U.S. patent application number 10/545952 was filed with the patent office on 2007-03-29 for game system.
This patent application is currently assigned to KONAMI DIGITAL ENTERTAINMENT CO. LTD. Invention is credited to Takashi Hamano, Hideki Hashimoto, Mogumi Kohayakawa, Ryo Mahara, Yoshinobu Morimoto, Tsuyoshi Okino, Kozue Takahashi, Hitomi Yoshimura.
Application Number | 20070072675 10/545952 |
Document ID | / |
Family ID | 32905394 |
Filed Date | 2007-03-29 |
United States Patent
Application |
20070072675 |
Kind Code |
A1 |
Hamano; Takashi ; et
al. |
March 29, 2007 |
Game system
Abstract
The present invention provides a game system which utilizes
player's experience efficiently in a competition game to make the
competition game more entertaining. A category/style selecting unit
1606 of a terminal 1 enables a player to select one of categories
and styles of quizzes selectable for the player who played an
academy stage (#5), and sends the category and style of quiz and a
difficulty-level of quiz selectable for the player to a center
server 3 (#6). A battle stage quiz deciding unit 3616 of the center
server 3 selects a predetermined number of quizzes which are in the
category and style and the difficulty-level sent from the terminal
1 from a Q&A information storing unit 3625 and decides the
quizzes to be set in a battle stage (#7).
Inventors: |
Hamano; Takashi; (Kanagawa,
JP) ; Hashimoto; Hideki; (Tokyo, JP) ;
Morimoto; Yoshinobu; (Tokyo, JP) ; Mahara; Ryo;
(Tokyo, JP) ; Kohayakawa; Mogumi; (Tokyo, JP)
; Okino; Tsuyoshi; (Tokyo, JP) ; Yoshimura;
Hitomi; (Tokyo, JP) ; Takahashi; Kozue;
(Tokyo, JP) |
Correspondence
Address: |
FOLEY AND LARDNER LLP;SUITE 500
3000 K STREET NW
WASHINGTON
DC
20007
US
|
Assignee: |
KONAMI DIGITAL ENTERTAINMENT CO.
LTD
|
Family ID: |
32905394 |
Appl. No.: |
10/545952 |
Filed: |
February 13, 2004 |
PCT Filed: |
February 13, 2004 |
PCT NO: |
PCT/JP04/01590 |
371 Date: |
October 6, 2006 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 13/80 20140902;
A63F 13/48 20140902; A63F 13/10 20130101; A63F 13/798 20140902;
A63F 2300/8064 20130101; A63F 13/12 20130101 |
Class at
Publication: |
463/042 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Feb 20, 2003 |
JP |
2003-043319 |
Claims
1. A game system, comprising: first preceding game executing means
to execute a first preceding game to a first player; first record
obtaining means to obtain a first operation record of the first
player during the first preceding game; first deciding means to
decide a plurality of first execution conditions for the first
player based on the first operation record; first selecting means
to enable the first player to select a first desired condition from
the first execution conditions; competition game executing means to
execute a competition game between the first player and a second
player the under the first desired condition,
2. The game system according to claim 1, wherein the first
preceding game executing means enables the first player to select a
first selected group from a plurality of first selectable groups
each of which includes a plurality of questions, sets the questions
in the first selected group to the first player, and obtains a
first evaluation for correct or incorrect answers by the first
player, the first record obtaining means obtains the first
evaluation as the first operation record, the first deciding means
updates the first selectable groups based on the first operation
record, and decides the updated first selectable groups as the
first execution condition, the first selecting means enables the
first player to select a first desired group from the first
execution conditions as the first desired condition, and the
competition game executing means sets the questions in the first
desired group to the first and second players.
3. The game system according to claim 2, further comprising first
grading means to give the first player a grade based on the first
evaluation.
4. The game system according to claim 2, further comprising:
starting time setting means to set a starting time of the
competition game; and first repeat permitting means to permit
executions of the first preceding game executing means, the first
record obtaining means, and the first deciding means to the first
player until the starting time.
5. The game system according to claim 1, further comprising: second
preceding game executing means to execute a second preceding game
to the second player; second record obtaining means to obtain a
second operation record of the second player during the second
preceding game; second deciding means to decide a plurality of
second execution conditions for the second player based on the
second operation record, and second selecting means to make the
second player to select a second desired condition from the second
execution conditions, and wherein the competition game executes the
competition game the under the first and second desired
conditions.
6. The game system according to claim 5, wherein the first
preceding game executing means enables the first player to select a
first selected group from a plurality of first selectable groups
each of which includes a plurality of questions, sets the questions
in the first selected group to the first player, and obtains a
first evaluation for correct or incorrect answers by the first
player, the first record obtaining means obtains the first
evaluation as a first operation record, the first deciding means
updates the first selectable groups based on the first operation
record, and decides the updated first selectable groups as the
first execution condition, the first selecting means enables the
first player to select a first desired group from the first
execution conditions as the first desired condition, the second
preceding game executing means enables the second player to select
a second selected group from a plurality of second selectable
groups each of which includes a plurality of questions, sets the
questions in the second selected group to the second player, and
obtains a second evaluation for correct or incorrect answers by the
second player, the second record obtaining means obtains the second
evaluation as the second operation record, the second deciding
means updates the second selectable groups based on the second
operation record, and decides the updated second selectable groups
as the second execution condition, the second selecting means
enables the second player to select a second desired group from the
second execution conditions as the second desired condition, and
the competition game executing means sets the questions in the
first and second desired groups to the first and second
players.
7. The game system according to claim 6, further comprising: first
grading means to give the first player a grade based on the first
evaluation; and second grading means to give the second player a
grade based on the second evaluation.
8. The game system according to claim 6, further comprising:
starting time setting means to set a staring time of the
competition game; first repeat permitting means to permit
executions of the first preceding game executing means, the first
record obtaining means, and the first deciding means to the first
player until the starting time; and second repeat permitting means
to permit executions of the second preceding game executing means,
the second record obtaining means, and the second deciding means to
the second player until the starting time.
9. A game system, comprising: a first client operated by a first
player that executes a first preceding game, obtains a first
operation record of the first player during the first preceding
game, decides a plurality of first execution conditions for the
first player based on the first operation record, and enables the
first player to select a first desired condition from the first
execution conditions; a second client operated by a second player;
a server electrically connected to the first and second clients
that gives a command to the first and second clients to execute a
competition game between the first and second players under the
first desired condition after the first desired condition is
selected.
10. The game system according to claim 9, wherein the second client
executes a second preceding game, obtains a second operation record
of the second player during the second preceding game, decides a
plurality of second execution conditions for the second player
based on the second operation record, and enables the second player
to select a second desired condition from the second execution
conditions; the server gives a command to the first and second
clients to execute a competition game under the first and second
desired conditions after the first and second desired condition are
selected.
11. A game program to cause a fist client operated by a first
player, a second client operated by a second player, and a server
electrically connected to the first and second clients to operate
as a game system, comprising: first preceding game executing means
to execute a first preceding game to the first player; first record
obtaining means to obtain a first operation record of the first
player during the first preceding game; first deciding means to
decide a plurality of first execution conditions for the first
player based on the first operation record; first selecting means
to enable the first player to select a first desired condition from
the first execution conditions; and competition game executing
means to execute a competition game between the first player and
the second player under the first desired condition.
12. A game program according to claim 11, further comprising:
second preceding game executing means to execute a second preceding
game to the second player; second record obtaining means to obtain
a second operation record of the second player during the second
preceding game; second deciding means to decide a plurality of
second execution conditions for the second player based on the
second operation record; and second selecting means to enable the
second player to select a second desired condition from the second
execution conditions, and wherein the competition game executing
means executes the competition game under the first and second
desired conditions.
13. A computer readable recording medium having a game program
stored thereon to cause a first client operated by a first player,
a second client operated by a second player, and a server
electrically connected to the first and second clients to operate
as a game system, comprising: first preceding game executing means
to execute a first preceding game to a first player; first record
obtaining means to obtain a first operation record of the first
player during the first preceding game; first deciding means to
decide a plurality of first execution conditions for the first
player based on the first operation record; first selecting means
to enable the first player to select a first desired condition from
the first execution conditions; and competition game executing
means to execute a competition game between the first player and a
second player the under the first desired condition.
