Network game system, and game device terminal and storage medium employed for this
Abstract
Problem to be solved.To provide a system in which a player is fully informed of information of other player which is connected to a network game system.
Solution.In this game system, a plurality of game devices 1 are connected to a game parent station 7 via a communication network 3 and communication game application can be performed between game devices 1 via the game parent station 7. Moreover, in this game system, each of game devices 1 is provided with individual information processing means 10 with which individual information between players can be exchanged when the communication game application is performed between game devices 1. Therefore, individual information can be exchanged with a partner in a form of a name card via individual information processing means 10 at the end of a game and at the start of a game.

Term
Term ended
Projected expiry passed 17 May 2022, 4.4 years ago.
- Priority
- Filed
- Published
- Projected expiry
- Today
26 claims: 8 independent, 18 dependent
- 1[Claims] 1. For managing information about individual game application programs in a network game system in which a plurality of game terminal devices are connected to each other and each terminal device is configured to be able to execute a predetermined game application program. With multiple game servers It has an authentication server that is provided separately from the game server, is commonly applied to the plurality of game servers, and has a function of determining permission or non-permission of access to each game server from the terminal device. Network game system. 【特許請求の範囲】 【請求項1】 複数のゲーム端末装置が互いに接続され、各端末装置が所定のゲームアプリケーションプログラムを実行できるように構成されてなるネットワークゲームシステムにおいて、個々のゲームアプリケーションプログラムに関する情報を管理するための複数のゲームサーバーと、 前記ゲームサーバーとは別に設けられ、前記複数のゲームサーバーに対して共通に適用され、前記端末装置から各ゲームサーバーへのアクセスの許可又は不許可を判定する機能を備えた認証サーバーと、を有するネットワークゲームシステム。
- 6In a network game system in which a plurality of game terminal devices are connected to each other so that each terminal device can execute a predetermined game application program, each game terminal device is provided with player personal introduction information. A network game system equipped with control means that can be exchanged for other game terminal devices. 【請求項6】 複数のゲーム端末装置が互いに接続され、各端末装置が所定のゲームアプリケーションプログラムを実行できるように構成されてなるネットワークゲームシステムにおいて、前記各ゲーム端末装置は、遊戯者個人紹介情報を他のゲーム端末装置と交換できる制御手段を備えてなるネットワークゲームシステム。
- 8A game system in which the plurality of terminal devices are connected to a common server machine via a communication means. 【請求項8】 前記複数の端末装置が、通信手段を介して共通のサーバー機に接続されているゲームシステム。
- 18A game system in which a plurality of game terminal devices are connected to a game master station via a network and a game application program can be executed between the terminals via the game master station. A server means for executing the game application program in a form in which a plurality of players participate, a determination means for determining a player who violates a predetermined rule regarding execution of the game application program, and the violating player are next. A network game system that includes a response measure that takes action against the violation when it has announced its participation in. 【請求項18】 複数のゲーム端末装置がネットワークを介してゲーム親局に接続され当該ゲーム親局を介して各端末間でゲームアプリケーションプログラムを実行できるゲームシステムであって、前記ゲーム親局は、前記ゲームアプリケーションプログラムを複数の遊戯者が参加する形式で実行するサーバー手段を備えるとともに、このゲームアプリケーションプログラムの実行に関する所定のルールに違反した遊戯者を判定する判定手段と、前記違反遊戯者が次に参加を表明してきたときに前記違反に対する対応を講じる対応手段とを含むネットワークゲームシステム。
- 20A communication system in which a terminal device is connected to a server via a network, wherein the terminal device has a control means for executing a game program in parallel with a process of connecting to the server. .. 【請求項20】 端末装置がネットワークを介してサーバーに接続する通信システムにおいて、前記端末装置は、サーバーに接続する処理と並行してゲームプログラムを実行する制御手段を有することを特徴とする通信システム。
- 23Claims 20 to 23. The terminal device executes the game program until it detects that the connection to the server is completed or the connection to the server cannot be completed. The communication system according to any one of 22. 【請求項23】 前記端末装置は、前記サーバーへの接続が完了するか、またはサーバーへの接続ができないことを検出するまで、前記ゲームプログラムを実行することを特徴とする請求項20乃至請求項22のいずれか1項記載の通信システム。
- 24Claims 20 to 23, wherein the control means executes the game program until it detects that the connection to the server is completed or the connection to the server cannot be completed. The described communication system. 【請求項24】 前記制御手段は、サーバーへの接続が完了するか、またはサーバーへの接続ができないことを検出するまで、前記ゲームプログラムを実行することを特徴とする請求項20乃至請求項23記載の通信システム。
Independent claims8
451 paragraphs in 1 section, as filed
Description: TECHNICAL FIELD [Detailed description of the invention]
【0001】
[Technical field to which the invention belongs]
The present invention is a network game system in which a plurality of game terminal devices are connected to each other via a communication means so that a predetermined game application program is executed between the game terminal devices, and a game terminal device used in this system. It also relates to a storage medium that stores this game application program.
【0002】
[Conventional technology]
Conventionally, this type of network game system includes a video game device and a server machine, which are terminal devices, and each video game machine and the server machine are directly connected by a telephone line or connected by an Internet network via a provider. Has been done. Each terminal device is controlled by a game application program common to the server machine, and a common game space such as a battle game is constructed between the terminal devices so that the player can play a game in this space.
【0003】
In recent years, many network game systems of this type have been constructed, and the number of players trying to participate in them has also increased dramatically. In such a game system, any player who satisfies a specific requirement can access the network game system.
【0004】
In a network game system, although unfamiliar players may play competitive games with each other, the information exchanged between the players is limited to the name and the player's ID, etc., and the game system There was a problem that the information of the opponent was not sufficiently known to the players participating in.
【0005】
Further, in this kind of game system, the game is carried out under the rules common to each player. For example, during game execution, the game is not interrupted until one match is completed. However, even if such a prohibited act is performed by a player, in the conventional game system, from the viewpoint of protecting other players, it is not possible to take measures such as interrupting the game running on the network game. could not.
【0006】
Further, when a player intends to play a network game, a game device terminal is usually connected to a dedicated server via the Internet, so that it takes time to inquire the player's ID and password. It takes a certain amount of time (about 5 minutes) to connect to the network, and during this time, there is a problem that the still image makes the player bored.
【0007】
Further, the player ID and password are introduced individually by the game server that manages each network game program, and the current situation is that information is not exchanged between a plurality of game servers. As a result, if there is malicious activity while accessing a certain game server, that is, while participating in a specific network game, access to that one game server can be subsequently denied. However, other game servers could be easily accessed, which caused problems in the smooth operation of network games.
【0008】
[Problems to be Solved by the Invention]
Therefore, an object of the present invention is to provide a system in which the information of another player connected to the network game system can be sufficiently understood by the player. An object of the present invention is to provide a network game system that enables easy exchange of necessary personal information of a player between terminal devices connected to the network game system.
【0009】
An object of the present invention is to provide a network game system that makes it easy for a player to confirm this personal information. Another object of the present invention is to take appropriate measures for a player who violates a predetermined rule when playing a communication game to suppress such a violation, and anyone can easily and comfortably play the game. The purpose is to provide a network game system that enables users to enjoy games.
【0010】
Another object of the present invention is to provide a network game system capable of keeping a player who owns a game terminal from getting bored during a time (interval) for connecting a game terminal device to a network.
【0011】
Further, the present invention is a network game system capable of comprehensively determining whether or not to allow access to a plurality of game terminal devices when a plurality of game terminal devices and a plurality of game servers are connected to the network. The purpose is to obtain.
【0012】
Another object of the present invention is to provide a game terminal device used in this network game system. A further object of the present invention is to provide a storage medium in which a program for causing a game terminal device to execute a network game for achieving the above object is stored.
【0013】
[Means for solving problems]
In order to achieve the above object, the present invention is an individual game application program in a network game system in which a plurality of game terminal devices are connected to each other and each terminal device is configured to execute a predetermined game application program. A plurality of game servers for managing information about the game, and a plurality of game servers provided separately from the game server, which are commonly applied to the plurality of game servers, and allow or disallow access to each game server from the terminal device. It is characterized by having an authentication server having a function of determining.
【0014】
That is, by providing a common authentication server for a plurality of game servers, it is not necessary to individually determine whether to allow or disallow access to the game server, and an accurate determination can be made from information on each game application program. It can be carried out.
【0015】
Further, in the present invention, the common authentication server is characterized in that initial registration for accessing each game server from the terminal device and determination of permission or disapproval of access to the game server after registration are performed. There is.
【0016】
Users who participate in the network game system must first perform initial registration of IDs, passwords, etc. using the game terminal device. If this initial registration is performed by a common authentication server, it is not necessary to perform initial registration for each access to a plurality of game servers.
【0017】
Further, the common authentication server is characterized in that the information of the game terminal device is input and registered from each of the plurality of game servers.
