WO2006043401A1 - ゲームシステム、ゲームサーバ装置及びその制御方法、並びにゲーム装置及びその制御方法 - Google Patents
ゲームシステム、ゲームサーバ装置及びその制御方法、並びにゲーム装置及びその制御方法 Download PDFInfo
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- WO2006043401A1 WO2006043401A1 PCT/JP2005/017848 JP2005017848W WO2006043401A1 WO 2006043401 A1 WO2006043401 A1 WO 2006043401A1 JP 2005017848 W JP2005017848 W JP 2005017848W WO 2006043401 A1 WO2006043401 A1 WO 2006043401A1
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- Prior art keywords
- player
- identifier
- game
- recording medium
- association
- 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
- A63F13/70—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
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
-
- 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
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/332—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
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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
- A63F2300/406—Transmission via wireless network, e.g. pager or GSM
-
- 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
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
-
- 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
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/5566—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style
-
- 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
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/558—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by assessing the players' skills or ranking
-
- 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
- A63F2300/61—Score computation
-
- 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
- A63F2300/8047—Music games
Definitions
- the present invention relates to a network type game system, a game server device, and a control method therefor
- Each of the plurality of game devices (1) includes a display unit (15), a reading unit (13) for reading the recording medium identifier from the information recording medium (2), and a game result.
- a generation unit (11) that generates the result information
- a transmission unit (17) that transmits the result information and the recording medium identifier to the game server device (3)
- a reading unit (13) The information recording medium (2) force When the recording medium identifier is read, the recording medium
- a notification request including an identifier and registered to be associated with the player identifier corresponding to the recording medium identifier and instructing to return the player identifier of the other player is transmitted to the game server device (3).
- the result information corresponding to the player identifier included in the viewing request is acquired, and the result A process of returning the browsing response including information to the game device (1).
- the player identifier specified by the specifying unit may be a private player identifier, a public player identifier, or both player identifiers.
- the private player identifier may be information that should be kept secret from anyone other than the operator of the game system, and the public player identifier may be information that does not need to be kept secret. Can be mentioned.
- the game server device is communicable with the plurality of terminal devices (4) and the plurality of game devices (1), and each includes a player identifier for identifying a plurality of players, An information recording medium (2) used when a player plays the game apparatus (1) is stored in association with a recording medium identifier, and the player identifier is associated with result information indicating a game result.
- the other player registered in association with the player identifier corresponding to the recording medium identifier including the recording medium identifier
- the player identifier of the other player registered in association with the player is identified and the storage unit (33) is acquired and the acquired A first response that transmits a notification response to the notification request including the player identifier of another player to the game device (1).
- the game server device can register a certain player and another player designated by the certain player in association with each other based on a registration request from the terminal device! .
- the game server device can return the player identifier of another player in response to the notification request from the game device, and to the other player's result information in response to the browsing request from the game device including this player identifier Can be replied.
- the result information can be acquired by the game device without designating another player.
- communication resources can be saved. As a result, it is suitable for a large-scale game system where a large number of players gather.
- the game device provides a player identifier for identifying each of a plurality of players, and information used when each player plays the game device (1).
- a recording medium identifier for identifying the information recording medium (2) is stored in association with each other, and the player identifier and result information indicating the result of the game are stored in association with each other.
- the player can communicate with the game server device (3) that stores and associates the player identifiers of other players specified by the player, the display unit (15), and the recording medium identifiers as the information recording
- a reading unit (13) that reads from the medium (2), a generation unit (11) that generates the result information according to the result of the game, and the result information and the recording medium identifier to the game server device (3).
