but there is a bigger one. By the way, the standing positions and roles of the three types of events, and the roles of the opponent table and the battle preparation table are almost the same. In addition to the preparation of the event, the battle preparation table allows the player to know the implementation status of the event as in the battle table. In the present invention, in addition to the three types of events, the AC game selection game and the event type selection game can be implemented in the second invention, and the battle field is exactly the crucible for the events and battles. The AC body selection game and the event body selection game are computer games. For this reason, I don't know where to start the match, and I need to search for the cause. Therefore, what is important is “orderly processing”, one of which is processing of the terminal device 2 on the player side and two of which is processing on the central device 1 side. The first process is always performed after “preparation to perform the event of driving” is made in any situation. Regardless of the type of battle-type or non-match type events, the second process is all managed in the battlefield and the game is managed in the “Competition Preparatory Table” of the central device 1 and monitored from preparation to post-processing after execution. Keep doing. If a certain event is decided, it is first registered in the battle preparation table of the central device 1 to obtain “processing NO”, and the event information is stored, and then information for the number of battles is collected. If there were a shortage of opponents, details will be written again, but we will collect and collect the necessary information by instantiating the software for automatic linkage of the event that will be executed for the first time after the event is ready to be executed Outsources, receives the result as a return value, temporarily stores it in the battle preparation table, and performs post-processing. For example, if it is an opposite event, privilege grant processing is performed. It should be noted that the preparation contents differ depending on the battle type, non-match type, and the cause and event types, so that even if the processing table is separated, it is necessary for the player to have an overview of the implementation status of the event.

プレイヤ側である端末装置2の処理で動因種目を行なう準備を整えるとは、問答式には、(ア)目標値指定型、(イ)最終値指定型、(ウ)要素値送信型があり、準備は夫々によって異なる。しかしそれは種目内の出来事で、「遊戯」では進行種目内の出来事で、それが原因で他の種目や異種目間交流に影響を与えることはない。但し実施可能な種目は異なって来るために「型合せ」が必要になる。なお、第3発明を用いれば型合せはほぼ不要になる。夫々の準備模様は、以下のようになる。   To prepare for the action item in the processing of the terminal device 2 on the player side, there are (a) a target value designation type, (b) a final value designation type, and (c) an element value transmission type. The preparation varies from one to the other. However, it is an event in the event, and in “Yu-Gi”, it is an event in the progress event, and it does not affect other events or exchanges between different events. However, “matching” is necessary because the feasible events are different. If the third invention is used, mold matching is almost unnecessary. The preparation patterns for each are as follows.

(ア)目標値指定型の場合、入出力部22を介してディスプレイ24に目標値指定画面が表示され、その中から所望の目標値が選ばれる。目標値は次の一手だったり文字や絵類の値だったりする。選べる数は進行種目次第であるが、第3発明を用いると指定した目標値の難易度いわゆる概念的拠所の値の合計値が100以下なら自由数選べるが、目標値に付されている価格やメダル数やカード種やアイテムを投じなければならなくしたりできる。また動因種目の選び方は目標値に付された値を基に動因種目を絞込んで取決めたり、目標値に付された値を完全に無視して種目選びゲーム等で取決めたりする。   (A) In the case of the target value designation type, a target value designation screen is displayed on the display 24 via the input / output unit 22, and a desired target value is selected from the screen. The target value may be the next move or the value of characters and pictures. The number of choices depends on the type of progress, but if the third invention is used, the degree of difficulty of the specified target value can be selected if the total value of so-called conceptual bases is 100 or less, but the price attached to the target value You can throw medal numbers, card types and items. The method of selecting the event item is determined by narrowing the event type based on the value assigned to the target value, or the event value is determined by ignoring the value assigned to the target value completely.

(イ)最終値指定型の場合、目標値表示画面で選べる目標値が予め表示されるがプレイヤには選べない。その上で動因種目や代行型対峙種目を種目選びゲーム等を通じて選び実施する。その結果に基づいて進行種目側で選べる値をプレイヤに提示してプレイヤに最終決定させる。選べる値数は進行種目次第で、第1発明だと獲得金額やメダル数やトランプの札等の価値相当分となる。アイテムの場合は動因種目や対峙種目の景品になる場合があり仕様次第となる。また動因種目の選び方は(ウ)の要素値送信型と共に専ら種目選びゲーム等で偶発的に選ぶ。   (A) In the case of the final value designation type, target values that can be selected on the target value display screen are displayed in advance, but cannot be selected by the player. On top of that, select and implement a motive item or a substitute type counter item through an event selection game or the like. Based on the result, a value that can be selected on the progression item side is presented to the player, and the player is finally determined. The number of values that can be selected depends on the type of progress. In the case of the first invention, the value corresponding to the value such as the amount of money to be earned, the number of medals, and the cards of a playing card. In the case of an item, it may be a prize of a motive item or a counter item, and it depends on the specification. In addition, the method of selecting the event type is selected accidentally in the event selection game or the like together with the element value transmission type of (c).

(ウ)要素値送信型の場合、要素値送信型は進行種目で用いる必要は殆どない。なぜなら要素値送信型で対戦要素を集めるよりも、目標値指定型や最終値指定型で対戦要素に換えた方が実施できる種目が断然多くなる。仮に要素値送信型で行なうとなれば本発明で言う「型値」で実施可能な種目を限定しなければならず、効率が悪い上に自由に対戦を吹っ掛けたり吹っ掛けられたりできなくなる。やはり実施できる種目は可能な限り制限しない方がよい。なお、要素値送信型は「代行型の対峙種目」で使用し、「遊戯」の若者向け型や、コンピュータゲームが実施できない子供や要支援者を異種目間交流に参加させる「遊戯」の「ふれあい型」にとって無くてはならないものとなる。   (C) In the case of the element value transmission type, the element value transmission type hardly needs to be used for the progress item. This is because there are more events that can be implemented by using the target value designation type or the final value designation type instead of collecting the battle elements in the element value transmission type. If it is performed in the element value transmission type, it is necessary to limit the items that can be performed by the “type value” in the present invention, and it is inefficient and can be freely blown or blown. Disappear. It is better not to limit the items that can be implemented as much as possible. In addition, the element value transmission type is used in the “representation type confrontation event”, the “play” type for young people, and the “play” type of “play” that allows children and supporters who cannot perform computer games to participate in the exchange between different types of eyes. It is indispensable for “contact type”.

中央装置1側の処理では、種目の準備から後処理まで対戦等準備表によって行なわれる。全体的な流れはこの後記すが、プレイヤXが種目を実施するとなったならば、第2発明なら「種目体」や「対峙体」を基に種目の実施準備を中央装置1で始める。対戦等準備表が準備することは、「種目ID」「型値」「対戦人数」「対戦者情報1」「対戦者情報2」「対戦者情報…」等となり、対戦者情報とは第2発明なら「交流体ID」「種目に渡す値」「種目結果(総括値)」等から成る構造体かXML(Extensible Markup Language)で記録する。また検索対象として良く用いる値であれば、分離して個別の項目にしてもよい。また第2発明を用いたなら先盛付型種目が実施できるが第1発明では主催者による調整が殆どできないため実施困難となる。そして、端末装置2にて実施する種目が決まると「プレイヤID」と「種目ID」が中央装置1に送られ、中央装置1は種目IDを基に種目に関する情報を集めて対戦等準備表に登録する。なお、種目IDを基に集める情報は「型値」や「対戦人数」等となり、それらを対戦等準備表に登録してプレイヤX自身を「対戦者情報1」として登録する。その状態で種目が実施できるなら、つまり非対戦型の種目なら種目用の自動連係用ソフトウエアを中央でインスタンス化して必要な情報を自動連係用ソフトウエアに渡すと外部委託する種目の本体と繋がるか自動連係用ソフトウエアが外部委託する種目を実施できるように種目をインスタンス化するかして種目に前記の情報を全て渡す。仮に対戦型で対戦者が不足していたなら他のプレイヤに対戦を呼び掛ける。その前に呼掛ける相手を『対戦者表』と『対戦等準備表』を用いて絞る。先ず中央装置1において演算部10は、対戦者表の「許容型値」を基に実施する種目の「型値」が実施可能であるか調べ、実施可能な対戦者のみ集めて「対戦候補者表」としてプレイヤXの端末装置2に表示させる。なお、対戦候補者表には「現況」の項目があり候補者夫々の現在の状況が「自由」や「準備中」や「実施中」等と表示され、実施中なら残り時間が表示される。なお、現況は前記の通り対戦等準備表を基に対戦者表に表示しているものとなる。それを参考にプレイヤXは端末装置2にて、対戦したい相手を取決めて「全員」または「チェック分」とし、チェック分なら対戦希望者にチェックを入れると、端末装置2にて中央装置1へ送信される。中央装置1は呼掛け対象者の各端末装置2の入出力部22を介してディスプレイ24に「対戦の誘い」を表示して「応諾」か「拒否」を返信させる。その結果をプレイヤXの対戦候補者表に反映させて応諾者のみ選べるようにする。プレイヤXは応諾者の中から所望の対戦者を決定して送信すると、中央装置1は対戦等準備表に決定者を対戦者登録して対戦者が元々登録されている状態と同じ扱いで準備を始める。但し第1発明では事前登録者が居ない。そして登録者扱いの対戦者に「対戦開始」の連絡をして「エントリ」させる。なお、エントリした際に「動因種目を行なう準備」が完了していなかったなら完了させ、仮に準備に手間取り時間切れになったなら「棄権」として扱う。対戦者全員がエントリした時点で中央装置1において動因種目の「自動連係用ソフトウエア」をインスタンス化して該ソフトウエアにプレイヤ情報や端末情報など必要な情報を全て渡すと、自動連係用ソフトウエアが自動で動因種目を実施できる状態にする。仮に端末装置2に動因種目をインスタンス化する場合は動因種目の管理元が行なう。またアーケードゲーム機等の外部機器を用いる場合は外部機器の管理センターを通じて使用できる状態にする。実施結果も自動連係用ソフトウエアを通じて中央装置1に返して貰い、実施結果を対戦等準備表に格納した後に本発明内の処理に移行する。そのため、外部委託する種目が確実に実施できる状態まで対戦等準備表で行ない、また外部委託した結果が返されて事後処理が終わるまで対戦等準備表で監視し続け、対戦等準備表を基に処理する。   In the processing on the central device 1 side, the preparation from the event to the post-processing is performed by a battle preparation table. The overall flow will be described later. However, if the player X is to execute the event, the central device 1 starts preparation for the event based on the “specimen” or “opposite” in the second invention. The battle preparation table prepares “item ID”, “model value”, “number of players”, “player information 1”, “player information 2”, “player information ...”, and so on. In the case of the invention, it is recorded in a structure consisting of “AC ID”, “value to be passed to the event”, “result of the event (summary value)” or the like or XML (Extensible Markup Language). Moreover, if it is a value often used as a search target, it may be separated into individual items. Further, if the second invention is used, the pre-scoring type event can be carried out, but in the first invention, the adjustment by the organizer is hardly possible, so that the implementation becomes difficult. When the event to be executed by the terminal device 2 is determined, the “player ID” and the “event ID” are sent to the central device 1, and the central device 1 collects information on the event based on the event ID and displays it in the battle preparation table. register. The information collected based on the event ID is “type value”, “number of players”, etc., which are registered in the battle preparation table and the player X itself is registered as “player information 1”. If the event can be carried out in that state, that is, if it is a non-competitive event, instantly linking the automatic linkage software for the event and passing the necessary information to the automatic linkage software will connect to the main body of the outsourced event All of the above information is passed to the event by instantiating the item so that the automatic linkage software can execute the item outsourced. If there is a shortage of opponents in the battle type, another player is called for a battle. The opponents to call before that are narrowed down using the “Competition Table” and “Preparation Table”. First, in the central device 1, the arithmetic unit 10 checks whether or not the “type value” of the event to be executed can be executed based on the “allowable type value” in the opponent table, and collects only the opponents that can be executed. Table "is displayed on the terminal device 2 of the player X. In addition, there is an item of “Current Status” in the competition candidate table, and the current status of each candidate is displayed as “Free”, “Preparing”, “Ongoing”, etc. If remaining, the remaining time is displayed . The current situation is displayed in the opponent table based on the competition preparation table as described above. With reference to it, the player X decides the opponent who wants to play in the terminal device 2 and sets it as “all members” or “checked”. Sent. The central device 1 displays “invitation of battle” on the display 24 via the input / output unit 22 of each terminal device 2 of the person to be called and returns “accept” or “reject”. The result is reflected in the battle candidate list of the player X so that only the accepter can be selected. When the player X determines and transmits a desired opponent from the respondents, the central device 1 prepares the determined player in the battle preparation table and the same treatment as that in which the opponent is originally registered. Begin. However, in the first invention, there is no pre-registrant. Then, the player who is treated as a registrant is informed of “starting the battle” and “entry”. In addition, if “preparation to perform the motive item” has not been completed at the time of entry, it is completed, and if the time for preparation has expired, it is treated as “abstain”. When all the opponents have entered, the central device 1 instantiates the “automatic linkage software” of the motive type and passes all necessary information such as player information and terminal information to the software. It will be in the state which can carry out a motive item automatically. If the cause item is instantiated in the terminal device 2, the source of the cause item is managed. When an external device such as an arcade game machine is used, it can be used through an external device management center. The execution result is also returned to the central apparatus 1 through the automatic linkage software, and after the execution result is stored in the battle preparation table, the process proceeds to the processing in the present invention. Therefore, the competition preparation table will be used until it is possible to reliably carry out the outsourced event, and it will continue to be monitored in the competition preparation table until the outsourced result is returned and the post-processing is completed, based on the competition preparation table. To process.

動因種目について補足すると、第2発明を用いると動因種目は「種目体」で管理され、「交流体」やその他の条件で絞込めるが、第1発明でもプレイヤや状況によって絞込める。例えば動因種目を総合管理するテーブルを設けて絞込むための項目を設け、それに対して前記の対戦者表等にプレイヤ毎に絞込む条件を登録したり、また動因種目を選ぶ際にサイコロや抽選を行なって表示する種目を限定したりできる。その為第2発明の「種目体」もそうした絞込み等の情報を管理するデータ管理体のように見られるかもしれないが、第2〜第4発明に無くてはならないものとなり、第1発明が本発明の「基本的仕組み」或いは「表装の仕組み」であるのに対して「種目体」はそうした表装の仕組みを陰で支える「根底の仕組み」いわゆる「概念的拠所を基にした等価枠変換課題方式」にとって無くてはならないものとなる。その点については第3発明で記す。   Supplementing on the motive factors, if the second invention is used, the motive factors are managed by the “species” and can be narrowed down by “alternating body” or other conditions, but the first invention can also be narrowed down by the player and the situation. For example, an item for narrowing down by providing a table for comprehensive management of the cause items is provided, and conditions for narrowing down for each player are registered in the opponent table, etc., and when selecting the cause item, dice or lottery To limit the events to be displayed. Therefore, the “special object” of the second invention may be seen as a data management body that manages such information such as narrowing down, but becomes indispensable to the second to fourth inventions. In contrast to the “basic mechanism” or “appearance mechanism” of the present invention, the “special object” is the “underlying mechanism” that supports such an appearance mechanism behind the scene, so-called “equivalent frame conversion based on a conceptual base”. It will be indispensable for the “problem method”. This point will be described in the third invention.

対峙種目はプレイヤの操作によって動的に作成される。第2発明なら対峙種目は「対峙体」で管理するが、対峙体に代わる何某かで対峙種目を実施できるようにする必要がある。しかし対峙体や対峙種目の考え方は過去に存在しないものと思われるため本発明に倣うしかない。対峙種目にとって必要なものは「対戦者」と「動因種目の結果」と「特典」であり、それを動因種目同様に総合管理するテーブルを設けて動的に追加できるようにしたりする。問題は作成のタイミングで、普通は動因種目の結果が判明していないときに作成する。しかし動因種目の結果を保管しているなら保管後でも作成できる。例えば第5発明の「基準種目」はその形態になるが、終盤に1〜2回なら大勝負を掛けて行なうことも出来る。そうした例はともかく一般的に行なう場合は動因種目の結果が未確定な段階で行なう。また各々のプレイヤにとって支障のない状態で作るのが良くホームにいる状態で行なう。思案処は「同意」の上で行なうのか「無断」作成を可能にするのかであるが、無断作成可能なら無制限にする訳には行かないので作成に当たってメダル等の流通値を必要にしたり、作成回数に制限を設けたりする。そのため、制限に関する手順が増えるが、通常は、プレイヤXは、端末装置2にてディスプレイ24に表示されている「作成」ボタンを押すと、入出力部22によってプレイヤXの「型値」にとって実施できる対峙種目が選べるようになる。端末装置2にて対戦者の項目がアクティブにされた場合には対峙種目の型値で対戦者が選べるようになり、また特典が選べるようになる。その際同意の上で行なうなら本発明付属のコミュニケーションツールで意思疎通を図りながら行なう。なお、特典並びに特典の事前取決めは容易ではない。その結果簡単な特典にするか、第4発明を用いる。   The counter item is dynamically created by the player's operation. In the case of the second invention, the antipodal event is managed as an “antipodal body”, but it is necessary to be able to implement the antipodal event in some way in place of the antipodal object. However, since the idea of the antipodal body and the antipodal item seems not to exist in the past, there is no choice but to follow the present invention. Necessary items for the counter event are “competitors”, “results of the motive event”, and “privileges”, and a table that comprehensively manages them like the motive event is provided so that it can be dynamically added. The problem is the timing of creation, and is usually created when the results of the motive item are not known. However, if the result of the motive item is stored, it can be created even after storage. For example, the “reference item” of the fifth invention is in that form, but it can also be performed with a big game if it is once or twice in the final stage. Anyway, such a case is generally performed when the result of the motive item is uncertain. In addition, it is preferable to make the game without any problem for each player. Though it is possible to create on the basis of "agreement" or "unauthorized" is possible, but if you can create without permission, you can not make it unlimited, so you need distribution values such as medals etc. Limit the number of times. For this reason, the number of procedures related to the restriction increases. Normally, when the player X presses the “create” button displayed on the display 24 in the terminal device 2, the input / output unit 22 performs the “type value” of the player X. You will be able to choose the type of competition you can do. When the opponent's item is activated in the terminal device 2, the opponent can be selected according to the type value of the opposite type, and a privilege can be selected. At that time, if consent is given, the communication tool attached to the present invention is used for communication. In addition, prior arrangements for benefits and benefits are not easy. As a result, a simple privilege is used or the fourth invention is used.

全体の流れは、第1発明は「3種類の種目を回帰型問答式2段階方式で連係させて行なうことを特徴とする」発明であるため「3種類の種目」「種目の役割」「種目の連係」が主要テーマになり全体の流れが「種目の連係」になる。ところが第1発明は問答式の利点を活かした「「遊戯」の簡易型」になるため本発明と異なるものとなる。そのため、以下の説明では一部、本発明を模した別の方法で実施できることを説明する記載を含む。なお、「遊戯」にも代行型の対峙種目ばかりで行なうケースと、摘取型と代行型を混在させて行なうケースがあり、標準的な形態は後者で、前者は特異なケースとなる。そこで先ず標準的なケースを記し、最後に代行型ばかりのケースを記す。以下、次の順序で説明する。(1)進行種目において動因を求める処理。(2)問答式の利点を活かした動因種目の抽出。(3)動因種目の実施準備。(4)動因種目の実施。(5)進行種目に結果を返す。(6)対峙処理の検査と準備。(7)特典処理。(8)動因種目で代行型の対峙種目を選んだ場合。(9)繰返しと集計。最後に(10)代行型の対峙種目ばかりで行なう場合。   The overall flow is that the first invention is an invention “characterized by performing three types of events linked in a two-step regression type question and answer system”, so that “three types of events” “role of events” “items” The main theme will be “Linkage”, and the overall flow will be “Linkage of Events”. However, the first invention is different from the present invention because it is a “simplified“ game ”type that takes advantage of the question-and-answer formula. For this reason, the following description includes, in part, a description explaining that the present invention can be implemented by another method imitating the present invention. In addition, there are cases of “playing” in which only the proxy type of competition is performed, and cases in which the picking type and proxy type are mixed, the standard form being the latter and the former being a peculiar case. Therefore, the standard case is described first, and the case of only proxy type is described last. Hereinafter, the description will be made in the following order. (1) A process for determining the cause of movement in the progress event. (2) Extraction of motive events that take advantage of the question-and-answer formula. (3) Preparation for implementation of the motive event. (4) Implementation of the motive item. (5) Return the result to the progress event. (6) Inspection and preparation of the confrontation process. (7) Benefit processing. (8) In the case of selecting a substitute antipodal event as the motive item. (9) Repeat and tabulate. Lastly, (10) Cases where only proxy type events are performed.

(1)の進行種目において動因を求める処理とは、全プレイヤの進行種目が決まり対戦準備が整ったならゲームが始まり、各プレイヤの端末装置2のディスプレイ24に自身が参加登録した「進行種目」と、異種目間交流で実施できる「動因種目」が表示され、「対戦者表」と「対戦等準備表」が表示できるボタンスイッチと、「対峙種目作成」用のボタンスイッチがあるホーム画面が表示される。なお、流通値いわゆる対戦場で有効なコインやメダルを用いるなら種目選びの際に投入するコインを指定する「流通値投入画面」が表示される。第2発明なら「ユニット」が表示されるが、ユニットに代わる何某かを設けているなら表示してもよい。そうした中プレイヤは先ず適当に対峙種目を作成する。作成方法は前記の通りとなる。動因を求める処理とは異種目間交流の「起点を確定させる処理」と進行種目が採用している「問答式に伴う処理」をすることで、問答式に伴う処理とは問答式には3種類あり、その内目標値指定型と最終値指定型なら進行種目が動因になる値を自ら用意してそれをプレイヤに表示して、目標値指定型なら必要数プレイヤに選ばせ、最終値指定型なら選べない。また要素値送信型なら型合せのみで良く目標値自体用意する必要がない。そうした3種類の問答式に応じた処理をプレイヤXが進行種目において実施すると「問答開始イベント」として「プレイヤID」「起点」「イベントID」「流通値」等から成るイベントメッセージが発せられ、プレイヤXが使用する端末装置2、又は中央装置1がイベントメッセージを受取った際に「起点」が不明な状態であったなら起点を明確にする必要がある。起点を明確にする方法は第2発明なら真正ユニットを用いるが第1発明なら真正ユニットに代わる何某かが必要で、例えば起点を管理する「起点用配列」を設けたり、「実施NO」を起点代わりにしたりする。また目標値等に流通値いわゆる目標値を取得したりするために必要な金額が付されているならそうしたコインを投入する画面が必要で前記の「流通値投入画面」で投入した値がイベントメッセージに記録されて中央装置1に送られる。その際金額が未投入なら本発明は改めてプレイヤXに適切な金額を投入させるかプレイヤXの所持金から抜き取る処理をする。   The process of obtaining the cause in the progression item of (1) is the “progress item” in which the game is started when the progression item of all players is determined and ready for the battle, and is registered on the display 24 of the terminal device 2 of each player. The home screen with a button switch for displaying the “player table” and “preparation table for battle”, and a button switch for “creation of the battle event” are displayed. Is displayed. If coins and medals that are valid in the so-called battle field are used, a “distribution value insertion screen” is displayed for designating coins to be inserted when selecting an event. In the case of the second invention, “unit” is displayed, but it may be displayed if some unit is provided in place of the unit. In such a situation, the player first creates an appropriate event. The creation method is as described above. The process for determining the cause is the "process for determining the starting point" of the exchange between different types of eyes and the "process associated with the question-and-answer formula" adopted by the progress item, and the process associated with the question-and-answer formula is 3 If there is a type, if the target value specification type and final value specification type, the value that causes the progression item is prepared by itself and displayed to the player, if it is the target value specification type, the required number of players are selected and the final value specification If it is a type, it cannot be chosen. In the case of the element value transmission type, it is only necessary to match the type, and it is not necessary to prepare the target value itself. When the player X performs the process corresponding to these three types of question and answer formulas in the progress event, an event message including “player ID”, “starting point”, “event ID”, “distributed value”, etc. is issued as a “question and answer start event”. If the “starting point” is in an unknown state when the terminal device 2 or the central device 1 used by X receives the event message, it is necessary to clarify the starting point. For the method of clarifying the starting point, the authentic unit is used in the second invention. However, in the first invention, some alternative to the authentic unit is required. For example, an “starting array” for managing the starting point is provided, or “execution NO” is set as the starting point. Or instead. In addition, if the target value has an amount necessary for obtaining the distribution value, so-called target value, a screen for inserting such coins is necessary, and the value inserted in the above “distribution value input screen” is the event message. And sent to the central device 1. At this time, if the amount is not yet inserted, the present invention again causes the player X to input an appropriate amount or performs processing to withdraw from the player X's money.

(2)問答式の利点を活かした動因種目の抽出とは、動因種目選びは第2第3発明では重要なテーマになるが、簡易型であれば種目選びゲームで選ぶか、前記の通り対戦者表にある型合せで限定するか、動因種目に価格を設けて購入するような形で選ぶものとなる。しかし問答式だとプレイヤ情報や進行種目情報や起点情報や外部から持込む情報を基に動因種目を多様に絞込める。それを可能にするのが第2発明で動因種目を「種目体」で管理して種目体において動因種目にない項目を多数設けて多様に絞込めるようにしている。なお、端末において動因種目選びゲームを行なう場合はゲーム対象になる動因種目の「ID」や「種目種」を配列にして端末装置2夫々にコピーしておき、それを様々なゲームのキャラクターやアイテムに貼り合わせて置き、種目選びゲームと思わせないゲームを展開して選ぶ形になる。   (2) The extraction of the motive item utilizing the advantage of the question-and-answer formula is that the selection of the motive factor is an important theme in the second and third inventions. You can select the type according to the type in the chart, or you can choose to buy with the price set for the driving factor. However, in the question-and-answer formula, it is possible to narrow down a variety of driving events based on player information, progress item information, starting point information, and information brought from outside. This is made possible by the second invention, in which the motive species are managed by the “species body”, and a large number of items that are not in the motive species in the event body are provided so as to narrow down variously. In addition, when a game for selecting a motive item is performed on the terminal, the “ID” and the “species item” of the motive item to be gamed are arranged and copied to each of the terminal devices 2 and the characters and items of various games are copied. Paste them together and select a game that does not seem like a game of choice.

(3)動因種目の実施準備とは、動因種目に限らないが本発明において種目を実施する場合は準備から実施後の後処理まで中央装置1において監視し続ける必要があり、仮に準備が整わなかったなら中止する。種目の準備は『対戦等準備表』に登録して行ない、仮に対戦型種目であればプレイヤXが使用する端末装置2のディスプレイ24に対戦場の状況を表示して適任者を指名させ、中央装置1により、指名者に通知して返事を請う。そして返された返事をプレイヤXに報告すべく端末装置2へ送信してプレイヤXに最終決定させると、中央装置1は対戦決定した指名者に通知して各々の進行種目において動因を得る処理を実施させる。なお、対戦等準備表には対戦に必要な情報を全て集め進行種目の起点情報も格納する。仮に種目を実施するために流通値を課金しなければならない場合は課金情報も格納する。また対戦等準備表にプレイヤXを始め応戦者が登録されたなら対戦者表の「現況」項目の内容を「自由」から「準備中」等に変えてプレイヤの状況が全プレイヤに分かるようにする。   (3) The preparation for the action item is not limited to the action item, but when the event is performed in the present invention, it is necessary to continue monitoring in the central device 1 from preparation to post-processing after the execution, and provision is not ready. Stop if it happens. The event is prepared by registering it in the “Preparation Table for Battles”. If it is a battle type event, the situation of the battlefield is displayed on the display 24 of the terminal device 2 used by the player X, and a suitable person is appointed. The device 1 notifies the nominee and asks for a reply. Then, when the returned reply is sent to the terminal device 2 to report to the player X and the player X is finally determined, the central device 1 notifies the designated person who has decided to play and obtains the cause of the movement in each progress item. Let it be implemented. The match preparation table collects all information necessary for the match and stores the starting point information of the progress item. If the distribution value has to be charged in order to carry out the event, the charging information is also stored. In addition, if a player and other respondents are registered in the battle preparation table, the contents of the “current status” item in the battle table are changed from “free” to “preparing” so that all players can understand the situation of the player. To do.

(4)動因種目の実施とは、対戦等準備表において動因種目が実施できる状態になったなら中央装置1に自動連係用ソフトウエアをインスタンス化して動因種目を実施するために必要な情報を全て渡す。なお、動因種目を実施するために必要な情報は通常対戦等準備表に記録されている。すると自動連係用ソフトウエアが動因種目を管理するところと自動接続して指定の動因種目が実施できるようになる。仮に外部機器なら外部機器が使用できる状態になり、プレイヤが使用する端末装置2にてダウンロードするならば、対戦するプレイヤが使用する端末装置2に動因種目を行なうソフトウエアをダウンロードしてインスタンス化する。また対戦型動因種目の同期は動因種目を行なうソフトウエア自らが行なう。そして動因種目が終わると前記の自動連係用ソフトウエアを通じて本発明に係る中央装置1に送られ、対戦等準備表に格納され、動因種目が必要なくなったなら自動連係用ソフトウエア共々インスタンスを破棄する。なお、動因種目の結果は第2発明では「総括値」で返すが、第1発明では対戦場で値を統一して返す。また動因種目に価格等の流通値を設けているなら種目結果に基づいて対戦者間で分け合いプレイヤの所持金を加減算する。   (4) The implementation of the cause item is all the information necessary to implement the cause item by instantiating the automatic linkage software in the central device 1 when the cause item can be executed in the battle preparation table. hand over. In addition, information necessary for implementing the motive item is normally recorded in the preparation table for battle. Then, the automatic link software automatically connects to the place where the cause item is managed, and the designated cause item can be executed. If it is an external device, the external device can be used, and if it is downloaded by the terminal device 2 used by the player, the software for performing the motive item is downloaded to the terminal device 2 used by the player to be instantiated. . In addition, the synchronization of the battle type event is performed by the software itself. When the cause item is over, it is sent to the central device 1 according to the present invention through the automatic linkage software, stored in the battle preparation table, and when the cause item is no longer necessary, the instance for the automatic linkage software is discarded. . In addition, the result of the movement item is returned as “summary value” in the second invention, but the value is unified and returned on the battlefield in the first invention. Also, if a distribution value such as a price is provided for the driving factor, the player's money is added and subtracted based on the item result.

(5)進行種目に結果を返すとは、対戦等準備表に種目結果が返されたなら、標準的な「遊戯」なら種目結果を対戦者各々の進行種目に先ず返し、進行種目において問答式に応じた処理をして進行種目を進め、進行種目での処理が終わったなら終わったことを中央装置1へ向けて端末装置2から報告してもらう。中央装置1の演算部10は、その報告を受けて摘取型の対峙種目の検査を始める。そうしなければ先に対峙種目が起動してしまう。なお、種目結果と進行種目の型合せは動因種目を選ぶ際に終わっているため問題なく結果が渡せる。また第2発明なら進行種目に種目結果を渡す前に真正ユニットに格納する。   (5) “Returning the result to the progress event” means that if the event result is returned to the competition preparation table, the standard “play” will return the event result to the progress event of each opponent first, and the question and answer formula in the progress event The terminal device 2 reports to the central device 1 that the process has been completed and the process has been completed. The arithmetic unit 10 of the central device 1 receives the report and starts the inspection of the plucking type antipodal item. Otherwise, the counter item will start first. In addition, since the combination of the event result and the progress event is completed when selecting the motive item, the result can be passed without any problem. In the case of the second invention, the event result is stored in the authentic unit before being passed to the progress event.

(6)対峙処理の検査と準備とは、第2発明では対峙種目を「対峙体」で管理するが、第1発明なら「対峙種目表」とかで管理する。進行種目から問答式の処理を終えた報告を中央装置1が受けると、対戦等準備表にあるプレイヤ情報と起点情報と動因種目の結果を対峙種目管理機構に送り、対峙種目表にプレイヤIDと起点IDが存在しないか調べ、存在したなら動因種目の結果を格納する。演算部10は、動因種目の結果が格納されたならその都度対峙種目が実施できる状態でないか調べ、実施できる状態であれば中央装置1の演算部10は、対峙種目の実施準備を始め対戦等準備表に対峙種目を登録して準備に掛かる。なお、対峙種目と動因種目では準備内容が異なるため対戦等準備表を分けてもよいが、全プレイヤに対戦場のプレイヤの様子を総覧できるようにする必要がある。また演算部10は、対峙種目の場合は対戦者が既に決まっているため関係者に対戦準備が整ったことを通知してエントリさせるだけでよいが、対峙種目によっては出来レースになる場合がありつまりプレイヤ同士対戦しなくてもよい場合があり、そうした場合は対戦模様を関係者の端末装置2のディスプレイ24の片隅に表示するだけとなる。出来レースではなくプレイヤ同士直接対決する場合は対戦者にエントリさせて準備が整った時点で動因種目同様に自動連係用ソフトウエアをインスタンス化して該ソフトウエアに必要な情報を全て渡して実施する。その際エントリしない者がいたなら「棄権」と見なして不戦敗処理する。   (6) The inspection and preparation of the confrontation process is managed by the “confrontation body” in the second invention, but is managed by the “confrontation table” in the first invention. When the central device 1 receives a report that has finished the process of the question and answer formula from the progress item, it sends the player information, the starting point information, and the result of the cause item in the battle etc. preparation table to the opposite event management mechanism, and the player ID and the player ID in the opposite event table. It is checked whether or not the starting point ID exists, and if it exists, the result of the cause item is stored. When the result of the motive item is stored, the calculation unit 10 checks whether it is possible to carry out the antipodal event each time, and if it is possible, the arithmetic unit 10 of the central device 1 starts preparation for the antipodal event and plays a battle, etc. Register the counter item in the preparation table and start preparation. Note that since the preparation contents are different between the competition item and the driving factor item, the preparation table such as the battle may be divided, but it is necessary to make it possible for all the players to view the state of the players on the battlefield. In addition, in the case of the competition type, the arithmetic unit 10 has only to notify the related parties that the preparations for the competition are complete because the opponent has already been determined. That is, there is a case where the players do not have to play against each other. In such a case, the battle pattern is only displayed on one corner of the display 24 of the terminal device 2 of the person concerned. In the case of direct competition between players instead of the final race, when the entry is made by the opponent and preparation is completed, the automatic linkage software is instantiated in the same manner as the cause of action, and all necessary information is passed to the software. At that time, if there is a person who does not enter, it is regarded as “abstraction” and the battle is defeated.

(7)特典処理とは、対峙種目の結果は対峙種目自体が算出して自動連係用ソフトウエアを通じて統一された既定の構造体にして返して来る。統一された既定の構造体は「順位」「勝敗」「景品」等から成る構造体で第2発明では「賞罰値」と記すが、第1発明では自由な構成にして対戦場で統一する。なお、対峙種目の結果は対戦等準備表に記録する。そして対峙種目の結果を基に特典獲得者に特典を付与する。特典獲得者は勝者や敗者や上位複数名等と自由に取決められる。ところが第4発明の「賞罰用語」を用いない限り特典付与は容易には実施できない。そこで第1発明ならコインやメダルやカードを賭け合って行なうようにしたりする。特典処理は特典獲得者に対応する端末装置2のディスプレイ24に実施できる特典を表示させ、特典獲得者が任意の特典を選ぶとそれに基づいて中央装置1において処理をする。なお、対峙種目も役割を終えると自動連係用ソフトウエア共々インスタンスを破棄する。   (7) With privilege processing, the result of the antipodal item is calculated by the antipodal item itself and returned as a default structure unified through the automatic linkage software. The unified default structure is a structure composed of “rank”, “win / lose”, “prize”, etc., and is described as “award punishment value” in the second invention, but in the first invention, it is made free and unified on the battlefield. In addition, the result of the competition item is recorded in the competition preparation table. And a privilege is granted to a privilege acquirer based on the result of the opposite event. Benefits winners can be freely decided with winners, losers, multiple top players, etc. However, unless the “principal punishment term” according to the fourth aspect of the invention is used, privilege provision cannot be performed easily. Thus, in the first invention, coins, medals and cards are betted together. In the privilege process, a privilege that can be implemented is displayed on the display 24 of the terminal device 2 corresponding to the privilege acquirer. When the privilege acquirer selects an arbitrary privilege, the central device 1 performs processing based on the privilege. Note that when the opposite event also finishes its role, the instance of the automatic linkage software is discarded.

(8)動因種目で代行型の対峙種目を選らんだ場合は、摘取型と代行型が混在していたなら進行種目は自動的に目標値指定型であったとしても最終値指定型に変更される。しかも選べる目標値は限定されないで全ての中から所望の目標値が選べるようになる。つまり摘取型と代行型が混在している状態で代行型を選んだ場合は進行種目の問答式が変化する。この後記す代行型ばかりの場合はそうした煩雑さはないが、摘取型と代行型の大きな違いは動因種目の役割で、摘取型の場合は動因種目が算出した結果を基に対戦させるいわゆる「オマケの対戦」で、代行型の場合は動因種目に対戦準備をさせるいわゆる「要素集め」となる。その為オマケの対戦は進行種目において問答式を既に終えているため問答式に則って処理するが、対戦準備の場合は結果が算出されていないために進行種目を進めることができない。そこで一旦進行種目の処理を中断してその代わりに対峙種目の特典として進行種目を進められるようにする。ところが摘取型と代行型が混在している状態では進行種目において動因を求める処理を既に済ませているため、その状態を無効にできず、代わりにその状態で実施できる最高のものを提供する形になり最終値指定型を無条件で実施できるようにしている。そのため、特典が得られなかった者は進行種目が進められない。混在型で代行型の対峙種目を選ぶと、中央装置1の演算部10は対戦等準備表に代行型の対峙種目を登録して実施準備に入る。しかし当然対戦者の動因種目の結果が存在しないため対峙種目管理機構が管理している動因種目を対戦者登録しているプレイヤ一人ひとりに実施させる。なお、代行型の対峙種目はプレイヤ単独で実施するものとなり、夫々対戦等準備表に対峙種目管理機構が管理している動因種目を登録して各プレイヤに実施させてその結果を前記の代行型の対峙種目の対戦等準備表に格納して、全員の動因種目の結果が集まったなら厳密には対戦要素が集まったなら、対峙種目の実施に掛かり集めた対戦要素を基に対戦して前記の通り特典獲得者に特典を付与する。   (8) If a proxy type is selected for the motive item, if the plucking type and the proxy type are mixed, the progression type is automatically set to the final value specification type even if it is the target value specification type. Be changed. Moreover, the target value that can be selected is not limited, and a desired target value can be selected from all the target values. In other words, when the substitution type is selected in the state where the picking type and the substitution type are mixed, the question and answer formula of the progress item changes. In the case of only the substitution type described later, there is no such trouble, but the big difference between the plucking type and the substitution type is the role of the motive item, and in the case of the plucking type, the so-called battle based on the result calculated by the motive item In the case of the “competition of bonus”, in the case of the substitute type, it becomes a so-called “element collection” that prepares the battle for the motive type. For this reason, the bonus game is processed according to the question-and-answer formula because the question-and-answer formula has already been completed in the progress event, but in the case of preparing for the battle, the result is not calculated and the progress event cannot be advanced. Therefore, the processing of the progress event is temporarily interrupted, and instead, the progress event can be advanced as a privilege of the opposite event. However, in the state where the plucking type and the substitution type are mixed, the process for obtaining the cause in the progress event has already been completed. The final value specification type can be implemented unconditionally. Therefore, a person who has not obtained a privilege cannot proceed with an advanced event. When the mixed type and substitute type of competition item is selected, the arithmetic unit 10 of the central apparatus 1 registers the substitution type competition type event in the battle preparation table and starts preparation for implementation. However, naturally, since there is no result of the opponent's cause item, each player who is registered as an opponent is caused to carry out the cause item managed by the opposite event management mechanism. In addition, the proxy-type counter event is performed by the player alone. Each of the agent events managed by the counter-event management mechanism is registered in the preparatory table for the battle, etc., and each player executes the result, and the result is the above-described proxy type. If the result of all the drivers' events is gathered, strictly speaking, if the battle elements are collected, the battle will be based on the battle elements collected for the implementation of the battle event. A privilege is given to a privilege acquirer as follows.

(9)繰返しと集計とは、(1)〜(8)を繰返して各々の進行種目が終了すると、終了した者からゲームオーバーとなり対戦場から離脱し、全員の進行種目が終了した時点で、中央装置1は、主催者による取決めた方法で仮に流通値を用いているなら金額やメダルやカードを加味して勝敗を決する。なお、第2発明なら「融合処理」を行なう。   (9) Repetition and counting are (1) to (8) repeated, and when each progress event ends, the game is over from the person who has finished, leaves the battlefield, and when everyone's progress event ends, If the central device 1 uses the circulation value by the method decided by the organizer, the central device 1 determines the winning or losing in consideration of the amount, medal or card. In the second invention, “fusion processing” is performed.

(10)代行型の対峙種目ばかりで行なう場合とは、進行種目において起点を確定させる必要がなくなり各プレイヤは行き成り代行型の対峙種目を取決める形になる。その為プレイヤが各々代行型の対峙種目を選んだのでは対戦がスムーズに進まないためにプレイヤが順番に代行型を取決めて行く形にしたりする。   (10) In the case of performing only the proxy-type antipodal event, it is not necessary to determine the starting point in the progress event, and each player determines the proxy-type antipodal event. For this reason, if the player selects the substitute type of counter item, the battle does not proceed smoothly, so that the player decides the substitute type in order.

以上のように第1発明は、3種類の種目を回帰型問答式2段階方式で連係させて行なうことを特徴とする異種目間交流用の装置と処理方法とである。   As described above, the first invention is an apparatus and a processing method for cross-species interchange, characterized in that three types of events are performed in a regressive question-and-answer two-step system.

第2発明は、異種目間交流の仕組みを「構造化」してその中に第1発明を組み込むものとなる。本発明にとって重要な課題は勉強や科目やレベルと言った交流を妨げる要因を排除するだけに留まらず、従来のように勝利至上主義の下で種目を丸ごと実施しなければならない一辺倒な実施形態から参加者一人ひとりを慮ってその店独自の形で実施できるようにするもので、その為には主催者による自由な調整や調理が必要不可欠となる。第2発明はそうした点に対するもので、そこで採用したのが「発明が解決しようとする課題」で記したビュッフェをモデルにしたものとなる。ビュッフェだと客は好みのものが食べられるが高級品ばかり食べられたりワイングラスに熱湯が注がれたりしたなら大問題で、そこで店側は客の動線を想定して器や料理を適切に配置して暗に誘導して店にとっても客にとっても十分満足できるようにするが、そうしたことが異種目間交流においても可能にする必要がある。そこで異種目間交流を「表層処理」と「本体処理」の二重構造にして、表層処理では第1発明で記したような異種目間交流が行なえるが、本体処理ではビュッフェの動線のようにプレイヤを暗に誘導しながら主催者が多様な仕掛けを出来るようにする。それを可能にするため異種目間交流を構造化して「種目を主体にした異種目間交流」から「器を主体にした異種目間交流」に転換する。つまり食べたい料理から器を探すのではなく器に対して食べられる料理を集める形にする。その結果、器で抽象化でき、器だけの段階で主催者は多様な展開を想定して仕掛けられるようになり、ビュッフェの如く客には客自ら上手に料理を盛り付けたと思わせながら店側が仕掛けた動線通りに客を動かすことができるようになり両者のバランスが取れる。異種目間交流にとって重要なことは主催者が出過ぎないことで飽くまでもプレイヤの想像力を損ねないようにしなければならない。   The second invention "structures" the mechanism of exchange between different eyes and incorporates the first invention therein. The important issue for the present invention is not only to eliminate the factors that hinder the exchanges such as study, subject and level, but also from the one-sided embodiment where the whole event must be carried out under the supremacy of victory as before. It is intended to allow each participant to implement the store in its own way, and for that purpose, free adjustment and cooking by the organizer is indispensable. The second invention is for such a point, and what is adopted there is a model of the buffet described in “Problems to be solved by the invention”. If it is a buffet, customers can eat what they like, but it is a big problem if only luxury items can be eaten or hot water is poured into the wine glass, so the store side will properly use dishes and dishes assuming the flow of customers It is necessary to make this possible even in the exchange between different eyes. Therefore, interchange between different types of eyes has a double structure of “surface processing” and “main body processing”, and the surface processing can perform different types of interchange as described in the first aspect of the invention. In this way, the organizer can make various devices while implicitly guiding the player. In order to make this possible, the interchange between different types of eyes is structured and switched from “exchange between different types of items mainly” to “interchange between different types of items mainly composed of vessels”. In other words, instead of searching for dishes from the dishes you want to eat, collect dishes that can be eaten against the bowl. As a result, it can be abstracted with the vessel, and the organizer can be set up assuming various developments at the stage of only the vessel, and the store side sets up the customer as if the customer had prepared dishes well like a buffet. The customer can be moved according to the flow line. What is important for the exchange between different eyes is that the organizers do not appear too much so that the player's imagination is not impaired.

そこで異種目間交流を「器で抽象化」する。器とは「データ管理体」のことでオブジェクト指向ならクラスや構造体となる。仮に器で抽象化できれば多種多様な種目で行なう異種目間交流を「器同士の連係」として扱えるようになり相当簡略化できる上に、器を用いることによって「3種類の種目の連係」では出来なかったことが例えば「器選びゲーム」や「器への仕掛け」等が多々できるようになり主催者やプレイヤは異種目間交流に多様に介入できるようになる。つまり主催者による動線作りや対峙種目による賞罰の多様化が図られる。問題は器をどのようにするかで多過ぎず少な過ぎずまた使い勝手のよいものにする必要があり、そこで本発明では「3種類のデータ管理体と真正ユニット」にする。3種類のデータ管理体は「交流体」「種目体」「対峙体」で、真正ユニットは交流体の配列となる。夫々の役割を簡単に記すと、真正ユニットがトレイで、交流体がトレイに載る空の器で、種目体が動因種目に関する一式を載せる器で、対峙体が対峙種目に関する一式を載せる器となる。以上の3種類の器と真正ユニットで異種目間交流を抽象化する。仕組みは簡単で、対戦場で実施できる動因種目を種目体に載せ、また対戦場で実施できる対峙種目を対峙体に載せ、その上でプレイヤ一人ひとりに1つのトレイをいわゆる真正ユニットを持たせて、各真正ユニットに空の交流体を載せ、空の交流体に種目体を関連付けて種目体にある動因種目で得られた結果を格納し、空で無くなった交流体を対象に「対峙処理」と「融合処理」を行なう。対峙処理とは対峙体にある内容で異なる真正ユニットの交流体を集めて対戦させて特典を付与する一連の処理で、融合処理とは真正ユニット内の交流体を連係させて値変化や得点変化を起こす一連の処理となる。   Therefore, the interchange between different eyes is “abstracted with the vessel”. A container is a “data management body”. If it is object-oriented, it becomes a class or structure. If it can be abstracted with a vessel, it will be possible to handle interchange between different types of events performed in a wide variety of events as “linkage between vessels”, which can be considerably simplified. In addition, by using a vessel, “linkage of three types of events” is possible. For example, many things such as “device selection game” and “device for device” can be performed, and the organizers and players can intervene in the exchange between different eyes. In other words, it is possible to diversify the award punishment by creating the flow line by the organizer and the competition items. The problem is not too much or too little depending on how the vessel is used, and it is necessary to make it easy to use. Therefore, in the present invention, “three kinds of data management bodies and authentic units” are used. The three types of data management bodies are “alternating body”, “special body”, and “opposite body”, and the genuine unit is an array of alternating bodies. Briefly describing the roles of each, the authentic unit is a tray, the AC body is an empty container placed on the tray, the event body is a container on which a set relating to the driving event is placed, and the counter object is a container on which a set relating to the opposite event is placed. . The above three kinds of vessels and authentic units abstract the interchange between different eyes. The mechanism is simple, put the movement type that can be carried out on the battlefield on the event body, put the battle type that can be carried out on the battlefield on the battlefield, and then give each player a so-called authentic unit, Place an empty AC body on each genuine unit, associate the event body with the empty AC body, store the results obtained for the driving event in the event body, and “confrontation processing” for AC objects that are no longer empty Perform "fusion process". Confrontation processing is a series of processing that gathers AC units of different authentic units with the content in the opposing body and gives them a privilege by giving them a battle. Fusion processing links the AC units in the authentic unit to change values and scores. It is a series of processes that cause

具体的に記すと、真正ユニットAとBがあり、AにはA1,A2,A3の交流体があり、BにはB1,B2,B3の交流体があるとする。異なる真正ユニットのAとBから任意の交流体を指定して例えばA1とB3を指定してA1とB3に動因種目の結果が格納された時点で競い合わせるのが「対峙処理」となり、同じ真正ユニット内のA2とA3が値揃いによって値を変化させたり点数を加減点したりするのが「融合処理」となる。なお、融合処理はA2とA3に値が格納された時点で実施するのか真正ユニットAが完成した時点で実施するのか分かれるが何れであってもよい。しかし対峙処理と融合処理を実施するには先ず交流体に値を格納する必要があり、演算部10には値を作る作業が必要で「動因種目」を実施する。以上のことから真正ユニットで行なうことは「交流体を対象に動因種目と対峙処理と融合処理をする」ことになり、そうした処理を「本体処理」と記す。しかし本体処理そのものは交流体を対象に交流体の値作りと対峙処理と融合処理をすることでそこに3種類の種目は必要ない。しかし「交流体を特定する手段」と「種目体が結果を得る手段」と「対峙体が結果を得る手段」が必要なためそうした手段に3種類の種目を用いるが、仮に他の手段があれば他の手段で行なってもよい。しかし3種類の種目が丁度用いられるため、また3種類の種目を用いれば第1発明をそのまま実施できるため、それで3種類の種目を3つの手段として用いるが、本体処理と本質が異なるため「表層処理」と記す。ところが進行種目で行なう「動因を求める処理」をトリガーにして「交流体を確定させる処理」を連動させると、3種類の種目で行なう異種目間交流の主導権が本体処理に移り3種類のデータ管理体を基にした動因種目と対峙処理が実施されるようになり実質異種目間交流が乗っ取れる。その結果3種類のデータ管理体に仕掛けた内容が表層処理に反映させられるようになり、主催者による事前調整やプレイヤによる動的な仕掛けや挽回を狙った融合処理が行なえるようになり「主催者調整型の参加者至上主義」の遊び方が実施可能となる。またトリガーこそ進行種目が引くがそれ以降は本体処理が担うため実質異種目間交流を3種類のデータ管理体と真正ユニットで抽象化できる。なお、異種目間交流と記す場合は基本的には3種類の種目で行なうものを指しいわゆる表層処理となり、本体処理とは真正ユニットを対象にした処理となる。   More specifically, it is assumed that there are genuine units A and B, A includes AC bodies of A1, A2, and A3, and B includes AC bodies of B1, B2, and B3. Specifying an arbitrary AC body from A and B of different authentic units, for example, specifying A1 and B3, and competing at the time when the result of the motive item is stored in A1 and B3 is “confrontation processing”, and the same authenticity Changing the values of A2 and A3 in the unit by aligning the values or adding or subtracting points is the “fusion process”. It should be noted that the fusion process may be performed when the values are stored in A2 and A3 or when the authentic unit A is completed. However, in order to perform the confrontation process and the fusion process, it is first necessary to store a value in the AC body, and the calculation unit 10 needs to create a value, and the “movement item” is performed. From what has been described above, what is performed by the authentic unit is “to perform the action item, the confrontation process and the fusion process for the AC body”, and such process is referred to as “main process”. However, the main body processing itself does not require three types of events by making the value of the AC body, confrontation processing and fusion processing for the AC body. However, since "means for identifying the AC body", "means for obtaining the result of the event", and "means for obtaining the result of the opposing body" are required, three kinds of items are used for such means, but there are other means. Other means may be used. However, since the three types of events are used exactly, and if the three types of events are used, the first invention can be implemented as it is, so that the three types of events are used as the three means. "Processing". However, when the “process for finding the cause” performed in the progress event is used as a trigger and the “process for determining the AC body” is linked, the initiative of the interchange between the different types of events performed in the three types of events shifts to the main body processing, and the three types of data Confrontation processing with the motive item based on the management body is implemented, and exchanges between substantially different types of eyes can be taken over. As a result, the contents set in the three types of data management bodies are reflected in the surface layer processing, and it becomes possible to perform pre-adjustment by the organizer and fusion processing aiming at dynamic mechanism and recovery by the player. "Adjustment-type participant supremacy" will be possible. In addition, the trigger is a matter of progress, but since then the main body process is responsible, it is possible to abstract the exchange between the different types of data with three types of data management bodies and authentic units. In addition, the term “interchange between different types of eyes” basically refers to what is performed in three types of events, which is a so-called surface layer process, and the main body process is a process for a genuine unit.

