WO2004073817A1 - ゲームシステム - Google Patents
ゲームシステム Download PDFInfo
- Publication number
- WO2004073817A1 WO2004073817A1 PCT/JP2004/001590 JP2004001590W WO2004073817A1 WO 2004073817 A1 WO2004073817 A1 WO 2004073817A1 JP 2004001590 W JP2004001590 W JP 2004001590W WO 2004073817 A1 WO2004073817 A1 WO 2004073817A1
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- WIPO (PCT)
- Prior art keywords
- player
- game
- battle
- execution
- history
- Prior art date
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Classifications
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- A63F13/10—
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/48—Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
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- A63F13/12—
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/798—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8064—Quiz
Definitions
- the present invention relates to a video game in which players can play against each other.
- Various game devices and game systems are known that are capable of performing a battle between a plurality of players.
- a game apparatus in which an operation object such as a button or a joystick that can be operated by a plurality of players is provided in a single game machine housing, and a plurality of players operate these simultaneously to play a battle.
- a game device in which a plurality of game devices (terminal devices) of the same model are connected by a network such as a LAN or the Internet, and each player operates the terminal device to play a battle in the same game space. Yes.
- table games such as mahjong and shogi, and competitive games such as sports, martial arts, and races are performed.
- the opponents of the battle game include characters that are controlled by the CPU in addition to characters operated by other players.
- the game system provides a predetermined operation of the player while the game is in progress.
- a history acquisition means for acquiring a history of processing results at each timing, and at least a battle game execution condition that is a game environment setting condition when the player executes a battle game for playing against other players;
- a determination means for determining one or more based on the history of the player; and when the player plays the competitive game, a predetermined competitive game execution condition is selected from the determined competitive game execution conditions.
- Selection means for causing the player to select, command means for instructing execution of the battle game under the battle game execution conditions selected by the player, and game execution means for executing the battle game in response to the command, Prepare.
- the game environment setting conditions for executing the competitive game are determined according to the history of processing results at predetermined timings of player operations while the game is in progress, and the competitive game is executed under the determined conditions. Is done.
- the game environment includes game modes such as battle game mode, stage, phase, field, and course, the difficulty level of the battle game, characters that can be selected by the battle player, and their attributes. In this way, the conditions for executing the battle game change according to the history of the processing results of the player's own operation, and the fun of the game increases.
- the player can select the execution condition of the battle game when playing the battle game. That is, the player can select a competitive game execution condition that is disadvantageous, advantageous, or equivalent to the opponent of the competitive game, and can impose this on the opponent. This can further enhance the fun of the game.
- the game system according to the present invention acquires a history of processing results for each player, causes each player to select a desired battle game execution condition, and allows each player to execute a battle game execution condition selected by each player. It is also possible to execute a battle game in which the battle is performed. In this case, each player can select a competition game execution condition that is disadvantageous, advantageous, or equivalent to the opponent of the competition game, and imposes this on the opponent.
- the game system is configured as follows, for example. That is, in the above game system, the game is a quiz game in which an arbitrary problem selected from a plurality of grouped problem data is given to the player, and the player is allowed to select a group, Any cluster belonging to the selected group A single quiz game that asks the player for answers and asks for an answer, and the battle game execution condition is a group to which a quiz of a battle quiz game that questions a common problem for the players to play against, Includes the number of correct answers of quizzes answered by the player, the determining means determines a group to which a quiz with the number of correct answers equal to or greater than a predetermined number belongs as the battle game execution condition, and the selecting means determines the determined The player selects a desired group from among the groups, and the command means assigns an arbitrary quiz belonging to the group selected by the player to the player and another player who plays the player in the battle game. Ask for answers Command the execution of a multi-participation quiz game.
- the player when the number of correct answers of a quiz belonging to a certain group is equal to or greater than a predetermined number, the player can select that group and ask the opponent to take the quiz belonging to the selected group.
- Groups include quiz categories and quiz questions. Therefore, quizzes with the same group as the quizzes that you have mastered by experiencing the answers in advance can be given to the opponent, and the battle can be promoted advantageously. This further increases the fun of the game.
- the game system may further include a grade assigning unit that assigns a grade corresponding to the number of correct answers to each player. In this case, since a grade is assigned to each player, the player eagerly plays the game to raise the grade, and the fun of the game is further increased.
- the game system may further include setting means for setting a start time of the multi-participation quiz game, and the single quiz game may be configured to be repetitively playable until the start time of the multi-participation quiz game.
- the player can play a single quiz game any number of times until the start time of the multi-participation quiz game. Therefore, by playing a single quiz game as long as time permits, a multi-participation quiz game can be advantageously advanced. In addition, it is possible to secure an appropriate timing for starting the multi-participation quiz game.
- the game system can be composed of a plurality of clients operated by each player and a server electrically connected to each client machine. For example, each client obtains a history of processing results of each player, and a game for each player. —Determine the game execution conditions, let each player select the desired game execution conditions, wait for the server to select the desired game execution conditions, and play with the desired game execution conditions selected by each player. Configure to direct each client to run the game.
- a game program that causes a computer to function as the above-described game system, and a recording medium that records the game program are included in the present invention.
- the recording medium include a computer-readable flexible disk, hard disk, semiconductor memory, CD-ROM, DVD, MO, and others.
- the game program executes history acquisition means for acquiring a history of processing results at predetermined timings of player operations while the game is in progress, and at least executes a battle game in which the player plays against other players
- Determining means for determining one or more competitive game execution conditions as game environment setting conditions based on the player's history, and instructing execution of the competitive game with the determined competitive game execution conditions
- the computer functions as a command means for
- a computer-readable recording medium on which a game program according to the present invention is recorded is a history acquisition means for acquiring a history of processing results at predetermined timings of player operations while the game is in progress.
