The present invention relates to a game device for use in a network-type game system.
In a game system as described in Japanese Patent Application Laid-Open Publication No. 2004-081809 (hereinafter referred to as JP2004-081809), each game device (game terminal) transmits, during the game, information relating to the game device itself via a network to a server device (game server), and the game device receives from the server device information regarding other players. It is further described in JP 2004-081809 that one or more game devices may act as a server device. In other words, JP 2004-081809 discloses a master and slave communication method wherein one server device or a game device acts as a master and the other game devices act as slaves in a network-type game system.
In a game system adopting the master/slave communication method, however, in the event that the master becomes unable to communicate with other devices during a game, exchanges of information between all game devices are stopped, which in turn makes continuation of the game impossible for all the game devices. That is, although only a single device may be suffering from a communication failure, the game is interrupted for all the game devices.
The present invention has been made in consideration of the above problems, and it has an object to provide a game device for use in a game system in which no such situation as described above can take place.
In the following, a description will be given of the present invention. It should be noted that reference numerals in the attached drawings are shown in parentheses to facilitate understanding of the present invention, but this is not intended to limit the present invention to the embodiments as shown in the drawings.
In one aspect, a game device (2B) according to the present invention comprises: a communicator (21, 22) that communicates with other game devices (2A, 2C, 2D); a game program executor (21) that executes a game program so as to enable a player to play a game; a controller (21, SC1 to SC5) that identifies two or more of the other game devices (2A, 2C) as participants of a game and that causes the game program executor (21) to start the game; a game information generator (21, SC8, SJ1 to SJ11) that generates game information in accordance with progress of the game that is being played and transmits, by means of the communicator (21, 22), the generated game information to each of the two or more game devices; and a changer (21, SC8, SK1 to SK7) that causes changes in progress of the game depending on the game information after receiving, by means of the communicator (21,22), the game information being generated at each of the two or more game devices.
When a game system is configured using 3 or more of the above game devices, even in a case in which one of the game devices becomes unable to perform communication, game information can be transmitted and received among the other game devices. In a master/slave communication system in which a master transmits instructions to slaves, game information can no longer be transmitted or received in a case in which the master becomes unable to perform communication even if the remaining two or more game devices are in normal states. According to the above game device, however, the remaining two or more game devices can continue playing a game even if one of the game devices becomes unable to perform communication.
In another aspect, the controller (21, SC1-SC5) comprises: a decider (21, SC2, SC3) that decides whether the game device itself will act as a master or as a slave based on a predetermined condition; a storage device (27) that stores communication addresses of other game devices (2A, 2C) participating in the game; a master-function executor (21, SC4) that, in a case in which it is determined by the decider (21, SC2, SC3) that the game device itself will act as a master, waits for a game participation request from other devices that will act as slaves (2A, 2C, 2D); upon receiving the game participation request, replies with a response indicating permission for participating in the game as long as the number of participants does not reach the predetermined number; stores, in the storage (27), communication addresses of the two or more other game devices (2A, 2C) that will act as slaves; and transmits, to each of the other game devices that respectively will act as one of the slaves, a communication address of a game device that will act as another of the slaves; and a slave-function executor (21, SC5) that, in a case that it is determined by the decider that the game device itself (2B) will act as a slave, transmits to one of the other game devices being a candidate for a master (2A), a game participation request; and stores in the storage (27), upon receiving, from the one game device that will act as a master (2A), a response indicating permission for participating in the game, a communication address of a game device that will act as another slave (2C) and a communication address of the one game device that will act as a master (2A), and the game information generator (21, SC8, SJ1-SJ11) uses the communication addresses stored in the storage (27) to transmit the game information to each of the two or more other game devices (2A, 2C).
According to this aspect of the invention, during a participant grouping process (entry period) for identifying a plurality of game devices that will participate in the same game, the master/salve system is adopted, thereby enabling the grouping of game participants. In a multiplayer online (MMO: Massively Multiplayer Online) game, game participants of the same group must be identified before starting a game. Although a server device other than a game device could instead perform the participant grouping, a heavy burden is put on the server device in a case in which many game devices want to participate in a game. As an alternative, it is possible, in theory, for many game devices to perform the participant grouping by communicating with one another with an equal relationship, but the traffic between game devices increases considerably. In this aspect of the invention, the participant grouping is performed at a master game device, to thereby reduce the burden placed on the server device and also to reduce the traffic between game devices.
Preferably, the master-function executor (21, SC4) may notify the two or more other game devices (2A, 2C) of a start time of the game and control the game program executor (21) to execute the game program at the start time so that an enablement for a player's play of a game is started; and the slave-function executor (21, SC5), upon receiving the start time from a master, may control the game program executor (21) to execute the game program at the start time so that an enablement for a player's play of a game is started.
When a game system is configured using 3 or more of the above game devices, the start of a game can be synchronized between these game devices.
In still another aspect, the controller may comprise (21, SF10, SH7) a communication-mode shifter that, when a predetermined condition is satisfied, shifts a communication mode between the game device and the two or more other game devices (2A, 2C), to another communication mode in which the game device communicates in parallel with each of the two or more other game devices (2A, 2C) and the game information generator (21, SC8, SJ1-SJ11) and the changer (21, SC8, SK1-SK7) operate effectively. According to this aspect, when a predetermined condition is satisfied, the master/slave relationship can be dissolved and be changed to an individual communication mode. Therefore, even if one of the game devices becomes unable to communicate during the playing of a game, the game can be reliably continued by the remaining two or more game devices.
In one aspect, the predetermined condition relating to the shifter may include the master-function executor (21, SC4) having notified the start time of the two or more other game devices (2A, 2C), or the slave-function executor (21, SC5) having received, from the master, the notification of the start time. According to this aspect, the start of a game can be reliably synchronized among a plurality of game devices. Furthermore, when the game starts, a communication mode is changed to an individual communication mode in which game devices communicate with one another with an equal relationship. What is most important in a multiplayer online game is transmitting and receiving of game information during a game. According to this aspect of the invention, a communication mode is shifted to the individual communication mode, the shifting being triggered by the start of a game. Therefore, even if a game device becomes unable to communicate during a game, the game can be continued by continuing communication among the other devices. In a case in which a game device becomes unable to communicate during the participant grouping before the game play, the game device cannot play a game with other game devices. In such a case, it is preferable that the game device be able to take alternative measures so that a user of the game device can engage in another game play.
