Game server, game device, and game program
Abstract
Problem to be solved.To execute a sugoroku-type game having higher game characteristics. A game server 3 displays a game map screen based on a game map on a mobile phone 1 connected via a network 2, and displays movement instruction data indicating a destination node in the game map screen on the mobile phone. When input from 1, the node at the current position in the game map is moved according to this move instruction data. The game server 3 executes an event on the mobile phone 1 based on the event data set for the destination node indicated by the move instruction data, and carries the mobile phone in association with the node at the current position according to the result of this event. The identification data of the telephone 1 is recorded, and the recorded identification data is aggregated for each mobile phone 1. [Selection diagram] Fig. 1

Term
9.7 yearsto projected expiry
Projected expiry 15 June 2036, counted from filing; an application has no term until it is granted.
- Priority and filed
- Published
- Today
- Projected expiry
5 claims: 3 independent, 2 dependent
- 1複数の端末装置が接続されるゲームサーバにおいて、 複数のノードと前記ノード間を接続する経路から構成されるゲームマップに基づくゲームマップ画面を前記端末装置において表示させる表示手段と、 前記ゲームマップ画面中における移動先のノードを示す移動指示データを前記複数の端末装置のそれぞれから入力する移動先入力手段と、 前記移動指示データに応じて、前記複数の端末装置のそれぞれに対応する前記ゲームマップ中における現在位置のノードをそれぞれ並行して管理する現在位置管理手段と、 前記複数の端末装置のそれぞれについて、前記現在位置のノードに対して設定されたイベントデータに基づいて、前記複数の端末装置のそれぞれに対応するイベントを実行させるイベント実行手段と、 前記イベント実行手段により実行されたイベントの結果に応じて、前記現在位置のノードと対応付けて前記端末装置に対応する識別データを記録するものであって、前記複数のノード毎にそれぞれ設定された上限数までは複数の前記識別データを記録し、新規に前記識別データを記録することで前記上限数を超える場合には、先に記録された複数の識別データの何れかを削除するノード記録手段と、 前記ノード記録手段によって前記識別データが記録された前記ノードの数を前記識別データ毎に集計する集計手段とを具備したことを特徴とするゲームサーバ。
- 2前記移動先入力手段は、前記複数の端末装置のそれぞれにおいて表示させる前記ゲームマップ画面において、前記ゲームマップ画面を表示する前記端末装置に対応する前記識別データが記録されたノードを、前記ノード記録手段により削除されるまでの順番を明示する形態により表示させる請求項1記載のゲームサーバ。
- 3前記集計手段は、期間中に前記識別データが記録された前記ノードの数、期間の最終時に前記識別データが記録された前記ノードの数、あるいは前記ノードの違いに応じて異なる重み付けをした前記識別データが記録された前記ノードの数を集計する請求項1記載のゲームサーバ。
- 4複数の端末装置が接続されるコンピュータを、 複数のノードと前記ノード間を接続する経路から構成されるゲームマップに基づくゲームマップ画面を前記端末装置において表示する表示手段と、 前記ゲームマップ画面中における移動先のノードを示す移動指示データを複数の前記端末装置のそれぞれから入力する移動先入力手段と、 前記移動指示データに応じて、前記複数の端末装置のそれぞれに対応する前記ゲームマップ中における現在位置のノードをそれぞれ並行して管理する現在位置管理手段と、 前記複数の端末装置のそれぞれについて、前記現在位置のノードに対して設定された前記イベントデータに基づいて、前記複数の端末装置のそれぞれに対応するイベントを実行させるイベント実行手段と、 前記イベント実行手段により実行されたイベントの結果に応じて、前記現在位置のノードと対応付けて前記端末装置の識別データを記録するものであって、前記複数のノード毎にそれぞれ設定された上限数までは複数の前記識別データを記録し、新規に前記識別データを記録することで前記上限数を超える場合には、先に記録された複数の識別データの何れかを削除するノード記録手段と、 前記ノード記録手段によって前記識別データが記録された前記ノードの数を前記識別データ毎に集計する集計手段として機能させるためのゲームプログラム。
- 5複数のユーザのそれぞれが操作する複数の入力装置が接続されるゲーム装置において、 複数のノードと前記ノード間を接続する経路から構成されるゲームマップに基づくゲームマップ画面を表示する表示手段と、 前記ゲームマップ画面中における移動先のノードを示す移動指示データを前記複数の入力装置のそれぞれから入力する移動先入力手段と、 前記移動指示データに応じて、前記複数の入力装置のそれぞれに対応する前記ゲームマップ中における現在位置のノードをそれぞれ並行して管理する現在位置管理手段と、 前記複数の端末装置のそれぞれについて、前記現在位置のノードに対して設定されたイベントデータに基づいて、前記複数の入力装置のそれぞれに対応するイベントを実行させるイベント実行手段と、 前記イベント実行手段により実行されたイベントの結果に応じて、前記現在位置のノードと対応付けて前記入力装置に対応する識別データを記録するものであって、前記複数のノード毎にそれぞれ設定された上限数までは複数の前記識別データを記録し、新規に前記識別データを記録することで前記上限数を超える場合には、先に記録された複数の識別データの何れかを削除するノード記録手段と、 前記ノード記録手段によって前記識別データが記録された前記ノードの数を前記識別データ毎に集計する集計手段とを具備したことを特徴とするゲーム装置。
Independent claims5
83 paragraphs, as filed
0001The present invention relates to a game server, a game device, and a game program that provide a game that can be played by a plurality of users at the same time.
