TWI250886B - Game progressing management device, game progressing management method, and computer-readable recording medium containing the game progressing management program - Google Patents

Game progressing management device, game progressing management method, and computer-readable recording medium containing the game progressing management program Download PDF

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Publication number
TWI250886B
TWI250886B TW093133230A TW93133230A TWI250886B TW I250886 B TWI250886 B TW I250886B TW 093133230 A TW093133230 A TW 093133230A TW 93133230 A TW93133230 A TW 93133230A TW I250886 B TWI250886 B TW I250886B
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Taiwan
Prior art keywords
game
terminal device
time
competition
player
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TW093133230A
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Chinese (zh)
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TW200523002A (en
Inventor
Kazutaka Kubota
Kazuma Konishi
Yuuki Harano
Hiroyuki Wada
Kazunori Itoh
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Konami Corp
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Publication of TWI250886B publication Critical patent/TWI250886B/en

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Classifications

    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/352Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/48Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/558Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by assessing the players' skills or ranking
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Theoretical Computer Science (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

This invention relates to a game progressing management device. It comprises a participation reception unit, a combination generation unit, a game start unit, and a game end unit. The participation reception unit (361a) receives participation in a game from a client terminal device. The combination generation unit (361b) arranges the participating terminal device in combinations constituting the game tournament. The game start unit (361c) instructs a game start of each round by assigning a game space for one combination. The game end unit (361d) instructs a game end of each round according to the limit time. According to the priority in the game progress state, until semi-final, it decides a participating terminal device as a winner.