本体処理の基本的な流れは、プレイヤが交流体を確定させると、中央装置1の演算部10において交流体にある内容で種目体が抽出され、抽出された種目体から種目体を1つ選ぶと、種目体にある内容で動因種目が実施でき、実施した結果が前記交流体に格納される。またプレイヤの進行種目に動因種目の結果が返され進行種目が進められる。また、交流体に動因種目の結果が格納されたなら対峙体に該交流体のIDが存在しないか調べ、存在したなら対峙体に動因種目の結果を格納する。対峙体に動因種目の結果が格納されたなら対峙体に登録されている交流体の動因種目の結果が全て揃ったか調べ、全て揃ったなら対峙種目を対峙体にある内容で実施し、対峙体にある内容で特典付与者を取決め実施する。仮に特典内容が決まっていなかったなら特典獲得者がその場で取決め実施する。また交流体に動因種目の結果が格納されたなら融合処理が可能となり融合処理をする処理機構が処理するか否か決める。以上を繰返して真正ユニットが完成状態になったなら最後に融合処理を行ない真正ユニットとしての結果を算出する。以上は「摘取型」の基本的な流れで、「代行型」の場合は種目体を取決める際に代行型の対峙体を選ぶと、対峙体に登録されている交流体に動因種目の結果が格納されていなかったなら対峙体にある種目体の動因種目を実施して交流体に格納し、続いて対峙体にある内容で前記の通り対峙種目を実施して特典を付与する。つまり摘取型と代行型の違いは対峙体に種目体が登録されているか否かの違いで、「交流体と種目体」が登録されているのが代行型となり、「交流体」のみなのが摘取型となる。以上が基本的な流れで、その他に有利な交流体や種目体を選び合う交流体選びゲームや種目体選びゲームが実施できる。また3種類のデータ管理体に仕掛けを施せば主催者やプレイヤは多様な仕掛けができる。   When the player determines the AC body, the basic flow of the main body processing is to extract the event body with the contents existing in the AC body in the arithmetic unit 10 of the central apparatus 1, and select one event body from the extracted event body. Then, the motive event can be performed with the content in the event body, and the result of the execution is stored in the AC body. In addition, the result of the motive item is returned to the progression item of the player, and the progression item is advanced. Also, if the result of the motive element is stored in the AC body, it is checked whether the ID of the AC body exists in the opposing body, and if it exists, the result of the motive element is stored in the opposing body. If the result of the motive element is stored in the antipod, check whether all the results of the excitatory event of the AC body registered in the antipod are complete. Arrange the privilege giver with the contents in the. If the privilege content has not been decided, the privilege acquirer will make an arrangement on the spot. Further, if the result of the motive item is stored in the AC body, the fusion process is possible, and it is determined whether or not the processing mechanism that performs the fusion process will process. When the above steps are repeated and the authentic unit is in a completed state, the fusion process is finally performed to calculate the result as the authentic unit. The above is the basic flow of the “pick type”. In the case of the “substitute type”, when selecting the substitute type when selecting the event type, if the substitute type is selected, the AC type registered in the antipod type will be the motive item. If the result is not stored, the action item of the event in the opposite body is implemented and stored in the AC body, and then the opposite event is performed as described above with the contents in the opposite body to give a privilege. In other words, the difference between the plucking type and the substitute type is the difference in whether or not the item is registered in the opposite body. Is a plucking type. The above is the basic flow, and an AC body selection game and an event body selection game in which alternative AC bodies and event bodies that are advantageous to each other can be selected. In addition, if the three types of data management bodies are set, the organizer and the player can make various sets.

本体処理は中央装置1で行なわれる。3種類のデータ管理体と真正ユニットは中央装置1で一括管理され、真正ユニットを交流体の配列にして、真正ユニットと種目体と対峙体の配列を1つずつ作成する。これによりデータ管理体とユニットとまた対戦者を俯瞰する「全体構成図」が容易に作成でき多用できる。つまり真正ユニットはプレイヤ毎に作成されるが、種目体と対峙体はプレイヤ全員が使用対象になり夫々1つずつ配列があればよい。また種目体は主催者が事前に作成しておくもので貯め置いて使い回しをしてもよい。また種目体は同じ種目でも種目体の内容を変える場合は幾つでも作成できる。対峙体は基本的にはプレイヤが端末装置2の入出力部22を介した操作によって動的に作成する。その上で各プレイヤが使用する端末装置2に必要最小限のデータを複製して渡し、例えば種目体なら種目体IDと種目種など、それに対して端末装置2側で絵図を設けたりゲーム中のキャラクターに関連付けたりして実体化する。そのため、安全性は高い。また配列NOを基にしてビットをフラグにして有効値を伝達し合えば僅かな情報量で中央装置1と端末装置2とが伝達し合えるため交流体選びゲームや種目体選びゲームまた融合処理など様々なことが実施できる。つまり本体処理用のデータは多様に活用できる。例えば中央装置1で管理する真正ユニットは1次元配列であるが、1次元配列のままでは融合処理は多様に実施できない。そこで1次元配列から必要なデータのみを取出して新たな配列を作れば幾らでも融合処理ができるようになる。例えば真正ユニットの交流体を5×5の升目にして各升にトランプの札を格納してポーカーのルールで縦横斜め列において役が揃ったなら役を得点化して合算したり役が揃った際にスートやランクを変化させて再び役が揃うようにしたりいわゆる連鎖が起こるようにしたりその他にも文字や絵類を用いて値揃いさせると実施できる融合処理は無限に増える。そこで融合処理をするソフトウエアを差し替え可能にする。交流体や種目体も同じで、交流体IDや種目体IDの他に交流体種や種目体種のみ取出して交流体選びゲームや種目体選びゲームが無限に実施できる。そうすれば主催者による調整対象が増えて異種目間交流がさらに多様化する。しかし本体処理用のデータを活用するそのようなものは本発明と直接関わりを持たないため詳細は割愛する。なお、融合処理をする差し替え可能なソフトウエアを「融合関数」と記し、交流体選びと種目体選びを行なう差し替え可能なソフトウエアを「交流体関数」と「種目体関数」と記す。また対峙体用のソフトウエアを「対峙体関数」と記すが対峙体作りをゲーム化したりしないので差し替え可能にする必要はそれ程ない。   The main body processing is performed by the central device 1. Three types of data management bodies and authentic units are collectively managed by the central device 1, and the authentic units are arranged in an alternating current array, and an authentic unit, an item body, and an opposing body array are created one by one. This makes it easy to create an “overall configuration diagram” that overlooks the data management body, units, and opponents, and can be used extensively. In other words, a genuine unit is created for each player, but all the players need only have an array for each of the items and the opposing body, which are used by all players. The event is created by the organizer in advance and may be stored and reused. You can create any number of events even if you want to change the content of the events in the same event. The opposing body is basically created dynamically by the player through an operation via the input / output unit 22 of the terminal device 2. On that basis, the necessary minimum data is duplicated and transferred to the terminal device 2 used by each player. For example, in the case of an event, the event ID and the event type, etc. Realize by associating with a character. Therefore, safety is high. In addition, if the effective value is transmitted with the bit as a flag based on the array NO, the central device 1 and the terminal device 2 can communicate with each other with a small amount of information. Various things can be done. In other words, data for main body processing can be used in various ways. For example, the authentic unit managed by the central apparatus 1 is a one-dimensional array, but the fusion process cannot be implemented in various ways with the one-dimensional array. Therefore, if only necessary data is extracted from the one-dimensional array and a new array is created, any number of fusion processes can be performed. For example, if the AC unit of a genuine unit is 5 × 5 and cards are stored in each box, and if the roles are aligned in the vertical and horizontal diagonal rows according to the rules of poker, the points are scored and added together or the roles are aligned If the suits and ranks are changed again so that the roles are aligned again, so-called chaining occurs, or other values are aligned using characters and pictures, the number of fusion processes that can be performed is infinite. Therefore, it is possible to replace the software for the fusion process. The AC body and the event body are the same. In addition to the AC body ID and the event body ID, only the AC body type and the event body type can be taken out, and the AC body selection game and the event body selection game can be performed infinitely. This will increase the number of adjustments by the organizer and further diversify exchanges between different types of eyes. However, such a thing using the data for main body processing is not directly related to the present invention, and therefore details are omitted. Note that the replaceable software for performing the fusion process is referred to as “fusion function”, and the replaceable software for selecting the AC field and the item body is referred to as “AC field function” and “special body function”. In addition, although the software for the anti-body is described as an “anti-body function”, the anti-body making is not made into a game, so it is not necessary to make it replaceable.

交流体は本体処理の「拠点」になる。本体処理は交流体を対象に行なう動因種目と対峙処理と融合処理のため交流体が本体処理全てに関わりを持つ一大拠点となる。そのため、交流体に主催者やプレイヤが仕掛けを施せば本体処理の流れが変えられる。例えば交流体に種目体を制限する値を持たせておけば種目体に関連付けられている動因種目が多様に絞られる上に動因種目と関係ない情報を持たせて置いても絞込めるようになる。つまり通常は種目体に動因種目の特性を表す値を持たせて絞込みをするが、例えば型値や対戦人数や種目種やレベル等、しかし動因種目に無い値を種目体に持たせることによって交流体と種目体の関連付けを別の視点で行なえるようになる。例えば交流体種やプレイヤ種や合言葉や実施NOなど、そうすると実施NOが7なのでラッキーセブンとして特別に実施できる種目を選べるようにしたり、また地獄の回廊巡り等と称してプレイヤに特別な値を持たせ解放しない限り実施困難な動因種目の種目体ばかりが延々選べるようにしたりできる。また子供向けや年寄り向け等様々な観点で選べる種目体が誘導できる。そうしたことは対峙種目の賞罰にもなりプレイヤによって動的に値が仕掛けられる。また動因種目や対峙種目に渡す引数を交流体に仕掛けることもできる。動因種目や対峙種目に渡す引数で仕掛けをすれば相手にハンディキャップを与えたりできる。なお、種目体や対峙体に仕掛ける場合は自分にも返って来る場合があり1回目の仕掛けでプレイヤを限定しさらに2回目の仕掛けでハンディキャップを持たせたりする。以上のように本体処理を設けたことによって事前設定ができると共に多様な仕掛けが可能となったが残念ながら異種目間交流の場合は第4発明の賞罰用語を用いなければ簡単には多様な仕掛けが実施できない。   The AC body becomes the “base” for the main body processing. The main body processing is a major base where the AC body is involved in all the main body processing due to the motive factors, confrontation processing, and fusion processing performed for the AC body. For this reason, the flow of the main body process can be changed if the organizer or the player makes a device on the AC body. For example, if you have a value that restricts the event body to the AC body, it will be possible to narrow down even if you put the information that is not related to the cause event in addition to narrowing down the cause item associated with the event body . In other words, it is usually narrowed down by giving the event body a value that represents the characteristics of the motive event, but for example, the type body, the number of opponents, the event type, the level, etc. The association between the body and the event body can be done from different viewpoints. For example, an exchange body type, a player type, a secret word, or an implementation NO, so that the implementation NO is 7, so that an event that can be specially implemented as a lucky seven can be selected, or a special value is given to the player as a hell corridor tour, etc. If you don't release it, you can make it possible to select only the events that are difficult to implement. In addition, it is possible to induce a variety of events that can be selected from various viewpoints such as for children and the elderly. Such a thing also becomes a prize punishment of the opposite type, and a value is dynamically set by the player. It is also possible to set up arguments to be passed to the motive event and the opposite event to the AC body. You can give a handicap to your opponent by setting a device with an argument that is passed to a motive event or an opposite event. In addition, when setting on the event body or the opposite body, it may be returned to itself, and the player is limited by the first mechanism, and the handicap is given by the second mechanism. The provision of the main body processing as described above allows presetting and various devices, but unfortunately, in the case of exchange between different eyes, various devices can be easily made without using the award punishment term of the fourth invention. Cannot be implemented.

また、本体処理を設けたことによって2つの戦いが展開する。第1発明では真正ユニットや交流体が無く、また代行型の対峙種目だと交流体のようなものは必要なかった。現に本体処理を設けた状態でも勉強促進型だと種目体と対峙体は必要であるが交流体はそれ程必要が無く有っても無くてもよい。しかし真正ユニットを使用するか否かはともかく真正ユニットを常設したことによって対戦の手立てが大きく膨らみ異種目間交流が多様化する。理由は前記の通り仕掛けができるからで3種類の種目のみだとやはり行き当たりばったりとなり無計画な戦いとなる。なお、進行種目による戦いを「盤上の戦い」と記し、真正ユニットによる戦いを「盤下の戦い」と記す。また、盤上と盤下では盤上に重きがあり配点比率は主催者次第であるが盤上の戦いは5割以上にするのが望ましい。つまり盤下の戦いは無効にできるが盤上の戦いは盤下より軽視すると違和感が生じる。   Moreover, two battles develop by providing a main body process. In the first invention, there is no genuine unit or AC body, and in the case of a substitute type counter item, an AC body is not necessary. Even if the main body processing is actually provided, if the study is promoted, the event body and the opposing body are necessary, but the AC body is not necessary so much and may or may not be present. However, regardless of whether or not to use a genuine unit, having a genuine unit permanently expands the means of fighting and diversifies exchanges between different eyes. The reason is that it can be set as described above, so if there are only 3 types of events, it will be a random battle and an unplanned battle. In addition, the battle by the progress event is described as “battle battle”, and the battle by the authentic unit is described as “battle battle”. Also, there is weight on the board on the board and below the board, and the scoring ratio depends on the organizer, but it is desirable that the battle on the board be 50% or more. In other words, the battle under the board can be invalidated, but the battle over the board feels uncomfortable if it is neglected from the board.

そこで問題になるのが「両戦いの関係」と「交流体の確定方法」となる。つまり2つの戦いを「分離」するのか「合体」させるのか、また分離した場合交流体の取決めを「自動」で行なうのか「手動」で行なうのかとなる。ところが上述したように真正ユニットは中央装置1で一括管理され各プレイヤが使用する端末装置2には必要最小限のデータが渡されるだけとなる。その上「本体処理は自己完結の状態」にあり外部に委ねるものは「交流体の特定」と「動因種目の結果」と「対峙種目の結果」だけでさらに問答式で行なえば種目結果の受取りも自己完結型になり極僅かな値で行なえる。尚自己完結とは外部からの助けを限りなく不要なものにして何をすれば良いか指示や動因、トリガーが得られたなら良い状態である。その状態で盤下の戦いとしてプレイヤが直接関わるのは「交流体を確定する処理」のみで、その際プレイヤが使用する端末装置2に真正ユニットを基にして作った疑似ユニットで交流体を確定する処理をしたとしても疑似ユニットの交流体と真正ユニットの交流体を配列NOやIDで連係させて置けば配列NOやIDの受渡しだけで済む。さらに疑似ユニットを進行種目と合体させたとしても、つまり交流体を確定する処理を進行種目において行なえるようにしたとしても問題にならない。その場合外見上疑似ユニットは不要になるが、真正ユニットを対象に融合処理をするのは融合関数で融合関数にとって疑似ユニットは欠かせない。つまり疑似ユニットを分離型にしても合体型にしても内部では進行種目と融合関数と真正ユニットの関係に変化はない。その上で進行種目と融合関数を一体化させているか否かとなるが、融合関数にとって重要な値は「交流値」で交流値を基に融合処理をする。しかし交流値は見た目にはトランプの札になったり麻雀の牌になったりするが内部では同じ値でそれをどのように表現するか変えているに過ぎない。例えばトランプの札であれば各札に通し番号を振って通し番号を基に札を判別する。その状態で進行種目と融合関数を同期させるか否かで疑似ユニットが合体型になったり分離型になったりする。そのため、進行種目から発せられる「問答開始イベント」に融合関数と同期を取るための値を加えて同期を取る値が有効であるか否かを判断すれば進行種目と疑似ユニットが一体型であるか否かが分かり、仮に対戦場において分離型と合体型の進行種目が混在していたとしても中央装置1は端末装置2から送られて来る問答開始イベントメッセージに真正ユニットの交流体を確定させる値(通常は配列NO)が含まれているか否かで処理を決める。仮に含まれていなければ該プレイヤの端末装置2に疑似ユニットを表示して交流体を確定させる処理をさせる。つまり、真正ユニット自体は何もしない格納場所になるため疑似ユニットは多様に作成でき、進行種目と合体させても分離させてもよくなる。仮に、合体させたなら盤下の戦いを表舞台に引き出すことができ本体処理を中心にした戦いが展開できるようになる。なお、対戦場において盤下の戦いを統一するか否かの問題があり、当然不揃いで行なうことも出来ない訳ではないが合体型ならまだしも分離型で不揃いとなれば余りにも分かり難くなるため盤下の戦いはいわゆる融合処理は対戦場で統一することが望ましい。なお、分離型で行なえば疑似ユニットは通常一人用になる。逆に合体型で行なえば疑似ユニットは対戦型、非対戦型何れであってもよい。また、交流体の確定方法は分離型であれば手動になり合体型であれば手動とも自動とも分からなくなり分離型でも「交流体選び」を行なえば自動になり盤下の戦いを未使用なら当然自動になる。その結果自動手動何れであってもよい。なお、交流体選びとは交流体を確定する処理とは違い真正ユニット作りになる。つまり真正ユニットの交流体を有利な交流体にしようとして行なう処理でゲームを通じて行なったりする。それに対して交流体を確定する処理は本体処理を開始するトリガーになり全く異質のもので交流体確定のイベントメッセージが進行種目や融合関数から中央に送信されてそれに呼応する形で行なう処理となる。   The problem is "the relationship between the two battles" and "the method of determining the exchange body". In other words, whether the two battles are “separated” or “merge”, and if they are separated, the arrangement of the AC body is performed “automatically” or “manually”. However, as described above, the authentic unit is collectively managed by the central device 1 and only the minimum necessary data is passed to the terminal device 2 used by each player. In addition, the main body processing is in a self-contained state, and what is entrusted to the outside is the receipt of the result of the event if it is further done with just the question and answer formula with “identification of the exchange body”, “result of the driving event” and “result of the opposite event” Is self-contained and can be done with very little value. Self-sufficiency is a good state if instructions, causes, and triggers are obtained for what should be done with extremely little external help. In this state, the player is directly involved as a battle under the board only in the process of determining the AC body. At that time, the AC body is determined by the pseudo unit made based on the genuine unit in the terminal device 2 used by the player. Even if the processing is performed, if the alternating current body of the pseudo unit and the alternating current body of the genuine unit are arranged in association with the array NO or ID, only the array NO or ID needs to be delivered. Furthermore, even if the pseudo unit is combined with the progressive event, that is, even if the process for determining the AC body can be performed in the progressive event, there is no problem. In that case, the pseudo unit is apparently unnecessary, but the fusion processing is performed on the genuine unit as a target, and the pseudo unit is indispensable for the fusion function. In other words, there is no change in the relationship between the progression item, the fusion function, and the authentic unit, regardless of whether the pseudo unit is separated or combined. Then, it is determined whether or not the progression item and the fusion function are integrated. An important value for the fusion function is “AC value”, and the fusion processing is performed based on the AC value. However, the AC value looks like a card for playing cards or a mahjong tile, but it only changes how it is expressed with the same value inside. For example, in the case of a playing card tag, a serial number is assigned to each tag, and the tag is determined based on the serial number. In this state, the pseudo unit becomes a united type or a separated type depending on whether or not the progress item and the fusion function are synchronized. Therefore, if the value to synchronize with the fusion function is added to the “question and answer start event” issued from the progress event and it is judged whether the value to be synchronized is valid, the progress event and the pseudo unit are integrated. The central device 1 determines the AC unit of the authentic unit in the question and answer start event message sent from the terminal device 2 even if the separation type and the combined type of progress items are mixed on the battlefield. Processing is determined by whether or not a value (usually array NO) is included. If it is not included, a pseudo unit is displayed on the terminal device 2 of the player to perform processing for determining the AC body. In other words, since the genuine unit itself is a storage place where nothing is done, a variety of pseudo units can be created, which can be combined with the progress item or separated. If they are merged, the battle under the board can be drawn to the front stage, and the battle centering on the main body processing can be developed. In addition, there is a problem whether to unify the battles under the board on the battlefield, and naturally it is not impossible to do it in an irregular manner, but if it is a combined type it will be too difficult to understand if it is a separate type and it will be too difficult to understand It is desirable to unify the so-called fusion process on the battlefield. In addition, if the separation type is used, the pseudo unit is usually for one person. Conversely, the pseudo unit may be either a battle type or a non-match type as long as it is combined. In addition, the method of determining the AC body is manual if it is a separate type, and if it is a combined type, it will not be understood whether it is manual or automatic. Become automatic. As a result, any of automatic manual operation may be used. Note that selecting an AC body is different from the process of determining an AC body, and is a genuine unit. In other words, it is performed through a game in the process of trying to make the AC unit of the genuine unit an advantageous AC unit. On the other hand, the process of determining the AC body is a trigger that starts the main body process, and the event message for AC body determination is sent to the center from the progress event or fusion function and is performed in response to it. .

これより夫々について記す。真正ユニットは、プレイヤ一人ひとりに与えられる交流体の括りで交流体の1次元配列となる。なお、交流体選びを実施する際は真正ユニットにある交流体に交流体選びで選んだ交流体の中身を一部複製する形で行なう。その為真正ユニットには元々交流体が存在するので交流体選びを行なう以前であっても対峙体が作成できたり賞罰が実施できたりする。なお、ユニットには真正ユニット、疑似ユニット、分離型ユニット、共有型ユニット、組込ユニットがある。夫々の違いは、ユニットはデータ管理体を用いて行なう異種目間交流にとって拠点になる交流体の集合体のことで真正ユニットを基に様々な姿に変えられる。真正ユニットは中央装置1で管理するプレイヤ一人ひとりに与えられるユニットで、疑似ユニットは真正ユニットを基にして作られるダミーのユニットで分離型と共有型があり、分離型ユニットは真正ユニットを基にしてプレイヤ毎に作られる疑似ユニットで例えばボウリングのスコアやビンゴゲームの升目等で、共有型ユニットは複数の真正ユニットを基にして作られる1つの疑似ユニットで例えば囲碁盤やオセロ盤等で、組込ユニットは進行種目に組み込んで一体化させた疑似ユニットとなる。しかし大きく大別すると真正ユニットと疑似ユニットになり、真正ユニットを如何に活用するか或いは進行種目との関係をどうするかという観点から多様に分かれる。   I will describe each of them. The authentic unit is a one-dimensional array of AC bodies that is a group of AC bodies given to each player. When selecting the AC body, the content of the AC body selected by selecting the AC body is partially copied to the AC body in the authentic unit. For this reason, since the authentic unit originally has an AC body, it is possible to create an opposing body or to perform award punishment even before the AC body is selected. The unit includes a genuine unit, a pseudo unit, a separation type unit, a shared type unit, and a built-in unit. The difference is that each unit is a collection of AC bodies that serve as a base for cross-species exchanges using data management bodies, and can be changed into various forms based on genuine units. The authentic unit is a unit given to each player managed by the central device 1, and the pseudo unit is a dummy unit made based on the authentic unit and has a separation type and a shared type, and the separation type unit is based on the authentic unit. A pseudo unit created for each player, for example, a bowling score or a bingo game square, and a shared unit is a single pseudo unit created based on multiple authentic units, for example, a Go board or an Othello board. The unit is a pseudo unit that is integrated and integrated into the progressive event. However, it can be roughly divided into a genuine unit and a pseudo unit, and it can be divided in various ways from the viewpoint of how to use the genuine unit or how to make a relationship with the progress item.

「交流体」は、本体処理の拠点になるデータ管理体で、1つの種目体と関連付けて種目体にある動因種目の結果を格納し、それを基に融合処理と対峙処理を行なう。その為「交流体やプレイヤを特定する情報」「管理体同士の連係情報」「動因種目や課題を絞込む情報」「動因種目に渡す情報」「動因種目の結果に関する情報」「交流体の価値を表す情報」等を保有する。また必要があれば「実施可能な種目体情報」を保有する。交流体やプレイヤを特定する情報とは交流体IDやプレイヤID等となる。なお、交流体IDから真正ユニットIDやプレイヤIDを導き出せるなら交流体IDのみでよい。また進行種目や交流体選びゲーム等外部要因で交流体を配列NOや交流体ID以外の値で特定させる場合はそれに応じた値を設ける。例えば主催者が決めた順番を示すような数字や尻取りゲームに用いるような文字等でよく、そうすると文字順に交流体が選ばれるようになったりする。管理体同士の連係情報とは種目に関わりなく3種類のデータ管理体いわゆる容器同士で連係させる値で交流体種や器色等。なお、型値や価格等は動因種目とも関わりを持つが容器に持たせてもよい。その際は、容器によって関連付けられる種目が限定される。動因種目や課題を絞込む情報とは種目体に動因種目を関連付けると動因種目の特性を表す値が自動に格納される。例えば対戦人数や種目種やレベル等、また第3発明の「課題方式」を用いると課題IDや難易度や概念的拠所の値などで課題を絞込んだり特定したりできる。そうした値を交流体に持たせて種目体や課題を絞込む。動因種目に渡す情報とは第5発明の「仕掛値」や動因種目自ら用意する「設定用ソフトウエア」を基にして設定した値を動因種目起動時にXML等で引数として渡す。動因種目の結果に関する情報とは動因種目の結果は後述する「総括値」で返す。その中で必要な値のみを格納する。交流体の価値を表す情報とは融合処理に用いる値で交流値となり第3発明なら「等価枠絵」等となる。また種目中に得られたり特典として得られたりする景品や懸賞金等もそうした値になる。実施可能な種目体情報とは進行種目や交流体にある種目体を絞込む情報によって交流体毎に関連付けられる種目体が相当絞込まれる。それを空き時間を利用して事前に調べ「実施可能種目体値」の値にして交流体に記録しておく。但し「遊戯」では要素値送信型の問答式はほぼ利用しない上に其他の問答式では型合せ自体が不要となる。そのため、交流体にある抽出条件で絞込むだけとなりまた対戦場において使用できる種目体総数はそれ程多くなく多くても数百となり、比較的速やかに検査できるため敢えて必要ないがあったらその分高速化できる。なお、実施可能種目体値は種目体総数に基づいて固定値を取決め例えば128ビット等、それに対して種目体の配列NOのビットをフラグ代わりにして実施可能な種目体を記録する。   The “alternating body” is a data management body that serves as a base for the main body processing, stores the result of the motive item in the specific body in association with one specific body, and performs fusion processing and confrontation processing based on the result. For this reason, "information for identifying exchange bodies and players", "linkage information between management bodies", "information for narrowing down the drivers and issues", "information to pass to the drivers", "information on the results of the drivers", "value of the exchanges Possesses information etc. If necessary, it holds “feasible event information”. The information specifying the AC body and the player is the AC body ID, the player ID, and the like. If the authentic unit ID and the player ID can be derived from the AC body ID, only the AC body ID is required. Further, when the AC body is specified by a value other than the array NO or the AC body ID due to an external factor such as a progress item or an AC body selection game, a value corresponding thereto is provided. For example, a number indicating the order decided by the organizer or characters used in a buttock game may be used. Then, an AC body is selected in the order of characters. Regardless of the item, the linkage information between the management bodies is a value linked to the three types of data management bodies, so-called containers, such as the AC body type and instrument color. In addition, although a mold value, a price, etc. are related with a motive item, you may make it hold in a container. In that case, the items related by the container are limited. As the information on narrowing down the cause item and the task, when the cause item is associated with the event body, a value representing the characteristic of the cause item is automatically stored. For example, if the number of players, the event type, the level, etc., or the “task method” of the third invention is used, the task can be narrowed down or specified by the task ID, the degree of difficulty, the value of the conceptual base, or the like. By giving such values to the exchange body, narrow down the items and issues. As the information to be transferred to the cause item, a value set based on the “work-in value” of the fifth invention or “setting software” prepared by the cause item itself is passed as an argument in XML or the like when the cause item is activated. What is the information about the result of the cause item? The result of the cause item is returned as a “summary value” described later. Only the necessary values are stored. The information representing the value of the AC body is an AC value that is a value used for the fusion process, and is “equivalent frame picture” or the like in the third invention. In addition, prizes, prize money, etc. obtained during the event or as a privilege also have such values. The item body information that can be implemented significantly narrows down the event body associated with each AC body according to the information that narrows down the event body in the progress event or the AC body. This is checked in advance by using the free time, and is recorded as an “actual item value” in the AC body. However, “play” hardly uses the element value transmission type question-and-answer formula, and the other question-and-answer formulas do not require type matching itself. Therefore, it is only necessary to narrow down with the extraction conditions in the AC body, and the total number of items that can be used on the battlefield is not so many, but at most several hundreds, and since it can be inspected relatively quickly, if there is no need, the speed is increased accordingly. it can. For the feasible item value, a fixed value is determined based on the total number of the event items, for example, 128 bits or the like, and the feasible species value is recorded by using the bit of the arrangement number NO of the event as a flag.

「種目体」は、対戦場において実施できる動因種目に関する情報を保有するデータ管理体で、主に主催者が用意して主催者による調整を種目体にして貯めておく。そのため、同種目であっても実施内容を変えたり抽出条件を変えたりしたなら種目体を新たに作成して貯めておく。また3種類のデータ管理体で種目体が抽出対象の一番になるため動因種目に関わりの無い値であっても多様な条件で抽出できるように様々な値を設けておく。例えば器色や評判や合言葉等であってよい。種目体が保有する値は「種目体を特定する情報」「管理体同士の連係情報」「動因種目や課題を絞込む情報」「動因種目を最適化する情報」「課題を特定する情報」「動因種目本体に関する情報」「動因種目に渡す情報」「種目体の使用制限に関する情報」等となり、種目体を特定する情報とは種目体IDとなる。管理体同士の連係情報とは型値を始め交流体で記した項目に呼応する値となる。例えば器色で交流体を分類しているなら器色に呼応する色等でもよい。動因種目や課題を絞込む情報とは同じく交流体で記した項目に呼応する値となる。例えば対戦人数や種目種等である。なお、対戦人数によって対戦型の動因種目か否か判定できる。動因種目を最適化する情報とは第3発明で用いるもので動因種目自ら用意した「設定用ソフトウエア」を用いて課題抽出条件をXML等で記録するものである。このため、種目毎に異なる。課題を特定する情報とは第3発明の「課題方式」を用いた場合に交流体で記したように課題IDや難易度や概念的拠所の値などで課題を絞込んだり特定したりできる。動因種目本体に関する情報とは仮に課題方式で行なっても課題を総合管理する動因種目が必要でそうした動因種目に関する情報となり動因種目を別管理しているなら動因種目ID等となりファイルで管理しているなら所在地情報等となる。動因種目に渡す情報とは第5発明の「仕掛値」や前記の「設定用ソフトウエア」を基に主催者が設定した起動する動因種目や課題方式で実施する課題に渡す値となる。種目体の使用制限に関する情報とは種目体の使用回数や実施回数や使用済みであるか否かを示す状態等である。   The “special event” is a data management body that holds information on the driving event that can be performed on the battlefield, and is mainly prepared by the organizer and stored as adjustments by the organizer. Therefore, even if it is the same item, if the implementation content is changed or the extraction condition is changed, a new item is created and stored. In addition, since the item body is the most extraction target among the three types of data management bodies, various values are provided so that even if the value is not related to the cause item, it can be extracted under various conditions. For example, it may be instrument color, reputation, secret word, or the like. The value held by the event is “information for identifying the event”, “linkage information between management bodies”, “information for narrowing down the cause and issue”, “information for optimizing the cause”, “information for identifying the issue”, “ The information relating to the main body of the event item, the information to be passed to the event of the event source, the information on the restriction on the use of the event object, and the like, and the information specifying the event object is the event object ID. The linkage information between the management bodies is a value corresponding to the item described in the AC body including the model value. For example, if the AC body is classified by instrument color, a color corresponding to the instrument color may be used. The information which narrows down the cause item and the problem is a value corresponding to the item described in the AC body. For example, the number of opponents and the event type. In addition, it can be determined whether it is a battle-type motive item according to the number of battles. The information for optimizing the cause item is information used in the third invention, and records the task extraction condition in XML or the like using “setting software” prepared by the cause item itself. For this reason, it differs for every item. The information for identifying a problem can narrow down or identify a problem by a problem ID, a difficulty level, a value of a conceptual base, or the like as described in an alternating form when the “problem method” of the third invention is used. The information on the main body of the event item is necessary to have the event item that comprehensively manages the task even if it is done by the task method, and it becomes information about such an event item, and if the event is managed separately, it becomes the event item ID etc. and is managed in the file If it becomes location information. The information to be passed to the cause item is a value to be passed to the task to be executed in the cause item to be activated or the issue method set by the organizer based on the “in-process value” of the fifth invention or the “setting software”. The information on the use restriction of the special item includes the number of times of use of the special item, the number of executions, and a state indicating whether or not it has been used.

「対峙体」は、対峙種目の実施内容を格納するデータ管理体で、プレイヤが動的に作成する。但し主催者による事前作成も可能で完成または未完成の対峙体を作成して対峙体作りを容易にすることもできる。なお、対峙体に種目体が登録されていたなら代行型の対峙種目になり、未登録なら摘取型の対峙種目になる。対峙体が保有する値は「対峙種目に関する情報」「管理体同士の連係情報」「対峙種目に渡す情報」「対峙対象に関する情報」「特典に関する情報」等となる。対峙種目に関する情報とは対戦者数や対峙種目IDか所在地情報で、対戦者数は対戦する人数で、対戦種目IDは対峙種目を別管理している場合の一意の識別値で、ファイルで管理しているなら所在地情報となる。また対峙種目をステージで分けているならステージ情報も必要となる。管理体同士の連係情報とは型値を始め交流体で記した項目に呼応する値となる。対峙種目に渡す情報とは対峙種目が用意する「設定用ソフトウエア」で実施できる設定値や第5発明で用いる仕掛値等となる。対峙対象に関する情報とは対戦者数分の交流体IDまたは交流体の配列NOと動因種目の結果いわゆる総括値の一部と種目体IDから成る構造体の配列となる。なお、対峙種目は対戦型デジタル種目になり対戦するプレイヤの交流体と動因種目の結果が夫々必要になる。また代行型の場合は夫々の種目体が必要になる。なお、代行型で実施する場合は非対戦型の動因種目となる。特典に関する情報とは特典種や特典対象や仕掛値等となり、特典種は特典の種類になりデータ管理体で行なうのか進行種目に持ち帰って行なうのかとなる。特典対象はデータ管理体で行なう場合の対象で交流体か種目体か対峙体か夫々のどの値に対して行なうのかとなる。そのため、全体構成図において3種類のデータ管理体のみを構成化するのではなく各々の管理体が保有する値まで構成化して所定の値を一意に指定できるようにして置く必要がある。仕掛値は第4発明で行なう仕掛値の配列で、前記の各値に対する一意の識別値とセットで記録する。その結果、第4発明が可能となる。   The “opposite body” is a data management body that stores the implementation contents of the opposite type, and is dynamically created by the player. However, it can also be created in advance by the organizer, and it is also possible to create a complete or unfinished antipodal body to make it easy. Note that if the event is registered in the antipod, it will be a substitute antipodal, and if it is not registered, it will be a picking antipodal. The values possessed by the opposing body are “information regarding the opposing event”, “linkage information between management bodies”, “information passed to the opposing event”, “information regarding the object of facing”, “information regarding the privilege”, and the like. The information about the competition item is the number of opponents, the competition item ID or the location information, the number of opponents is the number of players to compete, and the competition item ID is a unique identification value when the competition item is separately managed and managed in a file If it is, it becomes location information. Also, stage information is also required if the antipodal events are divided by stage. The linkage information between the management bodies is a value corresponding to the item described in the AC body including the model value. The information passed to the counter item is a set value that can be implemented by “setting software” prepared by the counter item, an in-process value used in the fifth invention, and the like. The information related to the confrontation target is an array of structures composed of alternating body IDs corresponding to the number of opponents or an array NO of alternating bodies, a part of a so-called general value, and a body ID. It should be noted that the opposite event is a battle-type digital event, which requires a player's exchange body and the result of the driving event, respectively. In the case of the substitute type, each item is required. In addition, when it implements with a substitution type, it becomes a non-match type motive item. Information related to a privilege includes a privilege type, a privilege target, a work-in-progress value, and the like. The privilege type is the type of privilege and is to be performed by a data management body or brought back to the progress event. The privilege object is an object in the case where the data management body is used, and it is determined for which value each of the AC body, the event body, and the antipodal body. For this reason, in the overall configuration diagram, it is necessary to configure not only the three types of data management bodies but also the values held by each management body so that a predetermined value can be uniquely specified. The in-process value is an array of in-process values performed in the fourth invention, and is recorded as a set with a unique identification value for each of the above-mentioned values. As a result, the fourth invention becomes possible.

総括値は、動因種目の結果を表すデータの構造体で、「型値」「成否度」「要素値」「入口値」「出口値」「流通値」等を保有する。但し総括値は動因種目の結果が返せたなら良く其他の値構成であっても良く例えば成否度と出口値を「課題内完成度」「種目内完成度」「絶対完成度」等で表現してもよい。型値は総括値等の使用形式を表す値で3種類のデータ管理体を連係させるために用いてもよい。そうした場合型値を階層構造にして上位層は下位層を包含するようにしてもよい。成否度は成功度と失敗度を表す値で本発明では50を境に上方で成功度を表し下方で失敗度を表す。しかし採点は通常加点方式や減点方式で行なうことが多く0か100を開始点に加減点して50を境に成否を判断するようにしたなら加減点方式なら単に完成度または失敗度と見ることも出来る。要素値は64ビットや128ビット等の値を型値で決めた方法で分割使用するカラー値のような多項目から成る値となる。入口値は第3発明の「課題方式」で動因種目を実施する場合に各課題に振られる「概念的拠所の値」となる。要するに出口値を算出する際に課題に振られた値を加味するため動因種目以外のところで例えば本体処理をする中央や第3発明の評価棒等で出口値を算出する場合があり記録している。出口値は第3発明で用いる値で前記の成否度は、課題方式を用いなければ動因種目の出来栄えのみ表すのに対して、課題方式で行なえば「課題としての出来栄え」と「種目としての出来栄え」と「対戦場としての出来栄え」の3つの出来栄えが算出される。いわゆる「課題内完成度」「種目内完成度」「絶対完成度」であるがその内の種目内完成度が出口値となる。算出方法は多々あるが第3発明で成否度で選択範囲を取決めて該選択範囲を入口値に適応させる方法を1事例として記している。例えば成否度での選択範囲を±20としたなら成否度100ならプラス50の満点になるため仮に入口値が60なら±20の40〜80の範囲内にある問答式の目標値が選べる。仮に成否度20で終わったなら失敗度30になるため12狭められて±8の52〜68の範囲内にある目標値しか選べなくなる。流通値は対戦場で有効な値になり第1及び第2発明なら動因種目で得られたコインやメダルやアイテムや景品等となる。しかし第3発明なら「等価枠変換」で得られた「等価枠金」等となりいわゆる対戦場で有効な値全般となる。課題内完成度、種目内完成度、絶対完成度は前記の通り成否度と出口値と絶対化した出口値の3つの出来栄えを別表現した値となる。   The summary value is a data structure representing the result of the cause item, and holds “type value”, “success / failure degree”, “element value”, “entrance value”, “exit value”, “distribution value”, and the like. However, the summary value may be other values if the result of the motive item can be returned.For example, the success / failure degree and the exit value are expressed as “completeness within the task”, “completeness within the item”, “absolute perfection”, etc. May be. The type value is a value representing a usage format such as a general value, and may be used to link three types of data management bodies. In such a case, the type value may have a hierarchical structure, and the upper layer may include the lower layer. The success / failure degree is a value representing the success degree and the failure degree, and in the present invention, the success degree is shown above 50 and the failure degree is shown below. However, scoring is usually done with a point-adding method or a point-deducting method, and if 0 or 100 is added or subtracted from the starting point and the success or failure is judged after 50, if the point-adding method is used, it is simply regarded as the degree of completion or failure. You can also. The element value is a multi-value value such as a color value that is divided and used by a method in which a value such as 64 bits or 128 bits is determined by a type value. The entrance value is a “value of a conceptual base” assigned to each task when the motive item is implemented by the “task method” of the third invention. In short, when calculating the exit value, the exit value may be calculated in the center of the main body processing, the evaluation rod of the third invention, etc. in some places other than the motive item in order to take into account the value assigned to the problem. . The exit value is the value used in the third invention, and the success / failure degree represents only the performance of the motive item if the task method is not used, whereas if the task method is used, the “performance as a task” and the “performance as the event” ”And“ Performance as a battlefield ”are calculated. The so-called “completeness within the task”, “completeness within the item”, and “absolute perfection” are the exit values. Although there are many calculation methods, in the third invention, a method of determining a selection range based on success or failure and adapting the selection range to an entrance value is described as one example. For example, if the success / failure selection range is ± 20, if the success / failure degree is 100, a plus value of 50 is reached. Therefore, if the entrance value is 60, the target value of the question and answer formula within the range of 40 to 80 of ± 20 can be selected. If the success / failure degree 20 is reached, the failure degree 30 is reached, so that the target value within the range of 52 to 68 of ± 8 can be selected. The circulation value becomes an effective value on the battlefield, and in the case of the first and second inventions, it becomes a coin, a medal, an item, a prize, or the like obtained in the cause item. However, in the case of the third invention, it becomes “equivalent frame money” obtained by “equivalent frame conversion” or the like, and is a general value effective on the so-called battlefield. As described above, the in-task completeness, in-item completeness, and absolute completeness are values that separately represent the three performances of the success / failure degree, the exit value, and the absoluteized exit value.

その他の処理機構は、既に記した通り3種類のデータ管理体と真正ユニットは中央装置1で一括管理する。本体処理そのものは中央装置1で行なうが、交流体選びや種目体選び、また対峙体の動的作成等、各端末装置2の操作によって実施しなければならないことが多々あり、そうした処理を行なうのが「交流体関数」「種目体関数」「対峙体関数」となる。なお、関数には前記の「融合関数」もある。本発明のメソッドというよりは差し替え可能にしてもよいソフトウエアという意味で「関数」と表記している。差し替え可能にすることにより、第3者による開発が可能で主催者の調整対象が増え多様化する。   In other processing mechanisms, the three types of data management bodies and authentic units are collectively managed by the central device 1 as described above. The main body processing itself is performed by the central device 1, but there are many cases that must be performed by the operation of each terminal device 2, such as selection of an AC body, selection of an event body, and dynamic creation of an opposing body, and such processing is performed. Are “alternating body functions”, “special body functions”, and “antibody functions”. The function also includes the “fusion function” described above. The term “function” is used in the sense of software that may be replaced rather than the method of the present invention. By making the replacement possible, development by a third party is possible, and the adjustment targets of the organizer increase and diversify.

「融合関数」は、独自に疑似ユニットを作成して融合処理を行なう。その際プレイヤの端末に疑似ユニットを表示するか否かは設定次第で、仮に表示しなかったとしても中央装置1において融合処理をする必要がある。また各プレイヤが使用する端末装置2のディスプレイ24に疑似ユニットを表示した場合は「交流体を確定する処理」を実施して中央装置1へ向けて「交流体確定イベント」を送信する。其他多くのことは前記の通りとなる。   The “fusion function” performs a fusion process by creating a pseudo unit independently. At this time, whether or not to display the pseudo unit on the player's terminal depends on the setting, and even if it is not displayed, it is necessary to perform the fusion process in the central device 1. Further, when the pseudo unit is displayed on the display 24 of the terminal device 2 used by each player, the “alternating body determination process” is performed and an “alternating body determination event” is transmitted to the central apparatus 1. Many other things are as described above.

「交流体関数」は、真正ユニットの交流体を作成するもので言わば「真正ユニット作り」をする。交流体が本体処理の拠点になるため主催者が様々交流体のサンプルいわゆる鋳型のようなものを作成しておき、それをプレイヤ間で端末装置2を用いて取り合う。その際、交流体選びを一斉にするのか逐一するのかとなる。一斉にする場合は開始時にプレイヤ全員でユニット自体を奪い合う形になり取決めた後は「交流体を確定する処理」は不要になり自動で決まる。逐一行なうなら「交流体を確定する処理」に代えて行ない選んだ交流体の内容が真正ユニットの交流体に順次一部のデータが複製される。なお、交流体選びを行なったとしても真正ユニットには元々交流体があり交流体の中身を一部変えるだけとなる。なお、交流体の鋳型は中央装置1にて一括管理して行なうため、各端末装置2のディスプレイ24に表示される交流体の鋳型はダミーで鋳型IDや特性を表す値のみ複製して実施する。その為交流体選びをコンピュータゲームで行なう場合は交流体関数が展開するシューティングゲームや様々なゲームにおいて背景画やキャラクターに鋳型IDを関連付けて行なったりする。   The “alternating body function” is to create an alternating body of a genuine unit. Since the AC body becomes a base for processing the main body, the organizer creates samples of various AC bodies, such as so-called molds, and interacts with each other using the terminal device 2 between the players. At that time, it will be decided whether to select the AC body all at once or one by one. In the case of making all at once, after all the players are competing for the unit itself at the start, the “process for determining the AC body” is unnecessary and is determined automatically. If it is performed step by step, the data of the selected AC body is sequentially copied to the AC body of the authentic unit in place of the “process for determining the AC body”. Even if an AC body is selected, the genuine unit originally has an AC body and only changes the contents of the AC body. Since the AC body mold is collectively managed by the central device 1, the AC body mold displayed on the display 24 of each terminal device 2 is a dummy and duplicates only the values representing the mold ID and characteristics. . Therefore, when selecting an AC body by a computer game, it is performed by associating a template ID with a background image or character in a shooting game or various games in which an AC body function develops.

