Game system, server system and program
Patent Information
- Application Number
- JP2020173929
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2020-10-15
- Publication Date
- 2025-02-18
- Estimated Expiration
- 2040-10-15
Smart Images

Figure 0007630949000001 
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Abstract
Description
[Technical field]
[0001] The present invention relates to a game system, a server system, and a program. [Background technology]
[0002] 2. Description of the Related Art Conventionally, there has been known a game system in which first and second characters controlled by the operations of two players fight against each other in an object space (virtual three-dimensional space).
[0003] In particular, in such game systems, the level of each player's operational skill has a significant impact on the game outcome, and the operational procedures for performing various techniques are generally complicated, which is one of the reasons why players who are not confident in their operational skills avoid this type of game.
[0004] Recently, in order to allow a player to easily learn the operating procedures for making a game character perform various actions, a practice mode has been developed in which a replay is performed when a player is practicing an operation and certain occurrence conditions are met (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0005] [Patent Document 1] Patent No. 3570813 Summary of the Invention [Problem to be solved by the invention]
[0006] However, in the game system that performs replays of the competitive fighting game described in Patent Document 1 (hereinafter referred to as "competitive fighting game"), although it is possible to discover problems with the player's operation through the replay, since various game elements are intricately intertwined, it is difficult to reproduce the game situation that the player wishes to practice through the player's settings, etc., and it is difficult to build a system that can carry out practice for the problems.
[0007] The present invention has been made to solve the above-mentioned problems, and its object is to provide a game system etc. that enables a player to easily redo a past game play or practice at a specific point, for example, without having to go through complicated settings or operations for that purpose. [Means for solving the problem]
[0008] (1) In order to solve the above problems, the present invention provides A game system for executing a game using a player character operated and controlled by a player, comprising: a reception processing means for receiving an operation input from the player; a game control means for executing a game control process for controlling the player character and controlling the progress of the game in response to the received operation input; a storage control means for storing data relating to the game when the game control process is executed in a storage means as game data for replay; A replay device that reads out game data for replay stored in the storage means and replays the play content of the game from a given timing in accordance with the read game data. replay processing means for executing a play process; an interruption control means for interrupting the replay processing of the replay target game when a given operation input from the player is received during replay of the replay target game that is the subject of the replay processing, and for setting a switching timing for starting execution of the game control processing for the replay target game as a replay target game operation control processing in response to the operation input from the player; a determination processing means for executing a determination process of identifying a game status of the replay target game at the switching timing, and determining a given setting content of the game at the time of starting the replay target game operation control process from the switching timing based on the identified game status; Equipped with The game control means The replay target game operation control process is executed from the switching timing as a retry game based on the setting contents determined by the determination process and the accepted player operation input.
[0009] With this configuration, the present invention can accept new operation inputs from the player while reproducing (i.e., during replay) the play content of a game previously executed based on the player's operation (i.e., the game to be replayed), reflecting settings based on the game situation in the game to be replayed from a specified timing, such as the timing at which the player wishes to re-operate (hereinafter also referred to as the "desired timing").
[0010] For example, the present invention can execute a game based on the player's operation input, assuming not only the player's desired timing, but also the timing of a division before the desired timing, such as before the start of the attack or before the start of that scene or section if the desired timing is during an attack, and the game situation in past games, such as the player's operation history, the operation content of various objects such as the player character, the positions or positional relationships of various objects, and the values of various parameters.
[0011] Therefore, the present invention enables a player to easily redo a play of a past game or practice (including repetitive practice) a specific game scene from a timing desired by the player, without the player having to make complicated settings or perform operations for that purpose.
[0012] It should be noted that "games using player characters operated and controlled by a player" include, for example, fighting games, sound games, puzzle games, racing games, and the like, which use player characters or avatars.
[0013] The "game control process" includes not only control processes that progress the game based on the operation control of the player character, but also various control processes related to the game, such as control processes in which other player characters are controlled by the operation instructions of other players in competitive games, and control processes in which other player characters are controlled based on automatic calculations of NPCs, etc.
[0014] In addition, the game data may include, for example, (A1) Data on the player's operation instructions (in the case of a game being played by multiple players, such as a competitive game, data on the operation instructions of each player), (A2) Specify the position (coordinates in the game space; the same applies below) of the player character (or multiple player characters if multiple players participate in the game), movement (position of each part of the player character; i.e., coordinates in the game space; the same applies below) and status and control data for (A3) Control data for defining the position, movement, and status of each character (including, for example, enemy player characters) appearing in the game; (A4) Control data for defining the position, movement, and status of each object that constitutes the game space; However, when "player's operation instruction data" is used as the game data, the "replay process" may be realized by executing a game control process based on that data, and when each "control data" is used as the game data, the "replay process" may be realized by controlling each character or object in accordance with the control data, or the "replay process" may be realized by combining these.
[0015] In particular, "game data" refers to a series of data groups in time series from the start of a game to the end of the game, but may also be a series of data groups in time series for any one section during a game.
[0016] The "game data" may be game data of a retry game executed by the replay target game operation control process, or may be game data of a game played by another player.
[0017] Furthermore, the "given timing" may be, for example, the timing when the game starts, or the timing during the game progress, such as the timing when the level or stage changes, or the timing instructed by the player.
[0018] The "replay process" simply refers to a process of reproducing past game content like a video based on game data, and is a process that does not involve any real-time operational input by the player and is solely for the player to view.
[0019] In addition to the above, "a decision process for determining given setting contents in the game when starting the replay target game operation control process from the switching timing based on the identified game situation" refers to determining various contents for starting (switching) the replay target game as a retry game while inheriting the game situation of the replay target game being replayed as it is.
[0020] In particular, the "setting content" may be setting content for faithfully reproducing a specified game situation itself, or it may be setting content that does not faithfully reproduce a specified game situation, such as setting content or some of the setting content excluding specified setting content such as stamina value and time limit, or setting content to which specified setting content such as player level and number of items has been added.
[0021] For example, in the "Game Status" (B1) Parameters set for each character in the game, including the player character, such as the position (coordinates in the game space), the action (specifically, the current coordinates of each part of the character and the final coordinates after the action), stamina (current value and maximum value), experience points, and ability values (including those to be unlocked in the future; the same applies below) (information about color, the coordinates of the target to be reached in the case of a moving object, and the final form in the case of a transforming object), (B2) Item parameters such as the type and number of items acquired by each character or player, and ability values stipulated for the items (information about the color, the coordinates of the destination in the case of a moving object, and the final form in the case of a transforming object), (B3) Acquired in-game currency, scores, points, performance, and other parameters, and (B4) Parameters related to objects such as the type, position, and characteristics of each object that composes the game space; Includes:
[0022] The "setting contents" include at least some or all of the above elements included in the game situation. In particular, the specified "game situation" or the determined "setting contents" may be provided to the player by display or the like.
[0023] In addition, the "replay target game operation control process" refers to the overall control of the game, such as control over the actions of not only the player character operated by the player, but also other characters, and control over each object in the game space.
[0024] In particular, when the replay target game operation control process is executed, the progress speed of the game (or a part of the game) may be changed. That is, in a retry game, the progress speed when the replay process or game control process is executed may be slower (for example, 0.5 times faster).
[0025] (2) The present invention also provides The game control means When the replay target game operation control process is executed from the switching timing, a game control process different from the game control process before the switching timing of the replay target game is executed as the retry game.
[0026] With this configuration, the present invention can, for example, (C1) Changes to the types, abilities, items, etc. of characters and objects that appear, (C2) Changes to the timing and manner of appearance, attack timing, and attack method of various characters, including enemy characters, and the actions themselves; (C3) Changing the control timing of objects, and (C4) Changes to the game environment, including BGM and insert images, For example, the game control after the switching timing can be changed from the game control before the switching timing.
[0027] Therefore, in the present invention, when a player wants to redo a past game from a timing desired by the player, the player can practice (including repetitive practice) in an environment that meets the player's wishes.
[0028] With regard to "game control processing different from the game control processing before the switching timing of the game to be replayed," the control content from the game control processing before the switching timing is changed, for example, based on the player's operation or on attributes such as the player's level.
[0029] (3) The present invention also provides The game control means When executing the game control processing and the replay target game operation control processing in a competitive game in which the player character competes against another character, the replay target game operation control processing is executed to control the action of an opponent character who will be the opponent of the player character as the retry game, based on the game situation of the replay target game at the switching timing.
[0030] With this configuration, the present invention can maintain the operation of, for example, the opponent character's appearance timing, appearance method, attack timing, and attack method after the switching timing compared to before the switching timing. You can change the timing and the action itself.
[0031] Therefore, the present invention can perform control suitable for replaying a past game from a timing desired by the player, or for practicing the game (including repetitive practice).
[0032] (4) The present invention also provides The interruption control means The switching timing is set to a timing that arrives before the interruption timing at which the replay process was interrupted.
[0033] With this configuration, the present invention can set the switch timing to, for example, a timing before the start of an attack when a timing during an attack is instructed as the interruption timing, or a timing before the input of the command, before the execution of the command starts, or a specific timing during the command when a timing during the execution of the command is instructed.
[0034] Therefore, the present invention eliminates the need to specify strict timing for interruption and allows the player to set a suitable timing for restarting an operation, thereby improving convenience for the player's operation.
[0035] It is preferable that the "switching timing" is set according to the circumstances of the interruption timing, but it may be the interruption timing itself.
[0036] For example, the "switching timing" may be a timing designated in advance by the player, a timing before a uniformly determined time, or a timing predetermined by the game. However, even when the switching timing is set in this way, if the timing is a timing at which the action of the player character after the interruption timing cannot be changed, a timing at which another event has already occurred, or a timing at which an event has occurred due to the action of the player character at the interruption timing, the switching timing may be set to a timing prior to these timings (e.g., a timing prior to the occurrence of an event).
[0037] The "switching timing" may be selected by the player from among multiple timings, for example, one timing may be selected from multiple timings detected in the game to be replayed (before input of a command, before the start of execution of the command, and a specific timing during the command) based on the player's instruction. In this case, however, the options may simply be presented to the player, or the options may be presented to the player by displaying each of the options as an image (such as a thumbnail display or a chronological frame-by-frame display).
[0038] (5) The present invention also provides The interruption control means when a given operation input from the player is received, the switching timing and a specific timing indicating a specific timing that arrives after the switching timing are set; The game control means The retry game is configured to repeatedly execute the replay target game operation control process from the switching timing to the specific timing.
[0039] With this configuration, the present invention makes it possible to repeatedly execute a replay target game for a specified section or period in, for example, a racing game or a shooting game, thereby enabling the player to concentrate on practicing sections or periods that the player is weak at.
[0040] It should be noted that a "specific timing" refers to, for example, a timing specified by a player's operational input, a timing after a predetermined period of time has elapsed such as 30 seconds after the switching timing, or a timing determined by a time division such as a time limit or a division set in the game.
[0041] In particular, a division set in a game refers, for example, to a division up to the first stage to end after the switching timing when the game is composed of multiple stages, and a division up to a predetermined point on the route along which the player character progresses in the game (i.e., a specific section).
[0042] Additionally, "repeatedly executing" may mean automatically transitioning to a switching timing when a specific timing arrives and executing the replay target game operation control processing, or transitioning to a switching timing when a specific timing arrives and the player inputs a specified operation, such as a repeat execution instruction, or after a certain period of time, such as 10 seconds, has elapsed and the replay target game operation control processing is executed.
[0043] (6) The present invention also provides a result specification means for specifying the results of each game executed by the game control process and the results of a retry game executed by the replay target game operation control process; a comparison means for executing a comparison process for comparing the results of an original game, which is a replay target game to be replayed using the game data for which the replay target game operation control process has not been executed, with the results of the retry game in the replay target game that is the same as the original game; providing means for providing the player with a comparison result obtained by the comparison process; The present invention has a configuration further comprising:
[0044] With this configuration, the present invention can present the player's operating ability in the retry game (i.e., operating ability associated with improved performance, etc.) in a visible form by comparing the retry game with the original game, thereby allowing the player to recognize the player's level of improvement and progress, thereby increasing the player's interest in the game.
[0045] In addition, the "comparison process" includes, for example, (D1) The overall results of each game from the start to the end of the retry game and the original game, (D2) The results during the period from the timing of switching between the retry game and the original game to a specified timing such as the end of the game or the end of a stage, or (D3) Results in the same section from the point or area at the switching timing to a point or area previously set in the game space, However, in principle, it is preferable that the period in (D2) is the same length, but even if the retry game progresses smoothly and the game end timing becomes longer than the original game, the period does not have to be the same length as long as the end timing of the stage or section or the completion of a specified task is the same.