14. The recording medium having the game program stored thereon
according to claim 13, further comprising: second preceding game
executing means to execute a second preceding game to the second
player; second record obtaining means to obtain a second operation
record of the second player during the second preceding game;
second deciding means to decide a plurality of second execution
conditions for the second player based on the second operation
record; and second selecting means to enable the second player to
select a second desired condition from the second execution
conditions, and wherein the competition game executing means
executes the competition game under the first and second desired
conditions.
15. A method for playing a game, comprising: a first preceding game
executing step to execute a first preceding game to a first player;
a first record obtaining step to obtain a first operation record of
the first player during the first preceding game; a first deciding
step to decide a plurality of first execution conditions for the
first player based on the first operation record; a first selecting
step to enable the first player to select a first desired condition
from the first execution conditions; and a competition game
executing step to execute a competition game between the first
player and a second player under the first desired condition.
16. The method for playing a game according to claim 15, further
comprising: a second preceding game execution step to execute a
second preceding game to the second player; a second record
obtaining step to obtain a second operation record processed for
the second player during the second preceding game; a second
deciding step to decide a plurality of second execution conditions
for the second player based on the second operation record, and a
second selecting step to enable the second player to select a
second desired condition from the second execution conditions, and
wherein the competition game executing step executes the
competition game under the first and second desired conditions.
Description
BACKGROUND OF THE INVENTION
[0001] 1. Field of Invention
[0002] The present invention relates to a video game in which
players can compete against each other.
[0003] 2. Description of the Related Art
[0004] A variety of game apparatuses and game systems to play games
to compete between a plurality of players are known. For example, a
game apparatus is known in which a plurality of players play a
competition game simultaneously by operating a unit with a case
provided with buttons and a joystick and the like to operate for a
plurality of players. Also a game apparatus is known in which a
plurality of game devices (terminals) of a type are connected via
LAN or internet so that a plurality of players operate the
terminals and compete against each other in a common game space. In
these game apparatuses, table games such as mah-jongg and shogi,
and competition games such as Sports games, fighting games, and
race games are available. Competitors in competition games include
characters operated by other players and, virtual characters
operated by CPU.
[0005] In conventional competition games, the skill and proficiency
of a player is an important factor to win a game. So in order to
take advantage in a competition game, players generally play the
competition game repeatedly or compete against CPU before competing
against other players to improve their skills. Therefore if a
competition game involves a number of scenes such as stages,
courses and categories, players needs to put a lot of time and work
into the game to be well experienced.
[0006] It is an object of the present invention to provide a game
system which utilizes player's experience efficiently in a
competition game to make the competition game more
entertaining.
SUMMARY OF THE INVENTION
[0007] A game system according to the present invention comprises,
record obtaining means to obtain an operation record processed for
a player at every predetermined timing during a competition game,
deciding means to decide at least one or more competition game
execution conditions based on the operation record of the player to
set a game environment for executing the competition game between
the player and other players, selecting means to make the player to
select a desired competition game execution condition from the
decided competition game execution conditions when the player plays
the competition game, commanding means to give a command to execute
the competition game under the competition game execution condition
selected by the player, and game executing means to execute the
competition game in response to the command.
[0008] According to the present invention, a condition to set a
game environment to execute a competition game is decided based on
an operation record processed for a player at every predetermined
timing during the game, and the competition game is executed under
the decided condition The game environment includes scenes such as
a mode, a stage, a phase, a field and a course, difficulty-levels,
and characters and their attributes which competitors can select in
a competition game. This way to decide the condition to execute a
competition game allows the condition to be changed depending on
the operation record of the player, and makes the competition game
more entertaining.
[0009] According to the present invention, a player can select an
execution condition for a competition game to play the competition
game. That is, the player can select a competition game execution
condition which is disadvantageous, advantageous, or equal to a
game competitor and assign it to the competitor, which makes the
competition game more entertaining.
[0010] A game system according to the present invention may be
configured so that the system enables a plurality of players to
obtain operation records processed for each player and to select a
desired execution condition for a competition game for each player,
and executes the competition game between the players under the
selected competition game execution condition. Each player can
select a competition game execution condition which is
disadvantageous, advantageous, or equal to one another and assign
it to the competitors.
[0011] A game system according to the present invention may be
configured as follows. In the game system, the game is in the form
of a quiz game in which a question selected from data of a
plurality of questions divided into groups is set to the player,
the game enabling the player to select a group, setting a quiz in
the group to the player, and requesting an answer from the player,
the competition game execution condition is a group of quizzes in a
competition quiz game to set a common question to competing
players, the operation record includes the number of correct
answers to the quizzes by the player, the deciding means decides
groups of quizzes for which the number of correct answers was equal
to or more than a predetermined number as the competition game
execution conditions, the selecting means enables the player to
select a desired group from the decided groups, the commanding
means gives a command to execute a quiz game for multi-players in
which a quiz from the group selected by the player is set to the
player and other players who compete against the player to be
answered.
[0012] According to the present invention, when the number of
correct answers to a group of quizzes is equal to or more than a
predetermined number, the player can select the group and set a
quiz from the selected group to competitors. The group includes a
category of a quiz and a style to set the quiz. So the player can
set a quiz in the same group with the quiz to which the player is
well experienced by answering previously to the competitor, and
take an advantage in the game, which makes the game more
entertaining.
[0013] The game system may be configured to further have a grading
means to give each player a grade based on the number of correct
answers. Grading for each player encourages players to play more
enthusiastically for a better grade, which makes the game more
entertaining.
[0014] The game system may be configured so that the system further
has a setting means to set a starting time for the quiz game for
multi-players, and the game for a single player can be played
repeatedly until the starting time. This allows the player to play
the game for a single player repeatedly until the starting time for
the quiz game for multi-players. So the player can take an
advantage in the game by the experience of playing the game for a
single player repeatedly until the time is up. Also the setting
means ensures to preset an appropriate timing to start the quiz
game for multi-players.
[0015] The game system may be configured with a plurality of
clients operated by each player, and a server which is electrically
connected to each client. For example, the game system is
configured so that each client obtains an operation record for each
player, and decides a game execution conditions for each player,
and enables each player to select a desired game execution
condition, and the server waits for the selection of a desired game
execution condition by each player, and gives a command to each
client to execute a competition game under the desired execution
condition selected by each player.
[0016] The present invention contemplates any game program to make
a computer run as a game system described above, and any recording
medium having the game program stored thereon. The recording medium
may be a computer readable medium such as a flexible disc a hard
disc, a semiconductor memory, a CD-ROM, a DVD, an MO.
[0017] One embodiment of a game program according to the present
invention makes a computer run as record obtaining means to obtain
an operation record processed for a player at every predetermined
timing during a competition game, deciding means to decide at least
one or more competition game execution conditions based on the
operation record of the player to set a game environment for
executing the competition game between the player and other
players, and commanding means to give a command to execute the
competition game under the decided competition game execution
condition.
[0018] One embodiment of a computer readable recording medium
having a game program stored thereon according to the present
invention records a game program stored thereon which makes a
computer run as record obtaining means to obtain an operation
record processed for a player at every predetermined timing during
a competition game, deciding means to decide at least one or more
competition game execution conditions based on the operation record
of the player to set a game environment for executing the
competition game between the player and other players, and
commanding means to give a command to execute the competition game
under the decided competition game execution conditions.
[0019] The present invention includes a method for executing the
game system described above. One embodiment of a method for
executing a game system according to the present invention includes
a operation record obtaining step to obtain an operation record
processed for a player at every predetermined timing during a
competition game, a deciding step to decide at least one or more
competition game execution conditions based on the operation record
of the player to set a game environment for executing the
competition game between the player and other players, a selecting
step to enable the player to select a desired competition game
execution condition from the decided competition game execution
conditions when the player plays the competition game, a commanding
step to give a command to execute the competition game under the
competition game execution condition selected by the player, and a
executing step to execute the competition game in response to the
command.