- Determining means for determining one or a plurality of battle game execution conditions, which are game environment setting conditions when executing a battle game to play against a player, based on the history of the player, and execution of the determined battle game
- a game program that causes the computer to function as command means for commanding execution of the battle game under conditions is recorded.
- a game method includes a history acquisition step of acquiring a history of processing results for each predetermined timing of a player's operation during the game, and at least a battle game in which the player plays against other players.
- a determination step of determining one or a plurality of battle game execution conditions, which are game environment setting conditions for execution, based on the history of the player; and when the player plays the battle game
- the desired battle game execution condition is selected from the battle game execution conditions.
- FIG. 1 is an overall configuration diagram of a game system according to the present invention.
- Figure 2 shows the appearance of the store server and terminal device.
- Figure 3 shows the appearance of the store server.
- Figure 4 shows the appearance of the terminal device.
- FIG. 5 is a block diagram of the hardware of the terminal device.
- FIG. 6 is a functional configuration diagram of CPU and RAM.
- FIG. 7 is an example of player information stored in R A M.
- FIG. 8 is a hardware configuration diagram of the store server.
- Figure 9 shows the hardware configuration of the center server.
- FIG. 10 is a functional configuration diagram of the center server.
- Figure 11 shows an example of quiz genres and methods.
- Figure 12 shows a display example of the mode selection screen.
- Fig. 1.3 shows an example of a screen for selecting a genre and method.
- Figure 14 shows an example of the Academy Stage display screen.
- Figure 15 shows an example of a battle stage display screen.
- Figure 16 shows a display example of a medal.
- Figure 17 shows an overview of the game progress.
- Figure 19 shows the online process flow! .
- Figure 20 shows the online process flow.
- Figure 21 shows the flow of battle mode processing.
- FIG. 22 shows the flow of event mode processing.
- Figure 23 is a flowchart showing the flow of the Academy Quiz process.
- FIG. 1 is an overall configuration diagram of a game system according to the present invention.
- a plurality of terminal devices 1 are connected to a store server 2 via L AN or the like, and the store server 2 is further connected to a center server 3 via a network 4 such as the Internet.
- Each terminal device 1 is associated with identification information.
- the store server 2 can identify the connected terminal device 1 with the identification information.
- the center server 3 can uniquely identify the store server 2 to which the terminal device 1 is connected from the identification information of the terminal device 1.
- This identification information can be realized by, for example, a combination of a number uniquely assigned to the terminal device 1 and a number uniquely assigned to the store server 2.
- FIG. 2 shows the appearance of the store server 2.
- the store server 2 has a monitor 2 1 and a speaker 2 2.
- Monitor 21 displays the game status so that Geary can watch the progress of the quiz game played by up to four players.
- Speaker 2 2 is used to amplify messages and BGM.
- FIG. 4 is a perspective view showing the appearance of the terminal device 1.
- the terminal device 1 includes a monitor 10, a touch panel 11, a speaker 12, a force reader 13, a coin receiving unit 14, and a coin outlet 15.
- the monitor 10 displays a game screen.
- the monitor 10 has a touch panel 11 that is displayed on the game screen and determines which button is pressed from the address of a button that prompts the player to select and the pressed position by the player.
- the speaker 1 2 amplifies a predetermined message or BGM.
- the card reader 13 waits for insertion of a card owned by each player at the start of the game, and reads identification information such as the player ID recorded on the card. Cards can be composed of magnetic cards or IC cards. Cards are sold by card vending machines installed at game centers.
- the coin accepting unit 14 accepts coin insertion.
- Coin outlet 1 5 accepts coins If the coin inserted into part 14 is a bad coin, the coin is ejected.
- FIG. 5 is a hardware configuration diagram of the terminal device 1.
- the terminal device 1 includes a control unit 16, a communication unit 18, a drawing processing unit 101, an audio playback unit 121, an external input / output control unit 171 and an external device control unit 172.
- the control unit 16, the drawing processing unit 101, the audio reproduction unit 121, the external input / output control unit 171 and the external device control unit 1 72 are connected to each other via an external bus, and are connected to the store via the communication unit 18 Also connected to Server 2.
- the control unit 16 includes a CPU 1 61, a RAM 162, and a ROM 163.
- the ROM 163 stores characters selected by the player, quiz character information, background images, images of various screens, and the like. Characters are made up of the required number of polygons that make up 3D rendering.
- the CPU 161 reads the image, sound, control program data, and game program data stored in the ROM 1 63 based on the operating system (OS) stored in the ROM 1 63. Some or all of the read image, sound, and control program are stored in the RAM 162.
- the CPU 161 is a control program stored in the RAM 162, display object polygons, textures, image data including other character information, various data such as audio data, and an input / output controller 171 described later. Processing is executed based on the detected signal.
- the external input / output control unit 171 converts various detection signals output from the card reader 13, the touch panel 11, or the coin receiving unit 14 into digital signals for processing and outputs them to the control unit 16. Further, the external input / output control unit 171 converts the command information for each device output from the control unit 16 into a control signal and outputs the control signal to the card reader 13, the touch panel 11, or the coin receiving unit 14. The input / output of this signal is performed, for example, within a predetermined time division period.
- the drawing processing unit 101 performs position calculation in the pseudo three-dimensional space, light source calculation processing, and the like based on a drawing instruction from the CPU 161.
- FIG. 6 is a functional configuration diagram of the CPU 161 and the RAM 162 included in the control unit 16.
- CPU 161 is Academy Stage Progress Control Unit 1601, Battle Stage Progression Control Unit 1602, Tournament Stage Progress Control Unit 1603, Timer 1604, Time Limit Display Control Unit 1605, Genre 'Method Selection Unit 1606, Questioning Unit 1 607, It has an answer reception unit 1608, correctness determination unit 1609, point grant unit 1610, medal award unit 1611, level up unit 1612, and player information update unit 1613.
