U.S. patent application number 11/659598 was filed with the patent office on 2008-02-14 for game machine, game machine control method,and information storage medium.
This patent application is currently assigned to KONAMI DIGITAL ENTERTAINMENT CO., LTD.. Invention is credited to Hiromichi Ito, Toshiyuki Terada.
Application Number | 20080039211 11/659598 |
Document ID | / |
Family ID | 35839261 |
Filed Date | 2008-02-14 |
United States Patent
Application |
20080039211 |
Kind Code |
A1 |
Terada; Toshiyuki ; et
al. |
February 14, 2008 |
Game Machine, Game Machine Control Method,and Information Storage
Medium
Abstract
To provide a game machine for, while ensuring that a game is
carried out by the pair of players or groups of players determined
based on the result of the previous game, enabling the imparting of
freedom to the players in terms of, for example, the time when to
play the game. In a game machine for carry out a game involving a
plurality of players or groups of players, a judging unit (48)
determines whether or not a combination of the game result data
read from the respective information storage media respectively
corresponding to the plurality of players or groups of players is a
predetermined combination. For at least one of the information
storage media respectively corresponding to the plurality of
players or groups of players, the game result data update unit (52)
updates the game result data stored in the information storage
medium based on the result of the game carried out based on the
result of the determination made by the judging unit (48).
Inventors: |
Terada; Toshiyuki; (Tokyo,
JP) ; Ito; Hiromichi; (Tokyo, JP) |
Correspondence
Address: |
SUGHRUE MION, PLLC
2100 PENNSYLVANIA AVENUE, N.W.
SUITE 800
WASHINGTON
DC
20037
US
|
Assignee: |
KONAMI DIGITAL ENTERTAINMENT CO.,
LTD.
6-10-1, Roppongi, Minato-ku
Tokyo
JP
106-6114
|
Family ID: |
35839261 |
Appl. No.: |
11/659598 |
Filed: |
July 29, 2005 |
PCT Filed: |
July 29, 2005 |
PCT NO: |
PCT/JP05/13927 |
371 Date: |
February 7, 2007 |
Current U.S.
Class: |
463/43 |
Current CPC
Class: |
A63F 2300/407 20130101;
A63F 13/12 20130101; A63F 13/795 20140902; A63F 2300/50
20130101 |
Class at
Publication: |
463/043 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Aug 9, 2004 |
JP |
2004-231933 |
Claims
1. A game machine for implementing a game involving a plurality of
players or groups of players, comprising: game result data reading
means for reading game result data stored in each of information
storage media respectively corresponding to the plurality of
players or groups of players; judgment means for determining
whether or not a combination of the game result data read by the
game result data reading means is a predetermined combination; game
implementation control means for implementing the game according to
a result of the determination made by the judgment means; and game
result data update means for updating, for at least one of the
information storage media respectively corresponding to the
plurality of players or groups of players, the game result data
stored in the information storage medium, based on a result of the
game.
2. The game machine according to claim 1, further comprising:
combination data storage means for storing combination data
indicative of a plurality of combinations of the game result data,
wherein the judgment means determines whether or not the
combination of the game result data read by the game result data
reading means coincides with any of the plurality of combinations
indicated by the combination data.
3. The game machine according to claim 1, wherein the game is a
match game to be played by the plurality of players or groups of
players, and the game result data update means updates the game
result data stored in the information storage medium corresponding
to a winning player or a winning group of players of the match
game.
4. A control method for controlling a game machine for implementing
a game Involving a plurality of players or groups of players,
comprising: a game result data reading step of reading game result
data stored in each of information storage media respectively
corresponding to the plurality of players or groups of players; a
judgment step of determining whether or not a combination of the
game result data read at the game result data reading step is a
predetermined combination; a game implementation control step of
implementing the game according to a result of the determination
made at the judgment step; and a game result data update step of
updating, for at least one of the information storage media
respectively corresponding to the plurality of players or groups of
players, the game result data stored in the information storage
medium, based on a result of the game.
5. An information storage medium recording a program for causing a
computer to function as a game machine for implementing a game
involving a plurality of players or groups of players, comprising:
game result data reading means for reading game result data stored
in each of information storage media respectively corresponding to
the plurality of players or groups of players; judgment means for
determining whether or not a combination of the game result data
read by the game result data reading means is a predetermined
combination; game implementation control means for implementing the
game according to a result of the determination made by the
judgment means; and game result data update means for updating, for
at least one of the information storage media respectively
corresponding to the plurality of players or groups of players, the
game result data stored in the information storage medium, based on
a result of the game.
6. The game machine according to claim 2, wherein the game is a
match game to be played by the plurality of players or groups of
players, and the game result data update means updates the game
result data stored in the information storage medium corresponding
to a winning player or a winning group of players of the match
game.
Description
TECHNICAL FIELD
[0001] The present invention relates to a game machine, a game
machine control method, and an information storage medium.
