WO2008075670A1 - ゲームシステム、ゲーム装置、通信装置、コンピュータプログラムおよびデータ管理方法 - Google Patents
ゲームシステム、ゲーム装置、通信装置、コンピュータプログラムおよびデータ管理方法 Download PDFInfo
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- WO2008075670A1 WO2008075670A1 PCT/JP2007/074291 JP2007074291W WO2008075670A1 WO 2008075670 A1 WO2008075670 A1 WO 2008075670A1 JP 2007074291 W JP2007074291 W JP 2007074291W WO 2008075670 A1 WO2008075670 A1 WO 2008075670A1
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- Prior art keywords
- data
- play
- game
- status
- situation
- Prior art date
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Classifications
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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
- A63F13/35—Details of game servers
- A63F13/358—Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
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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
- 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
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/407—Data transfer via internet
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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
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5526—Game data structure
- A63F2300/5533—Game data structure using program state or machine event data, e.g. server keeps track of the state of multiple players on in a multiple player game
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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
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/638—Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
Definitions
- the present invention relates to a game system, a game device, a communication device, a computer program, and a data management method.
- Japanese Patent No. 3496150 discloses an event that occurs in a battle in a network-type game system that includes a plurality of game terminals and can simultaneously play a plurality of battle-type game plays (game play).
- a technique is described in which a player who is participating in a play is made aware of the presence of a player other than the opponent by notifying other players who are playing the battle.
- this technology when an event occurs at a game terminal of a player participating in play, this event is notified to a specific communication device (server device), and this communication device notifies other game terminals that are notification destinations. Is done.
- the game terminal to be notified is determined based on the contents of the event to be notified to a specific communication device!
- a game terminal serves as a client and a specific communication device serves as a server to perform pull-type communication. If the technique described in Japanese Patent No. 3496150 is implemented by such a pull-type communication game system, it is not necessary for a specific communication device to centrally manage many communication addresses.
- a game terminal that can be a notification destination cannot know that an event has occurred on another game terminal and that it has become a notification destination for a self-power S event. The communication device is accessed. Therefore, if the number of plays realized simultaneously is large, the load on a specific communication device will be excessive. In addition, in this mode, it is difficult to match the time intervals of notification of a plurality of events with the time intervals of occurrence of these events, so it is possible for a player participating in play to It is difficult to tell the exact transition of the play situation.
- a “game” is an activity that has some rules related to the result of play (game play)!
- a “game” is a multiplayer game in which two or more participating players or two or more participating teams compete or cooperate, or a single player game that one participating player plays to achieve or enjoy the goal ( single-player game), including on e-person games, and puzzles.
- a single player is used as an example of a game.
- a game is disclosed.
- the present invention is not limited to the form of a single player game, and includes any other form of game.
- a multiplayer game a personal evaluation type game in which the result of each play is determined for each participating player in the play, or a team evaluation type in which the result of each play is determined for each participating team that is a group of participating players in the play.
- the multiplayer game includes a competitive game in which players or teams participating in the play compete with each other and a cooperative game in which the players participate in each play.
- Competitive games include competitive games in which participating players or participating teams battle.
- “Play” for a game refers to a single action of a player executing a game. Accordingly, for a single game, a plurality of plays may be repeated by the same player, or a plurality of plays may be performed by a plurality of players at the same time.
- the period of one play is called the “game period”.
- the game period may be fixed or indefinite depending on the game.
- the person who can play each play is called the “player” of that play or game. Therefore, even if the game has not been played at present or in the past, a person who has the potential to play is sometimes called a player.
- a player who actually runs or has executed a game is called a “participating player” of the play. “Participation” means playing both a single player game and a multiplayer game.
- the “result” is the target evaluation of the participating players in the play. Examples of play results include wins and losses, rankings, and scores.
- Computer game refers to a game whose play is realized using a computer.
- a computer used to realize play of a computer game is called a “game device” of the computer game.
- a computer game device that has a user interface for the computer game player for its operation is called a “game terminal”.
- the game terminal may be capable of realizing only a single computer game, or may be capable of realizing multiple computer games.
- a place where a game terminal is installed is called a "game place".
- a game place a facility (for example, a game player) that allows a visitor to use an installed game terminal for a fee.
- -Cade a facility
- the former is mainly a visitor power game terminal user and a computer game player
- the latter is mainly a resident power game terminal user and a computer game player.
- the former is mainly equipped with a game terminal (a type of arcade game machine) that has a function to collect the usage fee from the user, and the latter has mainly no such function.
- V game terminal (a kind of home game machine) will be installed.
- Network is a general term for a system that has a terminal and is provided so as to be able to transmit and receive data between a plurality of terminal nodes belonging to the network.
- each terminal node belonging to itself is given a unique communication address (for example, an IP (Internet Protocol) address), and data is transmitted and received between the terminal nodes using these communication addresses. Including what is done.
- Terminal node is a generic term for nodes that belong to the network to which the terminal belongs and that function as the terminal of the network.
- Node is a generic term for devices or systems that transmit or receive within the network to which they belong. Examples of nodes include computers and networks. A network including a plurality of networks as a plurality of nodes is referred to as an “internetwork”. An example of an internetwork is the Internet.
- Examples of a network-type game system having a plurality of game terminals include a master / slave-type game system, a server / client-type game system, and a peer-to-peer game system.
- Examples of a master / slave system game system include a game system in which a game terminal serving as a master and a game terminal serving as a slave are defined statically or dynamically.
- Examples of server / client game systems include a game system in which a game device serving as a server and a game terminal serving as a client are statically defined, a game system in which both are dynamically defined, and both a server and a client serving as a server Includes game systems with game terminals.
- Computer is a generic term for devices that process data and have a memory that holds data and a processor that executes a computer program held in the memory.
- Data is a representation of information in a format that can be recognized by machines such as computers. It is a general term. Examples of data include data that electrically represents information, data that magnetically represents information, and data that optically represents information.
- Information is a general term for objects that can be represented by data.
- Memory is a general term for devices that hold written data in a readable manner. Examples of the memory include a semiconductor memory, a magnetic memory, and an optical memory.
- Computer program is a general term for a collection of data representing instructions that indicates a processing procedure.
- Examples of computer programs include programs that allow a computer to play a computer game.
- “Processor” means a procedure in a computer program that implements an instruction set and is shown in the computer program, which is a collection of data representing the instructions included in the instruction set.
- Examples of the computer include a computer having an interface with the outside.
- Examples of the interface with the outside include an input unit that inputs information or data from the outside and an output unit that outputs information or data to the outside.
- “Input” for information is a general term for an act of generating data representing external information by detection or measurement. Examples of the input unit include a sensor, a button, and a keyboard.
- “Output” for information is a general term for the act of representing information represented by data in a form that can be perceived by humans. Examples of forms that can be perceived by humans include light, sound, and vibration. Examples of information output in the form of light include image display and light source blinking. Examples of outputting information in the form of sound include sound emission by a speaker and driving of a sound generation mechanism by a solenoid (for example, ringing of a bell). Examples of outputting information in the form of vibration include oscillation of the vibrator.
- the present invention provides a game system having a plurality of game terminals belonging to a network and a communication device belonging to the network, wherein each of the plurality of game terminals includes a play processing unit that realizes a play of a converter game, and the play processing unit.
- a play processing unit that realizes a play of a converter game
- the play processing unit When the play realized in the above is completed, an end notification transmitting unit that transmits an end notification indicating the end and status of the play to the communication device, and a terminal-side device that holds the written data in a readable manner.
