CN102024293A - Game systems and procedures - Google Patents

Game systems and procedures Download PDF

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CN102024293A
CN102024293A CN 201010282929 CN201010282929A CN102024293A CN 102024293 A CN102024293 A CN 102024293A CN 201010282929 CN201010282929 CN 201010282929 CN 201010282929 A CN201010282929 A CN 201010282929A CN 102024293 A CN102024293 A CN 102024293A
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player
points
identification information
game
players
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CN 201010282929
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Chinese (zh)
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东尚吾
中原雄一
伊藤信也
松村孝太郎
楠田和弘
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科乐美数码娱乐株式会社
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Abstract

The invention provides a game system and a program; the tenure count obtained and tenured in the game by a player configured with the identification information and the identification information of the parent player of an introducer when the player configured with the identification information has the introducer are stored in the game system, related to the corresponding identification information of multiple players. The game system adds the obtaining count newly obtained in the game of any player to the tenure count stored by establishing relation with the identification information of the player. Besides, the game system appoints the identification information of the parent player stored by establishing relation with the identification information of the player obtaining the obtaining count; and the giving count determined according to the obtaining count is added to the tenure count stored by establishing relation with the identification information of the appointed parent player.

Description

游戏系统及程序 Game systems and procedures

技术领域 FIELD

[0001] 本发明涉及游戏系统及程序。 [0001] The present invention relates to a game system and a program. 背景技术 Background technique

[0002] 作为玩家开始玩游戏的契机,有来自朋友或熟人的介绍。 [0002] As the player starts playing the game of chance, there are introduced from friends or acquaintances. 例如,在专利文献1中记载有:在对用户的终端提供类似于老虎机游戏(slot machine game,投币机游戏) 的图案组合游戏等的游戏网页营运装置中,向介绍了新用户的已有用户赋予规定数的点数。 For example, Patent Document 1 describes that: the operation means for the game on the page the user terminal to provide similar slot machine games (slot machine game, the slot machine game) game symbol combination or the like, to have introduced new user the user applies a predetermined number of points. 在该游戏网页营运装置中,如果将游戏程序下载至终端则赋予1点,每执行5次游戏赋予1点,如果介绍新用户则赋予5点等,根据游戏的执行及新用户的介绍等来对用户赋予点数,用户的获得点数成为25点或50点以上时,提高图案组合游戏的当选概率,或增加可下载的游戏的种类。 In this game page operation means, if the game program is downloaded to the terminal is given one point, each performed five game payout 1:00, if the introduction of new user is given 5 points, etc., according to the execution and the new user to games or the like to gives points to users, users earn points becomes more than 25 points or 50 points, to improve the probability of election symbol combination game, or increase the types of downloadable games.

[0003] 【在先技术文献】 [0003] [CITATION LIST]

[0004] 【专利文献1】日本特开2003-30368号公报发明内容 [0004] [Patent Document 1] Japanese Patent Laid-Open No. 2003-30368 DISCLOSURE OF THE INVENTION

[0005](发明要解决的问题) [0005] (a problem to be solved)

[0006] 然而,在专利文献1所记载的游戏网页营运装置中,伴随新用户的介绍的点数的赋予仅有1次,被赋予的点数也是固定值,不太多。 [0006] However, the game operating device of the page described in Patent Document 1, the associated points describes the new user is given only once, the point is assigned a fixed value, not too much. 因此,已有的用户不会那么积极地介绍新用户。 Therefore, existing users will not be so actively introduce new users. 此外,近年来,游戏内容逐渐变得复杂,获得尤其是几乎没有玩过游戏的玩家来作为新玩家变得困难。 In recent years, the game content becomes increasingly complex, especially the players get almost not played the game to be difficult as a new player. 例如,在被系列化(重复进行了更新)的游戏中,随着系列更新而游戏内容变得复杂,因此,难以从系列的途中(最近的版本)获得临时用户(casual user)或至今完全没有玩过该系列的游戏的用户作为新玩家。 For example, in the series (repeated updated) game, with the series update game content is complicated, it is difficult to obtain a temporary user from the series on the way (the most recent version) (casual user) or has no played user game of the series as a new player. 此外,即使获得了新玩家,但新玩家因为游戏内容复杂化等而马上停止玩游戏的习惯的情况也不少。 In addition, even with new players, new players but the situation is complicated because the game content such as games and immediately stop the habit either. 因此, 优选地,能够根据玩家在游戏中获得的点数,对向玩家介绍了游戏的母玩家赋予点数。 Thus, preferably, can be obtained according to the points the player in the game, a game player introduced master points given to the player. 但是,一直以来,还没有能够迅速掌握玩家与其母玩家的关系,并根据玩家在游戏中获得的点数迅速对母玩家赋予点数的游戏系统。 But it has been, has not been able to quickly grasp the relationship between the player and the player's mother, and the game system quickly gives players points for female players according to the number of points obtained in the game.

[0007] 本发明是鉴于上述情况而提出的,其目的在于,提供一种能够迅速掌握玩家和其母玩家的关系、并根据玩家在游戏中获得的点数迅速对母玩家赋予点数的游戏系统。 [0007] The present invention was made in view of the above circumstances, and its object is to provide a player to quickly grasp the relationship between mother and players, the game system and the mother points quickly impart player according to the player points obtained in the game.

[0008](解决问题的方案) [0008] (solution to the problem)

[0009] 为了解决上述问题,根据本发明的游戏系统(第1游戏系统)是,作为从其它玩家被介绍了游戏的被介绍者的玩家将介绍了游戏的上述其它玩家登记为介绍者、并使包含上述被介绍者和上述介绍者的多个玩家玩游戏的游戏系统,其特征在于,具备:第1存储部,与上述多个玩家各自的识别信息建立关联地存储被分配了该识别信息的玩家在上述游戏中获得并保有的保有点数和在被分配了该识别信息的玩家有介绍者时作为该介绍者的母玩家的识别信息;第1加算部,将上述多个玩家中的任一玩家在上述游戏中新获得的获得点数加算至与获得了该获得点数的玩家的识别信息建立关联而被存储于上述第1存储部的上述保有点数;第1特定部,参照上述第1存储部,在与获得上述获得点数的玩家的识别信息建立关联的上述母玩家的识别信息被存储于上述第1存储 [0009] In order to solve the above problems, according to the game system of the present invention (first game system) is used as the other players are introduced player is introduced by the game will be introduced the another game player is registered as the introducer, and so including the plurality of players to be playing a game by introduction of the introducer and said game system comprising: a first storage unit, the plurality of players being stored in association with the identification information is assigned a respective identification information players acquire and retain in said game retain points and identification information master player of the introducer when being allocated the identification information of the players have introducer; a first adding unit, and any one of the plurality of players in obtaining points a player in said game newly obtained adding to associate with the obtained identification information of the obtained points of the players is stored in said retained point the first storage unit; a first specific portion, by referring to the first memory unit, the identification information associated with the identification information obtained as described above to obtain the points of the player stored in the player's parent the first storage 时,特定该母玩家的识别信息;决定部,根据玩家获得的上述获得点数,决定赋予上述母玩家的赋予点数;以及第2加算部,将上述决定部决定的上述赋予点数加算至与上述第1特定部特定的识别信息建立关联而被存储于上述第1存储部的上述保有点数。 When specifying the master player identification information; decision unit, based on the obtained points players get, decided to give the above-described master player imparting points; and a second adder unit, the above-described determination unit determines the given point adding to the above first a specific portion of the specific identification information is stored in association to the point to maintain the first storage unit.

[0010] 根据本发明,在各玩家有介绍者时,各玩家的识别信息和介绍者(母玩家)的识别信息被存储于第1存储部。 [0010] According to the present invention, when each player has the introducer, each player identification information and the introducer (female players) identification information is stored in the first storage unit. 第1特定部能够参照第1存储部迅速地检索获得了获得点数的玩家的母玩家,决定部能够决定应当赋予其母玩家的赋予点数。 Can refer to a particular portion of the first storage unit retrieves the first access to the player points obtained quickly female players, the determination unit can determine the player should be given parent imparting points. 而且,第2加算部能够与通过第1特定部检索到的第1存储部内的母玩家的识别信息建立关联而将赋予点数加算至其母玩家的保有点数。 Further, the second addition unit can be associated with the player identification information of the master in the first storage unit retrieved by the first specific portion imparted to the summing point points to retain the player's mother. 这样,在本发明中,能够迅速掌握玩家与其母玩家的关系, 并根据玩家在玩游戏中获得的点数迅速对母玩家赋予点数。 Thus, in the present invention, can quickly grasp the relationship between the player and the player's mother, the mother and quickly points according to the number of points given to players playing the game the player obtained.

[0011] 利用以上构成,对母玩家赋予与自己介绍的玩家在游戏中获得的获得点数对应的赋予点数。 [0011] With the above configuration, the player gives the mother gives the player points obtained their points obtained in the game presentation corresponding. 此外,只要自己介绍的玩家不停止玩其游戏的习惯,则对母玩家持续赋予与获得点数对应的赋予点数。 In addition, as long as they introduce the players to play their game does not stop the habit, the mother of the player sustained given the obtained points corresponding given points. 这样,利用本发明,伴随玩家的介绍的点数的赋予不是仅1次,而是持续性进行,而且,自己介绍的玩家在游戏中获得越多的获得点数,则对于母玩家也赋予越多的赋予点数。 Thus, with the invention, with the introduction of the points of the player is not given only once, but be persistent, and the players introduce themselves to obtain the more earn points in the game, then for female players also gives the more giving points. 因此,玩家为了获得赋予点数而取得更高的游戏成绩,会积极地介绍朋友及熟人。 Therefore, the players in order to obtain a given number of points and achieve a higher game score, will actively introduce friends and acquaintances. 因此,可提高来自己有的玩家的介绍所产生的新玩家的获得效率。 This improves the efficiency of the new players to get themselves introduce some players produced.

[0012] 此外,母玩家因为比自己介绍的玩家更早开始玩游戏,所以更清楚游戏的玩法及攻略法。 [0012] In addition, the female players because the players introduced earlier than he started playing the game, so a clearer rule of the game and the Raiders law. 此外,如上述那样,因为自己介绍的玩家在游戏中获得越多的获得点数,对于母玩家也赋予越多的赋予点数,所以母玩家不单仅是介绍,而且会对自己介绍的玩家积极传授游戏的玩法及攻略法。 In addition, as described above, because the player's own presentation to get the more earn points in the game, the player is also given to the mother gives the more points it is only female player not only introduce, and players will introduce themselves to actively teach the game Raiders play and law. 所以,因为从母玩家接受介绍开始玩游戏的玩家即使是不太有玩游戏的经验的临时用户,也可以由作为朋友或熟人的母玩家教导游戏的玩法及攻略法,所以也可以抑制已获得的新玩家马上停止玩游戏的习惯的情况。 Therefore, the introduction start playing the game because they have received from the mother of the players even less experienced players to play the game of casual users, can also be taught by female players as friends or acquaintances of the game play and the Raiders law, so it has been possible to suppress new players to immediately stop the habit of playing a game situation. 因此,也可以抑制已获得的玩家停止玩游戏。 Therefore, the player can also suppress the acquired stop playing games.

[0013] 此外,从母玩家接受介绍而开始玩游戏的玩家也是,为了获得赋予点数而取得更高的游戏成绩,终究会积极地介绍自己的朋友及熟人。 [0013] In addition, started playing the game from the players to accept female players also introduced, in order to obtain a given number of points and achieve a higher game score, after all, we will actively introduce their friends and acquaintances. 因此,可连锁地增加新玩家。 Thus, the chain can add new players.

[0014] 再者,第1游戏系统例如也可以由服务器装置与多个游戏终端装置构成,也可以由1台游戏装置构成。 [0014] Further, for example, the game system 1 may be configured with a plurality of game terminal devices by the server apparatus may be composed of one game apparatuses. 此外,识别信息是根据每一玩家而不同的独特信息,能够唯一地识别各玩家。 Furthermore, identification information is different according to each player's unique information to uniquely identify each player. 此外,保有点数、获得点数和赋予点数例如也可以是表示玩家的游戏成绩的得分,也可以是表示可在游戏内的虚拟世界中使用的模拟货币的数量的值。 In addition, to maintain the number of points, for example, earn points and points can be given is a player's game score results, may be indicating the number of analog currency that can be used in a virtual world within the game value. 此夕卜,在代币游戏机的情况中,保有点数、获得点数和赋予点数也可以具有与代币或分数(credit)等价的价值。 Bu this evening, in the case of a token game machine, to maintain the number of points, earn points and given the number of points may also have a token or a fraction (credit) equivalent value.

[0015] 此外,第1存储部例如既可以如图16(a)所示那样在1个数据库306内将玩家的识别信息与玩家的保有点数与母玩家的识别信息建立关联并加以存储,也可以如图17所示那样分别存储将玩家的识别信息与玩家的保有点数建立关联并存储的数据库307和将玩家的识别信息与母玩家的识别信息建立关联并存储的数据库308。 [0015] Further, the first storage unit may be, for example, FIG. 16 (a), as in a database 306 the identification information of the player and the player points and maintain the master player identification information and stores in association shown, also store the player identification information of the player points associated and retain stored database 307 and the identification information of the player of the parent player identification information stored in association with the database 308 as shown in FIG. 17. 此外,第1存储部例如也可以由具有图19所示的数据结构的介绍链接管理DB309及存盘数据储存区域305d 构成。 Further, the first storage unit may be constituted by, for example, describes the link management DB309 and save data storage region 19 having the data structure shown in FIG 305d. [0016] 此外,决定部也可以将获得点数乘以规定系数(例如0.1)而计算出赋予点数, 例如,在获得点数是“1”〜“5”为止时将赋予点数设为“1”,在获得点数是“6”〜 [0016] In addition, the decision unit may obtain points multiplied by a predetermined coefficient (e.g. 0.1) calculated to impart points, e.g., points are obtained in "1" to "5" points will give up when set to "1", in access points are "6" ~

“10”为止时将赋予点数设为“2”,在获得点数是“11”〜“20”为止时将赋予点数设为“5”等,也可以利用计算以外的方法来决定赋予点数。 "10" points will give up when set to "2", points are obtained at "11" - "20" score was given to "5" Until the like, it may be determined using the method of calculating the number of points given to outside.

[0017] 此外,第1加算部将获得点数加算至玩家的保有点数的定时可以任意设定。 [0017] In addition, a first adding section adding to the obtained points of the players retain a timing point can be set arbitrarily. 例如,第1加算部也可以在每当玩家在游戏中获得新的获得点数时,将获得点数加算至玩家的保有点数。 For example, a first addition unit may be obtained each time a new player in the game to earn points, points obtained adding to retain the player's points. 此外,第1加算部也可以在每一游戏级别,将在该游戏级别中玩家获得的获得点数加算至玩家的保有点数。 In addition, earn points first addition unit may be at each level of the game, the players get in the game levels adding to retain the player's points. 进而,第1加算部也可以在每一规定期间,将于该规定期间中玩家获得的获得点数加算至玩家的保有点数。 Furthermore, the first addition unit may also during the period will be the players earn points to get an addition to players retain the provisions specified number of points in each. 此外,第2加算部将赋予点数加算至母玩家的保有点数的定时可以根据第1加算部的加算定时而任意设定。 Further, the second adding unit adding the points given to the timing of the master points to maintain a player may be arbitrarily set according to the addition timing of adding the first portion.

[0018] 此外,在上述第1游戏系统中,也可以构成为:上述第1特定部,以在与获得了上述获得点数的玩家的识别信息建立关联的上述玩家的母玩家的识别信息被存储于上述第1存储部时,作为第1世代的介绍来源玩家的识别信息而特定该母玩家的识别信息,在与已特定的上述第1世代的介绍来源玩家的识别信息建立关联的上述第1世代的介绍来源玩家的母玩家的识别信息被存储于上述第1存储部时,作为第2世代的介绍来源玩家的识别信息而特定该母玩家的识别信息的方式,特定横跨与获得了上述获得点数的玩家的识别信息建立关联的多个世代的介绍来源玩家的识别信息;上述决定部,根据上述获得点数,并按照规定的规则来决定赋予上述第1特定部特定的识别信息所对应的介绍来源玩家各自的赋予点数;上述第2加算部,按上述第1特定部特定的每一识别信息 [0018] Further, in the first game system may be configured as follows: the first specified portion, to be stored in the identification information of the master player the player associated with the obtained the identification information of the player of the points are obtained at the time of the first storage unit, as identification information describes the source of the player's first generation and specifying the master player identification information, the establishment of the first association of the identification information already particular the generation of the first introduction of the source of the player when the player presentation parent generation source of the player identification information is stored in the first storage unit, the identification information described as the source of the second generation player identification information and the specific embodiment of the female player, with particular across obtained above a plurality of generations to obtain identification information of the player points associated the presentation player identification information sources; the determining unit, based on the obtained points, and in accordance with predetermined rules to determine the above-described first specific portion impart specific identification information corresponding to describes respective sources imparting player points; adding the second portion, each of the specific identification information specified by said first portion 将上述决定部决定的上述赋予点数加算至与该识别信息建立关联而被存储于上述第1存储部的上述保有点数。 Adding to the above given point associated with the identification information stored in the first storage section retains the portion of the aforementioned decision point determined.

[0019] 利用此构成,不仅可以将赋予点数迅速地赋予接受了介绍的母玩家(第1世代的介绍来源玩家),也可以迅速地赋予第2世代的介绍来源玩家(母玩家的母玩家)和第3 世代的介绍来源玩家(母玩家的母玩家的母玩家)。 [0019] In this constitution, not only can impart points quickly imparted accepted (described source player first generation) parent player presentation, you can quickly impart introduce sources players second generation (female player female players) sources players and introduce the third generation (female player female player female players). 也就是说,将接受赋予点数的玩家设为母玩家时,对于母玩家不仅可以从自己直接介绍的子玩家接受赋予点数,也可以从子玩家介绍的孙玩家及孙玩家介绍的曾孙玩家迅速地得到赋予点数。 That is the sub-player, the player will receive points given to female players, for female players can not only introduce themselves be given directly from the points we can also introduce players from the child's great-grandson player Sun player Sun player introduced and quickly We have been given points.

[0020] 再者,决定部中,赋予各介绍来源玩家的赋予点数,既可以根据介绍来源玩家的世代数不同而不同,也可以是即使世代数不同也设为相同值。 [0020] Further, determining unit, the player assigned to each source of imparting described points, the number of generations may be introduced in accordance with the players differ sources, it may be different even if the generation number is also set to the same value.

[0021] 此外,第1特定部在与获得了上述获得点数的玩家的识别信息建立关联的上述玩家的母玩家的识别信息被存储于上述第1存储部时,作为第1世代的介绍来源玩家的识别信息而特定该母玩家的识别信息,在与已特定的识别信息建立关联的上述第1世代的介绍来源玩家的母玩家的识别信息被存储于上述第1存储部时,作为第2世代的介绍来源玩家的识别信息而特定该母玩家的识别信息,并可利用重复进行这些特定的工序,直到成为与已特定的识别信息建立关联的母玩家的识别信息并未存储于上述第1存储部的状态为止,由此特定成为获得了上述获得点数的玩家的介绍来源的所有介绍来源玩家的识别信息。 When the master player [0021] In addition, the first specified portion and obtain the identification information of the player of the points are obtained in association the player identification information stored in the first storage unit, as the generation of the first introduction source players the identification information for specifying the master player identification information, when the mother player presentation sources players the first generation associated with the already-specific identification information for identifying information stored in the first storage unit, a second generation the introduction of the source of the player identification information for specifying the player identification information of the master, and the use of these specific steps are repeated until the identification information of already associated with a particular player identification information of the parent is not stored in said first memory All sources of identification information describes the state of the player until the portion, thereby obtaining the specific introduction became the source of the player's points are obtained.

[0022] 此外,在上述第1游戏系统中,上述规定的规则也可以是,上述介绍来源玩家的世代数越大,则上述赋予点数越小。 [0022] Further, in the first game system, the predetermined rule may be, the greater the number of generations of the above described sources the player, the smaller the number of points given above.

[0023] 此时,可以是,例如对于接受了介绍的母玩家(第1世代的介绍来源玩家)赋予10点,对于母玩家的母玩家(第2世代的介绍来源玩家)赋予5点等,介绍来源玩家的世代数越大则赋予点数越小。 [0023] In this case, may be, for example, to impart 10:00 master player received presentation (presentation of the first generation source of the player), the player against the base female player (second player generation source description) and so imparting 5:00, the greater the number of generations introduced source player is given the smaller number of points. 此外,可以对介绍来源玩家获得较多的赋予点数而得到较高的游戏成绩的情况加上一定限制。 In addition, the situation can get more points and giving the game to get a higher score on the introduction of the source of the player with a certain limit.

[0024] 此外,在上述第1游戏系统中,上述第1特定部也可以在规定世代数为止的范围内特定成为获得了上述获得点数的玩家的介绍来源的介绍来源玩家的识别信息。 [0024] Further, in the first game system, the first specific portion may be within a predetermined range until a certain number of generations to obtain identification information became the source of the player presentation describes the source of the player points obtained.

[0025] 此时,例如,对第2世代为止的介绍来源玩家(母玩家的母玩家)赋予赋予点数,或对第3世代为止的介绍来源玩家(母玩家的母玩家的母玩家)赋予赋予点数等,将赋予赋予点数的介绍来源玩家的世代数限制为规定世代数为止。 [0025] In this case, for example, introduction of the source of the player (player female parent player) up to the second generation of imparting to impart points, or to introduce sources player (player female female female players player) up to the third generation of imparting to impart points such as the number of generations, will give the presentation given source player points are so far restricted to a predetermined number of generations. 此外,可以对介绍来源玩家获得较多的赋予点数而得到较高的游戏成绩的情况加上一定限制。 In addition, the situation can get more points and giving the game to get a higher score on the introduction of the source of the player with a certain limit.

[0026] 此外,上述第1游戏系统也可以是,还具备:输入部,作为被介绍了游戏的玩家的被介绍玩家输入与作为介绍者的介绍玩家相关的介绍者信息;第2特定部,基于从上述输入部输入的上述介绍者信息,特定对输入该介绍者信息的被介绍玩家介绍了游戏的作为介绍者的介绍玩家的识别信息;以及登记部,在上述第1存储部中,与上述被介绍玩家的识别信息建立关联,作为上述被介绍玩家的上述保有点数而登记0,作为上述母玩家的识别信息而登记上述第2特定部特定的上述介绍玩家的识别信息。 [0026] Further, the first game system may be further comprising: an input unit, as the introduced player's game is introduced player input introducer information related to a presentation player introducer; a second specific portion, as the above user information from the input unit, the specific input of the introducer information is introduced player introduced identification information of the game as described player introducer; and a registration unit, in the first storage unit, and was introduced above the player associated identification information, as described above was introduced to maintain the player is registered point 0, the second identification information of a particular portion of a particular player, as the introduction of the female player identification information is registered.