BACKGROUND ART
[0002] There is known a game machine for carrying out a game
involving a plurality of players or groups of players. For example,
there is known a game machine for carrying out a match game in
which a plurality of players or groups of players play a match
against each other. Conventionally, such a game machine is utilized
such that, after a game is played by a pair of players or player
groups, another game is played by another pair of players or player
groups, which is determined based on the result of the previous
game. For example, a match game tournament takes place using the
above-described game machine.
DISCLOSURE OF THE INVENTION
Problems to be Solved by the Invention
[0003] In order to conduct the above-described match game, it is
desirable that, while ensuring that a game is carried out by the
pair of players or player groups determined based on the previous
game result, the players are given freedom in terms of at what time
to play the game, or the like.
[0004] The present invention has been conceived in view of the
above, and an object of the present invention is to provide a game
machine, a game machine control method, and an information storage
medium, all capable of giving the players freedom in terms of at
what time to play the game, or the like, while ensuring that a game
is carried out by the pair of players or player groups determined
based on the previous game result.
Means for Solving the Problems
[0005] In order to solve the above described problems, according to
the present invention, there is provided a game machine for
implementing a game involving a plurality of players or groups of
players, comprising game result data reading means for reading game
result data stored in each of information storage media
respectively corresponding to the plurality of players or groups of
players, judgment means for determining whether or not a
combination of the game result data read by the game result data
reading means is a predetermined combination, game implementation
control means for implementing the game according to a result of
the determination made by the judgment means, and game result data
update means for updating, for at least one of the information
storage media respectively corresponding to the plurality of
players or groups of players, the game result data stored in the
information storage medium, based on a result of the game.
[0006] According to another aspect of the present invention, there
is provided a control method for controlling a game machine for
implementing a game involving a plurality of players or groups of
players, comprising a game result data reading step of reading game
result data stored in each of information storage media
respectively corresponding to the plurality of players or groups of
players, a judgment step of determining whether or not a
combination of the game result data read at the game result data
reading step is a predetermined combination, a game implementation
control step of implementing the game according to a result of the
determination made at the judgment step, and a game result data
update step of updating, for at least one of the information
storage media respectively corresponding to the plurality of
players or groups of players, the game result data stored in the
information storage medium, based on a result of the game.
[0007] According to yet another aspect of the present invention,
there is provided an information storage medium recording a program
for causing a computer, such as a consumer game machine, a portable
game machine, a commercial game machine, a portable telephone, a
PDA (personal data assistant), a personal computer, or the like, to
function as a game machine for implementing a game involving a
plurality of players or groups of players, comprising game result
data reading means for reading game result data stored in each of
information storage media respectively corresponding to the
plurality of players or groups of players, judgment means for
determining whether or not a combination of the game result data
read by the game result data reading means is a predetermined
combination, game implementation control means for implementing the
game according to a result of the determination made by the
judgment means, and game result data update means for updating, for
at least one of the information storage media respectively
corresponding to the plurality of players or groups of players, the
game result data stored in the information storage medium, based on
a result of the game.
[0008] The information storage medium according to the present
invention may be an information storage medium storing the
above-described program.
[0009] Also, the program distribution device according to the
present invention may be a program distribution device comprising
an information storage medium storing the above-described program,
for reading the program from the information storage medium and
distributing the read program.
[0010] Also, the program distribution method according to the
present invention may be a program distribution method, while using
an information storage medium storing the above-described program,
for reading the program from the information storage medium and
distributing the read program.
[0011] The present invention relates to a game machine for
implementing a game involving a plurality of players or groups of
players. Here, "a group of players (a player group)" as is referred
to here is constituted of a plurality of players. Also, "a
plurality of players or groups of players (player groups)" as is
referred to here refers to "a plurality of players", "a plurality
of groups of players", or "one or more players and one or more
groups of players".
[0012] According to the present invention, game result data stored
in each of the information storage media respectively corresponding
to a plurality of players or groups of players is read, and whether
or not the combination thereof is a predetermined combination is
determined. Then, the above-described game is implemented according
to the result of the determination.
[0013] When a game is implemented, for at least one of the
information storage media respectively corresponding to the
plurality of players or groups of players, the game result data
stored in that information storage medium is updated based on the
result of the game.
[0014] According to the present invention, it is possible, while
ensuring that a game is carried out by the pair of players or
player groups determined based on the result of the previous game,
to impart freedom to the players in terms of, for example, a time
at which to play the game.
[0015] In the above, the game machine may further comprise
combination data storage means for storing combination data
indicative of a plurality of combinations of the game result data,
wherein the judgment means may determine whether or not the
combination of the game result data read by the game result data
reading means coincides with any of the plurality of combinations
indicated by the combination data.
[0016] This arrangement makes it possible to preferably determine
whether or not the combination of the game result data each read
from the information storage medium corresponding to each of the
players or groups of players is a predetermined combination.
[0017] Also, in the above, the game may be a match game to be
played by a plurality of players or groups of players, and the game
result data update means may update the game result data stored in
the information storage medium corresponding to a winning player or
a winning group of players of the match game.
