Network game system, and game terminal device and storage medium used therefor
Abstract
A network game system constructed such that a plurality of game terminal devices (1) are mutually connected and each of the game terminal devices may execute a prescribed game application program, comprising: a plurality of game servers game (77; 73) to manage information related to individual game application programs; and an authentication server (900; 72) which is provided independently of the game servers, and is established to act as a common server for the plurality of game servers, and to have a function to determine whether such a game terminal device should be allowed or not access each game server, where the common authentication server is established to execute the initial registration to allow the game terminal device to access each game server, and to make a determination as to whether or not the game terminal device should be allowed to access each game server after registration is made, and where the establishment is such that the information related to the Game terminal devices are input to and registered on the common server authentication of the plurality of game servers.

Term
Term ended
Projected expiry passed 28 January 2020, 6.7 years ago.
- Priority
- Filed
- Published
- Projected expiry
- Today
23 claims: 8 independent, 15 dependent
- 1ES 2 292 425 T3 REIVINDICACIONES 1. Un sistema de juego de red construido de modo que una pluralidad de dispositivos terminales de juego (1) son mutuamente conectados y cada uno de los dispositivos terminales de juego puede ejecutar un programa de aplicación prescrita de juego, que comprende:una pluralidad de servidores de juego (77;73) para administrar la información relacionada con los programas individuales de aplicación de juegos;y un servidor de autenticación (900;72) que es proporcionado independientemente de los servidores de juego, y es establecido para actuar como un servidor común para la pluralidad de servidores de juego, y para tener una función para determinar si a un dicho dispositivo terminal de juego se le debería permitir o no acceder a cada servidor de juego, en donde el servidor común de autenticación es establecido para ejecutar la inscripción inicial para permitir al dispositivo terminal de juego acceder a cada servidor de juego, y para hacer una determinación en lo que se refiere a si al dispositivo terminal de juego se le debería permitir o no acceder a cada servidor de juego después de que la inscripción es realizada, y en donde el establecimiento es tal que la información relacionada con los dispositivos terminales de juego es entrada a y registrada en el servidor común de autenticación de la pluralidad de servidores de juego.
- 2Un sistema de juego de red según la reivindicación 1, en donde la información comprende información que especifica los dispositivos terminales de juego en los cuales han sido cometidos malos actos que dan lugar a negativas de acceso a los servidores de juego.
- 3Un sistema de juego de red según la reivindicación 2, en donde la negativa de acceso a los servidores de juego es determinada basado en la seriedad de los malos actos, y esta determinación incluye la imposición por fases de condiciones que involucran el período para el cual es denegado el acceso o los tipos de juegos que les son vedados.
- 4Un sistema de juego de red según cualquier reivindicación precedente, en donde cada dispositivo terminal de juego tiene medios de control (10) con los cuales puede ser intercambiada información personal de introducción del jugador con otros dispositivos terminales de juego.
- 5Un sistema de juego de red según la reivindicación 4, en donde los medios de control son construidos de modo que los jugadores puedan intercambiar información personal de introducción con cada uno entre dispositivos terminales que pertenecen a un grupo de tales dispositivos que ejecutan una aplicación prescrita de juego.
- 6Un sistema de juego de red según la reivindicación 4 ó la reivindicación 5, en donde la información personal de introducción incluye grupos de elementos de datos que son visualizados en forma de una tarjeta de presentación virtual en cada dispositivo terminal.
- 7Un sistema de juego de red según cualquiera de las reivindicaciones desde la 4 hasta la 6, en donde los medios de control son construidos de modo que realizan el intercambio de información personal de introducción mientras el juego del programa de aplicación de juego es ejecutado o después de que el juego haya acabado.
- 8Un sistema de juego de red según cualquiera de las reivindicaciones desde la 4 hasta la 7, en donde los medios de control envían una solicitud de intercambio de información personal de introducción de jugador hacia el dispositivo terminal del grupo con quien el jugador desea intercambiar la información personal de introducción;en donde, cuando una solicitud de intercambio es recibida desde otro dispositivo terminal, los medios de control transmiten hacia el dispositivo terminal que envió la solicitud de intercambio el resultado de la entrada del jugador referente a si es aceptada o no la solicitud de intercambio;y en donde, si es hecha una entrada que indica que la solicitud de intercambio es aceptada por el jugador, entonces los medios de control realizan el intercambio de información personal de introducción con el otro dispositivo terminal y almacenan acumulativamente la información personal enviada desde el dispositivo terminal del grupo con el cual es intercambiada la información personal.
- 9Un sistema de juego de red según la reivindicación 4, en donde la información personal de introducción incluye datos relacionados con los resultados de los juegos jugados por medio del programa de aplicación de juego.
- 10Un sistema de juego de red según cualquiera de las reivindicaciones desde la 4 hasta la 7, en donde:la información personal de introducción incluye un personaje que es dividido en partes;ES 2 292 425 T3 cada dispositivo terminal de juego tiene un área de memoria en la cual los datos referentes a cada parte y su código correspondiente son salvados;y los medios de control son construidos de modo que reproducen el personaje enviado por el dispositivo terminal de juego con el cual la información personal es intercambiada determinando las partes de los personajes basados en sus códigos recibidos.
- 11Un sistema de juego de red según la reivindicación 4 ó la reivindicación 6, en donde la información personal de introducción incluye datos referentes a la historia de intercambios de información personal de introducción.
- 12Un sistema de juego de red según la reivindicación 11, en donde las configuraciones de los objetos que comprenden la información personal de introducción organizada en forma de una tarjeta de presentación son cambiadas de conformidad con la historia de intercambios de información personal de introducción.
- 13Un sistema de juego de red según la reivindicación 12, en donde los datos relacionados con los objetos que visualizan la tarjeta de presentación comprenden al menos uno del color de la tarjeta, el movimiento de los personajes en la tarjeta, el fondo detrás del personaje en la tarjeta, y el título de la tarjeta.
- 14Un sistema de juego de red según cualquiera de las reivindicaciones desde la 4 hasta la 13, en donde la información personal de introducción incluye la dirección de correo electrónico del jugador, que es adjuntada a los datos visualizados en forma de una tarjeta de presentación.
- 15Un sistema de juego de red según la reivindicación 1, en donde dicha pluralidad de dispositivos terminales de juego es conectada a una estación central de juego (7) sobre una red (3) y el programa de aplicación de juego puede ser ejecutado entre los dispositivos terminales de juego por medio de la estación central de juego de modo tal que una pluralidad de jugadores puede participar, en donde la estación central de juego comprende dichos servidores de juego y dicho servidor común de autenticación, dicho servidor común de autenticación, cuando realiza dicha determinación, determina cuándo un jugador ha violado las reglas prescritas con respecto al programa de aplicación de juego;y unos medios para sancionar siendo proporcionados de modo que, cuando el jugador violatorio después intenta participar, implementan medidas con respecto a la violación.
- 16Un sistema de juego de red según la reivindicación 15, en donde los medios para sancionar son medios que implementan medidas como la publicación de una advertencia o la negativa de acceso de un jugador ofensivo a los medios de los servidores.
- 17Un sistema de juego de red según la reivindicación 1, en donde los dispositivos terminales de juego tienen unos medios de control que ejecutan un programa de juego en paralelo con el proceso de conexión a un dicho servidor de juego.
- 18Un sistema de juego de red según la reivindicación 17, en donde los dispositivos terminales previamente leen ambos el programa que indica el proceso de conexión al servidor y el programa de juego, y en donde los medios de control comienzan la ejecución del programa de juego cuando el usuario emite una instrucción para ejecutar el proceso de conexión al servidor.
- 19Un sistema de juego de red según la reivindicación 17 o la reivindicación 18, en donde los dispositivos terminales sirven de dispositivos de visualización para realizar la visualización de la ejecución del programa de juego, y también visualizan el estado de conexión al servidor.
- 20Un sistema de juego de red según cualquiera de las reivindicaciones desde la 17 hasta la 19, en donde el dispositivo terminal ejecuta el programa de juego hasta que sea terminada la conexión al servidor o hasta que sea confirmado que no es posible la conexión al servidor.
- 21Un sistema de juego de red según cualquiera de las reivindicaciones desde la 17 hasta la 20, en donde los medios de control ejecutan el programa de juego hasta que sea terminada la conexión al servidor o hasta que sea confirmado que no es posible la conexión al servidor.
- 22Un medio de almacenamiento en el cual es almacenado un programa para hacer que el dispositivo terminal de juego ejecute los medios de control según cualquiera de las reivindicaciones desde la 4 hasta la 21.
- 23Un dispositivo terminal de juego que constituye el sistema según cualquiera de las reivindicaciones desde la 6 hasta la 22.
Independent claims23
266 paragraphs in 14 sections, as filed
ES 2 292 425 T3
DESCRIPTION
Network gaming system, gaming device terminal used in that system, and storage medium.
Specialized field
The present invention relates to a network gaming system wherein a plurality of gaming terminal devices are mutually linked via a communication medium so that a prescribed game application program can be executed between the gaming terminal devices, as well as with a game terminal device used in this system and with a storage medium in which the game application program is stored.
Background of the technique
Conventional network game systems of this type comprise a server machine and video game devices that are terminal devices, and the server machine and each video game device are directly connected by means of a telephone line, or are connected to Internet through an Internet service provider. The terminal devices receive control from the server machine and a common game application program, so that a common game space for competitive games or the like is built between the terminal devices, and players can play games within this space.