[0046] Further, "achievement" includes the final achievement (i.e., the game result) and achievement at a predetermined timing (achievement in a predetermined section such as lap time, and intermediate achievement), and may include, for example, battle achievement (win rate, number of wins or losses, number of kills in a fighting game), hit points (number of attacks made or points given to enemy characters by attacks), number of enemy characters defeated (number of enemy characters shot down), score, time (time to complete a mission or task, or time from start to goal or a predetermined point), and rewards acquired (items, points, etc.). This includes bonuses, points, or in-game currency.
[0047] (7) The present invention also provides The game control means The game control process is configured to execute, during execution of the replay target game operation control process as the retry game, a game control process that causes at least a player character of an original game in the replay target game, which is the same as the retry game, to appear in the retry game.
[0048] With this configuration, the present invention allows the player to visually recognize the differences between the retry game and the original game while the retry game is being played, thereby providing useful practice in the retry game.
[0049] (8) The present invention also provides The game device further includes a game element visualization means for visualizing a change in a given game element from the start of the game to the end of the game to be replayed and providing the visualized change to the player, The decision processing means: The replay target game device is configured to, when the switching timing is instructed based on the game elements provided to the player, identify the game status of the game to be replayed at the instructed switching timing, and execute the determination process to determine given setting contents of the game when starting the replay target game operation control process.
[0050] With this configuration, the present invention can visualize, for example, along a time axis or along a distance axis in the game space, the changes in game elements over time or distance from the start to the end of the game, or the proportions of game elements, using parameters that indicate game elements such as the amount of damage inflicted on an enemy character or the amount of damage received from the enemy character.
[0051] Therefore, the present invention allows the player to consider the reason why the player character was defeated (the scene that directly led to the defeat) from changes in game elements, and by setting the beginning of the scene which caused the defeat as the switching timing, the player can focus on practicing the reason for the defeat as a retry game.
[0052] In addition, "game elements" include, for example, (E1) Damage inflicted by the player character on an enemy character and damage received by the player character; (E2) Elements directly related to game over and game progress, such as the player character’s physical strength, life energy, and points, (E3) Attack elements such as the number of techniques used during an attack, the number of attacks, and the number of hits during an attack; (E4) Defense factors such as number of defenses and number of attacks received while defending, (E5) Number of items owned and number of times used, (E6) Movement factors such as accelerations, decelerations, average speed, and speed variation, and (E7) Elements related to combos and mistakes, such as the number of consecutive attacks, the number of consecutive clears of tasks in games in which consecutive tasks are cleared, such as sound games, and the number of mistakes made; Includes:
[0053] In addition, "visualizing the fluctuation of a given game element along a time axis" means, for example, visualization of the fluctuation of a given game element along a time axis using a graph such as a pie chart, a bar graph, a line graph, a band graph, a radar chart, or a scatter diagram. However, for graphs that do not have a time axis, such as pie charts, graphs are generated for each predetermined period, and the changes in the graphs for each predetermined period allow the player to visualize the changes in game elements from the start to the end of the game.
[0054] (9) The present invention also provides The decision processing means: The device is configured to determine the setting content that is the subject of the determination process at the switching timing based on an instruction from the player, or to execute a setting change process that changes the setting content that has already been determined during the replay target game operation control process.
[0055] With this configuration, the present invention makes it possible to progress the game with settings different from those of the original game from the switching timing, or to progress the game with settings different from those of the original game while a retry game is being executed.
[0056] Therefore, the present invention can realize a game from a new perspective relative to the original game, and can maintain or increase the interest in the game.
[0057] The setting contents to be changed are, for example, (F1) the position of each character, including the player character and enemy characters, in the game space; (F2) the type of each character; (F3) The type and number of items equipped to the player character, (F4) Change game stages and quests, and (F5) The occurrence or cancellation of events in the game space, such as explosions and changes to the game stage (for example, the floor breaking during a match). Includes:
[0058] (10) In order to solve the above problems, the present invention provides A program for executing a game using a player character operated and controlled by a player, A reception processing means for receiving an operation input of the player; a game control means for executing a game control process for controlling the player character and controlling the progress of the game in response to the received operation input; a storage control means for storing data relating to the game when the game control process is executed in a storage means as game data for replay; a replay processing means for reading game data for replay stored in said storage means, and executing a replay process for replaying the play content of said game from a given timing in accordance with said read game data; an interruption control means for interrupting the replay processing of the replay target game when a given operation input from the player is received during replay of the replay target game that is the subject of the replay processing, and for setting a switching timing for starting execution of the game control processing for the replay target game as a replay target game operation control processing in response to the operation input from the player; and a determination processing means for executing a determination process of specifying a game status of the replay target game at the switching timing and determining a given setting content of the game at the time of starting the replay target game operation control process from the switching timing based on the specified game status; The computer functions as The game control means The setting contents determined by the determination process and the accepted operation input of the player and executing the replay target game operation control process as a retry game from the switching timing based on the force.
[0059] With this configuration, the present invention can accept new operation inputs from the player while reproducing (i.e., during replay) the play content of a game (the game to be replayed) that was previously executed based on the player's operations, and reflects settings based on the game situation in the game to be replayed from a specified timing, such as the desired timing at which the player wishes to re-operate.
[0060] Therefore, the present invention enables a player to easily redo a play of a past game or practice (including repetitive practice) a specific game scene from a timing desired by the player, without the player having to make complicated settings or perform operations for that purpose.
[0061] (11) In order to solve the above problems, the present invention provides A server system for providing information about a game using a player character operated and controlled by a player to a terminal device, comprising: a reception processing means for receiving an operation input of the player inputted to the terminal device; a game control means for executing a game control process for controlling the player character and controlling the progress of the game in response to the received operation input; a storage control means for storing data relating to the game when the game control process is executed in a storage means as game data for replay; a replay processing means for reading game data for replay stored in said storage means, and executing a replay process for replaying the play content of said game from a given timing in accordance with said read game data; an interruption control means for interrupting the replay processing of the replay target game when a given operation input from the player is received during replay of the replay target game that is the subject of the replay processing, and for setting a switching timing for starting execution of the game control processing for the replay target game as a replay target game operation control processing in response to the operation input from the player; a determination processing means for executing a determination process of identifying a game status of the replay target game at the switching timing, and determining a given setting content of the game at the time of starting the replay target game operation control process from the switching timing based on the identified game status; providing means for providing information regarding the progress of the game, including the replay processed information, to the terminal device; Equipped with The game control means The replay target game operation control process is executed from the switching timing as a retry game based on the setting contents determined by the determination process and the accepted player operation input.
[0062] With this configuration, the present invention can accept new operation inputs from the player while reproducing (i.e., during replay) the play content of a game (the game to be replayed) that was previously executed based on the player's operations, and reflects settings based on the game situation in the game to be replayed from a specified timing, such as the desired timing at which the player wishes to re-operate.
[0063] Therefore, the present invention allows a player to redo a past game or practice (including repetitive practice) a specific game scene from a timing desired by the player. This can be easily achieved without the need for complicated layer settings or operations.
[0064] (12) In order to solve the above problems, the present invention provides A program for providing a terminal device with information relating to a game using a player character operated and controlled by a player, comprising: a reception processing means for receiving an operation input of the player inputted to the terminal device; a game control means for executing a game control process for controlling the player character and controlling the progress of the game in response to the received operation input; a storage control means for storing data relating to the game when the game control process is executed in a storage means as game data for replay; a replay processing means for reading game data for replay stored in said storage means, and executing a replay process for replaying the play content of said game from a given timing in accordance with said read game data; an interruption control means for interrupting the replay processing of the replay target game when a given operation input from the player is received during replay of the replay target game that is the subject of the replay processing, and setting a switching timing for starting execution of the game control processing for the replay target game as a replay target game operation control processing in response to the operation input from the player; a determination processing means for executing a determination process of identifying a game status of the replay target game at the switching timing, and determining a given setting content of the game at the time of starting the replay target game operation control process from the switching timing based on the identified game status; and providing means for providing information regarding the progress of the game, including the replay processed information, to the terminal device; The computer functions as The game control means The replay target game operation control process is executed from the switching timing as a retry game based on the setting contents determined by the determination process and the accepted player operation input.
[0065] With this configuration, the present invention can accept new operation inputs from the player while reproducing (i.e., during replay) the play content of a game (the game to be replayed) that was previously executed based on the player's operations, and reflects settings based on the game situation in the game to be replayed from a specified timing, such as the desired timing at which the player wishes to re-operate.
[0066] Therefore, the present invention enables a player to easily redo a play of a past game or practice (including repetitive practice) a specific game scene from a timing desired by the player, without the player having to make complicated settings or perform operations for that purpose. [Brief description of the drawings]
[0067] [Figure 1] FIG. 1 is a diagram illustrating an example of a system configuration showing the configuration of a game system according to an embodiment. [Diagram 2] FIG. 2 is a diagram showing an example of a functional block diagram of a game device main body according to an embodiment of the present invention. [Diagram 3] FIG. 13 is a diagram for explaining a comparison between a replay process in a replay target game in one embodiment and a replay target game operation control process as a retry game. [Figure 4] FIG. 1 is a diagram (part 1) showing an example of game data (replay data) according to an embodiment. [Diagram 5] FIG. 2 is a diagram (part 2) showing an example of game data (replay data) according to an embodiment. [Figure 6] FIG. 1 is a diagram (part 1) for explaining the basic principle of the switching timing setting process according to an embodiment. [Figure 7] FIG. 2 is a diagram (part 2) for explaining the basic principle of the switching timing setting process according to an embodiment. [Figure 8] FIG. 11 is a diagram (part 1) for explaining an application example of the switching timing setting process according to an embodiment. [Figure 9] FIG. 2 is a diagram (part 2) for explaining an application example of the switching timing setting process according to an embodiment. [Figure 10] FIG. 11 is a diagram (part 3) for explaining an application example of the switching timing setting process according to an embodiment. [Figure 11] FIG. 13 is a diagram for explaining the reply target game operation control process of one embodiment. [Figure 12] 11 is a diagram for explaining a repeat practice mode in which a period from a switching timing to a predetermined timing is repeatedly executed in one embodiment. FIG. [Figure 13] FIG. 13 is a diagram for explaining a ghost display according to an embodiment. [Figure 14] FIG. 1 is a diagram showing an example in which a game system according to an embodiment is applied to a game store-type system, and is an external configuration diagram thereof. [Figure 15] FIG. 1 is a diagram showing an example of a system configuration when a game system according to an embodiment is applied to a server system using a network. [Figure 16] 13 is a flowchart showing the operation of a replay process including execution of a retry game executed by a game system of one embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0068] The present embodiment will be described below. Note that the present embodiment described below does not unduly limit the contents of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily essential components of the present invention.
[0069] [1] Overview of the game system First, the outline and schematic configuration of the game system S of this embodiment will be described with reference to Fig. 1. Fig. 1 is a diagram showing an example of a system configuration showing the configuration of the game system S of this embodiment.
[0070] The game system S of this embodiment is configured as a game system for playing a fighting game in which a first character controlled by the operation of a first player fights against a second character controlled by the operation of a second player within a given game space (object space).
[0071] Specifically, the game system S of this embodiment includes one or more controllers 30 operated by a player, a game device main body 10 that performs game processing, and a display 40 that displays game images.
[0072] The game system S is configured to execute a fighting game based on a game program or game data read from a memory, which is an information storage medium, or on operation signals input from the controller 30, so that the player can enjoy the fighting game while watching the game screen displayed on the display 40.
[0073] For example, when the game system S receives operational input based on the joystick 32, cross key 33, and various buttons formed on the controller 30 operated by the player, it performs various game operations such as input of the type of technique and the timing of the technique to move the player character, and plays a match against another player (a player who performs operational input to another controller 30B connected to the game system S, or a player who operates another game system S connected via the network N), or plays a game against a character controlled by the CPU. It has a configuration that allows you to play computer matches against (NPCs).
[0074] In this embodiment, the controller 30 and the game device main body 10 transmit and receive information via wireless communication. However, for example, the controller 30 and the game device main body 10 may be connected by a communication cable, and information may be transmitted and received via the communication cable.