[0018] This arrangement makes it possible, while ensuring that a
match game is implemented by the pair of players or groups of
players determined based on the result of the previous match game,
to impart freedom to the players in terms of, for example, the time
when to play the match game.
BRIEF DESCRIPTION OF DRAWINGS
[0019] FIG. 1 is a diagram showing a structure of a game machine
according to an embodiment of the present invention;
[0020] FIG. 2 is a diagram showing a structure of a game system
according to the embodiment of the present invention;
[0021] FIG. 3 is a functional block diagram of the game system
according to the embodiment of the present invention;
[0022] FIG. 4 is a diagram showing one example of a meeting setting
screen;
[0023] FIG. 5 is a diagram showing one example of a participant
registration screen;
[0024] FIG. 6 is a diagram showing one example of a tournament
tree;
[0025] FIG. 7 is a diagram showing one example of a tournament
table;
[0026] FIG. 8 is a diagram showing one example of a participant
management table;
[0027] FIG. 9 is a diagram showing one example of participant data;
and
[0028] FIG. 10 is a diagram showing an overall structure of a
program distribution system according to another embodiment of the
present invention.
BEST MODE FOR CARRYING OUT THE INVENTION
[0029] In the following, one example of a preferred embodiment of
the present invention will be described in detail based on the
accompanying drawings.
[0030] FIG. 1 is a diagram showing a structure of a game machine 10
according to this embodiment. As shown in FIG. 1, the game machine
10 is constructed from a consumer game machine 11 having a DVD-ROM
25, a memory card 28, both serving as information storage media, a
monitor 18, and a speaker 22, all mounted or connected thereto. For
example, the monitor 18 may be a home-use television set receiver;
the speaker 22 may be a built-in speaker thereof.
[0031] It should be noted that although a DVD-ROM 25 is used here
to supply a program to the consumer game machine 11, any other
information storage medium, such as a CD-ROM, a ROM card, or the
like, may be used. Alternatively, a program may be supplied from a
distant place via a data communication network such as the Internet
or the like to the consumer game machine 11.
[0032] The consumer game machine 11 is a publicly known computer
game system constructed comprising a microprocessor 14, an image
processing unit 16, a sound processing unit 20, a main memory 26, a
DVD-ROM reproduction unit 24, an input output processing unit 30,
and a controller 32. The microprocessor 14, the image processing
unit 16, the main memory 26, and the input output processing unit
30 are connected via a bus 12 for mutual data communication. The
sound processing unit 20, the DVD-ROM reproduction unit 24, the
memory card 28, and the controller 32 are connected to the input
output processing unit 30. The respective structural elements other
than the controller 32 of the consumer game machine 11 are
accommodated in an enclosure.
[0033] The bus 12 is used for exchanging an address and/or data
among the respective sections of the consumer game machine 11. The
microprocessor 14 effects control of the respective sections of the
consumer game machine 11 based on an operation system stored in the
ROM (not shown), a program read from the DVD-ROM 25, and data read
from the memory card 28, and provides the player with a game. The
image processing unit 16, which is constructed from a VRAM,
receives image data sent from the microprocessor 14, renders a game
screen image into the VRAM based on the received image data,
converts the content of the received image data into a video
signal, and outputs the video signal to the monitor 18 at a
predetermined timing. The main memory 26 is constructed from a RAM,
for example, to which a program read from the DVD-ROM 25 or data
read from the memory card 28 is written as required. The main
memory 26 may also be used as a working memory of the
microprocessor 14.
[0034] The input output processing unit 30 is an interface via
which the microprocessor 14 accesses the sound processing unit 20,
the DVD-ROM reproduction unit 24, the memory card 28, and the
controller 32. The sound processing unit 20 is constructed from a
sound buffer, and reproduces and outputs, via the speaker 22,
various sound data, such as game music, game sound effects,
messages, and so forth, which is read from the DVD-ROM 25 and
stored in the sound buffer. The DVD-ROM reproduction unit 24 reads
a program stored in the DVD-ROM 25 according to an instruction sent
from the microprocessor 14. The controller 32 serves as a general
purpose operation input means via which the player inputs various
game operations.
[0035] The input output processing unit 30 scans the states of the
respective sections of the controller 32 every fixed time (for
example, every 1/60 second), and sends an operational signal
indicative of the scanning result to the microprocessor 14 via the
bus 12. The microprocessor 14 determines the game operation carried
out by the player, based on the operational signal. The consumer
game machine 11 is adapted to connection to a plurality of
controllers 32, so that the microprocessor 14 effects control of a
game based on the operational signals input from the respective
controllers. The memory card 28 comprises a nonvolatile memory (for
example, EEPROM, or the like). The consumer game machine 11 has a
plurality of memory card slots defined therein for each accepting a
memory card 28, so that a plurality of memory cards 28 can be
inserted into the consumer game machine 11 at the same time. The
memory card 28 can be removed from the memory card slot. The memory
card 28 stores various game data relevant to a game.