- a data holding unit at least play data indicating the status of another play that has already ended, and time data indicating a time corresponding to the time when the communication device is notified of the end of the other play
- a status request transmitter for transmitting a status request for requesting the communication device to transmit data to the communication device; a status receiver for receiving the status data from the communication device; and the status data by the status receiver. Is received from the terminal-side status writing unit that writes the received status data to the terminal-side data holding unit, and the time indicated by the time data in the status data is delayed from the terminal-side data holding unit.
- the play data is read by the delay reading unit that reads the play data in the situation data after the elapse of time and the delay reading unit, the read play data is read.
- An information output unit that outputs information corresponding to the play status represented by the data
- the communication device includes a device-side data holding unit that holds the written data in a readable manner, and a plurality of game terminals.
- An end notification receiving unit that receives an end notification that notifies the end of the play and the status from any one of them, and when the end notification is received by the end notification receiving unit, the end notification is indicated by the received end notification
- a device-side status writing unit that writes status data including play data indicating a play status and time data indicating a time corresponding to the reception time of the end notification to the device-side data holding unit; and the plurality of games
- the status request is received from the device-side data holding unit.
- a game system comprising: a situation transmission unit that reads situation data and transmits the situation data to the game terminal that is the transmission source of the received situation request.
- This game system is a network-type game system because a plurality of game terminals and communication devices belong to the same network.
- the communication device receives an end notification indicating the end and status of the play, and plays data indicating the status of the play indicated by the end notification and Status data including time data indicating the time corresponding to the time at which the end notification is received can be held.
- the game terminal can receive and hold the status data held in the communication device at that time by transmitting the status request.
- the game terminal indicates the time data in the situation data
- the play data in the situation data can be read after the delay time has elapsed from the time, and information corresponding to the play situation represented by the play data can be output.
- the game terminal outputs information corresponding to the play situation represented by the play data included in the situation data including the time data indicating the time preceding the current time by the look-back period. can do.
- the “time corresponding to the time when the end of play is notified”, that is, the “time corresponding to the time when the end notification is received” refers to the time when the communication device receives the end notification or a time different from the time by a certain time. . Therefore, “the time corresponding to the time when the end of play is notified”, ie, “the time corresponding to the time when the end notification is received” is a predetermined time (for example, 0.1 second) of the time when the communication device receives the end notification.
- the time indicated by the plurality of situation data is based on the single time series of the communication device, not the time series of each of the plurality of game terminals. Due to the difference in reception time, in this game system, an accurate transition of the play status in the game system is notified with a delay of the delay time. Therefore, according to this game system, by appropriately setting the delay time, it is possible to sufficiently lengthen the transmission cycle of the status request from the game terminal to the communication device. Therefore, according to this game system, it is possible to notify the player who is participating in the play without excessive communication load of the accurate transition of the play status in the game system. Even if there is a delay, since an accurate transition of the situation that has actually occurred is notified, the player can use the force S to fully recognize other participating players.
- “Play status” indicated by “play data” means at least one of a designation for identifying a player (eg, name, nickname, identification number) and a result of play (eg, win / loss, ranking, score). .
- the game terminal that transmitted the situation request identifies another player who has already finished playing represented by the play data in the received situation data. The designation can be notified to the player who operates the game terminal. If the play data indicates the play result as the game status, the game terminal that sent the status request sends the received status data. It is possible to inform the player who operates this game terminal of the result of another play that has already been completed, represented by the play data in the data.
- the game terminal that transmitted the situation request sends another game that has already finished play represented by the play data in the received situation data.
- the power S is used to notify the player operating this game terminal of the designation for identifying the player and the results of other play.
- the “play status” indicated by the “play data” may include the progress of play.
- the player who operates the game terminal that has transmitted the status request can know the progress of another play that has already ended.
- the situation request transmission unit of each of the game terminals may transmit the situation request to the communication device when play is not realized by the play processing unit. Good.
- a game terminal equipped with a play processing unit that realizes the play of a computer game is heavily loaded.
- the load on the game terminal is excessive. In this mode, it is possible to eliminate this fear.
- the communication device Since the game terminal reads the play data in the situation data after the delay time has elapsed from the time indicated by the time data in the situation data returned in response to the situation request, the communication device receives the situation request.
- the game terminal uses only the situation data including the time data indicating the time within the delay time period ending with the time. If the above communication system receives all the situation data! /,
- the communication device Status data including time data indicating a time before a delay time period ending at the time when the status request is received is also transmitted from the communication device.
- Such situation data is useless data that is not used to output information on the game terminal.
- the status transmission unit of the communication device reads a time within a period equal to the delay time ending at the time of the reading when reading the status data from the device-side data holding unit. All the situation data including the time data shown may be read out. According to this aspect, the above-mentioned useless data is not transmitted Thus, the communication load can be reduced.
- the notification is preferably performed over the entire game period. Also, from the viewpoint of reducing the communication load, it is better that the number of communications for the game terminal to acquire the situation data is small. Ideally once per play. However, in a game system that allows a player to select a game or game mode to be played from a plurality of computer games prepared in advance, the game period may differ for each play. There is also a computer game in which the game period changes according to the content of play. Therefore, when the delay time is fixedly set, a sufficiently long time corresponding to the assumed longest game period is set as the delay time.
- the difference between the time when the situation is notified in the play with a short game period and the time when the situation actually occurs is the time period for the game period (for example, 3 minutes).
- the effect of recognizing other players may be weakened.
- each of the game terminals includes a delay time determination unit that determines the delay time
- each status request transmission unit of the game terminal includes a delay indicating the delay time determined by the delay time determination unit.
- the status request including time data is transmitted, and the status transmission unit of the communication device is equal to the delay time ending at the time of the reading in reading the status data from the device-side data holding unit All the situation data including the time data indicating the time within the period may be read.
- the delay time is variable, and is determined in each game terminal and notified to the communication device. Therefore, even if the above number of times is set to 1, the difference time is compared with the game period. While avoiding an extremely long situation, it is possible to fiduce the aforementioned notification throughout the entire game period.
- Each delay time determination unit of the game terminal may determine the delay time randomly, or determine the delay time so as to be equal to or longer than the predicted game period according to the game mode to be realized next. Also good.
- the game period for the next play changes depending on the game mode, so the game designer should collect game period statistics for each game mode and determine the expected game period in advance. .
- the situation request transmission unit of each of the game terminals May transmit another status request to the communication device before the elapsed time from the transmission of the status request to the communication device exceeds the delay time.
- the game terminal can transmit the second situation request to the communication device and receive the situation data in response to the second situation request.
- the above-mentioned notification can be performed over the entire area.
- the device side status writing unit of the communication device indicates the end by the received end notification
- the situation data including the play data indicating the play status and the time data indicating the reception time of the end notification is written in the device-side data holding unit in association with the game terminal that is the transmission source of the end notification
- the situation transmission unit of the communication device is not associated with the game terminal that is the transmission source of the situation request from the device-side data holding unit.
- the situation data may be read out and transmitted to the game terminal that is the transmission source of the received situation request.
- the game terminal that is the transmission source of the situation request can receive the status data of the play realized by the other game terminal without receiving the status data of the play realized by the game terminal of the transmission source.
- the communication device describes terminal player correspondence data (termina ⁇ player link data) that describes a correspondence between a player participating in the play and the game terminal that realizes the play for each play. element), a terminal player compatible data storage unit (terminator player link data memory), and the ⁇ ij device side status writing unit of ⁇ ij communication device receives the end notification by the end notification receiving unit. Then, referring to the terminal player correspondence data storage unit, the play data indicating the end of the play indicated by the end notification received and the time data indicating the reception time of the end notification.
