TWI866891B - Gaming Devices - Google Patents
Gaming Devices Download PDFInfo
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- TWI866891B TWI866891B TW107144976A TW107144976A TWI866891B TW I866891 B TWI866891 B TW I866891B TW 107144976 A TW107144976 A TW 107144976A TW 107144976 A TW107144976 A TW 107144976A TW I866891 B TWI866891 B TW I866891B
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- 238000012545 processing Methods 0.000 claims abstract description 79
- 238000004891 communication Methods 0.000 claims abstract description 38
- 230000006399 behavior Effects 0.000 claims description 19
- 230000005540 biological transmission Effects 0.000 claims description 10
- 230000001934 delay Effects 0.000 abstract description 5
- 238000010586 diagram Methods 0.000 description 12
- 238000001514 detection method Methods 0.000 description 9
- 238000003780 insertion Methods 0.000 description 7
- 230000037431 insertion Effects 0.000 description 7
- 238000000034 method Methods 0.000 description 6
- 238000004590 computer program Methods 0.000 description 4
- 230000010365 information processing Effects 0.000 description 3
- 238000005401 electroluminescence Methods 0.000 description 2
- 239000004973 liquid crystal related substance Substances 0.000 description 2
- 239000012528 membrane Substances 0.000 description 2
- 230000003287 optical effect Effects 0.000 description 2
- 230000002093 peripheral effect Effects 0.000 description 2
- 238000013459 approach Methods 0.000 description 1
- 230000000694 effects Effects 0.000 description 1
- 238000004091 panning Methods 0.000 description 1
- 238000012360 testing method Methods 0.000 description 1
Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B65/00—Implements for throwing ; Mechanical projectors, e.g. using spring force
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63B—APPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
- A63B65/00—Implements for throwing ; Mechanical projectors, e.g. using spring force
- A63B65/02—Spears or the like ; Javelins
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F11/00—Game accessories of general use, e.g. score counters, boxes
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/213—Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/75—Enforcing rules, e.g. detecting foul play or generating lists of cheating players
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- Health & Medical Sciences (AREA)
- General Health & Medical Sciences (AREA)
- Physical Education & Sports Medicine (AREA)
- Mechanical Engineering (AREA)
- Business, Economics & Management (AREA)
- Computer Security & Cryptography (AREA)
- General Business, Economics & Management (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
- Information Transfer Between Computers (AREA)
- Processing Or Creating Images (AREA)
Abstract
本發明提供一種遊戲裝置,其可藉由P2P通信而避免動畫延遲,並且於玩家有可能進行犯規行為之情形時,可確實保存用以驗證犯規行為之證據資料。 遊戲裝置20之特徵在於,其係經由通信網路2連接於伺服器10及其他遊戲裝置20者,且具備:記憶部22;顯示部24;接收部293,其接收藉由拍攝其他遊戲裝置20之周圍而產生之動畫;記憶處理部294,其使接收部293接收到之動畫記憶於記憶部22;顯示處理部295,其使接收部293接收到之動畫顯示於顯示部24;判定部296,其判定是否滿足特定之動畫發送條件;及第1發送部297,其於判定部296判定滿足上述特定之動畫發送條件之情形時,將記憶於記憶部22之動畫之至少一部分向伺服器10發送。The present invention provides a gaming device that can avoid animation delays through P2P communication, and when a player is likely to commit a foul, can surely save evidence data for verifying the foul. The game device 20 is characterized in that it is connected to the server 10 and other game devices 20 via the communication network 2, and has: a memory unit 22; a display unit 24; a receiving unit 293, which receives animations generated by shooting the surroundings of other game devices 20; a memory processing unit 294, which causes the animations received by the receiving unit 293 to be stored in the memory unit 22; a display processing unit 295, which causes the animations received by the receiving unit 293 to be displayed on the display unit 24; a determination unit 296, which determines whether specific animation sending conditions are met; and a first sending unit 297, which sends at least a part of the animation stored in the memory unit 22 to the server 10 when the determination unit 296 determines that the above-mentioned specific animation sending conditions are met.
Description
本發明係關於一種遊戲裝置。The present invention relates to a game device.
自先前以來,使用經由網路連接之伺服器及複數個遊戲裝置,進行由複數個玩家操作遊戲裝置而進行遊戲對戰之所謂連線遊戲。於此種連線遊戲中,基於防止玩家犯規等之理由,有由進行對戰之複數個遊戲裝置互相發送藉由拍攝玩家而產生之動畫(包含圖像)且由各遊戲裝置顯示自對方之遊戲裝置接收到之該動畫者。Conventionally, a so-called online game is played by a plurality of players operating the game devices to play a game against each other using a server and a plurality of game devices connected via a network. In such online games, for reasons such as preventing players from committing fouls, a plurality of game devices performing the game send each other animations (including images) generated by photographing the players, and each game device displays the animation received from the other game device.
例如,於專利文獻1中,記載一種具備攝像部、收發部及顯示部之遊戲裝置。收發部將攝像部拍攝到之自身玩家之動畫發送至對方遊戲裝置,且自對方遊戲裝置接收對方玩家之動畫。顯示部顯示接收到之對方玩家之動畫。 [先前技術文獻] [專利文獻]For example, Patent Document 1 describes a gaming device having a camera unit, a transceiver unit, and a display unit. The transceiver unit transmits the video of the player captured by the camera unit to the other gaming device, and receives the video of the other player from the other gaming device. The display unit displays the received video of the other player. [Prior Technical Document] [Patent Document]
[專利文獻1]國際公開第2015/173962號[Patent Document 1] International Publication No. 2015/173962
[發明所欲解決之問題][The problem the invention is trying to solve]
然而,由於動畫資料一般容量較大,故自客戶端即遊戲裝置經由伺服器對其他客戶端即對方之遊戲裝置發送動畫之構成會產生延遲,有損遊戲之即時性。因此,如上述之連線遊戲大多採用遊戲裝置彼此進行P2P(Peer to Peer,點對點)通信、遊戲裝置彼此之間收發動畫之構成。However, since the capacity of animation data is generally large, the structure of sending animation from the client, i.e. the game device, to other clients, i.e. the other party's game device via the server will cause delays, which will damage the real-time nature of the game. Therefore, most online games such as the above adopt the structure of P2P (Peer to Peer) communication between game devices, and the structure of sending and receiving animations between game devices.
但是,如此採用P2P通信之構成之情形時,若形勢變得不利之玩家進行犯規地切斷通信而使遊戲終止等犯規行為之情形時,由於成為證據之資料未留在伺服器側,故難以驗證是否為犯規行為。However, when P2P communication is used, if a player who is at a disadvantage breaks off communication and ends the game, it is difficult to verify whether it is a foul because the data that serves as evidence is not left on the server.
