Individual evaluation control method for video game competition system
6 claims: 2 independent, 4 dependent
- 1[Claims] [Claim 1] In order to individually evaluate the content of a character operated by each player participating in a battle in a video game battle system of a group ball game held on a computer system in which a plurality of people participate. Character evaluation control system Individual evaluation of a match match A play status determination processing means for determining the play status of a target character and A storage processing means for additionally storing the determined play status in the status data storage unit, and The performance that the play of the character to be individually evaluated is to be evaluated by searching the situation data storage unit in which the play situation is additionally stored and the data table for searching the corresponding performance from the combination of the play situations. Performance judgment processing means to judge whether it corresponds to A point determination processing means for determining points to be acquired according to the level of a competitive match based on the determined performance, and A means for acquiring points determined by the point determination processing means and Accumulation processing means for accumulating the acquired points for each character during the match, and A character evaluation control system in a video game battle system characterized by being equipped with. 【特許請求の範囲】 【請求項1】 コンピュータシステム上で開催される複数人が参加して行われる団体球技のビデオゲーム対戦システムにおいて、対戦に参加している各遊戯者の操作するキャラクタの競技内容を個別評価するためのキャラクタ評価制御システムであって、 対戦試合の個別評価判定対象キャラクタのプレイ状況を判定するプレイ状況判定処理手段と、 前記判定されたプレイ状況を状況データ格納部に追加的に記憶する記憶処理手段と、 プレイ状況が追加的に記憶された前記状況データ格納部と、プレイ状況の組合せから該当するパフォーマンスを検索するためのデータテーブルとを検索し、個別評価判定対象キャラクタのプレイが評価を与えられるべきパフォーマンスとして該当するかを判定するパフォーマンス判定処理手段と、 前記判定されたパフォーマンスに基づいて対戦試合のレベルに応じて取得するポイントの判定をするポイント判定処理手段と、 前記ポイント判定処理手段により判定されたポイントを取得する手段と、 前記取得したポイントを試合中にキャラクタ毎に蓄積する蓄積処理手段と、 を備えてなることを特徴とするビデオゲーム対戦システムにおけるキャラクタ評価制御システム。
- 4[Claim 4] In a video game battle system of a group ball game held on a computer system in which a plurality of people participate, the battle content of a character operated by each player who participates in the battle is described by the battle service server. It is a character evaluation control method for individual evaluation. The play status determination processing process in which the match service server determines the play status of the character subject to the individual evaluation determination of the match match, and A storage processing step in which the battle service server additionally stores the determined play status in the status data storage unit, and The battle service server searches the status data storage unit in which the play status is additionally stored and a data table for searching the corresponding performance from the combination of the play status, and the play of the character subject to individual evaluation determination is evaluated. The performance judgment processing process that determines whether or not is applicable as the performance to be given, and A point determination processing process for determining points to be acquired by the match service server according to the level of the match match based on the determined performance. A process in which the battle service server acquires points determined by the point determination processing process, and An accumulation processing process in which the battle service server accumulates the acquired points for each character during the match, and A character evaluation control method in a video game battle system characterized by being equipped with. 【請求項4】 コンピュータシステム上で開催される複数人が参加して行われる団体球技のビデオゲーム対戦システムにおいて、対戦サービスサーバーが対戦に参加している各遊戯者の操作するキャラクタの競技内容を個別評価するためのキャラクタ評価制御方法であって、 該対戦サービスサーバーが対戦試合の個別評価判定対象キャラクタのプレイ状況を判定するプレイ状況判定処理工程と、 該対戦サービスサーバーが前記判定されたプレイ状況を状況データ格納部に追加的に記憶する記憶処理工程と、 該対戦サービスサーバーがプレイ状況が追加的に記憶された前記状況データ格納部と、プレイ状況の組合せから該当するパフォーマンスを検索するためのデータテーブルとを検索し、個別評価判定対象キャラクタのプレイが評価を与えられるべきパフォーマンスとして該当するかを判定するパフォーマンス判定処理工程と、 該対戦サービスサーバーが前記判定されたパフォーマンスに基づいて対戦試合のレベルに応じて取得するポイントの判定をするポイント判定処理工程と、 該対戦サービスサーバーが前記ポイント判定処理工程により判定されたポイントを取得する工程と、 該対戦サービスサーバーが前記取得したポイントを試合中にキャラクタ毎に蓄積する蓄積処理工程と、 を備えてなることを特徴とするビデオゲーム対戦システムにおけるキャラクタ評価制御方法。
Independent claims2
307 paragraphs in 1 section, as filed
Description: TECHNICAL FIELD [Detailed description of the invention]
【0001】
[Technical field to which the invention belongs]
The present invention relates to a video battle game held on a computer system.
【0002】
[Conventional technology]
In conventional games based on group competitions (baseball and soccer), one player operates all the characters of one team.
【0003】
Using communication means such as the Internet, you can play individual competitions in fishing competition games, playing cards, board games, fighting competition games, etc., or you can create a team of multiple players based on the competitions that are held in individual competitions. By making it, there are games that play group battles such as playing against other teams.
【0004】
There is a game system in which players can enjoy playing against other players existing in remote areas by means of communication such as the Internet.
【0005】
In a game system such as a card game where you can enjoy playing against other players in remote areas by means of communication such as the Internet, individual points become points, and when a certain number of points are accumulated, you can play against stronger opponents. There is a system that selects opponents according to the level of the player, as seen in the method of being able to play.
【0006】
In a game system in which players can enjoy playing against other players in remote areas by means of communication such as the Internet, there is a game in which a plurality of players form one team and play against other teams in a sports game. ..
【0007】
In a game system provided by communication means such as the Internet, if the provider receives information on a player who intentionally detracts from the game by reporting from another player, the game will be intentionally detracted in the future. There is a system that performs processing that does not allow the player to participate.
【0008】
There is a system game in which the parameters of the character operated by the player change depending on the game result.
【0009】
In a system in which the parameters of the character of the game change according to the play result, there is a method of storing the change of the parameter of the character by a storage medium.
【0010】
In a system that stores game character parameter changes that occur according to game results in a storage medium, when the player restarts the game by reading the stored data, the change in the character parameters is greater than the previous time. Players can play the game under favorable conditions.
【0011】
[Problems to be Solved by the Invention]
It is more fun for players and for those who are watching the game without playing the game, to make one team with a large number of people and play against other teams, rather than playing against individuals.
【0012】
In the case of a game system in which one player controls all the characters of one team and plays against another player or a team operated by a computer in a game based on a conventional group competition, the team operated by the player. It may be a system that evaluates the play result of the game itself, and the evaluation is mainly based on the victory or defeat of the match, and a method of changing the parameters of the team operated by the player based on the evaluation criteria of the victory or defeat is adopted. ..