In recent years, many different network gaming systems of this type have been developed, and the number of players using them has been increasing remarkably. In these gaming systems, anyone can access the network gaming system as long as they fully meet the specified requirements to be a player.
In a network gaming system, although players who are totally unknown play against each other in a competitive game, the information exchanged between the players is limited to their names and their identifiers (IDs) as a player, and the problem exists that for the players who participate in the network game system, the information they receive regarding their adversary is insufficient.
Furthermore, in this type of game system, the game proceeds under restrictions applicable to all players. For example, while the game is running, players are prohibited from discontinuing the game until a match has been completed. However, even when a player performs such a prohibited action, in the conventional game system, no measures have been taken such as ending the game that is being played over a net, in order to protect the other players.
Furthermore, when a player decides to play a network game, the player usually connects the game terminal device to the dedicated server over the Internet. Therefore, some time must be spent in verifying the player's ID and password. Because it takes a certain amount of time to connect to the network (approximately five minutes), during this time, the problem arises that the player (hereinafter "the player" for convenience) gets tired of watching still images on your screen.
Furthermore, the verification of player identifiers and passwords is performed individually by the servers that run the respective network game programs, and at present, the information is not exchanged between the plurality of game servers. As a consequence, when a bad act occurs while a game server is being accessed, that is, while a specific network game is being played, even if access to the specific game server is subsequently prohibited, it is easy for the player to You have committed the wrong act to access other game servers, which makes it difficult to have a free operation of network games.
Consequently, an object of the present invention is to provide a network game system in which the player is provided with sufficient information regarding other players connected to the system. Another object of the present invention is to provide a network game system where the necessary personal information regarding the players can be easily exchanged between terminal devices connected to the network game system.
Another object of the present invention is to provide a network game system where it is easy for players to verify this personal information. Another object of the present invention is to provide a network game system where when a game is played on the Internet, appropriate measures are taken against players who violate the preset rules, so that such violations are prevented, and anyone can play the game easily and pleasantly.
Another object of the present invention is to provide a network gaming system where players having a gaming terminal device are not forced to become impatient for the length of time required by their gaming terminal to connect to the network.
Still another object of the present invention is to obtain a network gaming system in which, having a plurality of gaming terminal devices and a plurality of servers connected over a network, it can be determined in a broad base of systems whether each gaming terminal device You are authorized to access the network.
ES 2 292 425 T3
Still another object of the present invention is to provide a gaming terminal device used in this network gaming system. A further object of the present invention is to provide a storage medium in which a program is stored by which the network game is executed on the game terminal device in order to obtain the objects described above.
For an example of the prior art see JP-A-10-320354.
Disclosure of the invention
In order to achieve the objects described above, the present invention provides a network gaming system that is constructed so that a plurality of gaming terminal devices are connected to each other and that each gaming terminal device is capable of executing a specific game application program, and is characterized in that (i) a plurality of game servers for handling information related to individual game application programs, and (ii) an authentication server that is provided independently of said game servers, acts as a common server for the plurality of game servers, and has a function to determine whether or not each of the terminal devices should be allowed. access the game servers.
In other words, the common use of an authentication server serving the plurality of game servers, eliminates the need to individually determine whether or not access to a game server is authorized, and allows a precise determination to be made. based on information regarding individual game application programs.
Furthermore, in the present invention, the common authentication server is characterized in that it performs the initial enrollment to allow the terminal devices to access the game servers, and after enrollment, it determines whether each terminal device is authorized to access the game servers. game servers or not.
Users participating in the network gaming system must first complete the initial registration of their identifiers and passwords using the gaming terminal device. If this initial registration is done using the common authentication server, there is no need to carry out the initial registration each time one of the plurality of game servers is accessed.
Furthermore, the present invention is characterized in that the information regarding a gaming terminal device is input to the common authentication server from the plurality of gaming servers, after which the enrollment is carried out.
In other words, because the information of the gaming terminal device is supplied by all the gaming servers and the enrollment is performed in the authentication server, integrated management of the information regarding the gaming terminal devices is made possible.
This information is information that identifies any gaming terminal device that has performed a bad act that may result in the denial of authentication of access to the gaming servers.
The denial of authentication of access to the game servers is determined based on the seriousness of the bad act, and this determination may be subject to conditions involving the period or types of games for which the authentication of access is denied.
For example, the determination may impose a denial of access authentication for a specified time such as a month or a year, denial of access to a particular gaming server, or other conditions.
The present invention also provides a network gaming system in which a plurality of gaming terminal devices are connected to each other such that each gaming terminal device is capable of executing a specified gaming application program, and the network gaming system is characterized in that each gaming terminal device has a control means that can exchange player's personal input information with other gaming terminal devices.
For example, this control means is constructed so that it can transmit a request to exchange personal information to another terminal, determine when to accept or not such request to exchange personal information, and transmit the results of this determination to the other terminal, as well as Also, when an entry is made that accepts the request to exchange personal information, carry out the exchange of personal information and store the exchanged data, while not carrying out the exchange if an entry is made that denies the exchange request.
In this case, the personal information comprises data displayed in the form of a virtual business card, for example. This display data in the form of a card may comprise data related to the games played by the particular player. Furthermore, the data displayed in the form of a card can, for example, be stored in the memory area of the gaming application in each terminal, with the individual parts forming a character each with an assigned code. When this occurs, the data displayed in the form of a card can be transmitted over the communication network as codes for the characters selected for the displayed data.
ES 2 292 425 T3
In each of the constructions described above, the terminal can also be constructed as a gaming machine that can run its own online gaming application.
At the same time, in the construction in which the personal information comprises display data in the form of a card, this system may have means that changes the data concerning the format of the card in response to the number of times the personal information varies. In this case, the data regarding the card format consists of at least one of the following: the color of the card, the movement of the character on the card, the background behind the character, or the name of the card.
Furthermore, in the construction in which the personal information comprises display data in the form of a virtual card, the personal information may include the email address of the player attached to the display data in the form of a card.
Furthermore, in the basic construction described above, the central gaming station may also have tournament server means running the online gaming application in a tournament format, a determining means determining which of the players has violated the prescribed rules. governing the execution of the online game application, and means to sanction that, the next time a player who has violated the rules tries to join the tournament, a warning is posted regarding the violation or the penalty is imposed to prevent the player from connecting to the tournament server media.
Where a construct that includes penalties for violations is adopted, the means of determination and the means to penalize are constructed as part of the tournament server means, for example. The means of determination and the means of sanctioning can also be built as part of the online game application.
On the other hand, the storage medium related to the present invention is a storage medium that allows the application of the online game to be performed in the terminal.
Another game system related to the present invention is a game system in which a plurality of terminals are connected to a game supply station over a communication network, and in which the application of the online game can be performed in terminals through this game supply station, wherein each terminal has personal information processing means that can exchange personal information between players when the online game application is executed between the plurality of terminals, and these personal information processing means are characterized in that they have a first means of processing that can transmit to another terminal an exchange request indicating a desire to exchange personal information, and a second processing means that can (i) send to the other terminal the result of its determination to accept or not the exchange request indicating a desire to exchange personal information, (ii) where an entry is made indicating that the request for the exchange of personal information was accepted, carry out the exchange of personal information and store the exchanged data, and (iii) where an entry is made indicating that the request for information exchange was denied, refrain from carrying out the exchange.
The present invention provides an online game system in which the terminal devices are connected to servers over a network, and which is characterized in that the terminal devices have control means that execute the game program in parallel with the process of connection to servers.
These terminal devices read both the game program and a program indicating the process of connecting to the servers, while the control means starts the execution of the game program when the user instructs the server connection process to be started.
The terminal devices can also perform the display on a display device in accordance with the execution of the game program, as well as can perform the display of the connection status to the servers.
The terminal devices can execute the game program until the connection to the servers is terminated, or until it is detected that this connection to the servers cannot be made.
The control means can also execute the game program until the connection to the servers is terminated, or until it is detected that this connection to the servers cannot be made.
The plurality of game terminal devices in the present invention is characterized in that they are provided with an additional game program that has no connection to the game application program, and runs during the interval required by the game terminal device to connect. to the central gaming station over the network.
In other words, because it takes a certain amount of time (approximately five minutes) to connect to the network, gamers can get tired of looking at still images on their screens during this period. Therefore, if an additional game is played that allows the player to perform some movement or action on the screen through the operation of the game equipment during this network connection interval, the player can immerse himself in this game and then the time spent waiting may be more pleasant.
ES 2 292 425 T3
It is preferred that this game comprises a very simple mini game that does not extend the time required to connect to the network. In other words, because the additional game is played during the network connection process, if it were a complicated game, the time required to connect to the network would increase, and consequently it is preferred from a time utilization point of view. that the gaming system spends a greater percentage of its time connecting to the network.
Furthermore, by exhibiting the fact that the network connection process is running while the additional game is running, the user can enjoy the additional game without worry.
Furthermore, the additional game can proceed continuously even when the player does not operate the game equipment. Considering the fact that some players will not play the additional game, in which case ending the game would be meaningless, if the game is made to continue even if the player does not use the game equipment, then the screen will remain dynamic during the connection process. from the net, making it at least more pleasant to watch than with still images.
Brief description of the drawings
Fig. 1 is a block diagram showing the overall construction of the game system related to a first embodiment of the present invention.
Figure 2 is a block diagram showing a gaming device used in this system.
Figure 3 is a block diagram showing the construction of a central gaming station used in this system.