0002In recent years, online games that access a game server via a network such as the Internet and execute the game in the same game space as other users have become widespread. In an online game, multiple users access the game server at the same time, and each of them advances the game in parallel in real time.
0003A game in which multiple users participate is called sugoroku. Conventionally, a system capable of executing Sugoroku as an online game has been considered (Patent Document 1).
0004The online game providing system that executes sugoroku described in Patent Document 1 carries out a mission instead of a dice for advancing a piece, and obtains progress points that can advance the piece from the mission result. , The user who [goals] earlier than other users wins. In this dice game, various events that are advantageous and disadvantageous to the user are prepared for the pieces, and the goal is aimed at while clearing the events of the stopped pieces. Events that are advantageous to the user include, for example, advancing 10 frames, returning another user to the start, and returning another user by 10 frames. Events that are disadvantageous to the user include, for example, returning 10 frames, returning to the start, and advancing another user by 10 frames.
0005In addition, this sugoroku game does not advance the frames in order for each user as in general sugoroku, but progresses in real time. In other words, the user needs to earn progress points by quickly performing more missions regardless of the progress of other users, and aim for the goal faster than other users.
<p num="0006"><patcit num="1"><text>Japanese Unexamined Patent Publication No. 2006-333916</text></patcit></p>
<p num="0007"> In this way, the sugoroku game provided as a conventional online game aims to advance the frame quickly in the same manner as the general sugoroku. Further, since the operation by another user is not affected at all, the user simply repeats the operation for advancing the frame, and there is a risk of getting bored. For this reason, there has been a demand for a sugoroku-type game with a higher degree of gameplay that encourages users to play repeatedly.</p><p num="0008"> The present invention has been made in consideration of the above-mentioned circumstances, and an object of the present invention is to provide a game server, a game device, and a game program capable of executing a Sugoroku-type game having higher game characteristics.</p>
<p num="0009"> The present invention provides a display means for displaying a game map screen based on a game map composed of a plurality of nodes and a route connecting the nodes on the terminal device in a game server to which a plurality of terminal devices are connected. The movement destination input means for inputting the movement instruction data indicating the movement destination node in the game map screen from each of the plurality of terminal devices, and the movement corresponding to each of the plurality of terminal devices according to the movement instruction data. The current position management means for managing the nodes at the current position in the game map in parallel, and the plurality of terminal devices based on the event data set for the node at the current position for each of the plurality of terminal devices. The event execution means for executing the event corresponding to each of the terminal devices and the identification data corresponding to the terminal device are recorded in association with the node at the current position according to the result of the event executed by the event execution means. In the case where a plurality of the identification data are recorded up to the upper limit set for each of the plurality of nodes and the upper limit is newly recorded by newly recording the identification data, the upper limit is first recorded. It is provided with a node recording means for deleting any one of a plurality of recorded identification data and an aggregation means for totaling the number of the nodes on which the identification data is recorded by the node recording means for each identification data. It is a feature.</p>
<p num="0010"> According to the present invention, it is possible to execute a sugoroku-type game with higher game characteristics.</p>
0011<figref num="1">The block diagram which shows the structure of the system in this embodiment.</figref><figref num="2">The block diagram which shows the functional structure of the mobile phone 1 used as a game apparatus in this embodiment.</figref><figref num="3">The block diagram which shows the functional structure of the game server 3 in this embodiment.</figref><figref num="4">The figure which shows an example of the data structure of the user registration data 23a.</figref><figref num="5">The figure which shows an example of the data structure of the game situation management data 23b.</figref><figref num="6">The figure which shows an example of the data structure of the user state management data 23c.</figref><figref num="7">The figure which shows an example of the data structure of the registration number management data 23d.</figref><figref num="8">The figure which shows an example of the data structure of event management data 23e.</figref><figref num="9">A flowchart for explaining a game process for controlling a sugoroku-style online game executed by the game server 3.</figref><figref num="10">A flowchart for explaining event processing executed during game processing.</figref><figref num="11">A flowchart for explaining the movement process.</figref><figref num="12">A flowchart for explaining the battle mode processing.</figref><figref num="13">An example of a game map configuration is shown.</figref><figref num="14">The figure which shows an example of the game screen (game map) displayed on the mobile phone 1.</figref><figref num="15">A diagram for explaining the genre set for each station on the game map.</figref><figref num="16">The figure which shows an example of the game screen according to the answer result.</figref><figref num="17">The figure which shows an example of the change of the registration ID registered in association with a station.</figref><figref num="18">The figure which shows an example of the game screen when a character moves on a game map.</figref>
0012Hereinafter, embodiments of the present invention will be described with reference to the drawings. FIG. 1 is a block diagram showing a system configuration according to the present embodiment. As shown in FIG. 1, the mobile phone 1 (1-1, 1-2, ..., 1-n) is connected to the game server 3 via the network 2 including the Internet, the public telephone network, and the like. Can be done. In the present embodiment, the mobile phone 1 is used as a game machine (terminal device) for executing an online game.
