CN110958905B - Server apparatus, control method thereof, game apparatus, and recording medium - Google Patents

Server apparatus, control method thereof, game apparatus, and recording medium Download PDF

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Publication number
CN110958905B
CN110958905B CN201880049038.4A CN201880049038A CN110958905B CN 110958905 B CN110958905 B CN 110958905B CN 201880049038 A CN201880049038 A CN 201880049038A CN 110958905 B CN110958905 B CN 110958905B
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China
Prior art keywords
game
combat
player
game device
unit
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CN201880049038.4A
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Chinese (zh)
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CN110958905A (en
Inventor
野崎隼人
清水章吾
神保友香
青木义明
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Biaohuo Co ltd
Sega Corp
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Biaohuo Co ltd
Sega Games Co Ltd
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Publication of CN110958905A publication Critical patent/CN110958905A/en
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    • 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

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

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 for executing a game of fighting via a network, the server device comprising: a storage unit that stores a pair of battle tables of game activities in which a plurality of players participate; a combat combination allocation unit that allocates a plurality of combat combinations included in a combat table to a predetermined game device among the plurality of game devices; a transmission unit that transmits information on the plurality of combat combinations allocated by the combat 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 the entire player of a game combination selected from the plurality of game combinations, transmits a start permission of a game of the game combination to the predetermined game device.

Description

Server apparatus, control method thereof, game apparatus, and recording medium
Technical Field
The invention relates to a server device, a control method thereof, a game device and a recording medium.
Background
Conventionally, game devices prepared in shops (including event venues) are used, and a game play is performed by the game devices, in which a plurality of players play against each other to determine the performance 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 to fight against each other; and a server connected to the game device via a network. The server provided in the game system includes: a matching process unit for selecting a player who is an opponent from a plurality of players; and an activity game progress information generation unit for determining the order of each of the games performed between the players selected by the matching unit.
The game device provided in the game system displays only the player name related to the next round of play based on the information related to the order of play transmitted from the server. When the player associated with the next round of play is authenticated by the server via the game device, the server transmits a game start permission to the game device, and the game device starts play.
Prior art literature
Patent literature
Patent document 1: japanese patent application laid-open No. 2015-36008
Disclosure of Invention
However, when the game device displays only the player name related to the next round of play, if one of the displayed players is located at a place away from the game device, the next round of play cannot be started. Furthermore, the start of the subsequent combat is delayed in turn, and as a result, the game play is delayed as a whole. Therefore, in order to avoid as much as possible the occurrence of a time zone in which the next round of play cannot be started, the game play must be performed efficiently because the players have to take a lot of effort to manage their movements.
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.
The server device of the present invention is a server device connected to a plurality of game devices for executing a game of fighting via a network, and is characterized by comprising: a storage unit that stores a pair of battle tables of game activities in which a plurality of players participate; a combat combination allocation unit that allocates a plurality of combat combinations included in a combat table to a predetermined game device among the plurality of game devices; a transmission unit that transmits information on the plurality of combat combinations allocated by the combat 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 the entire player of a game combination selected from the plurality of game combinations, transmits a start permission of a game of the game combination to the predetermined game device.
According to this aspect, since the players related to the plurality of combat are displayed on the game device, the game can be started from the fight of the whole player to the match according to the judgment of the player. Therefore, it is possible to suppress the occurrence of a time zone in which the next round of engagement cannot be started. Thus, the game can be efficiently performed without requiring a great deal of effort for managing the movements of the players.
Effects of the invention
According to the present invention, game play can be performed efficiently.
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 an activity table, (b) is a diagram showing an example of a combat table, and (c) is a diagram showing an example of a combat sequence table.
Fig. 4 is a schematic external view of the game device 20A.
Fig. 5 is a block diagram showing a functional configuration of 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 operation sequence related to the activity registration processing of the game system 1.
Fig. 10 is a diagram showing an example of operation sequence related to the player registration processing of the game system 1.
Fig. 11 is a diagram showing an example of operation sequence related to the game table generation process of the game system 1.
Fig. 12 is a diagram showing an example of operation sequence related to the registration processing of the game system 1.
Fig. 13 is a diagram showing an example of operation sequence related to the fight sequence table generation process of the game system 1.
Fig. 14 is a diagram showing an example of the operation sequence related to the game start process of the game system 1.
Fig. 15 (a) is a diagram showing an example of a fight sequence screen, (b) is a diagram showing an example of a screen, and (c) is a diagram showing an example of a game progress screen.
Fig. 16 is a diagram showing another example of the fight 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 these embodiments, and attention is paid to the invention described in the claims and equivalents thereof.