[0075] The game device main body 10 executes game processing based on operational inputs by the player (or multiple players if multiple controllers 30 are connected) via the controller 30, and based on the results of that processing, causes the display 40 to display various game images and causes the speaker (not shown) to output various sounds such as background music during the game.
[0076] The controller 30 is provided on the front surface with a joystick 32, a cross key 33, and a plurality of buttons 34, 36, 37, and 38 formed on the entire surface.
[0077] For example, the right hand button 34 is an input unit for inputting a "right punch", the left hand button 36 is a "left punch", the right foot button 37 is a "right kick", and the left foot button 38 is a "left kick".
[0078] In addition, the controller 30 is configured to be able to recognize as a special operation input when a player operation is input simultaneously using multiple buttons, or when a player operation is input by a combination of a button and the direction in which the cross key 33 is pressed (including diagonal directions and neutral).
[0079] In addition to the above, the controller 30 has a plurality of buttons (not shown) on the side surface, etc.
[0080] In addition to the above, the controller 30 may also be configured with a steering wheel, a microphone, a touch panel display, an acceleration sensor, and the like.
[0081] [2] Game console Next, the configuration of the game device main body 10 of this embodiment will be described with reference to Fig. 2. Fig. 2 is a diagram showing an example of a functional block diagram of the game device main body 10 of this embodiment. Also, the game device main body 10 of this embodiment may have a configuration in which some of the components (parts) of Fig. 2 are omitted.
[0082] The card read / write unit 162 reads and writes data from and to the game card under the control of the processing unit 100 .
[0083] The storage unit 170 stores predefined programs and data, and serves as a work area for the processing unit 100, the communication unit 196, etc., and temporarily stores the results of calculations executed by the processing unit 100 in accordance with various programs, input data input from the controller 160, etc. This function can be realized by a RAM (VRAM) or the like.
[0084] In particular, the memory unit 170 is configured to include a main memory unit 172 and an image buffer 176, and stores a system program for implementing various functions for causing the processing unit 100 to comprehensively control the game system S, a game program necessary for executing a fighting game, various data, and the like.
[0085] Specifically, the storage unit 170 stores, as data prepared in advance, character setting data, stage setting data, and various data for setting a virtual camera (hereinafter, referred to as “virtual camera setting data”). The data is called "data".
[0086] In addition, as information required for executing processes related to the progress of the game, data such as the angle of view, line of sight direction, and posture information for controlling the virtual camera, and count data for various time limits are appropriately stored.
[0087] The character setting data stores basic information required for character display and action control, such as character model data, texture data, and motion data, for each character used in a fighting game, in association with the character.
[0088] The stage setting data stores, for each stage, information such as model data and texture data for forming the stage on which the battle will take place within a three-dimensional virtual space.
[0089] The virtual camera setting data stores standard settings for the virtual camera that captures the game space, such as the position, angle of view, movement path, movement speed, rotation direction and speed, and zoom change of the virtual camera.
[0090] Meanwhile, in order to allow the player to view the contents of games previously played as a replay, the memory unit 170 stores, for each game, the operation input data of the player when the player plays the fighting game, various data executed by the process that controls the player character and controls the progress of the fighting game in accordance with the player's operation input (hereinafter referred to as "game control process"), and both data as game data for replay.
[0091] In this embodiment, the game data for replay is not only used for replay, but also used to identify the game status of the game being replayed (hereinafter referred to as the "game to be replayed"), interrupt the process for replaying (hereinafter also referred to as the "replay process"), and execute the game to be replayed (hereinafter also referred to as the "retry game") based on the player's operational input from a specified timing.
[0092] Information storage medium 180 (computer-readable medium) stores programs, data, etc., and its functions can be realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.
[0093] The information storage medium 180 can store a program for causing a computer to function as each unit of this embodiment (a program for causing a computer to execute the processing of each unit).
[0094] Note that, like the memory unit 170, the information storage medium 180 may store, in place of the memory unit 170 or together with the memory unit 170, a system program for realizing various functions for causing the processing unit 100 to comprehensively control the game system S, a game program necessary for executing a fighting game, various data, and the like.
[0095] The display unit 190 outputs the image generated by this embodiment, and its function can be realized by a CRT, an LCD, a touch panel display, an HMD (head mounted display), etc. The display 40 in FIG. 1 corresponds to this.
[0096] The sound output unit 192 outputs the sound generated by this embodiment, and the function thereof can be realized by a speaker, a headphone, or the like.
[0097] The communication unit 196 performs various controls for communicating with the outside (for example, other game systems S, terminal devices such as communication end terminal devices such as smartphones, and server device 1 via the network N), and its functions can be realized by hardware such as various processors or communication ASICs, programs, etc.
[0098] Note that the programs and data stored in the information storage medium or storage unit of the server device 1 for causing a computer to function as each unit of the present embodiment may be received via a network, and the received programs and data may be stored in the information storage medium 180 or storage unit 170. Such cases of receiving programs and data and causing a terminal to function are also included within the scope of the present invention.
[0099] On the other hand, the communication unit 196 executes various controls for communicating with one or more controllers 30 (for example, short-distance wireless communication).
[0100] Specifically, the communication unit 196 includes an antenna and a wireless module, and transmits and receives data to and from one or more controllers 30 using, for example, Bluetooth (registered trademark) technology.
[0101] For example, the communication unit 196 transmits sound data such as confirmation sounds and sound effects, and vibration signals to the controller 30, and receives information (such as acceleration vector values) detected by an acceleration sensor or operational input at the controller 30 at alternating intervals of 4 msec and 6 msec.
[0102] The processing unit 100 (processor) performs processes such as game processing, image generation processing, and sound generation processing based on input data from the controller 30 and the card read / write unit 162, programs, and the like.
[0103] In particular, the processing unit 100 performs various processes using the main memory unit 172 in the memory unit 170 as a work area. The processing unit 100 is realized by hardware such as various processors (CPU, DSP, etc.) and ASIC (gate array, etc.), and by programs, and executes various functions.
[0104] The processing unit 100 has a configuration for implementing various processes of this embodiment or various functions for the fighting game based on programs (data) stored in the storage unit 170 or the information storage medium 180.
[0105] Specifically, the processing unit 100 includes a communication control unit 110, an object space setting unit 111, a movement / motion control unit 112, an operation input reception processing unit 113, a game control unit 114, a replay data management unit 115, a replay processing unit 116, a retry game setting unit 117, a display control unit 118, a virtual camera control unit 119, a drawing unit 120, and a sound processing unit 130. Note that a configuration in which some of these units are omitted may also be used.
[0106] The operation input reception processing unit 113 of this embodiment constitutes the reception processing means of the present invention, and the game control unit 114 constitutes the game control means and game element visualization means of the present invention. The replay data management unit 115 of this embodiment constitutes the storage control means of the present invention, and the replay processing unit 116 constitutes the replay means of the present invention. Furthermore, the retry game setting unit 117 of this embodiment constitutes the switching timing setting processing and determination processing means of the present invention.
[0107] The communication control unit 110 performs processing for transmitting and receiving data to and from the server device 1 and terminal devices of other game systems and the like via a network.
[0108] In particular, when a competitive game is played based on information received from the server device 1, or when playing against other players via a network, the communication control unit 110 performs processing to receive various types of information transmitted from the server device 1 or other terminal devices, and processing to transmit the information to the server device 1 or other terminal devices.
[0109] In addition, in the game system S of this embodiment, network information required for communication control may be obtained from a server and management processing may be performed.
[0110] For example, the game system S may acquire and manage identification information for terminal devices (data, ID, individually assigned to each game system to identify terminals that can participate in online games) and destination information (such as an IP address) that specifies the destination of packets associated with the identification information of each game system S.
[0111] Specifically, the communication control unit 110 performs processes such as generating packets to be sent to other terminal devices or server device 1, specifying the IP address and port number of the terminal device or server device 1 to which the packets are to be sent, storing data contained in received packets in the memory unit 170, analyzing received packets, and other control processes related to the sending and receiving of packets.
[0112] In addition, the communication control unit 110 performs processing to transmit and receive data to and from multiple other game systems S or the server device 1 at a predetermined cycle (for example, at one-second cycles) from the time a communication connection is established until the communication connection is disconnected.
[0113] Furthermore, in the case of a network system constituted by multiple terminal devices such as a game system S, the communication control unit 110 may perform communication control using a peer-to-peer (so-called P2P) method in which an online game is played while transmitting and receiving data between multiple terminal devices, or may perform communication control using a client-server method in which each terminal device transmits and receives data (information) via the server device 1 to play an online game.
[0114] In the network system of this embodiment, data may be transmitted and received not only by wired communication but also by wireless communication.
[0115] On the other hand, the communication control unit 110 performs a process of acquiring input information from the controller 30. For example, it receives various operational inputs for the game from each player, such as instructions for controlling a player character and replay instructions.
[0116] The object space setting unit 111 performs a process of arranging objects in an object space (virtual three-dimensional space). For example, a process of forming a game space (for example, a stage where characters fight) in the virtual three-dimensional space is performed. A process of arranging display objects such as buildings, stadiums, cars, trees, pillars, walls, and maps (terrain) in addition to characters in the object space is performed. Here, the object space is a virtual game space, and is a space in which objects are arranged in three-dimensional coordinates (X, Y, Z), such as a world coordinate system or a virtual camera coordinate system.
[0117] For example, the object space setting unit 111 places an object (an object formed of primitives such as a polygon, a free-form surface, or a subdivision surface) in the world coordinate system. Also, for example, it determines the position and rotation angle (synonymous with orientation and direction) of the object in the world coordinate system, and places the object at that position (X, Y, Z) with that rotation angle (rotation angle around the X, Y, and Z axes).
[0118] The object space setting unit 111 may perform processing to place a special command input instruction object, a marker, or other instruction object on a screen (two-dimensional image, screen, screen coordinate system). The object space setting unit 111 may also place an instruction object in an object space (three-dimensional space, world coordinate system, virtual camera coordinate system, model coordinate system).
[0119] The movement / motion control unit 112 performs movement / motion calculations for objects in the object space. That is, based on input information received from the controller 160, a program (movement / motion algorithm), various data (motion data), etc., the movement / motion control unit 112 performs processing to move objects within the object space and to cause the objects to move (motion, animation).
[0120] The movement / motion control unit 112 controls the behavior of a character object (character), which is a main object, in the object space.
[0121] Specifically, the movement / action control unit 112 performs processing to control the actions of the player's character and the opponent's character based on operation codes input to the controller 160, operation codes obtained from the opponent's game system S, and selection instruction data, processing to display effects when certain conditions are met, processing to determine whether an attack technique is hit and processing the damage caused by it, etc.
[0122] Moreover, the movement / motion control unit 112 performs the above process for each frame (for example, 1 / 60th of a second). Note that a frame is a unit of time for performing object movement / motion processing and image generation processing.
[0123] The operation input reception processing unit 113 performs a process of recognizing an operation instruction command based on input information input to the controller 160 by the player.
[0124] Specifically, the operation input reception processing unit 113 of this embodiment recognizes the operation instruction command input by the player based on the type of button and the number of times it is pressed, the lever instruction direction, the timing of pressing the button and the timing of the lever instruction, and a combination of these, input by the input unit 260.
[0125] For example, when the operation input reception processing unit 113 detects a press of the right hand button 34, it accepts the operation input as a "right punch," and when it detects a press of the left hand button 36, it accepts the operation input as a "left punch."
[0126] Also, for example, when the operation input reception processing unit 113 detects pressing of the right foot button 37, it accepts operation input for a "right kick," and when it detects pressing of the left foot button 38, it accepts operation input for a "left kick."
[0127] On the other hand, when a player's operation is input simultaneously using multiple buttons, or when a player's operation is input using a combination of the tilt angle of the joystick 32 and each button, the operation input reception processing unit 113 recognizes it as a special operation input.
[0128] For example, when the operation input reception processing unit 113 detects an operation of tilting the joystick 32 in a direction in which the player character moves forward in combination with a button input, it receives an operation input of various attacking actions by the player character.
[0129] Also, for example, when the operation input reception processing unit 113 detects an operation of tilting the joystick 32 in a direction in which the player character retreats in combination with a button input, the operation input reception processing unit 113 receives operation inputs of various defensive actions.
