Game system, server system and program

The game system addresses communication delays and interruptions by continuing gameplay based on one player's inputs, ensuring smooth progression and preventing fraudulent behavior, thus improving the gaming experience.

JP7722652B2Active Publication Date: 2025-08-13BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Application Number
JP2021061259
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-03-31
Publication Date
2025-08-13
Estimated Expiration
2041-03-31

AI Technical Summary

Technical Problem

Existing game systems face issues with communication delays and interruptions during networked gameplay, leading to incongruous game progress and potential fraudulent behavior by malicious players, particularly in competitive games requiring precise timing inputs.

Method used

A game system that includes detection mechanisms to identify specific situations during gameplay, allowing the game to continue based solely on the input of one player's actions when communication delays or interruptions occur, thereby preventing the impact of the other player's inputs.

Benefits of technology

Ensures smooth gameplay progression and prevents fraudulent behavior by eliminating the influence of communication delays and interruptions, enhancing player enjoyment and fairness.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To progress a game while synchronizing a plurality of terminal devices under a certain situation, eliminating impact of communication delay or communication interception delay, if any, on the game progress, so as not to give discomfort on the game progress, and preventing a nuisance and a fraud by a malicious player.SOLUTION: A game system S is configured to: execute a first mode control processing of controlling progress of a competition type fight game according to a first player's first operation input information that is operationally input and a second player's second operation input information that is transmitted from another game system So and received; during progress of the game, detect whether or not a specific situation is caused on the basis of predetermined operation input by the first player or whether or not the specific situation is caused by occurrence of a given game situation; and, when the occurrence of the specific situation is detected by the specific situation detection processing, perform execution as second mode game control processing of controlling the progress of the game according to the first operation input information only.SELECTED DRAWING: Figure 3
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Description

[Technical Field]

[0001] The present invention relates to a game system, a server system, and a program. [Background technology]

[0002] BACKGROUND 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] Furthermore, in recent years, it has become possible to connect the game devices used by each player via a network, enabling a competitive game to be played without the players being in the same physical space.

[0004] On the other hand, in competitive games that use a communication network, both devices need to be synchronized in order to share the game processing. Therefore, if a communication failure such as a communication delay occurs, the devices cannot be properly synchronized with each other, which can cause a "gap" in the game processing on each game device, affecting the competitive game, and measures to prevent this are becoming essential.

[0005] Recently, when multiple game devices communicate with each other to play a competitive game, devices have become known that synchronize between the devices, transmit and receive multiple pieces of data including data synchronized at a timing earlier than the data synchronized at a predetermined timing, and perform game processing at the predetermined timing on the data before synchronization, thereby ensuring that game processing can be executed reliably between multiple devices even if processing delays occur (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0006] [Patent Document 1] Japanese Patent Application Publication No. 11-347254 Summary of the Invention [Problem to be solved by the invention]

[0007] However, in the above Patent Document 1, if a communication delay occurs, data that is synchronized at a predetermined timing is processed after the reception of that data, and when applied to games that require input based on delicate timing (for example, fighting games), if a communication delay occurs, the progress of the game may be halted.

[0008] Furthermore, even with such devices, in competitive games, if one player maliciously cuts off communication during the game presentation after the other player has confirmed victory, not only will the victory presentation be interrupted, but the match itself may also be invalidated, causing discomfort to the winning user and being one of the factors that reduces the appeal of competitive games.

[0009] The present invention has been made to solve the above-mentioned problems, and its purpose is to provide a game system etc. that, when a game is played while synchronizing multiple terminal devices, can eliminate the impact on the game progress even if there is a communication delay or communication interruption under certain circumstances, eliminating any sense of incongruity in the game progress, and preventing nuisance behavior or fraudulent acts by malicious players. [Means for solving the problem]

[0010] (1) In order to solve the above problems, the present invention provides: A game system that uses a player character operated and controlled by a first player to connect to a game system of another player, a second player, via a network and executes a given game, comprising: a reception processing means for executing a reception process for receiving an operation input from the first player; a communication control means for transmitting first game control information including at least the accepted operation input of the first player as first operation input information to the game system of the second player, and for receiving second game control information including at least the operation input of the second player as second operation input information transmitted from the game system of the second player; a first game control means for executing a game control process for controlling the progress of the game in a first mode in accordance with the accepted first game control information and the received second game control information; a detection means for executing a detection process for detecting whether a specific situation has occurred based on a given operation input by the first player during the progress of the game, or whether a given game situation has occurred and the specific situation has occurred; second game control means for executing, when the detection process detects that the specific situation has occurred, a game control process in a second mode that controls progress of the game in accordance only with the received first game control information; The configuration includes:

[0011] With this configuration, in a game system used by multiple players, when a game is progressed while being synchronized via a network, under certain circumstances, the game can be progressed without using the operation input information of the second player (i.e., second operation input information) even if there is a communication delay or communication interruption.

[0012] Therefore, the present invention can eliminate the influence of communication delays and communication interruptions on the progress of the game, eliminate any sense of incongruity in the progress of the game, and improve the enjoyment of the game.

[0013] Furthermore, the present invention can prevent nuisance or fraudulent behavior by malicious players who use communication cutoff, such as, for example, the losing side intentionally cutting off communication while the game result is being displayed after victory has been confirmed, thereby causing the match itself to be invalid, or causing discomfort to the winning side even if the match is not invalidated.

[0014] The "game" may be, for example, a fighting game or a sports game in which players compete against each other (against the player character of a second player), or a game in which the player cooperates with another player (i.e., the second player character) to progress through the game. However, it is preferable that both the first player and the second player are human, but the players may be controlled by a CPU.

[0015] In particular, the "game" is preferably a fighting game in which a first player and a second player compete in a one-on-one battle. However, the game may also be one in which the first player and the second player cooperate, and in that case, it is preferable that the game be a fighting game in which the first player and the second player cooperate to fight against an enemy character such as a CPU.

[0016] Furthermore, "first game control information that is at least included as first operation input information" and "second game control information that is at least included as second operation input information" indicate that they may each be operation input information only, or may include other information.

[0017] The "given operation input of the first player" may include, for example, a special move, a powerful move, a continuous attack, a linked attack, or other attack that defines the player character's behavior for a certain period of time. This includes operation inputs by a first player to control a performance that has a predetermined period of time or the actions of each player's character, regardless of whether or not there is an operation input by a second player, such as operation inputs for controlling a performance that has a predetermined period of time or the actions of each player's character.

[0018] In particular, the "specific situation" in "whether or not a specific situation has arisen based on a given operational input by the first player" includes a state in which the game can proceed for a certain period of time without any operational input from at least the second player, such as a situation in which a player character executes a series of attacks.

[0019] In addition to the above, "given game situation" includes not only situations in which the progress of the game does not change even if the second player operates the game, such as when the execution of the effects when the above-mentioned special move is activated or the effects related to the attack that decides the victory or defeat is confirmed, when the victory of the first player is confirmed, or when the pre-match effects before the start of the match are performed, but also situations in which a certain amount of communication delay occurs in communication with the second player's game system via the network, or when the communication is interrupted.

[0020] Furthermore, "based only on the received first game control information" means that not only when the second game control information is not received, but also when the second game control information is received, the second game control information is invalidated, and the game control process is executed based only on the first game control information.

[0021] (2) The present invention also provides The detection means The detection process is configured to detect whether or not the player character of the first player has entered the specific situation based on the continuous operation input of the first player.

[0022] With this configuration, in a game system used by multiple players, when the game progresses while being synchronized via a network, the present invention can transition to a specific situation in which it is not necessary to accept operations from a second player, such as a continuous attack (combo attack) by the player character controlled by the first player, based on various continuous operation inputs such as jumps, punches, and kicks.

[0023] Therefore, even if a communication delay or interruption occurs during such a period, the present invention can execute an appropriate game control process since it does not use the operation input of the second player in the first place.

[0024] (3) The present invention also provides Both the game control processes in the first mode and the second mode have a configuration that is game control process in a competitive game in which the first player and the second player compete one-on-one.

[0025] With this configuration, even if a communication delay or interruption occurs during the execution of a competitive game in which a first player and a second player compete against each other over a network, the present invention can, under certain circumstances, eliminate the impact on the progress of the game, eliminate any sense of incongruity in the progress of the game, and prevent nuisance or fraudulent behavior by malicious players.

[0026] (4) The present invention also provides The second game control means The detection process detects a second play by the network as the specific situation. The game control process is configured to execute the game control process in the second mode when it is detected that the connection with the game system of the user has been cut off.

[0027] With this configuration, even if communication with the second player's game system is interrupted, the present invention can eliminate any impact on the game progress, eliminating any sense of incongruity in the game progress, and preventing nuisance or fraudulent behavior by malicious players.

[0028] (5) The present invention also provides the storage means stores character state information that defines the state of the player character determined in accordance with the type of operation input by the player; The detection means The detection process is configured to detect whether the state of the second player character at the current timing, which is the object of operation by the second player, during the first game control process has switched to an inaction state in which the second player character is unable to act in the game as the specific situation, depending on the state of the second player character that is the object of operation by the second player at the current timing during the first game control process and at least the received second game control information.

[0029] With this configuration, the present invention detects a state in which the absence of second player operation information for the second player character has no effect on the game, and in that state, the progress of the game can be controlled based only on the first operation input information, regardless of whether or not a second operation input is made to the second player character, so that the second operation input information can be ignored to allow the game to proceed and eliminate its influence.

[0030] Note that an "inability to act" includes, for example, a state in which acceptance of operational input is disabled (a standby state before the game starts), a state in which the player character is unable to act, such as being floating in the air, being restrained (for example, being tied to something), or being rigid (for example, after a technique has been activated or being paralyzed), as well as a state in which acting does not affect other processing in the game.

[0031] (6) The present invention also provides The game is a fighting game, The detection means The system is configured to execute the detection process to detect that the game situation is the specific situation when the state of the second player character at the current timing is a state in which the second player character is attacked by the first player character that is the object of operation of the first player and is in the unable to act state.