【0013】
However, if a system is introduced in which a large number of players form a team and cooperate to compete with other teams and opponents, and a system that generates team parameter changes from the conventional evaluation criteria is introduced, the following (1) to (3) ) Inconvenience occurs.
【0014】
(1) In the conventional system, the winning team will be given the right to receive more favorable parameter changes as a result of the match. In other words, in the conventional system, even if there is a player who has performed excellently in the defeated team, personal evaluation is not made.
【0015】
(2) In the conventional system, the opponent is selected according to the level of the player, and the opponent team is selected according to the level of the team, not the level of the individual. In other words, if the team does not win, even a player who plays excellent personally will end up playing against a weak team forever, which is interesting for a player who plays excellently.
【0016】
(3) When evaluating the operation skills of an individual game in a group competition, the team wins or loses, or the individual performance result (for example, a score in a soccer game) that is generally used as an index in an actual group competition. If only the number of acquisitions, the defense rate of the pitcher in a baseball game, etc.) is used as an individual evaluation standard, the position in the team in which the individual's performance result is easy to be obtained, that is, the so-called flower-shaped position becomes advantageous. Also, if only scoring points is the target of evaluation, all the players of the team will try to score points, and they will not behave in a team-playing manner. It lacks the taste of a game.
【0017】
From the above problems, in a game held on a computer system in which a team is composed of a large number of participants and a competitive competition is performed, each player's individual play is evaluated. Is desired to be provided.
【0018】
In a game system provided by using a communication means such as the Internet, a method of managing a player who intentionally lowers the taste of a game, and a management of the player who intentionally lowers the taste by a report of another player. In the system that performs the above, since the report is made after the fact, it is desired that the computer manages the player who plays the play when the play that intentionally lowers the taste of the game is performed.
【0019】
To provide a method for a player to play a game in an amusement facility, store the parameter data of the character of the game changed according to the result in an external portable storage medium, and carry it with the external portable storage medium is described as described above. It is prohibited by the law (Act on Regulation and Appropriateness of Customs Business, etc., enforced on February 13, 1985, hereinafter abbreviated as the Fuei Law) in that the data itself stored in is subject to sale. There is.
【0020】
When conducting a communication match between a home-use game machine and a game machine in a play facility via a communication means such as the Internet, only the home-use game machine can read and use the data stored in the portable storage medium. Is difficult for players to use.
【0021】
Therefore, by providing a method that does not allow the contents stored in the portable storage medium at the amusement facility to be bought or sold, the game machine of the amusement facility or the game machine for home use can be used as an external portable type for the player. The purpose is to provide a system model in which data on a storage medium can be shared and enjoyed.
【0022】
In order to achieve the above-mentioned objectives, the following (1) to (3) are set as issues.
【0023】
(1) In a group ball game, evaluate the operation level of each individual player participating in the game according to the play performed by the player in the position given to each player or the situation and opportunity of the game. How to provide processing.
【0024】
(2) A game is intentionally performed during a match by a method of providing a system model in which the evaluation result of the individual player affects the participation conditions of the game in which each player can participate in the future, and a method of individual evaluation of the player. If a certain limit is exceeded during a match against a player who plays a game that is offensive to the game, a method of providing a healthier match game to the participating players by performing an exit process from the match.
【0025】
(3) In a system for storing points in a storage medium, when a game facility game machine provides a means for storing point data in an external portable storage medium, the storage medium is not a target for sale or purchase. , A method for providing a system model in which a player can enjoy using a portable storage medium in the same way for both a home-use game machine and a game facility game machine.
【0026】
[Means for solving problems]
The present invention that solves the above problems includes a display means for displaying a character operated by each player and an environment image according to the situation of the game on a predetermined display screen, and an environment image displayed on the display screen. A computer system characterized by comprising an operation means for operating the behavior of a character operated by a player and a communication means for transmitting and receiving operation information of each player's character participating in the battle via a battle service server. In the group ball game video game battle system held above, in order to individually evaluate the operation level of the players participating in the battle, the process of determining the play status of the battle match and the determined play status The process of memorizing the above, the process of searching the transition of the memorized play situation, and determining whether or not the play of the character subject to the individual evaluation judgment corresponds to the performance to be evaluated, and the determined performance and the battle match. The process of determining the points to be acquired according to the level of, the process of accumulating the acquired points for each character during the game, and the display of the point accumulation result accumulated during the game for each character after the end of the match match. This is an individual evaluation control method in a video game match of a group ball game, which is characterized by performing a process of displaying on a screen.
【0027】
Here, the play and performance of the terms used in this specification will be described. Play refers to all movements including character movements that do not affect the game. Performance refers to the play result that affects the game in the character's play.
【0028】
The determination explanation of the play situation will be described more specifically below. In the actual group ball game, the game situation becomes superior or inferior to the team from the correlation result of each player participating in the game including the enemy and the ally. Players who play related to the trend of the team in the game and who play more dominantly in the team are highly evaluated, and players who play inferior to the team are evaluated lower. In the video game battle system of team ball games held on the computer system of the present invention, the method of individually evaluating the competition content of the characters operated by each player participating in the battle is in the situation of the battle match. From the correlation play result of each character, the process of determining whether the play result that is superior to the team to which the player belongs or whether the play is related to the situation of the team to which the player belongs is performed, and the character who performed the play judged in the previous term judgment is used. The evaluation is equivalent to the play played against. Each play situation is finely categorized according to the type of group ball game to be played so that the specified play situation corresponds to every scene of the match. A play status data code corresponding to each play status is assigned according to the number of play statuses classified by the conditions. In the process of determining the play status, the process of adding the determined play status data code to the previously determined and stored play status data code is repeated. The stored data code of the play situation represents the transition of the situation of the game. For the stored play status data code, prepare a data table that stores the pattern of the combination of the play status data code that is combined when there is a movement that changes the situation of the game, and the combination of the stored play status data code. Then, search for the play status data code and whether there is a corresponding one. If there is a corresponding combination in the search, it is determined that the character involved in the play has performed a performance that is a play that affects the situation of the game. And the performance performed for each character -The process of giving points according to the monthly is performed. The points given will change depending on the performance determined to have been performed and the level of the match.
【0029】
By the above series of motion control processes, the given points are accumulated for each character during the game. Therefore, it is assumed that the team loses, not the win or loss of the team to which the character operated by the player belongs. However, if the player's operation skill is high and the character operated by the player plays a lot of plays corresponding to the performance of higher points, the player's character has accumulated many points after the game. The value of the acquired points can be used to individually evaluate the player's operation skills in the game.
