Game system, server and game control program
Abstract
Problem to be solved.To provide a game system capable of arousing competitiveness between players and imparting strategicity to the way of proceeding with a game.
Solution.This is a game system in which a plurality of terminal devices and a server are connected via a communication line, and a plurality of players can each operate each terminal device to execute a game, and the level value of the player is set. A level storage means for storing, a level setting means for setting a predetermined level in the player and storing it in the level storage means as a level value, a condition setting means for setting game conditions for the player, and a condition set by the player. When the condition achievement success / failure judgment means for determining whether or not the player has cleared the condition and the condition achievement success / failure judgment means for determining that the player has cleared the condition, the condition cleared by the player and the relevant state stored in the level storage means. A game system including a game result determining means for determining a game result based on a player's level value. [Selection diagram] Fig. 26
Term
Term ended
Projected expiry passed 1 July 2024, 2.2 years ago.
- Priority and filed
- Published
- Projected expiry
- Today
5 claims: 3 independent, 2 dependent
- 1複数の端末装置とサーバとが通信回線を介して接続されてなり、複数のプレーヤの夫々が各端末装置を操作して行うゲームを実行可能なゲームシステムであって、プレーヤのレベル値を記憶するレベル記憶手段と、ゲーム結果に応じて所定のレベルを設定し、プレーヤのIDデータに対応付けて設定したレベルをレベル値として前記レベル記憶手段に記憶するレベル設定手段と、プレーヤがゲーム結果として達成すべき条件を設定する条件設定手段と、プレーヤが前記条件設定手段で設定した条件をクリアしたか否かを判断する条件達成成否判断手段と、前記条件設定手段で設定された条件をクリアしたと前記条件達成成否判断手段によって判断された際、当該プレーヤがクリアした条件、及び、前記レベル記憶手段に記憶された当該プレーヤのレベル値に基づいて、ゲーム結果を決定するゲーム結果決定手段とを備えたことを特徴とするゲームシステム。
- 2プレーヤの入力操作に応じて、複数種類の条件のなかから、いずれか1の条件を選択する条件選択手段を備え、前記条件設定手段は、前記条件選択手段により選択された条件を設定することを特徴とする請求項1に記載のゲームシステム。
- 3前記ゲーム結果決定手段は、ゲーム結果として、プレーヤに付与するゲーム上で使用可能な金銭の額を決定することを特徴とする請求項1又は2に記載のゲームシステム。
- 4複数の端末装置と通信回線を介して接続され、複数のプレーヤの夫々が各端末装置を操作して行うゲームを実行可能なゲームシステムを構成するサーバであって、プレーヤのレベル値を記憶するレベル記憶手段と、ゲーム結果に応じて所定のレベルを設定し、プレーヤのIDデータに対応付けて設定したレベルをレベル値として前記レベル記憶手段に記憶するレベル設定手段と、プレーヤがゲーム結果として達成すべき条件を設定する条件設定手段と、プレーヤが前記条件設定手段で設定した条件をクリアしたか否かを判断する条件達成成否判断手段と、前記条件設定手段で設定された条件をクリアしたと前記条件達成成否判断手段によって判断された際、当該プレーヤがクリアした条件、及び、前記レベル記憶手段に記憶された当該プレーヤのレベル値に基づいて、ゲーム結果を決定するゲーム結果決定手段とを備えたことを特徴とするサーバ。
- 5複数の端末装置と通信回線を介して接続され、複数のプレーヤの夫々が各端末装置を操作して行うゲームを実行可能なゲームシステムを構成するサーバを、プレーヤのレベル値を記憶するレベル記憶手段、ゲーム結果に応じて所定のレベルを設定し、プレーヤのIDデータに対応付けて設定したレベルをレベル値として前記レベル記憶手段に記憶するレベル設定手段、プレーヤがゲーム結果として達成すべき条件を設定する条件設定手段、プレーヤが前記条件設定手段で設定した条件をクリアしたか否かを判断する条件達成成否判断手段、並びに、前記条件設定手段で設定された条件をクリアしたと前記条件達成成否判断手段によって判断された際、当該プレーヤがクリアした条件、及び、前記レベル記憶手段に記憶された当該プレーヤのレベル値に基づいて、ゲーム結果を決定するゲーム結果決定手段として機能させることを特徴とするゲーム制御プログラム。
Independent claims5
211 paragraphs, as filed
The present invention relates to a game system in which a plurality of terminal devices and servers are connected via a communication line, a server constituting the game system, and a game control program executed by the server. In particular, a game system that can execute multiplayer online games such as MMORPG (Massively Multiplayer Online Role Playing Game), RTS (Real Time Strategy), and FPS (First Person Shooting Game), and servers that make up the game system. And the game control program executed by the server.
In recent years, with the development of information and communication technology, a game system in which a plurality of business or home terminal devices and a server are connected via a communication line has become widespread, and various online games are executed in this game system. It is possible. Recently, as online games, for example, multiplayer online games such as MMORPG (Massively Multiplayer Online Role Playing Game), RTS (Real Time Strategy), and FPS (First Person Shooting Game) have been provided.
Such a multiplayer online game allows players to play games with an unspecified number of players who do not know their faces in remote areas, both domestically and internationally, via networks such as the Internet. The fact that you can communicate through the medium is a big attraction, and it has gained strong support from all over the world. On the other hand, for game makers, multiplayer online games are players by sequentially updating data and programs related to new events, characters, items, etc. and distributing them to each terminal device via the network. Since it is possible to build a game environment that can be continued semi-permanently without getting tired of it, there is an advantage that stable profits can be secured.
By the way, in a multiplayer online game, a character corresponding to each player is generally set, and the player participates in the game in the virtual game space by operating his / her own character. As the player becomes more proficient in the game, the corresponding character clears various conditions (so-called missions) and gains experience, and as a result, the player or the character operated by the player sets the level value set in the game. It can be increased, and as the level value increases, the ability and position in the game will improve, and it will be possible to perform various functions.
In addition, when the conditions are cleared, money that can be used in the game is given to the player as a reward according to the difficulty level of the conditions, so that the player can clear many conditions. , You can get a lot of money that can be used in the game, and you can purchase weapons and items that can be used in the game to advance the game in an advantageous way.
Normally, in an online game, since the time axis in the virtual game space is common to all players, a condition that can be set in the game by some players playing the game frequently or playing the game for a long time. Most of them may be cleared by some of the players. When such a situation occurs, there is a problem that the conditions that other players can challenge are reduced, and the fun of the game is extremely reduced. Therefore, as a conventional game system, for example, there is a game system that limits the number of times a condition is cleared within a predetermined time for each player (see, for example, Patent Document 1). According to the game system described in Patent Document 1, it becomes impossible for some players to clear most of the conditions that can be set in the game, so that other players can also challenge various conditions. It becomes possible to provide a game that can be enjoyed by many players.
<patcit num="1"><text>Japanese Unexamined Patent Publication No. 2002-224448</text></patcit>
<p>However, according to the game system described in Patent Document 1, a player who enthusiastically plays a game, clears many conditions, and increases the level value is limited in the challenge to new conditions, and later. Since it becomes possible for the player who played the game to challenge the condition and increase the level value, it is difficult for the player who played the game enthusiastically to have an advantage over other players, and the competitiveness between the players. There was a problem that the number declined.</p><p>In addition, according to each condition, the reward given to the player when the condition is cleared (for example, money that can be used in the game) is set in advance, so first challenge the condition with low difficulty. If you challenge the most difficult conditions in order as the level value increases, you will be able to proceed with the game most smoothly. Therefore, there is a problem that the strategy of how to proceed with the game, that is, the order of challenging a plurality of conditions, is poor and uninteresting.</p><p>The present invention has been made in view of the above-mentioned problems, and an object thereof is to configure a game system, which can arouse the competitiveness of players and can give strategicity to the way of proceeding with a game. The purpose is to provide a server and a game control program executed by the server.</p>
<p>In order to solve the above-mentioned problems, the present invention provides the following. (1) A game system in which a plurality of terminal devices and a server are connected via a communication line, and a game played by each of a plurality of players operating each terminal device can be executed, and the level value of the player. A level value storage means for storing the above, and a level value setting means for setting a predetermined level value according to the game result and storing the level value set in association with the player's ID data as the level value in the above level value storage means. With the condition setting means for setting the condition to be achieved as a game result by the player, the condition achievement success / failure determining means for determining whether or not the player has cleared the condition set by the condition setting means, and the condition setting means. When it is determined by the above-mentioned condition achievement success / failure determination means that the set condition is cleared, the game result is determined based on the condition cleared by the player and the level value of the player stored in the above-mentioned level value storage means. A game system characterized by having a means for determining a game result to be determined.</p><p>According to the invention of (1), the game result is determined based on the condition cleared by the player and the level value of the player. Therefore, for example, if the level value of the player is high even under the low difficulty condition. It is possible to obtain more rewards as a result of the game compared to a player with a low level value. Also, for example, if the player's level value is high, even if the difficult condition is cleared, the game result can be reduced to a smaller reward than the player with a low level value. You can get the effect that there is room to expand the range of fun of the game itself. Furthermore, when applied to a competitive game, it can also function to contribute as a handicap to each other. Therefore, as in the game system described in Patent Document 1, the number of conditions that can be cleared by each player is limited to be substantially the same so that many players can challenge and enjoy various conditions. Even if it is configured, according to the invention of (1), a player who plays a game enthusiastically can obtain a reward according to his / her level value, and can have an advantage over other players. .. As a result, it is possible to prevent the competitiveness of the players from diminishing.</p><p>Also, if the player's level value is high, even if the difficulty level is low, it is not always difficult by making it possible to obtain more rewards even if the same conditions are cleared compared to the player with a low level value. It is possible to create an environment in which it is not desirable to proceed with the game in which the challenge is performed in order from the lowest degree of condition. Therefore, it is possible to give diversity to the way the game progresses, and to provide strategic, complicated and interesting game characteristics.</p><p>Furthermore, the present invention provides the following. (2) The game system of (1) above is provided with a condition selection means for selecting one of a plurality of types of conditions according to an input operation of the player, and the condition setting means is It is characterized in that the condition selected by the above-mentioned condition selection means is set.</p><p>According to the invention of (2), since the player can select the conditions to challenge, it is possible to realize the way the player thinks about how to proceed with the game, and it is possible to enhance the strategy and improve the interest of the game. it can.</p><p>Furthermore, the present invention provides the following. (3) The game system according to (1) or (2), wherein the game result determining means determines the amount of money that can be used in the game to be given to the player as the game result. ..</p><p>According to the invention of (3), the amount of money that can be used in the game given to the player is determined based on the conditions cleared by the player and the level value of the player. Even under low conditions, if the player's level value is high, it is possible to obtain a large amount of money that can be used in the game. Therefore, a player who enthusiastically plays the game and increases the level value can earn more money that can be used in the game than other players even if the same conditions are cleared, and the money can be used for weapons and items. You can purchase and advance the game in an advantageous way over other players. As a result, it is possible to prevent the competitiveness of the players from diminishing.</p><p>Furthermore, the present invention provides the following. (4) A server that is connected to a plurality of terminal devices via a communication line and constitutes a game system capable of executing a game in which each of a plurality of players operates each terminal device, and determines the level value of the player. A level value storage means for storing, and a level value setting means for setting a predetermined level value according to the game result and storing the level value set in association with the player's ID data as a level value in the above level value storage means. , Setting by the condition setting means for setting the condition to be achieved as a game result by the player, the condition achievement success / failure determining means for determining whether or not the player has cleared the condition set by the condition setting means, and the condition setting means. When it is determined by the above-mentioned condition achievement success / failure determination means that the specified condition is cleared, the game result is determined based on the condition cleared by the player and the level value of the player stored in the above-mentioned level value storage means. A server characterized by having a means for determining a game result.</p><p>According to the invention of (4), the game result is determined based on the condition cleared by the player and the level value of the player. Therefore, for example, if the level value of the player is high even under the low difficulty condition. It is possible to obtain more rewards as a result of the game compared to a player with a low level value. Therefore, a player who plays the game enthusiastically can obtain a reward according to his / her level value, and can have an advantage over other players. As a result, it is possible to prevent the competitiveness of the players from diminishing. In addition, if the player's level value is high, it is desirable to proceed with the game in order from the lowest difficulty condition by making it possible to obtain a lot of rewards even under the less difficult condition. It is possible to create an environment that cannot be said to be. Therefore, it is possible to give diversity to the way the game progresses, and to provide strategic, complicated and interesting game characteristics.</p><p>Furthermore, the present invention provides the following. (5) A player's level value is stored in a server that constitutes a game system that is connected to a plurality of terminal devices via a communication line and can execute a game in which each of the plurality of players operates each terminal device. Level value storage means, a level value setting means that sets a predetermined level value according to the game result, and stores the level value set in association with the player's ID data as a level value in the above level value storage means, the player plays the game The condition setting means for setting the condition to be achieved as a result, the condition achievement success / failure judgment means for determining whether or not the player has cleared the condition set by the condition setting means, and the condition set by the condition setting means are used. When it is determined by the above-mentioned condition achievement success / failure determination means that the game is cleared, the game result is determined based on the condition cleared by the player and the level value of the player stored in the above-mentioned level value storage means. A game control program characterized by functioning as a means.</p><p>According to the invention of (5), the game result is determined based on the condition cleared by the player and the level value of the player. Therefore, for example, if the level value of the player is high even under the low difficulty condition. It is possible to obtain more rewards as a result of the game compared to a player with a low level value. Therefore, a player who plays the game enthusiastically can obtain a reward according to his / her level value, and can have an advantage over other players. As a result, it is possible to prevent the competitiveness of the players from diminishing. In addition, if the player's level value is high, it is desirable to proceed with the game in order from the lowest difficulty condition by making it possible to obtain many rewards even under the less difficult condition. It is possible to create an environment that cannot be said to be. Therefore, it is possible to give diversity to the way the game progresses, and to provide strategic, complicated and interesting game characteristics.</p>
<p>According to the present invention, it is possible to arouse the competitiveness of the players and to give strategicity to the way the game is advanced.</p>
FIG. 1 is a configuration diagram of a game system according to the present invention. The game system consists of a plurality of terminal devices 1, a store server 2 that is communicably connected to a plurality of (8 units in this case) terminal devices 1 via a dedicated line 5, a plurality of store servers 2, and a communication line 4. A card vending machine 6 which is connected to be communicable via a terminal device 1 and has a center server 3 for managing games played by a plurality of players using a terminal device 1, and is further connected to a store server 2 via a dedicated line 5. Is equipped with one for each store. It should be noted that the store servers 2 can also communicate with each other via the communication line 4.