[0032] With this configuration, the present invention detects a state in which the second player character is attacked by the first player character and there is no effect on the game even if there is no operation information from the second player, and in that state, the progress of the game can be controlled only in accordance with the first operation input information, regardless of whether there is a second operation input to the second player character, so that the second operation input information can be ignored and the game can proceed, eliminating its effect.

[0033] (7) The present invention also provides a management means for managing a storage means in which a plurality of pieces of specific situation information indicating a plurality of pieces of specific situation information, including at least one of a type of operation input by the first player and a content of the game situation, and a communication delay amount with the game system of the second player having a given relationship are stored in association with each other; a measuring means for measuring a communication delay between the game system of the second player and the game system of the second player; Based on the measured communication delay amount, a specific situation information is selected from the plurality of stored specific situation information. determining means for determining specific situation information to be used in the detection process from the Equipped with The detection means The detection process is configured to detect the specific situation defined in the determined specific situation information during execution of the game.

[0034] With this configuration, the present invention can determine the amount of communication delay for switching from the first mode to the second mode within a range that does not affect the return from the second mode to the first mode, since as the amount of communication delay increases, the discomfort and obstacles that occur when returning from the second mode to the first mode become greater.

[0035] Furthermore, for players at a beginner's level who do not require strict reactions to operational inputs, even a small amount of communication delay does not cause much disruption to the progress of the game, whereas for higher level players, even a small amount of communication delay can cause disruption to the progress of the game. Therefore, by changing specific situations according to the player level, the game control process as a whole can proceed smoothly.

[0036] In addition, a "given relationship" means, for example, that the time difference caused by the amount of communication delay when returning from the second mode control process to the first mode control process is within a predetermined time difference, and the relationship may also indicate relationships such as the player's level, communication environment, and game environment in addition to the amount of communication delay.

[0037] (8) The present invention also provides The apparatus further comprises a switching means for executing a setting that enables switching to the second mode based on the accepted operation input from the first player.

[0038] With this configuration, the present invention allows the player to decide, at their discretion, whether to eliminate any impact on the game progress, eliminate any sense of incongruity in the game progress, and perform processing to prevent nuisance or fraudulent behavior by malicious players.

[0039] (9) In order to solve the above problems, the present invention provides: A program for a game system that uses a player character operated and controlled by a first player to connect to a game system of another player, a second player, via a network and executes a given game, the program comprising: a reception processing means for executing a reception process for receiving an operation input from the first player; a communication control means for transmitting first game control information including at least the accepted operation input of the first player as first operation input information to the game system of the second player, and for receiving second game control information including at least the operation input of the second player as second operation input information transmitted from the game system of the second player; a first game control means for executing a game control process for controlling progress of the game in a first mode in accordance with the accepted first game control information and the received second game control information; detection means for executing a detection process to detect whether a specific situation has occurred based on a given operation input by the first player during the progress of the game, or whether a given game situation has occurred and the specific situation has occurred; and a second game control means for executing, when the detection process detects that the specific situation has occurred, a game control process in a second mode, which controls progress of the game in accordance with only the received first game control information; The computer has a configuration that causes the computer to function as a

[0040] With this configuration, in a game system used by multiple players, when a game is progressed while being synchronized via a network, under certain circumstances, the game can be progressed without using the operation input information of the second player (i.e., second operation input information) even if there is a communication delay or communication interruption.

[0041] Therefore, the present invention can eliminate the influence of communication delays and communication interruptions on the progress of the game, eliminate any sense of incongruity in the progress of the game, and improve the enjoyment of the game.

[0042] Furthermore, the present invention can prevent nuisance or fraudulent behavior by malicious players who use communication cutoff, such as, for example, the losing side intentionally cutting off communication while the game result is being displayed after victory has been confirmed, thereby causing the match itself to be invalid, or causing discomfort to the winning side even if the match is not invalidated.

[0043] (10) In order to solve the above problems, the present invention provides: A server system that provides a game to a terminal device of a first player and a terminal device of a second player different from the first player, the terminal devices being connected via a network, comprising: a communication control means for receiving first game control information including at least an operation input by the first player as first operation input information and second game control information including at least an operation input by the second player as second operation input information; a first game control means for executing a game control process in a first mode to control the progress of the game in accordance with the received first game control information and the received second game control information; a detection means for executing a detection process for detecting whether a specific situation has occurred based on a given operation input by the first player during the progress of the game, or whether a given game situation has occurred and the specific situation has occurred; second game control means for executing, when the detection process detects that the specific situation has occurred, a game control process in a second mode that controls progress of the game in accordance with only the received first game control information; providing means for providing game data processed in the first mode and the second mode to the terminal device; The configuration includes:

[0044] With this configuration, in a game system used by multiple players, when a game is progressed while being synchronized via a network, under certain circumstances, the game can be progressed without using the operation input information of the second player (i.e., second operation input information) even if there is a communication delay or communication interruption.

[0045] Therefore, the present invention can eliminate the influence of communication delays and communication interruptions on the progress of the game, eliminate any sense of incongruity in the progress of the game, and improve the enjoyment of the game.

[0046] Furthermore, the present invention can prevent nuisance or fraudulent behavior by malicious players who use communication cutoff, such as, for example, the losing side intentionally cutting off communication while the game result is being displayed after victory has been confirmed, thereby causing the match itself to be invalid, or causing discomfort to the winning side even if the match is not invalidated. [Brief explanation of the drawings]

[0047] [Figure 1] 1 is a diagram illustrating an example of a system configuration showing the configuration of a game system according to an embodiment. [Figure 2] FIG. 2 is a diagram showing an example of a functional block diagram of the game device main body of the embodiment. [Figure 3] 10A and 10B are diagrams for explaining a game control process including a first mode control process and a second mode control process according to an embodiment. [Figure 4] FIG. 10 is a diagram illustrating an example of game control information according to an embodiment. [Figure 5]FIG. 10 is a diagram illustrating an example of table data for detecting a specific situation according to an embodiment. [Figure 6] FIG. 4 is a diagram for explaining a first mode control process according to an embodiment. [Figure 7] FIG. 6 is a diagram for explaining a second mode control process according to an embodiment. [Figure 8] 1 is a diagram showing an example in which a game system according to an embodiment is applied to a game arcade system, and is an external configuration diagram thereof. [Figure 9] FIG. 1 is a diagram illustrating an example of a system configuration when a game system according to an embodiment is applied to a server system using a network. [Figure 10] 10 is a flowchart showing the operation of a game control process, mainly switching between a first mode control process and a second mode control process, executed by a game system of an embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0048] The present embodiment will be described below. Note that the present embodiment described below does not unduly limit the content of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily essential constituent elements of the present invention.

[0049] [1] Overview of the game system First, the outline and general 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 the system configuration of the game system S of this embodiment.

[0050] 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).

[0051] 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.

[0052] 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 operation signals input from the controller 30, so that the player can enjoy playing the fighting game while viewing the game screen displayed on the display 40.

[0053] 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 inputting the type of technique and the timing to perform the technique to move the player character, and plays a match against another player (a player who performs operational input on another controller 30B connected to the game system S, or a player who operates another game system S connected via the network N), or a computer match against a character (NPC) controlled by the CPU.

[0054] In this embodiment, the controller 30 and the game device main body 10 transmit and receive information via wireless communication, but 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.

[0055] The game device main body 10 executes game processing based on operation inputs from a player (or multiple players if multiple controllers 30 are connected) via the controller 30, Based on the results of this processing, various game images are displayed on the display 40, and various sounds such as background music during the game are output from a speaker (not shown).

[0056] The controller 30 is configured to have, on the front surface, a joystick 32, a cross key 33, and a plurality of buttons 34, 36, 37, and 38 formed on the entire surface.

[0057] For example, the right hand button 34 is an input unit for inputting a "right punch," the left hand button 36 is an input unit for inputting a "left punch," the right foot button 37 is an input unit for inputting a "right kick," and the left foot button 38 is an input unit for inputting a "left kick."

[0058] In addition, the controller 30 is configured to be able to recognize as a special operation input when a player inputs an operation using multiple buttons simultaneously, or when a player inputs an operation using a combination of a button and a direction in which the cross key 33 is pressed (including diagonal directions and neutral).

[0059] In addition to the above, the controller 30 has a plurality of buttons (not shown) on the side surface, etc.

[0060] 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.

[0061] [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. Furthermore, the game device main body 10 of this embodiment may have a configuration in which some of the components (each section) of Fig. 2 are omitted.

[0062] The card read / write unit 162 reads and writes data from and to the game card under the control of the processing unit 100 .

[0063] The storage unit 170 stores predefined programs and data, and also serves as a work area for the processing unit 100, 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 RAM (VRAM), etc.

[0064] 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 realizing various functions that allow the processing unit 100 to comprehensively control the game system S, a game program necessary for executing a fighting game, various data, etc.

[0065] Specifically, the storage unit 170 stores, as pre-prepared data, character setting data, stage setting data, and various data for setting the virtual camera (hereinafter referred to as "virtual camera setting data").

[0066] In addition, information required to execute processing related to the progression of the game, such as data on the angle of view, line of sight, and posture information for controlling the virtual camera, and count data for various time limits, is stored as appropriate.

[0067] Character setting data contains basic information required for character display and movement control, such as model data, texture data, and motion data for characters used in fighting games. The data is stored in association with each element.

[0068] The stage setting data stores information such as model data and texture data for forming the stage in the three-dimensional virtual space where the battle will take place, for each stage.

[0069] 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 changes of the virtual camera.

[0070] Furthermore, the storage unit 170 stores data necessary for executing a fighting game (for example, table data and script data that defines the actions of player characters).

[0071] The 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.

[0072] 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).

[0073] Note that the information storage medium 180 may store, similarly to the storage unit 170, in place of the storage unit 170, or together with the storage unit 170, a system program for realizing various functions for the processing unit 100 to comprehensively control the game system S, a game program necessary for executing a fighting game, and various data, etc.

[0074] The display unit 190 outputs the image generated by this embodiment, and its function can be realized by a CRT, LCD, touch panel display, HMD (head mounted display), etc. The display 40 in FIG. 1 corresponds to this.

[0075] The sound output unit 192 outputs the sound generated by this embodiment, and its function can be realized by a speaker, headphones, or the like.

