GAME PROGRAM, GAME DEVICE, GAME CONTROL METHOD AND GAME SYSTEM

First consecutive action determination means determines whether or not a pitcher character consecutively or repeatedly performs a predetermined action at a predetermined frequency. Consecutive action execution flag-on means turns on a consecutive action execution flag indicating execution of consecutive actions to an on-state. Warning display means displays a warning on a first display unit of a first terminal device used by a first game player responsible for a malicious play. Second predetermined action determination means determines whether or not the pitcher character consecutively or repeatedly performs a predetermined action in accordance with the operation of a first operation unit after the warning display means displays the warning. First disciplinary action execution means executes a first disciplinary action for the first game player when the pitcher character consecutively or repeatedly performs the predetermined action after the warning display means displays the warning.

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Description
CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims priority under 35 U.S.C. §119 to Japanese Patent Application No. 2008-091317 filed on Mar. 31, 2008. The entire disclosure of Japanese Patent Application No. 2008-091317 is hereby incorporated herein by reference.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention generally relates to a game program, particularly to a game program for causing a computer to realize a network game, a game device executed by the game program, a game control method, and a game system.

2. Related Art

Recently a network game has been widely played with the widespread of the internet and speed-up of the data transmission in the internet connection. The network game is generally executed by a server device and a plurality of terminal devices used by a plurality of game players. The server device and the terminal devices are connected through the internet. A communication match-up game is an example of the network game of this type. In the communication match-up game, a plurality of game players is capable of playing a variety of games on a person-to-person basis through the server device. For example, the varieties of games include a baseball video game, a soccer video game, and a fighting video game. Japanese Patent No. 3412693 and Jikkyo Powerful Pro-Yakyu 13 Official Guide Complete edition (Japan, Konami Digital Entertainment Co., Ltd, Aug. 31, 2006) disclose examples of the communication match-up game.

In the communication match-up network game, a first terminal device and a second terminal device are respectively connected to a server device through the internet. In this case, the first terminal device is used by a first game player while the second terminal device is used by a second game player. The server device is configured to perform a variety of authentication (e.g., authentication of members of online services) and match-up of a predetermined game player and his/her opponent. Once match-up of the first terminal device and the second terminal device are determined, the communication match-up game is performed by the direct data transmission between the first terminal device and the second terminal device.

For example, the first and second terminal devices are personal computers and/or home video game machines. The first and second game players have the first and second terminal devices at home respectively for playing the network game. Each of the first and second terminal devices includes a display section, an operation section, and a communication section. The display section is capable of displaying characters of the video game. The operation section is used for operating the characters displayed on the display section. The communication section is connected to the internet for sending/receiving game data to/from the external devices. Also, a game program is installed in the first and second terminal devices. For example, the game program is configured to execute game control on the basis of an operation of the operation section, display control for displaying game characters on the display section, and communication control for sending/receiving the game data to/from the external devices. In this case, a first team is selected by the first game player while a second team is selected by the second game player. The first and second teams are allowed to play a communication match-up game thorough the internet communication of the game data between the communication sections of the first and second terminal devices.

The following baseball video game will be considered as an example of the conventional communication match-up network game. In the baseball video game, a first game player operates a first terminal device and selects a first baseball team while a second game player operates a second terminal device and selects a second baseball team. Thus, the first team plays against the second baseball team in the matched-up game. Also, the first game player operates a pitcher character, and the pitcher character is accordingly configured to release a ball (a ball object). On the other hand, the second game player operates a batter character. And the batter character is configured to hit the ball object released by the pitcher character. While playing the above-mentioned communication match-up game, a first game player may venomously operate the pitcher character. For example, the first game player may consecutively or repeatedly perform pitching operations of “base on ball (BB)” or “hit-batsman/hit by pitch (HBP)” on purpose. Additionally, the first game player may semi-permanently and consecutively make pickoff throws while a runner is on base. In the conventional network game, when a game player plays the baseball video game with the malicious first game player, the malicious plays (e.g., consecutive BB and HBP operation, and consecutive pickoff throw operation) are repeatedly performed. Therefore, the opponent of the first game player (i.e., the rational second game player) does not have a choice but selects a command for giving in to the first game player. In other words, this condition is advantageous for the malicious first game player and unreasonable for the rational second game player. In this condition, the baseball video game remarkably lacks of amusement for the rational second game player. Thus, it has been quite difficult to realize a match-up game with high amusement in this condition.

Accordingly, the object of the present invention is to solve the above-mentioned problems occurring in the conventional practice, and to realize a match-up game with high amusement in a network game program.

SUMMARY OF THE INVENTION

A first aspect of the present invention relates to a game program. The game program is configured to cause a first control unit of a first terminal device to realize a match-up game in a computer provided in the first terminal device. The first terminal device is capable of executing the match-up game with a second terminal device through a network communication. The first terminal device is used by a first game player while the second terminal device is used by a second game player. The match-up game is configured to cause the first control unit to make a first game character displayed on both a first display unit of the first terminal device and a second display unit of the second terminal device to perform an action in accordance with an operation of a first operation unit of the first terminal device. The match-up game is also configured to cause the first control unit to make a second game character displayed on both the first display unit and the second display unit to perform an action in accordance with an operation of a second operation unit of the second terminal device. The game program is to cause the computer to realize functions. The functions include:

(1) A first consecutive action determination function for causing the first control unit to determine whether or not the first game character performs predetermined actions at a predetermined frequency in accordance with an operation of the first operation unit,

(2) A consecutive action execution flag-on function for turning on a consecutive action execution flag indicating execution of the consecutive actions when the first control unit in the first consecutive action determination function determines that the first game character performs the predetermined actions at the predetermined frequency,

(3) A warning display function for causing the first display unit to display a warning when the consecutive action execution flag is turned on in the consecutive action execution flag-on function,

(4) A second predetermined action determination function for causing the first control unit to determine whether or not the first game character performs the predetermined action in accordance with an operation of the first operation unit after the display unit in the warning display function displays the warning, and

(5) A first disciplinary execution functions for executing a first disciplinary action for the first game player when the first control unit in the second predetermined action determination function determines that the first game character performs the predetermined action.

For example, a baseball video game will be considered as a game realized by the game program. In this case, the first game player of the first terminal device plays a baseball match with the second game player of the second terminal device through the network communication. In the baseball match, a first baseball team is selected by the first game player while a second baseball team is selected by the second game player. Additionally, a pitcher character is operated by the first game player while a batter character is operated by the second game player. The pitcher character releases the ball object while the batter character hits the released ball object. Also, the first game player is a malicious player, and therefore plays in a malicious way in the baseball game. On the other hand, the second game player is a rational player, and therefore plays a normal baseball play in the baseball game.

First, in the first consecutive action determination function, the first control unit determines whether or not the first game character performs the predetermined actions at a predetermined frequency in accordance with the operation of the first operation unit. In this case, whether or not the first game character performs the predetermined actions at the predetermined frequency is a determination condition for determining whether or not the first game character performs the malicious plays by intentional operations of the first game player. For example, the determination condition relates to whether or not the pitcher character (i.e., the first game character) performs base-on-balls or hit-batsman (hit-by-pitch) actions (hereinafter referred to as “BB/BHP actions”) ten times, or whether or not the pitcher character performs pickoff actions twenty times. In the first consecutive action determination function, it is determined whether or not the pitcher character performs the BB/HBP actions ten times.

Next, when the first control unit determines that the first game character performs the predetermined actions at the predetermined frequency in the consecutive action determination function, a consecutive action execution flag indicating execution of consecutive actions is turned on in the consecutive action execution flag-on function. In this case, the consecutive action execution flag is a malicious play execution flag indicating execution of the malicious plays (i.e., execution of consecutive actions). For example, when the consecutive actions are executed and the consecutive action execution flag is turned on, the consecutive action executive flag is set to “1” as the malicious play execution flag. On the other hand, when the consecutive actions are not executed and the consecutive action execution flag is not turned on, the consecutive action execution flag it is set to “0” as the malicious play execution flag. In the consecutive action execution flag-on function, the malicious play execution flag is set to “1” when it is determined that the pitcher character performs the BB/HBP actions ten times in the first consecutive action determination function.

Next, in the warning display function, a warning is displayed on the first display unit when the consecutive action execution flag is turned on by the consecutive action execution flag-on function. In this case, when the malicious play execution flag is set to “1”, a warning “If you perform a malicious play next time, you will lose the game” is displayed on the first display unit of the first game player who is responsible for the malicious plays. However, the warning is not displayed on the second display unit of the second terminal device used by the second game player who suffers from the malicious plays by the first game player. In the warning display function, the warning “If you perform a malicious play next time, you will lose the game” is displayed on the first display unit of the first terminal device of the first game player who is responsible for the malicious plays.

Next, in the second predetermined action determination function, the first control unit determines whether or not the first game character performs the predetermined action in accordance with the operation of the first control unit after the warning is displayed in the warning display function. In this case, whether or not the first game character performs the predetermined action in accordance with the operation of the first operation unit after the warning is displayed in the warning display function is a determination condition for determining whether or not the first game character newly performs the malicious plays in accordance with a further intentional operation of the first game player even though the warning “If you perform a malicious play next time, you will lose the game” is displayed on the first display unit of the first terminal device used by the first game player. Also, it is herein determined whether or not the first game character performs the predetermined actions in accordance with the operation of the first operation unit. Therefore, the determination condition is not necessarily limited to whether or not the first game character performs predetermined actions at the predetermined frequency, but may be including whether or not the pitcher character further performs the BB/HBP action once more after the warning is displayed, or whether or not the pitcher character further performs the pickoff action once more after the warning is displayed, for instance. In the second predetermined action determination function, it is determined whether or not the pitcher character further performs the BB/HBP action once more.

Finally, in the first disciplinary action execution function, the first disciplinary action is executed for the first game player when the first control unit determines that the first game character performs the predetermined actions in the second predetermined action determination function. In this case, the first disciplinary action for the first game player is an action for giving a penalty to a malicious player (i.e., the first game player). For example, this is an action that results for the first player's team in losing the game. In the first disciplinary action execution function, the first disciplinary action is executed for the first game player for producing a result that the first game player's team loses the game when it is determined that the pitcher character performs the BB/HBP action once more in the second predetermined action determination function.