「種目体関数」は、種目体選びを行なう。種目体選びは交流体選びと違って実施する機会が多くほぼ常時行なう。種目体も中央装置1で一括管理されるため端末装置2には種目体IDや種目種など必要最小限のデータが渡され、ダミーの種目体で行なわれる。対戦型、非対戦型の多様な手法で行なえる。なお、種目体の抽出は中央で3種類のデータ管理体を対象に行なうので、抽出後の種目体を端末に伝える必要があるが中央装置1で管理している種目体の配列NOを基に例えば種目体が100あるなら128ビットの値を用意して抽出結果の種目体の配列NOに当たるビットをフラグ代わりに立てて伝えたりする。また取決めた種目体も配列NO等で返せる。   The “special function” selects a special item. There are many opportunities to select the event body, unlike the AC body selection, and it is almost always done. Since the event body is also collectively managed by the central device 1, the terminal device 2 is provided with the minimum necessary data such as the event body ID and the event type, and is performed with a dummy event body. This can be done in a variety of battle-type and non-match-type methods. In addition, since the extraction of the event object is performed for three types of data management bodies in the center, it is necessary to transmit the event object after extraction to the terminal, but based on the array NO of the event object managed by the central device 1 For example, if there are 100 event objects, a 128-bit value is prepared and a bit corresponding to the extraction result item object array NO is set in place of a flag. Also, the decided event can be returned by array NO.

「対峙体関数」は、対峙体を動的に作成する。対峙体は作成した時点で中央装置1の配列に追加するため端末装置2のディスプレイ24に表示する場合は3種類のデータ管理体を総合的に俯瞰する「全体構成図」として見て取れる。その為敢えて差し替え可能な関数にするまでもない。しかし対峙体の作成はプレイヤが完全にゼロから作成する場合もあれば主催者が完成状態のサンプルを作成して選ぶだけの場合があり、そうした場合はサンプルを表示して選べるようにしておく必要がある。   “Antibody function” dynamically creates an antibody. When the antipod is added to the array of the central device 1 at the time of creation, when it is displayed on the display 24 of the terminal device 2, it can be seen as an “overall configuration diagram” that provides a comprehensive overview of the three types of data management bodies. Therefore, it is not necessary to make it a function that can be replaced. However, there are cases where the player creates the object completely from scratch, or the organizer simply creates a completed sample and selects it, in which case it is necessary to display and select the sample. There is.

先盛付型種目は、「交流体」と「種目体」を主催者が事前に関連付けておくもので、関連付け方は多々あり交流体IDと種目体IDを直接関連付けておく方法もあるが参加者が増減したならエラーの因になる。但し実施直前に行なうなら問題ない。そこで交流体を真正ユニットの配列NOで表現したり、交流体にIDとは別の個別記号を設けて表現したり、また種目体もグループ化してグループ記号で表現したり、そのような状態で『盛付表』において事前に関連付けておく。なお、盛付表とは交流体と種目体を事前に関連付けておく手段の1例で、種目体IDに対して対戦人数や種目種と共に対戦する交流体の識別値いわゆる交流体IDが登録されて盛付表にある内容で種目を実施する。また、主催者による先盛付は事前に行なって置いてもよいが慣れると比較的簡単に行なえるため参加者を見てから取決めても全く問題ない。例えば本体処理の正体は真正ユニットと種目体と対峙体の配列で全体を俯瞰する「全体構成図」が容易に作成できる。それを基に例えば所望の種目体を選ぶと、種目体にある対戦人数分の交流体が選べるようになり、その状態で対戦させる交流体を選び続けたり或いは範囲を指定して一斉に選んだりすると、仮に種目体にある対戦人数を超える交流体を選んだなら盛付表の行が自動的に追加され同じ内容の関連付けが登録されて行くようにすれば比較的簡単に先盛付作業ができる。そうすれば参加者を見てからでも実施できる。なお、第3発明を用いた仕掛けも比較的簡単に実施できる。   The pre-scaled event is an event in which the organizer associates the “exchange body” and “special object” in advance, and there are many ways to associate them. If the number of people increases or decreases, it causes an error. However, there is no problem if it is performed immediately before implementation. Therefore, the AC body is expressed by an array NO of genuine units, the AC body is expressed by providing an individual symbol different from the ID, and the event body is also grouped and expressed by a group symbol. Make an association in advance in the “Salting table”. The table is an example of means for associating the AC body and the event body in advance, and the identification value of the AC body that fights with the number of opponents and the event type is registered for the event body ID. Carry out the event with the contents in the table. In addition, the organizer may pre-schedule it in advance, but since it can be done relatively easily when used, there is no problem even if it is decided after seeing the participants. For example, the identity of the main body process can be easily created as an “overall configuration diagram” that provides a bird's-eye view of the whole with an array of authentic units, item bodies, and opposing bodies. Based on that, for example, if you select the desired event, you will be able to select the number of opponents in the event, and you can continue to select the opponents you want to fight in that state, or you can select the range and select them all at once. Then, if you select an AC that exceeds the number of opponents in the event, you can make the pre-scaling work relatively easily by automatically adding rows in the rating table and registering the same content associations. . Then you can do it even after looking at the participants. The device using the third invention can also be implemented relatively easily.

図4は、「対戦場」での処理を示す説明図である。図4は、各プレイヤの端末装置2のディスプレイ24に表示される例を示している。対戦場には、盤上の戦いと盤下の戦いを分離しない表裏一体型のユニットが1乃至複数存在する。表裏一体型にも分離型と共有型があり、分離型ユニット2つと、共有型ユニット1つとが表示されている。分離型ユニットは、ポーカーのような盤上のゲームが表示されており、ユーザーAがユニットを完成させる。もう一つの分離型ユニットも盤上のゲームであり、漢字成立ゲームが例示されており、ユーザーBが実行している。共有型ユニットは、盤上のゲームが対戦型種目となっており、たとえばオセロ風のゲームが表示されている。   FIG. 4 is an explanatory diagram showing processing on the “battlefield”. FIG. 4 shows an example displayed on the display 24 of the terminal device 2 of each player. In the battlefield, there are one or a plurality of front and back unit units that do not separate battles on the board and battles below the board. The front / back integrated type also has a separation type and a shared type, and two separation type units and one shared type unit are displayed. The separable unit displays a game on the board like poker, and the user A completes the unit. Another separated unit is also a game on the board, and a Chinese character formation game is illustrated as an example, and user B is executing it. In the shared unit, the game on the board is a battle type event, and for example, an Othello-style game is displayed.

処理の流れは、表層処理は大きく変わらないが、主催者の設定次第であるが盤上と盤下の戦いが並行する。その為各プレイヤの端末装置2のディスプレイ24には自身が参加登録している進行種目と分離型ユニットなら疑似ユニットが表示され、進行種目、疑似ユニット何れからでも問答式の問答に入れる。なお、対峙体は別メニューでプレイヤは自由に作られる。また「真正ユニット作り」を一斉に行なうなら対戦者全員で行なう。その上で進行種目においてプレイヤ各々が進行種目の問答式に則って「動因を求める処理」をすれば進行種目より「問答開始イベント」が発せられたならまず、端末装置2にて本発明がイベントをキャッチして該イベントメッセージに「交流体配列NO或いは交流体ID」が含まれていないか調べ、含まれていなかったなら「交流体を確定する処理」をさせる。但し交流体確定処理に代えて「逐一型の交流体選び」を行なうなら交流体選びを行なうと真正ユニットのアクティブな交流体に選んだ交流体の内容が複製されるため、交流体確定処理は敢えて必要ない。つまり、交流体選びが交流体確定処理を兼ねる。分離型ユニットで交流体選びを行なわない場合は疑似ユニットがアクティブになり所望の交流体を選ぶと「交流体確定イベント」が発せられ該イベントを端末の本発明がキャッチして「問答開始イベント」が端末装置2の本発明に記録されていなければ進行種目をアクティブにして「動因を求める処理」をさせる。つまり「動因を求める処理」と「交流体を確定する処理」はセットで何れか欠けているならその処理をさせる。なお、交流体確定処理が自動ならその限りではない。   The flow of processing is not much different from surface processing, but depending on the setting of the organizer, the battle between the board and the board is parallel. Therefore, a pseudo unit is displayed on the display 24 of the terminal device 2 of each player if it is a progress type and a separate type unit that the player has registered for participation, and a question and answer question is entered from either the progress type or the pseudo unit. Note that the opposing body is a separate menu, and the player can freely make it. Also, if you make “Authentic Units” at the same time, it will be performed by all opponents. In addition, if each player performs a “process for determining the cause” in accordance with the question and answer formula for the progress item, the “question and answer start event” is issued from the progress item. And the event message is checked to see if “alternating body array NO or AC body ID” is included, and if it is not included, “process to determine AC body” is executed. However, instead of the AC body determination process, if you select “one-by-one type AC body selection”, if you select the AC body, the content of the selected AC body is copied to the active AC body of the authentic unit, so the AC body determination process is I do n’t need it. That is, AC body selection also serves as AC body determination processing. When the AC unit selection is not performed in the separation type unit, the pseudo unit becomes active, and when the desired AC unit is selected, an “AC unit determination event” is issued, and the present invention of the terminal catches the event and starts the “question and answer start event” Is not recorded in the present invention of the terminal device 2, the progress item is activated and “processing for determining the cause” is performed. In other words, if any of “the process for obtaining the driving factor” and “the process for determining the AC body” is missing in the set, the process is performed. However, this is not necessarily the case if the AC body determination process is automatic.

交流体が決まると中央装置1の演算部10は先ず「先盛付型種目」でないか『盛付表』を基に調べる。なお、盛付表で無くてもよい。盛付表に該交流体のIDが登録されていたなら先盛付型種目になり主催者取決めとなり優先される。但し例外があり本発明は主催者調整型であり主催者の取決めが優先されるが第4発明の賞罰がさらに優先されるため交流体に種目体IDが登録されていたなら賞罰と見なされて交流体にある種目体IDが優先される。なお、交流体選びを行なった場合にも交流体に種目体IDがセットになっている場合がある。その為本発明ではダブルブッキングになる場合が多々あるが優先順序を以て処理し仮に先約が居たなら予約自体を無効にしたり該当者のみ無効にしたりする。通常は予約自体を無効にする。中央装置1の演算部10は、先盛付型種目でなかったなら交流体にある条件で種目体が抽出され抽出された種目体のID群を端末装置2へ送信する。なお、上述の交流体についての説明で記した「実施可能種目体値」が交流体に作成されているなら、演算部10はその値をプレイヤの端末装置2へ送信する。なお、該プレイヤをプレイヤXとして実施可能な種目体がプレイヤXの端末装置2のディスプレイ24に表示された場合には、プレイヤXは任意に選ぶか種目体選びゲームをして選ぶ。   When the AC body is determined, the arithmetic unit 10 of the central device 1 first checks whether it is a “advanced type event” based on the “adjustment table”. The table may not be a table. If the ID of the AC body is registered in the table, it will be a pre-sale type event and will be given priority by the organizer. However, there are exceptions, and the present invention is an organizer-adjusted type, and the organizer's arrangement is given priority. However, the award punishment of the fourth invention is further prioritized. A certain event ID is given priority in the AC body. Even when the AC body is selected, the item ID may be set in the AC body. For this reason, in the present invention, there are many cases of double booking. However, if there is a prior order after processing in priority order, the reservation itself is invalidated or only the corresponding person is invalidated. Normally, the reservation itself is invalidated. The arithmetic unit 10 of the central device 1 transmits to the terminal device 2 the ID group of the event body extracted and extracted under the condition of the AC body if it is not the pre-scaled event. If the “practical item value” described in the description of the AC body is created in the AC body, the calculation unit 10 transmits the value to the terminal device 2 of the player. Note that, when an event that can be performed with the player as the player X is displayed on the display 24 of the terminal device 2 of the player X, the player X selects arbitrarily or selects the event by selecting the event.

種目体選びゲームも交流体選びゲームも処理的な仕組みは変わらないもので、表示されている種目体を直接選ぶのかゲームを通じて選ぶのかとなり、選んだ種目体IDまたは配列NOが中央に送られると、中央装置1において第1発明で記した対戦等準備表に登録して準備に入り準備が整ったなら交流体や種目体にある動因種目に渡す情報を動因種目に渡して動因種目を行なう。仮に準備が整わなかったなら不戦勝にするか取り消して種目体選びからやり直させる。動因種目の結果は一旦対戦等準備表に返し、それを基に中央装置1の演算部10が本体処理として実施者夫々が取決めた交流体に動因種目の結果いわゆる「総括値」を格納し、また各々の進行種目に総括値を返す。動因種目の結果を受取った各々の進行種目は問答式に則って処理をする。また進行種目は処理を終えたなら各々中央装置1へイベントメッセージを発信し、進行種目の処理を終えたことを受けて対峙体の検査に入る。対峙体の検査は対峙体の中に交流体IDが存在しないか調べることで実施され、存在したならば総括値又は総括値の一部を対峙体に格納して実行される。そのため、プレイヤ全員の対峙体検査が終わるまで対戦等準備表は破棄できない。   The processing mechanism of both the event selection game and the exchange game selection game does not change, and it is to select the displayed event object directly or through the game, and when the selected event ID or array NO is sent to the center When the central device 1 is registered in the battle preparation table described in the first aspect of the invention and ready for preparation, information to be transferred to the driving factor in the AC body or event is passed to the driving event to perform the driving event. If you are not ready, you can either make a win or cancel and start again after selecting the event. The result of the action item is once returned to the battle preparation table, and based on the result, the calculation unit 10 of the central device 1 stores the result of the action item so-called “summary value” in the AC body decided by the implementers as the main body processing, It also returns a summary value for each progression. Each progress item that receives the result of the motive item is processed according to the question-and-answer formula. In addition, when the progress item has been processed, an event message is transmitted to each of the central devices 1 and, upon completion of the processing of the progress item, inspection of the opposing body is started. The inspection of the opposing body is performed by checking whether or not the AC body ID exists in the opposing body, and if it exists, the overall value or a part of the overall value is stored in the opposing body and executed. For this reason, the battle preparation table cannot be discarded until all of the players have been tested.

なお、対峙体に総括値の一部を格納したなら該対峙体が完成状態にないか調べ、完成状態であれば第1発明で記した通り対峙種目の実施準備に入り、対峙種目の結果を対戦等準備表に回収して対峙体にある内容で特典を付与する。特典には先盛付型特典と後盛付型特典があり、先盛付型特典なら第4発明で記す通り特典を処理し、後盛付型特典なら特典獲得者の端末に特典設定画面を表示してプレイヤに取決めさせる。そしてプレイヤが取決めた特典内容を中央装置1が受取る。特典にも2通りあり進行種目に持ち帰って行なう場合とデータ管理体で本体処理として行なう場合があり、持ち帰って行なう場合は中央装置1からその旨のイベントメッセージが進行種目に送られて来るので端末装置2にて進行種目で実施する。またデータ管理体に対して行なう場合は第4発明で記す通り仕掛値を格納する。   If a part of the summary value is stored in the opposing body, it is checked whether the opposing body is in a completed state, and if it is in a completed state, the preparation for the implementation of the opposing event is entered as described in the first invention. It collects in a battle preparation table and grants a privilege with the contents in the opposing body. Benefits include pre-stake type benefits and post-stake type benefits. For pre-stake type benefits, the benefits are processed as described in the fourth aspect of the invention. Display and let the player decide. Then, the central device 1 receives the privilege content decided by the player. There are also two types of benefits. There are cases where it is carried back to the progress event and there are cases where it is performed as the main body processing by the data management body. Carry out the progress event in the device 2. In the case where the data management body is used, the in-process value is stored as described in the fourth invention.

なお、融合処理については融合関数次第であるが、交流体に動因種目の結果が格納される毎に行なう場合はその都度行ない、ユニットが完成状態になってから行なう場合は完成状態になった時点で行ない、ゲームが終了したなら終了したプレイヤから順次集計作業に入り、ゲームが終了していなければ冒頭に戻り繰返す。集計は主催者の設定次第となる。また、代行型の対峙種目を種目体選びの際に選んだなら該対峙体に登録している各プレイヤの種目体にある動因種目を前記の通り実行して結果を真正ユニットの交流体に格納すると共に該対峙体に動因種目の結果として格納する。そして対峙種目を実施して前記の通り特典処理をする。なお、代行型の対峙種目の場合は対戦型の動因種目だと動因種目と対峙種目の価値を半減させるため非対戦型の動因種目で行なう。そのため、プレイヤ毎に動因種目を実施する。また、「遊戯」の場合は代行型ばかりで実施しない限り、摘取型と代行型とを混在させて行なう場合には進行種目で行なった「動因を求める処理」が生きている。したがって問答式は最終値指定型で行なわれ、しかも動因種目の結果で目標値を選ぶのではなく対峙種目の特典として選ぶ。そのため、敗者は動因を得られない形で終わる。但し目標値指定型同様に進行種目において動因が得られなかったとしても真正ユニットでの実施結果は残される。また代行型の対峙種目であっても特典を流通値の獲得いわゆるメダルやコインを得るものであるなら進行種目は動因種目の結果で進める。なお、代行型の対峙種目ばかりで行なうケースは特異なケースで「遊戯」の形態で「切磋」を強引に真似て行なうようなものとなる。   Note that the fusion process depends on the fusion function, but every time when the result of the motive item is stored in the AC body, it is performed each time. When the unit is in the completed state, it is the completed state. If the game is over, the counting work is started sequentially from the finished player, and if the game is not over, it returns to the beginning and repeats. Aggregation depends on the organizer's settings. In addition, if a proxy-type counter item is selected at the time of selecting the event type, the action item in the event type of each player registered in the counter type is executed as described above, and the result is stored in the AC unit of the authentic unit. At the same time, it is stored in the antipodal body as a result of the motive item. And an antipodal event is implemented and privilege processing is performed as described above. In the case of a substitute type of counter item, if the type is a counter type, the non-competitive type of event is performed in order to halve the value of the source item and the counter item. Therefore, the motive item is implemented for each player. In addition, in the case of “play”, only the proxy type is used, and when the pruning type and the proxy type are mixed, the “determination process” performed in the progress item is alive. Therefore, the question-and-answer formula is performed in a final value designation type, and not as a target value according to the result of the motive item, but as a privilege of the opposite item. Therefore, the loser ends up in a form that does not gain a drive. However, even if the cause is not obtained in the progress item as in the target value designation type, the result of the implementation in the authentic unit remains. In addition, even if it is a proxy-type counter item, if it is possible to acquire a privilege and obtain a circulation value, so-called a medal or a coin, the progress item is advanced as a result of the motive item. In addition, the case performed only for the substitute type of counter item is a unique case in which “Kiri” is forcibly imitated in the form of “play”.

以上のように3種類のデータ管理体と真正ユニットを設けて本体処理と表層処理を分離して行なうことを特徴とする第1発明にある3種類の種目を回帰型問答式2段階方式で連係させて行なう異種目間交流用の装置と処理方法となる。   As described above, the three types of data management body and the authentic unit are provided, and the main body process and the surface layer process are performed separately. Thus, an apparatus and a processing method for interchanging between different eyes are provided.

第3発明は、多様な種目で行なう異種目間交流において勉強促進型や他流試合型になる「切磋」を如何に実現するかで、異種目間交流を進化させる技術となる。第1及び第2発明の根幹を支える問答式2段階方式は、問答する両種目において型合せさえできれば「遊戯」は実施できる。しかし問答式の利点のみでは「切磋」は実施できない。また主催者による価値の種目間調整や変換方法の調整ができない上に、何よりも多種多様な種目が参加する異種目間交流にとって問答し合う種目同士が自ら多様な型に適応させなければならないというのには限界があり仮に型を統一したなら制約が掛かり発展を妨げる。つまり問答式が如何に優れていたとしても根本的な問題を抱えていたと言える。   The third aspect of the invention is a technique for evolving inter-species exchanges based on how to realize “Kirigo” that is a study-promoting type or other-style match type in inter-species exchanges performed in various events. In the two-step question and answer system that supports the foundations of the first and second inventions, "play" can be carried out as long as the types can be matched in both questions. However, “Kiri” cannot be implemented only by the advantage of the question-and-answer formula. In addition, the organizers cannot adjust the value items and the conversion method, and above all, the different types of events involving different types of events must be adapted to the different types of events that answer questions. However, there is a limit, and if the types are unified, restrictions will be imposed and development will be hindered. In other words, no matter how good the question-and-answer formula was, it could be said that it had a fundamental problem.

そこでそうした問題を一挙に解決する奇策が「概念的拠所」となる。概念的拠所とは言わば「使用可能な価値領域」である。しかし、だからと言って相対的価値や固定的価値は持たないで種目内において漠然的に用いられる価値領域となる。いわゆる目安で、そうした概念的拠所を異種目間交流に参加する3種類の種目と値の受渡し役をする中央装置1に、厳密には異種目間交流に参加するものたちに持たせて夫々自身が保有する概念的拠所を対象に処理させる。その結果、各々は対外を意識して処理する必要が無くなり、また多様な種目を含めて対戦場が概念的拠所で抽象化されて概念的拠所同士の連係の場になる。つまり第2発明では異種目間交流を「データ管理体同士の連係」にしたが、第3発明では異種目間交流をさらに「概念的拠所同士の連係」にする。その結果、異種目間交流の扱いが極端に簡略化でき、しかも、1つには主催者が対戦場全体の概念的拠所の在り方を自由に変えられるようになる。それが「等価枠変換」で、2つには客体を持たない概念的拠所であるが同一概念であるため中央装置1における概念的拠所を基に具現化でき主催者が勝手に客観的価値を作り上げることができるようになる。それが「共通座標」で、3つには返答側の唯一の種目である動因種目のみ闇雲に概念的拠所の値を受取れるように細分化して断片の集合体にする。それが「課題方式」で、4つには種目を概念的拠所に閉じ込めたことによって課題方式から成る動因種目は作り変え可能となり動因種目の最適化が図られるようになる。それが「疑似動因種目」で、5つにはヤドカリの巻貝ではないが疑似動因種目の住処が作られるようになる。それが「評価棒」となる(図6参照)。   Therefore, the idea to solve such problems all at once is the “conceptual base”. The conceptual base is the “usable value area”. However, it does not have a relative value or fixed value, but it is a value area that is used vaguely within the event. As a guideline, these conceptual centers are given to the central device 1 that delivers three types of events and values, and strictly speaking, those who participate in the exchanges of different types have their own. To process the conceptual grounds owned by As a result, it is not necessary for each to be conscious of processing outside, and the battle field including various events is abstracted at the conceptual base to become a place of connection between the conceptual bases. In other words, in the second invention, the interchange between different types of eyes is “linkage between data management bodies”, but in the third invention, the exchange between different types of eyes is further set to “linkage between conceptual bases”. As a result, the handling of exchanges between different types of eyes can be extremely simplified, and in one part, the organizer can freely change the way the conceptual base of the entire battlefield is located. It is “equivalent frame conversion”, which is a conceptual base that does not have an object in the two, but since it is the same concept, it can be realized based on the conceptual base in the central device 1 and the organizer can give objective value without permission. It can be made up. That is the “common coordinates”, and in three, only the source event, which is the only event on the responding side, is subdivided into a collection of fragments so that the dark cloud can receive the value of the conceptual source. This is the “problem method”, and in four, by confining the item to the conceptual base, the cause item consisting of the issue method can be redesigned and the cause item can be optimized. This is a “pseudo-motor event”, and five of them are not hermit crab snails, but a dwelling site of a pseudo-motor event. This becomes an “evaluation bar” (see FIG. 6).

以上のように異種目間交流に参加する各々に概念的拠所を持たせて隠蔽処理をすることによって共通化が図られ多様なことができるようになる。此処では、「概念的拠所」「課題方式」「疑似動因種目」「等価枠変換」「共通座標」「評価棒」と前記の1〜5とは順序が入れ替わるが個別に記し最後に「全体の流れ」を記す。   As described above, the concealment process is performed by providing a conceptual base to each participant participating in the exchange between different eyes, so that various things can be shared. Here, “conceptual base”, “task method”, “pseudo-motive element”, “equivalent frame conversion”, “common coordinates”, “evaluation bar” and the above-mentioned 1 to 5 are switched in order, but are described individually and finally “ "Flow".

「概念的拠所」とは、言わば逆転の発想で「異種目間交流の弱点」と「問答式の利点」によって成り立つ奇策となる。上述したように種目は「独自の価値体系から成る価値付け行為」であり外部のものが立ち入られない不可侵領域である。そのため、オブジェクト指向の隠蔽ではないが公開メソッドやプロパティのように対外的に設けられている手段でしか交流が図られない。人間同士の交流で例えると、人間は互いの心の内が分からないまま「言動」を通じて交流を図るが、異種目間交流では「概念的拠所」を通じて交流を図る。しかし人間が言動を通じて交流できるのは夫々が心の中に精神世界を築き上げて言動を基に自己解釈しているからで、ところが異種目間交流を人間のように種目各々に自己解釈機能を設けて行なうと第1及び第2発明のようになり価値変換に主催者が立ち入られなくなる。そこで主催者Cを種目Aと種目Bの間に立ち入らせると、つまりAとBを繋ぐ架け橋Cを設けると、AとBが交流する際必ずCを通過するためCにおいて様々な調整が可能となる。そのため、CのA側とB側に継手或いはゲートを設けてCに価値変換機能を持たせると幾らでも複雑な回路が形成でき価値変換できるようになる。さらにそうしたCを取り換えたりCの回路内容を変えたりしたなら多様化も図られる。従来の価値変換はそのような手法で実施されていたと思われるが、そうすると逆に異種目間交流にルールを持込むことになり、さらに種目AとBはCの固定化された継手に正しく寄り付かせなければならず極めて難しい作業になり実施不可能となる。そこで「概念的拠所」を用いる。概念的拠所とは「客観的価値を持たない漠然的な価値領域」で、本発明では百分率に転化し易い値として「0〜100の少数点を伴う値」を用いる。しかしどのような値でも良く「0〜1」や「−1〜+1」の他に、「A〜z」や「干支」等の細分化できない固定値を用いてもよい。   The “conceptual base” is an idea of reversal, and is a miracle that consists of “weakness of exchange between different eyes” and “advantages of the question-and-answer formula”. As described above, the event is a “value-making act consisting of a unique value system” and is an inviolable area where no external thing can enter. Therefore, although it is not object-oriented concealment, exchange can be achieved only by means provided externally such as public methods and properties. For example, humans interact with each other through “speech and behavior” without understanding each other's minds, but with interdisciplinary interchanges through “conceptual bases”. However, humans can interact through speech and behavior because each person builds a spiritual world in the heart and self-interprets based on speech and behavior. If this is done, the organizer cannot enter the value conversion as in the first and second inventions. Therefore, if the organizer C enters between the event A and the event B, that is, if a bridge C that connects A and B is provided, when A and B exchange each other, C always passes through C, and various adjustments can be made in C. Become. Therefore, if joints or gates are provided on the A side and B side of C to give C a value conversion function, any number of complicated circuits can be formed and value conversion can be performed. Furthermore, diversification can be achieved by replacing such C or changing the circuit contents of C. The conventional value conversion seems to have been carried out in such a way, but then it would bring a rule to the exchange between different types of eyes, and the items A and B would be correctly shifted to the fixed joint of C. It must be attached, and it becomes extremely difficult and impossible to implement. Therefore, “conceptual base” is used. The conceptual base is “a vague value area having no objective value”. In the present invention, “a value with a decimal point of 0 to 100” is used as a value that is easily converted into a percentage. However, any value may be used, and fixed values such as “A to z” and “Zodiac” that cannot be subdivided may be used in addition to “0 to 1” and “−1 to +1”.

そうした概念的拠所を前記のABCを含め異種目間交流に参加するものたちに持たせ各々が保有する概念的拠所を対象に処理させる。つまり異種目間交流に参加するものたちを各々が保有する概念的拠所で隠蔽する。その結果多様な種目で行なう異種目間交流の場は「概念的拠所同士の連係の場」になる。しかしそのままでは何もできないので異種目間交流の場を3つの立場に分ける。それが問答式で「問い合わせ側の種目」「返答側の種目」「値の受渡し役をする中央」となり前記のA,B,Cとなる。そして各々の立場で各々が保有する概念的拠所を基に最適化する。Aは「質問(問い合わせ)」を最適化し、Bは「課題」を最適化し、Cは「対戦場」と「架け橋」を最適化する。Aの質問の最適化は問い合わせ側の種目自身が自身の動向を決める値を多数用意して「目標値」とし各目標値に概念的拠所の値を適切に振る。Bの課題の最適化は返答側の種目である動因種目を細分化して「課題の集合体」にした上で多様な条件で課題を抽出して「新たな課題の集合体」を作り各課題に概念的拠所の値を適切に振る。Cの対戦場の最適化はCを基に「共通座標」を作り該共通座標に異種目間交流に参加するプレイヤたちが保有する概念的拠所を図形化して配置し主催者の独断で対戦場全体の価値付けを行なう。またCの架け橋の最適化はCを自由数で分割してグループ化し同じグループの値を同じ価値と見なす「等価枠変換」を行なって価値変換を多様化すると共に精度調整を可能にする。以上の結果A,B,Cは夫々自身が保有する概念的拠所を対象に処理すればよく、夫々関わりを持たないため前記の従来の方法で行なうような問題も必然的に起こらない。要するに各々が0〜100を満たすように処理すればよく、Cの場合は元々0〜100を扱うため問題がなく、Bの場合は課題を抽出した際に20〜30に偏っていたとしても0〜100に広げれば問題はなく、Aの場合は実施可能な次の手を算出した結果を基に0〜100の値を適当に振ればよく、夫々が従来の方法のように外部の何かに寄り付く必要がないため問題にならない。   Such conceptual bases are given to those participating in the exchange between different types of eyes including the above-mentioned ABC, and the conceptual bases held by each of them are processed. In other words, those who participate in the exchange between different eyes are concealed at the conceptual bases that each holds. As a result, the place for exchange between different types of events in various events becomes a “place for cooperation between conceptual bases”. However, since nothing can be done as it is, the place of interchange between different eyes is divided into three positions. That is the question-and-answer formula, which is “inquiry-side event”, “response-side event”, and “center that serves as a value delivery”, and is A, B, and C described above. And we optimize based on the conceptual bases that each holds in each position. A optimizes “questions (inquiries)”, B optimizes “issues”, and C optimizes “battlefield” and “bridge”. The question A is optimized by preparing a number of values that determine the trends of the inquiring party itself as “target values” and appropriately assigning the values of the conceptual bases to the respective target values. The optimization of B's tasks is to subdivide the motives that are the responder's events into “task aggregates” and then extract the tasks under various conditions to create “new task aggregates”. Properly assign the value of the conceptual base. The optimization of C's battlefield is based on C, creating a “common coordinate” and placing the conceptual bases possessed by players participating in the exchange between different types of figures in the common coordinate, and arranging the battlefield at the discretion of the organizer. Perform overall value. In addition, the optimization of the bridge of C makes it possible to divide C into groups by dividing the C by a free number and perform “equivalent frame conversion” in which the values of the same group are regarded as the same value, thereby diversifying the value conversion and adjusting the accuracy. The above results A, B, and C need only be processed with respect to their own conceptual bases, and since they are not related to each other, problems such as those performed by the above-described conventional method do not necessarily occur. In short, it is only necessary to perform processing so that each satisfies 0 to 100. In the case of C, there is no problem because it originally handles 0 to 100, and in the case of B, even if the problem is biased to 20 to 30 when extracted, There is no problem if it is expanded to ~ 100. In the case of A, it is sufficient to appropriately assign a value of 0 to 100 based on the result of calculating the next feasible hand. It is not a problem because there is no need to get close to.

ではどのようにしてA,B,Cを関連付けているのか、それは主催者が共通座標を通じて勝手に価値付ける。その為冒頭部分でも記したように人間同士の交流は「言動を通じて行ない各々が自己解釈」するが、本発明による異種目間交流は「主催者の価値付けの下で概念的拠所を通じて行なう」。その為各々は概念的拠所を満たすよう努力すれば良くそれも適当でよい。なぜなら種目内部は概念的拠所によって隠蔽されるためまた種目も異なるため比較対象もなく検証のしようもない。しかしだからと言って価値変換をなおざりにはできない。そこで、Aでは目標値を明確にし、Bでは課題の抽出をプレイヤ等に実施させ、Cでは共通座標と等価枠変換を公開する。その結果プレイヤは意図する通りに実施できるか見て取れるようになりまた異種目間交流とは「この程度のもの」と自覚もでき実施可能となる。つまり概念的拠所を有効にするには幾つもの工夫が必要で、1つには問答式で行なう。2つには質問と課題と対戦場と架け橋を最適化する。3つには異種目間交流でなければできない。   Then, how the A, B, and C are related is determined by the organizer without permission through the common coordinates. For this reason, as described in the introduction, human interaction is “performed through speech and behavior, each of which is self-interpreted”. For this reason, it is sufficient for each to make efforts to fill the conceptual grounds. Because the inside of the event is concealed by the conceptual base and the event is different, there is no comparison and there is no way to verify it. But that doesn't mean value conversion can be neglected. Therefore, in A, the target value is clarified, in B, the task is extracted by a player or the like, and in C, common coordinates and equivalent frame conversion are disclosed. As a result, the player can see whether or not the implementation can be performed as intended, and the player can recognize that the interchange between different eyes is “this kind of thing” and can implement it. In other words, several ideas are necessary to make the conceptual base effective, and one is a question-and-answer formula. The second is to optimize questions, challenges, battlefields and bridges. Three can only be exchanged between different eyes.

1つ目の問答式で行なうとは、問答式の利点は既に記しているが問い合わせ側の種目は自ら目標値を用意して身構えられるため問い掛けさえ成功すれば返される値はどのようなものであっても仮に複数あったとしても選り分けられる。その結果「目標値指定型」「最終値指定型」「要素値送信型」の問答式が実施できる。要素値送信型はともかく目標値指定型と最終値指定型は共に次の動向を決める値を目標値として用意して、用意した時点ではどのような値であってもよいがその値を基に概念的拠所の値を目標値に振る。そして目標値指定型ならクリアしたか否かを返してもらい、最終値指定型なら目標値が選べるように概念的拠所の値を返してもらい、要素値送信型なら獲得した対戦要素を返してもらう。そのように問答式によって返される値が異なるが何れも真正ユニットの融合処理用の値いわゆる「交流値」が必要なため「出口値」を算出する。出口値の算出については改めて記す。   Doing with the first question-and-answer formula already describes the advantages of the question-and-answer formula, but since the event on the query side prepares its own target value, what value is returned if the question is successful? Even if there is more than one, they will be selected. As a result, the question / answer formulas of “target value designation type”, “final value designation type”, and “element value transmission type” can be implemented. Regardless of the element value transmission type, both the target value specification type and the final value specification type prepare a value that determines the next trend as the target value, and any value can be used at the time of preparation, but based on that value Assign the value of the conceptual base to the target value. If it is a target value specification type, it will return whether it was cleared, if it is a final value specification type, it will return the value of the conceptual base so that the target value can be selected, and if it is an element value transmission type, it will return the acquired battle element . Although the values returned by the question-and-answer formulas are different as described above, the “exit value” is calculated because a so-called “alternating current value” is required for the authentic unit fusion processing. The calculation of the exit value will be described again.

2つ目の4つの最適化とは、異種目間交流を「概念的拠所同士の連係」にするために必要な処理で「質問の最適化」以外次段以降で記す。なお、質問の最適化は問い合わせ側の種目各々が行なう内部処理となる。   The second four optimizations are processes necessary for making the inter-disciplinary exchange “linkage between conceptual bases”, and will be described in the following stages other than “question optimization”. The question optimization is an internal process performed by each item on the inquiry side.

3つ目の異種目間交流の弱点とは、冒頭部分でも記したように異種目間交流は人間同士の交流のように相手の心の内いわゆる内部処理が見えないままに実施するため整合性が取れていれば疑ったところで前記の通り検証のしようがない。そうした中での交流になり猜疑心の強過ぎる人には元々向かない遊びとなる。以上の結果、概念的拠所は冒頭で記したように「異種目間交流の弱点」と「問答式の利点」が相俟って初めて成せる奇策となる。なお、概念的拠所はどのようなものであってもよいが事例の違いは、「0〜100」や「0〜1」は無限大に使用できる価値領域で、「A〜z」は指定枠があるような価値領域で、「干支」は動物によって属性を持たせたりする場合の価値領域となる。異種目間交流も仮に一般化すれば直線的価値領域を「複線化」或いは「多次元化」する可能性はあるが際限がないためそこまで話を進めない。   The third weakness of cross-species interchange is that consistency between the cross-species interchanges is carried out without observing the so-called internal processing of the other person's mind like interpersonal exchanges. If there is a problem, there is no way to verify as described above. It is a play that is not suitable for people who are too suspicious because of exchanges in such circumstances. As a result of the above, the conceptual base becomes a miracle that can be made only when the “weakness of exchange between different eyes” and “advantages of the question-and-answer formula” are combined. Any conceptual base may be used, but the difference between cases is that “0 to 100” and “0 to 1” are infinitely usable value areas, and “A to z” are designated frames. “Zodiac” is a value area when an animal has an attribute. If the interchange between different types of eyes is generalized, there is a possibility that the linear value area may be “double-tracked” or “multi-dimensional”, but there is no limit, so we cannot proceed to that point.

課題方式とは、返答側の種目の概念的拠所の活用方法で、動因種目の在り方自体を変える。問答式は既述の通り比較的出鱈目に実施できる。しかし「切磋」や若者向け型を実施する場合には、上述したように「種目の最適化」が必要になる。それを可能にするのが「課題方式」で、動因種目を「始終実施するもの」から「部分実施するもの」に改め、部分実施を1乃至複数集めて「1つの課題」とし、個々の課題に1つの「種目内難易度」を振って種目毎に独自の方法で『課題表』を設けて管理する。例えば、アクションゲームならパーツの数値を集めて課題表にしたり、将棋ゲームなら詰将棋や次の一手の棋譜を数値化して課題表にしたり、勉強やクイズなら問題集を課題表にしたりする。そのため、動因種目は「課題ID」を第2発明の本体処理より受取って指定された課題を実施させるものとなる。また課題表に各々自由に条件項目を設けて種目に合った条件で課題を多様に抽出できるようにする。例えば大学受験という種目なら「XY大学過去問」とか将棋なら「5手詰め」とか種目に合った条件で抽出できるようにする。そうした抽出設定は第2発明で記した「種目体」において動因種目を取決める際に行なう。   The task method is a method of utilizing the conceptual base of the event on the responding side, and changes the way of the event item itself. The question-and-answer formula can be implemented relatively easily as described above. However, when implementing “Kirin” or a model for young people, “optimization of events” is necessary as described above. This is made possible by the “problem method”. The motives are changed from “all-in-one implementation” to “partial implementation”, and one or more partial implementations are collected to form “one issue”. Each item has its own method, and a “task table” is created and managed. For example, the action game collects the numerical values of the parts into a task table, the shogi game quantifies the chess shogi and the next hand of the next game into a task table, and the study and quiz makes the task table into a task table. For this reason, the motive item receives the “issue ID” from the main body process of the second invention and causes the designated issue to be executed. In addition, each task table can be freely provided with condition items so that tasks can be extracted in a variety of conditions. For example, it is possible to extract “XY past university questions” for university exams, “5 hand-packed” for shogi, and so on. Such extraction setting is performed when determining the motive item in the “item body” described in the second invention.

既述の通り異種目間交流に参加する種目は「自動連係用ソフトウエア」と「設定用ソフトウエア」を作成して提供しなければならない。その為種目体に動因種目を関連付けると、その時点で動因種目が提供した設定用ソフトウエアが起動できるようになり、該ソフトウエアを起動させて他の設定と共に「課題抽出条件」を設定する。設定内容は一旦種目体にXML等で格納する。そして対戦準備が始まり種目体がインスタンス化したなら、種目体にある課題抽出条件を動因種目の管理元に送り、管理元より「種目内難易度」と「課題ID」から成る「索引」を返してもらう。その索引を基に「種目内難易度」を「概念的拠所の値」に改め種目体に関連付ける。以上が、以後述べる「疑似動因種目」に相当する。つまり課題方式とは動因種目を「課題単位」で実施するようにして各課題に「種目内難易度」を振って、種目独自に『課題表』を設けて管理し、課題を多様に抽出できるようにするものとなる。ところが以上の書き方だと課題方式に概念的拠所の値は関係ないものと見られるが、実は種目内難易度自体が概念的拠所の値となっている。要するに種目内難易度を表す0〜100の値は概念的拠所の活用例の1つで課題方式自体が概念的拠所に基づくものとなる。そのため、「遊戯」や簡易型で行なう場合は敢えて疑似動因種目を作成しなくても実施できる。なお、概念的拠所は種目内難易度だけに用いられるのではなく正解率や人気度など様々な価値を表現する値としても用いられる。また課題方式において実施した結果の返し方であるが前記の通り「総括値」という構造体を用いるため実際には様々な値が返せるようになり本開示で記す「型値」「成否度」「要素値」「入口値」「出口値」「流通値」等から成るケースは1例に過ぎない。   As described above, the events that participate in the exchange between different types of items must be provided by creating “automatic linkage software” and “setting software”. For this reason, associating the motive item with the event body enables the setting software provided by the motive item to be activated at that time, and activates the software to set the “issue extraction condition” together with other settings. The setting contents are temporarily stored in the event item in XML or the like. Then, when the battle preparation is started and the event is instantiated, the task extraction condition in the event is sent to the management source of the source event, and an “index” consisting of “intra-item difficulty” and “issue ID” is returned from the management source. Get it. Based on the index, the “degree of difficulty within the event” is changed to “the value of the conceptual base” and associated with the event body. The above corresponds to the “pseudo motive event” described below. In other words, with the task method, it is possible to extract a variety of issues by assigning the “difficulty within the item” to each issue as if it were implemented in “issue units”, and managing the “issue table” for each item. It will be like that. However, in the above writing method, it seems that the value of the conceptual base is not related to the task method, but in fact, the difficulty level within the event itself is the value of the conceptual base. In short, the value of 0 to 100 representing the difficulty level within the event is one example of utilization of the conceptual base, and the task method itself is based on the conceptual base. Therefore, when performing “play” or a simple type, it can be carried out without having to create a pseudo-motive event. The conceptual base is not only used for the difficulty level within the event, but also used as a value expressing various values such as the accuracy rate and the popularity degree. In addition, as described above, since the structure called “summary value” is used as a method of returning the result implemented in the problem method, various values can actually be returned, and “type value”, “success / failure degree”, “ The case of “element value”, “entrance value”, “exit value”, “distribution value”, etc. is only an example.

「疑似動因種目」とは、課題方式から作られる前記の「索引」で「概念的拠所の値」と「課題ID」からなる。なお、「済」や「回数」や「完了」等の項目を設けて実施回数で制限したり実施済みの課題を選ばないようにしたり次回の索引作りに選ばれないようにしたりしてもよい。つまり、「済」は作成済みの索引において選ばれないようにするもので、完了は索引そのものに加えないようにするもので、完了を可能にする方法としては索引作りの際に索引後にもう1度絞込む必要がある。索引を動因種目管理センター(中央装置1又は別途管理装置)から送られて来た際にプレイヤの端末等に完了の課題IDを配列にして記録して置き索引中に完了登録されている課題を除いたり完了項目を設けてフラグを立てて選ばれないようにしたりする。また課題方式から渡される索引は「種目内難易度」と「課題ID」から成るものとは限らないで人気度等の「他の条件値」と「課題ID」の索引にしたり「課題ID」のみを返してその上で「概念的拠所の値」と「課題ID」から成る索引を作り上げたりしてもよい。そのため、動因種目は実質自由に並び替えられ不整列にしたり難易度の逆順にしたり他の基準で並び替えたりできるが、標準は種目内難易度順でそれを基に概念的拠所を完成させる。概念的拠所を完成させるとは、例えば東京大学の受験生が難易度90以上の課題ばかり集め、他の難易度の低い大学の受験生が難易度20〜40の課題ばかり集めて索引を作成したとしたなら、前者は難易度90ばかりになり後者は20〜40の課題ばかりになり1〜100を満たさない。なお、1〜100とは難易度0の課題は有り得ないためとなる。そこで極端に逸脱した課題があればそれを除いて全体の中間点を算出して中間点が50になるように前後に1〜100に行き渡るよう拡散し突出した分を1か100にする。以上のようにすると「概念的拠所を満たした状態」になり「新たな種目」と見なせるようになる。なぜなら前記したように対戦場の種目は抽象化されて概念的拠所になるため種目本体は隠蔽されて中身を問わなくなる。その為理論的には「多様な種目」の課題を寄せ集めて概念的拠所を満たしたとしても問題にならない。しかし本発明では「多様な種目の課題の集合体」まで話を広げない。また課題の集合体が「正しく機能する状態」が問題になる。本発明では「偏りのない状態で2つ以上の選択肢がある状態」にしている。つまり複数の選択肢があったとしても0〜100の前半部や後半部や中央部に偏っていたなら駄目で少なくとも50を境に前後に散らばっていなければならない。なお、指定範囲内に課題が存在しなかった場合は仕様で対処し、最寄りの課題を探したり切捨てや切上げをして寄付かせたり再実行させたりする。疑似動因種目は以上のようなものであるが、索引自体は実際に実施する際に作成されるため「抽出条件」等を別管理しておく必要があり、本発明では第2発明の「種目体」で管理しておく。その結果個々の種目体毎に「最適化された索引」が作成される。仮に抽出結果が余りにも多い場合は適当に間引きして適切な数にする。   The “pseudo motive item” is the above-mentioned “index” created from the task method, and is composed of “value of conceptual base” and “issue ID”. In addition, it is possible to set items such as “Done”, “Number of times”, and “Done” to limit by the number of times of execution, not to select the completed issues, or not to be selected for the next indexing. . In other words, “done” is not selected in the created index, and completion is not added to the index itself. As a method for enabling completion, there is another one after indexing at the time of index creation. It is necessary to narrow down the degree. When the index is sent from the motive item management center (the central device 1 or a separate management device), the completed task IDs are recorded in an array on the player's terminal or the like, and the tasks registered in the index are registered. Exclude or set completion items and set flags to prevent them from being selected. The index passed from the task method is not necessarily composed of “in-item difficulty” and “task ID”, but can be an index of “other condition values” such as popularity and “task ID” or “task ID”. In other words, an index composed of “conceptual authority value” and “issue ID” may be created. For this reason, motive events can be rearranged virtually freely and can be misaligned, reversed in the order of difficulty, or sorted according to other criteria, but the standard completes the conceptual base on the basis of the difficulty level within the event. To complete the conceptual base, for example, students from the University of Tokyo collected only assignments with a difficulty level of 90 or higher, and students from other universities with low difficulty collected only assignments with a difficulty level of 20 to 40 and created an index. Then, the former only has a difficulty level of 90, and the latter has only 20 to 40 tasks and does not satisfy 1 to 100. In addition, it is because the subject of the difficulty 0 is not possible with 1-100. Therefore, if there is an extremely deviating problem, the entire intermediate point is calculated by removing it, and the portion that diffuses and protrudes from 1 to 100 so that the intermediate point becomes 50 is set to 1 or 100. If you do this, you will be in “a state where the conceptual grounds are met” and can be regarded as a “new event”. This is because, as described above, the events of the battlefield are abstracted and become a conceptual base, so the main body of the events is concealed and the contents are not questioned. Therefore, theoretically, it is not a problem even if the various grounds are gathered together to satisfy the conceptual base. However, the present invention does not extend to “an aggregate of various types of issues”. In addition, the problem state is that the collection of tasks “functions correctly”. In the present invention, “a state in which there are two or more options with no bias” is set. In other words, even if there are a plurality of options, if they are biased toward the first half, the second half, or the center of 0 to 100, they must be scattered back and forth around at least 50 as a boundary. If there is no assignment within the specified range, it will be dealt with in the specification, and the nearest assignment will be searched, rounded down or rounded up to be donated or re-executed. Although the pseudo motive event is as described above, since the index itself is created at the time of actual implementation, it is necessary to separately manage “extraction conditions” and the like in the present invention. Manage with "body". As a result, an “optimized index” is created for each individual event. If there are too many extraction results, the number is appropriately reduced to an appropriate number.

