摘要:
A game device measures a delay time between the game device and each of other game devices, all of which communicate with each other, and stores start time data in a memory. Furthermore, the game device calculates a time at which each of the other game devices starts executing a predetermined event based on the delay time, so as to be transmitted to each of the other game devices. When data indicating a time at which the game device starts executing the predetermined event (correction data) is transmitted from each of the game devices, the game device corrects a time indicated by the start time data based on the transmitted data. Thereafter, the game device executes the predetermined event (a racing game) at the time indicated by the start time data.
摘要:
Ghost data used for reproducing a game process having been executed in accordance with operations performed by users are transmitted, as necessary, from a plurality of game apparatuses to a data management apparatus. The data management apparatus stores the ghost data received from the plurality of game apparatuses, in accordance with a definition of a database in which a plurality of score sections are defined based on a value represented by score data, and a maximum registration allowable number of users for which the ghost data are registered is defined for each of the plurality of score sections, or is defined so as to be the same among the plurality of score sections. The data management apparatus transmits, when a ghost data distribution request is received from a one of the plurality of game apparatuses, the ghost data for at least one user for which the ghost data is registered so as to be associated with one of the plurality of score sections, the one of the plurality of scores sections being associated with the score data included in the ghost data distribution request, to the one of the plurality of game apparatuses. Thus, it is possible to limit the total capacity for storing the ghost data in a server to a predetermined range of capacity, and allow each player to obtain the ghost data in accordance with a skill of the player.
摘要:
A game system (100), which is an example of a matching system, includes a game server (500) and a plurality of game devices (300) that are connected to the game server (500) over a network. The game system (100) includes a related player presenting section (331) for presenting, to a participating player who is attempting to join a game and for whom matchmaking is to be performed in any of matching rooms that are matching ranges, a related player related to the participating player, a matching room identification section (54) for identifying a matching room that is associated with the related player presented by the related player presenting section (331), and a matching processing section (55) for performing matchmaking in the matching room identified by the matching room identification section (54).
摘要:
A free direction input area, a lateral direction input area, and a longitudinal direction input area are provided on an input surface of a touch panel. When a user performs a slide operation whose starting point is within the free direction input area, movement of a virtual camera is controlled based on a change amount of a touch position with respect to X- and Y-axis directions. When the user performs a slide operation whose starting point is within the lateral direction input area, movement of the virtual camera is controlled based on a change amount of a touch position only with respect to the X-axis direction. When the user performs a slide operation whose starting point is within the longitudinal direction input area, movement of the virtual camera is controlled based on a change amount of a touch position only with respect to the Y-axis direction.
摘要:
Ghost data used for reproducing a game process having been executed in accordance with operations performed by users are transmitted, as necessary, from a plurality of game apparatuses to a data management apparatus. The data management apparatus stores the ghost data received from the plurality of game apparatuses, in accordance with a definition of a database in which a plurality of score sections are defined based on a value represented by score data, and a maximum registration allowable number of users for which the ghost data are registered is defined for each of the plurality of score sections, or is defined so as to be the same among the plurality of score sections. The data management apparatus transmits, when a ghost data distribution request is received from a one of the plurality of game apparatuses, the ghost data for at least one user for which the ghost data is registered so as to be associated with one of the plurality of score sections, the one of the plurality of scores sections being associated with the score data included in the ghost data distribution request, to the one of the plurality of game apparatuses. Thus, it is possible to limit the total capacity for storing the ghost data in a server to a predetermined range of capacity, and allow each player to obtain the ghost data in accordance with a skill of the player.
摘要:
After a star peer-to-peer network is constructed, a network game is started. While the network game is executed, a mesh peer-to-peer network is gradually constructed by establishing connections between client terminals which have been connected to the star peer-to-peer network. After the network game is started, while the mesh peer-to-peer network is constructed, client terminals which have established connections therebetween transmit and receive game data to and from each other without passing via a host terminal, and client terminals which have not established connections therebetween yet transmit and receive game data to and from each other via the host terminal. Thus, a game network system can be realized, in which a time during which players wait for the network game to start is short and in which processing burdens are not concentrated on a specific user terminal.