According to the game program, in the first consecutive action determination function, it is determined whether or not the first game character performs the predetermined actions at the predetermined frequency (i.e., whether or not the pitcher character performs the BB/HBP actions ten times). Then, in the consecutive action execution flag-on function, the consecutive action execution flag indicating execution of consecutive actions is set to an on-state (i.e., the malicious play execution flag is set to “1”) when the first game character performs the predetermined actions at the predetermined frequency (i.e., the pitcher character performs the BB/HBP actions ten times). Next, in the warning display function, the warning “If you perform a malicious play next time, you will lose the game” is displayed on the first display unit of the first terminal device used by the first game player responsible for the malicious plays when the consecutive action execution flag is set to an on-state (i.e., the malicious play execution flag is set to “1”). Next, in the second predetermined action determination function, it is determined whether or not the first game character performs a predetermined action (i.e., whether or not the pitcher character performs the BB/HBP action once more) in accordance with the operation of the first operation unit after the warning is displayed. Finally, in the first disciplinary action execution function, the first disciplinary action (i.e., the action for producing a result that the first game player's team loses the game) is executed for the first game player when the first game character performs the predetermined action (i.e., the pitcher character performs the BB/HBP action once more) in accordance with the operation of the first operation unit after the warning is displayed.

In this case, when the malicious first game player repeatedly performs the malicious plays (i.e., consecutive BB/HBP actions), the warning “If you perform a malicious play next time, you will lose the game” is displayed on the first display unit of the first terminal device used by the first game player in the warning display function. Therefore, it is possible to make the first game player recognize that he/she performs the malicious plays. Furthermore, the first disciplinary action (i.e., the action for producing a result that the first game player's team loses the game) is executed for the first game player in the first disciplinary action execution function when the first game character newly performs a malicious play in accordance with a further intentional operation of the first game player even though the warning is displayed on the first display unit. Accordingly, it is possible to resolve a conventional condition in which the second player is unreasonably forced to select a command for giving in to the first game player due to the malicious plays, by giving a penalty to the first game player having repeatedly performs the malicious plays. Furthermore, the second game player's team will win the game when the first disciplinary action for the first game player is the action for producing a result that the first game player's team loses the game. Therefore, it is possible to produce a condition advantageous for the second game player who suffers from the malicious plays of the first game player. In other words, the second game player is capable of obtaining compensation because of the malicious plays. Additionally, the malicious first game player recognizes a penalty to be given for the malicious plays. Therefore, it is possible to inhibit (counteract) a further malicious play. It is thereby possible to realize healthier network match-up game. Consequently, it is possible to realize a match-up game with higher amusement compared to the conventional match-up game.

A second aspect of the present invention relates to the game program according to the first aspect. The functions further include:

(6) A first consecutive action execution frequency count function for counting consecutive action execution frequency indicating frequency of execution of consecutive actions when the first control unit in the first consecutive action determination function determines that the first game character performs the predetermined actions at the predetermined frequency.

Additionally, the warning display function causes the first display unit to display the warning before the start of the match-up game when the consecutive action execution frequency is counted to be equal to or greater than a predetermined frequency in the first consecutive action execution frequency count function.

According to the game executed by the game program, when it is determined that the first game character performs the predetermined actions at the predetermined frequency in the first consecutive action determination function, the consecutive action execution frequency indicating frequency of execution of consecutive actions is counted in the first consecutive action execution frequency count function. Then, when the consecutive action execution frequency counted in the first consecutive action execution frequency count function is equal to or greater than a predetermined frequency, a warning is displayed on the first display unit in the warning display function before the start of the match-up game. In this case, “the consecutive action execution frequency indicating frequency of execution of consecutive actions” means frequency of execution of t malicious plays, and each of the malicious plays corresponds to a set of consecutive actions (e.g., consecutive ten-times BB/HBP actions performs by a pitcher character). Then, when frequency of execution of consecutive actions is equal to or greater than a predetermined frequency (e.g., a set of consecutive ten-times BB/HBP actions), a warning such as “If you perform a malicious play next time, you will lose the game” is displayed on the first display unit before the start of the match-up game. In this case, the condition of displaying the warning is determined by the consecutive action execution frequency indicating frequency of execution of consecutive actions. Therefore, it is possible to appropriately change the content of the warning on the basis of the consecutive action execution frequency. Additionally, the waning is displayed before the start of the match-up game every time the consecutive action execution frequency is counted to be once. Therefore, it is possible to inhibit (counteract) a further malicious play by the first game player.

A third aspect of the present invention relates to the game program according to the second aspect. The functions further include:

(7) A second consecutive action execution frequency count function for counting consecutive action execution frequency indicating frequency of execution of consecutive actions when the first control unit in the second predetermined action determination function determines that the first game character performs the predetermined actions at the predetermined frequency, and

(8) A second disciplinary action execution function for executing a second disciplinary action for the first game player when the consecutive action execution frequency is counted to be equal to or greater than a predetermined frequency in the second consecutive action execution frequency count function.

According to the game executed by the game program, when it is determined that the first game character performs predetermined actions at the predetermined frequency in the second predetermined action determination function, the consecutive action execution frequency indicating frequency of execution of consecutive actions is counted in the second consecutive action execution frequency count function. When the consecutive action execution frequency counted by the second consecutive action execution frequency count function is equal to or greater than a predetermined frequency, the second disciplinary action is executed for the first game player in the second disciplinary action execution function. In this case, determination in the second predetermined action determination function, that is, “whether or not a predetermined action is performed”, corresponds to determination whether or not the first game character performs the predetermined actions at the predetermined frequency. In this case, when the consecutive action execution frequency counted by the second consecutive action execution frequency count function is equal to or greater than a predetermined frequency (e.g., frequency of the malicious plays is equal to or greater than six), it is possible to give a penalty to a malicious game player in accordance with frequency of the malicious plays by setting the second disciplinary action for the first game player to be harsher (i.e., the action for suspending an account of a game player, that is suspension of authentication information necessary for playing the network game) than the first disciplinary action for the first game player (i.e., the action for producing a result that the first game player's team loses the game), for instance.

A fourth aspect of the present invention relates to the game program according to the third aspect. The functions further include:

(9) A third consecutive action determination function for causing the first control unit to determine whether or not the first game character performs the predetermined actions at the predetermined frequency in accordance with an operation of the first operation unit after the second disciplinary action is executed for the first player in the second disciplinary action execution function, and

(10) A third disciplinary action execution function for executing a third disciplinary action for the first game player when the first control unit in the third consecutive action determination function determines that the first game character performs the predetermined actions at the predetermined frequency.

According to the game realized by the game program, the first control unit determines whether or not the first game character performs the predetermined actions at the predetermined frequency in accordance with the operation of the first operation unit in the third consecutive action determination function after the second disciplinary action is executed for the first game player in the second disciplinary action execution function. When the first control unit determines that the first game character performs the predetermined actions at the predetermined frequency in the third consecutive action determination function, the third disciplinary action is executed for the first game player in the third disciplinary action execution function. In this case, when the second disciplinary action (i.e., the action for suspending an account of a game player) is executed in the second disciplinary action execution function and then the suspended game player is allowed to participate in the network game again after his/her suspended account becomes available, it is possible to give a severe penalty (e.g., a game player is not allowed to participate in the network game from now on) to the malicious game player having repeatedly and relentlessly performed the malicious plays by setting the third disciplinary action for the first game player to be harsher (i.e., the action for deleting an account of a game player) than the second disciplinary action for the first game player (i.e., the action of suspending an account of a game player) in the third disciplinary action execution function.

A fifth aspect of the present invention relates to the game program according to the third aspect. The functions further include:

(11) A third consecutive action determination function for causing the first control unit to determine whether or not the first game character performs the predetermined actions at the predetermined frequency in accordance with an operation of the first operation unit after the second disciplinary action is executed for the first game player in the second disciplinary action execution function,

(12) A third consecutive action execution frequency count function for counting consecutive action execution frequency indicating frequency of execution of previous consecutive actions when the first control unit in the third consecutive action determination function determines that the first game character performs the predetermined actions at the predetermined frequency, and

(13) A consecutive action execution frequency reduction execution function for reducing the consecutive action execution frequency counted in the third consecutive action execution frequency count function by a predetermined value when the first control unit in the third consecutive action determination function determines that the first game character does not performs the predetermined actions at the predetermined frequency.

This game program gives so-called a chance of repentance to a game player with the experience of a malicious play.

According to the game realized by the game program, the first control unit in the third consecutive action determination function determines whether or not the first game character performs the predetermined actions at the predetermined frequency in accordance with the operation of the first operation unit after the second disciplinary action is executed for the first game player in the second disciplinary action execution function. When it is determined that the first character performs the predetermined actions at the predetermined frequency in the third consecutive action determination function, the consecutive action execution frequency indicating frequency of execution of consecutive actions is counted in the third consecutive action execution frequency count function. When the first control unit in the third consecutive action determination function determines that the first game character had not perform the predetermined actions at the predetermined frequency, the consecutive action execution frequency counted by the third consecutive action execution frequency count function is reduced by a predetermined value in the consecutive action execution frequency reduction execution function. In this case, when the second disciplinary action (i.e., the action for suspending an account) is executed in the second disciplinary action execution function and then the suspended game player is allowed to participate in the network game again after his/her suspended account becomes available, the consecutive action execution frequency (i.e., frequency of execution of previous the malicious plays) counted by the third consecutive action execution frequency count function is configured to be reduced by a predetermined value (e.g., one) in the consecutive action execution frequency execution function whether or not it is determined in the third consecutive action determination function that the malicious first game player does not perform the malicious plays (i.e., the pitcher character performs the BB/HBP actions ten times) until the end of the baseball match because the first game player repents his/her deed. In this case, if the malicious first game player repents his/her deed and does not perform the malicious plays (i.e., the pitcher character performs the BB/HBP actions ten times) until the end of the baseball match, it is possible to motivate the first game player to change from a malicious player into a good player by reducing frequency of execution of the previous malicious plays.

A sixth aspect of the present invention relates to the game program according to the fifth aspect. In the game program, the consecutive action execution frequency reduction execution function is configured to reduce the consecutive action execution frequency for making the rate of reducing the consecutive action execution frequency by the predetermined frequency smaller than the rate of increasing the consecutive action execution frequency by the predetermined frequency when the consecutive actions are executed. For example, when malicious plays are performed, frequency of execution of the malicious plays is increased by three times. On the other hand, when malicious plays are not performed, frequency of execution of the malicious plays is reduced by once. Accordingly, it is possible to give certain difficulty to a malicious game player for changing into a good game player.

A seventh aspect of the present invention relates to the game program according to the fifth aspect. The functions of the game program further include:

(14) A warning display negation function for negating the warning display function after the consecutive action execution frequency is reduced by the predetermined frequency in the consecutive action execution frequency reduction execution function.

According to the game realized by the game program, the warning display function is negated by the warning display negation function after the consecutive action execution frequency is reduced by the predetermined frequency in the consecution action execution frequency reduction execution function. In this case, when the malicious first player is in a process of changing into a good player, the warning is not configured to be displayed in the warning display negation function. Accordingly, it is possible to make the first player to actually feel that he/she is now in a process of changing from a malicious player into a good player.