The terminal device 1 accepts a predetermined operation performed by the player via the touch panel 14 (not shown), and data transmitted from the store server 2 (or center server 3) or data from another terminal device 1. The game progresses based on the above.
Each terminal device 1 is associated with a machine ID unique to its own device. The machine ID includes a code for each store server 2 to which the terminal device 1 is connected and a code for each terminal device 1 in the store where the terminal device 1 is arranged. For example, when the code of the store server A of the store A is A and the code of the terminal device 1 in the store A is 1, the machine ID of the terminal device 1 is a1.
Each of the store servers 2 is communicably connected to a plurality of (8 units in this case) terminal devices 1 and the center server 3, and data is transmitted / received between the terminal devices 1 and the center server 3. The center server 3 is communicably connected to a plurality of store servers 2 and has historical data for each player. The center server 3 performs processing such as authentication of each player by transmitting and receiving data to and from the terminal device 1 via the store server 2. The store server 2 corresponds to the server in the present invention.
The card vending machine 6 can communicate with the center server 3 via the store server 2. The card vending machine 6 accepts the personal data input operation performed by the player and issues the ID card 8 (not shown). A player is registered in the center server 3 by the personal data input at this time, and the center server 3 assigns ID data that can identify the player to each player. This ID data is assigned to the issued ID card 8 in advance. Further, the password entered by the player at the time of assigning the ID data is stored in the RAM 303 and used for the player authentication at the start of the game.
FIG. 2 is a perspective view showing the appearance of eight terminal devices installed in one store and a card vending machine. FIG. 3 is a perspective view showing the appearance of the terminal device. In the following description, as an example of the terminal device, a commercial game device provided with two displays (first display 11 and second display 12) will be described, but the present invention is not particularly limited to this example. It can also be applied to a home video game device configured by connecting a home video game device to a home television, a personal computer that functions as a video game device by executing a video game program, and the like. it can.
Further, in the present embodiment, the game played using the terminal device 1 is an MMORPG (Massively Multiplayer Online Role Playing) incorporating elements of an action game. Game). The player who operates each terminal device 1 uses various buttons 118 and the operation lever 119 to operate the character corresponding to the player to play the game. Each character belongs to an adventurer's guild in the game (a trade union composed of adventurers, hereinafter simply referred to as a guild), and the guild sends a mission (in the game set for the player). It means the condition of.) Accept. After accepting the mission from the guild, the character plays a mission game that adventures in the virtual game space. In the mission game, you can increase the level value and strengthen the character by playing against monsters, and you can acquire items. Characters corresponding to each of multiple players play games in the same virtual game space, so sometimes they challenge missions with characters corresponding to other players and exchange information with characters corresponding to other players. Can be done. If you clear the above missions in the virtual game space and then return to the guild, you can get rewards from the guild according to the type of mission, and you can accept new missions.
As shown in FIG. 3, the terminal device 1 includes a housing 10, a first display 11 provided on the front surface of the housing 10 so as to be inclined at a predetermined angle, and a first display 11 provided above the first display 11. It is equipped with 2 displays 12. On the first display 11, a game image representing a virtual game space in which characters are arranged, an image representing a guild, and the like are displayed. Various images such as an image showing a map (overall view) of the virtual game space and an image for advertising the game are displayed on the second display 12.
A touch panel 14 is installed in front of the first display 11. The touch panel 14 can detect a contact by the player, and outputs a detection signal indicating a contact position when the contact is detected to an operation input unit 114 (not shown) described later. The player can input various instructions by touching the touch panel 14. Speakers 13 that output audio are installed on both the left and right sides of the second display 12.
Below the first display 11, a coin insertion slot 15 into which coins are inserted and an ID card insertion slot 16 into which an ID card is inserted are provided. The coin inserted into the coin slot 15 is detected by the coin sensor 115 (not shown). Further, the ID data of the ID card inserted into the ID card insertion slot 16 is read by the ID card reader 116 (not shown).
The housing 10 is provided with an operation table 18 projecting forward, and an attack button 118a, a defense button 118b, a magic use button 118c, and an operation lever 119 are provided on the upper surface of the operation table 18. .. The attack button 118a is a button for inputting an instruction to cause the character to perform an attack action. The defensive button 118b is a button for inputting an instruction to cause the character to perform a defensive action. The magic use button 118c is a button for inputting an instruction to make the character perform the magic use action. The operation lever 119 is for inputting an instruction for moving the character.
FIG. 4 is a block diagram showing the hardware configuration of the terminal device. The control unit 100 controls the overall operation of the terminal device 1, and includes a CPU 101, a ROM 102, and a RAM 103.
The ROM 102 stores various image data, programs, and the like. That is, the ROM 102 contains, for example, various character images representing characters that can be operated by the player, characters operated by other players, monster images that represent monsters that appear in the virtual game space, and various types that represent the virtual game space. Stores image data representing an image displayed on the first display 11 and / or the second display 12, such as a background image and an image representing a guild. The ROM 102 also stores, for example, objects, texture data, background images, and the like that make up a character or monster. Objects and the like that make up a character or monster are made up of a predetermined number of polygons so that they can be drawn three-dimensionally. Further, the ROM 102 stores a player or an ability value setting table (not shown) in which the level value of the character corresponding to the player and the ability value of the character are associated with each other.
The ROM 102 may be a storage medium built in the terminal device 1 or a storage medium that can be attached and detached. Further, the ROM 102 may be configured from both of them. Further, among various data stored in the ROM 102, the data that can be stored in the removable recording medium can be read by a driver such as a hard disk drive, an optical disk drive, a flexible disk drive, a silicon disk drive, or a cassette medium reader. You may. In this case, the recording medium is, for example, a hard disk, an optical disk, a flexible disk, a CD, a DVD, a semiconductor memory, or the like.
RAM103 temporarily stores information, variables, etc. during processing. For example, player participation information (see FIG. 10), player information including data on player level values (see FIG. 14), and the like are stored. The RAM 103 functions as a level storage means for storing the level value of the player. The CPU 101 has a single mode in which the player participates in one mission (condition) in the game by himself or a multi mode in which the player participates in the mission together with other players in response to an input operation using the player's touch panel 14. Select one of the modes and store the selection result in the player information.
The communication interface circuit 104 is for transmitting and receiving data (for example, player participation information, player information, etc.) to and from the store server 2 via the dedicated line 5. The communication interface circuit 104 transmits an instruction input by the player via the touch panel 14, various buttons 118 or the operation lever 119 to the store server 2 via the dedicated line 5, and the store server 2 plays a game based on the instruction. To proceed. Further, the communication interface circuit 104 receives a display command for the first display 11 or the second display 12 from the store server 2 via the dedicated line 5. Based on the display command, various images are displayed on the first display 11 and the second display 12, respectively.
The first drawing processing unit 111 displays a game image in which a character is arranged in a virtual game space, an image representing a guild, or the like on the first display 11, and VDP (Video date). It is equipped with Processor) and video RAM. The first drawing processing unit 111 refers to the player information (see FIG. 14) stored in the RAM 103 according to the above display command, and extracts the image data from the ROM 102. Then, a game image is generated by storing the image data in the video RAM according to the priority displayed on the first display 11 (for example, the background image, the monster image, and the character image in this order), and the game image is output to the first display 11. To do. As a result, the game image is displayed on the first display 11. When displaying a game image as a three-dimensional image, the first drawing processing unit 111 displays an object (for example, an object constituting a character or a monster) stored in the ROM 102 from a position in the three-dimensional space. Calculations for converting to a position in a pseudo three-dimensional space, light source calculation processing, etc., and writing processing of image data to be drawn to video RAM based on the above calculation results (for example, specified by polygons) By mapping the texture data to the video RAM area, etc.), a game image is generated and output to the first display 12. As a result, the game image composed of the three-dimensional image is displayed on the first display 11.
The second drawing processing unit 112 displays an image representing a map of the virtual game space, an image representing a game advertisement, and the like on the second display 12, and includes VDP (Video date Processor), video RAM, and the like. The second drawing processing unit 112 extracts a predetermined image from the ROM 102 according to the above display command. Then, by storing the image data in the video RAM according to the priority displayed on the second display 12, a predetermined image is generated and output to the second display 12. As a result, a predetermined image is displayed on the second display 12.
The voice reproduction unit 113 outputs a predetermined voice, BGM, or the like to the speaker 12 according to an instruction from the store server 2. The touch panel 14 is a rectangular thin layer body provided in front of the first display, and is formed by covering a transparent cover with pressure-sensitive materials made of linear transparent materials arranged vertically and horizontally at predetermined pitches. It is composed. As the touch panel 14, a conventionally known one can be adopted. The touch panel 14 outputs a detection signal indicating the contact position to the operation input unit 114 when the touch panel 14 is contacted.
The operation input unit 114 is a microcomputer provided with the memory 114a and the timer 114b, and buffers the contact position indicated by the detection signal output from the touch panel 14 as data in a predetermined area of the memory 114a, and sequentially buffers the contact position indicated by the detection signal. The instruction content is determined based on the data using the above, and the determination result is supplied to the control unit 100 as an operation command.
When the coin sensor 115 detects a coin inserted from the coin insertion slot 15, it transmits a predetermined signal to the control unit 100. The ID card reader 116 reads ID data from the ID card 8 inserted in the ID card insertion slot 16 and supplies the ID data to the control unit 100. The attack button 118a is a button for causing the character to perform an attack action, the defense button 118b is a button for causing the character to perform a defense action, and the magic button 118c is for the character to perform a magic action. It is a button to perform the operation of. The various buttons 118 (118a to 118c) transmit a detection signal to the control unit 100 when an operation by the player is detected. When the operating lever 119 is tilted in a predetermined direction by the player, the operating lever 119 transmits a detection signal corresponding to the direction to the control unit 100.
In the present embodiment, a case where the terminal device 1 includes a touch panel 14, various buttons 118, and an operation lever 119 as means (input means) for the player to input an instruction will be described. However, the terminal according to the present embodiment will be described. The device 1 may be provided with, for example, only the touch panel 14, or may be provided with only various buttons 118 and operation levers 119. Further, the input means included in the terminal device 1 according to the present embodiment is not limited to this example, and for example, conventionally known input means such as a keyboard, a mouse, and a pointing device can be adopted.
FIG. 5 is a block diagram showing the hardware configuration of the store server. The store server 2 includes a control unit 200 that controls the overall operation of the store server 2. The control unit 200 includes a CPU 201, a ROM 202, and a RAM 203.
ROM202 stores the game control program. The CPU 201 of the store server 2 executes the game control program stored in the ROM 202 and performs various processes for advancing the game. Further, the ROM 202 includes, for example, mission list data (see FIG. 20) showing a list of missions that can be set in the player in the game system of the present embodiment, mission reference data showing the detailed contents of each mission, and a player on the guild bulletin board. A message list containing messages that can be entered (see Fig. 23), a reward determination table for determining the amount of reward for clearing a mission (see Fig. 26), and exchanging messages with other players in a mission game (so-called). Stores various data and table data used for game progress, such as a chat message list (Fig. 29) used when performing (chat).
The ROM 202 may be a storage medium built in the store server 2 or a storage medium that can be attached and detached. Further, the ROM 202 may be configured from both of them. Further, among various data stored in the ROM 202, the data that can be stored in the removable recording medium can be read by a driver such as a hard disk drive, an optical disk drive, a flexible disk drive, a silicon disk drive, or a cassette medium reader. You may. In this case, the recording medium is, for example, a hard disk, an optical disk, a flexible disk, a CD, a DVD, a semiconductor memory, or the like.
RAM203 temporarily stores information, variables, etc. in the process of processing. For example, player participation information (see FIG. 10), player information including data on player level values (see FIG. 14), and the like are stored. Further, when the player history data (see FIG. 13) is supplied from the center server 3, the RAM 203 stores the history data. The RAM 203 functions as a level storage means for storing the level value of the player.
The communication interface circuit 204 is for transmitting and receiving various data to and from the center server 3 and other store servers 2 via a network such as the Internet. In addition, the store server 2 is provided with the interface circuit group 205, and the interface circuit group 205 provides a plurality of (8 in this case) terminal devices 1 and one card vending machine 6 via a dedicated line 5. Is connected to.
FIG. 6 is a block diagram showing the hardware configuration of the center server. The center server 3 includes a control unit 300 that controls the overall operation of the center server 3. The control unit 300 includes a CPU 301, a ROM 302, and a RAM 303.
The ROM 302 stores, for example, a history data evaluation table for evaluating the game history (see FIG. 32), an evaluation message creation table for creating an evaluation message (see FIG. 33), and the like. The ROM 302 may be a storage medium built in the center server 3 or a storage medium that can be attached and detached. Further, the ROM 302 may be configured from both of them. Of the various data stored in the ROM 302, the data that can be stored in the removable recording medium can be read by a driver such as a hard disk drive, an optical disk drive, a flexible disk drive, a silicon disk drive, or a cassette medium reader. Often, in this case, the recording medium is, for example, a hard disk, an optical disk, a flexible disk, a CD, a DVD, a semiconductor memory, or the like.
The RAM 303 stores, for example, ID data, history data (see FIG. 13), password, and the like of each player. The communication interface circuit 304 is for transmitting and receiving various data to and from a plurality of store servers 2 via a network including the Internet and the like.
FIG. 7 is a block diagram showing the hardware configuration of the card vending machine. The control unit 600 controls the overall operation of the card vending machine 6, and includes a CPU 601, a ROM 602, and a RAM 603.
The ROM 602 stores various image data, programs, and the like, for example, image data that constitutes a biographical image, image data that constitutes an image that represents an instruction for purchasing an ID card, and the like.