Fig. 4 is a flow chart for explaining the operation to connect the game device and the central game station in this game system, as well as the operation when the game is played after the connection is made.
Figure 5 is a process flow diagram of the sub-servers in this system.
Figure 6 is a flow chart of the process from the first to the tenth server in this system.
Figure 7 is a drawing showing the screen of the network map that is displayed when the process of this system shown in the flowcharts is in progress.
Figure 8 is a drawing showing the display screen with the configuration of a card in this system.
Fig. 9 is a flow chart to explain the operation performed on the card sending side in this system.
Figure 10 is a flow chart to explain the operation performed at the side receiving the card in this system.
Figure 11 is a drawing showing the screen displayed while the process shown in Figures 9 and 10 is in progress.
Figure 12 is a front view of the list of cards in this system.
Figure 13 is a drawing showing a table describing the relationship between each part and its code in this system.
Fig. 14 is an example of the game system related to a second embodiment of the present invention.
Figure 15 is a table showing an example of the "Table of Numbers of Encounters and Evaluations" showing a first variation.
Figure 16 is a screenshot of the various types of cards with different backgrounds according to the number of previous encounters.
Fig. 17 is a flow chart explaining the process of the gaming device from the side of the person sending the card related to a second variation.
Fig. 18 is a flow chart explaining the process of the game device from the side of the person receiving the card related to the second variation.
Fig. 19 is a drawing explaining the game tournament concept related to a third embodiment of the present invention.
ES 2 292 425 T3
Fig. 20 is a drawing explaining the tournament server used in the game tournament.
Fig. 21 is a list explaining the game data items stored in the tournament authentication database.
Fig. 22 is a drawing explaining the timing sequence of the game tournament.
Figure 23 is a flow chart showing the control routine followed during connection to the server shown in Figure 4.
Fig. 24 is a front view showing a part of the additional game display screen.
Figure 25 is a drawing explaining the communication protocol used between servers and terminals, using terminals A, B and C as examples.
Figure 26 is a block diagram explaining in detail the state in which a gaming device is connected to a central gaming station through an Internet service provider, as well as the details regarding the servers specified by the station (worlds).
Fig. 27 is a block diagram for explaining the state in which a game server client has entered a room, as well as the way of communication (packet communication).
Figure 28 is a drawing showing the communication protocol used during a card exchange.
Figure 29 is a system construction diagram showing the basic construction of the network system, particularly where a single authentication server is used by a plurality of game servers.
Figure 30 is a flowchart of the control performed to determine whether system access authentication is granted or denied with the construction shown in Figure 29.
Best mode to carry out the invention
Embodiments of the present invention will be explained hereinafter with reference to the accompanying drawings.
System construction
The construction of the system by which to access the game server 77 (equivalent to the central game station 7 described below (see figure 1)) from a specific game device 1 will now be explained with reference to figure 29.
First, the specific gaming device 1 must perform an initial enrollment. After the initial enrollment, it must be determined whether or not access authentication can be granted, based on whether or not the game device 1 has a history of bad acts on the game server 77 connected to the network system.
As shown in Fig. 29, the game device 1 is connected to the network 3, and this game device is allowed to access a game server 77 connected to the network 3 and run the network game. Although there is only one game server 77 in this example, other game servers 77 may be connected to network 3. Naturally, the number of game devices 1 is not limited to the number shown in the drawing, and many game devices 1 can be connected to the network.
An authentication server 900 is connected to network 3. This authentication server 900 is a common authentication server 900 that provides service to a plurality of game servers 77. In other words, each game server 77 does not have its own server. authentication. Information regarding the game device 1 based on the execution of the game application programs on each of the plurality of game servers 77 is recorded in the database 902 of the authentication server 900 by the game servers 77. The most important of this information is the information regarding the performance of bad acts by the gaming device 1, based on which determinations are made regarding whether future access is authorized.
The determination of the "badness" of a particular act varies depending on each game server 77. The determination can be made and transmitted automatically, or it can be made by the administrator of the game server 77 and can be transmitted by means of a input operation.
As described above, the operations performed on the authentication server 900 consist of the initial registration of the user (that is, the game device 1), and the determination of whether the user (game device 1) accessing the game server it should be authorized to access or not (that is, whether the access permission should be granted or not).
ES 2 292 425 T3
The process by which access to a gaming device 1 is granted or denied by the authentication server 900 will now be explained with reference to FIG. 30.
First, in step 950, it is determined whether or not the enrollment has already been performed. If it is determined that enrollment has not been completed, the authentication server 900 proceeds to step 952, in which the enrollment process at the authentication server 900 is executed using the enrollment program built into the gaming device 1, and the authentication server 900 then proceeds to step 954. In the case of an affirmative determination at step 950, that is, where the enrollment has already been performed, step 952 is skipped, and the authentication server 900 proceeds to step 954.
In step 954, the authentication server is accessed. During this access, the password and user identification must be entered.
In the subsequent step, step 956, an authentication determination is made. This authentication determination is based on information provided by the plurality of game servers 77 to the database 902 that the user is a bad user, and in addition to determining whether or not the connection to the network 3 will be allowed, such determination it also decides the conditions to be applied in case the permit is denied. These conditions include the refusal of permission for a limited time, the granting of access to some 77 game servers while denying access to others based on the nature of the bad acts committed, the display of information on the game terminal device that the user can be considered a bad user, or the global denial of access to the game servers.
In the next step, step 958, where the authentication determination is to grant access permission (including cases where access is granted only to some of the game servers 77), the authentication server 900 proceeds to step 960, in which a message is transmitted stating that the connection to the game servers 77 is allowed, and then to step 962, in which the connection to the desired game server 77 is made, and the game finally begins to be played at step 964.
Where in step 958 it has been determined that access is denied (including a denial for a limited time), the authentication server 900 proceeds to step 966, in which a message is transmitted stating that the connection to the server servers is denied. set 77, and then to step 968, in which the system exit process is executed.
As described above, because when a game device 1 accesses the game servers 77, the game device 1 is first required to access the common authentication server 900 instead of the plurality of game servers 77, and it is then that a new registration is made, or if the game device 1 has already been registered, it is determined in this authentication server 900 whether or not the user is allowed to join the network 3 based on the information supplied by each game server 77, then the bad acts committed in the game servers 77 can be managed in an integrated way , and users who commit bad acts on any of the game servers 77 can be banned from accessing other game servers 77.
Since this construction does not require the installation of any additional authentication server 900 even if the number of game servers 77 were increased, then the construction of the system can be simplified.
Furthermore, since the various information elements in the game servers 77 can be operated in an integrated manner, it becomes easy to identify bad users (or game devices 1). As a result, the system can have the effect of inhibiting the execution of bad acts.
First realization
A first embodiment will now be explained with reference to Figures 1 to 10. As shown in Figure 1, in this system construction, a common game application program is executed on a plurality of game devices.
The first embodiment will now be explained with reference to Figures 1 to 10. Figure 1 is a block diagram showing the functions of the network game system related to the present invention. In this system, a common game application program is run on a plurality of game devices.
In Figure 1, the system comprises a plurality of terminal devices 1 comprising video game machines, a central game station 7 that includes a plurality of server machines, and a communication network 3 connecting the game devices and the central gaming station. In this system, the terminal devices are connected to the central gaming station 7 through a specified Internet provider 5 that is designated with the objective of running a particular game, and the common gaming application program is executed on a plurality of devices. gaming station (terminal devices) 1 through the central gaming station 7. The gaming devices 1 can also be connected to the server machines via the network 3 and an Internet provider 9 that is not a specified Internet provider.
ES 2 292 425 T3
In this system, each game device 1 incorporates personal information processing means 10 that can exchange detailed personal information regarding each individual user when the game application program is executed.
Figure 2 is a functional block diagram explaining the construction of the gaming device. In figure 2, the game device 1 comprises a central processing unit (CPU) 1a that serves as a processor device for executing the game application program and other control programs, a read-only memory ( ROM for its acronym in English) 1b that stores as control program, for example, program codes to interpret macros or stage macros, program codes to perform processing in accordance with abstract orders of operation, and other data or other operating systems necessary to process the game program, a compact disc read-only memory (CD-ROM) device 1c which includes a CD-ROM that stores data such as graphics including dynamic images, text, or other information, as well as a game application program that runs a specified game based on it, a 1d bus controller that controls the flow of data between the CPU 1a and the various other components, a random access memory (RAM for short) English) 1e used for data processing, a graphics processor 1f that forms image signals from graphics data, and a sound processor 1g that forms sound signals from sound data.
A video random access memory (VRAM) 1s is connected to the graphics processor 1f, and is used when forming the graphics signals. A VRAM 1t is connected to the sound processor 1g, and is used when sound signals are formed. The output unit of the sound processor 1g is connected to a video / audio connector 1r.
The 1d bus controller just consists of a 1h peripheral interface, a 1u graphics processor controller, a 1v internal bus controller, and a 1w external bus controller.
Bus controller 1d is connected to CPU 1a by bus 11a, and CPU 1a controls bus controller 1d. RAM 1e is also connected to bus 11a. A serial connector of extension 1q is connected to CPU 1a by bus 11b, and CPU 1a can use or control accessory devices based on serial connections and connected to serial connector of extension 1q by exchanging signals with them based on a prescribed method. data transfer. In other words, accessory devices based on serial connections can be connected to the game device 1, and the program, image, sound, commands or other signals can be exchanged between the accessory device and the game device 1.