[0130] In particular, when the operation input reception processing unit 113 detects, for example, pressing of buttons in the order of left hand button 36, right hand button 34, left hand button 36, right hand button 34 (or additionally detecting tilting of the joystick 32 to the right), it is capable of receiving operation input to enhance the sense of realism, such as receiving an operation input for performing a special technique after the player character on the game screen actually moves his left hand, right hand, left hand, right hand (or additionally walking to the right).
[0131] In addition, for example, when the operation input reception processing unit 113 detects that the right foot button 37 is pressed immediately after pressing the left hand button 36, it receives an operation input for the player character to perform the successive actions of throwing a jab with the left hand and then delivering a left kick.
[0132] The operation input reception processing unit 113 may receive an operation instruction command recognized by the controller 160.
[0133] The game control unit 114 executes processes related to the progress of the fighting game. For example, there are processes for starting the game when a game start condition is met (hereinafter also referred to as "game start process"), a game control process for controlling the progress of the fighting game by controlling the player character according to the player's operation input, a process for ending the game when a game end condition is met (hereinafter also referred to as "game end process"), and a process for progressing to the ending when the final stage is cleared.
[0134] In addition, when replay processing is being executed based on game data for replay that has already been executed as a game and stored in the memory unit 170, the game control unit 114 executes game control processing for the game to be replayed (hereinafter also referred to as "replay game operation control processing") in accordance with the player's operation and in response to the player's operation input.
[0135] The replay data management unit 115 stores in the memory unit 170 data of the player's operation input instructions (i.e., operation input data) when a game control process is executed that controls the player character and controls the progress of the game in accordance with the player's operation input, various data executed by the game control process (hereinafter referred to as "game control data"), or both of these data as game data for replay (hereinafter also referred to as "replay data") for each game.
[0136] Furthermore, when replay processing is performed based on the replay data stored in the storage unit 170, the replay data management unit 115 provides the stored replay data to the replay processing unit 116.
[0137] During execution of a retry game, the replay data management unit 115 may store the operation input data and game control data of the retry data in the storage unit 170 in association with the game to be replayed.
[0138] The replay processing unit 116 reads the replay data stored in the memory unit 170 via the replay data management unit 115, and executes replay processing in accordance with the read replay data to replay the content of the game to be replayed from a given timing, such as the start of the game or a timing during the game specified by the player.
[0139] The retry game setting unit 117 performs various settings for performing game control processing (i.e., replay target game operation control processing) from a predetermined timing as a retry game based on the game status of the replay target game being replayed and based on the player's operation.
[0140] The display control unit 118 controls the display of objects that are output and displayed on the display unit 190.
[0141] Specifically, the display control unit 118 performs display control such as generating displayed objects (game characters, backgrounds, targets, cars, balls, items, buildings, trees, pillars, walls, maps), indicating the display positions of displayed objects, and making displayed objects disappear.
[0142] That is, the display control unit 118 performs display control such as registering an object that has appeared in an object list, transferring the object list to the drawing unit 120 etc., and deleting an object that has disappeared from the object list.
[0143] Furthermore, the display control unit 118 performs animation processing to move and act game characters such as the player character.
[0144] The animation process can involve processing for moving a game character (a display object defined by two-dimensional data or three-dimensional data) in a game field (a two-dimensional or three-dimensional game space).
[0145] Specifically, the display control unit 118 performs animation processing for moving a display object based on input data input by the player, a program (movement algorithm), various data, and the like.
[0146] For example, the display control unit 118 performs processing to sequentially obtain movement information (position, rotation angle, speed, or acceleration) of a display object for each frame (1 / 60 seconds).
[0147] The virtual camera control unit 119 performs control processing of the virtual camera (viewpoint) for generating an image seen from a given (arbitrary) viewpoint in the object space.
[0148] Specifically, when generating a three-dimensional image, the virtual camera control unit 119 performs processing to control the position (X, Y, Z) and rotation angle (for example, the rotation angle when rotating clockwise when viewed from the positive direction of each of the X, Y, and Z axes) of the virtual camera in the world coordinate system.
[0149] That is, virtual camera control unit 119 performs processing to control at least one of the viewpoint position, line of sight direction, angle of view, movement direction, and movement speed of the virtual camera.
[0150] The drawing unit 120 performs drawing processing based on the results of various processes performed by the processing unit 100, thereby generating an image and outputting it to the display unit 190.
[0151] That is, the drawing unit 120 generates an image in the object space that is seen from the virtual camera.
[0152] For example, the drawing unit 120 receives object data (model data) including vertex data (position coordinates of vertices, texture coordinates, color data, normal vectors, alpha values, etc.) of each vertex of an object (model), and performs vertex processing (shading by a vertex shader) based on the vertex data included in the input object data. When performing vertex processing, vertex generation processing (tessellation) for redividing polygons is performed as necessary. It is also possible to perform the following operations: surface division, curved surface division, polygon division.
[0153] In vertex processing, vertex movement processing and geometry processing such as coordinate transformation, such as world coordinate transformation, field of view transformation (camera coordinate transformation), clipping processing, perspective transformation (projection transformation), and viewport transformation are performed in accordance with a vertex processing program (vertex shader program, first shader program), and based on the results of this processing, the vertex data provided for the group of vertices that make up the object is changed (updated, adjusted).
[0154] Then, rasterization (scan conversion) is performed based on the vertex data after vertex processing, and the faces of the polygons (primitives) are associated with the pixels. Following rasterization, pixel processing (shading by pixel shaders, fragment processing) is performed to draw the pixels that make up the image (fragments that make up the display screen).
[0155] In pixel processing, various processes such as reading texture (texture mapping), setting / changing color data, semi-transparent compositing, and anti-aliasing are performed in accordance with a pixel processing program (pixel shader program, second shader program) to determine the final drawing color of the pixels that make up the image, and the drawing color of the perspective transformed object is output (drawn) to an image buffer 176 (a buffer that can store image information on a pixel-by-pixel basis; VRAM, rendering target, frame buffer).
[0156] That is, pixel processing involves per-pixel processing in which image information (color, normal, brightness, alpha value, etc.) is set or changed on a pixel-by-pixel basis, generating an image seen from a virtual camera (a given viewpoint) in object space.
[0157] Vertex processing and pixel processing are realized by hardware that makes it possible to program the drawing process of polygons (primitives) using a shader program written in a shading language, known as a programmable shader (vertex shader or pixel shader).
[0158] With programmable shaders, vertex-level and pixel-level processing can be programmed, allowing for greater freedom in the content of the rendering process, and significantly improving expressiveness compared to the fixed rendering processing used by conventional hardware.
[0159] When drawing an object, the drawing unit 120 performs geometry processing, texture mapping, hidden surface removal, alpha blending, and the like.
[0160] In geometry processing, objects are subjected to processes such as coordinate transformation, clipping, perspective projection transformation, light source calculation, etc. Then, object data (position coordinates of vertices of objects, texture coordinates, color data (brightness data), normal vectors, α values, etc.) after geometry processing (after perspective projection transformation) is stored in storage unit 170.
[0161] Texture mapping is a process for mapping a texture (texel value) stored in storage unit 170 onto an object.
[0162] Specifically, the texture (surface properties such as color (RGB), alpha value, etc.) is read from the storage unit 170 using texture coordinates and the like set (assigned) to the vertices of the object. Then, the texture, which is a two-dimensional image, is mapped onto the object. In this case, a process of associating pixels with texels and bilinear interpolation for texel interpolation are performed.
[0163] The hidden surface removal process can be performed by the Z-buffer method (depth comparison method, Z-test) using a Z-buffer (depth buffer) in which the Z-values (depth information) of the drawn pixels are stored.
[0164] That is, when drawing a pixel corresponding to an object's primitive, the Z value stored in the Z buffer is referenced.The Z value in the referenced Z buffer is then compared with the Z value of the drawing pixel of the primitive, and if the Z value of the drawing pixel is a Z value that is closer to the virtual camera (for example, a small Z value), the drawing process for that pixel is performed and the Z value in the Z buffer is updated to a new Z value.
[0165] Alpha blending (alpha compositing) refers to semi-transparent compositing processing (normal alpha blending, additive alpha blending, subtractive alpha blending, etc.) based on an alpha value (A value).
[0166] For example, in alpha blending, a linear blending process is performed based on the alpha value on a drawing color (overwrite color) C1 to be drawn in the image buffer 176 and a drawing color (base color) C2 already drawn in the image buffer 176 (rendering target). In other words, if the final drawing color is C, it can be calculated by C=C1*alpha+C2*(1-alpha).
[0167] The alpha value is information that can be stored in association with each pixel (texel, dot), and is information in addition to color information. The alpha value can be used as mask information, semi-transparency (equivalent to transparency and opacity), bump information, etc.
[0168] Furthermore, when playing a multiplayer online game in which data is exchanged with other terminals (second terminals) via a network, the drawing unit 120 performs processing to generate an image seen from a virtual camera (a virtual camera controlled by the terminal (first terminal)) that follows the movement of an object that is the subject of operation of the terminal (first terminal). In other words, each terminal performs independent drawing processing.
[0169] The sound processing unit 130 performs sound processing based on the results of various processes performed by the processing unit 100 , generates game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 192 .
[0170] The terminal of this embodiment may be controlled to play a game in a single player mode in which only one player can play, or in a multiplayer mode in which multiple players can play. For example, when controlled in the multiplayer mode, game processing may be performed by transmitting and receiving data to and from other terminals via a network, or one terminal may perform processing based on input information from multiple input units.
[0171] [3] Method of the present embodiment [3.1] Overview Next, a method and an overview of the game control process for the replay target game of this embodiment (i.e., the replay target game operation control process) will be described with reference to Fig. 3. Fig. 3 is a diagram for explaining the comparison between the replay process for the replay target game of this embodiment and the replay target game operation control process as a retry game.
[0172] The game system S of this embodiment is a game system that executes a fighting game using a player character (which may be an avatar) operated and controlled by the player, and is configured to execute a game based on the player's operation (i.e., a retry game) by accepting new operation input from the player from a predetermined timing, such as the timing at which the player wishes to operate again (hereinafter also referred to as the "desired timing"), during a replay of a fighting game that has already been executed in the past, while reflecting settings based on the game situation of the game that is the subject of the replay (i.e., the game to be replayed).
[0173] That is, the game system S has a configuration capable of starting execution of a game control process based on a player's operation from a predetermined timing during execution of a replay process of a fighting game in which a first character controlled by the operation of a first player competes against a second character controlled by the operation of a second player including a CPU within a given game space (object space).
[0174] Specifically, the game system S is configured to execute a reception process for receiving operation input from the player, and a game control process for controlling the progress of the game by controlling the player character in accordance with the received operation input, and to store data relating to the game at the time the game control process is executed in the memory unit 170 as game data for replay.
[0175] Further, the game system S, for example, as shown in FIG. (A1) Reading out the game data for replay stored in the storage unit 170 in this manner, and executing a replay process for replaying the game play content from a given timing in accordance with the read game data; (A2) When a given operation input from the player is received during the replay period of the replay target game G1 that is the subject of the replay processing (interruption timing T1), the replay processing of the replay target game G1 is interrupted (i.e., stopped), and a switching timing setting process is executed to set a switching timing T2 for starting execution of the game control process for the replay target game G1 as a replay target game operation control process in accordance with the player's operation input; (A3) identifying a game status of the replay target game G1 at the switching timing T2, and executing a setting content determination process that determines given setting content in the game when starting a replay target game operation control process from the switching timing T2 based on the identified game status; (A4) Based on the setting contents determined by the setting contents determination process and the accepted operation input of the player, a replay target game operation control process is executed from the switching timing T2 as the retry game G2. It has a configuration.
[0176] 3 is a timing chart showing a replay target game that has been replayed and a case where a retry game is executed from the middle of the replay target game. In particular, the timing chart is along a time axis showing the start of replay in the replay target game G1 or the retry game G2, the interruption timing T1 instructed by the player, the switching timing T2 set by the switching timing setting process, the game end indicating the end of the replay and the end of the retry game, the replay period (period during which operation input is not possible) S1, the replay suspension period S2, and the operation input possible period S3.
[0177] FIG. 3 also shows that at the switching timing T2, the game situations of the replay target game and the retry game are the same, even though they are the same game, and that the replay stop period S2 and the operation input possible period S3 result in different game situations and different game control processes (replay target game operation control processes).
[0178] By having such a configuration, the game system S of this embodiment is capable of redoing a past game based on the player's operation input, not only at the player's desired timing, but also, for example, if the desired timing is during an attack, from a dividing point before the desired timing, such as before the start of the attack or the timing of switching scenes or sections, based on the game situation in the past game, such as the player's operation history, the operation contents of various objects such as the player's character, the positions or positional relationships of various objects, and the values of various parameters.