The ROM 602 may be a storage medium built in the card vending machine 6 or a storage medium that can be attached and detached. Further, the ROM 602 may be configured from both of them. Further, among various data stored in the ROM 602, the data that can be stored in the removable recording medium can be read by a driver such as a hard disk drive, an optical disk drive, a flexible disk drive, a silicon disk drive, or a cassette medium reader. You may. In this case, the recording medium is, for example, a hard disk, an optical disk, a flexible disk, a CD, a DVD, a semiconductor memory, or the like.
RAM603 temporarily stores information, variables, etc. during processing. For example, historical data (see FIG. 13), evaluation message, biographical data, etc. are stored. The CPU 601 sends a request signal to the center server 3 to request the transmission data corresponding to the ID data based on the instruction input via the operation button 618 or the ID data read from the ID card reader 616 described later. To do. The biographical data received from the center server 3 is stored in the RAM 603. The communication interface circuit 604 is for transmitting and receiving data (for example, historical data) to and from the store server 2 via the dedicated line 5. The drawing processing unit 111 displays a biographical image or the like on the display 61, and includes a VDP (Video date Processor), a video RAM, and the like. The drawing processing unit 611 extracts various image data constituting the transmitted image from the ROM 602 based on the transmitted data stored in the RAM 603, and stores the image data in the video RAM according to the priority displayed on the display 61. , Generates a biographical image and outputs it to the display 61. As a result, the biographical image is displayed on the display 61.
The audio reproduction unit 613 outputs a predetermined audio, BGM, or the like to the speaker 63. When the coin sensor 615 detects a coin inserted in the card vending machine 6, it transmits a predetermined signal to the control unit 600. The operation button 618 is composed of a plurality of buttons and is for inputting various instructions to the card vending machine 6. The operation button 618 transmits a detection signal to the control unit 600 when the player's operation is detected. When a predetermined amount of coins and personal data are input to the card vending machine 6, the ID card payout device 617 has an ID of one of a plurality of ID cards stored in a predetermined location in the card vending machine 6. The card is paid out. The ID card reader 616 is for reading ID data from the ID card 8 inserted in the card vending machine 6.
Next, the flow of game play in the game system of the present embodiment described above will be described. FIG. 8 is a diagram showing a flow of game play in the game system of the present embodiment. First, the player who newly plays the game purchases the ID card 8 at the card vending machine 6 (ST1). Specifically, the player inserts a predetermined amount of coins into the card vending machine 6 and inputs the player's personal data (for example, name or name, date of birth, blood type, constellation, etc.) using the operation button 618. By doing so, the ID card 8 is paid out from the ID card payout device 617. If you are a player who continues to play the game, you do not need to perform the procedure of ST1 because you have already acquired the ID card 8.
Next, the player who newly plays the game or the player who continuously plays the game performs the operation at the start of the game on the terminal device 1 (ST2). Examples of the operation at the start of the game include inserting a coin into the coin insertion slot 15 and inserting the ID card 8 into the ID card insertion slot 16.
If you want to play a new game after performing the steps in ST2, create a character (ST3a). Specifically, the player selects the appearance, ability, characteristics, etc. of the character corresponding to the player (character operated by the player) by inputting an instruction using the touch panel 14, and the character according to the player's preference. To create. On the other hand, when the game is continuously played, the history data indicating the game result (see FIG. 13) is stored in the RAM 303 of the center server 3, so that history data is called from the center server 3 and at the end of the game. Set the character's appearance, abilities, identification, etc. (ST3b).
After completing the steps in ST3 (ST3a or ST3b), the next step is to select the mission acceptance format (ST4). As described above, the mission is accepted from the guild, but one of the single mode in which the player accepts the mission alone or the multi-mode in which the mission is accepted with other players can be selected. The reward you get when you complete a mission decreases as the number of players who complete the mission increases. Therefore, if the single mode is selected, the player must complete the mission by himself, which increases the difficulty of the mission, but a lot of rewards can be obtained. On the other hand, if you select multi-mode, you only have to clear the mission with other players, so the difficulty of the mission will decrease, but the rewards you can get will decrease.
After completing the steps in ST4, the game starts, the character corresponding to the player appears in the guild, and various actions can be taken in the guild (ST5). In the guild, the player can, for example, do the following (i)-(v) (see Figure 17). (i) Refer to or accept the mission (only before accepting the mission). In this embodiment, there are a plurality of types of missions, such as a mission with serious content and a mission with comical content (see FIGS. 20 and 21 (a)). By selecting the mission that the player is interested in, the content of the mission can be referred to (see FIG. 21 (b)). After referring to the mission to understand its contents and choosing to participate in the mission, accept the mission (see Figure 21 (c)).
(ii) Collect information about other characters or missions. Information about other characters or missions is available in the guild. In particular, hints for capturing missions, information on monsters appearing in the virtual game space, information on items that can be acquired, etc. can be obtained by paying a predetermined amount of money that can be used in the game. As information on other characters, it is possible to obtain information on what kind of character exists in the virtual game space and what kind of adventure the character is having. The information that can be obtained in the procedure (ii) is the information predetermined in the program, not the information that can be obtained from other players.
(iii) Receive a reward for completing the mission (only if you have completed the mission). Here, the guild pays experience points or money that can be used in the game according to the level value of the player (character corresponding to the player) who has cleared the mission. However, when the mission is cleared in multi-mode, the more players who have cleared the mission, the smaller the reward.
(iv) Use the bulletin board. The bulletin board of the guild allows each player to write a message, and the message written by each player is displayed on the first display 11 of the terminal device 1 (see FIG. 24). The bulletin board can be used by players to exchange information with each other, and can write a message to other players to exchange information about the mission, solicit participation in the mission, and the like.
(v) Buy and sell your belongings (items owned by your character). Items acquired by the character in the virtual game space and items acquired as rewards for clearing missions can be bought and sold through the guild. (vi) Start the mission and move to the mission game (only after accepting the mission). If the mission is accepted in the above procedure (i), the mission game can be started by performing the procedure (vi).
In the procedure of ST5 described above, the player can input various instructions by touching the image displayed on the first display 11 via the touch panel 14.
In ST5, if the above procedure (vi) is performed, the game shifts to the mission game (ST6). The mission game is a game for carrying out a mission received from the guild, and is the core of the game in the present embodiment. In the ST6 mission game, the player operates the character corresponding to the player by using various buttons 118 and the operation lever 119 to perform an adventure in the virtual game space. During the mission game, if the character's vitality becomes 0 due to an attack from a monster, the game ends (ST7).
Further, in the mission game, when a character image representing another character is displayed on the first display 11, the chat button is also displayed on the first display 11. At this time, when the chat button is touched via the touch panel 14, a chat window opens, and a plurality of types of chat messages are displayed in the chat window. The player can input a chat message by touching one of a plurality of types of chat messages via the touch panel 14. Further, by touching the character image representing the character to be sent to the chat message via the touch panel 14, the terminal device 1 of the player operating the character to be sent is chatted to the terminal device 1 of the player via the store server 2. You can send a message.
If you clear a mission in ST6, you will return to the guild in ST5, receive a reward for clearing the mission, accept a new mission, and move to the mission game again. As described above, the game in the present embodiment is a game that progresses by alternately performing the guild (ST5) and the mission game (ST6).
Next, the processing performed in the game system of the present embodiment when advancing the game as described above will be described. FIG. 9 is a flowchart showing the flow of processing up to the issuance of the ID card in the card vending machine 6, the store server 2, and the center server 3.
First, the CPU 601 of the card vending machine 6 accepts the insertion of coins into the card vending machine 6 (step S600). When the CPU601 receives a predetermined signal output from the coin sensor 615 when it detects a coin, it inputs personal data (for example, name or name, date of birth, blood type, constellation, etc.) by the operation of the player. Accept (step S601). Further, the CPU 601 accepts the input of the password by the operation of the player (step S602). This password is used when the center server 3 authenticates the player. Next, the CPU 601 transmits the input personal data and the password to the center server 3 via the dedicated line 5 by the communication interface circuit 604 (step S603).
The CPU 301 of the center server 3 stores the personal data and password transmitted from the terminal device 1 in the RAM 303 (step S310). As a result, the player is registered in the center server 3, and then the CPU 301 transmits a response signal to the terminal device 1 (step S311).
The CPU 601 of the card vending machine 6 extracts one ID card 8 from the plurality of ID cards 8 stored in the card vending machine 6 (step S604). Then, the ID data stored in the extracted ID card 8 is transmitted to the center server 3 (step S605), and the ID card 8 is paid out. As a result, the player can obtain the ID card 8. On the other hand, the center server 3 that has received the ID data associates the ID data with the personal data and the password stored in the RAM 303 and stores them (step S312).
In the game system of the present embodiment, each terminal device 1 and the store server 2 connected to the terminal device 1 via a dedicated line 5 transmit and receive data to each other to advance the game. At this time, the player participation information stored in the RAM 203 of the store server 2 and the RAM 303 of the center server 3 connected to each terminal device 1 via the dedicated line 5 will be described with reference to FIG.
FIG. 10 is a diagram showing player participation information. In order from the left column, the order in which participation in the game was accepted by the center server 3 (RN), the machine ID (CN) which is the identification information of the terminal device 1, and the identification information of the store server 2 Information with a certain store server symbol (SN) is stored. In the game of the present embodiment, a predetermined number of players (for example, 20 players) can participate in the same game, and the participation status of the players is managed by the player participation information shown in FIG.
FIG. 11 is a diagram for explaining the contents of data transmission / reception processing by the store servers A, B, and C. (a), (b), and (c) are diagrams for explaining the contents of processing by the store servers A, B, and C, respectively. In the left column of the chart, the machine ID (CN) of the terminal device 1 that is the source of the data received by the store server 2 (store server A, B or C) and the time it is received by the store server 2 It is written as the store server symbol (SN) of the store server 2 to be passed through. In the column on the right side of the chart, the machine ID (CN) of the terminal device 1 that is the destination of the data transmitted from the store server 2 (store server A, B or C) and the time until it is received by the terminal device 1. It is written as the store server symbol (SN) of the store server 2 to be routed. The CPU 201 included in the store servers A, B, and C is stored in a predetermined area of the RAM 203 when the data transmitted from the terminal device 1 (for example, the terminal device a1 or the like) participating in the game is received. Update various data.
As shown in the second row from the top of the chart in (a), the CPU 201 of the store server A receives the data from any one of the terminal devices a1 to a8, and the remaining terminal devices a1 to a8 and the store. Send to servers B and C. Then, the CPU 201 of the store server B receives the data from any one of the terminal devices a1 to a8 via the store server A as shown in the second row from the top of the chart in (b), and the terminal Send to devices b1 to b8. The CPU 201 of the store server C receives data from any one of the terminal devices a1 to a8 via the store server A, as shown in the second line from the top of the chart in (c), and receives the data from the terminal device c1. Send to ~ c8.
The CPU 201 of the store server B receives the data from any one of the terminal devices b1 to b8 and transmits the data to the store server A as shown in the third line from the top of the chart in (b). Then, the CPU 201 of the store server A receives the data from any one of the terminal devices b1 to b8 via the store server B as shown in the third row from the top of the chart in (a), and the terminal Transmission is performed to the devices a1 to a8, the remaining terminal devices b1 to b8, and the terminal devices c1 to c8. As shown in the third line from the top of the chart in (c), the CPU 201 of the store server C receives data from any one of the terminal devices b1 to b8 via the store servers B and A, and receives the terminal. Send to devices c1 to c8.
Similarly, the CPU 201 of the store server C receives the data from any one of the terminal devices c1 to c8 and transmits the data to the store server A as shown in the fourth row from the top of the chart in (c). Then, the CPU 201 of the store server A receives the data from any one of the terminal devices c1 to c8 via the store server C as shown in the fourth line from the top of the chart in (a), and the terminal Transmission is performed to the devices a1 to a8, the terminal devices b1 to b8, and the remaining terminal devices c1 to c8. As shown in the fourth line from the top of the chart in (b), the CPU 201 of the store server B receives data from any one of the terminal devices c1 to c8 via the store servers C and A, and receives the terminal. Send to devices b1 to b8.
In this way, the CPU 201 transmits the data from each terminal device 1 between the store servers A, B, and C, and each time the data from each terminal device 1 is received, various types stored in the RAM 203 are stored. Since the data is updated, each terminal device 1 advances the game using the data stored in the RAM 203, thereby synchronizing the time of the progress of the game between the terminal devices 1 (matching the game progress status). That) can be easily controlled.
That is, the store server 2 (here, the store server A) that first accepts the participation in the game receives the data from the terminal device 1 connected by the dedicated line 5 and sends it to all the other terminal devices 1. While transmitting data, data from the terminal device 1 connected to another store server 2 (here, store server B or C) by a dedicated line 5 is transmitted via the other store server (store server B or C). It receives and transmits to all other terminal devices 1. Further, the other store server 2 (store server B or C) receives data from the terminal device 1 connected by the dedicated line 5 via the store server 2 (store server A), and receives the data from the dedicated line 5 via the store server 2 (store server A). It is transmitted to the terminal device 1 connected by.
FIG. 12 is a flowchart showing the flow of processing up to the start of the game in the terminal device 1, the store server 2, and the center server 3. First, the CPU 101 of the terminal device 1 accepts the insertion of coins from the coin insertion slot 15 (step S100). When the CPU 101 receives a predetermined signal output from the coin sensor 115 when detecting a coin, the CPU 101 reads the player's ID data from the ID card 8 inserted into the ID card insertion slot 16 by the ID card reader 116. (Step S101). Next, the password input by the player operation is accepted (step S102). Next, the CPU 101 transmits the read ID data together with the password entered by the operation of the player to the center server 3 via the store server 2 via the dedicated line 5 by the communication interface circuit 104 (step). S101).
The CPU 301 of the center server 3 determines whether or not there is ID data received from the terminal device 1 among the ID data stored in the RAM 303, and if it determines that there is ID data, that ID. Authentication is performed by determining whether or not the player password associated with the data and stored in the RAM 303 matches the password received from the terminal device 1 (step S301). At the time of authentication, the CPU 301 also refers to the history data stored in the RAM 303 and determines whether this player is a player who newly plays a game or a player who continuously plays a game.