[0076] The communication unit 196 performs various controls to communicate with the outside (for example, other game systems So, terminal devices such as communication terminal devices such as smartphones, and server device 1 via network N), and its functions can be realized by hardware such as various processors or communication ASICs, programs, etc.

[0077] 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 this 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.

[0078] On the other hand, the communication unit 196 executes various controls for communication with one or more controllers 30 (for example, short-distance wireless communication).

[0079] Specifically, the communication unit 196 includes an antenna and a wireless module, and uses, for example, Bluetooth (registered trademark) technology to communicate with one or more controllers 30. Send and receive data.

[0080] 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 alternating intervals of 4 msec and 6 msec.

[0081] The processing unit 100 (processor) performs processes such as game processing, image generation processing, and sound generation processing based on input data and programs from the controller 30 and card read / write unit 162.

[0082] 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.

[0083] The processing unit 100 has a configuration for realizing 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.

[0084] 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 specific situation detection unit 115, a display control unit 118, a virtual camera control unit 119, a drawing unit 120, and a sound processing unit 130. Note that some of these units may be omitted.

[0085] The communication control unit 110 of this embodiment constitutes the communication control means of the present invention, and the operation input reception processing unit 113 constitutes the reception processing means of the present invention. The game control unit 114 of this embodiment constitutes the first game control means, second game control means, and switching means of the present invention, and the specific situation detection unit 115 constitutes the detection means, management means, measurement means, and designation means of the present invention.

[0086] The communication control unit 110 performs processing for transmitting and receiving data to and from the server device 1 and other game systems So via a network.

[0087] In particular, when a competitive game is played based on information received from the server device 1, or when a player competes against other players via a network, the communication control unit 110 performs processes for receiving various information transmitted from the server device 1 or other terminal devices, and for transmitting the information to the server device 1 or other terminal devices.

[0088] In addition, in the game system S of this embodiment, network information required for communication control may be acquired from the server device and management processing may be performed.

[0089] For example, the game system S may acquire and manage identification information for terminal devices (data, ID, individually assigned to identify terminal devices that can participate in online games) that is individually assigned to each game system, and destination information (such as an IP address) that specifies the destination of packets associated with the identification information of each game system S.

[0090] Specifically, the communication control unit 110 performs the following operations: generating a packet to be sent to another game system So or the server device 1; specifying the IP address and port number of the game system So or the server device 1 as the packet destination; storing data included in the received packet in the storage unit 170; analyzing the received packet; and other operations related to the transmission and reception of packets. It performs control processing etc.

[0091] 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, every 1 second) from the time a communication connection is established until the communication connection is disconnected.

[0092] Furthermore, in the case of a network system consisting of multiple game systems S and So, the communication control unit 110 may perform communication control using a peer-to-peer (so-called P2P) method in which online games are played while sending and receiving data between the multiple game systems S and So, or may perform communication control using a client-server method in which each game system So plays online games while sending and receiving data (information) via the server device 1.

[0093] In the network system of this embodiment, data may be transmitted and received not only by wired communication but also by wireless communication.

[0094] On the other hand, the communication control unit 110 performs processing to acquire input information from the controller 30. For example, it receives various operational inputs for the game from each player, such as instructions for controlling the player character and replay instructions.

[0095] The object space setting unit 111 performs a process of placing objects in an object space (virtual three-dimensional space). For example, it performs a process of forming a game space (for example, a stage where characters fight) in the virtual three-dimensional space. It also performs a process of placing display objects such as buildings, stadiums, cars, trees, pillars, walls, and maps (terrain) in addition to characters in the object space. Here, the object space is a virtual game space, and is a space in which objects are placed in three-dimensional coordinates (X, Y, Z), such as a world coordinate system or a virtual camera coordinate system.

[0096] For example, the object space setting unit 111 places an object (an object configured with primitives such as a polygon, a free-form surface, or a subdivision surface) in a world coordinate system. Also, for example, it determines the position and rotation angle (synonymous with orientation or 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).

[0097] The object space setting unit 111 may perform processing to place instruction objects such as special command input instruction objects and markers on a screen (two-dimensional image, screen, screen coordinate system). The object space setting unit 111 may also place instruction objects in an object space (three-dimensional space, world coordinate system, virtual camera coordinate system, model coordinate system).

[0098] The movement / motion control unit 112 performs movement / motion calculations for objects in the object space. That is, it performs processing to move objects within the object space and make them move (motion, animation) based on input information received from the controller 160, programs (movement / motion algorithms), various data (motion data), etc.

[0099] The movement / action control unit 112 controls the behavior of the character object (character), which is the main object, in the object space.

[0100] Specifically, the movement / motion control unit 112 controls the operation based on the operation input to the controller 160. The game system S performs the following operations: controlling the actions of the player's character and the opponent's character based on the operation code and the operation code obtained from the opponent's game system S, and the selection instruction data; displaying effects when certain conditions are met; determining whether an attack technique is hit and processing the damage caused by it;

[0101] Furthermore, the movement / motion control unit 112 performs this processing for each frame (for example, 1 / 60 seconds). Note that a frame is a unit of time for performing object movement / motion processing and image generation processing.

[0102] The operation input reception processing unit 113 performs a recognition process for an operation instruction command based on input information input to the controller 160 by the player.

[0103] 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 input by the input unit 260, the number of times it is pressed, the direction of the lever instruction, the timing of pressing the button and the timing of the lever instruction, and a combination of these.

[0104] For example, when the operation input reception processing unit 113 detects a press of the right hand button 34, it receives an operation input of "right punch," and when it detects a press of the left hand button 36, it receives an operation input of "left punch."

[0105] Also, for example, when the operation input reception processing unit 113 detects a press of the right foot button 37, it receives an operation input for a "right kick," and when it detects a press of the left foot button 38, it receives an operation input for a "left kick."

[0106] On the other hand, when a player inputs an operation using multiple buttons simultaneously, or when a player inputs an operation 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.

[0107] For example, when the operation input reception processing unit 113 detects an operation of tilting the joystick 32 in the direction in which the player character moves forward in combination with a button input, it receives operation inputs of various attacking actions by the player character.

[0108] Furthermore, 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, it receives operation inputs for various defensive actions.

[0109] In particular, when the operation input reception processing unit 113 detects, for example, that the buttons are pressed in the order of left hand button 36, right hand button 34, left hand button 36, right hand button 34 (or, in addition, when it detects that the joystick 32 is tilted to the right), it can receive operation input to actually have the player character on the game screen move their left hand, right hand, left hand, right hand (or, in addition, after walking to the right) and then receive operation input to perform a special technique, thereby enhancing the sense of realism.

[0110] Furthermore, for example, when the operation input reception processing unit 113 detects that the right foot button 37 is pressed immediately after the left hand button 36 is pressed, the operation input reception processing unit 113 receives an operation input for the player character to perform a series of actions, such as a jab with the left hand followed by a left kick.

[0111] The operation input reception processing unit 113 may receive an operation instruction command recognized by the controller 160.

[0112] The game control unit 114 executes processes related to the progression of the fighting game, such as a process to start the game when a game start condition is met (hereinafter also referred to as "game start process"), a game control process to control the progression of the fighting game by controlling the player character in accordance with the player's operation input, a process to end the game when a game end condition is met (hereinafter also referred to as "game end process"), and a process to proceed to the ending when the final stage is cleared.

[0113] In particular, the game control unit 114 executes a game control process in the first mode that controls the progress of the game in accordance with information (hereinafter referred to as "first operation input information") of the operation input of a player (hereinafter also referred to as "first player") accepted by the operation input acceptance processing unit 113 and information (hereinafter also referred to as "second operation input information") of the second player in the second game system So, which is transmitted from the game system (hereinafter also referred to as "second player") of another player (hereinafter also referred to as "second game system").

[0114] In addition, when the game control unit 114 detects that a given operation input from the first player has been received or that a given game situation has occurred as a specific situation, it executes a game control process in a second mode that controls the progress of the game based only on the first operation input information.

[0115] The specific situation detection unit 115 executes a detection process (hereinafter referred to as the "specific situation detection process") to detect, as a specific situation, the receipt of a given operation input from the first player or the occurrence of a given game situation during the progress of the game.

[0116] The display control unit 118 controls the display of objects that are output and displayed on the display unit 190.

[0117] 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 position of displayed objects, and making displayed objects disappear.

[0118] That is, the display control unit 118 performs display control such as registering an object that has appeared in the display object list, transferring the object list to the drawing unit 120, etc., and deleting an object that has disappeared from the display object list.

[0119] The display control unit 118 also performs animation processing to move and act game characters such as the player character.

[0120] The animation process can involve processing to move 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).

[0121] Specifically, the display control unit 118 performs animation processing to move a displayed object based on input data input by the player, a program (movement algorithm), various data, and the like.

[0122] 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).

[0123] The virtual camera control unit 119 performs control processing of a virtual camera (viewpoint) for generating an image seen from a given (arbitrary) viewpoint in the object space.

[0124] 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 of the virtual camera in the world coordinate system (for example, the rotation angle when rotating clockwise as viewed from the positive direction of each of the X, Y, and Z axes).

[0125] That is, the 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.

[0126] 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 .

[0127] That is, the rendering unit 120 generates an image in the object space that is seen from the virtual camera.

[0128] For example, the rendering 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 using a vertex shader) based on the vertex data included in the input object data. Note that when performing vertex processing, vertex generation processing (tessellation, surface division, polygon division) for subdividing polygons may be performed as necessary.

[0129] In vertex processing, vertex movement processing and geometry processing such as coordinate transformation, for example, world coordinate transformation, field of view transformation (camera coordinate transformation), clipping processing, perspective transformation (projection transformation), and viewport transformation are performed in accordance with the vertex processing program (vertex shader program, first shader program), and based on the processing results, the vertex data given for the group of vertices that make up the object is changed (updated, adjusted).

[0130] 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 and fragment processing) is performed to draw the pixels that make up the image (fragments that make up the display screen).

[0131] 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 the 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 the image buffer 176 (a buffer that can store image information on a pixel-by-pixel basis; VRAM, rendering target, frame buffer).

[0132] That is, pixel processing involves setting or changing image information (color, normal, brightness, alpha value, etc.) on a pixel-by-pixel basis, thereby generating an image seen from a virtual camera (a given viewpoint) in object space.