Description

1250886 (1) 九、發明說明 【發明所屬之技術領域】 本發明係關於經由通信線路,來與受理來自於玩家的 操作之遊戲終端裝置,使進行遊戲所需之操作信號可相互 〔in地連接’以管理由複數回合比黌所構成的錦標賽方式 的對戰遊戲的進行之遊戲進行管理裝置、遊戲進行管理方 法及記錄有遊戲進行管理程式之電腦可讀取之記錄媒體。 【先前技術】 以往’被提案或已被使用之各種者作爲在複數個玩家 之間所進行的電視遊戲。又,作爲大型遊戲機(arcade g a m e ;街機)用,配設複數台相同機種的電視遊戲裝置( 遊戲終端裝置),經由LAN及網際網路等的網路(及伺 服器)連接複數個電視遊戲裝置,複數個玩家可在相同的 遊戲空間內進行遊戲之電視遊戲裝置爲眾所皆知。在如此 的電視遊戲裝置,進行:麻將、象棋等的桌上遊戲,或運 動、格鬥等的對戰型遊戲(以下將桌上遊戲及對戰型遊戲 總稱爲對戰遊戲)。 在進行上述對戰遊戲之情況時,由於經由LAN及網 際網路等的網路(及伺服器)連接複數個電視遊戲裝置, 故不特定之多數的玩家可參加對戰遊戲。如此,在互不認 識的者彼此對戰之情況時,由於不知對戰對方之關於對戰 遊戲的能力,故比起以單獨的形態使用電視遊戲裝置,而 將電視遊戲裝置作爲對戰對手來進行對戰之通常的對戰遊 -5- (2) (2)1250886 戲,能夠賦予對戰遊戲進行上的意外性’而賦予對戰遊戲 一定之有趣性。 一方面,由於藉由以複數回合比賽所構成的錦標賽方f 式進行對戰遊戲,玩家能與更多數的對戰者對戰’故能提, 昇有趣性,隨著戰勝比賽而激起慾望。 又,在對戰遊戲,具有:預先設定對戰時間者(以下 稱爲有時間限制對戰遊戲)、與遊戲的性質上對戰時間不 易設定者(以下稱爲無時間限制對戰遊戲)° 但,即使爲有時間限制對戰遊戲’例如在模擬足球之 足球遊戲,前半場及後半場的對戰時間分別爲4 5分鐘的 情況般,在一回合的對戰遊戲所需要的對戰時間長之情況 時,以錦標賽方式進行對戰遊戲時則使得對戰時間變得更 長,玩家被長時拘束,故削減了有趣性。 又,在以錦標賽方式進行無時間限制對戰遊戲(例如 ,模擬了麻將之麻將遊戲)之情況時’由於即使同時刻地 開始錦標賽之一回合賽事的各自之對戰,每個構成錦標賽 的玩家之組合的對戰結束時刻也不相同(對戰時間不同) ,故如何處理下一回的比賽之開始時間點及方法等,在達 > 到這種遊戲上成爲課題。即,在這種遊戲,特別係圓滑且 1 迅速地進行錦標賽係極爲困難。 本發明係有鑒於上述課題而開發完成的發明,其目的 在於提供一種,在網路遊戲,能夠迅速且圓滑地進行由複 數回合比賽所構成的錦標賽方式之對戰遊戲的遊戲進行管 理裝置、遊戲進行管理方法及記錄有遊戲進行管理程式之 -6 - (3) (3)1250886 電腦可讀取之記錄媒體。 【發明內容】 ’ 爲了達到上述目的,本發明之遊戲進行管理裝置,係 · 受理來自於玩家的操作之遊戲終端裝置經由通信線路,將 進行遊戲所需之操作信號可通信地連接而執行,來管理由 複數回合比賽所構成的錦標賽方式的對戰遊戲的進行之遊 戲進行管理裝置,其特徵爲:具備:由前述遊戲終端裝置 受理對於前述對戰遊戲之參加的參加受理手段;根據預定 的規則,將藉由前述參加受理手段受理了參加之遊戲終端 裝置也就是參加終端裝置,依照所定的規則而安插至構成 前述對戰遊戲的錦標賽之組合的組合生成手段;根據前述 組合生成手段所生成的組合,對於1個組合分配1個遊戲 空間,對於前述參加終端裝置指示各比賽的對戰遊戲之開 始的對戰開始手段;以及根據至少對於準決賽爲止之各比 賽所預先設定的對戰時間之限制時間,針對前述參加終端 裝置,指示各比賽的對戰之結束,並且,因應對戰結束的 時間點之前述對戰遊戲的進行狀況之優越性,決定戰勝者 * 的參加終端裝置之對戰結束手段者。 ’ 若根據此裝置,藉由參加受理手段,由遊戲終端裝置 受理對於對戰遊戲之參加,藉由組合生成手段,使得藉由 參加受理手段受理了參加的遊戲終端裝置之參加終端裝置 ,根據預定的規則,安插至構成對戰遊戲的錦標賽之組合 。然後,藉由對戰開始手段,根據藉由組合生成手段所生 -7- (4) (4)1250886 成的組合,對於1個組合分配]個遊戲空間後,對於參加 終端裝置指示各比賽的對戰遊戲之開始。其次,藉由對戰 結束手段,根據至少對於至準決賽爲止的各比賽所先設定 # 的對戰時間之限制時間,對於參加終端裝置指示各比賽的 · 對戰之結束,並且因應在各對戰結束之時間點的對戰遊戲 之進行狀況的優越性,決定戰勝者之參加終端裝置。 因此,由於根據至少對於至準決賽爲止的各比賽所預 先設定的對戰時間之限制時間,對於參加終端裝置指示各 比賽的對戰之結束,並且因應在各對戰結束之時間點的對 戰遊戲之進行狀況的優越性,決定戰勝者之參加終端裝置 ,故藉由適當地設定對戰時間之限制時間,可迅速且圓滑 地進行對戰遊戲。 又,本發明之遊戲進行管理方法,係使用遊戲進行管 理裝置之遊戲進行管理方法,該遊戲進行管理裝置爲受理 來自於玩家的操作之遊戲終端裝置經由通信線路,將進行 遊戲所需之操作信號可通信地連接而執行,來管理由複數 回合比賽所構成的錦標賽方式的對戰遊戲的進行者,其特 λ 徵爲: 使前述遊戲進行管理裝置執行=由前述遊戲終端裝置 < 受理對於前述對戰遊戲之參加的參加受理處理;根據預定 的規則,將在前述參加受理手段受理了參加之遊戲終端裝 置也就是參加終端裝置,安插至構成前述對戰遊戲的錦標 賽之組合的組合生成處理;根據前述組合生成處理所生成 的組合,對於1個組合分配】個遊戲空間,對於前述參加 (5) (5)1250886 終端裝置指示各比賽的對戰遊戲開始的對戰開始處理;以 及根據至少對於準決賽爲止之各比賽所預先設定的對戰時’ 間之限制時間,對於前述參加終端裝置,指示各比賽的對 ’ 戰之結束,並且,因應對戰結束的時間點之前述對戰遊戲 · 的進行狀況之優越性,決定戰勝者的參加終端裝置之對戰 結束處理者。 若根據此方法,在參加受理處理,由遊戲終端裝置受 理對於對戰遊戲之參加,在組合生成處理;根據預定的規 則,將在參加受理手段所受理的參加之遊戲終端裝置也就 是參加終端裝置,安插至構成對戰遊戲的錦標賽之組合。 然後,在對戰開始處理,根據在組合生成處理所生成的組 合,對於1個組合分配I個遊戲空間,,對於參加終端裝 置指示各比賽的對戰遊戲開始。其次,在對戰結束處理, 根據至少對於準決賽爲止之各比賽所預先設定的對戰時間 之限制時間,對於參加終端裝置,指示各比賽的對戰之結 束,並且,因應對戰結束的時間點之對戰遊戲的進行狀況 之優越性,決定戰勝者的參加終端裝置。 因此,由於根據至少對於準決賽爲止之各比賽所預先 > 設定的對戰時間之限制時間,對於參加終端裝置,指示各 # 比賽的對戰之結束,並且,因應對戰結束的時間點之對戰 遊戲的進行狀況之優越性,決定戰勝者的參加終端裝置, 故藉由適當地設定對戰時間之限制時間,可迅速且圓滑地 進行對戰遊戲。 且,本發明的記錄有遊戲進行管理程式之電腦可讀取 -9 - (6) (6)1250886 之記錄媒體,係記錄有遊戲進行管理裝置的遊戲進行管理 方法之電腦可讀取之記錄媒體,該遊戲進行管理裝置爲受 理來自於玩家的操作之遊戲終端裝置經由通信線路,將進 行遊戲所需之操作信號可通信地連接而執行,來管理由複 數回合比賽所構成的錦標賽方式的對戰遊戲的進行者,其 特徵爲:記錄有將前述遊戲進行管理裝置作爲參加受理手 段、組合生成手段、對戰開始手段以及對戰結束手段來發 揮功能者,其中參加受理手段係由前述遊戲終端裝置受理 對於前述對戰遊戲之參加者,組合生成手段係根據預定的 規則,將藉由前述參加受理手段受理了參力D之遊戲終端裝 置也就是參加終端裝置,安插至構成前述對戰遊戲的錦標 賽之組合,對戰開始手段係根據前述組合生成處理所生成 的組合者,對於1個組合分配1個遊戲空間,對於前述參 加終端裝置指示各比賽的對戰遊戲開始者,而對戰結束手 段係根據至少對於準決賽爲止之各比賽所預先設定的對戰 時間之限制時間,針對前述參加終端裝置,指示各比賽的 對戰之結束,並且,因應對戰結束的時間點之前述對戰遊 戲的進行狀況之優越性,決定戰勝者的參加終端裝置者。 若根據此記錄有遊戲進行管理程式之電腦可讀取之記 錄媒體,藉由參加受理手段,由遊戲終端裝置受理對於對 戰遊戲之參加,藉由組合生成手段,使得藉由參加受理手 段受理了參加的遊戲終端裝置之參加終端裝置,根據預定 的規則,安插至構成對戰遊戲的錦標賽之組合。然後,藉 由對戰開始手段,根據藉由組合生成手段所生成的組合, -10- (7) 1250886 對於1個組合分配]個遊戲空間後,對於參加壯 t _衣置指 示各比賽的對戰遊戲之開始。其次,藉由對戰 %托束手段, 根據至少對於至準決賽爲止的各比賽所先設定的對戰時間· 之限制時間’對於參加終端裝置指示各比賽的 , -之吉束 * ,並且因應在各對戰結束之時間點的對戰遊歸 ^ U之進行狀況 的優越性’決定戰勝者之參加終端裝置。 因此,由於根據至少對於至準決賽爲止的 Θ ct費所預 先設定的對戰時間之限制時間,對於參加終端Μ 〜 一 Μ我置指示各 比賽的對戰之結束’並且因應在各對戰結束之時間點的對 戰遊戲之進行狀況的優越性,決定戰勝者之参力n m > W終_裝置 ,故藉由適當地設定對戰時間之限制時間,可 J迅速且圓滑 地進彳了對戰遊戲。 【實施方式】 圖1係適用本發明之遊戲進行管理裝置的遊戲系統之 構成圖。遊戲系統係具備··分別對應賦予識別資訊之客戶 終端裝置(相當於遊戲進行管理裝置的一部分及遊戲終端 裝置)1 ;分別對應賦予識別資訊,經由複數個(在此爲8 台)之客戶終端裝置1與專用線5可通信地連接之店舖伺 * 服器裝置2 ;以及經由複數個店舖伺服器裝置2與通信線 路4可通信地連接,且管理複數個玩家使用客戶終端裝置 1所進行的遊戲之中心伺服器裝置3 (相當於遊戲進行管 理裝置之一部分)。再者,店舖伺服器裝置2間也經由通 信線路4可通信地連接著。 -11 - (8) (8)1250886 客戶終端裝置]係受理玩家參照顯示於顯示器的遊戲 畫面所進行的預定操作,並且根據由店舖伺服器裝置2 ( 或中心伺服器裝置 3 )所傳送來的指示訊號、來自於其他 的客戶終端裝置1之操作信號等,進行遊戲。 再者’對應賦予客戶終端裝置]之識別資訊係包含: 每個連接有客戶終端裝置]的店舖伺服器裝置2之識別資 訊(或配設有客戶終端裝置1的店舖之識別資訊);及每 個在配設有客戶終端裝置1的店舖內之客戶終端裝置]的 識別資訊(稱爲終端號碼)。例如,在店舖A的店舖伺服 器裝置2之識別資訊爲a,且在店舖a內的客戶終端裝置 1之識別資訊爲4之情況時,該客戶終端裝置1的識別資 日7、爲 a 4 〇 店舖伺服器裝置2係將分別爲複數(在此爲8台)的 客戶終端裝置1及中心伺服器裝置3可通信地連接,而在 客戶終端裝置1與中心伺服器裝置3之間進行資料的傳送 、接收’並且檢測出不能通信的通信線路4,生成進行遊 戲所需要的模擬操作信號,傳送至客戶終端裝置]者。 中心伺服器裝置3係受理來自於玩家的操作之客戶終 端裝置1經由通信線路4 (及店舖伺服器裝置2 )使進行 遊戲所需要的操作信號相互可通信地連接,管理由複數回 合比賽所構成的錦標賽方式的對戰遊戲之進行,且將在後 述的指紋認證所需要的玩家之指紋的特徵點資料對應賦予 使用者ID後作爲玩家資訊加以儲存者。 第2圖係顯示客戶終端裝置]的一實施形態的外觀之 -12- (9) (9)1250886 斜視圖。再者,在以下的說明,說明顯示器一體地構成的 案務用_視遊戲裝置作爲客戶終端裝置的一例,但本發明 今寸別不限於此例子,同樣地亦可適用於藉由將家庭用電視 戲機連接於家庭用電視所構成的家庭用電視遊戲裝置、 Ϊ昔由執彳T電視遊戲程式來作爲電視遊戲裝置發揮功能之個 人電腦等。 又’在本實施形態,使用本發明之客戶終端裝置1所 進行之對戰遊戲,係模擬以預定人數(在此爲64人)之 玩豕構成的由複數回合比賽(在此爲3回合比賽)所形成 錦標費形式之麻將的麻將遊戲,操作客戶終端裝置]之玩 家、與操作其他客戶終端裝置1的玩家或CPU玩家進行 對戰者。再考,如後所述,第i回合及第2回合對戰係在 I 〇分鐘的限制時間內進行對戰遊戲,第3回合對戰(決勝 戰)係以無時間限制,在東風戰(東風圈4局)進行對戰 玩家。在與操作其他客戶終端裝置1的玩家進行對戰之情 況時,經由後述的網路通信部丨8、店舖伺服器裝置2及中 心伺服器裝置3等,進行客戶終端裝置丨間之資料的傳送 、接收,在店舖伺服器裝置2儲存關於遊戲進行狀況之資 訊。 客戶終端裝置】係具備:顯示遊戲畫面之顯示器Η · 由催促顯示於顯示器1 1的遊戲畫面之選擇等的按鍵之位 址與根據玩家之按壓位置判定係否已被指示了任〜按鍵的 觸控面板Π a ;輸出聲音之揚聲器]2 ;讀入記憶於個人卡 片的使用者ID等的資訊之讀卡機]3 ;使用來自於後述的 (10) 1250886 CCD照相機]4a之指紋資訊擷取個人認證所需要的特徵點 資料之指紋認證部1 4 ;以及接收使用者所投入的硬幣之硬 幣接收部〗5。藉由指紋認證部1 4所擷取的特徵點資料係私 經由後述的網路通信部1 8及店舖伺服器裝置2等,儲存 ♦ 至中心伺服器裝置3之後述的玩家資訊3 6 2 a。 顯示器】1係顯示圖像之例如薄型的液晶顯示器。揚 聲器1 2係用來輸出預定的訊息或B G Μ者。指紋認證部]4 係具備將玩家的指紋攝影之C C D照相機]4 a。亦能以其他 的數位攝影器(例如CMOS照相機等)代替CCD照相機 1 4 a所構成的形態。硬幣接收部1 5係具備:在所被投入的 硬幣爲不良硬幣之情況時將其排出之硬幣排出口 1 5 1。 又,個人卡片係記憶有使用者ID等的個人資訊之磁 性卡或1C卡等,雖未圖示但讀卡機1 3係可由已被插入的 個人卡片讀出個人資訊者。 在客戶終端裝置1的適當處所,配設有以對各部輸出 控制信號的微電腦等所構成之控制部1 6 (參照圖3 )。 圖3係顯示客戶終端裝置]的一實施形態之硬體構成 圖。控制部1 6係用來控制客戶終端裝置1的全體動作者 ,具備:資訊處理部(CPU ) 1 6 1、暫時地儲存處理途中 & 之資訊的RAM 1 62及預先記憶著後述的預定圖像資訊及遊 戲程式等之R0M 1 63。 外部輸出輸入控制部1 7 1 ’係在控制部]6與包含有讀 卡機1 3、觸控面板Π a、CCD照相機]4a及硬幣排出口 ]5之檢測部之間’將檢測信號變換成處理用數位信號’又 -14- (11) 1250886 將指令資訊對於檢測部之各機器變換成控制信號後加以輸 出者,例如分時地進行該信號處理與輸出輸入處理者。外 邰機器控制邰1 7 2係在各自的分時期間內,進行對於檢測· 部的各機器輸出控制信號的輸出動作、與由檢測部的各機 v 器輸入檢測信號的輸入動作者。 描繪處理部]]1係根據來自於控制部1 6的圖像顯示 指不,將所需的圖像顯不於顯示器]]者,具備視訊RAM 。聲音再生部]2 1係根據來自於控制部]6之指示,將預 定的訊息或BGM等輸出至揚聲器】2者。 觸控面板1 ] a係呈長方形的薄層體,藉由將在縱橫以 預定間距排列由線狀透明材料所成的感壓材料者以透明蓋 披覆等所構成者’黏合於顯不顯不器1 1的圖像之顯示畫 面(在顯不器1 1爲由C R T所構成的情況時,爲陰極射線 管)之表面。此觸控面板1 1 a係可採用習知者。又,觸控 面板1 ] a係可由催促顯示於顯示器1 1畫面的選擇等之按 鍵的位址與按壓位置,來判定係否已指示了任何一按鍵。 在R Ο Μ 1 6 3,記憶有麻將牌物件、背景圖像、各種畫 面的圖像等。麻將牌物件等係可進行3次元描繪般,以構 成其之所需數目的多角形來構成,描繪處理部1 1 1係根據 ' 來自於CPU 1 6 1之描繪指示,進行用來由在3次元空間上 的位置變換至在模擬3次元空間上的位置之計算、光源計 算處理等,並且根據上述計算結果,進行欲對於視訊RAM 描繪之圖像資料的寫入處理,例如對於以多角形所指定的 視訊RAM的區域之結構資料的寫入(貼上)處理。 (12) (12)1250886 在此,說明c P U ] 6 1的動作與描繪處理部〗n的動作 之關係。C P U 1 6 1係根據記錄在作爲來自於外部的裝卸式 之R〇Μ 1 6 3的作棄系統(〇 S ),由R Ο Μ ] 6 3讀出圖像、聲 音及控制程式資料、遊戲程式資料。已被讀出的圖像、聲 首及控制程式貪料等的一邰分或全部,保持於r Α Μ 1 6 2上 。以後,CPU 161根據記憶在RAMI 62上的控制程式、各 種資料(包含顯示物體的多角形或結構等其他的文字圖像 之圖像資料、聲音資料)、以及來自於檢測部的檢測信號 等,進行處理。 於已被記憶在ROM 1 63的各種資料中,能記憶於可裝 卸的記錄媒體之資料,亦可作成能以例如硬碟機(驅動器 )、光碟機(驅動器)、可撓式碟片機(驅動器)、砂碟 機(驅動窃)、厘式媒體δ買取機寺的驅動器來讀取,在此 情況時,記錄媒體爲例如硬碟、光碟、可撓式碟片、CD、 DVD、半導體記憶體等。 網路通信部1 8係用來將在進行麻將遊戲中所發生的 各種活動資訊經由網路及店舖伺服器裝置2等,來與中心 伺服器裝置3傳送、接收者。 在此,說明關於客戶終端裝置]之個人認證方法。個 人認s登係確δ忍各戶喊师i裝置1 (或經由網路遇信部I 8及網 路所連接的中心伺服器裝置3 )所認識的玩家、與實際進 行遊戲之玩家爲相同之認證。在玩家最初於客戶終端裝置 ]進行遊戲的情況時,藉由讀卡機]3由所插入的個人卡片 讀出使用者ID資料(識別資訊),藉由指紋認證部〗4的 > 16^ (13) 1250886 相機1 4 a攝影玩家的指紋,藉由指紋認證部]4, 使用來自於CCD照相機I 4a的指紋資訊,擷取個人認證 次的^徵點貪料。然後,將使用者ID資料與特徵點* 貝料傳送至經由網路通信部]8及網路所連接的店舖伺服, 器衣置2 ’由店舖伺服器裝置2經由通信線路,傳送至中 ^伺服器裝置3後,儲存於後述的玩家資訊記憶部3 6 2 a。 如此’進行玩家對於中心伺服器裝置3之登錄。 富在中心伺服器裝置3已經登錄完成的玩家以客戶終 端裝釐1進行遊戲之情況時,藉由讀卡機1 3由已被插入 的個人卡片讀出使用者ID,藉由指紋認證部1 4的CCD照 相機1 4 a攝影玩家之指紋,藉由指紋認證部]4,使用來自 於C C D照相機1 4 a的指紋資訊,擷取個人認證所需要的 特徵點資料。然後,將使用者ID資料與特徵點資料傳送 至經由網路通信部1 8及店舖伺服器裝置2等所連接之中 心伺服器裝置3,藉由中心伺服器裝置3進行對應於儲存 在後述的玩家資訊記憶部3 62 a之使用者ID的特徵點資料 與被傳送來的特徵點資料係否相同之判定,在肯定了此判 定之情況時,許可玩家進行遊戲,在否定該判定的情況時 ’拒絕其進行遊戲(例如’在客戶終端裝置1之顯示器1 1 ^ 顯示錯誤訊息,催促玩豕在此進行指紋認證)者。 第4圖係客戶終端裝置〗的控制部1 6之功能構成圖 的一例。控制部1 6的CPU 1 6 1係具備:接收來自於玩家 的操作,並且根據來自於中心伺服器裝置3的指示及麻將 規則,捽制遊戲的進行/之遊戲進行控制部]6 ] a (相當於進 - 17 - (14) 1250886 行手段的一部分);對於達到預定條件的玩家,假想地賦 予預定數量的道具之道具賦予邰]6 ] b ;在每回合遊戲結束 ,判定玩家在遊戲之排名的成績判定部1 6 1 c ;根據成績判 定部]6 1 c之判定結果,由玩家假想地持有.的道具,將預 定數量分在玩家間移動之道具移動部1 6 1 d ;根據玩家假想 地持有之道具的數量,決定該玩家在遊戲上所表示的強度 等級之段位的段位決定部]6 ] e ;測量時刻之計時器]6 j f (相當於進行手段之一部分);受理由玩家要求捨牌時間 之延長操作的延長要求受理部]6 I g (相當於進行手段之一 部分);以及進行捨腾時間的延長處理之延長處理部1 6 1 h (相當於進行手段之一部分)。 又,控制部]6之RAM 1 62係具備:將道具的數量及 段位對應於玩家的識別資訊加以儲存之段位記憶部1 62a ( 相當於段位記憶手段之一部分);及針對每個段位,儲存 後述的捨牌時間TA之捨牌時間記憶部1 62b (相當於捨牌 時間記憶手段之一部分)。 遊戲進行控制部1 6 1 a係用來經由觸控面板1 1 a等受 理來自於玩家的操作,並且根據來自於中心伺服器裝置3 及店舖伺服器裝置2之指示及麻將規則,以控制遊戲之進 行者。又,遊戲進行控制部1 6 ] a係當由以計時器1 6 1 f所 測量的摸牌的時間點至捨牌爲止的限制時間也就是捨牌時 間TA結束時,強制地進行摸牌捨棄者。 道具賦予部]6 1 b係對於達到預定條件的玩家假想地 賦予道具(在此’稱爲龍幣(d r a g ο n c h i p )之道具’並且 (15) (15)1250886 增減玩家假想地保有之點數,將道具及點數對應玩家的識 別資訊儲存於段位記憶部1 6 2 a者。再者,玩家假想地保 有之點數也係與龍幣同樣地,爲一種道具。 在此,具體地說明關於點數之增減方法及道具的賦予 條件。在遊戲中,在玩家胡牌之際,,將玩家所假想地保 有之點數加算預定數,在玩家放炮之際,將點數減算預定 數者。例如,玩家胡牌之情況時,對於胡牌的點數]0 0 〇 點,以 2 0點數的比率加算點數。在玩家放炮之情況時, 對於放炮的點數1 〇 〇 〇點,以]0點數之比率減算點數。在 點數形成]〇 〇 〇以上之情況時,假想垴賦予3個龍幣之道 具。 成績判定部】6 1 C係在遊戲結束時,在玩家假想地作 爲點數棒所持有之點數多的排名,判定排名。其中,遊戲 開始時,玩家假想地作爲點數棒所持有的點數(稱爲原點 數)係相同。原點數,例如爲2 0 0 0 0點。 道具移動部1 6 1 d係在藉由成績判定部〗6丨c判定排名 後,根據道具賦予部1 6 ] b之判定結果,由玩家所假想地 持有之道具,將預定數量分在玩家間移動者。具體而言, 由4位的玩家,將龍幣移動至1位玩家。又,道具移動部 1 6 ] d係將龍幣的個數更新地儲存於段位記憶部]62 a。 段位決定邰1 61e係根據玩家假想地持有之道具的個 數,決定該玩家在遊戲上所顯示的強度等級之段位者。以 下,使用圖5,說明關於具體的段位之決定方法。 圖5 ( a )係顯示藉由段位決定部]6 I e所進行的玩家 -19- (16) (16)1250886 在本遊戲所示的強度等級之段位(十級〜一級)的賦予條 件之圖表的一例。最初遊玩本遊戲之玩家,其段位爲十級 。例如,在點數形成1 00〜1 99時,段位成爲九級。然後 ,伴隨著點數之增加(或減少),使段位上升(或下降) ,例如’點數形成9 0 0〜9 9 9時,段位成爲一級。在點數 形成1 0 0 0以上之情況時,段位成爲初段。 圖5 ( b )係顯示藉由段位決定部]6 I e所進行的玩家 在本遊戲所示的強度等級之段位(初段〜八段)的賦予條 件之圖表的-例。如上所述,道具賦予部】6】b係對於點 數成爲1 〇 0 0以上之玩家,假想地賦予3個龍幣。然後, 藉由道具移動部1 6 ] d,根據成績判定部1 6 1 c之判定結果 ,在玩家間移動玩家所假想地持有的龍幣之結果,玩家所 假想地持有之龍幣的數量改變,更新儲存於段位記憶部 ]62a。然後,例如當龍幣之數量爲5個以上1 0個以下時 ,段位爲二段。然後,伴隨著龍幣之個數增加(或減少) ,使段位上升(或下降),當龍幣之數量形成4 6個以上 時,段位爲八段。再者,玩家爲初段之狀態,進行遊戲的 結果,在龍幣之數量形成〇個以下之情況時,下降成一級 〇 即,段位決定部1 6 1 e係根據以道具賦予部1 6 1 b所決 定的點數、和以道具賦予部1 6 1 b及道具移動部]6 1 d所決 定的道具之個數,參照如第5圖所示的段位桌面,決定相 關之段位者。 計時器]6 ] f係測量由摸牌的時間點至捨牌的時間限 -20- (17) 1250886 制之捨牌時間TA的剩餘時間者,限於此捨牌時間ΤΑ內 ’遊戲進行控制部1 6 ] a受理玩家經由觸控面板]1 a輸入 捨牌選擇操作者。在此,計時器1 6〗f係藉由由段位記憶 ‘ 部]6 2 a讀出玩家的段位後,由捨牌時間記憶部]6 2 b讀出考 對應於已被讀出之段位的捨牌時間TA,來設定捨牌時間 TA者。 延長要求受理部1 6 1 g係根據來自於觸控面板]1 a的 訊號’將顯示於顯示器11的後述之長時考慮按鍵(參照 第1 8圖)已被按壓的情事作爲捨牌時間延長要求信號加 以受理者。 延長處理部1 6 1 h係至少在捨牌時間T A內(在此爲由 摸牌的時間點算起之1 〇秒以內)受理玩家之觸控面板丨! a 的長時考慮按鍵之按壓(藉由延長要求受理部]6 ] g之捨 牌時間延長要求),且判定已延長的捨牌時間 TA之次數 係否爲預定的次數(在此爲〇次)以下(1次也未延長) ’並且在達到此限制條件之情況時,許可捨牌時間TA的 延長要求之受理者。奏,在許可受理延長要求之情況時, 延長處理部1 6 ] h係在藉由計時器1 6 1 f所測量的捨牌時間 ’ TA之剩餘時間加上預定的延長時△ τ (例如5秒)者。 % 段位記憶部1 62a係將道具的數量及段位對應玩家的 識別資訊加以儲存者。在此,當遊戲開始時,藉由遊戲進 行控制部1 6 1 a由中心伺服器裝置3的後述之玩家資訊記 憶部3 6 2 a讀取對應於玩家的識別資訊之道具的數量及段 位’儲存至段位記憶部]6 2 a。 -21 - (18) 1250886 捨牌時間記憶部]6 2 b係針對每個段位, 間T A者。在此,針對每個段位所設定的捨牌 當遊戲開始時’藉由遊戲進行控制部]6 ] a由 裝置3之後述的捨牌時間記憶部3 6 2 c讀取, 時間記憶部162b。 第6圖係顯示針對儲存在捨牌時間記憶部 個段位所設定的捨牌時間T A之圖表的一例。扣 係段位越高設定成越短,如第6圖所示,捨牌 設定成例如在十級爲5。5秒、三級爲5 . 0秒、 秒、七段爲4.0秒。 第7圖係顯示店舖伺服器裝置2的一實施 之斜視圖。店舖伺服器裝置2係具備:顯示遊 福不器 21,輸出聲首的揚聲器 22;及受理玩 硬幣後,販賣個人卡片之個人卡片販賣機2 5。 顯示器2 1係以大大地顯示圖像爲目的, 台(在此爲2台)CRT。2台的CRT係配設成 _像之大致呈長方形的畫面顯示部的長邊相鄰 面顯示1個圖像地,進行畫像信號之控制。 揚聲器22係輸出預定的訊息或BGM者。 賣機2 5係具備承受玩家所投入的硬幣之硬幣^ 及退出個人卡片之卡片退出部2 3。再者,硬齊 係具備在被投入的硬幣爲不良硬幣之情況時將 出口 (未圖示)。 在店舗伺服器裝置2之適當處所,配設有彳 儲存捨牌時 時間T A係 中心伺服器 儲存至捨牌 ]6 2 b的每 |牌時間TA 時間TA係 三段爲4.5 形態的外觀 戲畫面等之 家所投入的 而具備複數 顯示各自的 ,在2個畫 個人卡片販 |理部24、 ¥受理部2 4 其排出之排 空制部2 6 ( -22- (19) (19)1250886 參照第8圖),該控制部係以輸出來自於各部之檢測信號 、或對於各部之控制信號的微電腦等所構成。 第8圖係顯示店舖伺服器裝置2的一竇施形態之硬體 構成圖。控制部2 6係用來控制店舖伺服器裝置2的全體 動作者,具備資訊處理部(CPU ) 26 ]、暫時地儲存處理 途中之資訊的RAM 2 62及預先記憶著預定圖像資訊等之 ROM2 6 3。 描繪處理部2 1 1係根據來自於控制部2 6之圖像顯示 指示5將所要的圖像顯示於顯示器2 1者,具備視訊R A M 等。聲音再生部22]係根據來自於控制部26之指示,將 預定的訊息或BGM等輸出至揚聲器22者。 於已被記億在R〇 M2 63的各種資料中,能記憶於可裝 卸的記錄媒體之資料,亦可作成能以例如硬碟機(驅動器 )、光碟機(驅動器)、可撓式碟片機(驅動器)、砂碟 機(驅動器)、匣式媒體讀取機等的驅動器來讀取,在此 情況時,記錄媒體爲例如硬碟、光碟、可撓式碟片、c D、 DVD、半導體記憶體等。 網路通信部28係用來將資料經由WWW ( World-Wide Web )等所構成的網際網路,來與中心伺服器裝置3及其 他的店舖伺服器裝置2進行傳送、接收者。界面部1 a係 用來進行與連接在店舖伺服器裝置2的複數台(例如8台 )之客戶終端裝置]之間的資料的傳送、接收者。 弟9圖係店舖伺服器裝置2的控制部2 6之功能構成 圖的一例。控制部26的RAM2 6 2係具備:儲存關於藉由 (20) (20)1250886 中心伺服器裝置3之後述的組合生成部3 6 1 b生成且各客 戶終端裝置1假想地進行麻將的麻將桌的資訊之桌資訊的 桌記憶部2 6 2 a、及儲存關於各客戶終端裝置1假想地進行· 麻將的每個麻將桌之遊戲的進行狀況的資訊之進行狀況記* 憶部2 6 2 b,C P U 2 6 1係具備:根據儲存於桌記憶部2 6 2 a的 桌資訊,藉由與客戶終端裝置]及店舖伺服器裝置2之通 信,來更新儲存於進行狀況記億部2 62 b的遊戲之進行狀 況的進行狀況更新部2 6 ] a。 在此’在如圖1 〇所不’關於經由專用線5連接於店 舗伺服器裝置A的客戶終端裝置2 ]及a 3、經由專用線5 連接於店舖伺服器裝置B的客戶終端裝置b 8、及經由專 用線5連接於店舖伺服器裝置C的客戶終端裝置c2係在 相同的遊戲空間內進行遊戲之情況時,使用圖1 1及圖! 2 ’具體地說明關於儲存在桌記憶部2 6 2 a的桌資訊之內容 及進行狀況更新部2 6 1 a的處理內容。 再者’在此,說明關於客戶終端裝置a 1、客戶終端裝 置a 3、客戶終端裝置b 8及客戶終端裝置c 2係組合成:藉 由中心伺服器裝置3的組合生成部3 6 1 b假想地在相同的· 桌(相同的遊戲空間內)進行遊戲之情況。中心伺服器裝 , 置3的組合生成部3 6〗b係將經由專用線5連接於最先受 理的客戶終端裝置1 (在此爲客戶終端裝置d )之店舖伺 服器置2 (在此爲店舖伺服器裝置A )作爲在店舖伺服 器裝置2間的資訊之傳送接收發揮中心功能之伺服器(在 此稱爲「主伺服器」)來加以設定,而將經由專用線5連 -24 - (21) (21)!25〇886 接於其他的客戶終端裝朦1之店舖伺服器裝置2 (在此爲 客戶終端裝置B、C )作爲在店舖伺服器裝置2間的資訊 的傳送接收發揮從屬的功能之伺服器(在此稱爲「從屬伺 服器」)來加以設定,將其設定結果傳送至各店舖伺服器 裝置2。各店舖伺服器裝置2係將被傳送來的主伺服器及 從屬伺服器之設定結果儲存於桌記憶部2 62a。 圖Η係顯示由如第]〇圖所示的客戶終端裝置a ]、a 3 、b 8及c 2所構成的桌之桌資訊的圖表之一例。由左側的 欄依序地儲存下述資訊:在藉由中心伺服器裝置3的組合 生成部361b作成桌之際,根據預定規則,賦予每個桌之 桌的識別號碼之桌號TN ;藉由中心伺服器裝置3的組合 生成部3 6 I b設定於桌之序號的受理序號RN ;客戶終端裝 置1的識別資訊之客戶記號CN (在此,爲了說明上之方 便,將參照符號作爲客戶記號CN );店舖伺服器裝置2 的識別資訊之店舖伺服器記號SN (在此,爲了說明上之 方便,將參照符號作爲店舖伺服器記號SN );表示店舖 伺服器裝置2作爲主伺服器來發揮功能或作爲從屬伺服器 來發掉功能的區別之主/從屬區分M S,及表不操作客戶終 端裝置1的玩家的區分之玩家區分PC。 玩家區分P c係在客戶終端裝置1受到人的玩家所操 作之情況時,儲存「玩家」,在藉由後述的模擬信號生成 部2 6 1 d模擬地操作之情況時,儲存「模擬玩家」,在藉 由 c P U玩家所操作之情況時,儲存「C P U玩家」。再者 ,桌內的4位玩家之玩家區分P C係在成爲「模擬玩家」 -25- (22) (22)1250886 或「C P U玩家」之情況時,該桌資訊由桌記憶部2 6 2 a刪 除。 由如第Π圖所示的桌資訊可得知,桌號1之桌係由· 客戶終端裝置a ]、a 3、b 8及c 2所構成;客戶終端裝置a ] v 、a 3係經由專用線5連接於店舖伺服器裝置A ;店舖伺服 器裝置A作爲主伺服器來發揮功能,店舖伺服器裝置b及 C作爲從屬伺服器來發揮功能;客戶終端裝置a]、、b8 及c2係受到人的玩家所操作等。再者,如圖n所示的桌 號「1」之桌資訊係儲存於店舖伺服器裝置A、B及C的 k δ己1思部 2 6 2 a。 圖1 2係用來說明根據店舖伺服器裝置A、B及c的 進行狀況更新部2 6 1 a之操作信號的傳送接收處理之內容 的圖表的一例。(a ) 、 ( b )及(c )分別係用來說明根 據店舖伺服器裝置A、B及C的進行狀況更新部2 6 ] a之 處理之內容的圖表。在圖表的左側欄,記載有:店舖伺服 器裝置2所接收的操作信號之發信處的客戶終端裝置]之 客戶記號CN、及在該店舖伺服器裝置2接收信號爲止所 經由之店舖伺服器裝置2的店舖伺服器記號SN。在圖表 “ 的右側欄,記載:由店舖伺服器裝置2 (店舖伺服器裝置 ^ A、B或C )所送信的操作信號之送信處的客戶終端裝置1 之客戶記號CN、及在該店舖伺服器裝置2接收信號爲止 所經由之店舖伺服器裝置2的店舖伺服器記號Sn。再者 ,店舖伺服器裝置A、B及C之進行狀況更新部2 6 ] a係 在接收來自於客戶終端裝置a ]、a 3、b 8及c 2的操作信號 -26- (23) 1250886 之際’更新進行狀況記憶部2 6 2 b之資訊。 店舖伺服器裝置A的進行狀況更新部26] a係如位於 由(a )圖表上面算起第2列般,接收來自於客戶終端裝· 盧a ]之操作信號,傳送至客戶終端裝置。與店舖伺服器“ 裝置B及C。然後,店舖伺服器裝置β之進行狀況更新部 一(1 a係如於由(b )圖表上囬算起第2列般,經由店舖 伺服器裝置A接收來自於客戶終端裝置al之操作信號, 傳送至各戶終端裝置b 8。店舖伺服器裝置C之進行狀況 更新部2 6 1 a係如位於由(c )圖表上面算起第2列般,經 由店舖伺服器裝置A接收來自於客戶終端裝置& 1之操作 信號,傳送至客戶終端裝置C2。 同樣地,店舖伺服器裝置A之進行狀況更新部2 6 ] a 係如位於由(a )圖表上面算起第3列般,接收來自於客 戶終端裝置a 3之ί采作號,傳送至客戶終端裝置a 1與店 舖伺服器裝置B及C。然後,店舖伺服器裝置B之進行狀 況更新部2 6 1 a係如位於由(b )圖表上面算起第3列般, 經由店舖伺服器裝置A接收來自於客戶終端裝置a 3之操 作信號,傳送至客戶終端裝置b 8。店舖伺服器裝置C之 , 進行狀況更新部2 6 1 a係如位於由(c )圖表上面算起第3 . 列般,經由店舖伺服器裝置A接收來自於客戶終端裝置 a3之操作信號,傳送至客戶終端裝置c2。 店舖伺服器裝置β之進行狀況更新部2 6 1 a係如位於 由(b )圖表上面算起第4列般,接收來自於客戶終端裝 置a 3之操作信號’傳送至店舖伺服器裝置A。然後,店 -27- (24) (24)1250886 舖伺服器裝置A之進行狀況更新部2 6 ] a係如位於由(a ) 圖表上面算起第4列般,經由店舖伺服器裝置B接收來自 於客戶終端裝置b 8之操作信號,傳送至客戶終端裝置a i 及a 3及店舖伺服器裝置c。,而店舖伺服器裝置c之進行 狀況更新邰2 6 1 a係如位於由(c )圖表上面算起第4列般 ,經由店舖伺服器裝置B及A接收來自於客戶終端裝置 b 8之操作信號,傳送至客戶終端裝置^2。 同樣地,店舖伺服器裝置C之進行狀況更新部2 6 1 a 係如位於由(c )圖表上面算起第5列般,接收來自於客 戶終端裝置c2之操作信號,傳送至店舗伺服器裝置a。 然後,店舖伺服器裝置A之進行狀況更新部2 6 1 a係如位 於由(a )圖表上面算起第5列般,經由店舖伺服器裝置 C接收來自於客戶終端裝置C2之操作信號,傳送至客戶 終端裝置a 1及a3及店舖伺服器裝置B。而店舖伺服器裝 置B之進行狀況更新部2 6 1 a係如位於由(b )圖表上面算 起第5列般,經由店舖伺服器裝置C及A接收來自於客戶 終端裝置c2之操作信號,傳送至客戶終端裝置b 8。 如此,由於藉由進行狀況更新部2 6 1 a在店舖伺服器 裝置 A、B及 C間傳送來自於客戶終端裝置a 1、a3、b8 及c 2的操作信號,在每次受理來自於客戶終端裝置a 1、 a3、b8及c2之操作信號,更新進行狀況記憶部2 62b之資 訊,故客戶終端裝置a 1、a 3、b 8及c 2係藉由使用儲存在 進行狀況記憶部2 6 2 b之進行資訊來進行遊戲’使得容易 在客戶終端裝置a 1、a3、b8及c2間控制遊戲進行之時間 -28 - (25) 1250886 同步性(使遊戲進行狀況一致)。 即,主伺服器係接收來自於以專用線5所連接的客戶 終端裝置一]之操作資訊’傳送至所有其他的客戶終端裝置 1,並且經由從屬伺服器接收來自於以專用線5連接於從 屬伺服器之客戶終端裝g ]的操作信號’傳送至所有其: 的客戶終端裝置]者-。又’從屬伺服器係接收自於以專用 5所連接的客戶終端裝置]之操作信號後傳送至主伺服 益,並且經由主伺服器接收來自於所有其他的客戶終端裝 置]之操作信號後,傳送至以專用線5所連接的客戶終端 裝置]者。 〜 圖]3係顯示中心伺服器裝置3的一實施形態之硬體 構成圖。控制部3 6係用來控制中心伺服器裝置3的全體 動作者’具備:資訊處理部(CPU ) 36 1、暫時地儲存處 理途中之資訊的RAM3 6 2及預先記憶著預定圖像資訊等之 ROM 3 6 3。 在記憶於R Ο Μ 3 6 3的各種資料中,可記憶於能裝卸之 i己錄媒體的資料,係亦可作成能以例如硬碟機(驅動器) 、光碟機(驅動器)、可撓式碟片機(驅動器)、矽碟機 (驅動器)、匣式媒體讀取機等的驅動器來讀取,在此情 況時,記錄媒體爲例如硬碟、光碟、可撓式碟片、C D、 DVD、半導體記憶體等。 網路通信部3 8係用來將各種資料經由W W W等所構 成的網際網路,來與複數個店舖伺服器裝置2進行傳送、 接收者。再者,本發明的遊戲進行管理程式,係藉甶記錄 -29- (26) 1250886 於R Ο Μ 3 6 3上,載人於R A M 3 6 2上,以c p ^ 3 6】 R A Μ 3 6 2上的遊戲進行管理程式,來執行各自的$ 圖1 4係中心伺服器裝置3的控制部3 6之功 的〜例。控制部3 6的CP υ 3 6 ]係具備:由客戶給 受理對於對戰遊戲的參加之參加受理部3 6 ] a (相 受理手段)·,將受到參加受理部36] a受理參加 端裝置1之參加終端裝置〗r安插至構成對戰遊 貢之組合的組合生成部3 6 ] b (相當於組合生成手 據藉由組合生成部3 6 1 b所生成的組合,對於]赶 遊戲空間(假想的桌),對參加終端裝置} r指 比賣的對戰遊戲之對戰開始部3 6 1 c (相當於對戰 ),以及對於參加終端裝置1 r指示各此賽的對 並且因應在對戰結束時間點的對戰遊戲之進行狀 性,決定戰勝者之參加終端裝置]r的對戰結束^ 相當於對戰結束手段)。 又,控制邰 3 6的c P U 3 6 1係進一步具備: 終端裝置1 r的台數之參加終端數RN之參加終端 3 6 1 e (相當於參加終端數計數手段);因應日期 加終端數RN歸零之最長時的重置時間τα之組 定部3 6 ] f (相當於組合間隔設定手段);及在每 設定由預定數(在此爲4人)對戰者所構成的1 勝者的人數之戰勝者數設定部3 6〗g (相當於戰勝 手段)。 制d」j 6的R A Μ 3 6 2係具備:儲存以組 依次執行 力能° 能構成圖’ 〃端裝置1 ‘ 當於參加 的客戶終 戲的錦標 段);根 I合分配] 示開始各 開始手段 戰結束’ 況的優越 361 d ( 計數參加 數計數部 設定將參> 合間隔設 < 此比賽, 組合之戰 者數設定 合生成部 (27) (27)1250886 361b所生成的錦標賽之組合資訊的組合記憶部3 6 2 a ;將 每個玩家的特徵點資料、道具的數量、段位等對應玩家的 識別資訊(使用者ID資料)加以儲存的玩家資訊記憶部 ’ 3 6 2 b (相當於段位記憶手段之一部分);及針對每個段位 〜 ,儲存捨牌時間TA之捨牌時間記憶部3 6 2 c (相當於捨牌 時間記憶手段之一部分)。 參加受理部3 6 ] a爲由客戶終端裝置]經由店舖伺服 器裝置2受理對於對戰遊戲之參加者,具體而言,由客戶 終端裝置1受理個人認證所需的玩家之識別資訊、指紋的 特徵點資料,進行個人認證者。 組合生成部3 6 1 b爲將已參加受理部3 6 1 a受理了參加 之客戶終端裝置]的參加終端裝置1 r,根據預定規則安插 至構成對戰遊戲的錦標賽之組合者,且爲將安插至構成對 戰遊戲的錦標賽之組合的結果儲存於組合記憶部3 62a,並 且將組合資訊(在此爲桌資訊)傳送至店舖伺服器裝置 2 ,儲存至桌記憶部2 62 a者。 φ 圖1 5係將根據組合生成部3 6 1 b之參加終端裝置1 r 安插至錦標賽的組合之規則的說明圖之一例。如上所述, 錦標賽係在此,由以適合64人的玩家(64台的參加終端 ‘ 裝置1 r )之框格A ]〜P 4所構成之3回合比賽所組成的錦 標賽。如圖所示,第]回合對戰係以A 1〜A4的四人所構 成的A組、B 1〜B 4的四人所構成的B組、…P ]〜P 4的四 人所構成的P組之共計I 6組(A桌〜P桌的]6桌),進 行對戰遊戲。然後,第2回合對戰係第]回合對戰的成績 »31 > (28) 1250886 爲首位(戰勝者)的16人所構成的Q桌〜τ (例如,八桌〜0桌的戰勝者之4人構成的卩 對戰遊戲。其次,決勝戰係在以第2回合對戰 4人所構成的]桌進行對戰遊戲。 在圖的左右端,記載有:顯示安插至錦標 順序的順序號 GN。β卩,針對框格 A ]、Μ 1、 、Ο 1、Κ 1、G1、Β ]、Ν 1、.η、F ]、D ]、Ρ ]、 頌序適合1 6人,在相同桌之順序(桌A、Μ 下一回合的1 6人,同樣地適合剩餘的3 2人。 生成部3 6 1 b,係爲了安插至構成對戰遊戲的錦 合(A〜P桌)之參加終端裝置1 r的台數相互 ,而使參加終端裝置1 r安插至構成對戰遊戲 組合者。 再次,回到圖]4所示的功能構成圖進行 生成部3 6 ] b係又,由以參加終端數計數部3 6 加終端數RN之時間點,再次進行將參加終端^ 至構成對戰遊戲的錦標賽之組合的處理者。即 錦標賽之6 4人,或在開始參加終端裝置1 !•對 適合處理後經過了重置時間 LT (例如 5秒) 次進行將參加終端裝置1 r安插至構成對戰遊 之組合的處理者。 組合生成部3 6 ] b係進一步在重置時間LT 點,在參加終端數R N未滿於最大參加終端數 爲64台)之情況,分配假想地受理C P U玩家 桌共計4桌 桌)’進行 的戰勝者之 賽的組合之 I 1、E ]、C 1 LI 、 H1 的 、:1…)適合 如此,組合 標賽之各組 大致呈一致 的錦標賽之 說明。組合 1 e重置了參 g置1 r安插 ,適合構成 於錦標賽的 之情況,再 戲的錦標賣 的結束時間 r Ν Μ (在此 的操作之客 (29) (29)1250886 戶終端裝置】’來作爲不足部分的參加終端裝置i r。例如 ,重置時間LT的結束時間點,參加終端數RN爲台之 |同況日寸,在剩餘的2 4 ( = 6 4 - 4 〇 )框格分配假想地受理c P u 玩家的操作之客戶終端裝置]。 對戰開始部3 6 1 c係根據以組合生成部3 6丨b所生成的 組合,對於]組合分配1遊戲空間,對於參加終端裝置]r 指示開始各比賽的對戰遊戲。又,對戰開始部3 6丨^係在 受到參加終端數計數部3 6】e重置了參加終端數r n之時間 點,對於參加終端裝置】τ指示開始對戰遊戲。 即,對戰開始部3 6 ] c係在參加終端數RN成爲最大參 加終端數RNM (在此爲64台)、或在重置時間Lt的結 束時,分配假想地受理C P U玩家的操作.之客戶終端裝置] 來作爲不足部分的參加終端裝置1 r的時間點(作爲構成 錦標賽之6 4台客戶終端裝置1,分配參加終端裝置1 i•或 受理CPU玩家的操作之客戶終端裝置1的時間點),對 於參加終端裝置1 r指示開始對戰遊戲。 對戰結束部3 6 1 d係根據對於至準決勝爲止的各比賽 (第1回合對戰及第2回合對戰)預先設定的對戰時間之 限制時間T L (在此爲1 〇分鐘),對於參加終端裝置j r 指示結束各比賽的對戰,並且,因應在對戰結束時之對戰 遊戲的進行狀況的優越性,決定優勝者之參加終端裝置1 r 〇 在此,對戰遊戲的進行狀況之優越性係根據在對戰結 束時之所持點數(玩家假想地持有的點數棒之點數)進行 -33- (30) (30)1250886 判斷者,依據所持點數多之順序,決定以戰勝者數設定部 3 6 ] g所設定的人數之戰勝者。再者,在此,說明關於戰勝 者數設定部3 6 1 2所設定的人數爲】人之情況。即,對戰 結束部3 6 1 d係在對戰結束時之所持點數最多者決定爲戰 勝者。 又,對戰結束部3 6 1 d係對於決賽不設定對戰時間的 限制時間,而在對戰遊戲的遊戲進行狀況形成預定的狀況 之時間點(在此爲由東風4局所構成的東風圈戰結束之時 間點)5對於參加終端裝置1 r指示結束對戰。即,對戰 /fe束部3 6 1 d係在第1回合對戰及弟2回合對戰,由開始 對戰至經過了限制時間TL也就是]〇分鐘的時間點爲止所 持點數最多的玩家作爲戰勝者,前進至下一回合比賽,在 決賽,將在東風圈戰結束的時間點所持點數最多之玩家決 定成優勝者。 參加終端數計數部3 6 1 e係在每藉由參加受理部3 6 1 a 受理對於對戰遊戲之參加,累計參加終端數RN,在參加 終端數RN與構成對戰遊戲的錦標賽之遊戲終端裝置的總 數之最大參加終端數RN Μ (在此爲64 )—致之情況時, 或由參加終端數RN從0變化成]的時間點(即,在重置 後,最先藉由參加受理部3 6 ] a受理對於對戰遊戲之參加 的時間點)經過了重置時間LT (例如5秒)之情況時, ϊ昔由將麥加終端數RN重置成〇,來計數參加終端數rn。 即,參加終端數計數部3 6 1 e係藉由參加受理部3 6 ] a 受理對於對戰遊戲之參加,且將未藉由對戰開始部3 6 ] c -34 - (31) (31)1250886 指示對戰開始之參加終端裝置1 r的台數作爲參加終端數 RN加以計數者。 組合間隔設定部3 6 1 f係因應日期設定將參加終端數 RN重置成0之最長時的限制時間了丄者。在此,組合間隔 設定部3 6 1 f係對於參加終端數RN的參加快速(受理來自 於玩家的參加之頻率高)之日期(例如,假日),將限制 時間T L設短(3 0秒),而對於參加終端數之增加慢(受 理來自於玩家的參加之頻率低)之日期(例如,平日), 將限制時間TL設長(60秒)者。 戰勝者數設定部3 6 ] g係,在每回合比賽,設定由4 人的對戰者所構成的1組合之人數者。在此,說明關於在 第1回合對戰至第3回合對戰之所有比賽,戰勝者人數作 爲I人之情況,但例如在以4人的玩家進行之對戰遊戲, 由於在前2名以內的玩家進入下一回合比賽之情況,與僅 第1名進入之情況,進行對戰遊戲之玩家的戰略會改變, 故藉由設定進入下一回合比賽之玩家人數’能夠使得對戰 遊戲之變化變得多采多姿’提昇有趣性。 組合記憶部3 6 2 a係用來儲存構成以組合生成部3 6 1 b 所生成的對戰遊戲的錦標賽之組合者。具體而言’對應儲 存構成如圖1 5所示的錦標賽的6 5個框格(A 1〜A4 )、 與建立於該框格之客戶終端裝置1的識別資訊者。 玩家資訊記憶部3 6 2 b係將每個玩家的特徵點資料、 道具的數量、段位等對應於玩家的識別資訊(使用者1D 資料)後加以儲存者。其中,每個玩家的道具的數量及段 -35 - (32) (32)1250886 位係在開始對戰遊戲時,傳送至客戶終端裝置I而儲存至 段位記憶部1 6 2 a,而在對戰遊戲結束時,因應道具移動部 1 6 ] d即段位決定部1 6 1 e所決定的道具之數量及段位,更 新儲存於段位記憶部]6 2 a的道具之數量及段位,傳送至 中心伺服器裝置3 ’儲存於玩家資訊記憶部3 6 2 b。 捨牌時間記憶部3 6 2 c係針對每個段位,儲存捨牌時 間TA者,例如’如第6圖所示,以表格形式儲存者。再 者’儲存於捨牌時間記憶部3 62 c之每個段位的捨牌時間 TA係在對戰遊戲開始時,傳送至客戶終端裝置]3而儲存 於捨牌時間記憶部I 6 2 b。 圖1 6係滅不錯由客戶終端裝置]所進行之處理的流 程圖的一例。再者,未特別記載下,以下的處理係藉由遊 戲進行控制部1 6 1 a所進行的。首先,藉由讀卡機丨3,由 已被插入的個人卡片讀出使用者ID資料等的個人資訊( 步驟sioi) ’然後傳送至中心伺服器裝置3(步驟s】〇3 )° 藉由中心伺服器裝置3的參加受理部3 6〗a受理對於 對戰遊戲之參加’藉由組合生成部3 6 I b適合構成對戰遊 戲的錦標賽之組合,進行係否由對戰開始部3 6〗c接收到 開始對戰之指不貧訊的判定(步驟s 1 0 5 )。在未接收到 開始對戰之指示資訊的情況時(在步驟S ] 0 5爲Ν Ο ),處 理呈待機狀態。在接受到開始對戰之指示資訊的情況時( 在步驟s 1 0 5爲Y E S ),接收對戰對手的識別資訊、段位 等的玩家資訊(步驟S ] 〇 7 )。 -36- (33) 1250886 然後,藉由延長處理部1 6 ] h,將顯示長時考慮按鍵係 否在各比賽中被按壓之標記S的値初期化成0 (步驟S ] 0 8 )。在此,標記S係在値爲0之情況時,顯示於各比賽中 長時考慮按鍵未被按壓(可進行捨牌時間TA的延長要求 之受理的狀態),而在値爲1之情況時,顯示於各比賽中 長時考慮按鍵已被按壓(無法進行捨牌時間TA的延長要 求之受理)。 其次,執行對戰遊戲(步驟 s 1 0 9 ),進行係否由中 心伺服器裝置3的對戰結束部3 6 1 d受理了使對戰遊戲結 束之指示資訊的判定(步驟S 1 1 ])。在未受理使對戰遊 戲結束的指示資訊之情況時(在步驟S 1 Π爲N 0 ),處理 轉回至步驟S 1 0 9,持續執行對戰遊戲。在受理了使對戰 遊戲結束之指示資訊的情況時(在步驟S 1 1 1爲 YES )之 情況時,藉由成績判定部〗6 1 c配定排名,藉由道具移動 部1 6 1 d使龍幣移動,藉由段位決定部1 6 1 e決定段位,將 道具的個數及段位更新地儲存於段位記憶部1 62a。@, 將作爲遊戲結果之對戰者的所持點數、段位及道具的丨固裏女 傳送至中心伺服器裝置3 (步驟S 11 3 )。 然後,藉由中心伺服器裝置3之對戰結束部3 6 ] d決 定戰勝者,顯示係否爲戰勝者之勝敗資訊,進行係否接收 到顯示戰勝者的勝敗資訊之判定(步驟S 1 I 5 )。在丨妾# 到顯不戰敗者之勝敗資訊的情況時(在步驟S 1 1 5爲w > ,處理係進行至步驟S 1 ] 9。在接收到顯示戰勝考之勝敗 資訊的情況時(在步驟S Π 5爲YES ),進行對戰遊戲係 -37 - (34) (34)1250886 否爲決賽之判定(步驟S Π 7 )。在對戰遊戲非爲決賽( 第1回合對戰或第2回合對戰)之情況時(在步驟δ ] n 爲N ◦) ’處理係返回至步驟s 1 0 7,由步驟S 1 0 7反復執 行至步驟S 1 1 5之處理。 在對戰遊戲爲決賽之情況時(在步驟S Π 7爲YES ) ,或在步驟S Π 5受理了顯示戰敗者之勝敗資訊的情況時 (在步驟S 1 1 5爲N 〇 ),受理來自於觸控面板;!丨^等的輸 入’進行係否持續進行對戰遊戲之判定(步驟S 1 1 9 )。 在判定爲持續進行對戰遊戲之情況時(在步驟S ]丨9爲 YES) ’處理轉回至步驟s ] 〇 3,由步驟S ] 0 3反復執行至 步驟S 1 1 7之處理。在判定爲不持續進行對戰遊戲之情況 時(在步驟S 1 1 9爲NO ),結束處理。 圖I 7係在如圖1 6的流程中之步驟S 1 0 9所進行的對 戰處理之捨牌時間T A的管理處理之詳細流程的一例。首 先,藉由計時器1 6 ] f,進行係否產生摸牌之判定(步驟 S201 )。在判定爲未產生摸牌之情況時(在步騾S2〇1爲 NO),處理呈待機狀態。在判定爲產生摸牌之情況時( 在步驟S201爲YES ),藉由計時器i6if,計數捨牌時間 TA的剩餘時間之計數器Ts的値設定成初期値τ 1 捨牌 時間TA )(步驟S 2 03 )。 然後,藉由延長處理部1 6 1 ]],進行捨牌係否結束之判 定(步驟S 2 0 5 )。在判定爲捨牌結束之情況時(在步驟 S 2 0 5爲YES ),處理轉回,而在判定爲捨牌未結束之情 況時(在步驟S 2 0 5爲N 0 ),進行顯不長時考慮按鍵係否 -38- (35) 1250886 在各比賽中已被按壓的標記S之値係否爲1之判定(步驟 S 2 0 7 )。在判定爲標記 S之値爲1之情況時(在步驟 S 2 0 7爲 Y E S ),處理進行至步驟S 2 ] 5。在判定爲標記S 之値非](爲〇 )之情況時(在步驟S 2 0 7爲N 0 ),藉由 延長處理部】6 1 h,將長時考慮按鍵顯示於顯示器1 ](步 驟 S 2 0 9 ),藉由延長要求受理部]6 ] g,進行長時考慮按 鍵係否已被按壓之判定(步驟S 2 1 1 )。