Then, the CPU 301 of the center server 3 updates the player participation information (see FIG. 10) stored in the RAM 303 (step S302), transmits the player participation information to the store server 2, and stores the player participation information in the RAM 203 of the store server 2. Update the player participation information (step S201). Next, the CPU 301 of the center server 3 transmits the authentication result as a response signal to the terminal device 1 (step S303).
Based on the response signal received from the center server 3, the CPU 101 of the terminal device 1 determines whether the player who starts the game is a player who newly plays the game or a player who continuously plays the game. (Step S104).
When it is determined in step S104 that the player who starts the game is a player who newly plays the game, the CPU 101 creates a character based on the operation of the player (step S104). In this process, the player inputs an instruction to select the appearance, ability, characteristics, etc. of the character corresponding to the player (character operated by the player) using the touch panel 14 while viewing the image displayed on the first display 11. Then, the CPU 101 creates a character according to the instruction. Further, the CPU 101 sets the level value to the initial value (for example, the level value 1) for the character corresponding to the player who newly plays the game. Next, the CPU 101 generates player information (see FIG. 14) consisting of a plurality of items such as information about the player and the ability value of the character corresponding to the player based on the result of the process in step S105, and stores it in the RAM 103. By doing so, the character is set (step S107). The player information stored in the RAM 103 includes data regarding the level value of the character corresponding to the player who newly plays the game. The RAM 103 functions as a level storage means for storing the level value of the player. The player information shown in FIG. 14 shows player information about all the players participating in the game, but the player information generated in this process is only a predetermined item for one player. When executing the processes of steps S105 and S107, the CPU 101 sets a predetermined level according to the game result, and stores the set level in association with the player's ID data as a level value in the RAM 103 (level storage means). It functions as a level setting means.
On the other hand, in step S104, when it is determined that the player who starts the game is a player who continuously plays the game, the CPU 101 sends a signal to request the history data of the player by the communication interface circuit 104. It is transmitted to the center server 3 via the dedicated line 5 (step S105). When the center server 3 receives the signal from the terminal device 1, it reads the history data about the player from the RAM 303 and transmits the history data to the terminal device 1 (step S304).
FIG. 13 is a diagram showing an example of historical data. The history data shown in FIG. 13 (a) is the history data of the player and the character at that time (hereinafter, also referred to as player history data), and the history data shown in FIG. 13 (b) corresponds to the player (player). Historical data (hereinafter, also referred to as game history data) indicating the game process of the character). These historical data are data that are updated at predetermined timings (for example, when a mission is cleared, when a reward for clearing a mission is received, when a monster is defeated, etc.).
As shown in FIG. 13A, the player history data includes items such as player ID data, player name, level value, character weapons and armor, belongings, possession money, and skill level. In addition, as shown in Fig. 13 (b), the game history data includes the date and time when the player cleared the mission, the players who participated, the level value at the time of clearing, the required time, the earned reward, etc. There are multiple historical data consisting of multiple types of elements.
In step S304, the historical data as shown in FIG. 13 is transmitted from the center server 3 to the terminal device 1. Based on this history data, the CPU 101 of the terminal device 1 that has received the history data from the center server 3 has player information consisting of a plurality of items such as information about the player and the ability value of the character corresponding to the player (see FIG. 14). Is generated and stored in RAM 103 to set the character (step S107). The CPU 101 determines the ability value of the character by referring to the ability value setting table stored in the ROM 102 based on the level value of the player (character corresponding to the player) included in the history data. The player information shown in FIG. 14 shows player information about all the players participating in the game, but the player information generated in this process is only a predetermined item for one player. When executing the process of step S107, the CPU 101 sets a predetermined level according to the game result, and stores the level set in association with the player's ID data as a level value in the RAM 103 (level storage means). Functions as a setting means.
After performing the process of step S107, the CPU 101 accepts the selection of the mission consignment format according to the operation of the player (step S108). In this process, the player operates the touch panel 14 while looking at the image displayed on the first display 11, and the player accepts the mission by himself or in the multi-mode in which the player accepts the mission together with other players. An instruction to select one is input, and the CPU 101 stores data according to the input instruction in the mission acceptance format field of the player information (see FIG. 14) stored in the RAM 103. The player information shown in FIG. 14 shows player information about all the players participating in the game, but in this process, only the data about one player is stored in the mission acceptance format column. Is.
Next, the CPU 101 transmits the player information about one player stored in the RAM 103 to the store server 2 via the dedicated line 5 by the communication interface circuit 104 (step S109).
The CPU 201 of the store server 2 uses the player information about one player to make settings for the player to participate in the game (step S202). In this process, the CPU 201 adds the player information about one player received from the terminal device 1 to the player information already stored in the RAM 203. Further, the CPU 201 sets the play field coordinates of the character corresponding to the newly joined player to the initial value (value corresponding to the location of the guild) (see FIG. 14). When the CPU 201 performs the process of step S202, the RAM 203 stores data related to the level value of the player. The RAM 203 functions as a level storage means for storing the level value of the player.
FIG. 14 shows the player information stored in the RAM 203 of the store server 2. As shown in FIG. 14, the RAM 203 of the store server 2 stores player information about a plurality of players (five players in the figure). The player information is composed of a plurality of items, and for example, information on the player, character level value, ability value, skill level information, and the like are stored. In the figure, the mission column stores information about the mission currently being set. In addition, data on whether single mode or multi-mode is selected is stored in the mission acceptance format column. Further, in the play field coordinate column, data regarding the position where the character exists in the virtual game space at that time is stored.
After executing the process of step S202, the terminal device 1 and the store server 2 start the game, respectively (steps S110 and S203). As shown in FIG. 12, each player can participate in a game played by the game system according to the present embodiment at a desired time, and a plurality of players play a game at the same time in the same virtual game space. Can be done. This is one of the features of MMORPG. Further, while the game is in progress, as described with reference to FIG. 11, data is transmitted between the store server 2 and each terminal device 1 participating in the game to control temporal synchronization. The same player information is always stored in the RAM 203 of the store server 2 and the RAM 103 of each terminal device 1.
FIG. 15 is a flowchart showing an outline of the processing executed in the terminal device 1 while the game is in progress. First, the CPU 101 of the terminal device 1 performs a guild execution process (step S120). The guild execution process will be described later with reference to Fig. 16, but as shown in ST5 of Fig. 8, mission reference and acceptance, information gathering, receiving rewards for clearing missions, using the guild bulletin board, or items You can buy and sell. In addition, the guild execution process ends when the character accepts the mission and starts the mission.
When the guild execution process in step S120 is completed, the CPU 101 performs the mission game execution process (step S121). The mission game execution process will be described later with reference to FIGS. 27 and 28, but the player operates the character corresponding to the player by using various buttons 118 and the operation lever 119, and is an adventure in the virtual game space. I do. It is also possible to send and receive chat messages with other players. This mission game execution process ends when a predetermined mission end condition is satisfied. The mission end conditions include, for example, clearing the mission, returning to the guild, and having the character's vitality become 0.
When the mission game execution process in step S121 is completed by satisfying the mission end condition as described above, the CPU 101 determines whether or not the vitality of the character has become 0 (step S122). If it is determined that the vitality of the character has become 0, the character cannot continue the game, so various processes related to the end of the game are executed (step S123), and this subroutine is terminated. When the game is finished, the CPU 201 of the store server 2 transmits the game history stored in the RAM 203 to the center server 3. The center server 3 stores the game history received from the store server 2 in the RAM 303.
On the other hand, if it is determined in step S122 that the vitality of the character is not 0, it means that other mission end conditions (for example, clearing the mission, returning to the guild, etc.) are satisfied. Return the process to the guild execution process in step S120. Therefore, in this game execution process, the guild execution process in step S120 and the mission game execution process in step S121 are repeatedly executed until the vitality of the character becomes 0. Of course, although not shown in the figure, when the player inputs an instruction to end the game, it relates to the end of the game in step S123, regardless of whether or not the character's vitality is 0. After executing the process, this subroutine is terminated.
Next, the guild execution process called and executed in step S120 of the flowchart shown in FIG. 15 will be described. FIG. 16 is a flowchart showing a guild execution processing routine called in step S120 of the flowchart shown in FIG. 15 and executed by the terminal device 1. FIG. 17 is a diagram schematically showing an image displayed on the first display 11 of the terminal device 1 when the subroutine shown in FIG. 16 is executed.
When the guild execution process shown in FIG. 16 is executed, the first drawing processing unit 111 displays an image as shown in FIG. 17A on the first display 11. An image showing the current location of the character "Guild" is placed in the upper left of the screen, and an image showing the instruction to the player "Please choose what to do" is placed in the upper right of the screen. In the center of the screen, images showing the options of "mission reference / acceptance", "bulletin board", "reward", "information gathering", and "buying and selling of belongings" are arranged in order from the top. The player can input an instruction corresponding to the option by touching the image showing the option via the touch panel 14.
When the subroutine shown in FIG. 16 is executed, the CPU 101 first determines whether or not the mission reference / acceptance instruction has been input (step S130). This instruction is an instruction input when the player touches an image indicating the option of "mission reference / acceptance" via the touch panel 14. If it is determined that the mission reference / acceptance instruction has been input, the CPU 101 executes the mission reference / acceptance process (step S131). This mission reference / acceptance process will be described in detail later with reference to FIG. 18, but in this mission reference / acceptance process, when the player accepts the mission, as shown in FIG. 17 (b), the first display 11 The "Mission Reference / Accept" option displayed in is changed to the "Mission Start" option.
Next, the CPU 101 determines whether or not the instruction to use the bulletin board has been input (step S132). This instruction is an instruction input when the player touches an image indicating the option of "bulletin board" via the touch panel 14. When it is determined that the bulletin board use instruction has been input, the CPU 101 executes the bulletin board use process (step S133). This bulletin board use process will be described in detail later with reference to FIG.
Next, the CPU 101 determines whether or not the instruction for the reward payment request has been input (step S134). This instruction is an instruction input when the player touches an image indicating the option of "reward" via the touch panel 14. If it is determined that the reward payment request instruction has been entered, the CPU 101 executes the reward payment process (step S135). This remuneration payment process will be described in detail later with reference to FIG.
Next, the CPU 101 determines whether or not the information collection instruction has been input (step S136). This instruction is an instruction input when the player touches an image indicating the option of "information collection" via the touch panel 14. When it is determined that the information collection instruction has been input, various information display processes are performed (step S137). In this process, the CPU 101 acquires the information selected from the ROM 203 (for example, information about another character or mission) from the store server 2 by executing the program stored in the ROM 202 by the CPU 201 of the store server 2. Based on the information, the first drawing processing unit 111 displays an image representing the information on the first display 11.
Next, the CPU 101 determines whether or not an instruction to buy or sell the belongings has been input (step S138). This instruction is an instruction input when the player touches an image indicating the option of "buying and selling belongings" via the touch panel 14. When it is determined that the instruction for buying and selling personal belongings has been input, the buying and selling of personal belongings is processed (step S139). In this process, when the player selects the personal belongings to be sold to the guild from the personal belongings of the character, the instruction is transmitted to the store server 2, and the CPU 201 of the store server 2 is the player information stored in the RAM 203. The process of increasing the amount of money in possession and deleting the data of the target belongings is performed. On the other hand, when the player selects an item sold by the guild, the instruction is sent to the store server 2, and the CPU 201 of the store server 2 reduces the amount of player information stored in the RAM 203 and becomes a target. Performs the process of adding the data of the item.
Next, the CPU 101 determines whether or not the instruction to start the mission has been input (step S140). This instruction is given when the player touches an image indicating the option of "start mission" via the touch panel 14 while the image as shown in FIG. 17 (b) is displayed on the first display 11. This is an instruction to be input. When it is determined that the instruction to start the mission has been input, this subroutine is terminated. On the other hand, if it is determined that the instruction to start the mission has not been input, the process is returned to step S130.
FIG. 18 is a flowchart showing a mission reference / acceptance processing routine called in step S131 of the flowchart shown in FIG. 16 and executed by the terminal device 1. FIG. 19 is a flowchart showing a process executed by the store server 2 corresponding to the subroutine shown in FIG. 18 executed by the terminal device 1.
First, the CPU 101 of the terminal device 1 transmits a mission list request signal to the store server 2 via the dedicated line 5 by the communication interface circuit 104 (step S1310). This process corresponds to the process of step S3310 in FIG. 19, and when the CPU 201 of the store server 2 receives the mission list request signal from the terminal device 1, it is currently available from the mission list data stored in the ROM 202. Extract the mission list data related to the missions that the player can participate in and send it to the terminal device 1.
FIG. 20 is a diagram showing an example of mission list data. In the leftmost column, a mission code (for example, "AA", "AB", etc.) consisting of a two-digit symbol assigned to each mission is stored. In addition, the number of people who can participate in each mission is stored in the right column. As the number of people who can participate, "1" is stored as the number of people who can participate in the single mode, and "4" is stored as the number of people who can participate in the multi-mode.
In the present embodiment, the case where the number of participants in the single mode is 1 and the number of participants in the multi-mode is 4, but the present invention is not limited to this example. For example, there may be a mission in which the number of participants in single mode is 0. In this case, you will not be able to participate in the mission in single mode, so you will have to select it in multimode. In addition, the number of people who can participate in the multi-mode is not particularly limited.
The content of the mission "AA" is "I want you to deliver your luggage to Mr. XX", and the level value that you can participate in is 1. The participation level value is the minimum level value required to accept the mission, and a player who has not reached the level value cannot accept the mission. The content of the mission "AB" is "I want you to escort the princess from the monster ", and the level value that you can participate in is 3. The content of the mission "AC" is "I want you to explore the XX cave and find the treasure", and the level value that you can participate in is 5. The content of the mission "AD" is "I want you to search the isolated island and find the hidden treasure.", And the participation level value is 7. The content of the mission "AE" is "Explore the ancient ruins and solve the mystery of ", and the participation level value is 9. The content of the mission "AF" is "Exploration of unprecedented land", and the participation level value is 11. The difficulty level of the mission increases in the order of mission "AA" to "AF", and the participation level value is set to increase according to the difficulty level of the mission. Of course, the mission (condition) in the present invention is not limited to this example, and is not particularly limited as long as it can be set in the game.
