Communication game system and communication game processing method
First Claim
1. A communication game system comprising:
- a plurality of client systems; and
a game server for communicating with the plurality of client systems;
wherein the game server is configured to operate in a regulation mode, wherein the regulation mode allows each of the plurality of client systems to exchange input data with an associated competitor, said associated competitor being included within the plurality of client systems;
wherein a first client system, included within the plurality of client systems, has a second client system as the associated competitor of the first client system, the first client system displays an image based upon input data associated with the second client system, the image based upon input data of the second client system being different than an image associated with the first client system;
wherein when the first client system sends input data associated with the first client system by including and specifying data to be nullified, the second client system applies a nullification process to the data to be nullified; and
wherein the nullification process discards the data to be nullified.
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Abstract
This communication game system comprises a client system 1 and a game server system 2 for communicating with the client system 1. The game server system 2 comprises a database 21 for storing group information which relates a plurality of client systems to each other as a battle group. The game server system 2 is structured to decide a battle combination among the client systems 1 belonging to the same battle group, to perform a battle by managing the sending and receiving of data between the client systems determined by the above-mentioned combination, and to decide the next combination in accordance with the results of the battle. Each client system 1 has its own character select function and chat function when watching games.
234 Citations
13 Claims
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1. A communication game system comprising:
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a plurality of client systems; and
a game server for communicating with the plurality of client systems;
wherein the game server is configured to operate in a regulation mode, wherein the regulation mode allows each of the plurality of client systems to exchange input data with an associated competitor, said associated competitor being included within the plurality of client systems;
wherein a first client system, included within the plurality of client systems, has a second client system as the associated competitor of the first client system, the first client system displays an image based upon input data associated with the second client system, the image based upon input data of the second client system being different than an image associated with the first client system;
wherein when the first client system sends input data associated with the first client system by including and specifying data to be nullified, the second client system applies a nullification process to the data to be nullified; and
wherein the nullification process discards the data to be nullified. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9)
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10. A communication game system comprising:
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a plurality of client systems; and
a game server system for communicating with the plurality of client systems, the game server being configured to send and receive input data based on a game in real time, each of the plurality of client systems corresponding to a competitor associated with the game;
wherein when a first one of the plurality of client systems sends input data, including data to be nullified, to a second one of the plurality of client systems, the second one of the plurality of client systems applies a nullification process to discard the data to be nullified;
wherein each of the plurality of client systems comprises a sending means for sending input data including the data to be nullified to the game server system and a nullification processing means for nullifying the data to be nullified when the data to be nullified is sent from the game server system;
wherein the sending means sends the data to be nullified together with information indicating the nullification; and
wherein the information indicating the nullification is positional information representing which display position on a screen corresponds to the data to be nullified.
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11. A communication game system comprising:
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a plurality of client systems; and
a game server system for communicating with the plurality of client systems, the game server being configured to send and receive input data based on a game in real time, each of the plurality of client systems corresponding to a competitor associated with the game;
wherein when a first one of the plurality of client systems sends input data, including data to be nullified, to a second one of the plurality of client systems, the second one of the plurality of client systems applies a nullification process to discard the data to be nullified; and
wherein the data to be nullified is data based on details of a game player selecting a customized character on a screen for a game character.
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12. A communication game system comprising:
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a plurality of client systems; and
a game server system for communicating with the plurality of client systems, the game server being configured to send and receive input data based on a game in real time, each of the plurality of client systems corresponding to a competitor associated with the game;
wherein when a first one of the plurality of client systems sends input data, including data to be nullified, to a second one of the plurality of client systems, the second one of the plurality of client systems applies a nullification process to discard the data to be nullified;
wherein the data to be nullified is data based on details of a game player selecting a customized character on a screen for a game character; and
wherein the data based on the details of the operation including data based on the operations of a controller or a pad.
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13. A communication game system comprising:
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a plurality of client systems; and
a game server system for communicating with the plurality of client systems, the game server being configured to send and receive input data based on a game in real time, each of the plurality of client systems corresponding to a competitor associated with the game;
wherein when a first one of the plurality of client systems sends input data, including data to be nullified, to a second one of the plurality of client systems, the second one of the plurality of client systems applies a nullification process to discard the data to be nullified;
wherein each of the plurality of client systems comprises a sending means for sending input data including the data to be nullified to the game server system and a nullification processing means for nullifying the data to be nullified when the data to be nullified is sent from the game server system;
wherein the sending means sends the data to be nullified together with information indicating the nullification;
wherein the information indicating the nullification is positional information representing which display position on a screen corresponds to the data to be nullified;
wherein each of the plurality of client systems comprises a means for presenting the screen, as a game character selection screen, said means for presenting the screen displaying a first button for selecting a common character previously stored in the plurality of client systems, and a second button for shifting to a mode for selecting an uncommon customized character which can be stored by a memory device attachable to a desired client system; and
wherein the data to be nullified is data representing an operation state when the second button is selected.
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Specification