0013The game server 3 provides a game service, and distributes a game program to, for example, a mobile phone 1 accessed via a network 2. Further, the game server 3 provides an online game service to the mobile phone 1 that has requested the execution of the game by executing the distributed game program. The game server 3 advances the game in real time in parallel with the game execution requests from the plurality of mobile phones 1.
0014In the present embodiment, the game server 3 provides a game service for executing a sugoroku-style online game. The Sugoroku-style game provided by Game Server 3 is a game map consisting of multiple nodes and routes connecting the nodes, specifically from railway stations (nodes) and routes connecting the stations (routes). Execute the game using the railway route map as a game map. Further, in the sugoroku-type game of the present embodiment, the user does not simply advance the frame on the route, but is a game in which a plurality of users compete with each other while moving on the route. The user can execute a preset event at the station to which the user has moved on the route, and record the identification data of the user (the terminal device used by the user) at the station according to the result. That is, the user leaves a "footprint" at the station at the current position and acquires it as my station. A maximum number of identification data (footprints) can be recorded at the station (depending on the station), and multiple users can record the identification data up to the maximum number. .. However, if the maximum number of identification data is newly recorded, any of the previously recorded identification data (for example, the first recorded identification data) shall be deleted. In the sugoroku-type game of the present embodiment, an unspecified number of users participate in the game in real time, so even if a "footprint" is left at the station, it may be stolen by another user regardless of the user's play status. Is always hidden. Therefore, in order to keep the same station acquired continuously, the user always keeps track of his / her play status (which station he / she has acquired, which station may be stolen by other users, etc.). You need to keep track of it and move to this station to run the event if necessary. It provides a game quality that is different from conventional online games, in which it is robbed by other users if left unattended for a long period of time.
0015In the game of this embodiment, it is assumed that a quiz is executed as an event. The user can answer the quiz set at the destination station, and if this answer is correct, record the identification data (leave "footprints" in my station). .. The event may be something other than a quiz. For example, a mini game, a specific voice input, a predetermined button operation, or the like may be performed.
0016Further, in the following description, a case where the mobile phone 1 is used as a game device will be described. In addition to the personal computer 4 shown in FIG. 1, the dedicated game machine 5 for business use and home use, a PDA (personal digital assistant), It can also be realized in other terminal devices equipped with communication functions such as car navigation systems.
0017FIG. 2 is a block diagram showing a functional configuration of the mobile phone 1 used as the game device in the present embodiment. As shown in FIG. 2, the mobile phone 1 can communicate with the game server 3 that provides the game service via the network 2 including the telephone network and the Internet.
0018As shown in FIG. 2, the mobile phone 1 is provided with a control unit 10, a display unit 11, an input unit 12, a sound unit 13, a communication unit 14, a ROM 15, and a RAM 16.
0019The control unit 10 controls the entire mobile phone 1 and realizes various functions by executing the programs stored in the ROM 15 and the RAM 16 by the CPU. By executing the game program 16a stored in the RAM 16, the control unit 10 can realize the function of the game execution unit 10a for executing the online game provided by the game server 3. The game program 16a is, for example, downloaded from the game server 3 (or another server) via the network 2 or installed via a portable recording medium. Further, the game program 16a may be pre-recorded in the memory and incorporated in the terminal device.
0020The display unit 11 displays a game screen or the like on the display under the control of the control unit 10.
0021The input unit 12 receives an input operation from the user, and is provided with a plurality of buttons. Multiple buttons include a number button to execute the function as a telephone, a call button, a disconnect button, a cursor button to instruct the up / down / left / right directions, a selection execution button to instruct selection execution, and so on. Function buttons corresponding to various functions are included. When the game is executed by the game execution unit 10a, various buttons are used to operate the game.
0022The sound unit 13 outputs sound under the control of the control unit 10. The sound unit 13 outputs operation sounds corresponding to the operations of the input unit 12, sound effects during game execution, message sounds, and the like.
0023Under the control of the control unit 10, the communication unit 14 controls communication with the game server 3 and other terminal devices (mobile phone 1, personal computer 4, game machine 5) through the network 2.
0024The ROM 15 stores programs and data for controlling basic functions (voice calls, etc.) installed in the mobile phone 1 in advance.
0025The RAM 16 stores programs and various data (or programs and data read from a portable recording medium) downloaded by the communication unit 14. In the present embodiment, in addition to the game program 16a downloaded from the game server 3, various data are temporarily recorded as the game program 16a (game execution unit 10a) is executed.
0026FIG. 3 is a block diagram showing a functional configuration of the game server 3 in the present embodiment. As shown in FIG. 3, the game server 3 is provided with a control unit 20, a memory 21, a communication unit 22, and a recording device 23.
0027The control unit 20 includes a processor, memory (ROM, RAM), and the like, and realizes various processing functions by executing various programs. In the present embodiment, the control unit 20 realizes a game control unit 20a, a result totaling unit 20b, and a battle control unit 20c for controlling an online game (sugoroku type game) by executing a game program. ..
