Lobby system program and game system
Abstract
Problem to be solved.To provide a lobby system program and a game system that provide a strategic pleasure to participation in a game by limiting the browsing of lobby registration information among a plurality of game devices having a wireless communication function or a plurality of game devices on a network.
Solution.A plurality of game devices on which a game is played carries common lobby registration information. Processing in Steps 103 and 104 displays information lobby registration only on game devices as the destinations of the lobby registration request sent from other game devices and show it to players. Consequently, a player who makes a lobby registration can participate in a game without being known by other players by displaying that the player has made a lobby registration only to specific players and enjoy a more strategic game by utilizing players who participate in the middle of a game.
Copyright (C)2006,JPO&NCIPI
Term
No projected expiry on record.
- Priority and filed
- Published
- Today
8 claims: 5 independent, 3 dependent
- 1In a game system including a plurality of game devices that can communicate with each other, when the same game space is shared by the first game device and the second game device, participation registration in the game space from the third game device is performed. A lobby system program that causes each computer of a game device to perform processing, and a computer of the third game device is requested to participate in either the first game device or the second game device in the game space. A step of transmitting a participation request to the game space is executed with either one of the selected first game device and the second game device as a participation request destination, and the first game device is executed. In response to the participation request to the game space transmitted from the third game device, the information requested by the third game device to participate is written in the predetermined registration area in the computer and the computer of the second game device, respectively. Steps to register in the lobby, a step to determine the participation request destination of the third game device, and A lobby system program that executes a step of displaying an image indicating the participation request on a display unit connected to the own device when the participation request destination is the own device. 互いに通信可能な複数のゲーム装置を含むゲームシステムにおいて、第1ゲーム装置および第2ゲーム装置において同一のゲーム空間が共有されているとき、第3ゲーム装置からの当該ゲーム空間への参加登録を行う処理をゲーム装置それぞれのコンピュータに実行させるロビーシステムプログラムであって、 前記第3ゲーム装置のコンピュータに、 前記第1ゲーム装置および前記第2ゲーム装置のいずれか一方を前記ゲーム空間への参加要求先として選択させるステップ、および 選択された前記第1ゲーム装置および前記第2ゲーム装置のいずれか一方を参加要求先として、前記ゲーム空間への参加要求を送信するステップを実行させ、 前記第1ゲーム装置のコンピュータおよび前記第2ゲーム装置のコンピュータに、それぞれ 前記第3ゲーム装置から送信される前記ゲーム空間への参加要求に応じて、当該第3ゲーム装置が参加要求した情報を所定の登録領域に書き込んでロビー登録するステップ、 前記第3ゲーム装置の参加要求先を判別するステップ、および 前記参加要求先が自装置であるとき、前記参加要求を示す画像を当該自装置に接続された表示部に表示するステップを実行させる、ロビーシステムプログラム。
- 5In a game system including a plurality of game devices and server devices that can communicate with each other, when the same game space is shared by the first game device and the second game device, participation in the game space from the third game device. A lobby system program for causing a computer of a server device to execute a process of performing registration, wherein one of the first game device and the second game device is a destination for requesting participation in the game space. A step of receiving a participation request from the third game device, a step of writing the information requested by the third game device in a predetermined registration area corresponding to the participation request destination and registering the lobby, and the step of registering the participation request destination. A step of notifying one of the first game device and the second game device of a participation request of the third game device, and information on permission to participate from either the first game device or the second game device. And the step of starting transmission of the information of the third game device to all the game devices sharing the same game space after receiving the information of the participation permission. A featured lobby system program. 互いに通信可能な複数のゲーム装置およびサーバ装置を含むゲームシステムにおいて、第1ゲーム装置および第2ゲーム装置において同一のゲーム空間が共有されているとき、第3ゲーム装置からの当該ゲーム空間への参加登録を行う処理をサーバ装置のコンピュータに実行させるロビーシステムプログラムであって、 前記コンピュータに、 前記第1ゲーム装置および前記第2ゲーム装置のいずれか一方を前記ゲーム空間への参加要求先とする前記第3ゲーム装置からの参加要求を受信するステップ、 前記参加要求先に応じた所定の登録領域に前記第3ゲーム装置が参加要求した情報を書き込んでロビー登録するステップ、 前記参加要求先となる前記第1ゲーム装置および前記第2ゲーム装置のいずれか一方に対して前記第3ゲーム装置の参加要求を報知するステップ、 前記第1ゲーム装置および前記第2ゲーム装置のいずれか一方から参加許可の情報を受信するステップ、および 前記参加許可の情報を受信した後、前記同一のゲーム空間を共有する全てのゲーム装置に対して前記第3ゲーム装置の情報の送信を開始するステップ、を実行させることを特徴とする、ロビーシステムプログラム。
- 6In a game system that includes a plurality of game devices that can communicate with each other and registers participation in the game space from the third game device when the first game device and the second game device share the same game space. Therefore, the third game device includes a selection means for selecting either one of the first game device and the second game device as a request destination for participation in the game space, and the selected first game device and the first game device. A participation request transmitting means for transmitting a participation request to the game space is provided with either one of the second game devices as a participation request destination, and the first game device and the second game device are respectively the game space. The registration area that becomes a virtual lobby until participation in the game space is permitted, and the information requested by the third game device in response to the participation request to the game space transmitted from the third game device. A lobby registration means for writing in the registration area and registering the lobby, a determination means for determining the participation request destination of the third game device, and an image showing the participation request when the participation request destination is the own device. A game system including a display control means for displaying on a display unit connected to the device. 互いに通信可能な複数のゲーム装置を含み、第1ゲーム装置および第2ゲーム装置が同一のゲーム空間を共有しているとき、第3ゲーム装置からの当該ゲーム空間への参加登録を行うゲームシステムであって、 前記第3ゲーム装置は、 前記第1ゲーム装置および前記第2ゲーム装置のいずれか一方を前記ゲーム空間への参加要求先として選択する選択手段と、 選択された前記第1ゲーム装置および前記第2ゲーム装置のいずれか一方を参加要求先として、前記ゲーム空間への参加要求を送信する参加要求送信手段とを備え、 前記第1ゲーム装置および前記第2ゲーム装置は、それぞれ 前記ゲーム空間への参加が許可されるまでの仮想的なロビーとなる登録領域と、 前記第3ゲーム装置から送信される前記ゲーム空間への参加要求に応じて、当該第3ゲーム装置が参加要求した情報を前記登録領域に書き込んでロビー登録するロビー登録手段と、 前記第3ゲーム装置の参加要求先を判別する判別手段と、 前記参加要求先が自装置であるとき、前記参加要求を示す画像を当該自装置に接続された表示部に表示する表示制御手段とを備える、ゲームシステム。
- 7When a plurality of game devices and server devices that can communicate with each other are included and the first game device and the second game device share the same game space, participation registration in the game space from the third game device is performed. In the game system, the third game device is a selection means for selecting either one of the first game device and the second game device as a request destination for participation in the game space, and the selected first game device. A participation request transmitting means for transmitting a participation request to the game space to the server device is provided with either one of the game device and the second game device as a participation request destination, and the server device is the third game device. The participation request receiving means for receiving the participation request to the game space, the registration area serving as a virtual lobby until participation in the game space is permitted, and the registration area corresponding to the participation request destination. The lobby registration means for writing the information requested by the third game device to register the lobby, and the third game device for either the first game device or the second game device, which is the participation request destination, of the third game device. Equipped with a participation request transmission means for transmitting a participation request, The first game device and the second game device each receive a receiving means for receiving a participation request to the game space transmitted from the third game device via the server device and a participation received by the receiving means. A display control means for displaying an image showing a request on a display unit connected to the own device, and transmission of information indicating permission to participate in the game space to the server device when permission to participate in the participation request is given. The server device further includes a participation permission receiving means for receiving participation permission information from the participation request destination, and all games sharing the same game space after receiving the participation permission information. A game system including an information transmission means for initiating transmission of information on the third game device to the device. 互いに通信可能な複数のゲーム装置およびサーバ装置を含み、第1ゲーム装置および第2ゲーム装置が同一のゲーム空間を共有しているとき、第3ゲーム装置からの当該ゲーム空間への参加登録を行うゲームシステムであって、 前記第3ゲーム装置は、 前記第1ゲーム装置および前記第2ゲーム装置のいずれか一方を前記ゲーム空間への参加要求先として選択する選択手段と、 選択された前記第1ゲーム装置および前記第2ゲーム装置のいずれか一方を参加要求先として、前記ゲーム空間への参加要求を前記サーバ装置に送信する参加要求送信手段とを備え、 前記サーバ装置は、 前記第3ゲーム装置から前記ゲーム空間への参加要求を受信する参加要求受信手段と、 前記ゲーム空間への参加が許可されるまでの仮想的なロビーとなる登録領域と、 前記参加要求先に応じた登録領域に前記第3ゲーム装置が参加要求した情報を書き込んでロビー登録するロビー登録手段と、 前記参加要求先となる前記第1ゲーム装置および前記第2ゲーム装置のいずれか一方に対して前記第3ゲーム装置の参加要求を送信する参加要求送信手段とを備え、 前記第1ゲーム装置および前記第2ゲーム装置は、それぞれ 前記第3ゲーム装置から前記サーバ装置を介して送信される前記ゲーム空間への参加要求の受信する受信手段と、 前記受信手段が受信した参加要求を示す画像を自装置に接続された表示部に表示する表示制御手段と、 前記参加要求に対して参加許可するとき、前記サーバ装置に前記ゲーム空間への参加許可を示す情報を送信する送信手段とを備え、 前記サーバ装置は、さらに 前記参加要求先から参加許可の情報を受信する参加許可受信手段と、 前記参加許可の情報を受信した後、前記同一のゲーム空間を共有する全てのゲーム装置に対して前記第3ゲーム装置の情報の送信を開始する情報送信手段とを備える、ゲームシステム。
- 8A server device that can communicate with a plurality of game devices and controls participation registration from the third game device to the game space when the first game device and the second game device share the same game space. A participation request receiving means for receiving a participation request from the third game device whose participation request destination is one of the first game device and the second game device, and the game. A registration area that becomes a virtual lobby until participation in the space is permitted, and a lobby registration means that writes the information requested by the third game device in the registration area corresponding to the participation request destination and registers the lobby. , The participation request transmitting means for notifying one of the first game device and the second game device, which is the participation request destination, of the participation request of the third game device, the first game device, and the first game device. The third game for the participation permission receiving means for receiving the participation permission information from any one of the two game devices, and for all the game devices sharing the same game space after receiving the participation permission information. A server device comprising an information transmitting means for initiating transmission of device information. 複数のゲーム装置と互いに通信可能であり、第1ゲーム装置および第2ゲーム装置において同一のゲーム空間が共有されているとき、第3ゲーム装置からの当該ゲーム空間への参加登録を制御するサーバ装置であって、 前記第1ゲーム装置および前記第2ゲーム装置のいずれか一方を前記ゲーム空間への参加要求先とする前記第3ゲーム装置からの参加要求を受信する参加要求受信手段と、 前記ゲーム空間への参加が許可されるまでの仮想的なロビーとなる登録領域と、 前記参加要求先に応じた登録領域に前記第3ゲーム装置が参加要求した情報を書き込んでロビー登録するロビー登録手段と、 前記参加要求先となる前記第1ゲーム装置および前記第2ゲーム装置のいずれか一方に対して前記第3ゲーム装置の参加要求を報知する参加要求送信手段と、 前記第1ゲーム装置および前記第2ゲーム装置のいずれか一方から参加許可の情報を受信する参加許可受信手段と、 前記参加許可の情報を受信した後、前記同一のゲーム空間を共有する全てのゲーム装置に対して前記第3ゲーム装置の情報の送信を開始する情報送信手段とを備える、サーバ装置。