- the game program of the present invention is stored in advance in the RAMI 62 or the ROM 163, and is read out and executed by the CPU 161, thereby fulfilling the functions of the power demi-stage progression control unit 1601 and the like.
- Stage progression control unit 16 1 is a genre / method selection unit 1606 according to the genre and method of the quiz that the selection has been accepted.
- the academy quiz process described later is executed by controlling 1609 and the like.
- the quiz determined by the genre method selected by the player operating the terminal device 1 is given by the question unit 1607 until the end time T1 described later.
- the player's score is the total number of Boyne's points that the point granting unit 1610 adds when the player answers correctly.
- Academy stage progression control unit 1601 is a space where the progression is controlled is called an academy stage.
- Academy Stage Progress Control Unit 1 The game whose progress is controlled by 601 is a battle stage progress control system. This is a prelude game of a battle game in which the progression is controlled by Goto 1 6 0 2.
- ⁇ Tor stage progression control unit 1 6 0 2 is a time limit display control unit 1 6 0 5, Jeanl ⁇ method selection unit 1 6 0 6, question part 1 6 0 7, answer reception unit 1 6 0 8, correct / incorrect
- the determination unit 1 6 0 9 or the like is controlled, and a battle noise process described later is executed.
- the battle quiz process quizzes belonging to the genre 'method selected by each player operating the terminal device 1 are given to up to four opponents who play in the online tournament mode. Then, the player with the top two results is determined as the player who will advance to the tournament stage described later.
- the battle space where the progress is controlled by the battle stage progress control unit 160 is called a battle stage.
- the center server 3 determines the opponents in the battle stage.
- the tournament stage progression control unit 1 6 0 3 controls the time limit display control unit 1 6 0 5, the question part 1 6 0 7, the answer reception unit 1 6 0 8, the correctness determination unit 1 6 0 9, etc. Run the tournament quiz process. In the tournament quiz process, randomly selected quizzes are given to 10 opponents at the same time. Each time a predetermined number of questions are completed, the player with the lowest grade is dropped and the game is over, and this is repeated twice. Then, the player with the highest grade is determined as the winner, and the medal awarding unit 1 6 1 1 gives the medal to the winner.
- the center server 3 determines the opponents in the tournament stage.
- the answer receiving unit 1 6 0 8 accepts selection of the answer by the touch panel 1 1 for the quiz given by the questioning unit 1 6 0 7.
- the correctness determination unit 1 6 0 9 determines whether or not the selected answer is a correct answer, and outputs the determination result to the point awarding unit 1 6 1 0.
- the point grant unit 1 6 1 0 gives points to the player in accordance with the determination result.
- the medal awarding unit 1 6 1 1 awards medal to the player according to the points given to the player.
- the level-up unit 1 6 1 2 increases the player's grade according to the number of medals awarded to the player, and raises the player's level when the grade exceeds a predetermined level.
- the level-up unit 1 6 1 2 increases the player's grade according to the points in the academy stage or battle stage, and raises the player's level when the grade exceeds a predetermined number.
- the level-up part 1 6 1 2 gives the player a grade according to points or medals. Give. Details of player points, medals, and levels will be described later.
- the R A M 1 6 2 has a player information storage unit 1 6 2 1 and a Q & A information storage unit 1 6 2 2.
- the player information storage unit 1 6 2 1 stores player information that is information about the player.
- FIG. 7 shows an example of the player information stored in the player information storage unit 1 6 2 1 in a table format.
- the player information storage unit 1 6 2 1 includes a “player ID” that is a player ID, a “password” that the player inputs at the start of the game, and a name that is arbitrarily defined for the character that the player operates in the game space.
- the player information storage unit 1 6 2 1 stores the player information of the player (operation player) who operates the terminal device 1, and also the player of the player who is the opponent in the battle stage or tournament stage. It also stores information. In this figure, it is assumed that the player having the player ID “u 0 0 1” stored in the top row of the table is the operation player. The player information is also stored in the store server 2 or the center server 3.
- the Q & A information storage unit 1 6 2 2 stores the quizzes that are given in the academy stage, the battle stage, and the souvenir stage in association with the answers.
- Each quiz belongs to a specific genre and method.
- Figure 11 shows an example of quiz genres and methods in tabular form. According to Fig. 11, there are “non-section”, “animation & game”, “sports” and “entertainment” as genres. In addition, there are ⁇ ⁇ ⁇ quiz, “four-choice quiz”, “ordering quiz j”, “association quiz”, and “typing quiz”. On the academy stage, you can select any genre from the lowest method ⁇ quiz j in this table.
- the player achieves a certain grade on the Academy Stage, the method and genre to which the quiz selected on the Academy Stage belongs, and the same genre as the genre selected on the Academy Stage and the quiz selected on the Academy Stage
- FIG. 8 is a hardware configuration diagram of the store server 2.
- the store server 2 includes a control unit 26, a network communication unit 28, a drawing processing unit 21 1, an audio playback unit 221, and an interface (I ZF) 10.
- the control unit 26, the network communication unit 28, the drawing processing unit 21 1, the audio playback unit 221, and the I ZF 10 are connected to each other via an external bus, and are connected to the center server 3 via the network communication unit 18. Is also connected.
- the control unit 26 includes a CPU 261, R A M 262, and R 0 M 263. The control unit 26 controls the overall operation of the store server 2.
- the drawing processing unit 211 displays a desired image on the monitor 21 in accordance with an image display command from the control unit 26.
- the drawing processing unit 211 has a video RAM and the like.
- the audio playback unit 221 outputs a predetermined message, BGM, or the like to the speaker 22 in accordance with an instruction from the control unit 26.
- the ROM 263 stores OS, character, quiz character information, background images, images of various screens, audio data, game programs executed by the CPU 261, and the like.
