CN110958905A - Server device, control method thereof, and control program thereof - Google Patents

Server device, control method thereof, and control program thereof Download PDF

Info

Publication number
CN110958905A
CN110958905A CN201880049038.4A CN201880049038A CN110958905A CN 110958905 A CN110958905 A CN 110958905A CN 201880049038 A CN201880049038 A CN 201880049038A CN 110958905 A CN110958905 A CN 110958905A
Authority
CN
China
Prior art keywords
game
fighting
game device
unit
player
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Granted
Application number
CN201880049038.4A
Other languages
Chinese (zh)
Other versions
CN110958905B (en
Inventor
野崎隼人
清水章吾
神保友香
青木义明
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Sega Corp
Dartslive Co Ltd
Original Assignee
Dartslive Co Ltd
Sega Games Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Dartslive Co Ltd, Sega Games Co Ltd filed Critical Dartslive Co Ltd
Publication of CN110958905A publication Critical patent/CN110958905A/en
Application granted granted Critical
Publication of CN110958905B publication Critical patent/CN110958905B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/48Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/02Shooting or hurling games

Abstract

Provided is a game system capable of efficiently performing a game activity in which a plurality of players participate. A server device connected to a plurality of game devices that execute a match-up game via a network, the server device comprising: a storage unit that stores a battle table of game activities in which a plurality of players participate; a fighting combination allocation unit that allocates a plurality of fighting combinations included in a fighting table to a predetermined game device among the plurality of game devices; a transmission unit that transmits information on the plurality of fighting combinations allocated by the fighting combination allocation unit to a predetermined game device; and a game control unit that, when receiving, from a predetermined game device, an authentication request for a member of the whole of a player associated with a play combination selected in the predetermined game device among the plurality of play combinations, transmits, to the predetermined game device, a start permission for a play game associated with the play combination.