[0133] Vertex processing and pixel processing are realized by so-called programmable shaders (vertex shaders and pixel shaders), which are hardware that makes it possible to program the drawing process of polygons (primitives) using shader programs written in a shading language.

[0134] 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 performed by conventional hardware.

[0135] When drawing an object, the drawing unit 120 performs geometry processing, texture mapping, hidden surface removal, alpha blending, and the like.

[0136] In geometry processing, the object is subjected to coordinate transformation, clipping, perspective projection transformation, light source calculation, etc. Then, the object data (position coordinates of the object's vertices, texture coordinates, color data (brightness data), normal vector, α value, etc.) after geometry processing (perspective projection transformation) is stored in storage unit 170.

[0137] Texture mapping is a process for mapping textures (texel values) stored in storage unit 170 onto an object.

[0138] Specifically, texture (surface properties such as color (RGB), alpha value, etc.) is read from 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, processing is performed to associate pixels with texels, and bilinear interpolation is performed to interpolate the texels.

[0139] As the hidden surface removal process, 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 value (depth information) of the drawing pixel is stored.

[0140] 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 carried out and the Z value in the Z buffer is updated to the new Z value.

[0141] Alpha blending (alpha compositing) is a semi-transparent compositing process (normal alpha blending, additive alpha blending, subtractive alpha blending, etc.) based on an alpha value (A value).

[0142] 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).

[0143] 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 or opacity), bump information, etc.

[0144] 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 object of operation of the terminal (first terminal). In other words, each terminal performs independent drawing processing.

[0145] 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 .

[0146] The terminal of this embodiment may be controlled to allow game play in a single-player mode in which only one player can play, or in a multi-player mode in which multiple players can play. For example, when controlled in multi-player 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.

[0147] [3] Method of this embodiment [3.1] Overview Next, a method and an overview of the game control process including the first mode control process and the second mode control process of this embodiment will be described with reference to FIG.

[0148] FIG. 3 is a diagram for explaining the game control process including the first mode control process and the second mode control process of this embodiment.

[0149] The game system S of this embodiment is a game system (i.e., a first game system) that executes a fighting game using a player character (which may be an avatar) operated and controlled by a player, and is configured to connect to multiple other game systems (e.g., a second game system So) via a network and execute the fighting game, including various game control processes, individually with the second player (i.e., one-to-one).

[0150] That is, the game system S has a configuration for executing various game control processes (that is, first mode control process and second mode control process) in a battle game in which a first player and a second player compete one-on-one.

[0151] In particular, when the game system S of this embodiment executes a fighting game with the second game system So, it is configured to synchronize with the second game system So, but under certain circumstances, even if there is a communication delay or communication interruption, the game can proceed without using the operation input information of the second player (i.e., the second operation input information).

[0152] Specifically, the game system S includes, as shown in FIG. (A1) executing a reception process for receiving an operation input from a first player; and (A2) transmitting first game control information including at least information on the operation input of the first player P1 accepted by the acceptance process (i.e., first operation input information) to the second game system So of the second player P2, and receiving second game control information including at least information on the operation input of the second player (i.e., second operation input information) accepted by the game system So; It has the following structure.

[0153] As shown in FIG. 3, the game system S (A3) executing a first mode game control process (hereinafter referred to as “first mode control process”) that controls the progress of the fighting game in accordance with the accepted first operation input information and the received second operation input information; (A4) executing a specific situation detection process to detect whether a specific situation has occurred based on a given operation input by the first player during the progress of the game, or whether a given game situation has occurred and the specific situation has occurred; (A5) When the specific situation detection process detects that a specific situation has occurred, a second mode game control process (hereinafter referred to as "second mode game control process") is executed, which controls the progress of the game in accordance with only the first operation input information. It has the following structure.

[0154] 3(A) and 3(B) show examples of the first mode control process and the second mode control process, respectively, including game images, when the first player character PC1 and the second player character PC2 fight each other.

[0155] In particular, Figure 3(B) shows an example of a specific situation in which the second player character is in a floating state, which is an inability to act in the game, and the second control information from the second game system So is invalidated.

[0156] By having such a configuration, the game system S of this embodiment can eliminate the effects of communication delays and communication interruptions that occur during the progress of a fighting game, eliminating any sense of incongruity in the progress of the game and improving the enjoyment of the game.

[0157] Furthermore, by having such a configuration, the game system S of this embodiment can prevent nuisance or fraudulent behavior by malicious players who use communication cutoff, such as, for example, the losing side intentionally cutting off communication while the game result is being displayed after victory has been confirmed, thereby making the match invalid, or causing discomfort to the winning side even if the match is not invalid.

[0158] In this embodiment, a fighting game is used as an example, but the game may be a fighting game in which players compete against each other (against a player character of a second player), such as a sports game, or a game in which players cooperate with a second player and the player character of the second player to progress through the game. However, it is preferable that both the first player and the second player are human, but the players may be controlled by a CPU.

[0159] Furthermore, the game is not limited to a competitive game, but may also be a game in which the first player and the second player cooperate, in which case it is preferable that the game be a competitive game in which the first player and the second player cooperate to fight against an enemy character such as the CPU.

[0160] [3.2] Game control information, character script information, and table data for detecting specific situations Next, the game control information and the like of this embodiment will be described with reference to Fig. 4 and Fig. 5. Fig. 4 is a diagram showing an example of the game control information of this embodiment, and Fig. 5 is a diagram showing an example of table data for detecting a specific situation of this embodiment.

[0161] (Game Control Information) The first game control information in this embodiment includes first operation input information indicating the operation input of the first player for controlling the player character, and also includes control information for executing a game control process that controls the progress of the game in accordance with the operation on the player character and the movement of the player character.

[0162] In addition, the second game control information of this embodiment, like the first game control information, includes second operation input information indicating the operation input of the second player to control the player character, and also includes control information for executing a game control process that controls the progress of the game in accordance with the operation on the player character and the movement of the player character.

[0163] The first game control information and the second game control information are basically the same information, except that the player character to be operated by the player is different. In the following description, unless otherwise specified, the game control information refers to the first game control information and the second game control information. This shows both the

[0164] For example, the game control information may include the following, as shown in FIG. (A1) Information (i.e., operation input information) of a given operation input of a player output from the controller 30 accepted by the operation input acceptance processing unit 113 (in the case of a game played by multiple players such as a competitive game, operation input instructions of each player); (A2) Control-related information regarding other controls; However, it may not include the information in (A2) and may be composed of operation input information.

[0165] For example, given operation inputs include basic actions such as punching, kicking, jumping, moving forward, moving backward, crouching, and dodging, as well as operation inputs for launching special moves, continuous attacks, or coordinated attacks by multiple player characters, which have a predetermined duration and control the actions of each player character, regardless of whether or not there is an operation input from other players, through the player's operation.

[0166] Other control-related information includes, for example, (A2-1) Control information for specifying 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 (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 status 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 blocked attacks), (A2-2) Control information for defining the position, movement, and status of each character appearing in the game (including, for example, enemy player characters); (A2-3) Control information for specifying the position, movement, and status of each object that constitutes a game space such as a stage where a game such as a battle is played, a course where a race is played, or an object space for an RPG, or (A2-4) A combination of two or more of (A2-1)-(A2-4), Includes:

[0167] In particular, the game control information is preferably a series of data groups in time series from the start to the end of the game, but may also be a series of data groups in time series for any one section during the game.

[0168] Note that Figure 4(A) shows an example of game control information, such as the first player's operation input information (combination of the direction of the cross key and the right hand button, left hand button, right foot button, and left foot button) from the start of the game (0 seconds).

[0169] (Character script information) The character script information is information that defines the state to which the character will transition when a specific operation input is input from the current state, in association with the history of operation inputs up to that point.

[0170] Specifically, the character script information is information that specifies the current state, such as standing, punching, floating in the air, and falling backwards, the type of operational input that is valid for the current state, and the next state to which the character will transition when the valid operational input is input, as well as information that specifies the state before the current state and the state after that next state (which will be the ``next state'' when viewed from the current state) as necessary.

[0171] That is, the state of the character script information is defined from the initial state as long as there is a valid operation input.

[0172] For example, the character script information specifies the following as valid operation input types from a first state (e.g., a standing state): rear lever position, front lever position, upper lever position, lower lever, forward diagonal upper lever position, forward diagonal lower lever position, rear diagonal upper lever position, rear diagonal lower lever position, right hand button, left hand button, right foot button, and left foot button, and this is an example of character script information in which the next state and the state after that are specified according to each operation input type.

[0173] In addition, when the character script information reaches a specific state, such as landing from a jump, when it receives damage, or when it reaches a state where the next state is not specified, it transitions to a predetermined state (for example, a standing state), and a new state transition is executed from that point on.

[0174] Then, the game control unit 114 transitions the state of the player character to the next state in accordance with the operation input received and recognized by the operation input reception processing unit 113 from the first player in the current state (the current state including the history of past states).

[0175] (Table data for detecting specific situations) The specific situation detection table data is used to determine the specific situation to be included in the target range of the second mode control process based on the amount of communication delay when the specific situation detection process is executed.

[0176] For example, as shown in FIG. 5, the table data for detecting specific situations is stored in the memory unit 170 in association with information on multiple specific situations (hereinafter referred to as "specific situation information") including at least one of the type of operation input by the first player and the content of the game situation, and the amount of communication delay with the second game system of the second player having a given relationship.

[0177] In particular, the table data for detecting specific situations is used to determine a plurality of specific situations, rather than determining one specific situation, based on the amount of communication delay.

[0178] In addition, the table data for detecting specific situations has a level range for the specific situation determined based on the amount of communication delay, and the level of the specific situation is identified based on the amount of communication delay, and the specific situation belonging to the identified level is determined as the table data to be used in the specific situation detection process.

[0179] [3.3] Communication control processing Next, the communication control process of this embodiment will be described.

[0180] The communication control unit 110, while synchronizing with another game system (i.e., the second game system So), transmits first game control information including at least the first operation input information accepted by the operation input acceptance processing unit 113 to the second game system So of the second player connected via the network via the communication unit 196.