【0018】
That is, since the information of the game terminal device is collected from all the game servers and registered in the authentication server, it is possible to collectively manage the information related to the game device.
【0019】
The information is information that identifies a game terminal that has executed a malicious act that disallows access to the game server.
【0020】
The denial of access to the game server is determined based on the importance of the malicious act, and a stepwise limitation of the requirements including the period and the content of the game is added to the determination.
【0021】
For example, it is possible to determine the disapproval for a limited period of time such as one month or one year, or to add conditions such as disallowing only a specific game server.
【0022】
Further, according to the present invention, in a network game system in which a plurality of game terminal devices are connected to each other so that each terminal device can execute a predetermined game application program, the game terminal devices are individually introduced by a player. It is characterized by being provided with a control means capable of exchanging information with another game terminal device.
【0023】
For example, the control means can transmit an exchange request for exchanging personal information to the terminal of the other party of communication, determines whether or not to accept the exchange request for exchanging personal information, and transmits the result to the communication. It can be sent to the other party's terminal, and when a positive input for accepting the exchange request for personal information is made, the exchange of personal information is executed and the exchange data is saved, and when this exchange request is negatively input, the exchange is not performed. It is configured in.
【0024】
In this case, the personal information is configured as display data in the form of a virtual business card, for example. Further, as the display data in the form of the business card, data related to game execution may be recorded. Further, it is also a preferable example that the display data in the form of the business card is stored in the storage area of the game application of each terminal in correspondence with the character as a part. At this time, the display data in the form of the business card may be in the form of being transmitted on the communication network as the code of the character selected for the display data.
【0025】
In each of the above-described configurations, it is also preferable that the terminal is a game machine capable of independently executing a communication game application.
【0026】
On the other hand, in a configuration in which the personal information is display data in the form of a virtual business card, this system may also have means for changing the data related to the binding of the business card according to the number of exchanges of the personal information. In this case, for example, the data related to the binding of the business card is at least one of the color of the business card, the motion of the character of the business card, the background of the character of the business card, and the title of the business card.
【0027】
Further, in a configuration in which the personal information is display data in the form of a virtual business card, the personal information may include an e-mail address of the player attached to the display data in the form of the business card.
【0028】
Further, in the above-mentioned basic configuration, the game master station includes a tournament server means for executing the communication game application in a tournament format, and determines a player who violates a predetermined rule regarding execution of the communication game application. It is also possible to have a means and a countermeasure means for taking measures for issuing a warning for the violation or refusing to connect to the tournament server means when the violating player next announces participation in the tournament.
【0029】
In the case of this violation countermeasure configuration, for example, the determination means and the countermeasure means are constructed as a part of the tournament server means. Further, the determination means and the countermeasure means may be constructed as a part of the communication game application.
【0030】
On the other hand, the storage medium according to the present invention is a storage medium for realizing the above-mentioned communication game application in a terminal.
【0031】
Further, another game system of the present invention is a game system in which a plurality of terminals are connected to a game providing station via a communication network and a communication game application can be realized between the terminals via the game providing station. Each of the above terminals is provided with a personal information processing means capable of exchanging personal information between players when a communication game application is being executed between the terminals of the above, and the personal information processing means is an exchange for exchanging personal information. The first processing means that can transmit the request to the terminal of the other party of communication, and the judgment result of whether to accept the exchange request to exchange this personal information can be sent to the terminal of the other party of communication, and the exchange of personal information. It is characterized by having a second processing means that exchanges personal information and saves exchange data when an affirmative input of acceptance of a request is made, and does not exchange when this exchange request is negatively input. To do.
【0032】
Further, the present invention is characterized in that, in a communication system in which a terminal device is connected to a server via a network, the terminal device has a control means for executing a game program in parallel with a process of connecting to the server. It provides a system.
【0033】
The terminal device reads a program indicating a process of connecting to the server and the game program, and the control means starts execution of the game program when the process of connecting to the server is specified by the user. be able to.
【0034】
Further, the terminal device can display the display device according to the execution of the game program and also display the connection status to the server.
【0035】
In addition, the terminal device can execute the game program until it detects that the connection to the server is completed or the connection to the server cannot be completed.
【0036】
Furthermore, the control means can execute the game program until it detects that the connection to the server is completed or the connection to the server is not possible.
【0037】
Further, the plurality of game terminal devices in the present invention are provided with an extra game program such as being executed independently of the game applicator program at intervals required when connecting to the game master station via the network. The feature is that it is set.
【0038】
That is, it takes a certain amount of time (about 5 minutes) to connect to the network, and during this time, the player may get bored with the still image. Therefore, if the player launches an extra game that allows the player to move or take action on the screen during this network connection interval, the player will be absorbed in this extra game. You can spend the waiting time meaningfully.
【0039】
This extra game is preferably an extremely simple mini-game that does not impose a burden on the network connection time. That is, since the processing is performed in parallel with the network connection, there is a problem that the network connection time increases in a complicated game. Therefore, it is preferable to increase the ratio of the network connection even if the time is divided.
【0040】
In addition, the player can enjoy the extra game with peace of mind by displaying that the network connection is in progress during the execution of the extra game.
【0041】
Further, the extra game is made to proceed without the game being over even if the player does not operate the extra game. It is thought that some players do not play extra games, and in this case it is meaningless if the game is over, so if the game progresses without the player's operation, the network During the connection time, it becomes a movie, and at least it is more enjoyable than a still image.
【0042】
BEST MODE FOR CARRYING OUT THE INVENTION
Hereinafter, embodiments of the present invention will be described with reference to the accompanying drawings. (System Configuration) Here, a system configuration for accessing a game server 77 (corresponding to a game master station 7 (see FIG. 1) described later) from a specific game device 1 will be described with reference to FIG. 29.
【0043】
In this case, first, the specific game device 1 needs to be initially registered. In addition, after the initial registration, it is necessary to determine whether access is permitted or not based on whether or not there is a history of malicious acts performed on the game server 77 connected to the network system.
【0044】
As shown in FIG. 29, a game device 1 is connected to the network 3, and the game device 1 can access a predetermined game server 77 connected to the network 3 to execute a network game. It is possible. Although the game server 77 is a single game server 77, it is possible to add a game server 77 to the network 3. Of course, the number of game devices 1 is not limited to the number shown in the figure, and more game devices 1 can be connected.
【0045】
An authentication server 900 is connected to the network 3. The authentication server 900 is a common authentication server 900 of the plurality of game servers 77. That is, each game server 77 does not have an individual authentication server. In the database 902 of the authentication server 900, information on the game device 1 based on the execution of each game application program is registered from the plurality of game servers 77. Of this information, the most important information is information for determining whether or not future access is permitted due to a malicious act of the game device 1.
【0046】
The determination of maliciousness varies depending on each game server 77, and it may be automatically determined and transmitted, or the administrator of the game server 77 may determine and input and transmit. ..
【0047】
As described above, the contents to be executed on the authentication server 900 are the initial registration of the user (game device 1) and the determination of whether or not to authenticate (permit or allow) the access to the accessing user (game device 1). Is.
【0048】
The access procedure of the game device 1 on the authentication server 900 will be described below with reference to the flowchart of FIG.
【0049】
First, in step 950, it is determined whether or not the game has been registered, and in the case of a negative determination, the process proceeds to step 952 and the registration process to the authentication server 900 is executed using the registration program attached to the game device 1. , Move to step 954. If a positive judgment is made in step 950, that is, if the registration has already been completed, step 952 is skipped and the process proceeds to step 954.
【0050】
In step 954, the authentication server is accessed. For this access, it is necessary to enter the user ID and password.
【0051】
In the next step 956, an authentication decision is made. This authentication judgment determines whether to allow the connection to the network 3 based on the information of malicious users provided from the plurality of game servers 77 in the database 902, and in the case of disapproval, it is stepwise. Determine appropriate measures. This step-by-step measure is to classify into a game server 77 that permits access based on the content of malicious acts and a game server 77 that disallows it for a limited period of time, or game terminals. Displaying information on the device that it can be a malicious user, making it completely inaccessible to the game server, etc.
【0052】
In the next step 958, if this authentication judgment is determined to be permitted (including permission to access some game server 77), the process proceeds to step 960, and the connection to the game server 77 is possible. A message to that effect is sent, and then in step 962, the connection to the desired game server 77 is started, and in the next step 964, the game is started.
【0053】
If it is determined in step 958 that the permission is not permitted (including for a limited time), the process proceeds to step 966 to send a message indicating that the permission is not permitted, and the log-off process is executed in the next step 968.
【0054】
As described above, when the game device 1 accesses the game server 77, the plurality of game servers 77 are made to access the common authentication server 900 first, and new registration or new registration is performed on the authentication server 900. After registration, it is decided whether or not to allow participation in the network 3 based on the information received from each game server 77, so malicious acts on multiple game servers 77 are collectively performed. It is possible to prevent a user (game device 1) who has performed a malicious act on one of the game servers 77 from accessing another game server 77.