[0020] A preferred embodiment according to the present invention is
described below in detail with reference to the drawings, which are
illustrative only and are not to limit the scope of the present
invention.
BRIEF DESCRIPTION OF DRAWINGS
[0021] FIG. 1 is a block diagram of a game system according to the
present invention;
[0022] FIG. 2 shows external appearances of a store server and
terminals;
[0023] FIG. 3 shows an external appearance of a store server;
[0024] FIG. 4 shows an external appearance of a terminal;
[0025] FIG. 5 is a block diagram of a hardware configuration of a
terminal
[0026] FIG. 6 is a functional block diagram of CPU and RAM;
[0027] FIG. 7 is an example of player information which is stored
in RAM;
[0028] FIG. 8 is a block diagram of a hardware configuration of a
store server;
[0029] FIG. 9 is a block diagram of a hardware configuration of a
center server;
[0030] FIG. 10 is a functional block diagram of a center
server;
[0031] FIG. 11 is an example of categories and styles of
quizzes;
[0032] FIG. 12 is an example of a mode select screen;
[0033] FIG. 13 is an example of a category and style select
screen;
[0034] FIG. 14 is an example of a screen in an academy stage;
[0035] FIG. 15 is an example of a screen in a battle stage;
[0036] FIG. 16 is an example of a prize;
[0037] FIG. 17 shows a summary of a game procedure;
[0038] FIG. 18 is a processing flow in an online tournament
mode;
[0039] FIG. 19 is a processing flow in an online tournament
mode;
[0040] FIG. 20 is a processing flow in an online tournament
mode;
[0041] FIG. 21 is a processing flow in a battle mode;
[0042] FIG. 22 is a processing flow in an event mode; and
[0043] FIG. 23 is a flow chart showing an academy quiz processing
flow.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
First Embodiment
(1) Configuration
(1-1) Schematic Configuration
[0044] FIG. 1 is a block diagram of a game system according to the
present invention. The game system includes a plurality of
terminals 1, store servers 2 to which the terminals 1 are connected
to via LAN or the like, and a center server 3 to which the store
servers 2 are connected to via a network 4 such as internet Each
terminal 1 includes identification information corresponding to the
terminal 1. The store servers 2 can identify the unique terminal 1
connected to the server 2 by the identification information. Also,
the center server 3 can identify the unique server 2 to which the
terminal 1 connected, by the identification information on the
terminal 1. The identification information may be a combination of
a unique number assigned to a terminal 1 and a unique number
assigned to a store server 2.
[0045] As illustrated in FIG. 2, this embodiment includes one store
server 2 and 4 terminals 1 connected to the store server 2 so that
up to 4 players play a quiz game by operating terminals 1
individually. FIG. 3 shows an external appearance of a store server
2. The store server 2 includes a monitor 21 and speakers 22. The
monitor 21 displays a status of the quiz game which can be played
by up to 4 players so that spectators can see how the game is
progressing. The speakers 22 amplify sounds such as messages and
BGMs.
[0046] FIG. 4 is a perspective diagram showing the external
appearance of a terminal 1. The terminal 1 includes a monitor 10, a
touch panel 11, speakers 12, a card reader 13, a coin inlet 14, and
a coin outlet 15. The monitor 10 displays game images. The monitor
10 also has a touch panel 11 with buttons being displayed in game
images to prompt a player to press one of the buttons so that the
touch panel 11 determines which button was pressed from the address
and position of the button pressed by the player. The speakers 12
amplify predetermined messages and BGMs. The card reader 13 waits
for a card to be inserted by each player to start a game, and reads
identification information such as a player's ID stored in the
card. The card may be a magnetic card or an IC card, and can be
purchased from a card dispenser located in arcades or the like. The
coin inlet 14 waits for a coin to be inserted. The coin outlet 15
rejects an inserted coin when the coin is defective or otherwise
abnormal
(1-2) Detailed Configuration
(1-2-1) Terminal
[0047] FIG. 5 is a block diagram of a hardware configuration of a
terminal 1. The terminals 1 includes a control unit 16, a
communication unit 18, an image processing unit 101, a sound
outputting unit 121, an external input/output control unit 171, and
an external equipment control unit 172. The control unit 16, the
image processing unit 101, the sound outputting unit 121, the
external input/output control unit 171, and the external equipment
control unit 172 are interconnected via an external bus, and
connected to a store server 2 by way of the communication unit 18.
The control unit 16 includes a CPU 161, a RAM 162, and a ROM
163.
[0048] The ROM 163 stores characters to be selected by players,
letter information for quizzes, background images, and other screen
images. The characters are composed with a required number of
polygons for three-dimensional images.
[0049] The CPU 161 reads out images, audio program and control
program data, and game program data which are stored in the ROM
163, based on an operating system (OS) stored in the ROM 163. The
read out images, and audio program and control program are partly
or entirely retained in the RAM 162. Then the CPU 161 executes
processes, based on the control program stored in the RAM 162,
various types of data such as polygons, textures, other image data
including letter information and audio data, and detected signals
input from the external input/output control unit 171. The signals
will be explained below.
[0050] The external input/output control unit 171 converts each
detected signals from the card reader 13, the touch panel 11 or the
coin inlet 14, into a digital form for processing, and outputs the
digital signals to the control unit 16. The external input/output
control unit 171 also converts command information output from the
control unit 16 to each equipment into control signals, and outputs
the signals to the card reader 13, the touch panel 11, or the coin
inlet 14. The signals may be input/output within a predetermined
time division period.
[0051] The image processing unit 101 executes calculations for
image positions in a virtual three dimensional space and lighting
calculations in response to an image command from the CPU 161.
Based on the calculations, the image processing unit 101 writes
image data to be drawn into a video RAM of the image processing
unit 101, for example writes (copies) texture data into a video RAM
area indicated by polygons, and causes the monitor 10 to display a
desired image. The sound outputting unit 121 outputs desired sounds
such as a message or a BGM to the speakers 12 in response to a
command from the control unit 16. The communication unit 18 sends
and receives required information to execute a quiz game between
the store servers 2 or the center server 3.
[0052] FIG. 6 is a functional block diagram of the CPU 161 and the
RAM 162 in the control unit 16. The CPU 161 includes an academy
stage progression control unit 1601, a battle stage progression
control unit 1602, a tournament stage progression control unit
1603, a timer 1604, a time limit display control unit 1605, a
category/style selecting unit 1606, a quiz setting unit 1607, an
answer receiving unit 1608, a true/false determining unit 1609, a
point adding unit 1610, a prize giving unit 1611, a level-up unit
1612, and a player information updating unit 1613.
[0053] The game program of the present invention is prestored in
the RAM 162 or the ROM 163, and reading and execution by the CPU
161 causes the program to operate as each unit such as the academy
stage progression control unit 1601.
[0054] The academy stage progression control unit 1601 controls the
time limit display control unit 1605, the quiz setting unit 1607,
the answer receiving unit 1608, the true/false determining unit
1609, and the like, based on a category and style of quiz accepted
at the category/style selecting unit 1606, and executes an academy
quiz processing which will be explained below. In the academy quiz
process, the quiz setting unit 1607 sets quizzes defined by a
category/style which are selected by a player operating the
terminal 1 until an end time T1 which will be explained below. A
player who got a predetermined score is allowed to select a
category/style of a quiz in a battle stage which will be explained
below. The score means a total points added by the point adding
unit 1610 for correct answers by a player. The game space the
progression of which the academy stage progression control unit
1601 controls is called an academy stage. The game the progression
of which the academy stage progression control unit 1601 controls
is a preceding game to a competition game the progression of which
the battle stage progression control unit 1602 controls.
[0055] The battle stage progression control unit 1602 controls the
time limit display control unit 1605, the category/style selecting
unit 1606, the quiz setting unit 1607, the answer receiving unit
1608, the true/false determining unit 1609, and the like, and
executes a battle quiz processing which will be explained below. In
the battle stage quiz process, a quiz in a category/style selected
by each player at the terminal 1 is set to up to 4 players who are
playing in an online tournament mode. And the two players who get
better scores than two other players are determined to advance to a
tournament stage which will be explained below. The game space the
progression of which the battle stage progression control unit 1602
controls is called a battle stage. Competitors at the battle stage
are determined at the center server 3.