In another aspect, the game device may further comprise: a display (24) that displays an image; and an input device (23) that outputs a signal corresponding to a player's operation. With this configuration, the game program executor (21) may conduct the game according to the signal and cause an image to be displayed on the display (24), the image corresponding to progress of the game; the game information generator (21, SC8, SJ1-SJ11) may generate, as game information, score information indicating score obtained depending on operations of the input device (23), and transmit the score information to each of the two or more other game devices (2A, 2C); and the changer (21, SC8, SK1-SK7), upon receiving the score information as the game information, may cause an image based on the received score information to be displayed on the display (24). Alternatively, the game information generator (21, SC8, SJ1 to SJ11) may generate in response to an operation of the input device (23), as the game information, attack information specifying a game element disadvantageous to another game participant, and transmits the attack information to at least one of the two or more other game devices (2A, 2C); and the changer (21, SC8, SK1-SK7), upon receiving the attack information as the game information, may cause an image to be displayed on the display (24), the image being based on the game element specified by the received attack information.
According to this aspect, a player can play a game while viewing images corresponding to game progress of other players. A game comprises images displayed on a display and sounds output from a speaker. Images and sounds can thus be considered as individual parts constituting a game. For example, images of a game comprise a background, a moving object, a blind that makes the object less visible, and their lightness, and the like. Game sounds comprise music sounds, effect sounds made at the time when a user obtains points, or tempo of music sounds, and the like. A game element corresponds to an individual part constituting game images and sounds and is given as a parameter. Specifying a game element enables rendering of visual and/or audio effects that increase the degree of difficulty of a game. For example, a game element includes narrowing the width of a game screen that is being displayed, darkening or swinging the displayed screen, decreasing the volume of music sounds, and delaying an output timing of output music sounds.
In still another aspect, the above game device may further comprise a destination identifier (21, SJ11) that identifies, based on a signal from the input device, which one of the other game devices (2A, 2C, 2D) will be a destination of the attack information, and the game information generator (21, SC8, SJ1 to SJ11) may transmit the generated attack information to the one game device (2A, 2C, 2D) identified by the destination identifier. According to this aspect, a user can interfere with the play of another player as desired.
In one aspect, the above game device may further comprise a detector (21, SK5) that monitors communication with the two or more other game devices (2A, 2C) participating in the game to detect an interruption of communication, and the game information generator (21, SC8, SJ1 to SJ11) may suspend transmission of the game information to another game device (2A) on which the communication interruption has been detected by the detector (21, SK5), and continue transmission of the game information to another game device (2C) which continues to participate in the game. According to this aspect, useless transmission is reduced, and therefore, communication resources are conserved. Furthermore, communication is continued between remaining game devices, and the effects on a game due to a communication failure can be minimized.
In another aspect, the game program executor (21) may play the game as a participant substituting the game device (2A) on which the communication interruption has been detected by the detector (21, SK5), generate the game information that was to be generated by the game device on which the communication interruption has been detected, and give the game information to the changer (21, SC8, SK1 to SK7), and the changer (21, SC8, SK1 to SK7) may obtain the game information from the game program executor (21) instead of receiving the game information from the game device (2A) on which the communication interruption has been detected by the detector (21, SK5), continue obtaining the game information from the another game device (2C) which continues to participate in the game, and causes changes in the progress of the game according to the obtained game information. According to this aspect, even in a case in which one game device becomes unable to communicate while playing a game and even if the contents of the game could considerably change depending on the number of game participants, the game device is replaced by the game program executor. Therefore, a game can be continued with little or a few changes in game contents. Preferably, the changer stores game information, and when a communication interruption is detected, the game program executor may refer to the stored contents to take over game information immediately previous to the detection of the communication interruption and cause changes in the game progress. For example, in a case in which game information is score information, the score in a game played by a game program executer is added to the score immediately previous to the detection of the communication interruption, the game program executer substituting a game device for which a communication interruption has been detected, and the result of addition is regarded as the score of another game participant.
In still another aspect, the game program executor (21) may sequentially play a plurality of music pieces according to the program, and start playing the game as a participant substituting the game device for which the communication interruption has been detected by the detector (21, SK5), the substitution starting at start of a music piece that follows a music piece being played at the time of the communication interruption being detected by the detector. According to this aspect, another game device that has become unable to communicate can be replaced by a game program executor without interrupting the flow of a game.
According to the present invention, it is possible to provide a game device for use in a game system in which, even in a case in which one of game devices becomes unable to perform communication, game information can be mutually transmitted and received between the other game devices. In this game system, even if one game device becomes unable to perform communication, the remaining two or more game devices can continue a game.
Game system 100 has arcade game devices 2A to 2D, a lobby server 3, and a data server 4. Game system 100 executes a game (multiplayer online game; MMO (Massively Multiplayer Online) game) played by a maximum of 3 players (3 game devices).
Description will now be given of the details of the game. In the following, game devices 2A to 2D will be referred to collectively as “game device 2.”
In the game, 3 mini games are sequentially executed. Each game starts with the start of a piece of music, proceeds as the music is played, and finishes when the music ends. Thus, the game is a series of the first music mini game (n=1), the second music (n=2), and the third music mini game (n=3), where “n” shows the order of music played and is expressed as one of integers 1 to 3.
There is shown, in the middle portion of the game screen, an image indicating how objects OB appear in an upper portion of the figure, fall, and disappear in a lower portion of the figure to the music played. There is a plurality of types of objects OB. In the image, there exists, slightly above a point at which objects OB disappear, a horizontal line HL orthogonal to a falling direction of objects OB. If a player performs, at a time in which an object OB overlaps with the horizontal line HL, an operation corresponding to the type of the object OB, game device 2 outputs a sound corresponding to the type of object OB. Thus, a selected music piece is more accurately reproduced if a player's operation is performed at a more suitable timing and with a more suitable content.