【0055】
According to the above configuration, even if the game server 77 is added or added, it is not necessary to add the authentication server 900, so that the system configuration can be simplified.
【0056】
In addition, since various information on the plurality of game servers 77 can be collectively managed, it becomes easy to find a malicious user (game device 1). As a result, it can also have a deterrent effect on malicious acts. (First Embodiment) The first embodiment will be described with reference to FIGS. 1 to 10. In the above system configuration, as shown in FIG. 1, a common game application program is executed between the game devices.
【0057】
The first embodiment will be described with reference to FIGS. 1 to 10. FIG. 1 shows a functional block diagram of a network game system according to the present invention. In this system, a common game application program is executed between the game devices.
【0058】
In FIG. 1, the system connects a plurality of terminal devices 1, 1, ... Which are video game machines, a game master station 7 including a plurality of server machines, and the game device and the game master station. It is equipped with communication network 3. In this system, the terminal device is connected to the game master station 7 via a specific Internet provider 5 defined to execute a specific game, and each game device (terminal device) 1 is connected through the game master station 7. , Execute a common game application program between 1. The game devices 1, 1, ... may be connected to the server machine via the communication network 3 and the Internet provider 9 which is not a specific Internet provider.
【0059】
In this system, each game device 1, 1, ... can exchange detailed personal information of each player when executing a game application program, personal information processing means 10, 10, ... It has.
【0060】
FIG. 2 is a functional block diagram for explaining the configuration of the game device. In FIG. 2, the game device 1 is a CPU 1a as a processing device that executes a game application program or other control program, and as this control program, for example, a program code that interprets a macro group or a scenario macro and is abstracted. Based on ROM1b, which stores program code that processes according to operation commands, data required for processing other game programs, operating systems, etc., and data groups consisting of graphics, texts, and other information such as videos. A CD-ROM device 1c including a CD-ROM for storing a game application program for executing a specific game, a bus controller 1d for controlling data transfer between the CPU 1a and each unit, and a program for the CPU 1a are held and data processing is performed. It is composed of RAM1e used for, a drawing processor 1f that forms an image signal from drawing data, and a sound processor 1g that forms an acoustic signal from acoustic data.
【0061】
In addition, VRAM1s is connected to the drawing processor 1f and is used when forming an image signal. Sound RAM 1t is connected to the sound processor 1g and is used to form an acoustic signal. The output of the sound processor 1g is connected to the audio / video connector 1r.
【0062】
The bus controller 1d described above is roughly divided into a peripheral interface 1h, a drawing processor controller 1u, an internal bus controller 1v, and an external bus controller 1w.
【0063】
The bus controller 1d is connected to the CPU 1a via the bus 11a, and the CPU 1a controls the bus controller 1d. RAM1e is also connected to this bus 11a. The expansion serial connector 1q is directly connected to the CPU 1a described above via the bus 11b, and this CPU 1a transmits a signal to and from the serial accessory device connected to the expansion serial connector 1q based on a predetermined data transmission method. By exchanging, the accessory device can be controlled and used. That is, a serial accessory device can be connected to the game device 1, so that signals such as programs, images, sounds, and commands can be exchanged between the accessory device and the game device 1. It has become.
【0064】
The drawing processor controller 1u can control the drawing processor 1f under the control of the CPU 1a. CD-ROM devices 1c, ROM1b and sound processor 1g are connected to the internal bus controller 1v via bus 11c, respectively, and this internal bus controller 1v controls these CD-ROM devices 1c, ROM1b and You can control the operation of the sound processor 1g.
【0065】
The output of the external bus controller 1w is connected to the expansion connector 1m via the bus 11d, and this external bus controller 1w is connected to the parallel accessory device connected to the expansion connector 1m under the control of the CPU 1a. By exchanging signals, it is possible to control and use this accessory. That is, a parallel accessory device can be connected to the game device 1, and signals such as programs, images, sounds, and commands can be exchanged between the accessory device and the game device 1. There is.
【0066】
Peripherals 2 and 2 are connected to the peripheral connector 1i. A television (TV) monitor 4 is connected to the audio / video connector 1r.
【0067】
A cable modem 6 is connected to the expansion connector 1 m as a parallel accessory device, and the game device is connected to the network 3 via the cable modem 6.
【0068】
In addition to the cable modem 6, the parallel accessories connected to the expansion connector 1m include a terminal adapter, satellite data receiver, personal digital assistant (PDA), mobile phone, data recording device, or other parallel accessories. Can be mentioned.
【0069】
Examples of the serial accessory device connected to the expansion serial connector 1r include a PHS, a data recording device, a communication cable, or other serial accessory device.
【0070】
FIG. 3 is a block diagram showing the configuration of the game master station. In FIG. 3, the game master station 7 has a communication device 71 that communicates with each game device via the communication network 3 and the specific Internet provider 5, and the game device 1 that is connected to the communication device 71. An authentication server 72 as a general server that controls sign-ups and connection requests from 1, ... and a subordinate of this authentication server 72, for example, exercise games such as table tennis and mahjong at hot spring inns, etc. Consists of a special server (secondary server) 73 and ... that perform processing to realize a simulated experience as if playing the game with others on the game devices 1, 1, ... Has been done. Here, the sub-server 73 is further composed of the first server 73a, the second server 73b, ..., And the tenth server 73j. The sub-server has a control means for causing each game device terminal to execute a specific communication battle game.
【0071】
In this system, a tournament-style game environment can be realized between each game device. Each player can participate in the game in a tournament manner and can obtain the ranking of the game, for example. The tournament format means that the game space is executed under a predetermined rule, and in particular, it means that any player can participate, that it is a competitive game, and that participation / non-participation is free.
【0072】
FIG. 26 shows a block diagram when the game device 1 connects to the sub server via each of the Internet provider 9, the network 3, and the specific Internet provider 5.
【0073】
The sub-server 73 is referred to as a world in FIG. 26 and has a five-world configuration from the first world 73A to the fifth world 73E. Since each world has the same configuration, the detailed configuration will be described below by taking the first world 73A as an example.
【0074】
The authentication server 72 notifies the authenticated player from the gate server 71 of what kind of game is being played in the first world 73A, as well as tournament information, sponsors, maintenance time information, and the like.
【0075】
The gate server 71 is composed of the first server (No. 1 play server) 73a, the second server (No. 2 play server) 73b, ..., and the No. 10 server (No. 10 play server) 73j. ing. Since each play server has the same configuration, the configuration inside the play server will be described below by taking the first server (No. 1 play server) 73a as an example.
【0076】
When the player's terminal device is connected to the first server 73a, the following environment is provided to the player's terminal device. That is, the player first enters a space like the lobby (large hall) 75 of a hot spring inn (hotel). This server has a storage area corresponding to the lobby.
【0077】
The player can then enter the selected room allocated in the memory area of the first server 73a by selection after being guided and notified by the gate server 71. This lobby 75 is a so-called waiting room, and a player can select a play room (each room 75R of Nos. 01 to 224) in this lobby 75.
【0078】
Each play server is assigned to a game such as a fortune-telling room, a shogi room, a playing card room, or a mahjong room. Each room of a specific play server is a play room for playing mahjong and the like, and each has a capacity. If the number of rooms desired by the player is within the capacity, it is possible to enter the room, and if it exceeds the capacity, it is not possible to enter the room. A player who has entered the play room can play a communication battle game such as mahjong with another player who has already entered the play room. Which world to enter depends on the player's choice.
【0079】
FIG. 27 shows the occupancy status of the client (game device terminal / player) of each play server (No. 1 server to No. 10 server) in the world 73A (or 73B to 73E) described above. .. The three clients in lobby 75 have completed the network connection and are now in the process of choosing one of the various games. On the other hand, clients who enter each room (Rooms 01 and 02 in Fig. 27) can play games in each room.
【0080】
In addition, as shown in FIG. 27, each room (in FIG. 27, the room described under room 03) is owned by a plurality of clients who are in the room centering on the play server 73a (or 73b to 73j). Communication is possible with the game devices 1a, 1b, and 1c to be played, and rules (user-set special rules), business card exchange, notification that the match is ready, etc. are sent and received by packet communication. .. All of this information is managed by Play Servers 73A-73J. For example, if this room is a room where you play games using playing cards, what is Play Server 73A (then what about the contents of everyone's hand first dealt? Is issued, or the contents of the hand during the game match are managed collectively.
【0081】
The operation of this game system will be described. In explaining the processing operation of this game system, first, the operation until the game terminal is connected to the game master station and the game is started is explained, and then the personal information of each player who operates each game device is exchanged between the players. The operation of exchanging will be described.