[0056] The tournament stage progression control unit 1603 controls
the time limit display control unit 1605, the quiz setting unit
1607, the answer receiving unit 1608, the true/false determining
unit 1609, and the like, and executes a tournament quiz processing
which will be explained below. In the tournament stage quiz
process, randomly selected quizzes are set to 10 competitors. After
predetermined quizzes are set, one player who got the lowest score
is determined to be a dropped player and exits the game, which will
be repeated twice. Then a player who got the highest score is
determined to be a winner, and given a prize from the prize giving
unit 1611. Competitors at the tournament stage are determined at
the center server 3.
[0057] The answer receiving unit 1608 receives selected answers to
the quizzes set by the quiz setting unit 1607 through the touch
panel 11. The true/false determining unit 1609 determines the
selected answers are true or false, and outputs the results to the
point adding unit 1610. The point adding unit 1610 adds points to
players based on the results. The prize giving unit 1611 gives a
prize to a player based on the points added to the player. The
level-up unit 1612 raises a player's grade based on the number of
prizes given to the player, and raises a player's level when the
player reaches a predetermined grade. The level-up unit 1612 also,
in the academy stage or battle stage, raises a player's ranks
according to the points the player has, and levels up a player
levels when the player reaches a predetermined rank. That is, the
level-up unit 1612 gives a ranking (grade or level) to a player
based on the points or prize a player has. A point, prize, and
level for a player will be explained in detail below.
[0058] The RAM 162 includes a player information storing unit 1621
and a Q&A information storing unit 1622. The player information
storing unit 1621 stores player information which is associated
with players. FIG. 7 is an example of player information which is
stored in the player information storing unit 1621 in the form of a
table. The player information storing unit 1621 stores a "player
ID" which is an ID for a player, a "password" which a player inputs
to start a game, a "player name" which a player arbitrarily applies
to a character the player operates in a game space, "selectable
categories/styles/grades" which indicates categories/styles/grades
of a quiz selectable in a battle stage for a player, a "point"
given by the point adding unit 1610, a "grade", a "level" and "the
number of prizes" for a player in a game space, and a "character
ID" which specifies a character 523 which represents a player in a
game space among characters stored in the ROM 163, in
correspondence with one another. The player information storing
unit 1621 stores not only player information on a player operating
the terminal 1 but also player information on players who compete
with the operating player in the battle stage or tournament stage.
In this figure, the operating player has a player ID "u001" in the
top row of the table. The player information is also stored in the
store servers 2 or the center server 3.
[0059] The Q&A information storing unit 1622 stores quizzes
which are set in the academy stage, battle stage and tournament
stage and the answers to the quizzes in correspondence with each
other. Each quiz belongs to a category and a style. FIG. 11 is an
example of categories and styles of quizzes in the form of a table.
According to FIG. 11, the categories include "Non-section",
"Animation & Game", "Sports", and "Art", and the styles include
"True-False Quiz", "Multiple Choice Quiz", "Ordering Quiz",
"Association Quiz", and "Typing Quiz". In the academy stage, first,
a player can arbitrarily select one from the 4 categories in the
style of "True-False Quiz" which is in the lowest row of the table.
If a player gets a predetermined score in the academy stage, the
player can select both the same style and category with the quiz
the player selected in the academy stage, and the same category
with the quiz the player selected in the academy stage and a next
style "Multiple Choice Quiz" which is one step ahead of the
"True-False Quiz", in the academy stage and the battle stage. For
example, if a player selects "True-False Quiz" in "Non-section" and
gets a predetermined score in the academy stage, the player can
select "True-False Quiz" in "Non-section" and "Multiple Choice
Quiz" in "Non-section" in the academy stage and the battle stage.
In the academy stage, a player can select quizzes in the selectable
styles and categories repeatedly and answer them until the end time
of the academy stage T1. Therefore, for example, if a player
selects "Multiple Choice quiz" in "Non-section" to answer and gets
a predetermined score, the player can select "Ordering Quiz" in
"Non-section" in the academy stage and the battle stage. Players
are expected to answer quizzes fully in the same way until the
academy stage ends, and increase the number of quizzes the player
can select in the academy stage and the battle stage. This enables
a player to select not only the styles in the categories in which
the player got a predetermined score or more but also another
styles which are one step ahead of the selected style in the same
categories.
(1-2-2) Store Server
[0060] FIG. 8 is a block diagram of a hardware configuration of a
store server 2. The store servers 2 includes a control unit 26, a
network communication unit 28, an image processing unit 211, an
sound outputting unit 221, and an interface (I/F) 10. The control
unit 26, the network communication unit 28, the image processing
unit 211, the sound outputting unit 221, and the interface (I/F) 10
are interconnected via an external bus and are connected to the
center server 3 by way of the network communication unit 18. The
control unit 26 includes a CPU 261, a RAM 262, and a ROM 263. The
control unit 26 controls the operation of the entire store servers
2.
[0061] The image processing unit 211 causes the monitor 21 to
display a desired image in response to an image display command
from the control unit 26. The image processing unit 211 includes a
video RAM. The sound outputting unit 221 outputs sounds such as a
predetermined message or BGM in response to a command from the
control unit 26. The ROM 263 stores OSs, characters, letter
information of quizzes, background images and other screen images,
sound data, game programs executed in the CPU 261 and the like.
[0062] The network communication unit 28 sends and receives data
between the center server 3 and the terminals 1. The I/F 10 sends
and receives data between the store server 2 and the terminals 1
connected to the store server 2. The data includes identification
information of the terminals 1 or the center server 3 to which the
data is sent and the data is sent based on the identification
information.
(1-2-3) Center Server
[0063] FIG. 9 is a block diagram of a hardware configuration of a
center server 3. The center server 3 includes a control unit 36 and
a network communication unit 38. The control unit 36 and the
network communication unit 38 are interconnected via an external
bus and the control unit 36 is connected to the store servers 2 by
way of the network communication unit 38. The control unit 36
includes a CPU 361, a RAM 362, and a ROM 363. The control unit 36
controls the operation of the entire center server 3. The ROM 363
stores OSs, characters, letter information of quizzes, background
images and other screen images, sound data, game programs executed
in the CPU 361 and the like.
[0064] The CPU 361 loads a game program stored in the ROM 363 into
the RAM 362 and executes it. The game program according to the
present invention is realized by the CPU 361 executing the game
program in RAM 362.
[0065] FIG. 10 is a functional block diagram of a control unit 36.
The CPU 361 in the control unit 36 includes a player information
updating unit 3611, a battle combining unit 3612, a tournament
combining unit 3613, a Q&A updating unit 3614, a tournament
advancing player deciding unit 3615, a battle stage quiz deciding
unit 3616, and a tournament stage quiz deciding unit 3617. The RAM
362 in the control unit 36 includes a player information storing
unit 3621, a battle combination storing unit 3622, a tournament
combination storing unit 3623, and a Q&A information storing
unit 3625.
[0066] The player information storing unit 3621 stores player
information for all players. The battle combination storing unit
3622 stores combinations of players in the battle stage in
correspondence with pairs of identification information of the
store server 2 and the terminals 1 and the player IDs. The Q&A
information storing unit 3625 stores Q&A information as with
the Q&A information storing unit 1622 of a terminal 1. The
Q&A information storing unit 3625 further stores Q&A
updating information to update the quizzes and answers stored in
the Q&A information storing unit 1622. The Q&A updating
information includes a new quiz and the answer, and information to
update quizzes stored in terminals 1 at appropriate timings. This
update is performed in the Q&A updating unit 3614.