Independent claims5
89 paragraphs, as filed
The present invention relates to a lobby system program and a game system in which a plurality of players simultaneously play the same game by using a lobby system between a plurality of game devices having a communication function or between a plurality of game devices on a network.
Conventionally, a game system has been constructed in which a plurality of players can simultaneously enjoy the same game via an online network (see, for example, Patent Document 1). Patent Document 1 describes a "lobby system" for a player who wants to participate in a game to search for a desired game or wait in line. The lobby system provides a virtual waiting room (lobby) for waiting for players to play with during network play. Information on all players registered in the lobby is displayed in the lobby, and each player can participate in the game or chat with his / her favorite player while checking the information of other players. ..<patcit num="1"><text>Japanese Patent No. 3497489</text></patcit>
<p> In the lobby system disclosed in Patent Document 1, when targeting an online network game in which many players can participate, if all players who wish to participate freely are registered in the lobby, through mutual communication. You can make the game more exciting. However, in the lobby system disclosed in Patent Document 1, the information of the registered player can be viewed by all other players. Therefore, for example, when player C registers the lobby in a game in which player A and player B are competing against each other, it is possible to view that player C has registered the lobby for both players A and B. Since player C cannot register the lobby so that one player does not know it, for example, make it known that only player B is registered in the lobby so that player A does not know the ally character of player B. You cannot participate in the game strategically, such as participating in the game. That is, in the lobby system disclosed in Patent Document 1, since it is not possible to restrict viewing such that only a specific player can view the lobby registration information, it is not possible to give the game strategic enjoyment.</p><p> Therefore, an object of the present invention is to provide strategic enjoyment to participation in a game by restricting viewing of lobby registration information between a plurality of game devices having a communication function or between a plurality of game devices on a network. Is to provide a lobby system program and a game system that can be used.</p>
<p> In order to achieve the above object, the present invention has adopted the following configuration. In addition, the reference code in parentheses, the step number (the step is abbreviated as S and only the step number is described), the supplementary explanation, and the like show the correspondence with the embodiments described later in order to help the understanding of the present invention. It does not limit the scope of the present invention at all.</p><p> The first invention is in a game system including a plurality of game devices (1) capable of communicating with each other, when the same game space is shared by the first game device (1a) and the second game device (1b). This is a lobby system program that causes each computer (11) of the game device to execute a process of registering participation in the game space (lobby registration) from the third game device (1c). The lobby system program causes the computer of the third game device to select either the first game device or the second game device as a request destination for participation in the game space (S122, S123), and the selected first. The step (S124 to S127) of transmitting the participation request (lobby registration request) to the game space is executed with either the game device or the second game device as the participation request destination (destination address). Further, in the lobby system program, the computer of the first game device and the computer of the second game device are requested to participate by the third game device in response to the request for participation in the game space transmitted from the third game device, respectively. A step of writing information (registration number, source address d1, sender name d2) in a predetermined registration area and registering the lobby (S89 to S93), a step of determining a participation request destination of the third game device (S102), and a step of determining the participation request destination of the third game device. When the participation request destination is the own device (Yes in S103), the image showing the participation request is displayed on the display unit (21) connected to the own device (LW in FIG. 8), and the step (S104) is executed.</p><p> The second invention is the above-mentioned first invention, and further, when the lobby system program informs the computer of the first game device and the computer of the second game device that the participation request destination of the third game device is its own device. A step of determining the permission to participate in the participation request (S106), and a step of transmitting information indicating permission to participate in the game space to the third game device (S107 ~) when the participation request is permitted (Yes in S106). Execute S111) respectively.</p><p> According to the third invention, in the second invention, when the lobby system program receives the information indicating the permission to participate in the game space to the computer of the third game device (Yes in S131), the first game device and the third game device 2 The step of processing the game by sharing the same game space shared by the game devices (processing of S133 S52 ~) is further executed. Further, the lobby system program is an image indicating that the third game device shares the game space when the own device transmits information indicating participation permission to the computer of the first game device and the computer of the second game device ( Each of the steps (Fig. 11) of displaying MPc) on the display unit connected to the own device is executed.</p><p> The fourth invention is the second invention, further, when the lobby system program receives the information indicating the permission to participate in the game space to the computer of the third game device, the first game device and the second game device. Share the same game space shared by and execute the step of processing the game. Further, the lobby system program causes the computer of the first game device to perform a step of displaying an image (MPc) indicating that the third game device has shared the game space on the display unit connected to the first game device. .. Further, the lobby system program causes the computer of the second game device to perform a step of displaying an image (MPc) indicating that the third game device has shared the game space on the display unit connected to the second game device. ..</p><p> A fifth invention is from a third game device when the same game space is shared by the first game device and the second game device in a game system including a plurality of game devices and server devices that can communicate with each other. This is a lobby system program that causes the computer of the server device (5) to execute the process of registering participation in the game space. The lobby system program responds to a step of receiving a participation request from a third game device whose participation request destination is one of the first game device and the second game device, and a participation request destination. A step of writing the information requested by the third game device to participate in the predetermined registration area and registering the lobby, and requesting participation of the third game device to either the first game device or the second game device which is the participation request destination. The step of notifying, the step of receiving the participation permission information from either the first game device or the second game device, and after receiving the participation permission information, all the game devices sharing the same game space On the other hand, the step of starting the transmission of the information of the third game device is executed.</p><p> The sixth invention includes a plurality of game devices that can communicate with each other, and when the first game device and the second game device share the same game space, participation in the game space from the third game device. It is a game system for registration. The third game device includes selection means (S122, S123) and participation request transmission means (S124 to S127). As the selection means, either one of the first game device and the second game device is selected as the participation request destination in the game space. The participation request transmitting means transmits a participation request to the game space with either one of the selected first game device and the second game device as the participation request destination. The first game device and the second game device each include a registration area, lobby registration means (S89 to S93), determination means (S102), and display control means (S104). The registration area becomes a virtual lobby until participation in the game space is permitted. The lobby registration means writes the information requested by the third game device to participate in the registration area in response to the participation request to the game space transmitted from the third game device, and registers the lobby. The determination means determines the participation request destination of the third game device. When the participation request destination is the own device, the display control means displays an image showing the participation request on the display unit connected to the own device.