[0027] 此时,根据介绍者信息的输入而进行对第1存储部的数据登记,可以将输入介绍者信息的玩家设为被介绍者(子玩家)、由介绍者信息特定的玩家设为介绍者(母玩家)的新的母子关系,登记于第1存储部。 [0027] At this time, based on input information introducer performs data registration for the first storage section, the player can input information to the introducer is introduced by (sub-player), the information set by the introducer particular player introducer (female players) new parent-child relationship, registered in the first storage unit. 再者,所谓介绍者信息,是例如介绍玩家的玩家ID、介绍玩家的姓名信息及介绍玩家的电子邮件地址等。 Furthermore, the so-called presenter information, for example, introduce the players player ID, the player name information presentation and introduction of the e-mail address and other players. 此外,输入部可以通过例如按键操作、画面的触摸操作、红外线通信、近距离无线通信、2维条形码及电子邮件等来输入介绍者信息。 Further, the input unit may input information by, for example introduced by a key operation, touch screen operation, infrared communication, short-distance wireless communication, e-mail and 2-dimensional bar code. 此外,也可以是将介绍者信息的输入限制于新登记被介绍玩家时或者从新登记被介绍玩家开始算起的一定期间内的构成。 Further, the input may be a limit to introduce new user information is registered when the player or introduced new registration is described configuration during a certain period of players begin to run.

[0028] 此外,在上述第一游戏系统中也可以还具备:输出部,输出能够对介绍玩家介绍游戏的被介绍玩家进行通知的介绍码;第2存储部,将上述输出部输出的上述介绍码与接受了该介绍码的输出的上述介绍玩家的识别信息建立关联并加以存储;输入部,上述被介绍玩家输入上述介绍码;第2特定部,作为向输入了上述介绍码的上述被介绍玩家介绍了游戏的介绍者、即介绍玩家的识别信息,特定与从上述输入部输入的上述介绍码建立关联而被存储于上述第2存储部的玩家的识别信息;以及登记部,在上述第1存储部中,与上述被介绍玩家的识别信息建立关联,作为上述保有点数而登记0,作为上述母玩家的识别信息而登记上述第2特定部特定的上述介绍玩家的识别信息。 [0028] Further, in the first game system may further include: an output unit, the output can be introduced to the game player is introduced player introduction introduces code notification; a second storage unit, the output unit the output from the introduction code and the received identification information of the presentation player of the output of the presentation code associating and storing; an input portion, the introduced player input to the presentation code; second specific section, as to the input of the above described code the introduced players introduced game introduction, that is introduction player identification information, specific to the association from the presentation code the input unit input is stored in the identification information of the player of the second storage unit; and a registration unit, in the first a storage unit, the above description is associated player identification information, is registered as the 0 point to maintain, as the player identification information of the parent is registered identification information of the second specified portion of the above described specific player.

[0029] 此时,接受了从输出部输出的介绍码的介绍玩家可以将其介绍码通知其它玩家、即被介绍玩家。 [0029] In this case, its introduction received code may be notified from the other players description describes the player code output unit outputs, i.e. presentation player. 根据被介绍玩家所进行的介绍码的输入而进行对第1存储部的数据登记,可以将输入了介绍码的玩家设为被介绍者(子玩家)、接受了介绍码的输出的玩家设为介绍者(母玩家)的新的母子关系登记于第1存储部。 Performing data registration for the first storage section, the input code describes a set of players who are introduced (sub-player), the output of received presentation according to the input code describes codes for the players are introduced to the player introducer (female players) new parent-child relationship registered in the first storage unit. 再者,输出部可以通过例如显示、印刷、声音信息、红外线通信、近距离无线通信、2维条形码及电子邮件等来输出介绍码。 Further, the output unit can be displayed, for example, print, audio information, infrared communication, short-distance wireless communication, e-mail and 2-dimensional bar code and outputs the code introduced. 此外,输入部可以通过例如按键操作、画面的触摸操作、红外线通信、近距离无线通信、2维条形码及电子邮件等来输入介绍码。 Further, the input unit may input the code introduced by a key operation, for example, touching the operation screen, infrared communication, short-distance wireless communication, e-mail and 2-dimensional bar code. 此外,也可以是将介绍码的输入限制于新登记被介绍玩家时或者从新登记被介绍玩家开始算起的一定期间内的构成。 Further, the input may be a limit to introduce new registration code is introduced when the new player registration is described configuration during a certain period, or the player starts counting.

[0030] 此外,在上述第1游戏系统中,上述输出部也可以将对于1位玩家输出的上述介绍码限制为规定数。 [0030] Further, in the first game system, the output unit may be limited to a predetermined number of symbols for the introduction of a player output. 也就是说,输出部也可以将规定数以下的介绍码输出给各玩家。 In other words, the output unit can also be introduced the following provisions count code output for each player.

[0031] 此时,可以限制1位玩家能够介绍的玩家数量,可以对玩家获得较多的赋予点数而得到较高的游戏成绩的情况加上一定限制。 Case [0031] In this case, you can limit the number of players able to introduce a player can get more points given to the players and get a higher score of the game with a certain limit. 此外,也可以抑制第1存储部中可存储的数据的量。 Further, the amount of the first storage unit may store the data may be suppressed.

[0032] 此外,在上述第1游戏系统中,也可以是,还具备:允许部,对于在上述游戏中满足规定条件的玩家,允许上述介绍码的输出;上述输出部对于上述允许部允许了上述介绍码的输出的玩家输出上述介绍码。 [0032] Further, in the first game system, may be, further comprising: allowing parts, for meeting the players predetermined condition in said game, allowing the output of the presentation code; the output section for the allowable portion allows player output from the above description describes the output code symbols.

[0033] 此时,可以将能够通过介绍朋友或熟人而获得赋予点数的玩家限制为在游戏中满足规定条件的玩家。 [0033] In this case, the player will be able to obtain restricted to a predetermined condition is satisfied in the game gives the player points by introducing a friend or acquaintance. 再者,作为满足规定条件的情况,例如可举出在游戏中获得的点数超过规定量的情况、玩游戏时间超过规定时间的情况、突破规定数的游戏级别的情况、到达规定进行点为止的情况等。 Moreover, as the predetermined condition is satisfied, for example, include the case number of points obtained in the game exceeds a predetermined amount of time exceeds the specified circumstances to play the game time, to break the case of a predetermined number of game levels, until the provisions reach the point and so on. 也是为了使介绍玩家可对于被介绍玩家来传授游戏的玩法及攻略法,优选地,仅对于玩游戏满足某种程度的玩家输出介绍码。 In order to introduce the player may also be introduced for the player to play the game and the Raiders teach process, preferably only for playing games provide players a certain degree of output presentation code.

[0034] 此外,在上述第1游戏系统中,也可以是,上述登记部在上述被介绍玩家的识别信息已经被存储于上述第1存储部时并不进行对上述第1存储部的数据登记。 [0034] Further, in the first game system, may be the registering unit does not register the data of the first storage unit is introduced when said player identification information has been stored in the first storage unit .

[0035] 此时,在被介绍玩家是识别信息已经被存储于第1存储部的已有的玩家时,可以不进行对第1存储部的数据登记。 [0035] In this case, when the player is introduced identification information has been stored in the existing first storage unit players can not register the first data storage unit. 也就是说,可以防止将已有的玩家设为被介绍者(子玩家)的母子关系被登记于第1存储部的情况。 In other words, it is possible to prevent the existing situation the player is set to be presenters (sub-player) of the mother-child relationship is registered in the first storage unit. 所以,例如,可以防止由已有的玩家彼此构筑母子关系、尽管未介绍新玩家也可以获得奖励点数及介绍点数的情况。 So, for example, can be prevented by the existing players to build a mother-child relationship with each other, although not introduce new players can also get bonus points and case presentation points. 此外,可以防止构筑将已经存在子玩家或孙玩家的母玩家(已有的玩家)设为子玩家的母子关系、 尽管未介绍新玩家也可以较多的获得奖励点数及介绍点数的情况。 In addition, it is possible to prevent the build will already exist sub-player or player Sun player's mother (existing players) to the sub-player of mother-child relationship, although not introduce more new players can also get bonus points and case presentation points. 此外,也可以抑制第1存储部中可存储的数据的量。 Further, the amount of the first storage unit may store the data may be suppressed.

[0036] 此外,根据本发明的游戏系统(第2游戏系统)是,作为从其它玩家被介绍了游戏的被介绍者的玩家将介绍了游戏的上述其它玩家作为介绍者而登记、并使包含上述被介绍者和上述介绍者的多个玩家玩游戏的游戏系统,其特征在于,具备:存储部,与上述多个玩家各自的识别信息建立关联地存储被分配了该识别信息的玩家在上述游戏中获得并保有的保有点数和对于被分配了该识别信息的玩家来说是下位世代的介绍关系的下位玩家的识别信息;第1加算部,将上述多个玩家中的任一玩家在上述游戏中新获得的获得点数加算至与获得了该获得点数的玩家的识别信息建立关联而被存储于上述存储部的上述保有点数;特定部,在玩家被指定时,特定与该玩家的识别信息建立关联而被存储于上述存储部的下位玩家的识别信息;决定部,根据上述特定部特定 [0036] Further, according to the game system of the present invention (second game system) is introduced from other players as the player's game was introduced to describe these other game player who is registered as an introduction, and comprising the above plurality of players playing the game by introduction of the introducer and said game system comprising: a storage unit, a plurality of players to establish the above-described respective identification information stored in association with the identification information is allocated in the above-described player game to obtain and maintain the retained points and the next bit player explains the relationship of the lower generation identification information to be assigned the identification information players; a first adding unit, and any one of the plurality of players of a game player in the above points are obtained in the game newly obtained adding to associate with the obtained identification information of the obtained points of the players is stored to the retained points in the storage unit; particular unit, when the player is assigned, specific to the player identification information It is stored in association with identification information of the players in the storage unit; decision unit, from the specific portion specific 识别信息所对应的下位玩家获得的上述获得点数,决定赋予上述被指定的玩家的赋予点数;以及第2加算部,将上述决定部决定的上述赋予点数加算至与上述被指定的玩家的识别信息建立关联而被存储于上述存储部的上述保有点数。 Obtained above point identification information corresponding to the players available, decided to give imparting points above specified player; and a second adder unit, the above-described determination unit determines the given point adding identification information to the designated player the association is stored in the storage portion of the retained points.

[0037] 利用本发明的第2游戏系统,在各玩家存在处于下位的世代的介绍关系的下位玩家时,各玩家的识别信息和下位玩家的识别信息被存储在存储部。 [0037] With the second game system of the present invention, in the presence of the players in relation describes the generation of the bits of each player, each player identification information and the identification information of the players is stored in the storage unit. 特定部可以参照存储部,迅速地检索指定的玩家的下位玩家,决定部可以决定应当赋予指定玩家的赋予点数。 Can refer to a particular portion of the storage unit, the player quickly retrieve the specified lower-level player, the decision unit may decide the number of points should be given to impart a given player. 而且,第2加算部能够将赋予点数加算至与指定的玩家的识别信息建立关联而存储于存储部内的指定玩家的保有点数。 Further, the second adding unit adding points can be imparted to the player associated with the identification information stored in the designated player designated retained in the storage section points. 这样,在本发明中,可以迅速地掌握玩家与其母玩家的关系,并根据玩家在玩游戏中获得的点数迅速对母玩家赋予点数。 Thus, in the present invention, can quickly grasp the relationship between the player and the player's mother, the mother and quickly points according to the number of points given to players playing the game the player obtained. [0038] 再者,关于第2游戏系统,例如既可以由服务器装置和多个游戏终端装置构成,也可以由1台游戏装置构成。 [0038] Further, on the second game system, for example, may be composed of a server apparatus and a plurality of game terminal devices may be composed of one game apparatuses. 此外,识别信息是根据每一玩家而不同的独特信息, 能够唯一地识别各玩家。 Furthermore, identification information is different according to each player's unique information to uniquely identify each player. 此外,保有点数、获得点数和赋予点数例如既可以是表示玩家的游戏成绩的得分,也可以是表示可在游戏内的虚拟世界中使用的模拟货币的数量的值。 In addition, to maintain the number of points, for example, earn points, and the number of points given to either player's score is a result of the game, it can also be representing the number of simulation currency that can be used in a virtual world within the game value. 此外,在代币游戏机的情况中,保有点数、获得点数和赋予点数也可以具有与代币或分数等价的价值。 In addition, in the case of a token game machine, to maintain the number of points, earn points and given the number of points may also have value with tokens or points equivalent.

[0039] 此外,在存储部中,针对各玩家,将玩家的识别信息、玩家的保有点数、处于此玩家的下位世代的介绍关系的下位玩家的识别信息建立关联而加以存储。 [0039] Further, in the storage unit, for each player, the player identification information, the player retains points, identification information of the players introduced relationship lower generation of players in association with this stored. 例如,存储部例如也可以由将具有图6或图15(a)所示的数据结构的介绍链接管理DB305a与玩家的识别信息建立关联而储存存盘数据(包含保有点数)的存盘数据储存区域305d构成。 For example, the storage unit may, for example, having a in FIG. 6 or FIG. 15 (a) save data describes the data structure of Link Manager DB305a of the player identification information stored in association save data (including retained points) storage region 305d constitute.

[0040] 此外,第1加算部将获得点数加算至玩家的保有点数的定时可以任意设定。 [0040] In addition, a first adding section adding to the obtained points of the players retain a timing point can be set arbitrarily. 例如,第1加算部也可以是在每当玩家在游戏中获得新的获得点数时,将获得点数加算至玩家的保有点数。 For example, a first addition unit may also be obtained whenever new player points obtained in the game, the number of points obtained adding to retain the player's points. 此外,第1加算部也可以在每一游戏级别将在该游戏级别中玩家获得的获得点数加算至玩家的保有点数。 Earn points Additionally, the first addition unit can also get a player in this game at every level in the game adding to the player's level to maintain points. 进而,第1加算部也可以是在每一规定期间将在该规定期间中玩家获得的获得点数加算至玩家的保有点数。 Further, the first addition unit may be obtained during each of a predetermined number of points in the player obtained during the predetermined count is added to maintain the player's points.

[0041] 此外,决定部既可以将获得点数乘以规定系数(例如0.1)而计算出赋予点数, 例如,在获得点数是“1”〜“5”为止时将赋予点数设为“1”,在获得点数是“6”〜 [0041] In addition, the decision unit may be obtained by multiplying a predetermined coefficient points (e.g., 0.1) calculated to impart points, e.g., points are obtained in "1" to "5" points will give up when set to "1", in access points are "6" ~

“10”为止时将赋予点数设为“2”,在获得点数是“11”〜“20”为止时将赋予点数设为“5”等,也可以利用计算以外的方法来决定赋予点数。 "10" points will give up when set to "2", points are obtained at "11" - "20" score was given to "5" Until the like, it may be determined using the method of calculating the number of points given to outside.

[0042] 此外,在上述第2游戏系统中,也可以是,从某玩家被介绍了游戏的被介绍者是相对于上述玩家的第1世代的下位玩家,从该第1世代的下位玩家被介绍了游戏的被介绍者是相对于上述玩家的第2世代的下位玩家;上述特定部,参照上述存储部,特定横跨与上述被指定的玩家的识别信息建立关联的多个世代的下位玩家的识别信息;上述决定部,根据上述特定部特定的识别信息所对应的下位玩家各自从对于上述被指定的玩家上次赋予上述赋予点数至本次赋予为止之间所获得的上述获得点数,按照规定的规则来决定上述赋予点数。 [0042] Further, in the second game system, may be, from a certain player is introduced game was introduced by a relative to the player under the players of the first generation, from the players of the first generation is describes the game was introduced by a relative to the players of the second generation of the player; the specific portion, referring to the storage section, the particular cross above the specified player identification information for the players multiple generations associated the identification information; the determining unit, in accordance with the players of the specific portion of the specific identification information corresponding to the respective points from the above-described imparting to this obtained above points until the impart obtained between the last specified player imparted according rules to determine the number of points given above.

[0043] 利用此构成,将被赋予赋予点数的玩家设为母玩家时,对于母玩家不仅可以从自己直接介绍的子玩家(第1世代的下位玩家)迅速地接受赋予点数,也可以从子玩家介绍的孙玩家(第2世代的下位玩家)及孙玩家介绍的曾孙玩家(第3世代的下位玩家)迅速地接受赋予点数。 [0043] In this constitution, will be given the player given points set to the master player, for the sub-player (first generation under players) female players can not only presentation directly from his promptly receive a given number of points, but also from the sub- great-grandson players (third generation under players) (players under second generation) player Sun introduced the Sun players and the players introduced quickly accept the given points. 再者,决定部在按照规定的规则而决定赋予点数时,对于各下位玩家的获得点数,既可以进行根据世代数不同而不同的加权,也可以是即使世代数不同也进行相同加权。 Further, when the decision unit according to a predetermined rule a decision of points for each of the players earn points, may be performed according to the number of different generations and different weighting, it may be different even if the number of generations is also the same weighting.

[0044] 此外,关于本发明的程序(第1程序),其特征在于,使构成作为从其它玩家被介绍了游戏的被介绍者的玩家将介绍了游戏的上述其它玩家作为介绍者而登记、并使包含上述被介绍者与上述介绍者的多个玩家玩游戏的游戏系统的计算机,作为以下部件而作用:存储部,与上述多个玩家各自的识别信息建立关联地存储被分配了该识别信息的玩家在上述游戏中获得并保有的保有点数和在被分配了该识别信息的玩家有介绍者时作为该介绍者的母玩家的识别信息;第1加算部,将上述多个玩家中的任一玩家在上述游戏中新获得的获得点数加算至与获得了该获得点数的玩家的识别信息建立关联而被存储于上述存储部的上述保有点数;特定部,参照上述存储部,在与获得了上述获得点数的玩家的识别信息建立关联的上述母玩家的识别信息被存储于上述存储部 [0044] Further, the procedure (the first program) of the present invention, wherein the configuration as from other players is introduced player is introduced by the game will be introduced above the other game player as the introducer is registered, and the above-mentioned computer comprises a plurality of players play the game with the introduction introducer's game system, acting as a member of the following: a storage unit stored in association with each of the plurality of player identification information is assigned to the identification player information obtained and retained in said game retain points and identification information master player of the introducer when being allocated the identification information of the players have introducer;, the plurality of players in a first adding portion points are obtained either player in said game newly obtained adding to associate with the obtained identification information of the obtained points of the players is stored to the retained points in the storage unit; particular unit, referring to the storage unit, in the obtained above points a player identification information associated with the player identification information of the parent is stored in the storage unit ,特定该母玩家的识别信息;决定部,根据玩家获得的上述获得点数,决定赋予上述母玩家的赋予点数;以及第2加算部,将上述决定部决定的上述赋予点数加算至与上述特定部特定的识别信息建立关联而被存储于上述存储部的上述保有点数。 Particular the female player identification information; decision unit, based on the obtained points players get, decided to give the above-described master player imparting points; and a second adder unit, the above-described determination unit determines the given point adding to said specific portion the specific identification information is stored in association to the point to maintain the storage unit.

[0045] 利用以上构成,也可以发挥与上述第1游戏系统相同的效果。 [0045] With the above configuration, you can also play a game with the first system with the same effect.

[0046] 此外,根据本发明的程序(第2程序),其特征在于,使构成作为从其它玩家被介绍了游戏的被介绍者的玩家将介绍了游戏的上述其它玩家作为介绍者而登记、并使包含上述被介绍者和上述介绍者的多个玩家玩游戏的游戏系统的计算机,作为以下部件而作用:存储部,与上述多个玩家各自的识别信息建立关联地存储被分配了该识别信息的玩家在上述游戏中获得并保有的保有点数和对于被分配了该识别信息的玩家来说是下位世代的介绍关系的下位玩家的识别信息;第1加算部,将上述多个玩家中的任一玩家在上述游戏中新获得的获得点数加算至与获得了该获得点数的玩家的识别信息建立关联而被存储于上述存储部的上述保有点数;特定部,在玩家被指定时,特定与该玩家的识别信息建立关联而被存储于上述存储部的下位玩家的识别信息;决定部, [0046] Further, according to a program (second program) of the present invention, wherein the configuration as from other players is introduced player is introduced by the game will be introduced above the other game player as the introducer is registered, and comprising the above-described computer game to be played by multiple players and said introducer introduces a game system, acting as a member of the following: a storage unit stored in association with each of the plurality of player identification information is assigned to the identification player information obtained and retained in said game retain points and the next bit player explains the relationship of the lower generation identification information to be assigned the identification information players; a first adding portion, the plurality of players in points are obtained either player in said game newly obtained adding to associate with the obtained identification information of the obtained points of the players is stored to the retained points in the storage unit; particular unit, when the player is assigned a specific and the player identification information is stored in association with identification information of the players in the storage unit; decision unit, 据上述特定部特定的识别信息所对应的下位玩家获得的上述获得点数,决定赋予上述被指定的玩家的赋予点数;以及第2加算部,将上述决定部决定的上述赋予点数加算至与上述被指定的玩家的识别信息建立关联而被存储于上述存储部的上述保有点数。 According to the above-obtained point of the specific portion specific identification information corresponding to the players available, we decided to give points to impart the above specified player; and a second adder unit, the above-described given number of points to the determining unit determines an addition to above are specified player identification information is stored in association to the point to maintain the storage unit.

[0047] 利用以上构成,也可以发挥与上述第2游戏系统相同的效果。 [0047] With the above configuration, you can also play the second game system with the same effect.

[0048] 再者,本发明也可以是记录上述第1或第2程序的计算机可读取的记录介质。 [0048] Further, the present invention may be a computer readable recording medium recording the above-described first or second program may be read. 记录介质例如包含CD-ROM及存储卡等。 The recording medium includes, for example CD-ROM and a memory card. 此外,本发明也可以是传输上述第1或第2程序的传输介质(例如网络)。 Further, the present invention may also be a transmission medium of the first or second program (e.g., network). 也就是说,本发明也可以是以计算机可读取的方式记录或传输上述第1或第2程序的介质(数据载体)。 That is, the present invention may be by way of a computer-readable recording or transmitting the first or second program medium (data carrier). 进而,本发明也可以是被加载至计算机而保持上述第1或第2程序的数据的程序产品。 Further, the present invention may also be loaded onto a computer and holding data of the first program or the second program product.

[0049](发明的效果) [0049] (Effect of the Invention)

[0050] 利用本发明,可提高来自己有的玩家的介绍所产生的新玩家的获得效率的同时,抑制已获得的新玩家停止玩游戏。 [0050] With the present invention can improve the efficiency of the new players to get yourself Introduce some players produced while suppressing new players acquired stop playing games.

附图说明 BRIEF DESCRIPTION

[0051] 图1是示出游戏系统的整体构成的框图。 [0051] FIG. 1 is a block diagram illustrating the overall configuration of a game system.

[0052] 图2是用于说明玩家A〜D的介绍关系的图。 [0052] FIG. 2 is a diagram showing the relationship between players A~D described for FIG.

[0053] 图3是示出代币游戏机的外观的立体图。 [0053] FIG. 3 is a perspective view illustrating an appearance of the gaming machine tokens.

[0054] 图4是示出代币游戏机的电性构成的框图。 [0054] FIG. 4 is a block diagram illustrating the electrical configuration of the gaming machine tokens.

[0055] 图5是示出中央服务器的电性构成的框图。 [0055] FIG. 5 is a block diagram showing the electrical configuration of the central server.

[0056] 图6是示出介绍链接管理DB的数据结构的图。 [0056] FIG. 6 is a diagram illustrating a data structure of the management DB referral link.