本發明係為解決此種問題而完成者,其目的在於提供一種遊戲裝置,其可藉由P2P通信而避免動畫延遲,並且於玩家有可能進行犯規行為之情形時,可確實保存用以驗證犯規行為之證據資料。 [解決問題之技術手段]The present invention is completed to solve this problem. Its purpose is to provide a gaming device that can avoid animation delays through P2P communication and can accurately save evidence data for verifying foul behavior when a player is likely to commit a foul. [Technical means for solving the problem]
本發明之遊戲裝置之特徵在於,其係經由通信網路連接於伺服器及其他遊戲裝置者,且具備:記憶部;顯示部;接收部,其接收藉由拍攝其他遊戲裝置之周圍而產生之動畫;記憶處理部,其使接收部接收到之動畫記憶於記憶部;顯示處理部,其使接收部接收到之動畫顯示於顯示部;判定部,其判定是否滿足特定之動畫發送條件;及第1發送部,其於判定部判定滿足特定之動畫發送條件之情形時,將記憶於記憶部之動畫之至少一部分向伺服器發送。 [發明之效果]The game device of the present invention is characterized in that it is connected to a server and other game devices via a communication network, and has: a memory unit; a display unit; a receiving unit that receives a video generated by photographing the surroundings of other game devices; a memory processing unit that causes the video received by the receiving unit to be stored in the memory unit; a display processing unit that causes the video received by the receiving unit to be displayed on the display unit; a determination unit that determines whether a specific video transmission condition is satisfied; and a first transmission unit that transmits at least a portion of the video stored in the memory unit to the server when the determination unit determines that the specific video transmission condition is satisfied. [Effect of the invention]
根據本發明,可提供一種遊戲裝置,其可藉由P2P通信而避免動畫延遲,並且於玩家有可能進行犯規行為之情形時,可確實保存用以驗證犯規行為之證據資料。According to the present invention, a gaming device can be provided, which can avoid animation delays through P2P communication, and when a player is likely to commit a foul, can surely save evidence data for verifying the foul.
以下,參照圖式,針對本發明之各種實施形態進行說明。惟本發明之技術範圍不限定於該等實施形態,當應著眼於涉及申請專利範圍所記載之發明及其均等物之方面。Hereinafter, various embodiments of the present invention will be described with reference to the drawings. However, the technical scope of the present invention is not limited to the embodiments, but should focus on the invention described in the scope of the patent application and its equivalents.
(1)遊戲系統1之構成 圖1係顯示遊戲系統1之一例之網路構成圖。遊戲系統1係用以執行作為連線遊戲之一例之飛鏢遊戲之系統。遊戲系統1具有互相以網際網路等通信網路2連接之伺服器10、及複數個遊戲裝置20。複數個遊戲裝置20例如設置於不同店鋪內。另,複數個遊戲裝置20亦可設置於同一店鋪內。(1) Configuration of the game system 1 Figure 1 is a network configuration diagram showing an example of the game system 1. The game system 1 is a system for executing a dart game as an example of an online game. The game system 1 has a server 10 and a plurality of game devices 20 connected to each other via a communication network 2 such as the Internet. The plurality of game devices 20 are, for example, installed in different stores. Alternatively, the plurality of game devices 20 may be installed in the same store.
(2)各裝置之構成 (2-1)伺服器10之構成 圖2係顯示伺服器10之功能上之構成之方塊圖。伺服器10係用以執行玩家之匹配相關之處理及飛鏢遊戲之進行相關之處理之資訊處理裝置。伺服器10具備伺服器通信部11、伺服器記憶部12及伺服器處理部13。(2) Configuration of each device (2-1) Configuration of server 10 Figure 2 is a block diagram showing the functional configuration of server 10. Server 10 is an information processing device for executing player matching-related processing and dart game-related processing. Server 10 has a server communication unit 11, a server memory unit 12, and a server processing unit 13.
伺服器通信部11具備用以將伺服器10連接於網路2之通信介面電路,與通信網路2之間進行通信。伺服器通信部11將自遊戲裝置20等接收到之資料向伺服器處理部13供給。又,伺服器通信部11將自伺服器處理部13供給之資料發送至遊戲裝置20等。The server communication unit 11 has a communication interface circuit for connecting the server 10 to the network 2 and communicates with the communication network 2. The server communication unit 11 supplies data received from the game device 20 and the like to the server processing unit 13. In addition, the server communication unit 11 sends the data supplied from the server processing unit 13 to the game device 20 and the like.
伺服器記憶部12例如具備磁帶裝置、磁碟裝置或光碟裝置中之至少一者。伺服器記憶部12記憶伺服器處理部13之處理所使用之作業系統程式、驅動器程式、應用程式及資料等。例如,作為應用程式,伺服器記憶部12記憶用以執行將複數個玩家彼此作為對戰對手進行匹配之匹配處理之程式,或用以使飛鏢遊戲進行之程式等。電腦程式亦可使用例如眾所周知之安裝程式等,自CD-ROM(Compact Disc Read-Only Memory,光碟唯讀記憶體)、DVD-ROM(Digital Video Disc-Read Only Memory,數位影音光碟唯讀記憶體)等電腦可讀取之可攜式記錄媒體安裝於伺服器記憶部12。或者,電腦程式亦可藉由經由通信網路2等自其他資訊處理裝置下載,而安裝於伺服器記憶部12。The server memory unit 12 has at least one of a tape device, a disk device, or an optical disk device. The server memory unit 12 stores operating system programs, driver programs, applications, and data used by the server processing unit 13. For example, as an application, the server memory unit 12 stores a program for executing a matching process for matching a plurality of players as opponents, or a program for playing a dart game, etc. The computer program can also be installed in the server memory 12 from a computer-readable portable recording medium such as a CD-ROM (Compact Disc Read-Only Memory) or a DVD-ROM (Digital Video Disc Read Only Memory) using, for example, a well-known installation program. Alternatively, the computer program can also be installed in the server memory 12 by downloading from other information processing devices via the communication network 2 or the like.