【0082】
[Connection between game device 1 and game master station 7 and game play] FIG. 4 illustrates the connection operation between the game device and the game master station and the operation of the game executed on each game device terminal after the connection. It is a flowchart that is. FIG. 5 is a processing flowchart of the secondary server. FIG. 6 is a processing flowchart of the No. 1 server to the No. 10 server.
【0083】
When the player sets the game device 1 for connection to the sub-server 73 and inputs a connection request to the sub-server 73 to the game device, the flowchart of FIG. 4 is started. The game device 1 determines whether or not a predetermined setting has been made to the game device (S101 in FIG. 4). When the game device 1 determines that there is something missing in the settings (S101; NO), the message "There is something missing in the settings" is displayed on the TV monitor 4 (S102), and the setting is waited for again.
【0084】
When the game device 1 determines that the setting is correct (S101; YES), the game device 1 executes a process of connecting to the specific Internet provider 5 according to the communication procedure stored in the RAM 1e of the game device 1 (S103). .. The game device 1 determines whether or not it can be connected to this (S104), and when the connection cannot be made (S104; NO), displays a message "It seems to be very crowded" on the TV monitor 4. (S105), return to the beginning of the flowchart.
【0085】
By the way, the connection process of S103 in FIG. 4 usually takes about several minutes in terms of time. Therefore, using this connection waiting time, an extra game (mini game) is displayed on the screen so that the player can execute this game.
【0086】
Hereinafter, the execution control routine of the extra game will be described with reference to FIG. This routine is activated based on the yes determination in S101 of FIG. 4, and is processed in parallel with the connection processing in S103 of FIG. However, the extra game is set to a mini game with simple rules so that it can be executed in the connection standby time.
【0087】
As shown in FIG. 23, the S1031 reads the extra game program from the work RAM in parallel with the connection process. Next, start the read game program (S1032) and start the game (S1033). The game screen is displayed based on the start of this game (S1034).
【0088】
As shown in FIG. 24, the content of this extra game is a simple game in which the main object 500 is flicked off the obstruction 520 that interferes with this object, and the player uses the operation unit of the game device. , Move the main object left and right to play obstacles.
【0089】
In addition, on the screen, the indication that the connection is being made with the provider (for example, "Setsuzokuchu") is always displayed, and the elapsed time from the start of the game is displayed every moment (S1035). Even if the player is operating the game, he / she can grasp that he / she is connected to the provider and the elapsed time. In addition, the score display of this game is also displayed on the screen.
【0090】
When the connection with the provider is completed or fails (S1036), this extractor game is forcibly terminated even in the middle of the game (S1037), and S104 in Fig. 4 is returned. At this time, the above-mentioned "Setsuzokuchudesu" display changes to "Setsuzoku on the Internet". On the other hand, if the connection fails due to busyness of the line or overcapacity, the message "I'm sour" is displayed.
【0091】
This extra game has nothing to do with the main part (main program) described in the first embodiment of the present invention, and the points obtained during the game are cleared at the end of the game. The extra game may have content suitable for "connecting" to the connection with the provider. On the other hand, the extra game may be associated with the main game, for example, by default (default value is selected to be unrelated), the score obtained in this extra game is added to the main game. ..
【0092】
As shown in FIG. 4, when the Internet provider 5 can be connected (S104; YES), the game device 1 executes the connection process to the authentication server 72 (S106). Then, the game device 1 determines whether the connection to the authentication server 72 is completed (S107). Here, when the connection to the authentication server 72 cannot be established (S107; NO), the game device 1 sends a message such as "The predetermined amount is insufficient or the setting is insufficient" to the TV monitor 4 of the game device. (S108 in Fig. 4) and return to the beginning of the flowchart.
【0093】
When the connection process to the authentication server 72 is completed (S107; YES), the game device 1 executes the connection process to the secondary server 73 (S109 in FIG. 4). Then, the game device 1 waits for the determination result for the identifier (ID) of the sub-server 73 (S110; NO in FIG. 4).
【0094】
As shown in FIG. 5, the secondary server 73 checks the ID sent from the game device 1 and if the ID is correct (S201 in FIG. 5), the secondary server 73 transfers the program data and the data necessary for the game from the secondary server 73 to the game device. Allows download (S202 in Figure 5), while issuing a new ID and sending it to Game Device 1 (S203 in Figure 5) when the ID is incorrect, and data from the secondary server 73 to the game device Allow download (S202 in Figure 5).
【0095】
Returning to FIG. 4, the game device 1 relates to the situation of the game being executed in the game system from the secondary server 73 when the download of data from the secondary server 73 is permitted (S110; YES in FIG. 4). Town load the data (S111 in Figure 4). Here, the data related to the game status includes what kind of game is being played on the server 73a, 73b, ..., 73j of which issue, what kind of game tournament is currently being executed on the system, and the like. It is a data group that displays information on each game device.
【0096】
The game device 1 displays a netmap screen on the TV monitor 4 based on the downloaded data (S112), and which game of server 73a, 73b, ..., 73j is selected by the player. It will be in a state of waiting for the download (S113; NO). When a player chooses to connect to one of a given server 73a, server 73b, ..., server 73j (S113; YES), that server 73x (where x is a, b, .. The connection process to (meaning one of ., j) is executed (S114). After that, the game device 1 performs a process of transmitting the player's name and the ID assigned to the player to the server (S115).
【0097】
In response to this, as shown in FIG. 6, the server 73x gives the names of all the connected players to the game devices 1, 1, ... Connected to the server 73x. (S301 in Fig. 6). Next, the server 73x sends the data necessary for waiting in the hall to the game device 1 (S302 in FIG. 6), and waits for selection from the game device 1 (S303; NO in FIG. 6).
【0098】
Returning to FIG. 4, the game device 1 displays and processes the net screen 400 shown in FIG. 7 on the TV monitor 4 based on the data from the server 73x (S116 in FIG. 4). As shown in FIG. 7, the net screen 400 has a game content 401 at the left edge of the screen, a room type 402 at the top of the screen, a new room creation instruction button 403 at the right edge of the screen, and a room connection button 404 at the bottom of the button 403. It consists of a return button 405 below it, a replacement location specification button 406 at the bottom left of the screen, and a keyboard screen 407 in one-third of the screen at the bottom of the screen. The meanings of these will be described later.
【0099】
Then, the game device 1 is in a waiting state for selecting a predetermined game based on this screen 400 (S117; NO in FIG. 4). Then, when the player inputs a game selection command to the game device 1, the game device 1 sends the selected game type / content to the server 73x (S118 in FIG. 4).
【0100】
As a result, when the server 73x receives the data related to the selected game as shown in FIG. 6 (S304 in FIG. 6; YES), the server 73x sends the data necessary for executing the game application program to the game device 1 (Fig. 6). 6 S304). Further, the server 73x fetches game data and the like from the game device 1 and sends the data to other game devices 1, 1, ... Connected to the same game application (S305 in FIG. 6). The server 73x then processes the progress of the game application (S306 in Figure 6).
【0101】
Therefore, as shown in FIG. 4, the game device 1 takes in and processes the data and programs necessary for processing the game application while connected to the server 73x, and advances the game (Fig. 4). S118, S119).
【0102】
In this way, in the game system, the network game progresses with the game devices 1, 1, ... and the authentication server 72, the sub server 73, and the lower selected server 73x connected to each other. be able to.
【0103】
Here, according to FIG. 25, the communication protocol between the game terminal and the server will be described by taking as an example the case where three terminals A, B, and C are specifically used.
【0104】
Terminal A is now connected to the server and is operated by a player who is going to play a communication battle, terminal B is operated by a player who is connected to the "hall", and terminal C is about to enter the terminal AGA. It is assumed that the player who is already connected to the room (Room 01) is operating the game.
【0105】
As shown in FIG. 25, the terminal A first informs the server of the intention to connect (signal a).
【0106】
In response to this signal a, the server sends the game type, progress, etc. to the terminal A after the connection process (signal b), and notifies the terminal B that the terminal A has connected (signal b').
【0107】
Terminal A immediately informs the server of the desire to enter Room 01 (signal c), and the server checks the entry status of Room 01 in response to this request and sends an entry permission signal if it is possible to enter (signal d). .. At this time, the terminal A is provided with the information on the room 01 and the information on the other party (terminal C) who has already entered the room 01 together with the permission to enter the room.
【0108】
Terminal A prepares (understands the rules of the game, etc.) based on the information sent from the server, and sends a signal indicating that the preparation is OK (signal e). On the other hand, the server provides terminals A and C with the progress of the game (signal f, signal f'). At this time, the signal f'to the terminal C also includes a content for notifying that the terminal A has entered the room.
【0109】
After that, when the game is started, a signal based on the operation of the terminal A is sent to the server (signal g), and the operation information of the terminal A is sent back to the terminal A based on this signal g (signal h) to the terminal C. Provides operating information for terminal A (signal h').