The graphics processor controller 1u can control the graphics processor 1f under the control of the CPU 1a. CD-ROM device 1c, ROM 1b, and sound processor 1g are connected to internal bus controller 1v via bus 11c, and internal bus controller 1v can control CD-ROM device 1c, ROM 1b and the 1g sound processor under the control of CPU 1a.
The 1w external bus controller output unit is connected to the 1m extension connector via the 11d bus, and this 1w expansion bus controller can use or control serial connection-based accessory devices connected to the 1m extension serial connector under the control of CPU 1a by exchanging signals with accessory devices based on serial connections. In other words, accessory devices based on serial connections can be connected to the game device 1, and the program, image, sound, command or other signals can be exchanged between the accessory device and the game device 1.
The peripheral devices 2 are connected to the peripheral interface 1i. A video monitor 4 is connected to the video / audio connector 1r.
A cable modem 6 is connected to the 1m extension connector as an accessory device based on a parallel connection, and the gaming device is connected to the network 3 via the cable modem 6.
In addition to the cable modem 6, a terminal adapter, a satellite data receiver, a portable terminal device (PDA), a mobile phone, a data logger, or other connection-based accessory device. parallel can be connected to the 1m expansion bus.
A personal practical telephone system (PHS), data logging device, communication cable or other accessory device based on serial connections can be connected to extension connector 1r.
Figure 3 is a block diagram showing the construction of the central gaming station. In figure 3, the central gaming station 7 comprises a communicator 71 that carries out communication with the gaming devices over the network 3 and a specified Internet provider 5, an authentication server that is connected to the communicator 71 and that works as a general server to control the registrations and connection demands of game devices 1, and the specified servers (sub-servers) 73 that are subordinate to the authentication server 72 and perform the processing to create a virtual experience on the game device 1 in which the player feels as if he is playing an athletic game such as ping -pong or a game like mah-jongg in a resort hotel, etc., for example. Here, the sub-servers 73 consist of a first server 73a,
ES 2 292 425 T3 a second server 73b, and so on, up to a tenth server 73j. The sub-servers 73 have control means for executing a specific online game on each game device.
This system enables the realization of a tournament format gaming environment between gaming devices. Each player, for example, can participate in a tournament-type game and can receive a game score. A tournament format means that there is a playing space subject to prescribed rules, and particularly, that any player can participate, that the game is a competitive game, and that players can freely decide to participate or not.
Fig. 26 is a block diagram showing the situation in which a game device 1 is connected to the sub-servers via an Internet provider 9, a network 3, and a specified Internet provider 5, respectively.
The subservers 73 are called "worlds" in Figure 26, and consist of five worlds, from a first world 73A to a fifth world 73E. Because each world has the same construction, the construction of the worlds will be explained in detail later using only the first world 73A as an example.
Players authorized by the authentication server 72 are notified by the input server 71 of such information as the type of game that is played in the first world 73A, tournament information, sponsors, and holding times.
The input server 71 comprises the first server (first game server) 73a, the second server (second game server) 73b, and so on, up to the tenth server (tenth game server) 73j. Because each game server has the same construction, the internal construction of the game servers will be explained later using only the first server (first game server) 73a as an example.
When the terminal device of a player is connected to the first server 73a, the server environment is provided to the terminal device of the player. In other words, the player first enters a space simulating the lobby 75 of a resort hotel. A memory area corresponding to this lobby exists on this server.
Then, by making a selection after receiving the reports from the input server 71, the player can enter the selected room in the memory area of the first server 73a. Lobby 75 is also called the waiting room, and players can select their game room (from first room 75R to room 224 75R) from lobby 75.
Each game server is assigned game rooms such as fortune telling rooms, chess rooms, card game rooms, or mah-jongg rooms. Each room on a special game server is a game room dedicated to a designated game, such as mah-jongg, and each room has a maximum capacity. The player can enter a desired room if the maximum capacity has not been reached, but cannot enter if the maximum capacity has been reached. A player in a game room can play an online game like mah-jongg with other players who have already entered the room. The player selects which world to enter.
Figure 27 shows the state of entry into world 73A (or worlds 73B through 73E) by clients (game terminal devices or players) of each game server (from the first server to the tenth server). This shows a situation in which three customers in lobby 75 have completed their connection to the network, and are in the stage of deciding which game to select. Meanwhile, customers who have entered a room (in figure 27, rooms 01 or 02) can play the game offered in that room.
As shown in figure 27, communication is possible between each of the gaming devices 1a, 1b and 1c owned by a plurality of customers who have entered the room (in figure 27, the room shown under room 03) , with the game server 73a (or servers 73b to 73j) in the center, and the messages referring to rules (to the special rules established by the users), card changes, and notification of completion of game preparations are sent and received via packet transmission. This information is under the direction of all game servers from 73A to 73J. For example, if the room is a room in which card games are played, then the game server 73A manages the cards that were initially distributed to all players, or the cards that have been distributed during the game, in a manner integrated.
The operation of the game system will now be explained. In explaining the operation of this gaming system, the operation that takes place when the gaming terminal is connected to the central gaming station and the game is started will be explained first, and the operation that takes place when the personal information concerning to the players who handle the game devices are exchanged between the players will be later explained. Game connection and play between game controller 1 and central game station 7
Fig. 4 is a flow chart for explaining the operation of connecting the gaming terminal and the central gaming station, as well as the operation of the game that is executed by the gaming terminals after the connection is made. Figure 5 is a flow chart of the processing performed by the sub-servers. Figure 6 is a flow chart of the processing performed by the servers from the first to the tenth.
ES 2 292 425 T3
When the player makes settings for the connection of the gaming device 1 to the sub-server 73, and enters a request to the computer to connect to the sub-server 73 on the gaming device 1, the sequence shown in the flow chart of FIG. 4. The gaming device 1 determines whether the operations of the prescribed settings have been performed on the gaming device or not (S101 in FIG. 4). If the gaming device 1 determines that the settings are insufficient (NOT in S101), then the message "Settings have not been completed" appears. on video monitor 4 (S102), and game controller 1 waits until the settings are entered again.
If the gaming device 1 determines that the settings are correct (YES in S101), then the gaming device 1 performs the connection process to the specified Internet provider 5 in accordance with the connection procedure stored in RAM 1e on the device. game 1 (S103). The game device 1 then determines whether the connection has been made or not (S104), and if the connection has not been made (NOT at S104), then the message "The network is congested" is displayed. on the video monitor 4 (S105), and the game controller 1 returns to the beginning of the process shown in the flow chart.
Incidentally, the connection process of step S103 shown in Fig. 4 normally takes several minutes. Consequently, in order to use this connection timeout productively, an additional game (the mini game) that the player can play is displayed on the screen.
The additional game execution control routine will now be explained with reference to Fig. 23. This routine starts based on a YES determination at step S101 in Fig. 4, and proceeds in parallel with the connection process of step S103 at step S103. Figure 4. However, to ensure that the additional game can be played during the connection timeout, the additional game is a mini game that has simple rules.
As shown in Fig. 23, the game program is read from the working RAM in step S1031 in parallel with the connection process. The memory game extraction program is then started (S1032) and the game is started (S1033). The game screen is then displayed based on the start of the game (S1034).
As shown in figure 24, the additional game is a simple game in which the player tries to avoid obstacles 520 that obstruct the main object 500, and the player moves the main object left and right using the unit operating the game controller to avoid obstacles.
The current status of the connection to the provider is continuously displayed on the screen (for example, through the message "Connecting ..."), and the time elapsed since the start of the game is continuously displayed (S1035). The player can therefore know that the connection to the provider is being made and can still be aware of the elapsed time when playing the game. The number of points achieved is also displayed on the screen.
When the connection to the provider is completed or not achieved (S1036), the game is forcibly ended (S1037) even if the additional game is being played, and the game device 1 returns to step S104 in Figure 4. When this occurs, message “Connecting ...” changes to “Connected”. On the other hand, when the connection attempt is unsuccessful due to a busy signal or because the room is full, the message “Connection failed” is displayed.
The additional game is not related to the main program explained below in connection with the first embodiment, and the points accumulated during this game are erased when the game ends. The additional set can be designed to be appropriate for its status as a "link" to the pending connection process. On the other hand, it is acceptable if the additional game is connected to the main game such as the points accumulated during the additional game being added to the points accumulated during the main game.
As shown in Fig. 4, when the connection to the Internet provider 5 is made (YES in S104), the game device 1 executes the connection process to the authentication server 72 (S106). It then determines whether the connection to the authentication server 72 is completed or not (S107). If the connection to the authentication server 72 is not completed (NOT in S107), then the message "The amount of money is insufficient, or the settings are incorrect" is displayed. on the video monitor 4 of the game device (step S108 in FIG. 4), and the game device 1 returns to the beginning of the process shown in the flow chart.
If the connection to the authentication server 72 has been completed (YES in S107), then the game device 1 executes the connection process to the sub-server 73 (step S109 in FIG. 4). The game device 1 then waits for the result of the determination made by the sub-server 73 regarding the ID of the game device (NOT at S110 in FIG. 4).
As shown in Figure 5, the sub-server 73 checks the ID sent by the game device 1, and if the ID is correct (step S201 in Figure 5), the sub-server 73 approves the download of the data. program code or the necessary game data from the sub-server 73 to the game device (step S202 in FIG. 5), while if the ID is wrong, the sub-server 73 issues a new ID and sends it to the game device 1 (step S203 in figure 5), and approves the download of data from the sub-server 73 to the game device (step S202 in FIG. 5).