- the network communication unit 28 mediates transmission / reception of various data between the center server 3 and the terminal device 1.
- the I ZF 10 mediates data transmission / reception with a plurality of terminal devices 1 connected to the store server 2. This data includes the identification information of the terminal device 1 or the center server 3 that is the data transmission destination, and the data is transmitted according to this identification information.
- FIG. 9 is a hardware configuration diagram of the center server 3.
- the center server 3 includes a control unit 36 and a network communication unit 38.
- the control unit 36 and the network communication unit 38 are connected to each other via an external bus, and the control unit 36 is also connected to the store server 2 via the network communication unit 38.
- the control unit 36 includes a CPU 361, a RAM 362, and a ROM 363.
- the control unit 36 controls the overall operation of the center server 3.
- the ROM 363 stores various data such as OS, character, quiz character information, background images, various screen images, audio data, and game programs executed by the CPU 361.
- the CPU 361 loads the game program stored in the ROM 363 into the RAM 362, and executes it.
- the function of the game program of the present invention is realized by the CPU 361 executing the game program on the RAM 362.
- FIG. 10 is a functional configuration diagram of the control unit 36.
- the CPU 361 of the control unit 36 includes a player information update unit 361 1, a battle combination unit 3612, a tournament combination unit 3 613, a Q & A update unit 3614, a tournament advance player determination unit 361 5, a battle stage question quiz determination unit 3616, and a tournament. It has a stage question quiz determination section 361-7.
- the RAM 362 of the control unit 36 includes a player information storage unit 3621, a battle combination storage unit 3622, a tournament combination storage unit 3623, and a Q & A information storage unit 3625.
- the player information storage unit 3621 stores player information for all players.
- the battle combination storage unit 3622 associates the combination of the opponents in the battle stage with the combination of the identification information of the store server 2 and the terminal device 1 and the player ID.
- the Q & A information storage unit 3625 stores Q & A information in the same manner as the Q & A information storage unit 1622 of the terminal device 1.
- the Q & A information storage unit 3625 further stores Q & A update information that is information for updating the quiz and the answer stored in the Q & A information storage unit 1622 of the terminal device 1.
- the Q & A update information is, for example, information for updating a new quiz and its answer and the content of the quiz already stored in the terminal device 1 in a timely manner. This update is performed by the Q & E update unit 3614.
- the player information update unit 361 1 is a part or all of the player information stored in the player information storage unit 3621, such as the player class, level, points, etc. Update.
- the battle combination unit 3612 determines the combination of opponents in the battle stage and stores them in the RAM 362. Details of the battle combination process executed by the battle combination unit 3612 will be described later.
- the single tournament combination unit 3613 determines an opponent combination in the tournament stage and stores it in the RAM 362. Details of the tournament combination processing executed by the tournament combination unit 3613 will be described later.
- the Q & A update unit 3614 updates the quiz and the answer stored in the Q & A storage unit of the terminal device 1 based on the Q & A update information.
- the tournament advance player determination unit 361 5, the battle stage question quiz determination unit 3616, and the tournament stage question quiz determination unit 3617 respectively perform a tournament advance player determination process, a battle question quiz determination process, and a tournament question quiz determination process. Details of these processes will be described later.
- the player ID recorded on the card and the password input from the touch panel 11 1 and the player ID and the player ID included in the player information stored in the player information storage unit 3 6 2 1 of the center server 3 are used. This can be done depending on whether the password matches.
- the player information of the authenticated player is copied from the player information storage unit 3 6 2 1 of the center server 3 to the player information storage unit 1 6 2 1 of the terminal device 1 and is added to this player information.
- the playing results such as the names of the players included, the points, grades and levels possessed by the players are displayed (S 7).
- a world view demo will be displayed explaining how the game will proceed (S 8). 9).
- the player causes the player to select a character to be operated in the game space (S 10).
- a player purchases a new card purchased at a card vending machine and the player ID is not recorded on the card (S 1 1) a world view demo similar to S 9 is displayed ( The character is selected in the same way as S 1 2) and S 1 0 (S 1 3). Then, the player is caused to input player information such as a player name and a password (S 14).
- the mode selection screen illustrated in FIG. 12 is displayed on the monitor 10 of the terminal device 1.
- the player can select the online tournament mode, knockout mode, or event mode by touching the touch panel 11 (S 15).
- the “Online Tournament” display area on this screen the game is executed in the online tournament mode (S 16).
- the online tournament mode the game space progresses through the academy stage, battle stage, and tournament stage.
- the player chooses an arbitrary quiz genre and method and answers the quiz until the time limit.
- the player can answer the quiz by selecting the genre and method as many times as necessary until the time limit is reached.
- Akademi -Once you have achieved a certain grade on the stage you will be able to select the selected genre and the method that is one step higher in the selected method in the academy stage you are playing and the battle stage after that.
- the results of the academy stage are shown in points, and the points are calculated by the academy quiz process described below.
- the genres and methods that can be selected on the battle stage need only be those that can be selected on the academy stage, as long as the genres and methods that correspond to the genres and methods that have been obtained in the past can be selected. .
- the limited replayer includes CPU players whose CPU 1 6 1 operates game space characters.)
- Each genre and method can be selected from the selectable genres and methods, and the selected genre and method are selected.
- a quiz belonging to the method is given to 4 people at the same time.
- the combination of these four players is determined by the battle combination process described later.
- the quiz of the genre and method that each of the four players freely chooses is assigned to the four players at the same time.
- the player can expect to increase the genres and methods that can be selected by playing the academy stage many times until the end time T 1 of the academy stage, and the battle stage if the selectable genres and methods increase. It can be expected that the content of the game will be varied, and the fun of the game will increase.