</p><p> The seventh invention includes a plurality of game devices and server devices that can communicate with each other, and when the first game device and the second game device share the same game space, the game space from the third game device. The third game device, which is a game system for registering participation in, includes selection means and participation request transmission means. As the selection means, either one of the first game device and the second game device is selected as the participation request destination in the game space. The participation request transmitting means transmits a participation request to the game space to the server device with either one of the selected first game device and the second game device as the participation request destination. The server device includes a participation request receiving means, a registration area, a lobby registration means, and a participation request transmitting means. The participation request receiving means receives a participation request to the game space from the third game device. The registration area becomes a virtual lobby until participation in the game space is permitted. The lobby registration means writes the information requested by the third game device in the registration area corresponding to the participation request destination and registers the lobby. The participation request transmitting means transmits a participation request of the third game device to either the first game device or the second game device which is the participation request destination. The first game device and the second game device each include a receiving means, a display controlling means, and a transmitting means. The receiving means receives the participation request to the game space transmitted from the third game device via the server device. The display control means displays an image indicating the participation request received by the receiving means on the display unit connected to the own device. When permitting participation in response to a participation request, the transmission means transmits information indicating permission to participate in the game space to the server device. The server device further includes a participation permission receiving means and an information transmitting means. The participation permission receiving means receives the participation permission information from the participation request destination. After receiving the participation permission information, the information transmitting means starts transmitting the information of the third game device to all the game devices sharing the same game space.</p><p> The eighth invention is capable of communicating with a plurality of game devices, and when the same game space is shared by the first game device and the second game device, participation in the game space from the third game device. It is a server device that controls registration. The server device includes a participation request receiving means, a registration area, a lobby registration means, a participation request transmitting means, a participation permission receiving means, and an information transmitting means. The participation request receiving means receives a participation request from a third game device whose participation request destination is either the first game device or the second game device. The registration area becomes a virtual lobby until participation in the game space is permitted. The lobby registration means writes the information requested by the third game device in the registration area corresponding to the participation request destination and registers the lobby. The participation request transmitting means notifies one of the first game device and the second game device, which is the participation request destination, of the participation request of the third game device. The participation permission receiving means receives the participation permission information from either the first game device or the second game device. After receiving the participation permission information, the information transmitting means starts transmitting the information of the third game device to all the game devices sharing the same game space.</p>
<p> According to the first invention described above, in the lobby system for a player who wishes to participate in the game later to wait, the information indicating that the lobby has been registered can be viewed only for the game device of the participation request destination. The information registered in the lobby is not displayed for other game devices because the viewing is restricted. As a result, the player who requests participation in the game later can register the lobby so that the player other than the participation request destination does not know, and can enjoy the highly strategic game using the lobby system.</p><p> According to the second invention described above, in order to give permission to participate to a player who has requested participation by a player of a game device capable of viewing information indicating that the information has been registered in the lobby, the participation is requested so that other players do not know. The player can be given permission to participate in the game.</p><p> According to the third invention, the player requesting participation can participate in the game as an ally character of the player requesting participation so that the player other than the request destination does not know. That is, the player who registers in the lobby can display that he / she is registered in the lobby only to a specific player and can participate in the game without being known by other players. For example, when two players are playing a competitive game, other players secretly participate in the superior player to support the inferior player, and enjoy a more strategic game using mid-career participants. Can be done.</p><p> According to the fourth invention, when the player who requested the participation obtains the participation permission, it is displayed that the player participates in the game even for the game device other than the participation request destination. Therefore, it is possible to give a surprise that a new player suddenly participates in the game to a player other than the participation request destination.</p><p> Further, even if the lobby system program of the present invention is executed by each computer in the game system including a plurality of game devices and a lobby server, the same effect as described above can be obtained. Further, according to the game system and the server device of the present invention, the same effect as the lobby system program described above can be obtained.</p>
The structure of the game device 1 included in the game system according to the embodiment of the present invention will be described with reference to the drawings. Although FIG. 1 is an external view of the portable game device 1 included in the game system, the configuration of the game system of the present invention is not limited to the portable game device 1, but may be a stationary game device. Can also be applied.
In FIG. 1, the game device 1 is configured by mounting a game cartridge (hereinafter, simply referred to as a cartridge) 4 and a wireless communication unit 3 on a game device main body 10. The cartridge 4 is used as an information storage medium for a game program, a lobby system program, or the like. By mounting the cartridge 4 on the game device main body 10 in the direction of the arrow shown, the semiconductor memory or the like included in the cartridge 4 (ROM 41 shown in FIG. 2). And the backup RAM42) and the game device main body 10 are electrically connected. A cartridge insertion hole (not shown) for detachably mounting the cartridge 4 is formed in the upper part of the back surface of the game device main body 10, and a connector for electrically connecting the cartridge 4 to the bottom of the insertion slot is formed. 18 (dashed line area in the figure) is provided. The wireless communication unit 3 performs wireless communication with another game device, and by mounting the wireless communication unit 3 on the game device main body 10 in the direction of the arrow in the figure, the received communication data is output to the game device main body 10. , The communication data output from the game device main body 10 is transmitted to another game device. At the lower part of the back surface of the game device main body 10, a connector 17 (broken line area in the figure) for electrically connecting to the connector 35 of the wireless communication unit 3 is provided.
The game device main body 10 includes the housing 23, on which the liquid crystal display (LCD) 21 is formed in the central region of the main surface (the surface shown in the figure), and the outer empty area and the side surface of the housing 23 sandwiching the LCD 21 The speaker 20 and the operation switches 22a to 22g are provided in the housing, respectively. The contents of these operation switches 22a to 22g that give operation instructions differ depending on the contents of the game program and lobby system program processed by the game device 1, but typically, the operation switch (cross key) 22a moves. Directional instructions are given, operation switches 22b and 22c give operation instructions such as "A" and "B", operation switches 22d and 22e give operation instructions such as "START" and "SELECT", and operation switches 22f and 22g. Gives operation instructions such as "L" and "R".
The wireless communication unit 3 has a connector 35 provided at the bottom, a pair of knobs 36a and 36b provided at the top, and a pair of hooks 37a and 37b provided at the same bottom as the connector 35. Have. The knobs 36a and 36b project to the upper left and right of the wireless communication unit 3, and when the player pulls both of them from the outside to the inside, the hooks 37a and 37b projecting to the bottom move outward, respectively. .. Then, when the player stops the operation of the knob portions 36a and 36b, the knob portions 36a and 36b are both urged outward, so that the hook portions 37a and 37b move inward, respectively. On the other hand, the game device main body 10 is formed with hook holes (not shown) for fitting with the hook portions 37a and 37b, respectively. The player connects the connector 35 of the wireless communication unit 3 and the connector 17 of the game device main body 10, and at the same time, fits the hooks 37a and 37b with the hook holes, respectively, so that the wireless communication unit 3 is a game device. It is attached to the main body 10. Further, the antenna for the wireless communication unit 3 to wirelessly communicate with another game device is formed on the substrate inside the housing and is not exposed to the outside of the housing.