[0179] Therefore, the game system S of this embodiment allows the player to easily redo a play of a past game or practice (including repetitive practice) a specific game scene from a timing desired by the player, without the player having to make complicated settings or perform operations for that purpose.
[0180] [3.2] Game data (replay data) and replay processing Next, the replay process including the game data (replay data) of this embodiment will be described with reference to Figures 4 and 5. Figures 4 and 5 are diagrams showing examples of the game data (replay data) of this embodiment.
[0181] (Game data and replay data) The game data in this embodiment is data related to the game when a game control process is executed in which the player's character is controlled to control the progress of the game in response to an operational input by the player.
[0182] In particular, the game control processing of this embodiment includes not only control processing for progressing the game based on the operation control of the player character, but also control processing for controlling other player characters based on the operation instructions of other players in a competitive game, etc., and control processing for controlling other player characters based on automatic calculations of NPCs, etc.
[0183] Therefore, the game data in this embodiment includes not only data for controlling the player character, but also data for controlling other player characters such as NPCs.
[0184] For example, the game data may be as follows, as shown in FIGS. (A1) Data on the player's operation instructions output from the controller 30 accepted by the operation input acceptance processing unit 113 (hereinafter referred to as "operation instruction data") (in the case of a game being played by multiple players, such as a competitive game, the operation instructions of each player), (A2) Control data for specifying the position (coordinates in the game space; the same applies below), movement (i.e., motion; specifically, the position of each part of the player character, which is the coordinates in the game space; the same applies below; or data for specifying movements such as rotation and jumping) and status (current state and remaining amount of vitality value and life energy, current value and remaining amount of parameters used when performing techniques, presence or absence of power-up states such as invincibility, or presence or absence of restrictions on some actions such as attacks being sealed) of player characters (including NPCs), (A3) Control data for defining the position, movement, and status of each character (including, for example, enemy player characters) appearing in the game; (A4) Control data for specifying the position, movement, and status of each object constituting a game space such as a stage on which a game such as a battle is played, a course on which a race is played, or an object space for a RPG; or (A5) A combination of two or more of (A1)-(A4), It is.
[0185] In particular, the game data is preferably a series of data groups in time series from the start of the game to the end of the game, but may be a series of data groups in time series for any one section during the game.
[0186] The game data may include game data of a retry game executed by the replay target game operation control process, or game data of a game executed by another player. It may also be a data.
[0187] Note that Figure 4(A) shows an example of game data, including operation instruction data for player A and player B (combinations of directions on the directional pad and right hand buttons, left hand buttons, right foot buttons, and left foot buttons) from the start of the game (0 seconds).
[0188] FIG. 4B also shows, as game data, examples of control data regarding the position coordinates, movements (ie, motions) and statuses of the player characters of player A and player B from the start of the game (0 seconds).
[0189] On the other hand, replay data is game data stored in the memory unit 170 for replay purposes, and is game data to which various information has been added, such as identification information about the game (game ID), identification information about the player (player ID), and information about the date and time when the game was played, as shown in Figures 5(A) and (B).
[0190] Figure 5(A) shows an example of game data for game ID "001" played on September 10, 2020, including operation instruction data (combinations of direction on the directional pad and right hand button, left hand button, right foot button, and left foot button) for Player A with Player ID "101" and CPU Player B from the start of the game (0 seconds).
[0191] Figure 5(B) also shows an example of control data for the position coordinates, movement (i.e., motion), and status of player characters of Player A with Player ID "121" and CPU Player B from the start of the game (0 seconds) for game ID "001" played on September 14, 2020.
[0192] (Replay processing) The replay processing unit 116 reads out various game data as described above stored in the memory unit 170, and executes a replay process in which the play content of the game to be replayed is replayed from a given timing, such as the timing when the game is started (hereinafter referred to as the "game start timing"), in accordance with the read game data.
[0193] In other words, the replay processing unit 116 is a process that simply plays back and reproduces past game content like an animation (video) based on game data, and is configured to execute a process that allows the player to view past game content as a replay process, without requiring any real-time player input.
[0194] In particular, the replay processing unit 116 animates the play content of the game to be replayed and displays it on the display 40 (display unit 190), allowing the player to view the play content of the game.
[0195] Specifically, when the replay processing unit 116 uses the player's operation instruction data as game data, it controls the game control unit 114 to execute game control processing based on the game data, and works in conjunction with the display control unit 118, virtual camera control unit 119, and drawing unit 120 to display the results of the processing as animation on the display 40.
[0196] In addition, when the replay processing unit 116 uses control data as game data, it controls each character and each object, including the player character, in accordance with the control data, and displays the results of controlling the player character, etc., on the display 40 as animation.
[0197] Furthermore, when the replay processing unit 116 uses both the player's operation instruction data and control data as game data, it executes game control processing to control the player character based on the operation instruction data for important parts such as battle scenes, and controls the action scenes of the player character when an attack has been decided, or other characters and objects, in accordance with the control data, and displays on the display 40 an integrated animation of the movements and changes of each character and object, including the controlled player character.
[0198] In addition, the replay processing unit 116 may execute replay processing from a given timing, such as the start of the game, a specific timing in the game progression, such as the game level or the character level of the player character, or the timing when the stage changes during the game, or a timing instructed by the player.
[0199] [3.3] Switching timing setting process Next, the switching timing setting process of this embodiment will be described with reference to Fig. 6 to Fig. 10. Fig. 6 and Fig. 7 are diagrams for explaining the basic principle of the switching timing setting process of this embodiment, and Fig. 8 to Fig. 10 are diagrams for explaining application examples of the switching timing setting process of this embodiment.
[0200] (Basic principles of switching timing setting process) The retry game setting unit 117 is (A1) when a given operation input from a player is received during replay of a game to be replayed, interrupting the replay process; (A2) setting a timing for starting execution of a replay target game operation control process for the replay target game in response to an operation input by the player (i.e., switching the game control process for the replay target game) as a switching timing; A switching timing setting process is executed.
[0201] In particular, it is preferable that the retry game setting unit 117 executes a switching timing setting process to set the switching timing to a timing that arrives before the interruption timing that interrupted the replay process (i.e., the rewind timing), as shown in FIG. 6.
[0202] Furthermore, the retry game setting unit 117 may execute a switching timing setting process for setting the interruption timing to the switching timing, as shown in FIG.
[0203] Furthermore, the retry game setting unit 117 may set the switching timing to a timing designated in advance by the player, a uniformly determined timing prior to the interruption timing, or a timing determined in advance in the game.
[0204] In addition, the retry game setting unit 117 may set the switching timing to a timing before the occurrence of an event that has already occurred, or a timing at which the player character's action after the interruption timing cannot be changed, or a timing at which another event has already occurred, as the switching timing in the case where such a timing is a timing before the occurrence of an event that has already occurred.
[0205] FIG. 6 shows an example in which, when the interruption timing is during a consecutive attack (a so-called combo) and is an inappropriate timing for switching, a timing before the start of the consecutive attack is set as the switching timing.
[0206] FIG. 6 also shows an example in which, in the replay game G1, a combo ends early due to an operation error during a combo (continuous attack), whereas, in the retry game G2, the combo is completed due to a successful operation.
[0207] On the other hand, FIG. 7 shows an example in which the interruption timing is set as the switching timing when the interruption timing is a timing before the start of the match and is therefore suitable as the switching timing.
[0208] Also, like FIG. 6, FIG. 7 shows an example in which in the replay game G1, a combo ends early due to an operation error during a combo (continuous attack), while in the retry game G2, the combo is completed due to a successful operation.
[0209] (Switching timing setting process application example 1) The retry game setting unit 117 may set the switching timing to a timing selected by the player from among a plurality of timings, as shown in FIG.
[0210] In particular, based on the player's instructions, when the interruption timing is during the occurrence of an event caused by a specific command, the retry game setting unit 117 may present to the player a number of timings detected in the game to be replayed during the replay process, such as a first timing before the operation of the specific command, a second timing before the start of execution of the command, and a third timing which is a specific timing during the event caused by the command, and set the timing selected by the player as the switching timing.
[0211] In this case, for example, the retry game setting unit 117 works in conjunction with the display control unit 118 and the drawing unit 120 to present the player with multiple timings by displaying the detected multiple options on the display 40, or by displaying each of the multiple options as an image on the display 40 (such as a thumbnail display or a chronological frame-by-frame display).
[0212] Note that FIG. 8 shows an example in which, when a combo is being executed at the interruption timing T1, the player is allowed to select one switching timing from among a first switching timing T2-1 (before a combo operation) a second switching timing T2-2 (before the start of the combo execution) and a third switching timing T2-3 (between attacks during the combo).
[0213] (Switching timing setting process application example 2) The retry game setting unit 117 may, for example, visualize the fluctuations of given game elements of the game to be replayed during the replay process from the start of the game to the end of the game using a graph or the like, and display the visualized fluctuations of the game elements on the display 40, as shown in FIG. 9, in order to allow the player to select the timing of interruption.
[0214] When a player specifies a part of an area (including a point) of a game element graphed along a time axis, the retry game setting unit 117 may set the time of the specified area as the interruption timing.
[0215] That is, the retry game setting unit 117 has a configuration for visualizing the change in time or distance of game elements from the start to the end of the game, or the ratio of game elements, using parameters indicating game elements such as the amount of damage inflicted on an enemy character or the amount of damage received from the enemy character, along a time axis or along a distance axis in the game space, as shown in FIG. 9, for example.
[0216] Therefore, in this embodiment, if the player character is defeated due to a change in the game element, By having the player consider the cause of the defeat (the scene that directly led to the defeat), and by setting the beginning of the scene that caused the defeat as the switching timing, the player can practice the retry game by focusing on the cause of the defeat.
[0217] Specifically, the retry game setting unit 117 may visualize the fluctuation of a given game element along a time axis, for example, by a pie chart, a bar graph, a line graph, a band graph, a radar chart, or a scatter diagram, and display the visualized fluctuation of the game element on the display 40. However, for a graph such as a pie chart that does not have a time axis, the retry game setting unit 117 generates a graph for each predetermined period, and allows the player to visualize the change in the game element from the start to the end of the game by the change in the graph for each predetermined period.
[0218] Then, as shown in FIG. 10, when the interruption timing is set, the retry game setting unit 117 automatically detects the switching timing from the graph, or sets the switching timing according to an operational instruction from the player.
[0219] FIG. 9 is a graph visualized at the top of display 40 showing the fluctuation in the amount of damage inflicted on an enemy character at each specified time, and FIG. 10 shows an example in which a timing when the amount of damage inflicted on an enemy character is below a certain value is automatically detected as a candidate switching timing, and switching timing T2-2 is selected by the player from the two switching timings.
[0220] In addition, the above game elements include, for example, (B1) Damage inflicted by the player character on an enemy character and damage received by the player character; (B2) Elements directly related to game over and game progress, such as the player character’s physical strength, life energy, and points, (B3) Attack elements such as the number of techniques used during an attack, the number of attacks, and the number of hits during an attack; (B4) Defense factors such as number of defenses and number of attacks received while defending, (B5) Number of items owned and number of times used, (B6) Movement factors such as accelerations, decelerations, average speed, and speed variation, and (B7) Elements related to combos and mistakes, such as the number of consecutive attacks, the number of consecutive clears of tasks in games in which consecutive tasks are cleared, such as sound games, and the number of mistakes, Includes:
[0221] [3.4] Setting content determination process Next, the setting content determination process of this embodiment will be described.
[0222] When the switching timing is determined, the retry game setting unit 117 identifies the game status of the game to be replayed at the switching timing, and executes a setting content determination process based on the identified game status to determine given setting contents in the game when starting the replay target game operation control process from the switching timing.
[0223] That is, as a setting content determination process, the retry game setting unit 117 determines various contents for starting (switching) the replay target game as a retry game while inheriting the game status of the replay target game being replayed.
[0224] Specifically, the retry game setting unit 117 determines the replay target game from the switching timing. As given setting contents in the game when starting the operation control process, setting contents for faithfully reproducing the specified game situation itself, or setting contents for not faithfully reproducing the specified game situation by changing a part of the setting contents are determined.
[0225] In particular, when the specified game situation itself is to be faithfully reproduced, the retry game setting unit 117 determines each parameter of the specified game situation as the setting contents.