[0057] 图7是示出已赋予点数储存TBL的数据结构的图。 [0057] FIG. 7 is a diagram showing the stored data points have been given of the structure of TBL.

[0058] 图8是示出介绍码管理TBL的数据结构的图。 [0058] FIG. 8 is a diagram illustrating a data structure of the presentation code management TBL.

[0059] 图9是示出菜单画面“介绍链接”的显示内容的图。 [0059] FIG. 9 is a "referral link" in the display contents of a menu screen shown.

[0060] 图10是示出介绍码发行处理的流程的序列图。 [0060] FIG. 10 is a sequence diagram showing a flow of presentation code issuing process. [0061] 图11是示出介绍码输入处理的流程的序列图。 [0061] FIG. 11 is a sequence diagram showing a flow of the input code describes the process.

[0062] 图12是用于针对记录追加处理进行说明的图(其1)。 [0062] FIG. 12 is a view (part 1) describing a recording process is added.

[0063] 图13是用于针对记录追加处理进行说明的图(其2)。 [0063] FIG. 13 is a diagram illustrating (part 2) for additional recording process.

[0064] 图14是用于针对获得点数更新处理进行说明的图。 [0064] FIG. 14 is a diagram for explaining update processing for obtaining points.

[0065] 图15是用于针对奖励点数赋予处理进行说明的图。 [0065] FIG. 15 is a diagram for explaining processing to impart for bonus points.

[0066] 图16是用于针对变形例4进行说明的图(其1)。 [0066] FIG. 16 is a view (part 1) described in Example 4 for modification.

[0067] 图17是用于针对变形例4进行说明的图(其2)。 [0067] FIG. 17 is a diagram illustrating (part 2) Example 4 for modification.

[0068] 图18是用于针对变形例5进行说明的图。 [0068] FIG. 18 is a view describing a modification example 5.

[0069] 图19是用于针对变形例6进行说明的图。 [0069] FIG. 19 is a diagram for illustrating a modification 6.

[0070](符号说明) [0070] (Description of Symbols)

[0071] 1 :游戏系统 [0071] 1: the game system

[0072] 5 :游戏单元 [0072] 5: gaming unit

[0073] 10 :代币游戏机 [0073] 10: tokens consoles

[0074] 11 :显示器 [0074] 11: Display

[0075] 12 :扬声器 [0075] 12: speaker

[0076] 13 :操作杆 [0076] 13: control lever

[0077] 14a〜14e :操作按键 [0077] 14a~14e: operation keys

[0078] 15:代币投入口 [0078] 15: inlet tokens

[0079] 16:硬币支付口 [0079] 16: coin payout opening

[0080] 17:卡片插入口 [0080] 17: the card insertion port

[0081] 101 : CPU [0081] 101: CPU

[0082] 102 : ROM [0082] 102: ROM

[0083] 103 : RAM [0083] 103: RAM

[0084] 104 :通信接口 [0084] 104: communication interface

[0085] 105 :操作部 [0085] 105: Operating unit

[0086] 106 :代币选择器 [0086] 106: token selector

[0087] 107 :代币支付装置 [0087] 107: token payment device

[0088] 108 : IC卡驱动器 [0088] 108: IC card drive

[0089] 109 :硬盘 [0089] 109: Hard

[0090] 20 :店铺服务器 [0090] 20: store server

[0091] 30:中央服务器 [0091] 30: the central server

[0092] 301 : CPU [0092] 301: CPU

[0093] 302 : ROM [0093] 302: ROM

[0094] 303 : RAM [0094] 303: RAM

[0095] 304 : 通信接口 [0095] 304: communication interface

[0096] 305 :硬盘 [0096] 305: Hard

[0097] 305a、309 :介绍链接管理DB [0097] 305a, 309: Introduction Link Manager DB

[0098] 305b :已赋予点数储存TBL [0098] 305b: storage points have been given TBL

[0099] 305c :介绍码管理TBL[0100] 305d:存盘数据储存区域 [0099] 305c: presentation code management TBL [0100] 305d: save data storage area

[0101] 306、307、308 :数据库 [0101] 306,307, 308: Database

[0102] 310 :来店点数管理TBL [0102] 310: Points to store management TBL

[0103] 311 :介绍点数管理TBL [0103] 311: The point management TBL

[0104] 40: IC 卡 [0104] 40: IC card

具体实施方式 detailed description

[0105] 以下,一边参照图面一边针对本发明的实施方式加以说明。 [0105] Hereinafter, with reference to the drawings will be described for one side of an embodiment of the present invention. 再者,对各图中共通的部分附加相同符号。 Further, the same reference numerals to portions common to the respective drawings.

[0106] <1.实施方式> [0106] <1. Embodiment>

[0107] 图1是示出游戏系统1的整体构成的框图。 [0107] FIG. 1 is a block diagram of the overall configuration of a game system 1.

[0108] 游戏系统1具有多个游戏单元5及1台中央服务器30。 [0108] The game system 1 has a plurality of game elements 5 and central server 30 1. 各游戏单元5例如具备6台代币游戏机10和1台店铺服务器20,设置于游戏中心等的游乐场设施(店铺,也就是说,游戏游乐场(game arcade))。 Each gaming unit 5 includes, for example, six token game machine 10 and the server 20 stores a table, disposed in the game center or the like playground facilities (the shop, that is to say, the playground game (game arcade)). 此外,在各游戏单元5中,店铺服务器20与各代币游戏机10通过LAN缆线等而可通信地连接。 Further, in each gaming unit 5, the shop server 2010 may be connected to each token gaming machine communicably via a LAN cable or the like. 在各代币游戏机10中,使用支付金钱而借贷的代币或表示贮留于代币游戏机10的持有代币枚数的分数来玩游戏。 In each token gaming machine 10, and borrowing money to pay for the use of tokens or detained in scores represent the number of pieces of tokens held by the token game machine 10 to play the game. 在本说明书中, 所谓代币,是指代用硬币(token coin)或被简单称为硬币的圆板形的物体。 In the present specification, token, token coin means (token coin) or simply referred to as a coin-shaped disc object. 所谓代币游戏机,是指在将代币投入至机械时就可玩游戏的机械,或将代币投入至机械的行为包含于玩游戏的机械。 The so-called token games, refers to investment in machinery tokens can play the game when to mechanical, or tokens into the machine to play games included in the behavior of machinery. 再者,玩家通过在开始玩游戏之前,将持有的代币投入至代币游戏机10 而将其作为分数来存储,可省去在游戏中逐次投入代币的麻烦。 Furthermore, the player through the game before you start to play, will hold the tokens into the token game machine 10 to be stored as the score, eliminating the need for successive tokens into trouble in the game. 此外,中央服务器30通过因特网等的通信网而与各店铺服务器20连接,可通过各店铺服务器20而与所有代币游戏机10进行通信。 In addition, the central server 30 connected to each of the shop server 20 via a communication network such as the Internet, may communicate through the store server 20 and the game machine 10 all the tokens.

[0109] 在该游戏系统1中,可以有多个玩家玩游戏。 [0109] In the game system 1, a plurality of players can play the game. 此外,将在后面详述,在中央服务器30中,例如图2所示那样,可以横跨多个世代来管理从玩家A被介绍了游戏而开始玩游戏的玩家B与玩家C及从玩家B被介绍了游戏而开始玩游戏的玩家D等的玩家的介绍关系。 Further, described in detail later, the central server 30, for example, FIG. 2, can be managed across multiple generations to start playing the game from a player of the game player A is introduced and the players B and C from players B shown in FIG. introduction of the relationship between the players was introduced to start the game and play the game like D players. 再者,在图2中,将玩家A设为母玩家时,玩家B和玩家C则成为子玩家,玩家D则成为孙玩家。 Note that when, in FIG. 2, the player A to the master player, player B and player C is a child player, the player becomes Sun D player. 这样,在将玩家A设为基准时,玩家B和玩家C的介绍关系为下位1个世代的下位玩家,玩家D的介绍关系为下位2个世代的下位玩家。 Thus, when the player A as a reference, describes the relationship between the player B and player C is at a lower position players generation, explains the relationship of the player for the next D players lower two generations. 此外,在将玩家B设为基准时,玩家D的介绍关系为下位1个世代的下位玩家(子玩家),玩家A是介绍关系为上位1个世代的上位玩家(母玩家)。 Further, when the player B as a reference, describes the relationship between the players D to lower the players one generation (sub-player), the player A relationship is to introduce a higher-level host player generation (female players).

[0110] 此外,在根据本实施方式的游戏系统1中,将与子玩家和孙玩家的游戏结果对应的奖励点数(赋予点数)持续赋予给母玩家。 [0110] Further, in the game system 1 of the present embodiment, the sub-player game result of the player corresponding to the Sun and bonus points (points imparting) for the player assigned to the master. 例如,在图2中,对于玩家A持续赋予与作为子玩家的玩家B及玩家C的游戏结果和作为孙玩家的玩家D的游戏结果对应的奖励点数。 For example, in FIG. 2, the results for the game player A for imparting sub-player with a game result of the player B and player C, and D as Sun player corresponding to the player bonus points. 此外,对于玩家B持续赋予与作为子玩家的玩家D的游戏结果对应的奖励点数。 In addition, given the ongoing player B as a result of the sub-player game player D corresponding bonus points. 再者,图2所示的玩家C和玩家D因为不存在子玩家及孙玩家,所以不被赋予奖励点数。 Further, FIG players and player C D shown as the sub-player 2 and player Sun does not exist, it is not given bonus points.

[0111] 图3是示出代币游戏机10的外观的立体图。 [0111] FIG. 3 is a perspective view showing an appearance of the gaming machine 10 tokens.

[0112] 代币游戏机10具有显示游戏图像的显示器11和设置于其上部的两个扬声器12。 [0112] token game machine 10 having two speakers displaying a game image display 11 and an upper portion 12 disposed thereon. 在显示器11的下部除了操作杆13及操作按键14a〜14e之外,设置有用于投入代币的代币投入口15、代币被支付的代币支付口16及用于插入IC卡40的卡片插入口17。 In addition to the lower display 11 of the operation lever 13 and operation keys 14a~14e outside, it is provided for input token inlet 15 tokens, tokens paid token payout opening 16 and a card for insertion of the IC card 40 insertion port 17. 再者, 在卡片插入口17中,在玩家玩游戏的期间中,插入有IC卡40。 Further, in the card insertion port 17, the player during the game play, the IC card 40 is inserted.

[0113] 例如,玩家通过操作操作杆13及配置于其右侧的3个操作按键14a、14b、14c, 输入为了使游戏进行所需的各种指示。 [0113] For example, the player by operating the operation lever 13 and the operation keys arranged thereon three right side 14a, 14b, 14c, in order to make the game input various instructions required. 此外,配置于操作杆13的左侧的两个操作按键14d、14e是兑币按键14d和保存结束按键14e。 Further, an operation key 14d arranged in two left operating lever 13, the key 14e is against the credits saved end key 14d and 14e. 兑币按键14d是用于指示贮留于代币游戏机10中的持有代币的支付的按键。 Currency Exchange button 14d is a button indicating the payment reserving in token held game machine 10 tokens. 此外,保存结束按键14e是用于指示存盘数据的保存、游戏结束、IC卡40的取出的指示。 In addition, end key 14e is stored save save data for indicating the end of the game, IC cards 40 indicates a fetch. 再者,IC卡40存储有被分配给持有IC卡40的玩家的玩家ID。 Furthermore, IC cards 40 stored therein is allocated to the IC card held by the player's player ID 40. 玩家ID是能够唯一地识别各玩家的识别信息,且是根据每一玩家而不同的独特信息。 Player ID is identification information capable of uniquely identifying each player, and each player is different according to the unique information.

[0114] 此外,代币游戏机10具有触摸输入功能,在显示器11的画面上,设置有用于检测玩家的手指前端接触的画面位置的透明电极。 [0114] Moreover, token game machine 10 having a touch input function, on the screen of display 11, a transparent electrode for detecting a screen position in contact with the front end of the player's finger. 因此,玩家即使不操作操作杆13及操作按键14a〜14e,也可以利用通过手指前端触摸显示器11的画面来输入各种指示。 Thus, without the player operating the operation lever 13 and operation button 14a~14e, may be utilized to enter various instructions by touching the display screen 11 of the front end of a finger. 再者,并设6台图3所示的代币游戏机10的同时,对其加上1台店铺服务器20,则成为图1所示的游戏单元5。 Meanwhile Furthermore, and as shown in FIG. 3 provided six token gaming machine 10, table 1 together with their shop server 20, the gaming unit 5 becomes as shown in FIG.

[0115] 图4是示出代币游戏机10的电性构成的框图。 [0115] FIG. 4 is a block diagram illustrating the electrical configuration of tokens 10 of the gaming machine.

[0116] CPUlOl通过执行存储于ROM102及硬盘109的各种程序,控制代币游戏机10的各部。 [0116] CPUlOl by executing various programs stored in the ROM102 and the hard disk 109, the gaming machine controls each part 10 of the token. ROM102存储有管理代币游戏机的各部基本控制的程序等。 ROM102 stored procedures and other management consoles tokens of basic control of ministries. RAM103作为CPUlOl 的工作区而使用。 RAM103 used as a work area of ​​CPUlOl. 通信接口104控制在店铺服务器20及中央服务器30之间进行的通信。 The communication interface 104 controls communication performed between the server 20 and the store 30 the central server. 操作部105在操作杆13及操作按键14a〜14e被操作时,将表示其操作内容的操作检测信号输出至CPU101。 The operation unit 105 when the operation lever 13 is operated and the operation key 14a~14e, outputs a detection signal indicating the operation contents of the operation to the CPU101. 此外,显示器11将表示玩家的手指前端接触的画面位置的触摸位置检测信号输出至CPU101。 In addition, the display 11 outputs a detection signal representing the position of the touch screen of the front end of the contact position of the finger of the player to the CPU101. 代币选择器(Medal Selector) 106在检测出被投入至代币投入口15的代币时,将代币投入信号输出至CPU101。 Token selector (Medal Selector) 106 is detected when the input token to the token input port 15, the token input signal to the CPU101. 代币支付装置107例如在兑币按键14d被按下时,从代币支付口16支付与分数对应的枚数的代币。 Token payment device 107, for example, when the button 14d is pressed against the coins, the number of pieces of the payment token to pay opening 16 from the score corresponding token. IC卡驱动器108从被插入至卡片插入口17的IC卡40读取出玩家ID。 IC card drive 108 is inserted into opening 17 of the IC card 40 reads out the player ID from the card to be inserted. 硬盘109存储有用于控制代币游戏机10 的程序及各种游戏数据。 A hard disk 109 stores a program for controlling a token game machine 10 and various game data.

[0117] 在根据本实施方式的代币游戏机10中,可以进行玩家操作主角角色而探索多个迷宫(dungeon)内的角色扮演游戏。 [0117] In accordance with the token game machine 10 of this embodiment, the player can operate while exploring the role of protagonist role in the multiple mazes (dungeon) playing games. 在各迷宫中出现许多敌方怪物,对主角角色挑起战斗。 Many of enemy monsters appear in the maze, the role of the protagonist provoke fighting. 玩家操作主角角色,例如使用主角角色具有的攻击用的魔法卡来攻击敌方怪物,或使用恢复用的魔法卡来使主角角色的体力值恢复等,一边使其不被敌方怪物击倒一边进行迷宫内的探索。 The player operates the main character roles, such as using a protagonist role with attacks using magic to attack the enemy monster card, or use a magic card use to restore the physical protagonist role of value recovery, while it is not down the side of the enemy monster explore within the maze. 各迷宫的最后楼层配置有项目“攻克证书(certificate of conquer) ”。 The last floor of each maze of configuration items "capture certificate (certificate of conquer)". 玩家操作主角角色,取得此“攻克证书”时,则攻克(conquer) 了迷宫。 Protagonist role player operation, this time made "capture certificate", then overcome (conquer) the maze. 此外,受到来自敌方怪物的攻击时,主角角色的体力值会减少。 In addition, under attack from the enemy monster, the protagonist role of physical value will be reduced. 而主角角色的体力值成为“0”时, 游戏结束(game over)。 And when the protagonist role of the physical value of "0", the game is over (game over).

[0118] 然而,玩家在攻克了迷宫时,作为攻克奖励(conquer bonus)可以取得由代币或分数表示的奖赏。 [01] However, players in the capture of the maze, as incentive to overcome (conquer bonus) can get reward represented by tokens or points. 例如,在攻克迷宫A时可得20点,在攻克迷宫B时可得38点等,攻克奖励根据每一迷宫而不同。 For example, when the capture maze A available 20:00, 38 available at point B, the labyrinth capture, capture maze rewarded according to each different. 此外,迷宫内配置有多个宝石卡。 In addition, the maze is configured with multiple stones cards. 玩家操作主角角色而取得宝石卡时,也可被赋予由代币或分数表示的奖赏。 When the player operates the protagonist character acquires gem cards, can also be given a reward represented by tokens or points. 例如,在取得宝石卡A时可得3点, 在取得宝石卡B时可得5点等,取得宝石卡时的奖赏根据每一宝石卡的种类而不同。 For example, when obtaining the gem A card available 3:00, 5:00 can be obtained when obtaining the card B and other precious stones, precious stones reward card when made according to the type of each card is different gemstone.

[0119] 此外,在游戏内存在有可进行魔法卡的购入及卖出的商店,以及可购入衣服或帽子等的配件的商店。 [0119] In addition, in the game there can be magic in the memory card purchase and sell the store, and can be purchased clothing or accessories such as hat shops. 玩家操作主角角色而在商店卖出魔法卡时,利用代币或分数向玩家支付魔法卡的卖出费用。 When operating the player character and protagonist in the store to sell Magic cards, tokens or use magic score card payment fees to sell the player. 例如,在卖出魔法卡A时可得4点,在取得魔法卡B时可得7点等,卖出魔法卡时被支付的卖出费用根据每一魔法卡的种类而不同。 For example, when you sell magic cards available 4:00 A, available 7:00 when acquired magic card B, etc., selling expenses when you sell magic card is paid according to the type of each Magic card to another. 此外,在游戏内设置有可以使用代币或分数来进行老虎机游戏(图案组合游戏)的游艺场。 Further, there is provided in the game tokens can be used to score or slot machine games (game symbol combination) in the amusement park. 在老虎机游戏中当选时,也对玩家赋予由代币或分数表示的奖赏。 Election at the slot machine game also gives players a reward represented by tokens or points.

[0120] 此外,代币游戏机10的CPUlOl根据每一玩家计算其玩游戏时间,在每当玩游戏时间经过1小时时,将规定量的虚拟货币赋予给玩家。 [0120] In addition, CPUlOl token game machine 10 is calculated based on each player their time playing games, play games whenever time after 1 hour, a predetermined amount of virtual money given to the player. 例如,在每当玩游戏时间经过1小时时,CPUlOl赋予20点作为虚拟货币。 For example, each time playing the game time after 1 hour, CPUlOl given 20 points as a virtual currency. 此虚拟货币是仅在游戏内的虚拟世界可使用的模拟货币,可在商店中购入衣服或帽子等配件。 This virtual currency is only simulated virtual world currency that can be used in the game, you can purchase accessories such as clothes or hats in the store. 再者,可利用虚拟货币购入的配件限于可以根据玩家的喜好来订制主角角色的外观,与可变更主角角色的强度(例如攻击力及防御力)的武器或防具等的项目不同。 Furthermore, you can use virtual currency to purchase accessories to customize the protagonist role may be limited according to the player's preferences appearance, etc. with different intensity (such as attack power and defense) can change the role of the protagonist of weapons or armor project. 此外,在本实施方式中,虚拟货币设为不具有与代币或分数交换的交换价值。 In addition, in this embodiment, the virtual currency to exchange value and does not have a token or a fraction exchange.

[0121] 再者,在根据本实施方式的代币游戏机10中,玩家例如在挑战新的迷宫时、使用魔法卡时、在商店购入魔法卡时、在游艺场进行老虎机游戏时等,需要使用代币或分数来支付费用。 [0121] Furthermore, according to the time when the token game machine 10 in the present embodiment, for example, when a player challenges a new maze, use the magic card at the store to buy magic cards, a slot machine game in the entertainment field, etc., require the use of tokens or points to pay for. 这样,也可以设为在玩家使用代币或分数来支付费用时将与已支付的费用对应的数量的虚拟货币赋予给玩家的构成。 In this way, you can also set when players use tokens or points to pay for the fees paid will correspond to the number of virtual money given to the player constituted. 再者,可以任意设定相对于支付费用的虚拟货币的赋予率。 Furthermore, given the rate can be set with respect to pay for virtual currency. 例如,将赋予率设为0.5时,如果代币或分数的支付费用是10点,则作为虚拟货币会赋予玩家5点。 For example, a given rate is set to 0.5, if the token or pay a fraction of 10 points, as the virtual currency will be given to the player 5 points. 此外,在例如1人玩的游戏模式及多个人玩的游戏模式等的角色扮演游戏中具备多个游戏模式时,也可以根据所进行的游戏模式来变更上述赋予率。 In addition, for example, when one person playing the role of game modes and more than one person to play game modes such as playing games with multiple game modes, can also be given to changing the rate depending on the game mode is carried out.

[0122] 这样,玩家在代币游戏机10中玩角色扮演游戏,攻克迷宫时、取得宝石卡时、 卖出魔法卡时、在老虎机游戏中当选时,可获得具有与代币或分数等价的价值的点数。 [0122] In this way, players play the role-playing game token gaming machine 10, when overcome the maze, when acquired gem card, card magic when you sell, when elected in slot machine games, and have obtained the score tokens or equivalent points value. 此外,玩家在每当在代币游戏机10中玩角色扮演游戏1小时或者在挑战新的迷宫时、使用魔法卡时、在商店购入魔法卡时、在游艺场进行老虎机游戏时等,可获得具有与虚拟货币等价的价值的点数。 In addition, whenever a player playing in the role-playing game token game machine 10 in one hour or to challenge the new maze, use the magic card, the store bought card magic, performed in the recreation field when slot machine games, can earn points with a value equivalent to the virtual currency.

[0123] 再者,将根据每一迷宫的攻克奖励及挑战费用、每一宝石卡的奖赏信息、每一魔法卡的卖出费用、使用费用、购入费用、老虎机游戏的下注费用及奖赏信息、每当玩1小时赋予的虚拟货币的数量等的数据,作为游戏数据的一部分,存储于后述的中央服务器30的硬盘305 (或店铺服务器20的硬盘)。 [0123] Furthermore, according to overcome the challenges and rewards of each maze costs, selling costs rewards card information every gem, every Magic card usage fees, purchase fees, the cost of betting slot machine games and reward information, to play one hour each time the number of virtual currency given data such as a part of game data, the central server 30 to be described later is stored in the hard disk 305 (the hard disk or the shop server 20). 再者,这些数据也可以被存储于代币游戏机10的硬盘109。 Furthermore, these data may also be stored in the HDD 109 the token game machine 10.

[0124] 图5是示出中央服务器30的电性构成的框图。 [0124] FIG. 5 is a block diagram showing the electrical configuration of the central server 30.