Description

Server device, control method thereof, and control program thereof
Technical Field
The invention relates to a server apparatus, a control method thereof, and a control program thereof.
Background
Conventionally, a game machine prepared in a shop (including a event venue) is used, and a match-up game executed by the game machine performs a game event in which a plurality of players match up with each other to determine the result of each player.
For example, patent document 1 discloses a game system including: a game device for a plurality of players participating in a game event to engage in a match with each other; and a server connected to the game device via a network. The server provided in the game system includes: a matching processing unit for selecting a player to be a competitor from a plurality of players; and an active game progress information generation unit for determining the order of each match to be performed between the players selected by the matching processing unit.
The game device provided in the game system displays only the name of the player associated with the next fighting with each other based on the information on the order of the fighting transmitted from the server. When all the players who are displayed in association with the next pair of games are authenticated by the server via the game device, the server transmits a game start permission to the game device, and the game device starts the game.
Documents of the prior art
Patent document
Patent document 1: japanese patent laid-open publication No. 2015-36008
Disclosure of Invention
However, when the game device displays only the player's name related to the next round of play, if one of the displayed players is located at a place distant from the game device, the next round of play cannot be started. Moreover, the start of the subsequent match-up is delayed in turn, and as a result, the game play is delayed as a whole. Therefore, the host of the game event has to spend a lot of labor on the behavior management of each player in order to avoid as much as possible the occurrence of a time zone in which the next round of play cannot be started, and the game event cannot be performed efficiently.
The present invention has been made to solve the above problems, and an object of the present invention is to efficiently perform a game activity in which a plurality of players participate.
A server device according to the present invention is a server device connected to a plurality of game devices that execute a match-up game via a network, the server device including: a storage unit that stores a battle table of game activities in which a plurality of players participate; a fighting combination allocation unit that allocates a plurality of fighting combinations included in a fighting table to a predetermined game device among the plurality of game devices; a transmission unit that transmits information on the plurality of fighting combinations allocated by the fighting combination allocation unit to a predetermined game device; and a game control unit that, when receiving, from a predetermined game device, an authentication request for a member of the whole of a player associated with a play combination selected in the predetermined game device among the plurality of play combinations, transmits, to the predetermined game device, a start permission for a play game associated with the play combination.
According to this aspect, since players related to a plurality of matches are displayed on the game device, the game can be played from a match in which all players have reached the match, according to the judgment of the players. Therefore, the occurrence of a time zone in which the next round of play cannot be started can be suppressed. Thus, the game activity can be efficiently performed without taking a large amount of labor for the behavior management of each player.
Effects of the invention
According to the present invention, a game activity can be efficiently performed.
Drawings
Fig. 1 is a network configuration diagram showing an example of a game system 1.
Fig. 2 is a block diagram showing a functional configuration of the server 10.
Fig. 3 (a) is a diagram showing an example of a hotlist, (b) is a diagram showing an example of a battle list, and (c) is a diagram showing an example of a battle sequence list.
Fig. 4 is a schematic external view of the game device 20A.
Fig. 5 is a block diagram showing a functional configuration of the game device 20A.
Fig. 6 is a block diagram showing a functional configuration of the store terminal 30.
Fig. 7 is a block diagram showing a functional configuration of the player terminal 40.
Fig. 8 is a block diagram showing a functional configuration of the host terminal 60.
Fig. 9 is a diagram showing an example of an operation sequence related to the activity registration process of the game system 1.
Fig. 10 is a diagram showing an example of an operation sequence related to the player registration process of the game system 1.
Fig. 11 is a diagram showing an example of an operation sequence related to the battle table creation process of the game system 1.
Fig. 12 is a diagram showing an example of an operation sequence related to the registration process of the game system 1.
Fig. 13 is a diagram showing an example of an operation sequence related to the battle sequence table creation process of the game system 1.
Fig. 14 is a diagram showing an example of an operation sequence related to the game start process of the game system 1.
Fig. 15 (a) is a diagram showing an example of a match-up sequence screen, (b) is a diagram showing an example of a filtering screen, and (c) is a diagram showing an example of a game progress screen.
Fig. 16 is a diagram showing another example of the battle sequence screen.
Detailed Description
Hereinafter, various embodiments of the present invention will be described with reference to the drawings. However, the technical scope of the present invention is not limited to the embodiments, and is intended to be construed in accordance with the invention described in the claims and their equivalents.
(1) Structure of game system 1
Fig. 1 is a network configuration diagram showing an example of a game system 1.
The game system 1 includes a server 10, a plurality of game devices 20A to 20C, a store terminal 30, a player terminal 40, and a host terminal 60. The gaming devices 20A to 20C and the store terminal 30 are provided in the store 3A so as to be able to communicate with each other. The plurality of game devices 20A to 20C and the store terminals 30 are connected to each other via the in-store network of the store 3A. The in-store network of the store 3A is communicably connected to the server 10 via a communication network 2 such as the internet. In addition, the shop 3B and the shop 3C are also provided with the same in-shop network as that of the shop 3A. The player terminal 40 can be connected to the in-store network of the store 3A and the communication network 2 by wired or wireless communication. In addition, the host terminal 60 can be connected to the communication network 2.
(2) Structure of each device
(2-1) Structure of Server 10
Fig. 2 is a block diagram showing a functional configuration of the server 10.
The server 10 includes a server communication unit 11, a server storage unit 12, and a server processing unit 13. The server 10 is an information processing device (for example, a workstation, a personal computer, or the like) used by a system administrator or the like to operate and manage game services.
The server communication unit 11 includes a communication interface circuit for connecting the server 10 to the communication network 2, and performs communication with the communication network 2. The server communication unit 11 supplies data received from the game devices 20A to 20C, the store terminals 30, the player terminals 40, the host terminal 60, and the like to the server processing unit 13. The server communication unit 11 transmits the data supplied from the server processing unit 13 to the game devices 20A to 20C, the store terminals 30, the player terminals 40, the host terminal 60, and the like.
The server storage unit 12 includes at least one of a magnetic tape device, a magnetic disk device, and an optical disk device, for example. The server storage unit 12 stores an operating system program, a driver program, an application program, data, and the like used for processing in the server processing unit 13. For example, the server storage unit 12 stores, as an application program, a game program or the like for causing a game to progress and generating display data relating to the result thereof. The computer program may be installed in the server storage unit 12 from a computer-readable portable recording medium such as a CD-ROM or a DVD-ROM using a known installation program.
The server storage unit 12 stores, as data, a play list shown in fig. 3 (a), a battle list shown in fig. 3 (b), a battle sequence list shown in fig. 3 (c), and the like. The server storage unit 12 may temporarily store temporary data related to a predetermined process.
Fig. 3 (a) shows an activity table. The event table includes items such as "event name", "game condition", "participating player (card ID)", and "battle table" associated with each event ID. The "activity ID" is identification information for identifying a game activity in which a plurality of players play against each other based on a play game. The "event name" is information indicating a name given to each game event, such as "knockout game T1". The "game conditions" are information indicating various rules of the battle game such as the number of players per team (for example, single, double, and triple), the number of rounds, and the like. "participating player (card ID)" is information indicating a player participating in a game event and a card ID of a game card 50 possessed by the player. The game card 50 is an IC card for recording various information (user ID, point, etc.) on the battle game by the owner (player) of the game card 50.
Fig. 3 (b) shows a battle table. A Pair Table is an example of a Pair Table for a gaming activity. The match table includes items such as "game ID", "game play", "team/player", "registration", "win or loss", "score", and "status". The "game ID" is identification information for identifying an individual match constituting a game event. "match" is information indicating the number of matches in the elimination match. The "team/player" is a team name and/or a player name related to a player who plays a match in the game match. The "registration" is information indicating whether each player has performed registration described later in a meeting place of the game event. For example, "already" indicates that the registration is completed, and "not" indicates that the registration is not completed. "win or loss" is information indicating the result of the game play. The "score" is information indicating a score obtained by each player in the game play. The "state" is information indicating the progress of the game play.