(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 plurality of game devices 20A to 20C and the store terminal 30 are provided in the store 3A so as to be communicable with each other. The plurality of game devices 20A to 20C and the store terminal 30 are connected to each other via an 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, each of the stores 3B and 3C is also provided with an in-store network similar to that of the store 3A. The player terminal 40 can be connected to the in-store network and the communication network 2 of the store 3A 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) that is used when a system manager or the like operates and manages game services.
The server communication unit 11 includes a communication interface circuit for connecting the server 10 to the communication network 2, and communicates with the communication network 2. The server communication unit 11 supplies data received from the game devices 20A to 20C, the store terminal 30, the player terminal 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 terminal 30, the player terminal 40, the host terminal 60, and the like.
The server storage unit 12 includes, for example, at least one of a tape device, a magnetic disk device, and an optical disk device. 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 that causes a game to progress and generates display data related to the result thereof. The computer program may be installed on the server storage unit 12 from a computer-readable, removable recording medium such as a CD-ROM or DVD-ROM, using a known installation program or the like.
The server storage unit 12 stores, as data, an activity table shown in fig. 3 (a), a combat table shown in fig. 3 (b), a combat sequence table 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 activity table includes items such as "activity name", "game condition", "participating player (card ID)", and "tactical table" associated with each activity ID. The "activity ID" is identification information for identifying a game activity in which a plurality of players play against each other based on the fight game. The "activity name" is information indicating a name given to each game activity, for example, "obsolete game T1". The "game condition" is information indicating various rules of the fight game such as the number of players per team (for example, single player, twin player, and triple player), the number of rounds, and the like. The "participating player (card ID)" is information indicating the player participating in the game activity and the card ID of the game card 50 possessed by the player. The game card 50 is an IC card for recording various information (user ID, score, etc.) related to the game of the game card 50 owner (player).
Fig. 3 (b) shows a tactical table. A tactical list is an example of a tactical list of gaming activities. The combat table contains items such as "game ID", "game play", "team/player", "registration", "win/lose", "score" and "status". The "game ID" is identification information for identifying individual combat constituting a game activity. The "game" is information indicating the number of games in the eliminated game. The "team/player" is a team name and/or player name related to the player who is engaged in the game play. The "registration" is information indicating whether each player has performed registration in a venue of a game activity, which will be described later. For example, "already" indicates that registration is completed, and "not" indicates that registration is not completed. The "win or lose" is information indicating the result of the game play. The "score" is information indicating the score obtained by each player in the game play. The "status" is information indicating the progress of the game play.
The combat table shown in fig. 3 (b) is a combat table of game activities in the form of obsoles. That is, in the game play of the present embodiment, the game play is sequentially performed from the 1 st play (game ID: "E01-G01") of the 1 st game, and the 7 th play (game ID: "E01-G07") of the 3 rd game (the winning game) is ended. The battle list is not limited to the obsolete form, and may be, for example, a tournament form.
Fig. 3 (c) shows a combat sequence table. The play order table is a list of a plurality of play combinations planned in advance, which are executed by the game device assigned to each game device by the play order table processing unit 133 described later. Fig. 3 (c) shows, as an example, a match-up sequence table assigned to the game device 20A.
The combat order table includes items such as "order", "game ID", "team/player", "registration" and "waiting time". An "order" is a temporarily determined order in which the players of the game play are to perform each of the combat. The "order" is an order that is temporarily determined by the sponsor of the gaming activity in any way to facilitate the play of the gaming activity. As will be described later, each player can start the game based on his own judgment without following the "order" under predetermined conditions. The "waiting time" is an estimated time taken until each match starts in the case where each match is performed as shown in the "order". The fight sequence table may include the start time of each fight when each fight is executed as indicated by the "sequence" instead of the "wait 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 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 appropriate steps based on a program and the like stored in the server storage unit 12. The server processing section 13 executes processing based on programs (operating system programs, driver programs, application programs, and the like) stored in the server storage section 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 combat list processing unit 132, a combat order list processing unit 133, a game control unit 134, and a card authentication unit 135. Each of these units is a functional module realized by a program executed by a processor provided in the server processing unit 13. Alternatively, these portions may be installed as firmware in the server 10.
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 tactical table processing portion 132 performs registration, update processing, and the like of the tactical table stored in the server storage portion 12. The combat sequence table processing unit 133 is an example of a combat combination allocation unit, and performs registration, update processing, and the like of the combat sequence table stored in the server storage unit 12. The game control unit 134 controls the progress of a fight game that is a multiplayer game. The card authentication section 135 performs authentication of 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 game device 20A.