等価枠変換とは、概念的拠所は前記の通り問答し合う種目間に架かる「架け橋」となるが、架け橋は種目間を直接繋ぐのではなく中央装置1を経由するので、中央装置1において架け橋の内容を自由に変えてしまうのが「等価枠変換」となる。したがって問答し合う種目に全く触れないで改変が可能で、異種目間交流に参加する種目たちは各々の立場で自身が保有する概念的拠所を対象に処理すれば良くなる。方法は中央装置1にも概念的拠所を持たせて主催者(管理者)に自由に分割させる。分割点は隣接の分割点を超えることなく自由に移動できる。そうして出来た個々の分割枠は「等価枠」となり、同等価枠内にある概念的拠所の値は「等価枠値」として同等に扱う。つまり概念的拠所の値を等価枠で丸める。また個々の等価枠に1乃至複数の「等価枠絵」を持たせて1乃至複数選べるようにする。また必要があれば任意の等価枠に「等価枠金」として対戦場で有効な流通値をいわゆるコインやメダルやアイテム等を必要数保有できるようにする。以上を中央装置1において「分割点」「等価枠絵」「等価枠金」から成る『等価枠表』にして管理する。その上で3つの処理をする。1つは動因種目を取決める際に等価枠単位にする。2つは動因種目の結果で等価枠絵を特定する。3つは等価枠金で楽しみを増やす。1つ目については問い合わせ側の種目から概念的拠所の値が送信された場合に、送信された値を基に等価枠を特定して等価枠の「開始値」と「終了値」を取出し夫々の値を基に動因種目の概念的拠所の値を算出してその範囲内にある実施可能な動因種目の課題を抽出してその中から実施する課題を通常はコンピュータがランダムに取決める。仮に実施対象の課題が無かった場合には、仕様に従って最寄りの課題を実施させたりしてもよい。そのため、主催者が等価枠の数や境界を変更することによって対戦場の総体的なレベルが変えられる。つまり分割数を増やせば増やす程ピンポイントの課題が指定できるようになり減らせば減らすほど広範囲の課題から選ばれる。2つ目については等価枠絵が第2発明で記した真正ユニットの融合処理用の値になる。そのため、等価枠絵を文字や漢字や数字や絵や記号等にすることによって真正ユニットでの融合処理が多様に実施できるようになる。また等価枠内に複数の等価枠絵があったならプレイヤはその中から1乃至複数選べる。なお、複数選べるとは例えばトランプの札のようにスートとランクを分けて選べるようにしたりする場合となる。3つ目については特定の等価枠に等価枠金として主催者が景品や懸賞金やアイテムを設けたりプレイヤ同士でコインやメダルを賭け合ったりする。そのため、等価枠を極端に狭くしたり可動式にしたりしてラッキー性を高めたりできるため新たな楽しみが増やせるが、流通値については既述の通り本発明と直接関係しないため詳細は割愛する。以上のように値を受渡しする最中に等価枠を通じて多様な仕掛けや価値変換の精度を変えたりするのが等価枠変換となる。なお、等価枠変換と課題方式で課題を特定したり種目結果を等価枠値に変換したりする処理を「等価枠変換課題方式」とまとめて記す場合がある。   Equivalent frame conversion means that the conceptual base is a “bridge” that spans the questions that are asked and answered as described above, but the bridge is not directly connected between the events but via the central device 1. Equivalent frame conversion is what freely changes the contents of. Therefore, it is possible to modify without touching the questions that are asked and answered, and the events participating in the exchange between different types of eyes only need to process the conceptual bases that they own in each position. In the method, the central device 1 also has a conceptual base and is freely divided by the organizer (administrator). A division point can move freely without exceeding an adjacent division point. The individual divided frames thus formed become “equivalent frames”, and the values of the conceptual bases within the equivalent frames are treated equally as “equivalent frame values”. In other words, the value of the conceptual base is rounded by the equivalent frame. Each equivalent frame is provided with one or more “equivalent frame pictures” so that one or more can be selected. In addition, if necessary, a necessary number of so-called coins, medals, items, etc., can be held in an arbitrary equivalent frame as “equivalent frame money” effective on the battlefield. The above is managed in the central device 1 as an “equivalent frame table” composed of “dividing points”, “equivalent frame picture”, and “equivalent frame metal”. Then, three processes are performed. One is to use the equivalent frame unit when determining the motive item. The second identifies the equivalent frame picture as a result of the motive item. Three are more fun with an equivalent frame. For the first, when the value of the conceptual authority is transmitted from the event on the inquiring side, the equivalent frame is identified based on the transmitted value, and the “start value” and “end value” of the equivalent frame are extracted, respectively. Based on this value, the value of the conceptual source of the cause item is calculated, the issues of possible cause items within the range are extracted, and the issue to be executed is usually randomly selected by the computer. If there is no subject to be implemented, the nearest subject may be implemented according to the specification. Therefore, the overall level of the battlefield can be changed by the organizer changing the number and boundaries of equivalent frames. In other words, as the number of divisions increases, pinpoint issues can be specified as the number increases, and as the number decreases, a wider range of issues is selected. For the second, the equivalent frame picture becomes the value for the fusion processing of the authentic unit described in the second invention. For this reason, by combining the equivalent frame picture with characters, kanji, numbers, pictures, symbols, etc., it becomes possible to carry out various fusion processes in the authentic unit. If there are a plurality of equivalent frame pictures in the equivalent frame, the player can select one or more of them. It should be noted that selecting multiple items means, for example, selecting soot and rank separately as in the case of playing cards. As for the third item, the organizer provides a prize, a prize money or an item as an equivalent frame amount in a specific equivalent frame, or bets coins or medals between players. For this reason, the equivalent frame can be made extremely narrow or movable so that the luckiness can be improved, so that new enjoyment can be increased. However, as described above, the distribution value is not directly related to the present invention, and the details are omitted. As described above, changing the accuracy of various devices and value conversion through the equivalent frame during the delivery of the value is equivalent frame conversion. In some cases, the process of specifying a problem by equivalent frame conversion and the problem method or converting the event result to an equivalent frame value is collectively referred to as an “equivalent frame conversion problem method”.

共通座標とは、概念的拠所そのものには本来客体も客観性もない。しかし本発明なら「0〜100」という同じ価値領域を用いるため異種目間交流に参加するものたちが保有する概念的拠所を具現化して図形にし、それを主催者の主観で座標に配置して比較することが可能となる。そこで中央が保有する概念的拠所を基に座標を作成し、該座標に参加するものたちが保有する概念的拠所を立場毎に集めて具現化し比較できるようにしたものが「共通座標」で、該共通座標にある状態で価値変換されるため共通座標を用いれば実質的に種目間調整や価値変換調整が可能となる。なお、こうしたことは仮に概念的拠所がなければ相当困難でほぼ実施不可能と言える。具体的に記すと、X軸Y軸から成る共通座標を作成しX軸Y軸何れかを基軸にする。仮にY軸を基軸にしたなら、Y軸値の「0〜100の少数点を伴う値」が有効域となり中央装置1が保有する概念的拠所を表現する。それに対してX軸の特定エリアを、例えばX軸マイナス域を進行種目の配置エリアにしX軸プラス域を動因種目の配置エリアにし異種目間交流に参加する夫々例えば進行種目や種目体等が保有する概念的拠所を図形化して等間隔を空けて配置する。そうした状態で主催者の操作により、個々の図形をY軸に沿って移動したり拡縮したりして各々が保有する概念的拠所の客観的価値を調整する。その際「内部価値を損ねないで外部価値を変える必要」があり、内部価値の表現に割合を用いるか、オブジェクト指向のクラスを作成して外形に捉われないで内部価値を維持できるようにするかする。なお、本開示では「割合」を用いるため「0〜100」の値を価値領域にしている。そこで価値変換の手順を記すと、種目Aの概念的拠所をAとし、種目Bの概念的拠所をBとし、中央装置1が保有する概念的拠所で共通座標のY軸有効域をCとした場合には、Aの値が仮に70ならAの図形より70%の位置を特定して共通座標のY軸値を求める。Y軸値が仮に90ならCでの値が90となり、続いてBの図形よりY軸値90の位置を特定して仮に図形の50%ならBの値が50になる。つまり種目Aの値70は種目Bにとっては50になる。以上のように双方向変換する。その結果主催者は共通座標を通じて「種目内価値を変えないで対外的価値が自由に変えられる」ようになる。なお、価値変換の際にA,B,Cにおいて0〜100の値を逸脱した場合には、図形では逸脱した状態を保持するが、価値変換処理では逸脱した部分は最寄りの0か100に寄付かせて処理する。なお、共通座標の有効域を「絶対基準」また有効域の値を「絶対基準値」と記す場合がある。また前記の「等価枠」の作成と調整も共通座標で行なう。図5は、種目の最適化と種目間調整の概念図である。種目夫々が保有する課題を序列化して「0〜100」に収め、プレイヤ夫々にとって必要な課題を抽出する。抽出した課題を「0〜100」に拡散させて「疑似動因種目」とプレイヤ夫々の擬似動因種目を共通座標において主催者が価値調整する。   With common coordinates, the conceptual base itself has neither object nor objectivity. However, in the case of the present invention, since the same value area of “0 to 100” is used, the conceptual base possessed by those participating in the exchange between different eyes is embodied and made into a figure, and it is arranged in the coordinates by the subjectivity of the organizer. It becomes possible to compare. Therefore, coordinates are created based on the conceptual base held by the central, and the common bases held by those participating in the coordinates are collected for each position and can be embodied and compared is `` common coordinates '' Since value conversion is performed in the state of the common coordinates, adjustment between items and value conversion adjustment can be substantially performed using the common coordinates. This can be said to be quite difficult and almost impossible without a conceptual base. More specifically, a common coordinate composed of the X axis and the Y axis is created, and one of the X axis and the Y axis is used as a base axis. If the Y axis is used as the base axis, the Y axis value “value with a decimal point of 0 to 100” becomes an effective range and expresses a conceptual base possessed by the central apparatus 1. On the other hand, a specific area of the X-axis, for example, the X-axis minus area is set as the movement item arrangement area, and the X-axis plus area is set as the movement item arrangement area, for example, each of the progression events and the event body, etc. The conceptual bases to be made are made into figures and arranged at equal intervals. In such a state, each figure is moved or expanded / reduced along the Y-axis by the organizer's operation to adjust the objective value of the conceptual base held by each figure. At that time, there is “necessary to change the external value without damaging the internal value”. Use the ratio to express the internal value or create an object-oriented class so that the internal value can be maintained without being caught by the external shape. Do it. In the present disclosure, since “ratio” is used, a value of “0 to 100” is set as a value area. Therefore, the procedure of value conversion is described. The conceptual base of the item A is A, the conceptual base of the item B is B, and the Y-axis effective area of the common coordinates at the conceptual base owned by the central device 1 is C. In this case, if the value of A is 70, the position of 70% is specified from the figure of A and the Y-axis value of the common coordinates is obtained. If the Y-axis value is 90, the value at C is 90. Subsequently, the position of the Y-axis value 90 is specified from the B figure, and if the figure is 50% of the figure, the B value is 50. That is, the value 70 of the item A is 50 for the item B. Bidirectional conversion is performed as described above. As a result, the organizer will be able to “change the external value freely without changing the value within the event” through the common coordinates. If the values A, B, and C deviate from 0 to 100 during the value conversion, the figure remains in the deviated state, but the value conversion process donates the deviated part to the nearest 0 or 100 Let it process. The effective range of the common coordinates may be referred to as “absolute reference” and the value of the effective range may be referred to as “absolute reference value”. The creation and adjustment of the “equivalent frame” is also performed using common coordinates. FIG. 5 is a conceptual diagram of event optimization and adjustment between events. The tasks held by each event are ranked and placed in “0-100”, and the tasks necessary for each player are extracted. The organizer adjusts the value of the “pseudo-moving event” and the pseudo-moving event of each player in common coordinates by diffusing the extracted tasks to “0-100”.

「評価棒」とは、異種目間交流をさらに抽象化して「評価棒同士の連係」にする。多種多様な種目で行なう異種目間交流を、第2発明で「データ管理体同士の連係」にまで抽象化でき、さらに第3発明の概念的拠所によって「概念的拠所同士の連係」にまで抽象化できた。しかし概念的拠所同士の連係は異種目間交流の仕組みを抽象化したもので実際には数々の問題がある。例えば、1つには疑似動因種目は種目体がインスタンス化した際に作成するため主催者による事前調整ができなかった。2つにはプレイヤの概念的拠所を異種目間交流に参加させられなかった。3つには概念的拠所の内部価値を主催者は調整できなかった。4つには価値変換処理や価値調整の管理を中央装置1が一手に引き受けるのは大変であった。つまり概念的拠所自体に数々の問題があった。そこでヤドカリの貝殻ではないが「評価棒」という概念的拠所の住処を作り住人が居ない段階でも多様に調整できるようにして後から住み着く概念的拠所を評価棒に従わせるようにする。またプレイヤ用の評価棒を設けて異種目間交流に参加させ、また漠然的な価値領域を客観的に扱える工夫をして同時に価値変換機能を持たせ、前記の問題を全て解決する。言って見れば評価棒は本来扱うことができない概念的拠所を容易に扱えるようにする道具である。第3発明とは異なるものになるかもしれないが簡単なものであり第3発明に組み込んだ。   The “evaluation bar” further abstracts the exchange between different eyes and makes it “link between evaluation bars”. Interchange between different types of events performed in a wide variety of events can be abstracted to “linkage between data management bodies” in the second invention, and further to “linkage between conceptual sites” by the conceptual base of the third invention I was able to. However, the link between conceptual bases is an abstraction of the mechanism of exchange between different eyes, and there are actually a number of problems. For example, in one case, the pseudo-motor event was created when the event body was instantiated, so it could not be pre-adjusted by the organizer. Second, the player's conceptual grounds were not allowed to participate in disparate exchanges. Three, the organizers could not adjust the internal value of the conceptual base. For the four, it was difficult for the central device 1 to take charge of management of value conversion processing and value adjustment. In other words, there were a number of problems with the conceptual base itself. Therefore, a house of a conceptual base called “evaluation stick”, which is not a hermit crab shell, is created so that it can be adjusted in various ways even when there are no residents, so that the conceptual base where it will settle later will follow the evaluation stick. In addition, an evaluation bar for the player is provided to participate in the exchange between different eyes, and a device that can objectively handle the vague value area is provided to provide a value conversion function at the same time, thereby solving all the above problems. In other words, the evaluation bar is a tool that makes it easy to handle conceptual sites that cannot be handled. Although it may be different from the third invention, it is simple and incorporated in the third invention.

図6は、評価棒の一例を示す説明図であり、図7は拡大図である。図6には、複数の評価棒を示し、色付けによって選択されてアクティブとなっている評価棒を表わしている。評価棒は夫々、拡縮自在であって共通座標における種目内評価値の相対価値を示し、境界移動棒で、種目内評価値であるグループ境界値の価値を調整することを可能とする。評価棒の本体は「分割点」「移動点」「基軸値」から成る2次元配列で、その他に評価棒に関連付ける異種目間交流に参加するものたちの情報が必要になる。例えば種目名やプレイヤ名等である。また評価棒は共通座標に配置して調整するため評価棒自体に描画機能を設けるか、共通座標を作成処理する処理機構に評価棒が保有するデータを渡すかで実現する。   FIG. 6 is an explanatory view showing an example of an evaluation rod, and FIG. 7 is an enlarged view. FIG. 6 shows a plurality of evaluation bars, and represents an evaluation bar that is selected by coloring and is active. Each of the evaluation bars is freely expandable / reducible and indicates the relative value of the evaluation value within the item in the common coordinates, and the value of the group boundary value that is the evaluation value within the item can be adjusted with the boundary moving bar. The main body of the evaluation bar is a two-dimensional array composed of “dividing points”, “moving points”, and “base axis values”. In addition, information on those participating in the exchange between different eyes related to the evaluation bar is required. For example, an item name or a player name. In addition, since the evaluation bar is arranged and adjusted at the common coordinates, the evaluation bar itself is provided with a drawing function, or it is realized by passing the data held by the evaluation bar to the processing mechanism for creating the common coordinates.

分割点とは概念的拠所を自由に分割した場合の分割点を示す値で仮に分割しなければ概念的拠所の開始点と終了点から成る配列となる。例えば本稿のように概念的拠所を0〜100にして40と60に分割点を加えたなら配列のレコードは「0、40、60、100」となる。移動点は分割点を移動した場合の移動先になるが移動しない場合は分割点と同じになる。つまり分割点を設けた時点で自動的に作成され隣の移動点を超えない範囲で移動可能となり値は概念的拠所の値となる。   The division point is a value indicating a division point when the conceptual base is freely divided, and if it is not divided, it is an array composed of the start point and end point of the conceptual base. For example, if the conceptual base is set to 0 to 100 and division points are added to 40 and 60 as in this paper, the array records are “0, 40, 60, 100”. The moving point becomes the destination when the dividing point is moved, but is the same as the dividing point when it does not move. In other words, it is automatically created at the time when the dividing point is provided and can move within a range not exceeding the adjacent moving point, and the value becomes the value of the conceptual base.

基軸値とは前記共通座標の基軸値で移動点に対する基軸値となる。その為評価棒を共通座標において図形化したならまた共通座標の基軸がY軸だとしたなら評価棒にある基軸値はY軸値として図形化され、その状態で主催者が評価棒を拡縮したり移動したり個別の移動点を移動したりしたなら、共通座標における評価棒の形状が変化すると共に該評価棒が保有する分割点や移動点の位置も変化する。その内移動点が指し示す共通座標のY軸値が基軸値となる。その為評価棒は実質的に「中央装置1が保有する概念的拠所の値」と「評価棒自身が保有する概念的拠所の値」を持ちその関係性を移動点で調整する。その結果評価棒は中央装置1に代わって価値変換できるようになり、評価棒に概念的拠所の値を渡せば共通座標の基軸値を算出して返し、逆に共通座標の基軸値を渡せば概念的拠所の値を算出して返して来る。そのため、問答式の価値変換にプレイヤの概念的拠所も加えることができるようになる。つまり共通座標で記したような概念的拠所同士の価値変換なら種目Aから種目Bの値に変換するには、中央装置1の値に変換してから行なった。しかしその場合は、プレイヤに概念的拠所を持たせたなら種目Aから発せられる値は中央装置1で一旦価値変換しそれを各プレイヤの概念的拠所に渡してとなりプレイヤの概念的拠所は中央装置1並みの価値変換機能を持たなければならない上に処理が複雑になる。しかし評価棒を用いることにより、中央装置1の役割は等価枠を確定させるだけで価値変換そのものは評価棒が担う。このため、各端末装置2にて等価枠を確定させる前に種目Aから発せられた値をプレイヤの評価棒に渡して価値変換しそれを中央装置1に渡せば等価枠のみ特定して種目A側から受け取った値を種目Bに何もせずに渡せばよくなる。但し中央装置1では、第2発明にある本体処理が必要である。また評価棒を種目体に持たせておくと主催者が種目体を作成する際に疑似動因種目を作る条件設定と共に評価棒を共通座標に配置して多様に調整できる。ここで多様とは共通座標で記したように主催者は本来概念的拠所の対外的価値しか調整できなかった。しかし評価棒を用いたなら種目内価値も調整できるようになる。それを可能にするのが分割点と移動点で、概念的拠所とはあくまでも、種目やプレイヤが内面的に持つ価値領域で外部から扱えるものではない。しかし受渡しする値を変えることによって実質的に内部の価値が変えられる。例えば0〜100から成る概念的拠所に対して20〜30の価値領域を20〜50に広げたい場合、概念的拠所に対して行なうと、先ず30〜100の値を圧縮して50〜100に納めその後で20〜30の値を20〜50に膨張させる必要がある。そうした作業は「概念的拠所の値」と「課題ID」から成る「索引」で行なうなら実施できるがプレイヤや進行種目が保有する概念的拠所は細分化されていないため手が付けられない上にそもそも概念的拠所には実体がないため実施できない。しかし評価棒を用いたなら分割点を先ず20と30に設けると移動点も20と30にでき、30の移動点を50まで移動させるだけで前記の作業が完了する。そして仮に実体がなかったとしても機能する。それは分割点によって概念的拠所が実体化され、しかも分割点によって「独立した割合」が作成されるためで、20〜30の部分を独立させて20〜50に対外的な領域を拡大させたとしても内部では何ら変わらない20〜30を指し示す。要するに分割点と移動点はレンズ効果を醸し出すもので、外部から渡される値を概念的拠所に辿り着かせる前に強制的に屈折させてしまおうというものとなる。例えば外部から概念的拠所の値40が渡されたなら移動点を用いなければ40のまま処理されるが、移動点を経由させると概念的拠所を直接分離した分割枠は「0〜20」「20〜30」「30〜100」になるのに対して外部に表示される分割枠は「0〜20」「20〜50」「50〜100」になり大きく歪められる。その結果対外的に見える40は2枠目の3分の2に当たるが、概念的拠所に直結する内部の分割点では「20〜30」の3分の2になり26.6となる。つまり対外的な40は内部では26.6として処理される。そのように実際の概念的拠所の値を変えることなく、また実際の概念的拠所に触れることなく通過する段階において屈折させることができる。必要があれば何度でも屈折させればよい。本開示では評価棒を進行種目やプレイヤや種目体にしか持たせていないが、種目Aから発せられた値が種目Bに辿り着くまでに遊技機のように複数の評価棒を抽選器代わりに設けて抽選権が得られたなら有利になるようにしてもよい。また問答し合う関係において往路と復路とで価値変換の内容を変えたい場合は往路用と復路用とに評価棒を分けてもよい。   The base axis value is a base axis value of the common coordinates and is a base axis value for the moving point. Therefore, if the evaluation bar is graphed in common coordinates, and if the base axis of the common coordinates is the Y axis, the base axis value in the evaluation bar is graphed as the Y axis value, and the organizer scales the evaluation bar in that state. When moving or moving individual moving points, the shape of the evaluation bar in the common coordinates changes, and the positions of the division points and movement points held by the evaluation bar also change. The Y-axis value of the common coordinates pointed to by the movement point becomes the base axis value. Therefore, the evaluation bar substantially has “the value of the conceptual base held by the central device 1” and “the value of the conceptual base held by the evaluation bar itself” and adjusts the relationship at the moving point. As a result, the value of the evaluation bar can be converted on behalf of the central device 1, and if the value of the conceptual base is passed to the evaluation bar, the basic value of the common coordinates is calculated and returned, and conversely, the basic value of the common coordinates is passed. Calculates and returns the value of the conceptual base. Therefore, the player's conceptual grounds can be added to the value conversion of the question-and-answer formula. In other words, in the case of value conversion between conceptual bases as indicated by common coordinates, conversion from the item A to the item B is performed after conversion to the value of the central device 1. However, in this case, if the player has a conceptual base, the value generated from the event A is temporarily converted by the central device 1 and then transferred to the conceptual base of each player, and the player's conceptual base is the central device. It must have the same value conversion function, and the processing becomes complicated. However, by using the evaluation bar, the role of the central device 1 is to determine the equivalent frame, and the value conversion itself is performed by the evaluation bar. Therefore, before each terminal device 2 determines the equivalent frame, the value generated from the item A is passed to the player's evaluation bar for value conversion, and if it is passed to the central device 1, only the equivalent frame is specified and the item A is specified. The value received from the side can be passed to Item B without doing anything. However, in the central apparatus 1, the main body processing in the second invention is necessary. Also, if the evaluation rod is held in the event body, when the organizer creates the event body, the evaluation rod can be arranged in common coordinates and can be adjusted in various ways together with the condition setting for creating the pseudo-movement factor event. Here, as described in terms of common coordinates, the organizer was originally able to adjust only the external value of the conceptual base. However, if the evaluation bar is used, the value within the event can be adjusted. This is made possible by dividing points and moving points, and the conceptual base is not the one that can be handled from the outside in the value areas that the events and players have internally. However, changing the value that is delivered substantially changes the internal value. For example, when it is desired to expand the value range of 20 to 30 to 20 to 50 for a conceptual base consisting of 0 to 100, the value of 30 to 100 is first compressed to 50 to 100 when performed for the conceptual base. Then, it is necessary to expand the value of 20-30 to 20-50. Such work can be carried out if it is performed with an “index” consisting of “value of the conceptual base” and “issue ID”, but the conceptual base held by the player and the progress item is not subdivided and cannot be handled. In the first place, it cannot be implemented because the conceptual base has no substance. However, if an evaluation bar is used, if dividing points are first provided at 20 and 30, the moving points can also be set to 20 and 30, and the above operation is completed only by moving 30 moving points to 50. And it works even if it doesn't exist. This is because the conceptual base is materialized by the division point, and an “independent ratio” is created by the division point. Assuming that the external region is expanded to 20-50 by making the 20-30 portion independent. Indicates 20-30 which does not change at all. In short, the dividing point and the moving point bring about a lens effect, and the value passed from the outside is forced to be refracted before reaching the conceptual base. For example, if the value 40 of the conceptual base is passed from the outside, if the movement point is not used, it is processed as 40. However, if the movement is made via the movement point, the divided frames that directly separate the conceptual base are “0-20” and “ The divided frames displayed on the outside become “0 to 20”, “20 to 50”, and “50 to 100”, which are greatly distorted. As a result, the externally visible 40 corresponds to two-thirds of the second frame, but at the internal division point directly connected to the conceptual base, it becomes two-thirds of “20-30” to 26.6. That is, the external 40 is processed as 26.6 internally. In this way, it is possible to refract in the passing stage without changing the value of the actual conceptual base and without touching the actual conceptual base. If necessary, it can be refracted as many times as necessary. In the present disclosure, the evaluation bar is only given to the progress event, the player, and the event body, but a plurality of evaluation bars can be used instead of the lottery machine like a gaming machine until the value generated from the event A reaches the event B. It may be advantageous if it is provided and a lottery right is obtained. In addition, when it is desired to change the contents of value conversion between the forward path and the return path in a question-and-answer relationship, the evaluation bars may be divided for the forward path and the return path.

全体の流れは、先ず第2発明の本体処理で記したように問い合わせ側の種目で動因を求める処理を問答式に応じて実行される。問答式には3種類あり、目標値指定型と最終値指定型は次の動向を決める値を用意して目標値とし各目標値に概念的拠所の値を振る。そして目標値指定型の場合はプレイヤに、端末装置2を介して提示して必要数を選ばせ、仮に複数選んだなら選んだ分の目標値が合算される。その為100を超えて選べない。最終値指定型もプレイヤに提示するがプレイヤは選べない。その状態で第2発明の「本体処理」に移る。此処で注意しなければならないのは「課題選び」と「種目体選び」は異なるという点で、概念的拠所の値はあくまでも、課題選びのために用いる。そのため、本体処理を通じて種目体選びをする必要があるが、最終値指定型や要素値送信型の場合は問い合わせ側の種目が発した概念的拠所の値を用いないで通常は「種目体」にある概念的拠所の値を用いる。通常とは第4発明になる「特典付与」によって交流体に概念的拠所の値が仕掛けられている場合がありそうした場合は「仕掛値」を優先する。以上の結果目標値指定型の場合は問い合わせ側の種目から発せられた概念的拠所の値を種目体が決まるまで一旦交流体等に格納しておく必要がある。そして種目体が決まり実施する動因種目が決まったなら、評価棒も当然本体処理として中央装置1で管理されるため、先ず問い合わせ側の種目の評価棒に種目体か交流体に待機させていた概念的拠所の値を渡し「絶対基準値」を返してもらう。絶対基準値とは共通座標の基軸値となる。続いてプレイヤ間の調整を有効にするなら該絶対基準値をプレイヤの評価棒に渡して再び絶対基準値を受取る。なお、上述したように遊技機の抽選器(所謂チューリップ)を設けて絶対基準値を変化させるなら絶対基軸値を該当の抽選器の評価棒に渡して変化させる。そして確定した絶対基準値を中央に渡すと、中央は等価枠を確定して等価枠の「開始値」と「終了値」を取出し該2値を実施する動因種目の評価棒に渡すと評価棒は概念的拠所の値に変換して「開始点」と「終了点」を返して来る。或いは評価棒と疑似動因種目の正体である索引が関連付けられていたなら索引に振られている概念的拠所の値を基に開始点と終了点の範囲内にある課題からランダムに1つの課題を特定して課題IDを返して来る。仮に評価棒と索引が分離されていて課題IDを返して来ないなら索引を基に開始点と終了点の範囲内にある課題から1つの課題を特定する。また該当の課題がなければ「不在処理」をする。不在処理とは適切な課題等が見つからなかった場合の処理で仕様によって異なる。課題IDが決まったなら第2発明で記した本体処理に基づいて動因種目の実施準備に入り種目体や交流体にある様々な値と共に課題IDを動因種目の本体に渡すと、指定された課題が実施できるようになり、実施した結果は「総括値」で返す。総括値は既述通り「型値」「成否度」「要素値」「入口値」「出口値」「流通値」等から成る構造体で、型値は総括値の形式を示す値で、成否度は前記したように50を境に上方で成功度を表し下方で失敗度を表す値で、要素値は獲得した対戦要素を格納する値で、入口値は実施した課題に振られていた概念的拠所の値で、出口値は課題としての出来栄えを概念的拠所の値で表現したもので、流通値は「等価枠金」等を格納する値となる。入口値は出口値を何処で算出するか分からないため例えば動因種目で行なうのか中央装置1で行なうのか評価棒で行なうのか等様々なところで算出できるためその際用いる値となる。しかし出口値は重要な値で3種類の問答式何れでも算出して「等価枠絵」を確定したり対峙種目の対戦要素にしたりする。なお、出口値の算出例をこの後記す。出口値が確定したならプレイヤや種目体の評価棒に出口値を渡して「絶対基準値」を返してもらい、該絶対基準値で中央装置1は等価枠を確定し該等価枠にある「等価枠絵」を交流値として該当のプレイヤの交流体に格納する。なお、等価枠絵が複数あるならプレイヤに必要数選ばせる。そして総括値を問い合わせ側の種目に返して問答式に応じた処理をする。問答式の処理が終わると第2発明で記した通り中央装置1に終了の連絡をして、対峙種目の準備を始め、対峙種目が実施されたなら特典付与処理を行なう。そうした一連の処理は本体処理と変わらない。   In the overall flow, first, as described in the main body process of the second invention, the process for obtaining the cause in the inquiry side event is executed according to the question-and-answer formula. There are three types of question and answer formulas. For the target value specification type and final value specification type, a value that determines the next trend is prepared and set as a target value, and the value of the conceptual base is assigned to each target value. In the case of the target value designation type, the player is presented via the terminal device 2 to select the required number, and if a plurality is selected, the target values for the selected amount are added up. Therefore, it cannot choose more than 100. The final value designation type is also presented to the player, but the player cannot be selected. In this state, the “main body processing” of the second invention is started. It should be noted here that “choice selection” and “species selection” are different, and the value of the conceptual base is used only for selection of the assignment. Therefore, it is necessary to select the event type through the main body processing. However, in the case of the final value specification type and the element value transmission type, the value of the conceptual base issued by the event on the inquiring side is not used, and it is usually set to “special type”. Use the value of a conceptual source. Normally, there is a case where the value of the conceptual base is set in the AC body by “privilege grant” according to the fourth aspect of the invention. In such a case, the “in-process value” is given priority. As a result, in the case of the target value designation type, it is necessary to temporarily store the value of the conceptual base issued from the event on the inquiry side in the AC body or the like until the event body is determined. And if the event item is decided and the driving event item to be executed is decided, the evaluation rod is naturally managed by the central device 1 as the main body process, so the concept of first waiting the event object or the AC object on the evaluation rod of the inquiry side Pass the value of the target place and have the "absolute reference value" returned. The absolute reference value is a base value of common coordinates. Subsequently, if the adjustment between the players is made effective, the absolute reference value is passed to the evaluation bar of the player and the absolute reference value is received again. If the absolute reference value is changed by providing a lottery machine (so-called tulip) for the gaming machine as described above, the absolute base value is transferred to the evaluation rod of the corresponding lottery machine. Then, when the determined absolute reference value is passed to the center, the center determines the equivalent frame, takes the “start value” and “end value” of the equivalent frame, and passes them to the evaluation rod for the motive item that performs the two values. Returns a “starting point” and an “ending point” by converting it to a conceptual base value. Alternatively, if an evaluation bar and an index that is the identity of the pseudo-motor event are associated, one task is randomly selected from the tasks within the range of the start point and end point based on the value of the conceptual base assigned to the index. The task ID is specified and returned. If the evaluation bar and the index are separated and the task ID is not returned, one task is identified from the tasks within the range of the start point and the end point based on the index. If there is no corresponding problem, “absence processing” is performed. Absent processing is processing when an appropriate problem or the like is not found, and differs depending on the specification. If the task ID is determined, the preparation of the motive item will be performed based on the main body processing described in the second invention, and the task ID will be passed to the motive item body along with various values in the event body and AC body. Can be implemented, and the implementation result is returned as a “summary value”. The summary value is a structure consisting of “type value”, “success / failure degree”, “element value”, “entrance value”, “exit value”, “distribution value”, etc., and the type value is a value indicating the form of the summary value. As described above, the degree is the value indicating the success degree above 50 and the failure degree below, and the element value is a value for storing the acquired battle element, and the entry value is the concept that was assigned to the task performed. The exit value is the value of the target base, the work performance as a subject is expressed by the value of the conceptual base, and the distribution value is a value for storing “equivalent frame” or the like. Since the entrance value does not know where the exit value is calculated, for example, it can be calculated at various places such as whether it is performed at the motive item, the central device 1 or the evaluation rod, and is therefore a value used at that time. However, the exit value is an important value, and it is calculated by any of the three types of question-and-answer formulas, and the “equivalent frame picture” is determined or used as an anti-match item. An example of calculating the exit value will be described later. When the exit value is determined, the exit value is passed to the player or the evaluation rod of the item and the “absolute reference value” is returned, and the central device 1 determines the equivalent frame with the absolute reference value and the “equivalent” “Frame picture” is stored in the AC body of the corresponding player as an AC value. If there are a plurality of equivalent frame pictures, the player selects the required number. Then, the summary value is returned to the inquiry side event, and processing according to the question-and-answer formula is performed. When the processing of the question-and-answer formula is completed, as described in the second invention, the central device 1 is informed of the end, preparation for the antipodal event is started, and if the antipodal event is implemented, a privilege granting process is performed. Such a series of processes is the same as the main process.

出口値の算出方法は多々あり確たるものはないが1例を記すと、各課題に付された概念的拠所の値いわゆる入口値を基に成否度を加味して出口値を算出すると出口値を基準に成否度によって選べる目標値の範囲が変えられる。例えば、入口値30の課題を成否度90で終えたなら、成否度50を境に上位が成功度となり下位が失敗度となる。そのため、成功度90なら90−50で40になり、入口値30の出口値は30+40で70になる。該70に対して成功度40の範囲が選べるようになり、仮に成功度50で±20の範囲が選べるようにしているなら、成功度40だと±16になり、出口値70の±16で結果的に54〜86にある目標値が選べるようになる。逆に難易度80の課題を成否度10で終えたなら、失敗度は40になり出口値は80−40で40になり、また失敗度50で選べる範囲が無くなることから失敗度40なら±4になり、難易度80の課題を成否度10で終えたなら36〜44の範囲にある目標値しか選べなくなる。   There are many methods for calculating the exit value, and there is no certainty. However, if one example is described, the exit value is calculated by calculating the exit value by considering the success / failure level based on the so-called entrance value of the conceptual base attached to each subject. The range of target values that can be selected according to the success or failure level is changed. For example, if the assignment with an entrance value of 30 is completed with a success / failure level of 90, the success level becomes the success level and the lower level becomes the failure level with the success / failure level of 50 as a boundary. Therefore, if the degree of success is 90, 90-50 will be 40, and the exit value of 30 will be 70 if 30 + 40. A range of success level 40 can be selected for 70, and if a range of ± 20 is selected with a success level of 50, the success level is ± 16, and the exit value 70 is ± 16. As a result, target values in 54 to 86 can be selected. Conversely, if the task with difficulty level 80 is completed with a success / failure level of 10, the failure level becomes 40, the exit value becomes 80-40, and the range that can be selected with the failure level 50 disappears. Thus, if the task with difficulty level 80 is completed with a success / failure level of 10, only a target value in the range of 36 to 44 can be selected.

以上のように第3発明は、異種目間交流を概念的拠所で抽象化して、概念的拠所を基にして等価枠変換と共通座標と課題方式と疑似動因種目と評価棒を加えたことを特徴とする第1及び第2発明にある3種類の種目を回帰型問答式2段階方式で連係させて行なう異種目間交流用の装置と処理方法となる。   As described above, the third invention abstracts the interchange between different types of eyes at the conceptual base, and adds the equivalent frame conversion, common coordinates, task method, pseudo-motive item, and evaluation bar based on the conceptual base. The apparatus and the processing method for the interchange between different eyes performed by linking the three types of the characteristics of the first and second inventions characterized by the two-step regression type question and answer system.

第4発明は、対峙種目の存在意義を高めるものである。本発明にとって対峙種目は重要な役割を担う。しかし対峙種目で実施できることは「特典付与」で、特典が付与できなければ対峙種目の存在意義がない。ところが上述したように取り分け「遊戯」において特典付与は意外に難しい。それは本発明が特定のルールを持たないサバイバルゲーム場でしかも多様な種目を用いるため賞罰を仕掛けるにも仕掛けられないからで、対戦場において唯一共通性を持つ真正ユニットの等価枠絵や通貨や景品に対しては実施できるが、主催者調整型の本発明にとって「盤上と盤下の戦いの配点比率の取決め」は極めて重要な調整対象で仮に真正ユニットの価値を固定化させたなら対戦場において真正ユニットが最も大きな力を持つものとなり真正ユニットの遊び場になってしまう。そのため、進行種目の価値と真正ユニットの価値の配点比率は最大でも折半で「盤下の戦い」である真正ユニットの成果は飽くまでも「従」で「主」にすることはできない。そこで各進行種目に賞罰用の公開メソッドを作らせて使用できるようにしたとしても、つまり公開メソッドで賞罰できるようにしたとしても特典獲得者が進行種目の内容が分からなければ実施しようにも実施できない上に、例えば50人で対戦して敗者全員に賞罰を順次実施していたのでは埒が明かない。だからと言って賞罰が実施できなかったなら3種類の種目で行なう異種目間交流にとって対峙種目の存在意義が無くなり異種目間交流の根底が崩れてしまう。そのようなことから「魅力ある賞罰」は異種目間交流にとって死活問題となる。   The 4th invention raises the existence significance of an antipodal item. The counter item plays an important role for the present invention. However, what can be implemented in the opposite event is “privilege grant”, and if the privilege cannot be granted, the presence of the opposite event is not significant. However, as described above, it is unexpectedly difficult to grant a privilege in “play”. This is because the present invention uses a variety of events in a survival game field that does not have a specific rule, so it cannot be used for award punishment. However, for the present invention, which is organized by the organizer, the “scoring ratio between the top and bottom battles” is an extremely important adjustment target, and if the value of the authentic unit is fixed, the battlefield Authentic units have the greatest power and become playgrounds for authentic units. For this reason, the score ratio of the value of the progress item and the value of the genuine unit is 50/50 at the maximum, and the result of the genuine unit, which is a “battle fight”, is “subordinate” and cannot be “main”. Therefore, even if you make it possible to create and use a public method for award punishment for each progressive event, that is, even if you can make a prize punishment with the public method, even if you do not know the contents of the progressive event In addition, for example, it is not clear that fifty players faced each other and, for example, all the losers were successively awarded a penalty. However, if the award punishment cannot be implemented, the existence of the opposite event will be lost for the interchange between different types of events, and the foundation of the interchange between different types of events will be lost. For this reason, “attractive award punishment” becomes a life-and-death problem for exchange between different eyes.

そこで「賞罰用語」を用いる。例えば「最強2段階下げ」や「防衛力1段階上げ」や「景品略奪」等と賞罰の内容が直感できる用語を多数用意して夫々の賞罰用語に「敗者の最強のパーツの力を2段階下げる」等と簡単な解釈を添える。そうした賞罰用語を賞罰する場面や状況に応じて多数用意し、それに対して異種目間交流に参加する種目には実施可能な賞罰用語を独自に処理させてその上で実施する賞罰の解説を添えて本発明管理センターに登録申請させる。登録申請とは異種目間交流に参加する種目は通常本発明管理センターに登録申請して事前審査を受ける必要がある。その際に実施可能な賞罰と解説を自己申告させる。その結果賞罰用語は「賞罰用語」「標準解説」「種目側解説」の3点ものになりプレイヤにとって分かり易さが増し仮に種目内容が分からなかったとしても予測が付き所望の賞罰がほぼ実施できるようになる。また賞罰用語を「仕掛値」として3種類のデータ管理体に格納しておけばデータ管理体がアクティブになった時点で発動させられる。その為賞罰対象も広がる。また賞罰用語に勝ち方負け方を示す「勝級」を設けておけば勝ち方負け方によって選べる賞罰内容が変えられたりする。例えば対峙種目は対戦型種目であるためプレイヤ毎に加点方式や減点方式で種目内完成度を算出し40点以上なら大差とし、20点以上なら中差とし、1点以上なら小差等として、中差だと小差と中差の賞罰が選べ、大差だと全賞罰が選べるように選べる範囲を変えたりできる。なお、敗者に特典を付与するなら勝級は負け方となる。また特典獲得者を複数人にした場合「処罰」は実施できなくなり「賞与」だけとなる。なぜなら処罰を可能にしたなら特典が獲得できなかった者が複数人から処罰を受けることになるからで、特典獲得者が複数人になる場合は多くの場合「進行種目の進行権を得る程度の賞与」となる。   Therefore, “principal punishment term” is used. For example, there are a number of terms that can be used to intuitively understand the contents of the award punishment, such as “Decrease the strongest 2 steps”, “Raise the defense 1 step”, and “Piece of prizes”. A simple interpretation such as “lower” is added. A lot of such award and punishment terms are prepared according to the situation and situation where the award is punishable, and for the events participating in the cross-species exchange, the awardable punishment terms are processed independently and accompanied by a description of the award punishment. Apply for registration at the present invention management center. What is a registration application? Events that participate in cross-species exchange usually need to be filed with the present invention management center for prior examination. In that case, self-reported award punishment and explanation can be made. As a result, the award punishment terms are "award punishment term", "standard commentary", and "item side commentary", which makes it easier for the player to understand, and even if the contents of the event are not known, it can be predicted and almost the desired award punishment can be implemented. It becomes like this. If the award punishment term is stored in three types of data management bodies as “in-process value”, it is activated when the data management body becomes active. As a result, the scope of award punishment increases. In addition, if a “winning class” indicating how to win or lose is provided in the award punishment term, the contents of award punishment that can be selected depending on how to win or lose may be changed. For example, since the opposite event is a competitive type event, the degree of completion within the event is calculated for each player by a point addition method or a point reduction method, and if it is 40 points or more, it is a large difference, if it is 20 points or more, it is a medium difference. If it is a medium difference, you can choose between small and medium award punishment. If a privilege is given to the loser, the winning class will be lost. Also, if there are multiple privilege winners, “punishment” cannot be performed and only “bonus” is granted. Because if the punishment is possible, the person who could not get the privilege will be punished by multiple people. Bonus ”.

そこで実施できる賞罰を整理すると、賞罰には2種類あり「本体処理で行なう」ものと「進行種目に持ち帰って行なう」ものがある。後者の進行種目に持ち帰って行なうものは「切磋」か「種目独自」となる。「切磋」はラウンド制で行なう代行型の対峙種目に特化させたもので特典獲得者が進行種目の実施権を得て自由に行なえるため特典としてはそれ以上することはない。また種目独自で行なうとは進行種目が独自に設ける賞罰で種目内の出来事になり本発明としては関知しない。その為賞罰用語を使用するのは前者の本体処理で行なう場合となり対象が「3種類のデータ管理体」と「進行種目」になる。ところが3種類のデータ管理体は異種目間交流の本体で情報の宝庫であるため多様な仕掛けが可能となる。3種類のデータ管理体が保有する値は、交流体は「種目体を絞込む値」「動因種目に渡す値」「動因種目の結果を表す値」で、種目体は「動因種目を絞込む値」「動因種目に渡す値」で、対峙体は「対峙種目に渡す値」で、さらにデータ管理体に対して実施できるなら進行種目に対しても直接実施できるため3種類の種目全てに対して実施できるようになる。但し当然、即効性と遅効性に分かれ、起動している進行種目や、交流体にある種目体を絞込むための値や、動因種目の結果を表す値に対して行なう賞罰は「即効性の賞罰」となり、起動していない動因種目や対峙種目に対して行なう賞罰は起動時に賞罰用語をまとめて渡す「遅効性の賞罰」となる。そこで遅効性の賞罰には「仕掛値の配列」を用いる。配列名を、交流体では「動因個別渡仕掛値群」とし、種目体では「動因全体渡仕掛値群」とし、対峙体では「対峙全体仕掛値群」とする。これらの配列を関係する種目に「引数」として渡し賞罰を実施する。   There are two types of award punishment that can be implemented. There are two types of award punishment: “Perform by main body processing” and “Perform by taking it to the progress event”. What you take back to the latter progress event will be “Kirin” or “Event original”. “Kirin” is specialized in the delegation-type confrontation event that is performed in a round system, and since the privilege acquirer can obtain the right to use the progressive event freely, the privilege is not further increased. Also, if the event is performed independently, the progress event will be an event within the event due to the award punishment provided independently by the progress event, which is not relevant to the present invention. For this reason, the award punishment term is used in the former main body process, and the targets are “three types of data management bodies” and “progress items”. However, since the three types of data management bodies are the main body of exchange between different types of eyes and a treasure house of information, various devices can be used. The values held by the three types of data management bodies are "values that narrow down the event type", "values that are passed to the driving event type", and "values that represent the results of the driving event type", and the event type is "narrowing down the driving event type" "Value" and "Value to be passed to the motive event", and the antipod is "Value to be passed to the antipodal event", and if it can be executed for the data management body, it can also be executed directly for the progress event, so for all three types of events Can be implemented. However, naturally, it is divided into immediate effect and delayed effect, and the award punishment for the value of the active event that is activated, the value for narrowing the event item in the AC body, and the value that represents the result of the driving event is `` Immediate effect “Prize punishment”, and the award punishment for an inactive event or counter item is a “late action punishment” in which award punishment terms are collectively given at the time of activation. Therefore, an “in-process value array” is used for late-action award punishment. The array name is “Moving individual in-process value group” for the AC body, “Whole-in-process in-process value group” for the event type, and “All in-process in-process value group” for the counter body. Handing out the award punishment by passing these sequences as “arguments” to related events.

なお、動因種目の結果を表す値とは「交流値」や「流通値」となり、交流値は「等価枠絵」で、流通値は「等価枠金」や「景品値」等となる。交流値は真正ユニット内で融合処理をするための値で、流通値は対戦場内で共有できる値で、等価枠金は等価枠に賭けられるコインやメダル等で、景品値は種目を100点でクリアしたとか特別なことに対して与えられものとなる。なお、コインやメダルを用いたなら第1発明で記したように種目を対戦場において有効な仮想通貨で有料制にできる。そうした場合は『盛付表』や『対戦等準備表』等に支払ったコインを記録しておく。なお、進行種目で用いる賞罰用語には注意が必要で例えばサッカーゲームで「最強2段階下げ」としたなら、コートに居る最強選手のパワーを2段階下げるのか、ベンチに居たとしてもチーム内で最強選手のパワーを下げるのかとなり、前者なら状況によって対象が変わる。その為例えば30チームの敗者に一斉に処罰を実施した際、一部の種目ではコートに居る最強者のパワーが変わり、一部の種目ではベンチに居る最強者のパワーが変わり、プレイヤを困惑させる要因になる。なお、遅効性の賞罰は種目が起動した際にまとめて渡され視覚化される前に終了するためそうした違いには気付かない。また進行種目に対しても交流体を使えば遅効性の賞罰は実施できるが割愛する。   The value representing the result of the motive item is “AC value” or “circulation value”, the AC value is “equivalent frame picture”, and the distribution value is “equivalent frame money”, “prize value” or the like. The AC value is a value for fusing processing within the authentic unit, the distribution value is a value that can be shared within the battlefield, the equivalent frame money is a coin or medal bet on the equivalent frame, and the prize value is 100 points It will be given for clearing and special things. If coins and medals are used, as described in the first invention, the item can be paid with a virtual currency effective on the battlefield. In such a case, the coins that have been paid are recorded in the “schedule table” or “preparation table”. It should be noted that the award punishment term used in the progress event requires attention. For example, if it is set to “Lowest strongest two steps” in a soccer game, the power of the strongest player on the court will be reduced by two steps, even if you are on the bench. It will be whether the power of the strongest player is lowered, and if the former, the target will change depending on the situation. So, for example, when punishing 30 team losers all at once, the power of the strongest person on the court changes in some events, and the power of the strongest person on the bench changes in some events, confusing the player It becomes a factor. Note that late-action award punishment is completed before the event is activated and finished before it is visualized, so such a difference is not noticed. In addition, if you use an AC, you will be able to carry out a late-action award punishment, but you will omit it.