The pair battle table shown in fig. 3 (b) is a pair battle table for a game activity in the form of a knockout match. That is, in the game activity of the present embodiment, the game play is performed in order from the 1 st play (game ID: "E01-G01") of the 1 st play, and the game play is terminated in the 7 th play (game ID: "E01-G07") of the 3 rd play (winning play). The match table is not limited to the elimination match format, and may be a tournament format or the like.
Fig. 3 (c) shows a battle sequence table. The play list is a list of a plurality of previously planned play combinations executed by each game device and distributed by the play list processing unit 133 described later. Fig. 3 (c) shows, as an example, a match sequence table assigned to the game device 20A.
The match sequence table includes items such as "order", "game ID", "team/player", "registration", and "waiting time". The "order" is the order in which the respective battles are executed, which is temporarily determined by the host of the game event. The "order" is an order that is temporarily determined by the host of the gaming activity in any way in order to facilitate the playing of the gaming activity. As described later, each player can start the match-up under a predetermined condition without following the "order" according to his own judgment. The "waiting time" is an expected time taken until each match is started in the case where each match is executed as shown in the "order". The play order table may include the start time of each play when each play is executed as shown in the "order" instead of the "waiting time".
The server processing unit 13 includes one or more processors and peripheral circuits thereof. The server Processing Unit 13 is, for example, a CPU (Central Processing Unit), and integrally controls the overall operation of the server 10. The server processing unit 13 controls the operations of the server communication unit 11 and the like so as to execute various processes of the server 10 in accordance with appropriate procedures based on a program and the like stored in the server storage unit 12. The server processing unit 13 executes processing based on programs (an operating system program, a driver program, an application program, and the like) stored in the server storage unit 12. The server processing unit 13 can execute a plurality of programs (application programs and the like) in parallel.
The server processing unit 13 includes a hotlist processing unit 131, a battle list processing unit 132, a battle order list processing unit 133, a game control unit 134, and a card authentication unit 135. These units are functional modules realized by a program executed by a processor provided in the server processing unit 13. Alternatively, these components may be installed in the server 10 as firmware.
The activity table processing unit 131 performs registration, update processing, and the like of the activity table stored in the server storage unit 12. The battle list processing unit 132 performs registration, update processing, and the like of the battle list stored in the server storage unit 12. The match sequence table processing unit 133 is an example of a match combination assigning unit, and performs registration, update processing, and the like of the match sequence table stored in the server storage unit 12. The game control unit 134 controls the progress of a battle game, which is a multiplayer participation type game. The card authentication unit 135 authenticates the card ID received from the game device 20A or the like.
(2-2) Structure of Game device 20A
Fig. 4 is a schematic external view of the game device 20A. Fig. 5 is a block diagram showing a functional configuration of the game device 20A.
The game device 20A of the present embodiment is a game device that is installed in the store 3A and executes each game play constituting a game event. In the present embodiment, a dart game is played as an example of the game.
The game device 20A includes a game device communication unit 21, a game device storage unit 22, a game device operation unit 23, a game device display unit 24, a game device processing unit 25, a dartboard 26, an area detection unit 27, a card slot CS, a game device card RW unit 28, and a coin insertion unit 29.
The game device communication unit 21 includes a communication interface circuit for connecting the game device 20A to the in-store network of the store 3A and the communication network 2, and performs communication with the in-store network of the store 3A and the communication network 2. The game device communication unit 21 supplies data received from the server 10, the store terminals 30, and the like to the game device processing unit 25. The game device communication unit 21 transmits the data supplied from the game device processing unit 25 to the server 10, the store terminal 30, and the like.
The game device storage unit 22 includes at least one of a magnetic tape device, a magnetic disk device, and an optical disk device, for example. The game device storage unit 22 stores an operating system program, a driver program, an application program, data, and the like used for processing in the game device processing unit 25. For example, the game device storage unit 22 stores, as an application program, a game program or the like for causing a game to progress and generating display data relating to the result thereof. The computer program may be installed in the game device storage unit 22 from a computer-readable portable recording medium such as a CD-ROM or a DVD-ROM using a known installation program.
The game device operation unit 23 is used for various operations by a host of a game event, a player, and the like, and is implemented by, for example, operation buttons provided on an operation panel. In the present embodiment, the game device operation unit 23 is used by the host of the game event or the player when selecting the type of the dart game.
The game device display unit 24 may be any device as long as it can display video, images, and the like, and examples thereof include a liquid crystal display, an organic EL (Electro-Luminescence) display, and the like. The game device display unit 24 may be integrated with the game device operation unit 23 by, for example, a liquid crystal touch panel display. The game device display unit 24 displays a video corresponding to the video data supplied from the game device processing unit 25, an image corresponding to the image data, and the like.
The game device processing unit 25 includes one or more processors and peripheral circuits thereof. The game device processing unit 25 is, for example, a CPU, and integrally controls the overall operation of the game device 20A. The game device processing unit 25 controls the operations of the game device communication unit 21 and the like so that various processes of the game device 20A are executed in appropriate steps based on a program or the like stored in the game device storage unit 22. The game device processing unit 25 executes processing based on programs (an operating system program, a driver program, an application program, and the like) stored in the game device storage unit 22. The game device processing unit 25 can execute a plurality of programs (application programs and the like) in parallel.
The game device processing unit 25 includes a screen display control unit 251, a game progress control unit 252, and a card information control unit 253. These units are functional blocks realized by a program executed by a processor provided in the game device processing unit 25. Alternatively, these components may be mounted on the game device 20A as firmware.
The screen display control unit 251 controls the screen display of the game device display unit 24 based on the screen display information received from the server 10. The game progress control unit 252 controls the progress of the game in the game device 20A. The card information control unit 253 controls the authentication process of the card ID of the game card 50 inserted into the card slot CS described later.
The dart board 26 is a board surface as a target of a dart game. The dart board 26 of the present embodiment is divided into a plurality of target areas 26A. Each target region 26A is provided with a plurality of pores. The tip portion of the dart thrown by the player is housed in one of a plurality of holes provided in the target region 26A (the dart strikes the target region 26A).
The area detection unit 27 is for detecting the dart piercing into the target area 26A, and a plurality of area detection units are provided corresponding to the target areas 26A, respectively. In the present embodiment, when the dart pierces the target region 26A, the target region 26A moves slightly rearward due to the impact of the dart. When detecting the displacement of the target region 26A, the region detection unit 27 transmits a detection signal to the game device processing unit 25.
The card slot CS is an insertion slot into which a player inserts the held game card 50. In the game device 20A of the present embodiment, four card slots CS are provided so that a maximum of four players can play a game match. In addition, more than four card slots CS may be provided so that the number of players can play the game.
The game device card RW unit 28 can read a card ID or the like recorded on the game card 50 held by the player in the store, and write information or the like obtained in the game result.
The coin insertion section 29 includes: a coin inlet for inputting coins; and a sensor for detecting the coin inserted from the insertion opening. In the present embodiment, the player may be able to play the game by inserting a predetermined number of coins from the coin insertion slot. Alternatively, the game may be played without inserting coins from the coin insertion slot.
(2-3) Structure of store terminal 30
Fig. 6 is a block diagram showing a functional configuration of the store terminal 30.
The store terminal 30 includes a store terminal communication unit 31, a store terminal storage unit 32, a store terminal processing unit 33, a store terminal display unit 34, a store terminal operation unit 35, and a store terminal card RW unit 36. The store terminal 30 is an information processing device (for example, a workstation, a personal computer, or the like) used when a game service is operated and managed, such as a host of a game event.