FIG. 2 is a functional block diagram of a game device 1 having a game device main body 10, a cartridge 4, and a wireless communication unit 3. In FIG. 2, in addition to the above-described components, the game device main body 10 includes a central processing unit (CPU core) 11, a boot ROM 12, an LCD controller 13, a working RAM (WRAM) 14, a video RAM (VRAM) 15, and peripheral circuits. Includes 16, and audio amplifier 19. In addition to the components described above, the wireless communication unit 3 includes a baseband IC 31, a power supply circuit 32, an EEPROM (Electrically Erasable Programmable Read-Only Memory) 33, and an RF-IC (Radio Frequency-IC) 34. There is. Further, the cartridge 4 includes a ROM 41 and a backup RAM 42 in addition to the above-described components.
The ROM 41 stores a game program in which the content of the game played by the game device 1 is described, its image and audio data, a communication program, a lobby system program, and the like. The CPU core 11 operates in the game processing mode based on the game program stored in the ROM 41. The CPU core 11 is connected to each component via a predetermined bus, and connectors 17 and 18 are also connected. The data input from those connectors 17 and 18 is output to the CPU core 11. The data processed by the CPU core 11 can also be output to the connectors 17 and 18.
The CPU core 11 processes the startup program stored in the boot ROM 12 and operates in the game processing mode based on the game program stored in the ROM 41, and the cartridge 4 is attached to the game device main body 10. If installed, access ROM 41 via connector 18. Further, the CPU core 11 executes game processing based on the operation signal input by the operation switch 22 and the game program, stores the data in the process of processing in WRAM 14, and temporarily stores the image data in VRAM 15.
When the CPU core 11 operates in the game processing mode, the WRAM 14 stores a transmission data packet or the like in which a game program, processing data, and data to be transmitted to another game device are described, and the CPU core 11 is timely. It is used as a storage area required for the processing performed by. Further, the CPU core 11 communicates with other game devices based on the communication program and the lobby system program stored in the ROM 41. When the game device 1 transmits data to another game device, the transmission data packet stored in WRAM 14 is used, and the transmission data packet is described in the transmission frame based on the instruction of the CPU core 11 and is described via the connector 17. Is output to the wireless communication unit 3. Further, the received frame received from another game device via the wireless communication unit 3 is processed by the CPU core 11 and stored in the WRAM 14 in a timely manner.
The audio amplifier 19 includes a D / A conversion circuit and an amplifier circuit, converts audio data based on the processing result of the game program of the CPU core 11 into an audio signal (analog signal), and appropriately amplifies the audio data from the speaker 20. Output as a sound effect.
The CPU core 11 performs image processing using the storage areas of WRAM 14 and VRAM 15. The CPU core 11 uses these to generate game image data to be displayed on the LCD 21 and stores it in the VRAM 15. The LCD controller 13 performs display control for displaying the image data stored in the VRAM 15 on the LCD 21, and displays the image data on the LCD 21. Image data processed by CPU core 11 is temporarily stored in VRAM15.
The peripheral circuit 16 performs processing such as voice processing, DMA (direct memory access), timer, and input / output control.
On the other hand, the ROM 41 of the cartridge 4 fixedly stores the game program, various data used for the game program, the communication program, the lobby system program, and the like. The backup RAM 42 stores the game data obtained by executing the game program in a rewritable and non-volatile manner via the connector 18. The game data stored in the backup RAM 42 includes, for example, backup data indicating the progress when the game is finished. The backup RAM 42 may be composed of a flash memory or the like.
The baseband IC 31 of the wireless communication unit 3 receives the data to be transmitted from the game device main body 10 via the connectors 17 and 35, encodes the data, and transmits the data to the RF-IC 34. The RF-IC34 modulates the data from the baseband IC31 and transmits it by radio waves from the antenna. In addition, radio waves transmitted from other game devices are received via an antenna and demodulated by RF-IC34. Then, the demodulated signal demodulated by the RF-IC34 is output to the baseband IC31. The baseband IC 31 decodes the demodulated signal, demodulates the data, and transfers the data to the game device main body 10 via the connectors 35 and 17. The own address is non-volatilely stored in the EEPROM 33. As the own machine address, a unique address may be stored in the manufacturing factory, or an address randomly generated by the game device 1 may be stored. The power supply circuit 32 supplies power to each component in the wireless communication unit 3. In this embodiment, wireless communication is performed by short-range radio using weak radio waves. The plurality of game devices 1 may perform wireless communication with each other by telecommunications. Further, the plurality of game devices 1 may be connected to each other by a communication cord to perform wired communication.
Next, before explaining the image of the data map of the present embodiment and the flowchart executed by the game device 1, the operation of the entire game system and the game screen example of each game device 1 are used to facilitate the understanding of the present invention. The game system provided by the game device 1 that executes the game program and the lobby system program will be described with reference to the above.
FIG. 3 shows an example in which a player A and a player B who operate the game device 1 play a battle game. The game devices operated by the players A and B are the same game devices 1 as described above, but in order to distinguish each game device 1, the game device 1a operated by the player A is operated by the player B. We will operate the game device 1b. Further, the components of the respective game devices 1a and 1b are also distinguished by adding "a" or "b" to the reference code.
In FIG. 3, players A and B are playing the same game at the same time using game devices 1a and 1b having wireless communication functions, respectively. That is, the players A and B share the same game space on the game devices 1a and 1b to play the game. Specifically, the game devices 1a and 1b transmit and receive game data at predetermined intervals and repeat the process, and the game progresses simultaneously on the respective game devices 1a and 1b. Here, the game data includes key data (data for operating the operation switch 22) and game parameters (for example, player character update data, non-player character update data, and background) for each game device 1 according to the content of the game. Image update data) etc. are included. Further, the game data is transmitted based on the transmission frame defined by the wireless communication used in the game system, but detailed description thereof will be omitted here.
FIG. 4 is an example of a game screen displayed on the LCD 21a of the game device 1a operated by the player A. As shown in FIG. 4, the game space currently being played is displayed on the game screen. On the game screen displayed on the LCD21a, other characters arranged in the game space around the player character PCa, which is the operation target of the player A, are displayed. For example, the player character PCb to be operated by the player B is displayed on the game screen. The player character PCb is given an operation player mark MPb indicating that the player B is operating and is displayed (for example, blinking). Further, on the game screen, non-player characters NPC1 to NPC4 that neither player A nor player B controls the operation (that is, the CPU core 11 controls the operation) are displayed.
Further, the hit point display area HPW and the lobby display area LW are displayed on the game screen displayed on the LCD21a. In the hit point display area HPW, parameters indicating vitality set in the player characters PCa and PCb are displayed as hit points. The lobby display area LW is an area in which other player information registered in the lobby, which will be described later, is displayed, and since the lobby is not registered in FIG. 4, player information is not described.
FIG. 5 is an example of a game screen displayed on the LCD 21b of the game device 1b operated by the player B. As shown in FIG. 5, the game space currently being played is displayed on the game screen. On the game screen displayed on the LCD21b, other characters arranged in the game space around the player character PCb, which is the operation target of the player B, are displayed. For example, the player character PCa to be operated by the player A is displayed on the game screen. The player character PCa is given an operation player mark MPa indicating that the player A is operating and is displayed (for example, blinking). Further, on the game screen, non-player characters NPC1 to NPC3 and NPC5, which neither player A nor player B can operate, are displayed.
Further, the hit point display area HPW and the lobby display area LW are displayed on the game screen displayed on the LCD21b. In the hit point display area HPW, parameters indicating vitality set in the player characters PCb and PCa are displayed as hit points. The lobby display area LW is an area in which other player information registered in the lobby, which will be described later, is displayed, and since the lobby is not registered in FIG. 5, player information is not described.
FIG. 6 shows an example in which the player C who operates the game device 1c registers in the lobby when the player A who operates the game device 1a and the player B who operates the game device 1b are playing a battle game. The game device operated by the player C is the same game device 1 described above, but the player C operates the game device 1c in order to distinguish it from the other game devices 1. Further, the components of the game device 1c are also distinguished by adding "c" to the reference code.
In FIG. 6, players A and B play the same game at the same time using the game devices 1a and 1b having wireless communication functions, respectively, and share the same game space. Then, the game devices 1a and 1b send and receive game data at predetermined intervals. The player C who operates the game device 1c receives the game data transmitted from the game device 1a or 1b and acquires the game information. Then, based on the received game information, the game status in which the players A and B are competing is displayed on the LCD 21c of the game device 1c. The player C looks at the game status displayed on the LCD21c, selects the player A or B to request participation, and requests the selected player to register the lobby. For example, when player C requests player B to participate, the lobby registration request is transmitted to the game device 1b in the apparent concept, but the same lobby registration request information is also transmitted to the game device 1a (Fig. 6). Shown by the broken line in).