[0036] The game machine 10 having the above-described structure
provides a soccer game in which a player plays a game by operating
a soccer player character of a team to be operated (an operation
object team). This soccer game has a meeting holding mode in which
a game meeting in which a plurality of players can participate can
be held. In the meeting holding mode, one game machine 10 is used
to manage the meeting, and a plurality of game machines are used
for carrying out matches. That is, a game system 40, such as is
shown in FIG. 2, including a meeting management game machine 10a
and a plurality of match playing game machines 10b, makes it
possible to preferably hold a soccer game meeting.
[0037] In the following, the meeting holding mode will be described
while referring to a case as an example in which a soccer game
meeting takes place in which a player participates as an individual
player. That is, a case in which a soccer game meeting in which a
single player operates a single operation object team takes place
is described. However, it should be noted that a plurality of
players can operate a single operation object team in a soccer game
carried out using the game machine 10. Therefore, in the meeting
holding mode, it is possible to hold a soccer game meeting in which
players participate together as a group of players (a group
comprising one or more players), in a manner similar to that for a
meeting for individual participation. That is, it is possible to
hold a soccer game meeting in which a single operation object team
is operated by either one or a plurality of players.
[0038] Here, the functional blocks of the game system 40 (the
meeting management game machine 10a and the match playing game
machine 10b) will be described.
[0039] FIG. 3 is a diagram showing the functional blocks mainly
relevant to the present invention among those realized by the game
system 40. As shown in FIG. 3, the game system 40 is constructed
comprising a meeting management data production unit 42, a meeting
management data update unit 44, a game result data reading unit 46,
a judging unit 48, a game implementation control unit 50, a game
result data update unit 52, a meeting management memory card 28a,
and a plurality of participant memory cards 28b. The meeting
management data production unit 42 and the meeting management data
update unit 44 are realized by the meeting management game machine
10a; the game result data reading unit 46, the judging unit 48, the
game implementation control unit 50, and the game result data
update unit 52 are realized by the match playing game machine
10b.
[0040] The meeting management memory card 28a and the participant
memory card 28b are each formed using a memory card 28 (an
information storage medium). The meeting management memory card 28a
is mounted in the meeting management game machine 10a. The
participant memory card 28b is mounted, as required, in the meeting
management game machine 10a or the match playing game machine 10b.
The other functions are formed mainly using a microprocessor 14,
and realized by the microprocessor 14 executing a program (supplied
to the computer via a computer readable information storage medium,
such as a DVD-ROM, or the like, or via a communication network)
Initially, the functional blocks of the meeting management game
machine 10a will be described. The meeting management game machine
10a is used by the host of a meeting to prepare for and manage the
meeting, and has a structure necessary to attain that purpose.
[0041] The meeting management data production unit 42 produces
meeting management data. The meeting management data is formed
containing meeting data, attribute data of players participating in
a meeting, and team data, all to be described later. The meeting
management data production unit 42 displays a game screen, such as
is shown in FIGS. 4 and 5, for example, on the monitor 18 in order
to produce meeting management data.
[0042] FIG. 4 is a diagram showing one example of a meeting setting
screen. The screen is used by the host of a meeting to input
information concerning the meeting. As shown in FIG. 4, the meeting
setting screen image has columns defined therein into which
information, for example, on a game time, a meeting name, a meeting
style, the number of participant players (in the case of a meeting
for group participation, the number of participating player
groups), and so forth are input. As a meeting style, for example, a
tournament style, a league style, a group league style combining
league and tournament, and so forth, are available for
selection.
[0043] In the following, an exemplary case in which a tournament
meeting in which players play a match against each other according
to a tournament tree takes place will be described.
[0044] Specifically, the host of the meeting inputs the
information, and thereafter presses a predetermined decision button
of the controller 32. With the decision button pressed, a meeting
ID for identifying the meeting is produced. Thereafter, meeting
data containing data indicative of the meeting ID and data
indicative of the content input on the meeting setting screen shown
is produced.
[0045] The meeting data contains data indicative of a tournament
tree in addition to the above-described data. For example, meeting
data to be produced when the number of participant players is set
as eight on the meeting setting screen will contain the data
indicative of the tournament tree such as is shown in FIG. 6. More
specifically, the meeting data contains, for example, a tournament
table such as is shown in FIG. 7.
[0046] The tournament table shown in FIG. 7 is formed containing a
node ID column, a participant ID column, a match node ID column,
and a next node ID column.
[0047] In the node ID column, a node ID for identifying a node
(position) within the tournament tree is stored. In the example
shown in FIG. 7, the node ID comprises identification information
for identifying a level group (that is, identification information
for identifying the number of wins in the tournament) in the
tournament tree, and information serving as an index in each level
group (in other words, information for identifying a match position
in each level group). In the participant ID column, the participant
ID of the player corresponding to the concerned node is stored.