【0030】
After the match is over, the player's points earned in the match are displayed, so the player himself can recognize how many points he has earned in the match and what kind of evaluation has been given. it can.
【0031】
After the match in which the character operated by the player participates is completed, the value of the points earned by the character controlled by the player in the match played before the match is the sum of the points earned in the match. The operation control process for storing the value data and the data of the competition games participated in the external portable storage medium is executed. When participating in a competitive game from the next time onward by using the data stored in the external portable storage medium, if the stored data is read out, the player's operation level will be adjusted according to the value of the points acquired. Can be judged.
【0032】
Since the present invention is a group ball game battle video game in which a large number of players participate, the video game device used by each player as a terminal is a game service for the player as a client system connected via a communication link. It becomes the provided terminal device. The present invention comprises a battle service server, which is a server device that provides a predetermined service to a client system, a client system that functions as a player's terminal, and a communication link for passing between the battle service server and the client system. It is a configured system.
【0033】
When a battle participation permission application is made from the client system, the battle service server is acquired by the player in order to determine whether the player of the client system who has submitted the battle participation permission application conforms to the participation case. With reference to the points, a process of determining whether to allow participation in the match and a communication control process for mutually providing a group ball game match game service to each player who has obtained the entry permission by the determination of permission to participate in the match are executed. It is characterized by doing.
【0034】
The client system includes request processing for requesting the provision of services from the battle service server, processing for reading character data such as the value of points previously acquired by the player from the external portable storage medium, and the reading. It is characterized in that it executes a process of transmitting the character data to the battle service server and a process of receiving the battle game service provided by the battle service server from each player participating in the battle match.
【0035】
By the method of evaluating by giving points by the player's operation play by the above series of processes, a certain game cannot belong unless there are more than a few points, and even if it can belong once, the game By providing a system in which the level of the game that can be participated in afterwards is lowered if the points are lowered by repeating mistakes in the game, the player will participate in the game with a sense of tension, and the taste of the game will increase. ..
【0036】
Instead of displaying the points earned by the character operated by the player as it is, it may be displayed as a number of the year stick that the player is worth this much.
【0037】
At this time, not only the points added by the computer, but also the player who is watching the match is evaluated by the spectator for the operation play of the player who is participating in the match. A system may be introduced that evaluates the player and evaluates the player who has received the evaluation of the spectator.
【0038】
In a system that stores changes in the character parameters of the game that occur according to the game results in a storage medium, the changes in the character parameters allow the player to play under more favorable conditions the next time the player plays the game. Since it is created, the memory itself stored in the storage medium may be the target of buying and selling.
【0039】
However, in the present invention, the points accumulated by the evaluation of the player's play result are proof of the player's game history, and the change caused by the acquired point value is not the change in the parameters of the character operated by the player. , The right to participate in competitive games. It is not a concrete figurative because it is the right to participate in the competitive game obtained by adding the points and it is an honor to be able to participate. Also, even if you accumulate a lot of points and get the right to participate in advanced level games, if you can not get good play results in the match, you can not continue to play in that level game, so it is permanent. Right is not given. In addition, the added points do not have an effect on the progress of the game due to changes in the character parameters when the next game is played.
【0040】
From the above points, even if the result produced by this point system is stored in a portable storage medium, the memory cannot be a target for sale, and even if this system is adopted in a play facility, it violates the law. is not it.
【0041】
If you intentionally play in a match that is inferior to the team to which the player belongs, you will be processed to obtain penalty points in addition to the points as an individual evaluation of the player. When the acquired penalty points exceed the specified value, a process is performed in which a player who operates a character exceeding the specified value is sent off from the battle being played. As a result, the battle service provided to the player can be made sounder.
【0042】
BEST MODE FOR CARRYING OUT THE INVENTION
Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings.
【0043】
FIG. 1 is an example of a service provided by the present invention, for explaining an example in which a game battle is performed with a player of the same team or a player of a battle team via a communication line 15. It is a figure which shows the structure of a system. As shown, the battle service server (information providing device) 30 is used in the present invention. The battle service server 30 is used by a service provider 10 that communicates with the outside via a communication link such as the Internet 12 or a public line or a private cable to provide a battle service to a player who uses a client system as a terminal. To. That is, the battle service server 30 has a function of providing a service to all the players and spectators who participate in the battle and controlling communication for that purpose when the battle competition is held.
【0044】
It is assumed that the match service server is communicated and connected to other providers 13 and server 14 that provide similar services via the Internet 12.
【0045】
As a terminal connected to the battle service server via a public line or a private cable, it was installed in a personal computer 16, a home video game machine 18 connected via a modem 17 of a converter, or a game facility 22. A terminal to which a video game machine (19 to 21) is connected and used as a terminal by a player connected to the battle service server is collectively referred to as a client system.
【0046】
Although the explanation is given here for a limited number of client systems, in reality, a plurality of client systems can receive services from the battle service server in parallel via the public network.
【0047】
FIG. 2 is a block diagram showing a configuration of an electronic circuit of a battle service server (information providing device) 30 according to an embodiment of the present invention. The battle service server is composed of a computer that reads a program stored in various storage media and whose operation is controlled by the read program.
【0048】
As shown in FIG. 2, the battle service server is for connecting the CPU 31, the communication device 34, the storage device 35, the memory 33, the database device 36, the input device 32, and each of the above-described components so as to be capable of bidirectional communication. A battle service server device is configured with the main bus 37.
【0049】
The CPU 31 controls the entire battle service server, and realizes various functions by operating based on programs (competition game programs, etc.) and data stored in the memory 33. The functions executed by the battle service server include a battle processing function that controls the battle between players participating in a group ball game battle from the client system via a communication line, and a provider and server that provide an external battle service. In order to control the battle with, a battle matching processing function that unifies different signals and a database processing function that provides various information about the battle are included.
【0050】
The communication device is a unit that controls communication with the outside via 34, the Internet, etc. (12 and 15). The communication device may be configured to include a modem as a conversion device, a terminal adapter (TA) intervening in the connection with the ISDN line, and a digital service unit (DSU).
【0051】
The storage device 35 is for storing various programs and data, for example, of various data lists (registration list, waiting time list, held game list, past game list) created for managing battles. Data is also stored as needed. The storage device 35 has a battle game program, a ROM 38 in which data is stored in advance, and a recorder 39 that reads a storage medium stored in the ROM 38. In this embodiment, ROM is adopted as a storage means constituting a part of the present invention, but if the storage means can achieve the object of the present invention, for example, in addition to an electronic memory circuit such as ROM, a floppy disk (registration) A magnetic storage medium such as a disk (trademark) or an optical storage medium such as a CD-ROM may be adopted. This storage medium is fixedly provided in the storage device or detachably attached to the storage device. Further, the programs and data stored in the storage medium may be configured to be received and used from a storage device outside the battle service server via a communication means.