[0181] In addition, during the progress of the fighting game, the communication control unit 110 receives second game control information transmitted from the second game system So connected via the network in this manner, the second game control information including at least the transmitted second operation input information of the second player.

[0182] Furthermore, the communication control unit 110 determines the amount of communication delay with other game systems and the amount of communication interruption. Detect presence or absence.

[0183] For example, the communication control unit 110 measures the amount of communication delay (i.e., delay time) based on the time when a packet comprising various information is transmitted from the second game system So and the time information when the packet transmitted from the second game system So is received.

[0184] In addition, the communication control unit 110 detects that communication with the second game system So has been interrupted if there is no response from the second game system So for a certain period of time or longer while transmitting or receiving data to the second game system So.

[0185] [3.4] Game control processing [3.4.1] First mode control process Next, the first mode control process of this embodiment will be described with reference to Fig. 6. Fig. 6 is a diagram for explaining the first mode control process of this embodiment.

[0186] When a fighting game with another player is started, the game control unit 114 synchronizes with the opponent's game system (specifically, the second game system So) unless a specific situation is detected, such as immediately after the start of the game, to synchronize the second game control information transmitted from the second game system So with the first game control information including the first operation input information of the first player accepted by the operation input acceptance processing unit 113, and in this synchronized state, executes game control processing as the first mode based on the first game control information and the second game control information.

[0187] Specifically, the game control unit 114 acquires second game control information including second operation input information of the second player transmitted from the second game system So via the network while maintaining the synchronized state.

[0188] Then, at predetermined timings (including irregular timings), the game control unit 114 controls the actions (movements) of the first player character and the second player character within the game space in accordance with first game control information including first operation input information of the first player accepted by the operation input acceptance processing unit 113, and second game control information including second operation input information.

[0189] In particular, as shown in FIG. 6, as a first game mode control process, the game control unit 114 controls the movements of the first player character and the second player character and their movement within the game space based on the initial state (e.g., information indicating that the player character is standing poised) or the current state of each player character determined by past states and state transitions of the player characters, character script information stored in the memory unit 170, and first game control information and second game control information at the current timing.

[0190] Then, the game control unit 114 repeatedly executes the above-mentioned first mode control process at predetermined timings until the match with the second player (second player character) ends or a specific situation is detected, and even when returning from the second mode control process, it repeatedly executes the first mode control process until the match with the second player (second player character) ends or a specific situation is detected.

[0191] 6 shows an example in which the first mode control process is executed by synchronizing the first operation input information and the second operation input information. In particular, in the figure, "P" indicates a command to punch from that position, "K" indicates a command to kick from that position, "→" indicates a command to move forward from that position, and [←] indicates a command to move backward from that position. Indicates the instruction.

[0192] [3.4.2] Second mode control process including specific situation detection process Next, the switching timing setting process of this embodiment will be described with reference to Fig. 7. Fig. 7 is a diagram for explaining the second mode control process of this embodiment.

[0193] (Basic principle of second mode control processing) Normally, when a game is progressed using not only the first operation input information (first game control information) of the first player but also the synchronized second operation input information (second game control information) of the second player, if a communication delay occurs in the network, the game control unit 114 will wait to perform game control processing for the first operation input information until the second operation input information of the same timing is received, and will stop the game control processing during that time.

[0194] That is, in such a case, delays also occur in the game control process, and ultimately, the generation of game images and sound output are also delayed, which often causes an uncomfortable feeling in the first player's operation.

[0195] Furthermore, in fighting games and other competitive games, if a decisive attack such as a special move, powerful move, consecutive attack, or combo attack, or an attack accompanied by a spectacular effect, occurs, even if the match ends afterwards due to such an attack, the match is considered to be ongoing until the effect ends, and the match does not end until the effect ends. If synchronization with the second game system So is lost during the effect, or if communication with the second game system So is interrupted, the match may be forcibly ended or may become invalid (i.e., an invalid match).

[0196] On the other hand, in situations where there is no need for operation input information, such as during a long-lasting performance or when the second player's character is floating in the game space and is out of the reach of the second player's operations, even if synchronization with the second game system So is not achieved, there is no impact on the game control processing, or if there is any, the impact is extremely small.

[0197] Therefore, the specific situation detection unit 115 of this embodiment executes a specific situation detection process to detect whether or not a specific situation has arisen as a result of a given operation input by the first player during the progress of the game, or whether or not a given game situation has occurred and resulted in the specific situation.

[0198] When the specific state detection process detects a situation in which invalidating the second player's operation input information will not affect the game control process, the game control unit 114 is configured to determine that this is the specific state and execute a second game control process that controls the progress of the game based only on the received first game control information.

[0199] (Specific situation detection process) As described above, the specific situation detection unit 115 executes the specific situation detection process to detect whether or not a specific situation has occurred based on a given operation input by the first player during the first mode control process.

[0200] When the specific situation detection unit 115 detects a specific situation, it suspends synchronization with the second game system So.

[0201] In particular, the given operation input of the first player may be, for example, an operation input for initiating an attack such as a special move, a powerful move, a continuous attack (a so-called combo), or a linked attack (a link with another player's character) that defines the behavior of the first player's character for a certain period of time, or This includes instructions for performing the effects when these techniques are activated and the attacks that decide the outcome of the game.

[0202] In other words, when such an operation input is received, the game control unit 114 causes the first player character to perform a specific action such as a special move, and controls the state of the second player character to be beyond the reach of the second player's operation (hereinafter referred to as a "powerless state").

[0203] Therefore, in such a specific situation, there is no need to synchronize with the second game system So and use the operation input of the second player transmitted from the second game system So.

[0204] Therefore, when the specific situation detection unit 115 receives such a given operation input from the first player while synchronizing with the second game system So, it detects that a specific situation has occurred in the specific situation detection process and interrupts synchronization with the second game system So.

[0205] For example, when a first player (i.e., the player himself) receives a series of operation inputs that result in a specific combo for the player character, the specific situation detection unit 115 determines that the second player (i.e., the opponent's player character) has been hit by a combo attack and is unable to act, or will become unable to act, and detects that a specific situation has occurred.

[0206] On the other hand, the specific situation detection unit 115 may execute a specific situation detection process to detect whether or not a given game situation has occurred and resulted in the specific situation during the first mode control process, instead of an operation input by the first player.

[0207] In this case as well, when the specific situation detection unit 115 detects a specific situation, it suspends synchronization with the second game system So.

[0208] In particular, given game situations include situations in which the execution of the effects when the above-mentioned special moves are activated or the effects related to the attack that decides the outcome of the game are confirmed, situations in which the victory of the first player is confirmed, or situations in which the progress of the game does not change even if the second player performs an operation, such as a pre-match effect before the start of the match.

[0209] In other words, in such a case, the movement of the second player character, including the first player character, is no longer necessary for the game to progress, and therefore operation of the second player character is also no longer necessary, so the game control unit 114 does not need to synchronize with the second game system So and use the operation input of the second player transmitted from the second game system So.

[0210] Therefore, similar to when detecting whether a specific situation has occurred based on operation input or the game situation, the specific situation detection unit 115 executes a specific situation detection process to determine that a specific situation has occurred if such a situation occurs as the game situation during synchronization with the second game system So, and interrupts synchronization with the second game system So.

[0211] Specifically, in the specific situation detection process, the specific situation detection unit 115 detects whether the state of the second player character at the current timing during the first mode control process has switched to an incapacitated state in which the second player character is unable to act in the game, as a specific situation, based on the state of the second player character at the current timing during the first mode control process and at least the received second operation input information.

[0212] In particular, the specific situation detection unit 115 detects the state of the second player character at the current timing. However, when the first player character is attacked by the first player character and is unable to act, the game situation is detected as a specific situation.

[0213] For example, the specific situation detection unit 115 performs the following specific situation detection process: (A1) Character script information, (A2) a state of the second player character at a current timing according to a past state transition based on the character script information; and (A3) second game control information, or first game control information and second game control information, acquired in a synchronized state; If the state of the second player character switches to a state in which the second player character is unable to take any action in the game (hereinafter referred to as an "incapable state"), it is detected that the specific situation exists.

[0214] Furthermore, for example, the specific situation detection unit 115 detects whether the current state of the second player character has switched to an inability to act state, such as a state in which acceptance of operation input is disabled (a standby state before the game starts), a floating state in the air, a restrained state (for example, a state tied to something), or a rigid state (for example, a state after a technique has been activated or when paralyzed), in which the player character is unable to act, and a state in which even if the player character acts, it does not affect other processing in the game.

[0215] In addition, the specific situation detection unit 115 may detect a situation in which the progress of the game does not change as a specific situation from the generated game image or the coordinates of the second player character in the game space, instead of character script information, etc.

[0216] For example, in the case of a pre-match performance before the start of a match, the first player's character and the second player's character do not move from specific positions (coordinates) in the game space.

[0217] Therefore, the specific situation detection unit 115 may detect a change in the position of the second player character by analyzing the coordinates of the second player character in the game space and the game image generated to be provided to the player, and detect that a specific situation exists.

[0218] On the other hand, if the connection between the second player and the second game system So via the network is interrupted (i.e., the communication line is interrupted) during the execution of the game, the specific situation detection unit 115 executes a specific situation detection process to detect the interrupted situation as a specific situation.

[0219] In other words, even if the second player's communication with the second game system So is cut off, as described above, there is no impact on the progress of the game, eliminating any sense of incongruity in the progress of the game and preventing nuisance or fraudulent behavior by malicious players.

[0220] Specifically, the specific situation detection unit 115, in conjunction with the communication control unit 110, monitors the connection status of the communication line with the second game system So as a specific situation detection process, and detects that a specific situation has occurred when the communication line is cut off.

[0221] (Second mode control processing) When a specific situation is detected and synchronization with the second game system So is interrupted, the game control unit 114 executes game control processing as a second mode in response only to the first operation input information of the first player accepted by the operation input acceptance processing unit 113.

[0222] In particular, the game control unit 114 executes the following only when the second game control information is not acquired (received). Even if the second game control information is received, the received second game control information is invalidated and game control is executed based only on the first game control information.