- the recording medium identifier When the recording medium identifier is read from the information recording medium (2) by the transmitting section (17) to transmit and the reading section (13), it includes the recording medium identifier and corresponds to the recording medium identifier
- the player A notification request unit (11, 17, SE2) for transmitting a notification request to the game server device (3) instructing to return the one player identifier of the other player registered in association with a separate child;
- a notification response unit (11, 17, SE3) that receives a notification response from the game server device (3) that is a reply to the notification request and includes the player identifier of the other player registered in association with the notification request; Including the player identifier included in the notification response received by the notification response unit, and instructing to return the result information of the other player registered in association with the player identifier.
- a browsing request unit (11, 17, SE5) that generates a browsing request and transmits the browsing request to the game server device (3), and is a reply to the browsing request and associated with the browsing request unit.
- the game apparatus can know the result information of other players by transmitting the terminal apparatus power registration request in advance. Also, a registration request for designating another player and a request for viewing the result information of the other player can be made at a time and place.
- a control method for a game server device is a method for controlling a plurality of terminal devices (4) and a game server device (3) that can communicate with a plurality of game devices (1).
- Player identifier to identify each player and each player A player for identifying a certain player from the terminal device (4), storing in association with a recording medium identifier for identifying the information recording medium (2) used when playing the game device (1)
- a registration request including an identifier and a player identifier for identifying another player designated by a certain player and instructing to register the other player in association with the certain player
- the player identifier is stored in association with the player identifier of the other player, and the recording medium identifier and the result information are received from the game apparatus (1), the player identifier is associated with the recording medium identifier.
- the player identifier is identified, the result information is stored in association with the identified player identifier, and the game device (1)
- the registration is performed.
- the player identifier of the other player is specified and acquired from the storage unit (33), and the notification response to the notification request including the acquired player identifier of the other player is sent to the game device.
- the result information associated with the player identifier is acquired from the storage unit (33), and the result Transmitting to said game device a view response to the viewing request includes distribution (1), characterized in that.
- the game server device since the game server device registers a certain player and another player in association with each other, it is possible to return the player identifier of another player in response to a notification request from the game device. In response to the browsing request from the game device including this player identifier, the result information of the other player can be returned. Thus, once the player registers another player, the result information can be obtained by the game device without designating the other player.
- a method for controlling a game device includes a player identifier for identifying a plurality of players and an information recording medium (2) used when each player plays the game device (1).
- the recording medium identifier to be identified is stored in association with the previous A game in which a player identifier and result information indicating a game result are stored in association with each other, and the player identifier of a player and the player identifier of another player specified by the player are stored in association with each other.
- the recording medium identifier includes the recording medium identifier.
- a notification request for instructing to return the player identifier of the other player registered in association with the player identifier corresponding to the game A response to the notification request that is sent to the server device (3), and receives a notification response including the player identifier of the other player registered in association with the game server device (3); Including a player identifier included in the notification response and generating a viewing request instructing to return the result information of the other player registered in association with the player identifier;
- the browsing request is transmitted to the game server device (3), and the browsing response including the result information of the other player registered in association with the response to the browsing request is sent to the game server device (3). When received from, the result information is displayed.
- the result information of other players in the game device by transmitting the registration request in advance to the terminal device.
- a registration request for designating another player and a request for viewing the result information of the other player can be made at a time interval.
- the game result of another player designated by a certain player can be known by the game device.
- FIG. 1 is a block diagram showing a communication system including a game system according to an embodiment of the present invention.
- FIG. 2 is a perspective view showing an appearance of the game device constituting the communication system of FIG.
- FIG. 3 is a block diagram showing a configuration of the game device of FIG. 2.
- FIG. 4 is a diagram showing an example of a game screen displayed in a display area of the game device of FIG.
- FIG. 5 is a block diagram showing a configuration of a game server device constituting the communication system of FIG. 1.
- FIG. 6 is a diagram showing the contents of a personal information table in the game server device of FIG.
- FIG. 7 is a diagram showing the contents of an association table in the game server device of FIG.
- FIG. 8 is a diagram showing the contents of a rival designation table in the game server device of FIG.
- FIG. 9 is a diagram showing the contents of a single song table in the game server device of FIG. 5.