The store terminal communication unit 31 includes a communication interface circuit for connecting the store terminal 30 to the in-store network of the store 3A and the communication network 2, and communicates with the in-store network of the store 3A and the communication network 2. The store terminal communication unit 31 supplies data received from the server 10, the game device 20A, and the like to the store terminal processing unit 33. The store terminal communication unit 31 transmits the data supplied from the store terminal processing unit 33 to the server 10, the game device 20A, and the like.
The store terminal storage unit 32 includes at least one of a magnetic tape device, a magnetic disk device, and an optical disk device, for example. The store terminal storage unit 32 stores an operating system program, a driver program, an application program, data, and the like used for processing in the store terminal processing unit 33. For example, the store terminal storage unit 32 stores, as an application program, a game program or the like for causing a game to progress and generating display data relating to the result thereof. The computer program may be installed in the store terminal storage unit 32 from a computer-readable portable recording medium such as a CD-ROM or a DVD-ROM using a known installation program or the like.
The store terminal processing unit 33 includes one or more processors and peripheral circuits thereof. The store terminal processing unit 33 is, for example, a CPU, and integrally controls the overall operation of the store terminal 30. The store terminal processing unit 33 controls the operation of the store terminal communication unit 31 and the like so as to execute various processes of the store terminal 30 in accordance with appropriate procedures based on a program and the like stored in the store terminal storage unit 32. The store terminal processing unit 33 executes processing based on programs (operating system programs, driver programs, application programs, and the like) stored in the store terminal storage unit 32. The store terminal processing unit 33 can execute a plurality of programs (application programs and the like) in parallel.
The store terminal display unit 34 may be any device as long as it can display video, images, and the like, and examples thereof include a liquid crystal display, an organic EL (Electro-Luminescence) display, and the like. The store terminal display unit 34 may be integrated with the store terminal operation unit 35 by, for example, a liquid crystal touch panel display. The store terminal display unit 34 displays a video corresponding to the video data supplied from the store terminal processing unit 33, an image corresponding to the image data, and the like.
The store terminal operation unit 35 may be any device as long as it can operate the store terminal 30, and may be, for example, a touch panel, a key, or the like. The host of the game event can input characters, numerals, symbols, and the like using the store terminal operation unit 35. When an operation is performed by the host of the game event, the store terminal operation unit 35 generates a signal corresponding to the operation. The generated signal is supplied to the store terminal processing unit 33 as an instruction of the player.
The store terminal card RW unit 36 reads a card ID or the like recorded in a game card 50 held by a player in the store, and writes information or the like obtained as a result of the game into the game card 50.
(2-4) Structure of Player terminal 40
Fig. 7 is a block diagram showing a functional configuration of the player terminal 40.
The player terminal 40 includes a player terminal communication unit 41, a player terminal storage unit 42, a player terminal processing unit 43, a player terminal display unit 44, and a player terminal operation unit 45.
The player terminal communication unit 41 includes a communication interface circuit for connecting the player terminal 40 to the in-store network of the store 3A and the communication network 2, and performs communication with the in-store network of the store 3A and the communication network 2. The player terminal communication unit 41 supplies data received from the server 10, the game device 20A, and the like to the player terminal processing unit 43. The player terminal communication unit 41 transmits the data supplied from the player terminal processing unit 43 to the game device 20A, the player terminal 40, and the like.
The player terminal storage unit 42 includes at least one of a magnetic tape device, a magnetic disk device, and an optical disk device, for example. The player terminal storage unit 42 stores an operating system program, a driver program, an application program, data, and the like used for processing in the player terminal processing unit 43. For example, the player terminal storage unit 42 stores, as an application program, a game program or the like for causing a game to progress and generating display data relating to the result thereof. The computer program may be installed in the player terminal storage unit 42 from a computer-readable portable recording medium such as a CD-ROM or a DVD-ROM using a known installation program. Alternatively, the computer program may be downloaded from the server 10 or the like via the communication network 2 and installed in the player terminal storage unit 42. Alternatively, the player terminal storage unit 42 may store a Web browser, and in this case, the player can operate an application stored in the server 10 or the like on the Web browser via the Web browser.
The player terminal processing unit 43 includes one or more processors and peripheral circuits thereof. The player terminal processing unit 43 is, for example, a CPU, and integrally controls the overall operation of the player terminal 40. The player terminal processing unit 43 controls the operations of the player terminal communication unit 41 and the like so as to execute various processes of the player terminal 40 in accordance with appropriate procedures based on a program or the like stored in the player terminal storage unit 42. The player terminal processing unit 43 executes processing based on programs (an operating system program, a driver program, an application program, and the like) stored in the player terminal storage unit 42. The player terminal processing unit 43 can execute a plurality of programs (application programs and the like) in parallel.
The player terminal display unit 44 may be any device as long as it can display video, images, and the like, and may be, for example, a liquid crystal display, an organic EL (Electro-Luminescence) display, or the like. The player terminal display unit 44 may be integrated with the player terminal operation unit 45 by, for example, a liquid crystal touch panel display. The player terminal display unit 44 displays a video corresponding to the video data supplied from the player terminal processing unit 43, an image corresponding to the image data, and the like.
The player terminal operation unit 45 may be any device as long as it can operate the player terminal 40, and may be, for example, a touch panel or a key. The host of the game event can input characters, numerals, symbols, and the like using the player terminal operation unit 45. When the player performs an operation, the player terminal operation unit 45 generates a signal corresponding to the operation. The generated signal is supplied to the player terminal processing unit 43 as an instruction of the player.
(2-5) Structure of host terminal 60
Fig. 8 is a block diagram showing a functional configuration of the host terminal 60.
The host terminal 60 has a host terminal communication section 61, a host terminal storage section 62, a host terminal processing section 63, a host terminal display section 64, and a host terminal operation section 65. The host terminal 60 is an information processing device (for example, a workstation, a personal computer, or the like) used when the host of the game event or the like operates and manages the game service.
The host terminal communication unit 61 includes a communication interface circuit for connecting the host terminal 60 to the communication network 2, and performs communication with the communication network 2. The host terminal communication unit 61 supplies the data received from the server 10, the game device 20A, and the like to the host terminal processing unit 63. The host terminal communication unit 61 transmits the data supplied from the host terminal processing unit 63 to the game device 20A, the host terminal 60, and the like.
The host terminal storage unit 62 includes at least one of a tape device, a magnetic disk device, and an optical disk device, for example. The host terminal storage unit 62 stores an operating system program, a driver program, an application program, data, and the like used for processing in the host terminal processing unit 63. For example, the host terminal storage unit 62 stores, as an application program, a game program or the like for causing a game to progress and generating display data relating to the result thereof. The computer program may be installed in the host terminal storage unit 62 using a known installation program or the like from a computer-readable portable recording medium such as a CD-ROM or a DVD-ROM.
The host terminal processing unit 63 includes one or more processors and peripheral circuits thereof. The host terminal processing unit 63 is, for example, a CPU, and integrally controls the overall operation of the host terminal 60. The host terminal processing unit 63 controls the operations of the host terminal communication unit 61 and the like so that various processes of the host terminal 60 are executed in accordance with appropriate procedures based on a program and the like stored in the host terminal storage unit 62. The host terminal processing section 63 executes processing based on programs (operating system programs, driver programs, application programs, and the like) stored in the host terminal storage section 62. The host terminal processing unit 63 can execute a plurality of programs (applications, etc.) in parallel.
The host terminal display unit 64 may be any device as long as it can display video, images, and the like, and may be, for example, a liquid crystal display, an organic EL (Electro-Luminescence) display, or the like. The host terminal display unit 64 may be integrated with the host terminal operation unit 65 by a liquid crystal touch panel display, for example. The host terminal display unit 64 displays a video corresponding to the video data supplied from the host terminal processing unit 63, an image corresponding to the image data, and the like.