[0067] The player information updating unit 3611 updates player
information stored in player information storing unit 3621 partly
or entirely, such as a grade, a level or points for a player, based
on the results of a quiz game executed in the terminals. The battle
combining unit 3612 decides a combination of competitors at a
battle stage and stores the information in the RAM 362. The
processing of battle combinations executed by the battle combining
unit 3612 will be explained in detail below. The tournament
combining unit 3613 decides a combination of competitors at a
tournament stage and stores the information in the RAM 362. The
processing of tournament combinations executed by the tournament
combining unit 3613 will be explained in detail below. The Q&A
updating unit 3614 updates quizzes and the answers stored in the
Q&A storing unit in a terminal 1 based on Q&A updating
information The tournament advancing player deciding unit 3615, the
battle stage quiz deciding unit 3616, and the tournament stage quiz
deciding unit 3617 executes a tournament advancing player deciding
process, a battle stage quiz deciding process, and a tournament
stage quiz deciding process, respectively, which will be explained
in detail below.
(2) Summary of Game Progress
[0068] Now, referring FIG. 17, a game progress in the game system
according to the present invention is generally described. First,
the terminal 1 is turned on and an initial screen is displayed on
the monitor 10 with information such as an alarm to inform the
turning-on and a logo for a game producer. Then, the monitor 10
displays a simulated game status played by a CPU player as a
demonstration to induce a player's motivation to start a game (S2).
Inserting a coin in the coin inlet 14 by the player (S3) causes the
monitor 10 or the speakers 12 to indicate or announce a guidance to
insert a card with the player ID, and the card reader 13 waits for
a card to be inserted (S4).
[0069] When a player inserts a card in the card reader 13 and the
card has a player ID stored in (S5), a personal authentication is
performed with the player ID (S6). For example, the personal
authentication can be performed by determining whether the player
ID stored in the card and the password input from the touch panel
11 match the player ID and password in player information stored in
the player information storing unit 3621 of the center server 3.
When the personal authentication is completed, the player
information of the authenticated player is duplicated from the
player information storing unit 3621 of the center server 3 to the
player information storing unit 1621 of the terminal 1, and the
player's name, and the play records such as points, grade, or level
given to the player stored in the player information are displayed
(S7). If a player inputs through the touch panel 11 a notice that
the player does not have a card (S8), a demonstration showing the
game world is displayed to explain how the game progresses (S9) and
prompts the player to select a character the player operates in a
game space (S10). And more, if a player inserts a new card
purchased from a card dispenser and the card does not have a player
ID stored in (S11), a demonstration showing the game world is
displayed as with S9 (S12) to prompt the player to select a
character as with S10 (S13) and input player information including
the player's name and a password (S14).
[0070] After S7, S10, or S14 is completed, a mode select screen
illustrated in FIG. 12 is displayed on the monitor 10. The mode
select screen allows a player to select an online tournament mode,
a battle mode, or an event mode by touching the touch panel 11
(S15). If a player touches an indication of "online tournament", a
game is executed in an online tournament mode (S16). In the online
tournament mode, a game space progresses through an academy stage,
a battle stage, and a tournament stage.
[0071] In the academy stage, a player arbitrarily selects a
category and a style of quizzes and answers the quizzes for a
limited time. Here, the player can selects a category and a style
and answer quizzes repeatedly for the limited time. If the player
reaches a predetermined score in the academy stage, the player can
select the selected category and a new style which is one step
ahead of the selected style, in the ongoing academy stage and the
next battle stage. The score in the academy stage is expressed as a
number of points which is calculated in an academy quiz processing
which will be explained below. The categories and the styles
selectable in the battle stage include the corresponding categories
and the styles in which a player got a predetermined score in the
past, and do not necessarily match with the categories and the
styles selectable in the academy stage.
[0072] In the battle stage, each of 4 players who completed the
academy stage with or without CPU player(s) by the CPU 161
(hereinafter, players include one or more CPU players operated by
the CPU 161 in a game space, unless otherwise specified)
arbitrarily selects a category and a style from selectable
categories and styles, and a quiz in the category and the style is
set to the 4 players simultaneously. The combination of the 4
players is decided in a battle combination processing which will be
explained below. A quiz in the category and the style selected
arbitrarily by the 4 players is set to the 4 players
simultaneously. So if a player selects a category and a style
familiar to the player in the academy stage, or a category and a
style unfamiliar or difficult to competitors, the player can create
a condition advantageous to himself/herself and disadvantageous to
the competitors. To the contrary, if a competitor selects a
category and a style unfamiliar or difficult to the player, the
competitor can create a condition advantageous to himself/herself
and disadvantageous to the player. In this way, a player who
reached a required score in the academy stage can increase the
number of categories and styles selectable in the battle stage, and
the more categories and styles are selectable, the more
advantageous quiz the player can select to be set in the battle
stage, where the 4 players have chances to select a category and a
style equally. Therefore, it is expected that a player plays the
academy stage repeatedly until the end of the academy stage T1 to
increase the number of selectable categories and styles, and that
more selectable categories and styles allows the battle stage to
have a broad range of contents, which results in increase in game
entertainment.
[0073] Then, scores for players are calculated based on their
answers, and the 2 players whose scores are higher than two other
players advance to a tournament stage. The 2 players whose scores
are lower than two other players exit the game, but a request to
continue the game from the player whose score was the third only
may be accepted to enable the third player to advance to the
tournament stage. Scores for players in the battle stage is also
expressed as a number of points which are calculated in an battle
quiz processing which will be explained below.
[0074] In the tournament stage, quizzes are set to 5 sets of 2
players with higher scores from each battle stage, 10 players in
total simultaneously for a limited time (a first tournament). In
the first tournament, after scores are calculated for each player,
the player with the lowest score exits the game, and quizzes are
sequentially set to the other 9 players for a limited time (a
second tournament). In the second tournament, after scores are
calculated for each player, the player with the lowest score exits
the game, and quizzes are sequentially set to the other 8 players
for a limited time (a third tournament. In the third tournament,
after scores are calculated for each player, the player with the
highest score wins the game and gets a prize, and the other 7
players exit the game.
[0075] Similarly, if a player touches an indication of "battle" or
"event" on the mode select screen in FIG. 12, a game is executed in
a battle mode (S17) or an event mode (S18) respectively The battle
mode has a battle stage only, and the event mode has a tournament
stage only, as a game space. The "event" indication may be
indicated only on a preset date and time. Specified processes to
operate the online tournament mode, the battle mode, or the event
mode will be explained below.
(3) Processing Flow
[0076] Now, a processing flow in the game system according to the
present invention will be explained. The system includes
processings in an online tournament mode, processings in a battle
mode, and processings in an event mode. In the processings in an
online tournament mode, an academy stage, a battle stage, and a
tournament stage are performed in a terminal 1. In the processing
in a battle mode, a battle stage is performed in a terminal 1. In
the processings in an event mode, a tournament stage is performed
in a terminal 1. The processings in an online tournament mode, the
processing in a battle mode, or the processings in an event mode
start when a player selects the indication of "online tournament",
"battle", or "event" respectively on a mode select screen in FIG.
12.
(3-1) Processings in an Online Tournament Mode
[0077] The processing flow in an online tournament mode is
explained below with reference to FIG. 18. The processings in an
online tournament mode consists of a plurality of processings
executed by a terminal 1 or the center server 3. Although one
terminal is shown in this figure, there may be a plurality of
terminals 1, and each of the terminals executes the same processing
with the terminal 1 and the center server 3 executes the same
processings with the ones in this figure for each terminal. A store
server 2 is omitted in this figure, but actually a store server 2
sends and receives data between a terminal 1 and a center server
3.
[0078] The terminal 1 displays the mode select screen in FIG. 12,
and waits for a selection of "online tournament", "battle", or
"event" on the screen. When the "online tournament" is selected,
the terminal 1 sends a notification of the selection of the online
tournament mode to the center server 3 (#1).
[0079] Upon receipt of the notification on the selection of online
tournament mode, the battle combining unit 3612 of the center
server 3 executes a battle combination processing to decide a
combination of players who compete at the battle stage (competing
players) (#2). In this processing, the 4 players who selected the
"online tournament" on the mode select screen in FIG. 12 until the
end time of a predetermined waiting period T0, are decided as a set
of competitors at the battle stage. If less than 4 players selected
the "online tournament" during the predetermined waiting period,
one or more CPU players operated by the CPU 161 of the terminal the
CPU 261 of the store server, or the CPU 361 of the center server 3
may be in the set of competitors at the battle stage. The end time
of a predetermined waiting period T0 means, for example, the time
at which a predetermined period such as 5 minutes has passed since
a player selected the "online tournament".