0028The game control unit 20a controls the execution of an online game (sugoroku-type game), and executes processing in parallel according to requests from a plurality of mobile phones 1 connected via the network 2. That is, a plurality of users can participate in the game on the same game map in real time. The game control unit 20a is provided with the following functions for controlling the game. That is, the game map screen based on the game map is displayed on the mobile phone 1 in response to the request from the mobile phone 1, and the movement instruction data indicating the destination node in the game map screen is input from the mobile phone 1. The current position management function that manages the station (node) of the current position in the game map of the mobile phone 1 and the destination node indicated by the move instruction data according to the move instruction data input by the function and the move destination input function. Based on the event data set for the mobile phone, the mobile phone is associated with the station (node) at the current position according to the event execution function that executes the event on the mobile phone 1 and the result of the event executed by the event execution function. A node recording function that records the identification data corresponding to 1 is provided.
0029The result totaling unit 20b aggregates the results of each user participating in the game according to the content of the game progressed under the control of the game control unit 20a. The grade totaling unit 20b totals the number of stations where the identification data is recorded for each identification data, for example, at regular intervals. That is, the grade totaling unit 20b calculates the cumulative value of the number of stations acquired by each user (terminal device) within a certain period of time, and obtains the ranking of the users who have acquired the stations.
0030The battle control unit 20c controls a battle game executed between specific users, which is executed separately from the game controlled by the game control unit 20a. The battle control unit 20c, for example, executes a battle between two users and gives the winner of the battle a privilege that is superior in the progress of the game.
0031The memory 21 records programs, data, and the like. Under the control of the control unit 20, the communication unit 22 connects to the external network 2 and controls the transmission and reception of various data. In the present embodiment, communication with a plurality of terminal devices (mobile phone 1, personal computer 4, game machine 5, etc.) is controlled through the network 2.
0032The recording device 23 is for recording various programs, data, and the like, and various data for providing an online game service are recorded. The data for executing the game service includes game map data representing a game map composed of multiple nodes (stations) and routes (routes) connecting the nodes, user registration data 23a, and game status management data. 23b, user status management data 23c, registration number management data 23d, and event management data 23e are included. Hereinafter, an example of various data for executing the game service will be described.
0033FIG. 4 shows an example of the data structure of the user registration data 23a. The user registration data 23a is data related to a user who uses the game service provided by the game server 3, for example, a registration ID for identifying the user, a password used for login when using the game service, a user name, and an e-mail address. Etc. are set in association with each other. The registration ID is unique identification data corresponding to the user or the terminal device (mobile phone 1) used by the user. For example, a user ID arbitrarily specified by the user or an ID unique to the terminal device is used. ..
0034FIG. 5 shows an example of the data structure of the game status management data 23b. The game status management data 23b is data for managing the current status of users participating in the online game, for example, a registration ID, current position data indicating the current position (station) in the game map, and during the game. Status data indicating the operating status of the user is set in association with each other. As the user status, for example, data such as logging off, moving in the game map, executing an event, and executing a battle are sequentially updated according to the progress of the game.
0035FIG. 6 shows an example of the data structure of the user state management data 23c. The user status management data 23c is various data set for each user as the game progresses, and is associated with, for example, registration ID, my station, my line, group registration ID, item data, ticket number data, and the like. Is set. My station is data indicating a station acquired by a user (terminal device) corresponding to a registration ID. My line is data indicating a section (route) set when two specific nodes in the game map, for example, adjacent terminal stations in the railway route map are acquired (when my station is used). In the section set as My Line, the user's movable range on the game map is controlled to be wider than usual (movement speed becomes faster). The group registration ID is a registration ID corresponding to a user (terminal device) registered as a group member. For example, one user may register up to five users in a group. Group members registered in the group can move to their current positions (stations) with each other, exchange items that can be acquired during the game, and give the group members an advantage in moving on their own lines. Is controlled. The item data is data indicating an item acquired by the player during the game. The ticket number data is data indicating the number of tickets acquired as the game progresses. Tickets can be obtained, for example, when winning in a competitive game, for changing the avatar displayed on the game screen, acquiring various items, or changing the speed (movable range) of moving on the game map. Can be used.
0036FIG. 7 shows an example of the data structure of the registered number management data 23d. The registered number management data 23d is data for managing users (terminal devices) who have acquired stations as my stations for each station (node) arranged in the game map. For example, a station for identifying a station. A unique station ID, a maximum number of registrations, and a registration ID indicating a user (terminal device) are set in association with each other. The maximum number of registrations is set for each station, and the number of users that can be acquired as My Station is also set. In the present embodiment, for example, the maximum number of registrations is large at a terminal station, and the maximum number of registrations is small at a small station.
0037FIG. 8 shows an example of the data structure of the event management data 23e. The event management data 23e is data for executing an event set for a node (station) in the game map, and includes data for giving a quiz to the user as an event, for example. That is, in the event management data 23e, the genre of the quiz, the valid period for presenting the quiz, the quiz data related to the content of the quiz, and the like are set in association with the station ID.