In the lower portion of the game screen, there are shown images indicating the player's score, bonus points, a manipulation timeliness gauge MG, and an attack level AL. The score is increased if, when an object OB overlaps with the horizontal line HL, an operation corresponding to the object OB is performed. The bonus points are added in a case in which the difference between the timing of the operation and the ideal timing of the operation is equal to or smaller than a predetermined first range; and the bonus points are initialized to 0 when the difference exceeds the first range. After the music ends, the bonus points are multiplied with a predetermined coefficient, and the product is added to the score.
The manipulation timeliness gauge MG shows by length an accumulated value of manipulation timeliness. In a case in which the difference between the timing of the operation and the ideal timing of the operation is equal to or smaller than a second range, the accumulated value of manipulation timeliness increases. The attack level AL is a degree of strength of an attack on other players. The attack level AL is set to “1” when the accumulated value of manipulation timeliness is below a threshold, and it is “2” when the value is equal to or larger than the threshold. In a case in which a predetermined type of an object OB overlaps the horizontal line HL and an operation corresponding to the object OB is performed, an attack (interference) is made on another player, the strength of the attack corresponding to an attack level AL as of the time when the operation is performed. The accumulated value of manipulation timeliness then returns to the initial value (the minimum value).
In the left portion of the game screen, there is shown a character image selected from among a prepared set of a plurality of candidates, the selection being made by a current player of the game device.
In the right portion of the game screen, there are shown images of player information for all the players who are currently playing a game (including those who are viewing the game image), where the images are shown for the maximum number of players (3 players) allowed to participate in a game. Player information includes a player name, a current score, a title (degree), a current quote (speech), and a partial image of a character image. A part of a character image selected by another player using another game device 2 is clipped and reduced in size to obtain a partial image of a character image.
In game system 100, participants are grouped prior to the start of a game. The participant grouping is to decide a group of competitors who will play a game. A period for the participant grouping is an entry period, and the entry period ends at the start of a game. The participant grouping during the entry period is performed in a master-slave communication mode. In the master-slave communication mode, each slave communicates with only one master. In a case in which, for example, game device 2A is a master and in which game devices 2B and 2C are slaves, game devices 2B and 2C communicate only with game device 2A. It is decided in an initial phase of the entry period which device will be a master.
Once the entry period ends and a game is started, a communication control method is changed from the master-slave mode to an individual communication mode. In the individual communication mode, the game devices are equal in position in terms of communication control, and each game device is able to communicate with any other game device. Therefore, even if an error takes place to cause game device 2A to be unable to communicate, game devices 2B and 2C can continue playing the game since game devices 2B and 2C are still able to communicate with each other. Game device 2B generates in its computer a virtual game device BA, to cause the virtual game device BA to substitute game device 2A. Game device 2C also generates in its computer a virtual game device CA, to cause the virtual game device CA to substitute game device 2A. Thus, although the contents of the game are changed due to the reduction in the number of players, the changes are minimized. A virtual game device is a function of a computer that operates virtually and autonomously as a game device, and it operates as if game device 2A continued playing the game for game devices 2B and 2C, while in reality game device 2A has become unable to communicate. Game device 2A, which is not able to communicate, may generate virtual game devices, each substituting other game devices 2B and 2C, to continue playing the game.
Data server 4 manages individual information of players, and it comprises a processor 41 such as a CPU (Central Processing Unit), a communication interface 42, and a storage device 43. Communication interface 42 relays data between processor 41 and the Internet 1. Processor 41 communicates with each game device 2 via communication interface 42. Storage device 43 has a ROM (Read Only Memory) with IPL (Initial Program Loader) written therein, a RAM (Random Access Memory) used as a work area, and a hard disk where an individual information table T1 has been reserved. There is written in the hard disk a program for causing a processor to implement an individual-information-authentication/registration process (described later). Processor 41 reads the IPL from ROM for execution, thereby to read from the hard disk the program for implementing the individual-information-authentication/registration process for execution.
There are stored in individual information table T1, a player ID, a card ID, and individual information for each of the users of game system 100, the users including those who are potential players for a game device. A player ID is an identifier that is unique to a user, and it is assigned to a user by a game operator. A card ID is an identifier that is unique to a card used by a user in a game, and it is written on the card. A card is provided to each user. Individual information is information relating to a user, and it is associated with a combination of a player ID and a card ID, so that a single user is able to use more than one card.
Items contained in individual information of a user are a player level, a game history, a player name, a Level-1-attack identifier, a Level-2-attack identifier, an attack quote, an under-attack quote, and an image identifier. A player level is an indicator of playing skills of the user of this particular type of game, and it is expressed as one of integers from 1 to 30, inclusive. A game history is a history of games played by the user. A player name is the user's name. A Level-1-attack identifier shows a type of an attack made on other players during a game play in a case in which the attack level AL is 1. A Level-2-attack identifier shows a type of an attack made on another player during a game play in a case in which the attack level is 2. A Level-1-attack identifier and a Level-2-attack identifier can be selected by the user, while not playing a game, from among a plurality of candidates. An attack quote is a quote used when performing attack actions during a game play, and an under-attack quote is a quote used when receiving an attack during a game play. These quotes are displayed on a game screen of a game device used by other players during a game (refer to
Lobby server 3 receives a request for game participation from each game device and replies thereto. Lobby server 3 has a processor 31 that is, for example, a CPU, a communication interface 32, and a storage device 33. Communication interface 32 relays data between processor 31 and the Internet 1. Processor 31 communicates with game device 2 via communication interface 32. Storage device 33 has a ROM having stored an IPL, a RAM used as a work area, and a hard disk where a program has been written, the program causing a processor to execute a lobby server process (described later) shown in
Entry lists L1 and L2 are reserved in the RAM of storage device 33. Entry lists L1 and L2 are for storing communication addresses of one or more master game devices which are currently accepting requests for game participation. The entry lists are empty before the process of the lobby server is started (in an initial state), and are updated in the process of the lobby server. An entry list L1 is an entry list for players whose player levels are relatively low, and an entry list L2 is for players whose player levels are relatively high, and either entry list L1 or L2 is used depending on contents of a request from a game device.