- the player's grade is calculated based on the player's answer, and the player with the top two grades can proceed to the tournament stage. On the other hand, the two players with the lowest ranks will be over the game, but it is also possible to accept the continuation only for the player with the third highest ranking and advance to the tournament stage.
- the results of the players on the battle stage are also shown in points, and the points are obtained by the battle process described later.
- the tournament stage the first two players in each battle stage, 5 pairs, and a total of 10 players will be given a quiz up to the time limit (first tournament).
- first tournament the player's score is calculated, and the player with the lowest score scores the game over.
- second tournament the player's score is calculated, and the player with the lowest score results in a game over.
- the remaining 8 players will continue to have quizzes until the time limit (Third Tournament).
- third tournament the player's score is calculated. The player with the highest score receives the medal as the winner, and the other seven players are over the game.
- This system is online! ⁇ One-nament mode processing, battle mode processing, and event mode processing are performed.
- the terminal device 1 executes the academy stage, battle stage, and tournament stage.
- the battle mode process causes the terminal device 1 to execute a battle stage.
- the terminal device 1 executes the tournament stage.
- Online tournament mode processing, battle mode processing, and event mode processing start when “Online tournament”, “Battle”, and “Event” are selected on the mode selection screen shown in Fig. 12.
- the online tournament mode process includes a plurality of processes executed by the terminal device 1 or the center server 3.
- the center server 3 performs the same processing as in this figure.
- the description of the store server 2 is omitted, but in reality, data transmission / reception between the terminal device 1 and the center server 3 is via the store server 2.
- the terminal device 1 displays the mode selection screen shown in FIG. 12 and waits for the selection of “online tournament J”, “battle”, or “event” on this screen.
- “online tournament” is selected, an online tournament mode selection notification indicating that fact is sent to the center server 3 (# 1).
- the battle combination unit 3 6 1 2 of the center server 3 executes a battle combination process for determining a combination of players (battle battle players) to fight in the battle stage (# 2 )
- a battle combination process for determining a combination of players (battle battle players) to fight in the battle stage (# 2 )
- four players who have selected “online tournament” on the mode selection screen in Fig. 12 by the predetermined waiting time end time TO will be the pair of opponents in the battle stage.
- the CPU player operated by 1 may be placed in the opponent's group in the battle stage.
- the waiting time end time T is, for example, a predetermined time after a player selects “Online Tournament”. For example, 5 minutes have passed.
- the battle combination unit 3 6 1 2 of the center server 3 identifies the player ID of the battle battle player and the terminal device 1 (battle participation terminal device) operated by the battle battle player.
- the battle combination information including the information is transmitted to each battle participating terminal device (# 3).
- each battle participating terminal device can specify the terminal device 1 operated by the opponent on the battle stage, and can transmit and receive data between the battle participating terminal devices.
- All the terminal devices 1 that have received the identification information of the battle participating terminal devices execute an academy quiz process (# 4).
- the player who has selected the online tournament on the screen illustrated in Fig. 13 selects the quiz genre and method, and solves the quiz until the Academy stage end time T1 in the first stage. Points are added according to the correct answer of the player, and the genres and methods of quizzes that can be selected in the academy stage being played and the subsequent battle stage are increased according to the number of points. Details of the Academy Quiz process will be described later.
- the genre / system selection unit 160 of the terminal device 1 executes the genre 'system selection process (# 5). This process allows the player to select one of the quiz genres and methods that can be selected by the player who played the Academy stage, and the quiz difficulty and quiz difficulty that the player can select. To the center server 3. The selection of the genre and method can be performed on the same screen as that shown in Fig. 13.
- the genre and method accepted by the genre method selection unit 1 6 0 6 is a method corresponding to the genre specified by the player information of the operation player stored in the player information storage unit 1 6 2 1 and the genre. Yes, other genres and methods are not accepted.
- all the battle participation terminals transmit the selected genre and method and the difficulty level that can be selected for the genre and method (# 6).
- the quiz determining unit 3 6 1 6 of the center server 3 receives a quiz genre, method, and difficulty level from all battle participating terminals.
- the question quiz determination process is executed (# 7). This process consists of selecting a predetermined number of quizzes with genres, methods, and difficulty levels of quizzes transmitted from each battle participating terminal device from the Q & A information storage unit 3 6 2 5 and giving them questions on the battle stage. (Battle question quiz).
- the battle participating terminal is terminal A, terminal B, terminal C, and terminal D
- the genre sent from terminal A ⁇ method ⁇ depending on difficulty 10 questions, sent from terminal B Genre sent from terminal C, genre sent from terminal C “method genre sent from terminal C” question 1 question, and genre sent from terminal D ⁇ method ⁇ difficulty level
- the quiz zes that belong to 10 questions, total 4 0 questions, so that the battle stage question quiz determination unit 3 6 1 6 randomly selects from the Q & A information storage unit 3 6 2 5 and determines this as the battle question quiz
- the battle stage question quiz determination unit 3 6 1 6 of the center server 3 transmits the battle question quiz and the answer to the battle question quiz to all the battle participation terminal devices (# 8).
- Pigeon To send only the information that identifies the answer against the quiz.
- the terminal device 1 executes a battle quiz process (# 9).
- a battle quiz process In this process, all of the received battle question quizzes (if the identifier is received, the quiz specified by the identifier in the Q & A information storage unit 1 6 2 2; the same applies hereinafter) are given in the same order as the tournament quiz process.
- the player's answer is accepted within the time limit, and points are added according to the correctness of the player's answer. In other words, by executing this process, all the battle players can solve the same quiz and compete for superiority or inferiority by points.
- the quizzes to be given belong to the genre and method selected by each battle battle player, if the player gets a predetermined number of points on the academy stage and can select the genre and method, You can select the quiz genre and method you have already experienced and advance the battle stage.
- Figure 15 shows an example of a battle stage display screen.
- the display shows that four players can imagine the situation where the quiz 5 2 2 belonging to the genre “general knowledge” is answered using the “sort” method.