FIG. 7 is an example of a game screen displayed on the LCD 21c of the game device 1c operated by the player C. As shown in FIG. 7, based on the received game data, the game information that the players A and B are currently playing the game is displayed. In FIG. 7, a game space including player characters PCa and PCb is displayed on the game screen, and non-player characters NPC1 to NPC4 are displayed on the game screen. Operation player marks MPa and MPb indicating that players A and B are operating are added to and displayed on these player characters PCa and PCb, respectively.
Further, the hit point display area HPW and the selection display area SW are displayed on the game screen displayed on the LCD21c. In the hit point display area HPW, parameters indicating vitality set in the player characters PCa and PCb are displayed as hit points. The selection display area SW is an area in which the player names that the player C can request to participate in are described. In the situation shown in FIG. 6, players A and B are described as player names in the selection display area SW, and a display prompting player C to select a participation request destination is performed.
In FIG. 7, the game space including the player characters PCa and PCb and the hit point display area HPW where the hit points of the player characters PCa and PCb are displayed are displayed, but the players A and B are currently playing the game. The display as game information inside is not limited to these. For example, either one of the game space and the hit points may be displayed as game information currently being played. As long as the game information can show the player currently playing the game and the game status of those players to the player C, the game image or character information using other expressions may be displayed on the LCD 21c. ..
FIG. 8 is an example of a game screen displayed on the LCD 21b when the player C selects the player B as the participation request destination. As shown in FIG. 8, the hit points displayed in the game space currently being played and the hit point display area HPW are continuously displayed on the game screen. Further, "Waiting for player C" is displayed in the lobby display area LW of LCD21b, and player B is informed that player C has been registered in the lobby.
On the other hand, the game screen displayed on the LCD 21a of the game device 1a operated by the player A is the same as the game screen shown in FIG. That is, on the game screen displayed on the LCD21a, the hit points displayed in the game space currently being played and the hit point display area HPW are continuously displayed. However, the player information registered in the lobby is not displayed in the lobby display area LW of the LCD21a. That is, the lobby registration information can be viewed only by the player who has been requested to participate (see FIG. 8), and the lobby registration information is not displayed to other players (see FIG. 4). As a result, the player C can register the lobby only for the player B so that the player A does not know.
FIG. 9 is an example of a game screen displayed on the LCD 21c when the player B permits the player C to participate. As shown in FIG. 9, following FIG. 7, the hit points displayed in the game space currently being played and the hit point display area HPW are displayed on the game screen. In addition, "Start participation!" Is displayed in the lobby display area LW of the LCD21c, indicating to player C that player C has been permitted to participate in the game. When the player B permits the participation in the game, the player C selects the character to be operated by the player C from the non-player character NPCs and starts playing the game. At this time, the non-player character NPC currently being selected is surrounded by the selection cursor SC in the game image indicating the game space displayed on the LCD 21c. The player C sets the selection cursor SC on the non-player character NPC operated by himself / herself by operating the operation switch 22, and determines, for example, the non-player character NPC3 as the character operated by himself / herself. Then, the non-player character NPC for which the player C has performed the determination operation is set as the player character PCc to be operated by the player C.
Here, when the player C can participate in the game as a ally character of the player B who has requested participation, the player C can select a character to be operated by himself / herself from only the non-player character NPC set as the ally of the player character PCb. It becomes. If such selection restrictions are not applied, it is possible to select a character operated by the player C itself from any non-player character NPC.
FIG. 10 is an example of a game screen displayed on the LCD 21c when the player C selects the non-player character NPC3 as the character to be operated by the player C. As shown in FIG. 10, in the game screen displayed on the LCD21c, the non-player character NPC3 is set as the player character PCc to be operated by the player C, and the game centered on the player character PCc currently in game play. The space is displayed. Then, the operation player marks MPa and MPb are added to and displayed on the player characters PCa and PCb, respectively.
Further, in the hit point display area HPW of the LCD21c, a parameter indicating the vitality set in the player character PCc is added and displayed as a hit point. Since the lobby display area LW is not registered as a lobby in FIG. 10, player information is not described.
FIG. 11 is an example of a game screen displayed on the LCD 21b when the operation target of the player C is set to the player character PCc. As shown in FIG. 8, the hit points displayed in the game space currently being played and the hit point display area HPW are continuously displayed on the game screen. Then, the non-player character NPC3 is set as the player character PCc, and the player character PCc is given an operation player mark MPc indicating that the player C is operating and is displayed (for example, blinking).
Further, the hit points of the player character PCc are added and displayed in the hit point display area HPW of the LCD 21b. Since the lobby display area LW is not registered as a lobby in FIG. 11, player information is not described.
On the other hand, the game screen displayed on the LCD 21a of the game device 1a operated by the player A is the same as the game screen shown in FIG. That is, the information set in the player character PCc in which the non-player character NPC3 is operated by the player C is not shown on the game screen. The hit point display area HPW is also displayed in the same manner as in FIG. As a result, the player C can register the lobby only for the player B so that the player A does not know. As a result, the player C can participate in the game strategically, such as participating in the game as a ally character of the player B so that the player A does not know. Here, although it is apparently indistinguishable between the player character PCc and other characters on the game screen displayed on the LCD21a, in the game processing, the game devices 1a and 1c are similar to the game data transmission / reception between the game devices 1a and 1b. Game data is transmitted and received during that time, and is treated as a player character PCc in the game processing of the game device 1c.
As in FIG. 11, the game screen displayed on the LCD 21a may be displayed by adding the operation player mark MPc indicating that the player C is operating to the player character PCc. In this case, it is possible to give player A the surprise that player C suddenly participates in the game.
In the lobby system of this embodiment, the maximum number of lobby registrations is set due to the hardware restrictions of the game device 1. Hereinafter, an example will be described when lobby registration exceeds the maximum number of lobby registrations. In FIG. 12, when the player A who operates the game device 1a, the player B who operates the game device 1b, and the player C who operates the game device 1c are playing a battle game, the player D who operates the game device 1d is in the lobby. An example of registration is shown. The game device operated by the player D is the same game device 1 described above, but the player D operates the game device 1d in order to distinguish it from the other game devices 1. Further, the components of the game device 1d are also distinguished by adding "d" to the reference code.
In FIG. 12, players A to C play the same game at the same time using game devices 1a to 1c each having a wireless communication function and share the same game space, and the game devices 1a to 1c share the same game space at predetermined intervals. Is sending and receiving game data to. Then, the player D selects a participation request destination from the players A to C, and requests the selected player to register the lobby. For example, when the player D requests the player B to participate, the lobby registration request is transmitted to the game device 1b in the apparent concept, but the same lobby registration request information is also transmitted to the game devices 1a and 1c.
However, since the lobby registration request transmitted from the game device 1d exceeds the set upper limit number of lobby registrations, data indicating that registration is not possible is transmitted to the game device 1d. FIG. 13 is an example of a game screen displayed on the LCD 21d of the game device 1d operated by the player D when the data indicating that the lobby registration is not possible is received. As shown in FIG. 13, game information currently being played by players A to C is displayed based on the received game data. Further, the selection display area SW is displayed on the game screen displayed on the LCD21c. In the situation shown in FIG. 12, the message "Cannot request participation because the maximum number of lobby registrations has been exceeded" is displayed in the selection display area SW, indicating that player D cannot register in the lobby.
FIG. 14 is a diagram showing an image of ROM 41. As shown in FIG. 14, the ROM 41 records the image data PD used by the computer of the game device 1, particularly the CPU core 11, and the game program GP, which is an executable instruction group and a data group. These image data PDs and game program GPs are appropriately read and processed in WRAM14 and VRAM15. In this embodiment, the game program GP and the like are recorded in the ROM 41, but these image data PDs and the game program GP can also be supplied through other media or communication lines.
The image data PD is data for displaying characters and backgrounds on the game screen. The image data PD includes character image data PDc1, PDc2 ..., background image data PDb, etc., in terms of character classification handled in the game space.
If the game program GP is shown as a program decomposed for each function to be executed by the game device 1, for example, a display program GP1, a player character control program GP2, a non-player character control program GP3, a data transmission program GP4, a data reception program GP5, It consists of a transmission data creation program GP6, a reception data analysis program GP7, a communication destination setting program GP8, and a lobby system program GP9.