賞罰で用いる仕掛値は、「賞罰ID」「変更値」から成る構造体の配列で「先入れ先出し」になる。ところが仕掛値を用意したところで先盛付型特典は実施できない。なぜなら先盛付型は対峙体を作成した時点で特典内容を取決めるため「特典獲得者」が分からなければ賞罰のしようがない。そこで先盛付型専用の値として「特典直前値」を設け「対峙体」に格納しておく。   The in-process value used for award punishment is “first-in first-out” in an array of structures consisting of “award punishment ID” and “change value”. However, prepaid bonuses cannot be implemented once the in-process value has been prepared. Because the pre-scoring type determines the content of the privilege at the time of creating the opposing body, there is no way to award punishment unless the “privilege earner” is known. Therefore, a “priority value immediately before” is provided as a dedicated value for the pre-scoring type and stored in the “facing body”.

特典直前値とは、文字通り特典を取決める直前の値で特典獲得者が判明したら特典直前値を基に特典を実施する。それまでは対峙体に格納しておく。特典の取決めそのものは後盛付型も先盛付型も変わらない。(1)特典獲得者を取決め(獲得者)、(2)賞与か処罰かを取決め(賞罰種)、(3)実施する賞罰用語を取決め(賞罰用語)、(4)賞罰用語が引数を取るなら引数を取決め(変更値)、(5)仕掛ける場所を取決める(仕掛先)。この流れにおいて後盛付型の場合は(1)〜(5)において(1)に該当する「特典対象者」と「特典獲得者数」のみを取決め(2)以降は特典獲得者が決まった時点で取決める。先盛付型の場合は(5)のみ不明のままにしておく。しかし(5)については賞罰実施権が誰の手に渡ったとしてもよいように「仕掛先候補値」として予め取決めておく。その(1)〜(5)までの値が特典直前値となる。そして特典獲得者が判明した時点で仕掛先候補値から仕掛先を自動で取決める。こうしたことができるのは「賞罰用語と仕掛先がセット」になっているからで、賞罰用語を選んだ時点で特典の仕掛先が限定されその中から選べるようになっている。その為後盛付型でも容易に賞罰が取決められる。なお、仕掛先候補値は「仕掛先ID」と「プレイヤID」の構造体から成る配列となる。その為、仕掛けが可能な進行種目と3種類のデータ管理体が保有する値の全てに対してIDを振り仕掛先IDで特定できるようにしておく必要がある。また賞罰の取決めは「賞罰取決画面」で行なう。なお、前記の通り特典獲得者数を最初に決めるが特典獲得者が複数人になると実施できる賞罰が相当限定される。   The value immediately before the privilege is literally the value immediately before the privilege is determined, and when the privilege acquirer is found, the privilege is implemented based on the value immediately before the privilege. Until then, store it in the opposite body. The privilege arrangement itself is the same for both post-seal type and pre-score type. (1) Decide the award winner (winner), (2) Decide whether to give a bonus or punishment (prize penalty type), (3) Decide the award penalty term to be implemented (award penalty term), (4) The award penalty term takes an argument If so, the argument is decided (change value), and (5) the place to set is decided (work in progress). In this flow, in the case of the post-scoring type, only the “privilege target person” and “the number of benefit obtainers” corresponding to (1) in (1) to (5) are decided (2) and after, the benefit obtainer is decided. Arrange at the time. In the case of the pre-scaled type, only (5) is left unclear. However, (5) is preliminarily determined as “in-process candidate value” so that the right to punish the prize punishment may be in any hand. The values from (1) to (5) are values immediately before the privilege. And when a privilege acquirer becomes clear, an in-process supplier is automatically decided from an in-process candidate value. This can be done because “Prize penalty term and in-service supplier are set”, so when the award-punishment term is selected, the privilege in-service supplier is limited and can be selected from that. For this reason, award punishment can be easily negotiated even with a post-seal type. The in-process candidate value is an array composed of a structure of “in-process ID” and “player ID”. Therefore, it is necessary to be able to specify the ID with the in-process ID for all the values held by the progress item that can be set and the three types of data management bodies. The award punishment arrangement is made on the “Award Punishment Arrangement Screen”. In addition, as described above, the number of privilege earners is determined first, but the award punishment that can be implemented when there are a plurality of privilege earners is considerably limited.

賞罰取決画面は、「全体構成図」と「賞罰画面」から成る。3種類のデータ管理体は中央で一括管理され、プレイヤやプレイヤが参加している進行種目も中央で管理されるため対戦場を俯瞰する「全体構成図」が作成できる。レイアウトは自由であるが全プレイヤと全進行種目と全真正ユニットと全交流体と全種目体と全対峙体が見て取れるようになっていて、できれば某プレイヤにフォーカスを当てると関係するユニットや交流体や進行種目が見て取れ、その他のデータ管理体にフォーカスを当てると関係するプレイヤやユニットやデータ管理体が見て取れるようになっているのが望ましい。なお、見て取れるとは識別可能な状態となる。また、通常は賞罰の仕掛先である交流体や種目体等にフォーカスを当てると実施可能な賞罰が抽出され表示されて選べるようになるが、さらに交流体や種目体等が保有する値を対象に絞込めるようにしてもよい。そうした全体構成図を用いて賞罰を取り決める。先盛付型特典は対峙体の作成と同時に賞罰を取決め、後盛付型特典は特典獲得者の画面にのみ全体構成図と賞罰画面を表示して取決める。賞罰画面とは前記の賞罰取決め手順に従って実施可能な賞罰が判明した時点で賞罰を表示する画面のことで、前記の「勝級」も加味される。また各種目が賞罰用語に対応しているか否かは前記の通り種目が異種目間交流に参加申請した際に報告するが、賞罰の仕掛ける場所によっては種目が不明な場合がありどうしようもない。そこで賞罰に整理用の通し番号を振ってビットをフラグにする値を種目毎に設けて実施可能な賞罰にフラグを立てておく。その値を全体構成図の種目体に持たせておくと、種目体は必ず動因種目を取決めるため、つまり種目体に動因種目を必ず登録するため、賞罰画面の賞罰にフォーカスを当てると全体構成図の種目体の色が変わり見て取れるようになる。なお、賞罰は実施できなくてもまた対応していなくても元々よい仕様になっているため種目が賞罰に対応しているか否か不明であっても問題ない。それどころか他流試合なら敢えて伏せて置いた方が知識戦になる。   The award punishment decision screen is composed of an “overall configuration diagram” and an “award punishment screen”. The three types of data management bodies are collectively managed in the center, and the progression of events in which the player and the player are participating are also managed in the center, so that an “overall configuration diagram” overlooking the battlefield can be created. The layout is free, but all players, all progress events, all genuine units, all ACs, all events, and all antipods can be seen. It is preferable that the player, unit, and data management body can be seen when the focus is placed on other data management bodies. In addition, it will be in an identifiable state that it can be seen. In addition, when the focus is placed on the AC body or event that is the origin of the award punishment, the awardable punishment that can be implemented will be extracted, displayed, and can be selected. You may make it narrow down to. Arrange for award punishment using such an overall configuration diagram. For pre-stake-type benefits, the award punishment is decided at the same time as the creation of the antipodal, and for post-stake-type benefits, the entire configuration diagram and the award punishment screen are displayed only on the screen of the benefit acquirer. The award punishment screen is a screen that displays the award punishment when an awardable punishment that can be implemented in accordance with the award punishment arrangement procedure is found. In addition, as described above, whether or not each item corresponds to the award punishment term will be reported when the application for participation in the cross-species exchange is made. . Therefore, a serial number for arrangement is assigned to the award punishment, and a value for setting a bit as a flag is set for each item, and a flag is set for the award punishment that can be executed. If the value is given to the event body of the overall configuration diagram, the event body always decides the driving event, that is, the driving event is always registered in the event body. The color of the item in the figure will change and become visible. Even if the award punishment cannot be implemented or is not supported, the specifications are originally good, so there is no problem even if it is unknown whether the event corresponds to the award punishment. On the contrary, if it is another style game, it will be a knowledge war if you lie down.

処理の流れは、異種目間交流における特典付与そのものは第1発明から第3発明と何ら変わらないが、賞罰用語を用いることによって「先盛付型」と「後盛付型」の特典が可能となり、しかも賞罰の対象が「進行種目」と「3種類のデータ管理体」になったことから異種目間交流を支える進行種目、動因種目、対峙種目、融合処理の全てに賞罰ができるようになった。その為新たに「仕掛けを施す部分」と「仕掛値を反映させる部分」の処理が必要になるが、前者については前記の通り「賞罰取決画面」を用いて賞罰の取決めができ、先盛付型の場合は取決め内容を「特典直前値」にして対峙体に保管して置き特典獲得者が判明した時点で仕掛けた場所に仕掛値を送信する。後盛付型の場合は取決め内容を保管することなく直接仕掛ける場所に仕掛値を送信する。賞罰には即効性のものと遅効性のものがあり、賞罰が仕掛けられる場所は、(1)進行種目と、交流体なら(2)種目体を絞込む値、(3)動因種目に渡す値、(4)動因種目の結果を表す値と、種目体なら(5)動因種目を絞込む値、(6)動因種目に渡す値と、対峙体なら(7)対峙種目に渡す値がある。そうした中で、遅効性は(2)(6)(7)で、即効性はその他となる。但し(4)の動因種目の結果を表す値いわゆる「交流値」「流通値」に遅効性を持たせて等価枠絵や景品が確定した時点で仕掛値が発動して変化するようにしてもよい。また遅効性の仕掛けは仕掛値を配列にして動因種目や対峙種目がインスタンス化した際に「引数」として渡される。即効性の賞罰は進行種目には直接仕掛値を渡し、データ管理体には仕掛値を基に格納値を変化させる。例えば種目体を絞込む値としてレベルが「低」であったなら「中」に変えたりする。但しそうした変化を明白にしてまた復元できるようにしておく必要がある。   The flow of processing is the same as the first invention to the third invention in granting benefits in the exchange between different eyes, but by using the award punishment term, the benefits of “advanced type” and “advanced type” are possible. In addition, since the target of the award punishment is "progress item" and "three types of data management body", so that the award punishment can be made for all of the progress event, the driving event, the antipodal event, and the fusion process that support the exchange between different species. became. For this reason, it is necessary to newly process the “part to apply the mechanism” and the “part to reflect the in-process value”. In the case of the type, the arrangement content is set to “immediate value immediately before privilege” and stored in an opposing body, and the in-process value is transmitted to the place where the privilege acquirer is found when it is determined. In the case of the post-attachment type, the in-process value is transmitted to the place where the arrangement is made directly without storing the contents of the arrangement. There are two types of award punishment: immediate effect and delayed effect. The place where the award punishment is set is (1) the progressive event, (2) the value for narrowing the event, and (3) the value passed to the driving event. , (4) a value indicating the result of the motive item, and (5) a value to narrow down the motive item for the event body, (6) a value to be passed to the motive event, and (7) a value to be passed to the antipodal event for the antipod. Among them, the delayed effect is (2) (6) (7), and the immediate effect is others. However, the value representing the result of the motive item (4), so-called “AC value” and “distribution value”, is delayed so that the in-process value is activated and changed when the equivalent frame picture or prize is finalized. Good. The slow-acting device is passed as an “argument” when the in-process value and the counter item are instantiated. In the immediate action award punishment, the in-process value is directly passed to the progress event, and the stored value is changed to the data management body based on the in-process value. For example, if the level is “low” as a value for narrowing the event body, it is changed to “medium”. However, it is necessary to be able to clarify and restore such changes.

以上のように、第4発明は、賞罰用語を設けて特典機能を大幅に向上させることを特徴とする第1から第3発明にある3種類の種目を回帰型問答式2段階方式で連係させて行なう異種目間交流用の装置と処理方法である。   As described above, the fourth invention links the three types of events in the first to third inventions in a recursive question-and-answer formula, which is characterized by providing reward punishment terms and greatly improving the privilege function. The apparatus and the processing method for the exchange between different eyes performed in this manner.

第5発明は、「遊戯」ではなく「切磋」を実現するためのもので、「切磋」とは切磋琢磨に当たり「互いに励まし鍛え合う」意味になる。そのため、目的がはっきりしているため余計なものは要らない。しかし他流試合なら「絶対的な公平性」が必要で、勉強促進型なら「効果と快適さと微調整」が必要になる。   The fifth aspect of the invention is to realize not “play” but “kiri”, and “kiri” means “encourage and train each other” when working on kiri. For this reason, the purpose is clear and no extra work is required. However, in the case of other games, "absolute fairness" is necessary, and in the case of study promotion type, "effect, comfort and fine adjustment" are necessary.

絶対的な公平性とは、異種目間交流では他の競技のように「絶対的な止揚であるルール」を用いることはできない。例えばバスケットボールや相撲は傍目には明らかに違和感があったとしても成り立つのはルールがあるからで、ルールは如何なる不公平も止揚する。しかし異種目間交流に何らかのルールを持込んだなら異種目間交流は新たな種目になり持込めない。そこでルールに代わる「公平性を得る仕組み」が必要になるが、本発明の特性を活かして「動因種目で対戦準備」を行ない、集めた対戦要素を基に「対峙種目で本戦」を行ない、対峙種目の特典として「進行種目の実施権を与える」と、動因種目と対峙種目と進行種目が直線的に並び、動因種目に種目間差やレベル間差があったとしても疑似動因種目で最適化すれば第3発明で記したように種目間差やレベル間差が無くなり、その状態で対戦要素を目標値指定型で集めると「同じ困難度」「同じ頑張度」で対戦要素が集められ、その結果で直接対決する対峙種目を行なえば仮に動因種目に若干差があったとしても希釈され、その上で進行種目を行なえば対峙種目で解消できなかった種目間差が希釈でき等化が進む。さらに動因種目で集めた「対戦要素を再配備」できるようにすれば、(1)種目の最適化、(2)対戦要素の再配備、(3)対峙種目、(4)進行種目の4段構えで動因種目の種目間差が希釈され対等化できる。その状態で、(2)を知的化し、(3)を技術化し、(4)を知的化すれば、要するに対戦要素を戦略的に勝負勘で再配備できるようにして、対峙種目でアクションゲーム等の技術力で挽回できるようにして、最後に進行種目を頭脳ゲームにして技術力の劣りを頭脳力で補えるようにすれば、「勝負勘」「技術力」「頭脳力」の総合力で戦えるようになり、そうした「仕組み」と「異質の種目の組合せ」によって「絶対的な公平性」が得られる。その結果、他流試合が可能となる。   Absolute fairness cannot be used in different types of interchanges as in other competitions. For example, basketball and sumo wrestle even if there is clearly a sense of incongruity in the side because there are rules, and the rules lift any injustice. However, if some kind of rule is brought into the interchange between different eyes, the interaction between different eyes becomes a new event and cannot be brought in. Therefore, a `` mechanism to obtain fairness '' that replaces the rules is necessary, but taking advantage of the characteristics of the present invention, `` preparation for battles with motives '' is performed, and `` main battles with battles '' are performed based on the collected battle elements, As a privilege of the antipodal event, "Provide the right to license the advanced event", the motive event, the antipodal event and the progressive event are linearly arranged, and even if there is a difference between the events or between the levels in the motive event, it is optimal for the pseudo motive event If it becomes, the difference between the events and the difference between the levels disappear as described in the third invention, and when the battle elements are collected in the target value designation type in that state, the battle elements are collected with “the same difficulty level” and “the same effort level”. If the counter item that directly confronts the result is diluted even if there is a slight difference in the motive item, the difference between the items that could not be resolved in the counter item will be diluted if the advanced event is performed, and equalization can be achieved. move on. Furthermore, if it is possible to “redeploy the fighting elements” collected in the cause category, (1) optimization of the event, (2) redeployment of the fighting elements, (3) the fighting event, and (4) the four stages of the progressing event The difference between the events of the motive item is diluted and can be equalized. In that state, if (2) is made intelligent, (3) is made technical, and (4) is made intelligent, in short, the elements of the battle can be strategically redeployed in a competitive game, and actions can be taken in the opposite event. By making it possible to recover with technical skills such as games, and finally making it a brain game to compensate for inferior technical skills with brain power, the total power of "game intuition" "technical power" "brain power" You will be able to fight at the same time, and “absolute fairness” will be obtained through such “structure” and “combination of different events”. As a result, other-style matches are possible.

効果と快適さと微調整とは、勉強促進型は従来一人で行なっていた鍛錬をジャンルやレベルに捉われることなく気の合う者同士励み合えるようにするもので、勝敗は二の次となる。その為元々実力差がある中での実施になり、また自身の向上のために行なうものとなり、そのような状況下で「効果と快適さ」が得られなければ不愉快な思いまでして行ないたいとは思わない。その内、効果は本発明次第であるが厳密には各種目の内容(課題)次第であるが、快適さはプレイヤに委ねるところが多く「共に励んでいる」という相見互いの精神で労り合い、仮に実力差が感じられたなら相手に気を使って「今日は難題に挑戦中?」等と連絡を取り合って密かにレベルを調整したりしてあげたなら細やかな心遣いに励まされる。その結果ヤル気も増し捗る。また気心知れた相手ならレベル設定を双方でし合えば闘争心が駆り立てられ燃える。しかしだからと言って仮に負けたとしても後腐れが無い。なぜなら元々種目差もあり実力差もある中で自分が選んだ種目で行なっているため対戦中は勝負であり力が入るが仮に負けたとしても心に留めおく必要がなく綺麗さっぱり忘れられる。いわゆる一過性の盛り上がりで興趣に過ぎない。ところが従来のように同一種目を同じ内容で実施したならどうしてもやっかみや優越感が心に残る。そのため、雑念が生じて不要な勝負事に関わりたくなくなる。しかし本発明で行なえば勉強では到底叶わない成績優秀者に対しても今始めたばかりのコンピュータゲームで挑むことができ、逆に実力差があって声が掛け辛い成績下位者にも憚り無く挑むことができる。そして一時的に同じ思いで戯れ競い合ったなら友情が芽生え応援し合える関係になることが期待される。相手がさらなる難題に取り掛かり苦戦していたなら自身も同じ様に難度を思い切り上げて挑めるようになり、スランプや難題を共に克服できるようになり励まされる。つまり「効果と快適さと微調整」が満たされ勉強促進型が可能となる。   The effect, comfort, and fine-tuning are that the study-promoting type encourages people who are in good spirits to work together without being trapped by the genre or level. Therefore, it will be implemented in the presence of a difference in ability, and it will be done to improve itself, and if "effect and comfort" are not obtained under such circumstances, I would like to do unpleasant thoughts I don't think so. Among them, the effect depends on the present invention, but strictly speaking, it depends on the contents (problems) of each eye, but comfort is often left to the players, and in the spirit of mutual mutual effort, If you feel a difference in your skills, you will be encouraged by careful thoughts if you adjust the level secretly by keeping in touch with the other party, such as “I'm challenging the challenge today?” As a result, Yar feelings increase and progress. Also, if you are an enlightened partner, you can set the level on both sides, and the fighting spirit will be driven and burned. However, even if you lose that way, there is no post-rot. Because, because there are differences in the original and there is a difference in ability, it is done in the event that I chose, so it is a game during the battle and power is entered, but even if I lose, it is not necessary to keep in mind and I will forget beautifully. It is just an excitement with a so-called transient excitement. However, if the same event is carried out with the same content as in the past, the ambition and superiority will inevitably remain. As a result, miscellaneous things arise and you don't want to be involved in unnecessary matches. However, if you do with the present invention, you can challenge even the best students who can not achieve it by studying with the computer game just started, and conversely even the lower grades who are difficult to speak due to differences in ability Can do. And if you play and play with the same feeling temporarily, it is expected that friendship will develop and you will be able to support each other. If the opponent is working on a more difficult problem and struggling, he will be able to tackle the same level of difficulty and be able to overcome both the slump and the difficult problem. In other words, "effect, comfort and fine adjustment" are satisfied, and study promotion type is possible.

以上の結果「切磋」にとって必要なものは技術的には殆ど解決していて唯一欠如しているのは(2)の戦略的再配備であるが、仮に(2)をクリアしたとしても「遊戯」の形態で実施するのは既述の通り極めて困難で、種目体や対峙体を一々作成しなければならず、また他流試合を行なうには動因種目以外同条件にする必要があり、「遊戯」では「動因種目を含めた共通化」なら問題ないが「動因種目を異にした共通化」は極め難しく種目体等の自動作成機能でも設けない限り不可能に近い。ところが「切磋」の場合は目的がはっきりしているため余計なものは要らない。そこでそうした問題をひっくるめて解決するのが第5の発明で「基準種目」となる。基準種目は特別な種目ではなく単なる対峙種目と動因種目の仲介役機構で言わば代行型の対峙種目の特別形態になる。もう少し詳しく記すと、「切磋」は前記の通り動因種目と対峙種目と進行種目が直線的に並ぶが、代行型の対峙種目も同じように3種類の種目が直線的に並ぶ。しかし代行型の対峙種目は単発型で継続性がない。そのため、動因種目で集めた対戦要素はそのまま対峙体に格納され、対峙体にある動因種目の結果が全て揃ったなら対峙種目が開始される。つまり複数の動因種目の結果を対峙体に集めて行なう対峙種目を、代行型の対峙種目は対峙体に直接集めて行なうが、「切磋」は対峙体と動因種目の間に「基準種目」を設け、対峙体、基準種目、動因種目と並ぶ形にした上で、基準種目に複数回分の動因種目の結果を集めて貯め置き、それを再配置して複数回分の動因種目の結果に作り替えて、所定の時間が来たなら順次繰り返し作り替えた動因種目の結果を対峙体に送り、対峙体に動因種目の結果が集まったのを受けて対峙種目を実施する。つまりワンクッション設けて対峙体を動的に作成しているに過ぎず大きな流れに変化はない。   As a result of the above, what is necessary for "Kirin" is almost technically solved and the only lack is the strategic redeployment of (2), but even if (2) is cleared, It is extremely difficult to implement in the form of "", as described above, it is necessary to create the event body and the opposing body one by one, and it is necessary to make the same conditions other than the motive event, in order to perform other style games, There is no problem in “play” with “commonization including motives”, but “commonization with different motives” is extremely difficult, and it is almost impossible unless automatic creation functions such as events are provided. However, in the case of “Kirin”, the purpose is clear and no extra work is required. In order to solve such problems, the fifth invention is the “reference item”. The reference event is not a special event, but simply a special form of an antipodal event in the form of an intermediary mechanism between an antipodal event and a motive event. In more detail, as for “Kirin”, as described above, the motive event, the antipodal event, and the progressive event are arranged in a straight line, but the proxy antipodal event also has three types of events arranged in a straight line. However, the proxy type antipodal event is a single type and has no continuity. For this reason, the battle elements collected in the motive item are stored in the opponent body as they are, and when all the results of the motive item in the opponent body are obtained, the opponent event is started. In other words, confrontation events are performed by collecting the results of multiple motive events in the opposite body, while proxy-type antipodal events are performed directly in the opposite body, but “Kiri” is the “reference item” between the opposite body and the motive event. Established, aligned with antipods, reference events, and motive events, collected and stored the results of multiple motive events for the reference events, rearranged them, and recreated the results for multiple kinetic events When the predetermined time has come, the result of the recurring event is repeatedly sent to the opponent body, and the result of the action item is gathered in the opponent body, and the opposite event is executed. In other words, there is no change in the large flow just by providing one cushion and dynamically creating the opposing body.

なお、基準種目と進行種目の違いは、言わば「切磋」と「遊戯」の違いで、遊戯は本発明の原型に当たり「3種類の種目による回帰型問答式2段階方式」で行なう。つまり、進行種目が進行係を務め、問答式の異種目間交流を行なって、該結果で進行種目を進める。そのようなことから「進行種目に始まり進行種目に帰り着く」と言う意味で「起点」と「帰着点」の2点を進行種目が保有することから「回帰型」になっているが、該回帰型に対して遊戯では「摘取型」と「代行型」で実施できる。摘取型と代行型の違いは既述の通りで、摘取型は進行種目の動因を直接動因種目に求めるのに対して、代行型は対峙種目の特典として進行種目を進める。その為、対峙種目の戦い方を決める「対峙体」の中には対峙種目で戦うプレイヤ達の情報が含まれ、該情報の中には対戦者各々が行なう動因種目の実施内容を決める「種目体」がある。つまり、代行型は「対峙体の中に種目体がある」が、摘取型は「対峙体と種目体は分かれている」。しかし何れであっても進行種目において「動因種目を行なう準備」をしているのが「遊戯」で、「動因種目を行なう準備」をしないのが「切磋」となる。但し、それだけの違いだけではなく仮に遊戯の形態で進行種目において「動因種目を行なう準備」をしないで代行型の対峙種目ばかりで行なったとしても勉強促進型は実施できない。なぜなら代行型の対峙種目だと対峙種目と動因種目がセットになっているためプレイヤが何某かの「課題」に挑戦する毎に対峙種目が起動し気も散るし戦略も立てられない。そのようなことから「遊戯」と「切磋」の違いは、遊戯の場合は進行種目に「起点」と「帰着点」いわゆる「スタート」と「ゴール」を持たせているが、切磋の場合は複数回分のスタートを基準種目に委ねて行ない、委ねられた基準種目は一定時間動因種目を自由に行なえるようにして対戦要素を集め、集まった対戦要素を基に対峙体を動的に作成して委ねられた回数分の対峙種目をまとめて繰返しその都度特典を付与する。つまり、進行種目が持つ「スタート」と「ゴール」を分離して、基準種目において一端プレイヤ全員の足並みを揃えているに過ぎない。その結果、対戦者間で基準種目を異にすることができず全員「同じ基準種目」で実施する。但し、基準種目は対峙体を作成する準備機関でもあるため基準種目に関連付けられるプレイヤ各々の種目体は別々で、プレイヤの端末には「基準種目」と「進行種目」と各プレイヤが使用する「種目体」がダウンロードされてインスタンス化される。なお、基準種目の外見的画面はプレイヤ全員同じ内容であるが基準種目の「目標値」に関連付けられる種目体はプレイヤ各々異なる。また、一定時間まとめて行なう該方法が既述の通り「ラウンド制」になる。   The difference between the reference event and the advanced event is, so to speak, the difference between “Kirin” and “Yugi”. The game is the prototype of the present invention, and is performed by the “regression type question-and-answer method with three types of events”. In other words, the progress item acts as a person in charge of progress, exchanges between different types of questions and answers, and advances the progress item based on the result. For this reason, it has become a “regression type” because it has two points of “starting point” and “returning point” in the sense of “starting at the progressing event and returning to the progressing event”. In play, it can be implemented in the “pick type” and the “substitute type” in the game. The difference between the pruning type and the substitution type is as described above, while the plucking type directly determines the cause of the progression item as the cause of the progression item, whereas the substitution type advances the progression item as a privilege of the opposite type. Therefore, the “opposite body” that determines how to fight the opposing event includes information on the players who fight in the opposing event, and this information includes “ There is a body. In other words, the proxy type “has a special body in the antipodal body”, while the harvesting type “the antipodal body and the special body are separated”. However, in any case, “play” is the “preparation for performing the driving event” in the progress event, and “kiri” is the “not preparing for the driving event”. However, the study promotion type cannot be implemented even if it is performed only with the substitute type of counter item without performing “preparation for performing the driving factor item” in the progress item in the form of play. This is because, in the case of the substitute type of counter item, the counter item and the motive item are set, so that whenever the player tries some “tasks”, the counter item is activated, distracting, and no strategy can be established. For this reason, the difference between “Yugi” and “Kirin” is that in the case of “Game”, “Starting point” and “Returning point” are called “Start” and “Goal”. The start of multiple times is entrusted to the reference event, and the entrusted reference event collects the battle elements so that it can freely execute the movement event for a certain period of time, and dynamically creates the opponent body based on the collected battle elements As many times as the number of confrontation events entrusted, the benefits are granted each time. In other words, the “start” and “goal” possessed by the progress event are separated, and all the players are just in line in the reference event. As a result, it is not possible to make the standard event different between the opponents, and all the players will implement the “same standard event”. However, since the reference item is also a preparatory organization for creating an anti-body, each player's event associated with the reference item is different, and the player's terminal uses “reference item”, “progress item”, and each player uses “ The “specimen” is downloaded and instantiated. It should be noted that the appearance screen of the reference item has the same content for all the players, but the item associated with the “target value” of the reference item is different for each player. In addition, as described above, the method that is performed collectively for a certain period of time becomes the “round system”.

実施可能な状態になるとラウンドのインターバルに入る。ラウンドのインターバルとはラウンド間の休憩時間でその間に種目体を変えたり評価棒で微調整できたりする。そしてインターバルが終わり種目体の交換または内容変更によって作り直される疑似動因種目である索引が作成され全プレイヤが完全に実施できる状態になったならラウンドが始まる。
種目体は複数であってもよい。通常は1ラウンド同一種目で実施するが他流試合や親睦会等では1ラウンドを複数の種目体にして目標値を、端末装置2のディスプレイ24上に表示したボタンによって実施する種目を変える場合があるが、各ボタンに「種目体ID」と「概念的拠所の値」を登録しておけば問題なく実施できる。なお、種目体IDと概念的拠所の値を別のボタンにして別々に取決めるようにしても何ら問題ない。また、誤解が無いように記すと、第3発明で疑似動因種目の正体である索引を「理論上複数の種目から成る課題の集合体にしてもよい」と記したがまた「そこまで話を膨らまさない」としたが、種目体が変われば索引も変わるため目標値を表示するボタン毎に「異なる種目体の概念的拠所の値」にしても対象の索引が変わるため問題ない。
When it becomes feasible, it enters a round interval. The round interval is a break between rounds, during which you can change the event and fine-tune with the evaluation bar. When the interval is over and an index, which is a pseudo-motive factor that is recreated by exchanging items or changing contents, is created and all players can be fully implemented, the round begins.
There may be a plurality of items. Usually, one round is carried out in the same event, but in other games and social gatherings, there are cases where one round is made into a plurality of items and the target value is changed by the button displayed on the display 24 of the terminal device 2. However, if “item ID” and “value of conceptual base” are registered in each button, it can be implemented without any problem. It should be noted that there is no problem even if the item ID and the value of the conceptual base are separately set as different buttons. In addition, if there is no misunderstanding, the index that is the identity of the pseudo-motive factor item in the third invention was written as “theoretically a collection of problems consisting of a plurality of items”, but “ However, since the index changes if the event changes, the target index changes even if the target value is displayed for each button, so there is no problem.

対峙体と交流体は基準種目が自動で作成する。前記の通り基準種目を用いると至って簡単に実施できる。そのため、各プレイヤは自身が取組んでいる課題を種目体にして本発明管理センター等に登録しておけば直ちに実施できる。しかし以上のままでは「対峙体」と「交流体」が存在しない。対峙体を作成するには「対峙種目情報」と「対戦者情報」と「特典情報」が必要になる。ところが、特典は進行種目の実施権になるため不要で、対戦者情報は全プレイヤになるため把握済みで、残りは対峙種目情報のみとなる。そこで基準種目に対峙種目情報と各ラウンドで行なう対戦回数を持たせておけば対峙体は自動で作成できるようになる。その際、基準種目と対峙種目を分離するのかとなり、仮に分離すると対峙種目と対峙種目で用いる対戦要素が食い違う恐れがあり型合せが必要となる。ところが基準種目は単なる中継で仮に1つの雛形を作成しておけば相当多様に作り替えられる。なぜなら配置場を変えて配置場に表示する対戦要素の図柄を変えればよいだけだからである。そのため、基準種目そのものは作成が容易で敢えて面倒でエラーの因になる型合せなどする必要がなく、対峙種目専用の基準種目を多数作成して基準種目を取決めると同時に対峙種目も取り決まるようにしておけば手軽に実施できる。また進行種目が決まれば自ずと対戦回数が分かり「交流体」も自動で作成できる。この結果、基準種目自体に対峙種目情報と進行種目での対戦回数情報を持たせておけば基準種目を取決めた時点で中央装置1に必要数の「対峙体」と「交流体」が自動で作成できる。なお、基準種目によっては対峙体毎に対峙種目の対戦場を変えたりキャラクターを変えたりする場合があるが、それは基準種目内の仕様で基準種目自身が用意した設定画面で行なう。   The counter item and the AC type are automatically created by the reference item. As described above, it is very easy to use the reference item. For this reason, each player can immediately implement it by registering it in the present invention management center or the like with the task he / she is working on as an item. However, there are no “opposite bodies” and “alternative bodies” in the above manner. In order to create an opposing body, “opposite item information”, “opponent information”, and “privilege information” are required. However, the privilege is unnecessary because it becomes the right to implement the progress item, the player information is already known because it becomes all players, and the rest is only the opposite item information. Therefore, if the counter item information and the number of battles to be performed in each round are given to the reference event, the opponent body can be created automatically. At that time, the reference item and the antipodal event are separated, and if they are separated, the fighting elements used in the antipodal event and the antipodal event may be different, and matching is required. However, the reference item can be recreated in a wide variety of ways if a single template is created by mere relay. This is because it is only necessary to change the design of the battle element displayed in the placement field by changing the placement field. Therefore, it is easy to create the reference event itself, and it is not necessary to do the type matching that causes trouble and an error. If it is, it can be carried out easily. Also, once the progress event is decided, the number of battles can be known and the “exchange body” can be created automatically. As a result, if the reference item itself has the opposite event information and the number of battles in the progress event, the necessary number of “anti-body” and “alternating body” are automatically set in the central device 1 when the reference item is decided. Can be created. Depending on the reference item, the battle field or character may be changed for each opponent, but this is done on the setting screen prepared by the reference item itself according to the specifications in the reference item.

基準種目の実施例を挙げて説明する。図8及び図9は、端末装置2のディスプレイ24に表示される画面例を示す図である。対峙種目はアクションゲーム等様々な種目で実施できるが、分かり易くするためトランプのポーカーを例に挙げる。進行種目も多様な種目で実施できるが、4行4列の16升から成るオセロ風の陣取りゲームを挙げて説明する。オセロ風のゲームを終えるには最大16回対峙種目を実施しなければならない。それを3ラウンドに分けたなら1ラウンドで8乃至9回対峙種目を実施する。また全ラウンド通しで戦略的再配備できるのであれば5列25行のカード置場が必要になる。基準種目の実施画面は2画面に分かれ、1画面は戦略的再配備の場となり、1画面はボタンスイッチの配置場となる。但しラウンド内で使用できる種目体を複数にして前記ボタンスイッチの配置場を「種目体用ボタン」と「概念的拠所用ボタン」に分けるなら3画面になる。ボタンスイッチは動因種目を実施するためのボタンで各ボタンに目標値指定型で得られる目標値となる「札」が1乃至複数枚描かれ夫々のボタンに概念的拠所の値が付されている。概念的拠所の値は非表示であってもよいがボタンに描かれた札が欲しければ第3発明で記した通り概念的拠所の値相当の課題を実施してクリアしなければならない。但し評価棒を通過させるため必ずしも概念的拠所の値通りの課題にはならない。なお、「切磋」の場合は評価棒で調整する以前に動因種目に大差がある。なぜならプレイヤ毎に、厳密には種目体毎に動因種目が最適化されて「疑似動因種目」になっているからで、コンピュータゲームの練習をする者や将棋や囲碁をする者等々、また難関大学の受験勉強をする者や中学の中間テスト勉強をする者等様々でその時点で雲泥の差があり評価棒による調整は微調整となる。そして見事に目標値を獲得したなら目標値に描かれている札が得られ戦略的再配備の場に自由に分散して配置できる。それをラウンドが終了するまで繰り返す。したがって少しでも早く種目をクリアすれば有利になる。ラウンドは時間制で所定時間が過ぎると自動的に対峙種目が始まる。対峙種目は戦略的再配備の場に配置された対戦要素を基に順次行なう。ポーカーはアクションゲーム等と違ってプレイヤが直接対決する必要がなく札が出された瞬間に勝敗が決する。そして特典獲得者のみが自身の進行種目を実施することができる。対峙戦に提出する札は5枚に満たなくてもよい。提出された札において役やスートやランクで価値付けを行なって勝敗を決する。したがって札集めをサボった場合には当然大敗し、さらに進行種目すら実施できない2度の屈辱を味わう。これによりプレイヤは自ずと札集めに励めるようになることが期待される。勉強促進型はそうした心理的作用を活用するもので、そのため、相手が何をしていようが問題にならなくなり屈辱を味わいたくないと頑張ることが期待できる。   An example of the reference item will be described. 8 and 9 are diagrams illustrating examples of screens displayed on the display 24 of the terminal device 2. The game can be implemented with various events such as action games, but for the sake of clarity, we will use playing cards as an example. There are various kinds of progress events, but I will explain with an Othello-style battle game consisting of 16 rows of 4 rows and 4 columns. To finish an Othello-style game, you must perform up to 16 events. If it is divided into 3 rounds, 8 to 9 rounds will be held in one round. If strategic redeployment is possible throughout the entire round, a card storage with 5 columns and 25 rows is required. The execution screen of the reference item is divided into two screens, one screen is a place for strategic redeployment, and one screen is a place for button switches. However, if there are a plurality of event bodies that can be used in the round and the button switch placement field is divided into “item object buttons” and “conceptual base buttons”, there are three screens. A button switch is a button for implementing a motive item, and each button is provided with one or more “tags” which are target values obtained by a target value designation type, and each button has a conceptual base value. . Although the value of the conceptual base may be hidden, if a tag drawn on the button is desired, the task corresponding to the value of the conceptual base must be performed and cleared as described in the third invention. However, since the evaluation bar is passed, it is not necessarily a problem as the value of the conceptual base. In the case of “Kiritsu”, there is a big difference in the cause of movement before adjusting with the evaluation stick. Because, for each player, strictly speaking, the event type is optimized for each event body, so that it becomes a “pseudo-motor event item”. There are various differences such as those who study for the entrance examination and those who study the intermediate test of junior high school, and the adjustment with the evaluation bar is fine adjustment at that time. And if you get the target value brilliantly, you can get the tag drawn in the target value and distribute it freely in the place of strategic redeployment. Repeat until the round is complete. Therefore, it is advantageous to clear the event as soon as possible. The rounds are timed and the competition starts automatically after a predetermined time. Opposition events are performed sequentially based on the battle elements placed in the strategic redeployment field. Unlike an action game, poker does not require the players to confront each other directly and wins or loses at the moment the bill is placed. And only the privilege acquirer can carry out his own progress event. It is not necessary to submit fewer than 5 tags to be played against the battle. In the submitted bill, value is determined by the role, suit and rank, and the victory or defeat is decided. Therefore, if you fail to collect the bills, you will naturally lose a lot, and you will experience two humiliations that you cannot even carry out even the progress events. As a result, it is expected that the player will naturally be encouraged to collect bills. The study-promotion type uses such a psychological effect, so it can be expected that the other party will not be a problem no matter what they are doing and will not try to humiliate.

大人数でも実施できる。前記の実施例だと精々2〜5人がよいところであるが、クラスメイトや塾やインターネットで行なう場合50〜100人、1000人程度で実施したい場合もある。なお、他流試合型は予選でない限り大人数ですることはない。そのような場合は実施する種目や進め方を変えることによって実施できる。例えば、進行種目を双六や将棋崩しやビンゴゲームのような実質一人で行なうようなものにして、対峙種目も前記のポーカーのように直接対決しなくてよいものにする。その上で双六や人生ゲームなら特典獲得者のみサイコロを振れるようにして、将棋崩しやビンゴゲームなら特典獲得者のみ実施できるようにする。そうすれば100人や200人居たとしても実質的には各々の端末装置2で各々のゲームを進めるだけとなり、対峙種目も端末装置2から持ち寄った点数を比較するだけとなり、全員の進捗状況も1つの全体画面に分布図のようにプレイヤの位置を点在させればよいだけである。   It can be implemented even with a large number of people. In the above-mentioned embodiment, 2 to 5 people are good at best. However, there are cases where 50 to 100 people or 1000 people want to carry out with classmates, private schools or the Internet. In addition, the other-style game type will not be a large number unless it is qualifying. In such a case, it can be implemented by changing the items to be implemented and the method of proceeding. For example, the progressive event is performed by a single person such as Sugoroku, Shogi, and bingo game, and the opposing event does not need to be confronted directly as in the above-mentioned poker. On top of that, if the game is a Sugoroku or Life Game, only the privilege winner can roll the dice, and if it is a shogi crush or a bingo game, only the privilege winner can perform it. In this way, even if there are 100 or 200 people, each terminal device 2 can actually proceed with each game, and the opposite item only has to compare the points brought from the terminal device 2, and the progress of everyone's progress However, it is only necessary to place the positions of the players on one entire screen as shown in the distribution chart.

融合処理も実施できる。勉強促進型だと真正ユニットで行なう融合処理はほぼ必要ない。しかし他流試合型や「切磋」を親睦会用にするなら例えばボウリング大会とセットで行なったりするなら全チーム同じ内容で実施するため「切磋」は「遊戯」より容易に実施できる。そうした場合はラウンド内でも多様な種目を実施できるように「複数の種目体」を基準種目に関連付ける。また基準種目とは別に融合処理を行なう疑似ユニットを表示する。問題は交流体の指定を何時行うかで、1つには目標値のボタンを押す際、2つには対峙体に送信する際となる。1つ目のボタンを押す際だと交流体に仕掛けた値を反映させられるが交流体数がプレイヤ毎に変わって来る。なぜなら動因種目いわゆる「課題」を数多くすればその分交流体数が増えるからで、またボタンを押して「実施困難」と判断して直ちに「投了」して次の課題に変えたりしたなら交流体数は更に増大する。しかしそのような一面があったとしても1つ目が本発明にとって標準的なものとなる。2つ目の対峙体への送信時に実施したなら交流体数はプレイヤ全員同じになるがプレイヤによる交流体への仕掛けが殆どできない。何れにしても「切磋」は「遊戯」と違って基本「種目体選び」をしないため交流体は重用しない。そこで進行種目と融合処理をする疑似ユニットを分離した上で、進行種目に対しては「進行種目実施権」の特典で進行種目を進め、疑似ユニットに対しては「摘取型の対峙体」を別に作成して融合処理をする交流値を改変したりする。つまり「切磋」であっても「遊戯」同様に摘取型の対峙体は作られるが実施できる賞罰は限られる。   Fusion processing can also be performed. The study-promoting type requires almost no fusion processing with authentic units. However, if other types of games or “Kirin” are used for social gatherings, for example, if they are performed together with a bowling tournament, all teams will have the same content, so “Kiryu” can be performed more easily than “play”. In such a case, "multiple items" are related to the reference item so that various events can be carried out even within the round. A pseudo unit for performing the fusion process is displayed separately from the reference item. The problem is when to designate the AC body, one is when the target value button is pressed, and the other is when the target body is transmitted to the opposing body. When the first button is pressed, the value set on the AC body is reflected, but the number of AC bodies changes for each player. This is because if the number of so-called “tasks” is increased, the number of ACs increases accordingly, and if the button is pressed and it is judged “difficult to carry out”, it is immediately “terminated” and changed to the next task. Increases further. However, even if there is such an aspect, the first is standard for the present invention. If implemented at the time of transmission to the second opposing body, the number of AC bodies is the same for all players, but the player can hardly set up the AC bodies. In any case, unlike “play”, “Kirin” does not do “basic selection”, so the AC body is not used. Therefore, after separating the proceeding event and the pseudo unit that performs the fusion process, the proceeding event is advanced with the benefit of the “progress item license” for the proceeding event, and the “pick-up type antipodal body” for the pseudo unit. Or altering the AC value for the fusion process. In other words, even if it is “Circle”, a pick-up type antipodal body is made as in “Play”, but the award that can be implemented is limited.

基準種目と発明本体との関係は、基準種目は「ラウンド制を可能にするためのもの」であるが、異種目間交流そのものは本発明において行なう。その為「切磋」用に特化させてシステム開発しない限り第1発明〜第4発明までに記した仕組みを用いる。なお、「切磋」用として開発したなら基準種目を中心に構築できる。しかし「切磋」用に特化させたなら「遊戯」の実施が困難になる。とは言っても「遊戯」と「切磋」の双方を同時に実施できるようにする必要はないが仮に分けたならその分、開発の工数が増える。また、ラウンド制と言っても異種目間交流としては特別なことをするわけではなく処理の流れを一部滞らせてその間に動因種目の結果を配置換えしているに過ぎない。その為「切磋」であったとしても中央装置1に3種類のデータ管理体が作成され、3種類の種目は全て発明本体の下で実施される。   Regarding the relationship between the reference item and the main body of the invention, the reference item is “to enable a round system”, but the exchange between different types of items is performed in the present invention. Therefore, the mechanism described in the first to fourth inventions is used unless the system is specially developed for “Kiri”. If it is developed for "Kirin", it can be built around standard items. However, if it is specialized for “Kirin”, it will be difficult to carry out “play”. That said, it is not necessary to be able to carry out both “play” and “kiri” at the same time. Moreover, even if it is called a round system, it does not do anything special as exchange between different eyes, but only partly delays the flow of processing and rearranges the results of the motive event. Therefore, even if it is “Kiri”, three types of data management bodies are created in the central device 1, and all three types of events are implemented under the main body of the invention.

実施手順は、「切磋」は「遊戯」と違って「対戦場が1つの基準種目」になるため先ず基準種目を取決める。また融合処理を行なうなら「1つの融合関数」を取決め、各プレイヤが実施する「進行種目」と各プレイヤが使用する「種目体」を取決める。なお、基準種目に「対峙種目情報」が含まれる。また種目体は主催者やプレイヤが作成でき、勉強促進型ならプレイヤ自ら作成し、他流試合型なら主催者が作成し、本発明管理センター等に登録して置きその中から使用する種目体を選ぶ。以上を行なうと、中央装置1に「遊戯」同様に「対戦者表」「真正ユニットの配列」「種目体の配列」「対峙体の配列」が作成され、各プレイヤが使用する端末装置2にはプレイヤ用の「進行種目」と「基準種目」がインスタンス化され、各プレイヤ用の「種目体」のダミーが1乃至複数作成される。また疑似ユニットを用いるなら疑似ユニット表示用の「融合関数」がインスタンス化され、対戦場全体の評価棒を表示するなら「共通座標表示用のソフトウエア」がインスタンス化される。そして「切磋」が開始できるホーム画面が表示され、ホームには「進行種目の状況」と「選択可能な種目体」と「ラウンドの状態」と疑似ユニットを用いるなら「疑似ユニット」が表示される。また、「摘取型」の対峙体を作るなら作成用ボタンが表示される。なお、プレイヤはエントリするまで種目体を自由に作り直せる。作り直す種目体をアクティブにすると種目体に関連付けられている動因種目用の「設定用ソフトウエア」が起動して設定内容を変えるとその内容で疑似動因種目に成る索引が作り直される。また種目体に関連付けられている評価棒も表示できて調整できる。種目体の調整が一通り終わったなら端末装置2上でプレイヤは「エントリボタン」を押す。対戦場の全員がエントリボタンを押したならラウンドのインターバルに入る。ラウンドのインターバルに入ると他流試合型なら種目体変更ぐらいしか出来なくなり、勉強促進型なら種目体の変更と評価棒による調整が可能となる。ラウンドが始まると、プレイヤの端末装置2は全員同じ基準種目の画面を各々のディスプレイ24に表示する。基準種目の画面は夫々であるが、概ね、獲得した対戦要素を再配備する「要素再配備画面」と、目標値を表示する「目標値指定画面」と、種目体を変えるなら「種目体指定画面」が表示される。   As for the implementation procedure, “Kirin” is different from “Yugi” and “the battle field is one reference item”, so first determine the reference item. If the fusion process is to be performed, “one fusion function” is determined, and “progress item” performed by each player and “specimen body” used by each player are determined. The reference item includes “opposite item information”. The event body can be created by the organizer or the player. If the study promotion type, the player himself / herself will create it, if the other game type, the organizer will create it, and the event body to be registered and used in the management center of the present invention will be used. Choose. When the above is performed, the “player table”, “authentic unit array”, “special object array”, and “facing object array” are created in the central device 1 in the same manner as “play”, and the terminal device 2 used by each player The “progress event” and “reference event” for the player are instantiated, and one or more “specimen” dummy for each player is created. If a pseudo unit is used, a “fusion function” for displaying a pseudo unit is instantiated. If an evaluation bar for the entire battlefield is displayed, “software for displaying common coordinates” is instantiated. Then, the home screen that can start "Kiri" will be displayed, and "Pseudo unit" will be displayed on the home if you use the "Progressive event status", "Selectable event", "Round status" and pseudo unit . Also, a creation button is displayed if an “pick” type counter is created. The player can freely recreate the event until entry. When the re-created event is activated, the “setting software” for the dynamic event associated with the specific event is activated, and when the setting content is changed, the index corresponding to the pseudo-dynamic event item is re-created. You can also display and adjust the evaluation bar associated with the event. When the adjustment of the event is completed, the player presses the “entry button” on the terminal device 2. If everyone on the battlefield presses the entry button, it enters the round interval. If you enter the round interval, you can only change the event type in the case of the other-style game type, and you can change the item type and adjust with the evaluation stick if you are in the study promotion type. When the round starts, all the terminal devices 2 of the players display the same reference item screen on each display 24. The screens of the standard events are different, but in general, the “element redeployment screen” that redeploys the acquired battle elements, the “target value designation screen” that displays the target value, and the “special event designation” Screen "is displayed.