The host terminal operation unit 65 may be any device as long as it can operate the host terminal 60, and may be, for example, a touch panel or a key. The host of the game event can input characters, numerals, symbols, and the like using the host terminal operation unit 65. When the host terminal operation unit 65 is operated by the host, it generates a signal corresponding to the operation. The generated signal is supplied to the host terminal processing unit 63 as an instruction of the host.
(3) Actions of the Game System 1
(3-1) Activity Login processing
Fig. 9 is a diagram showing an example of an operation sequence related to the activity registration process of the game system 1. The operation sequence is executed in cooperation with the respective elements of the server 10 and the host terminal 60 mainly by the server processing unit 13 and the host terminal processing unit 63 based on programs stored in advance in the server storage unit 12 and the host terminal storage unit 62.
(step S101)
The host terminal operation unit 65 of the host terminal 60 receives an input of a game registration instruction by the host of the game event. That is, the host of the game event selects the game conditions (for example, the number of players and rounds of a team) by operating the host terminal operating unit 65, and inputs the event registration instruction including information such as the game conditions to the host terminal 60. Then, the process shifts to step S102.
(step S102)
The host terminal processing unit 63 of the host terminal 60 transmits the event registration request based on the event registration instruction to the server 10. Then, the process shifts to step S103.
(step S103)
The activity table processing unit 131 of the server 10 performs activity registration processing. That is, the event table processing unit 131 issues a new event ID, associates information included in the event registration request received from the host terminal 60 with the new event ID, and registers the information in the event table stored in the server storage unit 12. Then, the process shifts to step S104.
(step S104)
The event table processing unit 131 of the server 10 notifies the host terminal 60 of the end of the event registration. Then, the process shifts to step S105.
(step S105)
The host terminal processing unit 63 of the host terminal 60 performs the event registration completion processing.
(3-2) Player Login Process
Fig. 10 is a diagram showing an example of an operation sequence related to the player registration process of the game system 1. The operation sequence is executed in cooperation with the respective elements of the server 10 and the player terminal 40 mainly by the server processing unit 13 and the player terminal processing unit 43 based on programs stored in advance in the server storage unit 12 and the player terminal storage unit 42.
(step S201)
The player terminal operation unit 45 of the player terminal 40 performs a player registration acceptance process. That is, a player who wishes to participate in a game event inputs information (for example, a card ID or the like) relating to the player terminal 40 by operating the player terminal operating unit 45. Then, the process shifts to step S202.
(step S202)
The player terminal processing unit 43 of the player terminal 40 transmits a player registration request to the server 10. The player login request includes the above-mentioned information related to the player. Then, the process shifts to step S203.
(step S203)
The hotlist processing unit 131 of the server 10 performs a process of registering a player. That is, the event table processing unit 131 adds the player to the "participating player" column of the event table stored in the server storage unit 12, and updates the event table. Then, the process shifts to step S204.
When the player registration completion condition is satisfied, the event table processing unit 131 may notify the player terminal 40 of completion of the player registration without performing the player registration process. The player registration completion condition may be any condition such as that the number of registered participating players in the game event reaches a predetermined number, that a predetermined period of time has elapsed since the reception of the player registration, and that the end instruction operation is performed by the host of the game event.
(step S204)
The hotlist processing unit 131 of the server 10 notifies the player terminal 40 of the completion of the player login. Then, the process shifts to step S205.
(step S205)
The player terminal processing unit 43 of the player terminal 40 performs a player registration completion process.
(3-3) battle-table creation processing
Fig. 11 is a diagram showing an example of an operation sequence related to the battle table creation process of the game system 1. The operation sequence is executed in cooperation with the respective elements of the server 10 and the host terminal 60 mainly by the server processing unit 13 and the host terminal processing unit 63 based on programs stored in advance in the server storage unit 12 and the host terminal storage unit 62.
(step S301)
The host terminal operation unit 65 of the host terminal 60 receives an input of a battle form generation instruction by the host of the game event. That is, the host of the game event operates the host terminal operation unit 65 to input the battle table creation instruction associated with the predetermined event ID to the host terminal 60. Then, the process shifts to step S302.
(step S302)
The host terminal processing unit 63 of the host terminal 60 transmits the battle form generation request to the server 10. Then, the process shifts to step S303.
(step S303)
The battle table processing unit 132 of the server 10 performs battle table generation processing. That is, first, the match-table processing unit 132 extracts the participating players associated with the predetermined event ID of the event table stored in the server storage unit 12. Next, the match table processing unit 132 determines the extracted match combination of the participating players. The method of determining the match-up combination may be any method specified by the host of the game event, such as a random method or a method based on the ranking of players. Next, the match table processing unit 132 generates a match table for sequentially performing the determined match combinations (see fig. 3 (b)). Then, the process shifts to step S304.
(step S304)
The battle table processing unit 132 of the server 10 notifies the host terminal 60 of the completion of the generation of the battle table. Then, the process shifts to step S305.
(step S305)
The host terminal processing unit 63 of the host terminal 60 performs the battle list generation completion process.
(3-4) registration processing
Fig. 12 is a diagram showing an example of an operation sequence related to the registration process of the game system 1. The operation sequence is executed in cooperation with each element of the server 10 and the store terminal 30 mainly by the server processing unit 13 and the store terminal processing unit 33 based on programs stored in advance in the server storage unit 12 and the store terminal storage unit 32.
(step S401)
The store terminal operation unit 35 of the store terminal 30 performs registration acceptance processing. That is, a player arriving at the game event venue or a host of a game event inputs information (for example, a card ID) related to the player to the store terminal 30 by operating the store terminal operating unit 35. Then, the process shifts to step S402.
(step S402)
The store terminal processing unit 33 of the store terminal 30 transmits a registration request to the server 10. The registration request contains the above-mentioned information relating to the player. Then, the process shifts to step S403.
(step S403)
The battle list processing unit 132 of the server 10 performs an update process of the battle list. That is, the battle table processing unit 132 changes "not" to "already" and updates the battle table for the player of the battle table stored in the server storage unit 12, which is associated with the received registration request in the "registration" column. Then, the process shifts to step S404.
(step S404)
The battle list processing unit 132 of the server 10 notifies the end of updating the battle list to the store terminal 30. Then, the process shifts to step S405.
(step S405)
The store terminal processing unit 33 of the store terminal 30 performs registration completion processing.
(3-5) Contra sequence Table Generation processing
Fig. 13 is a diagram showing an example of an operation sequence related to the battle sequence table creation process of the game system 1. The operation sequence is executed in cooperation with the respective elements of the server 10 and the host terminal 60 mainly by the server processing unit 13, the game device processing unit 25, and the host terminal processing unit 63 based on programs stored in advance in the server storage unit 12, the game device storage unit 22, and the host terminal storage unit 62.
(step S501)
The host terminal operation unit 65 of the host terminal 60 receives an input of a battle order table generation instruction based on the host of the game event. That is, the host of the game event operates the host terminal operating unit 65 to input the instruction generated by the match-up sequence table relating to the predetermined game device (for example, the game device 20A) to the host terminal 60. Then, the process shifts to step S502.
(step S502)
The host terminal processing unit 63 of the host terminal 60 transmits a battle order table generation request concerning the game device 20A to the server 10. Then, the process shifts to step S503.
(step S503)
The fighting sequence table processing unit 133 of the server 10 performs the fighting sequence table creation process. That is, the match sequence table processing unit 133 refers to all the event tables stored in the server storage unit 12 according to a predetermined method, and allocates a plurality of games to the game device 20A, thereby generating a match sequence table as shown in fig. 3 (c). The predetermined method may be any method specified by the host of the game event, such as a random method or a method based on the ranking of players. Then, the process shifts to step S504.
(step S504)
The play list processing unit 133 of the server 10 transmits information on the play list to the game device 20A.
(3-6) Game Start processing