[0226] Furthermore, when the retry game setting unit 117 changes a part of the identified game situation to not faithfully reproduce the game situation, it determines setting contents excluding predetermined setting contents such as stamina value and time limit, or setting contents to which predetermined setting contents such as the player's level and the number of items are added, based on the identified game situation.
[0227] For example, the retry game setting unit 117 sets the game status as follows: (A1) Parameters set for each character in the game, including the player character, such as the position (coordinates in the game space), the action (specifically, the current coordinates of each part of the character and the final coordinates after the action), stamina (current value and maximum value), experience points, and ability values (including those to be unlocked in the future; the same applies below) (information about color, the coordinates of the target to be reached in the case of a moving object, and the final form in the case of a transforming object), (A2) Item parameters such as the type and number of items acquired by each character or player, and ability values stipulated for the items (information about the color, the coordinates of the destination in the case of a moving object, and the final form in the case of a transforming object), (A3) Acquired in-game currency, scores, points, performance, and other parameters, and (A4) Parameters related to objects such as the type, position, and characteristics of each object that composes the game space; Identify.
[0228] Then, when the retry game setting unit 117 faithfully reproduces the specified game situation itself, it determines these game elements (including parameters) as the setting contents and reflects them as the settings of the retry target game that is to be started to be executed.
[0229] The retry game setting unit 117 may cooperate with the display control unit 118 and the drawing unit 120 to provide the specified game situation or the determined setting contents to the player by displaying them on the display 40, for example.
[0230] On the other hand, in order to realize a game from a new perspective relative to the original game by progressing the game with settings different from those of the original game from the switching timing, the retry game setting unit 117 may execute a retry game without faithfully reproducing the specified game situation.
[0231] In this case, the retry game setting unit 117 executes a setting change process for determining the setting contents of at least a part of the above game elements based on an instruction from the player or the like before switching the retry game.
[0232] For example, the settings in this case are as follows: (B1) the position of each character, including the player character and enemy characters, in the game space; (B2) the type of each character; (B3) The type and number of items equipped to the player character, such as items, (B4) Changes to game stages and quests, and (B5) The occurrence or cancellation of events in the game space, such as the presence or absence of explosions or changes in the game stage (for example, the floor breaking during a match); Includes:
[0233] In addition, as a setting change process, the retry game setting unit 117 may execute a process of changing the setting contents that have already been set during execution of a replay target game operation control process in the replay target game after the execution of the retry game has started (specifically, from the switching timing).
[0234] In other words, in order to realize a game from a new perspective relative to the original game by progressing the game with settings different from those of the original game during execution of the retry game, the retry game setting unit 117 has a configuration capable of determining setting contents that specify the game status being executed based on the player's instructions during execution of the retry game.
[0235] In addition, the setting contents in such a case include the same as those in the setting change process before switching to the retry game.
[0236] [3.5] Replay target game operation control processing Next, the reply target game operation control process of this embodiment will be described with reference to the above Fig. 3 and Fig. 11. Fig. 11 is a diagram for explaining the reply target game operation control process of this embodiment.
[0237] (Basic principles of replay game operation control processing) As described above, the game control unit 114 executes a replay target game operation control process for the replay target game as a retry game from the switching timing based on the setting contents determined by the setting content determination process and the accepted player operation input.
[0238] That is, the game control unit 114 starts the retry game based on the same game status as the replay target game at the switching timing, and after the start of the retry game, executes a replay target game operation control process for the retry game based on the accepted player operation input.
[0239] As a replay target game operation control process, the game control unit 114 executes general game control, such as control over the actions of not only the player character operated by the player, but also other characters, and control over each object in the game space.
[0240] Specifically, when a competitive game is executed in which a player character competes against another character, the game control unit 114 executes a replay target game operation control process that controls the actions of an opponent character who will be the opponent of the player character as a retry game, based on the game status of the replay target game at the switching timing.
[0241] In this way, since the game status at the time of the switching timing is the same as that of the game to be replayed, the game control unit 114 is able to start the game by taking over the game content at the time of the switching timing from the game to be replayed, as shown in FIG. 3.
[0242] On the other hand, the game control unit 114 performs the following processing, which is different from the case where the replay target data is being replayed: When an operation input from a different player is accepted, as shown in FIG. 3, a game control process (so-called replay target game control process) different from that for the original game is executed for the retry game.
[0243] Therefore, in this embodiment, the player can easily redo a play of a past game or practice (including repetitive practice) a specific game scene from the timing desired by the player, without the player having to make complicated settings or perform operations for that purpose.
[0244] In this embodiment, the game control unit 114 may change the progress speed of the game (or a part of the game period) when executing the replay target game operation control process.
[0245] In other words, in a retry game, the game control unit 114 may control the execution of the game to be replayed at a slower speed than the play speed set based on the player's operation or a predetermined play speed (e.g., 0.5 times speed), or the progress speed when the replay process or game control process is executed.
[0246] (When changing the control content from the original game) When executing the replay target game operation control process from the switching timing, the game control unit 114 may execute, as a retry game, game control process different from the game control process before the switching timing of the replay target game.
[0247] That is, the game control unit 114 may change the control content from the game control process before the switching timing based on the player's operation or based on attributes such as the player's level.
[0248] Specifically, in this case, the game control unit 114 (A1) Changes to the types, abilities, and items of characters and objects that appear, (A2) Changes to the timing and manner of appearance, attack timing, and attack method of various characters, including enemy characters, and the actions themselves; (A3) Changes to the control timing of objects, and (A4) Changes to the game environment, including background music and insert images, For example, the game control after the switching timing is changed from the game control before the switching timing.
[0249] For example, as shown in FIG. 11, in a fighting game, if a low attack from an enemy character is detected immediately before interruption timing T1, when the game control unit 114 executes replay target game operation control processing from switching timing T2 (after rewinding), it executes game control processing in which the enemy character launches more low attacks than usual as a retry game.
[0250] [3.6] Other Examples Next, examples of this embodiment will be described with reference to FIGS.
[0251] FIG. 12 is a diagram for explaining a repeat practice mode in which the period from the switching timing to a predetermined timing in this embodiment is repeatedly executed, and FIG. 13 is a diagram for explaining a ghost display in this embodiment.
[0252] FIG. 14 shows a case where the game system of this embodiment is applied to a game arcade system. FIG. 15 is an external configuration diagram of an example of the game system of the present embodiment, and is a diagram showing an example of a system configuration when the game system of the present embodiment is applied to a server system using a network.
[0253] (Repeat practice mode) The game system S of this embodiment may execute the replay target game operation control process repeatedly during the retry game during a period from the switching timing to a specific timing determined in advance (hereinafter, referred to as the "specific timing").
[0254] In other words, the game system S has a configuration that allows a player to repeatedly execute a replay target game of a predetermined section or period in a racing game, shooting game, or the like, and allows the player to concentrate on practicing a section or period that the player is weak at.
[0255] Specifically, in this case, when the retry game setting unit 117 receives an operation instruction from the player to repeatedly execute the practice mode as a given operation instruction in the switching timing setting process, as shown in FIG. 12, it sets a switching timing T2 and a specific timing T3 indicating a specific timing that arrives after the switching timing T2.
[0256] In particular, the retry game setting unit 117 sets, as the specific timing, a timing specified by the player's operational input, a timing when a predetermined period of time has elapsed, such as 30 seconds after the switching timing, or a timing determined by a time division such as a time limit or a division set in the game.
[0257] In this embodiment, the division set in the game refers, for example, to the division up to the first stage to end after the switching timing when the game is composed of multiple stages, and to the division up to a point that is preset on the route along which the player character progresses in the game (i.e., a specific section).
[0258] Then, as shown in FIG. 12, during execution of the repetitive practice mode, the game control unit 114 repeatedly executes the replay target game operation control process as a retry game for a predetermined period from the switching timing T2 to the specific timing T3.
[0259] That is, when a specific timing arrives, the game control unit 114 (A1) Stop the retry game in progress, (A2) Resetting the game settings to the settings at the time of the switching timing determined by the setting content determination process; (A3) Based on the reset settings, the replay target game operation control process is started again.
[0260] The game control unit 114 may automatically transition to the switching timing and execute the replay target game operation control processing each time a specific timing arrives, or may transition to the switching timing and execute the replay target game operation control processing when a specific timing arrives and the player inputs a specified operation, such as an instruction to execute a repeated practice mode, or after a certain period of time, such as 10 seconds, has elapsed.
[0261] (Display comparison results) The game system S of this embodiment may compare the results of the retry game with the results of the original game and present the results to the player.
[0262] That is, the game system S of this embodiment compares the retry game with the original game. By comparing the game results, the player's operational ability in the retry game (operation ability associated with improved performance, etc.) can be presented in a visible form, allowing the player to recognize the player's level of improvement and progress.
[0263] Specifically, the replay data management unit 115 identifies the results of each game executed by the game control process (final results such as game results, or results at specified times such as results for specified sections such as lap times or intermediate results) and stores them in the memory unit 170 together with the replay game data.
[0264] For example, the replay data management unit 115 may store the final results or results at a predetermined timing, (B1) Match results such as win rate, number of wins or losses, number of kills in fighting games, etc. (B2) Hit points, such as the number of attacks made or the points given to enemy characters by attacks, or the number of enemy characters defeated, such as the number of enemy characters shot down; (B3) Score, (B4) Time, such as the time it takes to complete a mission or task, or the time from the start to the finish or a specified point, or (B5) Earned rewards such as items, points or in-game currency, The identified information is stored in the storage unit 170 together with the game data for replay.
[0265] Meanwhile, the game control unit 114 reads out the results of the original game, which is the game to be replayed, that is, the game to be replayed using game data for which the replay target game operation control process has not been executed, during the retry game or at a predetermined timing such as after the end of the retry game, and executes a comparison process to compare the results of the read original game with the results of the retry game for the game to be replayed that is the same as the original game.
[0266] The display control unit 118 then works in conjunction with the drawing unit 120 to provide the comparison results from the comparison process to the player in the form of image information or the like.
[0267] For example, in a fighting game, the game control unit 114 reads out the vitality values of the enemy character and the player character in the game to be replayed at the time of replay, the amount of damage inflicted on the enemy character, or the amount of damage received from the enemy character.
[0268] Then, the game control unit 114 executes a comparison process to compare the read value with the vitality values of the enemy character and the player character in a retry game that is in progress or has ended, the amount of damage inflicted on the enemy character, or the amount of damage received from the enemy character.
[0269] In particular, when the game control unit 114 executes the comparison process while a retry game is in progress, it compares the fluctuation status of each value.
[0270] (Ghost character display) As shown in FIG. 13, the game system S of this embodiment may execute a game control process during execution of a replay target game operation control process as a retry game, in which at least a player character of an original game, which is the same replay target game as the retry game, appears in the retry game.
[0271] That is, the game system S of the present embodiment allows the player to easily visually recognize the difference between the retry game and the original game during execution of the retry game, and as a result, The present invention has a configuration that allows the user to carry out useful exercises.
[0272] FIG. 13 shows an example in which a player character (i.e., a ghost character) P20 during replay processing in a racing game is displayed as a ghost on the display 40 together with a player character P10 that is being operated by the player and is being executed as retry data.
[0273] (Store-based gaming system) The game system S of this embodiment can be applied to a home game system, and can also be realized, for example, as a store-based game system set up in a store (amusement park) as shown in the figure.
[0274] For example, as shown in FIG. 14, such a game system S includes a housing 12 that houses a processing unit (computer) that performs game processing, etc., a display 13 that displays the game screen, a speaker 14 that outputs game sound effects and background music, a game operation unit 200, and a coin insertion unit 16 into which coins are inserted as a game play fee.
[0275] The game system S has a built-in system board 1000 on which a CPU, an image generation IC, a sound generation IC, etc. are mounted, and is configured to execute a fighting game based on a game program and game data read from a memory, which is an information storage medium, on the system board 1000, or on operation signals input from a joystick 32 and buttons.
[0276] The game operation unit 200 has the same functions as the controller 30 described above, and is therefore equipped with a lever 210 and buttons 220 , 221 , 222 , and 223 .
[0277] For example, the right hand button 220 can input a "right punch," the left hand button 221 can input a "left punch," the right foot button 222 can input a "right kick," and the left foot button 223 can input a "left kick."