【0052】
The memory 33 stores programs and data to be accessed by the CPU 31, or information received from the client system, and is read and stored from the storage device 35 or the database device 36 as needed.
【0053】
The database device 36 includes a past match list, point values of match participants, scheduled match information, and the like.
【0054】
The administrator of the provider inputs the conditions of the scheduled game by the input device 32.
【0055】
Next, the operation of the battle service server 30 according to the embodiment of the present invention will be described with reference to a flowchart. Figure 3 describes the main processing in the battle service server.
【0056】
The CPU 31 of the battle service server executes the following main processing operations based on the program stored in the memory 33.
【0057】
The battle service server is step AS1 (hereinafter, "step" is omitted), from another battle server connected via the Internet or a client system connected via a communication line to a new battle service server. Check if the connection request has been received. If there is no connection request, proceed to check if there is a client system currently connected to the AS4 match service server.
【0058】
Since the information format of the connection request from each battle server or provider received by AS1 is different for each server, the information is converted by AS3 to the information format of the own server.
【0059】
When it is determined in AS2 that there is a new reception request from the client system, the information of the character operated by the player is received by the client system (AS3). The information of the character operated by the player of the newly connected client system is registered in the connected user list that summarizes the information of the character operated by each player of the client system currently connected to the battle service server.
【0060】
Next, check if there is a client system currently connected to the battle service server with AS4. If no client system is connected, work returns to AS 1.
【0061】
If there is a client system currently connected to the match service server in AS4, send the current match information to the connected client system (AS5). The match information to be transmitted is the status of the match to be held. Next, proceed to AS6 and check if there is a new match application from the client system. If there is no new application for participation in the match, the work will return to AS1. When a player of another match service server or client system requests to participate in a match, the player's character information is received (AS7), and the match service server receives the requested player's character's point value, etc. However, it is determined whether the game that the player wants to participate in or the participation condition of the team that wants to participate is satisfied (AS8). The conditions are determined by the point value, the number of games played in the past, the number of penalty points, the number of current participants who have decided to participate, and so on.
【0062】
If it is judged that all the conditions are cleared and it is possible to participate in the permission application issued by the player (AS9), a notice of participation permission is sent (AS10), and the player participates in the match with permission to participate. Create and update the person list (AS11).
【0063】
If the permission is not given, the participation is not permitted to the client system (AS12).
【0064】
After AS11 and AS12 are executed, the process returns to AS1, and the battle service server constantly repeats the above main process.
【0065】
FIG. 4 is a block diagram showing a configuration of an electronic circuit of a client system according to an embodiment of the present invention.
【0066】
The client system is a terminal for a player to enjoy the game of the present invention, and is equipped with a communication device or is connected to a communication device, and is a video game device of a game facility or a video game device for home use (with a home game machine). A video monitor and speaker connected to a home video game machine), or a personal computer.
【0067】
The client system includes CPU 51, communication device 58, storage device 57, memory 52, image control unit 55, image display unit 60, voice control unit 54, voice display unit 61, external storage device control unit 62, database device 56, controller. It is configured to include 53 and a main bus 65 for connecting each of the above-described components so that bidirectional communication is possible.
【0068】
The CPU 51 controls the entire client system, and realizes various functions by operating based on programs (competition game programs, etc.) and data stored in the memory 52.
【0069】
The communication device 58 is a unit that controls communication with the outside via the Internet or the like. The communication device may be configured to include a modem as a conversion device, a terminal adapter (TA) intervening in the connection with the ISDN line, and a digital service unit (DSU).
【0070】
The storage device 57 is for storing various game programs and data, and for example, data of various data tables created for managing battles is also stored as needed. The storage device 57 has a ROM 64 in which programs and data are stored in advance, and a recorder 59 for reading a storage medium stored in ROM 64. In the present embodiment, ROM64 is adopted as the storage means constituting a part of the present invention, but if the storage means can achieve the object of the present invention, for example, in addition to an electronic memory circuit such as ROM, a floppy disk or the like A magnetic storage medium, an optical storage medium such as a CD-ROM, or the like may be adopted. This storage medium is fixedly provided in the storage device or detachably attached to the storage device. Further, the programs and data stored in the storage medium may be received from a storage device outside the client system via a communication means and used.
【0071】
The memory 52 stores game programs and data to be accessed by the CPU 51, or information received from the battle service server, and is read and stored from a storage device or a database device as needed.
【0072】
The controller 53 is a terminal for inputting a player's instruction. It is equipped with instructions for starting and restarting the game, operation instructions for the character operated by the player, and function keys for selecting various menus displayed on the client system, and the instructions input by the controller 53 are sent to the CPU 51. Reportedly.
【0073】
The external storage device control unit 62 controls to store the data in the memory card 63 when the player instructs the memory card 63 to store the initial setting of the character, the end of the battle, or the result during the battle. Do. Further, when the player reads the memory stored in the memory card 63 last time and supports the continuation of the game, the player controls to read the memory stored in the memory card 63. Since the memory card 63 is separated from the main bus 65 via the external storage device control unit, the memory card 63 can be attached and detached with the power of the client system turned on due to this mechanism. .. In the present embodiment, the memory card is adopted as the external storage device means for the game data of the player, but other storage means may be used as long as the storage means can achieve the object of the present invention.
【0074】
The database device includes the past match list received from the match service server, the point values of the match participants, the scheduled match information, and the like.
【0075】
The image display section corresponds to the monitor of a personal computer or TV, the monitor of a video game machine of a game facility, and the audio display section corresponds to a speaker.
【0076】
By executing the game program, the CPU 51 of the client system forms a functional block as shown in FIG. 5, and realizes that the present invention is provided to the player as a video game device.
【0077】
By reading the game program stored in the storage device 57 into the memory 52 and executing it, the CPU 51 forms a functional block as shown in FIG. 5, and an individual evaluation in a video game match of a group ball game by the game device of the present invention. Realize the control method.
【0078】
FIG. 5 is a functional block diagram showing a configuration example of a client system according to an embodiment of the present invention.
【0079】
The client system includes an image control unit 55, an operation instruction decoding unit 72, a player character management unit 71 that manages the behavior of the character operated by the player, an environment management unit 70, and a point management control unit 520. It is composed.