【0110】
On the contrary, a signal based on the operation of the terminal C is sent to the server (signal i), and the operation information of the terminal C is sent back to the terminal C based on this signal i (signal j), and the terminal is sent to the terminal A. Provides C operation information (signal j').
【0111】
After that, the game progresses by repeating these steps, and when the game ends, the server sends a confirmation signal of the end of the game to the terminals A and C (signal k, signal k'). On the other hand, terminal A transmits the game state (including victory or defeat) due to the end of the game to the server (signal l), and terminal C also transmits the game state due to the end of the game to the server (signal m).
【0112】
[Creation of business card form data for exchanging personal information] In the game system described above, each game device is configured to be able to exchange personal introduction information of a player via a game master station. This personal introduction information includes data suitable for introducing an individual player, such as name, date of birth, address, hobbies, self-portrait, and game results. Regarding privacy-related information such as name, date of birth, and address, the player does not necessarily have to specify the facts, or it may be a fictitious information created by the player, and it is also possible not to specify such information. is there. This various information is organized so as to be displayed on the game terminal device as a card-like object of a business card. That is, in this network game system, the game control program executes a control process for expressing the personal introduction information on each terminal device like a business card, and exchanges the collected information group as if the business card is exchanged. And can be exchanged between players.
【0113】
FIG. 28 shows the communication protocol between the server for exchanging business cards and the game device. Note that FIG. 28 shows an example in which A, B, and C are game devices 1, A, B, and C are already in a predetermined room, and A requests B to exchange business cards.
【0114】
First, A requests the server to exchange business cards with B by signal a. In response to this request, the server notifies B that A has requested a business card exchange (signal b) and also notifies A that the request has been sent to B by signal b'. .. At this time, since the business card exchange request has not been made to C, there is no transmission from the server to C.
【0115】
Next, B, who received a business card exchange request from A, informs the server of his intention to exchange business cards with OK / NO (signal c).
【0116】
The server notifies A of the reply from B (signal d) and notifies B that the reply has been sent to A (signal d'). At this time, since the business card exchange request has not been made to C, there is no transmission from the server to C.
【0117】
FIG. 8 is a diagram showing a screen 500 showing a state in which personal introduction information is collected like a business card. The data group for forming the screen of the business card includes the character code corresponding to the character corresponding to the player's self-portrait, the player's ID, the player's name, and the player's past game results / games. Contains data about the game, such as the frequency with which the game was executed and the percentage of the selected game type. The game device 1 forms display data in the form of a business card from the character code, ID, name, etc. of another game device (player) received via the game master station, and is used on the TV monitor 4 of the game device. It is displayed as a business card-like graphic 500 as shown in FIG. The business card-like graphic 500 includes a character 501 shown in a rectangular area, a personal ID 502, and a name 503.
【0118】
[Personal information exchange operation] Next, the personal information exchange operation will be described. FIG. 9 is a flowchart for explaining the operation of the game device on the side of sending the business card. FIG. 10 is a flowchart for explaining the operation of the game device on the side of receiving the business card. FIG. 11 is a diagram showing screens that are sequentially developed as the flowcharts of FIGS. 9 and 10 are processed.
【0119】
Information exchange between individual players is realized by exchanging business cards. The player cannot exchange business cards during the game, but can exchange business cards before or after the game starts or ends. However, it is possible to change when business cards can be exchanged.
【0120】
When the flowcharts for exchanging business cards of FIGS. 9 and 10 are executed, the screens 600 shown in FIGS. 11 (a) to 11 (d) are displayed according to the processing stage. The contents of the screen 600 will be briefly explained. On the screen 600, data 601 indicating the player himself is displayed at the lower left. In addition, data such as names 602, 603, 604, and 605, which are simplified self-introduction data of other players connected to the individual game space (room each room) in which the player participates, are displayed. Reference numeral 605 is a display of simplified data relating to players who are not in the same "individual game space (room)". In addition, in the center of the screen 600, there is a business card exchange button 606 that exchanges business cards with the selected player among the players connected to the "individual game space", and the game screen returns to the previous processing state. The return button 607 for is displayed.
【0121】
When the game devices 1, 1, ... are connected to the server 73x, the initial screen for selecting the game type is displayed. Here, when a specific game screen is selected, the game screen of the above-mentioned "hall", which is the initial screen of the game, is displayed. FIG. 7 shows the game screen of this "hall". "Mahjong" is selected from the game types. A "room" is a unit for playing mahjong and is made up of four players. Players can enter the game space, which is a room with less than four people. If the player wants to enter the desired "room", select the "room connection" icon 404. When the player creates a new "room" and recruits mahjong friends, select the "create new room" icon 403.
【0122】
When the player selects "room" or "creates a new room", the game device shifts to the process of playing the mahjong game with another player and displays the corresponding screen. In FIG. 7, 406 is an icon indicating a place where the above-mentioned business card data can be exchanged. In the example of FIG. 7, business card exchange is performed with three other players in the "room". Note that 405 is a button for returning to the previous process. The "hall" is a large game space composed of each type of game, and the "room" is an individual game space formed below this, which is a collection of multiple players who execute competitive games with each other. Equivalent to. Players can easily select the type of game to enter the "hall" and select "room" to team up with the opponent's player, and the player side to participate in the network game. Processing operation is simplified.
【0123】
When the business card exchange button is operated in the "room" state, the flowchart of FIG. 9 is started.
【0124】
When the business card exchange button is operated, the game device 1 immediately determines whether or not it already has 100 business cards exchanged with other players (S401 in FIG. 9). When the game device 1 already has 100 business cards (S401; YES in Fig. 9), the message "I already have 100 cards, so I can't do any more. Please organize the business cards at the entrance." Is displayed on TV monitor 4 (S402 in Fig. 9) and returns to the initial state.
【0125】
When the number of business cards has not reached 100 (S401; NO in FIG. 9), the game device 1 displays the screen 600a as shown in FIG. 11 (a) on the TV monitor 4 and waits for the exchange partner to be decided. (S403; NO). When any button is operated (S403; YES), the game device 1 detects the content and returns to the initial state when the "cancel button is operated".
【0126】
As a result of the operation of some button ((S403; YES)) and the judgment of the content by the game device 1, a specific player is selected from other players in the "room" as shown in FIG. 11 (b). When so, it communicates with the server 73x to determine if the selected player is still in the game room (S404).
【0127】
As a result of this determination, when the selected player has already left the "room" (S404; NO), the button operation is waited for again (S403; NO). On the other hand, when it has not left yet (S404; YES), it is determined whether or not the other player is exchanging business cards via the server 73x (S405).
【0128】
When the other player is exchanging business cards (S405; YES), the game device displays a message on the TV monitor 4 (S406) that "it seems that the other party is exchanging business cards." Return to the initial state. On the other hand, when the opponent player is not exchanging business cards (S405; NO), the game device 1 requests the other game device 1 for exchanging business cards to exchange business cards and "requests for exchanging business cards". The message "I'm doing it." Is displayed on TV monitor 4 (S407).
【0129】
On the other hand, the other game device 1 that has received the request for exchanging business cards executes a flowchart related to exchanging business cards as shown in FIG. 10, and first, on the condition that the business cards of the other party are not exchanged. (S501; NO in Fig. 10), as shown in Fig. 11 (c), the message "Mr. XX requested a business card exchange. Are you OK?" Is connected to the other game device 1. Display on TV monitor 4 (S502 in Fig. 10). In addition to this message, the screen 600c displays "button 608 that receives (business card exchange)" and "button 609 that does not receive (business card exchange)".
【0130】
The other game device 1 is in a state of waiting for input from a player within a time limit, for example, 10 seconds (S503 in FIG. 10). The other game device 1 sends data to the game device 1 to refuse the business card exchange when the selection input of receiving or not receiving the business card exchange from the player is not made within the time limit (S503; YES). Then, the message "(Business card exchange) was refused because there was no response within the time limit" is displayed (S504 in Fig. 10), and the initial state of the flowchart in Fig. 10 is restored.
【0131】
When the player inputs whether or not to receive the business card exchange within the time limit (S503; NO in FIG. 10), the other game device 1 confirms the input (S505 in FIG. 10) and exchanges the business card. (S505; NO), the data for refusing the business card exchange is sent to the game device 1 requesting the business card exchange, and the message "Business card exchange is refused" is sent to the TV monitor. Display in 4 (S506 in Fig. 10) and return to the initial state of the flowchart in Fig. 10.
【0132】
In other game devices, when the player receives an input that the business cards may be exchanged (S505; YES in FIG. 10), whether or not the cumulative number of exchanged business cards reaches a predetermined amount, for example, 100 people. (S507 in Fig. 10), and when the number of people does not reach 100 (S507; NO), the business card exchange process is executed and the business cards are exchanged as shown in Fig. 11 (d). The characters 611 and 612 are displayed, and the message "I exchanged business cards with Mr. " is displayed on the screen (S508 in Fig. 10).