After the processing of step S1310, the CPU 101 determines whether or not the mission list data has been received from the store server 2 (step S1311). If it is determined that the mission list data has not been received, the process of step S1310 is returned. On the other hand, when it is determined that the mission list data has been received from the store server 2, the CPU 101 controls the first drawing processing unit 111 to display the image as shown in FIG. 21A on the first display 11. (Step S1312).
FIG. 21A is a diagram showing an example of an image displayed on the first display 11 when the process of step S1312 is performed. An image showing the current location of the character "guild" is placed in the upper left of the screen, and an image showing an instruction to the player "which mission?" Is placed in the upper right of the screen. In the center of the screen, from top to bottom, "Deliver luggage to Mr. XX", "From to escort the princess", "Hidden treasure of XX cave", "Search for isolated island ", "Mystery of ancient ruins" An image showing the contents of the mission is arranged. Images showing the choices of "reference" and "acceptance" are arranged to correspond to each mission. The player can input an instruction corresponding to the option by touching the image showing the option via the touch panel 14. For example, information about the "Hidden Treasure of the XX Cave" can be obtained by touching the image showing the option of "Reference" corresponding to the "Hidden Treasure of the XX Cave" via the touch panel 14. In addition, the mission "Hidden Treasure of XX Cave" can be accepted by touching the image showing the option of "Accept" corresponding to "Hidden Treasure of XX Cave" via the touch panel 14.
After the processing of step S1312, the CPU 101 determines whether or not the mission reference instruction has been input (step S1313). This instruction can be input by touching an image indicating the option of "reference" via the touch panel 14. When it is determined that the mission reference instruction has been input, the CPU 101 transmits the mission reference request signal to the store server 2 via the dedicated line 5 by the communication interface circuit 104 (step S1314). This process corresponds to step S3312 in FIG. The store server 2 that has received the mission reference request signal from the terminal device 1 has the mission reference data stored in the ROM 202 (for example, data that explains the details of the mission in detail, a moving image or a still image that shows the contents, etc.) The mission reference data related to the target mission is extracted from, and the mission reference data is transmitted to the terminal device 1.
If it is determined in step S1313 that the mission reference instruction has not been input, or if the process of step S1314 is executed, then the CPU 101 determines whether or not the mission reference data has been received (step S1315). .. When it is determined that the mission reference data has been received, the CPU 101 controls the first drawing processing unit 111 and performs a process of displaying an image as shown in FIG. 21 (b) on the first display 11 (step S1316). ..
FIG. 21B is a diagram showing an example of an image displayed on the first display 11 when the process of step S1316 is performed. An image showing the current location of the character "Guild" is placed in the upper left of the screen, and an image showing the name of the mission to be referred to is placed in the upper right of the screen, "About the hidden treasure of the XX cave". On the left side of the screen, an image showing the entrance of the XX cave is placed. On the right side, an image showing a message explaining the contents of the mission is arranged, and an image showing options of "accept" and "return" is further arranged.
If it is determined in step S1315 that the mission reference data has not been received from the store server 2, or if the process of step S1316 is executed, the CPU 101 determines whether or not the mission acceptance instruction has been input (step S1317). ). This instruction can be input by touching the image showing the option of "acceptance" via the touch panel 14. When it is determined that the mission acceptance instruction has been input, the CPU 101 transmits the mission acceptance request signal to the store server 2 via the dedicated line 5 by the communication interface circuit 104 (step S1318). This process corresponds to the process of step S3314 in FIG.
If it is determined in step S1317 that the mission acceptance instruction has not been input, or if the process of step S1318 is executed, the CPU 101 determines whether or not the standby image display command has been received from the store server 2 (step). S1319). This process corresponds to the process of step S3322 in FIG. 19, and the standby image display command includes data on the number of people who can participate in the mission and the number of registered participants.
If it is determined in step S1319 that the standby image display command has been received, the CPU 101 controls the first drawing processing unit 111 based on the standby image display command (step S1320). The first drawing processing unit 111 extracts predetermined image data from the ROM 102 based on the data regarding the number of participants and the number of registered participants included in the standby image display command, and puts these in the video RAM in a predetermined order of priority. A standby image is generated by storing the image data. Then, the first drawing processing unit 111 outputs a standby image to the first display 11. As a result, for example, an image as shown in FIG. 21 (c) is displayed on the first display 11.
FIG. 21 (c) is a diagram showing an example of an image displayed on the first display 11 when the process of step S1320 is performed. An image showing the current location of the character "Guild" is placed in the upper left of the screen, and an image showing the name of the mission "Hidden treasure of the XX cave" is displayed in the upper right of the screen. Also, in the center of the screen, an image showing that the number of people who can participate is four and the number of registered people at the present time is three is displayed.
If it is determined in step S1319 that the standby image display command has not been received from the store server 2, or if the process of step S1320 is executed, then whether or not the CPU 101 has received the notification signal from the store server 2. (Step S1321). This process corresponds to the process of step S3324 in FIG.
When it is determined that the notification signal has been received in step S1321, the CPU 101 controls the first drawing processing unit 111, and an image showing that the mission has been set on the first display 11 as shown in FIG. 21 (d). Is displayed (step S1322).
FIG. 21D is a diagram showing an example of an image displayed on the first display 11 when the process of step S1322 is performed. An image showing the current location of the character "Guild" is placed in the upper left of the screen, and an image showing the name of the accepted mission called "Hidden Treasure of the XX Cave" is placed in the upper right of the screen. On the left side of the screen, an image showing the entrance of the XX cave is placed. To the right of it is an image showing that the mission has been accepted.
If it is determined in step S1321 that the notification signal has not been received, or if the process of step S1322 is executed, the CPU 101 determines whether or not to end the mission reference / acceptance process (step S1323). The mission reference / acceptance process ends when the player uses the touch panel 14 to end this process and inputs an instruction to return the process to the subroutine of FIG. If it is determined in step S1323 that the mission reference / acceptance process is finished, this subroutine is terminated. On the other hand, if it is determined that the mission reference / acceptance process is not completed, the process is moved to step S1313.
Next, the flowchart shown in FIG. 19 will be described. First, the CPU 201 of the store server 2 determines whether or not the mission list request signal has been received from the terminal device 1 (step S3310). This process corresponds to the process of step S1310 in FIG. When it is determined that the mission list request signal has been received from the terminal device 1, the CPU 201 of the store server 2 extracts the mission list data related to the missions that the player can participate in at the present time from the mission list data stored in the ROM 202. To the terminal device 1 (step S3311). This process corresponds to step S1311 in FIG. 18, and the mission list image (see FIG. 21 (a)) is displayed on the first display 11 of the terminal device 1 that has received the mission list data. (Fig. 18, step S1312).
When it is determined in step S3310 that the mission list request signal has not been received, or when the process of step S3311 is executed, the CPU 201 of the store server 2 determines whether or not the mission reference request signal has been received from the terminal device 1. Determine (step S3312). This process corresponds to the process of step S1314 in FIG.
When it is determined in step S3312 that the mission reference request signal has been received from the terminal device 1, the CPU 201 extracts the mission reference data related to the target mission from the mission reference data stored in the ROM 202, and that mission. The reference data is transmitted to the terminal device 1 (step S3313). This process corresponds to step S1315, and the mission reference image (see FIG. 21 (b)) is displayed on the first display 11 of the terminal device 1 that has received the mission reference data (FIG. 21 (b)). 18, step S1316).
If it is determined in step S3312 that the mission reference request signal has not been received, or if the process of step S3313 is executed, has the CPU 201 received a mission acceptance request signal including data indicating the mission selected by the player? Determine if not (step S3314). This process corresponds to step S1318 in FIG. At this time, the CPU 201 functions as a condition selection means for selecting one of a plurality of types of conditions according to the input operation of the player.
If it is determined in step S3314 that the mission acceptance request signal has been received, the CPU 201 of the store server 2 has the player level value included in the player information (see FIG. 14) stored in the RAM 203 and the mission stored in the ROM 202. Compare with the participation level value included in the list data (see Figure 20) (step S3315). Next, the CPU 201 determines whether or not the player's level value is equal to or higher than the participation level value of the mission based on the comparison result in step S3315 (step S3316). For example, since the player "Ding" in the player information shown in FIG. 14 has a level value of 11, it is possible to participate in the mission "AB" having a participation level value of 3, but the player information shown in FIG. The player "A" in the above cannot participate in the mission "AB" because the level value is 1.
If it is determined in step S3316 that the level value of the player is not equal to or higher than the level value at which the player can participate in the mission, the CPU 201 does not register the player to participate in the mission (step S3317), and moves the process to step S3321.
On the other hand, if it is determined in step S3316 that the level value of the player is equal to or higher than the level value at which the player can participate in the mission, the CPU 201 determines whether or not another player has already registered to participate in the mission ( Step S3318). If it is determined that another player has not yet registered to participate in the mission, the CPU 201 refers to the mission list data stored in the ROM 202 and stores the data regarding the number of participants for that mission in the RAM 203. By doing so, the number of people who can participate in the mission is set (step S3319). For example, when the player has selected the single mode, the RAM 203 stores data indicating that the number of participants is 1. When the player has selected the multi-mode, the RAM 203 stores data indicating that the number of participants is 4.
If it is determined in step S3318 that another player has already registered for participation in the mission, or if the process of step S3319 is executed, the CPU 201 performs a process of updating the number of registered participants (step S3320). ). When the process of step S3319 is executed, the CPU 201 stores in the RAM 203 data indicating that the number of registered participants in the mission is 1 in this process. On the other hand, when another player has already registered to participate in the mission, the RAM 203 stores data indicating the number of registered participants in the mission, so that the CPU 201 stores the data in the RAM 203 in this process. Update to add 1 to the number of registered participants.
If it is determined in step S3314 that the mission acceptance request signal has not been received, or if the process of step S3320 is executed, the CPU 201 is sequentially updated (added by 1) each time the process of step S3320 is performed. It is determined whether or not the number of registered participants in the mission is the same as the number of participants in the mission set in step S3319 (step S3321). When the single mode is selected, in step S3319, the number of people who can participate in the mission is set to "1", and in step S3320, the number of registered people who participate in the mission is stored in RAM203 as "1". The judgment in is "YES". When the multi-mode is selected, the number of people who can participate in the mission is set to "4" in step S3319, and the number of registered people who participate in the mission is stored in RAM203 as "1" in step S3320. The judgment in step S3321 is NO. After that, when the process of step S3320 is repeated and the number of registered participants in the mission becomes 4, the judgment in step S3321 becomes YES.
If it is determined in step S3321 that the number of registered participants is the same as the number of people who can participate, the CPU 201 of the store server 2 has a standby image containing data on the number of registered participants and the number of people who can participate in the terminal device 1 which is being registered for participation. Send a display command (step S3322). This process corresponds to the process of step S1319 in FIG. 18, and the standby image (see FIG. 21 (c)) is displayed on the first display 11 of the terminal device 1 that has received the standby image display command. This is the case (Fig. 18, step S1320). After that, this subroutine is terminated.
On the other hand, if it is determined in step S3321 that the number of registered participants is the same as the number of participants, the CPU 201 of the store server 2 updates the data in the mission column of the player information (see FIG. 14) stored in the RAM 203. , Set a mission for the registered player (step S3323). At this time, the CPU 201 functions as a condition setting means for setting a mission (condition in the game) for the player, and performs a process of setting the condition selected by the CPU 201 as the condition selection means. Next, the CPU 201 transmits a notification signal indicating that the mission has been set to the terminal device 1 being registered for participation (step S3324). This process corresponds to the process of step S1321 in FIG. 18, and an image showing that a mission has been set is displayed on the first display 11 of the terminal device 1 that has received the notification signal (see FIG. 21 (d)). Will be displayed (Fig. 18, step S1322). After that, this subroutine is terminated.
FIG. 22 is a flowchart showing a bulletin board use process called in step S133 of the flowchart shown in FIG. 16 and executed by the terminal device 1 and a process executed by the store server 2 corresponding to this process. FIG. 23 is a diagram showing an example of a message list used when the process of step S1334 of the flowchart shown in FIG. 22 is performed.
First, the CPU 101 of the terminal device 1 transmits a request signal to request the input message to the store server 2 (step S1330). When the store server 2 receives this request signal, it transmits a message (input message) that has already been input by the terminal device 1 and stored in the RAM 203 to the terminal device 1 that is the source of the request signal (step S3330).
When the terminal device 1 receives the input message from the store server 2, the first drawing processing unit 111 displays an image showing the input message on the first display 11 as shown in FIG. 24 (a) (step). S1331).
FIG. 24A is a diagram showing an example of an image displayed on the first display 11 of the terminal device 1 when the process of step S1331 of FIG. 22 is executed. An image showing the current location of the character "guild" is placed in the upper left of the screen, and an image called "bulletin board" is placed in the upper right of the screen. An image showing the option of "new input" is arranged on the right side. "New input" is an option used when inputting a new message instead of inputting a message for another player's message. The player can input an instruction to input a new message by touching the image "new input" through the touch panel 14.
In the center of the screen, the entered messages entered by each player are displayed. For example, the image "Kou-" I am Kou. Nice to meet you. "" Shows the message "I am Kou. Nice to meet you." Entered by the player "Kou". In addition, an image showing the option of "comment" is arranged on the left side. A "comment" is an option to use when entering a message for another player's message rather than entering a new message. The player can input an instruction to input a message to another player by touching the image "comment" through the touch panel 14. In addition, the image "Ding-" I am Ding. Nice to meet you. "" Placed directly below it is the image "I am Ding. Nice to meet you." Is shown. Below the message of the player "Ding", there is an image of "Otsu-" Would you like to adventure with me? "" And an image of "Hei-" Would you like to adventure with me? "" Have been placed. This is a message entered by players "Otsu" and "Hei" to search for players to participate in the mission together.
After the processing of step S1331, the CPU 101 determines whether or not the instruction to input the message has been input (step S1332). The instruction to input the message can be input by the player touching the image of "new input" or "comment" via the touch panel 14.