- FIG. 13 is a diagram showing the contents of a stage table in the game server device of FIG. 5.
- FIG. 14 is a diagram showing an external appearance of a mobile terminal constituting the communication system of FIG.
- FIG. 17 is a flowchart of browsing response processing performed by the processor of the game server device of FIG. 5.
- FIG. 18 is a diagram for explaining various screens displayed on the mobile terminal of FIG.
- FIG. 20 is a flowchart of rival candidate response processing performed by the processor of the game server device of FIG.
- FIG. 21 is a flowchart of contrast processing performed by the processor of the game device in FIG. 2.
- FIG. 22 is a diagram for explaining a change in an image displayed on the game device of FIG. 2.
- FIG. 1 is a block diagram showing a communication system including a game system according to an embodiment of the present invention.
- This communication system has a large number of game apparatuses 1, a large number of cards 2, a game server apparatus 3 connected to the Internet 5, and a large number of portable terminals 4.
- Card 2 is a portable information recording medium that magnetically records information and records a card ID (recording medium identifier) that identifies itself. As will be described in detail later, this card ID is read by the game device 1 and used by the game server device 3. A player can own one or more cards 2. When using the game device 1, the player can select one card to use for playing a given game from the owned card 2! it can.
- a card ID recording medium identifier
- “Mopile Internet access service” refers to, for example, an interferor via a radio between a mobile communication terminal such as a mobile phone terminal and a site on the Internet. This is a service that enables interactive communication to display text and images provided by the site on the display of mobile communication terminals and to download application programs from the site. Examples of mopile Internet access services include “i-mode (registered trademark)” developed by NTT DoCoMo Inc., Tokyo, Japan, and the WAP Forum. There is a service that complies with “Wireless Application Protocol” developed by. The gateway 7 converts the communication protocol between the mobile communication network 6 and the Internet 5 to each other.
- the gateway 7 is, for example, an i-mode sano in an i-mode service or a WAP proxy (WAP gateway) in a WAP service.
- Each mobile terminal 4 can perform data communication with the game server device 3 via the mobile communication network 6 and the Internet 5.
- the mobile terminal 4 that functions as a mobile phone is used as the terminal device.
- the present invention is not limited to this, and a portable or stationary computer may be used!
- FIG. 2 is a perspective view showing the external appearance of the game apparatus 1 constituting the communication system
- FIG. 3 is a block diagram showing the structure of the game apparatus 1.
- the game apparatus 1 includes a processor 11, a storage device 12, a card reader 13, an input device 14, a display device 15, a spin force 16, a communication interface 17, and a storage unit 18.
- the storage device 12 discriminates coins inserted from the insertion port 121 formed in the housing, and stores the coins if they are predetermined coins, and sends a signal to the processor 11 that the coins have been inserted. To supply.
- the predetermined coin is one or a plurality of coins having a value equivalent to a game play fee, for example, a hard money.
- An insertion slot 131 for inserting the card 2 is formed in the card reader 13. When the card 2 is inserted from the inlet 131, the force reader 13 reads the card ID from the card 2 and supplies a signal indicating the card ID to the processor 11.
- the input device 14 has a plurality of controls, and when the controls are operated, A signal is supplied to the processor 11.
- the display device 15 has a display area 151, receives image data from the processor 11, and displays a game screen in the display area 151.
- the speaker 16 receives the tone signal from the processor 11 and emits the sound.
- the communication interface 17 is connected to the Internet 5 through a relay device such as a router or directly, and relays data between the processor 11 and the Internet 5.
- the storage unit 18 includes a nonvolatile memory such as a ROM (Read Only Memory) and a rewritable memory such as a RAM (Random Access Memory).
- a current score area 181, a self result area 182, a top player score area 183 and a rival result area 184 are secured.
- the current score area 181 is a storage area for storing the score of the game being played.
- the self result area 182 is a storage area for storing past game results of the player who is playing.