【0133】
Then, the message "Don't forget to save" is displayed on the TV monitor 4 connected to the other game device 1 (S509 in FIG. 10), and the process ends.
【0134】
Returning to FIG. 9, in the game device 1, when the response as to whether or not to exchange the business card is not within the time limit (S408; YES in FIG. 9), "there was no response within the time limit." Display a message (S409 in Fig. 9) and return to the initial state of the flowchart in Fig. 9.
【0135】
Further, in the game device 1, when there is a response within the time limit (S408; NO in FIG. 9), the response is confirmed (S410 in FIG. 9), and in the case of a declined response (S410; NO). , "Business card exchange refused" is displayed on TV monitor 4 (S411 in Fig. 9), and the initial state of the flowchart in Fig. 9 is restored.
【0136】
On the other hand, when there is a response that the business cards may be exchanged (S410; YES in FIG. 9), the game device 1 determines whether the number of business cards is 100 (S412 in FIG. 9) and 100. When it is not for the number of people (S412; NO), the business card exchange process is executed and the message "The business card was exchanged with Mr. XX" is displayed (S413 in Fig. 9).
【0137】
Then, the message "Don't forget to save" is displayed on the TV monitor 4 connected to the other game device 1 (S414 in FIG. 9), and the process ends.
【0138】
For 100 cards (S412; YES in Fig. 9, S507; YES in Fig. 10), the business card exchange process was performed (S415, S511), and "I exchanged business cards, but I can't carry any more. "No. Please organize your business cards." Is displayed on TV monitor 4 (S416, S511), and the initial state is restored.
【0139】
When the exchanged business cards are saved, as shown in FIG. 12, they are organized as a business card list 800 and stored in a predetermined storage area. This business card list 800 can store four business cards 500a, 500b, 500c, 500d per page, and also has a date of exchange 504, and in addition to the information on business cards 500a, 500b, 500c, 500d, the game The contents and scores of the above can also be stored.
【0140】
The data required for this business card is stored in a predetermined storage area of the server in each game terminal device or player.
【0141】
A character (501 in FIG. 8) is displayed on the business card described above. A character consists of a set of fixed parts. The player can design his / her own character by appropriately selecting these parts.
【0142】
FIG. 13 shows that a code is assigned to each part and both are tabulated. This table is set and stored in a predetermined storage area of each game terminal device. That is, in the game devices 1, 1, ..., in order to create the character 501 of the business card 500, a large number of characters 501 are disassembled into parts 551, and a table 550 in which each part corresponds to the code 552 is used for each game. It is stored in the storage area such as ROM1b of devices 1, 1, ..., Or in the work RAM.
【0143】
Here, the character part 551 is a plurality of types of human upper body contours, a plurality of types of hairstyles to be included in these human contours, a plurality of types of shapes such as eyes, nose, mouth, and ears, and a plurality of types of animal contours. , The shapes of multiple types of eyes, nose, mouth, ears, etc. to be included in the contours of these animals, the contours of robots, etc., and the shapes of multiple types of eyes, nose, mouth, ears, etc. to be included in the contours of this robot are made into parts. Say something.
【0144】
In order to create the character 501 of the business card 500, in the game device 1, the player selects each part 551 and displays it on the TV monitor 4 to create a predetermined character 501. Next, this character is pasted on the business card 500.
【0145】
When sending the character 501 from the business card exchange source game device 1 to the business card exchange destination game device 1, only the code 552 of the parts 551, ... forming the character 501, ... is the opponent's game. Send to device 1. In the game device 1, based on the received code 552, ..., each part 551, ... is taken out from the table 500 inside the game device 1 itself, created as a character 501, and used as a part of the business card 500. Display on TV monitor 4. Therefore, it is only necessary to send text data (character data) between the exchange source game device 1 that tried to exchange business cards and the exchange destination game device 1, and it is not necessary to send image data (picture data). In addition, the transmission speed for exchanging business cards can be improved.
【0146】
As described above, according to the present embodiment, the player can have the feeling of going to a hot spring resort and moving from the "hall" to each "game room" to play an entertainment game. Since personal introduction information can be exchanged using business card data as a medium in the game space of the "room", anyone can easily and comfortably enjoy the game, and the personal introduction information of the other player can be easily exchanged. Can be obtained in. (Second Embodiment) FIG. 14 is a block diagram showing an example of a communication network according to a second embodiment of the present invention. Each game device can access various networks via an internet provider. This game device can be connected to the above-mentioned general network by connecting to a higher-level specific server of the specific network. Further, each game machine accesses a lower specific server located below the upper specific server and is connected to the lower specific network via the lower specific server. The upper specific network by the upper server is a network formed for a home-use game machine of the same type, and the lower specific network is a network particularly constructed for the game system of the present invention. By forming a lower game network under the upper game network, it becomes easy to manage and design a specific game system.
【0147】
In the above-described embodiment, the personal information is particularly related to a game, and includes an individual's game performance, game preference, and the like. (Modified Examples of First and Second Embodiments) Next, modified examples relating to the above-described embodiments will be described.
【0148】
First, the first modification is characterized in that the business card data includes the number of business card exchanges and the screen of the business card is changed according to the number of exchanges. That is, the business card 500 data DT is made to hold the number of exchanges (that is, the number of times other players have met on the network game system). The number of exchanges is accumulated each time a business card is exchanged with the same partner, and is saved as a part of the business card data.
【0149】
On the sub-server 73 of the game master station 7, for example, as shown in FIG. 15, a predetermined "correspondence table between the number of meetings and their evaluation" is recorded as table data. As can be seen from the figure, the "business card color CL", "character motion MO", "character background BK", and "title SR" are changed according to the "number of times met". Here, the character means a character.
【0150】
As an example, "the number of times we met" is classified into "1st time or later", "2nd time or later", "4th time or later", "6th time or later", "8th time or later", and "10th time or later". .. In the second to eighth business card exchanges, the gender of the exchange source (own) and the gender of the exchange destination (other party) are the same or different even if the same "number of meetings (number of business card exchanges)" is used. That is, the contents of "business card color CL", "character motion MO", "character background BK", and "title SR" are changed according to whether they have the same surname or the opposite sex.
【0151】
When exchanging business cards, the game device 1 calculates the number of exchanges with the other party and stores it in the sub-server 73 of the game master station 7 "correspondence table of the number of meetings and its evaluation". And the number of exchanges. The "business card color CL", "character motion MO", "character background BK", and "title SR" parts of the business card data are updated according to the collation result. Then, the business card exchange process is performed using this business card data. Then, one's own business card data is sent to the exchange partner, and the other party's business card data is sent from the exchange partner, so save this.
【0152】
A list of business cards displaying the business card data exchanged in this way is shown in FIGS. 16 (a) to 16 (d). As you can see from the figure, the parameters related to the form of the object displayed in the shape of those business cards ("Business card color CL", "Character motion MO", "Character background BK", and "Title SR") It changes according to the "number of times I met".
【0153】
By changing the object displayed in the shape of the business card according to the number of times the business card is exchanged (the number of times the business card is met) in this way, it is possible to give the game a taste of familiarity between users.
【0154】
Next, a second modification will be described with reference to FIGS. 17 and 18. In this second variant, as mentioned above, when exchanging business cards, you can also attach an email address, and send an email to the user who attached the email address in this game application. Is made possible. This email address may be used by other applications as well.
【0155】
In this second modification, the game device 1 on the side of sending the business card performs the process shown in FIG. 17, and the game device 1 on the side of receiving the business card performs the process shown in FIG. The process shown in FIG. 17 corresponds to FIG. 9 described above, and the processes of steps S404a to S404d are further added to the process shown in FIG. The process shown in FIG. 18 corresponds to FIG. 10 described above, and steps S500a, S500b, S502a, S502b, S505a, and S505b are added to the process shown in FIG.
【0156】
In the process of FIG. 17 on the side of sending the business card, if it is determined that the other party has not left the game room (step S404; YES), the game device 1 decides whether or not to attach its own e-mail address to the business card data. Make a decision in response to interactive input from the user (step S404a). If this judgment is YES, the process of attaching the user's email address to the business card data is performed (step S404b). On the other hand, if NO (do not attach an email address) is judged, step S404b is skipped.
【0157】
Next, the other user exchanges and determines whether or not he / she already has a predetermined number of business cards (100 in this case) (step S404c). If NO, that is, the other user does not have 100 cards yet and it can be recognized that there is a margin in the memory of the business card data by this judgment, the process proceeds to the process after step S405 in the same manner as in FIG. 9 described above. On the contrary, if YES in this judgment, that is, if the other user judges that the other user already has 100 business cards, the TV monitor 4 says "The other party has 100 business cards, so the business card cannot be exchanged. Is displayed (step S404d), and the process returns to the initial state shown in FIG.