- This screen displays the control player character 5 2 3 as well as the opponent player character 5 2 4
- the character 5 2 3 of the operation player is indicated by a mark 5 2 3 a. Touching the display part of the character 5 2 3 or the character 5 2 4 can refer to some or all of the player information, for example, the number of medals and points.
- the time required for the player to answer the quiz is displayed in the answer time display section 5 2 3.
- the remaining time until the end of the battle stage is displayed in the remaining time display section 5 2 1.
- the point level of the control player is displayed in box 5 1 6.
- the terminal device 1 transmits the total of the points to the center server 3 in association with the player ID (# 1 0).
- the tournament advance player determination unit 3 6 15 of the center server 3 performs the tournament advance player determination process. In this process, the player with the most points added among the players participating in the battle and the player who has earned the most points after that player are determined as players that can participate in the tournament stage (# 1 1. ) Then, the player ID of the determined player is transmitted to all battle participation terminals (# 1 2).
- the terminal device 1 determines whether or not the player ID of the player who operates the terminal device 1 included in the player information in the player information storage unit 3 6 2 and 5 matches the received player ID. By determining, it is determined whether or not the player operating the battle participation terminal device can advance to the tournament stage (# 1 3). If they do not match, the terminal device 1 performs a game end process for displaying a game over screen or the like and ending the game (# 14). That is, the player is given the right to participate in the tournament stage according to the amount of points that the player earns in the battle stage. Players who can participate in the tournament stage are called tournament participants.
- the tournament combination unit 3 6 12 of the center server 3 executes the tournament combination process (# 15).
- the combination of the player to advance to the tournament stage and the terminal device 1 operated by the player is determined.
- the combination is determined within a predetermined period. This is done by combining 10 terminal devices that have finished the quiz process (# 9) and are operated by the players participating in the tournament. Note that if the number of such terminal devices 1 is within a predetermined period but less than 10 units, the center server 3 may play a role of such terminal devices 1 in a pseudo manner. Alright.
- the 10 terminal devices 1 combined in this way are called tournament participating terminal devices.
- the center server 3 transmits the identification information of the tournament participating terminal device to all the tournament participating terminal devices.
- each tournament participating terminal device can identify other tournament participating terminal devices, and data can be transmitted and received between the tournament participating terminal devices.
- the tournament stage question quiz determination unit 3 6 1 7 of the center server 3 executes the tournament question quiz determination process (# 17).
- This process is a quiz for questions on the I ⁇ 1 tournament stage! ⁇
- the center server 3 transmits the tournament question quiz and its answer to all the tournament participating terminal devices (# 18). Alternatively, send the tournament question quiz and the answer identifier.
- All terminal devices 1 that have received the tournament question quiz and its answer execute the tournament quiz process (# 19).
- I ⁇ One-namento quiz process like the battle quiz process, asks all of the quizzes sent from the center server 3 and adds points according to the player's answer, but sent differently from the battle quiz process
- a predetermined number of quizzes for example 10 quizzes
- the terminal device 1 transmits the sum total of the added points to the center server 3 in association with the player ID stored in the player information storage unit 1 6 2 1 (# 2 1).
- the center server 3 When the center server 3 receives points from all tournament participating terminal devices, the center server 3 determines a player ID corresponding to the least number of points, and transmits the player ID to all tournament participating terminal devices (# 2 2). In this way The specified player ID is called a dropped player ID, and the player specified by the dropped player ID is called a dropped player.
- the terminal device 1 Upon receiving the dropped player ID, the terminal device 1 determines whether or not the player ID of the player information stored in the player information storage unit 1621 matches the dropped player ID (# 23). If they match, game end processing is performed (# 24). If they do not match, resume the tournament quiz process that was interrupted (# 25). Then, as in # 19, when a predetermined number, for example, 10 quizzes are given, the processing is interrupted again and the player ID and points are transmitted (# 26).
- the center server 3 receives points and player IDs from all the tournament participating terminal devices (referred to as the second tournament participating terminal) other than the terminal device 1 that performed the game end processing in # 13, the dropped player is the same as in # 21. (# 21 '), and the dropped player ID is sent to all second stage participating terminals (# 27).
- the terminal device 1 that has received the dropped player ID determines whether or not the dropped player ID matches the stored player ID, as in # 23. If they match, the terminal device 1 performs a game end process (# 29), If they do not match, resume the tournament quiz process that has been interrupted, answer all quizzes that have not been asked in # 1 9 and # 25, and add points according to the player's answer (# 30). When all quiz questions have been completed, the player ID of the player operating the terminal device 1 is associated with the total number of points of the player and transmitted to the center server 3 (# 31). The flow of online tournament processing will be described with reference to FIG.
- the center server 3 determines the winning player. (# 3 2). In this process, the player ID corresponding to the largest received point is determined (# 32). The determined player ID is called the winning player ID, and the player specified by the winning player ID is called the winning player. Then, the winning player ID is transmitted to all the third stage participating terminals.
- All third stage participation terminals that have received the winning player ID determine whether or not the stored player ID matches the winning player ID (# 34). Don't match If not, game end processing is performed (# 3 5). If they match, the medal awarding unit 1 6 1 1 performs the medal awarding process (# 3 6). This process gives a medal to the winning player.
- the level-up unit 1 6 1 2 raises the class, and further raises the player's level when the class reaches a predetermined number.
- the player can easily grasp the number of medals.
- numbers and names that represent the player's position in the game space are used. For example, there are 10 to 1 grades, and the 1st grade is the highest grade, and the levels are trainees, beginner magicians, intermediate magicians, advanced magicians, large mages, sages If this is displayed as shown in, for example, the box 5 16 in the upper right part of FIG. 16, the player can easily know the current position. Players will strive to advance this position by winning the Tonamen ⁇ stage over and over again, and can be expected to participate more eagerly. After execution of the medal awarding process, the winning player can continue playing for free from the Academy stage again. .