- the top player score area 183 is a storage area for storing the highest score in the past game results of all players in the game system of FIG.
- the rival result area 184 is a storage area for storing the rival game result of the player who is playing in association with the name of the rival.
- a player's rival is another player designated by the player in advance.
- a game program 185 is written in the nonvolatile memory.
- the processor 11 functions as a game execution unit that causes the player to play a predetermined game by executing the game program 185.
- the contents of a predetermined game will be described in order to understand specific functions of the game execution unit.
- One of two operation modes can be selected.
- One operation mode is a single mode using only the play operation group 1421 as a play operation element, and the other operation mode is a play operation group 1421, 1422 for the first and second players.
- the double mode to use.
- single play mode only single mode can be selected.
- FIG. 4 is a diagram showing an example of a game screen displayed in the display area 151 of the game apparatus 1.
- This screen is displayed when a predetermined game is played in the single player mode and single mode using the game device 1 without using the card 2, and the game area R1 is secured on the left side of the game screen.
- the game area R2 is secured on the right.
- the object OB appears in the upper part of the figure in accordance with the pre-selected music, and the state of falling and disappearing along the eight lines!
- an image showing the score, bonus points, and level meter LM of the player is displayed below the game area R1. If the operation associated with the object OB is performed when the object OB overlaps the horizontal line HL, the score increases. If the deviation between the above operation time and the ideal time is below a predetermined range, the bonus point will increase, and if the deviation exceeds this range even once, the bonus point will return to zero. After the music ends, the bonus points are multiplied by a predetermined coefficient and the product is added to the score.
- the level meter LM indicates the skill level of the player calculated in the game as a length, and if this level has reached a predetermined level at the end of the song, it is determined that the stage has been cleared.
- a stage is a game period for one song. In the stage, the music of the stage is played and emitted from the speaker 16.
- a game is also composed of one or more (series) stage forces. The number of stages that make up a game depends on the game mode selected. One game ends when player power S stage fails to be cleared or when the game is successfully cleared (the last stage is cleared).
- the game mode includes a single-tune mode, an expert mode (e Xpert mode), a week-ranking mode, and a level recognition mode.
- single song mode you can select and play any one song from multiple songs.
- the number of stages in a single-tune mode game is one.
- expert mode you can select any one of multiple courses. Stage structure is different for each course The number of stages is 5 for any course.
- Weekly ranking mode is a mode in which you can compete for scores in the current weekly ranking. This game, played in weekly ranking mode, is similar to the single song mode game except that music is specified.
- the rank recognition mode you can select and play one rank to receive multiple rank power recognition.
- the game level in the level recognition mode is a difficulty level corresponding to the selected level. By clearing this game, the player is deemed to have passed the qualification test for the level he wishes to receive and can receive the qualification for that level.
- the processor 11 functions as a means for performing a comparison process described later by executing the game program 185.
- FIG. 5 is a block diagram showing a configuration of the game server device 3 constituting the communication system.
- the game apparatus 1 includes a processor 31, a communication interface 32, and a storage unit 33.
- the communication interface 32 is connected to the Internet 5 via a relay device such as a router or directly, and relays data between the processor 31 and the Internet 5.
- the storage unit 33 includes a ROM in which an IPL (Initial Program Loader) is written, a RAM used as a work area, and a hard disk.
- the hard disk has personal information table Tl, association table ⁇ 2, rival designation table ⁇ 3, single song table ⁇ 4, expert table ⁇ 5, weekly ranking table ⁇ 6, schedule table ⁇ 7 and stage table ⁇ 8.
- FIG. 6 is a diagram showing the contents of the personal information table T1 in the game server device 3.
- This table associates private player identifiers, personal information, and public player identifiers, and has a record for each private player identifier.
- the private player identifier identifies each player.
- the personal information includes name information indicating the player's name, regional information indicating the player's location, player points, and the like.