0038Next, the operation for executing the online game executed by the system in the present embodiment will be described with reference to the flowcharts shown in FIGS. 9, 10, 11, and 12. FIG. 9 is a flowchart for explaining a game process for controlling a sugoroku-type online game executed by the game server 3. FIG. 10 is a flowchart for explaining event processing executed during game processing, FIG. 11 is a movement processing, and FIG. 12 is a battle mode processing. The game server 3 has set up a site for providing game services in the network 2 (Internet). A user who intends to participate in an online game provided by the game server 3 accesses the site of the game server 3 by using a mobile phone 1, for example, as a game device. It is assumed that the game program 16a for using the game service is downloaded and recorded in advance from, for example, a predetermined site on the mobile phone 1 that uses the game service. The mobile phone 1 can use the game service provided by the game server 3 by the game execution unit 10a realized by the game program 16a.
0039The game server 3 (control unit 20) executes a login process for the mobile phone 1 accessed via the network 2 (step A1). In the login process, the game server 3 is made to enter, for example, the registration ID and password set at the time of member registration for using the game service, and it is confirmed that the member is a legitimate member. The control unit 20 authenticates the registration ID and password input from the mobile phone 1 by referring to the data set in the user registration data 23a.
0040When it is confirmed that the member is a legitimate member, the control unit 20 confirms whether the user has participated in the game for the first time, for example, by referring to the data corresponding to the corresponding registration ID in the game status management data 23b. For example, if each data is in the initial state, it is determined that it is the first time to participate in the game (step A2, Yes).
0041In this case, the game control unit 20a executes the start station selection process (step A3). That is, a plurality of start stations prepared in advance in the game map are displayed on the mobile phone 1 and the user is allowed to select one of them. The game control unit 20a sets the station selected here as the current position of the user in the game status management data 23b, and starts the game. The game control unit 20a displays the game map (route map) corresponding to the starting station on the mobile phone 1 based on the game map data recorded in the recording device 23 (step A4).
0042On the other hand, if it is not the first time to participate in the game, the game map (route map) is set according to the current position at the time of the previous log-off set in the game status management data 23b, and the game map data recorded in the recording device 23 is used. Based on this, it is displayed on the mobile phone 1 (step A4).
004313 and 14 are diagrams for explaining a game screen (game map) displayed on the mobile phone 1. FIG. 13 shows an example of the configuration of the game map. For example, it is assumed that the game map is configured by the same stations and routes as the actual railway network. The game map includes terminal stations such as "Ueno", "Omiya", and "Takasaki", and regular stations that exist between the terminal stations, and each station is connected by a line.
0044FIG. 14 shows an example of a game screen, for example, a character set for each user is displayed on a game map. In the game provided by the game server 3, since a plurality of users are participating online at the same time, not only the character corresponding to oneself but also the character corresponding to another user is displayed. In addition, the number of users who have acquired as My Station (leaving "footprints") is displayed at the station on the game screen.
0045When the mobile phone 1 is requested to execute the event at the current position, the game server 3 executes the event processing using the data corresponding to the station ID corresponding to the current position set in the event management data 23e. (Step A9).
0046Here, the event processing will be described with reference to the flowchart shown in FIG. The game control unit 20a refers to the data corresponding to the station ID corresponding to the current position set in the event management data 23e, and determines whether or not the quiz data is within the valid period. For example, as shown in Fig. 15 (c), some stations (for example, "Kairakuen Station") have special quizzes (events) for a limited time according to the land pattern, which are within this valid period. To determine. Here, if it is not within the valid period (step B1, No), the event processing is terminated. For normal quiz data, it is assumed that all periods are set as valid periods.
0047On the other hand, if it is within the valid period (step B1, Yes), it is determined whether or not multiple genres are prepared. That is, as shown in FIG. 15 (a), a genre is set for each station on the game map, and quiz data corresponding to that genre is prepared. For example, genres such as "railroad", "animation", and "history" are prepared. Further, depending on the station, as shown in FIG. 15 (b), a plurality of genres such as "literature", "trivia", and "Guinness" are set in one station.
0048As shown in FIG. 15 (b), when a plurality of genres are set, the game control unit 20a randomly selects one of the genres (step B3), and a quiz associated with this genre. The data is read from the event management data 23e and displayed on the mobile phone 1 (step B4). In addition to randomly selecting and presenting the quiz, genres may be selected in order or selected according to an instruction from the user.
0049Here, when the user of the mobile phone 1 inputs an answer by operating a button, the game control unit 20a receives data indicating the answer from the mobile phone 1. The game control unit 20a displays a screen according to the answer result on the mobile phone 1.
0050FIG. 16 shows an example of a game screen displayed according to the answer result. In the example shown in FIG. 16, a plurality of characters are displayed and the state of answering the quiz is displayed. For example, the character arranged in the center corresponds to the user, and controls to perform an operation (raise the tag of choice) according to the answer received from the mobile phone 1. For other characters, randomly selected answers and actions according to answers selected by other users in the past are displayed to create an atmosphere in which a plurality of players are competing for the game.
0051Here, if the answer is incorrect (step A10, No), the game control unit 20a selects either the station at the current position and the adjacent station as the next destination (step A17). .. That is, if the answer is incorrect, the user cannot move in the intended direction, and only the next station (1 square) randomly selected is forcibly moved.
0052The game control unit 20a changes the data indicating the current position of this user set in the game status management data 23b (step A15). If the end of the game is not instructed by the user (step A16, No), the game map (route map) corresponding to the destination station is displayed (step A4), and the same process as described above is repeated (step). A9 ~ A15).