When it is determined in step S1332 that the instruction to input the message has been input, the CPU 101 of the terminal device 1 transmits a request signal to request the message list to the store server 2 (step S1334). Upon receiving this request signal, the CPU 201 of the store server 2 extracts the message list stored in the ROM 202 and transmits it to the terminal device 1 that is the source of the request signal (step S3331).
FIG. 23 is a diagram showing an example of a message list. Message numbers are stored in the left column, and messages corresponding to each number are stored in the right column. For example, the number "001" corresponds to the message "I am" Instep (player's name) ". Nice to meet you." In addition, the message "Would you like to adventure with me?" Corresponds to the number "002". Furthermore, the message "Let's adventure together" corresponds to the number "003". Although not shown in the figure, many other messages are stored in this message list.
The CPU 101 of the terminal device 1 that has received the message list from the store server 2 controls the first drawing processing unit 111 based on the message list, and sends one of a plurality of messages to the first display 11. Perform the process of displaying the message choices that can be selected (step S1335).
In FIG. 24 (b), when the image shown in FIG. 24 (a) is displayed on the first display 11, the player A inputs a message to the message of B via the touch panel 14. This is an image displayed on the first display 11 when an instruction to that effect is input. An image showing the current location of the character "guild" is placed in the upper left of the screen, and an image called "bulletin board" is placed in the upper right of the screen. Below that, an image showing the message of the player "B" to which the player "A" inputs a message is arranged. Further, below the image showing the message of the player "B", a message list in which a plurality of options indicating the message are arranged in the vertical direction is displayed. When the image shown in FIG. 24B is displayed, the player can input an instruction to send the message to the store server 2 by touching the image representing the message to be input via the touch panel 14. it can.
After processing in step S1335, the CPU 101 determines whether an instruction to select a message has been entered (step S1336). This instruction is input by touching one of a plurality of options indicating a message via the touch panel 14 when the image shown in FIG. 24 (b) is displayed on the first display 11. can do.
If it is determined in step S1336 that the instruction to select a message has been input, the CPU 101 transmits the message to the store server 2 via the dedicated line 5 by the communication interface circuit 104 (step S1337). On the other hand, when the CPU 201 of the store server 2 receives the message from the terminal device 1, the RAM 203 stores the message (step S3332). Here, the message stored in the RAM 203 is transmitted and received between the terminal device 1 and the store server 2 in steps S1330, S1331 or S3330 described above, and is displayed on the first display 11 of the terminal device 1, that is, an input. It becomes a completed message.
After that, the CPU 101 of the terminal device 1 determines whether or not to end the bulletin board use process (step S1338). The bulletin board use process ends when the player uses the touch panel 14 to end this process and inputs an instruction to return the process to the subroutine of FIG. If it is determined in step S1338 that the bulletin board use process is to be terminated, this subroutine is terminated. On the other hand, if it is determined that the bulletin board use process is not completed, the process is returned to step S1330. Then, the CPU 101 again transmits a request signal to request the input message (step S1330). Upon receiving the request signal, the store server 2 transmits the input message to the terminal device 1 (step S3330). Then, the terminal device 1 that has received the input message from the store server 2 displays the input message on the first display 11 (step S1331).
FIG. 24 (c) shows that when the image shown in FIG. 24 (b) is displayed on the first display 11, the player touches the image Let's adventure together via the touch panel 14. This is an image displayed on the first display 11 of the terminal device 1. The image shown in Fig. 24 (c) is different from the image shown in Fig. 24 (a), and the message "Let's adventure together" entered by the player "A" is added to the message of the player "Otsu". Is displayed.
FIG. 25 is a flowchart showing a reward payment process called in step S135 of the flowchart shown in FIG. 16 and executed by the terminal device 1 and a process executed in the store server 2 in response to this process. First, the CPU 101 of the terminal device 1 transmits the reward payment request signal to the store server 2 (step S1350). Upon receiving the reward payment request signal from the terminal device 1, the CPU 201 of the store server 2 determines whether or not the player has cleared the mission based on the player information (see FIG. 14) stored in the RAM 203 (step). S3350). At this time, the CPU 201 functions as a condition achievement success / failure determining means for determining whether or not the player has cleared the condition. If it is determined in step S3350 that the player has cleared the mission, the CPU 201 of the store server 2 is based on the type of mission cleared, the player's level value, and the mission acceptance format (number of participants in the mission). Then, the reward amount is determined by referring to the reward determination table (step S3351).
FIG. 26 (a) is a diagram showing an example of a reward determination table for the mission AA. This reward determination table is stored in ROM 202 of the store server 2 as data. Here, the reward determination table for the mission "AA" will be described as an example, but the reward determination table for other missions is similarly stored in the ROM 202 as data.
In the reward determination table shown in FIG. 26 (a), the reward amount is associated with the combination of the level value of the player (character corresponding to the player) and the mission acceptance format (number of participants in the mission). For example, if the player's level value is 1 and the mission acceptance format is single mode, the reward amount will be 100.
Further, in the reward determination table shown in FIG. 26 (a), even if the same mission (here, mission AA) is cleared, the higher the player's level value, the higher the reward amount. For example, when the mission acceptance format is single mode, the reward amount increases to 100, 120, 140, ... As the player's level value increases to 1, 2, 3, ....
Therefore, when the reward amount is determined by referring to the reward determination table shown in FIG. 26 (a), even if the mission has a low difficulty level, if the player's level value is high, the game is compared with the player with a low level value. As a result, you can get a lot of rewards.
In the present embodiment, the reward amount may be determined by referring to, for example, the reward determination table shown in FIG. 26 (b) instead of the reward determination table shown in FIG. 26 (a). FIG. 26 (b) is a diagram showing another example of the reward determination table for the mission AA.
In the reward determination table shown in FIG. 26 (b), as in FIG. 26 (a), the reward is set for the combination of the level value of the player (character corresponding to the player) and the mission acceptance format (number of participants in the mission). The amount is associated. However, the associated remuneration amount is different from the remuneration determination table shown in FIG. 26 (a). That is, in the reward determination table shown in FIG. 26 (b), even if the same mission (here, mission AA) is cleared, the higher the player's level value, the lower the reward amount. For example, when the mission acceptance format is single mode, the reward amount decreases to 300, 280, 260, ... As the player's level value increases to 1, 2, 3, ....
Therefore, when the reward amount is determined by referring to the reward determination table shown in FIG. 26 (b), if the player's level value is high, even if the same mission is cleared, the game result is compared with the player with a low level value. You can only get a small reward.
When executing the process of step S3351, when the CPU 201 as the condition achievement success / failure determination means determines that the player has cleared the condition, the CPU 201 of the store server 2 serves as the condition cleared by the player and the level value storage means. Based on the player's level value stored in RAM 203, it functions as a game result determining means for determining the amount of money that can be used in the game to be given to the player as a game result.
After the processing of step S3351, the CPU 201 updates the player information (see FIG. 14) stored in the RAM 203 (step S3354). Specifically, clear the data in the mission column and increase the amount of money you have by the amount of reward. The CPU 101 of the terminal device 1 updates the player information in synchronization with the player information updated in the store server 2 (step S1351).
Next, the mission game will be described. FIG. 27 is a flowchart showing a mission game execution processing routine called in step S121 of the flowchart shown in FIG. 15 and executed in the terminal device 1. FIG. 28 is a flowchart showing the processing executed by the store server 2 in response to the subroutine shown in FIG. 27 executed by the terminal device 1. FIG. 29 is a diagram showing an example of a chat message list. FIG. 30 is a diagram showing an example of an image displayed on the first display 11 of the terminal device 1 by executing the processes shown in FIGS. 27 and 28.
First, the CPU 101 of the terminal device 1 determines whether or not an operation instruction for the character has been input (step S150). The operation instruction to the character can be input by the player operating various buttons 118 or the operation lever 119. When the operation command for the character is input, the CPU 101 sends the operation command to the store server 2 (step S151). This process corresponds to step S330 in FIG. 28.
If it is determined in step S150 that the operation instruction for the character has not been input, or if the process of step S151 is executed, the CPU 101 determines whether or not the player information has been received from the store server 2 (step). S152). This process corresponds to step S332 in FIG. 28. When it is determined that the player information has been received, the CPU 101 updates the player information stored in the RAM 103 based on the player information (step S153).
If it is determined in step S152 that the player information has not been received from the store server 2, or if the process of step S153 is executed, the CPU 101 determines whether or not the display command has been received from the store server 2 ( Step S154). This process corresponds to steps S333, S335, S338 or S341 in FIG. 28.
If it is determined in step S154 that the display command has been received, the CPU 101 executes an image display process for the first display 11 or the second display 12 (step S155). In this process, the CPU 101 supplies a display command to the first drawing processing unit 111 or the second drawing processing unit 112. The first drawing processing unit 111 refers to the player information (see FIG. 14) stored in the RAM 103 according to the above display command, and extracts the image data from the ROM 102. Then, a game image is generated by storing the image data in the video RAM according to the priority displayed on the first display 11 (for example, the background image, the monster image, and the character image in this order), and the game image is output to the first display 11. To do. As a result, the game image is displayed on the first display 11.
When displaying a game image as a three-dimensional image, the first drawing processing unit 111 displays an object (for example, an object constituting a character or a monster) stored in the ROM 102 from a position in the three-dimensional space. Calculations for converting to a position in a pseudo three-dimensional space, light source calculation processing, etc., and writing processing of image data to be drawn to video RAM based on the above calculation results (for example, specified by polygons) By mapping the texture data to the video RAM area, etc.), a game image is generated and output to the first display 12. As a result, the game image composed of the three-dimensional image is displayed on the first display 11. The second drawing processing unit 112 extracts a predetermined image from the ROM 102 according to the above display command. Then, by storing the image data in the video RAM according to the priority displayed on the second display 12, a predetermined image is generated and output to the second display 12. As a result, a predetermined image is displayed on the second display 12.
When a display command to display the game image is received from the store server 2 in step S154 (FIG. 28, step S333), the game image is displayed on the first display 11 by performing the process of step S155. (See Figure 30 (a)). The image shown in FIG. 30A is an image displayed on the first display 11 of the terminal device 1 operated by the player P1, and is a character image P1 corresponding to the player P1 and the player P2. The character image P2'corresponding to is arranged.
Further, in step S154, when a display command to display the chat button is received from the store server 2 (FIG. 28, step S335), the process of step S155 is performed, so that the chat button is displayed on the first display 11. 92 is displayed (see Figure 30 (a)). A chat button 92 called "CHAT" is arranged at the lower right of the image shown in FIG. 30 (a). The player can input an instruction to execute the chat by touching the chat button 92 via the touch panel 14.
Further, in step S154, when a display command to display the chat window is received from the store server 2 (FIG. 28, step S338), the process of step S155 is performed, so that the first display 11 has three display commands. A chat window 90 containing chat messages 90a-90c is displayed (see Figure 30 (b)). At the bottom right of the image shown in Fig. 30 (b), a chat window 90 containing three chat messages 90a to 90c, "What are you doing?", "Where is this?", And "Who are you?" Is arranged. Has been done. The player can select the chat message to be transmitted by touching any one of the chat messages via the touch panel 14. After that, the player "P1" can transmit the selected chat message to the terminal device 1 of the player "P2" by touching the character image P2'corresponding to the player "P2" via the touch panel 14.
Further, in step S154, when a display command to display a chat message is received from the store server 2 (FIG. 28, step S341), the process of step S155 is performed, so that the chat message is displayed on the first display 11. 91 is displayed (see Figures 30 (c) and (d)). The image shown in FIG. 30 (c) is a terminal device 1 operated by the player P1 when the chat message 90b is selected via the touch panel 14 while the image shown in FIG. 30 (b) is displayed. It is the first display 11 of. A chat message 91 "Where is this?" Is displayed in the vicinity of the character image P1'corresponding to the player "P1". At this time, an image as shown in FIG. 30D is displayed on the first display 11 of the terminal device 1 operated by the player P2 to which the chat message is transmitted. A chat message 91 "Where is this?" Is displayed in the vicinity of the character image P1'corresponding to the player "P1". Also, at the bottom right of the screen, a chat window 90 containing three chat messages 90d to 90f, "It's a ruin.", "I don't know.", And "I don't reply." Is displayed.
If it is determined in step S154 that the display command has not been received, or if the process of step S155 is executed, the CPU 101 determines whether or not an instruction to execute the chat has been input (step S156). .. This instruction can be input by the player touching the chat button 92 via the touch panel 14. When it is determined that the instruction to execute the chat has been input, the CPU 101 sends a chat execution command to the store server 2 (step S157). This process corresponds to step S336 in FIG. 28.
If it is determined in step S156 that the instruction to execute the chat has not been input, or if the process of step S157 is executed, the CPU 101 determines whether or not the instruction to select the chat message has been input. Determine (step S158). This instruction can be input by the player touching any one of the three chat messages 90a to 90c included in the chat window 90 via the touch panel 14.
If it is determined in step S158 that an instruction to select a chat message has been input, the CPU 101 stores the selected chat message in RAM 103 (step S159). If it is determined in step S158 that the instruction to select the chat message has not been input, or if the process of step S159 is executed, the CPU 101 instructs to select the character to which the chat message is sent. Determine if has been entered (step S160). This instruction can be input by the player touching the character image P2'via the touch panel 14.
When it is determined in step S160 that the instruction to select the destination character has been input, the CPU 101 stores the destination data indicating the terminal device 1 to which the chat message is sent in the RAM 103 (step S161). Next, the CPU 101 transmits the chat message and the destination data stored in the RAM 103 to the store server 2 (step S162).
If it is determined in step S160 that the instruction to select the destination character has not been input, or if the process of step S162 is executed, the CPU 101 uses the player information (see FIG. 14) stored in the RAM 103. Refer to it and determine whether or not the predetermined mission end conditions are met (step S163). Predetermined mission conditions include, for example, clearing a mission, returning to a guild, and having the character's vitality become zero.
If it is determined that the mission game will not end, the process moves to step S150. On the other hand, if it is determined that the mission game is to be terminated, this subroutine is terminated.