- the public player identifier is information for identifying each of a plurality of players.
- a private player identifier is information that should not be exposed to the public (except for game system operators), whereas a public player identifier is information that may be exposed to the public.
- This table associates players with their rivals, and has a record for each rival relationship.
- the private player identifier is the private player identifier of the player who specified the rival player
- the rival private player identifier is the private player identifier of the player designated as a competitor to the player. If no player has specified a rival, the number of records in this table is zero.
- FIG. 9 is a diagram showing the contents of the single song table T4 in the game server device 3.
- This table stores the score of the single music mode game in association with the player's private player identifier and song number pair.
- Each record stores a private player identifier, song number, single mode score, double mode score, clear flag, last update date, and number of plays.
- a song number is an identifier for identifying a plurality of songs
- a single mode score is information indicating a score when a player with a corresponding private player identifier plays a game of the music in single mode, a double mode score.
- the clear flag is information indicating whether or not the player has cleared the game and the last update date is The date when the record was last updated, the number of times played is information indicating the number of times the player has played the game.
- FIG. 10 is a view showing the contents of the expert table T5 in the game server device 3.
- This table stores the score of the game in the expert mode in association with one set of the player's private player identifier, course ID, and mode ID.
- Each record stores a private player identifier, course, mode, score, clear flag, last update date, and number of plays.
- the course ID is an identifier that identifies each course (stage structure) in expert mode.
- the mode ID is an identifier that indicates whether the mode is single mode or double mode.
- the score is information indicating the score when the player with the corresponding private player identifier plays the game of the course with the corresponding course ID in the mode with the corresponding mode ID, and the clear flag indicates that the player has
- FIG. 11 shows the contents of the weekly ranking table T 6 in the game server device 3.
- This table stores the score of the game in weekly ranking mode in association with the player's private player identifier, week ID and mode ID pair.
- the record of this table is different from the record of expert table T5 in that the week ID described later is stored instead of the course ID.
- FIG. 12 is a diagram showing the contents of the schedule table T7 in the game server device 3.
- This table has a record indicating the schedule for each weekly ranking.
- Each record contains the week ID, song number, start date and end date.
- the week ID is an identifier that identifies multiple weeks.
- the week ID indicates the week in which the corresponding weekly ranking is held
- the song number indicates the song specified in the weekly ranking
- the start date indicates the start date of the week
- the end date indicates the Indicates the end date of the week. It should be noted that the period (week) until the end date of the starting day power does not have to coincide with the actual week.
- the processor 31 reads the IPL from the ROM and executes it, so that the hard disk power also reads and executes the management program 331.
- the hard disk stores a control program that can be executed by the mobile terminal 4, and when the processor 31 is requested to download the control program, the processor 31 uses the mobile terminal 4. Identifies the public player identifier and requires the specified private player identifier and the control program. Deliver to the requesting mobile terminal 4.
- control programs that can be downloaded by the mobile Internet access service and can be executed on this type of mobile terminal include i-appli (registered trademark) and Qualcomm's for mobile terminals compatible with the i-mode.
- J2ME CLDC Joint 2 Micro Edition Connected Limi
- BREW Binary Runtime Environment for Wireless
- MIDP Mobile Information Device Profile
- FIG. 14 is a diagram showing the appearance of the mobile terminal 4 constituting the communication system
- FIG. 15 is a block diagram showing the configuration of the mobile terminal 4.
- the mobile terminal 4 includes a processor 41, a microphone 42, a speaker 43, an input device 44, a display device 45, a wireless communication interface 46, and a storage unit 47.
- the microphone 42 is used during a call, collects the user's voice and supplies it to the processor 41.
- the speaker 43 is used during a call, and receives and outputs a sound signal from the processor 41.
- the input device 44 is used.
- a plurality of buttons operated by the user are provided, and when the button is pressed, a signal specific to the pressed button is supplied to the processor 41.