【0080】
Operation instruction decoding unit 72 The instruction content of the controller 53 is decoded and necessary control is performed. The content of the instruction includes a system instruction for instructing the start and end of the game and a behavior instruction for instructing the operation of the character operated by the player.
【0081】
When the decoding result of the operation instruction decoding unit 72 is the behavior instruction of the character operated by the player, the player character management unit 71 gives the behavior instruction to the player character displayed on the image display unit 60. Take the corresponding action.
【0082】
The environmental management unit 70 has a function of managing the behavior of a plurality of characters other than the character operated by the player, decodes the behavior instruction of the opponent character received by the communication device 58, and causes the opponent character to correspond to the behavior instruction. While causing the action, it manages the coordinate position of the opponent character that is not displayed on the screen.
【0083】
The point management unit 521 in the point management control unit 520 uses the play result of each player's character based on the decoding result of the operation instruction decoding unit 72 to determine the character operated by the player operating the client system as a terminal. It detects the performance and adds points to the character operated by the player according to the detected performance. In order to realize the function of adding points according to the performance of the character operated by the player, the point management unit 521 asks who owns the ball used in the game and which team attacks. The play status data table 522 for identifying the game status such as whether or not the player is present, and the play status data storage unit 526 and the status data storage unit 526 for storing the play status data determined by the play status table 522. Performance data table 524 for identifying the performance performance of the character operated by the player who uses this client system as a terminal by referring to the combination of situation data and the character operated by the player. The point value data table 523 in which the points correspond to the performance of the game and the level of the game in which the player participates, and the point storage for accumulating the points acquired by the character operated by the player during the game. It is equipped with a part 525.
【0084】
In the embodiment of the present invention, the method of installing the point control management unit for individual evaluation of the players participating in the battle in each client system is adopted, but the point management control unit is installed in the battle service server. , A method of achieving the subject of the present invention may be adopted.
【0085】
The image control unit 55 holds the characters operated by the player and the objects of a plurality of characters participating in the battle in the object box 551, and the player who uses the game situation and the client system as a terminal. A processing function for outputting screen information appropriate for each player according to the existing coordinate position of the character operated by, and an environment image such as a field created by the environment image forming unit 552 of each character. It has a function to display the action status screen on the image display unit at any time.
【0086】
The operation of the client system configured as described above will be described with reference to the flowcharts of FIGS. 6 to 7. The CPU 51 of the client system executes the following operations based on the program stored in the memory 52.
【0087】
In step BS1 (hereinafter, "step" is omitted), the player of the client system instructs the game to start or restart through the controller. When the player instructs to start the game, it proceeds to BS2 and determines whether to play a new game or to read the previously saved game data and continue playing the game. This determination is made by the player identifying the content selected in the menu on the display screen of the client-client system. If the player chooses to play a new game here, the player goes to the initial setting screen where the necessary items are set on the initial setting screen (BS3). As initial setting items, the name of the character, the name of the player, the selection of the color and type of the character, and the password for reading the set character data are set (BS4). As a result, the player can start the game with the character set in BS4 as the character operated by the player in the game.
【0088】
On the other hand, in BS2, when the player selects to continue, the game is played by proceeding to the continuation screen of BS5 and reading the save data of the character related to the player from the memory card 63 of the external portable storage medium. Set the operation character of the game to be performed by the person (BS6). This allows the player to resume the game from a previously interrupted or saved situation.
【0089】
When the setting of the character operated by the player on BS4 or BS5 is completed, the client system issues a connection request to the battle service server (BS7). At the time of connection request, the ID of the client system, the character data created above, the data read from the external portable storage medium, and the character information set in S are transmitted (BS7).
【0090】
The battle service server that connects to the client system and receives the player character information sends the battle information to the client system, so the client system controls the battle information received by BS8 and displays it as a battle setting screen. (BS9). On the match setting screen, the status of the match to be held is displayed, in which information on the upcoming match is displayed. The status of the match is the target level of the players in the match to be held, the number of points required to participate in the match, the scheduled time for the match and the final reception time for participation in the match, and the current match. The number of participants and how many people can participate, the name of the participating character and the number of points are displayed, and the message sent from each player is displayed. FIG. 8 illustrates an example of the held game situation displayed on the client system. Based on the screen displayed in this way, the player selects which battle the character he / she controls wants to participate in (BS10).
【0091】
After the battle setting screen is displayed on BS9, the player decides which battle the character he / she controls will participate in, or which team he / she wants to participate in (BS10). If you wish to participate in a match, you may take the method of selecting which match you want to participate in from the screen of the held match status shown in FIG.
【0092】
When the player selects the match he / she wants to participate in the match based on the information on the status of the match, the client system asks the match service server to determine whether the character operated by the player can participate in the match desired by the player. Submit your application (BS11).
【0093】
When the match service server receives the permission decision, the client system determines that the match permission has been obtained from the match service server (BS12) and displays the match participation decision screen (BS18), but the match permission can be obtained from the match service server. If not, display the participation disapproval notification screen (BS13) to notify the player that he / she cannot participate in the desired battle, and then receive the new battle information sent from the battle service server. (BS8), return to the battle setting screen display that displays the battle setting screen and prompts the player to decide which process is desired next (BS9).
【0094】
If a player does not wish to participate in a match on BS10 and wishes to watch a match in which another player is competing, select the match he / she wants to watch on the match setting screen and wish to watch the match on the match service server. Submit (BS14). After that, the match service server sends information about the match you want to watch, so the client system displays the match information on the screen (BS15). The spectator information is the image information of the match desired to be watched, the character information of each player participating in the match, the cumulative point value of the character operated by each player, the match information so far, and the like. Applicants can see the screen during the battle and the character information of each player participating in the battle.
【0095】
When a player is watching a game, the client system always asks the player if he wants to stop watching (BS16). A menu button that can instruct the player to stop watching the game is always displayed, and the work of constantly confirming whether the player has issued an instruction to stop watching the game is repeated. When the player instructs the end of the game, the client system sends a declaration of the end of the game to the match service server (BS17). When you send the battle end declaration to the battle service server, new battle information will be sent from the battle service server, so you will receive the battle information (BS8), display the battle setting screen (BS9), and wish to participate in the battle. Prompt whether you want to watch the game (BS10).
【0096】
After obtaining permission to participate in the match on BS12 and completing the work of displaying the match participation decision screen, the client system prepares for match control by the time the match starts (BS19). Match control preparation is to participate in the match by checking the match service server and time, checking the match holding time and match level, checking the team assignment, and receiving the point value list data from the match service server. Each player uses it as a terminal. This is the work of controlling the client system so that it can receive the battle service uniformly via the battle service server.