An eighth aspect of the game program relates to the game program according to the fifth aspect. The functions of the game program further include:

(15) A consecutive action execution flag-off function for turning off the consecutive action execution flag indicating execution of consecutive actions when the first control unit in the consecutive action execution frequency reduction execution function determines that the consecutive action execution frequency reaches the predetermined frequency.

According to the game realized by the game program, the consecutive action execution flag indicating execution of consecutive actions is turned off in the consecutive action execution flag-off function when the first control unit determines that the consecutive action execution frequency reaches a predetermined frequency in the consecutive action execution frequency reduction execution function. In this case, the consecutive action execution flag indicating execution of consecutive actions is set to an off-state (i.e., the malicious play execution flag is set to “0”) when the consecutive action execution frequency reaches a predetermined frequency (e.g., zero). Therefore, it is possible to reset a state of a malicious first player to the initial state.

A ninth aspect of the present invention relates to a game device. The game device is configured to execute a match-up game. The match-up game is configured to cause a first control unit of a first terminal device to make a first game character displayed on both a first display unit of the first terminal device and a second display unit of a second terminal device to perform an action in accordance with an operation of a first operation unit of the first terminal device. The match-up game is also configured to cause the first control unit to make a second game character displayed on both the first display unit and the second display unit to perform an action in accordance with an operation of a second operation unit of the second terminal device. The game device including first consecutive action determination means, consecutive action execution flag-on means, warning display means, second predetermined action determination means, and first disciplinary execution means. In the first consecutive action determination means, the first control unit is caused to determine whether or not the first game character performs the predetermined actions at the predetermined frequency in accordance with an operation of the first operation unit. In the consecutive action execution flag-on means, a consecutive action execution flag indicating execution of consecutive actions is turned on when the first control unit in the first consecutive action determination means determines that the first game character performs the predetermined actions at the predetermined frequency. In the warning display means, the first display unit is caused to display a warning when the consecutive action execution flag is turned on in the consecutive action execution flag-on means. In the second predetermined action determination means, the first control unit is caused to determine whether or not the first game character performs the predetermined action in accordance with an operation of the first operation unit after the display unit in the warning display means displayed the warning. In the first disciplinary execution means, a first disciplinary action is executed for the first game player when the first control unit in the second predetermined action determination means determines that the first game character performs the predetermined action.

A tenth aspect of the present invention relates to a game control method. The game control method is configured to cause a computer to control a match-up game. The match-up game causes a first control unit of a first terminal device to make a first game character displayed on both a first display unit of the first terminal device and a second display unit of a second terminal device to perform a action in accordance with an operation of a first operation unit of the first terminal device. The match-up game also causes the first control unit to make a second game character displayed on both the first display unit and the second display unit to perform an action in accordance with an operation of a second operation unit of the second terminal device. The game control method includes: causing the first control unit to determine whether or not the first game character performs the predetermined actions at the predetermined frequency in accordance with an operation of the first operation unit; turning on a consecutive action execution flag indicating execution of consecutive actions when the first control unit in the first consecutive action determination means determines that the first game character performs the predetermined actions at the predetermined frequency; causing the first display unit to display a warning when the consecutive action execution flag is turned on in the consecutive action execution flag-on means; causing the first control unit to determine whether or not the first game character performs the predetermined action in accordance with an operation of the first operation unit after the display unit in the warning display means displayed the warning; and executing a first disciplinary action for the first game player when the first control unit in the second predetermined action determination means determines that the first game character performs the predetermined action.

An eleventh aspect of the present invention relates to a game system. The game system is configured to cause a first control unit of a first terminal device and a second control unit of a second terminal device to execute a match-up game in a first computer provided in the first terminal device and a second computer provided in the second terminal device. The first terminal device and the second terminal device are capable of executing the match-up game through a network communication. The first terminal device is used by a first game player while the second terminal device is used by a second game player. The match-up game causes the first control unit and the second control unit to make a first game character displayed on a first display unit of the first terminal device and a second display unit of the second terminal device to perform an action in accordance with an operation of a first operation unit of the first terminal device. The match-up game is also configured to cause the first control unit and the second control unit to make a second game character displayed on the first display unit and the second display unit to perform an action in accordance with an operation of a second operation unit of the second terminal device. The game system includes a first consecutive action determination function, a consecutive action execution flag-on function, a warning display function, a second predetermined action determination function, and a first disciplinary action execution function. In the first consecutive action determination function, the first control unit and the second control unit are caused to determine whether or not the first game character or the second game character performs the predetermined actions at the predetermined frequency in accordance with an operation of the first operation unit or the second operation unit. In the consecutive action execution flag-on function, a consecutive action execution flag indicating execution of consecutive actions is turned on when the first control unit and the second control unit in the first consecutive action determination function determines that the first game character or the second game character performs the predetermined actions at the predetermined frequency. In the warning display function, the first display unit or the second display unit is caused to display a warning when the consecutive action execution flag is turned on in the consecutive action execution flag-on function. In the second predetermined action determination function, the first control unit and the second control unit are caused to determine whether or not the first game character or the second game character performs the predetermined action in accordance with an operation of the first operation unit or the second operation unit after the display unit in the warning display function displayed the warning. In the first disciplinary execution function, a first disciplinary action is executed for the first game player or the second game player when the first control unit and the second control unit in the second predetermined action determination function determines that the first game character or the second game character performs the predetermined action.

According to the network game program of the present invention, the consecutive action execution frequency indicating frequency of execution of consecutive actions is counted in the first consecutive action execution frequency count function when it is determined in the first consecutive action determination function that the first game character performs the predetermined actions at the predetermined frequency. Furthermore, the warning presentation is displayed on the first display unit in the warning display function before the start of the match-up game when the consecutive action execution frequency is counted to be equal to or greater than a predetermined frequency in the first consecutive action execution frequency count function. In this case, the condition for displaying the warning is determined based on the consecutive action execution frequency indicating frequency of execution of consecutive actions. Accordingly, it is possible to appropriately change the content of the warning presentation on the basis of the consecutive action execution frequency. Additionally, the warning is configured to be displayed before the start of the match-up game every time when the consecutive action execution frequency is counted to be even once. Accordingly, it is possible to inhibit (counteract) the further malicious plays by the first player.

BRIEF DESCRIPTION OF THE DRAWINGS

Referring now to the attached drawings which form a part of this original disclosure:

FIG. 1 is a block diagram for illustrating a network game system of an embodiment of the present invention;

FIG. 2 is a block diagram for illustrating a configuration of a first terminal device of the network game system;

FIG. 3 is a block diagram for illustrating functions of the first terminal device;

FIG. 4 is an alarm screen to be displayed on a first display unit of the first terminal device;

FIG. 5 is an ending screen of a match-up game to be displayed on the first display section;

FIG. 6 is an ending screen of the match-up game to be displayed on a second display unit of the second terminal device;

FIG. 7 is another alarm screen to be displayed on the first display section;

FIG. 8 is an another alarm screen to be displayed on the first display section;

FIG. 9 is a match-up screen to be displayed on the second display section for displaying the match-up between a pitcher character and a batter character.

FIG. 10 is a flowchart for illustrating the entire game progress control processing of the network game system;

FIG. 11 is a first half of a flowchart for illustrating warning display control processing for the malicious plays in the baseball video game of the network game system; and

FIG. 12 is a second half of the flowchart for illustrating the warning display control processing for the malicious plays in the baseball video game of the network game system.

DETAILED DESCRIPTION OF THE EMBODIMENTS

Selected embodiments of the present invention will now be explained with reference to the drawings. It will be apparent to those skilled in the art from this disclosure that the following descriptions of the embodiments of the present invention are provided for illustration only and not for the purpose of limiting the invention as defined by the appended claims and their equivalents.

Network Game System Configuration

FIG. 1 is a block diagram for illustrating a configuration of a network game system. A first terminal device 101, a second terminal device 102, and a server 103 are connected in the network game system. The first terminal device 101 is an example of a computer allowing a game program of the present invention to be installed therein. The second terminal device 102 is allowed to play a communication match-up game with the first terminal device 101 through the internet 100. The server 103 is configured to authenticate connections of the first and second terminal devices 101 and 102 through the internet. Additionally, FIG. 2 is a block diagram for illustrating an example configuration of the first terminal device 101.

The network game system illustrated in FIG. 1 includes the first terminal device 101, the second terminal device 102, and the server 103. The first terminal device 101, the second terminal device 102, and the server 103 are connected through the internet 100, and are capable of communicating with each other.

The first and second terminal devices 101 and 102 are terminal devices used by game players (i.e., members). For example, the first and second terminal devices 101 and 102 are personal computers respectively installed at homes of game players, and are capable of executing the baseball video game as a network game. When game players (i.e., members) play a baseball video game in a game space with the first and second terminal devices 101 and 102, the server 103 is configured to function as a server device for determining an opponent of the game players. Additionally, when confirmation of member registration and charge for services are executed, the server 103 is configured to function as a server device for authenticating game players. A game program is stored in the first and second terminal devices 101 and 102 for executing the network game. The network game is configured to be played through the direct data transmission between the first and second terminal devices 101 and 102 (i.e., so-called “P2P (peer-to-peer)” communication). Therefore, the server 103 does not store any game programs for executing the network game. The server 103 mainly stores the authentication program for authenticating game players. In addition to the first and second terminal devices 101 and 102, a plurality of terminal devices (not illustrated in the figure) used by a plurality of game players are connected to the internet 100. The server 103 is configured to determine a pair of terminal devices that are used for the match-up game.

For example, a variety of information is transmitted among the first terminal device 101, the second terminal device 102, and the server 103 through the internet 100 in accordance with TCP/IP (transmission control protocol/internet protocol). Especially, the first and second terminal devices 101 and 102 establish a P2P communication. Then a variety of information is transmitted between the first and second terminal devices 101 and 102 by a transport layer protocol of the TCP/IP (i.e., UDP (the user datagram protocol)). The UDP is not configured to perform data transmission confirmation and error correction. In other words, the UDP is configured to unilaterally transmit data to a receiver's terminal. Therefore, data reliability is low, but data transmission speed is high. Because of the properties, the UDP is widely used in the match-up network game for transmitting a large amount of data among terminal devices at high speed. When the internet 100 is used, the first and second terminal devices 101 and 102 are normally connected to a predetermined internet provider's server through devices (e.g., modems). In short, the first and second terminal devices 101 and 102 are connected to the internet 100 via the internet provider's server. However, for easy and simple explanation, the internet provider's server is not herein illustrated and described.