- the plurality of buttons include a button used for inputting data and a button used for inputting instructions.
- the display device 45 has a display area 451, receives image data from the processor 11, and displays a game screen in the display area 451.
- the wireless communication interface 46 includes an antenna 461 and relays data between the processor 41 and the base station 61.
- the communication path between the radio communication interface 46 and the base station 61 is a radio communication path.
- the storage unit 47 includes RAM, ROM, and EEPROM (Electrically Erasable Programmable ROM).
- the operating system of the mobile terminal 4 is stored in the ROM, and is executed when the mobile terminal 4 is activated. This operating system is It provides telephone communication functions, data communication functions, functions for downloading other programs, functions for executing downloaded programs, and so on.
- the EEPROM has a program area 471 for storing the downloaded program and a data area 472 corresponding to this area.
- the data area 472 can be accessed only by programs stored in the program area 471.
- the data area 472 includes a self ID area 4721, a self result area 4722, and a rival area 4723.
- FIG. 16 is a flowchart of the liner monitoring process performed by the processor 41 of the mobile terminal 4.
- the processor 41 determines whether or not a liner is specified (step SA1). This determination is made by checking whether or not the private player identifier is stored in the rival area 4723. When the determination result is “YES”, the processor 41 includes the private player identifier stored in the self-ID area 4721 as the private player identifier of the requesting player, and the private player identifier stored in the rival area 4723.
- a browsing request including the public player identifier as a private player identifier of the rival player is generated (step SA2). The browsing request is data instructing to return information indicating the game result.
- FIG. 17 is a flowchart of the browsing response process performed by the processor 31 of the game server device 3.
- the processor 31 determines whether or not the browsing request includes the private player identifier of the rival player (step SB1). If the determination result is “YES”, the processor 41 generates a browsing response using the private player identifier of the requesting player and the private player identifier of the rival player included in the browsing request (step SB2).
- step SB1 determines whether the determination result in step SB1 is “ ⁇ ”
- the processor 41 generates a browsing response using the private player identifier of the requesting player included in this browsing request (step S1). SB3). Specifically, for the private player identifier of the requesting player, the private player identifier is searched in the tables Tl, ⁇ 4 to ⁇ 6, and ⁇ 8, and all data stored in the hit record (request The game result of the original player is extracted, and a browsing response is generated so as to include the extracted game result. Next, the processor 31 returns the generated browsing response to the portable terminal 4 (step SB4).
- the processor 41 of the portable terminal 4 receives the browsing response from the game server device 3 (step SA5 in FIG. 16), it stores the game result included in the browsing response (step SA6). Specifically, the game result of the requesting player included in the browsing response is written in the self-result area 4722 as the current self-game result. Prior to this writing If the self-game result is written in the self-result area 4722, a process of leaving only the last-written self-game result as the previous self-game result is performed. Also, if the received browsing response contains the game result of the rival player, this game result is written in the rival area 4723 as the current rival game result in association with the private player identifier of the rival player. . Prior to this writing, if a rival game result has been written in the rival area 4723, only the last written rival game result is left as the previous rival game result.
- the processor 41 determines whether or not the requesting player has been rivaled (step SA7). Specifically, for each of the expert mode, the weekly ranking mode and the level recognition mode, the previous self-game The score or rank included in the result is higher than the score or rank included in the previous Rinore game result, and the score or rank included in the current self-game result is the result of the previous rival game. It is determined whether it falls below the score or rank included in. Note that the present embodiment may be modified so that points are included as elements of this determination. When this determination result is “YES” for at least one mode, the determination result of step SA7 is “YES”.
- step SC4 A record corresponding to the private player identifier included in the rival registration request as a public player identifier is stored in the association table T2 to register the rival (step SC4), and a rival registration response including the identified private player identifier is sent to the mobile terminal. Reply to 4 (step SC5).
- This rival registration response is data indicating that rival registration has been completed.