The game device 20A of the present embodiment is provided in the store 3A, and is a game device that performs each game play constituting a game activity. In the present embodiment, a dart game is performed as an example of a 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 dart board 26, a region 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 and the communication network 2 of the store 3A, and communicates with the in-store network and the communication network 2 of the store 3A. The game device communication unit 21 supplies data received from the server 10, the store terminal 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, for example, at least one of a tape device, a magnetic disk device, and an optical disk device. 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 that causes a game to progress and generates display data related to the result thereof. The computer program may be installed on the game device storage unit 22 from a computer-readable, removable recording medium such as a CD-ROM or DVD-ROM, using a known installation program or the like.
The game device operation unit 23 is used for various operations by a player, a host of a game event, and the like, and is realized by operation buttons provided on an operation panel, for example. In the present embodiment, the game device operation unit 23 is used when a player selects a dart game type, or the like, as a game event.
The game device display unit 24 may be any device as long as it can display video, images, or the like, and may be, for example, a liquid crystal display, an organic EL (electroluminescence) display, or 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 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 as to execute the various processes of the game device 20A in appropriate steps based on the programs and the like stored in the game device storage unit 22. The game device processing section 25 executes processing based on programs (operating system programs, driver programs, application programs, and the like) stored in the game device storage section 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. Each of these units is a functional module realized by a program executed by a processor provided in the game device processing unit 25. Alternatively, these parts may be mounted as firmware on the game device 20A.
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 performs control of the authentication process of the card ID related to the game card 50 inserted into the card slot CS described later.
Dart board 26 is a board surface that is the target of dart games. 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 fine holes. The tip of the dart thrown by the player is accommodated in one of the plurality of holes provided in the target area 26A (the dart penetrates into the target area 26A).
The region detection unit 27 detects penetration of darts into the target region 26A, and is provided in plural numbers corresponding to the target region 26A. In the present embodiment, when the dart penetrates into the target area 26A, the target area 26A moves slightly rearward due to the impact of the dart. When detecting the displacement of the target region 26A, the region detecting unit 27 transmits a detection signal to the game device processing unit 25.
The card slot CS is an insertion port into which a player inserts the held game card 50. The game device 20A of the present embodiment is provided with four card slots CS so that at most four players can play a game. Further, more than four card slots CS may be provided so that the number of people exceeding four can play a game.
The game device card RW section 28 can read a card ID or the like recorded in the game card 50 held by the player in the store, or write information or the like obtained in the game result.
The coin insertion unit 29 includes: a coin inlet for inputting coins; and a sensor for detecting coins inserted from the insertion port. In the present embodiment, a player may be able to play a game by inserting a predetermined number of coins from the coin insertion port. Alternatively, the game may be played without putting coins in from the coin inlet.
(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 operating and managing game services, for example, by a host of game activities.
The store terminal communication unit 31 includes a communication interface circuit for connecting the store terminal 30 to the in-store network and the communication network 2 of the store 3A, and communicates with the in-store network and the communication network 2 of the store 3A. The store terminal communication unit 31 supplies the 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, for example, at least one of a tape device, a magnetic disk device, and an optical disk device. 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 that causes a game to progress and generates display data related to the result thereof. The computer program may be installed in the store terminal storage unit 32 from a computer-readable, removable recording medium such as a CD-ROM or 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 controls the overall operation of the store terminal 30. The store terminal processing unit 33 controls the operations of the store terminal communication unit 31 and the like so as to execute various processes of the store terminal 30 in appropriate steps based on a program and the like stored in the store terminal storage unit 32. The store terminal processing section 33 executes processing based on programs (operating system programs, driver programs, application programs, and the like) stored in the store terminal storage section 32. The store terminal processing unit 33 can execute a plurality of programs (application programs and the like) in parallel.
The shop terminal display unit 34 may be any device as long as it can display video, images, or the like, and may be, for example, a liquid crystal display, an organic EL (electroluminescence) display, or the like. The shop terminal display unit 34 may be integrated with the shop terminal operation unit 35 by, for example, a liquid crystal touch panel display screen. The shop terminal display unit 34 displays a video corresponding to the video data supplied from the shop 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 button, or the like. The game terminal operating unit 35 can be used by the game player to input characters, numbers, symbols, and the like. When an operation is performed by the party hosting the game, 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 from the player.
The store terminal card RW section 36 reads a card ID or the like recorded in the game card 50 held by the player in the store, or writes information or the like obtained in the game result 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 has a player terminal communication section 41, a player terminal storage section 42, a player terminal processing section 43, a player terminal display section 44, and a player terminal operation section 45.