Note that the participant ID is identification information for
identifying a player participating in the meeting (in the case of a
meeting for group participation, a player group). In the match node
ID column, the node ID of a node corresponding to the opponent
player in the match game of the player corresponding to the
concerned node is stored. The next node ID column contains the node
ID of a node to which the player corresponding to the concerned
node is to be next set corresponding to when the player wins the
match game.
[0048] As shown in FIG. 7, for each of the nodes shown in the
tournament tree, the tournament table shows a match node ID
corresponding thereto. In this manner, the tournament table also
serves as match pairing data which describes all match pairings
defined in the tournament tree.
[0049] In this embodiment, tournament tables corresponding to the
numbers which can be input as the number of participating players
on the meeting setting screen are stored in advance in the DVD-ROM
25. That is, a plurality kinds of tournament table are stored in
advance in the DVD-ROM 25. The meeting management data production
unit 42 selects any tournament table from among the plurality kinds
of tournament table stored in the DVD-ROM 25 based on the number of
participant players input on the meeting setting screen, and adds
the read tournament table in the meeting data. Alternatively, the
tournament table may be automatically produced based on the number
of participant players input on the meeting setting screen.
[0050] In this embodiment, an initial node ID is defined for each
participant ID. That is, in the tournament table contained in the
meeting data produced by the meeting management data production
unit 42, each participant ID is shown corresponding to an initial
node ID.
[0051] The meeting data produced as described above is stored as a
part of the meeting management data in the meeting management
memory card 28a.
[0052] FIG. 5 is a diagram showing one example of a participant
registration screen. This screen is used by a player wishing to
participate in a meeting to input their name or to select a team to
use in the match game. As shown in FIG. 5, the participant
registration screen image includes a player name display column, a
using team name display column, and a registration button, all
shown associated with a participant ID used in the meeting. It
should be noted that the example shown in FIG. 5 is related to the
case in which a player 1 is registered as a participant having a
participant ID "P1".
[0053] In this embodiment, a single participant memory card 28b is
allocated for each player participating in the meeting. In other
words, a single participant memory card 28b is allocated to every
participant ID. A player wishing to participate in the meeting
stores data in advance in their own participant memory card 28b,
the data including attribute data describing the player name or the
like and team data on a team the player is going to use in a match
against other players. Here, note that the team data contains, for
example, data for displaying a flag and/or uniform of that team on
a game screen, parameter data describing the ability of the soccer
players belonging to that team, and so forth.
[0054] A player wishing to participate in the meeting inserts their
participant memory card 28b having the above-described data stored
therein into a memory card slot (a memory card slot with no meeting
management memory card 28a held therein) of the game machine 10a,
and thereafter presses the registration button associated with a
desired participant ID. For example, a player wishing to be
registered as a participant having a participant ID "P2" will press
the registration button associated with the participant ID
"P2".
[0055] With the registration button pressed, the attribute data and
the team data is read from the participant memory card 28b, and the
content thereof is registered in the participant management table
such as is shown in FIG. 8. The participant player table such as is
shown in FIG. 8 is formed containing a participant ID column, a
participant name column, a using team name column, and a using team
data column.
[0056] On the participant registration screen, when the
registration button associated with, for example, the participant
ID "P2" is pressed, the content of the data read from the
participant memory card 28b is registered in the participant name
column, the using team name column, and the using team data column,
all associated with the participant ID "P2".
[0057] It should be noted here that the team data stored in the
participant memory card 28b may be stored intact in the using team
data column. Alternatively, while the team data is stored in a
predetermined storage area in the meeting management memory card
28a, data indicative of the storage area may be stored in the using
team data column.
[0058] The participant management table may be produced at the time
when the decision button is pressed on the meeting setting screen,
so as to allow registration therein of the number of participant
data items, the number being the number set on the meeting setting
screen as the number of participating players. Alternatively, the
participant management table may be produced at the time when the
initial participant registration takes place on the participant
registration screen. The participant management table is also
stored as a part of the meeting management data in the meeting
management memory card 28a.
[0059] In this embodiment, with the registration button pressed on
the participant registration screen, the above-described writing
operation relative to the meeting management memory card 28a is
carried out, and the meeting data stored in the meeting management
memory card 28a is written into the participant memory card
28b.
[0060] The participant data such as is shown in FIG. 9, for
example, is also written into the participant memory card 28b. The
participant data shown in FIG. 9 is formed containing a participant
ID column and a present node ID column.
[0061] In the participant ID column, the participant ID
corresponding to the player is stored. That is, the participant ID
associated with the registration button pressed by the player on
the participant registration screen is stored.
[0062] In the present node ID column, the node ID corresponding to
the player is stored. When the participant data is written into the
participant memory card 28b, the node ID which is shown
corresponding to the participant ID of the player in the tournament
table stored in the meeting management memory card 28a is stored as
an initial value in the present node ID column. The content of the
present node ID column is updated based on the result of a match
game, to be described later.
[0063] It should be noted that as the participant ID and the
tournament table are stored in the participant memory card 28b,
specification of the node ID corresponding to that player is
possible. Therefore, it is not always necessary to store the
present node ID as a part of the participant data, though it is
determined here, for brevity of the description, that the present
node ID column is provided in the participant data.