- step SC6 a rival registration response indicating that the registration was not successful is returned (step SC6).
- the processor 41 of the portable terminal 4 receives the rival registration response indicating that the registration is completed. Then, the private player identifier included in this rival registration response is associated with the public player identifier included in the above rival registration request and stored in the liner area 4723 to notify that registration is complete. G4 is displayed on the display device 45. When the player operates the input device 44 and inputs an instruction to press the “OK” button on the screen, the processor 41 displays the menu screen G2. On the other hand, when a rival registration response indicating that registration could not be performed is received, a menu screen G2 is displayed after a screen indicating that it has failed to register is displayed for a certain period of time.
- the processor 41 When the player inputs an instruction to operate the input device 44 and press the "search 'registration" button, the processor 41 causes the display device 45 to display a screen G5 that prompts the user to input search conditions for the linole candidate. On this screen G5, you can enter the name of the rival and the region where the rival is located as a search condition.
- the processor 41 When the player operates the input device 44 to input a desired search condition and inputs an instruction to press the “Send” button on the screen, the processor 41 is stored in the input search condition and the self ID area.
- a rival candidate request including the hidden player identifier is transmitted to the game server device 3.
- the rival candidate request is data instructing to return the candidate of the player to be compared with the requesting player.
- FIG. 20 is a flowchart of rival candidate response processing performed by the processor 31 of the game server device 3.
- the processor 31 receives the above rival candidate request, it performs rival candidate response processing.
- the personal information table T1 is searched using the search conditions included in the received rival candidate request (SD1). For example, when a name is specified as a search condition, a record having name information including a character string indicating the name is searched, and when a region is specified as a search condition, a character indicating the area is searched.
- a record having region information including a column is searched and a name and region are specified as a search condition, the record has name information including a character string indicating the name and the region. Records that include regional information that includes part of the character string that indicates are searched.
- step SD2 it is determined whether or not there exists a hit record in this search, that is, whether or not there is a corresponding candidate candidate (step SD2).
- This judgment result is "YES"
- the private player identifier is extracted from the hit record, and the private player identifier is referenced by referring to the records of the personal information table T1 and the level table T8 associated with the private player identifier.
- the point, area name, name information, and highest rank corresponding to are acquired (step SD3).
- step SD3 the highest rank corresponding to the private player identifier included in the rival candidate request is obtained, and the private player identifier whose highest rank is within a predetermined range is identified based on this highest rank.
- step SD4 To narrow down rival candidates.
- the processor 41 determines whether or not the power of the liner is specified, and if not, nothing is specified. If no processing is specified, a screen for notifying the current self game result stored in the self result area 4722 and the current rival game result stored in the rival area 4723 will be compared and notified. Is displayed on the display device 45.
- Figure 18 shows an example of screen G7. This example is for the case where the number of rivals specified is 1, and when there are multiple rivals, the player can switch the rivals to display information.
- the processor 41 displays the menu screen G2.
- the item candidate displayed at the center of this image is the temporarily selected item candidate, and the temporarily selected item candidate is definitely selected as an item by operating a predetermined operator.
- the player switches the item candidate to be temporarily selected as indicated by the arrow in the figure by rotating the turntable, and operates the predetermined operator while the desired item candidate is temporarily selected.
- the item candidate is definitely selected as an item. Candidates are each rival and top player.
- the processor 11 stores the item and generates a viewing request including a private player identifier corresponding to the selected item. And transmitted to the game server device 3 (step SE5).
- the processor 31 of the game server device 3 receives the browsing request from the game device 1, the processor 31 in FIG. A browsing response is generated by performing the same processing as the viewing response processing, and returned.
- the private player identifier included in the viewing request from game device 1 is the private player identifier of the rival or top player
- the viewing response generated by processor 31 depends on the private player identifier. Including the game results.
- the browsing response is generated, a record having the private player identifier of the requesting player is also searched from the single music table T4, and the game result reflecting the search result is included in the browsing response. .