【0097】
Before the specified time of the match time in which the character operated by the player participates, the client system receives a participation preparation confirmation from the match service server to confirm whether the player is ready for the match ( BS20). Upon receiving this reception, the client system displays a player preparation confirmation screen and displays a screen asking the player whether the player is ready (BS21). Display the player preparation confirmation screen for a certain period of time, wait for the response from the player, but abandon the participation of the game for which the player is permitted to participate, such as when the player has already left the client system. In such a case, the client system does not receive a response from the player's preparation confirmation, so after a certain period of time, it is determined that there is no response from the player (BS22), and the player's response is reported to the battle service server. (BS23), the non-participation process of the match is performed (BS24), and the work is completed.
【0098】
When the player receives a response from the player to confirm the player's preparation at BS21, it is determined that there is a response (BS22), a response is reported to the match service server (BS25), and the game is waited for.
【0099】
When the game starts on SS26, the client system decodes the controller operation instructions from each player with the instruction decoding unit, executes the information (BS27), and constantly confirms whether the game has ended (BS28). ).
【0100】
If the BS28 receives information about the end of the match from the server system, or if the specified time for the match has passed, the screen terminal of the client system displays the end of the match display screen (BS32). Next, the point data of the player's character accumulated during the game is acquired from the point storage unit (BS33), and then each player's character who plays using each client system as shown in FIG. 9 as a terminal Display a screen showing how many points you have earned in the match (BS37). On this screen, in addition to the total points of the match, the time zone of the match with the points, the content of the performance, etc. are displayed as the details of the points added.
【0101】
After the points earned by the player are displayed on BS37, the player is asked whether to newly store the points earned in the game in the external portable storage medium (BS38). When the player wishes to save the data, it is stored in the external portable storage medium by BS39, and the process is completed.
【0102】
Further, as shown in FIG. 9, the menu screen may be set so that the player can replay and view the performance with the points of each player if he / she wishes.
【0103】
FIG. 10 shows a method of individually evaluating the competition content of a character operated by each player participating in the group competition of the present invention when the competition of the group competition held on the computer system is soccer. In order to show a concrete example, a scene of a competitive competition of a group competition held on a computer system is illustrated. The competition performed here may be a ball game in which one ball such as soccer, basketball, or handball is played aiming at an object such as a goal in the opponent's position.
【0104】
In FIG. 10, it is assumed that the character AC controlled by the player A of the instep team is currently keeping the ball and is about to give a pass to the character BC controlled by the player B of the instep team. At that time, the character LC operated by the player L of the B team, which is the opponent team of the A team, is trying to prevent the pass that the AC is trying to make. Further, FIG. 11 is a chart showing an example of the contents of the play status data table, FIG. 12 is a chart showing an example of the contents of the performance data table, and FIG. 13 is a chart showing an example of the contents of the point value data table.
【0105】
In this example, it is assumed that the client system evaluates the operation skills of the players participating in the battle. When the client system evaluates the operation technique of the player, only the player who uses the client system as a terminal evaluates the operation technique. When evaluating only the player used as the terminal, the client system performs the evaluation work of the character operated by the player. When the computer evaluates the character, and the computer evaluates the character operated by the player participating in the battle, the character to be evaluated is referred to as an evaluation target character in the present invention. In the present invention, since each client system evaluates only the character operated by the player used as the terminal, the play status determination of the game is performed from the viewpoint of the play result performed by the character operated by the player. The situation is determined, and from the combination of the situation determination and the determination of the play result, it is detected as the performance of the character to be evaluated, and points corresponding to the detected performance can be obtained.
【0106】
Assuming that the client system that manages points is a player used as a terminal by the video game machine A19 of the game facility 22 in FIG. 1, and the client system that is the player's terminal is the video game machine A19. , The point management unit 521 of the point management control unit 520 in the client system receives the game status information from the environment management unit 70, searches the play status table 522, and determines the corresponding ball status data (BS29). .. As a result of the play status table search, it is determined that the play status data a is applicable because the judgment target character keeps the ball. When the play status is determined, the corresponding play status data is added to the status data storage unit 526, and the data in the status data storage unit is additionally updated (BS30). After updating the data of the status data storage unit 526, the point management unit 521 determines from the combination of the newly added play status data and the data before the addition whether the combination corresponds to the performance data. (BS31). If there is a combination corresponding to the performance data in BS31, it is determined that the character to be judged has performed the performance (BS34), and in order to acquire the point value corresponding to the performance data, the point value data table 523 therefore corresponds. The point value to be searched is searched (BS35), the searched point value data is acquired, and the acquired point value data is added to the point storage unit (BS36). When it is searched in BS31 that there is no combination corresponding to the performance data, it is determined that the judgment target character has not performed the performance (BS34), and the process returns to the instruction decoding unit content execution process of BS27 again.
【0107】
When the instep player A presses the pass button to send the pass to the character BC, the instruction decoding unit 72 sends the information from the controller 53 to the player character management unit 71, the environment management unit 70, and the communication device 58. The player character management unit 71 controls the information from the instruction decoding unit 72, sends the image information to the image control unit 55, and executes the contents of the instruction decoding unit (BS27). On the other hand, the player A to the point management unit 521. Tells that the pass button is pressed and the character AC issues a pass. The environmental management unit 70 processes the information from the instruction decoding unit 72 and transmits the game status information to the point management unit 521. It is judged that the game has not ended (BS28), and the play status is judged at the next BS29. The point management unit 521 receives information from the player character management unit 71 and the environment management unit 70, searches the play status table 522, no one keeps the ball, and the last touch to the ball is the pass. Since it is the character AC operated by the player A who issued the above, it is searched if b is applicable, and the play status is determined to be b (BS29). When the play status is determined, the corresponding play status data is added to the status data storage unit 526 in the same manner as described above, and the data in the status data storage unit is updated (BS30). After updating the data in the status data storage unit, the point management unit searches whether the combination of the newly added play status data b and the previously added data a is a combination corresponding to the performance data. However (BS31), since there is no combination corresponding to the performance data, it is determined that the judgment target character did not perform the performance (BS34), and the process returns to the instruction decoding unit content execution process of BS27 again.