[0064] As described above, when the registration of all
participants is completed on the participant registration screen,
meeting management data which contains the meeting data, the
attribute data on all players participating in the meeting, and the
team data of all players participating in the meeting is
resultantly stored in the meeting management memory card 28a.
Meanwhile, the meeting data, the attribute data on the player, the
team data of the player, and the participant data of the player are
resultantly stored in the participant memory card 28b of each
player.
[0065] In the following, the functional blocks of the match playing
game machine 10b will be described.
[0066] In the game system 40, a match is carried out between the
participants of the meeting using the match playing game machine
10b. Each of the match playing game machines 10b has a structure
enabling the match.
[0067] A player who is going to play a match using the match
playing game machine 10b selects a match playing menu on a game
menu screen. It should be noted that the match playing game machine
10b comprises a first controller 32 and a second controller 32. One
player plays the game using the first controller 32, while the
other player plays the game using the second controller 32.
[0068] With the match playing menu selected, the game result data
reading unit 46 shows both of the matching players a screen for
encouraging insertion of the respective participant memory cards
28b into the respective memory card slots. When the match playing
game machine 10b in use has a plurality of memory card slots,
guidance is shown on the screen for encouraging one player to
insert their participant memory card 28b into a first memory card
slot and the other player to insert their participant memory card
28b into a second memory card slot. Meanwhile, when the match
playing game machine 10b in use has only a single memory card slot,
guidance may be shown for encouraging one of the players to insert
their participant memory card 28b into the memory card slot, and,
after predetermined data is read from the participant memory card
28b, encourage the other player to insert their participant memory
card 28b into the memory card slot.
[0069] The game result data reading unit 46 determines whether or
not a participant memory card 28b is already held in the memory
card slot. When it is determined that the participant memory cards
28b of both players are already held, the participant data is read
from the respective participant memory cards 28. In particular, the
game result data reading unit 46 reads the present node ID's (game
result data) from the respective participant memory cards 28b.
[0070] The judging unit 48 determines whether or not the
combination of the present node ID's of the two players, read by
the game result data reading unit 46, is a predetermined
combination. That is, the judging unit 48 determines whether or not
the match by these players is legitimate as being in conformity
with the tournament tree.
[0071] As a tournament table which shows the pairings for all
matches according to the tournament tree in the form of
combinations of the node ID's is stored in the participant memory
card 28b, as described above, the judging unit 48 determines, with
reference to the tournament table stored in the participant memory
card 28b, whether or not the combination of the present node ID's,
read by the game result data reading unit 46, is coincident with
any of the match pairings defined in the tournament table.
[0072] More specifically, the judging unit 48 obtains, based on the
present node ID and the tournament table read from one of the
participant memory cards 28b, a match node ID which is defined
corresponding to that present node ID according to the tournament
table. Thereafter, the judging unit 48 determines whether or not
the obtained match node ID coincides with the present node ID read
from the other participant memory card 28b. When it is determined
that these coincide with each other, it is determined that the
combination of the present node ID's read by the game result data
reading unit 46 is legitimate.
[0073] As described above, the judging unit 48 determines whether
or not the node ID condition specified based on the single present
node ID read by the game result data reading unit 46 and the
tournament table is satisfied by another present node ID read by
the game result data reading unit 46, to thereby determine whether
or not the combination of the present node ID's read by the game
result data reading unit 46 is a predetermined combination in
conformity with the tournament tree.
[0074] According to the determination result obtained by the
judging unit 48, the game implementation control unit 50 causes
both players to initiate the match game. For example, when it is
determined that the combination of the present node ID's read by
the game result data reading unit 46 is not the combination in
conformity with the tournament tree, the game implementation
control unit 50 prohibits implementation of the match game by the
players.
[0075] Meanwhile, when it is determined that the combination of the
present node ID's read by the game result data reading unit 46 is a
combination in conformity with the tournament tree, the game
implementation control unit 50 reads the attribute data, the team
data, and so forth, from the respective participant memory cards
28b, and performs control so as to implement the match game based
on the data read.
[0076] It should be noted that the game implementation control unit
50 may show a match game screen based on the present node ID's of
the matching players. For example, a screen image which is produced
based on the present node ID's of the matching players may be
displayed as a start screen and/or a result presentation screen of
the match game.
[0077] For at least one of the participant memory cards 28b of both
players, the game result data update unit 52 updates the present
node ID stored in the participant memory card 28b, based on the
result of the match game having been implemented under control by
the game implementation control unit 50. For example, the game
result data update unit 52 determines a new present node ID based
on the present node ID and the content of the tournament table, and
stores the determined present node ID in the participant memory
card 28b.