[0125] CPU301通过执行存储于ROM302及硬盘305的各种程序来控制中央服务器30 的各部。 [0125] CPU301 and ROM302 various programs in the hard disk 305 to the central server 30 controls each section by executing stored. ROM302存储有管理中央服务器30的各部基本控制的程序等。 ROM302 storing a program and other departments central management server 30 of the basic control. RAM303作为CPU301的工作区而使用。 RAM303 used as a work area of ​​the CPU301. 通信接口304控制在与代币游戏机10及店铺服务器20之间进行的通信。 The communication interface 304 controls communication performed between the game machine 10 and the token 20 and the shop server. 硬盘305 (存储部)存储有介绍链接管理DB (数据库)305a、已赋予点数储存TBL (表格)305b、介绍码管理TBL305c。 305 hard disk (storage unit) stores referral link management DB (database) 305a, has been given the number of points stored TBL (table) 305b, introduce code management TBL305c. 此外,硬盘305设置有存盘数据储存区域305d。 Further, the hard disk 305 is provided with a save data storage area 305d. 此外,硬盘305存储有用于使中央服务器30执行后述的各种处理(介绍码发行处理、介绍码输入处理、记录追加处理、获得点数更新处理、奖励点数赋予处理)的程序。 Further, the hard disk 305 stores a variety of processing for the center server 30 described later execution (described code issuing process, the input code describes the processing, record addition processing, update processing earn points, bonus points given to processing) program. [0126] 介绍链接管理DB305a例如具有图6所示的数据结构。 [0126] Introduction Link Manager DB305a example 6 has a data structure shown in FIG. 再者,图6所示的介绍链接管理DB305a与图2所示的玩家的介绍关系对应。 Moreover, the corresponding description explains the relationship shown in Figure 6 the link management DB305a player 2 and FIG. 介绍链接管理DB305a作为构成1个记录的字段(field),具有“玩家ID”、“下位玩家ID”、“世代信息”、“获得点数”。 Link Manager DB305a introduced as the field (field) constituting a record having "player ID", "lower-level player ID", "generation information", "get points." “玩家ID”储存有作为介绍来源的介绍来源玩家的玩家ID。 "Player ID" is stored as an introduction to the source of the player's player ID introduce sources. “下位玩家ID”储存有作为介绍目标的介绍目标玩家的玩家ID。 "Under players ID" stores the player ID describes the target audience as an introduction target. “世代信息”储存有表示对于介绍来源玩家来说介绍目标玩家是第几世代的信息。 "Generation information" is stored indicating the source of introduction for the players introduce the target audience is the first of several generations of information. “获得点数”储存有介绍目标玩家在游戏中获得的点数的累积值。 "Get points" stores have introduced a cumulative value of the target number of points players get in the game. 再者,在本实施方式中,“获得点数”储存有具有与代币或分数等价的价值的点数与具有与虚拟货币等价的价值的点数的合计值。 Further, in the present embodiment, the "get points" stores the total number of points having a token or value equivalent to the fraction of points having the value equivalent to the virtual money.

[0127] 例如,在图6所示的介绍链接管理DB305a中,记录号码是“1”的记录表示对于玩家A作为子玩家而存在有玩家B、且该玩家B已经在游戏中获得200点的情况。 [0127] For example, in the referral link management DB305a shown in Figure 6, the record number is recorded, "1" indicates the sub-player as player A and player B For present, and that player B has 200 points obtained in the game Happening. 此外,记录号码是“4”的记录表示对于玩家A作为孙玩家而存在有玩家D、且该玩家D 尚未在游戏中获得点数的情况。 Further, the record number is recorded "4" indicates to the player the player A is present as a player Sun D, ​​and D has not yet been the case that player in the game points. 再者,在图6中,将储存于“玩家ID”及“下位玩家ID”的玩家ID记载为“A”〜“D”,但是,实际上作为玩家ID,例如储存有根据每一玩家而不同的24位的数据等。 Further, in FIG. 6, stored in the "player ID" and a "lower level player ID" is described as the player ID of "A" ~ "D", but, in fact, as the player ID, for example, in accordance with each player and stores different 24-bit data. 此外,在图6中,作为“世代信息”储存有“子”、 Further, in FIG. 6 as "generation information" stored "child",

“孙”等的信息,但是,也可以是,子的情况储存“1”,孙的情况储存“2”等,储存有表示对于介绍来源玩家来说介绍目标玩家是第几世代的数值信息。 Information "Sun" and so on, but also be a sub-storage case, "1", the case of Sun storage "2" and so on, indicating the storage source to introduce the players introduce the target audience is the first of several generations of numerical information.

[0128] 此外,已赋予点数储存TBL305b具有图7所示的数据结构。 [0128] In addition, the number of points have been given stored TBL305b 7 having the data structure shown in FIG. 在该已赋予点数储存TBL305b中,储存有作为针对玩家ID被登记于介绍链接管理DB305a的各玩家的至今为止被赋予的奖励点数的累积值的已赋予点数。 In the given number of points have been stored TBL305b, the stores have been given points as the cumulative value for the player ID is registered in the referral link management DB305a bonus points for each player so far been given the.

[0129] 但是,在根据本实施方式的游戏系统1中,将能够介绍新玩家的玩家限制为仅在游戏中满足规定条件的玩家,对于在游戏中满足规定条件的玩家,发行对其它新玩家介绍该游戏时所使用的介绍码。 [0129] However, in the game system of the present embodiment 1, will be able to introduce new players player restricted to only satisfy a predetermined condition in the game players, for a predetermined condition is satisfied in the game players, the issue of the other new players who introduced the game code when used. 也就是说,仅在游戏中满足规定条件的玩家可以对新玩家介绍游戏而获得奖励点数。 In other words, only to meet the conditions prescribed in the game players can introduce new players to the game and get bonus points. 再者,作为满足规定条件的情况,例如可举出在游戏中获得的虚拟货币超过规定量(例如100点)的情况、玩游戏时间超过规定时间(例如5小时) 的情况、突破规定数(例如3关)游戏级别的情况、到达规定进行点为止的情况等。 Furthermore the situation, as the predetermined condition is satisfied, for example, include virtual currency obtained in the game exceeds a predetermined amount (for example, 100 points), and play the game for longer than a specified time (eg 5 hours), breaking the prescribed number ( off example 3) where the game level, until the arrival of a case where a predetermined points. 此夕卜,介绍码是例如用10个字符的字符串构成的密码,是根据每一介绍码而不同的独特信息。 Bu this evening, for example, describes a code of 10 characters constituting the password string, based on each of the different codes introduce unique information. 该介绍码从作为介绍者的玩家通知给被介绍者,由被介绍者输入至代币游戏机10。 The introducer is introduced code is input to the gaming machine 10 by the token from the introducer is notified to the player as an introducer. 在硬盘305的介绍码管理TBL305C中,如图8所示那样,将至今为止发行的介绍码(密码)与接受介绍码的发行的玩家的玩家ID建立对应而加以储存。 In introducing the hard disk 305 TBL305C code management in, as shown in FIG. 8, the release date of the presentation code (password) with the player's player accepts release introduces an ID code to be stored in correspondence.

[0130] 回到图5,在硬盘305 (存储部)的存盘数据储存区域305d中,各玩家的存盘数据与玩家ID建立对应而被储存。 [0130] Returning to FIG. 5, 305 in the hard disk (storage unit) of the save data storage area 305d, the save data of each player with a player ID is stored in association. 存盘数据是在代币游戏机10中玩家再次开始玩游戏时, 为了从上次结束时的游戏状态继续玩游戏所需的数据。 Save data in the token game machine 10 players to start playing the game again, in order to end the game state from the last time the data needed to continue playing the game. 存盘数据例如包含表示游戏进行情况的数据、主角角色的等级及体力值相关的数据、主角角色具有的项目及配件相关的数据、表示玩家保有的虚拟货币的数量(保有点数)的数值数据等。 Save data includes, for example represents the game data case, the relevant data protagonist role of rank and physical values, the protagonist role with items and accessories related data, the number of players to maintain the virtual currency (retain points) numerical data representation.

[0131] 在代币游戏机10中结束玩游戏时,玩家按下保存结束按键14e。 When the [0131] to stop playing the game in the token game machine 10, the end of the player presses the save button 14e. 代币游戏机10 的CPUlOl在检测出保存结束按键14e被按下时,从RAM103及硬盘109读取出作为存盘数据应保存的各种数据与从IC卡40读取出的玩家ID —起发送至中央服务器30。 CPUlOl token game machine 10 is stored upon detection of the end button 14e is pressed, various data as the save data to be stored and read from the RAM 103 and hard disk 109 is read from the IC card 40 is the player ID - transmitting from 30 to the central server. 此外, CPUlOl在结束存盘数据的发送时,从卡片插入口17排出IC卡40。 Further, CPUlOl save data transmission at the end of the card insertion port 17 from the IC card 40 is discharged.

[0132] 中央服务器30的CPU301从代币游戏机10接收存盘数据及玩家ID时,将与接收的玩家ID建立对应而被储存于存盘数据储存区域305d的存盘数据更新为接收的存盘数据。 Save Data [0132] CPU301 central token server 30 from the gaming machine 10 receives the data and save the player ID, the association with the received player ID is stored in the save data storage area 305d is updated to save received data. 所以中央服务器30的CPU301作为第1加算部而作用,将玩家在游戏中新获得的获得点数加算至与获得获得点数的玩家的识别信息建立关联而被存储于存盘数据储存区域305d的保有点数。 Therefore CPU301 central server 30 as the first addition unit acts obtain points players in the game newly obtained adding to the association with the identification information obtained obtained points of the player is stored in the save data storage area 305d is retained points. 此外,代币游戏机10的CPUlOl从代币支付口16支付作为分数而贮留于代币游戏机10的持有代币。 In addition, CPUlOl token game machine 10 payments paid from the port 16 as the score tokens and detained in holding the token game machine tokens 10. 玩家将被支付的代币投入至设置于店铺内的代币自动保管支付机,使其保管至游戏的再次开始时为止。 Players will be paid into tokens to set up shop in the tokens in the custody of automatic pay machines, so to keep up when the game begins again.

[0133] 另一方面,在再次开始玩游戏时,玩家将自己的IC卡40插入至代币游戏机10 的卡片插入口17。 [0133] On the other hand, at the start of playing the game again, players will own the card IC card 40 is inserted into the token insertion slot machine 10 17. 由此,通过IC卡驱动器108从IC卡40读取玩家ID。 Thus, by the IC card drive 108 from the IC card 40 reads the player ID. 此外,代币游戏机10的CPUlOl将被读取出的玩家ID发送至中央服务器30。 Further, CPUlOl token game machine 10 will be read out player ID to the center server 30 transmits. 中央服务器30从代币游戏机10接收玩家ID时,从存盘数据储存区域305d读取出与已接收的玩家ID对应的存盘数据,并返回给代币游戏机10。 The central server 30 receives the token game machine 10 from a player ID read out from the data storage area 305d save save the player ID data has been received, and the game machine 10 returns to the token. 代币游戏机10从中央服务器30接收存盘数据时,将其储存于RAM103并开始游戏的再次开始处理。 The central token game machine 10 receives the save data from the server 30, which is stored in the RAM103 and start process to start the game again. 此外,玩家在IC卡40的插入前后,将从代币自动保管支付机领出的代币投入至代币投入口15。 In addition, players before and after the insertion of the IC card 40, from tokens automatic payment machine brought out of storage tokens into tokens to the input port 15.

[0134] 图9是示出菜单画面“介绍链接”的显示内容的图。 [0134] FIG. 9 is a "referral link" in the display contents of a menu screen shown.

[0135] 代币游戏机10的CPUlOl (允许部)例如在游戏中获得的虚拟货币超过规定量时、在到达规定的进行点时等,如果玩家在游戏中满足规定条件,则作为新的菜单项目而将“介绍链接”追加至主菜单画面。 CPUlOl (allowing portion) [0135] token gaming machine 10, such as to obtain virtual currency in the game more than a predetermined amount, upon reaching a predetermined point, etc. is performed, if the player satisfies the predetermined condition in the game, as the new menu the project "referral link" appended to the main menu screen. 此外,CPUlOl在玩家通过对显示器11的触摸操作等来选择菜单项目“介绍链接”时,则将图9所示的菜单画面“介绍链接”显示于显示器11。 Further, CPUlOl player touch operation of the display 11 to select a menu item by a "referral link", the menu screen shown in FIG. 9, "describes button" displayed on the display 11. 如图9所示那样,在菜单画面“介绍链接”中,在已经介绍过1位以上的新玩家时,针对自己介绍的子玩家,显示玩家名称、游戏进行情况、主角角色的等级、登入日期、连接情况等的信息。 When as shown in the menu screen "referral link", in the 9 already introduced more than a new player, the player's own son for the introduction, showing the name of the player, the game, the protagonist role of rating, login date , and other connection information. 再者,也可以进而加上表示战士或魔法师等的主角角色种别的信息或子玩家玩游戏的店铺名称等的信息。 Furthermore, you can then add warrior or magician, etc. represent the protagonist role of other types of information or the sub-player game play information such as the name of the shop. 此外,在图9中作为表示连接情况的信息的“在线(online)”表示子玩家现在正在相同店铺或其它店铺玩游戏的情况,“离线(offline),,表示子玩家现在没有正在玩游戏的情况。 In addition, as represented in Figure 9, "online (online)" connection information indicates the sub-player situation is now the same store or other shop to play the game, "offline (offline) ,, now represent sub players are not playing the game Happening.

[0136] 在根据本实施方式的游戏系统1中,将1位玩家能够介绍的子玩家的人数限制为5人。 [0136] In the game system 1 of this embodiment, the number of the sub-player can introduce a player is limited to five. 因此,中央服务器30的CPU301 (输出部)参照介绍码管理TBL305C,将对于1位玩家发行的介绍码的数量限制为5个为止。 Thus, CPU301 (output unit) 30 of the central server described with reference to code management TBL305C, will be limited to up to number 5 describes a player code issued. 在图9所示的显示例中,因为已经存在有两位子玩家,所以能够新介绍的新玩家的人数还剩下3人。 In the display example shown in FIG. 9, because the child already has two players, so the number of new players be able to introduce the new left three people. 此外,在菜单画面“介绍链接” 中设置有5人份的栏,如图9所示那样,已经存在有两位子玩家时,剩下3栏成为空栏。 In addition, the menu screen "referral link" is provided copies of five columns, as shown in Figure 9, when the child already has two players remaining 3 columns become blank. 在该空栏部分显示有信息“发行介绍码”。 In the blank part of the display information "release introduces code." 玩家在取得介绍码时,在画面上触摸“发行介绍码”的部分,对代币游戏机10指示介绍码的发行。 When players get introduced code, touch the "release introduces code" on the screen part, issued on behalf of the game machine 10 indicates introduce code. 当然,也可以操作操作杆13及操作按键14a〜14c而使光标移动至“发行介绍码”的部分,指示介绍码的发行。 Of course, also the operation lever 13 and operation keys 14a~14c the cursor to "release introduces code" section, description code instruction issue.

[0137] 这样,代币游戏机10的CPU101(允许部)仅对于在游戏中满足规定条件的玩家,显示菜单画面“介绍链接”而使其可接受介绍码的发行。 [0137] Thus, the game machine 10, CPU 101 tokens (allowing portion) satisfies predetermined conditions for only players in the game, the menu screen displays "describes the link" and it describes pharmaceutically release code. 也就是说,CPUlOl仅对于在游戏中满足规定条件的玩家,允许介绍码的输出。 In other words, CPUlOl only to meet the conditions prescribed in the game players, allows the output presentation code. 再者,在图9中所示的菜单画面 Furthermore, the menu screen shown in FIG. 9

“介绍链接”不仅针对子玩家,还针对孙玩家,也可以显示游戏进行情况、主角角色的等级、连接情况等的信息。 "Referral link" is not only for the sub-player, but also for the Sun players, but also can display game information, the level of the role of the protagonist, connections, etc.

[0138] 图10是示出介绍码发行处理的流程的序列图。 [0138] FIG. 10 is a sequence diagram showing a flow of presentation code issuing process.

[0139] 代币游戏机10在从玩家指示介绍码的发行时,将介绍码的发行请求发送至中央服务器30 (步骤Sll)。 [0139] 10 when the token game machine code instruction issue introduced from the player, will release introduces code request to the central server 30 (step Sll). 中央服务器30在接收到介绍码的发行请求时,生成新的介绍码(步骤S12),并将生成的介绍码返回至代币游戏机10 (步骤S13)。 The central server 30 upon receiving the release request code introduced, generates a new presentation code (step S12), and returns the generated presentation code to the token game machine 10 (step S13). 代币游戏机10在接收到介绍码时,将接收的介绍码显示于显示器11(输出部)(步骤S14)。 Token gaming machine 10 upon receiving the presentation code, the received code is displayed on the display 11 described (output unit) (step S14). 由此,因为介绍码(密码)会显示于画面,玩家将被显示的介绍码记录在纸上等而通知被介绍者。 Accordingly, since the presentation code describes codes (passwords) will be displayed on the screen, the player to be displayed on paper or the like is notified introducer. 此外, 代币游戏机10在显示介绍码时,从IC卡40读取出玩家ID并发送至中央服务器30 (步骤S15)。 Further, the gaming machine 10 when the token code display presentation, a player ID read from the IC card 40 and transmitted to the central server 30 (step S15). 中央服务器30在接收玩家ID时,将接收的玩家ID与在步骤S12生成的介绍码建立对应,并储存于介绍码管理TBL305C (第2存储部)(步骤S16)。 The central server 30 when receiving a player ID, player ID received at step S12 and the generated presentation code to correspond, and stored in the presentation code management TBL305C (second storage unit) (step S16).

[0140] 图11是示出介绍码输入处理的流程的序列图。 [0140] FIG. 11 is a sequence diagram showing a flow of the input code describes the process.

[0141] 代币游戏机10例如在进行新玩家的登记处理时,将“具有介绍码(密码)时请输入”等的信息与软件键盘一起显示于显示器11。 [0141] For example token game machine 10 during the registration processing for new players will be displayed on the display 11 with "Enter having presentation code (password)" and information such as the software keyboard. 所以,新玩家是接受来自己有的玩家的介绍的被介绍者时,则通过对显示器11 (输入部)的触摸操作来输入介绍码。 Therefore, when the new player is to be accepted introduce themselves introduce some players, the presentation code is input by a touch operation on the display 11 (input portion). 代币游戏机10在输入介绍码时(步骤S21),将从IC卡40读取出的被介绍者的玩家ID发送至中央服务器30 (步骤S22)。 Player gaming machine 10 tokens in the input presentation code (step S21), from the IC card 40 reads out the ID of the introducer transmitted to the central server 30 (step S22). 中央服务器30的CPU301在接收到介绍码及被介绍者的玩家ID时,作为第2特定部而作用,作为介绍者的玩家ID而特定与接收的介绍码建立对应而被储存于介绍码管理TBL305C的玩家ID (步骤S23)。 CPU301 center server 30 upon receiving the player ID presentation code and the introducer as the second specific portion acting as introducer player ID and the particular with the received presentation code correspondence is stored in the presentation code management TBL305C players ID (step S23). 然后,中央服务器30开始对介绍链接管理DB305a的记录追加处理。 The central server 30 starts referral link management DB305a record additional processing.

[0142] 再者,在图11所示的介绍码输入处理中,可输入介绍码的定时并不限定于新登记时。 [0142] Further, in the input code describes the processing shown in FIG. 11, the input timing is not limited to the described code when a new registration. 但是,设为在新登记时以外也可以进行介绍码的输入时,可以将新玩家以外的已有的玩家设为子玩家并登记于介绍链接管理DB305a。 However, when the input was set to be introduced in the new registration code, you can have a player other than the players and new players to register to introduce sub-link management DB305a. 此时,例如,利用已有的玩家彼此构筑母子关系,尽管未介绍新玩家也可以获得奖励点数。 In this case, for example, the use of existing players to build a mother-child relationship with each other, although not introduce new players can also get bonus points. 此外,利用将已经存在多个子玩家或孙玩家的母玩家(已有的玩家)作为子玩家来登记,尽管未介绍新玩家也可以较多的获得奖励点数。 In addition, the use of already existing multiple sub-player or player Sun player's mother (existing players) to register the player as a child, although not introduce more new players can also get bonus points.

[0143] 因此,设为在新登记时以外也可进行介绍码的输入时,设为在图11所示的介绍码输入处理中在步骤S23之后,中央服务器30的CPU301 (登记部)判定输入了介绍码的被介绍者是否是新玩家,在是新玩家时进行记录追加处理,在不是新玩家时则不进行记录追加处理的构成即可。 [0143] Therefore, when a new registration is set may be other than the input code is introduced, the introduction is set to the code input processing shown in FIG. 11 after step S23, the CPU 301 (registration section) of the center server 30 determines that the input whether the introduction of the code was introduced by new players, to record additional processing when a new player, you can record constitutes an additional processing is not performed when the player is not new. 再者,在判定是否是新玩家时,中央服务器30确认与从代币游戏机10接收的被介绍者的玩家ID建立对应而被储存于存盘数据储存区域305d的存盘数据。 Further, in determining whether a new player, the central server 30 to confirm the correspondence tokens from the player's game machine is introduced received 10 ID is stored in the save data archiving of the data storage area 305d. 然后,在玩家保有的虚拟货币是0时则判定是新玩家,在虚拟货币不是0时则判定不是新玩家。 Then, the player retains the virtual currency is 0 is determined that the new players, new players are determined not to be in virtual currency is not zero. 此外,中央服务器30也可以基于表示存盘数据内的游戏的进行情况的数据判定是否是新玩家。 In addition, the central server 30 may be expressed based on data in the case of game save data to determine whether new players. 此外,中央服务器30也可以设为在上述步骤S23之后判定从代币游戏机10接收的被介绍者的玩家ID是否被登记于介绍链接管理DB305a的“玩家ID”字段或“下位玩家ID”字段,在未被登记时则进行记录追加处理,在已登记时则不进行记录追加处理的构成。 In addition, the central server 30 may be determined to "player ID" field or the "lower-level player ID" field from the received token game machine 10 is introduced player's ID is registered in the link managing DB305a introduced after the above step S23 , not registered at the time of recording is performed addition processing, addition processing constituting the recording is not performed when registered.

[0144] 图12及图13是用于针对记录追加处理进行说明的图。 [0144] FIG. 12 and FIG. 13 is a diagram for illustrating processing for adding the recording.

[0145] 中央服务器30在进行图11所示的介绍码输入处理之后,开始对介绍链接管理DB305a的记录追加处理。 After the [0145] described code shown in FIG. 11 central server 30 performing input processing, processing for adding the recording start introduction of DB305a link manager. 在此,如图12(a)所示那样,针对接受了来自玩家C的介绍的玩家E,以追加记录的情况为例进行说明。 Here, FIG. 12 (a) above, for receiving from a player the presentation of the player C E, in a case where additional recording is described as an example shown in FIG. 再者,在中央服务器30中的硬盘305储存有图6所示的介绍链接管理DB305a和图7所示的已赋予点数储存TBL305b。 Further, the central server 30 stores in the hard disk 305 shown in FIG. 6 have been given referral link management DB305a points shown in Figure 7 and stored TBL305b. 此外,中央服务器30已经进行图11所示的介绍码输入处理,作为被介绍者的玩家ID特定“E”,作为介绍者的玩家ID特定“C”。 In addition, the central server 30 has been described code input processing shown in FIG. 11, as the player ID of the introducer specific "E", as the player ID of the particular introducer "C".