Fig. 14 is a diagram showing an example of an operation sequence related to the game start process of the game system 1. The operation sequence is executed in cooperation with the elements of the server 10 and the game device 20A mainly by the server processing unit 13 and the game device processing unit 25 based on programs stored in advance in the server storage unit 12 and the game device storage unit 22.
(step S601)
The screen display control unit 251 of the game device 20A displays a screen (match-up sequence screen) as shown in fig. 15 (a) on the game device display unit 24 based on the information on the match-up sequence table. Then, the process shifts to step S602.
Here, as shown in fig. 15 (a), the match-up sequence screen displays a game list assigned to the game device 20A. The match sequence screen includes items such as "order", "eliminated match name", "team/player", and "waiting time". As described above, the "order" is the order in which the respective battles are executed, which is temporarily determined by the host of the game event. The "order" is an order temporarily determined for the convenience of game play, and each player can start a match-up under a predetermined condition without following the "order" according to his own judgment.
(step S602)
The game device 20A accepts selection of a match-up combination. That is, the player operates the game device operation unit 23 to select the match combination of the player on the match sequence screen.
Here, for example, it is assumed that, while a player a among competitors of a game having the sequence "1" on the competition sequence screen is standing by near the game device 20A, a player B is not near the game device 20A. On the other hand, it is assumed that both player C and player D, which are competitors of the game with the order "2" on the competition sequence screen, are on standby in the vicinity of the game device 20A.
Then, the player C selects its own match-up combination (i.e., a match-up combination of the player C with the player D) on the match-up sequence screen by operating the game device operation unit 23. Then, the process shifts to step S603.
(step S603)
By this selection, the screen display control unit 251 of the game device 20A displays a screen (screening screen) as shown in fig. 15 (b) on the game device display unit 24. As shown in fig. 15 (b), the filtering screen is a screen for displaying only the fighting combination selected by the player among the fighting combinations assigned to the game device 20A. Further, the selected fighting combination may be displayed in a manner more conspicuous than other fighting combinations. Then, the process shifts to step S604.
(step S604)
The game device 20A receives an input of the card ID of the player C. That is, player C inserts his card into card slot CS of game device 20A, and inputs the card ID into game device 20A. Then, the process proceeds to step S605.
(step S605)
The card information control unit 253 of the game device 20A transmits the received authentication request for the card ID of the player C to the server 10. Then, the process shifts to step S606.
(step S606)
The card authentication unit 135 of the server 10 performs authentication of the card ID related to the player C included in the authentication request. That is, the card authentication unit 135 determines whether or not a game including a player associated with the card ID as a player is included in the match-up sequence table stored in the server storage unit 12. Then, the process shifts to step S607.
(step S607)
The card authentication unit 135 of the server 10 transmits the authentication result to the game device 20A. Then, the process shifts to step S608.
(step S608)
The game device 20A also accepts input of a card ID of another player. Here, for example, the game device 20A receives an input of a card ID of the player D. Then, the process shifts to step S609.
(step S609)
The card information control unit 253 of the game device 20A transmits the received request for authentication of the card ID associated with the player D to the server 10. Then, the process shifts to step S610.
(step S610)
The card authentication unit 135 of the server 10 authenticates the card ID associated with the player D included in the authentication request. That is, the card authentication unit 135 refers to the match sequence table stored in the server storage unit 12, and determines whether or not the player D is a player for the player C who has performed the authentication process in step S606. Then, the process shifts to step S611.
(step S611)
The game control unit 134 of the server 10 transmits the game start permission to the game device 20A. Then, the process shifts to step S612.
(step S612)
Upon receiving the game start permission from the server 10, the screen display control unit 251 of the game device 20A displays a screen (game progress screen) as shown in fig. 15 (c) on the game device display unit 24. Then, the game progress control unit 252 of the game device 20A plays the game of the player C to the player D.
As described above, according to the game system 1, the game device 20A displays not only the player name relating to the next fighting of the pair but also the player names relating to a plurality of matches based on the information relating to the fighting order (information relating to the fighting sequence table) transmitted from the server 10. Therefore, each player can start the game in which all players are present, based on his or her own judgment. Therefore, the host of the game event can efficiently progress the game event without taking much labor for the behavior management of each player.
(4) Modification example
The present invention is not limited to the above embodiments. That is, the present invention obtained by appropriately modifying the design of the above-described embodiment by those skilled in the art is also included in the scope of the present invention as long as the present invention has the features of the present invention. The elements included in the above embodiments can be technically combined as much as possible, and an invention obtained by combining the above embodiments is also included in the scope of the present invention as long as the invention includes the features of the present invention.
For example, in the case where the player is authenticated in step S606, the player terminal 40 owned by the player who is the opponent of the authenticated player or the player who is the teammate of the authenticated player may be notified that the player is authenticated. Thus, even when a certain player is not in the vicinity of the game device, the player can immediately know that the player is waiting by authenticating the opponent or the teammate, and thus can efficiently play the game. The notification may include information relating to the game device into which the authenticated player inserted the game card 50.
The "match-up sequence screen" in step S601 is not limited to the mode shown in fig. 15 (a). Fig. 16 is a diagram showing another example of the battle sequence screen. For example, as shown in fig. 16, a knockout table may be displayed for each game play. In the case of a tournament, the tournament table may be displayed for each game event. With these configurations, the player can immediately confirm his/her battle combination and the like.
In the battle order table creation process of step S503, the players registered as "not" may be excluded from the battle order table creation process to create the battle order table. According to this configuration, since the match-up sequence table can exclude the match-up combination which has been determined in advance because of the miss and which does not require execution of the game, and the match-up sequence table is simplified, the player can immediately confirm the match-up combination of the player and the like.
In addition, the game event is not limited to an event held in a single store. For example, a game event may be held simultaneously in a plurality of stores.
At any time during the game event, the host terminal 60, the store terminal 30, and the like may confirm a predetermined table or the like stored in the server 10 or the like and notify the player terminal 40 held by the player registered as "not". The notification may include, for example, a message to prompt registration.
The notification may be performed a predetermined number of times. The server 10 may disqualify the player if the player is not registered even after the predetermined number of notifications has elapsed (if the registered item is not changed from "not" to "already"). Disqualified players may be removed from the various tables, such as the event table, the battle table, and the battle order table.
In the battle table creation process (fig. 11) and the battle sequence table creation process (fig. 13), the host terminal 60 transmits a request for creating each table to the server 10 (steps S301 to S302, S501 to S502). However, the request for generating each table to be transmitted to the server 10 may be made by the store terminal 30 or another terminal (not shown) connected to the in-store network.
In steps S604 to S611 of the game start process (fig. 14), the card authentication unit 135 of the server 10 performs a card ID authentication process. However, the card ID authentication process may be performed by the game device processing unit 25 of the game device 20A. Specifically, when the play list processing unit 133 of the server 10 transmits the play list to the game device 20A (step S504), the card IDs of the players included in the play list are transmitted at the same time. When the game device 20A receives the input of the card ID of each player, the game device processing unit 25 determines whether or not the card ID matches any of the card IDs received from the server 10, and authenticates the card ID.
The present invention is not limited to the above-described embodiments, and can be implemented in other various forms without departing from the scope of the present invention. Therefore, the above embodiments are merely illustrative in all aspects and are not to be construed as limiting. For example, the above-described processing steps can be arbitrarily changed in order or executed in parallel within a range where the processing contents do not contradict each other. Further, other steps may be added between the respective processing steps. Further, a step described as one step may be divided into a plurality of steps to be executed, or a step described as divided into a plurality of steps may be grasped as one step.
Description of the reference numerals
1 … gaming system, 2 … communication network, 10 … server, 20A, 20B, 20C … gaming device, 30 … store terminal, 40 … player terminal, 50 … game card, 60 … host terminal.