The display program GP1 is for displaying the game space in which the above-mentioned player characters and non-player characters appear on the LCD 21 as a game screen. The player character control program GP2 is for performing operations such as moving the player character based on the key data input from the operation switch 22 and the game data received from other game devices. The non-player character control program GP3 is for causing an operation such as movement of a non-player character based on a predetermined thinking routine or game data received from another game device.
The data transmission program GP4 is for transmitting a transmission data packet including game data to another game device as transmission data. The data reception program GP5 is for receiving transmission data transmitted from another game device as reception data. The transmission data creation program GP6 is for creating transmission data transmitted by the data transmission program GP4. Specifically, the transmission data is created by describing the destination address, the source address, the sender name, the data type, the game information, and the like in the transmission data packet. The received data analysis program GP7 is for analyzing the contents described in the received data received by the data receiving program GP5. The communication destination setting program GP8 is for setting the other party to play the game as the communication destination. The lobby system program GP9 is for performing lobby processing including lobby registration processing and lobby selection processing, which will be described later.
FIG. 15 is a diagram showing an example of a transmission data packet. As shown in FIG. 15, the transmission data packet includes a source address d1, a sender name d2, 1 to n destination addresses d3, a data type d4, a player character update data d5, a non-player character update data d6, and Contains background image update data d7. The source address d1 indicates an address that is a source of transmission data, and specifically, the own machine address stored in the EEPROM 33 is described. In the sender name d2, the player name (name) of the game device 1 is described. The destination address d3 is set to the address of another game device 1 with which the game device 1 can communicate, and is selected and described according to the destination of the transmission data. The data type d4 indicates the type of data content described in the transmitted data. For example, "game data" is described in the data type d4 for transmitting the above-mentioned game information. Then, as game information, player character update data d5, non-player character update data d6, background image update data d7, and the like are described. These updated data show the result of updating the key data input from the operation switch 22, the movement of the player character or the non-player character based on the predetermined thinking routine, and the change of the background image. Further, when the game device 1 requests another game device 1 to register the lobby, "lobby registration request" is described in the data type d4. Further, when the game device 1 permits another game device 1 to participate in the game, "participation permission" is described in the data type d4. Further, when a lobby registration request exceeding the maximum number of lobby registrations is received, "registration not possible" is described in the data type d4 and the lobby registration request is transmitted to the game device 1.
Hereinafter, the processes executed by the computer in order to realize the invention will be described with reference to the flowcharts of FIGS. 16 to 20. Note that FIG. 16 is a flowchart showing processes executed by the computers of the game devices 1 in a plurality of game devices 1 sharing the same game space. For example, the processes executed by the computers of the game devices 1a and 1b shown in FIG. 6 are shown. FIG. 17 is a subroutine showing a detailed procedure of lobby processing shown in step 62 of FIG. 16 (step is abbreviated as S in the drawing). FIG. 18 is a subroutine showing a detailed procedure of the lobby registration process shown in step 73 of FIG. FIG. 19 is a subroutine showing a detailed procedure of the lobby selection process shown in step 74 of FIG. FIG. 20 is a flowchart showing a process executed by the computer of the game device 1 requesting participation in any of a plurality of game devices sharing the same game space. For example, the processing executed by the computer of the game device 1c shown in FIG. 6 is shown.
First, when the power of the game device 1 is turned on by the player, the operation program stored in the boot ROM 12 of the game device 1 is activated, and at least one of the game program GPs stored in the ROM 41 of the mounted cartridge 4 is activated. The program of the part is read and stored in WRAM14. Further, when the power of the game device 1 is turned on, the wireless communication unit 3 connected to the connector 17 is confirmed, and the game device 1 is in a state of being able to communicate with another game device 1. Then, the following steps are sequentially executed.
In FIG. 16, the game device 1 displays a list of the addresses (destination addresses) of other game devices 1 currently communicable and the player names (destination names) of those game devices 1 on the LCD 21 (step). 51). This is because the CPU core 11 receives and analyzes the transmission data periodically transmitted and received between a plurality of game devices based on the reception data analysis program GP7, so that the information indicating the destination address and the destination name is obtained. It can be obtained, but detailed description will be omitted here.
Next, the CPU core 11 of the game device 1 selects a target for game play from the above-mentioned destination address, sets it as the communication destination address, and starts communication based on the communication destination setting program GP8 (step 52). Specifically, the player of the game device 1 operates the operation switch 22 while referring to the opponent name and the opponent address displayed on the LCD 21, and selects the opponent who wants to play the game. Next, the CPU core 11 detects the selected destination address based on the key data input from the operation switch 22, and sets the destination address as the communication destination address. Then, the CPU core 11 starts periodic communication with the game device 1 set at the communication destination address while ensuring communication synchronization, and simultaneously advances the same game.
Next, the CPU core 11 displays the game character appearing in the game and the background image on the LCD 21 (step 53), and prompts the player to select the player character to be operated (step 54). Then, the player operates the operation switch 22 while referring to the game character displayed on the LCD 21, and selects the character to be operated by the player, thereby operating the player character (for example, FIG. 4). The player character PCa) operated by player A is determined.
The processes of steps 55 to 62 are the same by transmitting and receiving game data to and from another game device 1 set as the communication destination address by the CPU core 11 repeating in a predetermined cycle and simultaneously proceeding with the same game. It is a process to share the game space of. At this time, the CPU core 11 of the other game device 1 set to the communication destination address also synchronizes and repeats the same process.
The CPU core 11 creates transmission data to be transmitted to another game device set in the communication destination address based on the transmission data creation program GP6. First, the CPU core 11 sets its own machine address and player name (name) in the source address d1 and sender name d2 of the transmission data, respectively (step 55), and sets the communication destination address in the destination address d3 (step 55). Step 56). Next, the CPU core 11 sets the data type d4 of the transmission data to "game data" (step 57), and sets the player character update data d5, the non-player character update data d6, and the background image update data d7 as the transmission data. Write (step 58). These game update data show movements such as movement of player characters and non-player characters during the game currently being played and changes in the background image based on the key data input from the operation switch 22 and a predetermined thinking routine. Hereinafter, these are collectively referred to as game update information. Then, the CPU core 11 transmits the destination of the transmission data created in steps 55 to 58 as the destination address d3 based on the data transmission program GP4 (step 59). On the other hand, the other game device 1 set as the communication destination address also processes the above steps 55 to 59 and transmits the transmission data.
The CPU core 11 receives the transmission data from the other game device 1 set in the communication destination address as the reception data based on the data reception program GP5, and writes the transmission data to the reception data based on the reception data analysis program GP7. Get the updated game update information (step 60). Next, the CPU core 11 updates the game screen displayed on the LCD 21 by controlling the operation of characters in the game space based on the display program GP1, the player character control program GP2, the non-player character control program GP3, and the like. (Step 61). Specifically, the CPU core 11 determines the player character or non-player character currently playing the game based on the key data input from the operation switch 22, the predetermined thinking routine, the received game update information, and the like. The operation such as movement and the background image are changed, and the result is displayed on the LCD21 as a game screen. Further, the CPU core 11 updates the processing result by reflecting it in the player character update data d5, the non-player character update data d6, and the background image update data d7 in order to prepare for the processing of the next step 58.
Next, the CPU core 11 performs lobby processing for controlling game participation from other game devices (step 62). In this lobby processing, lobby registration processing and lobby selection processing are performed based on the lobby system program GP9, and detailed processing will be described later. Next, the CPU core 11 determines whether or not the game is over (step 63). Then, the CPU core 11 returns to the above step 55 to repeat the process when the game is continued, and ends the process according to the flowchart when the game is ended.
The lobby processing in step 62 will be described with reference to FIG. In FIG. 17, the CPU core 11 confirms the received source address (step 71), and determines whether or not the address is set as the communication destination address (step 72). Then, when the CPU core 11 is an address other than the communication destination address, the lobby registration process (step 73) and the lobby selection process (step 74) are performed to end the process by the subroutine. On the other hand, if the CPU core 11 is an address included in the communication destination address, the processing by the subroutine ends as it is. That is, when the CPU core 11 receives transmission data (for example, lobby registration request) from a game device other than the game device currently playing the same game, the CPU core 11 performs lobby registration processing and lobby selection processing. As will be clarified later, the lobby registration request is sent to a specific game device 1, but the CPU core 11 performs lobby registration processing and lobby selection processing even if it is not a lobby registration request addressed to its own device. Do.