【0158】
On the other hand, in the case of the process of FIG. 18 on the side receiving the business card, when this process is started, the game device 1 first determines whether or not it already has a predetermined number of business cards (100 in this case). Determine (step S500a). If this judgment is YES, that is, if you already have 100 business cards, a message such as "Mr. XX requested you to exchange business cards, but you cannot exchange business cards because you have 100 cards" is displayed on TV monitor 4. Display (step S500b) and return to the process of step 500a. On the other hand, if the judgment of step S500a is NO (I do not have 100 cards yet), after judging whether or not the business card is being exchanged with another party, and further displaying that there is an exchange request (step). S501, S502), steps S502a and S502b are processed.
【0159】
In step S502a, the game device 1 determines whether or not an e-mail address is attached to the business card data, and if NO (the e-mail address is not attached), performs the processes of steps S503 and S505. On the contrary, if YES (that is, attachment of e-mail address), a message such as "e-mail address is attached" is displayed on the TV monitor 4 (step S502b), and then the process proceeds to step S503.
【0160】
Then, when the user finally inputs that the business card may be exchanged in step S505 (step S505; YES), the game device 1 determines whether or not to attach an e-mail address to the exchanged business card data. Is determined by input from the user (step S505a). If this judgment is YES, that is, if the e-mail address is attached, the process of attaching the e-mail address to the business card data sent to the exchange request destination is performed (step S505b). On the contrary, when NO (that is, when the business card is exchanged in response to the request but the e-mail address is not attached), the business card exchange process after step S507 is performed without performing the process of step S505b related to the e-mail address attachment.
【0161】
The processes other than those described above are the same as the processes shown in FIGS. 9 and 10 described above.
【0162】
Therefore, by attaching the e-mail address, it is possible to exchange the e-mail address by attaching it to the business card data. It is also a feature of this variant that there is still room for selection according to the degree of intimacy, such as exchanging business cards but not exchanging e-mail addresses yet. As a result, the range of communication as a communication game can be expanded, and the taste of the game can be diversified.
【0163】
Next, the third and fourth modified examples will be described. These modified examples relate to an example in which the exchanged business card data is used in an application other than this game application.
【0164】
The third variant is an example in which business card data is read by another application and is configured to be treated as a common format on a communication network, not just one application. In order to obtain this configuration, a common area that can be read from other applications is secured in the data area saved by this game application. Normally, the save data of the game is encrypted so that it cannot be rewritten or viewed by general users, but the business card data is in a common format in a certain area of the save data. The data may be read by mediating a predetermined program. In that case, the common format and the predetermined program are subjected to a predetermined encryption process, and the decryption process is performed by using an encryption code to maintain confidentiality.
【0165】
Further, the fourth modification is an example in which the business card data has information such as personal preference. In addition to the data related to the game, the business card data holds personal preference information such as "I like cars". If the business card data contains a hula representing such preference information, it is preferentially displayed in the top item of the business card when it is read by a car net game. In other applications, the business card can also specify "in what game it was exchanged". This facilitates communication in network games and can give the application a horizontal spread. In addition, this system allows information to be communicated between multiple applications. (Third Embodiment) The third embodiment of the present invention will be described with reference to FIGS. 19 to 22.
【0166】
The game system according to this embodiment is characterized in that a "game tournament" is constructed on the network, and in particular, from the viewpoint of running the tournament smoothly and fairly, it violates the rules required of game participants. (Here, it refers to an act such as resetting or data copying in the middle of a game, and this is expressed as a "malicious act").
【0167】
The game tournament on this network is held in the form of announcing the ranking based on the play data for a certain period. The concept is shown in Fig. 19. Since the server of the game master station 7 used in this game system does not have a database function, a tournament-only database is used to prevent users from violating (resetting, copying data, etc.). ..
【0168】
A tournament server is built in the game master station 7. On this tournament server, a tournament planning server, a tournament management server (one of the No. 1 to No. 10 servers takes charge of it), a ranking data storage area, and a tournament authentication database are constructed in software. Each game device 1 participates in a game tournament held on the tournament server in the following order. The numbers in parentheses indicating the following step order and the numbers indicated by the arrows in FIG. 19 correspond to each other for the sake of explanation. (1): Connect the game device 1 to the tournament server. (2): The "tournament management plan server" checks the current tournament status and downloads the tournament status data to the client (game device 1). (3): When a client indicates his / her intention to participate in a game tournament, the client's data is registered in the "tournament authentication database". This allows you to participate in the game tournament. (4): The client enters the game server that manages the game tournament and plays the game. (5): The play data played in the game tournament is saved in the tournament authentication database. (6): The results of the game tournament are aggregated on a daily basis and converted into data as a ranking. (7): When the client sees the ranking, the ranking data is downloaded.
【0169】
The tournament management plan is made by digitizing information such as when, where, what game, and what rules to play, and holding it in the tournament server. The game tournament is basically run on a continuous schedule with a fixed cycle. In addition, the data can be changed so that the tournament can be canceled at any time in consideration of server down and various problems. The data targeted for tournament management are, for example, 1. Number of participants in the tournament, 2. Which game (Mahjong, Shogi, etc.), 3. What rules to play (rule setting), 4. Date (year / month) Days), 5. Holding period (days), 6. Minimum number of games (specified number of games), 7. Tournament name (text data: displayed by download), 8. Tournament sponsor data (displayed by download).
【0170】
Clients participating in this game tournament must express their intention to participate in the game tournament in the game. If the number of participants in the tournament is not exceeded, you can participate in such a game tournament. If the number of participants is already full on the tournament database, the client will be informed that they cannot participate.
【0171】
Basic rules are set for this game tournament. That is, the user who participated in the game tournament is not considered to be the end of participation unless the "specified number of games" is exhausted, and the final game result is not left. Moreover, it is a condition that this prescribed number of games is consumed during a certain period of the tournament. However, it is possible to play more than the specified number of games.
【0172】
Figure 20 shows the conceptual configuration of the tournament management server GS. This server GS may have its own format or the same format as a normal game server. However, participants other than clients (users) who can participate in the tournament cannot enter the room for playing the game on the tournament management server GS (however, they can watch the game).
【0173】
All the data played by participating in this game tournament (mahjong, shogi, etc.) is stored in the tournament authentication database built in the master station. An example of the stored data is shown in FIG. Specifically, 1. Player name data, 2. Player face data, 3. Player membership number, 4. Total value of tournament play data, 5. Number of tournament plays, 6. Player IP address, 7. The player's personal ID and 8. malicious activity information (reset count, etc.).
【0174】
In particular, the malicious act information of the last item 8 represents a malicious violation such as resetting and leaving the game before the specified number of games have been digested even though the player has participated in the game tournament. Such malicious users are warned when they participate in the next game tournament by calling attention or imposing a penalty in an attempt to suppress such malicious acts.
【0175】
As a method of determining and warning this malicious act, there are a method of dealing with it on the tournament management server side and a method of dealing with it on the application (game software) side. <1A: Judgment method on the server side> There are two methods for this.
【0176】
(a): One is that the tournament management server always manages all clients, monitors the number of times of leaving the room and prohibited words one by one, and registers the record in the tournament database.
【0177】
(b): Another method is to manage all clients only when entering and exiting each game (when entering and leaving the room), and users who do not leave the game (do not leave the room) in a legitimate way (that is, telephone line). It manages users who have turned off. This management method has the advantage that the burden on the tournament management server is less than the former method of managing one by one. <1B: Warning method by the server side> The warning method that can be adopted by the tournament management server has the following aspects.
【0178】
(a): In the case of a home-use game machine, the game device 1 always connects to the billing server (not shown), so the billing server warns the next time a client who commits a malicious act connects. Deny the connection from the user. At this time, a blacklist containing the names of malicious actors can be shared among a plurality of games. That is, a client listed in the blacklist in the game A may be warned or refused to connect in the game B as well.
【0179】
(b): Each gate server (not shown) manages the user ID, and the next time the malicious client connects, this server sends a blacklist flag to the client. When the flag is set, the client game application warns by superimposing a "person requiring attention" mark or message on the face displayed on the TV monitor.
【0180】
(c): Each gate server (not shown) manages the user ID, and the next time the malicious client connects, this server sends a blacklist flag to the client. When the flag is set, the client game application displays a "warning text" on the screen for each network connection.
【0181】
(d): Create a blacklist of malicious actors in the competition database, check the data in the competition authentication database based on this list, and issue an e-mail warning according to the check result. <2A: Judgment method by application> There are also two methods.
【0182】
(a): The first is a method of setting flags at the beginning and end of the game. In a normal game, data such as game results are saved at the end of the game. On the other hand, in the case of the method using this flag, a negative flag is saved at the start of the game, and a negative flag is added to the normal game results at the end of the game to cancel the negative factor. For example, at the beginning of the game, I intentionally write "1 defeat", and at the end of the game, I will restore this "1 defeat". By doing so, for the client who plans to leave the room in the middle of the game, "let's get out because he is losing", a situation of "defeated" is created and the leaving of the room is suppressed. This method has the advantage of not imposing any burden on the server side.