[0146] 此时,中央服务器30的CPU301在开始记录追加处理时,首先,作为玩家C的子玩家,将玩家E登记于介绍链接管理DB305a。 [0146] At this time, the CPU 301 in the central server 30 starts additional recording processing, firstly, as the sub-player's Player C, E registered in the player management referral link DB305a. 也就是说,CPU301作为登记部而作用,如图12(b)所示,生成将“玩家ID”设为“C”、将“下位玩家ID”设为“E”、 将“世代信息”设为“子”、将“获得点数”设为0的新的记录(记录号码=5),并追加至介绍链接管理DB305a。 That is, the CPU 301 acts as the registration section, 12 (b), the generation of "player ID" is set to "C" as shown, to the "lower-level player ID", "E", the "generation information" provided as a "child", will "get points" set a new record 0 (record number = 5), and to introduce additional link management DB305a.

[0147] 接着,CPU301参照介绍链接管理DB305a,检索“下位玩家ID”中储存有“C”的记录。 In [0147] Next, CPU301 described with reference to the link management DB305a, retrieve "the players ID" stores a record of "C". 也就是说,对于新登记的玩家E,除了母玩家(玩家C)之外,确认母玩 That is, for a newly registered players E, in addition to the master player (player C), the master play confirmation

家的母玩家等的介绍关系为2个世代以上上位的介绍来源玩家是否存在。 Players and other home mother of two explains the relationship is more than the upper introduction generations source player exists. 在图12(b)所示的介绍链接管理DB305a的情况下,作为符合的记录,特定记录号码是“2”的记录。 In the case where the referral link management DB305a shown in (b) in FIG. 12, a matching record, the record number is a specific record "2". 此时,在玩家E除了母玩家(玩家C)之外,作为母玩家的母玩家,存在有玩家A。 In this case, the player E except the master player (player C), as the female parent player players, there are player A.

[0148] 所以,CPU301将玩家E作为玩家A的孙玩家登记于介绍链接管理DB305a。 Sun player [0148] Therefore, CPU301 E as a player A player registered in the referral link management DB305a. 也就是说,CPU301如图13(a)所示,生成将“玩家ID”设为“A”、将“下位玩家ID” 设为“E”、将“世代信息”设为“孙”、将“获得点数”设为0的新的记录(记录号码=6),并追加至介绍链接管理DB305a。 That is, the CPU 301 in FIG. 13 (a), the generation of "player ID" is set to "A", to the "lower-level player ID", "E", the "generation information" to "Sun", the "get points" set a new record 0 (record number = 6), and to introduce additional link management DB305a. 再者,CPU301通过参照介绍链接管理DB305a, 特定从玩家A来看时玩家E是孙玩家的情况,作为世代信息而设定“孙”。 Furthermore, CPU301 by referring to the referral link management DB305a, when player A from the point of view of a particular player Sun player E is the case, as the generation information is set to "sun."

[0149] 然后,CPU301将玩家E的项目追加至已赋予点数储存TBL305b。 [0149] Then, CPU301 E of the players have been given the project added to the number of points stored TBL305b. 也就是说, CPU301如图13(b)所示,将“玩家ID”设为“E”且将“已赋予点数”设为0的项目追加至已赋予点数储存TBL305b,结束记录追加处理。 That is, the CPU 301 in FIG. 13 (b) representing the "player ID" is set to "E" and the "points have been given" item is set to 0 have been given additional points stored TBL305b, additional recording process ends.

[0150] 再者,在参照介绍链接管理DB305a,检索介绍关系是2个世代以上的上位的介绍来源玩家时,也有连1个符合的记录也无法找到的情况。 [0150] Furthermore, in reference to the referral link management DB305a, retrieval introduction explains the relationship is the source of more than two generations host of players, there is a case even a matching record can not be found. 例如,在图12(a)所示的介绍关系成立的状态下,登记接受来自玩家A的介绍的玩家F时,对于玩家F来说除了母玩家(玩家A)之外,并不存在有母玩家的母玩家等的介绍关系是2个世代以上的上位的介绍来源玩家。 For example, as shown in (a) of FIG. 12 explains the relationship established state, introduced from F players registered for the player A, F is for the player in addition to the master player (player A), there is no master players female players such as introduction relationship is to introduce players to the source of more than two generations of the host. 此时,CPU301在将玩家F作为玩家A的子玩家而登记至介绍链接管理DB305a时,对已赋予点数储存TBL305b追加玩家F的项目,结束记录追加处理。 At this point, CPU301 players in the sub-F as Player A and player registration link management to introduce DB305a, given the number of points that have been stored TBL305b additional players F project, the end of the additional recording process.

[0151] 此外,在参照介绍链接管理DB305a,检索介绍关系是2个世代以上的上位的介绍来源玩家时,也有会有找到两个以上符合的记录的情况。 [0151] In addition, in reference to the referral link management DB305a, retrieval introduction explains the relationship is the source of more than two generations host of players, there are two more in line with the case record will be found. 例如,在图12(a)所示的介绍关系成立的状态下,登记接受了来自玩家D的玩家G的情况。 For example, in the introduction to the relationship shown in (a) of FIG. 12 established a state where the player received from the registration D G of the player. 此时,CPU301在将玩家G作为玩家D的子玩家而登记至介绍链接管理DB305a之后,参照介绍链接管理DB305a,检索“下位玩家ID”储存有“D”的记录。 At this time, the CPU 301 in the sub-player as the player G and D after registering a player to introduce a link management DB305a, described with reference to the recording of "D" Link Manager DB305a, retrieve "the players ID" stores. 因此,在图12 (b)所示的介绍链接管理DB305a的情况下,作为符合的记录,可特定两个记录(记录号码=3及4)。 Thus, in the case of FIG. 12 (b), the link manager DB305a introduced as matching records, may be two specific record (record number = 3 and 4). 此时,在玩家G除了母玩家(玩家D)之外,作为母玩家的母玩家(第2世代的介绍来源玩家)则存在有玩家B,此外,作为母玩家的母玩家的母玩家(第3世代的介绍来源玩家) 则存在有玩家A。 In this case, the player in addition to the master player G (D player), the player as the parent master player (second player generation source description) the presence of a player B, in addition, the player as the parent master player female players (first source introduce players 3 generations) there is a player A.

[0152] 因此,CPU301在将玩家G作为玩家B的孙玩家而登记至介绍链接管理DB305a 的同时,将玩家G作为玩家A的曾孙玩家而登记至介绍链接管理DB305a。 [0152] Thus, the CPU 301 in Sun G player as the player B, the player is registered to the link manager DB305a introduced simultaneously, great-grandchildren, the player G player is registered as a player A link to the presentation management DB305a. 也就是说, CPU301生成将“玩家ID”设为“B”、将“下位玩家ID”设为“G”、将“世代信息”设为“孙”、将“获得点数”设为0的记录,和将“玩家ID”设为“A”、将“下位玩家ID”设为“G”、将“世代信息”设为“曾孙”、将“获得点数”设为0的记录,并将这两个记录追加至介绍链接管理DB305a。 That is, the CPU 301 generates a "player ID" is set to "B", to the "lower-level player ID", "G", the "generation information" to "Sun", "the acquisition points" to the record 0 , and the "player ID" is set to "a", the "lower players ID" is set to "G", the "generation information" to "great-grandchildren", the "get points" set 0 record, and this two append records to referral link management DB305a.

[0153] 再者,在本实施方式中,将与子玩家与孙玩家的获得点数对应的奖励点数赋予给母玩家。 [0153] Further, in the present embodiment, the sub player and the player's points are obtained corresponding to the Sun bonus points given to the master player. 也就是说,曾孙玩家等的第3世代以后的下位玩家并不会影响到赋予母玩家的奖励点数。 That is, the great-grandson of the players and other players after the next generations 3 will not affect the player's bonus points given to the mother. 因此,在上述记录追加处理中,CPU301也可以将追加至介绍链接管理DB305a的记录限制为“世代信息”到“孙”为止的记录。 Therefore, in the additional recording process, CPU301 can also be added to the referral link management DB305a record is limited to "the generation information" to record until "Sun." 此时,可以防止介绍链接管理DB305a的数据容量多余地增加。 At this point, it is possible to prevent the introduction of data link management DB305a excess capacity increases.

[0154] 图14是用于针对获得点数更新处理进行说明的图。 [0154] FIG. 14 is a diagram for explaining update processing for obtaining points.

[0155] 在此,以玩家E在游戏中获得了点数的情况为例进行说明。 [0155] In order to get the players E situation points in the game as an example. 玩家E在代币游戏机10中玩游戏,攻克迷宫时、取得宝石卡时、卖出魔法卡时、在老虎机游戏中当选时, 可获得具有与代币或分数等价的价值的点数。 E players play the game in the token game machine 10, when overcome the maze, when acquired gem card, card magic when you sell, when elected in slot machine games, have obtained scores points with the token or the equivalent value. 此外,玩家E在每当在代币游戏机10中玩游戏1小时或者在挑战新的迷宫时、使用魔法卡时、在商店购入魔法卡时、在游艺场进行老虎机游戏时等,在使用代币或分数来支付费用时,可获得具有与虚拟货币等价的价值的点数。 In addition, players E whenever playing the game for 1 hour in a token game machine 10 or when a new challenge of the maze, use the magic card, when purchased at the store magic card, a slot machine game in the entertainment field, etc., in use when tokens or points to pay for, obtain valuable points and virtual currency equivalent.

[0156] 例如,玩家E作为具有与虚拟货币等价的价值的点数而获得100点时,首先,代币游戏机10的CPUlOl将“100”加算至表示被储存于RAM103的工作存储器的虚拟货币的数量的数值数据,更新玩家E的自身点数。 [0156] For example, when a player having a value of E as the number of points equivalent to the virtual money obtained point 100, first, CPUlOl token game machine 10 will be "100" represents an addition to the virtual currency is stored in a work memory RAM103 the amount of numerical data, E update the player's own points. 接着,代币游戏机10的CPUlOl将获得点数信息“100”与从IC卡40读取出的玩家ID “E” 一起发送至中央服务器30。 Next, CPUlOl token game machine 10 is transmitted together with the obtained point information "100" and the IC card 40 is read out from the player ID "E" to the central server 30.

[0157] 中央服务器30的CPU301在从代币游戏机10接收了获得点数信息“100”及玩家ID “E”时,首先,参照硬盘305的介绍链接管理DB305a,检索将接收的玩家ID “E”储存于“下位玩家ID”的记录。 When [0157] CPU301 in the central server 30 receives the point information obtained "100" and the player ID "E" tokens from the gaming machine 10, first, the hard disk 305 is described with reference to the link management DB305a, retrieves the received player ID "E "stored in the" record players ID "of. 所以,在图14所示的介绍链接管理DB305a 的情况下,作为符合的记录,可特定两个记录(记录号码=5及6)。 Therefore, in a case where the management DB305a referral link shown in FIG. 14, a matching record, the two specific record (record number = 5 and 6). 接着,CPU301将从代币游戏机10接收的获得点数信息“100”加算至已特定的各记录的“获得点数”。 Next, the CPU 301 will obtain the token game machine 10 receives the point information "100" has been added to a specific count of each record "earn points." 由此,在图14所示的介绍链接管理DB305a中,记录号码“5”和“6”的两个记录的“获得点数” 一起被更新为“0”至“100”。 Thus, the link manager DB305a presentation shown in FIG. 14, the record number "5" and "6" of the two recorded "earn points" is updated with "0" to "100."

[0158] CPU301(第1加算部)从代币游戏机10接收获得点数信息“100”及玩家ID “E”时,也可以对与玩家ID “E”建立对应而被储存于存盘数据储存区域305d的存盘数据进行存取,将获得点数“100”加算至玩家E的存盘数据中的虚拟货币的值(保有点数)。 When [0158] CPU301 (a first adding unit) receives the obtained point information "100" and the player ID "E" from the token game machine 10, may be for association with the player ID "E" is stored in the save data storage area archiving data 305d of access, the number of points obtained the value "100" to save the added data E in the player's virtual money (retain points).

[0159] 以后,在每当玩家E在游戏中获得新的点数时,进行获得点数更新处理。 [0159] in the future, whenever a player E to get a new point in the game, be given credit update process. 结果,在图14所示的介绍链接管理DB305a中,对于记录号码“5”和“6”的两个记录的“获得点数”,在每当玩家E在游戏中获得新的点数时,逐次加算获得的点数。 As a result, the link manager DB305a presentation shown in FIG. 14, for the recording number "5" and "6" of the two recorded "earn points" E obtained whenever a new player in the game points, sequentially adding points can be earned.

[0160] 再者,开始获得点数更新处理的定时、即代币游戏机10将玩家在游戏中获得的点数发送至中央服务器30的定时,并不限定于玩家在游戏中获得新点数时。 [0160] Further, the timing start point update processing is obtained, i.e. token game machine 10 transmits the player points obtained in the game to the timing of the central server 30 is not limited to the player to obtain new points in the game. 例如,代币游戏机10也可以在每次玩家攻克迷宫时,将在已攻克的迷宫中玩家获得的获得点数发送至中央服务器30。 For example, the gaming machine 10 tokens earn points at each player may capture the maze, the player has obtained in the Maze overcome transmitted to the central server 30. 此外,代币游戏机10也可以在玩家正在玩游戏时,在每当经过规定期间(例如5分钟或20分钟等)时,将于该期间内玩家获得的获得点数发送至中央服务器30。 Further, the gaming machine 10 may token, server 30 is transmitted to the central point is obtained every time a predetermined period elapses (e.g., 5 minutes or 20 minutes, etc.), within that period will be obtained by the player when the player is playing the game.

[0161] 图15是用于针对奖励点数赋予处理进行说明的图。 [0161] FIG. 15 is a diagram for explaining processing to impart for bonus points.

[0162] 在此,以在中央服务器30的硬盘305 (存储部)中储存有图15 (a)所示的介绍链接管理DB305a和图13(b)所示的已赋予点数储存TBL305b的状态下将奖励点数(赋予点数)赋予玩家A的情况为例来进行说明。 [0162] Here, as shown in FIG. 15 (a) describes the Link Manager 13 DB305a state and stored in a central server 305 a hard disk (storage unit) 30 has (b), has given the following points stored TBL305b the case of bonus points (given points) player a gives an example to explain.

[0163] 例如,在玩家来店而再次开始玩游戏时,代币游戏机10的CPUlOl将与从IC卡40读取出的玩家ID “A”与奖励点数赋予请求一起发送至中央服务器30。 [0163] For example, when the player starts playing the game to the shop again, CPUlOl token game machine 10 will impart a request from the IC card 40 to read a player ID "A" is transmitted together with the bonus points to the central server 30. 中央服务器30的CPU301在从代币游戏机10接收奖励点数赋予请求及玩家ID “A”时,首先,作为特定部而作用,参照介绍链接管理DB305a,检索将接收的玩家ID “A”储存于“玩家ID”的记录。 CPU301 central server 30 at the time of the request and gives the player ID "A" token from the game machine 10 receives bonus points, first of all, acts as a specific portion, reference referral link management DB305a, retrieving the received player ID "A" is stored in the record "player ID" is. 因此,在图15(a)所示的介绍链接管理DB305a的情况下,作为符合的记录,可特定4个记录(记录号码=1、2、4及6)。 Thus, in the case of FIG. 15 describes the Link Manager DB305a shown in (A), as a matching record, four records can be specified (record number = 1, 2,4 and 6).

[0164] 从在此特定的4个记录,CPU301(特定部)特定对于玩家A来说,作为子玩家存在有玩家B和玩家C,作为孙玩家存在有玩家D和玩家E。 [0164] In this particular from four records, the CPU 301 (specific portion) specific to the player A, the presence of a player as the sub-player B and player C, the presence of a player as a player Sun player D and E. 此外,CPU301特定玩家B的获得点数是250,玩家C的获得点数是150,玩家D的获得点数是100,玩家E的获得点数是200。 Further, the CPU 301 points obtained by the specific player B 250, the player points are obtained 150 C, D of the player 100 points are obtained, the player E to get 200 points.

[0165] 接着,CPU301计算出子玩家的获得点数的总计(以下,记载为子点数)和孙玩家的获得点数的总计(以下,记载为孙点数)。 [0165] Next, the CPU 301 calculates the sub-total number of points obtained by the player (hereinafter referred to as sub-dots) and Sun total points obtained by the player (hereinafter referred to as Sun points). 在图15(a)所示的介绍链接管理DB305a 的情况下,子点数为400,孙点数为300。 In the case of FIG. 15 describes the Link Manager DB305a shown in (A), the sub-points 400, 300 points to sun. 然后,CPU301作为决定部而作用,通过以下的(式1)计算出玩家A的总奖励点数。 Then, the CPU 301 acts as a determination unit, (Formula 1) is calculated by the following player A total bonus points.

[0166] 总奖励点数=子点数+系数KX孙点数...(式1) [0166] Sub Total Points = bonus points coefficient KX + ... Sun points (Formula 1)

[0167] 在此,如果系数K = 0.5,则玩家A的总奖励点数为550 (即,400+0.5X300)。 [0167] Here, if the coefficient K = 0.5, the total bonus points to player A 550 (i.e., 400 + 0.5X300). 再者,在(式1)中也可以对子点数也乘以系数。 Also, in (Formula 1) may be multiplied by a coefficient sub points. 此时,优选地,乘以子点数的系数的值是乘以孙点数的系数K的值以上。 In this case, preferably, the value of the coefficient is multiplied by a sub points value or by multiplying the coefficient K Sun points.

[0168] 接着,CPU301 (决定部)根据已赋予点数储存TBL305b读取出玩家A的已赋予点数,通过以下的(式2)计算出本次对于玩家A赋予的奖励点数。 [0168] Next, the CPU 301 (determination unit) has stored the player imparted points TBL305b read points have been given under A, (Formula 2) calculated by following this given to the player A bonus points.

[0169] 奖励点数=总奖励点数-已赋予点数...(式2) [0169] Total = bonus points bonus points - the number of points have been given ... (Formula 2)

[0170] 也就是说,通过(式1)计算出的玩家A的总奖励点数与被储存于已赋予点数储存TBL305b的玩家A的已赋予点数的差成为本次对于玩家A赋予的奖励点数。 [0170] That is, the total bonus points by (Formula 1) is calculated and the difference between A player points have been given have been given point is stored in the reservoir A becomes TBL305b player bonus points for a player A of this imparted. 在此,在图13(b)所示的已赋予点数储存TBL305b中,由于玩家A的已赋予点数为300,所以, 赋予玩家A的奖励点数为250 (即,550-300)。 Here, in FIG. 13 (b) has been shown to impart storage TBL305b points, since the players have been given point A is 300, so that bonus points given to the player A 250 (i.e., 550-300).

[0171] 这样计算出赋予玩家A的奖励点数时,接着,CPU301对与玩家ID “A”建立对应而被储存于存盘数据储存区域305d的存盘数据进行存取。 When [0171] the bonus points thus calculated gives the player A, and then, to the CPU 301 in association with the player ID "A" is stored in the save data access save data storage area 305d of. 也就是说,CPU301作为第2加算部而作用,对玩家A的存盘数据进行存取,将奖励点数加算至存盘数据中的虚拟货币的值。 That is, the CPU 301 acting on the Player A archiving data access, adding the bonus points to a value of the virtual money save data as a second addition unit. 由此,在玩家A的存盘数据中,虚拟货币的值例如从“400”被更新为 Accordingly, the save data of the player A, the value of virtual currency, for example, from "400" is updated to

“650”。 "650." 此外,这样被更新的存盘数据从中央服务器30被发送至玩家A正在玩的代币游戏机10。 Additionally, save data thus updated is transmitted from the central server 30 to Player A is playing the gaming machine 10 tokens. 再者,被赋予奖励点数时,在代币游戏机10的显示器11显示有例如“作为奖励点数已被赋予250点”等的信息。 Further, when the bonus points are given, the token game machine 10, the display 11 displays information such as "has been given as a 250-point bonus points" and the like.

[0172] 此外,中央服务器30的CPU301(第2加算部)加算奖励点数而更新玩家A的存盘数据时,如图15(b)所示那样,在已赋予点数储存TBL305b中,将玩家A的已赋予点数从“300”更新为“550”,而结束奖励点数赋予处理。 [0172] Further, when the CPU 301 (the second addition unit) updates the save data player A summing bonus points central server 30, 15 (b) as shown in FIG, has been given the number of points stored TBL305b, the player A points have been given from "300" to "550" and the end of the bonus points given treatment.

[0173] 以后,在每当玩家A来店而再次开始玩游戏时,进行奖励点数赋予处理。 [0173] Later, whenever the player A to the store and start playing the game again, reward credit payout processing. 因此,对于玩家A,只要作为子玩家的玩家B和玩家C、以及作为孙玩家的玩家D和玩家E不停止玩游戏的习惯,根据这些子玩家及孙玩家在游戏中新获得的点数持续赋予奖励点数。 Thus, for players A, as long as the sub-player player B and player C, as well as the Sun player player D and player E does not stop the habit of playing the game, continue giving these sub-player and points Sun players in the game in the newly acquired bonus points.

[0174] 再者,开始奖励点数赋予处理的定时不限于玩家来店而再次开始玩游戏时。 [0174] In addition, the timing of the beginning of bonus points given to the player when the process is not limited to the game and start playing again to shop. 例如,也可以是玩家操作代币游戏机10而指示奖励点数的赋予时。 For example, it can be when bonus points are given to the player operating the game machine 10 tokens and instructions. 此外,也可以是在玩家正在玩游戏时,在每到规定时间(例如30分钟或1小时等)时,从代币游戏机10输出奖励点数赋予请求。 Further, when the player may be playing the game, when every predetermined time (e.g. 30 minutes or 1 hour, etc.), a request from a given token game machine 10 outputs bonus points. 此外,也可以是玩家从移动电话机或自家的计算机经由该游戏的网页等将奖励点数的赋予请求输出至中央服务器30时。 Further, the player may be a portable telephone or from the computer's own bonus points given to the output request to the central server via a web 30 of the game and the like. 此外,中央服务器30也可以不依赖于来自玩家或代币游戏机10的指示,例如1天1次等,每到规定期间开始奖励点数赋予处理。 In addition, the central server 30 may not be dependent on an instruction from the player or a game machine tokens 10, for example an inferior day 1, the processing begins bonus points given to each of a predetermined period.

[0175] 如以上说明那样,利用本实施方式,对于介绍新玩家的母玩家,赋予与子玩家和孙玩家在游戏中获得的点数对应的奖励点数。 [0175] As described above, with the present embodiment, to introduce new players female players, the players and the sub-imparting Sun points obtained in the game player corresponding bonus points. 此外,对于母玩家,只要子玩家或孙玩家不停止玩游戏的习惯,则持续赋予与获得点数对应的奖励点数。 In addition, for female players, as long as the sub-player or player Sun does not stop the habit of playing the game, it continued to confer with the corresponding number of points obtained bonus points. 这样,利用本实施方式,伴随新玩家的介绍的点数的赋予不是仅1次,而是持续性进行,而且,子玩家及孙玩家在游戏中获得越多的获得点数,则对于母玩家也赋予越多的奖励点数。 Thus, with this embodiment, with the number of points of introduction of new players is not given only once, but be persistent, but also, son and grandson of players get, the more players earn points in the game, the players are also given for mother the more bonus points. 所以,玩家为了获得奖励点数而取得更高的游戏成绩,会积极地介绍朋友及熟人。 Therefore, the players in order to get bonus points and achieve a higher game score, will actively introduce friends and acquaintances. 因此,可提高来自己有的玩家的介绍所产生的新玩家的获得效率。 This improves the efficiency of the new players to get themselves introduce some players produced.