0053On the other hand, if the answer to the quiz is correct (step A10, Yes), the game control unit 20a associates the registered number management data 23d (Fig. 7) with the station (station ID) at the current position, and the user. Set a new registration ID (identification data) corresponding to (mobile phone 1). In addition, the station ID of the current position is set as My Station in association with the user registration ID of the user status management data 23c (step A11).
0054Here, if the registration ID registered at this station exceeds the maximum number of registrations set for the station at the current position by newly registering (step A12, Yes), the game control unit 20a is currently For example, the first registered registration ID (user) that is set in association with the station ID of the location is deleted (step A13). Therefore, the user whose registration ID has been deleted loses My Station.
0055FIG. 17 shows an example of a change in the registration ID registered in association with the station. As shown in Fig. 17 (a), the maximum number of registrations is set for each station. For example, in the case of a large terminal station such as "Shinjuku Station", the maximum number of registrations is "100" and 100 users While each can be acquired as My Station (leaving "footprints"), in the case of a relatively small "Ebina Station", the maximum number of registrations is "5", and only 5 users can register as My Station. It has become.
0056For stations with a small maximum number of registrations, as shown in Fig. 17 (b), it is relatively easy to delete the first registered user by newly registering (the last in Fig. 17 is the user's last). Represents the registration of "footprints"). Also, in the case of an important terminal station even if the maximum number of registrations is large, many users will try to acquire it, so it will be deleted depending on the situation. To avoid this, the user moves to the station reserved as My Station before being deleted by another user's new registration, and sends an event as shown in FIG. 17 (c). You need to execute it and register again.
0057In the online game in this embodiment, since a plurality of users are participating in real time at the same time, even if oneself logs off from the game, another user has registered My Station, so that the online game is displayed on the game map at an appropriate timing. It is necessary to move and secure a station on the required route as My Station.
0058If the quiz is answered correctly, the game control unit 20a executes a movement process for determining the next movement destination (step A14). Here, the movement process will be described with reference to the flowchart shown in FIG.
0059First, the game control unit 20a sets the movable range from the user's current position (step C1). For example, the movable range is set according to the time required for answering the quiz. For example, it is assumed that it is set in the range of 1 to 3 stations, and if the response time is shorter than the preset first reference time, 3 stations are set as the movable range, and if it is longer than the second reference time, it is set. One station is the movable range. When a plurality of stations are set as a movable range, the user can arbitrarily select a station to move within the range.
0060Therefore, as shown in FIG. 15A, when a different genre is set for each station, the station in which the favorite genre is set can be selected and set as the destination. In the game map, figures (for example, circles) representing each station are displayed using colors according to the genre, so that the genre corresponding to the station can be easily identified.
0061In addition, when the current position is on the route set as My Line, a wider movable range than usual shall be set. My line is set in the user state management data 23c as my line between these terminal stations when an important station such as an adjacent terminal station is acquired as my station. When the game control unit 20a determines that it is on the My Line by referring to the user state management data 23c, for example, the movable range is set in the range of 2 to 6. Therefore, in order to move quickly on the game map and secure My Station, it is important to efficiently acquire the terminal station as My Station and maintain it as My Line. In other words, since it is necessary to move the game map strategically, the game quality is dramatically improved as compared with the sugoroku game in which the pieces are simply advanced.
0062Furthermore, if you have a ticket acquired in the battle mode processing (described later) described later, you may use this ticket to expand the movable range. In this case, when the user of the mobile phone 1 instructs to use the ticket, the game control unit 20a sets the movable range according to the ticket to be used.
0063When the movement direction on the game map is instructed by operating a button such as a cursor key on the mobile phone 1, the game control unit 20a inputs the designation (movement instruction data) of the movement destination (step C3), and the user Change your current position on the game map (step A15).
0064FIG. 18 shows an example of a game screen displayed when a character corresponding to the user moves on the game map. On the game screen shown in FIG. 18, the number of stations indicating the movable range (4 more stations) and the correct answer rate (62%) of the quiz answered earlier are displayed. In addition, since another user was present during the movement, the character corresponding to the other user is overtaken.
0065Further, in the present embodiment, when the user has registered another user as a group, the user can move to the current position of another user belonging to this group. For example, by transmitting the registration ID (identification data) corresponding to the other mobile phone 1 to be registered in the group from the mobile phone 1, the game control unit 20a uses this registration ID as the group of the user state management data 23c. Set as a registration ID and register as a group member. The number of people that can be registered in a group is limited to, for example, five.
0066When the group is specified as the move destination (step C2, Yes), the game control unit 20a determines the current position of the group member with reference to the game status management data 23b, and determines the group member with respect to the mobile phone 1. Output a list of current positions of (step C4).
0067Here, when the group member to be moved to is selected in the mobile phone 1 (step C5), the game control unit 20a reads out the current position of the member from the game status management data 23b in response to this selection input (step C6). ), Set to the user's current position (step A15).
0068In this way, by creating groups, cooperating with group members, and having each member at an appropriate position on the game map, it is possible to move efficiently on the game map with each other, and My Station It can be easily secured.
0069Hereinafter, as described above, if the end of the game is not instructed by the user (step A16, No), the game map (route map) corresponding to the destination station is displayed (step A4), and the same processing as described above is performed. Is repeated (steps A9 to A15).