処理の流れは、プレイヤXが目標値指定画面で1乃至複数の目標値を指定して決定ボタンを押すと、選んだ目標値の合計点になる「概念的拠所の値」と「プレイヤID」と「種目体ID」と「交流体配列NO」等から成る「目標値確定イベント」が基準種目から発せられ、それを受取った中央装置1では「等価枠」を特定して等価枠の開始値と終了値を基に実施する課題を特定する第3発明で記した「等価枠変換課題方式」で課題IDを特定して中央装置1にある『対戦等準備表』に登録して課題IDの実施準備に入る。課題IDの実施準備は自動で作成された「交流体」を自動または手動で取決め、仮に手動で取決めるなら目標値確定イベントが発せられた際に交流体配列NOが「無効値」で且つ「要手動取決め」の状態であったならプレイヤXが使用する端末装置2に疑似ユニットを表示させて「交流体を確定する処理」を実施させ、交流体を対戦等準備表に登録すると準備が完了する。動因種目の準備が終了すると種目体にある自動連係用ソフトウエアをインスタンス化して特定した交流体と該種目体にある動因種目に渡す情報と課題IDとプレイヤ情報を自動連係用ソフトウエアに渡すと、自動連係用ソフトウエアが動因種目を実施できる状態にして仮にアーケードゲーム機で実施するならアーケードゲーム機にプレイヤ名等を表示してプレイヤXが間違わないようにして実施する。対戦等準備表はその間つまり種目の準備から後処理まで監視し続ける。なお、本発明は種目を基本的に外部委託する。そのため、課題をどのようなコンピュータ機器で行なうか未確定で、当然プレイヤの端末装置2で実施する場合が増える。しかしどのような形で課題を実施したとしても異種目間交流に参加する動因種目は結果を「総括値」にして返す。なお、総括値の算出は自動連係用ソフトウエアで行なってもよい。総括値をプレイヤIDと対戦等準備表の実施NO等と共に中央装置1にある自動連係用ソフトウエアに返すと、自動連係用ソフトウエアを通じて対戦等準備表に結果が格納され、続いて種目体にある評価棒に渡されて「出口値」が計算されて総括値に追記される。それを受取った中央装置1は出口値で「等価枠」を特定して「等価枠絵」と「等価枠金」を総括値に追記して該当の交流体に格納するか総括値と分離して格納する。なお、等価枠変換課題方式による価値変換は第3発明で記した通りとなる。そして総括値をプレイヤの基準種目に返す。総括値を基準種目に返すと基準種目は総括値にある「成否度」でクリアしたか否かを調べ、クリアしていたならプレイヤに獲得した目標値を表示して対戦要素画面にある再配置場所に自由に分散配置させる。プレイヤが対戦要素を獲得したか否かに関わらず対戦要素の再配備処理が終了すると目標値指定画面で目標値が再び選べるようになり前記の処理を「ラウンドの対戦要素集め」が終了するまで繰返す。なお、「切磋」は「遊戯」と違ってラウンドの対戦要素集めは特定の動因種目を「プレイヤ単独」で繰返し行なう。その為対戦等準備表を毎回ゼロから用意する必要はなく一部の内容は使い回し可能になり対戦要素集めが終わるまで対戦等準備表にある内容を使い回してスピード化を図るとよい。ラウンドは時間制で中央装置1において計測する。そしてラウンドの終了が近付くとプレイヤが使用する端末装置2のディスプレイ24にカウントダウンが表示され、終了と共に一斉に中断して対戦要素集めを打ち切る。対戦要素集めが終了すると対峙種目の準備に入る。対峙種目の準備も対戦等準備表に登録して行なう。しかし対峙種目も動因種目同様に逐一ゼロから準備しなくても基本的には継続使用できる。仮にステージやキャラクターが対峙体毎に変わる場合があったとしても同種目内での変更となる。そのため、対峙体にある自動連係用ソフトウエアを起動させて対峙種目を実施できる状態にしたなら繰返しその状態が利用できる。対峙種目が実施できる状態になったなら、対峙種目によってプレイヤによる実施が必要なケースと不要なケースがあり、前記のポーカー等は不要なケースとなる。必要なケースの場合は例えばアクションゲームをする場合は対戦要素集めで行なった対戦要素を基に行なう。その際は全プレイヤがエントリしたことを受けて対峙体にある内容で対峙種目を実施する。対峙体の作成は前記の通り基準種目によって自動作成され、該対峙体にラウンドの対戦要素集めが終了すると要素再配備画面で行なった再配備の結果通りに対戦要素が順次自動作成された対峙体に格納され対峙体が完成状態になったものより対峙種目を起動して実施する。そのため、対峙体の特典内容を変えたりする場合は例えば特典獲得者数を変えたり勝ち方負け方を変えたりする場合は基準種目の設定画面で行なう。プレイヤによる直接対決が不要であるか否かはともかく、対峙種目が終わる毎に対峙種目より「賞罰値」が中央にある自動連係用ソフトウエアを通じて対戦等準備表に送られて来る。賞罰値とは「順位」「成績」「勝級」等から成る構造体で、仮に特別な値を獲得したりしたなら「景品値」等を加えておく。その賞罰値を基に対峙体にある内容で特典獲得者を取決め特典獲得者にのみ進行種目を実施できるようにして進行種目を進める。そうした対峙種目を一定回数繰返し行なってラウンドを終了する。ラウンドが終了したならインターバルに入り、前記の通り各プレイヤは種目体を変えたり評価棒で調整を行なったりする。なお、摘取型の対峙種目も一応実施できる。但し効果は「遊戯」程なく僅かなもので「交流値や集計値に悪戯するぐらい」となる。また前記の流れだと対戦要素集めの最中に摘取型が起動するため対峙種目が終了してラウンドのインターバルに入る手前か融合処理をする直前にまとめて実施するぐらいとなる。そのため、一発逆転を狙った「オマケ」のような対戦となる。そして全ラウンドが終わると、融合関数を用いている場合は融合処理が始まり、最後に「盤上と盤下の成績」で結果を算出する。盤上と盤下の成績とは進行種目の成績と真正ユニットの成績のことで、双方の配点比率は主催者次第となる。   When the player X designates one or more target values on the target value designation screen and presses the enter button, the “conceptual base value” and “player ID” that are the total points of the selected target values are processed. A “target value confirmation event” consisting of “item ID” and “alternating body arrangement NO”, etc. is issued from the reference item, and the central device 1 that has received the event specifies the “equivalent frame” and specifies the start value of the equivalent frame The task ID is specified by the “equivalent frame conversion task method” described in the third invention and registered in the “preparation table for competition” in the central apparatus 1 Get ready for implementation. The implementation preparation of the assignment ID is automatically or manually decided on the “alternating body” created automatically, and if it is manually negotiated, the alternating body array NO is “invalid value” and “ If it is in the “manual agreement required” state, the pseudo unit is displayed on the terminal device 2 used by the player X, and “the process of determining the AC body” is performed, and the AC body is registered in the battle preparation table, and the preparation is completed. To do. When the preparation of the motive event is completed, the automatic linkage software in the event body is instantiated and the AC body identified and the information passed to the motive event in the event body, the task ID, and the player information are passed to the automatic linkage software If the software for automatic linking is put into a state where the cause of action can be executed and is executed on the arcade game machine, the player name is displayed on the arcade game machine so that the player X does not make a mistake. The match schedule will continue to be monitored during that period, from event preparation to post-processing. In the present invention, the items are basically outsourced. For this reason, it is uncertain with what kind of computer equipment the task is to be performed, and naturally the number of cases in which the task is performed on the terminal device 2 of the player increases. However, no matter how the task is implemented, the motives that participate in the exchange between different species return the result as a “summary value”. The calculation of the summary value may be performed by automatic linkage software. When the summary value is returned to the automatic linkage software in the central device 1 together with the execution ID of the player ID and the match preparation table, etc., the result is stored in the match preparation table through the automatic linkage software, and then the event is displayed. It is passed to a certain evaluation bar and the “exit value” is calculated and added to the overall value. The central device 1 that has received it identifies “equivalent frame” by the exit value and adds “equivalent frame picture” and “equivalent frame metal” to the summary value and stores them in the corresponding AC body or separates them from the summary value. Store. The value conversion by the equivalent frame conversion task method is as described in the third invention. Then, the overall value is returned to the reference item of the player. When the summary value is returned to the reference event, the reference item checks whether it has been cleared by the “success / failure degree” in the summary value, and if it is cleared, the target value obtained by the player is displayed and rearranged on the battle element screen Distribute freely to places. Regardless of whether or not the player has acquired the battle element, when the redeployment process of the battle element ends, the target value can be selected again on the target value designation screen, and the above process is repeated until the “round battle element collection” process is completed. Repeat. Note that “Kirin” is different from “Game”, and the gathering of the battle elements of the round is repeated by “Player alone” for a specific cause item. Therefore, it is not necessary to prepare a match preparation table from scratch each time, and some contents can be reused, and it is good to speed up by using the content in the match preparation table until the collection of battle elements is completed. The round is measured by the central device 1 on a time basis. When the end of the round is approaching, a countdown is displayed on the display 24 of the terminal device 2 used by the player. When the gathering of the battle elements is completed, preparations are made for the counter event. Also prepare for the counter-events by registering them in the preparation table. However, it is possible to continue using the antipodal event basically without having to prepare from scratch one by one like the motive event. Even if the stage and character may change for each opponent, it will be changed within the same category. Therefore, if the software for automatic linkage in the opposing body is activated to make it possible to implement the opposing event, that state can be used repeatedly. If it becomes a state where the opposing event can be executed, there are cases where the player needs to perform the game and unnecessary cases depending on the opposing event, and the above-mentioned poker is unnecessary. In the case of a necessary case, for example, when playing an action game, the game is performed based on the battle elements collected in the battle element collection. In that case, in response to the entry of all players, the competition item is executed with the contents in the competition body. As described above, the opponent body is automatically created according to the reference item, and when the battle element collection of the round is completed on the opponent body, the opponent elements are automatically created sequentially as a result of the redeployment performed on the element redeployment screen. Execute the counter item from the one that is stored in and the completed anti-body is completed. Therefore, when changing the privilege content of the opposing body, for example, when changing the number of privilege winners or changing the way to win or lose, it is performed on the reference item setting screen. Regardless of whether or not a direct confrontation by the player is necessary, every time the confrontation event ends, the “prize punishment value” is sent from the confrontation item to the battle preparation table through the automatic linkage software in the center. The prize punishment value is a structure composed of “rank”, “score”, “winning grade”, etc. If a special value is acquired, a “prize value” is added. Based on the prize punishment value, the award winner is decided with the contents in the opposite body, and the advancing event is advanced so that only the award winner can implement the advancing event. Repeat such an antipodal event a certain number of times to complete the round. When the round is over, the player enters the interval and, as described above, each player changes the event and adjusts with the evaluation stick. In addition, it is possible to implement a pick-up type antipodal event. However, the effect is as slight as “play” and “is mischievous with the AC value and the total value”. Also, in the case of the above flow, the picking type is activated during the gathering of the battle elements, so the battle event is completed and the rounds are performed just before entering the round interval or immediately before the fusion process. Therefore, it becomes a battle like “Bonus” aiming at one-shot reversal. When all the rounds are completed, if the fusion function is used, the fusion process starts, and finally the result is calculated by “the results on the board and the board”. The results on the board and the board are the results of the progress items and the results of the authentic unit, and the scoring ratio of both is up to the organizer.

以上のように、第5発明は、基準種目を設けて「切磋」の形態でも異種目間交流をできるようにしたことを特徴とする第1から第4発明にある3種類の種目を回帰型問答式2段階方式で連係させて行なう異種目間交流用の装置と処理方法となる。   As described above, the fifth invention is a recursive type of the three types of items according to the first to fourth inventions, characterized in that a reference item is provided so that exchanges between different types of eyes can be performed even in the form of “Kirin”. This is an apparatus and a processing method for the exchange between different eyes performed in a two-step manner.

以下、2つの実施例を説明する。   Two examples will be described below.

(実施例1)
実施例1は「遊戯」に相当し、第2発明から第4発明に当たる。多くのことは既に記しているので此処では主に全体的な処理の流れを記す。図10は、「遊戯」の概要図である。動因種目の結果を真正ユニットにため置き、同時に進行種目を進める。そして進行種目の結果をため置かれている真正ユニットの高流体を事前に集め、対峙種目の準備を対峙体で行ない、対峙体に動因種目の結果が集まった場合に対峙種目を実施して特典獲得者が賞罰を主に真正ユニットに対して行なう。
(Example 1)
The first embodiment corresponds to “game” and corresponds to the second to fourth inventions. Since many things have already been described, this section mainly describes the overall processing flow. FIG. 10 is a schematic diagram of “play”. Place the result of the motive event in the genuine unit, and advance the progression event at the same time. And collect the high fluid of the genuine unit where the result of the progress event is placed in advance, prepare the opposing event with the opposing body, and execute the opposing event when the result of the driving factor gathers in the opposing body The winner performs the punishment mainly on genuine units.

異種目間交流に参加するプレイヤは例えば本発明に係る管理センター等(中央装置1と兼用でもよい)にユーザー登録していてユーザーやユーザーが使用する端末装置2が把握されているものとする。また本発明管理センターは異種目間交流に用いる3種類の種目いわゆる「自動連係用ソフトウエア」と「設定用ソフトウエア」を全て管理しているものとする。但し「課題方式」に当たる各課題はいわゆる実施する種目は各種目の管理会社が管理しているものとする。本発明では自動連係用ソフトウエアと連係を図るまでの処理になるが、自動連係用ソフトウエアには本発明が展開する画面内に種目の実施内容を一部または全部が描画できて本発明からの入力操作も受付けられる入出力用のインターフェイスが備わっているものとする。そうした中主催者は、中央装置1にて「遊戯」を行なう下準備を行なう(端末装置2経由で特定のユーザ(管理者権限)が設定できるようにしてあるとよい)。   For example, it is assumed that a player who participates in the exchange between different types of users is registered as a user in the management center or the like (which may also be used as the central device 1) according to the present invention, and the user and the terminal device 2 used by the user are known. Further, it is assumed that the present invention management center manages all three types of so-called “automatic linkage software” and “setting software” used for inter-species exchange. However, it is assumed that each issue corresponding to the “issue method” is managed by the management company of each type of event to be performed. In the present invention, the process is performed until the software is linked to the automatic linkage software. However, in the automatic linkage software, part or all of the implementation contents of the items can be drawn on the screen developed by the present invention. It is assumed that an input / output interface that can accept input operations is provided. In such a case, the organizer prepares to play “play” in the central device 1 (a specific user (administrator authority) may be set via the terminal device 2).

準備内容は「融合関数」「交流体関数」「種目体関数」「対峙体関数」を取決め、「交流体の鋳型」「全種目体」「未完成の対峙体」を作成し、「進行種目」を用意し、「盛付表」で先盛付型種目を登録しておくことである。融合関数は各プレイヤに与えられる真正ユニットを基に疑似ユニットを作成して融合処理を行ない、交流体関数は真正ユニットの交流体の中身を交流体選びゲーム等を通じて選んだ交流体の鋳型から取込むもので、種目体関数は種目体選びゲームや種目体の取決め処理を行ない、対峙体関数は対峙体を動的に作成する。交流体の鋳型は主催者の仕掛けを記録した交流体の中身のみを保有し、全種目体は対戦場で使用可能な種目体の全てで、未完成の対峙体は完成間近な対峙体で作成を容易にする。進行種目はプレイヤが選べる進行種目を全て用意する。盛付表は種目体と交流体を関連付ける。下準備が終わると、各端末装置2にて「遊戯」に参加するプレイヤが参加登録して自身が実施する進行種目を取決める。これにより『対戦者表』が中央装置1に作成され、プレイヤ情報と、プレイヤが使用する端末情報と、真正ユニット情報と、進行種目情報と、成績情報等が管理される。また対戦者表で管理してもよいがプレイヤの状況や状態を監視して表示する必要があり『監視表』と記す。つまり中央装置1には「対戦者表」「真正ユニットの配列」「種目体の配列」「対峙体の配列」「盛付表」と交流体等の鋳型の配列が作成されて、いわゆる3種類のデータ管理体と真正ユニットが形成されて本体処理をする。また各端末装置2には3種類のデータ管理体にあるデータを一部ダミーとして受取り、前記の各関数を通じて中央装置1の本体と繋がるようになっている。そのため、仮に「交流体遊びゲーム」等をしなかったとしても交流体関数によって「交流体選び」が実施される。つまり交流体選びをゲームで行なうか否かは交流体関数次第となる。なお、中央装置1に形成される本体処理用のデータ管理体の構造は「全体構成図」として視認できると共に様々な処理に用いられるようになっている。   The preparation contents are “fusion function”, “alternating body function”, “special body function”, “opposite body function”, creating “alternating body template”, “all spectacle body”, “unfinished antipodal body”, ”And register the pre-scoring type item in the“ Sheet table ”. The fusion function creates a pseudo unit based on the authentic unit given to each player and performs the fusion process. The AC function is taken from the AC body template selected through the AC selection game, etc. The special body function performs a special object selection game and a special object arrangement process, and the anti-body function dynamically creates an anti-body. The interchange mold is only the contents of the interchange body that recorded the organizer's mechanism, all the items are all the items that can be used on the battlefield, and the unfinished anti-body is created with the near-complete anti-body To make it easier. All the progress events that the player can select are prepared for the progress events. The table for associating the event body with the AC body. When the preparation is completed, the players participating in the “game” are registered to participate in each terminal device 2 and decide on the progress item to be performed by themselves. As a result, an “opponent table” is created in the central device 1, and player information, terminal information used by the player, authentic unit information, progress item information, results information, and the like are managed. Although it may be managed in the opponent table, it is necessary to monitor and display the situation and state of the player, and is referred to as “monitoring table”. In other words, in the central device 1, an array of molds such as an "opponent table", an "authentic unit array", an "special object array", an "opposite body array", a "seating table", and an AC body are created. A data management body and a genuine unit are formed to perform main body processing. Each terminal device 2 receives data in three types of data management bodies as a dummy, and is connected to the main body of the central device 1 through each function. Therefore, even if the “alternative body play game” or the like is not played, “alternate body selection” is performed by the alternating body function. In other words, whether or not to select an AC body in the game depends on the AC body function. The structure of the data processing body for main body processing formed in the central apparatus 1 can be visually recognized as an “overall configuration diagram” and used for various processes.

「遊戯」がスタートすると、各プレイヤの画面(図10中央部)には「進行種目」と「疑似ユニット」が表示され何れからでも異種目間交流が始められるようになる。しかし何れから始めたとしても進行種目では「動因を求める処理」を行ない疑似ユニットでは「交流体を確定する処理」をする必要がある。動因を求める処理は「目標値指定型」「最終値指定型」「要素値送信型」の3種類の問答式の何れかで行ない、仮に交流体選びゲームを逐一行なうのであれば交流体選びの対象になる交流体の鋳型のダミーを各プレイヤの端末に表示して行なう。なお、鋳型のダミーとは鋳型そのものは既述の通り、中央装置1で一括管理されるため各端末装置2には鋳型IDを保有するダミーとなる。また交流体選びゲームと種目体選びゲームは3種類の種目同様に差し替え可能なソフトウエアである「交流体関数」と「種目体関数」が行なう。その為両関数を外部委託する自動連係用ソフトウエアにするのかダイナミックリンクライブラリのように本発明本体に取込んで処理するのかによって処理の流れが変わって来る。但し関数は異種目間交流を始める前にプレイヤを取決める段階に取決めるためまた外部機器を用いることもないためダイナミックリンクライブラリで取決めると思われる。しかし仮に種目同様に分離するなら夫々の関数に「自動連係用ソフトウエア」が必要になり、中央装置1において自動連係用ソフトウエアを起動させて該ソフトウエアを通じて値のやり取りをしなければならない。また仮に完全に外部委託する場合であっても本発明内において進捗状況をモニタリングできるようにしている場合は一部の処理は本発明内から外部委託している関数に指示が出せる。そのように実施方法によって値の受渡し手順が大きく異なるために値の受渡しについては詳細を割愛する。またどのような手法を用いるかは開発者次第となる。何れであっても対戦型のゲームで行なう場合は対戦相手を募ったり指名したりする必要があり他の種目同様にプレイヤの状況に応じて呼掛けたり自動で組み合わせたりする。そうした点は動因種目を実施するときと変わらない。交流体選びをするなら逐一選ぶか一斉に選ぶかに分かれ、一斉なら真正ユニットの鋳型を選ぶ形で行ない、逐一なら選んだ交流体の鋳型IDとプレイヤIDが各端末装置2から中央装置1に送られ真正ユニットのアクティブな交流体に鋳型の内容が複製され該交流体が異種目間交流の「起点」になる。その為交流体を確定する処理が不要になる。交流体選びをしないなら疑似ユニットにおいて「交流体を確定する処理」をするが、処理後に逆に「動因を求める処理」を行なっていなかったなら前記の通り進行種目をアクティブにして実施させる。つまり動因を求める処理と交流体を特定する処理はセットで何れかが欠けていたなら実施させる。なお、進行種目と疑似ユニットが一体になっている場合は進行種目から送信される動因を求める処理を行なった後に発せられる「問答開始イベント」のイベントメッセージに「交流体ID」または「交流体の配列NO」を含めておくとイベントメッセージをキャッチする端末の本発明が交流体IDまたは配列NOの有無によって「交流体を確定する処理」をするか否か決める。なお、動因を求める処理は進行種目によって様々で進行種目が対戦型のアクションゲームなら対戦の最中であったとしても一時停止状態になりエネルギーやアイテムを補給するために異種目間交流を行なう。その為対戦相手も止む無く異種目間交流を始めるか、仮に始めなかったなら暇つぶししなければならない。その為プレイヤ各々の状況を監視表で具に見て取れるようにする必要がある。また、動因を求める処理に入ると、目標値指定型なら目標値指定画面が表示されて必要数の目標値が選べて次に進む。最終値指定型なら目標値が参考までに表示されるが指定はできない。要素値送信型は既述の通り「遊戯」では殆ど実施しない。仮に実施したとしても有効な要素値を参考までに表示するぐらいとなる。動因を求める処理と交流体を確定する処理が終わったなら特定された交流体が「起点」となって1回分の異種目間交流が始まる。1回分の異種目間交流とは回帰型の一巡行為で流れは次の通りとなる。(1)問答式の準備。(2)交流体の特定。(3)先盛付型種目検査。(4)対戦応諾検査。(5)対戦等準備表。(6)課題取決めと動因種目実施。(7)動因種目総括値算出。(8)総括値進行種目に返す。(9)総括値を対峙体処理機構へ送信。(10)特典獲得者に特典付与。(11)では(1)から(10)の繰返し。(12)融合処理。(13)プレイヤの成績算出。(14)同順位者決勝値算出。等となる。以上は摘取型の対峙種目の実施手順であるが代行型の対峙種目の場合は(5)の種目体取決めで代行型対峙体を選んだ形になり対峙種目を行なうために動因種目を行なう形になる。その流れについては改めて記す。   When “play” is started, “progress item” and “pseudo unit” are displayed on the screen of each player (in the center of FIG. 10), and interchange between different eyes can be started from either. However, even if it starts from any of them, it is necessary to carry out “processing for determining the cause” in the progress event and to perform “processing for determining the AC body” in the pseudo unit. The process of determining the cause is performed by any one of the three types of question and answer formulas of “target value designation type”, “final value designation type”, and “element value transmission type”. This is performed by displaying a dummy of the target AC body mold on the terminal of each player. As described above, the mold dummy is collectively managed by the central device 1 as described above, so that each terminal device 2 is a dummy having a mold ID. In addition, the AC body selection game and the event body selection game are performed by “AC body function” and “item body function” which are software that can be replaced in the same manner as the three types of events. For this reason, the flow of processing varies depending on whether the automatic linkage software is outsourced to both functions or whether the functions are incorporated into the main body of the present invention as in the case of a dynamic link library. However, it seems that the function is decided by the dynamic link library because the function is decided at the stage where the player is decided before the exchange between the different eyes is started and the external device is not used. However, if separation is performed in the same manner as the event, “automatic linkage software” is required for each function, and the automatic linkage software must be activated in the central device 1 to exchange values through the software. Even if the outsourcing is completely outsourced, if the progress status can be monitored in the present invention, a part of the processing can give an instruction to the function outsourced from the present invention. Since the value delivery procedure differs greatly depending on the implementation method, details of value delivery are omitted. It is up to the developer to decide what method to use. In any case, when playing in a battle-type game, it is necessary to recruit or nominate opponents, and as with other events, they are called or automatically combined according to the situation of the player. Such points are the same as when implementing the motive item. When selecting an AC body, it is divided into whether to select one by one or all at once, and if it is simultaneous, it is performed by selecting a mold of a genuine unit. The contents of the mold are copied to the active AC body of the authentic unit, and the AC body becomes the “starting point” of the interchange between different eyes. Therefore, the process for determining the AC body becomes unnecessary. If the AC body is not selected, the “unit for determining the AC body” is performed in the pseudo unit, but if the “process for determining the driving factor” is not performed after the processing, the progress item is activated and executed as described above. In other words, the process for obtaining the driving factor and the process for identifying the AC body are performed if any of them is missing from the set. In addition, when the progress item and the pseudo unit are integrated, the event message of the “question and answer start event” that is issued after performing the process for obtaining the cause transmitted from the progress item will include “AC ID” or “AC If the “array NO” is included, the present invention of the terminal that catches the event message determines whether or not to perform the “process for determining the AC body” depending on the presence or absence of the AC body ID or the array NO. Note that the process for determining the cause varies depending on the progress item, and if the progress item is a battle-type action game, even if it is in the middle of the battle, the game is temporarily stopped and exchanges between different eyes are performed to replenish energy and items. For this reason, the opponent must start exchanges between different eyes without stopping, or if he does not start, he must kill time. Therefore, it is necessary to be able to see the situation of each player on the monitoring table. In addition, when the process for determining the cause is entered, if the target value designation type, the target value designation screen is displayed and the necessary number of target values can be selected and the process proceeds. If it is a final value specification type, the target value is displayed for reference but cannot be specified. As described above, the element value transmission type is hardly implemented in “play”. Even if implemented, the effective element values are displayed for reference. When the process for determining the cause and the process for determining the AC body are completed, the specified AC body becomes the “starting point”, and one-time interchange between different eyes starts. The exchange between different types of eyes is a recursive one-round action and the flow is as follows. (1) Preparation of question and answer formula. (2) Identification of AC body. (3) Preliminary type inspection. (4) Competition compliance inspection. (5) Preparatory table for competitions. (6) Task arrangements and implementation of drivers. (7) Calculate the total value of the kinetic item. (8) Return to the summary value progress item. (9) Send the summary value to the antipodal processing mechanism. (10) A privilege is granted to a privilege acquirer. In (11), (1) to (10) are repeated. (12) Fusion processing. (13) The player's score calculation. (14) Calculate the final value for the tie. Etc. The above is the implementation procedure of the pick-up type antipodal event, but in the case of the proxy type antipodal event, the proxy type antipodal body is selected in the event type arrangement of (5), and the driving event is performed to perform the antipodal event Become a shape. The flow will be described again.

(1)及び(2)は既述の通りで、進行種目がどの問答式で実施しているのか基本的には問題にならないが要素値送信型のみ「型合せ」する必要がある。型合せも然る事乍ら交流体には種目体を絞込む情報が沢山ありそうした条件を満たした上で対戦型の種目体選びや動因種目を実施しなければならない。とは言っても対戦場で使用可能な種目体数はそれ程多くなく、また「遊戯」で行なう場合は要素値送信型の進行種目はほぼ実施しない上に其他の問答式では型合せ不要となる。その為僅かな時間で交流体毎に実施可能な種目体を調べることができ、交流体にある「抽出条件が変化」したならその都度種目体の配列を調べ「実施可能種目体値」にして交流体に記録しておく。実施可能種目体値とは既述の通り種目体の総数を基に固定値を決めて例えば種目体総数が100個なら128ビットの値にして実施可能な種目体の配列NOのビットをフラグ代わりに立てておく。   (1) and (2) are as described above, and it does not basically matter which question-and-answer formula is used for the progress item, but it is necessary to “type-match” only the element value transmission type. There is a lot of information to narrow down the events in the interchange body, as well as the matching of the types, and it is necessary to select a battle-type event body and implement a driving event after satisfying such conditions. That said, the number of events that can be used on the battlefield is not so many, and when playing with "play", the element value transmission type progression event is hardly implemented and the other question-and-answer formulas do not require type matching. . For this reason, it is possible to investigate the items that can be carried out for each AC body in a short time, and if the “extraction conditions change” in the AC body, the arrangement of the event body is examined each time and the “feasible item value” is set. Record in AC. As described above, the feasible item value is a fixed value based on the total number of items. For example, if the total number of the item is 100, the bit of the array number NO of the feasible item is set as a 128-bit value instead of the flag. Stand up.

(3)先盛付型種目検査は、(1)及び(2)を終えて先ず行なうことは交流体に主催者やプレイヤが実施種目を取決めていないか調べることで、本発明の原則は主催者調整型であるため主催者の調整が優先される。その為対戦型動因種目の誘いを受けたとしても「盛付表」に交流体が登録されていたなら該交流体を選ぶことはできない。しかし盛付表より優先されるのが交流体の「種目体ID」で、種目体IDが登録されていたなら盛付表での交流体IDが無効になる。それなら盛付表が不要なように感じられるが対戦型の動因種目があり種目体IDのみでは対戦相手まで登録できない。検査の手順は交流体を確定する処理を実施すると「交流体確定イベント」が発せられ、「イベントID」「プレイヤID」「交流体ID」が中央に送られる。それをキャッチした中央は交流体の「種目体ID」を調べ存在したなら種目体IDは通常「配列NO」であるため前記の「実施可能種目体値」において配列NOのビットにフラグが立っているか調べ、仮にフラグが立っていなかったなら種目体IDを消去し、続いて『盛付表』を調べ、盛付表に交流体IDがあれば(6)までジャンプして種目体にある動因種目の準備に入る。動因種目の実施準備は動因種目用の対戦等準備表に登録して行なう。なお、交流体に種目体IDがあれば盛付表を調べた上で該交流体IDがあれば消去する。そして該種目体にある動因種目の準備に入る。   (3) In the pre-spot type inspection, the first thing to do after finishing (1) and (2) is to check whether the organizer or the player has decided the implementation item in the AC, and the principle of the present invention is sponsored. Because it is an organizer adjustment type, the organizer's adjustment is given priority. For this reason, even if an invitation is made for a competitive-type motive event, it is not possible to select an AC body if the AC body has been registered in the “Salting table”. However, the “species body ID” of the AC body is prioritized over the arrangement table, and if the event body ID is registered, the AC body ID in the arrangement table becomes invalid. In that case, it seems that the table is unnecessary, but there is a competitive type of cause, and it is impossible to register up to the opponent only with the event ID. In the inspection procedure, when the process of determining the AC body is performed, an “AC body determination event” is issued, and “event ID”, “player ID”, and “AC body ID” are sent to the center. If the center that catches it examines the “species ID” of the AC body, the specifier ID is usually “array NO”, so a flag is set in the bit of the array NO in the “feasible specie value”. If the flag is not set, delete the event ID, and then check the “Summary Table”. If there is an AC ID in the table, jump to (6) to see the motive item in the event Get ready. The preparation for the action item is registered in the preparation table for the action item. If the AC body has an item ID, the arrangement table is checked, and if there is the AC body ID, it is deleted. Then, the preparation for the driving event in the event is started.

(4)対戦応諾検査は、対戦者の取決めは対戦相手も同じ種目体が実施できなければならない。そこで、動因種目の場合は既に種目体が決まっているため応諾者が取決めた交流体にある実施可能種目体値のフラグが立っているか調べればよいが、対戦型の種目体選びゲームだと応諾者が出るたびに実施可能な種目体を絞込んで行く必要がある。その際対戦者が決まっているなら各々が取決めた交流体にある実施可能種目体値を持ち寄って全員のフラグが立っている種目体に絞り込めばよいが、次のケースは通常は有り得ないがその場で対戦者を募集する場合は募集を掛けたプレイヤを最優先に応諾者が出るたびに実施可能種目体値のフラグを絞って行く。そしてフラグが立たなくなったなら最後の応諾者を不適格者として無効にするか他の交流体を選ばせる。なお、該ケースが希少なのは種目体選びゲームは対戦場全員で行なわないと不公平で、該ケースのように対戦場の一部の者と種目体選びゲームをするようなケースは考えられないからである。ただし、仮にそのようなことをするなら実施可能種目体値の照合は比較的簡単なため応諾の意思を示した時点で実施可能な交流体を調べ視認できるように種目体を色分けして表示するようにしておくとよい。なお、対戦応諾者は(1)(2)(3)を行なう。   (4) In the competition acceptance inspection, the opponent must be able to carry out the same event in the opponent's arrangement. Therefore, in the case of the motive event, it is sufficient to check whether the flag of the executable item value in the interchange body decided by the acceptor is set because the event object has already been decided, but it is accepted that it is a battle type event object selection game It is necessary to narrow down the items that can be implemented each time a person goes out. At that time, if the opponent is decided, it is enough to bring the feasible item value in the exchange body decided by each and narrow it down to the item that everyone's flag stands, but the following case is not usually possible When recruiting opponents on the spot, the flag of the feasible item value is narrowed every time the respondent comes out with the highest priority for the player who has recruited. And if the flag goes off, the last admission person is invalidated as an ineligible person or another exchange body is selected. Note that this case is rare because it is unfair if the event selection game is not played by all the battlefields, and it is unlikely that a case where the event selection game is played with a part of the battlefield as in this case is considered. It is. However, if such a thing is done, the collation of the feasible item values is relatively simple, so the event type is displayed in a color-coded manner so that it can be examined and visually recognized when the intention of compliance is shown. It is good to do so. Note that the war acceptor performs (1), (2), and (3).

(5)対戦等準備表は、「遊戯」は言わばサバイバルゲームで至るところで対戦する。また種目と関数は基本的に外部委託するものとなる。その為対戦できる状態にしてから外部委託しなければエラーの因になる。そこで種目等を実施する際に『対戦等準備表』に一旦登録してそこで準備から後処理まで一貫して監視並びに処理する。その結果対戦場におけるプレイヤの様子が分かるようになる。但し種目によって準備する内容が変わるため動因種目用や対峙種目用等と用途によって準備表を分けなければならない場合があるが、プレイヤにとっては総覧できるようにしておく必要がある。そうすると対戦者表においてプレイヤの現況が分かり対戦等準備表で所要時間の目安等の詳細が分かり各プレイヤの判断材料になる。つまり対戦場の状況を可能な限り分かり易くしておく必要がある。プレイヤが対戦場において何かを始めると該当の準備表に登録される。それは対戦型、非対戦型何れであっても登録され他のプレイヤに見て取れるようになる。仮に対戦型の動因種目を実施するとしたなら、種目体を取決めた者が「発起人」になり準備が進む。プレイヤXが進行種目において動因を求める処理をし、続いて疑似ユニットにおいて交流体を確定する処理をし、種目体を取決めたなら、動因種目準備表に発起人IDと種目体IDと交流体IDと対戦人数と実施可能種目体値が登録され、対戦者表の「現況」にはプレイヤXが動因種目の準備に入ったことが記される。その上で仮に盛付表にプレイヤXの交流体IDがあるなら他の登録者が「対戦対象者」として準備表に登録され直ちに実施可能な交流体が調査され真正ユニットの交流体が色付けされて見分けられる。また盛付表に登録されている時点で交流体も登録されているため該交流体と種目体の相性が検査されクリアしたなら「対戦応諾者」として確定する。仮に検査がクリアしなかったなら盛付表自体を無効にするか不適格な対戦者のみ無効にするか実施可能な交流体を選ばせるか処理が分かれるが開発者次第となる。なお、盛付表に登録されていない場合はプレイヤX以外のプレイヤの交流体にある実施可能種目体値をプレイヤXの実施可能種目体値と照合して実施可能な交流体を保有するプレイヤのみ「対戦候補者表」にする。また対戦候補者表に対戦者表と対戦等準備表から「現況」を取出して加える。それを見てプレイヤXは誘う対象を取決め対象者にチェックを入れて送信すると、チェックされたプレイヤの端末に「対戦の誘い」が表示されて応諾するか否か二者択一で問われ返信する。返信結果は対戦候補者表に反映されるのでプレイヤXはその中から対戦者を最終決定し送信すると、対戦者に選ばれた対戦応諾者は夫々(1)から(3)を実施して送信すると対戦等準備表に順次対戦者として登録されて行く。なお、時間制限を設け完了しなければ応諾者を無効にしたり敗者にしたりする。そして全ての準備が整った時点で自動連係用ソフトウエアを中央で起動してプレイヤ情報と実施する動因種目情報と交流体と種目体にある動因種目に渡す情報を全て渡すと、外部委託された動因種目は自動連係用ソフトウエアから必要な情報を全て受取って仮にアーケードゲーム機で行なうなら該アーケードゲーム機を使用できるようにし、またプレイヤの端末に動因種目をダウンロードしてインスタンス化するなら自動連係用ソフトウエアによって中央装置1と端末装置2とに同期できるように必要なソフトウエアをダウンロードしてインスタンス化し前記の必要な情報を渡してプレイヤの端末でも実施できるようにする。なお、こうした準備表による準備は他の種目や交流体選びゲーム等でも使用する。   (5) The battle preparation table is played everywhere in a survival game. The events and functions are basically outsourced. Therefore, it will cause an error if it is not outsourced after it is ready to play. Therefore, when an event or the like is carried out, it is once registered in the “competition preparation table”, and is monitored and processed consistently from preparation to post-processing there. As a result, the state of the player on the battlefield can be understood. However, since the contents to be prepared vary depending on the event, the preparation table may have to be divided depending on the purpose of use, such as for the motive event and for the opposite event, but it is necessary for the player to be able to make a general overview. Then, the current situation of the player can be found in the opponent table, and details such as a guideline for the required time can be found in the battle preparation table, which can be used as a judgment material for each player. In other words, it is necessary to make the situation of the battlefield as easy as possible. When a player starts something on the battlefield, it is registered in the corresponding preparation table. It is registered and can be seen by other players regardless of whether it is a battle type or a non-match type. If it is assumed that a competitive type of event will be implemented, the person who has decided on the event will become the “founder” and preparations will proceed. If the player X performs the process of obtaining the cause in the progress event, and subsequently performs the process of determining the AC body in the pseudo unit and determines the event body, the originator ID, the event ID, and the AC body ID are displayed in the motor event preparation table. The number of opponents and the feasible item values are registered, and “Current Status” in the opponent table indicates that the player X has made preparations for the motive item. Then, if there is an exchange body ID of player X on the table, other registrants are registered in the preparation table as “competitors” and the exchange bodies that can be implemented immediately are investigated and the exchange bodies of the authentic unit are colored. Can be distinguished. In addition, since the AC body is also registered at the time when it is registered in the table, if the compatibility between the AC body and the event body is inspected and cleared, it is determined as a “competitor”. If the inspection is not cleared, the process depends on whether the table is invalidated, only ineligible opponents are invalidated, or an AC body that can be implemented is selected, but it depends on the developer. In addition, when not registered in the table, only a player who has an AC body that can be executed by collating an executable item value in an AC body of a player other than the player X with an executable item value of the player X is “ It becomes "competition candidate table". In addition, the “current situation” is extracted from the opponent table and the battle preparation table and added to the candidate table. When player X sees it and decides the target to invite and sends a check to the target person and sends it, the player's terminal of the checked player displays a “invitation of match” and responds with a choice of whether or not to accept To do. Since the reply result is reflected in the battle candidate table, when the player X finally decides and sends the opponent, the opponent who has been selected as the opponent carries out (1) to (3) and sends it. Then, it is registered as an opponent sequentially in the battle preparation table. If the time limit is not set and completed, the compliant person is invalidated or lost. And when all the preparations are complete, the software for automatic linkage is started in the center and the player information, the action item information to be executed, and all the information to be passed to the exchange item and the action item in the event object are outsourced. If the event is received by the arcade game machine after receiving all necessary information from the software for automatic linkage, the arcade game machine can be used, and if the event is downloaded and instantiated on the player's terminal, it is automatically linked. The necessary software is downloaded and instantiated so that it can be synchronized with the central device 1 and the terminal device 2 by the software for use, and the necessary information is passed so that the software can be implemented on the player's terminal. Such preparations are also used for other events and games for selecting ACs.

(6)課題取決めと動因種目実施は、実施する種目体と対戦者が決まると「課題」を取決める。なお、「遊戯」の場合の課題の取決めは「切磋」と違ってゲーム性を高めるため進行種目から送られて来る概念的拠所の値を無視して種目体を主にした本体処理にある概念的拠所の値のみが使用される。その為「遊戯」で行なう場合は種目体を取決めた時点で課題の取決めを行なってもよい。種目体に課題IDが登録されていたなら該課題を実施し、概念的拠所の値がある場合は概念的拠所の値で等価枠を特定し、等価枠の開始値と終了値を種目体が保有する評価棒に渡すと等価枠の開始値と終了値に該当する課題を特定するための概念的拠所の開始点と終了点が返させるため種目体に関連付けられている疑似動因種目になる索引より開始点から終了点の範囲内にある課題から1つの課題を抽出してランダムに1つ特定する。そうした処理は通常評価棒が行ない1つの課題IDを特定して返して来る。その課題IDと種目体にある動因種目に渡す情報とプレイヤ情報とプレイヤの交流体にある動因種目に渡す情報を、前記の通り種目体に登録されている動因種目用の自動連係用ソフトウエアを起動させて渡し、該当のプレイヤに実施できるようにする。その際プレイヤの端末以外の外部機器で行なう場合はプレイヤが速やかに実施できるように案内する。そのようなことから各プレイヤが取決めた交流体にある動因種目に渡す情報は全て渡されるがそれをどのように処理するかは動因種目次第で完全に無視される場合がある。また動因種目に渡す値には動因種目自体が用意した設定用ソフトウエアで行なった設定値と、第5発明の賞罰用語を用いた仕掛値があり通常はXML等で渡す。すると種目独自の設定値や動因種目に仕掛けた仕掛値の中には動因種目の起動環境を変えるものがあり動因種目において優先順序に従い設定値や仕掛値を処理して反映させる。   (6) The assignment of the task and the implementation of the driving event determine the “task” once the event to be executed and the opponent are determined. In addition, in the case of “play”, the task arrangement is different from “Kirin”, but the concept in the main body processing mainly for the event body is ignored, ignoring the value of the conceptual base sent from the progress event to improve the game characteristics. Only the value of the base is used. Therefore, in the case of “playing”, the assignment of the task may be made when the item is decided. If the task ID is registered in the event, the task is executed. If there is a value of the conceptual base, the equivalent frame is specified by the value of the conceptual base, and the start and end values of the equivalent frame are determined by the event. An index that becomes a pseudo-motive event associated with a specific item to return the starting point and ending point of a conceptual base for identifying issues corresponding to the start value and end value of the equivalence frame when passed to the evaluation bar possessed One problem is extracted from the problems within the range from the start point to the end point, and one is specified at random. Such a process is normally performed by an evaluation bar, and one task ID is identified and returned. As described above, the task ID, the information to be transferred to the driving event in the event body, the player information, and the information to be transferred to the driving event in the player's interchange body are automatically linked to the driving event for the driving event. It is activated and handed over so that it can be implemented to the corresponding player. In that case, when performing with an external device other than the player's terminal, guidance is provided so that the player can quickly implement it. For this reason, all the information passed to the motive element in the AC body decided by each player is passed, but how to process it may be completely ignored depending on the motive element category. In addition, the value to be passed to the cause item includes a set value made by setting software prepared by the cause factor itself and an in-process value using the award punishment term of the fifth invention, and is usually passed by XML or the like. Then, among the setting value unique to the event and the in-process value set for the cause factor, there are those that change the activation environment of the cause item, and the setting value and the in-process value are processed and reflected in the priority type according to the priority order.

(7)動因種目総括値算出は、「遊戯」で実施するなら「価値付け行為」はほぼ全て種目と見なすことができるため動因種目として実施できる種目は対戦型、非対戦型のデジタル種目またはアナログ種目となる。しかし1つ条件がありどのような種目であったとしても種目結果を「総括値」にして本発明に返す必要がある。総括値は本文で記した通り「型値」「成否度」「要素値」「入口値」「出口値」「流通値」等から成る構造体であるが、動因種目の結果は3段階評価される。1つは課題内評価で、2つは疑似動因種目内評価で、3つは絶対評価となる。1つ目は成否度で、2つ目は出口値で、3つ目は同じく出口値となるが、2と3は要するに上書きする訳であるが、2と3を何処で算出するかつまり動因種目で算出するのか自動連係用ソフトウエアで算出するのか評価棒で算出するのか対戦等準備表で算出するのかとなるが算出場所によって若干処理が変わって来る。何れであってもよいが出口値で等価枠絵を確定する。何れで算出するとしても総括値は一旦対戦等準備表に登録し、等価枠を確定させる前に種目体が保有する評価棒に出口値を渡して出口値を「絶対基準値」に変換する。なお、プレイヤの評価棒を有効にする場合はさらにプレイヤの評価棒に絶対基準値を渡して新たな絶対基準値にする。絶対基準値とは共通座標の有効域値であるが中央装置1が保有する概念的拠所の値となる。そして絶対基準値で各プレイヤの等価枠を特定して「等価枠絵」と「等価枠金」を総括値に追加するかして交流体IDの交流体に動因種目の結果として格納する。なお、等価枠絵が複数ある場合はプレイヤに必要数選ばせる。   (7) If the overall value calculation of the motives item is carried out by “play”, almost all “value act” can be regarded as an event, so the event that can be executed as the motive item is a battle type, non-match type digital event or analog It will be an event. However, even if there is one condition and what kind of event it is, it is necessary to return the result of the event as a “summary value” to the present invention. The summary value is a structure consisting of “type value”, “success / failure degree”, “element value”, “entrance value”, “exit value”, “distribution value”, etc., as described in the text. The One is an intra-task evaluation, two are intra-pseudo-motor category evaluations, and three are absolute evaluations. The first is the success / failure level, the second is the exit value, and the third is the same exit value, but 2 and 3 are overwritten, but where 2 and 3 are calculated, that is, the cause Whether it is calculated with an event, with automatic linkage software, with an evaluation stick, or with a preliminary table such as a battle, the processing varies slightly depending on the calculation location. Although it may be any, the equivalent frame picture is determined by the exit value. Regardless of which is calculated, the summary value is once registered in the match preparation table, and the exit value is converted to an “absolute reference value” by passing the exit value to the evaluation rod held by the event before determining the equivalent frame. In order to validate the player's evaluation bar, an absolute reference value is further passed to the player's evaluation bar to obtain a new absolute reference value. The absolute reference value is an effective range value of common coordinates, but is a value of a conceptual base possessed by the central apparatus 1. Then, the equivalent frame of each player is specified by the absolute reference value, and “equivalent frame picture” and “equivalent frame gold” are added to the overall value or stored in the AC body of the AC body ID as the result of the motive item. When there are a plurality of equivalent frame pictures, the player is made to select the required number.

(8)総括値進行種目に返すは、総括値を交流体に格納したなら引き続き各プレイヤの進行種目に総括値を返す。そして進行種目において問答式の処理を行なって進行種目を進める。目標値指定型なら成否度でクリアしたか否かを判定し、最終値指定型なら出口値を基に成否度で選べる目標値の範囲を変化させて選び、要素値送信型なら獲得した対戦要素を基に進める。   (8) Return to the summary value progress item, if the summary value is stored in the AC body, the summary value is continuously returned to the progress item of each player. Then, in the progress event, the question-and-answer process is performed to advance the progress event. If it is a target value specification type, it is judged whether it was cleared by success or failure level.If it is a final value specification type, it is selected by changing the range of target values that can be selected based on the exit value. Proceed based on.