Next, the processing of the store server 2 will be described. First, the CPU 201 determines whether or not an operation command has been received from the terminal device 1 (step S330). When it is determined that the operation command has been received, the CPU 201 updates the player information stored in the RAM 203 in response to the operation command (step S331), and transmits the player information to the terminal device 1 (step S332). This process corresponds to step S152 in FIG. 27.
Next, the CPU 201 transmits a display command to display the game image on the first display 11 of the terminal device 1 to the terminal device 1 based on the player information (step S333). This process corresponds to step S154 in FIG. 27.
When it is determined in step S330 that the operation command has not been received, or when the process of step S333 is executed, the CPU 201 refers to the player information and the game image displayed on the first display 11 of the terminal device 1. Determines if other characters will be included in (step S334). If it is determined that other characters will be included, the CPU 201 sends a display command to display the chat button to the store server 2 (step S335). This process corresponds to step S154 in FIG. 27.
If it is determined in step S334 that no other character is included in the same game image, or if the process of step S335 is executed, the CPU 201 determines whether or not a chat execution command has been received (step S336). .. This process corresponds to step S157 in FIG. 27. When it is determined that the chat execution command has been received, the CPU 201 selects a predetermined number (for example, three) of chat messages from the chat message list stored in the ROM 202.
FIG. 29 is a diagram showing an example of a chat message list. In the leftmost column, a 4-digit number for identifying the chat message and a chat message corresponding to each number are stored. This shows the first message. The column to the right contains three first response messages for the first message. In addition, the column to the right contains three second response messages for each first message. The first message is a message displayed on the first display 11 of the terminal device 1 in which the chat button 92 is touched via the touch panel 14 and an instruction to execute the chat is input (see FIG. 30 (b)). The first response message is a message displayed on the first display 11 of the terminal device 1 that received the first message (see FIG. 30 (d)). Further, although not shown in the figure, the second response message is a message displayed on the first display 11 of the terminal device 1 that has received the first message.
After executing the process of step S337, the CPU 201 sends a display command to the terminal device 1 to display the chat window including the chat message selected in step S337 (step S338). This process corresponds to step S154 in FIG. 27.
If it is determined in step S336 that the chat execution command has not been received, or if the process of step S338 is executed, the CPU 201 determines whether or not the chat message and destination data have been received (step S339). .. This process corresponds to step S162 in FIG. 27. If it is determined in step S339 that the chat message and the destination data have been received, the CPU 201 identifies the terminal device 1 to which the chat message is to be sent based on the destination data (step S340), and the destination terminal. A display command to display a chat message is sent to the device 1 (step S341). This process corresponds to step S154 in FIG. 27.
Next, the CPU 201 refers to the player information (see FIG. 14) stored in the RAM 203, and determines whether or not the predetermined mission end condition is satisfied (step S342). If it is determined that the predetermined mission end condition is not satisfied, the process of step S330 is returned, and if it is determined that the predetermined mission end condition is satisfied, this subroutine is terminated.
FIG. 31 is a flowchart showing the biographical data generation process executed by the center server 3. This process is a process executed when the game according to the present embodiment is started. First, the CPU 301 starts a timekeeping process for measuring the elapsed time from the start of the game according to the present embodiment (step S350). In this process, a timer may be set in the RAM 303, an interrupt process or the like may be performed at a predetermined cycle, and the elapsed time may be measured by sequentially counting up the timer values stored in the RAM 303. A timer may be provided in the. Instead of the process of step S350, the current time may be acquired through the Internet at a predetermined cycle.
Next, the CPU 301 determines whether or not the historical data (see FIG. 13 (b)) including a plurality of types of elements related to clearing the mission is stored in the RAM 303 (step S351). When the terminal device 1 executes the process of step S123 of the subroutine shown in FIG. 15, the game history related to the player operating the terminal device 1 is transmitted from the store server 2 to the center server 3, and the game history is stored in the RAM 303. It will be remembered. In step S351, it is determined whether or not the game history newly stored in the RAM 303 includes a game history composed of a plurality of types of elements related to clearing the mission.
Next, the CPU 301 refers to the historical data evaluation table stored in the ROM 302 based on the historical data stored in the RAM 303 (see FIG. 13 (b)), and determines the evaluation point (step S352). FIG. 32 is a diagram showing an example of the historical data evaluation table. In the history data evaluation table, the elements of the game history and the evaluation points are associated with each mission. For example, in the case of mission "AA", if the level value at that time is 3 or less, the evaluation point is 1, and if the level value exceeds 3, the evaluation point is 0. Therefore, the one who clears the mission with a low level value has a higher evaluation. If the required time is within 1 hour, the evaluation point is 1, and if it exceeds 1 hour, the evaluation point is 0. Therefore, the one who clears the mission in a short time is highly evaluated. If the number of participants in the mission is 1, the evaluation point is 1, and if the number of participants exceeds 1, the evaluation point is 0 (if there are two or more). Therefore, selecting a single mission has a higher evaluation than selecting a multi-mission.
Based on the game history data shown in FIG. 13 (b), referring to the history data evaluation table shown in FIG. 32, the evaluation point of the mission AA of the player Ding is 2, and the evaluation of the mission AB. The point is 1, and the evaluation point of the mission "AC" is 2.
After the process of step S352, the CPU 301 refers to the evaluation message creation table according to the evaluation points, and creates an evaluation message using the game history stored in the RAM 303 (step S353). FIG. 33 is a diagram showing an example of the evaluation message creation table. In the evaluation message creation table, an evaluation message when the evaluation points are 2 or more and an evaluation message when the evaluation points are less than 2 are stored for each mission. Further, each evaluation message includes a field for placing the elements of the game history, and a fixed phrase is alternately arranged, by inserting the elements of the game history in each field, evaluation message can be created sage.
Using the game history data shown in FIG. 13 (b) and referring to the evaluation message creation table shown in FIG. 33, the evaluation message is created as follows. In other words, the evaluation point for the mission "AA" of the player "Ding" is 2, so the evaluation message is "When" Ding "is" 1 person "and" Level value 2 "," 2 hours "is wonderful. It is an evaluation message that expresses a good evaluation, such as "I delivered the package to x." Also, since the evaluation point for the mission "AB" of the player "Ding" is 1, the evaluation message is "When" Ding "is" 3 people "and" Level value 11 ", it takes" 2 hours ". I managed to defeat and escorted the princess. , Which is an evaluation message that expresses a bad evaluation.
After the process of step S353, the CPU 301 edits the evaluation message created in step S353 according to the time axis in the game to generate the biographical data (step S354). For example, in step S35, when evaluation messages are created for the missions AA to AE shown in FIG. 13 (b), in step S354, these evaluation messages are edited according to the time axis in the game. Therefore, the evaluation messages will be arranged in the order of missions "AA", "AC", "AD", "AE", and "AB". Next, the CPU 301 stores the transmitted data in the RAM 303 (step S356), and returns the process to the step S351.
FIG. 34 is a flowchart showing a process executed by the card vending machine 6 and the center server 3 when displaying the biographical image. FIG. 35 is a diagram showing an example of a biographical image displayed on the display 61 of the card vending machine 6 when the process shown in FIG. 34 is executed. First, the CPU 601 reads the player's ID data from the ID card 8 by the ID card reader 616 (step S610). The CPU601, which has read the ID data from the ID card 8 by the ID card reader 616, requests the transmission data corresponding to the ID data via the store server 2 via the dedicated line 5 by the communication interface circuit 604. The request signal is transmitted to the center server 3 (step S611). When the CPU 301 of the center server 3 receives this request signal, it selects the transmission data corresponding to the above ID data from the transmission data stored in the RAM 303 (the transmission data stored in the RAM 303 in step S356 in FIG. 31). The data is extracted and the transmission data is transmitted to the card vending machine 6 that is the source of the request signal (step S370). Further, the image data indicating the contents of the biographical data may be extracted from the ROM 302 together with the biographical data, and the image data may be transmitted together with the biographical data.
The CPU 601 of the card vending machine 6 that has received the above-mentioned transmission data from the center server 3 displays the transmission image as shown in FIG. 35 (a) on the display 61 by the drawing processing unit 611 based on the transmission data (the transmission image as shown in FIG. 35 (a)). Step S612).
FIG. 35 (a) is a diagram showing an example of a biographical image displayed on the display 61 of the card vending machine 6 when the process shown in FIG. 34 is executed. An image called "Ding's Biography" is placed on the upper side of the screen. Further, on the left side of the screen, a biographical image representing the biographical data in the form of a chart is arranged. Specifically, the evaluation message regarding the clearing of the mission and the date and time when the mission was cleared are arranged in association with each other. The evaluation message in the upper two rows is an evaluation message representing a good evaluation, and the evaluation message in the bottom row is an evaluation message representing a bad evaluation. Further, on the right side of the screen, an image showing the contents of the biographical data is arranged.
Next, it is determined by the operation of the player whether or not the instruction to delete the evaluation message has been input (step S613). This instruction can be input by the player operating the operation button 618 of the card vending machine 6. If it is determined that the instruction to delete the evaluation message has not been entered, this subroutine is terminated.
On the other hand, when it is determined that the instruction to delete the evaluation message has been input, the CPU601 sends a request signal to request the deletion of the evaluation message to the center server 3 (step S614). When the CPU 301 of the center server 3 receives the request signal, the CPU 301 performs a process of erasing the evaluation message from the RAM 303 based on the request signal (step S371). Next, the CPU 301 updates the biographical data stored in the RAM 303 based on the processing result of step S371 (step S372), and transmits the updated biographical data to the card vending machine 6 (step S373). The CPU 601 of the card vending machine 6 that has received the updated biographical data from the center server 3 displays the biographical image as shown in FIG. 35 (b) on the display 61 by the drawing processing unit 611 based on the biographical data. (Step S615).
FIG. 35 (b) shows that the evaluation message (evaluation message indicating a bad evaluation) at the bottom is deleted when the biographical image shown in FIG. 35 (a) is displayed on the display 61 of the card vending machine 6. It is a biographical image displayed on the display 61 when an instruction is input, and the evaluation message at the bottom is deleted.
As described above, according to the game system of the present embodiment, the game result is determined based on the conditions cleared by the player and the level value of the player. Therefore, for example, the level value of the player is determined even under low difficulty conditions. The higher the value, the more rewards can be obtained as a result of the game compared to the player with the lower level value (see Fig. 26 (a)). Further, for example, if the player's level value is high, even if the same conditions are cleared, it is possible to obtain a small reward as a game result compared to a player with a low level value (Fig. 26). See (b)). Therefore, it is possible to obtain an effect that there is room for expanding the range of fun of the game itself.
If the reward amount is determined by referring to the reward determination table as shown in Fig. 26 (a), the player who enthusiastically played the game may obtain the reward according to his / her level value. It is possible to gain an advantage over other players. As a result, it is possible to prevent the competitiveness of the players from diminishing. Also, if the player's level value is high, even if the difficulty level is low, more rewards can be obtained even if the same conditions are cleared compared to the player with a low level value, so the difficulty level condition is not necessarily low. It is possible to create an environment in which it is not desirable to proceed with the game in which the challenge is performed in order from the beginning. Therefore, it is possible to give diversity to the way the game progresses, and to provide strategic, complicated and interesting game characteristics.
In the present embodiment, the case where the game result determining means determines the amount of money that can be used in the game to be given to the player as the game result has been described, but the present invention is not limited to this example. For example, the item to be given to the player may be determined, or the progress of the game (for example, the content of the story) may be determined.
Further, in the present embodiment, the case where the game result determining means determines the game result based on the conditions cleared by the player, the level value of the player, and the number of players who participated in the conditions has been described. It is not limited to the example. For example, the game result may be determined based on the conditions cleared by the player and the level value of the player. In addition, the game result determination means is based on the ability value set in the player (for example, the player's fame in the game, the player's skill level, etc.) instead of the player's level value or together with the player's level value. The result may be determined.
In the present embodiment, the RAM 103 of the terminal device 1 and the RAM 203 of the store server 2 function as level value storage means, the CPU 101 of the terminal device 1 functions as the level value setting means, and the CPU 201 of the store server 2 functions as a condition setting means and condition. Although the case of functioning as the achievement success / failure determination means and the game result determination means has been described, the present invention is not limited to this example. It is possible to appropriately select whether each of the means constituting the present invention is provided by the terminal device 1, the store server 2, or the center server 3.
For example, the RAM 203 of the store server 2 may function as a level value storage means, and the CPU 201 of the store server 2 may function as a level value setting means, a condition setting means, a condition achievement success / failure determination means, and a game result determination means. In this case, in the ROM 202 of the store server 2, the RAM 203 of the store server 2 functions as a level value storage means, and the CPU 201 of the store server 2 is used as a level value setting means, a condition setting means, a condition achievement success / failure judgment means, and a condition achievement success / failure determination means. The game control program of the present invention that functions as a game result determining means is stored. Then, the CPU 201 of the store server 2 executes the game control program of the present invention stored in the ROM 202, so that the store server 2 has a level value storage means, a level value setting means, a condition setting means, and a condition achievement success / failure determination means. And the game result determination means will be provided.
In the present embodiment, a plurality of terminal devices 1, a store server 2 that is communicably connected to the plurality of terminal devices 1 via a dedicated line 5, and a plurality of store servers 2 are connected via a communication line 4. Although the game system including the center server 3 has been described, the present invention is not limited to this example. For example, a game system consisting of a single game device (terminal device), a game system in which a plurality of game devices (terminal devices) are connected via a communication line, and a plurality of game devices (terminal devices) and a server are connected to the Internet. It is possible to apply the present invention to a game system or the like connected via.
Next, another example of the game system according to the present invention will be described. FIG. 36 is a configuration diagram of another example of the game system according to the present invention. The game system is connected to a plurality of terminal devices 1010, a store server 1020 that is communicably connected to the plurality of terminal devices 1010 via a dedicated line 1050, and a plurality of store servers 1020 that are communicable via a communication line 1040. It is equipped with a center server 1030, and is equipped with one card vending machine 1060 connected to the store server 1020 via a dedicated line 1050 for each store. In store Q, a store server 1020 for game A and a store server 1020 for game B are installed.
The center server 1030 includes a database server 1039 and a plurality of game servers 1031, 1032, and so on. The database server 1039 performs (1-1) data management for each ID data given to each player, (1-2) player authentication at the start of the game, and (1-3) game data transmission processing.