Claims (6)

1. A server device connected to a plurality of game devices that execute a match-up game via a network, the server device comprising:
a storage unit that stores a battle table of game activities in which a plurality of players participate;
a fighting combination allocation unit that allocates a plurality of fighting combinations included in the fighting list to a predetermined game device among the plurality of game devices;
a transmission unit that transmits information on the plurality of fighting combinations allocated by the fighting combination allocation unit to the predetermined game device; and
and a game control unit that, when receiving, from the predetermined game device, an authentication request for a member of all of the players associated with a play combination selected in the predetermined game device among the plurality of play combinations, transmits, to the predetermined game device, a start permission of the play game associated with the play combination.
2. The server apparatus according to claim 1,
the fighting combination allocation unit allocates the plurality of fighting combinations to the predetermined game device in the order of the respective play combinations.
3. The server apparatus according to claim 2,
the fighting combination allocation unit calculates, for each of the plurality of fighting combinations allocated to the predetermined game device, a required time for executing the plurality of fighting combinations in sequence in accordance with the sequence.
4. A game device for executing a match-up game, the game device being characterized in that,
connected to a server device via a network, wherein the server device includes: a storage unit that stores a battle table of game activities in which a plurality of players participate; a fighting combination allocation unit that allocates a plurality of fighting combinations included in the fighting list to the game device; and a transmission unit that transmits information on the plurality of fighting combinations assigned by the fighting combination assignment unit to the game device,
the game device is provided with:
a receiving unit that receives the information on the plurality of fighting combinations included in the fighting list from the server device;
a display unit that displays a list of the plurality of fighting combinations based on the information received by the receiving unit; and
and a selection unit that selects at least one of the fighting combinations from the list of the plurality of fighting combinations.
5. A method for controlling a server device that is provided with a storage unit and is connected to a plurality of game devices that execute a match-up game via a network, the method comprising:
a step of storing a match table of game activities in which a plurality of players participate in the game in the storage unit;
distributing a plurality of fighting combinations included in the pair battle table to a predetermined game device among the plurality of game devices;
transmitting information on the plurality of allocated fighting combinations to the predetermined game device; and
and a step of transmitting, when an authentication request of a member of all players related to a fighting combination selected in the predetermined game device among the plurality of fighting combinations is received from the predetermined game device, a start permission of a fighting game related to the fighting combination to the predetermined game device.
6. A control program for a server device that is provided with a storage unit and is connected to a plurality of game devices that execute a match-up game via a network, the control program causing the server device to execute:
a step of storing a match table of game activities in which a plurality of players participate in the game in the storage unit;
distributing a plurality of fighting combinations included in the pair battle table to a predetermined game device among the plurality of game devices;
transmitting information on the plurality of allocated fighting combinations to the predetermined game device; and
and a step of transmitting, when an authentication request of a member of all players related to a fighting combination selected in the predetermined game device among the plurality of fighting combinations is received from the predetermined game device, a start permission of a fighting game related to the fighting combination to the predetermined game device.
CN201880049038.4A 2017-07-31 2018-07-26 Server apparatus, control method thereof, game apparatus, and recording medium Active CN110958905B (en)