伺服器處理部13具備一個或複數個處理器及其周邊電路。伺服器處理部13例如為CPU(Central Processing Unit,中央處理單元),統括控制伺服器10之全體動作。伺服器處理部13係以基於記憶於伺服器記憶部12之程式等,以適當之順序執行伺服器10之各種處理之方式,控制伺服器通信部11等之動作。伺服器處理部13具備匹配處理部131、遊戲進行部132及動畫受理部133。匹配處理部131執行例如將複數個玩家彼此作為對戰對手進行匹配之匹配處理。遊戲進行部132執行例如飛鏢遊戲之進行相關之處理。動畫受理部133例如受理遊戲裝置20發送之動畫。The server processing unit 13 has one or more processors and their peripheral circuits. The server processing unit 13 is, for example, a CPU (Central Processing Unit), which controls all actions of the server 10. The server processing unit 13 controls the actions of the server communication unit 11, etc., by executing various processes of the server 10 in an appropriate order based on the program stored in the server memory unit 12. The server processing unit 13 has a matching processing unit 131, a game progress unit 132, and an animation receiving unit 133. The matching processing unit 131 performs matching processing such as matching multiple players with each other as opponents. The game progress unit 132 performs processing related to the progress of a dart game, for example. The animation receiving unit 133 receives animations sent from the game device 20, for example.
(2-2)遊戲裝置20之構成 圖3係遊戲裝置20之概略外觀圖。圖4係顯示遊戲裝置20之功能上之構成之方塊圖。遊戲裝置20係玩家用以進行飛鏢遊戲之遊戲裝置。遊戲裝置20具備:遊戲裝置通信部21、遊戲裝置記憶部22、操作部23、顯示部24、卡槽CS、卡RW部25、飛鏢板DB、檢測部26、硬幣投入部27、攝像部28、及遊戲裝置處理部29。於飛鏢遊戲中,玩家自適當設定於遊戲裝置20前方之場地,瞄準飛鏢板DB而投擲飛鏢。(2-2) Configuration of the game device 20 Figure 3 is a schematic diagram of the game device 20. Figure 4 is a block diagram showing the functional configuration of the game device 20. The game device 20 is a game device used by the player to play the dart game. The game device 20 includes: a game device communication unit 21, a game device memory unit 22, an operation unit 23, a display unit 24, a card slot CS, a card RW unit 25, a dart board DB, a detection unit 26, a coin input unit 27, a camera unit 28, and a game device processing unit 29. In the dart game, the player sets up a field in front of the game device 20 appropriately, aims at the dart board DB and throws the dart.
遊戲裝置通信部21具備用以將遊戲裝置20連接於通信網路2之通信介面電路,與通信網路2之間進行通信。遊戲裝置通信部21將經由通信網路2自伺服器10及其他遊戲裝置20等接收到之資料供給於遊戲裝置處理部29。又,遊戲裝置通信部21將自遊戲裝置處理部29供給之資料經由通信網路2發送至伺服器10及其他遊戲裝置20等。The game device communication unit 21 has a communication interface circuit for connecting the game device 20 to the communication network 2 and communicating with the communication network 2. The game device communication unit 21 supplies data received from the server 10 and other game devices 20 via the communication network 2 to the game device processing unit 29. In addition, the game device communication unit 21 sends data supplied from the game device processing unit 29 to the server 10 and other game devices 20 via the communication network 2.
遊戲裝置記憶部22例如具備磁帶裝置、磁碟裝置或光碟裝置中之至少一者。遊戲裝置記憶部22記憶遊戲裝置處理部29之處理所使用之作業系統程式、驅動器程式、應用程式及資料等。例如,作為應用程式,遊戲裝置記憶部22記憶用以使飛鏢遊戲進行之程式等。又,例如遊戲裝置記憶部22記憶經由通信網路2等自其他遊戲裝置20接收到之動畫。電腦程式例如亦可使用眾所周知之安裝程式等,自CD-ROM、DVD-ROM等電腦可讀取之可攜式記錄媒體安裝於遊戲裝置記憶部22。或者,電腦程式亦可藉由經由通信網路2等自伺服器10或其他資訊處理裝置下載,而安裝於遊戲裝置記憶部22。The game device memory 22 has at least one of a tape device, a disk device, or an optical disk device. The game device memory 22 stores operating system programs, driver programs, applications, and data used by the game device processing unit 29. For example, as an application, the game device memory 22 stores a program for playing a dart game. In addition, for example, the game device memory 22 stores animations received from other game devices 20 via the communication network 2. Computer programs can also be installed in the game device memory 22 from a portable recording medium such as a CD-ROM or DVD-ROM that can be read by a computer, for example, using a well-known installation program. Alternatively, the computer program may be downloaded from the server 10 or other information processing device via the communication network 2 and installed in the game device memory 22.
操作部23係用以供玩家進行各種操作者,例如藉由設置於操作面板之操作按鈕等實現。操作部23受理玩家之操作,將對應於該操作之信號發送至遊戲裝置處理部29等。The operation unit 23 is used for the player to perform various operations, for example, by operating buttons provided on the operation panel, etc. The operation unit 23 receives the player's operation and sends a signal corresponding to the operation to the game device processing unit 29, etc.
顯示部24只要為可顯示影像及圖像等則可為任何器件,例如為液晶顯示器或有機EL(Electro-Luminescence:電致發光)顯示器等。顯示部24例如可藉由液晶觸控面板顯示器而與操作部23一體化。顯示部24顯示對應於自遊戲裝置處理部29供給之資料之圖像及動畫。The display unit 24 may be any device as long as it can display images and pictures, such as a liquid crystal display or an organic EL (Electro-Luminescence) display. The display unit 24 may be integrated with the operation unit 23 by, for example, a liquid crystal touch panel display. The display unit 24 displays pictures and animations corresponding to data supplied from the game device processing unit 29.
卡槽CS係用以插入玩家所持有之遊戲卡之插入口。於遊戲裝置20設有4個卡槽CS,最多可供4人進行遊戲對戰。另,亦可設置超過4個之數之卡槽CS,而可供超過4人之人數進行遊戲對戰。The card slot CS is an insertion port for inserting the game card held by the player. There are 4 card slots CS in the game device 20, which can be used for 4 people to play the game. In addition, more than 4 card slots CS can be provided, and more than 4 people can play the game.
卡RW部25可讀取記錄於玩家所持有之遊戲卡之卡ID等,或將遊戲結果所獲得之資訊等寫入遊戲卡。The card RW unit 25 can read the card ID recorded on the game card held by the player, or write information obtained from the game results into the game card.
飛鏢板DB係成為飛鏢遊戲之靶之盤面。飛鏢板DB經區分成複數個靶區域,於該靶區域之各者設有多個細孔。由玩家投擲出之飛鏢之前端部被收容於設置於靶區域之多個孔中之任一者。The dart board DB is a board that serves as a target for the dart game. The dart board DB is divided into a plurality of target areas, each of which has a plurality of small holes. The front end of the dart thrown by the player is received in any of the plurality of holes provided in the target area.