[0080] After the battle combination processing (#2), the battle
combining unit 3612 of the center server 3 sends battle combination
information which includes player IDs of competing players and
identification information on terminals 1 operated by the competing
players, to each battle participating terminal (#3). This allows
each battle participating terminal to identify other terminals 1
operated by competitors at the battle stage, and permits sending
and receiving of data between the battle participating
terminals.
[0081] All the terminals 1 that received identification information
on battle participating terminals execute an academy quiz
processing (#4). In this processing, players who selected the
online tournament select a category and a style of quizzes on the
screen illustrated in FIG. 13, and answer the quizzes in the
academy stage until the end time of the academy stage T1. Based on
the number of correct answers, the players get points, and based on
the number of points, the players can increase categories and
styles of quizzes selectable in the ongoing academy stage and the
next battle stage. The academy quiz processing will be explained in
detail below.
[0082] After the academy quiz processing, the category/style
selecting unit 1606 of a terminal 1 executes a category/style
selecting processing (#5). In this processing, players who played
the academy stage select one of the selectable categories and
styles of quizzes, and the selected category and style of quizzes
and a difficulty-level of quizzes selectable for the player are
sent to the center server 3. The selection of categories and styles
of quizzes can be done on a screen similar to that illustrated in
FIG. 13. The category and style options acceptable to the
category/style selecting unit 1606 corresponds to the category and
style relative to the category which are specified by the player
information stored in the player information storing unit 1621 for
the operating player, and other category and style options are not
to be accepted. After the category/style selecting processing, the
selected category and style of quizzes and a difficulty-level of
quizzes selectable for the selected category and style are sent
from all the battle participating terminal to the center server 3
(#6).
[0083] Upon receipt of the category and style of quizzes and the
difficulty-level of quizzes from all the battle participating
terminals, the battle stage quiz deciding unit 3616 of the center
server 3 executes a battle stage quiz decision processing (#7). In
this processing, a predetermined number of quizzes which are in the
category and style and the difficulty-level sent from each battle
participating terminal are selected from the Q&A information
storing unit 3625, and are decided as quizzes to be set in the
battle stage (battle stage quiz). For example, when the battle
participating terminals includes a terminal A, a terminal B, a
terminal C, and a terminal D, the battle stage quiz deciding unit
3616 selects 10 quizzes in the category/style/difficulty-level sent
from the terminal A, 10 quizzes in the
category/style/difficulty-level sent from the terminal B, 10
quizzes in the category/style/difficulty-level sent from the
terminal C, and 10 quizzes in the category/style/difficulty-level
sent from the terminal D, that is, 40 quizzes in total without
duplication randomly from the Q&A information storing unit 3625
to set as battle stage quizzes.
[0084] After the battle stage quiz decision processing, the battle
stage quiz deciding unit 3616 of the center server 3 sends the
battle stage quizzes and the answers to all of the battle
participating terminals (#8). Alternatively, the battle stage quiz
deciding unit 3616 sends only information to specify the battle
stage quizzes and the answers.
[0085] Upon receipt of the battle stage quizzes and answers, the
terminals 1 execute a battle quiz processing (#9). In this
processing, all the received battle stage quizzes (or, if
identifiers were received, the quizzes specified by the identifiers
in the Q&A information storing unit 1622, same with
hereinafter) are set sequentially as with in the tournament quiz
processing so that the players can answer during a limited time,
and points are added to each player depend on the number of correct
answers. That is, the execution of this processing makes competing
players to answer the same questions, and compare each other by
points. Since the quizzes set in this stage are in the categories
and styles selected by each player, if the player gets a
predetermined number of points in academy stage to select more
categories and styles, the player can take an advantage in the
battle stage by selecting the categories and styles of quizzes to
which the player is well experienced.
[0086] FIG. 15 is an example of a screen in a battle stage. The
screen displays a situation that 4 players are answering a quiz 522
in a category "general knowledge" and in a style "reordering". The
screen displays not only a character 523 for an operating player,
but also characters 524 for competing players. The character 523
for an operating player has a mark 523A Touching the character 523
or character 524 makes player information such as the number of
prizes or points appear partly or entirely to be referred. The
period required to answer by an operation player is indicated at an
answer period display section 523. Remaining time to the end time
of the battle stage is indicated at a remaining time display
section 521. Points, a grade, and a level for an operating player
are indicated in a box 516.
[0087] After the battle quiz processing, the terminals 1 send total
points for each player and player IDs in correspondence with each
other to the center server 3 (#10).
[0088] Upon receipt of the points from all the battle participating
terminals, the tournament advancing player deciding unit 3615 of
the center server 3 executes a tournament advancing player decision
processing. In this processing, the player who got the highest
points in the battle participating players, and the player who got
the next highest points are decided as players who participate in a
tournament stage (#11). The center server 3 sends the player IDs of
the decided players to all the battle participating terminals
(#12).
[0089] The terminals 1 which received the player IDs determines
whether the received player IDs matches the player IDs for the
players operating the terminals 1 in the player information in the
player information storing unit 3625, and then whether the player
operating the battle participating terminal can advance to a
tournament stage (#13). If the ID doesn't match, the terminal 1
displays a game over screen and executes a game end processing
(#14). In this way, players get the right to participate in a
tournament stage based on the amount of points the players got in
the battle stage. The player who can participate in a tournament
stage is called a tournament participating player.
[0090] The online tournament processing flow is explained again,
referring to FIG. 19. After the first tournament advancing player
decision processing, the tournament combining unit 3612 of the
center server 3 executes a tournament combination processing (#15).
In this processing, a combination of a plurality of sets of players
who advance to a tournament stage and terminals the players
operating is decided. This decision is made, for example, by
combining 10 terminals in total which finished a battle quiz
processing (#9) in a predetermined period and are operated by
tournament participating players. If there are, if any, less than
10 terminals 1 in a predetermined period, the center server 3 may
provide a virtual player(s) to function as a terminal(s) 1. The 10
terminals combined in this way are called tournament participating
terminals. Then the center server 3 sends the identification
information on the tournament participating terminals to all the
tournament participating terminals, which allows each of the
tournament participating terminals to identify other tournament
participating terminals and permits sending and receiving of data
between the tournament participating terminals.
[0091] After the tournament combination processing, the tournament
stage quiz deciding unit 3617 of the center server 3 executes a
tournament stage quiz decision processing (#17). In this
processing, tournament stage quizzes to be set at the tournament
stage are decided. The tournament stage quizzes are decided, for
example, by selecting a predetermined number of quizzes, such as 30
quizzes, randomly without duplication from all quizzes stored in
the Q&A information storing unit 3625. Then the center server 3
sends the tournament stage quizzes and answers to all the
tournament participating terminals (#18). Alternatively, the center
server 3 sends identifiers of the tournament stage quizzes and
answers.
[0092] Upon receipt of the tournament stage quizzes and answers,
all the tournament participating terminals 1 execute a tournament
quiz processing (#19). In the tournament stage quiz process, all
the quizzes sent from the center sever 3 are set, and points are
added to each player based on the answers by players as with the
battle stage quiz process, but unlike the battle stage quiz
process, when a predetermined number of quizzes, such as 10
quizzes, are set, the processing is interrupted to wait for a
command to continue the processing. When the processing is
interrupted, the terminals 1 send the added total points at the
time for each player and the player IDs stored in the player
information storing unit 1621 in correspondence with each other to
center server 3 (#21).
[0093] Upon receipt of the points from all tournament participating
terminals, the center server 3 decides the player ID corresponding
to the lowest points, and sends the player ID to all the tournament
participating terminals (#22). The player ID decided in this way is
called a dropped player ID, and the player specified by the dropped
player ID is called a dropped player.