1250886 (1) EMBODIMENT OF THE INVENTION [Technical Field] The present invention relates to a game terminal device that accepts an operation from a player via a communication line, so that operation signals required for the game can be connected to each other A game management device, a game management method, and a computer readable recording medium on which a game management program is recorded, for managing a game of a match type game composed of a plurality of rounds. [Prior Art] In the past, various people who have been proposed or used have been used as video games between a plurality of players. In addition, as a large game machine (arcade game), a plurality of video game devices (game terminal devices) of the same model are installed, and a plurality of video games are connected via a network (and a server) such as a LAN or the Internet. A video game device in which a plurality of players can play in the same game space is well known. In such a video game device, a table game such as a mahjong or a chess game, or a battle game such as a game or a fight is performed (hereinafter, the table game and the battle game are collectively referred to as a match game). In the case of the above-mentioned competition game, since a plurality of video game devices are connected via a network (and a server) such as a LAN or an Internet, an unspecified number of players can participate in the competition game. In this way, when players who do not know each other are fighting against each other, since they do not know the ability of the opponent to play against the game, it is common to use the video game device as a competition opponent instead of using the video game device in a separate form. The game--5- (2) (2) 1250886 play, can give the game of the game unexpectedly 'and give the game of play a certain interesting. On the one hand, because the game is played in a tournament style consisting of a plurality of rounds, the player can play against a larger number of players, so that it can be mentioned, and the interest is increased, and the desire is spurred by the victory. In addition, in the battle game, there is a person who has a pre-set battle time (hereinafter referred to as a time-limited battle game), and a game that is difficult to set in the nature of the game (hereinafter referred to as a no-time limit match game). The time-limited battle game 'for example, in the football game of simulated football, the battle time in the first half and the second half is 45 minutes, respectively. When the battle time required for a round of match games is long, the tournament mode is used. In the game of battle, the battle time is made longer, and the player is restrained for a long time, so the interest is reduced. Also, in the case of a no-time-limit battle game in a tournament mode (for example, a mahjong game simulating a mahjong game), 'the combination of each player who constitutes a tournament, even if the respective match of one of the tournaments is started at the same time. The end time of the match is different (the time of the match is different), so how to deal with the start time and method of the next game, etc., becomes a problem in this game. That is, in such a game, it is extremely difficult to perform the championship system particularly smoothly and quickly. The present invention has been made in view of the above-described problems, and an object of the present invention is to provide a game management device and a game game for a match game in which a tournament type consisting of a plurality of rounds can be quickly and smoothly performed in an online game. Management method and recording of game management program -6 - (3) (3) 1250886 Computer readable recording media. According to the game management device of the present invention, the game terminal device that accepts the operation from the player communicably connects and executes the operation signal required for the game via the communication line. A game management device for managing a competition game of a tournament type constituted by a plurality of rounds, characterized in that: the game terminal device receives a participation acceptance means for participating in the competition game; and according to a predetermined rule, By the participation receiving means, the participating game device, that is, the participating terminal device, is inserted into the combination of the tournaments constituting the competition game in accordance with the predetermined rule, and the combination generated by the combination generation means is One game space is allocated in one combination, and the competition start means for instructing the start of the competition game for each game by the participating terminal device; and the time limit for the competition time set in advance for each game at least for the quasi-final end The end device indicates the end of the match of each match, and the superiority of the above-mentioned battle game at the time of the end of the response war is determined by the winner of the match end device of the participating terminal device. According to the device, by the participation in the reception means, the game terminal device accepts the participation in the competition game, and by the combination generation means, the participation terminal device of the game terminal device that has accepted the participation by the participation acceptance means is based on the predetermined Rules, inserted into the combination of the tournaments that make up the game. Then, by the combination of the -7-(4) (4) 1250886 combinations generated by the combination generation means, the game space is assigned to one combination, and the competition is instructed for the participating terminal devices. The beginning of the game. Secondly, by means of the end of the match, the time limit for the match time of # is set at least for each match up to the semi-final, and the end of the match is indicated for the participating terminal devices, and at the end of each match. The superiority of the progress of the game of the point of the game determines the participant's participation terminal device. Therefore, due to the time limit for the match time set in advance for each match to the quasi-final, the participation terminal device is instructed to end the match of each match, and the progress of the match game at the time point when each match is over is performed. The superiority determines the winner's participation in the terminal device. Therefore, by appropriately setting the time limit for the competition time, the competition game can be quickly and smoothly performed. Further, the game management method of the present invention is a game management method using a game management device for accepting an operation signal required for the game via a communication line by the game terminal device that receives an operation from the player. Performing in a communicative manner to manage the player of the competition game in the tournament mode constituted by the plurality of rounds, the special λ sign is: causing the game management device to execute = by the aforementioned game terminal device < accepting the participation acceptance process for the participation in the competition game; and combining the game terminal device that has participated in the participation acceptance means, that is, the participation terminal device, into the combination of the tournaments constituting the competition game, according to a predetermined rule Generating processing; assigning a game space to one combination according to the combination generated by the combination generation processing, and performing a match start process for instructing the competition game of each match for the participation (5) (5) 1250886 terminal device; In the case of the above-mentioned participating terminal device, the time limit for the competition is set in advance for each of the competitions in the quasi-final, and the end of the game is instructed by the end of the battle. The superiority of the situation determines the winner of the battle with the participating terminal device. According to this method, in the participation acceptance process, the game terminal device accepts the participation in the competition game, and combines the generation process; and according to the predetermined rule, the participating game terminal device accepted by the participation acceptance means, that is, the participation terminal device, Placed into a combination of tournaments that make up the game. Then, in the competition start processing, one game space is allocated for one combination based on the combination generated by the combination generation processing, and the competition game for each competition is started for the participating terminal device. Next, in the end of the battle, according to at least the time limit for the competition time set in advance for each match in the quasi-final, the participation terminal device is instructed to end the match of each match, and the match game at the time point of the end of the battle The superiority of the progress status determines the participant's participation terminal device. Therefore, due to the time limit for the match time set in advance for each game at least for the semi-finals, the participation terminal device is instructed to end the match of each # match, and the match game at the time point when the battle is over is completed. The superiority of the situation is determined, and the participating terminal device of the victor is determined. Therefore, by appropriately setting the time limit for the competition time, the competition game can be quickly and smoothly performed. Further, the computer recording the game management program of the present invention can read the recording medium of -9 - (6) (6) 1250886, and is a computer readable recording medium on which the game management method of the game management device is recorded. The game progress management device is configured to communicatively connect an operation signal required for the game via a communication line to the game terminal device that receives the operation from the player, and manage the match game of the tournament mode composed of the plurality of rounds. The player of the present invention is characterized in that the game progress management means is used as the participation acceptance means, the combination generation means, the competition start means, and the competition end means, and the participation acceptance means is accepted by the game terminal device. In the competition game, the combination generation means sets the game terminal device that has received the participation D by the participation acceptance means, that is, the participation terminal device, and inserts it into the combination of the tournaments constituting the competition game, and the competition starts. Means are generated according to the aforementioned combination generation process The combination of one game space is assigned to one combination, and the competition game starter instructing each of the competitions for the participating terminal devices, and the competition end means is based on the preset competition time limit for each of the competitions at least for the quasi-finals. In the case of the above-mentioned participating terminal device, the end of the match of each match is instructed, and the player who participates in the terminal is determined by the superiority of the progress of the aforementioned match game at the time point of the end of the battle. According to the recording medium in which the computer-readable management program is recorded, the participation in the competition game is accepted by the game terminal device, and the combination generation means is used to accept participation by the participation acceptance means. The participating terminal device of the game terminal device is inserted into a combination of tournaments constituting the competition game in accordance with a predetermined rule. Then, by means of the competition start means, according to the combination generated by the combination generation means, -10- (7) 1250886 allocates a game space for one combination, and then participates in the competition game for each competition by participating in the Z-T The beginning. Secondly, by means of the match-by-holding means, the limit time of at least the match time set for each match up to the quasi-final is indicated to the participating terminal devices, and the bundle is *, and At the time of the end of the battle, the superiority of the situation of the game of the game is determined to determine the winner's participation terminal device. Therefore, due to the time limit for the battle time set in advance for at least the ct 费 fee to the semi-final, for the participating terminal 〜 Μ Μ Μ I am instructing the end of the match of each match' and in response to the end of each match The superiority of the progress of the game of the game determines the entrant's participation in the nm > W final _ device, so by appropriately setting the time limit for the battle time, J can quickly and smoothly enter the battle game. [Embodiment] FIG. 1 is a configuration diagram of a game system to which a game progress management device of the present invention is applied. The game system is provided with a client terminal device (corresponding to a part of the game progress management device and the game terminal device) 1 for providing identification information, and correspondingly providing identification information to a plurality of (here, 8) client terminals. The device 1 is communicably connected to the store server 2 of the dedicated line 5; and is communicably connected to the communication line 4 via a plurality of store server devices 2, and manages a plurality of players using the client terminal device 1 The center of the game server device 3 (equivalent to one part of the game management device). Further, the store server devices 2 are also communicably connected via the communication line 4. -11 - (8) (8) 1250886 client terminal device] accepts a predetermined operation performed by the player with reference to the game screen displayed on the display, and is transmitted based on the server server device 2 (or the center server device 3) The game is played by an instruction signal, an operation signal from another client terminal device 1, and the like. Further, the identification information of the "corresponding to the client terminal device" includes: identification information of the store server device 2 to which each client terminal device is connected (or identification information of the store in which the client terminal device 1 is disposed); Identification information (referred to as a terminal number) of a client terminal device in a store in which the client terminal device 1 is installed. For example, when the identification information of the store server device 2 of the store A is a, and the identification information of the client terminal device 1 in the store a is 4, the identification date 7 of the client terminal device 1 is a 4 In the store server device 2, the client terminal device 1 and the center server device 3, which are plural (here, eight), are communicably connected, and data is transmitted between the client terminal device 1 and the center server device 3. The transmission and reception 'and the communication line 4 that cannot communicate are detected, and the analog operation signal required for the game is generated and transmitted to the client terminal device. The central server device 3 receives the operation signals necessary for the game from the client terminal device 1 that receives the operation from the player via the communication line 4 (and the shop server device 2), and manages the plurality of rounds. In the game of the tournament type, the game point information is given to the user ID in association with the feature point data of the fingerprint of the player required for fingerprint authentication, which will be described later. Fig. 2 is a perspective view showing the appearance of an embodiment of the client terminal device -12-(9) (9) 1250886. Furthermore, in the following description, a case-based game device in which the display is integrally formed will be described as an example of the client terminal device. However, the present invention is not limited to this example, and the same can be applied to the home use. The television game machine is connected to a home video game device composed of a home television, and a personal computer that functions as a video game device by a T-TV game program. Further, in the present embodiment, the competition game performed by the client terminal device 1 of the present invention simulates a plural round match (here, a three-round match) composed of a predetermined number of players (here, 64 people). The player who creates the mahjong game in the form of a coupon fee, the player who operates the client terminal device, and the player who operates the other client terminal device 1 or the CPU player compete with each other. After the test, as mentioned later, the i-th round and the second round of the battle system will play the match game within the limit time of I 〇 minutes, and the third round match (decisive battle) will be time-limited, in the Dongfeng Battle (Dongfeng Circle 4th Bureau) ) Play against players. When the player who is operating the other client terminal device 1 is engaged, the data is transmitted between the client terminal device via the network communication unit 8 , the shop server device 2 , the center server device 3 , and the like which will be described later. Receiving, the store server device 2 stores information on the progress of the game. The client terminal device includes a display for displaying a game screen, an address of a button for prompting selection of a game screen displayed on the display 11, and a determination as to whether or not the button has been instructed based on the pressed position of the player. Control panel Π a ; speaker for outputting sound] 2; card reader for reading information such as user ID of personal card] 3; using fingerprint information from (10) 1250886 CCD camera 4a described later A fingerprint authentication unit 1 4 for feature point data required for personal authentication, and a coin receiving unit 5 for receiving a coin inserted by the user. The feature point data captured by the fingerprint authentication unit 14 is stored by the network communication unit 18 and the store server device 2, which will be described later, to the player information 3 6 2 a to be described later to the center server device 3 . Display] 1 is a thin liquid crystal display that displays an image, for example. The speaker 1 2 is used to output a predetermined message or B G. The fingerprint authentication unit 4 has a C C D camera that images the fingerprint of the player 4 a. It is also possible to replace the form of the CCD camera 14 a with another digital camera (for example, a CMOS camera). The coin receiving unit 15 includes a coin discharge port 153 that is discharged when the coin to be inserted is a defective coin. Further, the personal card is a magnetic card or a 1C card in which personal information such as a user ID is stored. Although not shown, the card reader 13 can read personal information from the inserted personal card. In a suitable place of the client terminal device 1, a control unit 16 (see Fig. 3) including a microcomputer that outputs a control signal to each unit is disposed. Fig. 3 is a view showing a hardware configuration of an embodiment of a client terminal device. The control unit 16 is for controlling all the actor of the client terminal device 1, and includes an information processing unit (CPU) 161, a RAM 1 62 for temporarily storing information in the middle of processing, and a predetermined map stored in advance. R0M 1 63 like information and game programs. The external output/input control unit 1 7 1 ' is connected between the control unit 6 and the detection unit including the card reader 13 , the touch panel Π a, the CCD camera 4a, and the coin discharge port 5] The processing digital signal '--14-(11) 1250886 converts the command information to each device of the detecting unit and outputs it to the control signal, and outputs the signal processing and the output input processor, for example, in a time-sharing manner. In the respective time division periods, the external device control unit 7 7 performs an output operation of each device output control signal for the detection unit and an input actor for inputting a detection signal to each device of the detection unit. The drawing processing unit]]1 includes a video RAM in accordance with an image display instruction from the control unit 16 and a display of a desired image to the display. The sound reproduction unit 2 1 outputs a predetermined message or BGM or the like to the speaker 2 according to an instruction from the control unit 6 . The touch panel 1 ] a is a rectangular thin layer body, and is formed by adhering a pressure sensitive material formed of a linear transparent material at a predetermined pitch in a vertical and horizontal direction, and is formed by a transparent cover. The display screen of the image of the device 1 (the cathode ray tube when the display device 1 is composed of a CRT). The touch panel 11 1 a can be a conventional one. Further, the touch panel 1] a can determine whether or not any button has been instructed by pressing the address and the pressing position of the button displayed on the display of the display 11. In R Ο Μ 1 6 3, there are mahjong tiles, background images, images of various screens, and so on. The mahjong tile object or the like can be configured by a three-dimensional drawing to form a desired number of polygons, and the drawing processing unit 1 1 1 is used for the drawing instruction from the CPU 161. The position on the dimensional space is transformed to the position calculation in the pseudo 3-dimensional space, the light source calculation processing, and the like, and the writing processing of the image data to be rendered for the video RAM is performed based on the above calculation result, for example, in the polygonal form The writing (posting) processing of the structure data of the area of the specified video RAM. (12) (12) 1250886 Here, the relationship between the operation of c P U ] 6 1 and the operation of the drawing processing unit 〖n will be described. The CPU 1 6 1 reads images, sounds, and control program data, games from R Ο Μ 6 6 3 as a discarding system (〇S) that is recorded as an external detachable R 〇Μ 163. Program data. One or all of the images, heads, and control programs that have been read are kept on r Α Μ 1 6 2 . Thereafter, the CPU 161 changes the control program stored on the RAMI 62, various materials (including image data and sound data of other character images such as polygons or structures for displaying objects), and detection signals from the detecting unit. Process it. In the various materials that have been memorized in ROM 1 63, the data can be memorized in the removable recording medium, and can be made, for example, as a hard disk drive (driver), a compact disk drive (driver), or a flexible disk drive ( The drive), the disc drive (driver stealing), the PCT media δ buy machine temple drive to read, in this case, the recording medium is, for example, a hard disk, a compact disc, a flexible disc, a CD, a DVD, a semiconductor memory Body and so on. The network communication unit 18 is used to transmit and receive various event information generated in the mahjong game to the center server device 3 via the network and the shop server device 2, and the like. Here, a personal authentication method regarding the client terminal device will be described. Personally recognize that the player who knows the player's i device 1 (or the network server device 3 connected via the network receiver I 8 and the network) is the same as the player who actually plays the game. Certification. When the player first plays the game in the client terminal device, the user ID data (identification information) is read by the inserted personal card by the card reader 3, by the fingerprint authentication unit 4 > 16^ (13) 1250886 Camera 1 4 a fingerprint of the photographer, with the fingerprint authentication unit 4, using the fingerprint information from the CCD camera I 4a, and extracting the personal authentication time. Then, the user ID data and the feature point* are transferred to the store servo connected via the network communication unit 8 and the network, and the device 2' is transmitted by the store server device 2 via the communication line to the center ^ The server device 3 is stored in a player information storage unit 3 6 2 a to be described later. Thus, the player's registration with the center server device 3 is performed. When the player who has completed the login in the center server device 3 performs the game with the client terminal assembly 1, the user ID is read by the card reader 13 from the inserted personal card, and the fingerprint authentication unit 1 The CCD camera of 4 4 a photographs the fingerprint of the player, and the fingerprint authentication unit 4 uses the fingerprint information from the CCD camera 14 a to extract the feature point data required for personal authentication. Then, the user ID data and the feature point data are transmitted to the center server device 3 connected via the network communication unit 18 and the shop server device 2, etc., and are stored in the center server device 3 in accordance with the following description. The player information storage unit 3 62 a determines whether the feature point data of the user ID is the same as the transmitted feature point data. When the determination is affirmative, the player is allowed to play the game, and when the determination is denied. 