- the device-side data storage is associated with the player associated with the game terminal that is the transmission source of the end notification.
- the situation transmitting unit of the communication device refers to the terminal player correspondence data storage unit, and from the device side data holding unit, Corresponds to the game terminal that sent the status request
- the situation data not associated with the player being played may be read out and transmitted to the game terminal that is the transmission source of the received situation request.
- the game terminal that transmitted the status request can receive status data of play by players other than the player who is currently playing using the game terminal!
- the status data of play by another player is transmitted to the game terminal that transmitted the status request.
- the communication device describes, for each of a plurality of game fields in which at least one game terminal is installed, the size and attachment of the game field and the game terminals in the game field) ⁇ ⁇ ⁇ game terminal link data element (terminaterm game place link data element)
- the device side status writing unit of the device refers to the terminal game field corresponding data storage unit, and the received end notification indicates the end.
- the situation data including the play data indicating the play status and the time data indicating the reception time of the end notification are related to the game field associated with the game terminal that is the transmission source of the end notification.
- the status transmission unit of the communication device refers to the terminal game field compatible data storage unit and receives the device side data when the status request is received by the status request receiving unit. From the holding unit, read the status data associated with the game terminal that is the source of the status request! /, Associated with the game field! /, Na! /, And the status request received. You may make it transmit to the said game terminal of a transmission source. Thereby, the game terminal that has transmitted the status request can receive the status data of the play realized by the game terminal in the game field other than the game field associated with the game terminal. In other words, it is possible to receive play situation data in a game place where there is no game terminal as the sender of the situation request.
- the present invention is a game terminal that belongs to a network to which a communication device belongs, and is communicable with the communication device, and is realized by a play processing unit that realizes play of a computer game and the play realization unit.
- a play processing unit that realizes play of a computer game and the play realization unit.
- an end notification transmission unit that transmits the end notification indicating the end and status of the play to the communication device, and the written data
- a terminal-side data holding unit that holds readable, at least play data indicating the status of another play that has already ended, and a time corresponding to the time when the communication device is notified of the end of the other play.
- a status request transmitter that transmits to the communication device a status request that requests the communication device to transmit status data including time data, a status receiver that receives the status data from the communication device, and the status
- the terminal-side status writing unit that writes the received status data to the terminal-side data holding unit and the terminal-side data holding unit
- a delay reading unit that reads play data in the situation data after a delay time has elapsed from the time indicated by the time data, and the play data is read by the delay reading unit. That when, and an information output unit for output the information corresponding to the status of play represented by the play data read out, to provide a game terminal, characterized in that.
- the network-type game system having this game terminal it is possible to notify a player who is participating in a play without excessive communication load of an accurate transition of the play status in the game system. .
- the present invention also relates to a communication device that belongs to a network to which a plurality of game terminals each realizing the play of a computer game belongs, and that can communicate with the game terminal, and that holds the written data in a readable manner.
- the end notification is received by the side data holding unit
- the end notification receiving unit that receives the end notification indicating the end of the play and the status from any of the plurality of game terminals, and the end notification receiving unit
- the status data including the play data indicating the end of the play indicated by the end notification received and the time data indicating the time corresponding to the reception time of the end notification is written in the device-side data holding unit.
- a device-side status writing unit a status request receiving unit that receives a status request for requesting transmission of the status data from any of the plurality of game terminals;
- the situation transmission unit reads the situation data from the device-side data holding unit and transmits the situation data to the game terminal that is the transmission source of the received situation request.
- a communication device is provided.
- a player who participates in a play that does not cause an excessive communication load can be used in the game system. You can be notified of the exact transition of the play situation.
- the present invention relates to a game terminal comprising a terminal side data holding unit belonging to a network to which a communication device belongs, capable of communicating with the communication device, and holding the written data in a readable manner.
- the transmission of situation data including at least play data indicating the status of another play that has already ended and time data indicating a time corresponding to the time when the communication device is notified of the end of the other play is described above.
- a status request transmitter for transmitting a status request to the device to the communication device, a status receiver for receiving the status data from the communication device, and the status reception
- the status data is received by the terminal side status writing unit that writes the received status data to the terminal side data holding unit, and the time indicated by the time data in the status data from the terminal side data holding unit
- the play data indicated by the read play data is supported.
- the present invention provides a computer program that functions as an information output unit that outputs information to be recorded, and a computer-readable recording medium on which the computer program is recorded.
- a player who is participating in a play that does not overload the communication load can accurately change the state of play in the game system. I can inform you. It is also possible to provide a data carrier instead of the recording medium.
- the present invention belongs to a network to which a plurality of game terminals each realizing the play of a computer game belongs, can communicate with the game terminal, and holds written data in a readable manner.
- An end notification receiving unit that receives an end notification indicating the end and status of play from any of the plurality of game terminals, and the end notification receiving unit Is received, the play data indicating the end of the play indicated by the received end notification and the end of the play are shown.
- An apparatus-side situation writing unit that writes situation data including time data indicating a time corresponding to the reception time of the completion notification to the apparatus-side data holding unit, and transmission of the situation data from any of the plurality of game terminals.
- the status request is received by the status request receiving unit that receives the status request to be requested and the status request receiving unit, the status data is read from the device-side data holding unit, and the source of the received status request.
- a computer program characterized by functioning as a status transmission unit for transmission to a game terminal, and a computer-readable recording medium on which the computer program is recorded.
- a player who is participating in a play that does not overload the communication load can accurately change the state of play in the game system. I can inform you. It is also possible to provide a data carrier instead of the recording medium.
- the present invention relates to device-side data that belongs to a network to which a plurality of game terminals each realizing the play of a computer game belongs, is communicable with the game terminal, and holds written data in a readable manner.
- a data management method in a communication device including a holding unit comprising: an end notification receiving step for receiving an end notification indicating the end and status of play from any of the plurality of game terminals; and an end notification receiving step. Later, the end notification received in the end notification receiving step indicates end. Play data indicating play status and time data indicating time corresponding to the reception time of the end notification The situation data is transmitted from the writing step to be written in the device-side data holding unit and any of the plurality of game terminals.
- FIG. 1 is a block diagram showing a configuration of a game system according to an embodiment of the present invention.
- FIG. 2 is a diagram schematically showing an example of a transition of a play state of a single-player game in the game system of FIG. 1.
- FIG. 3 is a block diagram showing a configuration of a game terminal included in the game system of FIG.
- FIG. 4 is a diagram schematically showing the data structure of situation data used in the game system of FIG. 1.
- FIG. 5 is a block diagram showing a configuration of a communication device included in the game system of FIG.
- FIG. 6 is a flowchart showing a flow of game processing in the game terminal of FIG.
- FIG. 7 is a flowchart showing a flow of accumulation processing in the communication apparatus of FIG.
- FIG. 8 is a flowchart showing the flow of response processing in the communication device of FIG.
- FIG. 9 is a time chart for explaining the operation of the game system of FIG. 1.
- FIG. 10 is a flowchart showing a flow of game processing in a game terminal according to another embodiment of the present invention.
- FIG. 11 is a flowchart showing a flow of game processing in a game terminal according to still another embodiment of the present invention.
- FIG. 12 is a flowchart showing the flow of response processing in the communication device in the embodiment corresponding to FIG. 11.
- FIG. 13 is a time chart for explaining the operation of a game system according to still another embodiment of the present invention.
- FIG. 1 is a block diagram showing a configuration of game system 100 according to the embodiment of the present invention.