0070The stations (My Stations) and routes (My Lines) that the user has acquired in the game map are presented on the game screen or from the game server 3 based on the user status management data 23c. Make it possible to confirm by displaying the line list.
0071For example, if My Line exists in the game map (route map) displayed according to the current position, the route is displayed in a different form (color or shape) than usual. In addition, My Station is displayed in different colors depending on the number until it is deleted due to new registration by another user. For example, if the order of deletion is close, it is displayed in red, if it is medium, it is displayed in yellow, and if there is sufficient margin, it is displayed in blue. In addition, it may be specified by a number, for example, (order until deletion) / (upper limit number of registrations).
0072Further, when displaying the My Station / My Line list display, the user requests the game server 3 to display the list by a predetermined operation on the mobile phone 1. The game server 3 refers to the user state management data 23c, reads out the data related to My Station and My Line associated with the registration ID corresponding to the request source of the list display, and lists these data on the mobile phone 1. Display it. As a result, the user can always check the currently acquired station or the route as my line regardless of the location on the game map.
0073Next, the battle mode processing will be described. The user can arbitrarily register the match during the game. When the game control unit 20a receives a request for battle registration from the mobile phone 1 (step A5, Yes), the game control unit 20a registers the user (registration ID) who requested the battle in the battle, and other users who are opponents are registered in the battle. Wait for The user who has registered for the match can participate in the normal game and can be notified when the opponent is registered.
0074When another user who becomes an opponent appears (step A7, Yes), the battle control unit 20c executes the battle mode process shown in the flowchart of FIG. In the battle here, a predetermined number of questions (quizzes) are given, each user in the battle answers, and the one with the largest number of correct answers wins.
0075First, when the battle control unit 20c sets an opponent (step D1), the battle control unit 20c presents a problem to each user's mobile phone 1 (step D2). The battle control unit 20c inputs an answer from each mobile phone 1 within the answer time (step D3), and aggregates the correct / incorrect answers for each user (step D4). This is repeated until the specified number of problems are completed (step D5).
0076When all the problems are completed (step D5, Yes), the battle control unit 20c determines the one with the largest number of correct answers as the winner (step D6), and determines the number of acquired tickets for the winning user in the user state management data 23c. Add in association with the corresponding registration ID. For example, the difference between the number of correct answers is taken as the number of acquired tickets. As the battle method, other methods can be used, and the method of determining the acquired ticket can be arbitrarily determined.
0077Next, the operation of the grade totaling unit 20b will be described. The grade totaling unit 20b totals the number of stations acquired as My Station for each of all users (registration ID (identification data)) at regular intervals (for example, one week). For example, the number of stations is counted for each registration ID with reference to the user status management data 23c or the registration number management data 23d. Here, different weighting may be applied according to the number of stations acquired during the period, the number of stations acquired at the end of the period, or the difference between the terminal station and the normal station. The grade totaling unit 20b creates a ranking based on the totaling result and transmits this ranking to all users. As a method of transmission, it may be performed through a website, or it may be transmitted by e-mail using the e-mail address registered in the user registration data 23a.
0078In this way, in the online game of the present embodiment, not only the movement on the game map but also the user who is participating in the game at the same time in real time and the station are competed with each other, so that the game quality can be dramatically improved. it can.
0079Since each station has its own maximum number of registrations, in order to enter the top ranking, the user must always keep track of the status of each station he has acquired, and which station he must acquire next. In some cases, it is necessary to judge the situation such as which station to abandon, and it provides a game property that cannot be obtained from a general Sugoroku game. In addition, since an unspecified number of users participate in the game, the situation constantly changes in real time, and it is necessary to respond to a new game situation no matter when the game is participated. In addition, since the composition of other users participating in the game is different each time, it is difficult to predict the result according to the opponent. Therefore, it is difficult to get tired of the game, and the motivation to repeatedly participate in the game can be improved.
0080Further, in the sugoroku-type game in the present embodiment, an advantageous situation cannot be secured unless the game is continuously participated. Therefore, between the user who has participated in the game for a long time and the user who newly participated in the game. It is not possible to make a big difference, and new users can be motivated to take on challenges.
0081In the above description, an online game executed by connecting a plurality of terminal devices (mobile phone 1, personal computer 4, game machine 5, etc.) to the game server 3 via the network 2 is described as an example. However, it is also possible to target a game executed by a terminal device alone. In this case, the terminal device is provided with a plurality of input devices (controllers) that can be operated by a plurality of users at the same time, and the plurality of users participate in the game using the respective input devices. The terminal device shall execute the processing according to the request from each input device in parallel (real time) in the same manner as the game server 3 described in the present embodiment.
0082Further, the present invention is not limited to the above-described embodiment as it is, and at the implementation stage, the components can be modified and embodied within a range that does not deviate from the gist thereof. In addition, various inventions can be formed by an appropriate combination of the plurality of components disclosed in the above-described embodiment. For example, some components may be removed from all the components shown in the embodiments. In addition, components across different embodiments may be combined as appropriate.