'Reject the game (for example, 'On the display of the client terminal device 1 1 ^ displays an error message, urging the user to perform fingerprint authentication here). Fig. 4 is an example of a functional configuration diagram of the control unit 16 of the client terminal device. The CPU 161 of the control unit 16 includes a game control unit that receives an operation from the player and controls the progress of the game based on the instruction from the center server device 3 and the mahjong rule. 6] a ( Equivalent to a part of the means of entering - 17 - (14) 1250886; for players who reach the predetermined condition, imaginatively assigning a prop of a predetermined number of items to 邰]6] b; at the end of each round of the game, determining that the player is in the game The ranking achievement determination unit 1 6 1 c; the result of the determination by the achievement determination unit] 6 1 c is assumed by the player. The props are divided into a number of items that are moved between the players and moved by the player 1 6 1 d; according to the number of items that the player imaginarily holds, the position determining unit of the position level of the intensity level indicated by the player in the game is determined. ] e ; timer for measuring time] 6 jf (equivalent to one part of the means); accepting the request for extension of the operation required by the player to extend the time of the opening of the game] 6 I g (equivalent to one part of the means); The extension processing of the extension time is 1 6 1 h (corresponding to one of the means). Further, the RAM 1 62 of the control unit 6 includes a segment memory unit 1 62a (corresponding to one of the segment memory means) for storing the number of the items and the segment information corresponding to the identification information of the player; and storing for each segment The house time storage unit 1 62b (corresponding to one part of the card time memory means) of the boarding time TA to be described later. The game progress control unit 1 6 1 a is used to accept an operation from the player via the touch panel 11 a or the like, and to control the game according to instructions from the center server device 3 and the shop server device 2 and mahjong rules. The proceeder. Further, the game progress control unit 1 6 a) forcibly performs the card discarding when the time limit from the time point of the card measurement measured by the timer 1 6 1 f to the time limit of the card is the end of the boarding time TA. Item Assignment Section] 6 1 b is a hypothetically assigned item to the player who has reached the predetermined condition (here, 'the item called drag ο nchip') and (15) (15) 1250886 increase or decrease the point that the player imaginarily retains The number, the identification information of the player and the number of points corresponding to the player is stored in the segment memory unit 1 6 2 a. Further, the player's imaginary number of points is also a kind of item similar to the dragon coin. Here, specifically Explain the method of adding and subtracting points and the conditions for props. In the game, when the player is playing the card, the number of points that the player imaginarily holds is added to the predetermined number, and when the player shoots, the points are reduced. For example, in the case of a player's card, the number of points for the card is 0 0 〇, and the number of points is added at a rate of 2 0. When the player shoots, the number of points for the shot is 1 〇〇 〇 Point, the number of points is reduced by the ratio of 0 points. When the number of points is more than 〇〇〇, the imaginary 垴 gives three dragon coins. The score judgment unit] 6 1 C is at the end of the game. Presumably held by the player as a point stick The number of rankings is determined by the ranking. Among them, when the game starts, the number of points (called the number of origins) held by the player as a point bar is the same. The number of origins is, for example, 2,0 0 0. After the item moving unit 1 6 1 d determines the ranking by the result judging unit 〖6 丨 c, the item is imaginarily held by the player according to the judgment result of the item providing unit 16 ] b, and the predetermined number is divided into the player. Specifically, the four-bit player moves the dragon coin to one player. Further, the item moving unit 16 6 d updates the number of dragon coins in the segment memory unit 62 a. The segment position decision 611 61e determines the segment of the intensity level displayed by the player on the game based on the number of items that the player imaginarily holds. Hereinafter, the method for determining the specific segment position will be described using FIG. 5. (a) shows the chart of the conditions for the player's -19-(16) (16) 1250886 by the segment determination unit]6 I e in the game's intensity level (tenth to first). For example, the player who first played the game has a rank of ten. For example When the number of points forms from 100 to 1 99, the segment becomes nine. Then, with the increase (or decrease) of the number of points, the segment is raised (or decreased), for example, when the number of dots is formed at 9 0 0 to 9 9 9 The segment becomes the first level. When the number of points is more than 1 000, the segment becomes the first segment. Figure 5 (b) shows the intensity level of the player shown in the game by the segment determination unit 6 I e In the example of the chart of the condition of the paragraph (the first stage to the eighth part), as described above, the item providing unit 6] b is a player who has a number of points of 1 〇 0 0 or more, and imaginatively gives three dragon coins. Then, by the item moving unit 16′ d, according to the determination result of the achievement determining unit 1 6 1 c, the result of the dragon coin imaginarily held by the player is moved between the players, and the dragon coin that the player imaginarily holds The quantity is changed and the update is stored in the segment memory section 62a. Then, for example, when the number of dragon coins is 5 or more and 10 or less, the segment position is two segments. Then, as the number of dragon coins increases (or decreases), the segment position rises (or falls). When the number of dragon coins forms more than 46, the segment position is eight segments. Furthermore, when the player is in the state of the first stage, the result of the game is reduced to one level when the number of dragon coins is less than one, that is, the stage determining unit 1 6 1 e is based on the item giving unit 1 6 1 b The number of points determined and the number of items determined by the item providing unit 1 6 1 b and the item moving unit 6 1 d are referred to the segment table shown in FIG. 5 to determine the relevant segment. Timer]6] f is the time limit from the time when the card is touched to the time limit of the card -20- (17) The remaining time of the boarding time TA made by 1250886 is limited to the time of the opening time ' 'game progress control unit 1 6 ] a accept the player through the touch panel] 1 a enter the round card to select the operator. Here, the timer 16 f reads the player's segment by the segment memory 'section' 6 2 a, and then the card time memory unit 6 2 b reads the card corresponding to the segment that has been read. Time TA, to set the carding time TA. The extension request receiving unit 1 6 1 g is based on the signal from the touch panel 1a, and the long-term consideration button (refer to FIG. 18), which will be described later on the display 11, is pressed as the card opening time extension request. The signal is accepted by the receiver. The extension processing unit 1 6 1 h accepts the touch panel of the player at least during the carding time T A (here, within 1 second from the time point of the card)! The long time of a considers the pressing of the button (by extending the request accepting unit) 6 ] g the opening time requirement), and determines whether the number of extended opening time TA is the predetermined number of times (here, this time) (it is not extended once) "When the condition is reached, the acceptor of the extension of the permitting time TA is required. When the permission acceptance request is extended, the extension processing unit 16 6 h is the remaining time of the rounding time 'TA measured by the timer 1 6 1 f plus a predetermined extension Δ τ (for example, 5 seconds) )By. The % segment memory unit 1 62a stores the number of items and the identification information corresponding to the player position. Here, when the game is started, the game progress control unit 1 61 a reads the number of the items corresponding to the player's identification information and the segment position from the player information storage unit 3 6 2 a of the center server device 3 described later. Save to the segment memory section] 6 2 a. -21 - (18) 1250886 House time memory unit] 6 2 b For each segment, between T A. Here, the slip card set for each of the segment positions is read by the game time control unit 6 6 2 c, which is described later by the device 3, at the start of the game, and the time memory unit 162b. Fig. 6 is a diagram showing an example of a chart for the carding time T A set in the slot time memory section. The higher the buckle position is set to be shorter, as shown in Fig. 6, the card is set to, for example, 5. 5 seconds for the tenth grade and 5 for the third level.  0 seconds, seconds, and seven segments are 4. 0 seconds. Fig. 7 is a perspective view showing an embodiment of the store server device 2. The store server device 2 includes a speaker 22 that displays the cursor 21 and outputs the head, and a personal card vending machine that sells the personal card after the coin is played. The display 2 1 is a table (two in this case) CRT for the purpose of greatly displaying an image. The two CRTs are arranged such that one image is displayed adjacent to the long side of the substantially rectangular screen display unit, and the image signal is controlled. The speaker 22 outputs a predetermined message or BGM. The vending machine 2 5 is provided with a coin that can withstand the coin invested by the player ^ and a card ejecting portion 2 that withdraws the personal card. Further, the hard alignment is provided with an exit (not shown) when the coin to be inserted is a defective coin. In the appropriate location of the store server device 2, there is a 彳 storage card when the time T A is the central server stored to the card] 6 2 b per card time TA time TA system three segments are 4. 5 The appearance of the screen, such as the screen of the screen, and the display of the plural, each of the two individual cards, the management unit 24, and the reception unit 2 4, the evacuation unit 2 6 ( -22- ( 19) (19) 1250886 Referring to Fig. 8), the control unit is configured by a microcomputer or the like that outputs a detection signal from each unit or a control signal for each unit. Fig. 8 is a view showing a hardware configuration of a sinus aspect of the shop server device 2. The control unit 26 is for controlling all the actor of the store server device 2, and includes a information processing unit (CPU) 26], a RAM 2 62 that temporarily stores information during processing, and a ROM 2 that stores predetermined image information in advance. 6 3. The drawing processing unit 2 1 1 displays the desired image on the display 2 1 based on the image display instruction 5 from the control unit 26, and includes the video R A M or the like. The sound reproducing unit 22] outputs a predetermined message or BGM or the like to the speaker 22 in accordance with an instruction from the control unit 26. In the various materials that have been recorded in R〇M2 63, the data can be memorized in the removable recording medium, and can also be made into, for example, a hard disk drive (drive), a CD player (driver), a flexible disk. A drive such as a hard disk, a compact disk, a flexible disk, a CD, or a DVD is read by a drive such as a drive (drive), a sand drive (drive), or a media player. Semiconductor memory, etc. The network communication unit 28 is for transmitting and receiving data to and from the center server device 3 and other store server devices 2 via the Internet formed by WWW (World-Wide Web) or the like. The interface unit 1a is used to transmit and receive data to and from a plurality of client terminal devices (e.g., 8 client devices) connected to the server server device 2. The figure 9 is an example of the functional configuration of the control unit 26 of the store server device 2. The RAM 262 of the control unit 26 is provided with a mahjong table that is generated by the combination generating unit 3 6 1 b described later by the (20) (20) 1250886 central server device 3 and each of the client terminal devices 1 is virtually mahjong. The table memory unit of the information table information 2 6 2 a, and the information on the progress of the information on the progress of the game of each mahjong table in which the virtual terminal is performed by each of the customer terminal devices 1 * memorandum 2 6 2 b The CPU 2 6 1 is configured to update and store in the progress status unit 2 62 b by communication with the client terminal device and the store server device 2 based on the table information stored in the table storage unit 2 2 2 a. The progress status update unit of the game progress status 2 6 a. Here, 'the client terminal device 2 connected to the store server device A via the dedicated line 5' and the a 3, and the client terminal device b 8 connected to the store server device B via the dedicated line 5 And when the client terminal device c2 connected to the store server device C via the dedicated line 5 is playing in the same game space, use FIG. 11 and FIG. 2 ' Specifically, the contents of the table information stored in the table storage unit 2 6 2 a and the processing contents of the progress status update unit 2 6 1 a will be specifically described. In addition, here, the client terminal device a1, the client terminal device a3, the client terminal device b8, and the client terminal device c2 are combined: the combination generating unit 3 6 1 b by the center server device 3 Imagine playing games on the same table (in the same game space). The combination server 3 of the center server device 3 is connected to the store server of the client terminal device 1 (here, the client terminal device d) that is first received via the dedicated line 5 (here is The server server device A) is set as a server that functions as a central function in the transmission and reception of information between the server server devices 2 (herein referred to as a "master server"), and is connected via a dedicated line 5 -24 - (21) (21)! 25〇886 The server server device 2 (here, the client terminal devices B and C) connected to the other client terminal device 1 serves as the transmission and reception of information between the server server devices 2. The slave function server (herein referred to as "slave server") is set, and the setting result is transmitted to each store server device 2. Each of the store server devices 2 stores the setting result of the transmitted main server and the slave server in the table storage unit 2 62a. The figure shows an example of a table of table information composed of the client terminal devices a], a3, b8, and c2 as shown in the figure. The following information is sequentially stored in the left column: when the table is created by the combination generating unit 361b of the center server device 3, the table number TN of the identification number of each table is given according to a predetermined rule; The combination generation unit 3 6 I b of the center server device 3 is set to the reception number RN of the serial number of the table, and the customer symbol CN of the identification information of the client terminal device 1 (here, for the convenience of description, the reference symbol is used as the customer mark) CN); shop server symbol SN of the identification information of the server server device 2 (here, the reference symbol is used as the shop server symbol SN for convenience of explanation); the store server device 2 is displayed as the main server. The function is either a master/slave distinction MS that issues a difference in function as a slave server, and a player distinguishing PC that does not operate the player of the client terminal device 1. In the case where the client terminal device 1 is operated by a player of a person, the player class P c stores the "player" and stores the "simulated player" when the analog signal generating unit 2 6 1 d is operated as described below. Store "CPU Player" when operated by the c PU player. In addition, when the player of the four players in the table distinguishes the PC from being a "simulated player" -25- (22) (22) 1250886 or "CPU player", the table information is provided by the table memory unit 2 6 2 a delete. As can be seen from the table information shown in the figure, the table number 1 is composed of the client terminal devices a ], a 3 , b 8 and c 2 ; the client terminal devices a ] v and a 3 are via The dedicated line 5 is connected to the store server device A; the store server device A functions as a master server, and the store server devices b and C function as slave servers; the client terminal devices a], b8, and c2 are It is operated by the player of the person. Further, the table information of the table number "1" shown in Fig. n is stored in the k δ 1 1 2 2 2 a of the server server devices A, B, and C. Fig. 1 is an example of a graph for explaining the contents of the transmission/reception processing of the operation signal of the progress status update unit 216a of the store server devices A, B, and c. (a), (b), and (c) are diagrams for explaining the contents of the processing of the progress status update unit 2 6 a according to the server server devices A, B, and C, respectively. In the left column of the graph, the customer symbol CN of the client terminal device at the origin of the operation signal received by the server server device 2 and the store server through which the server server device 2 receives the signal are described. The store server symbol SN of the device 2. In the right column of the graph, the customer symbol CN of the client terminal device 1 at the delivery signal of the operation signal sent by the store server device 2 (store server device ^ A, B or C) and the servo at the store are described. The store server symbol Sn of the store server device 2 through which the device device 2 receives the signal. Further, the store server devices A, B, and C are updated by the status update unit 6 6 a receiving the device from the client terminal device [A], a3, b8, and c2 operation signals -26- (23) 1250886 'Update status memory unit 2 6 2 b information. Store server device A progress status update unit 26] If it is located in the second column from the (a) chart, it receives the operation signal from the customer terminal installation and transmits it to the client terminal device. The shop server "devices B and C." Then, the status update unit 1 of the store server device β receives the operation signal from the client terminal device a via the store server device A as in the second column from the graph (b). It is transmitted to each terminal device b 8. The status update unit 2 1 1 a of the store server device C receives the second column from the (c) chart, and receives the client terminal from the server server device A. The operation signal of the device & 1 is transmitted to the client terminal device C2. Similarly, the progress status update unit of the store server device A 6 a is received as shown in the third column from the (a) chart, and the reception is from The client terminal device a 3 is transmitted to the client terminal device a 1 and the store server devices B and C. Then, the store server device B progress status update unit 2 6 1 a is located at (b) In the third row of the graph, the operation signal from the client terminal device a 3 is received via the server server device A, and transmitted to the client terminal device b 8. The store server device C performs the status update unit 2 6 1 a is like c) a third graph above date.  