檢測部26具有:薄膜開關,其為了檢測飛鏢刺入靶區域而與靶區域之各者對應設置;及振動感測器,其係用以檢測投擲出之飛鏢偏離靶區域而設。檢測部26基於薄膜開關及振動感測器之信號,檢測飛鏢刺入靶區域之何處/是否未刺入,且將檢測信號發送至遊戲裝置處理部29。The detection unit 26 has: a membrane switch, which is provided corresponding to each target area in order to detect whether the dart penetrates the target area; and a vibration sensor, which is provided to detect whether the thrown dart deviates from the target area. The detection unit 26 detects where the dart penetrates the target area/whether it does not penetrate based on the signals of the membrane switch and the vibration sensor, and sends the detection signal to the game device processing unit 29.
硬幣投入部27具備投入硬幣之投入口、及檢測自投入口投入之硬幣之感測器。於遊戲裝置20中,藉由玩家將特定枚數之硬幣自硬幣投入口投入,而可玩遊戲。另,遊戲裝置20亦可設為即使不自硬幣投入口投入硬幣亦可玩遊戲。The coin insertion part 27 has an insertion port for inserting coins and a sensor for detecting coins inserted from the insertion port. In the game device 20, a player can play a game by inserting a specific number of coins from the coin insertion port. In addition, the game device 20 can also be configured so that the game can be played even if coins are not inserted from the coin insertion port.
攝像部28例如以攝像機等構成,藉由拍攝遊戲裝置29之周圍而產生動畫,且輸出至遊戲裝置處理部29。此處,所謂動畫意指時間序列連續之至少一個圖像,作為包含單一之圖像者使用。攝像部28拍攝例如玩家、飛鏢遊戲之場地及遊戲裝置20等,作為遊戲裝置20之周圍。攝像部28亦可藉由遊戲裝置處理部29之控制,一面進行變焦或搖攝一面執行拍攝。The camera unit 28 is composed of, for example, a camera, and generates a video by photographing the surroundings of the game device 29, and outputs the video to the game device processing unit 29. Here, the video refers to at least one image that is continuous in time series, and is used as a single image. The camera unit 28 photographs, for example, players, a dart game field, and the game device 20 as the surroundings of the game device 20. The camera unit 28 can also perform the photographing while zooming or panning under the control of the game device processing unit 29.
遊戲裝置處理部29具備一個或複數個處理器及其周邊電路。遊戲裝置處理部29例如為CPU,統括控制遊戲裝置20之全體動作。遊戲裝置處理部29以基於記憶於遊戲裝置記憶部22之程式等按適當之順序執行遊戲裝置20之各種處理之方式,控制遊戲裝置通信部21等之動作。The game device processing unit 29 has one or more processors and their peripheral circuits. The game device processing unit 29 is, for example, a CPU, which controls the overall operation of the game device 20. The game device processing unit 29 controls the operation of the game device communication unit 21, etc., by executing various processes of the game device 20 in an appropriate order based on a program stored in the game device memory unit 22, etc.
遊戲裝置處理部29具備匹配要求部291、遊戲進行部292、接收部293、記憶處理部294、顯示處理部295、判定部296、第1發送部297、第2發送部298及指示受理部299。該等各部係藉由遊戲裝置處理部29所具備之處理器執行之程式實現之功能模組。或者,該等各部亦可作為韌體而安裝於遊戲裝置20。匹配要求部291例如將遊戲裝置20所受理之來自玩家之匹配要求經由通信網路2發送至伺服器10。遊戲進行部292執行例如飛鏢遊戲之進行相關之處理。接收部293接收例如自其他遊戲裝置接收到之動畫。記憶處理部294例如使接收部293接收到之動畫記憶於遊戲裝置記憶部22。顯示處理部295例如將接收部293接收到之飛鏢遊戲之進行相關之資料及/或其他動畫加以合成而顯示於顯示部24。判定部296例如判定是否滿足特定之動畫發送條件。特定之動畫發送條件例如為接收部293對動畫之接收被切斷。第1發送部297例如將記憶於遊戲裝置記憶部22之動畫之至少一部分發送至伺服器10。第2發送部298例如將攝像部28所產生之動畫發送至其他遊戲裝置。指示受理部299例如受理使用者之指示。The game device processing unit 29 includes a matching request unit 291, a game progress unit 292, a receiving unit 293, a memory processing unit 294, a display processing unit 295, a determination unit 296, a first sending unit 297, a second sending unit 298, and an instruction receiving unit 299. Each of these units is a functional module implemented by a program executed by a processor of the game device processing unit 29. Alternatively, each of these units may be installed in the game device 20 as firmware. The matching request unit 291, for example, sends a matching request from a player received by the game device 20 to the server 10 via the communication network 2. The game progress unit 292 performs processing related to the progress of a dart game, for example. The receiving unit 293 receives, for example, animations received from other game devices. The memory processing unit 294, for example, causes the animation received by the receiving unit 293 to be stored in the game device memory unit 22. The display processing unit 295, for example, synthesizes the data related to the progress of the dart game received by the receiving unit 293 and/or other animations and displays them on the display unit 24. The determination unit 296, for example, determines whether a specific animation sending condition is met. The specific animation sending condition is, for example, that the reception of the animation by the receiving unit 293 is cut off. The first sending unit 297, for example, sends at least a part of the animation stored in the game device memory unit 22 to the server 10. The second sending unit 298, for example, sends the animation generated by the camera unit 28 to other game devices. The instruction receiving unit 299, for example, receives instructions from the user.
(3)遊戲系統1之動作 接著,說明遊戲系統1之動作。以下,藉由匹配而將玩家A及玩家B設為彼此之對戰對手,將玩家A所操作之遊戲裝置稱為遊戲裝置20A,將玩家B所操作之遊戲裝置稱為遊戲裝置20B。又,適當地於遊戲裝置20A所具備之各構成之末尾標註符號「A」,於遊戲裝置20B所具備之各構成之末尾標註「B」。(3) Actions of Game System 1 Next, the actions of game system 1 are described. Hereinafter, player A and player B are set as opponents of each other by matching, and the game device operated by player A is referred to as game device 20A, and the game device operated by player B is referred to as game device 20B. In addition, the symbol "A" is appropriately added to the end of each component of game device 20A, and the symbol "B" is appropriately added to the end of each component of game device 20B.