- the game system 100 is a network-type game system capable of simultaneously playing a plurality of computer games (hereinafter referred to as “single-player games”) in which a single player participates in each play.
- single-player games a plurality of computer games
- Each game terminal 200 is a game terminal capable of playing a single player game, and has a terminal node on one of a plurality of LANs (Local Area Network) 3 (3A, 3B, 3C, ). And belong.
- Each LAN 3 is a network belonging to the internetwork 1 as a node, and is provided in any of a plurality of game fields 2 (2A, 2B, 2C,).
- a VPN (Virtual Private Network) device 4 belongs to each LAN 3 as a node.
- VPN device 4 belonging to each LAN 3 belongs to VPN 5 as a termination node.
- the communication device 300 is a computer for notifying the participant of each play of the single player game of the transition of the status of other play of at least other participants of the single player game, It belongs as a terminal node.
- the LAN 6 is a network belonging to the internetwork 1 as a node, and is provided in a place different from any of the plurality of game fields 2.
- VPN device 4 belongs to LAN 6 as a node.
- VPN device 4 belonging to LAN 6 belongs to VPN 5 as a termination node.
- VPN5 is a network virtually realized on the internetwork 1. Communication between the game terminals 200 belonging to different LANs 3 and communication between each game terminal 200 and the communication device 300 are performed via VPN5.
- FIG. 2 is a diagram schematically showing an example of the transition of the playing situation of the single player game in the game system 100.
- the game terminal 200 that realizes play GP1 is “game terminal 200A”
- the game terminal 200 that realizes play GP2 is “game terminal 200BJ”
- the game terminal 200 that realizes play GP3 is “game terminal 200C”. It is assumed. Play GP1 game period from time tl to time t3, play GP2 game period from time t2 to time t4, play GP3 game period from time t5 to time t6 .
- the game system 100 can simultaneously play a plurality of single-player games.
- the length of the game period is common to each play, and a delay time described later is set so as to be longer than this length.
- FIG. 3 is a block diagram showing the configuration of the game terminal 200.
- the game terminal 200 includes a display unit 220, an operation unit 230, a communication interface 240, a storage unit 250, a processor 260, and an RTC (real time clock) 270.
- RTC270 keeps the current time.
- the display unit 220 is an output unit that outputs information to the outside of the game terminal 200, and displays an image represented by data. Examples of the display unit 220 include a monitor and a video projector.
- the operation unit 230 is an input unit that inputs information from the outside of the game terminal 200.
- the operation unit 230 is operated by the player, detects the content of the operation, and generates data representing the detection result. Examples of the operation unit 230 include buttons, a keyboard, and a touch panel.
- the communication interface 240 cooperates with the processor 260 to transmit data to the outside and receive data from the outside. That is, the communication interface 240 and the processor 260 function as an output unit that outputs data to the outside and an input unit that inputs data from the outside.
- the storage unit 250 holds (stores) written data, and has a volatile area 255 that requires a power source to hold the stored contents, and! /, A non-volatile area 256 that is not.
- the volatile area 255 is a terminal-side data holding unit that holds written data in a readable manner.
- the non-volatile area 256 is divided into a non-rewritable area 257 in which stored contents cannot be rewritten and a rewritable area 258 in which stored contents can be rewritten.
- the volatile area 255 is realized by, for example, RAM (Random Access Memory), the non-rewritable area 257 is realized by, for example, ROM (Read Only Memory), and the rewritable area 258 is realized by, for example, a hard disk.
- RAM Random Access Memory
- ROM Read Only Memory
- rewritable area 258 is realized by, for example, a hard disk.
- status data 254 indicating the status of another play that has already ended is written.
- the communication device 300 transmits the situation data 254 to the game terminal 200, and the processor 260 of the game terminal 200 receives the situation data 254. Then, the status data 254 is written into the volatile area 255 of the storage unit 250.
- Figure 4 shows the data structure of status data 254.
- the situation data 254 includes time data indicating the later-described time and play data indicating the play situation!
- the play data is data representing the names of participating players (designation for identifying participating players) and scores (play results).
- the play data may represent either one of the designation for identifying the participating player and the result of the play as another embodiment. Further, the play data may represent the progress of the play in addition to at least one of the designation for identifying the participating player and the result of the play.
- game data 252 for realizing the play of the single player game is held.
- the non-rewritable area 257 holds a computer program 263 for causing the game terminal 200 to perform a game process described later.
- the processor 260 receives data generated by the operation unit 230, supplies data to the display unit 220, transmits / receives data to / from the outside using the communication interface 240, and cooperates with the RTC 270 at present. It is possible to measure the time and to execute the computer program 263.
- FIG. 5 is a block diagram showing a configuration of communication apparatus 300.
- the communication device 300 includes a communication interface 310, a storage unit 320, a processor 330, and an RTC 340.
- the RTC 340 measures the current time.
- the communication interface 310 cooperates with the processor 330 to transmit data to the outside and receive data from the outside. That is, the communication interface 310 and the processor 330 function as an output unit that outputs data to the outside and an input unit that inputs data from the outside.
- the storage unit 320 holds (stores) written data, and includes a volatile area 325 that requires a power source for holding stored contents and a non-volatile area 326 that does not.
- the volatile area 325 is a device-side data holding unit that holds written data in a readable manner.
- the nonvolatile area 326 is divided into a non-rewritable area 327 where the stored contents cannot be rewritten and a rewritable area 328 where the stored contents can be rewritten.
- the volatile area 325 is written by RAM, for example, and the non-rewritable area 327 is written by ROM, for example.
- the replaceable area R22 is realized by a node disk, for example.
- status data 254 is written.
- each game terminal 200 transmits an end notification to the communication device 300, and in response to the end notification, the processor 330 of the communication device 300 generates status data 254 related to the play and generates this volatile data.
- the rewritable area 328 holds a computer program 321 for causing the communication device 300 to execute storage processing and response processing described later in parallel.
- the non-rewritable area 321 holds an IPL (Initial Program Loader) 322 for allowing the processor 330 to load the computer program 321 into the volatile area 325 and execute it.
- the processor 330 can send / receive data to / from the outside using the communication interface 310, time the current time in cooperation with the RTC 340, and execute the IPL 322.
- FIG. 6 is a flowchart showing a flow of game processing in the game terminal 200.
- the processor 260 first determines whether or not a start instruction to start playing the single player game has been input (step SA1). This determination result is affirmative when data representing a start instruction is generated by the operation unit 230, and is negative in other cases. If this determination result is negative, the process returns to step SA1.
- step SA2 If the determination result in step SA1 is affirmative, the processor 260 cooperates with the communication interface 240 to transmit a status request for requesting transmission of status data to the communication device 300 (step SA2). .
- the situation data is data indicating the status of each finished play, and includes play data indicating the status of the play and time data indicating a time substantially matching the end time of the play.
- the processor 260 and the communication interface 240 transmit to the communication device 300 transmission of situation data including play data indicating other play situations that have already ended and time data indicating a time that substantially matches the play end time. It functions as a status request transmission unit that transmits a status request, which is requested data, to the communication device 300.
- the processor 260 Upon sending the status request, the processor 260 then sends the status data 25 from the communication device 300. 4 is received (step SA3). That is, the processor 260 and the communication interface 240 function as a situation receiving unit that receives situation data from the communication device 300.
- the processor 260 writes the received status data 254 in the volatile area 255 (step SA4). That is, when the situation data is received by the situation receiving unit, the processor 260 functions as a terminal side situation writing unit that writes the received situation data in the terminal side data holding unit.
- the processor 260 Upon completion of the writing of the situation data 254, the processor 260 causes the game terminal 200 to play a single-player game (step SA5), and changes in the play of the single-player game to participating players in the play.