ES 2 292 425 T3
Returning to figure 4, where the data download from sub-server 73 is approved (YES in S110 in figure 4), the data referring to the state of the game running in the game system is downloaded (step S111 in figure 4 ). These data regarding the state of the game consist of information regarding the games being played on the servers from 73rd to 73rd, as well as regarding the tournaments currently being played on the system. These data are displayed on each gaming device.
The game device 1 displays a network map on the video monitor 4 based on the downloaded data (S112), and waits for the player to select which of the games on the servers from 73a to 73j will be played (NOT on S113). When the player selects one of the servers among the servers from 73a to 73j to connect (YES in S113), the game device 1 executes the connection process to that server 73x (x being any letter from a to j ) (S114). The game device 1 then executes the process of transmitting the name of the player and the ID assigned to the player to the server (S115).
In response, as shown in figure 6, server 73x sends to all gaming devices 1 the names, etc., of all players connected using gaming devices 1 connected to server 73x (S301 in figure 6) . Then, the server 73x sends to the game device 1 the data required to wait in the lobby (S302 in figure 6), and waits for a selection to be made from game device 1 (Not in S303 in figure 6).
Returning to Figure 4, the gaming device 1 displays the network map 400 shown in Figure 7 on the video monitor 4, based on the data from the server 73x (step S116 in Figure 4). As shown in Figure 7, the network map 400 comprises game contents 401 located on the left edge of the screen, room types 402 located at the top of the screen, a command button to create a new room 403 located on the right edge of the screen, a room connection button 404 located below button 403, a "Back" button 405 below button 404, a swap position designation button 406 on the lower left of the screen, and a keyboard display 407 located at the bottom third of the screen. The purposes of each of these components will be explained below.
The game device 1 then waits for a game to be selected based on this screen 400 (NOT S117 in FIG. 4). When the player inputs a game selection command to the game device 1 into the computer, the game device 1 performs the process of transmitting the type and nature of the selected game to the server 73x (S118 in FIG. 4).
As shown in figure 6, when the server 73x therefore receives the data referring to the selected game (YES in S304 in figure 6), the data required to execute the game application program is sent to the game device 1 (S304 in figure 6). The server 73x then receives the game data from the game device 1 and sends the data to the other game devices 1 connected to the same game application (S305 in Figure 6), and manages the progress status of the game application. game (S306 in Figure 6).
As shown in Figure 4, while connected to the server 73x, the game device 1 receives the data and programs required to process the game application, performs the required processing, and finally proceeds with the game (S118 and S119 in figure 4).
Thus, in the gaming system, a network game can be played while the gaming devices 1 are connected to the authentication server 72, a sub-server 73 and a selected subsidiary server 73x, which is subordinate to the sub-server. server 73.
The communication protocol between the gaming terminals and the server will now be explained in detail using as an example the case in which three terminals - a terminal A, a terminal B and a terminal C - are used, with reference to figure 25.
Terminal A is operated by a player who is going to connect to the server to play an online game, Terminal B is operated by a player who has been connected and is now in the lobby, and Terminal C is a player who is already connected to a room (room 01) to which terminal A would like to be connected.
As shown in figure 25, first, the intention to connect is communicated to the server by terminal A (signal a).
In response to this signal a, after the connection is made, the game types and the progress status are sent to terminal A (signal b), and terminal B is notified (signal b ') of the fact that the terminal A is connected.
Terminal A immediately notifies the server of its desire to enter room 01 (signal c). The server investigates the occupancy status of room 01 in response to this request, and if entry is possible, publishes an entry permission signal (d signal). When this happens, the server provides terminal A, in addition to the entry permission, the information regarding room 01 and information regarding the other terminal (terminal C) that has already entered room 01.
ES 2 292 425 T3
Terminal A performs a preparation (understanding of the rules, etc.) based on the information sent from the server, and sends a signal indicating that the preparation was completed (signal e). In response to this signal, the server informs terminal A and terminal C of the progress status of the game (signals f and f ', respectively). When this occurs, the signal f 'transmitted to terminal C includes a notification that terminal A has entered the room.
When the game then starts, a signal based on the operation of terminal A is sent to the server (signal g), and based on this signal g, the information of the operation of terminal A is returned to terminal A (signal h ), as well as terminal C (signal h ').
Conversely, a signal based on the operation of terminal C is sent to the server (signal i), and based on this signal i, the information of the operation of terminal C is returned to terminal C (signal j), as well as also to terminal A (signal j ').
The game is played by repeating these steps, and when the game is over, the server sends a game completion confirmation signal to terminals A and C (k and k 'signals, respectively). In response, terminal A sends the state of the game after completion (including winner and loser) to the server (signal 1), as does terminal C (signal m).
Creation of data in card format for the exchange of personal information
The game system described above is constructed so that each game device can exchange introductory information regarding individual players. This personal introductory information includes data appropriate to the individual player to enter, including the player's name, date of birth, address, hobby, photo, and previous game results. The player does not necessarily indicate true private information such as his name, address or actual date of birth. Alternatively, he may use false information that he creates, or he may choose not to disclose such information. These information elements are preferably organized so that they are displayed on the gaming terminal device as a card-shaped object. In other words, in this network game system, the game control program executes a control process whereby the input personal information is expressed in the form of a card on each terminal device, and the information organized in this way it can be traded between players as if they were trading business cards.
Figure 28 shows the communication protocol for card exchanges between servers and gaming devices. In figure 28, A, B and C are game devices 1, and an example is shown in which A, B and C have already entered a prescribed room, and A has asked B to exchange cards.
First, A sends a request to the server, via signal a, seeking a card exchange with B. After receiving this request, the server notifies B (via signal b) that a card exchange request has been issued. by A, and informs A by signal b 'that it has sent said notification to B. When this occurs, because no card exchange request was issued to C, the server does not transmit any message to C.
Then B, having received A's request for a card exchange, notifies the server whether it wishes to exchange cards, in the form of OK or NO (signal c).
The server communicates B's response to A (signal d), and then informs B that the server has sent B's response to A (signal d '). When this occurs, because no card exchange request was issued to C, the server does not transmit any messages to C.
Fig. 8 is a drawing showing the screen 500 showing the state in which the input personal information is arranged in the form of a card. The data used to create the card screen includes character codes corresponding to a character comprising the equivalent of a player's self-portrait, the player's ID, the player's name, the game data referring to the player's previous results, the frequency with which the game was played, the percentages of time in which the various types of games were selected, etc. The gaming device 1 forms the character codes, the ID, the name and other information within the display data, in the form of a card, and displays this data on the video monitor 4 of the gaming device as a graph of card 500 as shown in Figure 8. This card graphic 500 includes a character 501 displayed in the square area, the personal ID 502 and the name 503.
Operation to exchange personal information
The operation to exchange personal information will now be explained. Fig. 9 is a flow chart for explaining the operation of the game device from the side of the player sending the card. Fig. 10 is a flow chart for explaining the operation of the game device from the side of the player receiving the card. Figure 11 is a drawing that shows sequentially the screens displayed when the processes described in the flow diagrams of Figure 9 and Figure 10 are performed.
The exchange of information between individual players is effected through the exchange of cards. Players cannot exchange cards while a game is being played, but they can exchange them sooner.
ES 2 292 425 T3 the game has started or after it has finished. However, the time allowed for the exchange of cards can be varied.
When the card exchanges described in the flow charts of Figures 9 and 10 are carried out, the screens 600 shown in Figures 11 (a) through 11 (d) corresponding to the current stage of the process are displayed. The contents of screen 600 will be explained simply. Data 601 describing the player himself is displayed in the lower left portion of screen 600. In addition, the name and other short data 602, 603, 604 and 605 are displayed which comprise self-input data relating to other players connected to the individual game space (room) in which the player is participating. 605 indicates brief data regarding players who are not currently present in the same "individual game space (room)". In the center of the screen 600 are displayed a card exchange button 606 that carries out a card exchange with a player selected from among the players connected to the "individual game space" and a "Back" button 607 by means of which return to the process described in the previous screen.
When the game device 1 is connected to the server 73x, the initial screen is displayed from which the type of game is selected. When a specific game screen is selected, the "lobby" game screen described above is displayed, comprising the initial screen for that game. Figure 7 displays the game screen for this "lobby". Of the types of games available, "mah-jongg" is selected. "Fourth" refers to the unit in which mah-jongg is played, and comprises four players. Players can enter game spaces in which the number of players has not yet reached number four. To enter a desired room, a player selects "Connect to Room" icon 404. To create a new room and recruit mah-jongg game participants, the player selects the "Create New Room" icon 403.
When the player selects "Room" or "Create New Room", the game device executes a process whereby the game is played with other players, and displays the corresponding screen. In Figure 7, 406 is an icon indicating a position where cards can be exchanged. In the example of figure 7, the cards are exchanged in a "Room" with the other three players. 405 is a button used to return to the previous process. The "lobby" is a large game space designed for each type of game, while a "Room" is equivalent to an individual game space that comprises a group of players who are playing a game with each other, and is formed under the " lobby". A player can easily link up with other game players by choosing a game type, entering the "lobby", and then choosing a "Room", thereby simplifying the process by which a player can participate in a network game.
When a player clicks the "Trade Cards" button while in a "Room", the process shown in the flow chart in Figure 9 begins.