[0078] In this embodiment, the game result data update unit 52
effects the update with respect to the participant memory card 28b
of the winning player of the match game. More specifically, the
game result data update unit 52 reads the present node ID and the
tournament table from the participant memory card 28b of the
winning player, and obtains the next node ID set corresponding to
that present mode ID according to the tournament table. Then, the
present node ID column of the participant data stored in the
participant memory card 28b of the winning player is updated so as
to show the node ID currently stored as the next node ID. In this
case, the game result data update unit 52 also updates the
tournament table stored in the participant memory card 28b such
that the participant ID is made to correspond to the node ID newly
stored as the present node ID.
[0079] Meanwhile, for the participant memory card 28b of the losing
player of the match game, the game result data update unit 52
maintains the present node ID column in the participant data as is,
that is, without updating. Alternatively, for the participant
memory card 28b of the losing player of the match game, the game
result data update unit 52 may update the present node ID to be a
predetermined string indicative of a lost game.
[0080] It should be noted that the game result data update unit 52
may store the match record data concerning that match in the game
participant memory cards 28b. Here, the match record data includes
data indicative of the state of occurrence of various events during
the match (a score event, a soccer player exchange event, and so
forth), data on evaluation of the respective soccer players playing
in the match (an evaluation point, a successful pass rate, and so
forth), and so forth. The match record data may be stored in the
participant memory cards 28b of both players.
[0081] Also, the game result data update unit 52 may update the
team data stored in the participant memory cards 28b of both
players based on the progress and/or result of the match. For
example, a parameter indicative of the degree of tiredness of each
soccer player may be updated. In addition, for example, a parameter
indicative of the state of injury of each soccer player and/or a
parameter concerning a yellow or red card may be updated.
[0082] As described above, the present node ID stored in the
participant memory card 28b of the winning player is updated to be
the node ID currently registered as the next node ID corresponding
to that present node ID. As determination as to whether or not to
carry out a match game is made based on the combination of the
present node ID's stored in the participant memory cards 28b of the
matching players, the winning player is entitled, as long as the
opponent player of the next match is already determined, to carry
out the next match against that opponent player at any time and
using any match playing game machine 10b.
[0083] It should be noted that the game system 40 can reflect the
result of each match in the content stored in the meeting
management memory card 28a. In the following, this structure will
be described.
[0084] When the content stored in the meeting management memory
card 28a is updated based on the result of a match game, the host
of the meeting or the player inserts his/her participant memory
card 28b into the memory card slot of the meeting management game
machine 10a (a memory card slot with no meeting management memory
card 28a held therein). Then, the host of the meeting or the player
selects a match result registration menu on the game menu screen
shown in the meeting management game machine 10a.
[0085] With the match result registration menu selected, the
meeting management data update unit 44 determines whether or not a
meeting management memory card 28a and a participant memory card
28b are already held in the memory card slots. When it is
determined that such cards are held in the slots, the meeting
management data update unit 44 reads the participant data (the
participant ID and the present node ID) from the participant memory
card 28b, and updates the content of the tournament table stored in
the meeting management memory card 28a such that that participant
ID is made to correspond to that present node ID according to the
tournament table.
[0086] Further, the meeting management data update unit 44 reads
the match record data from the participant memory card 28b and
stores in the meeting management memory card 28a. Still further,
the meeting management data update unit 44 also reads the team data
from the participant memory card 28b and updates the team data of
that player stored in the meeting management memory card 28a.
[0087] As described above, the game system 40 can store the result
of a match game carried out using each of the match playing game
machines 10b via the participant memory card 28b in the meeting
management memory card 28a. This arrangement can leave the player
free from the burden of oral reporting, or reporting in a
predetermined written format, on the detailed information on the
match game result. That is, the game system 40 can reduce the
burden imposed on the player in connection with reporting of the
match game result. Simultaneously, the burden imposed on the host
of the meeting in connection with collection of the match game
results can be reduced. Further, failure of reporting the
information on the match game result can be prevented, and
unfairness such as the player having participated in the game not
reporting information being disadvantageous to the player
themselves can be prevented.
[0088] It should be noted that the meeting management game machine
10a can refer to the various data stored in the meeting management
memory card 28a. That is, in the meeting management game machine
10a, the host of the meeting, and the player can refer to the
result of a match carried out by other players, the progress of the
meeting, the latest states of the respective teams, the record of
each soccer player (a playing time, a successful pass rate, and so
forth), various aggregated data (score ranking, and so forth), and
so forth.
[0089] As described above, the game system 40 (the meeting
management game machine 10a and the match playing game machine 10b)
allows, in a game tournament, each player to play a match against
an opponent player at any time and using any match playing game
machine 10b, while ensuring that the match is carried out by the
pair defined according to the tournament tree. That is, the game
system 40 can preferably realize a tournament meeting in which
players play a match according to a tournament tree. Also, the game
system 40 enables collective management of the results of the
matches carried out using the match playing game machines 10b,
while suppressing increase of the burden imposed on the host of the
meeting.
[0090] It should be noted that the present invention is not limited
to the above-described embodiment.