- the transition notification process (step SA6) for notifying is executed in parallel.
- the processor 260 functions as a play processing unit that realizes play of a single player game by executing play processing. In the transition notification process, the processor 260 repeats the process of outputting information corresponding to the play data included in the situation data 254 corresponding to the retroactive time until the play process ends. Specifically, it is as described below.
- the processor 260 determines whether or not the status data including the time data indicating the look-back time point is held in the volatile area 255 (step SA61). ) If this determination result is negative, it is determined whether or not the play processing of the processor 260 itself has been completed (step SA62), and if this determination result is negative, the process proceeds to step SA61. return.
- the backward time is the time before the current time measured by RTC270 by the delay time. In this embodiment, the delay time is determined in advance to be equal to or longer than the length of the game period (one play period).
- step SA61 the processor 260 reads the play data included in the situation data 254 including the time data indicating the backward time from the volatile area 255 (step (SA63), by supplying the play data to the display unit 220, information (eg, score and name) corresponding to the play data is output (step S A64), and the process proceeds to step SA62.
- the processor 260 reads the play data included in the situation data including the time data indicating the time before the current time from the current time from the terminal side data holding unit (look-back reader). age Function.
- the processor 260 functions as a delay reading unit that reads the play data in the situation data after the delay time has elapsed from the time indicated by the time data in the situation data from the terminal-side data holding unit.
- the processor 260 and the display unit 220 function as an information output unit that outputs information corresponding to the play status represented by the read play data when the play data is read by the delay read unit.
- the transition notification process ends when the determination result in step SA62 becomes affirmative.
- the processor 260 transmits an end notification, which is data indicating the end of the play and the situation, to the communication device 300 (step SA7).
- the end notification is data representing the result of the finished play (for example, a score) and the name of the participating player of the play (designation for identifying the participating player). That is, the processor 260 and the communication interface 240 function as an end notification transmission unit that transmits an end notification indicating the end of the play and the situation to the communication device 300 when the play realized by the play processing unit ends.
- the end notification may represent either one of the designation for identifying the participating player and the result of the play.
- step SA7 the process returns to step SA1. It should be noted that the name of the participating player (designation for identifying the participating player) is input by the participating player at a stage prior to step SA7.
- FIG. 7 is a flowchart showing a flow of accumulation processing in the communication apparatus 300.
- the processor 330 first determines whether or not an end notification has been received from any of the game terminals 200 (step SB1). If this determination result is negative, the process returns to step SB1. . If the determination result in step SB 1 is affirmative, the processor 330 cooperates with the communication interface 310 to execute a process for receiving an incoming end notification (a process including various processes associated with reception) (step SB2 ). That is, the processor 330 and the communication interface 310 function as an end notification receiving unit that receives an end notification from any of the game terminals 200.
- the processor 330 When the completion notification reception process is executed, the processor 330 generates the status data 254. (Step SB3). Specifically, the processor 330 indicates that the received end notification indicates the end of the play! The play data indicating the status of the play and the time data indicating the current time (the time when the end notification is received) are included. Data 254 is generated. Next, the processor 330 writes the generated status data 254 in the volatile area 325 (step SB4). That is, when the end notification is received by the end notification receiving unit, the processor 330 receives the play data indicating the end of the play indicated by the received end notification and the reception time (current time) of the end notification.
- the process functions as a device-side status writing unit that writes status data including time data indicating () to the device-side data holding unit.
- the process returns to step SB1.
- the time data indicates the time when the communication device receives the end notification.
- the time data indicates a predetermined time (for example, 0.1 second) when the communication device receives the end notification.
- It may represent a delayed time, or it may represent a predetermined time (for example, 0.1 second) before the time when the communication device received the end time! /.
- FIG. 8 is a flowchart showing the flow of response processing in communication apparatus 300.
- the processor 330 first determines whether or not a situation request has arrived from any of the game terminals 200 (step SC1). If this determination result is negative, the process returns to step SC1. If the determination result in step SC1 is affirmative, the processor 330 cooperates with the communication interface 310 to execute the incoming status request reception processing (processing including various processes associated with reception) (step SC2). . That is, the processor 330 and the communication interface 310 function as a situation request receiving unit that receives a situation request from any of a plurality of game terminals.
- the processor 330 reads status data from the volatile area 325 (step SC3). Specifically, the processor 330 reads all status data from the volatile area 325 including time data indicating the time within a period (transmission target period) equal to the delay time ending at the current time counted by the RTC 340. Is read. For example, as shown in Fig. 9, when a status request is received from the game terminal 200C immediately before the start of play GP3, the current time substantially matches the start time t5 of play GP3 and is delayed from the current time. The previous time by a period equal to the time coincides with time t7 between time t2 and t3.
- step SC4 situation data regarding play GP1 and play GP2 including time data indicating time within a period from time t7 to time t5 is transmitted to game terminal 200C.
- the processor 330 cooperates with the communication interface 310 to transmit the read status data to the transmission source of the status request received at step SC2 (step SC4). That is, when the status request is received by the status request receiving unit, the processor 330 and the communication interface 310 read the status data from the device-side data holding unit and transmit it to the game terminal that is the source of the received status request. It functions as a status transmitter. Thereafter, the process returns to step SC1.
- processor 330 of communication device 300 selects status data indicating a time within a transmission target period equal to the delay time ending at the reception processing time of the status request in response to the status request. Then, these situation data are transmitted to the game terminal 200 which is the sender of the situation request.
- the game terminal 200 determines whether or not there is play data to be read out by the processor 260 during a play process (step SA61 in FIG. 6), and when the time to read is reached, the play data is read out and information is stored. Output is performed (steps SA63 and SA64 in FIG. 6).
- the processor 260 reads the play data corresponding to the retroactive time that is a delay time before the current time, so that the information corresponding to the play data is output almost from the end of the game on another game terminal. The time is delayed by the delay time.
- a player who participates in the play GP3 at the game terminal 200C receives the completion and status of the play GP1 realized at the game terminal 200A during the game period (for example, the score and name of the participating player). ) Is notified at time t8, and the end and status of play GP2 realized in the game terminal 200B is notified at time t9. These notifications are made with a certain delay time delay.
- the time indicated by the status data for play GP1 and the time indicated by the status data for play GP2 are based on a single time sequence of communication device 300, not the time sequence of game terminals 200A and 200B.
- the game system 100 is a network-type game system because the plurality of game terminals 200 and the communication device 300 belong to the same internetwork 1.
- the communication device 300 receives an end notification indicating the end of the play and the situation, and indicates a play status indicating the end of the play indicated by the end notification.
- the status data 254 including the data and time data indicating the time when the end notification is received can be held.
- the game terminal 200 can receive and hold the situation data 254 held in the communication device 300 at that time by transmitting the situation request.
- the game terminal 200 outputs information corresponding to the play situation represented by the play data included in the situation data including the time data indicating the time before the delay time from the current time. be able to. Therefore, the game terminal 200 reads the play data in the situation data after the delay time has elapsed from the time indicated by the time data in the situation data, and outputs information corresponding to the play situation represented by the play data. You can power S.
- the time indicated by the plurality of situation data is based on the single time series of the communication device 300, not the time series of each of the plurality of game terminals 200, and the difference in time indicated by the situation data is Due to the difference in reception time at the communication device 300, the game system 100 is notified of an accurate transition of the play status in the game system 100 with a delay of the delay time.
- the delay time is set to be equal to or longer than the length of the game period. Therefore, according to the game system 100, it is possible to sufficiently lengthen the transmission cycle of the status request from the game terminal 200 to the communication device 300.