Game players of the first and second terminal devices 101 and 102 have already registered as members for using a predetermined service provided by a company controlling the network game. For example, game players of the first and second terminal devices 101 and 102 play the communication match-up baseball video game. In the baseball video game, a second game player uses the second terminal device 102, and operates a pitcher character in a game space. The pitcher character corresponds to a pitcher in a real baseball game. On the other hand, a first game player uses the first terminal device 101, and operates a batter character in the same game space. The batter character corresponds to a batter in a real baseball game. Thus, the batter character hits a ball object released by the pitcher character. The ball object corresponds to a ball in a real baseball game.

Network Game Device Configuration

As illustrated in FIGS. 1 and 2, the first terminal device 101 is made up of a control unit 1a, a first storage unit 2a, a first display unit 3a, a first audio output unit 4a, a first operation unit 5a, and a first communication unit 6a. These units are connected to each other through a bus 30a. The bus 30a includes an address bus, a data bus, a control bus, and the like. In this case, the first control unit 1a, the first storage unit 2a, the first audio output unit 4a, the first operation unit 5a, and the first communication unit 6a are included in the personal computer, and the first display unit 3a is included in an external display monitor connected to the personal computer. On the other hand, as illustrated in FIG. 1, the server 103 is mainly made up of a server control unit 1c, a server storage unit 2c, and a server communication unit 6c.

The first control unit 1a is provided for mainly controlling progress of the entire game based on the game program. For example, as illustrated in FIG. 2, the first control unit 1a is made up of a CPU (Central Processing Unit) 7a, a signal processor 8a, and an image processor 9a. The CPU 7a, the signal processor 8a, and the image processor 9a are connected to each other through the bus 30a.

The CPU 7a interprets a command from a game program and executes a variety of data processing and data controls. For example, the CPU 7a commands the signal processor 8a to provide the image data to the image processor 9a. The signal processor 8a mainly executes computations in the three-dimensional space, position conversion computations from the three-dimensional space to a virtual three-dimensional space, light source computation processing, and data generation and data processing of image data and audio data. The image processor 9a mainly executes processing of writing image data on a RAM (Random Access Memory) 12a based on the computation results and processing results of the signal processor 8a. The image data written in the RAM 12a will be subsequently rendered.

The first memory unit 2a is provided mainly for storing the program data, various types of data used for the program data, and the like. For example, as illustrated in FIG. 2, the first storage unit 2a is made up of the recording medium (computer readable medium) 10a, an interface circuit 11a, and the RAM 12a. The interface circuit 11a is connected to the recording medium 10a. The interface circuit 11a and the RAM 12a are connected through the bus 30a.

The recording medium 10a stores program data of the operation system, game data made up of image data, audio data, and various types of program data, and the like. For example, the recording medium 10a is a HDD (hard disk drive) installed in the interior of the personal computer. The program data of the operating system, the game data, and the like are stored in the recording medium 10a. Also, a CD-ROM is included in the category of the recording medium 10a. In this case, a reader device is installed in the interior of the personal computer, and the reader device is capable of reading the CD-ROM. Also, an initial program is stored in the CD-ROM for installing the program data of the operating system and the game data in the personal computer. The HDD is used for storing various game parameters as unique data of a game player at the point of interruption of the game.

The RAM 12a is used for temporarily storing various types of data read out of the recording medium 10a, and for temporarily recording the processing results of the first control unit 1a. The RAM 12a stores address data as well as various types of data. The address data indicates the memory location of various types of data. The RAM 12a is configured to be allowed to specify an arbitrary address and read/write data from/onto the address.

The first display unit 3a is provided for mainly outputting various types of image data as an image. For example, the various types of image data include the image data written onto the RAM 12a by the image processor 9a and the image data read out of the recording medium 10a. For example, as illustrated in FIG. 2, the first display unit 3a is made up of a LCD (liquid crystal display) 21a, an interface circuit 22a, a D/A converter (Digital-to-Analog converter) 23a. The D/A converter 23a is connected to the LCD 21a, and the interface circuit 22a is connected to the D/A converter 23a. In addition, the bus 30a is connected to the interface circuit 22a. In this case, the image data is provided to the D/A converter 23a through the interface circuit 22a, and is converted into an analog image signal in the D/A converter 23a. Then, the analog image signal is outputted to the LCD 21a as an image. In this case, the digital image signal may be outputted to the LCD 21a as an image instead of providing it to the D/A converter 23a. Also, the image may be outputted to a CRT (cathode-ray tube) monitor instead of providing it to the LCD 21a.

In this case, the image data includes polygon data, texture data, and the like. The polygon data is the coordinate data of vertices forming a polygon. The texture data is used for setting texture with respect to the polygon. The texture data is made up of texture specifying data and texture color data. The texture specifying data is used for associating the polygon and the texture, and the texture color data is used for specifying the texture color. In this case, the polygon data and the texture data are associated with polygon address data and texture address data, respectively. The polygon address data and the texture address data include storage locations of the polygon data and the texture data, respectively. As to the image data of this type, the signal processor 8a performs coordinate conversion and perspective projection conversion with respect to the polygon data in the three-dimensional space (i.e., the three-dimensional polygon data) specified by the polygon address data based on the displacement data and the rotation amount data of the screen itself (i.e., point of sight). Accordingly, the polygon data is converted into the polygon data in the two-dimensional space (i.e., the two-dimensional polygon data). Then, a polygon outline is constituted with a plurality of two-dimensional polygon data, and texture data specified by the texture address data is written onto the internal area of the polygon. Thus, it is possible to express a variety of objects (i.e., characters) made by applying the texture to each polygon.

The first audio output unit 4a is provided mainly for outputting the audio data read out of the recording medium 10a as audio. For example, as illustrated in FIG. 2, the first audio output unit 4a is made up of a speaker 13a, an amplifier circuit 14a, a D/A converter 15a, and an interface circuit 16a. The amplifier circuit 14a is connected to the speaker 13a. The D/A converter 15a is connected to the amplifier circuit 14a. The interface circuit 16a is connected to the D/A converter 15a. In addition, the bus 30a is connected to the interface circuit 16a. In this case, the audio data is provided to the D/A converter 15a through the interface circuit 16a and is converted into an analog audio signal. The analog audio signal is amplified by the amplifier circuit 14a, and is outputted from the speaker 13a as audio.

As illustrated in FIG. 2, the first operation input unit 5a is mainly made up of a keyboard 17a, a mouse 18a, an operation information interface circuit 19a, and an interface circuit 20a. The operation information interface circuit 19a is connected to the keyboard 17a and the mouse 18a, and the interface circuit 20a is connected to the operation information interface circuit 19a. In addition, the bus 30a is connected to the interface circuit 20a.

The keyboard 18a and the mouse 18a are operation devices used by a game player for inputting a variety of operation commands. The keyboard 18a and the mouse 18a transmit an operation signal to the CPU 7a in accordance with a game player's operation. The keyboard 17a is used for giving the CPU 7a a command for moving a character and a cursor in any of the directions of up, down, right, and left on a screen displayed on the LCD 21a by operating up, down, right and left keys. For example, when an “S” key of the keyboard 17a is operated, CPU 7a is given a command for causing a pitcher character to perform a pitching motion on the screen displayed on the LCD 21a or a command for causing a batter character to perform a hitting motion on the screen displayed on the LCD 21a. Furthermore, when a “SPACE” key is operated, the CPU 7a is given a command for interrupting the match-up. When an “ESC” key is operated, the CPU 7a is given a command for terminating the match-up. In this case, operations of the keyboard 17a may be replaced by operations of the mouse 18a (e.g., click or movement of the mouse 18a). For example, when an “F11” key is operated, the CPU 7a is given a command for switching an input operation of the keyboard 17a into that of the mouse 18a.

As illustrated in FIG. 2, the first communication unit 6a is mainly made up of a communication information interface circuit 24a, an interface circuit 25a, and a modem 26a. The communication information interface circuit 24a is connected to the modem 26a, and the interface circuit 25a is connected to the communication information interface circuit 24a. In addition, the bus 30a is connected to the interface circuit 25a.

The modem 26a is connected to the first terminal device 101 through an NIC (network interface card) attached to the interior or exterior of the first terminal device 101. The modem 26 is configured to be connected to the internet 100 via an internet provider server. For example, a game player rents the modem 26a from the internet provider for accessing the internet provider's server. The modem 26a is capable of obtaining a unique address (i.e., a global IP address) on the internet 100. Thus, it is possible to identify a game player with the global IP address. Also, it is possible to access the first terminal device 101 through the modem 26a from the internet 100. When the UDP communication is executed through the modem 26a, it is required for the first terminal device 101 to permit communication through an exclusive port (e.g., number 12079) by a router connected to the NIC. In this case, the first terminal device 101 is connected to the internet 100 through the model 26a, and is capable of establishing the P2P communication with a model 26b of the second terminal device 102.

The second terminal device 102 has the same configuration as the first terminal device 101. As illustrated in FIG. 1, the second terminal device 102 is made up of a second control unit 1b, a second storage unit 2b, a second display unit 3b, a second sound output unit 4b, a second operation unit 5b, and a second communication unit 6b. Configurations of the second control unit 1b, the second storage unit 2b, the second display unit 3b, the second sound output unit 4b, the second operation unit 5b, and the second communication unit 6b are the same as those of the above-mentioned first control unit 1a, the first storage unit 2a, the first display unit 3a, the first sound output unit 4a, the first operation unit 5a, and the first communication unit 6a. Therefore, their detailed explanation will be hereinafter omitted. Also, the alphabet “a” added to the number given to the elements of the first terminal device 101 corresponds to the alphabet “b” added to the number given to the elements of the second terminal device 102. For example, the second terminal device 102 is provided with a modem 26b (not illustrated in the figure) corresponding to the modem 26a of the first terminal device 101. In this case, the second terminal device 102 is connected to the internet 100 through the modem 26b. Also, the second terminal device 102 is capable of establishing the P2P communication with the modem 26a of the first terminal device 101.

The general operations of the above-configured network game device will be hereinafter explained.

When a network game application is started in the first terminal device 101 used by the first game player, the CPU 7a reads out image data, audio data, and program data from the recording medium 10a based on the operating system stored in the recording medium 10a. The RAM 12a stores all or part of the read-out data including the image data, the audio data, and the program data. Also, the RAM 12a stores operation information from the keyboard 17a and the mouse 18a, and a variety of information to be obtained from the second terminal device 102 through the modem 26a. Then, the CPU 7a issues commands for data stored in the RAM 12a (e.g., the image data and the audio data) based on the program data stored in the RAM 12a.

For the image data, the signal processor 8a firstly performs a variety of computations (e.g., positional computation and light source computation for a character in the three-dimensional space) based on the command from the CPU 7a. Next, the image processor 9a executes a variety of processing (e.g., processing for writing the image data (to be rendered) onto the RAM 12a) based on the computation results by the signal processor 8a. Then, the image data written onto the RAM 12a is provided to the D/A converter 23a through the interface circuit 22a. In this case, the image data is converted into an analog image signal by the D/A converter 23a. The image data is subsequently provided to the LCD 21a and is displayed as an image.