(9)総括値を対峙体処理機構へ送信は、進行種目より問答式の処理を終えた連絡を中央が受けたなら次は対戦等準備表にある交流体IDが対峙体に存在しないか調べ、存在したなら該対峙体の交流体ID用の総括値格納場所に対戦等準備表にある総括値を格納する。なお、対峙体で用いる総括値の値は「要素値」か「出口値」か「成否度」なのでそれらの値のみを格納するようにしてもよい。総括値を対峙体に格納したなら該対峙体に登録されている交流体IDの総括値が全て揃ったか調べ、全て揃ったなら対峙種目用の対戦等準備表に対峙体の内容を登録して種目の実施準備に入る。しかし対峙種目の場合対戦方法によってプレイヤ同士敢えて戦う必要が無い場合があり、例えば本文で記したポーカーで戦う場合は要素値に記録されている札を単に比較し合うだけで済みプレイヤにエントリさせるまでもなく勝敗が決する。そうした場合は対戦の成り行きを対戦者の端末に表示して見て取れるようにするだけで十分で、その為対戦方法によって対戦者をエントリさせるか否か分かれるが、プレイヤ同士対戦する場合は対戦者に対峙戦が始まることを伝えてエントリさせる。なお、この場合の対戦は摘取型の対峙種目になり摘取型の対峙種目の場合は代行型の対峙種目と違って対戦者全員(1)から(3)を終えているのでエントリに際して(1)から(3)をする必要はない。その為種目体選びの際に摘取型と代行型を混在させる場合はエントリする際に処理が変わる。そして対戦者全員がエントリしたなら交流体や対峙体にある対峙種目に渡す情報を全て渡して対峙種目を外部委託する。しかし時間内にエントリしない者がいたなら動因種目と違って棄権と見なし不戦敗にする。   (9) Sending the summary value to the antipodal body processing mechanism, if the center receives a contact after finishing the processing of the question and answer formula from the progress item, next check whether the AC body ID in the battle etc. preparation table exists in the antipodal body If it exists, the summary value in the battle preparation table is stored in the summary value storage location for the AC ID of the opposing body. Note that since the value of the overall value used in the opposing body is “element value”, “exit value”, or “success / failure degree”, only those values may be stored. If the summary value is stored in the opponent body, it is checked whether all the summary values of the AC IDs registered in the opponent body have been prepared. If all of the summary values have been obtained, the contents of the opponent body are registered in the battle preparation table for the opponent event. Get ready for the event. However, in the case of an antipodal event, there is a case where it is not necessary for players to fight with each other depending on the battle method. Without a win or loss. In such a case, it is enough to display the outcome of the battle on the opponent's terminal so that you can see it. Therefore, whether or not to enter the opponent depends on the battle method. Tell the entry that the battle will begin. In this case, the match is a pick-up type battle type, and in the case of a pick-up type battle type, unlike the substitute type battle type, all the opponents (1) to (3) have been completed. There is no need to perform steps 1) to 3). Therefore, when the picking type and proxy type are mixed at the time of selecting an item, the processing changes when entering. And if all the opponents have entered, all the information to be passed to the opposite event in the exchange body or the opposite body is handed over and the opposite event is outsourced. However, if there is a person who does not enter in time, unlike the motive item, it will be considered abstention and will be defeated.

(10)特典獲得者に特典付与は、対峙種目には特典があり対峙体を作成した際に取決めた内容で特典が付与される。また「勝ち方負け方」によって実施できる特典内容が変わったりする。但し勝ち方負け方が最大限活かされるのは特典獲得者が1人の場合で複数人になると実施できる賞罰が大きく限定される。また特典獲得者の算出を何処で行なうか、つまり対峙種目で行なうのか対峙体で行なうのか対戦等準備表で行なうのかの問題があるが、対峙種目自体が特典付与を前提に作成されるため対峙種目において勝ち方負け方までを算出するようにして対戦等準備表で最終的に処理する。その為対峙種目の結果を「賞罰値」として対戦等準備表に返す。賞罰値は「順位」「成績」「勝級」等から成る構造体で、仮に特別な値を獲得したりしたなら「景品値」等を加えておく。それを基に対峙体にある内容で特典獲得者を対峙種目用の対戦等準備表で取決める。なお、特典には先盛付型と後盛付型があり、先盛付型だと特典獲得者以外は既に決まっているため獲得者が判明した時点で対峙体にある「特典直前値」を基に特典対象者と特典の仕掛先を取決めて特典登録されている「仕掛値」を仕掛先に格納する。その際仕掛値には即効性のものと遅効性のものがあり、即効性の場合は直ちに処理し結果を反映させ、遅効性の場合は仕掛値の配列に追加して時期が来たなら発動させる。後盛付型特典の場合は特典獲得者の端末に「賞罰取決画面」を表示して実施できる賞罰を動的に選べるようにする。賞罰の実施は「賞罰ID」「変更値」「仕掛先ID」等から成るイベントメッセージを送信して行なう。   (10) As for the privilege grant to the privilege acquirer, there is a privilege in the antipodal event, and the privilege is granted with the contents decided when the antipodal body is created. In addition, the benefits that can be implemented vary depending on how to win and lose. However, the best way to win and lose is when the number of privilege earners is one and the number of prizes that can be implemented is limited. In addition, there is a problem of where to calculate the benefit earner, that is, whether it is performed in the opposite event, the opposite body or the battle preparation table, but the opposite event itself is created on the premise of granting the privilege. In the event, it is finally processed in the battle preparation table so that the way to win and lose is calculated. Therefore, the result of the competition item is returned to the competition preparation table as an “award penalty value”. The prize punishment value is a structure composed of “rank”, “score”, “winning grade”, etc. If a special value is acquired, “prize value” etc. are added. Based on that, the privilege winner is negotiated with the preparatory table for the competition item for the content in the opposing body. In addition, there are a pre-scoring type and a post-scoring type in the privilege, and in the case of the pre-scoring type, since the benefit has already been determined except for the benefit earner, the “immediate value immediately before the privilege” in the opposing body when the earner is found Based on the privilege target person and the in-process supplier of the privilege, the “in-process value” registered in the privilege is stored in the in-process supplier. At that time, there are two types of in-process values: immediate effects and delayed effects.If immediate effects are processed immediately, the results are reflected, and if late effects are added to the array of in-process values, it is triggered. Let In the case of a post-approval-type privilege, an award punishment that can be implemented by displaying the “prize punishment decision screen” on the terminal of the privilege acquirer can be dynamically selected. The award punishment is performed by transmitting an event message including “award punishment ID”, “change value”, “in-process ID”, and the like.

(11)(1)から(10)の繰返しは、以上が1回分の異種目間交流となり多方面から様々な対戦に誘われてそれを受けるか否か判断しながら、また対峙体を相手に内緒で作成したり合意の上で作成したりしながら、盤上と盤下の戦いをゲームオーバーの状態になるまで繰り返し続ける。   (11) By repeating (1) to (10), the above is a one-time exchange between different types of eyes. While judging whether or not to be invited to various battles from various directions, While making a secret or making an agreement, repeat the battle between the board and the board until the game is over.

(12)融合処理は、通常最後に行なわれる。しかし融合処理をするタイミングは融合関数次第で、最後に行なうなら進行種目か真正ユニットが完成状態になった連絡を受けると「完成状態」のフラグが立ち新たな1回分の異種目間交流ができなくなる。但し対峙種目は新たな作成はできないが残っている分は有効でプレイヤが「終了」を宣言しない限り融合処理が始まらない。つまり実質全プレイヤが完成状態にならないと融合処理が始まらない。しかし「終了」を宣言したならその者に関する全てがブロック状態になり強制的に実施できる。逐一行なうなら単純に動因種目の結果が交流体に格納された時点となる。その為対峙処理を行なう場合は逐一の融合処理を終えた後の値で行なう。   (12) The fusion process is usually performed last. However, the timing of the fusion process depends on the fusion function, and if it is done lastly, when a message indicating that the progress item or genuine unit has been completed is received, a “completed state” flag will be raised and a new one-time exchange between different types of eyes will be possible. Disappear. However, the counter item cannot be newly created, but the remaining portion is valid, and the fusion process does not start unless the player declares “End”. That is, the fusion process does not start unless substantially all the players are in a completed state. However, if “end” is declared, everything related to that person is blocked and can be enforced. If performed one by one, it is simply the time when the result of the motive item is stored in the AC body. Therefore, when confrontation processing is performed, it is performed with values after completion of each fusion processing.

(13)プレイヤの成績算出は、真正ユニットの融合処理が終わると真正ユニットの成績が算出され、また進行種目の成績も算出され、双方の成績を主催者が取決めた割合で合算して総合点を算出して対戦者表に記録する。なお、その際進行種目に評価棒が設けられていたなら進行種目の結果を評価棒に渡して補正しその値で集計する。そして全プレイヤの成績が揃ったなら順位付けを行なう。   (13) The player's score is calculated when the authentic unit fusion process is completed, the score of the authentic unit is calculated, and the score of the progress item is also calculated. Is calculated and recorded in the opponent table. In this case, if an evaluation bar is provided for the progress item, the result of the progress item is passed to the evaluation bar, corrected, and totaled by the value. Then, if all the players have the results, the ranking is performed.

(14)同順位者決勝値算出は、対戦者全員の順位が確定して、しかも同順位者が居たなら、取り分け勝者が複数いたなら、厳密には特典対象者が複数いたなら、決勝値算出手段を同順位者の画面に起動させる。決勝値算出手段とはジャンケンだったり抽選だったりして決着が付くまで行なう。そして勝者を取決める。   (14) In the case of the tie final value calculation, if the rankings of all the opponents are determined and there are tie players, if there are multiple winners, strictly speaking, if there are multiple privilege subjects, the final value The calculation means is activated on the screen of the same rank person. The final value calculation means is a junk or lottery until it is settled. Then decide the winner.

以上が摘取型の対峙種目の実施手順であるが、「遊戯」の場合は代行型の対峙種目も種目体選びに混在させられる。厳密には代行型の対峙種目ではなく代行型の対峙種目を実施するために設けられている「対峙体」を種目体選びで用いる「種目体」群の中に混在させられる。但しその為には種目体選びは「種目体関数」が担うため仮に同画面内に対峙体を混在させるなら種目体関数に代行型対峙体のダミーを渡しておく必要がある。なお、表示枠を分離するならその必要はない。「遊戯」で行なう代行型の対峙種目は「切磋」と違って既に「交流体」が決まっている。その為「切磋」のように特典獲得者が自由に進行種目を実施できる訳ではなく「単に進行種目が進められる」だけになる。その為一見利点が無さそうであるが2つの利点があり、1つは即効性があり足止めと賞罰が実施できる。2つは要素値送信型が実施できる。1つ目の即効性があるとは摘取型は登録者の動因種目の結果が揃った時点で対峙種目が立ち上がるため何時開始されるか分からない。しかし代行型は対峙種目と動因種目がセットになっているため代行型の対峙体を選んだ時点で対戦者の動因種目が実施されその結果で直ちに対峙種目が始まる。その上通常は対峙戦で敗れた者は進行種目が進められない。そのため「いよいよ相手が上がる」と言った場合に足止めができその上賞罰によって戦況が少し改善できる。その為若者向け型等ではクライマックスに起死回生を狙って代行型を行なうと自ずと盛り上がる。2つ目の要素値送信型が実施できるとは「遊戯の形態」いわゆる進行種目から直接動因種目を実施する形態では要素値送信型は既述の通り実施できる種目が大幅に限定されるため効率が悪く実施できない。その為例えばコンピュータゲームができない幼児や要支援者が「ふれあい型」に参加していても余り活躍させられない。そこで代行型の対峙種目を要素値送信型で実施すると、第1発明の説明でも記したように他愛無いアナログの遊びを行なって対戦要素集めができ、その結果を基にチームメイトの代表が対峙種目をアクションゲーム等で直接対決すると、チームは自ずと一体になり子供や要支援者までも活躍させられる。この利点は「参加者至上主義」にとっては大きく、ふれあい型に無くてはならないものとなる。以上のように代行型の対峙種目の需要は高いが代行型の対峙体には「種目体」を事前に取決めておくかその場で取決めるかできる。そこで先ず、(20)対峙体作りを記し、続いて(21)代行型対峙体を選択した場合の処理を記す。   The above is the implementation procedure of the pick-up type antipodal event. In the case of “play”, the proxy type antipodal event is also mixed in the selection of the event type. Strictly speaking, the “anti-body” provided to implement the proxy-type anti-event is not included in the proxy-type anti-event, but is mixed in the “species” group used for selecting the event. However, for this purpose, the selection of the spectacle body is handled by the “special body function”, so if it is necessary to mix antipodal bodies in the same screen, it is necessary to pass a proxy type antipodal dummy to the spectacle body function. It is not necessary to separate the display frames. Unlike “Kirin”, the proxy-type event for “Yu-Gi” has already been decided as “Interacting”. For this reason, as in “Kiri”, the privilege earner can not freely implement the progress event, but only “the progress event can be advanced”. For this reason, it seems that there is no advantage at first glance, but there are two advantages, and one is immediate and can hold back and award punishment. Two element value transmission types can be implemented. The first type of immediate effect is that when the result of the registrant's motive item is complete, the antipodal item will start up, so it is not known when it will start. However, since the proxy type is a set of antipodal events and motives, the opponent's motives are implemented at the time when the proxy type opponent is selected, and the antipodal event begins immediately after that. In addition, a person who loses in a confrontation battle usually cannot proceed. Therefore, when you say "the opponent will finally go up", you can stop, and the battle situation can be improved a little by award punishment. For this reason, the younger types are naturally excited when the substitute type is aimed at reviving the climax. The fact that the second element value transmission type can be implemented is the “play form”, so that in the form of implementing the direct action factor from the so-called progress item, the element value transmission type can be implemented as described above. Can not be implemented badly. Therefore, for example, even if an infant who cannot play a computer game or a supporter who needs assistance participates in the “contact type”, it cannot be used much. Therefore, if the proxy type counter-type event is implemented in the element value transmission type, as described in the explanation of the first invention, it is possible to collect the elements of the battle by playing the analog play, and the representatives of the teammates confront each other based on the result. If the event is directly confronted with an action game, the team will naturally become one, and even children and supporters will be active. This advantage is great for “participant supremacy” and must be in contact. As described above, there is a high demand for substitute antipodal items, but it is possible to decide “species” in advance for the substitute antipodal or on the spot. Therefore, first, (20) making an antipodal body will be described, and then (21) a process in the case of selecting a substitute antipodal body will be described.

(20)対峙体作りは、摘取型、代行型に関わらず対峙体は動的に作られるために作られる状況であればどの状態からでも作られる。しかし実施済みの交流体で作成可能にするのか、また相手の承諾を得て作成するのかといった思案点もあり開発者次第となる。仮に実施済みの交流体で作成可能にするなら複数の交流体で1つの対戦要素にすることができる。つまり真正ユニットを「切磋」の基準種目に設けた戦略的再配備の場のようにするもので交流体の一部のデータを非公開にしてその値を如何に組み立てるかする用い方となる。また相手に承諾無しで作られるようにするなら既述の通り回数制限を設けるかまたは作成に当たって流通値いわゆるコイン等を必要にするかして制限する必要がある。対峙体は通常各プレイヤがホームに居る状態で行なう。ホームに居る状態とは1回分の異種目間交流に入る前の状態で、対峙体作りのメニューをクリックすると、作成する対峙体が選べるようになり、続いて対戦相手を必要数指定する。すると指定された対戦相手に連絡が行き各々の端末に「承諾」「合作」「拒否」等の選択肢が表示され返信すると、対戦に応諾する場合と同じように呼び掛けた者の画面に返事が届き、その中から作成者が最終特定して対峙体の作成を始める。対峙体作りにとって必要な情報は動因種目の結果の格納先いわゆる「交流体」と「特典内容」であるが、代行型の場合は対峙体に直接動因種目を関連付けるため「種目体」を登録する必要がある。それらを順次取決める形になり今迄に記して来た通りとなる。なお、多くの場合は「未完成の対峙体」いわゆる雛形が作られそこから選ぶ形になる。その為対戦者の交流体を登録した後に特典を上積みするぐらいとなる。   (20) The anti-body is made from any state as long as the anti-body is made because it is made dynamically regardless of the picking type or the substitute type. However, it is up to the developer to think about whether it is possible to create it with an exchange body that has already been implemented, or whether it should be created with the consent of the other party. If it is possible to create an AC body that has already been implemented, a plurality of AC bodies can be used as one battle element. In other words, it is like a strategic redeployment place where the genuine unit is set as the standard item of “Kirin”, and it is a method of assembling the value by making some data of the AC body private. In addition, if it is made without the consent of the other party, it is necessary to limit the number of times as described above, or to limit the number of coins or the like so that the circulation value is required for creation. The opposing body is usually performed with each player at home. The state of being at home is the state before entering the exchange between different types of eyes, and when you click on the menu for making an opponent, you can select the opponent to create, then specify the required number of opponents. Then, the designated opponent is contacted, and options such as `` accept '', `` cooperate '', `` reject '' are displayed on each terminal and returned, and a reply is sent to the screen of the person who called for it in the same way as when accepting the match From that, the creator finally identifies and starts creating the antipodal body. The information necessary for making an antipodal body is the storage location of the result of the motive item, so-called “exchange body” and “privilege content”, but in the case of the substitute type, register the “special object” to directly associate the motive item with the antipodal There is a need. They will be arranged in order, as described above. In many cases, a so-called “unfinished antipodal” model is created and selected from there. Therefore, after registering the opponent's exchange body, it will be about a bonus.

(21)代行型対峙体を選択とは、種目体選びの中に代行型対峙体が混在していてそれを選んだことによって代行型の対峙種目が実施される。その際代行型対峙体がどの程度出来上がっているかによって実施手順が若干異なる。1つには対峙種目しか決まっていない。2つには特典が決まっていない。3つには全てが決まっている。等となる。何れの場合であっても摘取型で行なうことと変わりは無い。仮に1つ目の場合なら対峙体作りの状態になり対峙体を選んだプレイヤから対戦希望者に確認のためのイベントメッセージが中央を通じて送られ、送信者の返事を基に対戦者を取決め、未取決めの部分を順次取決めて行く。2つ目も同じで未取決めの部分を関係者で取決めて行く。そして対峙体が完成状態になったなら、中央装置1の方で対峙種目用の「対戦等準備表」を作成して対峙体にある種目体の内容で種目を実施させる。なお、代行型対峙体では対戦型の動因種目を普通実施しない。なぜなら既述の通り動因種目で再び対戦するため動因種目の価値が毀損されるからで、それでも対戦型の動因種目を実施するなら処理は同じで対戦者の真正ユニットの交流体に総括値を格納した後に、総括値を進行種目に送らずに対峙体に格納して対峙体の総括値が揃った時点で対峙種目用の対戦等準備表に登録して実施準備に入り、前記した通り特典を付与する。なお、進行種目の扱いに2通りあり、1つは勝敗に関わらず進行種目を実施する、2つは敗者の進行種目を停止する。何れであってもよいが敗者に進行種目を停止するようにした方が特典に迫力があり真剣味が増す。なお、何れにするかは仕様で取決める。   (21) The selection of the substitute type antipodal is that the substitute type of antipodal event is carried out by selecting and selecting the substitute type antipodal body in the selection of the event type. At that time, the implementation procedure is slightly different depending on how much the substitute antipodal body is completed. For one, only the opposite event has been decided. There are no benefits for the two. All three are decided. Etc. In any case, there is no difference from the picking type. If it is the first case, it will be in a state of making an opponent, and an event message for confirmation will be sent from the player who selected the opponent to the opponent, through the center, and the opponent will be decided based on the reply of the sender, Arrange the parts of the arrangement sequentially. The second is the same, and the undecided part is decided by the parties concerned. When the opposing body is in a completed state, the central device 1 creates an “opportunity preparation table” for the opposing event and causes the event to be executed with the content of the item in the opposing body. In addition, in the substitute type anti-body, the battle type event type is not normally implemented. This is because, as described above, the value of the cause item is damaged because it is played again in the cause item, so if the battle type cause item is still implemented, the process is the same and the summary value is stored in the AC of the opponent's authentic unit After that, the summary value is stored in the opponent body without sending it to the progress event, and when the summary value of the opponent body is gathered, it is registered in the battle preparation table for the opposite event, and the preparation is started. Give. There are two types of progress events, one for the progress event regardless of the win or loss, and two for the loser's progress event stop. Either way, it is more powerful and the seriousness increases if the loser stops the progress event. It should be decided according to the specifications.

(実施例2)
実施例2は「切磋」である。「切磋」は既述の通り3種類の種目を進行種目、対峙種目、動因種目を直線的に並べ、動因種目を通じて対戦要素を集め、集めた対戦要素で対峙種目を行ない、対峙種目の勝者に特典として進行種目を実施できるようにするもので、それをラウンド制にすることによって、ラウンド制とは対戦要素集めと対戦を分けて行なう方法で、動因種目を通じて集めた対戦要素を一旦貯め置きそれを再配備して所定の時間が来たなら繰返し対峙種目を行なって特典獲得者のみ進行種目を進められるようにするものでそうすることによって、勉強促進型と他流試合型の異種目間交流が行なえるようになる。ところが「遊戯」でそれを実施しようと思えば至難で寧ろ不可能と言える。そこで第5発明になる「基準種目」を用いれば至って簡単に実施できる。しかし基準種目は特別なことをする訳ではなく「切磋」が特化型である点に着目して不要な手続きを省き自動化できるところは自動化して値の受渡しを効率化するもので、言わば仲介役機構で実施例1に新たな技術を加えるというよりは、進行種目が本来持つ「スタート」と「ゴール」の機能を分離してスタート部分を代行して担う手分けとなり、値の受渡しに一手間掛けるだけとなる。また基準種目も進行種目同様に取り換え可能な外部委託するソフトウエアとなる。
(Example 2)
Example 2 is “Kiri”. As described above, “Kirin” is a lineup of three types of events, progressing events, opposing events, and driving factors, gathering the fighting elements through the driving events, perform the fighting events with the collected fighting elements, and become the winner of the fighting event As a privilege, it is possible to carry out progressive events, and by making it a round system, the round system is a method of collecting battle elements and fighting separately, temporarily storing the battle elements collected through the driving event If a certain amount of time has been re-deployed, it will be possible to repeat the opposite event and allow only the privilege earner to advance the progress event. Can be done. However, it can be said that it is difficult and even impossible if you try to do it with "play". Therefore, the “reference item” according to the fifth aspect of the present invention can be used and can be easily implemented. However, the reference item does not do anything special, but paying attention to the fact that “Kirin” is a specialized type, the place where it can be automated by omitting unnecessary procedures is to automate the delivery of values, so to speak, mediation Rather than adding a new technology to the first embodiment with the role mechanism, the functions of the “start” and “goal” inherent in the progress event are separated and handled as a substitute for the start part. Just multiply. In addition, the reference item will be outsourced software that can be replaced in the same manner as the advanced item.

図11は、「切磋」の概要図である。1ラウンドの実施を動因種目と対峙種目との関係を取り持つ基準種目に委ね、基準種目の下で動因種目を所定時間繰り返し行って対戦要素を集め、集めた対戦要素を再配備して対峙戦に備え、所定時間が経過したなら基準種目において動的に対自体を作成して対峙種目を指定回数繰り返し、対峙種目において特典を獲得した者のみが自身の進行種目が進められる。そうしたラウンドを複数回行なう。   FIG. 11 is a schematic diagram of “Kiri”. The implementation of the first round is left to the reference event that has the relationship between the driving event and the opposing event, and the driving event is repeated for a predetermined time under the reference event to collect the battle elements, and the collected battle elements are redeployed for the battle In addition, when a predetermined time has elapsed, a pair itself is dynamically created in the reference item and the counter item is repeated a specified number of times, and only a person who has acquired a privilege in the counter item can advance his own progress item. Repeat such rounds several times.

「遊戯」と「切磋」の大きな違いは、「遊戯」は本体処理が中心になるが、「切磋」は基本的には種目間の直接的な繋がりとなる。その為本体処理の拠点である交流体は「切磋」では殆ど用いない。寧ろ用いるとすれば無理矢理で、しかし無理矢理でも用いようと思えば用いられないことはない。つまり「切磋」であっても基本的には実施例1に基づくもので、そのため、基本仕様では「交流体」と「対峙体」は基準種目によって自動に作成されるが、その際交流体を主催者が作成した交流体の鋳型を基に作成するようにすることはできない訳ではないが、交流体において実施できることは「遊戯」と違って限られるため、例えば融合処理用の値である「交流値」を変えたり集計用の値である「得点」を変えたりするぐらいで、それを主催者が行なっても問題になるため鋳型からの作成は必要ない。仮に実施するなら作成番号で鋳型を参照するようにする。対峙体の作成については「課題を解決する方法」で記した通りで、つまり基準種目は対峙種目専用に寧ろセットで作られるもので当然対峙種目に関する情報は正しく保有する。その為対峙体の作成は基準種目にとって難しいものではなく、仮に情報が不足するなら基準種目の設定画面において設定するようにすればよい。   The main difference between “Yugi” and “Kiryu” is that “Yugi” is centered on the main processing, but “Kiryu” is basically a direct link between the events. For this reason, the AC body that is the base of the main body processing is rarely used in Kiriki. On the contrary, if it is used, it is impossible to use it. In other words, “Kiri” is basically based on the first embodiment. Therefore, in the basic specifications, “AC body” and “Antibody” are automatically created according to the reference item. Although it is not impossible to create based on the template of the AC body created by the organizer, what can be performed in the AC body is limited unlike “play”, for example, a value for fusion processing “ Changing the “AC value” or changing the “score”, which is a tabulation value, can be a problem even if the organizer does it, so there is no need to create a template. If it is carried out, the mold is referred to by the production number. The creation of the antipodal body is as described in “Method of solving the problem”, that is, the reference item is created as a set rather than exclusively for the antipodal item, and naturally the information on the antipodal item is correctly held. Therefore, it is not difficult for the reference item to be created, and if information is insufficient, it may be set on the reference item setting screen.

事前準備は、プレイヤはユーザー登録した上で、対戦場で用いる「1つの基準種目」と、融合処理を行なうなら「1つの融合関数」と、各プレイヤが実施する「進行種目」を取決め、また各プレイヤが使用する「種目体」を取決める。なお、基準種目に「対峙種目情報」が含まれる。また種目体は主催者とプレイヤが作成でき、勉強促進型ならプレイヤ自ら作成し、他流試合型なら主催者が作成し、何れも本発明管理センター等に登録しておく。以上の準備が終わってスタートさせると、中央装置1に実施例1で記した「対戦者表」と「真正ユニットの配列」と「種目体の配列」と「対峙体の配列」が作成され、各プレイヤが使用する端末装置2にはプレイヤ用の1つの「進行種目」と「基準種目」と、各プレイヤが取決めた基準種目で用いる1乃至複数の「種目体」のダミーがインスタンス化される。また疑似ユニットを用いるなら疑似ユニット表示用の融合関数がインスタンス化され、対戦場全体の評価棒を表示するなら「共通座標表示用のソフトウエア」がインスタンス化される。そして「切磋」が開始できるホーム画面が表示され、ホームには「進行種目の状況」と「選択可能な種目体」と「ラウンドの状態」と疑似ユニットを用いるなら「疑似ユニット」が表示される。なお、プレイヤはエントリするまで種目体を自由に作り直せる。作り直す種目体をアクティブにすると種目体に関連付けられている動因種目用の「設定用ソフトウエア」が起動して設定内容を変えるとその内容で疑似動因種目がいわゆる索引が作り直される。また種目体に関連付けられている評価棒も表示できて調整できる。種目体の調整が一通り終わったなら「エントリボタン」を押す。対戦場の全員がエントリボタンを押したならラウンドのインターバルに入る。ラウンドのインターバルに入ると、他流試合型なら種目体変更しかできず、勉強促進型なら種目体の変更と評価棒による調整が可能となる。   In advance preparation, after the player has registered as a user, the player determines “one reference item” to be used on the battlefield, “one fusion function” to perform the fusion process, and “progress item” to be executed by each player. Decide on the “species” used by each player. The reference item includes “opposite item information”. The event body can be created by the organizer and the player, the player creates it for the study promotion type, and the organizer creates it for the other-style game type, both of which are registered in the present invention management center or the like. When the above preparation is completed and the start is made, the “opponent table”, “array of authentic units”, “array of items”, and “array of antipods” described in the first embodiment are created in the central device 1, The terminal device 2 used by each player is instantiated with one “progress item” and “reference item” for the player, and one or more “species” dummies used in the reference item decided by each player. . If a pseudo unit is used, a pseudo unit display fusion function is instantiated. If an evaluation bar for the entire battlefield is displayed, “common coordinate display software” is instantiated. Then, the home screen that can start "Kiri" will be displayed, and "Pseudo unit" will be displayed on the home if you use the "Progressive event status", "Selectable event", "Round status" and pseudo unit . The player can freely recreate the event until entry. When the re-created event is activated, the “setting software” for the dynamic event associated with the specific event is activated, and when the setting content is changed, the so-called index is recreated for the pseudo-motive event. You can also display and adjust the evaluation bar associated with the event. When you have finished adjusting the event, press “Entry Button”. If everyone on the battlefield presses the entry button, it enters the round interval. If you enter the round interval, you can only change the event type in the case of the other-style game type, and you can change the event type and adjust it with the evaluation bar if it is a study promotion type.

ラウンドが始まると、プレイヤの端末装置2のディスプレイ24には全員同じ基準種目の画面が表示される。基準種目の画面は夫々であるが、概ね、獲得した対戦要素を再配備する「要素再配備画面」と、目標値を表示する「目標値指定画面」と、種目体を変えるようにするなら「種目体指定画面」が表示され、プレイヤXがディスプレイ24上の操作により目標値指定画面で1乃至複数の目標値を指定して決定ボタンを押すと、選んだ目標値の合計点になる「概念的拠所の値」と「プレイヤID」と「種目体ID」と「交流体配列NO」等から成る「目標値確定イベント」が基準種目から中央の本発明にイベントメッセージが送られ、それを受取った中央装置1は第3発明で記したように「等価枠変換課題方式」で実施する課題IDを特定して課題IDを実施できるようにする。なお、その際「交流体」を自動か手動で取り決める。もう少し詳しく記すと、基準種目から送られて来た概念的拠所の値で等価枠を特定して等価枠の開始値と終了値を取出し、取出した開始値と終了値を種目体に関連付けている評価棒に渡して概念的拠所の値になる開始点と終了点を返して貰い、種目体に関連付けられている疑似動因種目いわゆる索引から開始点と終了点の範囲内にある概念的拠所の値を持つ課題IDばかりを抽出してその中からランダムに1つの課題IDを選び、中央装置1にある「対戦等準備表」に登録して課題IDの実施準備に入る。課題IDの実施準備は自動で作成された「交流体」を自動または手動で取決め、仮に手動で取決めるなら目標値確定イベントが発せられた際に交流体配列NOが「無効値」で且つ「要手動取決め」の状態であったならプレイヤXの端末に疑似ユニットを表示して「交流体を確定する処理」を実施させて交流体を対戦等準備表に登録すると準備が完了する。動因種目の準備が終了すると種目体にある自動連係用ソフトウエアをインスタンス化して特定した交流体と該種目体にある動因種目に渡す情報と課題IDとプレイヤ情報を自動連係用ソフトウエアに渡すと、自動連係用ソフトウエアが動因種目を実施できる状態にして仮にアーケードゲーム機で実施するならアーケードゲーム機にプレイヤ名等を表示してプレイヤXが間違わないようにして実施する。対戦等準備表はその間つまり種目の準備から後処理まで監視し続ける。なお、評価棒に概念的拠所の開始値と終了値を渡すと通常は評価棒が擬似動因種目を参照して課題IDをランダムに選んで返して来る。   When the round starts, the same reference item screen is displayed on the display 24 of the terminal device 2 of the player. Each of the standard event screens is different, but in general, if you want to change the event type, the “element redeployment screen” for redeploying the acquired battle elements and the “target value designation screen” for displaying the target value. The “special object designation screen” is displayed, and when the player X designates one or more target values on the target value designation screen by the operation on the display 24 and presses the enter button, the “concept” becomes the total point of the selected target values A “target value confirmation event” consisting of “base value”, “player ID”, “special body ID”, “alternating body array NO” and the like is sent from the standard event to the central present invention and received. In addition, as described in the third invention, the central device 1 identifies the task ID to be implemented by the “equivalent frame conversion task method” so that the task ID can be implemented. At that time, the “alternating body” is decided automatically or manually. In more detail, the equivalence frame is identified by the value of the conceptual base sent from the reference item, the start value and end value of the equivalence frame are extracted, and the extracted start value and end value are associated with the event type. Return the starting point and ending point that will be passed to the evaluation bar to become the value of the conceptual base, and the value of the conceptual base within the range of the starting point and the end point from the so-called index associated with the event. The task IDs having only the IDs are extracted, one of the task IDs is selected at random, and the task ID is registered in the “preparation table for battle etc.” in the central apparatus 1 and the task ID preparation is started. The implementation preparation of the assignment ID is automatically or manually decided on the “alternating body” created automatically, and if it is manually negotiated, the alternating body array NO is “invalid value” and “ If it is in the state of “manual arrangement required”, the pseudo unit is displayed on the terminal of the player X, the “process for determining the AC body” is performed, and the AC body is registered in the battle preparation table to complete the preparation. When the preparation of the motive event is completed, the automatic linkage software in the event body is instantiated and the AC body identified and the information passed to the motive event in the event body, the task ID, and the player information are passed to the automatic linkage software If the software for automatic linking is put into a state where the cause of action can be executed and is executed on the arcade game machine, the player name is displayed on the arcade game machine so that the player X does not make a mistake. The match schedule will continue to be monitored during that period, from event preparation to post-processing. When the start value and the end value of the conceptual base are passed to the evaluation bar, the evaluation bar usually selects and returns a task ID at random with reference to the pseudo-movement item.

動因種目の実施は若干簡略化できる。動因種目の実施は前記の通り対戦等準備表に登録して種目が完全に実施できる状態になってから関係者の端末や外部機器に動因種目をダウンロードして課題IDを実施できるようにするものであるが、「遊戯」の場合は時間制限も無く、また実施する種目が毎回変わる上に対戦型、非対戦型の種目が入り乱れるため完全に実施できる状態になってから種目の準備に掛からなければ手間やエラーが増えるため毎回丁寧な準備をするが、「切磋」の場合は多くの場合は同一種目でしかも非対戦型のプレイヤ単独型の動因種目に限られる。その為一度実施できる状態になったなら、つまりラウンドの変り目に実施できる状態を作り上げたならプレイヤはほぼ同じ種目を繰返すため少なくともラウンドが終了するまでその設定や状態が再利用できる。その為、各端末から送られて来る「プレイヤID」「種目体ID」「課題ID」「交流体配列NO」等の情報や交流体や種目体にある動因種目に渡す情報を渡すと比較的速やかに実施できる。   The implementation of the motive event can be simplified slightly. The implementation of the event of the event is registered in the battle preparation table as described above, and after the event is in a state where the event can be completely implemented, the issue item can be implemented by downloading the event of the event to the terminal or external device of the person concerned. However, there is no time limit in the case of “play”, and the events to be implemented change every time, and the battle type and non-match type events are mixed up, so it will be possible to fully implement it after it becomes fully operational Otherwise, time and errors will increase, so careful preparations will be made each time. However, in the case of “Kirin”, in many cases, it is limited to the same event and the non-competitive player alone type of cause factor. For this reason, once it is ready to be executed, that is, when a state that can be executed at the turn of the round is created, the player repeats almost the same event, so that the setting and state can be reused at least until the round is completed. Therefore, if information such as “player ID”, “specimen ID”, “task ID”, “alternating body arrangement NO”, etc. sent from each terminal or information to be passed to the excitatory species in the alternating current body or event is relatively passed. Can be implemented promptly.

獲得した対戦要素が再配備される。本発明は種目を基本的に外部委託する。その為課題をどのようなコンピュータ機器で行なうか分からないが、当然プレイヤの端末で実施する場合が増える。しかしどのような形で課題を実施したとしても異種目間交流に参加する動因種目は結果を「総括値」で返す。総括値をプレイヤIDと対戦等準備表の実施NO等と共に中央にある自動連係用ソフトウエアに返すと、自動連係用ソフトウエアを通じて対戦等準備表に結果が格納され、続いて種目体にある評価棒に渡されて「出口値」が算出されて総括値に追記される。それを受取った中央は出口値で「等価枠」を特定して「等価枠絵」と「等価枠金」を総括値に追記して該当の交流体に格納するか総括値と分離して格納する。なお、等価枠変換課題方式による価値変換は第3発明で記した通りとなる。そして総括値をプレイヤの基準種目に返す。総括値を基準種目に返すと基準種目は総括値にある「成否度」でクリアしたか否かを調べ、クリアしていたならプレイヤに獲得した目標値を表示して対戦要素画面にある再配置場所に自由に配置させる。その際複数の対戦要素があるなら分散できる。プレイヤが対戦要素を獲得したか否かに関わらず対戦要素の再配備処理が終了すると目標値指定画面に戻り再び目標値が指定できるようになり前記の処理を「ラウンドの対戦要素集め」が終了するまで繰返す。   Acquired battle elements are redeployed. The present invention basically outsources the event. For this reason, it is not known what kind of computer equipment is used for the task, but the number of cases is naturally increased on the player's terminal. However, whatever type of task is implemented, the motive item participating in the exchange between different types of eyes returns the result as a “summary value”. When the summary value is returned to the automatic linkage software in the center together with the execution ID of the player ID and the match preparation table etc., the result is stored in the match preparation table through the automatic linkage software, and then the evaluation in the event It is passed to the bar and the “exit value” is calculated and added to the overall value. The center that received it identifies the “equivalent frame” by the exit value and adds “equivalent frame picture” and “equivalent frame metal” to the summary value and stores them in the corresponding AC body or stores them separately from the summary value. To do. The value conversion by the equivalent frame conversion task method is as described in the third invention. Then, the overall value is returned to the reference item of the player. When the summary value is returned to the reference event, the reference item checks whether it has been cleared by the “success / failure degree” in the summary value, and if it is cleared, the target value obtained by the player is displayed and rearranged on the battle element screen Arrange freely in place. In this case, if there are multiple battle elements, they can be distributed. Regardless of whether or not the player has acquired a battle element, when the redeployment process of the battle element is completed, the target value designation screen is displayed again so that the target value can be designated again, and the above process is completed. Repeat until

ラウンド制は時間制で行なわれる(図8、図9参照)。ラウンドが始まると中央で時間の計測が始まり、それが各端末に表示される。そしてラウンドが終了に近付くとカウントダウンが始まり、終了するとプレイヤの動作は全て中断して対峙種目の準備に入る。対峙種目の準備も対戦等準備表に登録して行なう。しかし対峙種目も動因種目同様に逐一実施準備しなくても基本的には継続使用できる。仮にステージやキャラクターが変わったとしても同種目内での変更となる。その為対峙体にある自動連係用ソフトウエアを起動させて対峙種目を実施できる状態にしたなら繰返しその状態が再利用できる。対峙種目が実施できる状態になったなら、対峙種目によってプレイヤによる実施が必要なケースと不要なケースがあり、必要なケースの場合は例えばアクションゲームをする場合は対戦要素集めで行なった対戦要素を基に行なう。その際は全プレイヤがエントリしたことを受けて対峙体にある内容で対峙種目を実施する。対峙体の作成は前記の通り基準種目によって自動作成され、該対峙体にラウンドの対戦要素集めが終了すると要素再配備画面で行なった再配備の結果通りに対戦要素が順次自動に送られて来て自動作成した対峙体に格納され対峙体が完成したなら対峙種目が実施される。そのため、対峙体の特典内容を変えたりする場合は例えば特典獲得者数を変えたり勝ち方負け方を変えたりする場合は基準種目の設定画面で行なう。プレイヤによる直接対決が不要であるか否かはともかく、対峙種目が終わる毎に対峙種目より「賞罰値」が中央にある自動連係用ソフトウエアを通じて対戦等準備表に送られて来る。賞罰値とは「順位」「成績」「勝級」等から成る構造体で、仮に特別な値を獲得したりしたなら「景品値」等を加えておく。その賞罰値を基に対峙体にある内容で特典獲得者を取決め特典獲得者にのみ進行種目の実施権を与えて進行種目を進める。つまり特典獲得者のみに進行種目を進められる画面を表示して進めさせる。そうした対峙種目を取決めた回数繰り返すとラウンドが終了しラウンドのインターバルに入る。そして全てのラウンドが終了するまで前記のラウンドのインターバルからの操作を繰り返す。   The round system is based on the time system (see FIGS. 8 and 9). When the round starts, time measurement starts in the center and is displayed on each terminal. When the round approaches the end, the countdown starts. When the round ends, all the actions of the player are interrupted and preparations for the opposite event are started. Also prepare for the counter-events by registering them in the preparation table. However, it is possible to continue using the antipodal event basically without preparing for implementation one by one like the motive event. Even if the stage or character changes, it will be changed within the same category. Therefore, if the automatic linkage software in the opposing body is activated to make it possible to carry out the opposing event, the state can be reused repeatedly. When the competition event is ready to be performed, there are cases where the player needs to perform the competition and cases that are not necessary depending on the competition event. In this case, for example, when playing an action game, Based on. In that case, in response to the entry of all players, the competition item is executed with the contents in the competition body. As described above, the creation of the opponent body is automatically created according to the reference item, and when the battle element collection of the round is completed on the opponent body, the opponent elements are automatically sent sequentially in accordance with the result of the redeployment performed on the element redeployment screen. If the object is stored in the automatically created object and the object is completed, the event is executed. Therefore, when changing the privilege content of the opposing body, for example, when changing the number of privilege winners or changing the way to win or lose, it is performed on the reference item setting screen. Regardless of whether or not a direct confrontation by the player is necessary, every time the confrontation event ends, the “prize punishment value” is sent from the confrontation item to the battle preparation table through the automatic linkage software in the center. The prize punishment value is a structure composed of “rank”, “score”, “winning grade”, etc. If a special value is acquired, a “prize value” is added. Based on the prize punishment value, the privilege acquirer is decided with the content in the opposite body, and only the privilege acquirer is given the right of execution of the advance item to advance the advance item. In other words, only the privilege acquirer displays a screen that allows the advancement item to be advanced and proceeds. If you repeat the number of times you have decided on such an event, the round ends and you enter the round interval. Then, the operations from the round interval are repeated until all the rounds are completed.

摘取型も一応使用できる。他流試合型なら実施効果はそれ程ないが摘取型の対峙種目が利用できる。摘取型の対峙体を主催者またはプレイヤが作成してそれを仕掛けておくと、前記の流れだと対戦要素集めを行なっている最中に摘取型の対峙種目が起動する。それは良くないために対峙種目が終了してラウンドのインターバルに入る前か融合処理を行なう直前に摘取型をまとめて実施したりする。その為、摘取型の対峙種目は一発逆転を狙った「どんでん返し」のようなものになる。なお、実施できる賞罰も交流値を変えたり得点を加減点したりするぐらいとなる。   A picking type can also be used. If it is a cross-style game type, the implementation effect is not so much, but a pick-up type counter item can be used. When the organizer or the player creates a trapping-type antipodal and sets it, the trapping-type antipodal event is activated during the gathering of the fighting elements. Because it is not good, the picking type is put together before the antipodal event ends and before the round interval is entered or just before the fusion process is performed. For this reason, the pick-up type counter item will be something like a “don't turn back” aiming at a one-shot reversal. In addition, the award punishment that can be implemented will change the AC value or add or subtract points.

全ラウンドが終わると、融合関数を用いている場合は融合処理が始まる。そして「盤上と盤下の成績」で結果を算出する。盤上の戦いは進行種目の成績で算出し、盤下の戦いは融合処理で得られた得点となる。双方の配点比率は主催者による取決め次第となる。   When all the rounds are over, the fusion process starts when the fusion function is used. Then, the result is calculated by “the results on the board and below the board”. The battle on the board is calculated based on the results of the progress event, and the battle below the board is the score obtained by the fusion process. The scoring ratio for both parties will depend on the arrangements by the organizers.