- the game system 100 it is possible to notify a participating player of a play that will cause an excessive communication load of an accurate transition of the play situation in the game system 100. Even if there is a delay, the player will be able to fully recognize other participating players because the accurate transition of the actual situation will be notified.
- communication device 300 Since game terminal 200 reads the play data in the situation data after the delay time has elapsed from the time indicated by the time data in the situation data returned in response to the situation request, communication device 300 receives the situation request.
- the game terminal uses only the situation data including the time data indicating the time within the period corresponding to the delay time ending at the selected time (corresponding to the above transmission target period).
- the communication device 300 if the communication device 300 sends all the situation data held when the situation request data is received from the game terminal 200 to the game terminal 200, the communication device 300 Status data including time data indicating a time before a period corresponding to a delay time ending at the time when the request is received (the above transmission target period) is also transmitted from the communication device.
- Such situation data is useless data that is not used to output information in a game terminal.
- the game system 100 only the status data including the time data indicating the time within the transmission target period is distributed among the status data held in the communication device 300. Distribution can be suppressed. However, as another embodiment, all the situation data held in the communication device 300 may be distributed.
- the game terminal 200 is provided with a delay time determining unit that determines the delay time, and a delay indicating the delay time determined by the delay time determining unit is included in the situation request transmitted from the game terminal 200.
- the status transmission unit of the communication device 300 includes a delay time indicated by the delay time data ending at the current time (the time of the reading) in the reading of the status data from the device-side data holding unit. Equal! /, All the situation data including the time data indicating the time within the transmission target period may be read. According to this aspect, even if the game period is not common to all the plays, if the game period can be specified before the play is realized, the distribution of useless data can be suppressed.
- Each delay time determination unit of the game terminal may determine the delay time randomly, or determine the delay time so as to be equal to or longer than the predicted game period according to the game mode to be realized next. Also good. Depending on the game mode, the game period for the next play will change, so game designers will collect game period statistics for each game mode. The predicted game period may be determined in advance.
- step S A01 the processor 260 first determines whether or not a game mode instruction indicating what game mode the player has selected is input (step S A01). This determination result is affirmative when data representing a game mode instruction is generated by the operation unit 230, and is negative in other cases. If this determination result is negative, the process returns to step S AO 1.
- step SA01 If the determination result of step SA01 is affirmative, the processor 260 functions as a delay time determination unit, and determines the delay time based on the instructed game mode (step SA02). Specifically, the delay time corresponding to the designated game mode is read from the non-volatile area 256 of the storage unit 250. Thereafter, when a start instruction is input (step SA1), the processor 260 functions as a status request transmission unit in cooperation with the communication interface 240, and sends a status request for requesting transmission of status data to the communication device 300. (Step SA2). This status request includes delay time data indicating a delay time that is not just a request for transmission of status data.
- the processor 330 which is the status transmission unit of the communication device 300, reads the status data from the volatile area 325 (device-side data holding unit) of the storage unit 320 at the current time ( All the situation data including the time data indicating the time within the transmission target period equal to the delay time indicated by the delay time data ending at the read time) is read and transmitted to the game terminal 200 that is the transmission source of the situation request.
- the processor 260 writes the received status data 254 in the volatile area 255 (step SA4).
- step SA61 is the time before the current time by the delay time determined by the processor 260.
- the processor 260 after the delay time (delay time determined by the processor 260) elapses from the time indicated by the time data in the status data from the volatile area 255, Read the play data.
- the communication apparatus 300 may be provided with a delay time determination unit. That is, when the communication apparatus 300 receives a status request from the delay time determination unit that determines the delay time and the status request reception unit, it receives delay time data indicating the delay time determined by the delay time determination unit.
- a delay time transmission unit that transmits the status request to the game terminal 200 that is the transmission source of the situation request.
- the game terminal 200 may include a delay time receiving unit that receives delay time data from the communication device 300.
- the status data read from the device-side data holding unit by the status transmission unit of the communication device 300 is a time within the transmission target period equal to the delay time determined by the delay time determining unit ending at the current time (the time of the reading).
- the delay readout unit of the game device 200 is configured to display the delay time indicated by the delay time data received by the delay time receiver from the time indicated by the time data in the situation data. After the elapse of time, the play data in the situation data may be read out.
- a delay time is stored for each game mode.
- the delay time is determined in advance by the game designer so that it is longer than the game period predicted for each game mode.
- the processor 260 of the game terminal 200 first determines whether or not a game mode instruction indicating what game mode the player has selected has been input (step SA03). This determination result is affirmative when data representing a game mode instruction is generated by the operation unit 230, and negative in other cases. If this determination result is negative, the process returns to step SA03.
- step SA03 If the determination result in step SA03 is affirmative and a start instruction is input thereafter (step SA1), the processor 260 functions as a status request transmitter in cooperation with the communication interface 240. Then, a status request for requesting transmission of status data is transmitted to communication device 300 (step SA2).
- This situation request includes data indicating a game mode that is transmitted only by a request for transmission of situation data.
- the processor 330 functions as a delay time determination unit, and determines the delay time based on the game mode instructed by the situation request (step SC21). Specifically, the delay time corresponding to the designated game mode is read from the nonvolatile area 326 of the storage unit 320.
- the processor 330 functions as a status transmission unit, and when reading status data from the volatile area 325 (device-side data holding unit) of the storage unit 320, the processor 330 ends at the current time (time of the reading). All the situation data including the time data indicating the time within the transmission target period equal to the determined delay time is read out and transmitted to the game terminal 200 that is the sender of the situation request (steps SC3 and SC41).
- processor 330 and communication interface 310 transmit delay time data indicating the delay time determined by processor 330 to game terminal 200 that is the transmission source of the situation request (step SC41).
- the processor 260 of the game terminal 200 functions as a situation reception unit and a delay time reception unit, and receives the situation data 254 and the delay time data from the communication device 300 (step SA31).
- the processor 260 writes the received status data 254 in the volatile area 255 (step SA4).
- the backward time in step SA61 is the time before the current time by the delay time indicated by the delay time data determined by the processor 330 of the communication device 300.
- the processor 260 reads the play data in the situation data after the delay time (delay time determined by the processor 330) has elapsed from the time indicated by the time data in the situation data from the volatile area 255. According to this aspect, even if the game period is not common to all the plays, if the game period can be specified before the play is realized, the distribution of useless data can be suppressed.
- the status request transmission unit transmits the second status request to the communication device 300 before the elapsed time after transmitting the status request to the communication device 300 exceeds the delay time. You may do it.
- the game terminal 200C that realizes the play GP3 transmits the first status request immediately before the start of the play GP3 (at a time substantially coincident with the time t5).
- processor 330 of communication device 300 is equal to the delay time beginning at time t7 and ending at time t5.
- Situation data regarding play GP1 and play GP2 including time data indicating the time within the first transmission period is transmitted to game terminal 200C. Therefore, the player participating in the play GP3 on the game terminal 200C has the end and status of the play GP1 realized on the game terminal 200A during the play GP3 game period (for example, the score and name of the participating player). Notification is made at time t8, and the end and status of play GP2 realized in the game terminal 200B is notified at time t9. The process so far is the same as that of the above embodiment.
- the player who participates in the play GP3 of the game terminal 200C will eventually be notified. Specifically, after the lapse of the delay time from the time almost coincident with the time t5 when the first status request is transmitted, nothing is notified to the participating players of the play GP3 at the game terminal 200C.