For the audio data, the signal processor 8a firstly executes processing to generate and process audio data based on the command from the CPU 7a. In this case, a variety of processing (e.g., pitch conversion, noise addition, envelope setting, level setting, and reverb addition) are executed for the audio data. Next, the audio data is outputted from the signal processor 8a, and is provided to the D/A converter 15a through the interface circuit 16a. In this case, the audio data is converted into an analog audio signal. Then, the audio data is outputted as the audio from the speaker 13a through the amplifier circuit 14a.

Operations to be executed in the second terminal device 102 used by the second game player are the same as those in the first terminal device 101 used by the first game player. Accordingly, its detailed explanation will be hereinafter omitted.

Summary of Various Processing in Network Game Device

As described above, a baseball video game is an example of the network game to be executed in the first and second terminal devices 101 and 102 of the present embodiment. In the baseball video game, game players are capable of playing a communication match-up game. The first terminal device 101 is capable of realizing a game of moving a character displayed on the LCD 21a through the operation of the first operation unit 5a by the first game player. On the other hand, the second terminal device 102 is capable of realizing a game of moving a character displayed on the LCD 21b through the operation of the second operation unit 5b by the second game player. In this case, as illustrated in FIG. 9, when the first game player of the first terminal device 101 operates a pitcher character 70 and the second game player of the second terminal device 102 operates a batter character 72, it is possible to realize a baseball video game that the batter character 72 hits a ball object released by the pitcher character 70. FIG. 3 is a block diagram for illustrating functions playing main roles in the present invention.

As illustrated in FIG. 3, the first control unit 1a of the first terminal device 101 mainly includes first consecutive action determination means 50, consecutive action execution flag-on means 51, first consecutive action execution frequency count means 52, warning display means 53, second predetermined action determination means 54, first disciplinary action execution means 55, second consecutive action execution frequency count means 56, second disciplinary action execution means 57, third consecutive action determination means 58, third disciplinary action execution means 59, third consecutive action execution frequency count means 60, consecutive action execution frequency reduction execution means 61, warning display negation means 62, and consecutive action execution flag-off means 63.

The first consecutive action determination means 50 is configured to cause the first control unit 1a to determine whether or not a pitcher character 70 consecutively or repeatedly performs predetermined actions at a predetermined frequency by the operation of the first operation unit 5a. In this case, a condition of whether or not the pitcher character 70 consecutively or repeatedly performs the predetermined actions at the predetermined frequency is a determination condition for determining whether or not the pitcher character 70 performs the malicious plays in accordance with the intentional malicious operation by the first game player. For example, the determination conditions herein include a condition of whether or not the pitcher character 70 consecutively or repeatedly keeps performing base-on-ball or hit-batsman (hit-by-pitch) actions (hereinafter referred to as BB/HBP actions) ten times, and a condition of whether or not the pitcher character 70 consecutively or repeatedly performs a pickoff action twenty times. FIG. 9 illustrates an example of a match-up screen 30. In this screen, if the pitcher character 70 performs a BB/HBP action in the next match-up with a batter character 72, the pitcher character 70 will consecutively or repeatedly perform the BB/HBP actions ten times. Therefore, the batter character 72 displayed on the screen is the tenth batter for the pitcher character 72. Also, the match-up screen 30 includes a count 31, a score 32, and a runner state 33. The count 31 indicates “3-0” (i.e., three balls and no strike). The score 32 indicates “0-6”. In this case, the team B has 6 points by consecutive BB/HBP actions. The runner state 33 indicates a base-loaded state. In the first consecutive action determination means 50, it is determined whether or not the pitcher character 70 consecutively or repeatedly performs the HH/HBP actions ten times on the basis of the match-up result with the tenth batter character 72.

The consecutive action execution flag-on means 51 turns on a consecutive action execution flag when the first control unit 1a determines that the pitcher character 70 consecutively or repeatedly performs the predetermined actions at the predetermined frequency in the step of the first consecutive action determination means 50. In this case, the consecutive action execution flag indicates consecutive execution of predetermined actions. Specifically, the consecutive action execution flag is a malicious play execution flag for indicating execution of the malicious plays. For example, when the consecutive action execution flag is turned on (i.e., when consecutive actions are executed), it is set to “1” as the malicious play execution flag. On the other hand, when the consecutive action execution flag is turned off (i.e., when consecutive actions are not executed), it is set to “0” as the malicious play execution flag. Specifically, when the pitcher character 70 consecutively or repeatedly performs the BB/HBP actions ten times, or when the pitcher character 70 consecutively or repeatedly performs the pickoff action twenty times, the pitcher character 70 is determined to perform the malicious plays. Thus, the malicious play execution flag is set to “1”. In the consecutive action execution flag-on means 51, the malicious play execution flag is set to “1” when the pitcher character 70 is determined to have consecutively or repeatedly performs the BB/HBP actions ten times in the step of the first consecutive action determination means 50. In this case, the first storage unit 2a stores a variety of data including information that the consecutive action execution flag-on means 51 set the malicious play execution flag to “1”.

The first consecutive action execution frequency count means 52 is configured to count “consecutive action execution frequency” when the first consecutive action determination means 50 determines that the pitcher character 70 consecutively or repeatedly performs the predetermined actions at the predetermined frequency. The consecutive action execution frequency indicates frequency of consecutive performance of predetermined actions. In this case, the consecutive action execution frequency is frequency of the malicious plays. When the pitcher character 70 consecutively or repeatedly performs the BB/HBP actions ten times, the consecutive BB/HBP actions are counted as a set of actions. In other words, when the set of actions is performed, the consecutive action execution frequency is counted as once.

As described above, in the example of the match-up screen 30 of FIG. 9, when the pitcher character 70 keeps performing the BB/HBP action in the next match-up with the batter character 72, the pitcher character 70 will have consecutively or repeatedly performed the BB/HBP actions ten times. Therefore, when the match-up between the pitcher character 70 and the tenth batter character 72 results in “BB/HBP”, this means that the pitcher character 70 consecutively or repeatedly performs BB/HBP actions ten times. Accordingly, the first consecutive action execution frequency count means 52 counts frequency of performance of consecutive actions as once. The first storage unit 2a stores a variety of data including that the first consecutive action execution frequency count means 52 counted the frequency of performance of consecutive actions as once.

As illustrated in FIG. 4, the warning display means 53 is configured to display a warning on the first display unit 3a when the consecutive action execution flag-on means 51 turned on the consecutive action execution flag. Furthermore, as illustrated in FIG. 5, the warning display means 53 is configured to display another warning on the first display unit 3a before the next match-up game is started if the consecutive action execution frequency counted by the first consecutive action execution frequency count means 52 is equal to or greater than a predetermined frequency. Referring now back to FIG. 4, when the malicious play execution flag read out of the first storage unit 2a is set to “1”, the warning is displayed on a display screen 40 of the first display unit 3a of the first terminal device 101 used by the first game player responsible for the malicious plays. Specifically, the warning is a text object 41 “If you perform a malicious play next time, you will lose the game”. Additionally, when frequency of performance of consecutive actions is equal to or greater than a predetermined frequency while consecutive ten-times BB/HBP actions of the pitcher character 70 are taken as a set of consecutive actions and frequency of the set of consecutive actions is counted as once, the warning display means 53 is configured to display the text object 41 “If you perform a malicious play next time, you will lose the game” on the display screen 40 of the first display unit 3a of the first terminal device 101 used by the first game player responsible for the malicious plays before the next match-up game is started. On the other hand, no warning is displayed on the second display unit 3b of the second terminal device 102 used by the second game player who suffers from the malicious plays (not illustrated in the figure). In the warning display means 53, the warning “If you perform a malicious play next time, you will lose the game” is configured to be displayed on the first display unit 3a before the next match-up game is started when the consecutive action execution flag-on means 51 turned on the consecutive action execution flag and the consecutive action execution frequency counted by the first consecutive action execution frequency count means 52 is equal to or greater than a predetermined frequency.

The second predetermined action determination means 54 is configured to cause the first control unit 1a to determine whether or not the pitcher character 70 performs the predetermined action by the operation of the first operation unit 5a after the warning display means 53 displays the warning. In this case, a condition of whether or not the pitcher character 70 performs the predetermined action by the operation of the first operation unit 5a after the warning display means 53 displays the warning is a determination condition for determining whether or not the pitcher character 70 performs a new malicious play in accordance with the additional intentional operation of the first operation unit 5a by the first game player after the warning “If you perform a malicious play next time, you will lose the game” is displayed on the first display unit 3a of the first terminal device 101 used by the first game player. In this case, it is determined whether or not the pitcher character 70 performs the predetermined action by the operation of the first operation unit 5a. Therefore, the determination condition is not limited to a condition of whether or not the pitcher character 70 consecutively or repeatedly performs the predetermined actions at the predetermined frequency. In other words, the determination condition is a condition of whether or not the pitcher character 70 further consecutively or repeatedly performs the BB/HBP action once more or a condition of whether or not the pitcher character 70 further consecutively or repeatedly performs the pickoff action once more after the warning display means 53 displayed the warning. The second predetermined action determination means 54 is configured to determine whether or not the pitcher character 70 further consecutively or repeatedly performs the BB/HBP action once more.

The first disciplinary action execution means 55 is configured to execute a first disciplinary action for the first game player when the first control unit 1a determines that the pitcher character 70 performs the predetermined action in the step of the second predetermined action determination means 54. Here, the first disciplinary action for the first game player is an action for giving the first game player a penalty for the malicious plays. Specifically, this is resulting for the first game player's team in losing the game. In this case, as illustrated in FIG. 5, the text object 41 “You performed a malicious play and you lost the game” is displayed as a baseball-match ending presentation on the display screen 40 of the first display unit 3a of the first terminal device 101 used by the first game player responsible for the malicious plays. At the same time as this, as illustrated in FIG. 6, the text object 41 “Opponent player performed a malicious play and you won the game” is displayed as a baseball match ending presentation on the display screen 40 of the second display unit 3b of the second terminal device 102 used by the second game player who suffers from the malicious plays. In the first disciplinary action execution means 55, the first disciplinary action is executed for the first game player for resulting the first game player's team in loosing (i.e., the team A in FIG. 9) the game when the second predetermined action determination means 54 determines that the pitcher character 70 further consecutively or repeatedly performs the BB/HBP action once more.

The second consecutive action execution frequency count means 56 is configured to count the consecutive action execution frequency for indicating frequency of performance of consecutive actions as six times when the second predetermined action determination means 54 determines that the pitcher character 70 consecutively or repeatedly performs the predetermined actions at the predetermined frequency. Here, the first storage unit 2a stores a variety of data including information that the second consecutive action execution frequency count means 56 counted the consecutive action execution frequency as six times.