As in the column, the operation signal from the client terminal device a3 is received via the store server device A, and transmitted to the client terminal device c2. The station server status update unit 2 6 1 a transmits the operation signal ' from the client terminal device a 3 to the store server device A as in the fourth column from the (b) graph. Then, the store -27-(24) (24) 1250886 server status update unit 2 6 a is received via the shop server device B as if it were located in the fourth column from the (a) chart. The operation signals from the client terminal device b 8 are transmitted to the client terminal devices ai and a3 and the store server device c. And the status update of the store server device c is based on the fourth column of the (c) chart, and the operation from the client terminal device b 8 is received via the store server devices B and A. The signal is transmitted to the client terminal device ^2. Similarly, the progress update unit of the store server device C 6 1 a receives the operation signal from the client terminal device c2 as shown in the fifth column from the graph (c), and transmits it to the store server device. a. Then, the progress status update unit 2 1 1 a of the store server device A receives the operation signal from the client terminal device C2 via the store server device C, and transmits it as if it is located in the fifth column from the graph (a). To client terminal devices a 1 and a3 and store server device B. The status update unit of the store server device B receives the operation signal from the client terminal device c2 via the server server devices C and A, as shown in the fifth column of the graph (b). Transfer to the client terminal device b 8. In this way, the operation status update unit 216 transmits the operation signals from the client terminal devices a1, a3, b8, and c2 between the server server devices A, B, and C, and accepts the customer from each time. The operation signals of the terminal devices a1, a3, b8, and c2 update the information of the status memory unit 62b. Therefore, the client terminal devices a1, a3, b8, and c2 are stored in the progress memory unit 2 by use. 6 2 b. Performing information to play the game' makes it easy to control the progress of the game between the client terminal devices a1, a3, b8, and c2-28 - (25) 1250886 Synchronization (to make the game progress the same). That is, the main server receives the operation information 'from the client terminal device 1 connected by the dedicated line 5' to all other client terminal devices 1, and receives the slave node from the dedicated line 5 to connect to the slave. The client terminal of the server is equipped with the operation signal 'transmitted to all: the client terminal device>. Further, the 'slave server receives the operation signal from the client terminal device connected to the dedicated terminal 5 and transmits it to the main server, and receives the operation signal from all other client terminal devices via the main server, and transmits To the client terminal device connected to the dedicated line 5. The figure 3 shows a hardware configuration diagram of an embodiment of the center server device 3. The control unit 36 is configured to control the entire actor of the central server device 3 to include: an information processing unit (CPU) 36 1 , a RAM 3 6 2 that temporarily stores information during processing, and a predetermined image information stored in advance. ROM 3 6 3. In the various materials stored in R Ο Μ 3 6 3, it can be memorized in the data of the portable media that can be loaded and unloaded. It can also be made into, for example, a hard disk drive (driver), a CD player (driver), and a flexible type. A drive such as a disc drive (drive), a drive (drive), a media player, or the like is read, in which case the recording medium is, for example, a hard disk, a compact disc, a flexible disc, a CD, or a DVD. , semiconductor memory, etc. The network communication unit 38 is used to transmit and receive data to and from a plurality of store server devices 2 via various networks formed by W W W or the like. Furthermore, the game management program of the present invention is recorded on R Ο Μ 3 6 3 by means of -29-(26) 1250886, and is carried on RAM 3 6 2 by cp ^ 3 6] RA Μ 3 6 The game on 2 performs a management program to execute the respective examples of the control unit 3 of the center server device 3 of FIG. The CP υ 3 6 of the control unit 36 is provided with a participation acceptance unit 3 6 a (acceptance means) for accepting participation in the competition game by the client, and accepts the participant device 1 a. The participating terminal device er is inserted into the combination generating unit 3 6 b that constitutes the combination of the battle tribute (corresponding to the combination generated by the combination generating unit 3 6 1 b, and the game space (imaginary) Table), the participation terminal device} r refers to the battle start section 3 6 1 c (equivalent to the battle), and the pair of participating terminal devices 1 r indicate each match and corresponding to the end time of the match The progress of the battle game, the end of the battle to determine the winner's participation terminal device r] is equivalent to the end of the game. Further, the c PU 3 6 1 system of the control unit 3 6 further includes: the participation terminal 3 6 1 e of the number of participating terminals RN of the number of terminal devices 1 r (corresponding to the number of participating terminal counting means); The grouping unit 3 6 ] f (corresponding to the combination interval setting means) of the reset time τα at the longest time when the RN returns to zero; and the 1 winner composed of the predetermined number (here, 4 persons) The number of winners of the number of people is set to 3 6 g (equivalent to the means of victory). RA Μ 3 6 2 system of system d"j 6 is equipped with: storing the force energy in groups in order to form the figure 'end device 1' as the title of the customer's final play); root I combined distribution] The superiority of each start of the war is 361 d (the count participation count unit is set to be gt; < This game, the combination of the number of players in the combination of the number of players (27) (27) 1250886 361b combination of the combination of the game information generated by the tournament 3 6 2 a; the number of feature points and the number of items for each player , the player information storage unit corresponding to the player's identification information (user ID data), etc. 3 6 2 b (corresponding to one of the segment memory means); and for each segment bit ~, the storage time of the housekeeping time TA is set. The memory unit 3 6 2 c (corresponding to one part of the card time memory means). The participation receiving unit 3 6 a is a client terminal device that accepts the identification information of the player and the fingerprint of the player who is required to perform the personal authentication by the client terminal device 2 via the store server device 2 . Point information, personal identification. The combination generating unit 3 6 1 b is a participating terminal device 1 r that has accepted the participating client terminal device 3 3 1 a, and is placed in a combination of the tournaments constituting the competition game according to a predetermined rule, and is placed in the game. The result of the combination of the tournaments constituting the competition game is stored in the combination storage unit 3 62a, and the combined information (here, table information) is transmitted to the store server device 2 and stored in the table storage unit 2 62 a. φ Fig. 15 is an example of an explanatory diagram of a rule for inserting the participating terminal device 1 r of the combination generating unit 3 6 1 b into the tournament. As described above, the tournament is hereby composed of a three-round tournament consisting of squash A] to P4 of 64 players (64 participating terminals ‘device 1 r). As shown in the figure, the first round of the battle consists of four groups of four A1 to A4, four groups B1 to B4, and four groups of four P...~P4. A total of I group 6 (6 tables of A table ~ P table) in the P group, and a match game. Then, the score of the second round against the first round of the battle system »31 > (28) 1250886 The first (victor) of the 16 people composed of the Q table ~ τ (for example, the eight tables ~ 0 table of the winners of 4 In the second round of the figure, there is a sequence number GN that shows the order of the insertion of the trophy. The 决 卩 在 其 其 其 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 。 For the sashes A], Μ 1, Ο 1, Κ 1, G1, Β, Ν 1, η, F], D], Ρ], the order is suitable for 16 people, in the same table order ( Table A, 1 The next 16 people are equally suitable for the remaining 3 2 people. The production unit 3 6 1 b is inserted into the terminal device 1 r that constitutes the game (A~P table) that constitutes the battle game. The number of the participating terminals 1 r is inserted into the companion game composer. Again, the functional configuration shown in FIG. 4 is returned to the generating unit 3 6 b, and the number of participating terminals is counted. 3 6 Add the number of terminals RN, and then perform the process of joining the terminal ^ to the combination of the tournaments that constitute the competition game. 6 or 4 people in the competition, or start to participate in the terminal device 1 • After the appropriate processing has passed the reset time LT (for example, 5 seconds), the participating terminal device 1 r is inserted into the processor that constitutes the combination of the battle. In the case where the number of participating terminals RN is less than the maximum number of participating terminals is 64, the generation unit 3 6 ] b assigns a virtual game player table to a total of four tables. The combination of I 1 , E ], C 1 LI , H1 , : 1...) of the match is suitable for this, and the groups of the combined races are roughly consistent with the description of the tournament. The combination 1 e resets the g-set 1 r insertion, which is suitable for the situation of the tournament, and the end time of the brocade sale r Ν Μ (the operator (29) (29) 1250886 terminal device here] 'Participating in the terminal device ir as an insufficient part. For example, the end time point of the reset time LT, the number of participating terminals RN is the same as the same day, in the remaining 2 4 (= 6 4 - 4 〇) sash The client terminal device that acquiescely accepts the operation of the c P u player is assigned. The competition start unit 3 6 1 c assigns 1 game space to the combination according to the combination generated by the combination generation unit 3 6b, and participates in the terminal device. ]r indicates the start of the match game for each match. In addition, the match start unit is the time point when the number of participating terminals rn is reset by the participating terminal count unit 3 6 e, and the τ instruction starts with the participating terminal device. In the competition game, the competition start unit 3 6 c is assigned to operate the CPU player in a virtual manner when the number of participating terminals RN becomes the maximum number of participating terminals RNM (here, 64 units) or at the end of the reset time Lt. .Customer terminal device] The time point at which part of the terminal device 1 r is participated (as the time point when the terminal device 1 that constitutes the tournament is connected to the terminal device 1 i or the client terminal device 1 that accepts the operation of the CPU player) 1 r indicates the start of the match game. The match end section 3 6 1 d is based on the time limit TL (in this case, 1 minute) set in advance for each match (the first turn and the second turn) In the case where the participation terminal device jr is instructed to end the competition of each game, and the superiority of the progress state of the competition game at the end of the competition is determined, the participating terminal device 1 r of the winner is determined here, and the progress of the competition game is determined. The superiority is determined based on the number of points held at the end of the game (the number of points the player imaginarily holds) -33- (30) (30) 1250886, depending on the order of the number of points held, The victors number setting unit 3 6 ] g is the winner of the number of people set. Here, the case where the number of persons set by the victor number setting unit 3 6 1 2 is "person" will be described. In other words, in the end of the match, the number of points held at the end of the match is determined to be the winner. In addition, the end of the match is not limited to the time limit for the match, but in the match game. When the game progress status forms a predetermined situation (here, the time point when the Dongfeng lap is completed by the Dongfeng 4th Bureau) 5, the participating terminal device 1 r instructs the end of the match. That is, the match/fe beam portion 3 6 1 d In the first round match and the second round of the match, from the start of the match to the time limit TL, that is, the player with the most points until the minute of the minute, as the victor, proceed to the next round, in the final, The player who holds the most points at the end of the Dongfeng lap is determined to be the winner. The participating terminal number counting unit 3 6 1 e receives the participation in the competition game by the participation accepting unit 3 6 1 a, and accumulates the number of participating terminals RN, and the number of participating terminals RN and the game terminal device of the tournament constituting the competition game. The maximum number of participating terminals RN Μ (here, 64), or the time when the number of participating terminals RN changes from 0 to (i.e., after resetting, first by participating in the receiving unit 3) 6] a When accepting the reset time LT (for example, 5 seconds) at the time point of participation in the competition game, the number of participating terminals rn is counted by resetting the number of mega terminals RN to 〇. In other words, the participating terminal count unit 3 6 1 e accepts participation in the competition game by the participation accepting unit 3 6 a, and will not pass the competition start unit 3 6 ] c - 34 - (31) (31) 1250886 The number of participating terminal devices 1 r indicating the start of the competition is counted as the number of participating terminals RN. The combination interval setting unit 3 6 1 f is the time limit for resetting the number of participating terminals RN to the longest of 0 in response to the date setting. Here, the combination interval setting unit 3 6 1 f sets the limit time TL to a short (30 seconds) for the date (for example, holiday) in which the participation terminal number RN is fast (accepting the frequency of participation from the player is high). For the date when the number of participating terminals is slow (the frequency of participation from the player is low) (for example, weekdays), the time limit TL is set to be longer (60 seconds). The squad number setting unit 3 6 ] g system, in each round match, the number of the one combination of the four players is set. Here, in the case of all the matches in the first round match to the third round, the number of the winners is the same as the one, but for example, in the match game played by the player of 4 players, the player who enters the top 2 is entered. In the case of the next round, with the entry of only the first place, the strategy of the player who plays the game will change, so by setting the number of players entering the next round, the change in the game will be more varied. The posture 'increased the fun. The combined memory unit 3 6 2 a is used to store a combination of tournaments constituting the competition game generated by the combination generation unit 3 6 1 b. Specifically, the corresponding storage constitutes 65 sashes (A 1 to A4 ) of the tournament shown in Fig. 15 and the identification information of the client terminal device 1 established in the sash. The player information storage unit 3 6 2 b stores the feature point data of each player, the number of items, the segment position, and the like in association with the player's identification information (user 1D data). Among them, the number of each player's props and the segment -35 - (32) (32) 1250886 are transmitted to the client terminal device I and stored in the segment memory unit 1 6 2 a when the game is started, and the game is in the match game. At the end, the number and the position of the item stored in the segment memory unit 6 2 a are updated in accordance with the number and the position of the item determined by the stage moving unit 1 6 1 e, and transmitted to the center server. The device 3' is stored in the player information storage unit 3 6 2 b. The card time storage unit 3 6 2 c stores the card time TA for each segment, for example, as shown in Fig. 6, and stores it in a table format. Further, the boxing time TA stored in each of the slotting time storage units 3 62 c is transmitted to the client terminal device 3 at the start of the competition game and stored in the card opening time storage unit I 6 2 b. Fig. 16 is an example of a flow chart of the processing performed by the client terminal device. Further, unless otherwise specified, the following processing is performed by the control unit 1 61 a by the game. First, by the card reader 3, personal information such as user ID data (step sioi) is read from the inserted personal card and then transmitted to the center server device 3 (step s) 〇 3) by The participation accepting unit 3 6 a of the center server device 3 accepts the participation in the competition game, and the combination of the tournaments that constitute the competition game by the combination generation unit 3 6 I b is received by the competition start unit 3 6 c The decision to start the game is not poor (step s 1 0 5 ). When the instruction to start the match is not received (in step S 0 5 Ν Ο ), the processing is in the standby state. When the instruction information for starting the competition is received (Y E S in step s 1 0 5 ), the player information of the identification information, the segment position, and the like of the opponent is received (step S ] 〇 7 ). -36- (33) 1250886 Then, by extending the processing unit 16 6 h, the display of the mark S for which the button is pressed in each game in consideration of the long time is initialized to 0 (step S ] 0 8 ). Here, when the flag S is 0, it is displayed in the middle of each game, and the button is not pressed (the state in which the request for extension of the opening time TA can be accepted), and when 値 is 1, It is displayed in the long time of each game and the button has been pressed (the acceptance of the extension of the opening time TA cannot be performed). Next, the competition game is executed (step s 1 0 9 ), and it is determined whether or not the instruction for ending the competition game is accepted by the competition end unit 361d of the center server device 3 (step S1 1 ). When the instruction information for ending the competition game is not accepted (N 0 in step S1), the process returns to step S1 0 9, and the competition game is continuously executed. When the instruction information for ending the competition game is accepted (YES in step S1 1 1), the ranking is determined by the achievement determination unit 6 1 c, and the item moving unit 1 6 1 d The dragon coin moves, and the segment determining unit 1 6 1 e determines the segment position, and stores the number of the items and the segment position in the segment memory unit 1 62a. @, The player who holds the number of points, the position and the item of the player as the result of the game is transmitted to the center server device 3 (step S11 3). Then, the winner is determined by the battle end portion 3 6 d of the center server device 3, and whether the victory or defeat information of the winner is displayed is displayed, and whether the victory or defeat information of the winner is received is determined (step S 1 I 5 ) ). In the case of 丨妾# to the winning or losing information of the undefeated person (w > in step S1 1 5, the processing proceeds to step S1] 9. When receiving the case of displaying the winning and losing information of the winning test ( In step S Π 5, YES), the game system -37 - (34) (34) 1250886 is judged as the final (step S Π 7). The match game is not the final (1st round match or 2nd round) In the case of the battle (in step δ) n is N ◦) 'The processing returns to step s 1 0 7 and is repeatedly executed from step S 1 0 7 to the processing of step S 1 1 5 . When (in step S Π 7 is YES), or when step S Π 5 accepts the case of displaying the winner's victory or defeat information (N 〇 in step S 1 15 5), the acceptance is from the touch panel; !丨^ The input of 'etc.' is to determine whether or not to continue the competition game (step S 1 1 9 ). When it is determined that the competition game is continued (YES in step S] 丨 9) 'Processing returns to step s 】 〇 3. The process of step S1 1 7 is repeatedly executed by step S] 0 3. When it is determined that the competition game is not continued (NO in step S1 1 9 ), the processing is terminated. Fig. 1 7 is an example of a detailed flow of management processing of the rounding time TA of the competition processing performed in step S 1 0 9 in the flow of Fig. 16. First, the determination of whether or not the card is generated is performed by the timer 16 6 f. (Step S201). When it is determined that the card is not generated (NO in step S2〇1), the processing is in the standby state. When it is determined that the card is generated (YES in step S201), by the timer i6if, the counter Ts of the remaining time for counting the carding time TA is set to the initial 値τ 1 rounding time TA) (step S 2 03) ). Then, by extending the processing unit 1 6 1 ]], the determination as to whether or not the closing is completed is performed (step S 2 0 5 ). When it is determined that the closing of the card is completed (YES in step S 2 0 5), the process is reversed, and when it is determined that the card is not finished (N 0 in step S 2 0 5), the display is not long. It is determined whether or not the button is -38-(35) 1250886, and the flag S that has been pressed in each match is judged to be 1 (step S 2 0 7 ). When it is determined that the flag S is 1 (in the case S 2 0 7 is Y E S ), the processing proceeds to step S 2 5 . When it is determined that the flag S is not (is 〇) (N 0 in step S 2 07), the long-term consideration button is displayed on the display 1 by extending the processing unit 6 1 h (step S 2 0 9 ), by extending the request accepting unit]6] g, it is determined whether or not the button has been pressed for a long time (step S 2 1 1 ).