[0176] 此外,母玩家因为比子玩家及孙玩家更早开始玩游戏,所以更清楚游戏的玩法及攻略法。 [0176] In addition, the mother of the child than the players because the players and the players Sun earlier start to play the game, so the game play and more clearly Raiders law. 此外,如上述那样,因为如果子玩家及孙玩家在游戏中获得越多的获得点数,则对于母玩家也赋予越多的奖励点数,所以母玩家不单仅是介绍,而且会对于子玩家及孙玩家积极传授游戏的玩法及攻略法。 In addition, as described above, because if the sub-player and Sun players get the more earn points in the game, then for female players also gives the more bonus points, so the mother of the player is not only just introduced, but also for the sub-player and Sun actively teach players the game is played and the Raiders law. 因此,因为接受介绍而开始玩游戏的子玩家及孙玩家即使是不太有玩游戏的经验的临时用户,也可以由母玩家教导游戏的玩法及攻略法,所以也可以抑制已获得的新玩家马上停止玩游戏的习惯的情况。 Therefore, since the introduction and acceptance of the sub-player to play the game and the player even if Sun is unlikely to have a temporary user experience playing the game, it can be taught by mother-player game play and the Raiders law, it is also possible to suppress new players acquired immediately stopped the habit of playing the game. 因此,也可以抑制已获得的玩家停止玩游戏。 Therefore, the player can also suppress the acquired stop playing games.

[0177] 此外,从接受介绍而开始玩游戏的子玩家及孙玩家也为了获得奖励点数而取得更高的游戏成绩,终究会积极地介绍朋友及熟人。 [0177] In addition, the introduction and acceptance from the beginning of the sub-player game playing and Sun players to earn bonus points and achieve a higher game score, after all, will actively introduce friends and acquaintances. 因此,可以连锁地增加新玩家。 Thus, the chain can add new players.

[0178] 此外,利用本实施方式,构成介绍链接管理DB305a的各记录由储存介绍来源玩家的玩家ID的“玩家ID”字段、储存介绍目标玩家的玩家ID的“下位玩家ID”字段、 储存表示对于介绍来源玩家来说介绍目标玩家为第几世代的信息的“世代信息”字段、 储存介绍目标玩家在游戏中获得的点数的累积值的“获得点数”字段所构成。 [0178] Furthermore, with the present embodiment, constituting the recording referral link management DB305a by storing introduce sources player's player ID "player ID" field, storage introduced target player's player ID "lower player ID" field, storage represents introduction source for the players introduce the target audience for the first few generations of "generation information" field information, storing introduce the accumulated value of the target number of points players get in the game "get points" field posed. 例如,构筑了图12(a)所示的玩家的介绍关系时,介绍链接管理DB305a由如图15(a)所示的6个记录构成。 For example, FIG. 12 explains the relationship built player shown in (A), composed DB305a referral link management record 156 shown in FIG. (A).

[0179] 因此,例如对于玩家A赋予奖励点数时,中央服务器30的CPU301在图15(a) 所示的介绍链接管理DB305a中,检索“玩家ID”字段储存有玩家ID “A”的记录即可。 [0179] Thus, for example, bonus points given to the player A, the CPU 301 of the central server 30 in FIG. 15 (a), the link manager DB305a introduced, the search "player ID" field stores a record player ID "A", i.e., can. 然后,CPU301作为符合的记录,特定4个记录(记录号码=1、2、4及6)时,可以根据储存于已特定的各记录的“下位玩家ID”字段的玩家ID,特定玩家A的奖励点数相关的下位玩家是玩家B、C、D、E的4位。 Then, the CPU 301 as a matching record, four specific records (record number = 2, 4 and 6), may be stored in a "lower level player ID" field of each record has a specific player ID, player A specific under players bonus points are related to four players B, C, D, E's. 因此,可以容易地特定奖励点数相关的下位玩家。 Therefore, the player can easily lower specific reward points related.

[0180] 此外,CPU301也可以根据已特定的各记录的“获得点数”字段及“世代信息” 字段,容易地特定计算出奖励点数时所使用的各下位玩家的获得点数及世代信息。 [0180] In addition, each of the players in accordance with the CPU301 may each have a specific record "earn points" field and the "generation information" field, is easily calculated when the particular bonus points obtained the number of used and generation information. [0181] 因此,可以减轻奖励点数的赋予处理所需的中央服务器30的处理负担。 [0181] Thus, it is possible to reduce the bonus points given to the processing load required to process a central server 30.

[0182] <2.变形例> [0182] <2. Modification>

[0183] 本发明并不限于上述实施方式,例如也可以进行以下的变形。 [0183] The present invention is not limited to the above embodiments, but may be modified as follows. 此外,也可以适当组合以下所示的2种以上的变形。 In addition, two or more types of modification may be appropriately combined as shown below.

[0184](变形例1) [0184] (Modification Example 1)

[0185] 在上述实施方式中,将与子玩家和孙玩家的游戏结果对应的奖励点数赋予母玩家,但是,也可以仅将与子玩家的游戏结果对应的奖励点数赋予母玩家。 [0185] In the above-described embodiments, the sub-player game result and Sun player bonus points given to a corresponding female players, however, may be only the sub-player with a game result corresponding to the player bonus points given to the mother. 此外,也可以将与子玩家和孙玩家和曾孙玩家的游戏结果对应的奖励点数赋予母玩家。 In addition, the game can also be the result of the sub-player and player Sun player and great-grandson of the corresponding bonus points given to female players. 这样,奖励点数相关的下位玩家的世代数可以任意设定。 In this way, the number of generations of players under the relevant bonus points can be set arbitrarily. 再者,将奖励点数相关的下位玩家的世代数限制为规定世代数为止时,中央服务器30的CPU301 (特定部,第1特定部)在检索介绍链接管理DB305a而特定奖励点数相关的下位玩家时,在世代信息是规定世代数为止的范围中进行记录的检索即可。 Furthermore, the number of generations under the players bonus points associated restrictions prescribed number of generations when so far, CPU301 (specific unit, the first specific section) central server 30 in the search referral link management DB305a and related to the particular bonus points at players , recorded in the range up to a predetermined number of generations generation information is to be retrieved. 此外,在根据世代信息而限制追加至介绍链接管理DB305a的记录的情况下也是,世代信息并不被限定为第2世代(孙)为止的记录,可以根据与奖励点数相关的下位玩家的世代数等而任意设定。 Further, in the case according to the generation information limiting appended to the referral link management DB305a recorded is, generation information is not limited to the second generation recording (Sun) until, can the number of generations in accordance with the players associated with the bonus points etc. arbitrarily set.

[0186](变形例2) [0186] (Modification Example 2)

[0187] 在上述实施方式中,被加算至介绍链接管理DB305a的“获得点数”的点数也可以是具有与代币或分数等价的价值的点数和具有与虚拟货币等价的价值的点数中的任一方。 [0187] In the above embodiment, described is an addition to the link manager DB305a points "obtained points" may be a token or fraction having value equivalent to the rank and the points having equivalent value of virtual currency in either direction. 此外,也可以将奖励点数作为具有与代币或分数等价的价值的点数。 In addition, bonus points can also be used as points of value with the token or the equivalent score. 此时,例如设为各玩家的存盘数据包含分数的构成,中央服务器30的CPU301将奖励点数加算至被储存于存盘数据储存区域305d的存盘数据中的分数即可。 In this case, for example, to save data including each player scores configuration, the CPU 301 of the central server 30 to the summing points bonus points to be stored in the data save save data storage area 305d in. 此外,玩家在游戏中获得的点数及奖励点数也可以是表示在游戏中的玩家的水平的得分。 In addition, players in the game to get points and bonus points can be expressed level of the players in the game to score.

[0188](变形例3) [0188] (Modification Example 3)

[0189] 在上述奖励点数赋予处理中,中央服务器30的CPU301在加算玩家A的奖励点数时,也可以在图15(a)所示的介绍链接管理DB305a中,使将玩家ID “A”储存于“玩家ID”的4个记录(记录号码=1、2、4及6)的“获得点数”的值全部被改写为0。 [0189] given in the above-described bonus points processing, the CPU 301 the central server 30 at the time of bonus points adding player A, may be shown in Figure 15 (a) Introduction link manager DB305a in that the player ID "A" is stored value in the "player ID" four records (record number = 2, 4 and 6) of "points to obtain" all 0 is rewritten. 如果设为这样的构成,则不使用已赋予点数储存TBL305b也可以计算出奖励点数。 If this type of structure, the number of points have been given not used TBL305b stored bonus points can also be calculated. 也就是说,不需要已赋予点数储存TBL305b。 In other words, you do not need to have been given the number of points stored TBL305b. 这样,中央服务器30的CPU301从上次对于某玩家赋予奖励点数至本次赋予奖励点数为止的期间中,基于该玩家的奖励点数相关的1 位以上的下位玩家在游戏中获得的点数及其世代数来计算出奖励点数即可。 In this way, CPU301 central server 30 from the last time for a player gives bonus points given to this period until the bonus points, the points and generations based on the player's bonus points associated with more than one lower-level players get in the game the number of bonus points can be calculated.

[0190](变形例4) [0190] (Modification Example 4)

[0191] 也可以在中央服务器30中的硬盘305(存储部,第1存储部)中存储有图16(a) 所示的数据库306来代替介绍链接管理DB305a、已赋予点数储存TBL305b、存盘数据储存区域305d。 [0191] 30 may be the central server 305 in a hard disk (storage unit, a first storage unit) stores FIG. 16 (a), instead of database 306 describes link management DB305a, have been given points stored TBL305b, data archiving storage area 305d. 再者,该数据库306与图16(b)所示的玩家的介绍关系对应。 Further, the database 306 of FIG. 16 (b) describes the correspondence relationship between the player shown in FIG.

[0192] 图16 (a)所示的数据库306作为构成1个记录的字段,具有“玩家ID”、“介绍者ID”及“保有点数”。 [0192] FIG. 16 (a) database 306 shown as a field constituting a record having "player ID", "introducer ID" and "retain points." “玩家ID”储存有各玩家的玩家ID。 "Player ID" stores each player the player ID. 此外,“介绍者ID” 储存有各玩家接受了介绍的介绍者(其它玩家)的玩家ID。 Further, "describes a speaker ID" stores each player who received a presentation description (the other player) player ID. 再者,“介绍者ID”未储存玩家ID时,则表示没有介绍者。 Moreover, the "introducer ID," the player ID is not stored, there are no presenter. 此外,“保有点数”储存有各玩家在游戏中获得而保有的点数。 In addition, the "maintain points" each player gets stored and retain points in the game. 该“保有点数”中所储存的点数既可以是具有与代币或分数等价的价值的点数,也可以是具有与虚拟货币等价的价值的点数,也可以是表示在游戏中玩家的水平的得分。 The "ownership points" stored in both the number of points can be a fraction of the number of points with the token or equivalent value, can also be valuable points and virtual currency equivalent may be represented players in the game level He scores.

[0193] 例如,在图16(a)所示的数据库306中,记录号码是“2”的记录表示玩家B没有介绍者、且现在保有800点的情况。 [0193] For example, in FIG. 16 (a) illustrated database 306, recording the record number is "2" indicates the player B who is not introduced, and the case 800 is now retained points. 此外,记录号码是“4”的记录,表示玩家D是接受来自玩家B的介绍而开始玩游戏的玩家、且现在保有300点的情况。 In addition, the record is the record number "4" indicates the player is to accept introduction from D Player B players started playing the game, and the situation now retain 300 points.

[0194] 即使是这种数据结构,中央服务器30的CPU301例如也可以根据记录号码是“5”的记录,特定玩家E的母玩家是玩家C,此外,可以根据记录号码是“3”的记 [0194] Even with such a data structure, the central server 30, for example, the CPU 301 may record the record number is "5", the specific player is the player E C female players, in addition, may record number is "3" is denoted

录,特定玩家C的母玩家是玩家A,进而,可以根据记录号码是“1”的记录,特定玩家A并没有母玩家。 Record, the parent C specific player is the player A player, in turn, may be recorded "1" according to the record number, and no specific player A female players. 也就是说,即使是图16(a)所示的数据库306,也可以横跨多个世代来管理玩家的介绍关系。 That is, even in FIG. 16 (a) database 306 shown, may be introduced across multiple generations to manage the relationship between players.

[0195] 此外,在中央服务器30中的硬盘305中与数据库306 —起存储有介绍码管理TBL305C。 [0195] Further, the hard disk 305 in the central server 30 with a database 306-- introduced from stored code management TBL305C. 中央服务器30的CPU301通过图11所示的介绍码输入处理,例如,作为新玩家(被介绍者)的玩家ID特定“H”,此外,作为介绍者的玩家ID特定“E”时,生成将“玩家ID”设为“H”,将“介绍者ID”设为“E”、将“保有点数”设为0的新的记录,并追加至数据库306。 When the central server 30 CPU301 code introduced by the input processing shown in FIG. 11, for example, as a new player (who was introduced) specific player ID "H", in addition, as the player ID of the particular introducer "E", generates "player ID" is set to "H", the "introducer ID" is set to "E", will "retain points" set a new record of 0, 306 and added to the database.

[0196] 此外,例如玩家E在游戏中获得点数,从代币游戏机10发送了获得点数信息“100”与玩家ID “E”时,中央服务器30的CPU301首先参照数据库306,检索将接 [0196] Further, for example, player points E obtained in the game, the game machine is transmitted from the token 10 is obtained point information "100" and the player ID "E", CPU301 central server 30. Referring first database 306, then retrieving

收的玩家ID “E”储存于“下位玩家ID”的记录。 Received player ID "E" is stored in the record "the players ID" of. 在图16(a)所示的数据库306的情况下,作为符合的记录,设定记录号码是“5”的记录。 In the case of database 306 shown in FIG. 16 (a), as a matching record, the record number is set to record "5". 接着,CPU301作为第1加算部而作用,将从代币游戏机10接收的获得点数信息“100”加算至已特定的记录的“保有点数”。 Next, the CPU 301 as the first adding unit acts, 10 tokens received from the gaming machine to obtain point information "100" has been added to a specific record count of "retain points." 由此,在图16(a)所示的数据库306中,记录号码是“5”的记录的“保有点数”从“100”被更新为“200”。 Thus, in FIG. 16 (a) database 306 shown, the record number is "retained points", "5" of the record from "100" is updated to "200."

[0197] 此外,这样更新玩家E的保有点数时,CPU301作为第1特定部而作用,参照数据库306,特定成为玩家E的介绍来源的介绍来源玩家。 When [0197] Further, this updated player points E holdings, the CPU 301 as a first specific portion acts, refers to the database 306, and specifies the source of the player presentation describes the source of the E player. 在图16(a)所示的数据库306 的情况下,CPU301首先根据记录号码是“5”的记录,特定玩家E的母玩家(第1世代的介绍来源玩家)是玩家C。 In the case of FIG. 16 (a) shown in the database 306, the CPU 301 first recording record number is "5", E specific player master player (first generation source player presentation) players C. 接着,CPU301检索将玩家ID “C”储存于“玩家ID” 的记录,作为符合的记录而特定记录号码是“3”的记录时,根据该记录,特定玩家E 的母玩家的母玩家(第2世代的介绍来源玩家)是玩家A。 Next, the CPU 301 retrieves the player ID "C" stored in the record "player ID" as a record matching the specified record number is recorded, "3", based on the record, the parent player specific player E female players (first 2 generations presentation source players) is the player A. 接着,CPU301检索将玩家ID “A”储存于“玩家ID”的记录,作为符合的记录而特定记录号码是“1”的记录时,根据该记录,特定玩家E没有第3世代以后的介绍来源玩家。 Next, the CPU 301 retrieves the player ID "A" is stored in the record "player ID" as a record matching the specified record number is the recording of "1", based on the record of the specific player E did not introduce sources after generation of the first 3 players.

[0198] 此外,CPU301作为决定部而作用,根据从代币游戏机10接收的玩家E的获得点数“100”而按照规定的规则,决定赋予玩家C (母玩家)及玩家A(母玩家的母玩家) 的奖励点数。 [0198] Further, the CPU 301 acts as a determination unit, based on the obtained points of the players E token received from the gaming machine 10, "100" and in accordance with a predetermined rule, the player decided to give C (female players) and the player A (a player of the parent female players) bonus points. 例如,作为奖励点数,对于母玩家赋予获得点数X0.5,对于母玩家的母玩家赋予获得点数X0.1时,赋予玩家C的奖励点数为50,赋予玩家A的奖励点数为10。 For example, as bonus points, the player imparted to earn points X0.5 female, female players for female players to impart earn points X0.1, bonus points given to the player is 50 C, A bonus points given to the player is 10. 这样,规定的规则既可以定义成介绍来源玩家的世代数越大则奖励点数越小,也可以定义成,例如,将赋予母玩家和母玩家的母玩家的奖励点数均设为50等,即使介绍来源玩家的世代数不同,赋予的奖励点数也为相同值。 Thus, rules may be defined as the introduction of the generation number is greater sources player bonus points is smaller, can be defined as, for example, will give the player the female parent and female players player bonus points are set to 50 and the like, even if the number of different sources introduced generations of players, bonus points are also given the same value.

[0199] 接着,CPU301作为第2加算部而作用,将奖励点数“50”加算至玩家C (母玩家)的保有点数的同时,将奖励点数“10”加算至玩家A(母玩家的母玩家)的保有点数。 [0199] Next, the CPU 301 as the second adding unit acts, the bonus points "50" plus operator to simultaneously player C (female players) to retain points, the bonus points "10", adding to the player A (female player female players ) holdings points. 由此,在图16(a)所示的数据库306中,记录号码是“3”的记录的“保有点数”从“500”被更新为“550”。 Thus, in FIG. 16 (a) database 306 shown, the record number is "3" record "retain points" from "500" is updated to "550." 此外,记录号码是“1”的记录的“保有点数”从“1000” 被更新为“1010”。 Further, the record number "1" record "retain points" from "1000" is updated to "1,010."

[0200] 以后,在每当从代币游戏机10发送了玩家E的获得点数时,中央服务器30的CPU301在数据库306中,将从代币游戏机10接收的获得点数加算至玩家E的“保有点数”、并更新玩家E的自身点数的同时,将根据获得点数而按照规定的规则所决定的奖励点数分别加算至玩家C (母玩家)的“保有点数”和玩家A(母玩家的母玩家)的“保有点数”。 [0200] After, whenever transmitting the player points obtained from E token game machine 10, the CPU 301 in the central server database 306 30, 10 tokens received from the gaming machine to obtain the addition points of the player E " retain points ", and updates its own number of points a player E at the same time, according to obtain the number of points according to a predetermined rule determined bonus points are adding to player C (female players) to" maintain points "and the player a (female parent player players) of "ownership points." 所以,对于玩家C及玩家A,只要玩家E不停止玩游戏的习惯,则会根据玩家E在游戏中新获得的点数持续赋予奖励点数。 So, for the player C and player A, E do not stop as long as the players accustomed to playing the game, it will continue giving bonus points based on the number of points in the game to new players E obtained.

[0201] 再者,代币游戏机10将玩家在游戏中获得的点数发送至中央服务器30的定时可以任意设定。 [0201] Further, the token game machine 10 points obtained in the game the player is sent to the timing of the central server 30 may be arbitrarily set. 例如,代币游戏机10也可以在每当玩家在游戏中获得新点数时,将获得点数发送至中央服务器30,也可以在每当玩家攻克迷宫时,将玩家在攻克的迷宫中获得的获得点数发送至中央服务器30。 Obtain, for example, token gaming machine 10 can also be whenever new players get points in the game, will get 30 points is sent to the central server, each time a player can overcome the maze, the player obtained in the capture of the maze points 30 transmits to the central server. 此外,代币游戏机10也可以在玩家正在玩游戏时,在每当经过规定期间(例如5分钟或20分钟等)时,将在该期间内玩家获得的获得点数发送至中央服务器30。 Further, the gaming machine 10 may token, server 30 is transmitted to the central point is obtained every time when a predetermined period elapses (e.g., 5 minutes or 20 minutes, etc.), the player obtained during the period when the player is playing the game.

[0202] 此外,可以任意设定将奖励点数赋予至第几世代为止的介绍来源玩家。 [0202] In addition, bonus points can be set arbitrarily given to the player until the source of introduction of the first few generations. 例如, 可以将赋予奖励点数的介绍来源玩家设为第2世代为止的介绍来源玩家,或设为第3世代为止的介绍来源玩家。 For example, the source of bonus points given to introduce the players to introduce the player until the source of the second generation, or until the player is set to introduce the source of the third generation. 当然,也可以将赋予奖励点数的介绍来源玩家限制为仅第1世代的介绍来源玩家(母玩家)。 Of course, you can also introduce given source player bonus points is restricted to only introduce the first generation of source player (female players). 此外,这样将赋予奖励点数的介绍来源玩家的世代数限制为规定世代数为止时,中央服务器30的CPU301参照数据库306,根据亲子关系而特定介绍来源玩家时,在规定世代数为止的范围中特定介绍来源玩家即可。 Furthermore, this will give the number of generations introduced sources player bonus points limit until the number of generations is predetermined, the central server CPU301 refers to the database 30 306 According to parent-child relationship and the specific introduction of Origin players, specific in a range up to a predetermined number of generations players can introduce sources. 此外,在本变形例的情况下,介绍码发行处理及介绍码输入处理也与上述实施方式同样地进行。 Further, in the present modification, the code issuing process and describes the input code describes the processing be performed in the same manner with the above-described embodiment.

[0203] 此外,中央服务器30如图17所示那样,在硬盘305中分别存储将玩家ID与介绍者ID建立对应而加以储存的数据库307和将玩家ID与保有点数建立对应而加以储存的数据库308,来代替图16(a)所示的数据库306。 [0203] In addition, the central server 30 as shown in FIG 17, respectively, in the hard disk 305 stores in association with the player ID and the user ID to be introduced in association points to be stored in the database stored in the database 307 and the player ID and the ownership 308, instead of FIG. 16 (a) database 306 as shown.

[0204](变形例5) [0204] (Modification Example 5)

[0205] 在上述实施方式中,已针对赋予与游戏结果对应的奖励点数的情况加以说明, 但是,也可以设为与来店点数对应的奖励点数的构成,或作为奖励点数而赋予介绍点数的构成。 [0205] In the embodiments described above, it has to be explained for the case given the game results corresponding bonus points, but can also be set to constitute correspond to shop points bonus points, or as a reward points conferred introduce points constitute . 再者,所谓来店点数,是指根据来店玩游戏的情况而赋予玩家的点数。 Furthermore, the so-called points to shop, refers to the number of points and gives the player according to the situation to the store to play the game. 此外, 所谓介绍点数,是指根据介绍新玩家的情况而赋予作为新玩家的介绍者的母玩家及母玩家的母玩家的点数。 In addition, so-called introduction points is means the briefing given to new players and female players as new players and female players who introduce female player points.