- the level-up section 1 6 1 2 raises the class, and the class is determined When the number reached, the player's level was raised, but at the Academy stage (# 4) and the battle stage (# 9), the level-up unit 1 6 1 2 raised the class according to the points, When the class reaches a certain number, it is possible to increase the player's level.
- the battle mode process includes a plurality of processes executed by the store server 2 or the terminal device 1 connected to the store server 2.
- the store server 2 performs the same processing as in this figure.
- the center server 3 may execute the battle mode process instead of the store server 2.
- the battle mode process is executed by the store server 2 or the terminal device 1 connected to the store server 2, the store server 2 can be executed even if it is not connected to the center server 3.
- the terminal device 1 displays the mode selection screen shown in Fig. 12 and waits for the selection of “Online Tournament”, “Battle”, or “Event j.” If “Battle J” is selected, A battle mode selection notification indicating that is sent to store server 2 (# 101).
- the store server 2 executes a battle combination process for determining a combination of players (battle battle players) to battle in the battle stage (# 102).
- a battle combination process for determining a combination of players (battle battle players) to battle in the battle stage (# 102).
- up to four players who have selected “battle” on the mode selection screen shown in FIG. 12 by the predetermined waiting time end time TO are used as a pair of opponents.
- the end time TO is, for example, a time that has passed for a predetermined time, eg, 5 minutes, after a player selects “battle”. '
- the store server 2 determines a quiz to be given at the battle stage (# 1 03). The determination of the quiz is performed in the same way as the above-described online tournament quiz determination process (# 17), for example. Then, the store server 2 transmits the determined quiz and the answer to the quiz (# 104). You may pass the quiz identifier.
- the terminal device 1 performs battle noise processing similarly to the above-described online tournament processing (# 105), and transmits the player ID and points to the store server 2 (# 106).
- the store server 2 determines a score such as the rank of the player from the player ID and points transmitted from each terminal device 1 (# 107), and transmits the score to each terminal device 1 (# 108).
- the terminal device 1 displays the received grade (# 109). And finish the game (# 1 10) (3-3) Event mode processing
- Each step of the event mode process is executed by the terminal device 1 or the center server 3.
- the terminal device 1 or the center server 3 In this figure, only one terminal device is shown, but even if there are multiple terminal devices 1, each terminal device 1 performs the same processing as the terminal device 1 shown in this figure. I do.
- the description of the store server 2 is omitted, but actually, data transmission / reception between the terminal device 1 and the center server 3 is via the store server 2.
- each terminal device 1 can select the event mode.
- the setting with event mode may be performed on the day of the day that the administrator of the center server 3 notifies in advance, or it is set in advance so that it is automatically set when the set time or time is reached. May be.
- the terminal device 1 displays the mode selection screen shown in FIG. 12 and waits for the selection of “online tournament”, “battle”, or “event” on this screen. If “ ⁇ event” is selected, an event mode selection notification indicating that is sent to the center server 3 (# 2 0 1). After that, the same processing from the tournament combination process (# 15) to the medal award process (# 36) in the online tournament mode process shown in Fig. 19 is performed. However, unlike online! ⁇ One-native mode processing, event mode processing ends after execution of the medal award processing (# 2 0 9), and the winning player cannot continue to play. (3-4) Academy Quiz Processing
- FIG. 23 is a flowchart showing the flow of the first quiz process.
- the flow of the Academy Quiz process will be described below according to this flowchart.
- Step 4 0 (Hereinafter, step is expressed as “S”): Academy stage progress control unit 1 6 0 1 sets an academy stage end time T 1 to timer 1 6 0 4.
- T 1 can be, for example, a time that has passed a predetermined time, for example, 5 minutes, from the aforementioned standby time end time TO.
- Genre ⁇ Method selection unit 1 6 06 is a genre that can be selected according to the player information of the operation player stored in the player information storage unit 1 6 2 1 on the screen illustrated in FIG. Select one of the methods and accept it.
- the genre and method accepted by the genre / method selection unit 1 6 0 6 are the genre designated by the player information of the operation player stored in the player information storage unit 1 6 2 1 and the method corresponding to the genre. Other genres and methods will not accept selection.
- the screen illustrated in Fig. 13 will be described.
- the genre is displayed inside the genre box 5 07 and the method is displayed inside the quiz box 5 0 0 vertically connected to the top of the box 5 0 7.
- the player selects an arbitrary genre and method by touching the part where the quiz box 500 is displayed.
- the selectable quiz box 5 0 0 is indicated by the color of the bar 5 0 4 located on the left and right of the quiz box 5 0 0. If the color of the bar 5 0 4 is black, it is surrounded by the bar 5 0 4 Box 5 0 0 cannot be selected. On the other hand, if the color of the bar 5 0 4 is white, the box 5 0 0 surrounded by the bar 5 0 4 can be selected.
- the quiz box 5 0 0 When the quiz box 5 0 0 is selected, the quiz box 5 0 0 is highlighted and shining. In this screen, the method “association j” of the genre “entertainment” is selected. At the bottom of the quiz box 5 0 0, the quiz belonging to the selected genre and method is answered and the prescribed grade is obtained. In this case, a star mark indicating the difficulty level of the quiz is displayed. 5 0 1 to 5 0 3
- the quiz has a difficulty level of “Beginner”, “Intermediate”, “Advanced” for each genre and method. ”Is set, and asterisks 5 0 1 to 5 0 3 indicate whether or not they have completed“ Beginner ”,“ Intermediate ”, and“ Advanced ”, respectively.
- the color of the bar 50 4, the presence / absence of display of the stars 5 0 1 to 5 0 3, and the display color are specified by the player information of the operation player stored in the player information storage unit 1 6 2 1.