Game device 2 executes a program to enable a player to play a game. Game device 2 has a processor 21 that is, for example, a CPU, a communication interface 22, an input device 23, a display device 24, a speaker 25, a card reader 26, and a storage device 27. Communication interface 22 relays data between processor 21 and the Internet 1. Processor 21 communicates with other game devices 2, lobby server 3, and data server 4 via communication interface 22. Input device 23 comprises a plurality of buttons. When a button is depressed, input device 23 generates an input signal unique to the pressed button to supply the input signal to processor 21. Display device 24 displays video images after receiving image data from processor 21. Speaker 25 outputs sounds after receiving a music sound signal from processor 21. Card reader 26, when a card used for a game is set in card reader 26, reads a card ID from the set card for supply to processor 21.
Storage device has a ROM and has a RAM used as a work area.
An image table T2, a title table T3, a level conversion table T4, and a music table T5 are reserved in the ROM, and device information, destination information D1, destination information D2, and a game program P are stored in the ROM. Sending areas R1 and R2, a mater flag F, and a game participant table T6 are reserved in the RAM in storage device 27. Processor 21 executes the game program P, thereby acting as a game program executor that enables a player to player a game.
In the image table T2, data showing an image identifier unique to a character image and image data used for displaying the character image are stored in association with each other, for each of a plurality of character image candidates that can be used by an unspecified user using the game device.
In the title table T3, data showing a title identifier unique to a title, text data used for display of the title, and data showing a range of player levels corresponding to the title are stored in association with one another, for each of a plurality of titles that can be used in a game by an unspecified user using the game device. Titles are noun phrases associated with historical military ranks (degrees). A title suggesting a high rank (for example, “General”) is associated with a high player level; and a title suggesting a low rank (for example, “Foot-soldier”) is associated with a low player level.
The level conversion table T4 is used for converting a player level into a corresponding game level. The level conversion table T4 stores possible values of game levels and a range of player levels corresponding to each game level. Specifically, “1” is identified as a game level if the player level is from 1 inclusive to 15 inclusive, and “2” is identified as a game level if the player level is from 16 inclusive to 30 inclusive.
Description will now be given of a game level. In this game, in a case in which a player level of a player who participates in the game is considerably different from those of other players, the course of the game can be easily foreseen, and the game becomes less enjoyable (i.e., the game is not an equal match). To avoid this, it can be conceived that only the players of the same player level are allowed to participate in a game. In this way, however, it takes longer to recruit participants for the minimum required number for the game because the player levels are finer. To reduce the time it would take, the divisions of player levels could be made coarser, but player levels as indices of skills would become less accurate. Game system 100, therefore, allows participation of players only when their game levels are the same. Game levels are indices of degree of difficulty of the game, and divisions thereof are set far coarser than the divisions of player levels. Specifically, the divisions of player levels are 30 levels from 1 to 30, whereas the divisions of game levels are 2 levels of 1 and 2. Thus, the time required for recruiting participants for the minimum number required for the game is sufficiently shortened.
Stored in association with one another in the music table T5 are data showing a music identifier unique to a music piece, data identifying a title of the music piece, music data used for reproducing the music piece, and a game level. Music pieces include those that are relatively low in game difficulty and those that are high in game difficulty, the former being 1 in its game level and the latter being 2 in its game level.
Device information is information that is unique to each game device 2, and includes a communication address that indicates a communication address of game device 2, shop name information that indicates a name of a shop (hereinafter, “shop name”) where game device 2 is installed, and location name information that indicates a name of a region where the shop is located.
The device information D1 shows a communication address of lobby server 3.
The device information D2 shows a communication address of data server 4.
The game program P is executed by processor 21 so as to thereby implement an authentication process and a game process (described later).
The sending areas R1 and R2 each are storage areas for temporarily retaining information transmitted to or passed over to a game device of another game participant. In this specification, “to transmit” means to physically transmit information to a remote game device, and “to pass over (give)” is to exchange information within the same game device, such as a game device giving information to a virtual game device in the same computer.
The master flag F is a storage area for storing a value of either 1 or 0. In a case in which “1” is written in the master flag F, the game device is a master, while the game device is a slave in a case in which “0” is written in the master flag F.
The game participant table T6 stores information required for the start and the progress of the game (information relating to each game device). The details of the game participant table T6 will be described in the following.
The game participant table T6 has three sets of records RC1 to RC3 each corresponding to respective game devices 2 (including this game device itself) currently participating in a game and respective players currently participating in the game. Record RC1 corresponds to game device 2 itself having this particular game participant table T6, and records RC2 and RC3 correspond to other game devices 2 of other game participants, respectively. Stored in each record is game information relating to a corresponding game device 2. Game information is information used in a game, and, specifically, includes substitution situation information, device information, individual information, a title identifier, selection information, music order information, and score information.
The substitution situation information shows a situation of other game devices 2 (game devices corresponding to records other than record RC1) relating to substitution by a virtual game device, and is generated by a game device 2 corresponding to record RC1. One of three situations is shown in the substitution situation information, the situations including “no substitution required,” “substitution required,” and “substituted.” “No substitution required” is a situation the game device in question is able to communicate and participate in a game. “Substitution required” is a situation where the game device in question cannot communicate with other devices. “Substituted” is a situation where the game device in question is being replaced with a virtual game device. Needless to say, since game device 2 itself, corresponding to record RC1, is never replaced by a virtual game device, a situation indicated by substitution situation information in record RC1 should always be “no substitution required.”
Device information in the game participant table T6 of this game device is read from storage device 27 of game device 2 corresponding to each record and is given to this game device. Furthermore, the title identifier, selection information (an image identifier and a music identifier) and score information are respectively generated by game device 2 corresponding to each record and are given to this game device. In other words, the above information originates from game device 2 corresponding to each record. On the other hand, individual information in the game participant table T6 is read from storage device 43 of data server 4 and is given to this game device, and it therefore originates from data server 4.