The second disciplinary action execution means 57 is configured to execute a second disciplinary action for the first game player when the consecutive action execution frequency counted by the second consecutive action execution frequency count means 56 is equal to or greater than a predetermined frequency. Here, the determination condition to be determined by the second predetermined action determination means 54, that is the condition of whether or not a predetermined action is performed, corresponds to a determination condition of whether or not the pitcher character 70 consecutively or repeatedly performs the predetermined actions at the predetermined frequency. Specifically, when the consecutive action execution frequency counted by the second consecutive action execution frequency count means 56 is equal to or greater than a predetermined frequency (i.e., equal to or more than six-times of the malicious plays), the second disciplinary action for the first game player (i.e., action for suspending a user account, that is, authentication information necessary for playing a network game ) will be more strict than the first disciplinary action for the first game player (i.e., action for producing a result that the first game player's team loses the game). As illustrated in FIG. 7, when the consecutive action execution frequency counted by the second consecutive action execution frequency count means 56 is equal to or greater than a predetermined frequency (i.e., equal to or greater than six-times of the malicious plays), the warning display means 53 displays a warning “If you perform a malicious play next time, your account will be suspended” on the first display unit 3a before the match-up game is started prior to execution by the second disciplinary action execution means 57. In the second disciplinary action execution means 57, an action for suspending a user account (i.e., the second disciplinary action for the first game player) is executed when the consecutive action execution frequency counted by the second consecutive action execution frequency count means 56 is equal to or greater than six times.

The third consecutive action determination means 58 is configured to cause the first control unit 1a to determine whether or not the pitcher character 70 consecutively or repeatedly performs the predetermined actions at the predetermined frequency by the operation of the first operation unit 5a after the second disciplinary action execution means 57 executes the second disciplinary action for the first game player. In the third consecutive action determination means 58, it is determined whether or not the pitcher character 70 consecutively or repeatedly performs the predetermined actions at the predetermined frequency (i.e., whether or not the pitcher character 70 further consecutively or repeatedly performs the BB/HBP action once more) after the action for suspending a user account (i.e., the second disciplinary action for the first game player) is executed.

The third disciplinary action execution means 59 is configured to execute a third disciplinary action for the first game player when the first control unit 1a determines that the pitcher character 70 consecutively or repeatedly performs the predetermined actions at the predetermined frequency (i.e., the pitcher character 70 further consecutively or repeatedly performs the BB/HBP action once more) in the step of the third consecutive action determination means 58. In this case, when the suspended user account becomes available for the first game player and the first game player is allowed to participate in the network game in a predetermined period (e.g., a month) after the second disciplinary action execution means 57 executes the second disciplinary action (i.e., an action of suspending the user account), the third disciplinary action execution means 59 is configured to set the third disciplinary action for the first game player (i.e., an action for deleting the user account) to be more strict than the second disciplinary action for the first game player (i.e., an action for suspending the user account). In this case, when the user account of the first game player is deleted, the first game player is not capable of playing the network game with the same account. Therefore, it is possible to exclude a malicious game player from the network game. As illustrated in FIG. 8, the warning display means 53 displays a warning “If you perform a malicious play next time, your account will be deleted” on the first display unit 3a before the match-up game is started prior to execution by the third disciplinary action execution means 59. In the third disciplinary action execution means 59, the action for deleting the user account (i.e., the third disciplinary action for the first game player) is executed after the execution of the second disciplinary action execution means 57 when the third consecutive action determination means 58 determines that the pitcher character 70 consecutively or repeatedly performs the predetermined actions at the predetermined frequency, (i.e., the pitcher character 70 further consecutively or repeatedly performs the BB/HBP action once more).

The third consecutive action execution frequency count means 60 is configured to count the consecutive action execution frequency for indicating frequency of performance of previous consecutive actions when the third consecutive action determination means 58 determines that the pitcher character 70 does not consecutively or repeatedly perform the predetermined actions at the predetermined frequency.

The consecutive action execution frequency reduction execution means 61 is configured to reduce the previous consecutive execution frequency counted by the third consecutive action execution frequency count means 60 by a predetermined value when the first control unit 1a determines that the pitcher character 70 does not consecutively or repeatedly perform the predetermined actions at the predetermined frequency in the step of the third consecutive action determination means 58. Here, the following situation is assumed. That is, the second disciplinary action execution means 57 executes the second disciplinary action (i.e., the action for suspending the user account), and subsequently the suspended account becomes available and the player is allowed to participate in the network game again. When the third consecutive action determination means 58 determines that the malicious first game player does not perform the malicious plays (i.e., the pitcher character 70 performs consecutive ten-times BB/HBP actions) until the end of the baseball match because the first game player repents for his/her deed, the consecutive action execution frequency reduction execution means 61 is configured to reduce the consecutive action execution frequency (e.g., six times) counted by the third consecutive action execution frequency count means 60 (i.e., the consecutive action execution frequency corresponding to frequency of the previous malicious plays) by a predetermined value (e.g., once). In this case, when the malicious first game player does not perform the malicious plays (i.e., the pitcher character 70 performs consecutive ten-times BB/HBP actions) until the end of the baseball match because the first game player repents for his/her deed, the first game player is given a chance of changing from a malicious player to a good player by reducing frequency of performance of the previous malicious plays. Rate of reducing the consecutive action execution frequency by a predetermined value (i.e., once per a baseball match without any malicious plays) is set to the same as the rate of increasing the consecutive action execution frequency of performance of consecutive actions by a predetermined value (i.e., once per a baseball match with a malicious play). However, the rate of reducing the consecutive action execution frequency by a predetermined value may be set to be smaller (e.g., once per three baseball matches without any malicious plays) than the rate of increasing the consecutive action execution frequency when consecutive actions are executed by a predetermined value (e.g., once per a baseball match with a malicious play).

The warning display negation means 62 is configured to negate the warning display means 53 after the consecutive action execution frequency reduction execution means 61 reduces the consecutive action execution frequency by a predetermined value. In this case, the warning display means 53 is not configured to display any warnings when a game player is in a process of changing from a malicious player to a good player.

The consecutive action execution flag-off means 63 is configured to turn of the consecutive action execution flag when the first control unit 1a determines that the consecutive action execution frequency reaches a predetermined frequency in the step of the consecutive action execution frequency reduction execution means 61. As described above, turning on the consecutive action execution flag indicates that the consecutive actions are performed. In this case, when the consecutive action execution frequency reaches the predetermined frequency (e.g., zero), the consecutive action execution flag indicating execution of consecutive actions are set to be turned off (i.e., the malicious play execution flag is set to “0”). Therefore, it is possible to reset the malicious first game player to the initial state.

According to the game program, firstly the first consecutive action determination means 50 determines whether or not the pitcher character 70 consecutively or repeatedly perform the predetermined actions at the predetermined frequency (i.e., whether or not the pitcher character 70 performs consecutive ten-times the BB/HBP actions). Then, the consecutive action execution flag-on means 51 turns on the consecutive action execution flag indicating execution of consecutive actions (i.e., the malicious play execution flag is set to be “1”) when the pitcher character 70 consecutively or repeatedly performs the predetermined actions at the predetermined frequency (i.e., the pitcher character 70 performs consecutive ten-times BB/HBP actions). Next, the warning display means 53 displays the warning “If you perform a malicious play next time, you will lose the game” on the first display unit 3a of the first terminal device 101 used by the first game player responsible for the malicious plays when the consecutive action execution flag is turned on (i.e., the malicious play execution flag is set to “1”). Then, the second predetermined action determination means 54 determines whether or not the pitcher character 70 performs the predetermined action (i.e., whether or not the pitcher character 70 further consecutively or repeatedly performs the BB/HBP action once more) by the operation of the first operation unit 5a after the warning display means 53 displayed the warning. Furthermore, the first disciplinary action execution means 55 executes the first disciplinary action for the first game player (i.e., action for producing a result that the first game player's team loses the game) when the pitcher character 70 performs the predetermined action (i.e., the pitcher character further consecutively or repeatedly performs the BB/HBP action once more) by the operation of the first operation unit 5a after the warning display means 53 displayed the warning.

In this case, the warning display means 53 displays the warning “If you perform a malicious play, you will lose the game” on the first display unit 3a of the first terminal device 101 used by the first game player when the malicious first game player repeatedly performs the malicious plays (consecutive BB/HBP actions). Therefore, it is possible to make the first game player recognize that he/she performs the malicious plays. Furthermore, when the pitcher character 70 newly performs a malicious play in accordance with the malicious intentional operation of the first operation unit 5a by the first game player even though the warning is displayed on the first display unit 3a, the first disciplinary action execution means 55 executes the first disciplinary action (i.e., action for producing a result that the first game player's team loses the game) for the first game player. Therefore, it is possible to resolve a conventional condition which is unreasonable for the second game player (i.e., the good second game player selects a command for giving in the game to the malicious first game player due to the malicious plays), by giving a penalty to the first game player who repeatedly performs the malicious plays. Additionally, the malicious first game player recognizes that a penalty will be given to his/her malicious plays. Accordingly, it is possible to inhibit (counteract) further malicious plays, and it is thereby possible to realize a better network match-up game. Consequently, the match-up game of the present invention is capable of realizing a match-up game with higher amusement than the conventional match-up games.

Variety of Processing in Baseball Game as Example Network Game

Procedure for advancing the baseball video game of the present embodiment and a variety of processing corresponding to the procedure will be hereinafter explained with reference to flowcharts of FIGS. 10 to 12.

First, control processing of advancing the entire game in the network game system will be explained with reference to FIG. 10.

A first game player starts a network game application in the first terminal device 101, and selects a network match-up mode through the initial screen. Accordingly, the first terminal device 101 will be connected to the server communication unit 6c of the server 103 through the first communication unit 6a via the internet 100. In this case, each user is required to preliminarily register as a member. When the user inputs his/her own account and password, the user is permitted to access the server 103 (Step S1). The account and password have been already registered in the member registration. Also, in the same way as the first terminal device 101, the second terminal device 102 to be used by a second game player will be connected to the server communication unit 6c of the server 103 through the second communication unit 6b via the internet.

When the first and second terminal devices 101 and 102 are connected to the server 103 via the internet 100, profile information of each game player disclosed on the server 103 (i.e., a user name, user-related information, and a global IP address) will be available for reference. For example, when the first game player using the first terminal device 101 wants to play the network game with the second game player using the second terminal device 102 after referring to the above information, the first game player selects the second game player through a match-up opponent configuration screen (Step S2). Then, the server 103 transmits a connection request to the second terminal device 102 (Step S3). The second terminal device 102 connected to the server 103 receives the connection request from the first game player. The connection request also let the second game player know that the first game player wants to play the network game with the second game player. Then, the second terminal device 102 is capable of selecting one from an option of accepting the connection and an option of rejecting the connection. When the second game player selects the option of accepting the connection request from the first game player (Step S4), connection permission information is transmitted from the second terminal device 102 to the first terminal device 101 via the server 103. Thus, the connection is established between the first and second terminal devices 101 and 102 (Step S5).