在判定爲長時考慮按鍵未被按壓之情況時(在步驟 S 2 1 1爲N〇),處理進行至步驟S 2 1 5,在判定爲長時考慮 按鍵已被按壓之情況時(在步驟S2]].爲 YES),藉由延 長處理部1 6 ] h,將標記S之値設定成1 (步驟S 2 1 3 ), 計數器Ts的値累加延長時間△ T (步驟S2 1 5 )。When it is determined that the button is not pressed (when step S 2 1 1 is N〇), the process proceeds to step S 2 15 , and when it is determined to be long, the case where the button has been pressed is considered (in the step) S2]] is YES), by extending the processing unit 1 6 ] h, the flag S is set to 1 (step S 2 1 3 ), and the counter Ts is accumulated by the extension time Δ T (step S2 15).

在步驟S 2 1 4的處理結束之情況、在步驟S 2 0 7爲Y E S 之情況、或在步驟 S 2 Π爲 N ◦之情況時,藉由計時器 1 6 1 f,將計數器Ts之値僅減量1 (步驟S 2 ] 5 )。然後, 藉由計時器]6 ]. f,進行計數器Ts之値係否爲0以下之判 定(步驟S 2 1 7 )。 在判定爲計數器Ts之値非0以下的情況(較0大) 時(在步驟S2] 7爲NO ),處理轉回至步驟S 2 0 5,由步 驟 S 2 0 5反復執行至步驟S 2 1 5之處理。在判定爲計數器 Ts之値係0以下之情況時(在步驟S2 ] 7爲YES ),藉由 遊戲進行控制部]6 1 a,進行摸牌捨棄(步驟S 2 1 9 ),處 理轉回。 圖1 8係藉由中心伺服器裝置3所進行的處理之流程 -39- (36) 1250886 的一例。首先,藉由段位決定部1 6 1 e,將參加終端數RN 初期化成〇,將計數以計時器1 6 1 f所設定的重置時間LT 之計數器TM的値初期化成0 (步驟S 3 01 )。其次,進行 係否藉由參加受理部3 6 ] a由客戶終端裝置]受理了對於 對戰遊戲之參加的判定(步驟S 3 0 3 )。When the processing of step S 2 1 4 ends, the case where step S 2 0 7 is YES, or the case where step S 2 Π is N ,, the counter Ts is 藉 by the timer 1 6 1 f Only decrement 1 (step S 2 ] 5 ). Then, by the timer]6].f, the determination as to whether or not the counter Ts is 0 or less is performed (step S2 17). When it is determined that the counter Ts is not equal to or less than 0 (larger than 0) (NO in step S2), the process returns to step S2 0 5, and the process is repeated to step S 2 by step S 2 0 5 . Processing of 1 5 . When it is determined that the counter Ts is equal to or less than 0 (in step S2, 7 is YES), the control unit 6 1 a is played by the game, and the card is discarded (step S 2 1 9 ), and the processing is switched back. Fig. 18 is an example of a flow of processing by the center server device 3 - 39 - (36) 1250886. First, the segment determining unit 1 6 1 e initializes the number of participating terminals RN to 〇, and initializes the counter TM of the reset time LT set by the timer 1 6 1 f to 0 (step S 3 01). ). Next, it is determined whether or not the participation in the competition game is accepted by the participation accepting unit 3 6 a) by the client terminal device (step S 3 0 3 ).