When the button "Exchange cards" is clicked, the game device 1 immediately determines whether the player who wishes to exchange cards already has 100 cards obtained in exchanges with other players (S401 in Fig. 9). If 100 cards have already been obtained (YES in S401 in figure 9), the message “You have already reached the limit of 100 cards is displayed. Please organize your cards. " on the video monitor 4 (S402 in FIG. 9), and the game controller returns to the initial state.
If the 100 card limit has not yet been reached (NOT at S401 in FIG. 9), the gaming device 1 displays the screen 600a of shown in FIG. 11 (a) on the video monitor 4 and waits for it to be determined. the person with whom a card will be exchanged (NOT in S403). If any button is clicked (YES in S403), then the game controller 1 detects the content of the button, and if the "Cancel" button is selected, the game controller returns to the initial state.
If any button is clicked (YES in S403), and a particular player is selected among the other players in the "Room" after the game device 1 determines the content of the button, as shown in figure 11 ( b), it is determined through a communication with the server 73x whether the selected player is still in the room (S404).
If it is determined that the selected player has already left the "Room" (NOT in S404), then the gaming device 1 waits again for a button to be clicked (NOT in S403). On the other hand, if the other player has not yet left the room (YES in S404), then it is determined whether or not the other player exchanges a card via the server 73x (S405).
If the other player is exchanging a card (YES in S405), then the gaming device displays the message "That player is currently exchanging cards with another player." on video monitor 4 (S406), and then returns to the initial state. On the other hand, if the other player is not exchanging cards with another player (NOT in S405), then the game device 1 issues a card exchange request to the other game device 1, and displays the message "Requesting card exchange ... ”on video monitor 4 (S407).
Meanwhile, the other game device 1 that receives the card exchange request executes the process shown in the flow chart of figure 10. First, as long as no card exchange is being executed with another player (NOT in S501 shown in Figure 10), the message “_has requested to exchange
ES 2 292 425 T3 cards. It's okay?" on the video monitor 4 connected to the other game controller 1, as shown in Fig. 11 (c) (S502 in Fig. 10). In addition to this message, an "Accept (card exchange)" button 608 and a "Do Not Accept" button (card exchange) 609 are displayed on screen 600c.
The other gaming device 1 waits for an input from the player for a limited time, such as 10 seconds (S503 in FIG. 10). If the other game device 1 does not receive from the player an input accepting or refusing the card exchange within the time limit (YES in S503), then data indicating a refusal of card exchange is sent to the game device 1, it is displayed the message “Because no response was received within the allotted time, the card exchange cannot take place”. (S504 in Fig. 10), and the other gaming device 1 returns to the initial state in the flow chart of Fig. 10.
If the other game device 1 receives an input from the player within the time limit either accepting or rejecting the card exchange (NOT in S503 in FIG. 10), the input is confirmed (S505 in FIG. 10), and if the input refuses the card exchange (NOT in S505), then data indicating a card exchange refusal is sent to the game device 1 that requested the card exchange, The message "The card exchange request was refused" is displayed. on the video monitor 4 (S506 in Fig. 10), and the other game controller 1 returns to the initial state in the flow chart of Fig. 10.
When the other gaming device receives an input accepting the player's card exchange (YES in S505 in Figure 10), the other gaming device then determines whether the accumulated number of cards that have been exchanged has reached a prescribed amount, such as 100 (S507 in FIG. 10), and if the limit of 100 cards has not been reached (NOT in S507), then the card exchange process is performed. Icons 611 and 612 indicating that a card exchange is in progress are displayed as shown in FIG. 11 (d), and the message "Card exchange completed" is displayed. on the screen (S508 in Figure 10).
The message "Please, do not forget to save" is then displayed. on the video monitor 4 connected to the other game controller 1 (S509 in FIG. 10), and the process ends.
Returning to figure 9, if a response is not received either accepting or refusing the exchange of cards within the time limit (YES in S408 in figure 9), the message "The response was not received within the allotted time" is displayed. . (S409 in Fig. 9), and the process ends, and the game controller 1 returns to the initial state in the flow chart of Fig. 9.
If an answer is received within the time limit (NO in S408 in FIG. 9), the game device 1 confirms the answer (S410 in FIG. 9), and if the answer is a negative (NO in S410), then the Gaming device 1 displays the message “Card exchange was declined”. on the video monitor 4 (S411 in figure 9), and then returns to the initial state in the flow chart in figure 9.
On the other hand, if a response is received accepting the exchange of cards (YES in S410 in figure 9), the game device 1 determines whether or not 100 cards have been exchanged (S412 in figure 9), and if no 100 cards have been exchanged (NOT in S412), then the card exchange process is performed, and the message "Completed card exchange with_ (S413 in FIG. 9) is displayed.
The message "Please, do not forget to save" is then displayed. on the video monitor 4 connected to the other game controller 1 (S414 in FIG. 9), and the process ends.
When the current exchange represents the exchanged card 100 (YES in S412 in figure 9, YES in S507 in figure 10), the card exchange is performed (S415, S511), but the message "The card exchange was successful, but no more cards can be stored. Please organize your cards. " on the video monitor 4 of the applicable game controller 1 (S416, S511), and the game controller 1 returns to the initial state.
When the cards received in exchange are saved, as shown in FIG. 12, they are organized as a list of cards 800 and are saved in a prescribed area of memory. This 800 card list can save four cards from 500th to 500d on one page, and includes the 504th date the cards were exchanged, and the game content and accumulated points can also be saved with the information in the cards. cards from 500a to 500d.
The data necessary for these cards is stored in a prescribed area of memory for each game terminal device or player.
A character (501 in Figure 8) is displayed on the card described above. The character is an aggregation of specified parts. By selecting these parts appropriately, the player can design his character.
Figure 13 shows the situation in which a code is assigned to each part, and the parts and the codes are interrelated in a table. This table is stored in a prescribed area of memory in each game terminal device. In other words, in each game device 1, to create a character 501 on the card 500, a plurality
ES 2 292 425 T3 characters 501 are divided into parts 551, each part 551 is assigned a corresponding code 552, and the resulting table 550 is saved in the rOm 1b or the working RAM of each game device 1.
The parts 551 that make up the characters comprise various frames for the upper torso of a man, various types of hair styles to be inserted into these frames for humans, various types of eyes, noses and mouths, various animal frames, various types of eyes, noses and mouths to be inserted into these animal frames, a frame for robots, and various types of eyes, noses and mouths to be inserted into the robot frame.
To create the character 501 on the card 500, the player selects parts 551 on the gaming device 1, displays them on the video monitor 4, and creates the desired character 501. The player then pastes the character onto the card 500.
When the character 501 is sent from the game device 1 that initiated the card exchange to the game device 1 that comprises the objective of the card exchange, only the codes 552 of the parts 551 that make up the character 501 are sent to the other game controller 1. The receiving game device 1 extracts the parts 551 from its own internal table 500 based on the received codes 552 and creates a character 501, and then displays the character 501 on the video monitor 4 as part of the card 500. Therefore, because only text data (letter data) is sent between the game device 1 that initiated the card exchange and the game device 1 that comprises the purpose of the card exchange, and there is no need for send the image data (graphics data), the transmission speed for card exchange can be increased.
As previously described, because this embodiment allows a player to have the perception of traveling to a vacation area, moving from a “lobby” to a “Game room”, and playing an entertaining game, and allows the exchange of information introduction staff into the game space of that "room", using data on a business card, etc. as a medium, it is easy and enjoyable for anyone to play the game, as well as easy to get personal introductory information regarding other players.
Second realization
Fig. 14 is a block diagram showing an example of a communication network related to a second embodiment of the present invention. Each gaming device can access multiple networks through an Internet provider. The gaming device can connect to a general network described above by connecting to a specified high-level server on a specified network. Each game machine can also access a specified low-level server that is a subsidiary of the specified high-level server, to connect to a specified low-level network through this low-level server. The specified high-level network by means of the high-level server is a network created for a home gaming machine of the same type as this system, while the specified low-level network is a network built specifically for the gaming system of the invention. Present. Making the low-level gaming network subordinate to the high-level gaming network simplifies the administration and design of the specified gaming system.
In the embodiment described above, personal information comprises information related to particular games, and includes individual game results and game preferences.
Variations of the first and second embodiments
Variations of the first and second embodiments described above will now be explained.
First, a first variation is characterized in that the card data includes the number of times a card has been exchanged, and the display of the card is changed depending on the number of times the card has been exchanged. In other words, the card data DT 500 contains the number of times the card has been exchanged (a number equivalent to the "number of times the player has met another player") in the network gaming system. This number of previous exchanges is accumulated each time a card is exchanged with the same player, and is saved as part of the card data.
For example, as shown in FIG. 15, a "Number of Encounters / Evaluation Table" is recorded in the sub-server 73 of the central gaming station 7 as table data. As can be seen in the drawing, all the "CL card color", the "MO character movement", the "BK character background" and the "SR title" are modified in accordance with the "Number of encounters ”.
The "Number of encounters" is separated into "one or more", "two or more", "four or more", "six or more", "eight or more", and "ten or more". Where a card swap falls into the categories of "two or more" to "eight or more", the content of the "CL Card Color", the "MO Character Movement", the "BK Character Background" and the “SR Title” are modified depending on whether the gender of the exchange initiator (oneself) and the gender of the target card exchange player (the other player) are the same or different, that is, if the players are the same sex or the opposite sex, even if the "Number of encounters" (that is, the number of card exchanges) with that player is the same.