[0223] In other words, basically, the second mode control processing differs from the first mode control processing only in that the second operation input information transmitted from the second game system So is not used in the game control processing, and other processing is performed in the same manner as the first mode control processing.

[0224] Specifically, as shown in FIG. 7, when a specific situation is detected and synchronization with the second game system So is interrupted, the game control unit 114 controls the movements of the first player character and the second player character and their movement within the game space in accordance with the current states of each player character determined by state transitions based on past states of the player characters, the character script information stored in the memory unit 170, and the first game control information at the current timing.

[0225] Note that FIG. 7 shows an example in which the first operation input information and the second operation input information are not synchronized, and the second mode control process is executed without using the second operation input information.

[0226] On the other hand, the game control unit 114 may determine a period during which the second mode control process is executed in accordance with the control content of the second mode control process, and execute the second mode control process during that period.

[0227] Specifically, the game control unit 114 may set the period for executing the second mode control process based on the type of operation input (including multiple sequential operation inputs in order) input by the first player and the specific situation detected, such as when it receives a continuous operation input for performing a continuous attack (i.e., a combo) with the first player's character, or when it receives an operation input for executing a performance having a predetermined period of time, based on the operation input by the first player.

[0228] In other words, in a specific situation where a player character takes an action that requires a certain period of time, such as a continuous attack, or where a game presentation is performed, the game control unit 114 identifies the period until the first player character's action ends or the period until the game presentation ends as the specific situation period, and executes the second mode control process during the specific situation period.

[0229] The specific situation period is set in advance based on the type of operation input entered by the first player (including multiple sequential operation inputs in an orderly manner) or the detected specific situation, and when the game control unit 114 detects a specific situation, it sets the specific situation period corresponding to that specific situation as the period for executing the second mode control process.

[0230] However, the game control unit 114 may increase or decrease the period (for example, the number of image frames) that is predetermined based on the continuous operation input of the first player or the type of effect specified by the operation input of the first player, in principle, depending on the type and attributes of the second player's character (including the type of skill possessed), the number and type of items possessed, the level difference between the first player and the second player, etc.

[0231] For example, if the specific situation period is set to 10 frames in principle, the game control unit 114 may shorten the specific period to 8 frames if the ability value of the player character of the second player is higher than the ability value of the player character of the first player, or may shorten the specific period to 8 frames if the ability value of the player character of the second player is lower than the ability value of the player character of the first player. Increase the duration by 15 frames.

[0232] (Return from second mode control process) If a situation arises during execution of the second mode control process where second game control information including an operation input for the second player character is required, the game control unit 114 switches to the first mode control process.

[0233] Specifically, the game control unit 114 performs the specific situation detection process. (B1) As mentioned above, the predetermined time has elapsed; (B2) The communication delay with the second game system, So, has been resolved. (B3) The interruption of communication with the second game system So has been resolved, or (B4) The state of the second character becomes operable by second control information including a second operation input; If this is detected, the control process is switched to the first mode.

[0234] When switching from the second mode control process to the first mode control process, the game control unit 114 may enable the second player's operation input from the timing of switching from the second mode control process (hereinafter also referred to as the "switching timing"), or may adopt a process (hereinafter also referred to as the "prior input process") in which the game control unit 114 enables or starts accepting the second player's operation input in advance from a timing before the switching timing (for example, one second before), and uses the second player's operation input that has been enabled or accepted in advance as the second player's operation input after the switching timing.

[0235] Specifically, the game control unit 114 may accept the operation input received by the advance input processing and the operation input after the switching timing as a series of consecutive operation inputs (i.e., as one command), and control the launch of consecutive attacks by the player character of the second player or the execution of a predetermined effect on the second player's side.

[0236] However, in this case, it is assumed that the game control unit 114 has been accepting the operation input of the second player from at least a little before the switching timing (several dozens of frames to several frames before the switching timing).

[0237] [3.5] Variations [3.5.1] Variation 1 (Adjustment of specific situations based on communication delay amount) Next, the adjustment of a specific situation based on the amount of communication delay in the first modification will be described.

[0238] In the above embodiment, the operation input and the game situation when switching from the first mode control process to the second mode control process may be changed based on the amount of communication delay.

[0239] In other words, as the communication delay increases, the sense of discomfort and difficulty when returning from the second mode control process to the first mode control process increases, and for players who do not require strict reactions to operational inputs such as level, even a small communication delay will not cause much disruption to the progress of the game, while for high-level players, even a small communication delay will cause disruption to the progress of the game.

[0240] Therefore, in this modified example, the specific situation detection unit 115 is configured to change the specific situation identified by the specific situation detection process depending on the amount of communication delay occurring or on conditions such as the player level.

[0241] Specifically, the communication control unit 110 calculates the amount of communication delay with the game system of the second player. Measure.

[0242] In particular, the memory unit 170 stores a plurality of specific situation information indicating information on a plurality of specific situations, including at least one of the type of operation input by the first player and the content of the game situation, in association with the amount of communication delay with the game system of the second player having a given relationship, and the specific situation detection unit 115 manages the specific situation information.

[0243] For example, a given relationship indicates that the time difference caused by communication delay when returning from the second mode control process to the first mode control process is within a predetermined time difference, and indicates a relationship based on the player's level, the communication environment, the game environment, etc.

[0244] Then, the specific situation detection unit 115 detects the specific situation defined in the determined specific situation information during execution of the game as a specific situation detection process.

[0245] For example, when the specific situation detection unit 115 uses the specific situation division method shown in Figure 5, if the communication delay is less than 30 ms, it performs detection as a specific situation detection process only for specific situation A, if the communication delay is less than 60 ms or less, it performs detection as a specific situation detection process only for specific situations A and C, and if the communication delay is 60 ms or more, it performs detection as a specific situation detection process for specific situations A, C, F, and G.

[0246] [3.5.2] Modification 2 (Switching operation for second mode control process) Next, a switching operation for the second mode control process of the second modification will be described.

[0247] In the above embodiment, whether or not the second mode control process is initiated may be switched based on an instruction from the player.

[0248] Specifically, the game control unit 114 executes settings that enable switching to the second mode based on the accepted operation input of the first player.

[0249] [3.5.3] Variation 3 (Store-based Game System) Next, a shop-based game system according to Modification 3 will be described with reference to Fig. 8. Fig. 8 is a diagram showing an example in which the game system according to this embodiment is applied to a shop-based game system, and is an external configuration diagram thereof.

[0250] The game system S of this embodiment can be applied to a home game system, and can also be realized as a store-based game system set up in a store (amusement park), for example, as shown in the figure.

[0251] That is, in this case, the above-described game control process is executed when a match is played between game systems in different stores or between a store-based game system and a home-use game system.

[0252] Also, for example, such a store-based game system S, as shown in FIG. 8, 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 game play fees.

[0253] The game system S includes a system board 1000 on which a CPU, an image generation IC, a sound generation IC, etc. are mounted, and game programs and game data are read from a memory, which is an information storage medium on the system board 1000, or the joystick 32 and buttons are used to The fighting game is executed based on operation signals input from the computer.

[0254] The game operation unit 200 has the same functions as the controller 30 described above, and is therefore configured with a lever 210 and buttons 220, 221, 222, and 223.

[0255] For example, the right hand button 220 can input a "right punch," the left hand button 221 a "left punch," the right foot button 222 a "right kick," and the left foot button 223 a "left kick."

[0256] [3.5.4] Variation 4 (Server System) Next, a server system according to Modification 4 will be described with reference to Fig. 9. Fig. 9 is a diagram showing an example of a system configuration in which the game system according to this embodiment is applied to a server system using a network.

[0257] In the above embodiment, as shown in FIG. 9, 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.

[0258] 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.

[0259] In addition, the server system 300 can execute first mode control processing, specific situation detection processing, second mode control processing, etc. while accepting operation inputs from each player, and provide the game data (including only image data) processed by these to the corresponding terminal device 320, thereby realizing the game system of the above embodiment.

[0260] In this embodiment, the game system of the present invention is applied to a server system 300 that runs 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.

[0261] [4] Operation of this embodiment Next, the operation of the game control process, which is mainly focused on switching between the first mode control process and the second mode control process, executed by the game system S of this embodiment will be described with reference to FIG.

[0262] FIG. 10 is a flowchart showing the operation of the game control process, which is executed by the game system S of this embodiment and mainly involves switching between the first mode control process and the second mode control process.

[0263] This operation assumes that the first player and the second player have already been matched and a match between the first player and the second player is being executed.

[0264] First, when a match between a first player and a second player starts (step S101), the game control unit 114 determines whether the match has ended, such as when the stamina of the player character becomes "0" (step S102).

[0265] At this time, if the game control unit 114 determines that the match has ended, it ends this operation. If it is determined that the match has not ended, the process proceeds to step S103.

[0266] Next, if it is determined that the match has not ended, the specific situation detection unit 115 determines whether or not a specific situation exists (step S103).

[0267] At this time, if the specific situation detection unit 115 determines that the specific situation does not exist, the process proceeds to step S102, and if it determines that the specific situation exists, the process proceeds to step S104.

[0268] Next, if it is determined that the specific situation exists, the game control unit 114 switches the first game control process to the second game control process (step S104).

[0269] Next, the game control unit 114 determines whether the battle has ended, for example, when the stamina of the player character becomes "0" (step S105).

[0270] At this time, if the game control unit 114 determines that the match has ended, it ends this operation, and if it determines that the match has not ended, it proceeds to the processing of step S106.

[0271] Next, the specific situation detection unit 115 determines whether or not the condition for transitioning to the first mode control process is met (step S106).

[0272] At this time, if the game control unit 114 determines that the conditions for transitioning to the first mode control processing are not met, it transitions to processing of step S105, and if it determines that the conditions for transitioning to the first mode control processing are met, it returns to the first mode control processing (step S107) and transitions to processing of step S102.

[0273] [5] Other The present invention is not limited to the above-described embodiments, and various modifications are possible. For example, terms cited in the specification or drawings as broadly defined or synonymous terms can be replaced with broadly defined or synonymous terms in other descriptions in the specification or drawings.

[0274] In this embodiment, a fighting game is used for explanation, but the present invention can also be used in games that involve player input operations, such as racing games, sound games, puzzle games, shooting games, RPGs, or simulation games.