The music order information shows in which order three music pieces used in the game are used, and it is generated by a master of game devices 2 participating in the game and is given to slaves. In other words, the information originates from a master. Therefore, in a case in which a device having the game participant table T6 is a master, the device stores the music order information generated by the game device itself in the game participant table T6. In a case in which a device having the game participant table T6 is a slave, the device stores, in the game participant table T6, music order information given from a master. The three music pieces indicated in the music order information, however, are specified by a master and two slaves, respectively. After three music pieces are decided, the order of the music pieces is decided by a master.
Operation:
FIGS. 9 to 12 are sequence charts showing operational examples in different phases of game system 100. The operation of
In this operation, a card having a card ID “A” is set to game device 2A. In game device 2A, card reading device 26 then reads the card ID from the card to supply the card ID to processor 21. Processor 21, upon receiving the supply of the card ID “A,” reads, from storage device 27, destination information D2 and sender information (a communication address of the game device itself), and transmits an authentication request signal containing the sender information and the supplied card ID to data server 4 having a communication address designated by the read destination information D2 (Step SA1 of
On the other hand, processor 41 of data server 4 repeats the determination as to whether to have received a request from one of the game devices (Step SB1 of
As shown in
Processor 21 of game device 2A, after transmitting the authentication request, repeats a determination (Step SA2 of
Subsequently, processors 21 of game devices 2B to 2D perform the above authentication process one after another, and obtains individual information associated with one of the card IDs “B” to “D.”
As shown in
On the other hand, processor 21 of game device 2C, when it receives an authentication result from data server 4 after transmitting the authentication request, obtains from a user of game device information the items to be registered at data server 4 (Steps SA1 to SA4). The information items to be registered are broadly divided into three items. The first item is a card ID “C,” and has already been supplied from card reading device 26. The second item is a player ID, “3,” of a player (user) carrying a card whose card ID is “C.” The third item is individual information of this player. Any arbitrary method may be used for obtaining the second and the third information items, from among which game device 2 uses the following method. Processor 21 first causes display device 24 to display an image prompting the user to input information, and a user, in response to what is displayed, operates input device 23, so that input signals indicating a player ID and player's individual information are supplied from input device 23 to processor 21. Processor 21 obtains, using the input signals, the second and the third information items. Processor 21 then transmits to data server 4 a card registration request containing the obtained information items (Step SA5).
The card registration request is received by processor 41 of data server 4. At data server 4, a result of the determination of Step SB1 of
Processor 41 then reads, from the individual information table T1, individual information associated with the card ID “C” contained in the received request, and replies to game device 2C with an authentication request including the individual information (Step SB4). The authentication result is received by processor 21 of game device 2C (Step SA6). Subsequently, the process at data server 4 returns to Step SB1, and the authentication process is then completed at game device 2C.
At game device 2, after the authentication process is finished, a screen is displayed on display device 24, and the screen prompts for selection of one of a plurality of game modes. The plurality of game modes includes a multiplayer participation mode (MMO mode) for performing a multiplayer online game, and when the multiplayer participation mode is selected, processor 21 of each game device 2 starts a game process (described later).
In
The participation-rejection-receiving-history list has significance when a game device is a slave. As described later, a slave having transmitted a game-participation request to a master sometimes receives a participation rejection notice from the master. The slave having received the participation rejection notice writes, in the participation-rejection-receiving-history list, an identifier (for example, a communication address) of the master that has transmitted the participation rejection notice. The slave no longer transmits a game participation request to a master indicated by the participation-rejection-receiving-history list, and therefore, it is possible to avoid useless transmission of a game participation request. In the initialization phase, the participation-rejection-receiving-history list is empty at all game devices 2.
Substitution situation information shows, as described above, whether another game device 2 (a game device corresponding to a record other than record RC1 of
Processor 21 then performs a master/slave determination process (Step SC2). The master/slave determination process is a process of determining whether the game device itself is a master or a slave, and more specifically, a process of determining a value of master flag F.
Processor 21 transmits, to lobby server 3, an entry list request containing information indicating a game level (Step SD1). The entry list request requests lobby server 3 to reply with an entry list stored in storage device 33 of lobby server 3. The entry list request includes information indicating a game level of a player who desires to participate in the game. Specifically, processor 21 reads destination information D1 indicating a communication address of lobby server 3 from storage device 27, converts a player level identified in Step SC1 of
Processor 21 of game device 2A repeats, after transmitting the entry list request, a determination (Step SD2 of
The transmitted entry record request is received by processor 31 of lobby server 3. As a result, it is determined to be “NO” in Step SE2 of
On the other hand, processor 21 of game device 2A determines whether master flag F has a value of “1” (Step Sc3), game device 2A having finished the master/slave determination process (Step SC2 of
Processor 21 causes a timer to start, and the timer runs out when 60 seconds have elapsed from the start, and it starts a process of selecting a character image and a music piece (Step SF1). In each of game devices 2A to 2C, a player selects a character image and a music piece used by the player (
In Steps SF2 to SF9, processor 21 repeats the following processes sequentially until a result of the determination of Step SF8 or SF9 changes to “YES.”
(1) Processor 21 determines whether a player of the game device itself has finished selecting a character image and a music piece (Step SF2), and only when it is determined that the selection is finished, stores, in record RC1 of the game participation table T6, selection information showing selection results (an image identifier and a music identifier) (Step SF3).
(2) Processor 21 determines whether it has received selection information from another game device (slave) (Step SF4), and only when it is determined to be “YES,” stores selection information showing selection results (an image identifier and a music identifier) to record RC2 or RC3 of the game participant table T6 (Step SF5). It is determined, based on sender information contained in the received selection information, whether the selection information is to be stored in record RC2 or RC3.
(3) Processor 21 determines whether it has received a game participation request from a slave (Step SF6), and only when it is determined to be “YES,” performs a participant-add process (described later) (Step SF7). The participant-add process is a process that permits or rejects a slave having transmitted a game participation request to become a participant.