The lobby registration process in step 73 will be described with reference to FIG. In FIG. 18, the CPU core 11 analyzes the data type d4 of the received data processed in steps 71 and 72 above (step 81), and determines whether or not it is a lobby registration request (step 82). Then, if it is not a lobby registration request, the CPU core 11 ends the process by the subroutine.
On the other hand, in the case of a lobby registration request, the CPU core 11 confirms the state of the lobby for waiting for participation in the game currently being played (step 83). Here, the lobby of the present embodiment is a virtual waiting room for a player who wants to participate in the game for a game played between a plurality of game devices 1, and a player who wants to participate in the game. Is registered in the lobby corresponding to the game. Lobby registration is performed by writing information of a player who wishes to participate in a predetermined registration area (for example, a storage area in WRAM 14) set in the game device 1 together with a registration number. Next, the CPU core 11 determines whether or not the upper limit of the number of lobby registrations provided in advance has been reached (step 84). As described above, in this embodiment, the upper limit number that can be registered in the lobby is set due to the hardware restrictions of the game device 1. Then, when the upper limit of the number of lobby registrations has been reached, the CPU core 11 proceeds to the next step 85. On the other hand, if the upper limit of the number of lobby registrations has not been reached, the CPU core 11 proceeds to the next step 89.
In step 85, the CPU core 11 sets its own machine address and player name (name) to the source address d1 and the sender name d2 of the transmission data, respectively. Next, the CPU core 11 sets the source address of the lobby registration request to the destination address d3 (step 86). Then, the CPU core 11 sets the data type d4 of the transmission data to "cannot be registered" (step 87), and transmits the destination of the transmission data created in steps 85 to 87 as the destination address d3 (step 87). 88), the processing by the subroutine is terminated. When another game device 1 (game device 1d in FIG. 12) requests lobby registration in excess of the upper limit of the number of lobby registrations, transmission data indicating that registration is not possible is generated by the processes of steps 84 to 88. It is transmitted to the other game device 1.
In step 89, the CPU core 11 determines whether or not the sender requesting lobby registration has already been registered in the lobby. Then, the CPU core 11 ends the process by the subroutine when it is already registered in the lobby, and proceeds to the next step 90 when it is not registered in the lobby.
In step 90, the CPU core 11 determines whether or not a player other than the sender who requested the lobby registration has already been registered in the lobby. Then, when the other player is not registered in the lobby, the CPU core 11 sets the registration number of the sender who requested the lobby registration to 1 (step 91), and proceeds to the next step 93. On the other hand, when another player is already registered in the lobby, the CPU core 11 sets the registration number of the sender who requested the lobby registration to the last set registration number + 1 (step 92), and performs the process. Proceed to the next step 93.
In step 93, the CPU core 11 registers the registration number set in step 91 or step 92, the source address d1 and the sender name d2 that requested lobby registration in the lobby (step 93), and uses the subroutine. End the process. Specifically, the registration number, the source address d1, and the sender name d2 are written in the predetermined registration area described above. In this way, when the lobby registration request is transmitted from the other game device 1, each of the plurality of game devices 1 performing the game play registers the sender of the lobby registration request regardless of the destination of the lobby registration request. Register in the lobby with the number. As a result, the plurality of game devices 1 performing the game play can each have common lobby registration information.
The lobby selection process in step 74 will be described with reference to FIG. In FIG. 19, the CPU core 11 determines whether or not there is a player registered in the lobby (step 101). Then, if there is no player registered in the lobby, the CPU core 11 ends the process by the subroutine. On the other hand, if there is a player registered in the lobby, the CPU core 11 advances the process to the next step 102.
In step 102, the CPU core 11 selects a player registered in the lobby, and confirms the destination address d3 described in the received data requested by the player to register the lobby. Then, the CPU core 11 determines whether or not the confirmed destination address d3 is its own address (step 103). The process of step 103 is for determining whether or not the lobby registration request transmitted from the other game device 1 is addressed to the player's own machine. Then, when the destination address d3 is not its own address, the CPU core 11 proceeds to the next step 105. On the other hand, when the destination address d3 is the own address, the CPU core 11 proceeds to the next step 104.
In step 104, the CPU core 11 displays on the LCD 21 that the sender name d2 of the lobby registration request is waiting for the lobby registration request in which the destination address d3 is the own address (FIG. 8). (Refer to the lobby registration area LW), proceed to the next step 105. By the processing of step 103 and step 104, the lobby registration information is displayed and displayed to the player only in the game device 1 which is the destination (destination address d3) of the lobby registration request transmitted from another game device. .. That is, the plurality of game devices 1 performing the game play each have common lobby registration information, but the information indicating that the lobby registration request has been received is the game device 1 to which the game participation request destination is received. It is displayed only in (Game device 1b in FIG. 6). Therefore, the game device 1 (game device 1a in FIG. 6) that is not the game participation request destination does not display the information indicating that the lobby registration request has been received.
In step 105, the CPU core 11 determines whether or not all the players registered in the lobby have confirmed the destination address d3 for which lobby registration has been requested. Then, when there are unconfirmed players remaining, the process returns to step 102 and the process is repeated, and when all the players have been confirmed, the process proceeds to the next step 106.
In step 106, the CPU core 11 determines whether or not a player to participate in the game has been selected from the players waiting in the lobby displayed in step 104. Specifically, the player of the game device 1 operates the operation switch 22 from the standby player displayed on the LCD 21 to select a player who wants to participate in the game. Then, the CPU core 11 determines whether or not the player has been selected based on the key data input from the operation switch 22. Then, when the player is not selected, the CPU core 11 ends the process by the subroutine. On the other hand, when the player is selected, the CPU core 11 advances the process to the next step 107.
In step 107, the CPU core 11 extracts the registration number corresponding to the player selected in step 106. Then, the CPU core 11 creates transmission data to be transmitted to the other game device 1 corresponding to the registration number based on the transmission data creation program GP6. First, the CPU core 11 sets its own machine address and player name (name) in the source address d1 and the sender name d2 of the transmission data, respectively (step 108), and corresponds to the registration number extracted in the destination address d3. Set the source address (step 109). Next, the CPU core 11 sets the data type d4 of the transmission data to "participation permission" (step 110). Then, the CPU core 11 transmits the destination of the transmission data created in steps 108 to 110 as the destination address d3 based on the data transmission program GP4 (step 111).
Next, the CPU core 11 adds the source address of the extracted registration number as the communication destination address based on the communication destination setting program GP8 (step 112). Then, the player corresponding to the extracted registration number is deleted from the lobby registration (step 113), the other registration number is moved up (step 114), and the processing by the subroutine is completed.
Next, with reference to FIG. 20, a process executed by the computer of the game device 1 that requests participation in any of the plurality of game devices playing the game will be described. The game device 1 to be processed based on the flowchart shown in FIG. 20 is, for example, the game device 1c shown in FIG. 6, and will be described below in order to distinguish it from the game device 1 and the CPU core 11 in the game described above. Then, it is described as a game device 1c and a CPU core 11c.
First, when the power of the game device 1c is turned on by the player, the operation program stored in the boot ROM 12 of the game device 1c is activated, and at least one of the game program GPs stored in the ROM 41 of the mounted cartridge 4 is activated. The program of the part is read and stored in WRAM14. Further, when the power of the game device 1c is turned on, the wireless communication unit 3 connected to the connector 17 is confirmed, and the game device 1 is in a state of being able to communicate with another game device 1. Then, the following steps are sequentially executed.
In FIG. 20, the game device 1c receives game data from a plurality of game devices 1 (game devices 1a and 1b shown in FIG. 6) currently in the game, and displays the game status of both on the LCD 21 based on the game information. Display (step 121). At this time, the CPU core 11c analyzes the source address d1 and the sender name d2 described in the received data based on the received data analysis program GP7, and the own machine of each of the plurality of game devices 1 playing the game. The address and player name have been acquired.
Next, the game device 1c displays a list of opponent names (see the selection display area SW in FIG. 7) that are the targets of the game participation request destination on the LCD21, and prompts the player to select (step 122). Then, the CPU core 11c selects a game participation request destination from the above list of opponent names (step 123). Specifically, the player of the game device 1c operates the operation switch 22 while referring to the list of opponent names displayed on the LCD 21 and the above game status to select the game participation request destination. Then, the CPU core 11c detects the selected destination name based on the key data input from the operation switch 22, and uses it as the player's selection result.