Specifically, as the above (1-1), the database server 1039 manages, for example, ID data given to each player, a password used for player authentication, a type of game played by the player, game data, and the like ( Store, set, update, etc.). Further, the game data includes, for example, the progress state of the game (character-specific data, etc.), the character operated by the player, the level value and ability value of the character, the increase / decrease value of the ability value, and the like.
Further, as the above (1-2), the database server 1039 authenticates the player by using, for example, the ID data and the password, and permits the player to participate in the game. Further, the database server 1039 transmits character data from the game data to the terminal device 1 as described in (1-3), for example, based on the player's ID data.
The game servers 1031, 1032, ... Are installed corresponding to each game that can be executed in the game system according to the present embodiment. One of these plurality of game servers is a game server corresponding to the game according to the present embodiment. The game servers 1031, 1032, ... (hereinafter, also referred to as the game server 1031, etc.) are (2-1) matching processing between terminal devices 1010 installed in different stores, and (2-2) data after matching. Perform traffic control related to transmission and reception.
Specifically, as described in (2-1) above, the game server 1031 and the like determine whether or not another player is participating when a certain player operates the terminal device 1010 to participate in the game. Then, when it is determined that another player is participating, matching is performed with the terminal device 1010 operated by that player. On the other hand, if it is determined that no other player is participating, the CPU player is set. When setting the CPU player, the store server 1020 may be set as the CPU player, or the center server 1030 (for example, the game server 1031 or the like) may be set as the CPU player.
Further, the game server 1031 and the like perform the traffic control related to the transmission and reception of data between the terminal devices 1 matched by the matching process of the above (2-1) as the above (2-2). For example, the game server 1031 and the like receive data received from the terminal device 1 connected to the store server (for game A) 1020 of the store P, and the terminal device 1 connected to the store server (for game A) 1020 of the store Q. Send to. As described above, the store server 1020 according to this embodiment only directly receives the data from the center server 1030, and does not directly send and receive the data between the store servers 1020.
The store server 1020 is connected to the center server 1030 via the router 1070. Router 1070 has a predetermined routing table. When multiple store servers 1020 are installed in the same store as in store Q shown in the figure, when the router 1070 receives game data etc. from the center server 1030, it refers to the routing table and sends the destination. The game data is transmitted to the store server 1020 connected to the terminal device 1010 via the dedicated line 1050. In addition, when data is transmitted / received between the terminal devices 1010 connected to each of the plurality of store servers 1020 installed in the same store, the router 1070 uses the terminal device 1010 to send and receive game data, etc. via the store server 1020. Is received, the game data is transmitted to the store server 1020 connected to the destination terminal device 1010 via the dedicated line 1050 by referring to the routing table.
The store server 1020 is (3-1) traffic control related to data transmission / reception between the center server 1030 and the terminal device 1010 or between the terminal devices 1010 connected to each of the plurality of store servers 1020 installed in the same store. , (3-2) Download the application to the terminal device 1.
Specifically, the store server 1020 performs traffic control related to transmission / reception of game data and the like between the center server 1030 and the terminal device 1010 as described in (3-1) above. However, if the destination terminal device 1010 is connected to the same store server 1020, or if it is connected to another store server 1020 installed in the same store, game data etc. is transmitted to the center server 1030. Instead, the game data and the like are transmitted to the terminal device 1010.
Further, the store server 1020 downloads the application to the terminal device 1010 at the timing when the request signal for requesting the download from the center server 1030 is received from the terminal device 1010 as described in (3-2) above. The application includes various data (for example, image data, etc.) and programs related to the game content, and a board program for assigning game functions to input means (for example, a plurality of input switches, etc., not shown) provided in the terminal device 1010. And are included. Further, the download of the application is not limited to the download from the store server 1020, and may be performed from the center server 1030.
The terminal device 1010 is connected to the store server 1020 via a dedicated line 1050. The terminal device 1010 (4-1) downloads the application and (4-2) progresses the game. Specifically, as described in (4-1) above, the terminal device 1010 transmits a request signal requesting the download of the application to the store server 1020 when the power is turned on, and downloads the application. The downloaded application is stored in a temporarily storable area such as RAM in the terminal device 1010. Further, the terminal device 1010 advances the game by using the downloaded application as described in (4-2) above. The progress of the game is as follows. The terminal device 1010 receives data for each ID data given to each player from the database server 1039 at the start of the game. While the game is in progress, data between the terminal device 1010 in the same game and other terminal devices 1010 is transmitted and received via the center server 1030 via the store server 1020. However, if another terminal device 1 is connected to the same store server 1020, or if it is connected to another store server 1020 installed in the same store, send game data, etc. to the center server 1030. Instead, the game data and the like are transmitted to the terminal device 1010. At the end of the game, the game data updated during the game or the game result itself is transmitted to the database server 1039. The progress of the game is not limited to the terminal device 1010, and may be performed by the store server 1020.
The card vending machine 1060 can communicate with the center server 1030 via the store server 1020. The card vending machine 1060 accepts the personal information input operation performed by the player and sells the ID card in which the ID data is stored. The ID card is used when starting a game, and the ID data is read by the ID card reader included in the terminal device 1010.
In this embodiment, the RAM included in the game server 1031 and the like of the center server 1030 functions as a level storage means for storing the level value of the player. The CPU included in the game server 1031, etc. of the center server 1030 sets a predetermined level according to the game result, and the level set in association with the player ID data is set as the level value, and the RAM (level) provided in the game server 1031, etc. It functions as a level setting means to be stored in the storage means). The CPU included in the terminal device 1010 functions as a condition setting means for setting the conditions to be achieved by the player as a result of the game. The CPU included in the terminal device 1010 functions as a condition achievement success / failure determination means for determining whether or not the player has cleared the set condition. When it is determined that the condition is cleared, the CPU included in the terminal device 1010 functions as a game result determining means for determining the game result based on the condition cleared by the player and the level value of the player.
Although the embodiments of the present invention have been described above, only specific examples are illustrated, and the present invention is not particularly limited, and the specific configuration of each means and the like can be appropriately redesigned. In addition, the effects described in the embodiments of the present invention merely list the most preferable effects arising from the present invention, and the effects according to the present invention are limited to those described in the embodiments of the present invention. is not it.
<figref num="1">It is a block diagram of the game system which concerns on this invention.</figref><figref num="2">It is a perspective view which shows the appearance of 8 terminal devices 1 and a card vending machine 6 installed in one store.</figref><figref num="3">It is a perspective view which shows the appearance of the terminal apparatus 1.</figref><figref num="4">It is a block diagram which shows the hardware configuration of a terminal device 1.</figref><figref num="5">It is a block diagram which shows the hardware configuration of a store server 2.</figref><figref num="6">It is a block diagram which shows the hardware configuration of a center server 3.</figref><figref num="7">It is a block diagram which shows the hardware composition of a card vending machine 6.</figref><figref num="8">It is a figure which shows the flow of the game play in the game system of this embodiment.</figref><figref num="9">It is a flowchart which shows the flow of processing until ID card issuance in a card vending machine 6, store server 2 and center server 3.</figref><figref num="10">It is a figure which shows the player participation information.</figref><figref num="11">It is a figure for demonstrating the content of the data transmission / reception processing by a store server 2.</figref><figref num="12">It is a flowchart which shows the flow of the process until the game starts in the terminal apparatus 1, the store server 2 and the center server 3.</figref><figref num="13">It is a figure which shows an example of history data.</figref><figref num="14">It is a figure which shows an example of a player information.</figref><figref num="15">It is a flowchart which shows the game execution processing routine which is executed by the terminal apparatus 1.</figref><figref num="16">FIG. 5 is a flowchart showing a guild execution processing routine called in step S120 of the flowchart shown in FIG. 15 and executed by the terminal device 1.</figref><figref num="17">FIG. 5 is a diagram schematically showing an image displayed on the first display 11 of the terminal device 1 when the subroutine shown in FIG. 16 is executed.</figref><figref num="18">6 is a flowchart showing a mission reference / acceptance processing routine called in step S131 of the flowchart shown in FIG. 16 and executed by the terminal device 1.</figref><figref num="19">It is a flowchart which shows the process executed by store server 2 corresponding to the subroutine shown in FIG. 18 executed by terminal apparatus 1.</figref><figref num="20">It is a figure which shows the mission list data.</figref><figref num="21">FIG. 5 is a diagram schematically showing an image displayed on the first display 11 of the terminal device 1 when the subroutine shown in FIG. 18 is executed.</figref><figref num="22">It is a flowchart which shows the bulletin board use process which is called in step S133 of the flowchart shown in FIG. 16 and is executed by a terminal apparatus 1, and the process which is executed by a store server 2 corresponding to this process.</figref><figref num="23">It is a figure which shows an example of a message list.</figref><figref num="24">FIG. 5 is a diagram schematically showing an image displayed on the first display 11 of the terminal device 1 when the process shown in FIG. 22 is executed.</figref><figref num="25">6 is a flowchart showing a reward payment process called in step S135 of the flowchart shown in FIG. 16 and executed by the terminal device 1 and a process executed in the store server 2 in response to this process.</figref><figref num="26">It is a figure which shows an example of the reward determination table.</figref><figref num="27">FIG. 5 is a flowchart showing a mission game execution processing routine called in step S121 of the flowchart shown in FIG. 15 and executed by the terminal device 1.</figref><figref num="28">It is a flowchart which shows the process executed by the store server 2 corresponding to the subroutine shown in FIG. 27 which is executed by the terminal apparatus 1.</figref><figref num="29">It is a figure which shows an example of a chat message list.</figref><figref num="30">It is a figure which shows an example of the image displayed on the 1st display 11 of the terminal apparatus 1 by executing the process shown in FIG. 27 and FIG. 28.</figref><figref num="31">It is a flowchart which shows the biography data generation processing executed by the center server 3.</figref><figref num="32">It is a figure which shows an example of the history data evaluation table.</figref><figref num="33">It is a figure which shows an example of the evaluation message creation table.</figref><figref num="34">It is a flowchart which shows the process executed by the card vending machine 6 and the center server 3 when displaying a biographical image.</figref><figref num="35">It is a figure which shows an example of the biography image displayed on the display 61 of a card vending machine 6 when the process shown in FIG. 34 is executed.</figref><figref num="36">It is a block diagram which shows another example of the game system which concerns on this invention.</figref>
Code description
1 Terminal device 2 Store server 3 Center server 4 Communication line 5 Dedicated line 6 Card vending machine 8 ID card 10 Housing 11 1st display 12 2nd display 13, 63 Speaker 14 Touch panel 15, 615 Coin slot 16 ID card slot 18 Operation table 100, 200, 300, 600 Control unit 101, 201, 301, 601 CPU102, 202, 302, 602 ROM103, 203, 303, 603 RAM104, 204, 304, 604 Communication interface circuit 111 1st drawing processing unit 112 2nd drawing processing unit 113, 613 Sound playback unit 114 Operation input unit 115, 615 Coin sensor 116, 616 ID card reader 118a Attack button 118b Defensive button 118c Magic button 119 Operation lever 205 Interface circuit group 611 Drawing processing unit 617 ID card payout device 618 Operation button
Every citation, both waysCites: the store holds 5 of 6
| Document | Relation | Office | Cited during |
|---|---|---|---|
| JP2014076098A | Cited by | Japan | Search report |
| JP2013138730A | Cited by | Japan | Examiner |
| JP2009034314A | Cited by | Japan | Examiner |
| JP2018000367A | Cited by | Japan | Search report |
| WO2013099337A1 | Cited by | World Intellectual Property Organization (WIPO) | International search |
| WO2013099337A1 | Cited by | World Intellectual Property Organization (WIPO) | International search |
| JP2018061878A | Cited by | Japan | Search report |
| JP2018061878A | Cited by | Japan | Search report |
| JP2018108503A | Cited by | Japan | Search report |
| JP2013138832A | Cited by | Japan | Search report |
| JP2018000367A | Cited by | Japan | Search report |
| JP2002239237A | Cites | Japan | Search report |
| JP2002263369A | Cites | Japan | Search report |
| JP2003164670A | Cites | Japan | Search report |
| JP2003265863A | Cites | Japan | Search report |
| JP2004008764A | Cites | Japan | Search report |
| FINAL FANTASY XI ONLINE VANA’DIEL WORLD REPORT VERSIO, vol. 初版, JPN6009028714, 7 November 2002 (2002-11-07), pages 062 - 063, ISSN: 0001344468 | Non-patent | – | Search report |
5 members in 4 offices
Priority claims2
| Document | Office | Kind | Date |
|---|---|---|---|
| 2004196030 | Japan | A | |
| JP20040196030 | – | – | – |
Members5
| Document | Office | Kind | |
|---|---|---|---|
| CN1714900A | China | A | |
| US2006003841A1 | United States of America | A1 | |
| JP2006014951AThis record | Japan | A | |
| JP2006014952A | Japan | A | |
| KR20060049774A | Republic of Korea | A |
4 legal events, as the office reported them to INPADOC
Over the term
Point at a mark for the eventEvents
| Event | Code | |
|---|---|---|
| Decision of refusalJAPANESE INTERMEDIATE CODE: A02A02 | A02 | |
| Notification of reasons for refusalJAPANESE INTERMEDIATE CODE: A131A131 | A131 | |
| Notification of resignation of power of attorneyJAPANESE INTERMEDIATE CODE: A7424RD04 | RD04 | |
| Written request for application examinationJAPANESE INTERMEDIATE CODE: A621A621 | A621 |
Numbers
- Publication
- 2006014951
- Publication, DOCDB
- 2006014951
- Publication, EPODOC
- JP2006014951
- Application
- 196030
- Application, DOCDB
- 2004196030
- Application, EPODOC
- JP20040196030
Titles2
- Japanese
- ゲームシステム、サーバ及びゲーム制御プログラム
- English
- GAME SYSTEM, SERVER AND GAME CONTROL PROGRAM
Classification
- IPC, 10
- A63F13 12
- A63F13 10
- A63F13 31
- A63F13 33
- A63F13 35
- A63F13 45
- A63F13 533
- A63F13 79
- A63F13 798
- A63F13 847