在未受理對於對戰遊戲之參加的情況時(在步驟 S 3 0 3爲NO ),藉由參加終端數計數部361e,將計數器 TM之値僅減量1(步驟S305),進行計數器TM之値係 否爲重置時間L T以上之判定(步驟S 3 0 7 )。在判定爲非 重置時間LT(未滿重置時間LT)以上之情況時(在步驟 S 3 0 7爲N〇),處理返回步驟 S 3 0 3。在判定爲重置時間 L T以上之情況時(在步驟S 3 0 7爲Y E S ),處理進行至步 驟 S 3 1 9。 在受理了對於對戰遊戲之參加的情況時(在步騾 S 3 0 3 Μ YES),藉由組合生成部3 6 1 b,將在步驟S 3 0 3以 參加受理部3 6 1 a受理了參加之客戶終端裝置1的參加終 端裝置]!安插至構成對戰遊戲的錦標賽之組合(步騾 S 3 0 9 )。然後,藉由參加終端數計數部3 6 1 e,將參加終端 數RN僅減量1 (步驟S 3 1 1 ),進行參加終端數RN係否 爲最大參加終端數RNM以上之判定(步驟S 3 1 3 )。 在判定爲參加終端數RN非最大參加終端數RN Μ以 上(未滿最大參加終端數RN Μ )之情況時(在步驟S 3 ] 3 爲Ν 0 ),藉由參加終端數計數部3 6 ] e,將計數器ΤΜ之 値僅減量](步驟S 3 1 5 ),進行計數器TM之値係否爲重 -40- (37) (37)1250886 置時間L T以上之判定(步驟$3]7)。在判疋爲非重置時 間LT (未滿重置時間LT )以上之情況時(在步驟S 3 ] 7 爲NO),處理返回至步驟S 3 0 3。在判定爲重置時間L T 以上之情況時(在步驟S 3 ] 7爲 YES),處理進行至步驟 S 3 1 9 ° 在步驟S 3 0 7爲YES之情況、或在步驟S317爲YES 之情況時,藉由組合生成部3 6 ] b,分判作爲不足邰分的參 加終端裝置1 r之假想地受理c p u玩家的操作’各戶終端 裝置1 (步驟S 3 1 9 ),處理進行至步驟S 3 2 1 ° 在判定爲參加終端數RN係最大参加終端數RNM以 上之情況時(在步驟S 3 ] 7爲YES ),或步驟S 3 ] 9之處理 結束的情況時,藉由對戰開始部3 6 ] c ’對於參加終端裝置 h,指示開始第1回合之對戰遊戲(步驟s 3 2 1 )。然後, 藉由對戰結束部3 6 1 d,進行係否已經經過第1回合對戰時 間的限制時間TL之1 0分鐘的判定(步驟S 3 2 3 )。在判 定爲未經過]〇分鐘之情況時(在步驟S 3 2 3爲N 0 )’處 理呈待機狀態。在判定爲已經經過〗〇分鐘之情況時(在 步驟S 3 2 3爲Y E S ),藉由對戰結束部3 6 ] d,對於參加終 端裝置1 r指示第1回合對戰結束(步驟S 3 2 5 )。 其次’藉由對戰結束部3 6 1 d,由參加終端裝置】].接 收第]回合對戰之遊戲結果(步驟S 3 2 7 ),因應在對戰 結束時間點之對戰遊戲的進行狀況之優越性,決定戰勝者 之參加終端裝置1 r,將勝敗資訊傳送至梦加終端裝置]r ( 步驟S 3 2 9 )。然後,藉由組合生成部3 6 1 b,決定第]回 -41 - (38) (38)1250886 合對戰的戰勝者在第2回合對戰之組合,藉由對戰開始部 3 6 ] c,對於參加終端裝置〗r指示開始第2回合對戰之對 戰遊戲(步驟S 3 3 1 )。其次,藉由對戰結束部3 6 1 d,進 行第1回合對戰的對戰時間之限制時間T L的1 〇分鐘係否 已經經過之判定(步驟S 3 3 3 )。在判定爲未經過1 0分鐘 之情況時(在步驟S 3 3 3爲N 0 ),處理呈待機狀態。在判 定爲已經過1 〇分鐘之情況時(在步驟S 3 3 3爲YES ),藉 由對戰結束部3 6 ] d,對於參加終端裝置1 r指示第2回合 對戰結束(步驟S 3 3 5 )。 其次,藉由對戰結束部3 6 1 d,由參加終端裝置]r接 收第2回合對戰之對戰遊戲結果(步驟S 3 3 7 ),因應在 對戰結束時間點之對戰遊戲的進行狀況之優越性,決定戰 勝者之參加終端裝置1 r,將勝敗資訊傳送至參加終端裝置 1 r (步驟S 3 3 9 )。然後,藉由組合生成部3 6 1 b,決定第2 回合對戰的戰勝者在第3回合對戰(決賽)之組合,藉由 對戰開始部36] c,對於參加終端裝置lr指示開始決賽之 對戰遊戲(步驟S 3 4 1 )。 其次,藉由對戰結束部3 6 1 d,由參加終端裝置1 r結 束對戰遊戲,進行係否接收到遊戲結果之判定(步驟 S 3 4 3 )。在判定爲未接收到遊戲結果之情況時(在步驟 S 3 4 3爲Ν Ο ) ’處理呈待機狀態。在判定爲接收到遊戲結 果之情況時(在步驟S 3 4 3爲YES ),藉由對戰結束部 3 6 1 d,使用遊戲結果,決定戰勝者之參加終端裝置]r,將 勝敗資訊傳送至參加終端裝置]r (步驟S3C),結束處 -42- (39) 1250886 理。 圖]9係在如圖]6所不的流程之步驟S ] 0 5顯不於客 戶終端裝置1的顯示器1 1之錦標賽生成狀況顯示畫面的’ 畫面圖之一例。在錦標賽生成狀況顯示畫面6 0 0,顯示有‘ :於大致中央部,當錦標賽的組合結束時則顯示第1回合 對戰開始之意的比賽數顯示部60];在比賽數顯示部60 ] 的上側顯示對於對戰遊戲的參加之受理時間的剩餘時間( 即,限制時間TL之剩餘時間)的剩餘時間顯示部602 ; 在比賽數顯示部601的左右兩側顯示構成對戰遊戲的錦標 賽之框格的框格顯示部603 ;及顯示適合框格顯示部603 的左端之框格6 0 3 a的玩家資訊之玩家資訊顯示部6 0 4。 可得知,在剩餘時間顯示部602,顯示著「受理參加 中 6 0」,而受理時間之剩餘時間爲6 0秒。又’可得知 ’在玩家資訊顯示部6 (H ’顯示著「(玄武貳段」安得森 」,而在框格603a適合玩家名字爲「安得森」且段位爲 2段」之玩家。 圖2 0係在如圖1 6所示的流程之步驟S 1 0 5顯示於客 戶終端裝置1的顯示器1]之錦標賽生成狀況顯示畫面的 畫面圖之—例。在錦標賽生成狀況顯示畫面6 ] 0,顯示有 :於大致中央部,當錦標賽的組合結束時則顯示第1回合 對戰開始之意的比賽數顯示部6 Π ;在比賽數顯示部6 Π %上側顯示對於對戰遊戲的參加之受理時間的剩餘時間( 即’限制時間T L之剩餘時間)的剩餘時間顯示部6 1 2 ; @ tt賽數顯示部6 1 ]的左右兩側顯示構成對戰遊戲的錦標 -43- (40) (40)1250886 賽之框格的框格顯示部 6 1 3 ;及顯示安插至框格顯示部 6 0 3的左端之框格6 1 3 a、6 1 3 c、6 ] 3 e及6 1 3 g與右側的框 格6 1 3 j、6 1 3 k、6〗3 m及6 ] 3 〇的玩家資訊之玩家資訊顯示 部 6 1 4。 在剩餘時間顯示部6 1 2 ’顯示著「受理參加中4 7」, 而受理時間之剩餘時間爲4 7秒。又,可得知,在玩家資 訊顯示部6 1 4,顯示安插至各框格的玩家之段位及玩家名 字,而具有所顯示的段位及玩家名字的玩家則安插至顯示 有玩家之段位及玩家名字之框格。在此,於6 4個框格內 ,玩家安插至8個框格。玩家係可藉由錦標賽生成狀況顯 示畫面6 0 0、6 1 0,確認:玩家逐次地安插至錦標賽之6 4 個框格,決定組合之狀》儿 圖2 1係在如圖1 6所示的流程之步驟S ] 0 9顯示於客 戶終端裝置1的顯示器]1之對戰畫面的畫面圖之一例。 在對戰畫面6 2 0 ,於晝面下側’顯示有:在立直(聽牌後 不能再換牌)之情況時所按壓的立直按鍵P B B •’吃牌之情 況時所按壓的吃按鍵P B C ;碰牌之情況時所按壓的碰按鍵 PBD ;槓牌之情況時所按壓的槓按鍵PBE ;胡牌之情況時 所按壓的胡按鍵;使風圈進行之情況時所按壓的進行按鍵 P B G ;及在變更對於其他的玩家之捨牌係否叫吃(指碰、 吃、明槓之動作)的選擇之情況時所按壓的叫吃變更按鍵 PBH。 在藉由叫吃變更按鍵p B H ’此桌的對戰者全員選擇「 對於其他的玩家之捨牌不叫吃」之情況時’在某玩家捨牌 -44 - (41) (41)1250886 後,下一個玩家摸牌。在藉由叫吃變更按鍵ρ Β Η,玩家選 擇了1對於其他的玩家之捨牌叫吃」之情況時,其他的玩 家將該玩家可叫吃的牌捨棄之際,該捨牌閃爍,顯示該玩 冢可叫吃之牌’並且該玩家按壓吃按鍵P B C、碰按鍵P B D 與槓按鍵ρ Β Ε中之任一者來進行叫吃,或該玩家按壓進行 按鍵P B G使風圈進行,或至過預定時間(例如5秒)爲 止,其次的玩家不能摸牌。 又,在對戰畫面6 2 G,於畫面下側,以站立牌狀態, 顯示著表示玩家的手牌的物件之手牌物件(麻將牌)621 ’於畫面上側及左右雨側’以站立牌狀態顯示著表示對戰 者的手牌的物件之對戰者手牌物件(麻將牌)6 2 3。且, 在對戰畫面6 2 0,於畫面大致中央,顯示:表示包含寶牌 之牌堆的牌堆物件6 2 4 ;與在牌堆物件6 2 4的周圍表示捨 牌之物件的捨牌物件622。由於表示手牌物件62 1的種類 之種類顯示面朝相機視點側’故玩家可藉由對戰畫面620 ,確認手牌物件62 1之種類。例如,由左算起的第2個手 牌物件之種類爲「伍萬」。 且,在對戰畫面 62 0,於牌堆物件 624與捨牌物件 6 2 2之間,顯示著表不各玩家在遊戲內之稱呼的稱呼顯示 部N P,於玩家的下家的對戰者之稱呼顯示部N p的下側’ 顯示著表示風圈之風圈標記P RM。藉由稱呼顯示部N P ’ 可得知例如玩家的稱呼爲「朱雀王」’玩家的上家的對戰 者之稱呼爲「小奈奈」。又’藉由風圈標記P R M,由其表 示文字爲「東」,可得知風圈爲東風圈。 -45- (42) 1250886 並且,在對戰衋面6 2 0 ’於畫面右側’顯示著:爲了 以玩家延長由摸牌至捨牌爲止的 '从疋所被谷許的時間之剩 餘時間而按壓之長時考慮按鍵τ 〇 B,於畫面右下側表示摸 牌物件的摸牌物件δ25上顯示剩餘時間顯示部RT。剩餘、 時間顯示RT ’係顯示於與玩家的手牌相關聯之位置,以 數字顯示玩家至設牌決定爲止之剩餘時間爲5秒。這係「 ς 。 、 「2」、「1」' 「0」之顯示改變。 5 j 、 4」、 二」 長時考慮按鍵係作成可受理由僅由摸聘至捨牌爲止之間白勺· 延長要求者。 又,在對戰衋面62 0 ’於畫面左上角’顯示著:表示 對戰遊戲之剩餘時間的剩餘時間顯示62 6。在此,於剩 餘時間6 2 6 _ $「Q 7 . 5 9 · ° 2」,可得知剩餓日寸間 爲7分鐘39秒多。由於在剩餘時間顯示部62 6顯示對戰 遊戲之剩餘時帛,故玩家能夠因應剩餘時間,計劃用來戰 勝進入下一回合比賽之戰略。例如’在剩餘時間爲1分鐘 以內且現在爲第1名之情況時’爲了確保第1名’而能夠 φ 計劃快速胡牌,或集中注意使得不會放炮之戰略。 圖2 2係在如圖1 6所不的流fe·之步驟S 1 1 5爲戰勝者 之情況時顯示於客戶終端裝置1的顯示器】]之戰勝者顯 ’ 示畫面之畫面圖的一例。在戰勝者顯示畫面6 3 0 '於畫面 大致中央部,顯示著:表示戰勝者之戰勝者顯示部6 3 1。 在戰勝者顯示部6 3 1之上端,顯示著訊息部6 3 2 ’在訊息 部6 3 2顯示「第1回合對戰突破(戰勝)」,能確認玩家 爲第】回合對戰之戰勝者。 -46- (43) 1250886 圖2 3係在如圖]6所示的流程之步驟S Π 5爲戰勝者 之情況時顯示於客戶終端裝置1的顯示器 Π之對戰結果 顯示畫面之畫面圖的一例。在對戰結果顯示畫面64 0,顯 ’ 示著:於畫面大致中央部表示第幾回合比賽之結果的比賽 ~ 數顯示部6 4 1;於比賽數顯示部6 4 1的上側,表示至下一 回合比賽開始爲止的剩餘時間之剩餘時間顯示部6 4 2 ;及 於比賽數顯示部64 1的左右兩側表示構成對戰遊戲的錦標 賽之框格的框格顯示部 6 4 3。又,在框格顯示部6 4 3,顯 φ 示著:表示對戰的戰勝者之戰勝者顯示部6 4 3 a ;及表示在 此客戶終端裝置1進行遊戲之玩家的玩家顯示部64 3 b。 藉由參照戰勝者顯示部64 3 a與玩家顯示部64 3 b,能 夠確認在下一回合比賽(第2回合對戰)對戰的對手之玩 家名字及段位。在此,在第2回合對戰進行對戰的對手之 玩家名字及段位係「亍夕二7夕 初段」、「于卜U々 厶 貳段」及「7示'力' K 口 8段」。再者,在此,玩 家名字爲「7水力' K 口」之玩家的段位係顯示著「黃龍」, 這係指「8段」之意。 圖2 4係在如圖1 6所示的流程之步驟S 1 1 5爲戰勝者 之情況時顯示於客戶終端裝置]的顯示器1 1之對戰結果 ’ 顯示畫面之畫面圖的一例。在對戰結果顯示畫面6 5 0,與 圖2 3同樣地,顯示著:比賽數顯示部6 5 1、剩餘時間顯示 部6 5 2及框格顯示部6 5 3。又,在框格顯示部6 5 3,顯示 著:戰勝者顯示部6 5 3 a、與玩家顯示部6 5 3 b。 在比賽數顯示部65 1,顯示「決勝戰(決賽)」,顯 -47- (44) (44)1250886 示著第2回合對戰的結果,可得知下一回合比賽爲決賽。 藉由參照戰勝者顯示部6 5 3 a與玩家顯示部6 5 3 b,可確認 在下一回合比賽(決賽)進行對戰的對手之玩家名字及段 位。 圖2 5係在如圖1 6所示的流程之步驟S 1] 5爲戰敗者 之情況時顯示於客戶終端裝置1的顯示器Π的係否繼續 輸入畫面之畫面圖的一例。在係否繼續輸入畫面6 6 0,顯 示著:表示在畫面大致中央部的第幾回合比賽的結果(戰 敗者)之比賽數顯示部6 6 1 ;及於比賽數顯示部6 6 1的下 側輸入係否繼續進行對戰遊戲之係否繼續顯示部662。在 係否繼續顯示部 6 62,顯示著:在繼續進行對戰遊戲的情 況時所按壓的繼續按鍵6 6 2 a、與在結束對戰遊戲的情況時 所按壓的結束按鍵6 62b。玩家能夠使用係否繼續輸入畫面 6 6 0,確認對戰結果,並且輸入係否要繼續進行對戰遊戲 〇 如上所述,由於藉由對戰結束部3 6 1 d,根據對於至準 決賽爲止(在此爲第2回合對戰)的各比賽預先設定的對 戰時間之限制時間(在此分別爲]〇分鐘),對於參加終 端裝置1 r指示結束各比賽之對戰,並且因應在對戰結束 時間點之對戰遊戲的進行狀況之優越性(在此爲所持點數 ),決定戰勝者之參加終端裝置]r,故藉由適當地設定對 戰時間之限制時間,可迅速且圓滑地進行對戰遊戲。 特別係當在網路遊戲,進行錦標賽方式的麻將遊戲般 之無時間限制的對戰遊戲之際,會有遠隔的玩家之間進行 -48- (45) 1250886 遊戲的情況,在如此之情況下,由於不易掌握參加 之玩家的狀況等,故如上所述般,可迅速且圓滑地 戰遊戲之效果影響很大。即,當在網路遊戲,進行 方式的麻將遊戲般之無時間限制的對戰遊戲之際, 上所述般,可防止產生錦標賽的各比賽間之等待時 玩家可舒適地享受錦標賽方式之對戰遊戲。 又,由於藉由參加終端數計數部3 6 1 e,在參加 RN與構成對戰遊戲的錦標賽的客戶終端裝置]之 最大參加終端數 RNM —致之情況、或從參加終端 爲〇變化成]之時間點經過了預定時間(限制時H 之情況時,將參加終端數RN重置成0,在此重置 點,對於參加終端裝置]指示開始對戰遊戲,故 以參加受理部 3 6 1 a受理了對於對戰遊戲之參加至 始對戰遊戲的等待時間抑制在預定時間(=重置時帛 例如60秒)以下,可更迅速地進行對戰遊戲。 且,由於藉由組合生成部3 6 1 b,由參加終端數 被重置之時間點,再次進行將參加終端裝置1 r安 成對戰遊戲的錦標賽的組合之處理,故在受理對於 戲的參加之時間點,即可對應構成錦標賽之組合, 家而言,舒適地進行對戰遊戲。 並且,由於藉由組合間隔設定部3 6 1 f,因應日 重置時間 LT,故當對於參加終端數之增加慢(受 於玩家的參加之頻率低)之日期,將限制時間TL 60秒),而對於參加終端數RN的參加快速(受理 錦標賽 進行對 錦標賽 由於如 間,故 終端數 總數的 .數 RN 0 TL) 之時間 可將由 指示開 】LT, RN已 插至構 對戰遊 對於玩 期設定 理來自 設長( 來自於 -49- (46) (46)1250886 玩家的參加之頻率高)之日期(例如,假日),將限制時 間TL設短(3 0秒)時,則可進一步縮短由受理對於對戰 遊戲的參加至指示開始對戰遊戲爲止之等待時間,可更迅 速地進行對戰遊戲。 又,由於藉由組合生成部3 6 1 b,在參加終端數RN未 滿最大參加終端數RNM之情況時,分配假想地受理CPU 玩家的操作之客戶終端裝置1,來作爲不足部分的參加終 端裝置1 r,故與在參加終端數RN和構成對戰遊戲的錦標 賽之客戶終端裝置1的總數之最大參加終端數RNM —致 的情況(受理了與最大參加終端數RN Μ相同數的玩家之 參加的情況)同樣地,能不會賦予玩家差異感地進行對戰 遊戲。 且,由於藉由組合生成部3 6 1 b,使應安插至構成對戰 遊戲的錦標賽之各組合之參加終端裝置1 r的台數相互大 致呈一致地,將參加終端裝置]r安插至構成對戰遊戲的 錦標賽之組合,故在參加終端數RN未滿最大參加終端數 RNM之情況時,作爲不足部分的參加終端裝置1 r而對應 於假想地受理C P U玩家的操作之客戶終端裝置1之台數 大致呈一致,使得參加錦標賽之玩家在大致相同之條件下 進行對戰遊戲。 並且,由於藉由對戰結束部3 6 1 d,不對於決賽設定對 戰時間之限制時間,而在對戰遊戲的遊戲進行狀況形成了 預定狀況之時間點(在此爲東風圈結束之時間點),對於 參加終端裝置]r指示對戰結束,故玩家可充分地擅長於 -50- (47) (47)1250886 最重視之決賽之對戰,提昇了對戰遊戲之有趣性。 又,由於決定藉由戰勝者數設定部3 6 1 g所設定的人 數之戰勝者,故使得對戰遊戲之變化變得多采多姿,提昇 有趣性。例如,在如麻將遊戲般,以4人的玩家進行之對 戰遊戲,於在前2名以內的玩家進入下一回合比賽之情況 ,與僅第]名進入之情況,進行對戰遊戲之玩家的戰略會 改變’故藉由設定進入下一回合比賽之玩家人數,@夠{吏 得對戰遊戲之變化變得多采多姿,提昇了有趣性。 且’由於錯由遊戲進fT控制部1 6 1 a ’根據預先設定的 摸牌之時間點至捨牌爲止之限制時間的捨牌時間TA,進 行對戰遊戲,故更迅速地進行麻將遊戲。 並且,由於藉由遊戲進行控制部'16 ] a,根據對應於表 示玩家的等級之段位的捨牌時間TA,進行對戰遊戲,故 當因應段位設定適當的捨牌時間T A時,則玩家可舒適且 迅速地進行對戰遊戲。 又,由於藉由計時器1 6 1 f,推測段位越高,即使捨牌 時間TA短亦可對應,而將捨牌時間τα設短,故可進一 步迅速且Η滑地進行對域遊戲。 且,由於針對各比賽,限制預定次數(在此爲〗次) 受理延長來自於參加終端裝置1 r的捨牌時間Τ Α之操作資 訊(長時考慮按鍵TOB之按下的操作資訊),而將捨牌 時間TA僅延長預定時間(在此爲5秒),故不會大幅度 地阻礙對戰遊戲之進行,而對於玩家可賦予決定捨牌之時 間。 -51 ^ (48) (48)1250886 再者,本發明能夠變更以下之形態。 (A )在本實施形態,針對對戰遊戲爲麻將遊戲之情 況作了說明,但亦可爲其他之對戰遊戲的形態。例如,亦 可爲預先設定了對戰時間的對戰遊戲之具有時間限制之對 戰遊戲(例如,模擬足球之足球遊戲、模擬橄欖球之橄欖 球遊戲等)之形態,或亦可爲在遊戲的性質上不易設定對 戰時間的對戰遊戲之無時間限制對戰遊戲(例如,模擬圍 棋之圍棋遊戲、模擬象棋之象棋遊戲、模擬西洋棋之西洋 棋遊戲、模擬撲克牌、日本式骨牌、花紙牌之卡片遊戲、 模擬網球、桌球、排球、羽球之運動遊戲等)之形態。 (B )在本實施形態,針對客戶終端裝置]經由店舖 伺服器裝置2與中心伺服器裝置3可通信地連接之情況作 了說明,但亦可爲客戶終端裝置1可通信地連接於中心伺 服器裝置3之形態。其中,在此情況時,須要中心伺服器 裝置3或客戶終端裝置1進行客戶終端裝置1間之操作資 訊的交換處理。 (C )在本實施形態,針對錦標賽爲由以6 4人的玩家 所構成的3回合比賽所構成之情況作了說明,但錦標賽亦 可爲其他形態。例如,亦可爲在以2人的玩家所進行的對 戰遊戲,錦標賽爲由以1 6人的玩家所構成的4回合比賽 所構成之形態。 (D )在本實施形態,針對對戰結束部3 6 1 d對於決賽 不設定對戰時間之限制時間的情況作了說明,但亦可對戰 結束部3 6 ] d對於決賽,設定比起其他比賽更長的限制時 -52 - (49) (49)1250886 間作爲對戰時間之形態。例如,如本實施形態般,將第] 回合對戰及第2回合對戰之限制時間設定成1 0分鐘,而 將決賽之限制時間設定成2 0分鐘即可。在此情況時,由 於在預定設定之限制時間結束錦標賽,故對於有時間限制 (例如,預定滿檔)之玩家而言,提昇了便利性。 (E )在本實施形態,針對戰勝者數設定部3 6 ] g將1 組合的戰勝者之人數設定成1人之情況作了說明,但亦可 爲戰勝者數設定部3 6 1 g將1組合的戰勝者之人數設定成2 人以上之形態。例如,在本實施形態之麻將遊戲,亦可將 組合之戰勝者的人數,在第1回合對戰及第2回合對戰設 定成2人,而在決賽設定成1人。在此情況時,構成以1 6 人的玩家所形成的3回合比賽之錦標賽,比起本實施形態 ,由於構成人數少,故容易(短時間)生成構成錦標賽的 組合。 (F )在本實施形態,針對遊戲進行控制部1 6 ] a等的 功能部設置於客戶終端裝置1之情況作了說明,但亦可爲 將遊戲進行控制部1 6 1 a等的功能部設置於中心伺服器裝 置3之形態。 (產業上之利用可能性) 若根據本發明的遊戲進行管理裝置(遊戲進行管理方 法、遊戲進行管理程式)的話,由於根據至少對於至準決 賽爲止的各比賽預先設定之對戰時間的限制時間,對於參 加終端裝置指示結束各比賽之對戰,並且因應在對戰結束 -53- (50) 1250886 時間點的對戰遊戲之進行狀況的優越性,決定戰勝者之參 加終端裝置,故藉由適當地設定對戰時間之限制時間,可 迅速且圓滑地進行對戰遊戲。 【圖式簡單說明】 圖1係適用本發明之遊戲進行管理裝置的遊戲系統之 構成圖。 圖2係顯不客戶終端裝置的外觀之一例的斜視圖。 圖3係顯示客戶終端裝置的一例之硬體構成圖。 圖4係顯示客戶終端裝置的控制部之一例的功能構成 圖。 圖5係顯不玩家之在本遊戲所顯不的強度等級之段位 的賦予條件的一例之圖表。 圖6係顯示在每個段位所設定的捨牌時間TA的一例 之圖表。 圖7係顯示店舖伺服器裝置的外觀之一例的斜視圖。 圖8係顯示店舖伺服器裝置的一例之硬體構成圖。 圖9係顯示店舖伺服器裝置的一例之硬體構成圖。 圖1 0係顯示店舖伺服器裝置的一例之硬體構成圖。 圖]1係顯示由如圖1 〇所示的客戶終端裝置a ]、a 3、 b 8及c 2所構成的桌之桌資訊的一例之圖表。 圖1 2 ( a ) 、 ( b ) 、 ( c )係用來說明根據店舖伺服 器裝置A、B及C的進行狀況更新部之操作信號的傳送接 收信號處理的內容之一例的圖表。 - 54- (51) (51)1250886 圖]3係顯示中心伺服器裝置的控制部的一例之硬體 構成圖。 圖1 4係顯示中心伺服器裝置的控制部的一例之功能 構成圖。 圖1 5係顯示將參加終端裝置安插至錦標賽的組合之 規則的一例之說明圖。 圖]6係顯示藉由客戶終端裝置進行處理的一例之流 程圖。 圖1 7係顯示在如第1 6圖所示的流程之步驟S 1 0 9所 進行的對戰處理之捨牌時間 T A的管理處理之一例的詳細 流程圖。 _ . . 圖1 8係顯示藉由中心伺服器裝置進行處理的一例之 流程圖。 圖1 9係顯示在如圖1 6所示的流程之步驟S ] 0 5顯示 於客戶終端裝置的顯示器之錦標賽生成狀況顯示畫面的一 例之畫面圖。 圖2 0係顯示在如圖1 6所示的流程之步驟S 1 0 5顯示 於客戶終端裝置的顯示器之錦標賽生成狀況顯示畫面的一 例之畫面圖。 圖2 1係顯示在如圖1 6所示的流程之步驟S 1 0 9顯示 於客戶終端裝置的顯示器之錦標賽生成狀況顯示畫面的一 例之畫面圖。 圖2 2係顯示於在如圖1 6所示的流程之步驟S 1 0 5爲 戰勝者之情況時,顯示於客戶終端裝置的顯示器之戰勝者 -55- (52) (52)1250886 顯示畫面的一例之畫面圖。 圖2 3係顯示於在如圖1 6所示的流程之步驟S Π 5爲 戰勝者之情況時,顯示於客戶終端裝置的顯示器之對戰結 果顯示畫面的一例之畫面圖。 圖2 4係顯示於在如圖1 6所示的流程之步驟S Π 5爲 戰勝者之情況時,顯示於客戶終端裝置的顯示器之對戰結 果顯示畫面的其他例之畫面圖。 圖25係圖23係顯示於在如圖16所示的流程之步驟 S 1 1 5爲戰敗者之情況時,顯示於客戶終端裝置的顯示器 之係否繼續輸入畫靣的一例之畫面圖。 【主要元件符號說朋.】 TA 捨 牌 時 間 LT 重 置 時 間 TL 限 制 時 間 RN 參 加 終 端 數 RNM 最 大 參 加 終 丄山 觸 數 1、a 1、a 3 、 b8 、 c3 客 戶 終 端 裝 置 1 r 參 加 終 丄山 从而 裝 置 2 店 舖 伺 服 器 裝 置 ο J 中 心 伺 服 器 裝 置 4 通 信 線 路 5 專 用 線 ]1 顯 示 ΠΡ 益 -56- (53)1250886 11a 12 1 3 14 1 4 a I 5 16 1 8 2 1 22 23 24 25 26 3 6 3 8 1 1 1 12] 15 1 1 6 1 16 1a 16 1b 16 1c 1 6 1 d 觸控面板 揚聲器 讀卡機 指紋認證部 CCD照相機 硬幣接收部 控制部 網路通信部 顯示器 揚聲器 卡片退出部 硬幣受理部 個人卡片販賣機 控制部 控制部 網路通信部 描繪處理部 聲音再生部 硬幣排出口 資訊處理部(c P U ) 遊戲進行控制部 道具賦予部 成績判定部 道具移動部 >57- (54) 1250886 1 6 1 e 段位決 1 6 1 f 計時器 161g 延長要 1 6 1 h 延長處 1 62 RAM 162a 段位記 ]62b 捨牌時 ]63 ROM 1 7 1 外部輸 1 7 2 外部機 2 6 1 資訊處 2 6 1a 進行狀 262 RAM 2 6 2 a 桌記憶 2 62b 進行狀 263 ROM 3 6 1a 參加受 3 6 1b 組合生 3 6 1c 對戰開 3 6 1 d 對戰結 3 6 1 e 參加終 3 6 1 f 組合間 361 g 戰勝者 3 6 1 資訊處 定部 求受理部 ‘ 理部 - 憶部 間記憶部 出輸入控制部 器控制部 理部(CPU ) 況更新部 部 況記憶部 理音 成部 始部 ^ 束咅β 端數計數部 隔設定部 數設定部 理部(C ρ υ ) -58- (55)1250886 3 62 3 6 2 a 3 6 2 b 3 6 2 c o /: o J Ό J 600 60 1 602 603 6 0 3 a 604 6 1 0 6 1 1 6 12 6 1 3 6 1 3 a,c ;e5 g;j,k,m,o 6 14 620 62 1 623 624 625 626 63 0When the participation in the competition game is not accepted (NO in step S3 0 3), the participating terminal number counting unit 361e decrements the counter TM by only 1 (step S305), and performs the counter TM system. Whether it is the determination of the reset time LT or more (step S307). When it is determined that the non-reset time LT (less than the reset time LT) is equal to or greater than (the step S 3 0 7 is N〇), the processing returns to the step S 3 0 3 . When it is determined that the reset time L T or more (Y E S in step S 3 0 7), the processing proceeds to step S 3 1 9 . When the participation in the competition game is accepted (in step S3 0 3 Μ YES), the combination generating unit 3 6 1 b receives the participation receiving unit 3 6 1 a in step S 3 0 3 . The participating terminal device of the participating client terminal device 1] is inserted into a combination of tournaments constituting the competition game (step S 3 0 9 ). Then, the number of participating terminals RN is reduced by only 1 by the number of participating terminal counts 3 6 1 e (step S 3 1 1 ), and it is determined whether or not the number of participating terminals RN is equal to or greater than the maximum number of participating terminals RNM (step S3). 1 3 ). When it is determined that the number of participating terminals RN is not the maximum number of participating terminals RN Μ or more (less than the maximum number of participating terminals RN Μ ) (in step S 3 ) 3 is Ν 0 ), the participating terminal count unit 3 6 ] e, the counter is only decremented] (step S 3 1 5 ), and whether the counter TM is determined to be a weight of -40 (37) (37) 1250886 is determined by the time LT or more (step $3] 7). When it is judged that it is equal to or less than the non-reset time LT (less than the reset time LT) (NO in step S3), the processing returns to step S3 0 3 . When it is determined that the reset time LT or more (YES in step S3), the process proceeds to step S3 1 9 ° when step S 3 0 7 is YES, or YES in step S317. When the combination generating unit 3 6 ] b, the participating terminal device 1 r that is insufficiently divided is assumed to accept the operation of the cpu player 'the terminal device 1 ' (step S 3 1 9 ), and the process proceeds to the step. S 3 2 1 ° When it is determined that the number of participating terminals RN is greater than the maximum number of participating terminals RNM (YES in step S3) 7 or when the processing of step S3] 9 is completed, the competition begins. The part 3 6 ] c ' instructs to start the first round of the competition game for the participating terminal device h (step s 3 2 1 ). Then, by the competition end portion 3 6 1 d, it is determined whether or not the tenth limit time TL of the first round competition time has elapsed (step S 3 2 3 ). When it is determined that it has not passed [〇] minutes (N 0 in step S 3 2 3 ), the processing is in a standby state. When it is determined that the elapsed time has elapsed (YES in step S3 2 3), the competing terminal device 1 r instructs the participating terminal device 1 r to end the first round of the competition (step S 3 25). ). Secondly, 'by the end of the battle, 3 6 1 d, by the participating terminal device】]. Receive the game result of the first round of the match (step S 3 2 7 ), in accordance with the superiority of the progress of the match game at the end time of the match Determining the winner's participation terminal device 1 r, and transmitting the winning and losing information to the Mengjia terminal device] r (step S 3 2 9 ). Then, by combining the generating unit 3 6 1 b, it is determined that the combination of the third-41-(38) (38) 1250886 match-winning match in the second round, by the match start part 3 6 ] c, The participation terminal device rr indicates that the competition game for the second round match is started (step S 3 3 1 ). Next, by the end of the match, the match time T L of the match time of the first turn is judged to have passed (step S 3 3 3 ). When it is determined that 10 minutes have not elapsed (N 0 in step S 3 3 3), the processing is in a standby state. When it is determined that it has passed 1 minute (YES in step S3 3 3), the competition end unit 3 6 ] d instructs the participating terminal device 1 r to end the second round competition (step S 3 3 5) ). Next, by the participating terminal device 3r, the participating terminal device receives the result of the second round of the match game (step S3 3 7), and the superiority of the progress of the match game at the time of the end of the match The participating terminal device 1 r is determined, and the winning and losing information is transmitted to the participating terminal device 1 r (step S 3 3 9 ). Then, by the combination generation unit 3 6 1 b, the combination of the winner of the second round match in the third round match (final) is determined, and the competition start unit 36] c instructs the participating terminal device lr to start the final match. Game (step S 3 4 1 ). Next, by the competition end portion 361d, the participating terminal device 1r ends the competition game, and determines whether or not the game result is received (step S3 4 3 ). When it is determined that the game result has not been received (in step S3, 4 3 is Ν Ο), the processing is in a standby state. When it is determined that the game result is received (YES in step S 3 4 3), the game end result is used to determine the winner's participating terminal device]r by the game end unit 3 6 1 d, and the win/loss information is transmitted to Participate in the terminal device]r (step S3C), and end at -42-(39) 1250886. Fig. 9 is an example of a screen shot of the tournament generation status display screen of the display 1 of the client terminal device 1 in the step S] 0 of the flow chart shown in Fig. 6 . In the tournament generation status display screen 600, the display shows that there is a : in the approximate central portion, when the combination of the tournaments is completed, the number of matches shown in the first round of the game is displayed, and the game number display unit 60] The remaining time display unit 602 for displaying the remaining time of the engagement time of the competition game (that is, the remaining time of the time limit TL) is displayed on the upper side; the sash of the tournament constituting the competition game is displayed on the left and right sides of the game number display unit 601. A sash display unit 603; and a player information display unit 604 that displays player information suitable for the sash 6 0 3 a of the left end of the sash display unit 603. It can be seen that the remaining time display unit 602 displays "acceptance participation 60", and the remaining time of the reception time is 60 seconds. Also, 'can be known' in the player information display unit 6 (H 'displays "(Xuanwu 贰 」" Anderson", and in Grid 603a, the player whose player name is "Anderson" and the segment is 2 segments" Fig. 20 is an example of a screen image displayed on the tournament generation status display screen of the display 1] of the client terminal device 1 in the step S1 0 5 of the flow shown in Fig. 16. The tournament generation status display screen 6 is displayed. 0 is displayed at the center of the game. When the combination of the tournaments is completed, the number of matches for the start of the first round match is displayed. The display unit 6 Π is displayed on the game number display unit 6 Π %. The remaining time display unit 6 1 2 of the remaining time of the reception time (that is, the remaining time of the restriction time TL); the left and right sides of the @ tt game number display unit 6 1 ] display the title -43- (40) constituting the competition game ( 40) The sash display portion of the sash of the 1250886 squad 6 1 3 ; and the sash 6 1 3 a, 6 1 3 c, 6 ] 3 e and 6 1 3 that are inserted into the left end of the sash display portion 6 0 3 g and player information on the right side of the box 6 1 3 j, 6 1 3 k, 6 〗 3 m and 6 ] 3 〇 player information The remaining time display unit 6 1 2 ' displays "accepted participation 4 7", and the remaining time of the reception time is 4 7 seconds. Further, it can be seen that the player information display unit 6 1 4 The player's position and player's name are displayed, and the player with the displayed position and player's name is placed in the sash showing the player's position and the player's name. Here, in the 6 4 boxes. Players can be inserted into 8 sashes. Players can use the tournament to generate status display screens 6 0 0, 6 1 0, and confirm: players are successively inserted into the 6 4 sashes of the tournament to determine the combination. 1 is an example of a screen image displayed on the battle screen of the display of the client terminal device 1 in the step S ] 0 9 of the flow shown in FIG. 16. The battle screen 6 2 0 is displayed on the lower side of the face. There are: the vertical button PBB pressed when standing straight (can not change cards after listening to the card) • the eating button PBC pressed when the card is in the case of the card; the touch button PBD pressed when the card is pressed; the bar In the case of the bar button PBE pressed; Pressing the button; pressing the button PBG when the wind ring is in progress; and pressing the button for changing the selection of other players' cards (touch, eat, and bar) Call the change button PBH. In the case of the player who chooses to change the button p BH 'this table is selected for the other players, the card is not called to eat" in the case of a player's card -44 - (41) ( 41) After 1250886, the next player touches the card. When the player selects 1 for other players' cards to be eaten by calling the change button ρ Β Η, when the other player discards the card that the player can call, the card flashes to show the play.冢 叫 吃 吃 ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' The time (for example, 5 seconds), the next player can't touch the card. In the battle screen 6 2 G, on the lower side of the screen, in the standing card state, the hand object (mahjong tile) 621 'the upper side of the screen and the left and right rain side' of the object indicating the player's hand is displayed in the standing state. A player's hand object (mahjong card) 6 2 3 showing the object representing the opponent's hand. Further, on the competition screen 620, at the center of the screen, a card object 622 indicating a pile of cards containing a plaque is displayed, and a slab object 622 indicating an object of the card around the pile object 624. Since the type indicating the type of the hand item 62 1 is displayed toward the camera viewpoint side, the player can confirm the type of the hand item 62 1 by the competition screen 620. For example, the type of the second hand object counted from the left is "Wu Wan". Further, on the battle screen 62 0, between the pile object 624 and the house object 6 2 2, a title display portion NP indicating the name of each player in the game is displayed, and the player's next player's title is displayed. The lower side of the portion N p ' shows the wind circle mark P RM indicating the wind circle. By calling the display unit N P ', it can be known that, for example, the player's name is "Suzaku King", and the player of the player's home is called "Little Nana". In addition, by using the wind circle mark P R M, the text is "east", and it can be known that the wind circle is the east wind circle. -45- (42) 1250886 Also, on the right side of the screen, on the right side of the screen, it is displayed: in order to extend the remaining time from the time when the player is extended to the card from the time of the game. The button τ 〇 B is considered for a long time, and the remaining time display portion RT is displayed on the card object δ 25 indicating the card object on the lower right side of the screen. The remaining, time display RT ’ is displayed in the position associated with the player's hand, and the remaining time until the player's decision to set the card is displayed as a number of 5 seconds. This is a change in the display of " ς . , "2", "1" "0". 5 j, 4", 2" Long-term consideration of the button system is made to accept the request from the hand-to-hand card to the extension. Further, in the upper left corner of the screen, the battle surface 62 0 ' is displayed: the remaining time display 62 6 indicating the remaining time of the competition game. Here, in the remaining time of 6 2 6 _ $ "Q 7 . 5 9 · ° 2", it can be seen that there is more than 7 minutes and 39 seconds between the remaining days. Since the remaining time display portion 62 6 displays the remaining time of the competition game, the player can plan to defeat the strategy of entering the next round match in response to the remaining time. For example, when the remaining time is within 1 minute and is now the first place, it is possible to plan a fast card in order to secure the first place, or to focus on the strategy of not firing. Fig. 2 2 is an example of a screen image displayed on the display screen of the display of the client terminal device 1 in the case where the flow S1 1 5 is the winner in the case of the flow. On the victor display screen 6 3 0 'in the center of the screen, the victor's winner display unit 633 is displayed. At the upper end of the winner display unit 633, the message unit 6 3 2 ’ is displayed in the message unit 632 to display the “first round match break (winning)”, and it is confirmed that the player is the winner of the first round match. -46- (43) 1250886 Fig. 2 3 is an example of a screen image displayed on the display result display screen of the display screen of the client terminal device 1 when the step S Π 5 of the flow shown in Fig. 6 is a winner. . On the competition result display screen 64 0, the game display unit 6 4 1 indicating the result of the first round of the game at the center of the screen is displayed, and the upper side of the match number display unit 641 is displayed to the next. The remaining time display unit 6 4 2 of the remaining time until the start of the round match; and the sash display unit 643 of the sash of the tournament constituting the competition game on the left and right sides of the match number display unit 64 1 . Further, in the sash display unit 643, φ indicates that the victor display unit 6 4 3 a of the victors of the competition and the player display unit 64 3 b of the player who plays the game in the client terminal device 1 . By referring to the winner display unit 64 3 a and the player display unit 64 3 b, it is possible to confirm the player's name and the position of the opponent who played in the next round match (the second round match). Here, the names and positions of the opponents who play in the second round match are "Eight Days of the Eve 2:7", "Yubu U々" and "7" 'K' 8". In addition, here, the player's name is "Huanglong", which means "8-segment". Fig. 2 is an example of a screen image displayed on the display screen of the display 1 of the client terminal device when the step S 1 1 5 of the flow shown in Fig. 16 is the winner. On the competition result display screen 650, similarly to Fig. 23, the match number display unit 653, the remaining time display unit 652 and the sash display unit 635 are displayed. Further, the sash display unit 635 displays the winner display unit 653a and the player display unit 635b. In the game number display unit 65 1, "decision battle (final)" is displayed, and -47-(44) (44) 1250886 shows the result of the second round match, and the next round match is known as the final. By referring to the winner display unit 6 5 3 a and the player display unit 6 5 3 b, it is possible to confirm the player name and the position of the opponent who played the match in the next round match (final). Fig. 2 is an example of a screen image displayed on the display screen of the client terminal device 1 when the step S1] 5 of the flow shown in Fig. 16 is a loser. On the continuation input screen 6 6 0, the following is displayed: the number of matches of the results of the first round of the game in the center of the screen (the loser) 6 6 1 ; and the number of matches display unit 6-1 Whether the side input system continues the competition game or not continues the display unit 662. The continuation display unit 6 62 displays the continuation button 6 6 2 a pressed when the competition game is continued, and the end button 6 62b pressed when the competition game is ended. The player can use the system to continue to input the screen 6 6 0, confirm the result of the competition, and whether the input is to continue the battle game, as described above, because the match end portion 3 6 1 d, according to the finals (to the finals) The time limit for the competition time (in this case, respectively) for each game of the second round of the game, the participation terminal device 1 r instructs the end of the match, and the match game at the end of the match The superiority of the progress status (here, the number of points held) determines the participation terminal device r of the victor, so that the competition time can be quickly and smoothly performed by appropriately setting the time limit for the competition time. In particular, in the case of online games, in the case of a tournament-style mahjong game-like time-limited battle game, there will be a situation of -48-(45) 1250886 games between players who are far apart, in such a case, Since it is difficult to grasp the situation of the participating players, etc., as described above, the effect of the game that can be quickly and smoothly played is greatly affected. That is, when in the online game, the mahjong game-like battle-free game in which the mode is performed, as described above, it is possible to prevent the player from comfortably enjoying the tournament-type battle game while waiting for each match in the tournament. . In addition, the participation terminal number counting unit 3 6 1 e is used to participate in the case where the RN participates in the maximum number of participating terminals RMN of the client terminal device that constitutes the tournament of the competition game, or changes from the participating terminal. When the time point has elapsed for a predetermined period of time (when H is limited, the number of participating terminals RN is reset to 0, and the reset point is used to participate in the terminal device) to start the game of the match, so the participation accepting unit 3 6 1 a accepts The waiting time for participating in the competition game until the initial competition game is suppressed to be less than or equal to a predetermined time (=, for example, 60 seconds after the reset), the competition game can be performed more quickly. And, by combining the generation unit 3 6 1 b, When the number of participating terminals is reset, the combination of the tournaments in which the participating terminal devices 1 r are formed into the competition game is performed again. Therefore, when the participation in the game is accepted, the combination of the tournaments can be configured. In this case, the competition game is performed comfortably. Further, since the interval setting unit 3 6 1 f is used, the time LT is reset in response to the day, so the increase in the number of participating terminals is slow (accepted by The time of the participation frequency of the home is low, the time TL is limited to 60 seconds), and the participation time of the number of participating terminals RN is fast (the number of the number of terminals is RN 0 TL for the tournament due to the number of terminals) It can be opened by the instruction LT, RN has been inserted into the directional war game for the date of the game set from the date (from the -49- (46) (46) 1250886 player's participation frequency is high) (for example, holiday), When the limited time TL is set to be short (30 seconds), the waiting time from the acceptance of the participation in the competition game to the instruction to start the competition game can be further shortened, and the competition game can be performed more quickly. In addition, when the number of participating terminals RN is less than the maximum number of participating terminals RNM, the client terminal device 1 that imaginatively accepts the operation of the CPU player is assigned as the participating terminal of the insufficient portion by the combination generating unit 3 6 1 b. In the case of the device 1 r, the number of the maximum number of participating terminals RMN in the total number of participating terminal terminals RN and the client terminal device 1 constituting the competition game (accepting the participation of the same number of players as the maximum number of participating terminals RN Μ) In the same situation, the game can be played without giving the player a sense of difference. In addition, by the combination generating unit 3 6 1 b, the number of participating terminal devices 1 r to be placed in each combination of the tournaments constituting the competition game is substantially identical to each other, and the participating terminal device r is inserted to constitute a battle. In the case where the number of participating terminals RN is less than the maximum number of participating terminals RNM, the number of participating terminal devices 1 r as the insufficient part of the game corresponds to the number of the client terminal devices 1 that imaginarily accept the operation of the CPU player. The agreement is roughly the same, so that the players participating in the tournament play the game under roughly the same conditions. In addition, since the competition end time is set to 3 6 1 d, the time limit for the competition time is not set for the final game, and the time when the game progress state of the competition game is in a predetermined state (here, the time point at which the east wind circle ends) is For the participating terminal device] r indicates the end of the game, so the player can fully excel in the battle of the most important finals of -50-(47) (47)1250886, which enhances the fun of the game. Further, since the winner of the number of persons set by the victor number setting unit 3 6 1 g is determined, the change of the competition game is made more colorful and interesting. For example, in a game such as a mahjong game, a game played by a player of 4 players, a player who enters the next round of the game in the first 2 games, and a player who plays the game in the case of entering only the first name. Will change 'so the number of players entering the next round of the game by setting, @大{{The change in the game of battle has become more colorful and interesting. Further, since the game enters the fT control unit 1 6 1 a ' to play the game based on the predetermined time period from the time point of the touch card to the time limit for the card, the mahjong game is played more quickly. Further, since the control unit '16' a is played by the game, the match game is performed based on the carding time TA corresponding to the rank indicating the level of the player, so when the appropriate carding time TA is set in accordance with the position, the player can comfortably and quickly Play the game in the ground. Further, since the timer 16 1 1 f is used, it is estimated that the higher the segment position, the shorter the carding time TA is, and the shorter the carding time τα is set, so that the game can be played quickly and smoothly. In addition, for each game, the predetermined number of times (here, the number of times) is accepted, and the operation information from the participation time of the participating terminal device 1 r is extended (the operation information of pressing the button TOB is considered for a long time) The boarding time TA is only extended by a predetermined time (here, 5 seconds), so that the progress of the game of the game is not greatly hindered, and the player can be given the time to decide the card. -51 ^ (48) (48) 1250886 Furthermore, the present invention can be modified as follows. (A) In the present embodiment, the case where the competition game is a mahjong game has been described, but it may be a form of another battle game. For example, it may be a form of a time-limited battle game (for example, a soccer game simulating a soccer game, a rugby game simulating a rugby game, etc.) in which a competition game of a competition time is set in advance, or may be difficult to set in the nature of the game. There is no time-limited battle game for the battle time game (for example, a chess game that simulates Go, a chess game that simulates chess, a chess game that simulates chess, a simulated playing card, a Japanese domino, a card game of flower cards, a simulated tennis game). The form of billiards, volleyball, badminton sports games, etc. (B) In the present embodiment, the case where the client terminal device is communicably connected to the center server device 3 via the store server device 2 has been described. However, the client terminal device 1 may be communicably connected to the center servo. The form of the device 3. In this case, the center server device 3 or the client terminal device 1 is required to perform an exchange process of the operation information between the client terminal devices 1. (C) In the present embodiment, the case where the tournament is composed of three rounds of players of 64 players is described, but the tournament may be in other forms. For example, it may be a competition game played by a player of two players, and the tournament is constituted by a four-round match composed of players of 16 players. (D) In the present embodiment, the case where the competition end portion 3 6 1 d does not set the time limit for the competition time is described, but the match end portion 3 6 ] d may be set for the finals more than other games. The long limit is -52 - (49) (49) 1250886 as the form of the match time. For example, as in the present embodiment, the time limit for the first round match and the second round match is set to 10 minutes, and the limit time for the final is set to 20 minutes. In this case, since the tournament is ended at the predetermined set time limit, the convenience is improved for the player who has time limit (e.g., predetermined full). (E) In the present embodiment, the case where the number of winners of the 1 combination is set to one person is described in the case where the number of winners setting unit 3 6 g is set to be one, but the number of winners setting unit 3 6 1 g may be used. The number of the winners of the combination is set to two or more. For example, in the mahjong game of the present embodiment, the number of the winners of the combination may be set to two in the first round and the second round, and one in the final. In this case, the tournament of the three-round tournament formed by the players of 16 players is less likely to be formed in a short period of time than the present embodiment. (F) In the present embodiment, the case where the function unit such as the game control unit 16 a is provided in the client terminal device 1 has been described. However, the game may be a function unit such as the control unit 1 1 1 a. It is set in the form of the central server device 3. (Industrial Applicability) According to the game management device (game management method and game management program) of the present invention, the time limit for the battle time set in advance for each game to the quasi-final is limited. By participating in the terminal device's instruction to end the match, and determining the winner's participation in the terminal device in response to the superiority of the battle game at the end of the match-53-(50) 1250886, the match is set appropriately. The time limit is limited, and the game can be played quickly and smoothly. BRIEF DESCRIPTION OF THE DRAWINGS Fig. 1 is a configuration diagram of a game system to which a game progress management device of the present invention is applied. Fig. 2 is a perspective view showing an example of the appearance of the client terminal device. Fig. 3 is a view showing a hardware configuration of an example of a client terminal device. Fig. 4 is a view showing a functional configuration of an example of a control unit of the client terminal device. Fig. 5 is a graph showing an example of the conditions for giving the player the intensity level of the game which is not displayed in the game. Fig. 6 is a graph showing an example of the opening time TA set in each of the segment positions. Fig. 7 is a perspective view showing an example of the appearance of a store server device. Fig. 8 is a view showing a hardware configuration of an example of a store server device. Fig. 9 is a view showing a hardware configuration of an example of a store server device. Fig. 10 is a view showing a hardware configuration of an example of a store server device. Fig. 1 is a diagram showing an example of table information composed of the client terminal devices a], a3, b8, and c2 shown in Fig. 1A. Fig. 1 (a), (b), and (c) are diagrams for explaining an example of the content of the transmission/reception signal processing of the operation signal of the progress status update unit of the store server devices A, B, and C. - 54- (51) (51) 1250886 Fig. 3 is a hardware configuration diagram showing an example of a control unit of the center server device. Fig. 14 is a functional block diagram showing an example of a control unit of the center server device. Fig. 15 is an explanatory diagram showing an example of a rule for inserting a participating terminal device into a combination of a tournament. Fig. 6 is a flow chart showing an example of processing by the client terminal device. Fig. 1 is a detailed flowchart showing an example of the management processing of the closing time T A of the competition processing performed in the step S 1 0 9 of the flow shown in Fig. 16. Figure 18 shows a flow chart showing an example of processing by the central server device. Fig. 19 is a screen diagram showing an example of a tournament generation status display screen displayed on the display of the client terminal device in the step S] 0 5 of the flow shown in Fig. 16. Fig. 20 is a screen diagram showing an example of a tournament generation status display screen displayed on the display of the client terminal device in step S1 0 5 of the flow shown in Fig. 16. Fig. 2 is a screen diagram showing an example of a tournament generation status display screen displayed on the display of the client terminal device in step S1 0 9 of the flow shown in Fig. 16. Fig. 2 2 shows the winner of the display of the client terminal device - 55- (52) (52) 1250886 display screen when the step S 1 0 5 of the flow shown in Fig. 16 is the winner. A picture of an example. Fig. 2 is a screen diagram showing an example of a match result display screen displayed on the display of the client terminal device when the step S Π 5 of the flow shown in Fig. 16 is a winner. Fig. 2 is a screen diagram showing another example of the match result display screen displayed on the display of the client terminal device when the step S Π 5 of the flow shown in Fig. 16 is the winner. Fig. 25 is a view showing an example of the case where the display of the display of the client terminal device is continued to input the picture in the case where the step S 1 1 5 of the flow shown in Fig. 16 is a loser. [Main component symbol saying friends.] TA house time LT reset time TL limit time RN number of participating terminals RNM maximum participation in the final mountain touch number 1, a 1, a 3 , b8 , c3 client terminal device 1 r participate in the final mountain Thus device 2 shop server device ο J center server device 4 communication line 5 dedicated line] 1 display - 益 -56- (53) 1250886 11a 12 1 3 14 1 4 a I 5 16 1 8 2 1 22 23 24 25 26 3 6 3 8 1 1 1 12] 15 1 1 6 1 16 1a 16 1b 16 1c 1 6 1 d Touch panel speaker card reader fingerprint authentication unit CCD camera coin receiving unit control unit network communication unit display speaker card exit Part coin accepting unit personal card vending machine control unit control unit network communication unit drawing processing unit sound reproducing unit coin discharge port information processing unit (c PU ) game progress control unit props giving unit achievement judging unit prop moving unit > 57- ( 54) 1250886 1 6 1 e Segment 1 1 1 1 Timer 161g Extension 1 6 1 h Extension 1 62 RAM 162a Segment]6 2b When playing cards] 63 ROM 1 7 1 External input 1 7 2 External unit 2 6 1 Information office 2 6 1a Progress 262 RAM 2 6 2 a Table memory 2 62b Progress 263 ROM 3 6 1a Participation in 3 6 1b combination 3 6 1c Battle open 3 6 1 d Battle knot 3 6 1 e Participate in the final 3 6 1 f Combination room 361 g Winner 3 6 1 Information Department Department Acceptance Department ' Department Department - Memory Department Memory Unit Input Control Department Controller control unit (CPU) status update unit status memory unit sound generation unit start unit ^ bundle end number count unit interval setting unit setting unit (C ρ υ ) -58- (55)1250886 3 62 3 6 2 a 3 6 2 b 3 6 2 co /: o J Ό J 600 60 1 602 603 6 0 3 a 604 6 1 0 6 1 1 6 12 6 1 3 6 1 3 a,c ;e5 g;j ,k,m,o 6 14 620 62 1 623 624 625 626 63 0