0083Further, the method described in the embodiment includes, for example, a magnetic disk (flexible disk, hard disk, etc.), an optical disk (CD-ROM, DVD, MO, etc.), a semiconductor memory, as a program (software means) that can be executed by a computer. It can be stored in a recording medium such as (ROM, RAM, flash memory, etc.), or transmitted and distributed by a communication medium. The program stored on the medium side also includes a setting program for configuring the software means (including not only the execution program but also the table and the data structure) to be executed by the computer in the computer. A computer that realizes this device reads a program recorded on a recording medium, constructs software means by a setting program in some cases, and executes the above-described processing by controlling the operation by the software means. The recording medium referred to in the present specification is not limited to distribution, and includes a storage medium such as a magnetic disk or a semiconductor memory provided in a device connected inside a computer or via a network.
00841 (1-1,1-2, ..., 1-n) ... mobile phone, 2 ... network, 3 ... game server, 4 ... personal computer, 5 ... game machine , 10,20 ... Control unit, 10a ... Game execution unit, 11 ... Display unit, 12 ... Input unit, 13 ... Sound unit, 14,22 ... Communication unit, 15. .. ROM, 16 ... RAM, 16a ... game program, 21 ... memory, 20a ... game control unit, 20b ... results totaling unit, 20c ... battle control unit, 23 .. .Recording device, 23a ... user registration data, 23b ... game status management data, 23c ... user status management data, 23d ... registration number management data, 23e ... event management data.
19 sheets
Sheet 1 Sheet 2 Sheet 3 Sheet 4 Sheet 5 Sheet 6 Sheet 7 Sheet 8 Sheet 9 Sheet 10 Sheet 11 Sheet 12 Sheet 13 Sheet 14 Sheet 15 Sheet 16 Sheet 17 Sheet 18 Sheet 19
Every citation, both ways
| Document | Relation | Office | Category | Cited during | Relevant claims |
|---|---|---|---|---|---|
| JP2002239242A | Cites | Japan | A | Search report | 1-5 |
| JP2002239242A | Cites | Japan | A | Search report | 1-5 |
| JP2002239242A | Cites | Japan | A | Search report | 1-5 |
| JP2002360936A | Cites | Japan | A | Search report | 1-5 |
| JP2002360936A | Cites | Japan | A | Search report | 1-5 |
| JP2002360936A | Cites | Japan | A | Search report | 1-5 |
| JP2008023164A | Cites | Japan | A | Search report | 1-5 |
| JP2008023164A | Cites | Japan | A | Search report | 1-5 |
| JP2008023164A | Cites | Japan | A | Search report | 1-5 |
| JPH11309274A | Cites | Japan | A | Search report | 1-5 |
| JPH11309274A | Cites | Japan | A | Search report | 1-5 |
| JPH11309274A | Cites | Japan | A | Search report | 1-5 |
| THE PLAYSTATION2 BOOKS ドカポン・ザ・ワールド 公式ガイドブック, vol. 初版, JPN6013039417, 3 December 2004 (2004-12-03), pages 005 - 009, ISSN: 0003609944 | Non-patent | – | – | Search report | – |
| Vジャンプブックス プレイステーション2版 ハドソン公式攻略本 桃太郎電鉄16 北海道大移動の巻!激, vol. 第1刷, JPN6013039418, 12 December 2006 (2006-12-12), pages 006 - 013, ISSN: 0003609945 | Non-patent | – | – | Search report | – |
| "ドカポンジャーニー なかよくケンカしてっ♪", 週刊ファミ通, vol. 第23巻,第16号, JPN6013039419, 18 April 2008 (2008-04-18), pages 22, ISSN: 0003609946 | Non-patent | – | – | Search report | – |
| "人生ゲームWii / 人生ゲームQ DS 昭和のデキゴト/平成のデキゴト", デンゲキニンテンドーDS, vol. 第8巻,第3号, JPN6013039420, 1 February 2008 (2008-02-01), pages 132, ISSN: 0003609947 | Non-patent | – | – | Search report | – |
| "デンゲキ新作チェック隊!!", 電撃ゲームキューブ, vol. 第5巻,第8号, JPN6013039421, 1 May 2005 (2005-05-01), pages 80, ISSN: 0003609948 | Non-patent | – | – | Search report | – |
2 members in 1 office
Members2
| Document | Office | Kind | |
|---|---|---|---|
| JP2016179221AThis record | Japan | A | |
| JP6309568B2 | Japan | B2 |
6 legal events, as the office reported them to INPADOC
Over the term
Point at a mark for the eventEvents
| Event | Code | |
|---|---|---|
| Certificate of patent or registration of utility modelJAPANESE INTERMEDIATE CODE: R150R150 | R150 | |
| First payment of annual fees (during grant procedure)JAPANESE INTERMEDIATE CODE: A61A61 | A61 | |
| Written decision to grant a patent or to grant a registration (utility model)JAPANESE INTERMEDIATE CODE: A01A01 | A01 | |
| Decision of grant or rejection writtenTRDD | TRDD | |
| Written amendmentJAPANESE INTERMEDIATE CODE: A523A521 | A521 | |
| Notification of reasons for refusalJAPANESE INTERMEDIATE CODE: A131A131 | A131 |
Numbers
- Publication
- 2016179221
- Application
- 118775
Titles2
- Japanese
- ゲームサーバ、ゲーム装置、ゲームプログラム
- English
- Game server, game device, game program
Classification
- IPC, 2
- A63F13 80
- A63F13 35