(4) Processor 21 determines whether the selection of a character image and a music piece is finished for the maximum number of participants (which is “3” in the embodiment) (Step SF8).
(5) Processor 21 determines whether the timer has run out (Step SF9).
It is assumed that, as shown in
Subsequently, in the master/slave determination process (Step SC2), processor 21 of game device 2B transmits, as shown in
As a result, the master/slave determination process of
The game participation request from game device 2B is received by processor 21 of game device 2A. As a result, it is determined to be “YES” in the determination of Step SF6 of (3) in the above-mentioned master process (
In the participant-add process, it is first determined whether the number of game participants exceeds the maximum number m after a sender game device 2 of the received game participation request is added as a game participant (Step SG1). That is, it is determined whether the current number of game participants is already equal to the maximum number m. For the game device 2B being the first to transmit a game participation request, it is determined to be “NO” in the determination, and therefore, processor 21 of game device 2A updates the game participation table T6 using the received game participant request (Step SG2). Specifically, the device information, the individual information, the title identifier, and the substitution situation information that indicates “no substitution required” are stored in record RC2 or RC3 in the game participant table T6. In a case in which it is the first time to receive a game participation request, i.e., for game device 2B, record RC2 is used as the storage.
Subsequently, processor 21 of game device 2A replies to a game device 2 that is a sender of the game participation request, with a participation-permission notice for permitting the game participation, thereby permitting the game participation, and increments the number of the game participants m by 1 to put the total at 2 (Step SG3). The participation-permission notice contains device information, individual information, and a title identifier of a game device 2A being a master. Processor 21 then determines whether there is another game device 2 whose participation in the game has already been permitted (Step SG4). This determination is performed by checking whether the game participant table T6 contains game information of a game device 2, other than for the game device itself, and another game device whose game participation is permitted immediately before. In a case in which a result of the determination changes to “NO,” processor 21 determines whether the number of game participants m is already equal to the maximum number (Step SG5). In a case in which game device 2B transmits a participation request, it is determined to be “NO” in Step SG5. Therefore, processor 21 restarts the timer (Step SG6). As a result, the time running out in the timer is deferred to a time when 60 seconds have elapsed from the restart. Thus, in a case in which a slave is allowed to be a participant, the timer, which was started in Step SF1, is restarted. Therefore, the time running out in the timer is deferred to a time when 60 seconds have elapsed after the restart. The timer is restarted to prevent the transmission of a game-start instruction, before the selection is finished, of a character image and a music piece by a game device that has just become a new participant (refer to Steps SF9 and SF10 of
The participation-permission notice from game device 2A that is a master is received by processor 21 of game device 2B. As a result, in game device 2B, it is determined to be “YES” in the determination of Step SD10 of the master/slave determination process of
In the master/slave determination process in game device 2B, a value of the master flag F is set to “0”, and it is then determined to be “NO” in the determination of Step SC3 of
Processor 21 starts a timer that runs out when 60 seconds have elapsed from the start, and this starts a character-image-and-music-selection process (Step SH1). As described previously, in each of the game devices 2A to 2C, a player selects a character image the player will use and selects one music piece (
In the processes of Steps SH2 to SH8, processor 21 repeats the processes listed below in sequence until a result of the determination of Step SH7 or SH8 changes to “YES.”
(A) Processor 21 determines whether the selection of a character image and a music piece has been completed by the player (Step SH2), and only when it is determined that the selection has been completed, transmits selection information indicating selection results (an image identifier and a music identifier) to the master (Step SH3).
(B) Processor 21 determines whether it has received shared information from another game device (master) (Step SH4), and only when the determination changes to “YES,” restarts the timer (Step SH5) and updates the game participation table T6 (Step SH6). In the updating process, processor 21 stores, in record RC3 of the game participant table T6, device information, individual information, and a title identifier contained in the received shared information, and substitution situation information that indicates “no substitution required.”
(C) Processor 21 determines whether it has received a game-start instruction from another game device (master) (Step SH7).
(D) Processor 21 determines whether the timer has expired (Step SH8).
It is assumed that, as shown in
Subsequently, in the master/slave determination process (Step SC2), processor 21 of game device 2C transmits an entry list request as shown in
The game participation request from game device 2C is received by processor 21 of game device 2A. The participant-add process (
In the master game device 2A, since it has already given permission to participate in the game to another slave game device 2B, it is determined to be “YES” in the determination of Step SG4 of the participant-add process (
The shared information from game device 2A is received by processor 21 of game device 2B. As a result, it is determined to be “YES” in Step SH4 of the aforementioned (B) of the slave process (
On the other hand, processor 21 of game device 2A, after it transmits the shared information, determines whether the number of game participants has reached the maximum number (Step SG5 of
The entry deletion request from game device 2A is received by processor 31 of lobby server 3. Since the request received by processor 31 is neither an entry list request nor an entry record request, it is determined to be “NO” in the determinations of Steps SE2 and SE4 of
It is assumed, as shown in
As in the foregoing, game device 2D, which is the fourth to transmit an entry list request for the same game level, becomes a master, and two game devices that are the fifth and the sixth to transmit entry list requests for the same game level become slaves. In the same way, game devices that are the seventh, the tenth, the thirteenth, . . . , to transmit entry list requests become masters, and other game devices having transmitted entry list requests become slaves. That is, a game device becomes a master when i mod m=j=1, i.e., the remainder j is 1 when i is divided by m; and a game device becomes a slave when j=2 or 0, where i is the order of participation in the same game level (the order of transmitting an entry list request) and m is the maximum number of participants allowed to participate in one game.