[0094] Upon receipt of the dropped player ID, the terminal 1
determines whether the dropped player ID matches the player ID in
player information stored in the player information storing unit
1621 (#23). If the ID matches, a game end processing is executed
(#24). If the ID doesn't match, the interrupted tournament quiz
processing is restarted (#25). And as with #19, when another
predetermined number of quizzes, such as 10 quizzes, are set, the
processing is interrupted, and the player IDs and points are sent
(#26). Upon receipt of the points and player IDs from all
tournament participating terminals except the terminal which
executed a game end processing at #13 (i.e., second tournament
participating terminals), the center server 3 decides a dropped
player as with #21 (#21'), and sends the dropped player ID to all
the second tournament participating terminals (#27).
[0095] Upon receipt of the dropped player ID, the terminals 1
determines whether the dropped player ID matches the player ID in
player information stored in the player information storing unit
1621 as with #23, and if the ID matches, a game end processing is
executed (#29), and if the ID doesn't match, the interrupted
tournament quiz processing is restarted to set quizzes which have
not set at #19 or #25 (#30) yet, to add points based on answers by
players (#30). After all the quizzes are set, the player IDs of the
players operating the terminals 1 and the total points for the
players are sent in correspondence with each other to the center
server 3 (#31).
[0096] The online tournament processing flow is explained again,
referring to FIG. 20. Upon receipt of the player IDs and points
from all tournament participating terminals except terminals
operated by dropped players at #24 and #29 (i.e., third tournament
participating terminal), the center server 3 executes a winner
player decision processing (#32). In this processing, the player ID
which corresponds to the highest in the received points is decided
(#32). The decided player ID is a winner player ID, and the player
specified by the winner player ID is a winner player. Then the
winner player ID is sent to all the third stage participating
terminals.
[0097] Upon receipt of the winner player ID, all the third stage
participating terminals determine whether the winner player ID
matches the stored player ID (#34). If the ID doesn't match, a game
end processing is executed (#35). If the ID matches, the prize
giving unit 1611 executes a prize giving processing (#36). In the
process, a prize is given to the winner player. When the prizes are
given to a certain amount for a player, the level-up unit 1612
raises the grade of the player, and when the grade reaches a
predetermined number, the level of the player is raised.
[0098] The prize is shown in the center 530 of the display 10 of
the terminal 1 operated by the winner player so that the player can
easily understand the number of prizes. A grade and a level are
provided in numbers or names which lead to specific images for a
player's status in the game space. For example, grades may be
divided in 10 with grade 1 is the highest, and levels may be named
as Trainee, Beginner Magician, Intermediate Magician, Advanced
Magician, Archimage, and Sage, which will be display in a box 516
at the upper right corner in FIG. 16 to let players know their
status easily. So it is expected that players play the game more
enthusiastically by challenging to win at the tournament stage
repeatedly to raise the status. After the prize giving processing,
the winner player can continue to play again from the academy stage
for free.
[0099] In the above processing in an online tournament mode, in the
tournament stage, a prize is given to the winner player, and when
the prizes are added to a certain amount for the player, the
level-up unit 1612 raises the player's grade, and with a
predetermined number of grades, the level-up unit 1612 raises the
player's level. In the academy stage (#4) and the battle stage (#9)
also, the level-up unit 1612 may raise grades based on points for
each players, and levels with a predetermined number of grades.
(3-2) Processing's in a Battle Mode
[0100] Now, a processing flow in a battle mode to execute a battle
mode is explained, referring to FIG. 21. The processing in a battle
mode consists of a plurality of processing's executed by a store
server 2 or a terminal 1 connected to the store server 2. This
figure shows only one terminal 1, but there may be a plurality of
terminals 1 which execute the same processes with the terminal 1
shown in FIG. 21, and so do the store servers 2. A center server 3
is omitted in FIG. 21, but a center server 3 instead of the store
server 2 may execute the processing's in a battle mode. Since the
processing's in a battle mode are executed by a store server 2 or a
terminal 1 connected to the store server 2, the store server 2 is
not required to be connected to the center server 3 to execute the
processings in a battle mode.
[0101] A terminal 1 displays a mode select screen shown in FIG. 12,
and waits for a selection of "online tournament, "battle", or
"event". When "battle" is selected, the terminal sends a
notification of the selection of the battle mode to the store
server 2 (#101).
[0102] Upon receipt of the notification of the selection of battle
mode, the store server 2 executes a battle combination processing
to decide a combination of players to compete at the battle stage
(battle stage player) (#102). In this processing, up to 4 players
who selected "battle" on the mode select screen in FIG. 12 by the
end time of the predetermined waiting period T0 are combined as a
set of competitors. If less than 4 players selected "battle" by the
end time of the predetermined waiting period T0, one or more CPU
players operated by the CPU 261 of the store server 2 may be in the
set of competitors. The end time of a waiting period T0 means, for
example, the time at which a predetermined period such as 5 minutes
has passed since a player selected the "battle".
[0103] Then the store server 2 decides quizzes to be set at the
battle stage (#103). The decision on the quizzes is done in the
same way as the tournament stage quiz decision processing (#17) in
the online tournament processing described above. Then the store
server 2 sends the decided quizzes and answers to the terminal 1
(#104). Alternatively, the store server 2 may send identifiers of
the quizzes.
[0104] The terminal 1 executes a battle quiz processing in the same
way with the online tournament processing described above (#105),
and sends the player IDs and points to the store server 2 (#106).
The store server 2 decides scores such as rankings for players from
the player IDs and points sent from each terminal 1 (#107), and
sends the results to each terminal 1 (#108). The terminal 1
displays the scores (#109) and finishes the game (#110).
(3-3) Processings in an Event Mode
[0105] Now, a processing flow in an event mode is explained,
referring to FIG. 22. Each step of the processings in an event mode
is executed by a terminal 1 or a center server 3. This figure shows
only one terminal 1, but there may be a plurality of terminals 1
which execute the same processings with the terminal 1 shown in
FIG. 22. A store server 2 is omitted in FIG. 22, but actually a
store server 2 sends and receives data between a terminal 1 and a
center server 3.
[0106] When the event mode setting is available in the center
server 3, information of the available setting is sent to each
terminal 1, and an option for event mode is displayed on the mode
select screen of the monitor 10 of the terminal 1, which makes the
event mode selectable for players from terminal 1. An administrator
of the center server 3 may set the event mode setting available on
the day the administrator has announced in advance, or may preset
the mode to be available automatically when the set day or time
comes.
[0107] A terminal 1 displays a mode select screen shown in FIG. 12,
and waits for a selection of "online tournament, "battle", or
"event". When the "event" is selected, the terminal sends a
notification of the selection of the event mode to the center
server 3 (#201). Then, a series of processings are executed in the
same way as in the processings in an online tournament mode, that
is, from the tournament combination processing (#15) to the prize
giving processing (#36). But unlike the processings in an online
tournament mode, after the prize giving processing, the event mode
processings finish (#209), and winner players cannot continue to
play thereafter.
(3-4) Academy Quiz Processing
[0108] An academy quiz processing in an online tournament mode (#4)
shown in FIG. 18 will be explained in detail below with reference
to a flow chart.
[0109] FIG. 23 is a flow chart showing a processing flow for a
first quiz processing. An academy quiz processing will be explained
below along with this flow chart.
[0110] Step 40 (hereinafter, a step is represented by S): the
academy stage progression control unit 1601 sets a timer 1604 to
the end time of the academy stage T1. The end T1 is the time at
which a predetermined period such as 5 minutes has passed since the
above described end of the waiting period T0.
[0111] S41: the category/style selecting unit 1606 enables an
operating player to select a category and a style which are
selectable based on player information stored in the player
information storing unit 1621 for the player from a screen
illustrated in FIG. 13, and receives the selected category and
style. The category and the style options acceptable to the
category/style selecting unit 1606 are limited to the categories
and the styles corresponding to the category specified by the
player information stored in the player information storing unit
1621 for the operation player, other category and the style options
are not to be accepted
[0112] A screen illustrated in FIG. 13 will be explained next. In
this screen, categories are displayed inside of category boxes 507,
and styles are displayed inside of quiz boxes 500 which are aligned
in a longitudinal direction above each category box 507. A player
touches one of the quiz boxes 500 to select a category and a style
arbitrarily.