- the status data shows another play that ended before the time almost coincident with the time t5, and the game terminal 200C receives the status data after the lapse of the delay time from the time indicated by the time data in the status data. This is because the play data inside is used.
- the processor 260 cooperates with the communication interface 240 to send the status request.
- the second status request is transmitted to the communication device 300.
- the processor 330 of the communication device 300 causes the status data including time data indicating the time within the second transmission period equal to the delay time starting at the time ti l and ending at the time tlO.
- the play GP4 of the game terminal 200D ends at the time tl2 in the second transmission period, and the time data of the situation data corresponding to the play GP4 indicates the time tl2.
- the status data related to Play GP4 is sent to the game terminal 200C in response to the second status request. Therefore, the participating GP3 players at the game terminal 200C will see the completion and status of the play GP4 realized on the game terminal 200D (for example, the score and name of the participating player) during the game period of the play GP3. Notification is given at tl 3 (after the delay time has elapsed from time tl 2). According to this aspect, even if the game period is long, the player who uses the game apparatus 200 can be notified of other play situations over the entire game period. Also, the delay time is shorter It is possible to determine the power S. Accordingly, useless data distribution can be suppressed.
- the status request transmission unit transmits the second status request to the communication device after the elapsed time from the transmission of the status request to the communication device 300 exceeds the delay time. You may do it.
- the play status indicated by the received end notification is displayed.
- the status data including the play data to be displayed and the time data indicating the reception time of the end notification are written to the device-side data holding unit in association with the game terminal that is the transmission source of the end notification.
- the status request is received by the status request receiving unit, the status data not associated with the game terminal 200 that is the source of the status request is read from the device-side data holding unit, and the source of the received status request is May be transmitted to the game terminal 200.
- step SA7 in FIG. 6 a designation (for example, a communication address) for identifying the game terminal 200 that is the transmission source of the end notification is added.
- the processor 330 of the communication device 300 executes the end notification reception process, the processor 330 generates the status data 254 (step SB3 in FIG. 7).
- the processor 330 includes status data including play data indicating the status of the play indicated by the received end notification and time data indicating the current time (the time when the end notification is received). 254 is generated.
- the processor 330 (device-side status writing unit) writes the generated status data 254 in the volatile area 325 in association with the designation for identifying the game terminal that has transmitted the end notification (step SB4). .
- a designation for example, a communication address
- the processor 330 of the communication device 300 executes the status request receiving process
- the processor 330 reads the status data from the volatile area 325 (device-side data holding unit) (step SC3 in FIG. 8).
- the processor 330 (situation transmission unit) includes time data indicating the time within the above-described transmission target period from the volatile area 325, and the game terminal that is the transmission source of the situation request Read status data not associated with the designation identifying 200.
- the processor 330 cooperates with the communication interface 310 (status transmission unit) to transmit the read status data to the source of the status request received in step SC2 (step SC4).
- the game terminal that is the transmission source of the situation request does not receive the play situation data realized by this transmission source game terminal, but receives the play situation data that is realized by another game terminal. Can do. Therefore, the player who uses the game terminal that is the transmission source of the situation request is not notified of the situation data of the play realized by this transmission source game terminal.
- the communication device 300 is a terminal player correspondence data (terminato player) that describes the association between the player participating in the play and the game terminal 200 that realizes the play for each play.
- link data element is stored in the terminal player compatible data storage unit (termina ⁇ player link data memory), and the device side status writing unit of the communication device 300 receives the end notification by the end notification receiving unit.
- the terminal player correspondence data storage unit the end data is shown in the received end notification!
- the status data including the play data indicating the status of the play and the time data indicating the reception time of the end notification Is written in the device-side data holding unit in association with the player associated with the game terminal 200 that is the transmission source of the end notification, and the status transmission unit of the communication device 300 is notified by the status request receiving unit.
- the terminal player correspondence data storage unit is referred to, and the situation data not associated with the player associated with the game terminal that is the transmission source of the situation request is obtained from the device-side data holding unit. It may be possible to read and transmit the received situation request to the game terminal 200 that is the transmission source.
- the volatile area 325 (terminal player correspondence data storage unit) of the storage unit 320 of the communication device 300 describes the association between the player participating in the play and the game terminal 200 realizing the play for each play. Corresponding data is stored.
- the game terminal 200 transmits a notification including data indicating designation (for example, the name of the participating player) identifying the participating player of the play to the communication device 300.
- a designation for example, a communication address
- this notification is made at step SA2 in Figure 6. It may be included in the status request to be transmitted, or may be included in the end notification transmitted in step SA7 in FIG.
- the processor 330 of the communication device 300 writes terminal player correspondence data in the volatile area 325 that associates the designation for identifying the participating player indicated by this notice with the designation for identifying the game terminal of the transmission source.
- the end notification (step SA7 in FIG. 6) transmitted from the game terminal 200 to the communication device 300 after the end of the play process represents a designation for identifying the player participating in the play (for example, the name of the participating player). .
- a designation for example, a communication address
- the processor 330 of the communication device 300 generates the status data 254 when executing the end notification reception process (step SB3 in FIG. 7). Specifically, the processor 330 indicates that the received end notification indicates the end of the play!
- the play data indicating the status of the play and the time data indicating the current time (the time when the end notification is received) are included.
- Data 254 is generated.
- the processor 330 apparatus side status writing unit refers to the terminal player corresponding data in the volatile area 325, specifies the generated status data 254 to identify the game terminal that is the transmission source of the end notification, and the terminal player.
- the association data is written in the volatile area 325 in association with the designation for identifying the player associated with the designation for identifying the transmission source game terminal (step SB4).
- step SA2 in FIG. 6 designation (for example, a communication address) for identifying the game terminal 200 from which the situation request is transmitted and designation for identifying the participating player of the play (For example, the names of participating players) are shown.
- the processor 330 of the communication device 300 executes the reception process of the situation request, the processor 330 refers to the terminal player corresponding data in the volatile area 325 and reads the situation data from the volatile area 325 (device-side data holding unit) (FIG. 8). Step SC3).
- the processor 330 (situation transmission unit) includes, from the volatile area 325, designation data for identifying the game terminal that is the transmission source of the situation request, including time data indicating the time within the transmission target period.
- the situation data not associated with the designation for identifying the player associated with the designation for identifying the game terminal of the transmission source in the terminal player correspondence data is read out.
- the processor 330 cooperates with the communication interface 310 (status transmission unit) to read the read status data.
- the status request received at step SC2 is transmitted to the transmission source (step SC4).
- the game terminal that sent the status request can receive status data of play by players other than the player who is currently playing using the game terminal.
- the communication device 300 includes a plurality of game terminals 200, and each of a plurality of game fields in which at least one game terminal is installed.
- the terminal game field correspondence data (terminaterm game place link data element) describing the correspondence is described as 'fe, "5—) i meta-game field Ti ⁇ , arc notation' fe, 3 ⁇ 4i (termina ⁇ game place link data memory), the device-side status writing unit of the communication device 300, when the end notification is received by the end notification receiving unit, refers to the terminal game field compatible data storage unit and ends with the received end notification.
- the situation data including the play data indicating the indicated play status and the time data indicating the reception time of the end notification are associated with the game field 2 associated with the game terminal 200 that has transmitted the end notification. Write to the device-side data holding unit.
- the status transmitting unit of the communication device 300 refers to the terminal game field corresponding data storage unit and the device-side data holding unit sends the status request transmission source game.
- the situation data that is not associated with the game field 2 associated with the terminal 200 may be read out and transmitted to the game terminal 200 that is the transmission source of the received situation request.