However, due to factors such as communication delay or concentration of players interested in participating in a game during a short period of time, an entry list request from the fourth game device 2D could be received by lobby server 3 before an entry deletion request from game device 2A, and consequently, the entry list L1 containing information indicating the communication address of game device 2A could be transmitted from lobby server 3 to game device 2D. In this case, game device 2D temporarily acts as a slave, to transmit a game participation request to game device 2A. In this phase, however, since the number of game participants is equal to the maximum number, it is determined to be “YES” in Step SG1 of
The participation-rejection notice from game device 2A is received by processor 21 of game device 2D. As a result, it is determined to be “YES” in the determination of Step SD1 of
In a case in which an entry deletion request has not yet been received by lobby server 3 even after the start over, game device 2D will receive the entry list L1 containing information indicating the communication address of game device 2A. However, since the address of game device 2A is registered in the participation-rejection-receiving-history list, the received entry list L1 will be made empty in Step SD6. The determination result of Step SD7 therefore changes to “YES,” and the process proceeds to Step SD4. From then on, game device 2D will act as a master.
In
Subsequently, in
Subsequently, in
Thus, since, at game device 2A, the selection by participants of the maximum number (3 persons) is completed before the timer runs out, the determination of Step SF8 of (4) changes to “YES” of the master process (
The game-start instruction from game device 2A (master) is received by processor 21 of a slave. As a result, at game devices 2B and 2C, the determination result of Step SH7 of (C) of the slave process (
Processor 21 of a slave causes a virtual game device to start and replace a missing participant. Substitution situation information for a record corresponding to the missing participant has been unchanged since it was set to “substitution required” in the initialization state (Step SC1 of
In a case in which the timer runs out during the repeat process of (A) to (D) in the slave process (
The timeout timing of a master's timer is later than that of a slave's timer. This is because every time the master permits a slave to be a participant in the participant-add process (
Furthermore, in a case in which the timer runs out in the repeat process of SF2 to SF9 ((1) to (5)) of
In a case in which the determination result of Step SF11 changes to “YES,” processor 21 of a master forcibly selects the provisionally-selected character image and music piece, and it stores in the game participant table T6 selection information indicating the selection results (Step SF12). Processor 21 then determines whether the number of game participants is less than the maximum number m (Step SF13). In a case in which the determination result of Step SF11 changes to “NO,” the process proceeds to Step SF13. In a case in which the determination result changes to “YES” (i.e., when the number of participants is insufficient), processor 21 transmits the aforementioned entry deletion request to lobby server 3 (Step SF14). Subsequently, the process proceeds to Step SF10, and processor 21, if there is a slave, transmits a game-start instruction to the slave, and causes a virtual game device to start for a missing slave. Substitution situation information for a record corresponding to the missing participant was set to “substitution required” in the initialization phase (Step SC1 of
In a case in which the result of the determination of Step SF13 changes to “NO” (i.e., the number of participants is already equal to the maximum number), the process proceeds to Step SF10. In this case, in Step SF10, processor 21 transmits a game-start instruction to each slave. In a case in which the number of participants is already equal to the maximum number, an entry deletion request has already been transmitted in the participant-add process (Step SF7), that is, in Steps SG5 and SG8 of
The operation of
Description will be again given of
In Step SC8, processor 21 performs a mini game process for the n=1 music. The mini game process for the nth music is a process performed by each game device 2 to cause a player to play a mini game for the nth music. The mini game process includes a process of computing score and bonus points based on input signals from input device 23 and also a process of displaying a game screen such as shown in
In a left portion of a game screen displayed in this phase, there is shown a character image selected by a player using the subject game device 2, and in a right portion, there are shown partial images of character images corresponding to all the players currently playing the game (including players of game devices viewing the game image). A partial image located at the bottom corresponds to a player of the subject game device, and other partial images correspond to other players. Proximate to each partial image is a player name of a player and an image of a title corresponding to the partial image. Since this is immediately after the mini game is started, all the scores and the bonus points are 0, all the quotes are empty, and the accumulated value of the manipulation timeliness indicated by the manipulation timeliness gauge MG is 0, the attack level AL is 1, and there are no objects OB that have fallen near the horizontal line HL.
As shown in
In a case in which the timer runs out and the determination result of Step SJ6 changes to “YES,” processor 21 reads score information from a predetermined area of storage device 27 (Step SJ7). The score information includes information indicating a score and information indicating bonus points, the score and the bonus points being displayed on display device 24, and is updated by being written in the predetermined area by a game process other than the exchange-information-transmitting process and the exchange-information-receiving process. Processor 21 then writes the read score information in the sending areas R1 and R2 (Step SJ8). Subsequently, processor 21 then sends out the information in the sending areas R1 and R2 in a method depending on a substitution situation of game device 2 associated with each sending area (Step SJ9). Specifically, processor 21, after checking the game participant table T6 for a game device 2 associated with each sending area, transmits the score information to the subject game device 2 in a case in which correspondent substitution situation information shows “no substitution required” or “substitution required,” whereas in a case in which the substitution situation information indicates “substituted,” passes over the score information to a virtual game device substituting for game device 2. For example, at game device 2A, in a case in which substitution situation information in each record in the game participant table T6 is “no substitution required,” the information within the sending area R1 is transmitted to game device 2B, and the information within the sending area R2 is transmitted to game device 2C. If there is a record having substitution situation information “substituted,” the information in the sending area that corresponds to the record is passed over to a virtual game device. In Step SJ9, processor 21 performs a quote-displaying process (described later) in a case in which the sent-out information contains an attack identifier.
On the other hand, as shown in
(α) Processor 21 determines whether it has received an attack identifier (Step SK1), and only when it determines that it has received an attack identifier does processor 21 execute a type of attack indicated by the received attack identifier (Step SK2). Specifically, processor 21 controls game device 2 so as to intercept a play of a player who is using game device 2. To be more precise, the degree of difficulty is increased by narrowing the width of the displayed game screen, darkening or swinging the screen, decreasing the volume of sound or delaying an output timing of music sound output from speaker 25. Furthermore, a game device having received an attack identifier executes an attack and also performs a quote-displaying process in Step SK2. In the quote-displaying process, in a case in which there is stored, in the game participant table T6, individual information indicating an attack quote corresponding to a game device having sent the attack identifier, processor 21 causes the attack quote to be displayed in a corresponding portion of the game screen for a certain period (for example, “Have you had enough?” in
(β) Processor 21 determines whether it has received score information (Step SK3), and only when it determines that it has received score information, the processor updates the game participant table T6 with the received score information (Step SK4). Specifically, processor 21 stores the received score information in a corresponding record of the game participant table T6.