(3-1)匹配處理及遊戲進行處理 圖5係顯示遊戲系統1之匹配處理及遊戲之進行相關之處理之動作順序之一例之圖。該動作順序係基於預先記憶於伺服器記憶部12、遊戲裝置記憶部22A及遊戲裝置記憶部22B之程式,主要藉由伺服器處理部13、遊戲裝置處理部29A及遊戲裝置處理部29B,與伺服器10、遊戲裝置20A及遊戲裝置20B之各構件協作而執行。(3-1) Matching Processing and Game Progress Processing Figure 5 is a diagram showing an example of the action sequence of the matching processing and game progress-related processing of the game system 1. The action sequence is based on a program pre-stored in the server memory 12, the game device memory 22A, and the game device memory 22B, and is mainly executed by the server processing unit 13, the game device processing unit 29A, and the game device processing unit 29B in cooperation with the components of the server 10, the game device 20A, and the game device 20B.
(步驟S101) 首先,遊戲裝置20A之操作部23A受理玩家A之請求匹配之操作。例如,玩家A輸入玩家A之ID及希望之遊戲種類等資訊,作為匹配請求中所含之資訊。(Step S101) First, the operation unit 23A of the game device 20A accepts the operation of the player A requesting a match. For example, the player A inputs information such as the player A's ID and the desired game type as information included in the match request.
(步驟S102) 接著,遊戲裝置20A之匹配要求部291A對伺服器10發送步驟S101中所受理之匹配要求。(Step S102) Then, the matching request unit 291A of the game device 20A sends the matching request received in step S101 to the server 10.
(步驟S103) 與步驟S101同樣地,遊戲裝置20B之操作部23B受理玩家B之匹配要求之操作。(Step S103) Similar to step S101, the operation unit 23B of the game device 20B accepts the matching request operation from player B.
(步驟S104) 接著,遊戲裝置20B之匹配要求部291B對伺服器10發送步驟S103中所受理之匹配要求。(Step S104) Then, the matching request unit 291B of the game device 20B sends the matching request received in step S103 to the server 10.
(步驟S105) 接著,伺服器10之匹配處理部131進行匹配處理。此處,藉由該匹配處理,將玩家A及玩家B匹配作為彼此之對戰對手。(Step S105) Then, the matching processing unit 131 of the server 10 performs matching processing. Here, through the matching processing, player A and player B are matched as each other's opponents.
(步驟S106) 接著,伺服器10之匹配處理部131對遊戲裝置20A及遊戲裝置20B之各者,發送表示玩家A及玩家B成為彼此之對戰對手之資訊即對戰決定通知。(Step S106) Then, the matching processing unit 131 of the server 10 sends information indicating that player A and player B have become each other's opponents, i.e., a battle decision notification, to each of the game devices 20A and 20B.
(步驟S107) 接著,伺服器10、遊戲裝置20A及遊戲裝置20B執行飛鏢遊戲之進行處理。此時,將分數、回合數、其他飛鏢遊戲之進行相關之資料(遊戲資料)於伺服器10、遊戲裝置20A及遊戲裝置20B之各者之間進行收發。再者,將遊戲裝置20A及遊戲裝置20B之各者之動畫資料於遊戲裝置20A及遊戲裝置20B之間進行收發。(Step S107) Then, the server 10, the game device 20A, and the game device 20B execute the progress processing of the dart game. At this time, the score, the number of rounds, and other data related to the progress of the dart game (game data) are sent and received between the server 10, the game device 20A, and the game device 20B. Furthermore, the animation data of each of the game device 20A and the game device 20B is sent and received between the game device 20A and the game device 20B.
具體而言,遊戲裝置20A之遊戲進行部292A基於玩家A投擲出飛鏢之情形時由檢測部26A產生之檢測信號,對伺服器10及遊戲裝置20B之各者發送表示玩家A之分數等之資料。又,遊戲裝置20A之攝像部28A藉由拍攝遊戲裝置20A之周圍(玩家A、飛鏢遊戲之場地及遊戲裝置20A等)而產生動畫,且輸出至遊戲裝置處理部29A。且,遊戲裝置處理部29A之第2發送部298A將拍攝遊戲裝置20A之周圍之該動畫發送至遊戲裝置20B。又,遊戲裝置20A之顯示處理部295A合成自伺服器10及遊戲裝置20B接收到之飛鏢遊戲之進行相關之資料、及自遊戲裝置20B接收到之拍攝遊戲裝置20B之周圍之動畫,使後述之遊戲畫面顯示於顯示部24A。Specifically, the game progress unit 292A of the game device 20A sends data indicating the score of the player A to each of the server 10 and the game device 20B based on the detection signal generated by the detection unit 26A when the player A throws the dart. In addition, the camera unit 28A of the game device 20A generates an animation by photographing the surroundings of the game device 20A (player A, the field of the dart game, and the game device 20A, etc.), and outputs it to the game device processing unit 29A. In addition, the second sending unit 298A of the game device processing unit 29A sends the animation photographing the surroundings of the game device 20A to the game device 20B. In addition, the display processing unit 295A of the game device 20A synthesizes the data related to the progress of the dart game received from the server 10 and the game device 20B, and the animation of the surroundings of the game device 20B received from the game device 20B, so that the game screen described later is displayed on the display unit 24A.
又,同樣地,遊戲裝置20B之遊戲進行部292B基於玩家B投擲出飛鏢之情形時由檢測部26B產生之檢測信號,對伺服器10及遊戲裝置20A之各者發送表示玩家B之分數等之資料。又,遊戲裝置20B之攝像部28B藉由拍攝遊戲裝置20B之周圍(玩家B、飛鏢遊戲之場地及遊戲裝置20B等)而產生動畫,且輸出至遊戲裝置處理部29B。且,遊戲裝置處理部29B之第2發送部298B將拍攝遊戲裝置20B之周圍之該動畫發送至遊戲裝置20A。又,遊戲裝置20B之顯示處理部295B合成自伺服器10及遊戲裝置20A接收到之飛鏢遊戲之進行相關之資料、及自遊戲裝置20A接收到之拍攝遊戲裝置20A之周圍之動畫,將後述之遊戲畫面顯示於顯示部24B。Similarly, the game progress unit 292B of the game device 20B sends data indicating the score of the player B to each of the server 10 and the game device 20A based on the detection signal generated by the detection unit 26B when the player B throws the dart. In addition, the camera unit 28B of the game device 20B generates a video by photographing the surroundings of the game device 20B (player B, the dart game field, and the game device 20B, etc.), and outputs it to the game device processing unit 29B. And, the second sending unit 298B of the game device processing unit 29B sends the video of the surroundings of the game device 20B to the game device 20A. In addition, the display processing unit 295B of the game device 20B synthesizes the data related to the progress of the dart game received from the server 10 and the game device 20A, and the animation of the surroundings of the game device 20A received from the game device 20A, and displays the game screen described later on the display unit 24B.