【0108】
It is assumed that the ball that the AC character last touched because the AC character issued a pass was cut by the character LC by the operation of the player L of the second team. In this case, the operation instruction information of the character other than the character AC and the environmental information such as the ball are received by the communication device 58 via the battle service server. The information received from the communication device 58 passes to the operation instruction decoding unit 72, is sent from the operation instruction decoding unit 72 to the environment management unit 70, and under the control of the environment management unit 70, the image information is sent to the image control unit 55 to decode the instruction. Execute the club contents (BS27) On the other hand, send the match status to the point management department 521. The point management unit 521 that received that the enemy kept the ball searches the play status table 522 and determines that i of the item "enemy kept the ball" is applicable (BS29), and the corresponding play status data i. Is added to the status data storage unit 526, and the data in the status data storage unit 526 is updated (BS30). After updating the data of the status data storage unit 526, the point management unit 521 uses the newly added play status data i. And search whether the combination of the previous data b added is the combination corresponding to the performance data (BS31). As a result of the search, it is determined that the combination corresponds to the performance data 016. As a condition of the combination, if the order of the combination of the newly added data and the data before the previous period is changed is changed, it is judged that the combination is different. Therefore, it is judged that bi and ib are different combinations.
【0109】
If it is determined that there is a combination corresponding to the performance data 016 as a result of the combination search of BS31, it is determined that the performance has been performed by BS34, and the processing shifts to the point value search of BS35. Here, the corresponding point value data is searched from the performance data and the match level. FIG. 13 shows the state of the point value data table 523 for recognizing the points given according to the level of the game and the performance CODE. In this example, the match level is 2, and the performance data CODE is 016, so the corresponding point value data is searched for as -6.
【0110】
The point management unit 521 acquires the point value searched by BS35, and performs a process of adding to the points accumulated in the point storage unit 525 (BS36). After the addition process is completed, the work returns to the instruction decoding unit content execution process of BS27 again.
【0111】
On the other hand, it is assumed that the client system used by the player L who operates the character LC as a terminal uses the home video game machine 18 shown in FIG. 1 as a terminal, and the client system of the player L is a home video game. Assuming that it is the machine 18, in the processing of the client system, it is determined that the play status i when the character AC keeps the ball and j when the character AC gives a pass are applicable, and the BS31 determines. The combination search is started, but it is judged that there is no corresponding combination, and at this point, it is judged that the LC, which is the judgment target character, did not perform the performance (BS34), and the work returns to the instruction decoding section content execution process of BS27 again. .. The client system uses a character operated by a player who uses the client system as a terminal as a determination target character. Therefore, the judgment target character of the client system used by the player A as a terminal is AC, and the judgment target character of the client system used by the player L as a terminal is LC.
【0112】
When the character LC cuts the pass ball issued by the character AC by the controller operation of the player L, the play status determined by the point management unit 521 is determined to be a (BS29). The point management unit 521 of the client system used by the player L adds the corresponding play status data a to the status data storage unit 526 and updates the data in the status data storage unit 526 (BS30). After updating the data in the status data storage unit 526, the point management unit 521 searches whether the combination of the newly added play status data a and the previously added data j is a combination corresponding to the performance data. (BS31). As a result of the search, it is determined that the combination corresponds to the performance data 005.
【0113】
If it is determined that there is a combination corresponding to the performance data 005 as a result of the combination search of BS31, it is determined that the performance has been executed in BS34, the processing moves to the point value search of BS35, and the corresponding point value data is 6. Searched for.
【0114】
The point management unit 521 acquires the point value searched by BS35, and performs a process of adding to the points accumulated in the point storage unit 525 (BS36). After the addition process is completed, the work returns to the instruction decoding unit content execution process of BS27 again.
【0115】
From the above description, in the present invention, in a certain scene in a competitive game, a correlative evaluation is performed such that a character operated by one player obtains a plus point and a character operated by one player obtains a minus point. Will receive. This is because, unlike shooting games and puzzle games, competitive games are ball games in which each team plays a single ball or the like, which is a feature of the present invention. Therefore, unlike the embodiment of the present invention, in the case of the method of installing the point management control unit on the service server, the battle service server is used for each character in one scene of the game with respect to the character who played the play related to the scene. The performance of the server is determined, the corresponding points are acquired for each character, and the process of storing the acquired points during the battle is executed for each character.
【0116】
When the match service is decided by the service provider 10, the match service server 30 executes the match process while being posted in the information. Service provider 10 sets the conditions for the match time and points. 14 to 15 are flowcharts for explaining the battle processing performed by the battle service server.
【0117】
Read the battle participation list with CS1. The battle participation list contains data such as the character name and point value for which the battle service server has given permission to participate in the battle.
【0118】
Check if the final reception time has passed with CS2. If the final reception time has not arrived yet, return to CS1.
【0119】
If the final reception time has passed in CS2, the reception end process is performed (CS3). When the reception process is executed, the match service server confirms that the acceptance of the match has been completed, and even if the client system submits a match participation application for the match that has been accepted, the participation permission will not be issued. In addition, the end of reception will be displayed in the column of the game in the game status shown in FIG.
【0120】
Match participant preparation confirmation processing is performed for all client systems that have obtained permission to participate in the match in CS4. This is a task of confirming whether or not the player who operates the character who has received the participation permission is away from the client system used as the terminal. If for some reason the player leaves the place and it is time to hold a match that has been approved for participation in the match, the character that has been permitted to participate can be operated during the match. In some cases, the unoperated character will not be able to move, which will be annoying to other players on the team, and the match itself will be allowed to participate in order to avoid losing its taste. It is a task to confirm whether the player who operates the received character is ready for the battle.
【0121】
After confirming the preparation for participation in the match on the client system, check if there is a response from the client system on CS5. If there is no response, proceed to CS7 to determine whether the response waiting time has elapsed, and if the waiting time has not elapsed, return to CS5 and return to the work of confirming whether there was a response from the client system. The above operation is repeated until the response waiting time elapses, and it is confirmed whether the player who operates the character who has obtained the game participation permission can operate the game during the game.
【0122】
The character operated by the player who uses the client system that responded in CS5 as a terminal receives the process of confirming the entry in CS6. The entry confirmation process is a process in which a name, data, and earned points are given to the match status list as a match participation confirmed character.
【0123】
When the response waiting time elapses, the process proceeds to CS8, the number of characters who have not received a response to confirm the preparation is counted, and the process proceeds to CS9 to determine the number of participants in the match. This determines the number of players who operate the character.
【0124】
After the number of people participating in the match is confirmed in CS9, a match status list will be created in CS10. The battle status list is a data list such as a name list of player characters participating in the game and the total number of participants. After creating the battle status list, create the character operated by the computer with CS11. For example, if the event of the competition is soccer, the competition will be held with 11 people per team and 22 people including the competition team, but if 22 or more participants do not gather, or the preparation of the match participants is confirmed by CS4. After performing, set the number of characters required to complete the match as the characters operated by the computer of the match service server, such as when you can not participate in the competition without returning a response, and in the match By letting them participate, we will make up for the number of people. In the creation of the character operated by the computer of the battle service server, parameters such as strength are changed according to the level of the game to be held.