(γ) Processor 21 determines whether communication interruption has been detected for at least one of the other game devices participating in the game, and only when it determines that communication interruption has been detected (Step SK5), processor 21 reserves substitution of game device 2 on which communication interruption has been detected (Step SK6). Specifically, in the exchange-information-receiving process, processor 21 monitors communication for each of the other game devices 2 participating in the game, and in a case in which a predetermined time has elapsed since information was received since the last time from a game device 2, communication interruption is detected for this game device 2. Processor 21 then updates substitution situation information indicating “no substitution required” stored in the game participant table T6 in association with the game device 2 on which communication interruption has been detected, so that the substitution situation information indicates “substitution required.” The substitution is actually started in the substitution starting process in Step SC11 of
(δ) Processor 21 determines whether the music ends (Step SK7).
In the operational example of
In the exchange-information-transmitting process (
Furthermore, in game device 2, attack events sometimes take place when a game situation falls under a particular situation. Specifically, an attack event takes place in the event that, when a particular type of object OB overlaps the horizontal line HL, an operation corresponding to this type of object OB is being performed. In the exchange-information-transmitting process at game device 2A, the determination result then changes to “YES,” and processor 21 determines an attack identifier (that identifies a type of an attack) corresponding to a game situation (Step SJ10). Specifically, processor 21 determines whether the attack level AL is 1 or 2, and if individual information stored in record RC1 of the game participant table T6 indicates an attack identifier corresponding to the determined result, processor 21 selects the indicated attack identifier, and if not designated, processor 21 selects an attack identifier at random. Processor 21 then selects at random where to write the attack identifier (at least one of the sending areas R1 and R2, i.e., that which corresponds to another game device that is attacked), and writes the attack identifier additionally in the selected area (Step SJ11). Each of the sending areas R1 and R2 can simultaneously store both of an attack identifier and score information. In a case in which an attack identifier is transmitted to game device 2B as shown in
Subsequently, the process proceeds to Step SJ6. In a case in which the timer runs out at a later time, processor 21 writes, for the last time, the score information additionally to the sending areas R1 and R2 (Step SJ8), for transmission to each game device. For example, game device 2A transmits the attack identifier and the score information in the sending area R1 to game device 2B, and the score information in the sending area R2 to game device 2C (Step SJ9). In other words, an attack identifier is transmitted or received together with score information in the transmitting and receiving of score information repeatedly performed in 0.5-second periods. Furthermore, in Step SJ9, the quote-displaying process is performed, and an attack quote is displayed in a corresponding portion of the game screen for a certain time period, the attack quote being indicated by individual information stored in record RC1 of the game participant table T6 for the subject game device.
In game device 2B, upon receiving the attack identifier from game device 2A, the determination result of Step SK1 of (α) in the exchange-information-receiving process changes to “YES.” Processor 21 of game device 2B, therefore, executes an attack indicated by the received attack identifier (Step SK2). As a result, the game progress at game device 2B changes, and its degree of difficulty is increased. Since the quote-displaying process is also performed in Step SK2, an attack quote is displayed on a corresponding portion of the game screen for a certain period of time, the attack quote being indicated in individual information stored in record RC2 of the game participant table T6 for game device 2A.
In the operational example of
Description will be again given of
From then on, it returns to the same flow as described above, and the n=2 music mini game process (the exchange-information-transmitting process and the exchange-information-receiving process) is performed (Steps SC7 and SC8). In the operational example shown in
From then on, it returns to the same flow as the n=1 music mini game process. When the second music ends, the n=2 music mini game processes (n=2) at game devices 2B and 2C end. Subsequently at game devices 2B and 2C, the same process as the n=1 music mini game process is performed, except that the determination result of Step SC7 changes to “YES” since substitution situation information indicating “substitution required” is stored in the game participant table T6. Processor 21, therefore, performs a substitution-start process for causing a virtual game device to substitute game device 2, which is to be replaced (Step SC11). Specifically, processor 21 generates a virtual game device, reads score information from record RC2 corresponding to game device 2A to be replaced in the game participant table T6, sets the score information to the virtual game device, and stores substitution situation information indicating “substituted,” to thereby update game participant table T6. Thus, a virtual game device BA is generated at game device 2B, and a virtual game device CA is generated at game device 2C. Furthermore, a game device 2A that is now unable to communicate also generates virtual game devices each substituting for other game devices 2B and 2C.
Processor 21 then executes the n=3 music mini game process (Step SC8). In this mini game process, in the exchange-information-transmitting process, processor 21 of the game device 2B checks the game participant table T6, and passes the information in the sending area R1 over to the virtual game device BA (Step SJ9 of
At game device 2B and 2C, when the third piece of music ends and the n=3 music mini game process ends, the same process as the process performed after the n=1 music mini game process is performed. However, since n is incremented to become 4, the determination result of Step SC10 changes to “NO.” Processors 21 of game devices 2B and 2C each perform a score computation process based on score information stored in the game participant table T6 (Step SC12). In the score computation process, bonus points are converted to the score for each game device to compute a score for each music piece, the total score is obtained by summing up the scores for three music pieces, and display device 24 is caused to display the obtained total score. Processor 21 then determines a new player level and updates corresponding individual information in the game participation table T6 so that the individual information shows the game history having reflected game played this time and a new player level. As long as communication is possible, each game device transmits an update request containing the updated individual information to data server 4 (Step SC13). The game process is thus terminated.
Description is now returned to the individual information authentication/registration process of
In the foregoing, the present invention has been described in relation to embodiments considered currently most practical and preferable. The present invention, however, is not limited to the embodiments disclosed in the specification, and can be modified appropriately within the gist of the invention or a range not departing from the concept understandable from the specification, and it is to be understood that a game device with such modifications is also encompassed in the scope of the present invention.
Filing Document | Filing Date | Country | Kind | 371c Date |
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PCT/JP05/12054 | 6/30/2005 | WO | 2/22/2007 |