【0183】
(b): In this method, a certain condition for judging malicious behavior is incorporated in the application, and when the condition is met, the information is written in a certain area of RAM of the game system main body. As a result, the flag can be shared not only by one application but also by a plurality of applications, so that the "reset count", "prohibited term" and the like can be determined. <2B: Warning method by the application side> The warning method that can be adopted by the application side includes the following modes.
【0184】
(a): In the case of a home-use game machine, the "person requiring attention" flag is written in the server body, and no matter what game software is launched after that, a warning is generated in the same way.
【0185】
(b): Write the flag from the blacklist to the main RAM of the game system, and then set the "blacklist flag" in all applications.
【0186】
(c): Flags are added to the save data of the game, and items that cannot be selected (for example, facial parts and games) are imposed according to the degree of malicious activity.
【0187】
As described above, malicious acts are definitely determined on either the server side or the application side, and appropriate warnings and penalties are given according to the degree. In other words, when a malicious actor connects to the same game tournament or another game again, the client will change the flag in the save data or give a warning such as "Do not reset during the game". Can be given to. In addition, when the degree of maliciousness exceeds a predetermined limit, the connection of the client can be refused at the next connection.
【0188】
As a result, it is possible to eliminate or suppress the occurrence of malicious acts such as leaving the room (reset) on the way, and create a desirable game tournament environment for clients participating in the game.
【0189】
In addition, the played data is stored in the tournament certification database. This data is aggregated on a daily basis, and as an example, the ranking of the top 100 people is stored in the ranking data storage area. This ranking information can be downloaded by clocking the download button from the menu and the user can see it. The information that can be downloaded is limited to items 1 to 5 listed in Fig. 21.
【0190】
At the end of the tournament period, the rankings will be finally aggregated, the specified number of games will be cleared, and only the client's ranking will be given. At the end of the tournament period, the final aggregated ranking will continue to be displayed until the next game tournament. FIG. 22 schematically shows the relationship between the game tournament and the ranking display.
【0191】
In the embodiment of the present invention, the authentication server executes a control operation for charging when a player accesses a specific game server. Further, for the malicious player, the specific game server or the authentication server executes a control operation such as notifying the game terminal device of the malicious player and displaying it on the screen.
【0192】
[Effect of the invention]
As described above, according to the present invention, it is possible to easily and easily enjoy a game with a plurality of players connected to a special server, and also to exchange personal information of the game partner, so that the game can be enjoyed. In addition, acquaintances and friends can make it.
[Simple explanation of drawings]
[Figure 1]
FIG. 1 is a block diagram showing an overall configuration of a game system according to the first embodiment of the present invention.
[Figure 2]
FIG. 2 is a block diagram showing a game device used in the system.
[Fig. 3]
FIG. 3 is a block diagram showing the configuration of the game master station used in the system.
[Fig. 4]
FIG. 4 is a flowchart for explaining the connection operation between the game device and the game master station in the game system and the operation of the game play after the connection.
[Fig. 5]
FIG. 5 is a processing flowchart of the secondary server in the system.
[Fig. 6]
FIG. 6 is a processing flowchart of the first server to the tenth server of the same system.
[Fig. 7]
FIG. 7 is a diagram showing a net screen displayed when processing is performed by the flowchart of the system.
[Fig. 8]
FIG. 8 is a diagram showing a display screen in the form of a business card of the system.
[Fig. 9]
FIG. 9 is a flowchart for explaining the operation of the business card sending side of the system.
[Fig. 10]
FIG. 10 is a flowchart for explaining the operation of the business card receiving side of the system.
[Fig. 11]
FIG. 11 is a diagram showing a screen displayed as the flowcharts of FIGS. 9 and 10 are processed.
[Fig. 12]
FIG. 12 is a plan view of a business card list in the system.
[Fig. 13]
FIG. 13 is a table showing the relationship between the codes of each part in the system.
[Fig. 14]
FIG. 14 is an example of a game system according to the second embodiment of the present invention.
[Fig. 15]
FIG. 15 is a table diagram showing an example of the correspondence table between the number of meetings and the evaluation showing the first modification.
[Fig. 16]
FIG. 16 is a screen view of a business card list on which various business cards whose backgrounds and the like are changed according to the number of times they meet.
[Fig. 17]
FIG. 17 is a flowchart illustrating the processing of the game device on the side of sending the business card according to the second modification.
[Fig. 18]
FIG. 18 is a flowchart illustrating the processing of the game device on the side receiving the business card according to the second modification.
[Fig. 19]
FIG. 19 is a diagram illustrating a concept of a game tournament according to a third embodiment of the present invention.
[Fig. 20]
FIG. 20 is a diagram illustrating a tournament server of a game tournament.
[Fig. 21]
FIG. 21 is a list explaining the items of play data stored in the tournament authentication database.
[Fig. 22]
FIG. 22 is a diagram illustrating the time flow of the game tournament.
[Fig. 23]
FIG. 23 is a flowchart showing an execution control routine of the extra game executed while connecting to the server of FIG.
[Fig. 24]
FIG. 24 is a front view showing a part of the display screen of the extra game.
[Fig. 25]
FIG. 25 is a flow chart for explaining the communication protocol between the server and the terminal using terminals A, B, and C.
[Fig. 26]
FIG. 26 is a block diagram illustrating a state when the game device is connected to the master station via the Internet provider and details of the special server (world) of the master station.
[Fig. 27]
FIG. 27 is a block diagram for explaining the entry status of the client in the play server and the communication mode (packet communication).
[Fig. 28]
FIG. 28 is a flow chart showing a communication protocol related to business card exchange.
[Fig. 29]
FIG. 29 shows the basic network system configuration of the present invention, and is a system configuration diagram particularly when a single authentication bar is provided for a plurality of game servers.
[Fig. 30]
FIG. 30 is a control flowchart for determining permission / non-permission of access by the authentication server in the system configuration diagram shown in FIG. 29.
9 sheets
Sheet 1 Sheet 2 Sheet 3 Sheet 4 Sheet 5 Sheet 6 Sheet 7 Sheet 8 Sheet 9
Every citation, both ways
| Document | Relation | Office | Cited during |
|---|---|---|---|
| WO2009028267A1 | Cited by | World Intellectual Property Organization (WIPO) | International search |
| CN109011589A | Cited by | China | Search report |
| JP2005270649A | Cited by | Japan | Search report |
| US8529348B2 | Cited by | United States of America | Applicant |
| US7338377B2 | Cited by | United States of America | Applicant |
| JP2009254406A | Cited by | Japan | Examiner |
| KR100974830B1 | Cited by | Republic of Korea | Search report |
| US7706825B2 | Cited by | United States of America | Applicant |
| KR100864470B1 | Cited by | Republic of Korea | Search report |
| JP2009055988A | Cited by | Japan | Search report |
| JP2006094919A | Cited by | Japan | Examiner |
| JP2007207159A | Cited by | Japan | Examiner |
| US8301708B2 | Cited by | United States of America | Applicant |
| JP2000513856A | Cites | Japan | Search report |
| WO9853387A1 | Cites | World Intellectual Property Organization (WIPO) | Search report |
| JPH07129684A | Cites | Japan | Search report |
| JPH10290259A | Cites | Japan | Search report |
17 priority claims, no other members on record
Priority claims17
| Document | Office | Kind | Date |
|---|---|---|---|
| 1120078 | Japan | – | |
| 2007899 | Japan | A | |
| 2007899 | Japan | A | |
| 11233226 | Japan | – | |
| 23322699 | Japan | A | |
| 23322699 | Japan | A | |
| 11269525 | Japan | – | |
| 26952599 | Japan | A | |
| 26952599 | Japan | A | |
| 2002143794 | Japan | A | |
| 199920078 | – | – | – |
| 1999233226 | – | – | – |
| 1999269525 | – | – | – |
| JP19990020078 | – | – | – |
| JP19990233226 | – | – | – |
| JP19990269525 | – | – | – |
| JP20020143794 | – | – | – |
21 legal events, as the office reported them to INPADOC
Over the term
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Numbers
- Publication
- 2003-38858
- Publication, DOCDB
- 2003038858
- Publication, EPODOC
- JP2003038858
- Application
- 2002143794
- Application, DOCDB
- 2002143794
- Application, EPODOC
- JP20020143794
Titles2
- Japanese
- 【発明の名称】ネットワークゲームシステム、これに使用されるゲーム装置端末及び記憶媒体
- English
- [Title of the Invention] A network game system, a game device terminal and a storage medium used for the network game system.
Classification
- IPC, 6
- A63F13 33
- A63F13 35
- A63F13 352
- A63F13 45
- A63F13 75
- A63F13 795