- a terminal describing the correspondence between the game field 2 and the game terminal 200 in the game field 2 Game field data is stored.
- the game arcade is a game arcade
- the relationship between the name of the game arcade and the game terminal installed in the game arcade is stored in the terminal game arcade correspondence data.
- the game is a residence and a communication address is fixedly assigned to the game terminal in the residence, for example, the address of the residence LAN
- the relationship between the communication address of the terminal and the game terminal in the residence is stored in the terminal game field compatible data.
- the communication address is dynamically assigned to the game terminal in the residence, for example, when the game terminal and the communication device 300 start communication, the name or communication address of the LAN of the residence And the name or communication address of the game terminal in the residence are transmitted to the communication device 300, and the relationship between the name or communication address of the residence LAN and the name or communication address of the game terminal in the residence is included in the terminal game field compatible data.
- the end notification (step SA7 in FIG. 6) transmitted from the game terminal 200 to the communication device 300 after the completion of the play processing is specified (for example, a communication address or name) that identifies the game terminal 200 that is the source of the end notification. ) Is added.
- the processor 330 of the communication device 300 executes the end notification reception process
- the processor 330 generates status data 254 (step SB3 in FIG. 7). Specifically, the processor 330 displays status data including play data indicating the status of the play indicated by the received end notification and time data indicating the current time (the time when the end notification is received). Is generated.
- the processor 330 (device-side situation writing unit) refers to the terminal game field corresponding data in the storage unit 320, and the generated situation data 254 is used as the terminal game field corresponding data as the game terminal that is the transmission source of the end notification. It is written in the volatile area 325 in association with the designation for identifying the game field associated with the designation for identifying (step SB4).
- the status request transmitted from the game terminal 200 to the communication device in step SA2 in FIG. 6 also indicates a designation (for example, a communication address or name) for identifying the game terminal 200 that is the transmission source of the status request.
- the processor 330 of the communication device 300 executes the status request reception process, it reads the status data from the volatile area 325 (device-side data holding unit) with reference to the terminal game field corresponding data in the storage unit 320 ( Step SC3 in Figure 8).
- the processor 330 (situation transmission unit) includes time data indicating the time within the above-described transmission target period from the volatile area 325, and is the terminal game field correspondence data, and is the source of the situation request transmission source.
- the situation data not associated with the designation identifying the game field associated with the designation identifying the game terminal is read.
- the processor 330 receives the read status data in step SC2 in cooperation with the communication interface 310 (status transmission unit). Is sent to the sender of the status request (step SC4).
- the game terminal that is the transmission source of the situation request can receive the situation data of the play realized by the game terminal in the game field other than the game field associated with the game terminal. In other words, it is possible to receive the status data of play in a game place where there is no game terminal that is the source of the status request.
- Players using the game terminal that sent the status request are not notified of the status data of play performed by the player and other players around him.
- a specification for identifying a player represented by play data may be stored in advance in the communication device 300.
- This form can be implemented by using a well-known game system that identifies a player using a card possessed by the player.
- an output unit for example, a blinking light source, a spin force, or other sound generation mechanism
- an input unit for example, a button, a keyboard, or a touch panel
- the present invention is also applicable to any computer game other than a single player game.
- the communication device 300 is a single unit.
- the communication device 300 may include a plurality of units, for example, a unit that performs accumulation processing and another unit that performs response processing.
- the present invention is a computer program that includes a machine-readable sequence of instructions that describes a method at each game terminal 200 disclosed above, It can also be implemented as a computer program that contains a sequence of machine-readable instructions that describe the method in communication device 300, or a program product that bears those computer programs.
- the “program product” may be a computer-readable information recording medium in which the computer program is recorded, or a transmission medium (data carrier) that transmits the computer program.
- the “information recording medium” there can be various disks, tapes, chips, or sticks in addition to the above-described forms.
- transmission media there are various types of “transmission media” regardless of whether they are wired or wireless.
- the program format may or may not be compiled.
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Abstract
Description
Claims
Priority Applications (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
KR1020097014956A KR101109829B1 (ko) | 2006-12-20 | 2007-12-18 | 게임 시스템, 게임 단말, 통신 장치, 컴퓨터 프로그램 및 데이터 관리 방법 |
US12/520,012 US8360889B2 (en) | 2006-12-20 | 2007-12-18 | Game system, game apparatus therefor, communication apparatus therefor, computer program therefor, and data management method therefor |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
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JP2006343514A JP4130214B2 (ja) | 2006-12-20 | 2006-12-20 | ゲームシステム、ゲーム装置、通信装置、プログラムおよびデータ管理方法 |
JP2006-343514 | 2006-12-20 |
Publications (1)
Publication Number | Publication Date |
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WO2008075670A1 true WO2008075670A1 (ja) | 2008-06-26 |
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PCT/JP2007/074291 WO2008075670A1 (ja) | 2006-12-20 | 2007-12-18 | ゲームシステム、ゲーム装置、通信装置、コンピュータプログラムおよびデータ管理方法 |
Country Status (5)
Country | Link |
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US (1) | US8360889B2 (ja) |
JP (1) | JP4130214B2 (ja) |
KR (1) | KR101109829B1 (ja) |
TW (1) | TW200835537A (ja) |
WO (1) | WO2008075670A1 (ja) |
Families Citing this family (4)
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JP5352178B2 (ja) * | 2008-10-14 | 2013-11-27 | 任天堂株式会社 | 表示制御プログラム、表示制御装置、及び、表示制御システム |
JP5449827B2 (ja) * | 2009-03-31 | 2014-03-19 | 株式会社コナミデジタルエンタテインメント | ゲームシステム、ゲーム装置及びゲーム用プログラム |
JP6735331B2 (ja) * | 2018-12-18 | 2020-08-05 | 株式会社バンダイナムコエンターテインメント | プログラム、端末及びサーバ |
JP7320217B2 (ja) * | 2019-06-04 | 2023-08-03 | 任天堂株式会社 | 情報処理システム、情報処理プログラム、情報処理装置、および情報処理方法 |
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JP2006280562A (ja) * | 2005-03-31 | 2006-10-19 | Namco Bandai Games Inc | ゲーム装置、プログラム、及び情報記憶媒体 |
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JP2000262743A (ja) | 1999-03-12 | 2000-09-26 | Nec Corp | 遠隔地間通信ゲーム装置 |
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2006
- 2006-12-20 JP JP2006343514A patent/JP4130214B2/ja active Active
-
2007
- 2007-12-18 KR KR1020097014956A patent/KR101109829B1/ko active IP Right Grant
- 2007-12-18 WO PCT/JP2007/074291 patent/WO2008075670A1/ja active Application Filing
- 2007-12-18 US US12/520,012 patent/US8360889B2/en active Active
- 2007-12-20 TW TW096148996A patent/TW200835537A/zh not_active IP Right Cessation
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JP2001198363A (ja) * | 1999-09-14 | 2001-07-24 | Sega Corp | データ処理方法 |
JP3496150B1 (ja) * | 2002-09-30 | 2004-02-09 | コナミ株式会社 | ゲームシステム、ゲームシステムの制御方法及びプログラム |
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Also Published As
Publication number | Publication date |
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TW200835537A (en) | 2008-09-01 |
KR20090101251A (ko) | 2009-09-24 |
TWI349573B (ja) | 2011-10-01 |
US20100048303A1 (en) | 2010-02-25 |
JP4130214B2 (ja) | 2008-08-06 |
US8360889B2 (en) | 2013-01-29 |
JP2008154629A (ja) | 2008-07-10 |
KR101109829B1 (ko) | 2012-02-17 |
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