The player terminal communication unit 41 includes a communication interface circuit for connecting the player terminal 40 to the in-store network and the communication network 2 of the store 3A, and communicates with the in-store network and the communication network 2 of the store 3A. The player terminal communication unit 41 supplies the 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, for example, at least one of a tape device, a magnetic disk device, and an optical disk device. 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 that causes a game to progress and generates display data related to the result thereof. The computer program may be installed in the player terminal storage unit 42 from a computer-readable, removable recording medium such as a CD-ROM or DVD-ROM, using a known installation program or the like. 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 cause an application stored in the server 10 or the like to operate 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 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 appropriate steps based on a program and the like stored in the player terminal storage unit 42. The player terminal processing section 43 executes processing based on programs (operating system programs, driver programs, application programs, and the like) stored in the player terminal storage section 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, or the like, and may be, for example, a liquid crystal display, an organic EL (electroluminescence) display, or the like. The player terminal display unit 44 may be integrated with the player terminal operation unit 45 by a liquid crystal touch panel display, for example. The player terminal display unit 44 displays 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, a key, or the like. The player terminal operation unit 45 can be used by the game player to input characters, numbers, symbols, and the like. When the player terminal operation unit 45 is operated by the player, a signal corresponding to the operation is generated. The generated signal is supplied to the player terminal processing unit 43 as an instruction from the player.
(2-5) Structure of the 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) that is used when operating, managing, or the like, a game service of a game.
The host terminal communication unit 61 includes a communication interface circuit for connecting the host terminal 60 to the communication network 2, and communicates 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, for example, at least one of a tape device, a magnetic disk device, and an optical disk device. The host terminal storage section 62 stores an operating system program, a driver program, an application program, data, and the like used for processing in the host terminal processing section 63. For example, the host terminal storage unit 62 stores, as an application program, a game program or the like that causes a game to progress and generates display data related to the result thereof. The computer program may be installed in the terminal storage unit 62 from a computer-readable, removable recording medium such as a CD-ROM or DVD-ROM, using a known installation program or the like.
The host terminal processing section 63 includes one or more processors and peripheral circuits thereof. The host terminal processing unit 63 is, for example, a CPU, and 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 as to execute various processes of the host terminal 60 in appropriate steps based on a program or 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 (application programs and the like) in parallel.
The host terminal display unit 64 may be any device capable of displaying video, images, or the like, and may be, for example, a liquid crystal display, an organic EL (electroluminescence) 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 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, a button, or the like. The host terminal operation unit 65 can be used by the game play host to input characters, numbers, symbols, and the like. When the host terminal operation unit 65 performs an operation 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) Action of the gaming System 1
(3-1) Activity Login processing
Fig. 9 is a diagram showing an example of operation sequence related to the activity registration processing of the game system 1. The operation sequence is executed mainly by the server processing unit 13 and the host terminal processing unit 63 in cooperation with the respective elements of the server 10 and the host terminal 60 based on the programs stored in the server storage unit 12 and the host terminal storage unit 62 in advance.
(step S101)
The host terminal operation unit 65 of the host terminal 60 receives an input of an event registration instruction by the host of the game event. That is, the host terminal operating unit 65 is operated to select a game condition (for example, the number of players and the number of rounds of one team), and an event registration instruction including information such as the game condition is input to the host terminal 60. Then, the process advances to step S102.
(step S102)
The host terminal processing unit 63 of the host terminal 60 transmits an event login request based on the event login instruction to the server 10. Then, the process advances 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 advances to step S104.
(step S104)
The event table processing unit 131 of the server 10 notifies the host terminal 60 of the completion of event registration. Then, the process advances to step S105.
(step S105)
The host terminal processing unit 63 of the host terminal 60 performs the event log-in ending process.
(3-2) player login processing
Fig. 10 is a diagram showing an example of operation sequence related to the player registration processing of the game system 1. The operation sequence is executed mainly by the server processing unit 13 and the player terminal processing unit 43 in cooperation with the respective elements of the server 10 and the player terminal 40 based on the programs stored in the server storage unit 12 and the player terminal storage unit 42 in advance.
(step S201)
The player terminal operation unit 45 of the player terminal 40 performs player registration reception processing. That is, a player who wishes to participate in the game play inputs information (e.g., card ID) related to the player terminal 40 by operating the player terminal operating unit 45. Then, the process advances to step S202.
(step S202)
The player terminal processing unit 43 of the player terminal 40 transmits a player login request to the server 10. The player login request contains the information related to the player described above. Then, the process advances to step S203.
(step S203)
The activity table processing unit 131 of the server 10 performs a player registration process. That is, the activity table processing unit 131 adds the player to the "participating player" field of the activity table stored in the server storage unit 12, and updates the activity table. Then, the process advances to step S204.