When the first and second terminal devices 101 and 102 are connected, a variety of settings are performed on the network game application. Then, a command for starting a game (e.g., baseball video game) is selected, and accordingly the game is started (Step S6). The baseball video game will be terminated in any of the following conditions of the network game application (Step S7): when a command for ending the baseball video game is selected; when a predetermined period of game-time is elapsed; when the first disciplinary action execution means 55 executes the first disciplinary action for the first game player responsible for the malicious plays (i.e., action for producing a result that the first game player's team loses the game); and when the first terminal device 101 or the second terminal device 102 is disconnected from the internet 100.

Next, warning display control processing with respect to the malicious plays in the baseball video game of the present embodiment will be explained with reference to flowcharts of FIGS. 11 and 12.

First, Step S11 relates to first consecutive action determination processing. In Step S11, first consecutive action determination processing will be executed for determining whether or not the pitcher character 70 consecutively or repeatedly performs the predetermined actions at the predetermined frequency by the operation of the first operation unit 5a. In Step S11, it is determined whether or not the pitcher character 70 consecutively or repeatedly performs the BB/HBP actions ten times. When it is determined that the pitcher character 70 consecutively or repeatedly performs the BB/HBP actions ten times in Step S11, Step S12 will be subsequently performed.

Next, Step S12 relates to consecutive action execution flag-on processing. In Step S12, when the first control unit 1a determines that the pitcher character 70 consecutively or repeatedly performs the predetermined actions at the predetermined frequency in Step S11, the consecutive action execution flag indicating execution of consecutive actions will be turned on. In Step S12, the malicious play execution flag is set to “1” when it is determined that the pitcher character 70 consecutively or repeatedly performs the BB/HBP actions ten times in Step S11. When Step S12 is executed, Step S13 will be subsequently executed.

Step S13 relates to first consecutive action execution frequency count processing. In Step S13, when it is determined that the pitcher character 70 consecutively or repeatedly performs the predetermined actions at a predetermined frequency in Step S12, the consecutive action execution frequency indicating frequency of execution of consecutive actions will be counted. The consecutive action execution frequency corresponds to frequency of execution of consecutive action counted in Step S12. In Step S13, the consecutive action execution frequency counted is counted as once when execution of the consecutive predetermined-times are determined in Step S12. When Step S13 is executed, Step S14 will be subsequently executed.

Step S14 relates to warning display processing. In Step S14, when the consecutive action execution flag is turned on in Step S12 and the consecutive action execution frequency counted in Step S13 is equal to or greater than a predetermined frequency, the warning “If you perform a malicious play next time, you will lose the game” is displayed on the first display unit 3a before the start of the next match-up game for preliminarily warning that the game player may lose the baseball match if the game player does not follow it. When Step S14 is executed, Step S15 will be subsequently executed.

Step S15 relates to second predetermined action determination processing. In Step S15, the first control unit 1a determines whether or not the pitcher character 70 performs the predetermined action by the operation of the first operation unit 5a after the warning is displayed in Step S14. In Step S15, it is determined that the pitcher character 70 further consecutively or repeatedly performs the BB/HBP action once more. When it is determined that the pitcher character 70 consecutively or repeatedly performs the BB/HBP action once more in Step S15, Step S16 will be subsequently executed.

Step S16 relates to first disciplinary action execution processing. In Step S16, when the first control unit 1a determines that the pitcher character 70 performs the predetermined actions in Step S15, the first disciplinary action will be executed for the first game player. In Step S16, when it is determined that the pitcher character 70 further consecutively or repeatedly performs the BB/HBP action once more in Step S15, the first disciplinary action will be executed for the first game player for resulting for the first game player's team in loosing the game. When Step S16 is executed, Step S17 will be subsequently executed.

Step S17 relates to second consecutive action execution frequency counting processing (see FIG. 12). In Step S17, when it is determined that the pitcher character 70 consecutively or repeatedly performs the predetermined actions at the predetermined frequency in Step S15, the consecutive action execution frequency indicating frequency of execution of consecutive actions is counted as six times. When Step S17 is executed, Step S18 will be subsequently executed.

Step S18 relates to warning display processing. In Step S18, the warning “If you perform a malicious play next time, your account will be suspended” is displayed on the first display unit 3a. When Step S18 is executed, Step S19 will be subsequently executed.

In Step S19, it is determined whether or not the consecutive action execution frequency counted in Step S17 is equal to or greater than the predetermined frequency. When it is determined that the consecutive action execution frequency counted in Step S17 is equal to or greater than the predetermined frequency (i.e., consecutive six-time malicious plays) of Step S19, Step S20 will be subsequently executed.

Step S20 relates to second disciplinary action execution processing. In Step S20, a second disciplinary action is executed for the first game player when the consecutive action execution frequency counted in Step S17 is equal to or greater than the predetermined frequency. In Step S20, the second disciplinary action for the first game player (i.e., action for suspending the player's account, that is, authentication information necessary for playing the network game) is set to be more strict than the first disciplinary action for the first game player (action for resulting for the first game player's team in loosing the game) when the consecutive action execution frequency counted in Step S17 is equal to or greater than the predetermined frequency (i.e., a malicious play is executed six times or more). In Step S20, the second disciplinary action, that is, the action for suspending the player's account, is executed for the first game player when the consecutive action execution frequency counted in Step S17 is equal to or greater than six times. Note that the first game player is not allowed to play the network game for a predetermined period of time (e.g., a month) if the first game player's account is suspended. However, when the first game player's account becomes available after a predetermined period of time (e.g., a month) and the first game player is allowed to participate in the network game again, Step S21 will be executed.

Step S21 relates to warning display processing. In Step S21, the warning “If you perform a malicious play next time, your account will be deleted” will be displayed on the first display unit 3a. When Step S21 is executed, Step S22 will be subsequently executed.

Step S22 relates to third consecutive action determination processing. In Step S22, it is determined whether or not the pitcher character 70 consecutively or repeatedly performs the predetermined actions at the predetermined frequency (i.e., whether or not the pitcher character 70 further consecutively or repeatedly performs the BB/HBP action once more) after the second disciplinary action (i.e., the action for suspending the game player's account) is executed for the first game player. In Step S22, when it is determined that the pitcher character 70 consecutively or repeatedly performs the predetermined actions at the predetermined frequency (i.e., the pitcher character 70 further consecutively or repeatedly performs the BB/HBP action once more), Step S23 will be executed. On the other hand, when it is determined that the pitcher character 70 does not consecutively or repeatedly perform the predetermined actions at the predetermined frequency until the end of the baseball match (i.e., the pitcher character 70 does not consecutively or repeatedly perform the BB/HBP action once more until the end of the baseball match), Step S24 will be executed.

Step S23 relates to third disciplinary action execution processing. In Step S23, a third disciplinary action will be executed for the first game player when the first control unit 1a determines that the pitcher character 70 consecutively or repeatedly performs the predetermined actions at the predetermined frequency (i.e., the pitcher character 70 further consecutively or repeatedly performs the BB/HBP action once more) in Step S22. In Step S23, the third disciplinary action (i.e., the action for deleting the game player's account) is executed for the first game player when the pitcher character 70 consecutively or repeatedly performs the predetermined actions at the predetermined frequency (i.e., the pitcher character 70 further consecutively or repeatedly performs the BB/HBP action once more) in Step S22 after execution of Step S20.

Step S24 relates to third consecutive action execution frequency count processing. In Step S24, the consecutive action execution frequency indicating frequency of execution of previous consecutive actions is counted when it is determined that the pitcher character 70 does not consecutively or repeatedly perform the predetermined actions at the predetermined frequency in Step S22. When Step S24 is executed, Step S25 will be subsequently executed.

Step S25 relates to consecutive action execution frequency reduction execution processing. In Step S25, the previous consecutive action execution frequency in Step S24 will be reduced by a predetermined value when the first control unit 1a determines that the pitcher character 70 does not consecutively or repeatedly perform the predetermined actions at the predetermined frequency in Step S22. In this case, the following case is assumed. The second disciplinary action (i.e., the action for suspending the game player's account) is executed in Step S20, and then the suspended account becomes available. Thus, the suspended game player is allowed to participate in the network game. When it is determined that the first malicious player does not perform the malicious plays (i.e., the pitcher character 70 performs consecutive ten-times BB/HBP actions) until the end of the baseball match in Step S22 because the first player repents his/her deed, the consecutive action execution frequency (e.g., six times) counted in Step S24 (i.e., frequency of execution of the previous malicious plays) is reduced by the predetermined value (e.g., once) in Step S25. When Step S25 is executed, Step S26 will be subsequently executed.

Step S26 relates to warning display negation execution processing. In Step S26, the warning display means 53 will be negated after the consecutive action execution frequency is reduced by the predetermined value in Step S25. In this case, when a game player is in a process of changing from a malicious player to a good player, the warning display means 53 does not display any warning. When Step S26 is executed, Step S27 will be subsequently executed.

In Step S27, the first control unit 1a determines whether or not the consecutive action execution frequency reaches a predetermined frequency in Step S25. In Step S27, it is determined whether or not the consecutive action execution frequency reaches the predetermined frequency (e.g., zero). When it is determined that the consecutive action execution frequency reaches a predetermined frequency (e.g., zero) in Step S27, Step S28 will be executed.

Step S28 relates to consecutive action execution flag-off processing. In Step S28, a consecutive action execution flag indicating execution of consecutive actions is turned off when the first control unit 1a determines that the consecutive action execution frequency reaches a predetermined frequency in Step S25. In this case, when the consecutive action execution frequency reaches a predetermined frequency (e.g., zero), the consecutive action execution flag indicating execution of consecutive actions is set to be an off-state (i.e., the malicious play execution flag is set to be “0”). Accordingly, it is possible to reset the malicious first player. In other words, it is possible to reset the malicious first player to the initial state.