Next, the CPU core 11c creates transmission data to be transmitted to another game device 1 corresponding to the above-mentioned destination name based on the transmission data creation program GP6. First, the CPU core 11c sets its own machine address and player name (name) in the source address d1 and sender name d2 of the transmission data, respectively (step 124), and sets the destination address d3 as the destination name of the participation request destination. Set the source address corresponding to (step 125). Next, the CPU core 11c sets the data type d4 of the transmission data to "lobby registration request" (step 126). Then, the CPU core 11c transmits the destination of the transmission data created in steps 124 to 126 as the destination address d3 based on the data transmission program GP4 (step 127).
Next, the CPU core 11c waits for the reception data to its own machine whose destination address d3 (that is, the address of the game participation request destination) of the transmission data transmitted in step 127 above is described in the source address d1. (Step 128). Then, the CPU core 11 analyzes the data type d4 of the received data received in step 128 (step 129), determines whether registration is not possible (step 130), and whether participation is permitted (step 131). When the data type d4 of the received data is "cannot be registered" (Yes in step 130), the CPU core 11c displays that it cannot be registered in LCD21 (see the selection display area SW in FIG. 13) (step 132). , The process returns to step 121 and repeats the process. On the other hand, when the data type d4 of the received data is "participation permission" (Yes in step 131), the CPU core 11c displays that participation is permitted in LCD21 (see the lobby display area LW in FIG. 9) (step). 133), the process proceeds to step 52 of FIG. 16, and the process is started as the game device 1 that performs game play. If the data type d4 of the received data is neither "registration impossible" nor "participation permission" (both steps 130 and 131 are No), the CPU core 11c returns to step 128 and repeats the process.
In the above description, a game system is configured by wireless communication between a plurality of game devices 1, and a lobby system is formed in each game device 1, but the present invention is also realized in a game system having another configuration. be able to. For example, a game system using a plurality of game devices and a lobby server arranged on a network to which the game devices can access may be used. For example, as shown in FIG. 21, a plurality of game devices 1a to 1c and a lobby server 5 are connected on the network N. Hereinafter, a procedure for realizing the present invention will be described with reference to an example of the game system shown in FIG.
In FIG. 21, the lobby server 5 provides a lobby for waiting for players to play with during network play. For example, when the game devices 1a and 1b simultaneously play the same game via the network N and share the same game space, the lobby server 5 acquires the game information. Then, the player C who operates the game device 1c can obtain the game information in which the game devices 1a and 1b are playing the game by accessing the lobby server 5 via the network N, and the player who is requested to participate can obtain the game information. Sends a lobby participation request to the lobby server 5.
The lobby server 5 that has received the lobby participation request has a registration area for lobby registration, and the information regarding the lobby participation request (the participation request destination described by the game device 1c and the source of the game device 1c) is in the registration area. Write the address etc.). Then, the lobby server 5 transmits a lobby participation request to the game device 1a or 1b during game play, which is the participation request destination. Then, the game device 1a or 1b receives the lobby participation request transmitted from the lobby server 5.
Of the game devices 1a and 1b, the game device that has received the lobby participation request (the game device that is the participation request destination of the game device 1c, for example, the game device whose destination address of the participation request destination is its own address) is Player C displays the information registered in the lobby on the LCD 21 by the process of step 104. Then, when the participation of the player C is permitted, the transmission data indicating the participation permission is transmitted to the lobby server 5.
On the other hand, the lobby server 5 receives the transmission data indicating the participation permission, and transmits the participation permission to the game device 1c. Then, after receiving the information on the participation permission, the lobby server 5 starts transmitting the information on the game device 1c to all the game devices sharing the game space in which the participation is permitted.
In this way, the present invention is similar to the game system configured by the game devices 1a to 1c wirelessly communicating between the plurality of game devices described above by transmitting and receiving lobby registration information such as a lobby registration request via the lobby server 5. Can be realized.
As described above, the lobby registration information can be viewed only for the game device for which participation is requested, and the lobby registration information is not displayed for other game devices. As a result, the player requesting participation can register in the lobby so that the player other than the participation request destination does not know. As a result, the player requesting participation can participate in the game as an ally character of the player requesting participation so that the player other than the request destination does not know. That is, the player who registers in the lobby can display that he / she is registered in the lobby only to a specific player and can participate in the game without being known by other players. For example, when two players are playing a competitive game, other players secretly participate in the superior player to support the inferior player, and enjoy a more strategic game using mid-career participants. Can be done. Then, this lobby system can be realized by a game system having various configurations such as a game system containing only a plurality of game devices and a game system including a plurality of game devices and a lobby server.
The lobby system program and the game system according to the present invention can give strategic enjoyment to participation in a game when a plurality of players play the same game at the same time by using the lobby system, and have a plurality of wireless communication functions. It is useful as a game system composed of the above game devices, a game system composed of a plurality of game devices on a network and a lobby server, and also as a lobby system program executed by those game systems.
<figref num="1">External view of the game device 1 included in the game system according to the embodiment of the present invention.</figref><figref num="2">Functional block diagram of game device 1 in FIG.</figref><figref num="3">An example in which player A and player B who operate the game device 1 in FIG. 1 play a battle game.</figref><figref num="4">An example of a game screen displayed on LCD21a of the game device 1a operated by player A in FIG.</figref><figref num="5">An example of a game screen displayed on LCD 21b of the game device 1b operated by player B in FIG.</figref><figref num="6">An example in which player C operating the game device 1c registers in the lobby in the situation shown in FIG.</figref><figref num="7">An example of a game screen displayed on the LCD 21c of the game device 1c operated by the player C in FIG.</figref><figref num="8">An example of a game screen displayed on LCD 21b when player C in FIG. 6 selects player B as a participation request destination.</figref><figref num="9">An example of a game screen displayed on the LCD 21c when player B in FIG. 6 permits player C to participate.</figref><figref num="10">An example of a game screen displayed on the LCD 21c when player C in FIG. 6 selects the non-player character NPC3 as a character to be operated by himself / herself.</figref><figref num="11">An example of the game screen displayed on LCD21b when the operation target of player C in FIG. 6 is set to the player character PCc.</figref><figref num="12">An example in which player D, who operates game devices 1d, registers in the lobby when players A to C, who operate game devices 1a to 1c, are playing a competitive game.</figref><figref num="13">An example of a game screen displayed on LCD21d of the game device 1d operated by player D in FIG. 12 when data indicating that lobby registration is not possible is received.</figref><figref num="14">The figure which shows the image of ROM 41 of FIG.</figref><figref num="15">The figure which shows an example of the transmission data packet</figref><figref num="16">A flowchart showing processing executed by the computers of the game devices 1 in a plurality of game devices 1 sharing the same game space.</figref><figref num="17">Subroutine showing the detailed procedure of lobby processing shown in step 62 of FIG.</figref><figref num="18">Subroutine showing the detailed procedure of the lobby registration process shown in step 73 of FIG.</figref><figref num="19">Subroutine showing the detailed procedure of the lobby selection process shown in step 74 of FIG.</figref><figref num="20">A flowchart showing a process executed by the computer of the game device 1 requesting participation in any of a plurality of game devices sharing the same game space.</figref><figref num="21">An example of a game system in which a plurality of game devices 1a to 1c and a lobby server 5 are connected on network N.</figref>
Code description
1 ... Game device 10 ... Game device body 11 ... CPU core 12 ... Boot ROM 13 ... LCD controller 14 ... WRAM 15 ... VRAM 16 ... Peripheral circuits 17, 18, 35. .. Connector 19 ... Audio amplifier 20 ... Speaker 21 ... LCD 22 ... Operation switch 23 ... Housing 3 ... Wireless communication unit 31 ... Baseband IC 32 ... Power circuit 33. ..EEPROM34 ... RF-IC36 ... Knob 37 ... Hook 4 ... Cartridge 41 ... ROM42 ... Backup RAM5 ... Lobby server
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| Document | Office | Kind | Date |
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| 2004118320 | Japan | A | |
| JP20040118320 | – | – | – |
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Numbers
- Publication
- 2005296419
- Publication, DOCDB
- 2005296419
- Publication, EPODOC
- JP2005296419
- Application
- 118320
- Application, DOCDB
- 2004118320
- Application, EPODOC
- JP20040118320
Titles2
- Japanese
- ロビーシステムプログラムおよびゲームシステム
- English
- Lobby system program and game system
Classification
- IPC, 7
- A63F13 33
- A63F13 35
- A63F13 45
- A63F13 52
- A63F13 795
- A63F13 85
- G06F13 00