[0206] 例如,在赋予与来店点数对应的奖励点数时,在中央服务器30的硬盘305中, 存储图18(a)所示的介绍链接管理DB309和图18(b)所示的来店点数管理TBL310,代替介绍链接管理DB305a和已赋予点数储存TBL305b。 [0206] For example, when conferring to shop points corresponding bonus points, the central server hard disk 30530, as shown in (a) memory of FIG. 18 describes the Link Manager DB309 and (b), FIG. 18 to store the point management TBL310, instead of the introduction and link management DB305a have been given points stored TBL305b. 再者,图18(a)所示的介绍链接管理DB309与图2所示的玩家的介绍关系对应。 Further, the correspondence relationship between the player's presentation shown in (a), FIG. 18 and FIG referral link management DB309 2. 此外,该介绍链接管理DB309具有从图6 所示的介绍链接管理DB305a删除了“获得点数”字段的数据结构,因为两者的差异仅在 In addition, the Link Manager introduced with referral link management DB305a DB309 shown in FIG. 6 deleted data structure "get points" field, because the only difference between the two

“获得点数”的有无,所以在此省略说明。 Whether the "get points", so the explanation is omitted here.

[0207] 接着,在图18(b)所示的来店点数管理TBL310中,储存有来店玩游戏的玩家(自身玩家)可获得的来店点数和玩家获得来店点数时赋予其母玩家及母玩家的母玩家的奖励点数。 [0207] Next, in FIG. 18 (b) to store the point management TBL310, the storage impart mother players and female players have to store player playing a game (player's own player) available to store points and the player gets used to store the points when the female players bonus points. 在图18(b)所示的例子中,某玩家来店玩游戏时,对于该玩家作为来店点数赋予100点,对于母玩家作为奖励点数赋予50点,对于母玩家的母玩家作为奖励点数赋予10点。 In the FIG. 18 (b) Examples shown, a player to store when playing the game for the player as to store the credit payout 100 points, for the master player as bonus points given 50 points, for the female player female players as rewards points to impart 10 point. [0208] 例如,在玩家D获得来店点数时,代币游戏机10将玩家ID “D”和伴随来店点数的获得的奖励点数赋予请求发送至中央服务器30。 [0208] For example, when the player to obtain shop points D, the gaming machine 10 tokens the player ID "D" and the bonus points to shop points obtained along imparting request to the central server 30. 中央服务器30的CPU301在接收玩家ID “D”及奖励点数赋予请求(来店点数)时,首先,参照介绍链接管理DB309,检索将接收的玩家ID “D”储存于“下位玩家ID”的记录。 When CPU301 central server 30 gives a request (to store points) in the received player ID "D" and bonus points, first of all, with reference to introduce the link management DB309, the player ID to retrieve the received "D" stored in the record "the players ID" of. 因此,在图18(a)所示的介绍链接管理DB309的情况下,作为符合的记录,可特定两个记录(记录号码=3及4)。 Thus, in FIG. 18 (a) describes the case where the link manager DB309 shown as a matching record, two recording may be specific to (record number = 3 and 4). 根据在此特定的两个记录,CPU301特定玩家D的母玩家是玩家B,玩家D的母玩家的母玩家是玩家Ao[0209] 接着,CPU301参照来店点数管理TBL310,将赋予玩家B (母玩家)的奖励点数决定为50的同时,将赋予玩家A (母玩家的母玩家)的奖励点数决定为10。 According to this particular two records, the master player the CPU 301 specific player D is the player B, female players Player D parent player is the player Ao [0209] Next, the CPU 301 with reference to the store point management TBL310, imparted to player B (female players ) bonus points decided at the same time 50, will give the player a (female player female players) decision of 10 bonus points. 再者,也可以是,在中央服务器30中的硬盘305仅存储来店点数的值来代替来店点数管理TBL310, CPU301将来店点数的值乘以系数等而计算出赋予母玩家及母玩家的母玩家的奖励点数。 Further, it may be that the hard disk 305 in the central server 30 only the value stored to the store points instead to store the point management TBL310, CPU301 future value multiplied by coefficient store points or the like is calculated impart female players and female players female players bonus points. 此外,也可以将赋予母玩家和母玩家的母玩家的奖励点数均设为50等,即使介绍来源玩家的世代数不同,也将赋予的奖励点数设为相同值。 In addition, players can also be given to female and female players of female players are set to 50 bonus points, etc., even if the source describes the different number of generations of players, it will also be given bonus points to the same value. [0210] 接着,CPU301对与玩家ID “B”建立对应而被储存于存盘数据储存区域305d 的存盘数据进行存取。 [0210] Next, CPU301 of association with the player ID "B" is stored in the save data save data storage area 305d of the access. 也就是说,CPU301对玩家B (母玩家)的存盘数据进行存取,将奖励点数“50”加算至存盘数据中的虚拟货币的值。 That is, the CPU 301 of the player B (female players) accesses data of the save, the bonus points "50", the added value of the virtual currency to save data. 此外,CPU301同样地对玩家A(母玩家的母玩家)的存盘数据进行存取,将奖励点数“10”加算至存盘数据中的虚拟货币的值。 Further, the CPU 301 in the same manner to the player A (a player female parent player) access the save data, the bonus points "10" to a value of adding virtual money save data. 由此,玩家D作为来店点数而获得100点时,对于作为其母玩家的玩家B作为奖励点数而赋予50点,对于作为母玩家的母玩家的玩家A作为奖励点数而赋予10点。 Accordingly, the player D to store the number of points obtained as point 100, to the player as the player B as its parent rewards points to impart point 50, as the base for the player as player A female player bonus points impart 10:00. [0211] 以上,已针对赋予与来店点数对应的奖励点数的情况加以说明,但是,在介绍点数的情况下设为,在中央服务器30中的硬盘305中,存储图18(c)所示的介绍点数管理311,来代替图18(b)所示的来店点数管理TBL310即可。 [0211] or more, and has to be given for the case where the shop bonus points corresponding to the points described, however, in the case as described under points, the central server 30 in the hard disk 305, is stored as shown in FIG. 18 (c) of introduction point management 311, instead of FIG. 18 (b) to store the number of points shown to TBL310 management. 在该介绍点数管理TBL311 储存有根据介绍新玩家的情况而赋予作为新玩家的介绍者的母玩家及母玩家的母玩家的介绍点数。 In the introduction point management TBL311 stored according to briefings given to new players and female players as new players and female players who introduce female players of introduction points. 在图18(c)所示的例子中,新登记某玩家时,对于母玩家作为介绍点数而赋予200点,对于母玩家的母玩家作为介绍点数而赋予50点。 In FIG 18 (c) in the example shown, the registration of a new player, the player of introduction points for the master 200 points to impart, for female players as the player's mother describes the number of points given 50 points. [0212] 再者,在赋予介绍点数时,在图11所示的介绍码输入处理的步骤S22中,与介绍码及玩家ID (被介绍者)一起发送介绍点数的赋予请求。 [0212] Further, when imparting introduction points, code input processing steps described in S22 of FIG. 11, the code transmitted together with the description and the player ID (the introducer) introduction points given request. 中央服务器30的CPU301在进行伴随介绍码的输入的对介绍链接管理DB309的记录追加处理之后,开始赋予介绍点数的处理。 After CPU301 performing additional recording process the input of an introduction to Link Manager DB309 central server 30 is accompanied by introduction of the code, start giving process introduction points. 例如新玩家是玩家D时,CPU301参照介绍链接管理DB309,检索“下位玩家ID”储存有玩家ID “D”的记录。 For example, when a new player is a player D, CPU301 described with reference to the link management DB309, retrieve "the players ID" stores a record player ID "D" of. 所以,在图18(a)所示的介绍链接管理DB309的情况下,作为符合的记录,可特定两个记录(记录号码=3及4)。 Therefore, in FIG. 18 (a) describes the case where the link manager DB309 shown as a matching record, two recording may be specific to (record number = 3 and 4). 根据在此处所特定的两个记录,CPU301特定玩家D的母玩家是玩家B,玩家D的母玩家的母玩家是玩家A。 The two specified herein in the record, the parent D player CPU301 specific player is the player B, the player's Player D female parent player is the player A. [0213] 此外,CPU301参照介绍点数管理TBL311,将赋予玩家B (母玩家)的奖励点数决定为200的同时,将赋予玩家A(母玩家的母玩家)的奖励点数决定为50。 [0213] Further, the CPU 301 described with reference to the point management TBL311, will give the player B (female players) bonus points is determined as 200 at the same time imparted to the player A (a player female parent player) 50 is determined as bonus points. 再者,也可以是,在中央服务器30中的硬盘305仅存储赋予母玩家的介绍点数的值来代替介绍点数管理TBL311,CPU301将该介绍点数的值乘以系数等而计算出赋予母玩家的母玩家的介绍点数。 Further, it may be that the central server 30 to store only the value assigned to the hard disk 305 of the master presentation player points instead introduce point management TBL311, the value is multiplied by the coefficient CPU301 introduction points is calculated and the like of the player imparted parent female players of introduction points. 此外,也可以将赋予母玩家和母玩家的母玩家的介绍点数均设为200等,即使介绍来源玩家的世代数不同,也将赋予的介绍点数设为相同值。 Further, the player may be given the mother and female parent player presentation player points are set to 200, etc., even if the generation number of different sources introduce the player, will also introduce points given to the same value. [0214] 接着,CPU301对玩家B (母玩家)的存盘数据进行存取,将介绍点数“200” 加算至存盘数据中的虚拟货币的值。 [0214] Next, the CPU 301 of the player B (female players) to save the data access points will introduce "200" to a value of adding virtual money save data. 此外,CPU301对玩家A(母玩家的母玩家)的存盘数据进行存取,将介绍点数“50”加算至存盘数据中的虚拟货币的值。 Further, the CPU 301 of the player A (a player female parent player) access the save data, the introduction points "50", the added value of the virtual currency to save data. 由此,玩家D作为新玩家而被登记时,对于作为其母玩家的玩家B作为介绍点数而赋予200点,对于作为母玩家的母玩家的玩家A作为介绍点数而赋予50点。 Accordingly, the player D is registered as a new player, the player to player B as its parent as described impart points 200 points, as a base female players Player A player points as described imparted 50 points. [0215] 如以上所说明那样,利用本变形例,构成介绍链接管理DB309的各记录,由储存介绍来源玩家的玩家ID的“玩家ID”字段、储存介绍目标玩家的玩家ID的“下位玩家ID”字段、储存表示对于介绍来源玩家来说介绍目标玩家为第几世代的信息的“世代信息”字段所构成。 [0215] As described above, with the present modification, constituting the recording referral link management DB309 by the stored presentation "player ID" field source player the player ID stored presentation "lower players target player's player ID ID "field, indicate the storage source to introduce the players introduce target player for the first few generations of information" generation information "field posed. 例如,构筑了图2所示的玩家的介绍关系时,介绍链接管理DB309 由如图18(a)所示的4个记录构成。 For example, to build a player explains the relationship shown in FIG. 2, described by the Link Manager DB309 FIG. 18 (a) 4 records the configuration shown. [0216] 因此,例如对于玩家D的母玩家及母玩家的母玩家赋予与来店点数对应的奖励点数及介绍点数时,中央服务器30的CPU301在图18(a)所示的介绍链接管理DB309 中,检索“下位玩家ID”字段储存有玩家ID “D”的记录即可。 When [0216] Thus, for example, female players and female players D player female players conferring to store the number of points corresponding to the bonus points and introduction points, the CPU 301 central server 30 describes the Link Manager DB309 in FIG. 18 (a), the retrieved "the players ID" field stores the player ID "D" can be recorded. 然后,CPU301作为符合的记录,特定两个记录(记录号码=3及4)时,可以根据储存于已特定的各记录的“玩家ID”字段的玩家ID,特定赋予奖励点数及介绍点数的上位玩家是玩家A、B的两位。 Then, the CPU 301 as a matching record, two specific record (record number = 3 and 4) may be based on the player ID stored in the "player ID" field of each record has a particular, specific description given bonus points and upper points players are two players a, B's. 因此,可以容易地特定赋予奖励点数及介绍点数的上位玩家。 Therefore, given the particular host can be readily players bonus points and introduction points. 此外,CPU301也可以根据已特定的各记录的“世代信息”字段,容易地特定赋予奖励点数及介绍点数的各上位玩家的世代信息。 In addition, CPU301 can also be based on "generation information" field of each record has a specific, easily identified given to each player's bonus points and the upper point of introduction generation information. [0217] 因此,可以减轻与来店点数对应的奖励点数的赋予处理及介绍点数的赋予处理所需的中央服务器30的处理负担。 Impart the desired treatment [0217] Thus, it is possible to reduce the number of points corresponding to shop with bonus points given to the processing and presentation of the central points of the processing load on the server 30. [0218] 再者,与来店点数对应的奖励点数及介绍点数也可以是具有与代币或分数等价的价值的点数。 [0218] Furthermore, with the number of points corresponding to the store and introduce bonus points Points can also be a number of points or tokens with scores equivalent value. 此时,例如设为各玩家的存盘数据包含分数的构成,中央服务器30的CPU301将奖励点数及介绍点数加算至被储存于存盘数据储存区域305d的存盘数据中的分数即可。 In this case, for example, to save data including each player scores configuration, the CPU 301 of the center server 30 and describes the addition bonus points to score points are to save the data stored in the save data in the storage area 305d. 此外,奖励点数及介绍点数也可以是表示在游戏中的玩家的水平的得分。 In addition, bonus points and points can be introduced is a level of players in the game to score. [0219] 此外,将与来店点数对应的奖励点数及介绍点数赋予至第几世代为止的介绍来源玩家可以任意设定。 [0219] In addition, corresponding to the number of points to store bonus points and points given up to the introduction of several generations of players may be set as the source of introduction. 例如,可以将赋予奖励点数及介绍点数的介绍来源玩家设为第2 世代为止的介绍来源玩家,或设为第3世代为止的介绍来源玩家。 For example, the bonus points given to introduce the source and introduce the players to introduce points of origin up to the second generation of players, or players until the source is set to introduce the third generation. 当然,也可以将赋予奖励点数及介绍点数的介绍来源玩家限制为仅第1世代的介绍来源玩家(母玩家)。 Of course, you can also introduce given source player bonus points and points of introduction is limited to players only source of introduction of the first generation (female players). 此外,这样将赋予奖励点数及介绍点数的介绍来源玩家的世代数限制为规定世代数为止时,中央服务器30的CPU301在检索介绍链接管理DB309而特定介绍来源玩家时,在世代信息是规定世代数为止的范围中进行记录的检索即可。 When the number of generations introduced source player In addition, this will give bonus points and introduce points of limitations until the number of generations is provided, a CPU301 central server 30 in the search referral link management DB309 and specific introduction source players in the generation information is prescribed number of generations in the range up to record retrieval. [0220] 此外,本变形例的情况下,介绍码发行处理、介绍码输入处理、伴随介绍码的输入的对介绍链接管理DB309的记录追加处理、根据世代信息来限制追加至介绍链接管理DB309的记录的处理,也与上述实施方式同样地进行。 [0220] Further, in the case of this modified example, description code issuing process introduces code input process, accompanied by recording additional processing on the referral link management DB309 input presentation code, according to the generation information limiting appended to the referral link management DB309 of the recording process, also similar to the above embodiment. 此外,在将追加至介绍链接管理DB309的记录限制为规定世代数为止的记录的情况下,规定世代数可以根据赋予奖励点数及介绍点数的介绍来源玩家的世代数的上限值等来任意设定。 In addition, under the additional links to introduce management DB309 record until the record is limited to the number of generations specified, the provisions of several generations can be arbitrarily set based on the upper limit of the number of sources of introduction gives the player bonus points and points of generation and other presentation set. [0221](变形例6)[0222] 也可以是,在中央服务器30中的硬盘305(存储部,第1存储部)中,存储27有图19所示的介绍链接管理DB309来代替介绍链接管理DB305a和已赋予点数储存TBL305b,如以下所述地进行赋予奖励点数的处理。 [0221] (Modification Example 6) [0222] may be in the central server 30 is a hard disk 305 (storage unit, a first storage unit), the storage management DB309 referral link 1927 shown in FIG be replaced with a referral link DB305a points have been given management and storage TBL305b, such as bonus points given to the processing performed below. 再者,图19所示的介绍链接管理DB309因为与图18(a)所示的介绍链接管理DB309相同,所以在此省略说明。 Further, link management introduced DB309 as shown in FIG. 19 and FIG. 18 (a) describes the same Link Manager DB309 shown, the description thereof is omitted here. [0223] 例如,玩家D在代币游戏机10中玩游戏,作为具有与虚拟货币等价的价值的点数而获得了20点时,代币游戏机10的CPUlOl将“20”加算至被储存于RAM103的工作存储器的虚拟货币的值,更新玩家D的自身点数。 [0223] For example, a player playing the game in the D-generation game machine 10, as has the number of points and virtual currency equivalent value of which scored 20 points, CPUlOl token game machine 10 will be "20" is an addition to the store virtual currency to the value of working memory RAM103 update itself points player D is. 然后,代币游戏机10的CPUlOl 将获得点数信息“20”与玩家ID “D” 一起发送至中央服务器30。 Then, CPUlOl token game machine 10 will receive the point information transmitted together with "20" and the player ID "D" to the central server 30. 中央服务器30的CPU301在接收获得点数信息“20”及玩家ID “D”时,首先,作为第1特定部而作用,参照介绍链接管理DB309,检索将接收的玩家ID “D”储存于“下位玩家ID”的记录。 CPU301 central server 30 when receiving the obtained point information "20" and the player ID "D", first, as a first specific portion acts, referring referral link management DB309, the player ID to retrieve the received "D" stored in the "lower record player ID "is. 所以,在图19所示的介绍链接管理DB309的情况下,作为符合的记录,可特定两个记录(记录号码=3及4)。 Therefore, in a case where the referral link management DB309 shown in FIG. 19, a matching record, the two specific record (record number = 3 and 4). 根据在此特定的两个记录,CPU301特定赋予奖励点数的玩家是玩家A和玩家B的两位。 The two records in this particular, CPU301 particular player is given two bonus points Player A and player B's. 此外,CPU301特定玩家D的母玩家是玩家B,玩家D的母玩家的母玩家是玩家A。 In addition, the female players CPU301 D specific player is the player B, the player's Player D female parent player is the player A. [0224] 接着,CPU301作为决定部而作用,根据玩家D的获得点数“20”而按照规定的规则,决定赋予玩家C (母玩家)及玩家A (母玩家的母玩家)的奖励点数。 [0224] Next, the CPU 301 acts as a determination unit, based on the obtained points of the players D "20" and in accordance with a predetermined rule, the player decided to give C (female players) and the player A (a player female parent player) bonus points. 例如,作为奖励点数,对于母玩家赋予获得点数X0.5,对于母玩家的母玩家赋予获得点数X0.1 时,赋予玩家C的奖励点数为10,赋予玩家A的奖励点数为2。 For example, as bonus points, the player imparted to earn points X0.5 female, female players for female players to impart earn points X0.1, bonus points given to the player is 10 C, bonus points given to the player A is 2. 此外,也可以将赋予母玩家和母玩家的母玩家的奖励点数均设为10等,即使世代数不同也将赋予的奖励点数设为相同值。 Further, the player may be given the mother parent and female players player bonus points are set to 10 and the like, even if the number of generations will also impart different bonus points to the same value. [0225] 接着,CPU301对与玩家ID “B”建立对应而被储存于存盘数据储存区域305d 的存盘数据进行存取。 [0225] Next, CPU301 of association with the player ID "B" is stored in the save data save data storage area 305d of the access. 也就是说,CPU301作为第2加算部而作用,对玩家B(母玩家) 的存盘数据进行存取,将奖励点数“10”加算至存盘数据中的虚拟货币的值。 That is, the CPU 301 as the second adding unit and the effect on the player B (female players) accesses data of the save, the bonus points "10" to a value of adding virtual money save data. 此外, CPU301作为第2加算部而作用,同样地对玩家A(母玩家的母玩家)的存盘数据进行存取,将奖励点数“2”加算至存盘数据中的虚拟货币的值。 Further, the CPU 301 as the second adding unit acts, in the same manner to the player A (a player female parent player) access the save data, the bonus points "2" to a value of adding virtual money save data. 由此,在图19所示的例子的情况下,玩家A的存盘数据中的虚拟货币的值从“400”被更新为“402”。 Accordingly, in the case of the example shown in FIG. 19, the value of virtual money the player save data from the A "400" is updated to "402." 此外,玩家B的存盘数据中的虚拟货币的值从“120”被更新为“130”。 Further, the value of virtual money the player B in the save data from "120" is updated to "130." 再者,CPU301也对玩家D的存盘数据进行存取,将获得点数“20”加算至存盘数据中的虚拟货币的值。 Further, the CPU 301 also performs D player save data access and obtain points "20", the added value of the virtual currency to save data. [0226] 然后,在每当从代币游戏机10发送玩家D的获得点数时,中央服务器30的CPU301在被储存于存盘数据储存区域306d的存盘数据中,将根据玩家D的获得点数而按照规定的规则所决定的奖励点数分别加算至玩家B (母玩家)的虚拟货币的值和玩家A(母玩家的母玩家)的虚拟货币的值。 [0226] Then, each time the token game machine transmits the player points obtained from D 10, the CPU 301 in the central server 30 to save data is stored in the save data storage area 306d, the points obtained in accordance with the players in accordance with the D the value of rules determined bonus points are adding to the player B (female players) virtual currency values ​​and player a (female player female players) virtual currency. [0227] 即使是以上构成,对于玩家A及玩家B,只要玩家D不停止玩游戏的习惯,则会根据玩家D在游戏中新获得的点数而持续赋予奖励点数。 [0227] Even more composed, for the player A and player B, D does not stop as long as the players accustomed to playing the game, and will continue giving bonus points based on the number of points a player in the game D newly acquired. 再者,在本变形例的情况中, 代币游戏机10将玩家在游戏中获得的点数发送至中央服务器30的定时也与上述实施方式的情况同样地可以任意设定。 Further, in the case of the present modified example, the token game machine 10 points obtained in the game the player is sent to the timing of the central server 30 may be arbitrarily set in the same manner in the case of the above-described embodiment. 此外,玩家在游戏中获得的点数及奖励点数既可以是具有与代币或分数等价的价值的点数,也可以是表示在游戏中玩家的水平的得分。 In addition, players in the game to get points and bonus points can be either points or tokens have equivalent fraction value, it can be a score indicating the level of the players in the game. 此外,在本变形例的情况中,介绍码发行处理、介绍码输入处理、伴随介绍码的输入的对介绍链接管理DB309的记录追加处理、根据世代信息来限制追加至介绍链接管理DB309的记录的处理,也与上述实施方式相同地进行。 Further, in the case of the present modified example, description code issuing process introduces code input process, accompanied by recording additional processing on the referral link management DB309 input presentation code, according to the generation information limiting appended to the referral link management DB309 recorded processing is also performed in the same manner with the above-described embodiment. 此外,本变形例的情况下,赋予奖励点数的介绍来源玩家的世代数、追加至介绍链接管理DB309的记录的世代数也可以限制为任意世代数为止。 In addition, several generations of players this modification introduces the source case example, gives bonus points, an additional link management DB309 to introduce a record number of generations also can be limited to up to any number of generations. [0228](变形例7)[0229] 1位玩家能够介绍的子玩家的人数不限于5位,可以任意设定。 [0228] (Modification Example 7) [0229] 1 sub player to introduce the number of players is not limited to five, can be set arbitrarily. 此外,也可以是例如,在游戏中获得的点数、攻克的迷宫数、玩游戏时间越增加,则能够介绍的子玩家的人数增加,或奖励点数相关的下位玩家的世代数增大。 It is also possible, for example, the number of points obtained in the game, the number of maze overcome, the more time playing games increased, it is possible to introduce the child increase in the number of players, or several generations under the players bonus points associated increases. [0230](变形例8)[0231] 游戏系统1也可以设为不具备中央服务器30,而由任一台店铺服务器20或各店铺服务器20进行在中央服务器30进行的各种处理的构成。 [0230] (Modification Example 8) [0231] The game system 1 may be set not have a central server 30, is carried out by either of a store server 20 or the shop server 20 constituting each of various processes performed by the central server 30. 此时,将存储于中央服务器30中的硬盘305的各种数据及程序存储于任一台店铺服务器20或各店铺服务器20的硬盘即可。 In this case, the programs and various data stored in the central server 30 is stored in the hard disk 305 to any of a hard disk to store server 20 or the server 20 each store. 此外,游戏系统1也可以不具备中央服务器30及各店铺服务器20,任一台代币游戏机10作为主机而作用,进行在中央服务器30中进行的各种处理。 Further, the game system 1 may not include the central server 30 and each shop server 20, any of a token game machine 10 acts as a master, performing various processes performed in the central server 30. 此时,将存储于中央服务器30中的硬盘305的各种数据及程序存储于作为主机而作用的代币游戏机10的硬盘109即可。 In this case, the programs and various data stored in the central server 30 is stored in the hard disk 305 token game machine acting as the master disk 10 to 109. 此外,代币游戏机10也可以是独立作业型(stand-alone)。 Moreover, token gaming machine 10 may be a separate job type (stand-alone). 此时,在代币游戏机10中进行在中央服务器30中进行的各种处理。 In this case, various processes performed in the central server 30 in the game machine 10 tokens. 此外,此时,将存储于中央服务器30中的硬盘305的各种数据及程序存储于代币游戏机10的硬盘109即可。 Also in this case, the programs and various data stored in the hard disk 109 to store token game machine 10 to a central server 30 of the hard disk 305. [0232](变形例9)[0233] 代币游戏机10也可以从扬声器12通过声音信息来输出介绍码。 [0232] (Modification Example 9) [0233] 10 token gaming machine 12 may be introduced to the code output by voice information from the speaker. 此外,代币游戏机10也可以具备印刷装置,将介绍码印刷在纸上而输出。 Moreover, token gaming machine 10 may be provided with the printing apparatus, the printing paper will be described code is output. 此外,代币游戏机10也可以通过例如红外线通信、近距离无线通信、2维条形码及电子邮件等对玩家(介绍者)的移动电话机等输出介绍码。 Further, the gaming machine 10 may be tokens introduced through an output code such as infrared communication, short-distance wireless communication, e-mail and 2-dimensional bar code of the player (introducer) a cellular phone. 此外,代币游戏机10也可以通过例如红外线通信、近距离无线通信、2维条形码及电子邮件等从玩家(被介绍者)的移动电话机等输入介绍码。 Further, the gaming machine 10 may token code input from the player introduced (introduced by) a cellular phone, for example, through infrared communication, short-distance wireless communication, e-mail and 2-dimensional bar code. 此外,也可以不在代币游戏机10上进行介绍码的输入输出,而在店铺内设置进行介绍码的输入输出的专用终端。 In addition, inputs and outputs may be introduced token game machine code is not 10, the store is provided in the dedicated terminal for input and output of the codes described. 此外,也可以使玩家能够从移动电话机或自家的计算机经由该游戏的网页等对中央服务器30进行存取,接受介绍码的输出或输入介绍码。 Further, the player may be able to access the central server 30 from the mobile phone or computer via their own web pages and the like of the game, accept the introduction of output or input code describes codes. 此外,在上述实施方式中,仅使在游戏中满足规定条件的玩家可接受介绍码的发行,但是,也可以从结束新登记的时刻开始使所有玩家能够接受介绍码的发行。 Further, in the above-described embodiment, only the predetermined condition is satisfied in the game player pharmaceutically release introduces code, however, may be started from the end time of the newly registered players to accept all codes issued described. [0234](变形例 10)[0235] 也可以使用介绍者的玩家ID来代替介绍码。 [0234] (Modification Example 10) [0235] player ID may be used in place of introduction of the introducer code. 此时,因为介绍者只要将自己的玩家ID通知被介绍者即可,所以不需要发行介绍码的处理。 In this case, because the introduction of their own as long as the player who can ID notification was introduced, so no release introduces processing code. 此外,此时,因为被介绍者会输入介绍者的玩家ID,所以不需要利用介绍码来特定介绍者的玩家ID的处理。 Also in this case, because the input will be introduced by the player's presentation ID, the player is not required using the process described specific code ID of the introducer. 再者, 在各玩家的姓名信息及电子邮件地址与玩家ID建立对应而被登记于游戏系统1 (中央服务器30)时,也可以使用介绍者的姓名信息及电子邮件地址来代替介绍码。 Further, in the correspondence information of each player's name and e-mail address is registered with the player ID and the game system 1 (the central server 30), may be used e-mail address and name information introducer instead of the presentation code. 此时,在游戏系统1中,进行基于被介绍者输入的介绍者的姓名数据及电子邮件地址特定介绍者的玩家ID并追加记录的处理。 At this time, the game system 1, a process ID based on the player's name describes the input data introducer and introducer specific e-mail address and the additional recording. [0236](变形例 11)[0237] 本发明并不限定于角色扮演游戏,也可以适用于各种游戏。 [0236] (Modification 11) [0237] The present invention is not limited to a role-playing game, it can be applied to various games. 例如,可以将本发明适用于动作游戏、射击游戏、模拟游戏、冒险游戏、解谜游戏、问答游戏等。 For example, the present invention can be applied to action games, shooting games, simulation games, adventure games, puzzle games, quiz games. 此外, 代币游戏机10例如使模型马奔跑而猜测到达终点的顺序的赛马游戏机,并不限定于电子29游戏机。 Further, for example token game machine 10 running the model horse and guess the order of arrival of the end of the race game machine, the game machine 29 is not limited to electrons. 再者,代币游戏机10例如使用圆盘状(也包含外周部并不完全是圆形的情况) 的代币作为代用硬币(token),但是,也可以使用柏青哥(〃★>=)球等的球状物体作为代用硬币。 Moreover, token game machine 10 using, for example disk-shaped (including the outer peripheral portion is not completely circular shape) as a token coin tokens (token), however, it may also be used pachinko (〃 ★> = ) spherical object such as a ball token coin. 此外,构成游戏系统1的游戏终端装置除了代币游戏机10之外,也可以是投入硬币(货币)来玩游戏的游艺场游戏机,也可以是家庭用游戏机、利用安装游戏软件来玩游戏的个人计算机或移动电话机等。 Further, the game terminal device constituting the game system 1 of the game machine 10 in addition to the token, and may be put into the gaming machine coin fairground (currency) to play the game, it may be home-use game, the game software to play by the mounting game of personal computers or mobile telephones.