Applications Claiming Priority (3)

Application Number Priority Date Filing Date Title
JP2017-148631 2017-07-31
JP2017148631A JP7145592B2 (en) 2017-07-31 2017-07-31 Server device, its control method and its control program
PCT/JP2018/028103 WO2019026763A1 (en) 2017-07-31 2018-07-26 Server device, control method therefor, and control program therefor

Publications (2)

Publication Number Publication Date
CN110958905A true CN110958905A (en) 2020-04-03
CN110958905B CN110958905B (en) 2023-08-11

Family

ID=65233433

Family Applications (1)

Application Number Title Priority Date Filing Date
CN201880049038.4A Active CN110958905B (en) 2017-07-31 2018-07-26 Server apparatus, control method thereof, game apparatus, and recording medium

Country Status (5)

Country Link
JP (1) JP7145592B2 (en)
CN (1) CN110958905B (en)
SG (1) SG11202000003UA (en)
TW (1) TWI829643B (en)
WO (1) WO2019026763A1 (en)

Families Citing this family (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP7332517B2 (en) 2019-05-24 2023-08-23 株式会社ポケモン A method, system, and program executed on a terminal to support TCG competition between users

Citations (12)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2004229844A (en) * 2003-01-29 2004-08-19 Aruze Corp Game system and game server
CN101950320A (en) * 2009-07-09 2011-01-19 科乐美数码娱乐株式会社 Game machine and used computer program thereof
CN102377734A (en) * 2010-08-11 2012-03-14 腾讯科技(北京)有限公司 Method, system and terminal for realizing console game fight interaction of mobile communication terminal
CN102682196A (en) * 2012-04-13 2012-09-19 青岛美天网络科技有限公司 Method and system for graphical display
CN102999692A (en) * 2011-09-14 2013-03-27 株式会社万代南梦宫游戏 Game device, game system, method of controlling game device, and sever system
JP2013118967A (en) * 2011-12-07 2013-06-17 Namco Bandai Games Inc Server device, administrative server system, program, and communication game system
JP2014155530A (en) * 2013-02-14 2014-08-28 Taito Corp Game system
JP2014158797A (en) * 2014-02-27 2014-09-04 Dna:Kk Server device and game program
WO2015022785A1 (en) * 2013-08-12 2015-02-19 株式会社セガ Game system
WO2015173962A1 (en) * 2014-05-16 2015-11-19 株式会社セガ Game system and program
CN105553821A (en) * 2015-12-14 2016-05-04 网易(杭州)网络有限公司 Game battle matching method and device
US20160310843A1 (en) * 2015-04-27 2016-10-27 Sony Interactive Entertainment America Llc Interactive events platform

Family Cites Families (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP5198806B2 (en) * 2007-06-27 2013-05-15 株式会社バンダイナムコゲームス Program, game device, and server
TWI468212B (en) * 2012-11-09 2015-01-11 Borden Technology Corp Gaming system and method for boxing machine
JP6577705B2 (en) * 2014-10-10 2019-09-18 任天堂株式会社 Information processing system, information processing apparatus, computer program, and information processing method

Patent Citations (12)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2004229844A (en) * 2003-01-29 2004-08-19 Aruze Corp Game system and game server
CN101950320A (en) * 2009-07-09 2011-01-19 科乐美数码娱乐株式会社 Game machine and used computer program thereof
CN102377734A (en) * 2010-08-11 2012-03-14 腾讯科技(北京)有限公司 Method, system and terminal for realizing console game fight interaction of mobile communication terminal
CN102999692A (en) * 2011-09-14 2013-03-27 株式会社万代南梦宫游戏 Game device, game system, method of controlling game device, and sever system
JP2013118967A (en) * 2011-12-07 2013-06-17 Namco Bandai Games Inc Server device, administrative server system, program, and communication game system
CN102682196A (en) * 2012-04-13 2012-09-19 青岛美天网络科技有限公司 Method and system for graphical display
JP2014155530A (en) * 2013-02-14 2014-08-28 Taito Corp Game system
WO2015022785A1 (en) * 2013-08-12 2015-02-19 株式会社セガ Game system
JP2014158797A (en) * 2014-02-27 2014-09-04 Dna:Kk Server device and game program
WO2015173962A1 (en) * 2014-05-16 2015-11-19 株式会社セガ Game system and program
US20160310843A1 (en) * 2015-04-27 2016-10-27 Sony Interactive Entertainment America Llc Interactive events platform
CN105553821A (en) * 2015-12-14 2016-05-04 网易(杭州)网络有限公司 Game battle matching method and device

Also Published As

Publication number Publication date
JP2019025080A (en) 2019-02-21
JP7145592B2 (en) 2022-10-03
WO2019026763A1 (en) 2019-02-07
TW201911149A (en) 2019-03-16
SG11202000003UA (en) 2020-02-27
TWI829643B (en) 2024-01-21
CN110958905B (en) 2023-08-11

Similar Documents

Publication Publication Date Title
EP2335790B1 (en) Game control program, game device, game server and method for controlling game
JP5822774B2 (en) Video game control server, video game control device, and video game control program
US10166468B2 (en) Information processing system, information processing apparatus, recording medium and information processing method
JP6200725B2 (en) Game system
US20160243449A1 (en) Information processing device and game program
US20140080595A1 (en) Server device, and non-transitory computer-readable storage medium storing game program
JP7242739B2 (en) Program, information processing device, and control method
JP6009477B2 (en) Game system and game program
WO2007094303A1 (en) Game server, bystander evaluating method, information recording medium, and program
JP5546572B2 (en) Video game processing apparatus and video game processing program
CN110958905B (en) Server apparatus, control method thereof, game apparatus, and recording medium
JP7403053B2 (en) Game systems and game programs
KR20210022084A (en) Network match-up puzzle game management system, network match-up puzzle game management device, and computer program stored in media
JP6768112B2 (en) Game system and game program
JP5526295B1 (en) GAME PROGRAM AND INFORMATION PROCESSING DEVICE
JP5499208B1 (en) Program and information processing apparatus
WO2015173962A1 (en) Game system and program
JP6084746B2 (en) Game system and game program
JP7320648B1 (en) Program and game device
JP7373153B2 (en) Control program, control method and computer
KR20130055844A (en) Method, game server, terminal, and recording medium for providing automatic matching between users in game
JP5558509B2 (en) Video game processing apparatus and video game processing program
KR20180047320A (en) Dart game system
JP2018153255A (en) Game system and program
JP2007037794A (en) Game machine and game system

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination
REG Reference to a national code

Ref country code: HK

Ref legal event code: DE

Ref document number: 40018933

Country of ref document: HK

GR01 Patent grant
GR01 Patent grant