- the par 5 0 4 surrounding the box 50 0 specified by the selectable method and genre (see FIG. 7) included in the player information of the operation player is displayed in white, and the difficulty specified by “Difficulty” Stars 5 0 1 to 5 0 3 corresponding to the degrees are displayed in white.
- the question part 1 6 0 7 belongs to each genre and method shown in the quiz box 5 0 0 selected in S 4 1 and is the lowest difficulty level that has not yet been completed by the player.
- a predetermined number of quizzes are selected from the Q & A information storage unit 1 6 2 2. For example, if quiz box 5 0 0 is selected as shown in Fig. 1 3, the question part 1 6 0 7 will randomly assign a quiz with the genre “Entertainment j, Method“ Association ”and Difficulty“ beginnerer ”. Select a number (for example, 1 0 questions). -
- Answer accepting section 1 6 0 8 waits for an answer input for the quiz given, and determines whether or not an answer has been input. If there is an answer, go to S 46. If there is no answer input, go to S45.
- the answers are input to the question 5 1 5 as four choices 5 1 3 on the monitor 1 0, and the player can select this option. You can answer by touching any of these and entering them into the touch panel 11. In this example, the player has selected the second option “Nouvelle Berg”. In this screen, the time required for answering is displayed on the answer time display part 5 1 2 by the time limit display control part 1 6 0 5.
- the remaining time from the start of the academy stage to the end time T1 of the academy stage is displayed in the remaining time display section 5 1 1.
- Time required to answer and remaining time on the Academy stage Timer 1 604 is timing.
- the quiz genre 51 4 is shown in the upper right corner of the question.
- the player's level points are shown in box 51 6 at the top right of the screen, as in Fig. 16.
- one-stage progress control unit 1 601 refers to timer 1 604 and determines whether or not a time limit for inputting an answer has elapsed (time up). This time limit is a predetermined time from the question of S43, for example, 10 seconds. If the time limit has elapsed, go to S46. If the time limit has not elapsed, return to S44 and wait for input of the answer.
- the point grant unit 1601 adds and stores a predetermined number of points, for example, one point, to the points stored in the player information storage unit 1621.
- the points to be added may be determined according to the time required to answer. For example, if you answer in less than 5 seconds, you can add 2 points. If you answer in 5 seconds or more and within 1.0 seconds, you can add 1 point.
- Questioning section 1 607 determines whether or not all the quizzes selected in S42 have been asked in S43. If all questions are given, go to S49. If all questions have not been asked, go back to S43 and ask quizzes that have not been given yet.
- the player information update unit 1 613 determines whether or not the number of points stored in the player information storage unit 1 621 is a predetermined number or more, for example, 7 points or more. If the number of points is equal to or greater than the predetermined number, the process proceeds to S50. If the number of points is not more than the predetermined number, the process proceeds to S51.
- the player information update unit 1 61 3 is a selectable genre / method / difficulty stored in the player information storage unit 1 621, the genre selected in S41, the method selected in S41, The correspondence between the difficulty level one level higher than the quiz given in S42, the genre selected in S41, and the selection selected in S41 Add a method that is one level higher than the method and a method that associates the difficulty level “Beginner”. For example, if the genre 'method is selected as shown in Fig. 1 and more than a predetermined number of points are added, the genre “Entertainment j's method“ Typing ”difficulty level“ beginnerer ”is newly added in the battle stage. Can be selected.
- Academy stage progress control unit 1 600 1 determines whether or not the current time has passed the Academy stage end time T 1. If it has elapsed, the Academy Quiz process ends. If not, return to S41 and accept the selection of genre and method again.
- the player can select the method ⁇ January and answer the quiz as many times as possible until the time reaches T1.
- Players can earn points by answering quizzes correctly, and if they earn a predetermined number of points on the academy stage, they can select genres that can be selected on the academy stage to continue to play or the battle stage after that. The difficulty can be increased.
- the academy stage, battle stage, and tournament stage in the first embodiment are quiz games.
- the game executed on the academy stage may be a game that can be played by other players alone, for example, a puzzle game, or a table game such as playing cards or mahjong.
- the game executed in the battle stage and the tournament stage may be a battle game such as a quiz game, a fighting game, a racing game, or a shooting game that can be played simultaneously by a plurality of players.
- the above-described game that can be played independently or a battle game may be one in which a computer virtually participates in play and plays against a player.
- the game space of the game and the battle game may be the same, for example, as a quiz game, or the game may be a puzzle game, and the battle game may be different as a quiz game.
- the attributes of the characters operated by the player in the game space at the end of the game, and the game acquired by the player playing the game are displayed.
- the player points earned in the game that can be played independently the game environment such as the game mode, stage, phase, field, and course, the difficulty level of the battle game, the characters that can be selected by the battle player, and their attributes may be selected.
- the terminal device 1 provides a plurality of game spaces.
- the player P may select the course A as the course to run.
- player P1 runs course A and player P2 runs course B and completes the prescribed grades
- player P1 and player P2 are the combined courses of course A and course B. You may run and compete at the same time in the C. Alternatively, each player may run on the course first selected, for example, the player P 1 may run the course B and the player P 2 may run the course A, and compete for the results.
- a recording medium on which a program for causing a computer to execute each process or step of the first embodiment is included in the present invention examples include a computer-readable flexible disk, a hard disk, a semiconductor memory, CD-ROM, DVD, MO, and others.
- the execution condition of the battle game is determined according to the play history of the player, and the battle game is executed under the determined condition. Therefore, the conditions for executing the battle game change according to the player's own play history, and the fun of the game increases.
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Abstract
Description
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Also Published As
Publication number | Publication date |
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US20070072675A1 (en) | 2007-03-29 |
JP2004261236A (ja) | 2004-09-24 |
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