Claims (13)

  1. 1. 一种游戏系统,是作为从其它玩家被介绍了游戏的被介绍者的玩家将介绍了游戏的上述其它玩家作为介绍者而登记、并使包含上述被介绍者和上述介绍者的多个玩家玩游戏的游戏系统,其特征在于,具备:第1存储部,与上述多个玩家各自的识别信息建立关联地存储被分配了该识别信息的玩家在上述游戏中获得并保有的保有点数、和在被分配了该识别信息的玩家有介绍者时作为该介绍者的母玩家的识别信息;第1加算部,将上述多个玩家中的任一玩家在上述游戏中新获得的获得点数加算至与获得了该获得点数的玩家的识别信息建立关联而被存储于上述第1存储部的上述保有»第1特定部,参照上述第1存储部,在与获得了上述获得点数的玩家的识别信息建立关联的上述母玩家的识别信息被存储于上述第1存储部时,特定该母玩家的识别信息;决定部,根 1. A game system, as introduced from the other players is a game of the player is introduced to describe the above-mentioned other game player who is registered as an introduction, and comprising a plurality of the introducer and the introducer above a game player plays a game system comprising: a first storage unit, a plurality of players to establish the above-described respective identification information stored in association with the player is assigned identification information to obtain and maintain the above points retain game, and when the introducer is allocated the identification information of the player as the identification information of the master player of the introducer; obtaining points of the first addition unit, and any one of the plurality of players of a game player in the above-described game newly obtained adding to be associated with the acquired identification information of the obtained points of the players is stored to the ownership of the first storage section »first specific portion, with reference to the first storage unit, with access to the above-obtained points of the player identification when the master information associated player identification information is stored in the first storage section, the female specific player identification information; decision unit, root 玩家获得的上述获得点数,决定赋予上述母玩家的赋予点数;以及第2加算部,将上述决定部决定的上述赋予点数加算至与上述第1特定部特定的识别信息建立关联而被存储于上述第1存储部的上述保有点数。 Obtained above points players get, decided to give the above-described master player imparting points; and a second adder unit, the above-described determination unit determines the given point adding to the association with the specific identification information of the first specific portion is stored in said maintain the above points of the first storage unit.
  2. 2.根据权利要求1所述的游戏系统,其特征在于,上述第1特定部以在与获得了上述获得点数的玩家的识别信息建立关联的上述玩家的母玩家的识别信息被存储于上述第1存储部时,作为第1世代的介绍来源玩家的识别信息而特定该母玩家的识别信息,在与已特定的上述第1世代的介绍来源玩家的识别信息建立关联的上述第1世代的介绍来源玩家的母玩家的识别信息被存储于上述第1存储部时,作为第2世代的介绍来源玩家的识别信息而特定该母玩家的识别信息的方式,特定横跨与获得了上述获得点数的玩家的识别信息建立关联的多个世代的介绍来源玩家的识别信息;上述决定部根据上述获得点数,并按照规定的规则来决定赋予上述第1特定部特定的识别信息所对应的介绍来源玩家各自的赋予点数;上述第2加算部根据上述第1特定部特定的每一识别信息,将上述 The game system according to claim 1, wherein the master player said first player to a specific portion in the obtained identification information to obtain the player points associated identification information stored in the first the first generation time storage unit, as identification information describes the source of the player's first generation and specifying the master player identification information, to associate the identification information describes the source of the player already particular the generation of the first introduction when the source of the player is female player identification information stored in the first storage unit, the identification information described as the source of generation of the second player and the specific player identification information of the parent manner, with a particular cross points obtained by above a plurality of generations of player identification information source associated with the player identification information presentation; the determining unit based on the obtained points, and in accordance with predetermined rules to determine the source of the player imparted to the introduction of the first specific portion of the specific identification information corresponding to the respective imparting points; and the second adder unit according to the specific identification information of each of the first specified portion, the above-described 决定部决定的上述赋予点数加算至与该识别信息建立关联而被存储于上述第1存储部的上述保有点数。 Imparting the above-mentioned decision point determined by adding to the unit associated with the identification information is stored in said point to maintain the first storage unit.
  3. 3.根据权利要求2所述的游戏系统,其特征在于,上述规定的规则是,上述介绍来源玩家的世代数越大,则上述赋予点数越小。 3. The game system according to claim 2, wherein the predetermined rule is, the larger the number of generations of the above described sources the player, the smaller the number of points given above.
  4. 4.根据权利要求2或3所述的游戏系统,其特征在于,上述第1特定部在规定世代数为止的范围内,特定成为获得了上述获得点数的玩家的介绍来源的介绍来源玩家的识别信息。 The game system according to claim 2 or claim 3, wherein said first portion is in the range specified until a predetermined number of generations, and specifies the player obtained a source obtained above described points player identification presentation source information.
  5. 5.根据权利要求1所述的游戏系统,其特征在于,还具备:输入部,作为被介绍了游戏的玩家的被介绍玩家输入与作为介绍者的介绍玩家相关的介绍者信息;第2特定部,基于从上述输入部输入的上述介绍者信息,特定作为对输入了该介绍者信息的被介绍玩家介绍了游戏的介绍者的介绍玩家的识别信息;以及登记部,在上述第1存储部中,与上述被介绍玩家的识别信息建立关联,作为上述被介绍玩家的保有点数而登记0,作为上述母玩家的识别信息而登记上述第2特定部特定的上述介绍玩家的识别信息。 The game system according to claim 1, characterized by further comprising: an input unit, is introduced as the introduced player to input information related to the introducer game player as player introduction of the introducer; second specific unit, based on the introducer information specified from said input unit as an input to the introducer information is introduced player introduced introduction player introducer game identification information; and a registration unit, in the first storage unit , the above description is associated player identification information, as described above was introduced to maintain the player's point 0 is registered as the player identification information of the parent is registered identification information of the second specified portion of the above described specific player.
  6. 6.根据权利要求1所述的游戏系统,其特征在于,还具备:输出部,输出能够对介绍玩家介绍游戏的被介绍玩家进行通知的介绍码; 第2存储部,将上述输出部输出的上述介绍码与接受了该介绍码的输出的上述介绍玩家的识别信息建立关联并加以存储;输入部,上述被介绍玩家输入上述介绍码;第2特定部,作为向输入了上述介绍码的上述被介绍玩家介绍了游戏的介绍者、即介绍玩家的识别信息,特定与从上述输入部输入的上述介绍码建立关联而被存储于上述第2存储部的玩家的识别信息;以及登记部,在上述第1存储部中,与上述被介绍玩家的识别信息建立关联,作为上述保有点数而登记0,作为上述母玩家的识别信息而登记上述第2特定部特定的上述介绍玩家的识别信息。 6. The game system according to claim 1, characterized by further comprising: an output unit, the output can be described by the game players who introduced the code of the notification describes the player; a second storage unit, the output from the output unit the above described code and the received identification information of the presentation player of the output of the presentation code associating and storing; an input portion, the introduced player input to the presentation code; second specific section, as to the input of the above described codes described above. was introduced player introduced game introduction, that is introduction identification information of the player identification information, specific to the association from the presentation code the input unit input is stored in the player of the second storage portion; and a registration unit, in the the first storage section, the identification information described above is associated player, is registered as the 0 point to maintain, as the player identification information of the parent is registered identification information of the second specified portion of the above described specific player.
  7. 7.根据权利要求6所述的游戏系统,其特征在于,上述输出部将对于1位玩家输出的上述介绍码限制为规定数。 The game system according to claim 6, wherein the output unit for the introduction of the output code a player is limited to a predetermined number.
  8. 8.根据权利要求6或7所述的游戏系统,其特征在于,还具备对于在上述游戏中满足规定条件的玩家允许上述介绍码的输出的允许部, 上述输出部对于上述允许部允许了上述介绍码的输出的玩家,输出上述介绍码。 The game system according to claim 6 or claim 7, wherein, further comprising a player satisfies a predetermined condition for allowing the introduction of the code allows the output portion in the above game, the output unit respect to the above-allowing portion allows the a player presentation output code, the output code described above.
  9. 9.根据权利要求5所述的游戏系统,其特征在于,上述登记部,在上述被介绍玩家的识别信息已经被存储于上述第1存储部时,不进行对上述第1存储部的数据登记。 The game system according to claim 5, wherein the registration unit is introduced when said player identification information has been stored in the first storage unit, without performing the registration of the first data storage unit .
  10. 10. 一种游戏系统,是作为从其它玩家被介绍了游戏的被介绍者的玩家将介绍了游戏的上述其它玩家作为介绍者而登记、并使包含上述被介绍者和上述介绍者的多个玩家玩游戏的游戏系统,其特征在于,具备:存储部,与上述多个玩家各自的识别信息建立关联地存储被分配了该识别信息的玩家在上述游戏中获得并保有的保有点数和对于被分配了该识别信息的玩家来说是下位世代的介绍关系的下位玩家的识别信息;第1加算部,将上述多个玩家中的任一玩家在上述游戏中新获得的获得点数加算至与获得了该获得点数的玩家的识别信息建立关联而被存储于上述存储部的上述保有点数;特定部,在玩家被指定时,特定与该玩家的识别信息建立关联而被存储于上述存储部的下位玩家的识别信息;决定部,根据上述特定部特定的识别信息所对应的下位玩家获得 10. A game system, as introduced from the other players is a game of the player is introduced to describe the above-mentioned other game player who is registered as an introduction, and comprising a plurality of the introducer and the introducer above a game player plays a game system comprising: a storage unit, a plurality of players to establish the above-described respective identification information stored in association with the identification information is allocated player to obtain and maintain the above points and for the game to be retained assigned to the player identification information is lower player explains the relationship of the lower generation identification information; obtaining points of the first addition unit, and any one of the plurality of players of a game player in the above-described game newly obtained adding to the obtained the obtained identification information of the player's points in association being stored in said retained point in the storage unit; lower specific portion, when the player is assigned, specific to the player identification information is associated is stored in the storage unit player identification information; decision unit, in accordance with the players of the specific portion of the specific identification information corresponding to the obtained 上述获得点数, 决定赋予上述被指定的玩家的赋予点数;以及第2加算部,将上述决定部决定的上述赋予点数加算至与上述被指定的玩家的识别信息建立关联而被存储于上述存储部的上述保有点数。 Obtained above points we decided to give the above specified player imparting points; and a second adder unit, the above-described determination unit determines the given point adding to the association with identification information of the designated player is stored in the storage unit the ownership points.
  11. 11.根据权利要求10所述的游戏系统,其特征在于,从某玩家被介绍了游戏的被介绍者是相对于上述玩家的第1世代的下位玩家,从该第1世代的下位玩家被介绍了游戏的被介绍者是相对于上述玩家的第2世代的下位玩家;上述特定部参照上述存储部特定横跨与上述被指定的玩家的识别信息建立关联的多个世代的下位玩家的识别信息;上述决定部根据上述特定部特定的识别信息所对应的下位玩家各自从对于上述被指定的玩家上次赋予上述赋予点数至本次赋予为止之间所获得的上述获得点数,按照规定的规则来决定上述赋予点数。 11. The game system according to claim 10, characterized in that, from a certain player is introduced game was introduced by a relative to the player under the players of the first generation, is introduced from the players of the first generation game be introducer with respect to the players of the second generation of the player; the specific portion to establish identification information of the players of a plurality of generations of the associated reference identification information in the storage unit specified across the above specified player ; the determining unit according to the players of the specific portion of the specific identification information from each corresponding to said designated last player to impart the above-described point imparting the above-described points are obtained between the present time obtained until a given, according to a predetermined rule determining the given points.
  12. 12.—种程序,其特征在于,使构成作为从其它玩家被介绍了游戏的被介绍者的玩家将介绍了游戏的上述其它玩家作为介绍者而登记、并使包含上述被介绍者和上述介绍者的多个玩家玩游戏的游戏系统的计算机,作为以下部件而作用:存储部,与上述多个玩家各自的识别信息建立关联地存储被分配了该识别信息的玩家在上述游戏中获得并保有的保有点数和在被分配了该识别信息的玩家有介绍者时作为该介绍者的母玩家的识别信息;第1加算部,将上述多个玩家中的任一玩家在上述游戏中新获得的获得点数加算至与获得了该获得点数的玩家的识别信息建立关联而被存储于上述存储部的上述保有点数;特定部,参照上述存储部,在与获得了上述获得点数的玩家的识别信息建立关联的上述母玩家的识别信息被存储于上述存储部时,特定该母玩家的识别信息; 12.- kind of procedures, characterized in that the other player is configured as the player is introduced introducer introduces the game the another game player is registered as the introducer, and including the above description and was introduced by computer plurality of players who play a game system, and functions as the following means: a storage unit, the plurality of players being stored in association with the identification information is assigned identification information of each player to get and keep the game in the above the possession of points and as the identification information of the master player of the introducer when being allocated the identification information of the players have introducer; a first adding unit, and any one of the plurality of players of a game player in the above-described game newly obtained points are obtained adding to the association with obtained identification information of the player of the obtained points are stored to the retained points in the storage unit; particular unit, referring to the storage unit, with the obtained identification information of the player of the above points are obtained to establish when said master player associated identification information is stored in the storage unit, the female specific player identification information; 决定部,根据玩家获得的上述获得点数,决定赋予上述母玩家的赋予点数;以及第2加算部,将上述决定部决定的上述赋予点数加算至与上述特定部特定的识别信息建立关联而被存储于上述存储部的上述保有点数。 Decision unit, based on the obtained points players get, decided to give the above-described master player imparting points; and a second adder unit, the above-described determination unit determines imparting points plus operator to associate with a specific identification information of the specified unit is stored in the above-described to the point to maintain the storage unit.
  13. 13.—种程序,其特征在于,使构成作为从其它玩家被介绍了游戏的被介绍者的玩家将介绍了游戏的上述其它玩家作为介绍者而登记、并使包含上述被介绍者和上述介绍者的多个玩家玩游戏的游戏系统的计算机,作为以下部件而作用:存储部,与上述多个玩家各自的识别信息建立关联地存储被分配了该识别信息的玩家在上述游戏中获得并保有的保有点数和对于被分配了该识别信息的玩家来说是下位世代的介绍关系的下位玩家的识别信息;第1加算部,将上述多个玩家中的任一玩家在上述游戏中新获得的获得点数加算至与获得了该获得点数的玩家的识别信息建立关联而被存储于上述存储部的上述保有点数;特定部,在玩家被指定时,特定与该玩家的识别信息建立关联而被存储于上述存储部的下位玩家的识别信息;决定部,根据上述特定部特定的识别信息 13.- kind of procedures, characterized in that the other player is configured as the player is introduced introducer introduces the game the another game player is registered as the introducer, and including the above description and was introduced by computer plurality of players who play a game system, and functions as the following means: a storage unit, the plurality of players being stored in association with the identification information is assigned identification information of each player to get and keep the game in the above tenure points and the next bit player explains the relationship of the lower generation identification information to be assigned the identification information players; a first adding unit, and any one of the plurality of players of a game player in the above-described game newly obtained points are obtained adding to associated with obtaining the identification information of the obtained points of the players is stored to the retained points in the storage unit; particular unit, when the player is assigned, specific to the player identification information is associated is stored identification information of the players at the storage portion; decision unit, from the specific portion of the specific identification information 所对应的下位玩家获得的上述获得点数, 决定赋予上述被指定的玩家的赋予点数;以及第2加算部,将上述决定部决定的上述赋予点数加算至与上述被指定的玩家的识别信息建立关联而被存储于上述存储部的上述保有点数。 The above-mentioned points are obtained corresponding to the players available, we decided to give points to impart the above specified player; and a second adder unit, the above-described determination unit determines the given point adding to the identification information and the designated player described above in association It is stored in the storage portion of the retained points.
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