[0091] For example, although it is described in the above that a
tournament table in accordance with the number of participant
players input on the meeting setting screen is stored in the
meeting management memory card 28a and the participant memory card
28b, in the case where a plurality kinds of tournament table
corresponding to the number of participant players which can be
input on the meeting setting screen (the example shown in FIG. 7
excluding the participant ID column) are stored in advance in the
DVD-ROM 25, the identification information of the tournament table
selected according to the number of participant players input on
the meeting setting screen may be stored as a part of the meeting
data in the meeting management memory card 28a and each participant
memory card 28b. In the case where a tournament table is uniquely
determined based on the number of participant players input on the
meeting setting screen, the number of participant players may be
used as the identification information of the tournament table.
[0092] In the above, a table showing a participant ID and a present
node ID defined corresponding to each other may be stored in the
meeting management memory card 28a. Also, when the judging unit 48
determines whether or not the combination of the present node ID's
read from the participant memory cards 28b is legitimate, the
identification information of the tournament table used for that
meeting may be read from either one of the participant memory cards
28b. Then, the tournament table identified by that identification
information is read from the DVD-ROM 25, and the above-described
determination is made based on the read tournament table.
[0093] Also, for example, it is described in the above that the
attribute data and/or team data of a player wishing to participate
in the meeting is read from the participant memory card 28b with
the participant registration screen shown, whereby participant
registration is completed. Alternatively, it may be arranged such
that while the participant registration screen is shown, the player
wishing to participate in the meeting is asked to input their
player name (a participant's name) or to select data on the team
which the player is going to use in the match from the team data
stored in advance in the DVD-ROM 25. Then, the attribute data and
the team data of the player are produced based on the input or the
content of the selection made on this screen, and stored in the
meeting management memory card 28a and the participant memory card
28b of the player.
[0094] Also, for example, it may be arranged such that the host of
the meeting is entitled to change the tournament tree after
registration of all participants is completed. When such a change
is made, the meeting management data production unit 42 may update
the tournament table stored in the meeting management memory card
28a. In this case, all participants may be asked to sequentially
mount their participant memory cards 28b in the game machine 10a so
that the tournament tables stored therein are updated. In this
case, it may be arranged such that the attribute data and team data
of other players may be stored in the respective participant memory
cards 28b.
[0095] Also, for example, although it is described in the above
that the game machine 10 is constructed mainly from the consumer
game machine 11, the game machine 10 may alternatively be
constructed from other computers, such as a commercial game
machine, a portable game machine, a portable phone, a personal data
assistant, a personal computer, and so forth.
[0096] Also, for example, the game to be carried out using the
match playing game machine 10b is not limited to a match game for a
one-vs-one match game to be played by two players. Alternatively, a
match game to be played by groups of players, each group comprising
one or more players, may be similarly employed. For example, a
soccer game in which two operation object teams relevant to a match
are operated by player groups may be applicable. Still
alternatively, a match game (that is, a battle royal game) in which
three or more players battle at the same time may be employed.
[0097] It should be noted that the game to be carried out using the
match playing game machine 10b is not limited to a match game, and
any game involving two or more players or groups of players can be
employed.
[0098] Also, for example, although a case in which the present
invention is applied to a tournament meeting is described in the
above, the present invention may be similarly applicable to a
league meeting in which a participant battles against all other
participants to compete in the points according to the number of
wins and draws. Alternatively, the present invention can be applied
to a meeting held in any other style.
[0099] Also, for example, although it is arranged in the above that
a program is supplied from the DVD-ROM 25 serving as an information
storage medium to the consumer game machine 11, the program may
alternatively be supplied via a communication network to a consumer
game machine 11, or the like.
[0100] FIG. 10 is a diagram showing the entire structure of a
program distribution system using a communication network. With
reference to FIG. 10, a program distribution method according to
the present invention will be described.
[0101] As shown in FIG. 10, the program distribution system 100
comprises a game database 102, a server 104, a communication
network 106, a personal computer 108, a consumer game machine 110,
and a PDA (personal data assistant) 112. The game database 102 and
the server 104 together constitute a program distribution device
114. The communication network 106 is constructed comprising, for
example, the Internet or a cable television network. In this
system, a program similar to the content stored in the DVD-ROM 25
is stored in the game database (an information storage medium) 102.
Then, when a demander makes a request for game distribution, using
the personal computer 108, the consumer game machine 110, the PDA
112, or the like, the request is supplied via the communication
network 106 to the server 104. The server 104, in response to the
game distribution request, reads the program from the game database
102 and sends to the entity, such as the personal computer 108, the
consumer game machine 110, the PDA 112, or the like, having made
the game distribution request.
[0102] It should be noted that it is arranged here that a game is
distributed in response to a game distribution request,
alternatively, unidirectional transmission from the server 104 may
be defined. Also, it is not always necessary to send the entire
program necessary to realize a game at once (collective
distribution), and only a necessary part of the program according
to the aspect of the game may be sent (dividing distribution). Game
distribution via the communication network 106 as described above
allows the program demander to readily obtain the program.
* * * * *