Communication game program and communication game system

    公开(公告)号:EP1772173B1

    公开(公告)日:2018-07-18

    申请号:EP06016339.1

    申请日:2006-08-04

    发明人: Shiraiwa, Yusuke

    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.

    Data management apparatus and data distribution system
    4.
    发明公开
    Data management apparatus and data distribution system 有权
    Datenverwaltungsvorrichtung und Datenverteilungsverfahren

    公开(公告)号:EP2044986A2

    公开(公告)日:2009-04-08

    申请号:EP07023891.0

    申请日:2007-12-10

    IPC分类号: A63F13/12

    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.

    摘要翻译: 根据需要,从多个游戏装置向数据管理装置发送用于再现根据用户执行的操作而执行的游戏处理的虚拟数据。 数据管理装置根据数据库的定义存储从多个游戏装置接收的重影数据,其中根据由分数数据表示的值来定义多个评分部分,并且最大可登记允许的用户数量 对于多个分数部分中的每个分数部分来定义重定向数据被注册,或者被定义为在多个评分部分中相同。 当从多个游戏装置中的一个游戏装置接收到重影数据分发请求时,数据管理装置发送重放数据被登记的至少一个用户的重影数据,以便与多个 所述多个分数部分中的一个与所述重影数据分发请求中包括的分数数据相关联的所述多个分数部分中的所述多个游戏装置中的一个。 因此,可以将在服务器中存储重影数据的总容量限制在预定的容量范围内,并且允许每个玩家根据玩家的技能获得重影数据。

    Matching system, information processing apparatus, server, matching method, and matching program
    5.
    发明公开
    Matching system, information processing apparatus, server, matching method, and matching program 审中-公开
    Abgleichsystem,Informationsverarbeitungssystem,Server,Abgleichverfahren und Abgleichprogramm

    公开(公告)号:EP2591833A1

    公开(公告)日:2013-05-15

    申请号:EP12176900.4

    申请日:2012-07-18

    IPC分类号: A63F13/10 A63F13/12

    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).

    摘要翻译: 作为匹配系统的示例的游戏系统(100)包括通过网络连接到游戏服务器(500)的游戏服务器(500)和多个游戏装置(300)。 游戏系统(100)包括:相关玩家呈现部(331),用于向正在尝试加入游戏的参与玩家以及在匹配范围的匹配房间中进行匹配的参与玩家相关的玩家 与所述参与玩家相关的匹配房间识别部(54),用于识别与所述相关玩家呈现部(331)呈现的相关玩家相关联的匹配房间的匹配房间识别部(54) 匹配室由匹配室识别部(54)识别。

    Computer-readable storage medium having information processing program stored therein, information processing system, and information processing method
    6.
    发明公开

    公开(公告)号:EP2348393A1

    公开(公告)日:2011-07-27

    申请号:EP10159757.3

    申请日:2010-04-13

    IPC分类号: G06F3/048 G06F3/041 A63F13/06

    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.

    摘要翻译: 自由方向输入区域,横向输入区域和纵向方向输入区域设置在触摸面板的输入表面上。 当用户执行起点在自由方向输入区域内的滑动操作时,基于相对于X轴方向和Y轴方向的触摸位置的变化量来控制虚拟相机的移动。 当用户进行起点位于横向输入区域内的滑动操作时,仅基于相对于X轴方向的触摸位置的变化量来控制虚拟摄像机的移动。 当用户进行起点在纵向方向输入区域内的滑动操作时,仅基于相对于Y轴方向的触摸位置的变化量来控制虚拟照相机的移动。

    Data management apparatus and data distribution system
    9.
    发明公开
    Data management apparatus and data distribution system 有权
    数据管理装置和数据分发方法

    公开(公告)号:EP2044986A3

    公开(公告)日:2010-08-25

    申请号:EP07023891.0

    申请日:2007-12-10

    IPC分类号: A63F13/12

    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.

    Game network construction method and game network system
    10.
    发明公开
    Game network construction method and game network system 有权
    Verfahren zum Aufbau eines Spielnetzwerkes und Spielnetzwerksystem

    公开(公告)号:EP2087929A1

    公开(公告)日:2009-08-12

    申请号:EP08005893.6

    申请日:2008-03-27

    IPC分类号: A63F13/12

    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.

    摘要翻译: 建立一个星级对等网络后,开始网络游戏。 在执行网络游戏的同时,通过建立连接到星形对等网络的客户终端之间的连接来逐渐构建网状对等网络。 在开始网络游戏之后,在构建网状对等网络的同时建立连接的客户终端通过主机终端和没有建立的客户端终端之间相互发送和接收游戏数据 连接之间通过主机终端发送和接收游戏数据。 因此,可以实现游戏网络系统,其中玩家等待网络游戏开始的时间短,并且处理负担不集中在特定的用户终端。