[0113] Quiz boxes 500 selectable for a player are indicated by
colors of bars 504 on both sides of the quiz boxes; boxes 500
between black bars 504 are not selectable, and boxes 500 between
white bars 504 are selectable.
[0114] The selected quiz box 500 is highlighted, for example by
shining more brightly than other boxes. In this screen, the style
"association" in the category "Art" is selected Below each quiz box
500 are stars 501-503 which show, when a player answers a quiz in
the selected category and style and gets a predetermined score, a
difficulty-level of the quiz the player completed. Quizzes are
divided into three difficulty-levels: "easy", "medium" and "hard",
for each category and style and the stars 501-503 indicate whether
the "easy", "medium" and "hard" levels are mastered or not
respectively by colors. White stars 501-503 means the level is
completed, and black stars 501-503 means the level is not
completed. In this screen, the easy and medium levels of the style
"true or false" in the category "Art" are completed. If even the
easy level is not completed, no stars 501-503 are displayed. For
example, in this screen, an easy level of the style "association"
in the category "Art" is not completed. When one quiz box 500 is
selected, a character 508 appears from a door 506 to set quizzes to
the player at the academy stage.
[0115] The colors of bars 504 and the presence or absence and
colors of stars 501-503 are specified by player information stored
in the player information storing unit 1621 for the operating
player. That is, the bars 504 on both sides of the boxes 500
specified by selectable styles and categories in the player
information for the operating player (refer to FIG. 7) are white,
and the star 501-503 corresponding to the difficulty-levels
specified by a "difficulty-level" is white.
[0116] S42: the quiz setting unit 1607 selects a predetermined
number of quizzes which are in the category and style shown in the
quiz box 500 selected at S41 and in the lowest difficulty-level in
the levels the player has not mastered yet, from the Q&A
information storing unit 1622. For example, as shown in FIG. 13,
when a quiz box 500 is selected, the quiz setting unit 1607 selects
randomly a predetermined number of quizzes (e.g. 10 quizzes) in the
category "Art" of the style "association" in the "easy"
difficulty-level.
[0117] S43: the quiz setting unit 1607 sets the quizzes selected at
S42 sequentially.
[0118] S44: the answer receiving unit 1608 waits for an answer
input to the set quiz, and determines whether an answer is input or
not. If an answer is input, the processing goes to S46. If an
answer is not input, the processing goes to S45. Answers can be
input, for example, by a player touching one of answers which are
displayed on the monitor 10 as 4 options 513 for the questions 515,
as shown in the academy stage display screen in FIG. 14. In this
example, a player selected the second option "Nouvelle Vague". In
this screen also, the time required to answer is displayed in an
answer time display section 512 by the time limit display control
unit 1605. Remaining time in the academy stage is displayed in a
remaining time display section 511. Both the time required to
answer and the remaining time in the academy stage are measured by
a timer 1604. The category 514 of the quiz is shown in an upper
right position of the question. The level grade, and points for the
player are shown in the box 516 in an upper right corner as in FIG.
16.
[0119] S45: the academy stage progression control unit 1601
determines, referring to the timer 1604, whether a time Limit to
input an answer is over or not The time limit is a predetermined
time period, for example 10 seconds, since a quiz is set at S43. If
the time limit is over already, the processing goes to S46. If the
time limit is not over yet, the processing goes back to S44 and
waits for an answer input.
[0120] S46: the true/false determining unit 1609 determines whether
the answer of the player is true or false, by comparing the answer
received in answer receiving unit 1608 from the player to the
answer to the quiz set at S43 which is stored in the Q&A
information storing unit 1622. If the answer is true, the
processing goes to S47. If the answer is false, the processing goes
to S48. If the time limit is over at S45, the answer from the
player is determined to be false.
[0121] S47: the point adding unit 1610 adds a predetermined number
of points, for example 1 point, to the points stored in the player
information storing unit 1621 and causes the player information
storing unit 1621 to store the updated points. The point to be
added may be predetermined depending on the time required to
answer. For example, 2 points may be added with an answer in less
than 5 seconds, and 1 point may be added with an answer in 5-10
seconds.
[0122] S48: the quiz setting unit 1607 determines whether all the
quizzes selected at S42 were set at S43 or not. If all the quizzes
are set the processing goes to S49. If not all the quizzes are set
the processing goes back to S43, and sets the remaining
quizzes.
[0123] S49: the player information updating unit 1613 determines
whether the points stored in the player information storing unit
1621 is equal to or more than a predetermined number, for example 7
points or more than 7 points, or not. If the points are equal to or
more than a predetermined number, the processing goes to S50. If
the points are less than a predetermined number, the processing
goes to S51.
[0124] S50: the player information updating unit 1613 adds
information in corresponce with the category selected at S41, the
style selected at S41, and the difficulty-level which is one level
higher than for quizzes set at S42, and information in corresponce
with the category selected at S41, the style which is one step
ahead to the style selected at S41, and the difficulty-level
"easy", to selectable categories/styles/difficulty-levels stored in
the player information storing unit 1621. For example, when the
category/style is selected as shown in FIG. 13 and points more than
a predetermined number are added, the difficulty-level "easy" in
the category "Art" of the style "typing" will be selectable.
[0125] S51: the academy stage progression control unit 1601
determines whether the current time goes over the end time of the
academy stage T1 or not. If the time goes over the end time, the
academy quiz processing is finished. Otherwise, the processing goes
back to S41 and receives another selection of a category and a
style.
[0126] According to the above processings, a player can select a
method/category and answer a quiz repeatedly until the end time T1.
The player gets points by answer correctly, and if the player gets
points equal to or more than a predetermined number at the academy
stage, the player can increase selectable
categories/styles/difficulty-levels in the ongoing academy stage
and the next battle stage.
Other Embodiments
[0127] (A) In the above first embodiment, a player plays a quiz
game in the academy stage, the battle stage, and the tournament
stage. But the game played in the academy stage may be other games
which a player can play alone, including puzzle games, table games
such as card games or mah-jongg. The game played in the battle
stage and the tournament stage may be competition games which a
plurality of players can play simultaneously, such as quiz games,
fighting game, race games, and shooting games. In the games
playable alone or the competition games, one or more virtual
players by a computer may compete against the player(s). Game
spaces may provide one kind of game such as a quiz game for a game
playable alone and a competition game, or may provide different
kinds of games, like a puzzle game for a game playable alone and a
quiz game for a competition game.
[0128] As well as points in the above player information,
attributes at a game end time of a character operated by a player
in a game space, proficiency a player reached after playing a game,
and the like may be stored as player information. Game scenes such
as a mode, a stage, a phase, a field and a course, and an game
environment such as difficulty-level, a character and its
attributes selectable by competitors in a competition game may be
selectable based on points of a player for a game playable alone,
instead categories and styles being selectable for quizzes set in a
battle stage based on points a player gets in an academy stage as
in the above first embodiment.
[0129] For example, when a player P plays a course A in a car-race
game alone and gets a predetermined score, such as a finish in the
top three, the player P may select the course A to play in the next
car race game, a game space provided by a terminal 1, for a
plurality of players. As another example, when player P1 plays a
course A and player P2 plays a course B independently, and each
player gets a predetermined score, the players P1 and P2 may
compete in a course C which consists of the course A and the course
B. Alternatively, the players may exchange their courses, for
example, player P1 plays a course B and player P2 plays a course A,
to compete the results.
[0130] (B) The present invention contemplates any recording medium
which records a program to execute each processing or step of the
first embodiment on a computer. The recording medium may be a
computer readable medium such as a flexible disc, a hard disc, a
semiconductor memory, a CD-ROM, a DVD, an MO.
INDUSTRIAL APPLICABILITY
[0131] According to the present invention, an execution condition
for a competition game is decided based on a play record of a
player, and the competition game is executed under the decided
condition. This allows the execution condition for a competition
game to be varied based on the play record of a player, which makes
the game more entertaining.
[0132] While preferred embodiments have been described in
connection with the present invention, it will be obvious to those
skilled in the art that various changes and modifications can be
made without departing from the sprit and scope of the present
invention. The scope of the invention is therefore to be determined
solely by the appended claims.
* * * * *