[0278] (Network Battle) The game system S of the present embodiment described above has multiple controllers 30, and a fighting game is established by having each player operate each controller 30; however, by connecting multiple game systems S through a network, it is possible to control the player characters for each game system S and to execute the above-mentioned configurations and controls by linking each process, including the game control process based on each game system S.
[0279] (Server system) In the above embodiment, as shown in FIG. 15, a server system 300 may be constructed using one server device 310 and the above game may be provided to one or more terminal devices 320 via a network N, or a server system 300 may be constructed by linking multiple server devices 310 and the game may be provided from the server system 300 to one or more terminal devices 320.
[0280] In particular, a plurality of terminal devices 320 are connected to the server system 300 via a network N by wire or wirelessly, and the server system 300 functions as the above-mentioned game system.
[0281] The server system 300 receives the operation input of the player and provides the replay-processed game data (including only image data) and the game control-processed game data (including only image data) to the corresponding terminal device 320, thereby executing the game. It is also possible to realize a system.
[0282] That is, in this case, the server system 300 (C1) accepting an operation input of a player inputted to the terminal device 320; (C2) executing a game control process for controlling the progress of the game by controlling the player character in response to the received operation input; (C3) storing data relating to the game when the game control process is executed in a storage unit or the like as game data for replay; (C4) reading out the stored game data for replay, and executing a replay process for replaying the game play content from a given timing in accordance with the read out game data; (C5) when a given operation input from a player is received during replay of a replay target game that is the subject of the replay processing, interrupting the replay processing of the replay target game, and setting a switching timing for starting execution of a game control processing for the replay target game in response to the operation input from the player as a replay target game operation control processing; (C6) identifying a game status of the replay target game at a switching timing, and executing a determination process for determining a given setting content of the game at the time of starting the replay target game operation control process from the switching timing based on the identified game status; (C7) providing information regarding the progress of the game, including replay processed information, to the terminal device 320; It has a configuration.
[0283] In this case, the server system 300 is configured to execute a replay target game operation control process from the switching timing as a retry game based on the setting contents determined by the determination process and the accepted player operation input.
[0284] In this embodiment, the game system of the present invention is applied to a server system 300 that operates in conjunction with a terminal device 320 via a network, but the game system of the present invention may also be applied to a tablet-type information terminal device or a personal computer.
[0285] [4] Operation of this embodiment Next, the operation of the replay process including the execution of the retry game executed by the game system S of this embodiment will be described with reference to FIG.
[0286] FIG. 16 is a flowchart showing the operation of the replay process including the execution of the retry game executed by the game system S of this embodiment.
[0287] This operation assumes that the game data of the replay target game that is the target of the replay process has already been stored in the storage unit 170.
[0288] First, when the replay processing unit 116 receives instructions sent from the controller 30, which are instructions to execute a replay process by the player and the game ID of the replay target game that is to be the subject of the replay process (step S101), it causes the replay data management unit 115 to read out the game data of the target game ID (step S102).
[0289] Next, the replay processor 116 starts the replay process based on the read game data (step S103).
[0290] When the replay processing unit 116 starts the replay processing, it executes the replay processing of the read game data (operation input data and game control data) in chronological order and displays the It works in conjunction with the control unit 118 and the drawing unit 120 to display the gameplay content of the game on the display 40.
[0291] Next, the replay processing unit 116 determines whether or not an instruction to end the replay processing from the player or an end of the game based on the read game data has been detected (step S104).
[0292] At this time, if the replay processing unit 116 determines that it has detected an instruction to end the replay processing from the player or that the game has ended based on the read game data, it ends this operation; otherwise, it proceeds to the processing of step S105.
[0293] Next, the replay processing unit 116 determines whether or not an instruction to interrupt the replay processing from the player has been detected (step S105).
[0294] At this time, if the replay processing unit 116 determines that an instruction to interrupt the replay processing from the player has been received, it proceeds to the processing of step S106, and if it determines that the instruction to interrupt the replay processing has not been received, it returns to the processing of step S104.
[0295] Next, the replay processing unit 116 executes a switching timing setting process for setting the start timing of the retry game, that is, the switching timing in the replay target game (step S106).
[0296] Next, the retry game setting unit 117 specifies the game status (operation input data and game control data) of the game to be replayed at the switching timing based on the read game data (step S107).
[0297] Next, the retry game setting unit 117 executes a setting content determination process to determine the setting content (so-called initial setting content of the retry data) when starting the retry game from the switching timing based on the identified game situation (step S108).
[0298] Next, the game control unit 114 starts accepting operation inputs from the player, and starts executing a game control process (that is, a replay target game operation control process) based on the determined setting contents (step S109).
[0299] It should be noted that, once the game control unit 114 starts executing the replay target game operation control process, it executes the game control process based on the accepted player operation input and the determined setting contents until an instruction to end the game is input.
[0300] Finally, when the game control unit 114 detects the end of the game, such as the victory or defeat of the player character (step S110), it ends the retry game and ends this operation.
[0301] [5] Other The present invention is not limited to the above-described embodiment, and various modifications are possible. For example, a term cited as a broadly defined or synonymous term in the description in the specification or drawings can be replaced with a broadly defined or synonymous term in other descriptions in the specification or drawings.
[0302] In this embodiment, a fighting game is used for explanation, but the present invention can also be used in games that involve input operations by the player, such as racing games, sound games, puzzle games, shooting games, RPGs, or simulation games.
[0303] The present invention includes configurations that are substantially the same as the configurations described in the embodiments (for example, configurations with the same functions, methods and results, or configurations with the same purpose and effect). The present invention also includes configurations in which non-essential parts of the configurations described in the embodiments are replaced. The present invention also includes configurations that achieve the same effects as the configurations described in the embodiments or that can achieve the same purpose. The present invention also includes configurations in which publicly known technology is added to the configurations described in the embodiments.
[0304] Although the embodiments of the present invention have been described in detail as above, it will be easily understood by those skilled in the art that many modifications are possible without substantially departing from the novel features and effects of the present invention. Therefore, all such modifications are intended to be included within the scope of the present invention. [Explanation of symbols]
[0305] S: Game System 1: Server device 10: Game device 12: Housing 13: Display 14: Speaker 16: Coin slot 30: Controller 40: Display 100: Processing section 110: Communication control unit 111: Object space setting section 112: Movement and motion control section 113: Operation input reception processing unit 114: Game control unit 115: Replay Data Management Department 116: Replay processing unit 117: Retry Game Settings 118: Display control unit 119: Virtual camera control section 120: Drawing section 130: Sound processing section 160: Controller 162: Read / write section 170: Storage section 172: Main memory 176: Image buffer 180: Information storage medium 190: Display section 192: Sound output section 196: Communications Department 200: Game operation section 260: Input section 300: Server system 310: Server device 320: Terminal equipment 1000: System Board
Claims
1. A game system for executing a game using a player character operated and controlled by a player, comprising: a reception processing means for receiving an operation input from the player; a game control means for executing a game control process for controlling the player character and controlling the progress of the game in response to the received operation input; a storage control means for storing data relating to the game when the game control process is executed in a storage means as game data for replay; a replay processing means for reading game data for replay stored in said storage means, and executing a replay process for replaying the play content of said game from a given timing in accordance with said read game data; an interruption control means for interrupting the replay processing of the replay target game when a given operation input from the player is received during replay of the replay target game that is the subject of the replay processing, and for setting a switching timing for starting execution of the game control processing for the replay target game as a replay target game operation control processing in response to the operation input from the player; a determination processing means for executing a determination process of identifying a game status of the replay target game at the switching timing, and determining a given setting content of the game at the time of starting the replay target game operation control process from the switching timing based on the identified game status; Equipped with The interruption control means when a given operation input from the player is received, the switching timing and a specific timing indicating a specific timing that arrives after the switching timing are set; The game control means Based on the setting contents determined by the determination process and the player's operation input accepted after the switching timing, the replay target game operation control process is repeatedly executed from the switching timing to the specific timing by automatically transitioning to the switching timing as a retry game when the specific timing arrives. A game system that features:
2. A game system for executing a game using a player character operated and controlled by a player, comprising: a reception processing means for receiving an operation input from the player; a game control means for executing a game control process for controlling the player character and controlling the progress of the game in response to the received operation input; a storage control means for storing data relating to the game when the game control process is executed in a storage means as game data for replay; a replay processing means for reading game data for replay stored in said storage means, and executing a replay process for replaying the play content of said game from a given timing in accordance with said read game data; an interruption control means for interrupting the replay processing of the replay target game when a given operation input from the player is received during replay of the replay target game that is the subject of the replay processing, and for setting a switching timing for starting execution of the game control processing for the replay target game as a replay target game operation control processing in response to the operation input from the player; a determination processing means for executing a determination process of identifying a game status of the replay target game at the switching timing, and determining a given setting content of the game at the time of starting the replay target game operation control process from the switching timing based on the identified game status; Equipped with The game control means a game system which executes a replay target game operation control process from the switching timing as a retry game based on the setting contents determined by the determination process and a player's operation input accepted after the switching timing, a result specification means for specifying the results of each game executed by the game control process and the results of a retry game executed by the replay target game operation control process; a comparison means for executing a comparison process for comparing the results of an original game, which is a replay target game to be replayed using the game data for which the replay target game operation control process has not been executed, with the results of the retry game in the replay target game identical to the original game, and for identifying information for allowing a player to recognize his / her progress or improvement in the replay target game; providing means for providing the specified information to the player; The game system further comprises:
3. A game system for executing a game using a player character operated and controlled by a player, comprising: a reception processing means for receiving an operation input from the player; a game control means for executing a game control process for controlling the player character and controlling the progress of the game in response to the received operation input; a storage control means for storing data relating to the game when the game control process is executed in a storage means as game data for replay; a replay processing means for reading game data for replay stored in said storage means, and executing a replay process for replaying the play content of said game from a given timing in accordance with said read game data; When a given operation input from the player is received during replay of a replay target game that is the subject of the replay processing, the replay processing of the replay target game is interrupted, and a switching timing is set for starting execution of the game control processing for the replay target game as a replay target game operation control processing in response to the operation input from the player. An interrupt control means for a determination processing means for executing a determination process of identifying a game status of the replay target game at the switching timing, and determining a given setting content of the game at the time of starting the replay target game operation control process from the switching timing based on the identified game status; Equipped with The decision processing means: when executing the replay target game operation control process in a battle game in which the player character battles another character different from the player character, the determination process determines, as the determination process, that at least one of the action timing and the action of the other character to be different from that in the game control process before the switching timing of the replay target game; The game control means A game system characterized in that, when executing the replay target game operation control process in a competitive game in which the player's character competes against another character, the replay target game operation control process is executed as a retry game based on the setting contents of the other character determined by the determination process, the player's operation input accepted after the switching timing, and the game status of the replay target game at the switching timing, to execute control regarding the other character from the switching timing, and for the other character, a game control process different from the game control process before the switching timing of the replay target game is executed.
4. In the game system according to claim 1 or 2, The game control means A game system in which, when executing the replay target game operation control process from the switching timing, a game control process different from the game control process before the switching timing of the replay target game is executed as the retry game.
5. In the game system according to any one of claims 1 or 2, The game control means A game system that executes a game control process that causes at least a player character of an original game in the replay target game, which is the same as the retry game, to appear in the retry game while executing the replay target game operation control process as the retry game.
6. In the game system according to any one of claims 1 to 5, The decision processing means: A game system that determines the setting content to be the subject of the determination process at the switching timing based on the player's instructions, or executes a setting change process to change the setting content already determined during the replay target game operation control process.
7. A program for executing a game using a player character operated and controlled by a player, A reception processing means for receiving an operation input of the player; a game control means for executing a game control process for controlling the player character and controlling the progress of the game in response to the received operation input; a storage control means for storing data relating to the game when the game control process is executed in a storage means as game data for replay; A replay device that reads out game data for replay stored in the storage means and replays the play content of the game from a given timing in accordance with the read game data. replay processing means for executing a replay process; an interruption control means for interrupting the replay processing of the replay target game when a given operation input from the player is received during replay of the replay target game that is the subject of the replay processing, and for setting a switching timing for starting execution of the game control processing for the replay target game as a replay target game operation control processing in response to the operation input from the player; and a determination processing means for executing a determination process of specifying a game status of the replay target game at the switching timing and determining a given setting content of the game at the time of starting the replay target game operation control process from the switching timing based on the specified game status; The computer functions as The interruption control means when a given operation input from the player is received, the switching timing and a specific timing indicating a specific timing that arrives after the switching timing are set; The game control means A program characterized by repeatedly executing the replay target game operation control process from the switching timing to the specific timing by automatically transitioning to the switching timing as a retry game when the specific timing arrives based on the setting contents determined by the determination process and the player's operation input accepted after the switching timing.