According to the above-mentioned network game system, it is determined whether or not the pitcher character 70 consecutively or repeatedly performs the predetermined actions at the predetermined frequency (i.e., whether or not the pitcher character 70 performs consecutive ten-times the BB/HBP actions) in the first consecutive action determination processing of Step S11. Then, in the consecutive action execution flag-on processing of Step S12, the consecutive action execution flag indicating execution of consecutive actions is set to be an on-state (i.e., the malicious play execution flag is set to “1”) when the pitcher character 70 consecutively or repeatedly performs the predetermined actions at the predetermined frequency (i.e., the pitcher character 70 performs consecutive ten-times the BB/HBP actions). Next, in the warning display processing of Step S14, the warning “If you perform a malicious play, you will lose the game” is displayed on the first display unit 3a of the first terminal device 101 used by the first game player responsible for the malicious plays when the consecutive action execution flag is set to be an on-state (i.e., the malicious play execution flag is set to “1”). Then, in the second predetermined action determination processing of Step S15, it is determined whether or not the pitcher character 70 performs the predetermined action (whether or not the pitcher character 70 further consecutively or repeatedly performs the BB/HBP action once more) by the operation of the first operation unit 5a after the warning is displayed in the warning display processing of Step S14. Furthermore, in the first disciplinary action execution processing of Step S16, the first disciplinary action (i.e., the action for resulting the first game player's team in loosing the game) is executed for the first game player when the pitcher character 70 performs the predetermined action (i.e., when the pitcher character 70 further consecutively or repeatedly performs the BB/HBP action once more) by the operation of the first operation unit 5a after the warning is displayed in the warning display processing of Step S14.

In this case, when the malicious first game player repeatedly performs the malicious plays (i.e., consecutive BB/HBP actions), the warning “If you perform a malicious play next time, you will lose the game” is displayed on the first display unit 3a of the first terminal device 101 used by the first game player in the warning display processing of Step S14. Therefore, it is possible to make the first player recognize that he/she performs the malicious plays. Furthermore, when the pitcher character 70 newly performs the malicious plays by the malicious intentional operation of the first operation unit 5a by the first game player even though the warning is displayed on the first display unit 3a, the first disciplinary action (i.e., the action for producing a result that the first game player's team loses the game) will be executed for the first player. Accordingly, it is possible to resolve a conventional unreasonable condition in which the good second game player is forced to select a command for giving in to the first game player's malicious plays, by giving the malicious first game player a penalty. Additionally, the malicious first game player recognizes that the penalty will be given to him/her when performing the malicious plays. And it is thereby possible to inhibit (counteract) a further malicious play. Consequently, it is possible to realize a healthier network match-up game, and it is possible to realize a match-up game with higher amusement compared to the conventional match-up game.

OTHER EXAMPLE EMBODIMENT Example (a)

In the above-mentioned embodiment, a personal computer is used as an example of a computer that the game program is allowed to be applied. However, the game device is not limited to the above-mentioned embodiment. The game device may be applied to any type of terminal devices such as a home video game consol, a mobile phone, and a PDA (personal digital assistance) as long as it is capable of executing the network game.

Example (b)

In the above-mentioned embodiment, the HDD and the CD-ROM are examples of the recording medium. However, the recording medium may be a computer-readable flexible disk, a semiconductor memory, a DVD, a UMD, a ROM cassette, and cartridge for a home video game console. Also, means for providing a program for executing the game is not limited to the above-mentioned recording medium. For example, when a variety of programs (e.g., a game progress program) are allowed to be downloaded from a web site of a company controlling a network game through the internet 100, they may be directly downloaded from the website and may be executed.

Example (c)

In the above-mentioned embodiment, a baseball video game is an example of the network game. Additionally, the baseball video game allows preliminarily registered members to play the match-up game. However, the network game is not limited to the above-mentioned embodiment. The network game may be applied to a variety of games as long as pluralities of game players play the match-up game in the network game. For example, the network game may be applied to other sports games (e.g., a soccer game and a martial arts game), a simulation game, a shooting game, a RPG (roll playing game), and the like, as well.

GENERAL INTERPRETATION

A used herein, the following directional terms “forward, rearward, above, downward, vertical, horizontal, below and transverse” as well as any other similar directional terms refer to those directions of a device equipped with the present invention. Accordingly, these terms, as utilized to describe aspects of the present invention, should be interpreted relative to a device equipped with the present invention.

The term “configured” as used herein to describe a component, section or part of a device includes hardware and/or software that is constructed and/or programmed to carry out the desired function.

Terms that are expressed as “means-plus function” in the claims should include any structure that can be utilized to carry out the function of that part of the present invention.

The term “comprising” and its derivatives, as used herein, are intended to be open ended terms that specify the presence of the stated features, elements, components, groups, integers, and/or steps, but do not exclude the presence of other unstated features, elements, components, groups, integers and/or steps. The foregoing also applied to words having similar meanings such as the terms, “including,” “having,” and their derivatives. Also, the term “part,” “section,” “portion,” “member,” or “element” when used in the singular can have the dual meaning of a single part or a plurality of parts.

The terms of degree such as “substantially”, “about” and “approximately” as used herein mean a reasonable amount of deviation of the modified term such that the end result is not significantly changed. While only selected embodiments have been chosen to illustrate the present invention, it will be apparent to those skilled in the art from this disclosure that various changes and modifications can be made herein without departing from the scope of the invention as defined in the appended claims. Furthermore, the foregoing descriptions of the embodiments according to the present invention are provided for illustration only, and not for the purpose of limiting the invention as defined by the appended claims and their equivalents. Thus, the scope of the invention is not limited to the disclosed embodiments.

Claims

1. A computer readable medium storing a computer program for a match-up game between a first game player and a second game player though a network, where the first game player operates a first game character in the match-up game through a first terminal device and the second game player operates a second game character in the match-up game through a second terminal device, the computer program comprising:

code for determining whether or not the first game character repeatedly performs a predetermined action at a predetermined frequency;
code for turning on a consecutive action execution flag when it is determined that the first game character repeatedly performs the predetermined action at the predetermined frequency;
code for displaying a warning for the first game player, when the consecutive action execution flag is turned on;
code for determining whether or not the first game character repeatedly perform the predetermined action at the predetermined frequency after the warning is displayed; and
code for executing a first disciplinary action for the first game player when it is determined that the first game character repeatedly performs the predetermined action at the predetermined frequency after the warning is displayed.

2. The computer readable medium according to claim 1, the computer program further comprising

code for counting how many times the first game character repeatedly performs the predetermined action at the predetermined frequency, wherein
the warning is displayed, when the number of times that the first game character performs the predetermined action at the predetermined frequency is equal to or greater than a first predetermined number.

3. The computer readable medium according to claim 2, the computer program further comprising

code for executing a second disciplinary action for the first game player, when the number of times that the first game character repeatedly performs the predetermined action at the predetermined frequency is equal to or greater than a second predetermined number which is larger than the first predetermined number.

4. The computer readable medium according to claim 3, the computer program further comprising

code for executing a third disciplinary action for the first game player, when the number of times that the first game character repeatedly performs the predetermined action at the predetermined frequency is equal to or greater than a third predetermined number which is larger than the second predetermined number.

5. The computer readable medium according to claim 3, the computer program further comprising

code for reducing the number of times, when the first game character stops repeatedly performing the predetermined action at the predetermined frequency.

6. The computer readable medium according to claim 5, further comprising

code for increasing the number of times, when the first game character keeps repeatedly performing the predetermined action at the predetermined frequency, wherein
the rate of reducing the number of times is smaller than the rate of increasing the number of times, if the first game character keeps repeatedly performing the predetermined action at the predetermined frequency.

7. The computer readable medium according to claim 5, the computer program further comprising

code for negating the warning display function after the number of times is reduced.

8. The computer readable medium according to claim 5, the computer program further comprising

code for turning off the consecutive action execution flag when the number of times is equal to or less than a fourth predetermined frequency as a result of the reducing.

9. A game device for a match-up game between a first game player and a second game player trough a network, where the first game player operates a first game character in the match-up game through a first game unit of a first terminal device and the second game player operates a second game character in the match-up game through a second game unit of a second terminal device, the game device comprising:

first consecutive action determination means for determining whether or not the first game character repeatedly performs a predetermined action at a predetermined frequency;
consecutive action execution flag-on means for turning on a consecutive action execution flag when it is determined that the first game character repeatedly performs the predetermined action at the predetermined frequency;
warning display means for displaying a warning when the consecutive action execution flag is turned on;
second predetermined action determination means for determining whether or not the first game character repeatedly performs the predetermined action after the warning is displayed; and
first disciplinary execution means for executing a first disciplinary action for the first game player when it is determined that the first game character repeatedly performs the predetermined action after the warning is displayed.

10. A game control method for controlling a match-up game, match-up game between a first game player and a second game player though a network, where the first game player operates a first game character in the match-up game through a first terminal device and the second game player operates a second game character in the match-up game through a second terminal device, the game control method comprising:

determining whether or not the first game character repeatedly performs a predetermined action at a predetermined frequency;
turning on a consecutive action execution flag when it is determined that the first game character repeatedly performs the predetermined action at the predetermined frequency;
displaying a warning for the first game player, when the consecutive action execution flag is turned on;
determining whether or not the first game character repeatedly performs the predetermined action after the warning is displayed; and
executing a first disciplinary action for the first game player when it is determined that the first game character repeatedly performs the predetermined action after the warning is displayed.

11. A game system for causing a first control unit of a first terminal device and a second control unit of a second terminal device to execute a match-up game in a first computer provided in the first terminal device and a second computer provided in the second terminal device, the first terminal device and the second terminal device being capable of executing the match-up game through a network communication, the first terminal device being used by a first game player, the second terminal device being used by a second game player, the match-up game causing the first control unit and the second control unit to make a first game character displayed on a first display unit of the first terminal device and a second display unit of the second terminal device to perform an action in accordance with an operation of a first operation unit of the first terminal device, the match-up game causing the first control unit and the second control unit to make a second game character displayed on the first display unit and the second display unit to perform an action in accordance with an operation of a second operation unit of the second terminal device, the game system including:

a first consecutive action determination function for causing the first control unit and the second control unit to determine whether or not the first game character or the second game character repeatedly performs a predetermined action at a predetermined frequency in accordance with an operation of the first operation unit or the second operation unit;
a consecutive action execution flag-on function for turning on a consecutive action execution flag when the first control unit and the second control unit in the first consecutive action determination function determine that the first game character or the second game character repeatedly performs the predetermined action at the predetermined frequency;
a warning display function for causing the first display unit or the second display unit to display a warning when the consecutive action execution flag is turned on;
a second predetermined action determination function for causing the first control unit and the second control unit to determine whether or not the first game character or the second game character repeatedly performs the predetermined action in accordance with an operation of the first operation unit or the second operation unit after the display unit displays the warning; and
a first disciplinary execution function for executing a first disciplinary action for the first game player or the second game player when the first control unit and the second control unit determine that the first game character or the second game character repeatedly performs the predetermined action.
Patent History
Publication number: 20090247303
Type: Application
Filed: Feb 24, 2009
Publication Date: Oct 1, 2009
Applicant: KONAMI DIGITAL ENTERTAINMENT CO., LTD. (Tokyo)
Inventor: Tsuyoshi YAMAGUCHI (Osaka)
Application Number: 12/391,625
Classifications