[0275] 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 effects). 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.

[0276] Although the embodiments of the present invention have been described in detail as above, it will be readily apparent to those skilled in the art that many modifications can be made 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]

[0277] 1: Server device 10: Game device 30: Controller 40: Display 100: Processing section 110: Communication control unit 111: Object space setting section 112: Operation control unit 113: Operation input reception processing unit 114: Game control unit 115: Specific situation detection unit 118: Display control unit 119: Virtual camera control unit 120: Drawing section 130: Sound processing unit 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 unit 196: Communications Department 200: Game control section 260: Input section 300: Server system 310: Server device 320: Terminal device 1000: System board

Claims

1. A game system for executing a battle game based on a player character operated and controlled by a first player and a player character connected to a game system of a second player via a network and operated and controlled by the second player, comprising: a reception processing means for executing a reception process for receiving an operation input from the first player; a communication control means for transmitting first game control information including at least the accepted operation input of the first player as first operation input information to the game system of the second player, and for receiving second game control information including at least the operation input of the second player as second operation input information transmitted from the game system of the second player; a first game control means for executing a game control process in a first mode to control progress of the competitive game in accordance with the accepted first game control information and the received second game control information; a detection means for executing a detection process for detecting whether or not a specific situation has occurred during the progress of the competitive game, which indicates that the game can be progressed without an operation input from the second player, based on a given operation input from the first player, or whether or not a given game situation has occurred and the specific situation has occurred; second game control means for executing, when the detection process detects that the specific situation has occurred, a game control process in a second mode that controls progress of the competitive game in accordance only with the received first game control information; Equipped with The second game control means When the detection process detects that the specific situation is that the connection to the game system of the second player via the network has been interrupted, the synchronization with the game system of the second player is interrupted; A specific situation period corresponding to the specific situation is set as a period during which the game control process of the second mode is executed; A game system characterized in that the game control process of the second mode is executed during the set specific situation period.

2. 2. The game system according to claim 1, The first game control means After the specific situation period ends, the game control process is switched from the second mode to the first mode, and The game system enables second game control information and executes the game control process of the first mode from the timing of switching from the game control process of the second mode to the game control process of the first mode.

3. 2. The game system according to claim 1, The first game control means After the specific situation period ends, the game control process is switched from the second mode to the first mode, and A game system that enables or starts receiving second game control information in advance from a timing before switching from the game control processing of the second mode to the game control processing of the first mode, and executes the game control processing of the first mode after switching from the second mode using the enabled second game control information or the received second game control information.

4. A game system for executing a battle game based on a player character operated and controlled by a first player and a player character connected to a game system of a second player via a network and operated and controlled by the second player, comprising: a reception processing means for executing a reception process for receiving an operation input from the first player; a communication control means for transmitting first game control information including at least the accepted operation input of the first player as first operation input information to the game system of the second player, and for receiving second game control information including at least the operation input of the second player as second operation input information transmitted from the game system of the second player; a first game control means for executing a game control process in a first mode to control progress of the competitive game in accordance with the accepted first game control information and the received second game control information; a detection means for executing a detection process for detecting whether or not a specific situation has occurred during the progress of the competitive game, which indicates that the game can be progressed without an operation input from the second player, based on a given operation input from the first player, or whether or not a given game situation has occurred and the specific situation has occurred; second game control means for executing, when the detection process detects that the specific situation has occurred, a game control process in a second mode that controls progress of the competitive game in accordance only with the received first game control information; a management means for managing a storage means in which a plurality of pieces of specific situation information indicating a plurality of pieces of specific situation information, including at least one of a type of operation input by the first player and a content of the game situation, and a communication delay amount with the game system of the second player having a given relationship are stored in association with each other; a measuring means for measuring a communication delay between the game system of the second player and the game system of the second player; a determination means for determining specific situation information to be used in the detection process from among the plurality of pieces of specific situation information stored based on the measured communication delay amount; Equipped with The detection means The game system is characterized in that the detection process detects the specific situation defined in the determined specific situation information while the competitive game is in progress.

5. A game system for executing a battle game based on a player character operated and controlled by a first player and a player character connected to a game system of a second player via a network and operated and controlled by the second player, comprising: a reception processing means for executing a reception process for receiving an operation input from the first player; a communication control means for transmitting first game control information including at least the accepted operation input of the first player as first operation input information to the game system of the second player, and for receiving second game control information including at least the operation input of the second player as second operation input information transmitted from the game system of the second player; a first game control means for executing a game control process in a first mode to control progress of the competitive game in accordance with the accepted first game control information and the received second game control information; a detection means for executing a detection process for detecting whether or not a specific situation has occurred during the progress of the competitive game, which indicates that the game can be progressed without an operation input from the second player, based on a given operation input from the first player, or whether or not a given game situation has occurred and the specific situation has occurred; second game control means for executing, when the detection process detects that the specific situation has occurred, a game control process in a second mode that controls progress of the competitive game in accordance only with the received first game control information; Equipped with the storage means stores character state information that defines the state of the player character determined in accordance with the type of operation input by the player; The detection means execute the detection process to detect whether the state of the second player character at the current time, which is an object of operation by a second player, has switched to one of a floating state in which the second player character is floating in the air, a restrained state in which the second player character is restrained, or a rigid state in which the second player character is rigid, as the specific situation, in accordance with the state of the second player character that is an object of operation by a second player at the current time during the game control process in the first mode and at least the received second game control information; The second game control means When the detection process detects that the specific situation has occurred, the synchronization with the game system of the second player is interrupted; A specific situation period corresponding to the specific situation is set as a period during which the game control process of the second mode is executed; A game system characterized in that the game control process of the second mode is executed during the set specific situation period.

6. A game system for executing a battle game based on a player character operated and controlled by a first player and a player character connected to a game system of a second player via a network and operated and controlled by the second player, comprising: a reception processing means for executing a reception process for receiving an operation input from the first player; a communication control means for transmitting first game control information including at least the accepted operation input of the first player as first operation input information to the game system of the second player, and for receiving second game control information including at least the operation input of the second player as second operation input information transmitted from the game system of the second player; a first game control means for executing a game control process in a first mode to control progress of the competitive game in accordance with the accepted first game control information and the received second game control information; During the progress of the competitive game, the second player is selected based on a given operation input of the first player. a detection means for executing a detection process for detecting whether a specific situation has occurred, which indicates that the game can be progressed without a player's operation input, or whether a given game situation has occurred and the specific situation has occurred; second game control means for executing, when the detection process detects that the specific situation has occurred, a game control process in a second mode that controls progress of the competitive game in accordance only with the received first game control information; Equipped with The second game control means When the detection process detects that the specific situation is that the connection to the game system of the second player via the network has been interrupted, the synchronization with the game system of the second player is interrupted; set a period until an action of a first player character operated and controlled by a first player is completed or a period until a presentation related to the fighting game is completed as a specific situation period during which a game control process of a second mode is executed, according to the type of the detected specific situation; The game system is characterized in that a game control process of a second mode is executed during the set specific situation period.

7. 7. The game system according to claim 5, a management means for managing a storage means in which a plurality of pieces of specific situation information indicating a plurality of pieces of specific situation information, including at least one of a type of operation input by the first player and a content of the game situation, and a communication delay amount with the game system of the second player having a given relationship are stored in association with each other; a measuring means for measuring a communication delay between the game system of the second player and the game system of the second player; a determination means for determining specific situation information to be used in the detection process from among the plurality of pieces of specific situation information stored based on the measured communication delay amount; Further provided with The detection means The game system is characterized in that the detection process detects the specific situation defined in the determined specific situation information while the competitive game is in progress.

8. In the game system according to any one of claims 1 to 7, The detection means The game system executes the detection process to detect whether or not the player character of the second player has entered the specific situation based on the continuous operation input of the first player.

9. In the game system according to any one of claims 1 to 7, A game system, wherein both the game control processes in the first mode and the second mode are game control processes in a competitive game in which the first player and the second player compete one-on-one.

10. In the game system described in claim 5, The battle game is a fighting game, The detection means A game system that executes the detection process to detect that the game situation is the specific situation when the state of the player character of the second player at the current timing is a state in which the player character is attacked by a first player character that is the object of operation of the first player and is in the unable to act state.

11. A program for a game system that executes a battle game based on a player character operated and controlled by a first player and a player character connected to a game system of another player, a second player, via a network and operated and controlled by the second player, a reception processing means for executing a reception process for receiving an operation input from the first player; a communication control means for transmitting first game control information including at least the accepted operation input of the first player as first operation input information to the game system of the second player, and for receiving second game control information including at least the operation input of the second player as second operation input information transmitted from the game system of the second player; a first game control means for executing a game control process in a first mode to control progress of the competitive game in accordance with the accepted first game control information and the received second game control information; a detection means for executing a detection process for detecting whether or not a specific situation has occurred during the progress of the competitive game, which indicates that the game can be progressed without an operation input from the second player, based on a given operation input from the first player, or whether or not a given game situation has occurred and the specific situation has occurred; and a second game control means for executing, when the detection process detects that the specific situation has occurred, a game control process in a second mode, which controls progress of the competitive game in accordance only with the received first game control information; Make the computer function as The second game control means When the detection process detects that the specific situation is that the connection to the game system of the second player via the network has been interrupted, the synchronization with the game system of the second player is interrupted; A specific situation period corresponding to the specific situation is set as a period during which the game control process of the second mode is executed; A program for a game system, characterized in that the game control process of the second mode is executed during the set specific situation period.