ES 2 292 425 T3
When a card is exchanged, the game device 1 calculates how many exchanges including the current exchange have occurred with the same opponent, and looks for the result in the "Number of Encounters / Evaluation Table" on the sub-server 73 of the central station. game 7. Then update the "CL Card Color", "MO Character Movement", "BK Character Background" and "SR Title" components of the card data according to the search operation result, and it subsequently performs the card exchange process using this card data. Because the initiating player's card data is sent to the other player, and the target player's card data is received from the target player, both data items are saved.
The list of cards in which the exchanged data of the card is displayed is shown in Figures 16 (a) to 16 (d). As can be seen in the drawing, the parameters related to the configuration of the objects displayed in the form of cards (the “CL card color”, the “MO character movement”, the “BK character background” and the “SR title ”) Are modified in accordance with the“ Number of encounters ”.
By changing the displayed objects in the form of cards in accordance with the number of card changes (number of encounters), a sense of friendship between users can be added to the game.
The second variation will now be explained based on Figures 17 and 18. In the second variation, when a card exchange takes place, the sender's email address can be attached to the card, so that the email can be sent. to a user who attaches their email address from within the game application. It can be possible to make this email address usable in other applications as well.
In this second variation, the game device 1 on the side that sends the card carries out the process shown in figure 17, and the game device 1 on the side that receives the card carries out the process shown in figure 18. The process shown in figure 17 corresponds to that shown in figure 9. In figure 17, however, the processes from S404a to S404d are added. The process shown in figure 18 corresponds to that shown in figure 10. In Figure 18, however, the processes S500a, S500b, S502a, S502b, S505a and S505b are added.
During the process shown in Fig. 17 for the side sending the card, if it is determined that the other player has not left the game room (YES in step S404), the game device 1 determines whether or not to attach its own email address to card data (step S404a) based on user interactive input. If this determination is YES, then the process of attaching the user's email address to the card data is executed (step S404b). If the determination is NO (that is, do not attach the email address), step S404 (b) is skipped.
It is then decided whether or not the other user is already in possession of a prescribed number of cards (here, 100) through previous exchanges (step S404c). If this determination is NO, that is, if it can be confirmed that the other user does not have 100 cards yet, and there is enough space in the card's data memory, then the processes of steps S405 and the following are performed from the same mode shown in figure 9. Conversely, if the determination is YES, that is, if it is determined that the other user already has 100 cards, then the message “Because the other player has already reached the limit of 100 cards, the card exchange cannot occur". (step S404d), and the game controller 1 returns to the initial state in Fig. 17.
On the other hand, when the process of Figure 18 for the side receiving the card is carried out, the gaming device 1 starts the process by determining whether or not it already has a prescribed number of cards (here, 100 cards) (step S500a ). If the determination is YES, that is, if the gaming device 1 determines that it already has 100 cards, then the message “_you have requested to exchange cards, but because you have already reached the limit of
100 cards, the exchange of cards cannot take place ”. on the video monitor 4 (step S500b), and the game controller 1 returns to the process of step 500a. Conversely, if the determination in step 500a is NO (that is, the player does not yet have 100 cards), then after it is decided whether or not a card exchange is in progress with any other player and the existence of a card exchange request is displayed (steps S501, S502), the processes of steps S502a and S502b are performed.
In step S502a, the gaming device 1 determines whether or not the requesting player's email address is attached to the card data, and whether the determination is NO (that is, the email address is not attached). , carries out the processes of steps S503 and S505. Conversely, if the determination is YES (that is, the email address is attached), the message "An email address is attached" is displayed. on the video monitor 4 (step S502b), and the game controller 1 returns to the process of step S503.
If there is finally input from the user accepting a card exchange in step S505 (YES in step S505), then the gaming device 1 determines, based on the user's input, whether or not to attach their email address to the card data (step S505a). If the determination is YES, that is, if the email address should be attached to the card data, then the gaming device 1 executes the process of attaching its own email address to its own card data to be sent to the player requesting the card exchange (step S505b). Conversely, if the answer is No (that is, if the card must be exchanged in accordance with the request, but the email address must not be attached to the card details),
ES 2 292 425 T3 then the game device 1 does not execute the process of appending the email address of step S505b, and proceeds to the card exchange processes of steps S507 and the following.
Except for the processes described above, the other processes are identical to those shown in Figures 9 and 10.
Consequently, email addresses can be attached to card data and exchanged through this email address attachment process. Another feature of this variation is that it offers players the freedom to choose the items to be exchanged according to their degree of affinity with the other player, such as exchanging a card but not their email address. In this way, a relatively wide spectrum of communication can be made available for an online game, thereby increasing the variety of gaming opportunities.
A third and fourth variation will now be explained. These variations concern using the exchanged data from the card with applications other than the gaming application of the present invention.
In the third variation, the card data is read by other applications, so that it can be manipulated in a common format not only by one application but by a plurality of applications on the network. To obtain this construction, a common area from which the card data can be read by other applications is reserved in the memory area of the data saved in this game application. Normally, the saved game data is encrypted, and cannot be rewritten or read by the ordinary user, but the card data should be saved in a common format in a certain area that contains the saved data, so that the data in cards can be read by means of a prescribed program. In that case, confidentiality is preserved by having a common format and the prescribed program undergoes a prescribed encryption, and by using the encryption codes during decryption.
In the fourth variation, the card data contains information on individual preferences. The card data contains information on individual preferences, something similar, such as "I like cars". Where a flag indicating this type of personal information is included in the card data, when this flag is read in a car-based game on the network, it is displayed as a prioritized element on the card. In addition, it can be specified in other applications "For which games was the card exchanged?". In this way, communication when playing the network game can take place more smoothly, and the application can be given more flexibility. Furthermore, by means of this system, information can be transmitted between a plurality of applications.
Third realization
A third embodiment of the present invention will now be explained with reference to Figures 19 through 22.
The game system related to this embodiment is characterized in that a "gaming tournament" is built on the network, and particularly in that, in order to ensure a smooth and fair administration of the tournament, penalties are imposed for violations of the rules. rules that players are required to follow for the purpose of playing the game (such violations include copying data or resuming the game while the game is in progress, and are known here as "bad deeds").
The network based gaming tournament is conducted based on gaming data provided for a fixed period of time, and involves the announcement of scores. The concept is shown in figure 19. Since the central gaming station server 7 used in the gaming system lacks a database function, a database specifically dedicated to the tournament is used in order to prevent users from committing violations ( resuming the game, copying data, etc.).
The tournament server is built in the central gaming station 7. This tournament server includes a tournament planning server, a tournament administration server (this role is performed by one of the servers from the first to the tenth), a score data storage area, and a tournament authentication database, all of which are software-based. Each game device 1 participates in the game tournament executed on the tournament server approximately in the order specified below. For purposes of explanation, the numbers below in parentheses, which indicate the order in which the steps are performed, correspond to the numbers located within the arrows in the drawing.
(1) Game controller 1 connects to the tournament server.
(2) The "tournament management planning server" checks the current status of the tournament and downloads the tournament status data to the client (game device 1).
(3) When the client indicates an intention to participate in the game tournament, the client's data is recorded in the "tournament authentication server". This empowers the client to participate in the tournament.
(4) The client enters the game server that manages the game tournament, and plays the game.
ES 2 292 425 T3 (5) The game data generated during the game tournament is saved in the tournament authentication server.
(6) The results of the game tournament are calculated for each day, and the data is organized to create scores.
(7) To view the scores, the client downloads the score data.
Tournament planning is carried out by converting into data the various information regarding timing, position and nature of the game to be played, and the rules that will govern them, and keeping this data on the tournament server. The gaming tournament is basically run on successive days for a fixed period. Because the servers can go down at any time, requiring the suspension of the game, this data can be varied. The data managed during tournament administration includes, for example, (1) the number of players participating in the tournament, (2) the game to be played (for example, Mah-jongg, chess, etc.), (3 ) the rules to be applied (rule settings), (4) the date the tournament started, (5) the tournament period (that is, the number of days), (6) the minimum number of matches (this is, the prescribed number of matches), (7) the name of the tournament (text data, displayed by download), and (8) the data regarding the tournament sponsor (displayed by download).
A customer who wishes to participate in the tournament must express his desire to participate in the game tournament while playing the game. If the maximum number of participants has not been exceeded, then the client can participate. If the number of participants recorded in the tournament database is already at the maximum, then the customer is notified that he cannot participate.
A basic rule is established for the gaming tournament, which is that if a user participating in the gaming tournament has not finished the “prescribed number of matches”, then the user is considered as having not completed his participation, and the user's final game results will not be saved. One more condition is that the prescribed number of matches must be completed during the tournament period. However, a player may play more matches than the prescribed minimum number of matches.
The conceptual construction of the tournament management server GS is shown in figure 20. The server GS may have its own format, or it may have the same format as a standard game server. However, non-customers (users) eligible to participate in the tournament cannot enter the rooms in which games are being played (however, they can watch).
All data regarding participation and play in a gaming tournament (involving mah-jongg, chess, etc.) is stored in a tournament authentication database that resides in the central gaming station. An example of the saved data is shown in figure 21. Specifically, the data comprises (1) the player name data, (2) the player face data, (3) the player participation ID number data, (4) the game totals data. tournament, (5) the data regarding the number of tournament matches, (6) the player's IP address data, (7) the player's personal ID data, and (8) the information regarding bad acts (the number resumes, etc.).