以上の実施の形態に関し更に、以下の付記を開示する。
(付記1)
本発明(第1発明)は、演算装置と記憶装置と入出力装置と通信装置を有するコンピュータ装置を用いて行なうもので、端末処理をするコンピュータを「端末」と記すとして、端末を束ねて中央処理をするコンピュータを「中央」と記すとして、中央は端末からの情報を集めて統合処理して各プレイヤにとって必要な情報を端末に送る機能が備わっていて、端末には各プレイヤが異種目間交流に参加するために必要な情報と情報処理機能と入出力装置と通信機能が備わっているものとする。
第1発明は、1乃至複数人がプレイできるコンピュータゲーム対戦場において、進行種目、対峙種目、動因種目の3種類の種目を回帰型問答式2段階方式で連係させて行なうことを特徴とする異種目間交流用の装置と処理方法で、従来のように1つの統括ルールの下で遊ぶ遊び方ではなく、3種類の種目夫々に役割を持たせて、夫々の役割を持った種目を多数実施できるようにした上で、プレイヤ各々に1つの所望の進行種目に参加登録させて、参加登録した進行種目を各々進めながら、3種類の種目を回帰型問答式2段階方式で連係させて、自身の進行種目をより良く進め、他者の進行種目の出来上がりを妨害し合う。そして最後に主催者が取決めた内容で勝敗を決する。例えば各々が実施した進行種目の出来栄えと前記対戦中に得た賞品や賞金等の双方の価値を合計して競い合う。その為特段のルールを持たない遊び方になり主催者が様々に調整できると共に多種多様な対戦型若しくは非対戦型のデジタルゲームまたはアナログゲームが実施できその際に多くの人と交流が図られ異種目間交流が行なえる。なお、3種類の種目とは種目の役割を表す表現で対戦場において実際に実施する種目は3種類の種目に属する多種多様な種目となる。また本発明で言う種目は3種類の役割を成すものならどのようなものでも良く他愛無い遊びやジャンケンや抽選と言ったものでも価値付けができるのであれば種目と見なせる。またアナログの種目を用いる場合は本発明内で起動するソフトウエアはアナログ結果を受付ける入力支援ソフトウエアとなる。また異種目間交流で用いる3種類の種目は外部委託するものであっても良く、そうした場合は本発明内で起動するソフトウエアは外部装置と自動連係させるソフトウエアとなる。
3種類の種目とは、前記の通り「進行種目」「動因種目」「対峙種目」となる。夫々の役割は、進行種目は参加登録しているプレイヤの進行係を行ない同時に各プレイヤの成績を算出する。その為3種類の種目の中で唯一継続性があり個々のプレイヤがゲームオーバーになるまで継続される。動因種目は進行種目または対峙種目に動因を与える働きを成す。動因とは対象の種目を動かす上で影響を与える値のことで、進行できるか否かを決める値や進行先を決める値や動かす部位や人物などの対象を決める値や動かすためのエネルギーや属性を決める値だったりする。つまり対象の種目によって原因は様々であるが問答式2段階方式で行なえば後述する3種類の問答式で実施できる。なお、進行種目が動因を得る方法には2通りあり直接か間接かとなるがその点については改めて記す。対峙種目は動因種目の結果を集めて直接対決させて特典を付与する働きを成す単発型の対戦型種目となる。なお、特典には賞罰があり、賞罰とは賞与と処罰のことで、賞与は自身のゲーム展開を良くする行為で、処罰とは対戦相手のゲーム展開を悪くする行為となる。また特典によっては進行種目の「進行権」とする場合がありそうした場合は特典獲得者のみが進行種目を進めることができる。また対峙種目の実施方法には2通りあり「摘取型」と「代行型」となる。摘取型とは動因種目の結果を記録する場所を取決めて置きその場所を事前に集めて対戦させる方法で、取決めた場所に動因種目の結果が格納されたならその都度対峙種目が実施できる状態になったか調べ実施できる状態になったなら対峙種目を開始する。代行型とは対峙種目が直接動因種目の結果を集めて対戦させる方法で、代行型の対峙種目をアクティブにすると対峙種目に対戦者登録しているプレイヤ各々が取決めている動因種目を起動させて実施し、その結果を集めて前記の通り対峙種目を行なう。その際動因種目が未定ならその場で取決めて行なう。そのようなことから対峙種目は「対峙方法」「対峙対象」「特典方法」を事前に取決めて行なう。対峙方法とは実施する対峙種目や対戦方法を取決めることで、対峙対象とは対峙させるプレイヤと動因種目の結果の格納場所または動因種目または動因種目と動因種目の結果の格納場所を取決めることで、特典方法とは特典獲得者と特典内容を取決める。なお、特典内容には事前に取決める形と特典獲得者が決まってから取決める形がある。
問答式2段階方式とは、3種類の種目を2段階に分け、1段階目の種目と2段階目の種目を共依存関係にして単独では実施できないようにするもので、動因種目が1段階目の種目となり、進行種目と対峙種目が2段階目の種目となる。また階層間の連係を問答式で行なう。問答式とは2段階目の種目が1段階目の種目に問い掛けて1段階目の種目がその問いに応える形で行ない結果を問い掛けたところに返すもので、問答式の利点は2段階目に主導権があり、条件を課して動因種目を絞込んだり、動因になる値を自ら用意したり、値の受渡しの方法と受渡しで用いる値を自ら取り決めて問答する相手の種目と型合せをしたりできる。その為問答式で行なうと「目標値指定型」「最終値指定型」「要素値送信型」で実施できる。なお、第5発明のように2段階目と1段階目の間に立って2段階目の種目に代わって1段階目の種目結果を集めて配置換えしたり加工したりする処理機構を設ける場合があるが、それは単に種目間の橋渡し役をしているに過ぎず、また値の受渡し役をする本発明自体がそうした立場になり受渡しする最中に配置換えしたり加工したりするようなものとなる。その為特別な形態にはならないが、値の受渡しを正しく表記すれば「2段階目の種目若しくは2段階目の種目に代わって1段階目の種目を行ない行なった結果を集める処理機構」と記さなければならないが総じて「2段階目の種目」または「問い合わせ側の種目」と記す。また進行種目には継続性があり継続的な動きの全てを逐一他の種目に動因を求めていたのでは埒が明かない。但し可能なものもある。そこで進行種目が動因を求めるタイミングは進行種目自身に委ねる。その結果進行種目独自でも進行種目を部分的に進めることができるようになる。
目標値指定型とは、問い合わせ側の種目が動因になる値を自ら用意して1乃至複数の動因になる値を1つの「目標値」として、1乃至複数の目標値をプレイヤに提示して1乃至複数の目標値を選ばせてその後に動因種目を実施する形態となる。その際実施する動因種目の取決め方は様々で、夫々の目標値に条件を付して選んだ目標値に付された条件の総価値に相当する価値を保有する動因種目から任意にまたは偶発的に取決めたり、コンピュータゲームを通じて取決めたり、主催者や他のプレイヤが事前に強引に取決めたりするがどのような方法で取決められたとしても動因種目をクリアするか否かで指定した目標値を得られるか否かを決める実施形態となる。要するにプレイヤが得たい値を事前に取決めて行なう形態で、通常はクリアしなければ全て得られないがクリアした部分を得られるようにしてもよい。また夫々の課題に振られる条件には金額やメダル数や札の種類や「概念的拠所の値」等が用いられる。概念的拠所の値とは第3発明で用いる値となる。
最終値指定型とは、目標値指定型同様に問い合わせ側の種目が目標値を用意するが、目標値指定型と違って事前に得たい目標値が指定できない。その状態でコンピュータがランダムに選んだりコンピュータゲームを通じて選んだり主催者やプレイヤの仕掛けによって強制的に取決められたりした動因種目を実施して、実施した動因種目の出来栄えによってプレイヤが選べる目標値が絞込まれ、絞込まれた目標値の中から所望の目標値が1乃至複数選べる実施形態となる。なお、出来栄えを表す値としては目標値で記した条件を表す値となる。
要素値送信型とは、問答式で行なうと問い合わせ側の種目に主導権があり多様な条件で実施する動因種目が絞込める。該条件に問い合わせ側の種目が許容できる「型値」を含めておくことによって、取決めた動因種目は動因種目で得た値を条件判定用の値に変換しなくてもそのままの値で返せるようになり、問い合わせ側の種目も動因になる値を用意しなくて良くなり動因種目から返された値がそのまま動因として使用できる。また動因種目をアナログ種目の結果を受付ける入力支援ソフトウエアにすればアナログゲームで獲得した1乃至複数の種類から成る対戦要素を問い合わせ側の種目に渡すことができる。なお、動因種目が集めた値を記録する値を「要素値」と記す。また要素値を問い合わせ側の種目がどのように活用するかは問い合わせ側の種目次第となる。
前記の進行種目が動因を得る方法には2通りあるとは、3種類の種目の特性によるもので直接か間接かとなる。直接の場合は進行種目から動因種目を直接起動させて動因種目の結果で進行種目を進めるのに対して、間接の場合は対峙種目から動因種目を起動して対峙種目を行ない対峙種目の特典として進行種目を進める。なお、対峙種目から動因種目を起動する方法にも2通りあり対峙種目から直接動因種目を起動する形と第5発明になるような仲介役機構を対峙種目と動因種目の間に設けて仲介役機構から動因種目を起動して結果を仲介役機構に一旦貯め置き仲介役機構において貯め置いた動因種目の結果を再配置したり改変したりした後に対峙種目に動因種目の結果として返す形がある。夫々によって問い合わせ側の種目が異なり、直接の場合は進行種目が、間接の前者は対峙種目が、間接の後者は仲介役機構が質問者になる。
回帰型とは、本発明による異種目間交流は対峙種目の立ち位置によって「摘取型」と「代行型」に分かれ、さらに基準種目によって「遊戯」と「切磋」に分かれるが、どのように変化しても進行種目に始まり進行種目に帰り付くという意味で、「進行係をする種目を設けて行なう新たな実施形態」となる。
処理の流れは、2通りあり、代行型の対峙種目ばかりで行なうのか、摘取型と代行型を混在させて行なうのかとなり、一般的な「遊戯」は後者で行なう。前者は特異なケースで、先に一般的な「遊戯」を記すと、各プレイヤは対戦の誘いに応諾する場合でも先ず進行種目において動因を求める処理を行なう。動因を求める処理とは動因を得ようとする場所の特定で異種目間交流の「起点」を確定させることで、また進行種目が採用している問答式に伴う処理となる。問答式には3種類あり、目標値指定型と最終値指定型は進行種目が動因になる値を準備し、目標値指定型なら動因になる値をプレイヤに提示して必要数選ばせる。動因を求める処理を中央に送ったなら、中央は問答式の利点を活かして進行種目から得られる情報を基に実施可能な動因種目を抽出して該プレイヤに選ばせる。なお、実施可能な動因種目を抽出する際にプレイヤ情報や起点情報を加えて抽出するようにしてもよい。また問答式の利点は前記の通りで選び方を種目選びゲームで行なってもよい。実施する動因種目が決定すると中央において動因種目の実施準備を行なう。動因種目の実施準備とは動因種目に限らないが、本発明において種目を実施する際は準備から実施後の後処理まで中央において監視し続ける必要があり、仮に準備が整わなかったなら実施する種目を起動させないことが賢明になる。種目準備手段において実施する動因種目を監視対象にして、仮に対戦型種目であれば該プレイヤに対戦場の状況を表示して適任者を指名させ、中央より指名者に通知して返事を請う。そして返された返事を該プレイヤに報告して該プレイヤに最終決定させると、中央は対戦決定した指名者に通知して各々の進行種目において動因を得る処理を実施させ、種目準備手段において実施準備が完了した時点で対戦者の端末に実施する種目または実施する種目と自動連係するソフトウエアを必要があればダウンロードして対戦者情報を渡して起動させて対戦させ、結果を回収する。なお、実施した種目から返される値も型合せされている。型合せするタイミングは動因種目を絞込んだ時点と、対戦適任者を表示させるときで、全プレイヤは自身が参加する進行種目を取決めた時点で進行種目の型が判明し、その型に合致する動因種目でなければ適任者と見なされない。なお、対峙種目もそのようにして型合せする。種目準備手段が種目結果を回収したなら一般的な「遊戯」の場合は対戦者各々の進行種目に返され、進行種目は各々の問答式に応じた処理を行なって進行種目を進める。そして動因を求める処理を完了した進行種目はその旨を中央に知らせると、それを受けて動因種目の結果を対峙種目管理手段に送り、対峙種目管理手段においてプレイヤ情報と起点情報が存在しないか調べ、存在したならそこに動因種目の結果を格納する。対峙種目管理手段に動因種目の結果が格納されたならその都度対峙種目が実施できる状況にないか調べ、実施できる状況であれば中央は対峙種目の実施準備を開始して種目準備手段において監視対象にする。なお、対峙種目の場合は対戦者が既に決まっているため関係者に対戦準備が整ったことを通知してエントリさせるだけでよいが、対峙種目によっては出来レースになる場合があり出来レースだと敢えてプレイヤ同士対戦する必要がない。そうした場合は対戦模様を関係者の端末の片隅に表示するだけでよい。出来レースではなくプレイヤを直接対決させる場合は対戦者にエントリさせて準備が整った時点で対峙種目を実施する。仮にエントリしない者がいたなら不戦敗にする。そして対峙種目の結果を種目準備手段に回収して対峙種目にある内容で特典を付与する。特典処理は特典獲得者の端末に実施できる特典を表示して、特典獲得者が任意の特典を選ぶとそれに基づいて中央において処理をする。以上の処理が終わると対峙種目の種目準備手段の役割は終わる。また動因種目の種目準備手段の役割は動因種目の結果を対峙種目管理手段に全て送り終えた時点となり監視対象から除外できる。
代行型の対峙種目を選んだ場合、該プレイヤが起点を取決めてプレイヤ情報と進行種目情報と起点情報を基に実施可能な動因種目を絞込んだ際に代行型の対峙種目を選べる場合がある。その際に表示される代行型の対峙種目も型合せされているため実施可能になるが、代行型の対峙種目の場合前記の通り進行種目に動因を渡す方法が2通りあり、摘取型と代行型が混在していたなら進行種目は自動的に目標値指定型であったとしても最終値指定型に変わる。また進行種目では要素値送信型を用いる意味がなく通常は用いない。それを前提に代行型の対峙種目を選ぶと、中央は代行型の対峙種目の実施準備を他の種目同様に始めるが、代行型の対峙種目の場合は対戦するプレイヤと該プレイヤが実施する動因種目がセットになっているため、また代行型の対峙種目での動因種目は非対戦型種目になるため、対戦者にエントリを促してエントリした者から動因種目を実施させる。その為対峙種目の準備と共に動因種目の準備をする必要があり、動因種目の結果を夫々回収して代行型の対峙種目に格納して行く。そして対戦者全員の動因種目の結果が集まったなら対峙種目を起動させて直接対決をさせて特典獲得者を取決めて特典処理を前記の通り行なう。その為仮に特典が進行種目の進行権なら前記の通り最終値指定型で進行種目を進め、特典が得られなかった者たちの進行種目は通常無効になり進められない。
また、摘取型が混在しない代行型の対峙種目のみの場合は、進行種目において起点を確定させる必要がなく各プレイヤは行き成り代行型の対峙種目を取決める形になる。その為プレイヤが各々代行型の対峙種目を選んだのでは対戦がスムーズに進まないためにプレイヤが順番に代行型を取決めて行く形にしたりする。
以上を繰返して各々の進行種目が終了すると、終了したものからゲームオーバーとなり対戦場から離脱し、全員の進行種目が終了した時点で主催者が取決めた方法で勝敗を決する。仮に流通値を用いて流通値を加味するなら進行種目と流通値から得られる価値の総合点で勝敗を決する。
以上のように3種類の種目を回帰型問答式2段階方式で連係させて行なうことを特徴とする異種目間交流用の装置と処理方法となる。
Further, the following supplementary notes are disclosed regarding the above embodiment.
(Appendix 1)
The present invention (first invention) is performed using a computer device having an arithmetic device, a storage device, an input / output device, and a communication device. A computer that performs terminal processing is referred to as a “terminal”, and the terminals are bundled into a central location. The computer that performs processing is described as “center”, and the center has a function of collecting information from the terminal, performing integration processing, and sending information necessary for each player to the terminal. It is assumed that information necessary for participating in the exchange, an information processing function, an input / output device, and a communication function are provided.
According to a first aspect of the present invention, in a computer game battlefield that can be played by one or more people, the three types of events of progression, antipodal, and motive events are linked in a regressive question-and-answer two-stage system. With the device and processing method for eye-to-eye exchange, it is not a way of playing under one general rule as in the past, but it is possible to carry out a number of events with each role by assigning roles to each of the three types of events. After doing so, each player is registered to participate in one desired progress event, and while proceeding with each of the registered progress events, the three types of events are linked in a two-step regression type, Advance progress events better and interfere with others' progress events. Finally, the organizer decides on winning or losing with the contents decided by the organizer. For example, the performance of each of the advanced events performed by each player and the value of both prizes and prizes obtained during the battle are totaled and competed. Therefore, it becomes a way of playing that does not have special rules, and the organizer can make various adjustments, and various types of competitive or non-competitive digital games or analog games can be performed, and in this case, exchange with many people is attempted and different types of eyes Interchange is possible. The three types of events are expressions that represent the role of the events, and the events that are actually performed on the battlefield are various types of events that belong to the three types of events. In addition, the event referred to in the present invention may be any event as long as it plays three types of roles, and it can be regarded as an event as long as it can be valued even if it is a play that has no other love, such as janken or lottery. In the case of using an analog event, the software activated in the present invention is input support software that accepts an analog result. In addition, the three types of events used in the interchange between different types of items may be outsourced, and in such a case, the software that is activated in the present invention is software that is automatically linked to an external device.
As described above, the three types of events are “progressive item”, “motive item”, and “opposite item”. Each role plays a role of the progress of a player who is registered for participation in the progress item, and at the same time, the result of each player is calculated. Therefore, there is only continuity among the three types of events, and it continues until the individual players are over the game. The motive item is a function to give a motive to an advanced item or an opposite species. The cause is a value that affects the movement of the target event, the value that determines whether or not it can progress, the value that determines the destination, the value that determines the target such as the moving part or person, the energy and attributes to move It is a value that decides. That is, there are various causes depending on the target item, but if it is performed in a two-step question-and-answer formula, it can be implemented with three types of question-and-answer formulas described later. In addition, there are two ways to obtain the cause of the progress event, which is direct or indirect, but this point will be described again. The counter event is a one-off type battle type event in which the results of the motive event are collected and directly confronted to give a privilege. In addition, there is a prize punishment for a privilege. Bonus punishment means bonus and punishment. Bonus is an action that improves the game development of the player. Punishment is an action that worsens the game development of the opponent. Further, depending on the privilege, there may be a “progress right” of the progress item. In such a case, only the privilege acquirer can advance the progress item. In addition, there are two methods for implementing the antipodal event, which are “pick type” and “substitute type”. The plucking type is a method of deciding the place to record the result of the motive item and placing it in advance to play the battle.If the result of the motive item is stored in the decided place, the situation can be performed each time If it becomes possible to check whether or not it is possible to start, the opposite event is started. The proxy type is a method in which the opposing event directly collects the results of the event of the cause of action, and when the proxy type of the counter item is activated, the player type registered by the opponent as the opponent type activates the cause of the cause of the event. The results are collected and the antipodal event is performed as described above. At that time, if the motive item is undecided, it is decided on the spot. For this reason, the confrontation item is determined in advance by “confrontation method”, “confrontation target”, and “privilege method”. The confrontation method is to determine the type of competition to be performed and the battle method, and to determine the storage location of the result of the player and the cause item, or the cause item or the cause item and the result of the cause item, to be opposed to the target With the privilege method, the privilege acquirer and the privilege content are decided. Note that there are two types of privilege contents, one to be decided in advance and the other to be decided after the privilege winner is decided.
The question-and-answer formula two-step method divides the three types of events into two levels, making the first-stage and second-stage events co-dependent so that they cannot be performed alone. The event is an eye event, and the progress event and the opposite event are the second stage events. In addition, linkage between layers is done by a question-and-answer formula. The question-and-answer formula asks the first-stage event to the first-stage event, the first-stage event responds to the question, and returns the result to the question. The advantage of the question-and-answer formula is the second-stage You have the initiative, narrow down the cause line by imposing conditions, prepare the value that will be the cause, decide the method of value delivery and the value to be used in the delivery yourself, and match the type and type of the opponent I can do it. Therefore, it can be implemented by the “target value designation type”, “final value designation type”, and “element value transmission type” when it is performed by a question answering formula. In the case of providing a processing mechanism for collecting and rearranging and processing the results of the first stage in place of the second stage of events between the second and first stages as in the fifth invention However, it merely serves as a bridge between events, and the present invention itself, which acts as a value transferer, is in such a position and is relocated or processed during the transfer. It becomes. For this reason, it does not take a special form, but if the value delivery is written correctly, it will be described as "a processing mechanism that collects the results of performing the first stage event in place of the second stage event or the second stage event". Although it must be, it is generally described as “second stage event” or “inquiry side event”. In addition, there is continuity in the progress event, and it is not clear if it was seeking the cause of the movement in every other event one by one. However, some are possible. Therefore, it is up to the progression event itself to determine the timing of the progression event. As a result, it is possible to partially advance the progress event even if the progress event is unique.
In the target value designation type, a value that causes the inquiry side event is prepared by itself, and one or more values that cause the movement are presented as one “target value”, and one or more target values are presented to the player. One or a plurality of target values are selected, and then the motive item is implemented. There are various ways to determine the source of the event, and any or all of the event types that have a value corresponding to the total value of the condition attached to the target value selected by adding the condition to each target value, or accidentally If you decide whether to clear the motive item or not, you will get the target value specified by whether to clear the cause of the event no matter what way the organizer or other players negotiate forcibly in advance This is an embodiment for determining whether or not to be performed. In short, in a form in which the player decides in advance the value he wants to obtain, it may be possible to obtain a cleared portion, although usually all cannot be obtained unless it is cleared. In addition, the amount assigned to each task includes the amount of money, the number of medals, the type of bill, the “value of conceptual base”, and the like. The value of the conceptual base is the value used in the third invention.
In the final value specification type, the target side prepares a target value as in the target value specification type, but unlike the target value specification type, the target value to be obtained in advance cannot be specified. In that state, the computer selects a random event, selects it through a computer game, or forcibly arranges the event by the organizer or player, and narrows down the target value that the player can select according to the performance of the performed event In rare cases, one or more desired target values can be selected from the narrowed target values. Note that the value representing the performance is a value representing the condition described in the target value.
In the element value transmission type, if it is performed by a question-and-answer formula, the inquiry side event has the initiative, and it is possible to narrow down the event types that are executed under various conditions. By including the “type value” that can be accepted by the inquiring event in the condition, the determined event can be returned as it is without converting the value obtained in the event to the condition determination value. Therefore, it is not necessary for the event on the inquiry side to prepare a value that causes the cause, and the value returned from the cause item can be used as the cause as it is. Further, if the input support software accepts the result of the analog event, the battle element consisting of one or more types acquired in the analog game can be passed to the inquiry side event. A value for recording a value collected by the motive item is referred to as an “element value”. Also, how the item value is used by the inquiry side item depends on the inquiry side item.
There are two methods for obtaining the cause of the progression of the above-described events, depending on the characteristics of the three types of events, either directly or indirectly. In the direct case, the motive event is started directly from the progression item and the progression item is advanced by the result of the motive event, whereas in the indirect case, the motive event is activated from the opposite event and the opposite event is performed as a privilege of the opposite event Advance progress events. In addition, there are two methods for activating the motive event from the antipodal event, and a mediator role mechanism as in the fifth invention is provided between the antipodal event and the motive event by providing a direct activation method from the antipodal event. There is a form in which the action item is activated from the mechanism, the result is temporarily stored in the mediation mechanism, and the result of the action item stored in the mediation mechanism is rearranged or modified, and then returned to the opposite event as the result of the action item . The inquiries are different depending on each of them, and in the case of direct, the progress is the inquirer, the indirect former is the opposite, and the indirect latter is the intermediary.
In the regression type, the exchange between different types of eyes according to the present invention is divided into “pick type” and “substitute type” depending on the standing position of the opposite event, and further divided into “play” and “kiri” depending on the reference item. In the sense that even if there is a change, it will start with the progress event and return to the progress event, it will be “a new embodiment that is performed by providing an event that is related to progress”.
There are two kinds of processing flow, whether it is performed only for the counter-type antipodal event, or a mixture of the picking type and the proxy type, and the general “play” is performed in the latter. The former is a peculiar case, and when a general “play” is described first, each player first performs a process for obtaining a driving factor in the progress item even when accepting the invitation of the battle. The process for determining the cause is to identify the place where the cause is to be obtained and to determine the “starting point” of the interchange between different eyes, and to be accompanied by the question-and-answer formula adopted by the progress item. There are three types of question-and-answer formulas: the target value specification type and the final value specification type prepare a value that causes the progress item to be a cause, and if the target value specification type, the player is prompted to select the required number of values that cause the cause. If the process for determining the cause is sent to the center, the center uses the advantage of the question-and-answer formula to extract the action items that can be executed based on the information obtained from the progress item, and causes the player to select it. It should be noted that the player information and the starting point information may be added when extracting the practicable cause item. In addition, as for the advantage of the question-and-answer formula, as described above, the selection method may be performed in the game. When the motive item to be executed is determined, preparation for the exercising event is performed in the center. Preparation for the implementation of the event is not limited to the event of the event, but when implementing the event in the present invention, it is necessary to continue to monitor from the preparation to the post-processing after the implementation, and if it is not ready, the event to be implemented It is wise not to start up. The action item executed in the event preparation means is to be monitored, and if it is a battle type event, the player displays the situation of the battle field and nominates a suitable person, and notifies the nominator from the center and asks for a reply. Then, when the returned answer is reported to the player and the player finally decides, the center notifies the nominee who has decided to play to execute the process of obtaining the cause in each progress event, and the event preparation means prepares for execution When the event is completed, if necessary, download the software to be executed on the opponent's terminal or the software automatically linked to the event to be executed, pass the opponent information, start the game, collect the results, and collect the results. The values returned from the implemented events are also matched. The timing of matching the types is the time of narrowing down the cause of the event and when displaying the appropriate players for the match. When all players decide on the type of progression that they will participate in, the type of the progression item is found and matches that type. If it is not a driving event, it will not be considered a qualified person. The antipodal items are matched in this way. If the event preparation means collects the result of the event, in the case of a general “play”, it is returned to the progress item of each opponent, and the progress item proceeds with the process according to each question and answer formula. Then, when the progress item that has completed the process for determining the cause is notified to the center, the result of the cause item is sent to the opposite event management means, and the opposite event management means checks whether the player information and the starting point information exist. If it exists, the result of the motive item is stored there. If the result of the source event is stored in the anti-event management means, check whether the anti-opportunity event can be implemented each time, and if it can be executed, the center starts preparation for the anti-event and starts monitoring the event preparation means To. In the case of the competition type, it is only necessary to notify the related parties that the preparations for the competition are complete and enter them because the opponents have already been determined. There is no need to play against each other. In such a case, it is only necessary to display the battle pattern in one corner of the terminal of the person concerned. In the case where the players are confronted directly rather than in the final race, the confrontation event is performed when the opponent is entered and ready. If there is anyone who does not enter, it will be defeated. And the result of an antipodal event is collect | recovered by the event preparation means, and a privilege is provided with the content which exists in an antipodal event. In the privilege processing, a privilege that can be implemented on the terminal of the privilege acquirer is displayed, and when the privilege acquirer selects an arbitrary privilege, processing is performed in the center based on the privilege. When the above processing is completed, the role of the event preparation means for the opposite event ends. The role of the event item preparation means is the time when all the results of the event are sent to the opposite event management means and can be excluded from the monitoring target.
When an alternative type of counter item is selected, the player may select an alternative type of counter item when he / she decides the starting point and narrows down the source items that can be implemented based on the player information, the progress item information, and the starting point information. . The proxy-type antipodal item displayed at that time is also matched and can be implemented. However, in the case of the proxy-type antipodal item, there are two ways of passing the cause to the progressing event as described above, If the substitution type is mixed, the progress item automatically changes to the final value designation type even if it is the target value designation type. Also, in the advanced event, the element value transmission type is meaningless and usually not used. Based on this assumption, if the proxy type counter item is selected, the center starts preparing for the proxy type counter item in the same manner as the other types of events, but in the case of the proxy type counter item, the players to play against and the factors that the player performs Since the event is a set, and the motive item in the proxy type counter item is a non-competitive item, the entrant is prompted to enter and the motive item is executed from the person who entered. For this reason, it is necessary to prepare the action item together with the preparation of the opposite event, and the results of the action item are collected and stored in the proxy type opposite event. Then, when the results of all the opponents' motive events are gathered, the confrontation event is activated and confrontation is made directly to determine a privilege acquirer, and privilege processing is performed as described above. For this reason, if the privilege is the right to advance an advanced event, as described above, the advance item is advanced with the final value designation type, and the advanced event of those who cannot obtain the privilege is usually invalid and cannot be advanced.
In addition, in the case of only the proxy-type antipodal event in which the picking type is not mixed, it is not necessary to determine the starting point in the progress event, and each player determines the proxy-type antipodal event. For this reason, if the player selects the substitute type of counter item, since the battle does not proceed smoothly, the player may decide the substitute type in order.
When each of the progress events is completed by repeating the above, the game is over from the finished event and the player leaves the battlefield, and when all the progress events are completed, the organizer decides on winning or losing. If distribution values are taken into account using distribution values, winning or losing is determined by the total points of the value obtained from the progress item and distribution values.
As described above, the apparatus and processing method for inter-species interchange are characterized in that the three types of events are performed in association with the regression type question-and-answer two-step method.

(付記2)
異種目間交流を構造化して本体処理と表層処理に分け、3種類の種目を表層処理とし、値の受渡し役をする中央に本体処理として3種類のデータ管理体による連係を組み込むことによって、両処理が連係し合い、主催者による自由な設計とプレイヤによる自由な展開が可能となる。また本体処理に真正ユニットを設けることによって参加者至上主義にとって必要不可欠な融合処理が新たに実施できるようになり、本発明が「遊戯」に求める主催者調整型の参加者至上主義の遊び方が可能となる。以上のように3種類のデータ管理体と真正ユニットを設けて本体処理と表層処理を分離して行なうことを特徴とする第1発明にある3種類の種目を回帰型問答式2段階方式で連係させて行なう異種目間交流用の装置と処理方法となる。
3種類のデータ管理体とは「交流体」「種目体」「対峙体」のことで、「真正ユニット」とはプレイヤ毎に与えられる交流体の配列で、値の受渡し役をする中央にプレイヤ数分の真正ユニットの配列と対戦場において使用可能な種目体の配列と対戦場において実施される対峙体の配列が作成され、以上の3種類のデータ管理体と真正ユニットにおいて実施する連係処理が本体処理となる。夫々のデータ管理体の役割は、交流体は本体処理の拠点になり、種目体は動因種目の代わりになり、対峙体は対峙種目の代わりになる。その為、多種多様な種目で行なう異種目間交流も3種類のデータ管理体に納まり、多様な種目と切り離して3種類のデータ管理体を基に異種目間交流の流れや展開を構築できるようになり、主催者による事前の仕掛けや調整が可能となると共に、対峙体を動的に作成したりしてプレイヤによる自由な展開が可能となる。また真正ユニット内の交流体を様々な方法で連係させることによって最後の最後まで変化する可能性が残せるようになり参加者至上主義の遊び方にとって必要不可欠な試合途中に勝因や敗因を作らない遊び方ができるようになる。
本体処理において実施できることは、交流体が本体処理の拠点であるために全ての本体処理に関わりを持つ。その為処理が一定化し、大きな流れは交流体を選んだ後に種目体と関連付けて種目体にある動因種目を実施して結果を交流体に格納すると、交流体に結果が格納されたことを受けて対峙体が成立していないか調べ成立していたなら対峙体にある内容で対峙種目を行ないその結果で特典処理をする。また交流体の値が変化したことを受けて試合途中かまたは試合の最後にユニット内の交流体を連係させて融合処理をする。以上の流れは変わらず仮に対峙体が代行型の対峙種目を実施する代行型なら対峙体に登録されているプレイヤの交流体が未確定ならプレイヤ各々の交流体を確定させ、仮にプレイヤの種目体が未確定ならプレイヤ各々の種目体を確定させ種目体にある動因種目を実施した結果を交流体に格納して対峙体が成立したなら対峙体にある内容で対峙種目を行ないその結果で特典処理をする。そのように動因種目、対峙種目、特典処理、融合処理の全てが交流体と関わりを持つ。なお、対峙種目と特典処理は一対なため対峙処理と記す。以上のように本体処理となる動因種目、対峙処理、融合処理の全てに対して交流体が関わりを持ち交流体に仕掛けを施せば本体処理に大きな影響をもたらす。
交流体で実施できることは、交流体によって該交流体と関連付ける種目体と対峙体が限定でき、また種目体や対峙体にある動因種目や対峙種目に引数を渡したり、また動因種目が第3発明の課題方式なら課題を絞込む条件が変更できたり、また動因種目の結果を基に融合処理をする値が独自に作られたり、集計に用いられる特別な値を格納できたりする。その結果交流体が保有する情報は、交流体やプレイヤを特定する情報と、3種類のデータ管理体同士を連係させる情報と、動因種目や課題を絞込むための情報と、動因種目に渡す情報と、動因種目の結果に関する情報と、交流体の価値を表す情報等となる。交流体やプレイヤを特定する情報とは交流体IDやプレイヤID等で交流体を基に真正ユニットやプレイヤが特定できるようにする。また進行種目や交流体選びゲームにおいて算出された値に呼応させる値いわゆる交流体のインデックス以外の数字等となる。3種類のデータ管理体同士を連係させる情報とは種目の実施形態を表す「型値」や其他の値で種目体や対峙体を限定するための値となる。その結果交流体の型値と合わない種目体や対峙体は関連付けられなくなり第1発明で実施していた種目間の型合せもデータ管理体で行なえるようになる。其他型値をさらに絞込むレベルや価格等でデータ管理体同士の連係を限定させる値となる。動因種目や課題を絞込むための情報とは前項に近いが種目体に動因種目を関連付けると対戦人数や種目種や子供向け等の対象など様々な情報が自動で種目体に格納される。そうした値を絞込むための値となる。また第3発明の課題方式を用いると課題IDや難易度等の課題を限定する値となる。動因種目に渡す情報とは第5発明の仕掛値や動因種目自ら用意する設定用ソフトウエアを基にして設定した値となる。動因種目の結果に関する情報とは動因種目の結果を表す値となる。交流体の価値を表す情報とは融合処理に用いる交流値や賞金や景品等を表す流通値となる。
種目体で実施できることは、種目体は動因種目の代わりを務めるため主催者による先盛付型種目が可能であり、対峙体も作り易く、動因種目に関する様々な情報が保有できて起動時に渡せる。その結果種目体が保有する情報は、種目体を特定する情報と、3種類のデータ管理体同士を連係させる情報と、動因種目や課題を絞込むための情報と、動因種目を最適化するための情報と、課題を特定するための情報と、動因種目本体に関する情報と、動因種目に渡す情報と、種目体の使用制限に関する情報等となる。種目体を特定する情報とは種目体IDとなる。3種類のデータ管理体同士を連係させる情報とは交流体で記した通りとなる。動因種目や課題を絞込む情報とは交流体で記したことに呼応させる値となる。動因種目を最適化するための情報とは第4発明の疑似動因種目を作成するための条件設定値となる。課題を特定する情報とは第3発明の課題方式で行なう場合の課題を限定する値で課題IDや難易度等となる。動因種目本体に関する情報とは動因種目の所在地や名称となり動因種目を別管理しているなら動因種目IDで良くファイルで管理しているなら所在地情報となる。動因種目に渡す情報とは第5発明の仕掛値や動因種目自ら用意する設定用ソフトウエアで行なった設定値となる。種目体の使用制限に関する情報とは種目体の使用回数や実施回数や使用済みかを示す値等となる。
対峙体で実施できることは、対峙種目の代わりを務めるため対峙処理に関わる全ての情報を保有する。また対峙体はプレイヤが動的に作成できるため主催者が取決めた展開に逆らえる。また対峙体に種目体が登録されていたなら代行型の対峙種目になり未登録なら摘取型の対峙種目になる。その結果対峙体が保有する情報は、対峙種目に関する情報と、3種類のデータ管理体同士を連係させる情報と、対峙種目に渡す情報と、対峙対象に関する情報と、特典に関する情報、等となる。対峙種目に関する情報とは対戦者数や対峙種目の所在地や対峙種目IDや対峙種目において実施するステージの指定等となる。3種類のデータ管理体同士を連係させる情報とは交流体で記した通りとなる。対峙種目に渡す情報とは対峙種目が用意する設定用ソフトウエアで実施できる設定値や第5発明で用いる仕掛値となる。対峙対象に関する情報とは対戦者数分のプレイヤ情報で、プレイヤ情報とはプレイヤIDとプレイヤの交流体とプレイヤの動因種目の結果とプレイヤが実施する種目体IDとなる。プレイヤの交流体は交流体IDや交流体のインデックスや其他の交流体を特定するための値となり、動因種目の結果は対峙種目に用いる値となり、種目体IDが空か否かで前記したように摘取型か代行型かに分かれる。特典に関する情報とは特典種や特典対象や仕掛値等となり、特典種は特典の種類になりデータ管理体で行なうものか進行種目に持ち帰って行なうものかとなる。特典対象はデータ管理体で行なう場合の対象で交流体か種目体か対峙体かまた夫々のどの値に対して行なうのかとなる。仕掛値は第5発明で行なう仕掛値の配列となる。其他コインやメダル等の流通値で景品を設けたりする。
本体処理の流れは、プレイヤAが何某かの方法で自身の真正ユニットの交流体を確定させたなら、該交流体を調べ交流体に種目体IDが登録されていたなら仕様によって該種目体に取決め、未登録または主催者による取決めを優先させる仕様なら『盛付表』と記す種目体と交流体を事前に関連付けて保存できる手段において調べ該交流体が盛付表に存在したなら種目体を取決めたところまでジャンプする。種目体選びが必要であれば交流体にある内容と外部から持込んだ値によって関連付け可能な種目体を抽出してプレイヤAの端末に抽出結果を送信してプレイヤAの端末において種目体選びを行なえるようにする。その際対戦型の種目体選びなら中央において対戦準備をした上で種目体選びを行なう。そして種目体を特定したなら中央において第1発明で記したように動因種目の実施準備に入り実施できる状態になったなら交流体と種目体にある内容で動因種目をインスタンス化して動因種目に渡す情報を渡して実施する。動因種目の実施結果は第1発明で記した通り処理して実施者の夫々の交流体に動因種目の結果を格納する。また実施者夫々の進行種目に動因種目の結果を送信して問答式に応じた処理を行ない終えたことを中央に知らせる。進行種目を進めた連絡を受けた中央は動因種目の結果を格納した交流体が対峙体にないか調べ、対峙体に存在したならプレイヤ情報に動因種目の結果を格納する。対峙体のプレイヤ情報に動因種目が格納されたなら対峙体に登録されているプレイヤ情報の動因種目の結果が全て揃ったか調べ、揃ったなら第1発明で記したように対峙体にある内容で対峙種目の準備を始め対峙種目を行なって結果を準備手段に返す。対峙種目の結果を受取った中央は対峙体にある内容で特典獲得者を取決め、実施する特典が決まっているなら特典獲得者に特典を付与して処理し、未定なら特典獲得者の端末に実施できる特典を表示して選ばせてその特典を実施する。また交流体の値が変化したならその都度融合関数に知らせ融合関数において融合処理をするか否かを判断させて必要があれば実施する。また種目体の取決め段階で代行型の対峙種目を選んだなら、該対峙体に登録しているプレイヤ情報を調べ、交流体が未定ならプレイヤ各々に交流体を取決めさせてまた進行種目において動因を求める処理をさせて、種目体が未定ならプレイヤ各々に種目体を取決めさせて、プレイヤ夫々に動因種目を実施させて結果をプレイヤが指定している交流体に格納する。なお、その際進行種目には動因種目の結果を返さない場合がある。そして対峙体にあるプレイヤの動因種目の結果が揃ったなら前記の通り対峙種目を行ないその結果で特典を付与する。
以上のように3種類のデータ管理体と真正ユニットを設けて本体処理と表層処理を分離して行なうことを特徴とする第1発明にある3種類の種目を回帰型問答式2段階方式で連係させて行なう異種目間交流用の装置と処理方法となる。
(Appendix 2)
By structuring interchange between different types of eyes and dividing it into main body processing and surface layer processing, the three types of events are surface layer processing, and by incorporating the linkages of three types of data management bodies as the main body processing in the center that serves as a value transfer, The processes are linked, and free design by the organizer and free development by the player are possible. In addition, by providing a genuine unit in the main unit processing, it becomes possible to newly implement the fusion processing that is indispensable for participant supremacy, and the organizer-adjusted participant supremacy method of play that the present invention seeks for “play” is possible. It becomes. As described above, the three types of data management body and the authentic unit are provided, and the main body processing and the surface layer processing are performed separately. Thus, an apparatus and a processing method are provided for the exchange between different eyes.
The three types of data management bodies are “alternating body”, “special body”, and “opposite body”, and “genuine unit” is an array of alternating bodies given to each player. An array of authentic units for several minutes, an array of items that can be used on the battlefield, and an array of antipods that are executed on the battlefield are created, and the above three types of data management bodies and link processing that is performed on the authentic units are performed. It becomes main processing. The role of each data management body is that the AC body serves as a base for the main body processing, the event body replaces the motive event, and the counter body replaces the counter event. For this reason, interchanges between different types of events conducted in a wide variety of events can be accommodated in three types of data management bodies, and the flow and development of exchanges between different types of items can be constructed based on the three types of data management bodies separated from the various types of events. As a result, the organizer can make prior arrangements and adjustments, and the player can freely develop the game by dynamically creating an opposing body. In addition, it is possible to leave the possibility of changing to the end by linking the AC bodies in the authentic unit in various ways, and it is indispensable for the participant supremacy how to play, and there is a way of playing that does not make a cause of victory or loss during the game become able to.
What can be implemented in the main body processing is related to all main body processing because the AC body is the base of the main body processing. For this reason, the processing is fixed, and the large flow is related to the event body after selecting the AC body, and when the result is stored in the AC body, the result is stored in the AC body. If it is determined whether or not the opposing body has been established, the opposing event is performed with the contents in the opposing body, and the privilege processing is performed based on the result. In response to the change in the value of the AC body, the AC body in the unit is linked in the middle of the game or at the end of the game to perform the fusion process. The above flow does not change, and if the proxy type is a proxy type that implements the proxy type, the player's AC type is determined if the player's AC type registered in the counter type is uncertain. If the game is unconfirmed, each player's event is finalized and the result of the driving event in the event is stored in the AC body. do. As such, the motive item, the counter item, the privilege process, and the fusion process are all related to the AC body. In addition, since the counter item and the privilege process are a pair, they are described as the counter process. As described above, the AC body is involved in all of the main cause processes, the confrontation process, and the fusion process, and if the AC body is set up, the main body process is greatly affected.
What can be implemented in the AC body is that the ACs and the opposing body can be limited by the AC body, and an argument is passed to the motive item or the antagonism species in the event body or the anti-body, and the motive item is the third invention. With this task method, the conditions for narrowing down the tasks can be changed, or a value for the fusion process can be created based on the result of the motive item, or a special value used for aggregation can be stored. As a result, information held by the exchange body includes information for identifying the exchange body and the player, information for linking the three types of data management bodies, information for narrowing down the motive factors and issues, and information passed to the motive factors And information on the result of the motive item, information indicating the value of the exchange body, and the like. The information specifying the AC body and the player is an AC body ID, a player ID, and the like so that the authentic unit and the player can be specified based on the AC body. In addition, a value corresponding to the value calculated in the progression item or the alternating current body selection game is a number other than the so-called alternating body index. The information for linking the three types of data management bodies is a value for limiting the item body and the opposing body with a “type value” representing the embodiment of the item and other values. As a result, items and antipods that do not match the type value of the AC body are no longer associated with each other, and the type matching between items performed in the first invention can be performed by the data management body. It becomes a value that limits the linkage between the data management bodies by the level or price that further narrows down the other type values. The information for narrowing down the motive item and the task is similar to the previous item, but when the motive item is associated with the event body, various information such as the number of opponents, the event type, targets for children, etc. are automatically stored in the event body. This value is used to narrow down such values. Further, when the problem method of the third invention is used, values such as problem ID and difficulty are limited. The information to be passed to the motive factor item is a value set based on the in-process value of the fifth invention or the setting software prepared by the motive factor item itself. The information regarding the result of the cause item is a value representing the result of the cause item. The information representing the value of the AC body is an AC value used for the fusion process, or a distribution value representing a prize, a prize, or the like.
What can be implemented in the event is that the event acts as a substitute for the motive event, so the organizer can make a pre-spotted event, and it is easy to make an antipod, and it can hold various information regarding the motive event and pass it at startup. As a result, the information possessed by the event body is information for identifying the event object, information for linking the three types of data management bodies, information for narrowing down the cause item and the problem, and optimizing the cause item , Information for specifying the task, information on the main body of the motive item, information passed to the motive item, information on restrictions on use of the item, and the like. The information specifying the event body is the event body ID. The information that links the three types of data management bodies is as described in the AC body. The information that narrows down the cause item and the problem is a value that corresponds to what is written in the AC body. The information for optimizing the cause item is a condition setting value for creating the pseudo cause item of the fourth invention. The information specifying the problem is a value that limits the problem when the problem method according to the third aspect of the invention is performed, and is a problem ID, a difficulty level, or the like. The information on the main body of the cause item is the location and name of the cause item, and if the cause item is managed separately, the cause item ID is sufficient, and if it is managed by a file, the location information is obtained. The information to be passed to the cause item is the in-process value of the fifth invention or the set value made by the setting software prepared by the cause factor itself. The information regarding the use restriction of the special item is a value indicating the number of times of use of the special item, the number of executions, and whether the item has been used.
What can be implemented in the opposing body holds all information related to the opposing process in order to act as a substitute for the opposing event. In addition, since the player can dynamically create the opposing body, it is against the development decided by the organizer. Also, if the event is registered in the antipod, it will be a substitute antipodal, and if it is not registered, it will be a picking antipodal. As a result, the information held by the opposing body is information relating to the opposing item, information that links the three types of data management bodies, information passed to the opposing item, information relating to the opposing subject, information relating to the privilege, and the like. The information related to the competition item includes the number of opponents, the location of the competition item, the competition item ID, the designation of the stage performed in the competition event, and the like. The information that links the three types of data management bodies is as described in the AC body. The information passed to the counter item is a set value that can be implemented by the setting software prepared by the counter item or an in-process value used in the fifth invention. The information regarding the confrontation target is player information corresponding to the number of opponents, and the player information is the player ID, the player's AC, the result of the player's motive event, and the event ID executed by the player. The player's AC body is a value for specifying the AC body ID, the index of the AC body, and other AC bodies, the result of the driving event is a value used for the opposite event, and as described above depending on whether the event ID is empty or not It is divided into a plucking type or a substitution type. Information related to a privilege includes a privilege type, a privilege target, a work-in-progress value, and the like. The privilege object is an object when the data management body is used, and it is an AC body, a specific body, an antipodal body, and a value to be performed for each. The in-process value is an array of in-process values performed in the fifth invention. Other prizes are provided with circulation values such as coins and medals.
The flow of the main body processing is as follows. If the player A determines the AC body of his / her genuine unit by some method, the AC body is examined and if the event ID is registered in the AC body, If it is a specification that prioritizes the arrangement, unregistered or the arrangement by the organizer, it is examined in the means that can store the association object and the AC body in advance, which is described as a “seating table”, and if the AC body exists in the arrangement table, the event body is determined Jump to the point. If it is necessary to select the event body, the event object that can be associated with the content in the AC body and the value brought in from the outside is extracted, the extraction result is transmitted to the terminal of the player A, and the event object selection is performed at the player A terminal. Be able to do it. At that time, if you select a battle type event, select the event after preparing for the battle in the center. When the event body is specified, the preparation of the action item is performed in the center as described in the first invention, and when it is ready to be executed, the action item is instantiated with the contents in the AC body and the event object and passed to the action item. Provide information. The execution result of the cause item is processed as described in the first invention, and the result of the cause item is stored in each AC body of the implementer. In addition, the result of the motive item is transmitted to each of the proponents to inform the center that the processing according to the question-and-answer formula has been completed. The center that has received the notification that the progress event has been advanced checks whether there is an AC body that stores the result of the motive item in the opposing body, and if it exists in the opposing body, stores the result of the motive item in the player information. If the action item is stored in the player information of the opponent body, it is checked whether all the results of the action item of the player information registered in the opponent body are complete, and if it is complete, the contents in the opponent body are as described in the first invention. Begin the preparation of the antipodal event, perform the antipodal event, and return the result to the preparation means. The center that received the result of the counter item decides the privilege acquirer with the contents in the opposite body, if the privilege to be executed is decided, grant the privilege to the privilege acquirer and process it, if it is undecided, execute it on the terminal of the privilege acquirer Display and select the benefits that can be used, and implement the benefits. Also, whenever the value of the AC body changes, the fusion function is notified each time, and it is determined whether or not the fusion processing is performed in the fusion function, and if necessary, it is carried out. In addition, if an alternative type of confrontation item is selected at the stage of determining the event type, the player information registered in the opposition type is examined. If the event body is undecided, the player decides the event body, causes each player to execute the driving event, and stores the result in the AC body designated by the player. At that time, the result of the motive event may not be returned to the progress event. When the result of the player's motive item of the opposing body is completed, the opposing event is performed as described above, and a privilege is given based on the result.
As described above, the three types of data management body and the authentic unit are provided, and the main body processing and the surface layer processing are performed separately. Thus, an apparatus and a processing method are provided for the exchange between different eyes.

1 中央装置
10 演算部
11 記憶部
12 入出力部
13 通信部
1P 集計プログラム(コンピュータプログラム)
2 端末装置
20 演算部
21 記憶部
22 入出力部
23 通信部
1 Central Device 10 Arithmetic Unit 11 Storage Unit 12 Input / Output Unit 13 Communication Unit 1P Total Program (Computer Program)
2 Terminal device 20 Arithmetic unit 21 Storage unit 22 Input / output unit 23 Communication unit

Claims (4)

複数種類の種目によるスコアを集計するスコア集計装置であって、
前記複数種類の種目を、第1段階目の動因となる動因種目と、該動因種目の結果に対して問い合わせを行ない、返答を受ける形式で進行し、進行の可否を決定する第2段階目の進行種目と、前記第1段階目の取得結果を不特定に、又は疑似的な種目実行によって収集し、前記動因種目及び進行種目に特典を付与する第3段階目の対峙種目とに分けて実施する手段と、
前記動因種目、進行種目及び対峙種目を共依存させ回帰的に連係させて実施する手段と、
連係させて実施された結果を融合させて結果を出力する手段と
を備えることを特徴とするスコア集計装置。
A score counting device that counts scores from multiple types of events,
In the second stage, the plurality of types of events are inquired about the cause of the first stage of the action and the result of the cause of the action, proceed in the form of receiving a response, and determine whether or not to proceed The progress event and the acquisition result of the first stage are collected in an unspecified or pseudo-execution event and are divided into the third stage of the counter-event that grants a privilege to the motive event and the progress event. Means to
Means for recursively coordinating and implementing the motive item, progressive item and antipodal item;
A score totaling device comprising: a unit that outputs a result by merging the results obtained by linking.
前記動因種目、進行種目及び対峙種目を、各種目、種目毎の勝敗を決定する対峙情報、種目に応じたインターフェイスを含む異なる3種のデータ及び各種目におけるスコア対象となる所定の単位を用いて演算を行なう表層処理部と、
前記融合に係る処理を行なう本体処理部と
に分離して実行する
ことを特徴とする請求項1に記載のスコア集計装置。
The above-mentioned motive item, progression item and antipodal event, using various items, confrontation information for determining the outcome of each event, three different types of data including an interface corresponding to the event, and a predetermined unit to be scored in each item A surface processing unit for performing calculations,
The score totaling apparatus according to claim 1, wherein the score totaling apparatus is executed separately from a main body processing unit that performs processing related to the fusion.
複数種類の種目によるスコアをコンピュータが集計するスコア集計方法であって、
前記コンピュータは、
前記複数種類の種目を、動因となる第1段階目の動因種目と、該動因種目の結果に対して問い合わせを行ない、返答を受ける形式で進行し、進行の可否を決定する第2段階目の進行種目と、前記第1段階目の取得結果を不特定に、又は疑似的な種目実行によって収集し、前記動因種目及び進行種目に特典を付与する第3段階目の対峙種目とに分け、
前記動因種目、進行種目及び対峙種目を共依存させ回帰的に連係させて実施し、
連係させて実施された結果を融合させて結果を出力する
ことを特徴とするスコア集計方法。
A score counting method in which the computer counts scores from multiple types of events,
The computer
The plurality of types of events are inquired with respect to the first stage of the cause of the cause and the result of the cause of the cause, proceed in the form of receiving a response, and determine whether to proceed or not The progress event and the acquisition result of the first stage are collected unidentified or by pseudo-execution execution, and are divided into the third stage of the counter-event that grants a privilege to the motive event and the progress event,
The above-mentioned motive item, progression item and antipodal item are co-dependent and implemented in a recurrent manner,
A score totaling method characterized in that results obtained by linking together are output and the results are output.
コンピュータに、
複数種類の種目を、動因となる第1段階目の動因種目と、該動因種目の結果に対して問い合わせを行ない、返答を受ける形式で進行し、進行の可否を決定する第2段階目の進行種目と、前記第1段階目の取得結果を不特定に、又は疑似的な種目実行によって収集し、前記動因種目及び進行種目に特典を付与する第3段階目の対峙種目とに分け、
前記動因種目、進行種目及び対峙種目を共依存させ回帰的に連係させて実施し、
連係させて実施された結果を融合させて結果を出力する
処理を実行させることを特徴とするコンピュータプログラム。
On the computer,
Progress of the second stage in which a plurality of types of events are inquired with respect to the first stage of the cause of the cause and the result of the cause of the cause, proceed in a form of receiving a response, and determine whether or not to proceed Collect the event and the acquisition result of the first stage unspecified or by pseudo-execution execution, and divide it into the third stage of the counter item that grants a privilege to the motive event and the progressive event,
The above-mentioned motive item, progression item and antipodal item are co-dependent and implemented in a recurrent manner,
A computer program for executing a process of outputting a result by fusing results obtained by linking.
JP2018106336A 2018-06-01 2018-06-01 Score tabulation device, score tabulation method and computer program Pending JP2019208747A (en)

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Country Link
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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2021106600A1 (en) * 2019-11-29 2021-06-03 直次郎 竹田 Computer device, control method, and program

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2021106600A1 (en) * 2019-11-29 2021-06-03 直次郎 竹田 Computer device, control method, and program

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