12. A program for a game system that executes a battle game based on a player character operated and controlled by a first player and a player character connected to a game system of another player, a second player, via a network and operated and controlled by the second player, a reception processing means for executing a reception process for receiving an operation input from the first player; a communication control means for transmitting first game control information including at least the accepted operation input of the first player as first operation input information to the game system of the second player, and for receiving second game control information including at least the operation input of the second player as second operation input information transmitted from the game system of the second player; a first game control means for executing a game control process in a first mode to control progress of the competitive game in accordance with the accepted first game control information and the received second game control information; a detection means for executing a detection process for detecting whether or not a specific situation has occurred during the progress of the competitive game, which indicates that the game can be progressed without an operation input from the second player, based on a given operation input from the first player, or whether or not a given game situation has occurred and the specific situation has occurred; a second game control means for executing, when the detection process detects that the specific situation has occurred, a game control process in a second mode, which controls progress of the competitive game in accordance only with the received first game control information; a plurality of pieces of specific situation information indicating information on a plurality of specific situations, the information including at least one of the type of operation input by the first player and the content of the game situation; and a management means for managing a storage means in which the amount of communication delay with the game system of the second player is stored in association with the amount of communication delay with the game system of the second player; a measuring means for measuring a communication delay between the game system of the second player and the game system of the second player; a determination means for determining specific situation information to be used in the detection process from among the plurality of pieces of specific situation information stored based on the measured communication delay amount; Make the computer function as The detection means The program is characterized in that, as the detection process, the specific situation defined in the determined specific situation information is detected while the competitive game is in progress.

13. A program for a game system that executes a battle game based on a player character operated and controlled by a first player and a player character connected to a game system of another player, a second player, via a network and operated and controlled by the second player, a reception processing means for executing a reception process for receiving an operation input from the first player; a communication control means for transmitting first game control information including at least the accepted operation input of the first player as first operation input information to the game system of the second player, and for receiving second game control information including at least the operation input of the second player as second operation input information transmitted from the game system of the second player; a first game control means for executing a game control process in a first mode to control progress of the competitive game in accordance with the accepted first game control information and the received second game control information; a detection means for executing a detection process for detecting whether or not a specific situation has occurred during the progress of the competitive game, which indicates that the game can be progressed without an operation input from the second player, based on a given operation input from the first player, or whether or not a given game situation has occurred and the specific situation has occurred; and a second game control means for executing, when the detection process detects that the specific situation has occurred, a game control process in a second mode, which controls progress of the competitive game in accordance only with the received first game control information; Make the computer function as the storage means stores character state information that defines the state of the player character determined in accordance with the type of operation input by the player; The detection means execute the detection process to detect whether the state of the second player character at the current time has switched to one of a floating state in which the second player character is floating in the air, a restrained state in which the second player character is restrained, or a rigid state in which the second player character is rigid, which is an inaction state in which the second player character is unable to act in the game, as the specific situation, in accordance with the stored character state information, a state of the second player character that is an operation target of the second player at the current time during the game control process in the first mode, and at least the received second game control information; The second game control means When the detection process detects that the specific situation has occurred, the synchronization with the game system of the second player is interrupted; A specific situation period corresponding to the specific situation is set as a period during which the game control process of the second mode is executed; A program characterized by executing a game control process of the second mode during the set specific situation period.

14. A game system for executing a battle game based on a player character operated and controlled by a first player and a player character connected to a game system of a second player via a network and operated and controlled by the second player. a program for a system, a reception processing means for executing a reception process for receiving an operation input from the first player; a communication control means for transmitting first game control information including at least the accepted operation input of the first player as first operation input information to the game system of the second player, and for receiving second game control information including at least the operation input of the second player as second operation input information transmitted from the game system of the second player; a first game control means for executing a game control process in a first mode to control progress of the competitive game in accordance with the accepted first game control information and the received second game control information; a detection means for executing a detection process for detecting whether or not a specific situation has occurred during the progress of the competitive game, which indicates that the game can be progressed without an operation input from the second player, based on a given operation input from the first player, or whether or not a given game situation has occurred and the specific situation has occurred; and a second game control means for executing, when the detection process detects that the specific situation has occurred, a game control process in a second mode, which controls progress of the competitive game in accordance only with the received first game control information; Make the computer function as The second game control means When the detection process detects that the specific situation is that the connection to the game system of the second player via the network has been interrupted, the synchronization with the game system of the second player is interrupted; set a period until an action of a first player character operated and controlled by a first player is completed or a period until a presentation related to the fighting game is completed as a specific situation period during which a game control process of a second mode is executed, according to the type of the detected specific situation; A program characterized by executing a game control process of a second mode during the set specific situation period.

15. A server system that provides a fighting game based on a player character operated and controlled by a first player and a player character operated and controlled by a second player to a terminal device of a first player and a terminal device of a second player different from the first player, the terminal devices being connected via a network, comprising: a reception processing means for executing a reception process for receiving an operation input from the first player; a communication control means for transmitting first game control information including at least the accepted operation input of the first player as first operation input information to the game system of the second player, and for receiving second game control information including at least the operation input of the second player as second operation input information transmitted from the game system of the second player; a first game control means for executing a game control process in a first mode to control progress of the competitive game in accordance with the accepted first game control information and the received second game control information; a detection means for executing a detection process for detecting whether or not a specific situation has occurred during the progress of the competitive game, which indicates that the game can be progressed without an operation input from the second player, based on a given operation input from the first player, or whether or not a given game situation has occurred and the specific situation has occurred; second game control means for executing, when the detection process detects that the specific situation has occurred, a game control process in a second mode that controls progress of the competitive game in accordance only with the received first game control information; providing means for providing game data processed in the first mode and the second mode to the terminal device; Equipped with The second game control means When the detection process detects that the specific situation is that the connection to the game system of the second player via the network has been interrupted, the synchronization with the game system of the second player is interrupted; A specific situation period corresponding to the specific situation is set as a period during which the game control process of the second mode is executed; The server system executes the game control process of the second mode during the set specific situation period.

16. A server system that provides a fighting game based on a player character operated and controlled by a first player and a player character operated and controlled by a second player to a terminal device of a first player and a terminal device of a second player different from the first player, the terminal devices being connected via a network, comprising: a reception processing means for executing a reception process for receiving an operation input from the first player; a communication control means for transmitting first game control information including at least the accepted operation input of the first player as first operation input information to the game system of the second player, and for receiving second game control information including at least the operation input of the second player as second operation input information transmitted from the game system of the second player; a first game control means for executing a game control process in a first mode to control progress of the competitive game in accordance with the accepted first game control information and the received second game control information; a detection means for executing a detection process for detecting whether or not a specific situation has occurred during the progress of the competitive game, which indicates that the game can be progressed without an operation input from the second player, based on a given operation input from the first player, or whether or not a given game situation has occurred and the specific situation has occurred; second game control means for executing, when the detection process detects that the specific situation has occurred, a game control process in a second mode that controls progress of the competitive game in accordance only with the received first game control information; a management means for managing a storage means in which a plurality of pieces of specific situation information indicating a plurality of pieces of specific situation information, including at least one of a type of operation input by the first player and a content of the game situation, and a communication delay amount with the game system of the second player having a given relationship are stored in association with each other; a measuring means for measuring a communication delay between the game system of the second player and the game system of the second player; a determination means for determining specific situation information to be used in the detection process from among the plurality of pieces of specific situation information stored based on the measured communication delay amount; providing means for providing game data processed in the first mode and the second mode to the terminal device; Equipped with The detection means The server system is characterized in that the detection process detects the specific situation defined in the determined specific situation information while the competitive game is in progress.

17. A server system that provides a fighting game based on a player character operated and controlled by a first player and a player character operated and controlled by a second player to a terminal device of a first player and a terminal device of a second player different from the first player, the terminal devices being connected via a network, comprising: a reception processing means for executing a reception process for receiving an operation input from the first player; transmitting first game control information including at least the accepted operation input of the first player as first operation input information to the game system of the second player; and receiving the operation input of the second player transmitted from the game system of the second player as second operation input information. a communication control means for receiving second game control information including at least the following: a first game control means for executing a game control process in a first mode to control progress of the competitive game in accordance with the accepted first game control information and the received second game control information; a detection means for executing a detection process for detecting whether or not a specific situation has occurred during the progress of the competitive game, which indicates that the game can be progressed without an operation input from the second player, based on a given operation input from the first player, or whether or not a given game situation has occurred and the specific situation has occurred; second game control means for executing, when the detection process detects that the specific situation has occurred, a game control process in a second mode that controls progress of the competitive game in accordance only with the received first game control information; providing means for providing game data processed in the first mode and the second mode to the terminal device; Equipped with the storage means stores character state information that defines the state of the player character determined in accordance with the type of operation input by the player; The detection means execute the detection process to detect whether the state of the second player character at the current time has switched to one of a floating state in which the second player character is floating in the air, a restrained state in which the second player character is restrained, or a rigid state in which the second player character is rigid, which is an inaction state in which the second player character is unable to act in the game, as the specific situation, in accordance with the stored character state information, a state of the second player character that is an operation target of the second player at the current time during the game control process in the first mode, and at least the received second game control information; The second game control means When the detection process detects that the specific situation has occurred, the synchronization with the game system of the second player is interrupted; A specific situation period corresponding to the specific situation is set as a period during which the game control process of the second mode is executed; The server system executes the game control process of the second mode during the set specific situation period.

18. A server system that provides a fighting game based on a player character operated and controlled by a first player and a player character operated and controlled by a second player to a terminal device of a first player and a terminal device of a second player different from the first player, the terminal devices being connected via a network, comprising: a reception processing means for executing a reception process for receiving an operation input from the first player; a communication control means for transmitting first game control information including at least the accepted operation input of the first player as first operation input information to the game system of the second player, and for receiving second game control information including at least the operation input of the second player as second operation input information transmitted from the game system of the second player; a first game control means for executing a game control process in a first mode to control progress of the competitive game in accordance with the accepted first game control information and the received second game control information; a detection means for executing a detection process for detecting whether or not a specific situation has occurred during the progress of the competitive game, which indicates that the game can be progressed without an operation input from the second player, based on a given operation input from the first player, or whether or not a given game situation has occurred and the specific situation has occurred; second game control means for executing, when the detection process detects that the specific situation has occurred, a game control process in a second mode that controls progress of the competitive game in accordance only with the received first game control information; providing means for providing game data processed in the first mode and the second mode to the terminal device; Equipped with The second game control means When the detection process detects that the specific situation is that the connection to the game system of the second player via the network has been interrupted, the synchronization with the game system of the second player is interrupted; set a period until an action of a first player character operated and controlled by a first player is completed or a period until a presentation related to the fighting game is completed as a specific situation period during which a game control process of a second mode is executed, according to the type of the detected specific situation; The server system executes a game control process of a second mode during the set specific situation period.

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