RAMRAM

組合記憶部 玩家資訊記憶部 捨牌時間記憶部 ROM 錦標賽生成狀況顯示畫面 比賽數顯示部 剩餘時間顯示部 框格顯示部 框格6 0 3 a 玩家資訊顯示部 錦標賽生成狀況顯示畫面 比賽數顯示部 剩餘時間顯示部 框格顯示部 框格 玩家資訊顯示部 對戰畫面 手牌物件 對戰者手牌物件 牌堆物件 摸牌物件 剩餘時間顯示部 戰勝者顯示畫面Combined memory player information memory unit clock time memory unit ROM game generation status display screen game number display unit remaining time display unit sash display unit sash 6 0 3 a Player information display unit tournament generation status display screen game number display unit remaining time Display part sash display part sash player information display part battle screen hand object object matcher hand object pile pile object touch card object remaining time display part victor display screen

-59- (56)1250886 63 1 戰勝者顯示部 63 2 訊息部 64 0 對戰結果顯示畫面 64 1 比賽數顯示部 642 剩餘時間顯示部 643 框格顯示部 6 4 3 a 戰勝者顯示部 6 4 3 b 玩家顯示部 65 0 對戰結果顯示畫面 65 1 比賽數顯示部 652 剩餘時間顯示部 653 框格顯示部 6 5 3 a 戰勝者顯示部 6 5 3 b 玩家顯示部 660 是否繼續輸入畫面 66 1 比賽數顯示部 6 6 2 是否繼續顯示部 6 62 a 繼續按鍵 6 62b 結束按鍵-59- (56)1250886 63 1 Defender display unit 63 2 Message unit 64 0 Battle result display screen 64 1 Game number display unit 642 Remaining time display unit 643 Sash display unit 6 4 3 a Victor display unit 6 4 3 b Player display unit 65 0 Battle result display screen 65 1 Game number display unit 652 Remaining time display unit 653 Sash display unit 6 5 3 a Winner display unit 6 5 3 b Player display unit 660 Continue to input screen 66 1 Number of matches Display unit 6 6 2 Continue to display unit 6 62 a Continue button 6 62b End button

-60--60-

Claims (1)

(1) (1)1250886 十、申請專利範圍 1 . 一種遊戲進行管理裝置,係經由通信線路,來與受 理來自於玩家的操作之遊戲終端裝置可通信地連接而執行 進行遊戲所需之操作信號,以管理由複數回合比賽所構成 的錦標賽方式的對戰遊戲的進行之遊戲進行管理裝置,其 特徵爲: 具備:由前述遊戲終端裝置受理對於前述對戰遊戲之 參加的參加受理手段; 根據預定的規則,將藉由前述參加受理手段受理了參 加之遊戲終端裝置也就是參加終端裝置,安插至構成前述 對戰遊戲的錦標賽之組合的組合生成手段; 根據前述組合生成手段所生成的組合,對於1個組合 分配1個遊戲空間,對於前述參加終端裝置指示開始各比 賽的對戰遊戲之對戰開始手段;以及 至少根據對於準決賽爲止之各比賽所預先設定的對戰 時間之限制時間,對於前述參加終端裝置,指示各比賽的 對戰之結束,並且,因應對戰結束的時間點之前述對戰遊 戲的進行狀況之優越性,決定戰勝者的參加終端裝置之對 戰結束手段者。 2 .如申請專利範圍第1項之遊戲進行管理裝置,其中 具備參加終端數計數手段,該手段係在每次藉由前述參加 受理手段受理了對於前述對戰遊戲之參加,累計前述參加 終端裝置的台數之參加終端數,當在前述參加終端數與構 成前述對戰遊戲的錦標賽之遊戲終端裝置的總數之最大參 -61 - (2) (2)1250886 加終端數一致之情況、或從前述參加終端數由〇變化成l 之時間點經過了預定時間的情況時,藉由將前述參加終端 數重置成〇來計數前述參加終端數, 前述對戰開始手段係在藉由前述參加終端數計數手段 ,將前述參加終端數重置成〇之時間點,對於前述參加終 端裝置指示開始對戰遊戲, 前述組合生成手段係從藉由前述參加終端數計數手段 將前述參加終端數重置之時間點,進行再次將前述參加終 端裝置安插至構成前述對戰遊戲的錦標賽之組合的處理。 3.如申請專利範圍第2項之遊戲進行管理裝置,其中 具備因應日期設定前述預定時間之組合間隔設定手段。 4 .如申請專利範圍第2項之遊戲進行管理裝置,其中 前述組合生成手段係當前述預定時間之結束時間點,在前 述參加終端數未滿前述最大參加終端數之情況時,分配假 想地受理 CPU玩家的操作之遊戲終端裝置,來作爲不足 部分的參加終端裝置。 5 .如申請專利範圍第1項之遊戲進行管理裝置,其中 前述組合生成手段,係使安插至構成對戰遊戲的錦標賽的 各組合之參加終端裝置的台數相互大致呈一致地,將參加 終端裝置安插至構成對戰遊戲的錦標賽之組合。 6 .如申請專利範圍第1項之遊戲進行管理裝置,其中 前述對戰結束手段,係對於決賽不設定對戰時間之限制時 間,而在前述對戰遊戲的遊戲進行狀況形成了預定的狀況 之時間點,對於前述參加終端裝置指示對戰結束。 -62- (3) (3)1250886 7 ·如申請專利範圍第1項之遊戲進行管理裝置,其中 則述對戰遊戲係3以上的預定數之對戰者進行對戰之對戰 遊戲, 具備:針對每回合比賽,將由前述預定數的對戰者所 構成的1組合的戰勝者之人數加以設定之戰勝者數設定手 段, 前述對戰結束手段係決定以前述戰勝者數設定手段所 設定的人數之戰勝者。 8 ·如申請專利範圍第丨至7項中任一項之遊戲進行管 _裝置’其中前述對戰遊戲係模擬由複數戰局所搆成的麻 將之遊戲, 具備:根據由已預先設定的摸牌的時間點至捨牌爲止 %限制時間之捨牌時間,使前述對戰遊戲進行之進行手段 〇 9 ·如申請專利範圍第8項之遊戲進行管理裝置,其中 具備有:將表示玩家的過去之對戰成績的強度之段位與玩 家的識別資訊對應而加以儲存之段位記憶手段;及 針對每個前述段位,儲存前述捨牌時間之捨牌時間記 憶手段, 前述參加受理手段係受理玩家的識別資訊,由前述段 位記憶手段讀出對應已被受理的玩家的識別資訊之段位, 前述進行手段係由前述捨牌時間記憶手段讀出對應於 受到前述參加受理手段所讀出的段位之捨牌時間,根據所 讀出之捨牌時間,進行前述對戰遊戲。 -63- (4) (4)1250886 ]0 .如申請專利範圍第9項之遊戲進行管理裝置,其 中前述捨牌時間記憶手段,係前述段位越高,則前述捨牌 時間設定成越短。 1 1 .如申請專利範圍第 9項之遊戲進行管理裝置,其 中前述進行手段,係針對各比賽在所限定之預定次數,受 理延長來自於1個參加終端裝置的前述捨牌時間之主旨的 操作資訊,在受理了延長來自於前述參加終端裝置的前述 捨牌時間之主旨的操作資訊的情況時,將前述捨牌時間延 長預定時間。 12. —種遊戲進行管理方法,係使用遊戲進行管理裝 置之遊戲進行管理方法,該遊戲進行管理裝置爲經由通信 線路,來與受理來自於玩家的操作之遊戲終端裝置可通信 地連接而執行進行遊戲所需之操作信號,以管理由複數回 合比賽所構成的錦標賽方式的對戰遊戲的進行者,其特徵 爲:使前述遊戲進行管理裝置執行: 由前述遊戲終端裝置受理對於前述對戰遊戲之參加的 參加受理處理; 根據預定的規則,將在前述參加受理手段受理了參加 之遊戲終端裝置也就是參加終端裝置,安插至構成前述對 戰遊戲的錦標賽之組合的組合生成處理; 根據前述組合生成處理所生成的組合,對於1個組合 分配1個遊戲空間,對於前述參加終端裝置指示各比賽的 對戰遊戲開始的對戰開始處理;以及 至少根據對於準決賽爲止之各比賽所預先設定的對戰 -64- (5) (5)1250886 時間之限制時間,對於前述參加終端裝置,指示各比賽的 對戰之結束,並且,因應對戰結束的時間點之前述對戰遊 戲的進行狀況之優越性,決定戰勝者的參加終端裝置之對 戰結束處理者。 1 3 . —種記錄有遊戲進行管理程式之電腦可讀取之記 錄媒體,係記錄有遊戲進行管理裝置的遊戲進行管理程式 之電腦可讀取之記錄媒體,該遊戲進行管理裝置爲經由通 信線路,來與受理來自於玩家的操作之遊戲終端裝置可通 信地連接而執行進行遊戲所需之操作信號,以管理由複數 回合比賽所構成的錦標賽方式的對戰遊戲的進行者,其特 徵爲: 將前述遊戲進行管理裝置作爲參加受理手段、組合生 成手段、對戰開始手段以及對戰結束手段來發揮功能,其 中, 該參加受理手段係由前述遊戲終端裝置受理對於前述 對戰遊戲之參加者, 該組合生成手段係根據預定的規則,將藉由前述參加 受理手段受理了參加之遊戲終端裝置也就是參加終端裝置 ,安插至構成前述對戰遊戲的錦標賽之組合, 該對戰開始手段係根據前述組合生成處理所生成的組 合,對於1個組合分配1個遊戲空間,對於前述參加終端 裝置指示開始各比賽的對戰遊戲, 而該對戰結束手段係根據至少對於準決賽爲止之各比 賽所預先設定的對戰時間之限制時間,針對前述參加終端 -65- (6) (6)1250886 裝置,指示各比賽的對戰結束,並且,因應對戰結束的時 間點之前述對戰遊戲的進行狀況之優越性,決定戰勝者的 參加終端裝置。(1) (1) 1250886 X. Patent Application No. 1. A game management device that communicably connects to a game terminal device that accepts an operation from a player via a communication line to execute an operation signal required for the game. a game management device for managing a competition game of a tournament type constituted by a plurality of rounds, characterized in that: the game terminal device receives a participation acceptance means for participating in the competition game; By the participation acceptance means, the participating game device, that is, the participating terminal device, is inserted into the combination of the tournaments constituting the competition game, and the combination generated by the combination generation means is combined for one combination. And assigning one game space to the competition terminal starting means for instructing the terminal device to start the competition game; and the instruction for the participation terminal device based on at least the time limit for the competition time set in advance for each of the competitions for the quasi-final For each match At the end of the battle, and the superiority of the above-mentioned battle play situation at the time of the end of the coping war, the winner of the battle end device of the participating terminal device is determined. 2. The game management device according to the first aspect of the invention, wherein the participation terminal number counting means is configured to receive the participation in the competition game by the participation acceptance means, and to accumulate the participation terminal device The number of participating terminals is the same as the maximum number of terminals - 61 - (2) (2) 1250886 plus the total number of participating terminal devices of the tournaments constituting the aforementioned competition game, or from the foregoing When the number of participating terminals has elapsed for a predetermined time from the time point of change to 1, the number of participating terminals is counted by resetting the number of participating terminals to 〇, and the competition starting means is counted by the number of participating terminals. The means for resetting the number of the participating terminals to a time point, and instructing the participating terminal device to start the competition game, the combination generating means resetting the number of the participating terminals from the number of participating terminals by the number of participating terminals Performing the process of inserting the aforementioned participating terminal device into the combination of the tournaments constituting the aforementioned competition game again3. The game management device of claim 2, wherein the combination interval setting means for setting the predetermined time in response to the date is provided. 4. The game management device according to the second aspect of the invention, wherein the combination generating means assigns a virtual occasion when the number of participating terminals is less than the maximum number of participating terminals at the end time of the predetermined time period. The game terminal device operated by the CPU player serves as a participating terminal device that is insufficient. 5. The game management device according to the first aspect of the invention, wherein the combination generation means sets the number of participating terminal devices that are inserted into each combination of the tournaments constituting the competition game substantially in the same manner, and participates in the terminal device. Placed into a combination of tournaments that make up the game. 6. The game management device according to the first aspect of the patent application, wherein the game ending means is a time point in which the game time of the game is formed in a predetermined state in which the game time of the game is not limited. The participation terminal device is instructed to end the competition. -62- (3) (3) 1250886 7 · The game management device according to item 1 of the patent application scope, wherein the battle game of the predetermined number of battles of the battle game system 3 or more is provided, for each round In the game, the number of winners of the one combination of the predetermined number of competitors is set as the winner number setting means, and the competition end means determines the winner of the number of persons set by the number of winners. 8) The game is carried out as in any one of the patent applications from item 丨 to item 7 - wherein the aforementioned battle game system simulates a mahjong game composed of plural battles, having: based on a pre-set card The time from the time point to the closing of the card to limit the time of the card, so that the above-mentioned battle game is carried out 〇9 · The game management device of the eighth application patent scope, which has: the strength of the player's past match performance a segment memory means for storing the segment information corresponding to the player's identification information; and storing, for each of the segment positions, a card time memory means for the card time, wherein the participation acceptance means accepts the player's identification information, and is read by the segment memory means a segment corresponding to the identification information of the player that has been accepted, and the means for performing the reading of the segmentation time corresponding to the segment read by the participation accepting means by the carding time memory means, based on the readout time The aforementioned battle game. A game management device according to claim 9 of the patent application, wherein the card opening time memory means that the higher the number of the segments, the shorter the carding time is set. The game management device of claim 9, wherein the means for performing the operation of extending the purpose of the carding time from one of the participating terminal devices for a predetermined number of times for each game is accepted. When the operation information for extending the above-mentioned signing time from the terminal device is received, the carding time is extended by a predetermined time. 12. A game management method using a game management device for managing a game device that is communicably connected to a game terminal device that accepts an operation from a player via a communication line. The player who is required to manage the game, and the player who manages the game in the tournament mode, which is composed of the plurality of rounds, is characterized in that the game management device is executed: the game terminal device accepts participation in the game. Participation processing; a combination generation process of inserting a participating game device, that is, a participating terminal device, into a combination of tournaments constituting the competition game, by the participation acceptance means; a combination of one game space for one combination, a match start process for the start of the match game in which the participating terminal devices indicate each match; and at least a match-64- (5) preset according to each match for the quasi-final ) (5) 125088 In the case of the time-limited time, the participation terminal device is instructed to end the competition of each game, and the superiority of the competition game in the time point at the end of the coping war is determined, and the battle of the participating terminal device of the victor is determined. By. 1 3 . A computer-readable recording medium on which a game management program is recorded, which is a computer-readable recording medium on which a game management device is recorded, and the game management device is via a communication line. And a player who is communicably connected to the game terminal device that accepts the operation from the player and executes an operation signal required for the game to manage the competition game of the tournament mode constituted by the plurality of rounds, characterized in that: The game progress management device functions as a participation acceptance means, a combination generation means, a competition start means, and a competition end means for accepting, by the game terminal device, a participant in the competition game, the combination generation means According to a predetermined rule, the participating game device, that is, the participating terminal device, is accepted by the participation receiving means, and is inserted into a combination of tournaments constituting the competition game, which is generated based on the combination generation processing. combination, One game space is allocated to one combination, and the participating terminal device instructs the competition game to start the competition, and the competition end means is based on the time limit for the competition time set in advance for each of the competitions at least for the quasi-finals. Participation in the terminal-65-(6) (6) 1250886 device, indicating the end of the match of each match, and determining the winner's participating terminal device due to the superiority of the above-mentioned battle game at the time of the end of the battle. -66 --66 -
TW093133230A 2003-12-10 2004-11-01 Game progressing management device, game progressing management method, and computer-readable recording medium containing the game progressing management program TWI250886B (en)

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