此處,使用圖6,針對顯示於遊戲裝置20A之顯示部24A及遊戲裝置20B之顯示部24B之遊戲畫面500之一例進行說明。如圖6所示,遊戲畫面500包含遊戲資料區域501、動畫區域502A及動畫區域502B。於遊戲資料區域501,顯示玩家A及玩家B各者之分數、回合數、其他飛鏢遊戲之進行相關之資料。於動畫區域502A,顯示藉由攝像部28A拍攝遊戲裝置20A之周圍(玩家A及遊戲裝置20A等)而產生之動畫。於玩家B動畫區域502B,顯示藉由攝像部28B拍攝遊戲裝置20B之周圍(玩家B及遊戲裝置20B等)而產生之動畫。Here, an example of a game screen 500 displayed on the display unit 24A of the game device 20A and the display unit 24B of the game device 20B is described using FIG. 6. As shown in FIG. 6, the game screen 500 includes a game data area 501, an animation area 502A, and an animation area 502B. In the game data area 501, the scores, the number of rounds, and other data related to the progress of the dart game of each player A and player B are displayed. In the animation area 502A, an animation generated by shooting the surroundings of the game device 20A (player A and the game device 20A, etc.) by the camera unit 28A is displayed. In the player B animation area 502B, an animation generated by photographing the surroundings of the game device 20B (player B and the game device 20B, etc.) by the camera unit 28B is displayed.
(3-2)動畫發送處理 圖7係顯示遊戲裝置20之動畫發送處理相關之動作流程之一例之圖。該動作流程係基於預先記憶於遊戲裝置記憶部22之程式,主要藉由遊戲裝置處理部29,與遊戲裝置20之各構件協作而執行。該動作流程中,遊戲裝置20之判定部296判定接收部293對自其他遊戲裝置發送之動畫之接收是否被切斷。且,判定被切斷之情形時,遊戲裝置20之第1發送部297將該動畫之至少一部分發送至伺服器10。(3-2) Animation transmission processing Figure 7 is a diagram showing an example of an action flow related to the animation transmission processing of the game device 20. The action flow is based on a program pre-stored in the game device memory unit 22, and is mainly executed by the game device processing unit 29 in cooperation with the various components of the game device 20. In the action flow, the determination unit 296 of the game device 20 determines whether the reception of the animation sent from other game devices by the receiving unit 293 is cut off. And, when it is determined that it is cut off, the first sending unit 297 of the game device 20 sends at least a part of the animation to the server 10.
以下,說明於遊戲裝置20A及遊戲裝置20B之間執行飛鏢遊戲之情形時,遊戲裝置20A將拍攝遊戲裝置20B之周圍之動畫發送至伺服器10等之例。The following describes an example in which, when a dart game is being played between game device 20A and game device 20B, game device 20A sends a video of the surroundings of game device 20B to server 10 or the like.
(步驟S201) 首先,當飛鏢遊戲開始,則遊戲裝置處理部29A之判定部296A重設計數值N(N→0)。(Step S201) First, when the dart game starts, the determination unit 296A of the game device processing unit 29A resets the count value N (N→0).
(步驟S202) 接著,判定部296A判定接收部293A是否自遊戲裝置20B接收到動畫。(Step S202) Next, the determination unit 296A determines whether the receiving unit 293A has received the animation from the game device 20B.
(步驟S203) 步驟S202中,若判定接收部293A自遊戲裝置20B接收到動畫之情形時(步驟S202;是),判定部296A重設計數值N(N→0)。(Step S203) In step S202, if it is determined that the receiving unit 293A receives an animation from the game device 20B (step S202; yes), the determining unit 296A resets the count value N (N→0).
(步驟S204) 接著,記憶處理部294A使接收部293A自遊戲裝置20B接收到之動畫記憶於遊戲裝置記憶部22A。而後,處理返回至步驟S202。(Step S204) Then, the memory processing unit 294A causes the receiving unit 293A to store the animation received from the game device 20B in the game device memory unit 22A. Then, the process returns to step S202.
(步驟S205) 另一方面,於步驟S202中,若判定接收部293A未自遊戲裝置20B接收到動畫之情形時(步驟S202;否),判定部296A使計數值N增加1(N→N+1)。(Step S205) On the other hand, in step S202, if it is determined that the receiving unit 293A has not received the animation from the game device 20B (step S202; No), the determining unit 296A increases the count value N by 1 (N→N+1).
(步驟S206) 接著,判定部296A判定計數值N是否為特定之臨限值以上。於步驟S206中,若判定計數值N非特定之臨限值以上之情形時(步驟S206;否),處理返回至步驟S202。此處,特定之臨限值可任意設定。藉由設定特定之臨限值,可設定為當接收部293A未接收到動畫之狀態持續特定時間之情形時,由遊戲裝置20A將動畫發送至伺服器10。(Step S206) Next, the determination unit 296A determines whether the count value N is greater than a specific threshold value. In step S206, if it is determined that the count value N is not greater than a specific threshold value (step S206; No), the process returns to step S202. Here, the specific threshold value can be set arbitrarily. By setting a specific threshold value, it can be set that when the receiving unit 293A does not receive the state of the animation for a specific time, the game device 20A sends the animation to the server 10.
(步驟S207) 於步驟S206中,判定計數值N為特定之臨限值以上之情形時(步驟S206;是),第1發送部297A將記憶於遊戲裝置記憶部22A之遊戲裝置20B之周圍之動畫之至少一部分發送至伺服器10。此時,第1發送部297A亦可將記憶於遊戲裝置記憶部22之動畫之全部發送至伺服器10。或者,第1發送部297A亦可將記憶於遊戲裝置記憶部22之動畫之一部分發送至伺服器10。此時,第1發送部297A發送之動畫之一部分可為記憶於遊戲裝置記憶部22之動畫中時間序列最新之一部分,亦可為非最新之一部分。另,第1發送部297A亦可於指示受理部299受理使用者之指示之情形時,將記憶於遊戲裝置記憶部22A之遊戲裝置20B之周圍之動畫之至少一部分發送至伺服器10。以上,動畫發送處理結束。(Step S207) In step S206, when it is determined that the count value N is greater than a specific threshold value (step S206; yes), the first sending unit 297A sends at least a portion of the animation around the game device 20B stored in the game device memory 22A to the server 10. At this time, the first sending unit 297A may also send all the animations stored in the game device memory 22 to the server 10. Alternatively, the first sending unit 297A may also send a portion of the animations stored in the game device memory 22 to the server 10. At this time, the part of the animation sent by the first sending unit 297A may be the latest part of the time sequence of the animation stored in the game device memory unit 22, or may be a non-latest part. In addition, when the instruction receiving unit 299 receives the instruction from the user, the first sending unit 297A may send at least a part of the animation around the game device 20B stored in the game device memory unit 22A to the server 10. The above is the end of the animation sending process.