【0125】
In CS12, the battle service server adjusts the battle control with the client system in which the characters participating in the game are registered. The battle control adjustment includes display control of the battle character, time adjustment, and setting of the point value data table. By this adjustment, all the client systems participating in the game will be subjected to uniform control processing.
【0126】
If it is determined by CS13 that the match time has arrived, the match will be held (CS14).
【0127】
When a match is held at CS14, it is always checked whether the match was interrupted and whether the match was over.
【0128】
If the match is interrupted due to a foul of a character participating in the match in CS15, the game proceeds to CS16 and it is determined whether a penalty has occurred. If it is determined that no penalty has occurred in CS16, CS will determine if there is any change in the situation. A situation change is an interruption that occurs when either team gets a score. If it is judged that there is a change in the situation in CS17, the battle situation list will be changed in CS18. When it is determined that a penalty has occurred in CS16, the match service server receives penalty points from each client system participating in the match, and determines whether the received penalty points do not exceed the specified value. (CS19). Penalty points are given and accumulated in the same way as points for characters operated by players who intentionally interrupt the game or perform operations that are disadvantageous to the team. is there. If it is determined that there is a character whose penalty point exceeds the default value, the player who operates the character is determined to be a person who interferes with the battle, and the battle service server performs an exit process (CS20). The exit process of the battle service server is a process of removing the character to be sent off from the battle, and a control of the client system of the character receiving the exit process and the exit process.
【0129】
After performing the exit process in CS20, the battle service server performs a process to create a character operated by the computer of the battle service server in order to fill in the number of participating characters for the character who has left (CS21). .. After creating a character to be operated by the newly participating battle service server, the game restart process is performed (CS22).
【0130】
If it is determined in CS19 that there is no character whose penalty point exceeds the default value, the game resumes in CS22.
【0131】
If it is determined by CS23 that the match end time has come, the process proceeds to CS24 match end processing. The game end process is a process of displaying which team has won, the scorer status, and the points earned by the participating characters received from each client system. The match result status of the match is newly updated as the match status data of the main process. After completing the above-mentioned match end processing, the match processing of the match is completed.
【0132】
[Effect of the invention]
As described above, in the video game battle system of group ball games held on the computer system of the present invention, according to the individual evaluation method of the competition contents of the characters operated by each player participating in the battle, group ball games To provide a process for evaluating the operation level of an individual player participating in a game according to the play performed by the player in the position given to each player or the situation and opportunity of the game in the game. Can be done.
【0133】
In addition, a system model is provided in which the evaluation result of the individual player affects the participation conditions of the game in which each player can participate in the future, and the individual evaluation method of the player intentionally impairs the taste of the game during the match. If a certain limit is exceeded during a match against a player who plays, a healthier match game can be provided to the participating players by performing an exit process from the match.
【0134】
Further, in the system for storing the points in the storage medium, when the amusement facility game machine provides a means for storing the point data in the external portable storage medium, the storage medium is a means that is not a target for sale or purchase. It is possible to provide a system model in which a player can enjoy using a portable storage medium in the same way for both a home-use game machine and a game facility game machine.
[Simple explanation of drawings]
[Figure 1]
As an example of the service provided by the present invention, a system configuration for explaining a game battle with a player of the same team or a player of the battle team via a communication line is configured. It is a figure which shows.
[Figure 2]
It is a block diagram which shows the structure of the electronic circuit of the battle service server (information providing device) which concerns on embodiment of this invention.
[Fig. 3]
It is a figure explaining the main process in a battle service server.
[Fig. 4]
It is a block diagram which shows the structure of the electronic circuit of the client system which concerns on embodiment of this invention.
[Fig. 5]
It is a functional block diagram which shows the structural example of the client system which concerns on embodiment of this invention.
[Fig. 6]
It is the first half of the flowchart explaining the operation of the client system of this invention.
[Fig. 7]
It is the latter half of the flowchart explaining the operation of the client system of this invention.
[Fig. 8]
The example of the holding game situation displayed on the client system is illustrated.
[Fig. 9]
It is an example of the screen which shows how many points each player character displayed on a client system got in the game.
[Fig. 10]
When the competitive competition of the group competition held on the computer system of this embodiment is soccer, there is a match to show a specific example of a method of individually evaluating the competition content of the character operated by each player. It is illustrated assuming a scene.
[Fig. 11]
It is a figure which shows the content example of the play situation data table in this embodiment.
[Fig. 12]
It is a figure which shows the content example of the performance data table in this embodiment.
[Fig. 13]
It is a figure which shows the content example of the point value data table in this embodiment.
[Fig. 14]
This is the first half of the flowchart for explaining the battle processing performed by the battle service server of the present invention.
[Fig. 15]
This is the latter half of the flowchart for explaining the battle processing performed by the battle service server of the present invention.
[Explanation of symbols]
15 Communication link 17 Home video game console 22 Amusement facilities 55 Image control unit 100 soccer balls 101 Characters operated by player A 102 Character operated by player B 103 Character operated by player L 520 Point management control unit 522 Play status data table 523 point value data table 524 Performance data table
10 sheets
Sheet 1 Sheet 2 Sheet 3 Sheet 4 Sheet 5 Sheet 6 Sheet 7 Sheet 8 Sheet 9 Sheet 10
5 priority claims, no other members on record
Priority claims5
| Document | Office | Kind | Date |
|---|---|---|---|
| 2000129549 | Japan | A | |
| 0109267 | Japan | W | |
| 0109267 | Japan | W | |
| JP20000129549 | – | – | – |
| WO2001JP09267 | – | – | – |
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Numbers
- Publication
- 3418728
- Publication, DOCDB
- 3418728
- Publication, EPODOC
- JP3418728B
- Application
- 129549
- Application, DOCDB
- 2000129549
- Application, EPODOC
- JP20000129549
Titles2
- Japanese
- 【発明の名称】ビデオゲーム対戦システムにおけるキャラクタ評価制御システム及びキャラクタ評価制御方法
- English
- INDUSTRIAL APPLICABILITY: Character evaluation control system and character evaluation control method in a video game battle system.
Classification
- CPC, 7
- A63F13/12
- A63F13/828
- A63F2300/50
- A63F2300/8011
- A63F2300/8052
- A63F13/30
- A63F13/335
- IPC, 6
- A63F13 33
- A63F13 45
- A63F13 52
- A63F13 75
- A63F13 79
- A63F13 812