- the processor 11 waits for selection of various modes relating to the game, such as a play mode, a game mode, and an operation mode (step SE7).
- various modes such as a play mode, a game mode, and an operation mode
- the processor 11 displays a graph showing various scores in comparison with each other in the game area R2 (step SE9).
- FIG. 23 is a diagram showing an example of a game screen displayed on the game apparatus 1. Of the bars that make up this graph, the bar on the left side shows the score of the game being played, and its length can change during the game. The middle bar shows the highest score (self best score) that the player currently playing has acquired, and the right bar shows the score of the item selected in Step SE4, both of which are playing length Will not change. Each score is a score corresponding to the mode of the game being played.
- the IC card power set with the game device may also read the private player identifier of the rival player and send it to the server device to obtain the rival game result.
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Abstract
Description
Claims
Priority Applications (4)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
EP05788412A EP1825896A4 (en) | 2004-10-21 | 2005-09-28 | GAME SYSTEM, PLAYER DEVICE AND ITS CONTROL METHOD AND GAME DEVICE AND ITS CONTROL PROGRAM PRODUCT |
US11/666,006 US8007363B2 (en) | 2004-10-21 | 2005-09-28 | Game system, game server device therefor, and method of controlling game server device, and game device therefor and method of controlling game device |
CA002582074A CA2582074A1 (en) | 2004-10-21 | 2005-09-28 | Game system, game server device therefor, and method of controlling game server device, and game device therefor and method of controlling game device |
HK07112910.5A HK1107297A1 (en) | 2004-10-21 | 2007-11-27 | Game system, game server device and its control method, and game device |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2004-306461 | 2004-10-21 | ||
JP2004306461A JP3751969B1 (ja) | 2004-10-21 | 2004-10-21 | ゲームシステム、ゲームサーバ装置及びその制御方法、並びにゲーム装置及びその制御方法 |
Publications (1)
Publication Number | Publication Date |
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WO2006043401A1 true WO2006043401A1 (ja) | 2006-04-27 |
Family
ID=36113771
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
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PCT/JP2005/017848 WO2006043401A1 (ja) | 2004-10-21 | 2005-09-28 | ゲームシステム、ゲームサーバ装置及びその制御方法、並びにゲーム装置及びその制御方法 |
Country Status (8)
Country | Link |
---|---|
US (1) | US8007363B2 (ja) |
EP (1) | EP1825896A4 (ja) |
JP (1) | JP3751969B1 (ja) |
KR (1) | KR100884459B1 (ja) |
CN (1) | CN100588443C (ja) |
CA (1) | CA2582074A1 (ja) |
HK (1) | HK1107297A1 (ja) |
WO (1) | WO2006043401A1 (ja) |
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US9842577B2 (en) | 2015-05-19 | 2017-12-12 | Harmonix Music Systems, Inc. | Improvised guitar simulation |
US9773486B2 (en) | 2015-09-28 | 2017-09-26 | Harmonix Music Systems, Inc. | Vocal improvisation |
US9799314B2 (en) | 2015-09-28 | 2017-10-24 | Harmonix Music Systems, Inc. | Dynamic improvisational fill feature |
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Also Published As
Publication number | Publication date |
---|---|
US8007363B2 (en) | 2011-08-30 |
EP1825896A1 (en) | 2007-08-29 |
EP1825896A4 (en) | 2008-05-07 |
HK1107297A1 (en) | 2008-04-03 |
KR20070084389A (ko) | 2007-08-24 |
CN101043924A (zh) | 2007-09-26 |
US20080125229A1 (en) | 2008-05-29 |
CA2582074A1 (en) | 2006-04-27 |
KR100884459B1 (ko) | 2009-02-20 |
CN100588443C (zh) | 2010-02-10 |
JP2006116047A (ja) | 2006-05-11 |
JP3751969B1 (ja) | 2006-03-08 |
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