如上所述,遊戲裝置20之判定部296判定接收部293對自其他遊戲裝置發送之動畫之接收是否被切斷。且,判定被切斷之情形時,遊戲裝置20之第1發送部297將該動畫之至少一部分發送至伺服器10。且,伺服器10經由動畫受理部133等,受理自遊戲裝置20發送之動畫。伺服器10可基於該動畫,特定通信障礙之原因。因此,藉由該構成,可藉由P2P而避免動畫延遲,同時於玩家有可能進行犯規行為之情形時,可確實保存用以驗證犯規行為之證據資料。As described above, the determination unit 296 of the game device 20 determines whether the reception of the animation sent from other game devices by the receiving unit 293 is cut off. And, when it is determined that it is cut off, the first sending unit 297 of the game device 20 sends at least a part of the animation to the server 10. And, the server 10 accepts the animation sent from the game device 20 through the animation receiving unit 133, etc. The server 10 can specify the cause of the communication failure based on the animation. Therefore, through this structure, animation delays can be avoided through P2P, and at the same time, when the player may commit a foul, the evidence data used to verify the foul can be accurately saved.
另,上述實施形態中,將判定部296所判定之特定之動畫發送條件設為接收部293對動畫之接收被切斷,但非限定於此。特定之動畫發送條件例如亦可為於接收部293接收到之動畫中包含玩家之特定之犯規行為。此處,特定之犯規行為及用以判定該特定之犯規行為之判定部296所具備之構成非特別限定。例如,特定之犯規行為包含玩家以手等蓋住攝像部28等妨礙拍攝之行為。該情形時,判定部296亦可具備用以判定接收部293接收到之動畫中包含該妨礙行為之任意構成。例如,判定部296亦可具備如下機構,即,辨識預先登錄之特定對象(玩家之手、指紋及臉等玩家身體之一部分,或玩家穿戴之專用或泛用之裝飾品等),判定辨識到之該特定對象於構成動畫之影像圖框中是否為特定臨限值以上之大小,或是否於動畫內無法辨識該特定對象。藉由該構成,遊戲裝置能夠以玩家為了妨礙攝像部28之動畫拍攝而於正常遊玩中靠近攝像部28至非設想之距離、或於正常遊玩中玩家不存在於玩家所應存在之場所為契機,將動畫發送至伺服器裝置。或者,判定部296亦可具備如下機構,即,算出表示構成動畫之影像圖框之明暗度之資訊(可為基於影像圖框所含之各像素之亮度等資訊算出之資訊,且包含基於特定之期間所含之複數個影像圖框算出之資訊),判定表示該算出之明暗度之資訊是否未達特定之臨限值。藉由該構成,遊戲裝置可以玩家以手等蓋住攝像部28之情形等時動畫一定程度地變暗為契機,將動畫發送至伺服器裝置。In addition, in the above-mentioned embodiment, the specific animation sending condition determined by the determination unit 296 is set to the reception of the animation by the receiving unit 293 being cut off, but it is not limited to this. The specific animation sending condition may also be, for example, that the animation received by the receiving unit 293 contains a specific foul behavior of the player. Here, the specific foul behavior and the structure of the determination unit 296 used to determine the specific foul behavior are not particularly limited. For example, the specific foul behavior includes the behavior of the player covering the camera unit 28 with his hand, etc., which hinders the shooting. In this case, the determination unit 296 may also have an arbitrary structure for determining that the animation received by the receiving unit 293 contains the obstructing behavior. For example, the determination unit 296 may also include a mechanism for recognizing a pre-registered specific object (a part of the player's body such as the player's hand, fingerprint, or face, or a special or general-purpose accessory worn by the player), and determining whether the size of the recognized specific object in the image frame constituting the animation is greater than a specific threshold value, or whether the specific object cannot be recognized in the animation. With this configuration, the game device can send the animation to the server device when the player approaches the camera unit 28 to an unexpected distance during normal play in order to hinder the camera unit 28 from shooting the animation, or when the player is not present at a place where the player should be during normal play. Alternatively, the determination unit 296 may also include a mechanism for calculating information indicating the brightness of the image frame constituting the animation (which may be information calculated based on information such as the brightness of each pixel contained in the image frame, and includes information calculated based on a plurality of image frames contained in a specific period), and determining whether the information indicating the calculated brightness does not reach a specific threshold value. With this configuration, the game device can transmit the animation to the server device when the animation becomes darker to a certain extent, such as when the player covers the camera unit 28 with his hand or the like.
又,特定之動畫發送條件例如亦可為於接收部293接收到之動畫中未包含玩家之特定之正常遊玩行為。此處,特定之正常遊玩行為可根據遊戲之種類任意設定。例如,如為飛鏢遊戲之情形,特定之正常遊玩行為可為玩家之飛鏢投擲等行為。且,判定部296亦可具備根據特定之正常遊玩行為之態樣,判定接收部293接收到之動畫中是否包含該特定之正常遊玩行為之機構。例如,於特定之正常遊玩行為為飛鏢投擲之情形時,判定部296亦可具備如下機構,即,藉由解析動畫而檢測玩家之手或飛鏢等之速度,若檢測到之速度為特定之臨限值以上,則判定為有作為正常遊玩行為之飛鏢投擲。又,判定部296亦可具備算出未辨識出特定之正常遊玩行為之期間且判定算出之該期間是否為特定之臨限值以上之機構。藉由該構成,遊戲裝置能夠以至少特定之一定期間未進行遊戲中一般設想之玩家之行為為契機,將動畫發送至伺服器裝置。Furthermore, the specific animation sending condition may be, for example, that the specific normal game play behavior of the player is not included in the animation received by the receiving unit 293. Here, the specific normal game play behavior can be set arbitrarily according to the type of game. For example, in the case of a dart game, the specific normal game play behavior may be the player's dart throwing and other behaviors. Moreover, the determination unit 296 may also have a mechanism for determining whether the specific normal game play behavior is included in the animation received by the receiving unit 293 according to the state of the specific normal game play behavior. For example, when the specific normal game play behavior is dart throwing, the determination unit 296 may also have the following mechanism, that is, by analyzing the animation to detect the speed of the player's hand or dart, etc., if the detected speed is above a specific threshold value, it is determined that there is dart throwing as a normal game play behavior. Furthermore, the determination unit 296 may also include a mechanism for calculating a period during which a specific normal game play behavior is not recognized and determining whether the calculated period is greater than a specific threshold value. With this configuration, the game device can send an animation to the server device when the player does not perform the generally expected game play behavior for at least a specific period of time.