8. A program for executing a game using a player character operated and controlled by a player, A reception processing means for receiving an operation input of the player; a game control means for executing a game control process for controlling the player character and controlling the progress of the game in response to the received operation input; a storage control means for storing data relating to the game when the game control process is executed in a storage means as game data for replay; a replay processing means for reading game data for replay stored in said storage means, and executing a replay process for replaying the play content of said game from a given timing in accordance with said read game data; an interruption control means for interrupting the replay processing of the replay target game when a given operation input from the player is received during replay of the replay target game that is the subject of the replay processing, and for setting a switching timing for starting execution of the game control processing for the replay target game as a replay target game operation control processing in response to the operation input from the player; and a determination processing means for executing a determination process of specifying a game status of the replay target game at the switching timing and determining a given setting content of the game at the time of starting the replay target game operation control process from the switching timing based on the specified game status; The computer functions as The game control means a program for executing a replay target game operation control process from the switching timing as a retry game based on the setting content determined by the determination process and the accepted operation input by the player, a result specification means for specifying the results of each game executed by the game control process and the results of a retry game executed by the replay target game operation control process; A comparison process is executed to compare the results of an original game, which is a replay target game to be replayed using the game data for which the replay target game operation control process has not been executed, with the results of the retry game in the replay target game that is the same as the original game. a comparison means for identifying information for recognizing the progress or improvement of the relevant player in the game to be replayed; and providing means for providing the specified information to the player; The program further causes a computer to function as a
9. A program for executing a game using a player character operated and controlled by a player, A reception processing means for receiving an operation input of the player; a game control means for executing a game control process for controlling the player character and controlling the progress of the game in response to the received operation input; a storage control means for storing data relating to the game when the game control process is executed in a storage means as game data for replay; a replay processing means for reading game data for replay stored in said storage means, and executing a replay process for replaying the play content of said game from a given timing in accordance with said read game data; an interruption control means for interrupting the replay processing of the replay target game when a given operation input from the player is received during replay of the replay target game that is the subject of the replay processing, and for setting a switching timing for starting execution of the game control processing for the replay target game as a replay target game operation control processing in response to the operation input from the player; and a determination processing means for executing a determination process of specifying a game status of the replay target game at the switching timing and determining a given setting content of the game at the time of starting the replay target game operation control process from the switching timing based on the specified game status; The computer functions as The game control means execute, as a retry game, an operation control process for the game to be replayed, from the switching timing based on the setting content determined by the determination process and the accepted operation input by the player; The decision processing means: when executing the replay target game operation control process in a battle game in which the player character battles another character different from the player character, the determination process determines, as the determination process, that at least one of the action timing and the action of the other character to be different from that in the game control process before the switching timing of the replay target game; The game control means A program characterized in that, when executing the replay target game operation control process in a competitive game in which the player's character competes against another character, the program executes the replay target game operation control process, which executes control regarding the other character from the switching timing as a retry game, based on the setting contents of the other character determined by the determination process, the player's operation input accepted after the switching timing, and the game status of the replay target game at the switching timing, and executes game control processing regarding the other character that differs from the game control processing before the switching timing of the replay target game.
10. A server system for providing information about a game using a player character operated and controlled by a player to a terminal device, comprising: a reception processing means for receiving an operation input of the player inputted to the terminal device; a game control means for executing a game control process for controlling the player character and controlling the progress of the game in response to the received operation input; a storage control means for storing data relating to the game when the game control process is executed in a storage means as game data for replay; a replay processing means for reading game data for replay stored in said storage means, and executing a replay process for replaying the play content of said game from a given timing in accordance with said read game data; an interruption control means for interrupting the replay processing of the replay target game when a given operation input from the player is received during replay of the replay target game that is the subject of the replay processing, and for setting a switching timing for starting execution of the game control processing for the replay target game as a replay target game operation control processing in response to the operation input from the player; a determination processing means for executing a determination process of identifying a game status of the replay target game at the switching timing, and determining a given setting content of the game at the time of starting the replay target game operation control process from the switching timing based on the identified game status; providing means for providing information regarding the progress of the game, including the replay processed information, to the terminal device; Equipped with The interruption control means when a given operation input from the player is received, the switching timing and a specific timing indicating a specific timing that arrives after the switching timing are set; The game control means A server system characterized in that, based on the setting contents determined by the determination process and the player's operation input accepted after the switching timing, a retry game is automatically transitioned to the switching timing when the specific timing arrives, thereby repeatedly executing the replay target game operation control process from the switching timing to the specific timing.
11. A server system for providing information about a game using a player character operated and controlled by a player to a terminal device, comprising: a reception processing means for receiving an operation input of the player inputted to the terminal device; a game control means for executing a game control process for controlling the player character and controlling the progress of the game in response to the received operation input; a storage control means for storing data relating to the game when the game control process is executed in a storage means as game data for replay; a replay processing means for reading game data for replay stored in said storage means, and executing a replay process for replaying the play content of said game from a given timing in accordance with said read game data; an interruption control means for interrupting the replay processing of the replay target game when a given operation input from the player is received during replay of the replay target game that is the subject of the replay processing, and for setting a switching timing for starting execution of the game control processing for the replay target game as a replay target game operation control processing in response to the operation input from the player; a determination processing means for executing a determination process of identifying a game status of the replay target game at the switching timing, and determining a given setting content of the game at the time of starting the replay target game operation control process from the switching timing based on the identified game status; providing means for providing information regarding the progress of the game, including the replay processed information, to the terminal device; Equipped with The game control means a game system for executing an operation control process for the replay target game from the switching timing as a retry game based on the setting contents determined by the determination process and the accepted operation input of the player, a result specification means for specifying the results of each game executed by the game control process and the results of a retry game executed by the replay target game operation control process; a comparison means for executing a comparison process for comparing the results of an original game, which is a replay target game to be replayed using the game data for which the replay target game operation control process has not been executed, with the results of the retry game in the replay target game identical to the original game, and for identifying information for allowing a player to recognize his / her progress or improvement in the replay target game; Further comprising: A server system, wherein the providing means provides the specified information to the player.
12. A server system for providing information about a game using a player character operated and controlled by a player to a terminal device, comprising: a reception processing means for receiving an operation input of the player inputted to the terminal device; a game control means for executing a game control process for controlling the player character and controlling the progress of the game in response to the received operation input; a storage control means for storing data relating to the game when the game control process is executed in a storage means as game data for replay; a replay processing means for reading game data for replay stored in said storage means, and executing a replay process for replaying the play content of said game from a given timing in accordance with said read game data; an interruption control means for interrupting the replay processing of the replay target game when a given operation input from the player is received during replay of the replay target game that is the subject of the replay processing, and for setting a switching timing for starting execution of the game control processing for the replay target game as a replay target game operation control processing in response to the operation input from the player; a determination processing means for executing a determination process of identifying a game status of the replay target game at the switching timing, and determining a given setting content of the game at the time of starting the replay target game operation control process from the switching timing based on the identified game status; providing means for providing information regarding the progress of the game, including the replay processed information, to the terminal device; Equipped with The decision processing means: when executing the replay target game operation control process in a battle game in which the player character battles another character different from the player character, the determination process determines, as the determination process, that at least one of the action timing and the action of the other character to be different from that in the game control process before the switching timing of the replay target game; The game control means When executing the replay target game operation control process in a battle game in which the player's character battles against another character, the replay target game operation control process is executed as a retry game based on the setting contents of the other character determined by the determination process, the player's operation input accepted after the switching timing, and the game situation of the replay target game at the switching timing, and the replay target game operation control process is executed to execute control regarding the other character from the switching timing, and a game control process different from the game control process before the switching timing of the replay target game is executed regarding the other character. A server system comprising:
13. A program for providing information about a game using a player character operated and controlled by a player to a terminal device, a reception processing means for receiving an operation input of the player inputted to the terminal device; a game control means for executing a game control process for controlling the player character and controlling the progress of the game in response to the received operation input; a storage control means for storing data relating to the game when the game control process is executed in a storage means as game data for replay; a replay processing means for reading game data for replay stored in said storage means, and executing a replay process for replaying the play content of said game from a given timing in accordance with said read game data; an interruption control means for interrupting the replay processing of the replay target game when a given operation input from the player is received during replay of the replay target game that is the subject of the replay processing, and setting a switching timing for starting execution of the game control processing for the replay target game as a replay target game operation control processing in response to the operation input from the player; a determination processing means for executing a determination process of identifying a game status of the replay target game at the switching timing, and determining a given setting content of the game at the time of starting the replay target game operation control process from the switching timing based on the identified game status; and providing means for providing information regarding the progress of the game, including the replay processed information, to the terminal device; The computer functions as The interruption control means when a given operation input from the player is received, the switching timing and a specific timing indicating a specific timing that arrives after the switching timing are set; The game control means A program characterized by repeatedly executing the replay target game operation control process from the switching timing to the specific timing by automatically transitioning to the switching timing as a retry game when the specific timing arrives based on the setting contents determined by the determination process and the player's operation input accepted after the switching timing.
14. A program for providing information about a game using a player character operated and controlled by a player to a terminal device, a reception processing means for receiving an operation input of the player inputted to the terminal device; a game control means for executing a game control process for controlling the player character and controlling the progress of the game in response to the received operation input; a storage control means for storing data relating to the game when the game control process is executed in a storage means as game data for replay; a replay processing means for reading game data for replay stored in said storage means, and executing a replay process for replaying the play content of said game from a given timing in accordance with said read game data; an interruption control means for interrupting the replay processing of the replay target game when a given operation input from the player is received during replay of the replay target game that is the subject of the replay processing, and setting a switching timing for starting execution of the game control processing for the replay target game as a replay target game operation control processing in response to the operation input from the player; Identifying a game status of the game to be replayed at the switching timing, a determination processing means for executing a determination process for determining a given setting content of the game at the time of starting the replay target game operation control process from the switching timing based on the game situation; and providing means for providing information regarding the progress of the game, including the replay processed information, to the terminal device; The computer functions as The game control means a program for executing a replay target game operation control process from the switching timing as a retry game based on the setting content determined by the determination process and the accepted operation input by the player, a result specification means for specifying the results of each game executed by the game control process and the results of a retry game executed by the replay target game operation control process; and a comparison means for executing a comparison process for comparing the results of an original game, which is a replay target game to be replayed using the game data for which the replay target game operation control process has not been executed, with the results of the retry game in the replay target game identical to the original game, and for identifying information for allowing a player to recognize his / her improvement or progress in the replay target game; Further functioning of the computer as a The program, wherein the providing means provides the specified information to the player.
15. A program for providing information about a game using a player character operated and controlled by a player to a terminal device, a reception processing means for receiving an operation input of the player inputted to the terminal device; a game control means for executing a game control process for controlling the player character and controlling the progress of the game in response to the received operation input; a storage control means for storing data relating to the game when the game control process is executed in a storage means as game data for replay; a replay processing means for reading game data for replay stored in said storage means, and executing a replay process for replaying the play content of said game from a given timing in accordance with said read game data; an interruption control means for interrupting the replay processing of the replay target game when a given operation input from the player is received during replay of the replay target game that is the subject of the replay processing, and setting a switching timing for starting execution of the game control processing for the replay target game as a replay target game operation control processing in response to the operation input from the player; a determination processing means for executing a determination process of identifying a game status of the replay target game at the switching timing, and determining a given setting content of the game at the time of starting the replay target game operation control process from the switching timing based on the identified game status; and providing means for providing information regarding the progress of the game, including the replay processed information, to the terminal device; The computer functions as The decision processing means: when executing the replay target game operation control process in a battle game in which the player character battles another character different from the player character, the determination process determines, as the determination process, that at least one of the action timing and the action of the other character to be different from that in the game control process before the switching timing of the replay target game; The game control means A program characterized in that, when executing the replay target game operation control process in a competitive game in which the player's character competes against another character, the program executes the replay target game operation control process, which executes control regarding the other character from the switching timing as a retry game, based on the setting contents of the other character determined by the determination process, the player's operation input accepted after the switching timing, and the game status of the replay target game at the switching timing, and executes game control processing regarding the other character that differs from the game control processing before the switching timing of the replay target game.
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