In particular, the last item described in item (8) above, information regarding bad acts, refers to bad breaches of faith such as restarting the game and leaving the playing room before the prescribed number of games has been played despite that the player participated in the game tournament. The next time such a "bad user" tries to participate in a gaming tournament, he is given a warning or assessed a penalty, to discourage the commission of such acts in the future.
The methods by which bad acts are determined and a warning is given or a penalty is imposed comprise the same methods that involve actions by the tournament administration server, or methods that involve actions by the application (the game software). .
1A: Methods to perform the determination via server
There are two methods.
(a): In one method, the tournament management server continuously manages all the clients. The number of times a customer leaves a game room during a match or uses prohibited language is observed in detail, and the records of these acts are recorded in the tournament database.
(b): In another method, clients are managed only when they enter and leave a game (that is, when they enter or leave a game room). This method manages users who have not left a game (that is, leave a room) through the official method (that is, users who have disconnected their phone). Compared to the previous method in which the clients were continuously managed, this administration method has the advantage of reducing the load on the tournament administration server.
ES 2 292 425 T3
1B: Method to publish warnings via server
The method by which the tournament management server publishes a warning has the characteristics described below.
(a): In the case of a home gaming machine, because the gaming device 1 is connected to a paid server (not shown in the drawings), the next time a client who has committed bad acts connects to the server , the paid server publishes the warning or denies the connection attempt by the user. When this occurs, a blacklist containing the names of bad users can be shared among a plurality of games. In other words, a customer blacklisted for game A may also be issued a warning or denied access to game B.
(b): Each incoming server (not shown in the drawings) manages the user IDs, and when a client who has done bad deeds later tries to connect, the server sends a blacklist flag to the client. When this flag is raised in the client's gaming application, a warning is posted by means of a mark or a message that is superimposed on the player's face displayed on the video monitor indicating that the “Player is blacklisted. ”.
(c): Each incoming server (not shown in the drawings) manages the user IDs, and when a client who has done bad deeds later tries to connect, the server sends a blacklist flag to the client. When this flag is raised in the client's gaming application, a warning is published by means of a "warning message" that is displayed on the screen each time the player connects to the network.
(d): A blacklist of players who have committed bad deeds is created in the tournament database. The data in the tournament authentication database is checked based on this list, and a warning is posted by email in response to the results of this check.
2A: Determination method via application
There are two methods.
(a): In the first method, flags are raised when the game starts and when the game ends. In a normal game, the game results and other data are saved when the game ends. Instead, when this method using flags is used, one minus flag is saved when the game starts, and when the game ends, one minus flag is added to the normal game results so that the minus is an offset. For example, when the game starts, "a loss" is written, and when the game ends, the original number is returned to "a loss". Thus, a customer who thinks "I'm losing, so I'll just quit" and leaves the game will incur a "loss", which will discourage early quitting from the games. This method has the advantage of not imposing any load on the server.
(b): In this method, certain conditions that determine the existence of bad acts are incorporated into the application, and when these conditions are met, this information is written in a fixed area in the RAM of the main unit of the game system. In this way, because the flags are not raised in just one application, but can be shared by a plurality of applications, the "number of restart operations" and the use of a "forbidden language" can be determined.
2B: Warning posting method via app
The application-side warning method has the following characteristics.
(a): In the case of a home gaming machine, a "blacklisted player" flag is written to the server drive, and this warning will then be generated regardless of what gaming software is running.
(b): A blacklist flag is written to RAM on the main game system unit, and this "blacklist flag" is then raised in all applications.
(c): A flag is inserted in the game data to be saved, and penalties are imposed that prohibit the selection of some (such as parts of the face, games, etc.), depending on the seriousness of the bad acts.
As described above, the existence and nature of wrongdoing can be determined by reliable sources from either the server side or the application side, and an appropriate warning or sanction can be imposed in accordance with the seriousness of these. In other words, when a customer who has committed bad deeds is later connected to the same game tournament or to a different game, the flag in the saved data can be varied, and a warning such as "Restarting is not allowed during a game" can be given. ”. In addition, when the seriousness of the wrongdoing exceeds a prescribed standard, the client may be denied access on the next connection attempt.
ES 2 292 425 T3
In this way, the occurrence of bad acts such as premature game abandonments (restarts) can be eliminated or inhibited, and a gaming tournament environment can be created that is attractive to the customers participating in the game.
In addition, the data referring to the game played is saved in the tournament authentication database. This data is processed daily, and the scores of the first 100 customers, for example, are saved in a scoring data storage area. This score information can be downloaded by clicking a download button on a menu, and can then be viewed by a user. Downloadable information is limited to items listed 1 through 5 in Figure 21.
When the tournament period ends, final scores are calculated, and only clients who have completed the minimum number of matches are sorted by rank. When the tournament period ends, the final scores will continue to be displayed until the next tournament. The relationship between the game tournament and the score display is shown in a summary way in figure 22.
In embodiments of the present invention, the authentication server performs control operations to ensure that players are charged when they access the specified gaming server. Furthermore, when a bad player accesses the system, the specified game server or the authentication server performs control operations whereby its game terminal device is informed that the player is a bad player.
Industrial applicability
According to the invention described above, a plurality of players connected to a specified server can easily enjoy a game in a relaxed way, and personal information regarding game opponents can be exchanged, so that new relationships and friends can be made while they enjoy the game.
References cited in description
This list of references cited by the applicant has been compiled exclusively for the convenience of the reader and does not form an integral part of the European patent document. Although great care was taken in compiling the references, errors or omissions cannot be excluded and the EPO assumes no responsibility in this regard.
Patent documents cited in the description • JP 10320354 A
Contents14
28 sheets
Sheet 1 Sheet 2 Sheet 3 Sheet 4 Sheet 5 Sheet 6 Sheet 7 Sheet 8 Sheet 9 Sheet 10 Sheet 11 Sheet 12 Sheet 13 Sheet 14 Sheet 15 Sheet 16 Sheet 17 Sheet 18 Sheet 19 Sheet 20 Sheet 21 Sheet 22 Sheet 23 Sheet 24 Sheet 25 Sheet 26 Sheet 27 Sheet 28
26 members in 10 offices
Priority claims15
| Document | Office | Kind | Date |
|---|---|---|---|
| 19990020078 | Japan | – | |
| 2007899 | Japan | A | |
| 2007899 | Japan | A | |
| 19990233226 | Japan | – | |
| 23322699 | Japan | A | |
| 23322699 | Japan | A | |
| 19990269525 | Japan | – | |
| 26952599 | Japan | A | |
| 26952599 | Japan | A | |
| 009019882007899 | – | – | – |
| 23322699 | – | – | – |
| 26952599 | – | – | – |
| JP19990020078 | – | – | – |
| JP19990233226 | – | – | – |
| JP19990269525 | – | – | – |
Members26
| Document | Office | Kind | |
|---|---|---|---|
| WO0044458A1 | World Intellectual Property Organization (WIPO) | A1 | |
| AU2322100A | Australia | A | |
| EP1078667A1 | European Patent Office (EPO) | A1 | |
| CN1293584A | China | A | |
| KR20010042243A | Republic of Korea | A | |
| JP2001187273A | Japan | A | |
| JP2003038858A | Japan | A | |
| EP1078667A4 | European Patent Office (EPO) | A4 | |
| US6848997B1 | United States of America | B1 | |
| US2005026696A1 | United States of America | A1 | |
| CN1204942C | China | C | |
| CN1721019A | China | A | |
| KR20060100478A | Republic of Korea | A | |
| HK1087657A | Hong Kong, China | A | |
| KR100664475B1 | Republic of Korea | B1 | |
| EP1078667B1 | European Patent Office (EPO) | B1 | |
| DE60036170D1 | Germany | D1 | |
| KR20070108417A | Republic of Korea | A | |
| EP1867371A2 | European Patent Office (EPO) | A2 | |
| ES2292425T3This record | Spain | T3 | |
| DE60036170T2 | Germany | T2 | |
| EP1867371A3 | European Patent Office (EPO) | A3 | |
| US7618320B2 | United States of America | B2 | |
| KR100937734B1 | Republic of Korea | B1 | |
| CN1721019B | China | B | |
| JP4877639B2 | Japan | B2 |
Numbers
- Publication
- 2292425
- Publication, DOCDB
- 2292425
- Publication, EPODOC
- ES2292425T
- Application
- 901988
- Application, DOCDB
- 00901988
- Application, EPODOC
- ES20000901988T
Titles2
- Spanish
- SISTEMA DE JUEGO SOBRE RED, TERMINAL DE DISPOSITIVO DE JUEGO UTILIZADA EN ESE SISTEMA Y MEDIO DE ALMACENAMIENTO
- English
- NETWORK GAME SYSTEM, GAME DEVICE TERMINAL USED IN THAT SYSTEM AND STORAGE MEDIA.
Classification
- CPC, 23
- A63F13/335
- A63F13/79
- A63F2300/206
- A63F2300/208
- A63F2300/401
- A63F2300/402
- A63F2300/407
- A63F2300/50
- A63F2300/532
- A63F2300/534
- A63F2300/5546
- A63F2300/5553
- A63F2300/558
- A63F2300/5586
- A63F2300/572
- A63F13/75
- A63F13/71
- A63F13/352
- A63F13/87
- A63F13/795
- A63F2300/556
- A63F13/85
- A63F13/35
- IPC, 5
- A63F13 12
- A63F13 795
- A63F13 33
- A63F13 335
- G06F15 00