另,本發明並非限定於上述實施形態,於不脫離本發明之主旨之範圍內,可以其他各種形態加以實施。因此,上述實施形態於所有方面僅為單純之例示,而非加以限定性解釋者。例如,上述各處理步驟可於處理內容不產生矛盾之範圍內任意地變更順序或並行執行。又,亦可於各處理步驟間追加其他步驟。又,可將作為1個步驟記載之步驟分成複數個步驟執行,亦可將分成複數個步驟記載者作為一個步驟而掌握。In addition, the present invention is not limited to the above-mentioned implementation forms, and can be implemented in various other forms within the scope of the present invention. Therefore, the above-mentioned implementation forms are merely examples in all aspects, and are not to be interpreted restrictively. For example, the above-mentioned processing steps can be arbitrarily changed in order or executed in parallel within the scope that the processing content does not cause contradictions. In addition, other steps can be added between each processing step. In addition, a step recorded as one step can be divided into multiple steps for execution, and a step recorded as multiple steps can also be grasped as one step.
1‧‧‧遊戲系統 2‧‧‧通信網路 10‧‧‧伺服器 11‧‧‧伺服器通信部 12‧‧‧伺服器記憶部 13‧‧‧伺服器處理部 20、20A、20B‧‧‧遊戲裝置 21‧‧‧遊戲裝置通信部 22‧‧‧遊戲裝置記憶部 23‧‧‧操作部 24‧‧‧顯示部 25‧‧‧卡RW部 26‧‧‧檢測部 27‧‧‧硬幣投入部 28‧‧‧攝像部 29‧‧‧遊戲裝置處理部 131‧‧‧匹配處理部 132‧‧‧遊戲進行部 133‧‧‧動畫受理部 291‧‧‧匹配要求部 292‧‧‧遊戲進行部 293‧‧‧接收部 294‧‧‧記憶處理部 295‧‧‧顯示處理部 296‧‧‧判定部 297‧‧‧第1發送部 298‧‧‧第2發送部 299‧‧‧指示受理部 500‧‧‧遊戲畫面 501‧‧‧遊戲資料區域 502A‧‧‧動畫區域 502B‧‧‧動畫區域 A、B‧‧‧玩家 CS‧‧‧卡槽 DB‧‧‧飛鏢板 S101~S107‧‧‧步驟 S201~S207‧‧‧步驟1. Game system 2. Communication network 10. Server 11. Server communication unit 12. Server memory unit 13. Server processing unit 20, 20A, 20B. Game device 21. Game device communication unit 22. Game device memory unit 23. Operation unit 24. Display unit 25. Card RW unit 26. Detection unit 27. Coin insertion unit 28. Camera unit 29. Game device processing unit 131. Matching processing unit 132. Game progress unit 133. Animation reception unit Processing unit 291‧‧‧Matching request unit 292‧‧‧Game progress unit 293‧‧‧Receiving unit 294‧‧‧Memory processing unit 295‧‧‧Display processing unit 296‧‧‧Judgment unit 297‧‧‧First transmission unit 298‧‧‧Second transmission unit 299‧‧‧Instruction receiving unit 500‧‧‧Game screen 501‧‧‧Game data area 502A‧‧‧Animation area 502B‧‧‧Animation area A, B‧‧‧Player CS‧‧‧Card slot DB‧‧‧Dart board S101~S107‧‧‧Step S201~S207‧‧‧Step
圖1係顯示本發明之第1實施形態之遊戲系統1之一例之網路構成圖。 圖2係顯示伺服器10之功能上之構成之方塊圖。 圖3係遊戲裝置20之概略外觀圖。 圖4係顯示遊戲裝置20之功能上之構成之方塊圖。 圖5係顯示遊戲系統1之匹配處理及遊戲進行處理之動作順序之一例之圖。 圖6係顯示遊戲畫面之一例之圖。 圖7係顯示遊戲裝置20之動畫發送處理之動作流程之一例之圖。FIG. 1 is a diagram showing a network configuration of an example of a game system 1 of the first embodiment of the present invention. FIG. 2 is a block diagram showing the functional configuration of a server 10. FIG. 3 is a schematic external view of a game device 20. FIG. 4 is a block diagram showing the functional configuration of a game device 20. FIG. 5 is a diagram showing an example of the sequence of actions for matching processing and game processing of the game system 1. FIG. 6 is a diagram showing an example of a game screen. FIG. 7 is a diagram showing an example of the flow of actions for animation sending processing of the game device 20.
20‧‧‧遊戲裝置 20‧‧‧Gaming equipment
21‧‧‧遊戲裝置通信部 21‧‧‧Gaming Device Communication Department
22‧‧‧遊戲裝置記憶部 22‧‧‧Gaming device memory
23‧‧‧操作部 23‧‧‧Operation Department
24‧‧‧顯示部 24‧‧‧Display Department
25‧‧‧卡RW部 25‧‧‧Card RW Department
26‧‧‧檢測部 26‧‧‧Testing Department
27‧‧‧硬幣投入部 27‧‧‧Coin input department
28‧‧‧攝像部 28‧‧‧Photography Department
29‧‧‧遊戲裝置處理部 29‧‧‧Gaming Device Processing Department
291‧‧‧匹配要求部 291‧‧‧Matching Requirement Department
292‧‧‧遊戲進行部 292‧‧‧Game progress department
293‧‧‧接收部 293‧‧‧Receiving Department
294‧‧‧記憶處理部 294‧‧‧Memory Processing Department
295‧‧‧顯示處理部 295‧‧‧Display Processing Department
296‧‧‧判定部 296‧‧‧Judgment Department
297‧‧‧第1發送部 297‧‧‧1st Distribution Department
298‧‧‧第2發送部 298‧‧‧2nd delivery department
299‧‧‧指示受理部 299‧‧‧Instruction Receiving Department
CS‧‧‧卡槽 CS‧‧‧Card slot
DB‧‧‧飛鏢板 DB‧‧‧Dart board
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