When the player registration completion condition is satisfied, the activity table processing unit 131 may notify the player terminal 40 of the completion of the player registration without performing the player registration process. Here, the player registration end condition may be any condition such as that the number of entries of participating players in the game play reaches a predetermined number, that a predetermined period has elapsed from the start of reception of the player registration, and that the host of the game play has performed an end instruction operation.
(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 advances to step S205.
(step S205)
The player terminal processing unit 43 of the player terminal 40 performs player registration completion processing.
(3-3) fight Table Generation Process
Fig. 11 is a diagram showing an example of operation sequence related to the game table generation process of the game system 1. The operation sequence is executed mainly by the server processing unit 13 and the host terminal processing unit 63 in cooperation with the respective elements of the server 10 and the host terminal 60 based on the programs stored in the server storage unit 12 and the host terminal storage unit 62 in advance.
(step S301)
The host terminal operation unit 65 of the host terminal 60 receives an input of an instruction to generate a combat table based on the host of the game activity. That is, the host of the game event operates the host terminal operation unit 65, and thereby, a fight table generation instruction relating to a predetermined event ID is input to the host terminal 60. Then, the process advances to step S302.
(step S302)
The host terminal processing unit 63 of the host terminal 60 transmits a request for generating a combat table to the server 10. Then, the process advances to step S303.
(step S303)
The combat table processing unit 132 of the server 10 performs combat table generation processing. That is, first, the play list processing unit 132 extracts the participating players associated with the predetermined activity IDs in the activity list stored in the server storage unit 12. Next, the match-up table processing unit 132 determines the match-up combinations of the extracted participating players. The decision method of the fight combination may be any method specified by the host of the game event in a random manner, a manner based on the ranking of the players, or the like. Next, the combat table processing unit 132 generates a combat table for sequentially performing the determined combat combinations (see fig. 3 (b)). Then, the process advances to step S304.
(step S304)
The combat table processing unit 132 of the server 10 notifies the host terminal 60 of the completion of the generation of the combat table. Then, the process advances to step S305.
(step S305)
The host terminal processing unit 63 of the host terminal 60 performs the fight list generation end processing.
(3-4) registration Process
Fig. 12 is a diagram showing an example of operation sequence related to the registration processing of the game system 1. The operation sequence is executed mainly by the server processing unit 13 and the store terminal processing unit 33 in cooperation with the respective elements of the server 10 and the store terminal 30 based on programs stored in the server storage unit 12 and the store terminal storage unit 32 in advance.
(step S401)
The store terminal operation unit 35 of the store terminal 30 performs registration reception processing. That is, a player who arrives at a game event venue or a game event sponsor operates the store terminal operation unit 35, and information (for example, a card ID or the like) about the player is input to the store terminal 30. Then, the process advances 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 information related to the player as described above. Then, the process advances to step S403.
(step S403)
The combat table processing unit 132 of the server 10 performs a process of updating the combat table. That is, the combat table processing unit 132 updates the combat table by changing "none" to "already" with respect to the player associated with the received registration request in the "registration" column of the combat table stored in the server storage unit 12. Then, the process advances to step S404.
(step S404)
The combat table processing unit 132 of the server 10 notifies the store terminal 30 of the completion of the update of the combat table. Then, the process advances to step S405.
(step S405)
The store terminal processing unit 33 of the store terminal 30 performs registration end processing.
(3-5) fight sequence Table Generation Process
Fig. 13 is a diagram showing an example of operation sequence related to the fight sequence table generation process of the game system 1. The operation sequence is executed mainly by the server processing unit 13, the game device processing unit 25, and the host terminal processing unit 63 in cooperation with the respective elements of the server 10 and the host terminal 60 based on programs stored in the server storage unit 12, the game device storage unit 22, and the host terminal storage unit 62 in advance.
(step S501)
The host terminal operation unit 65 of the host terminal 60 receives an input of an instruction to generate a match-up sequence table based on the host of the game. That is, the host of the game event operates the host terminal operation unit 65, and thereby inputs an instruction for generating a match-up sequence table with respect to a predetermined game device (for example, the game device 20A) to the host terminal 60. Then, the process advances to step S502.
(step S502)
The host terminal processing unit 63 of the host terminal 60 transmits a request for generating a match-up sequence table relating to the game device 20A to the server 10. Then, the process advances to step S503.
(step S503)
The combat sequence table processing unit 133 of the server 10 performs combat sequence table generation processing. That is, the play order table processing unit 133 refers to all the activity tables stored in the server storage unit 12 according to a predetermined method, and assigns a plurality of games to the game device 20A, thereby generating the play order table as shown in fig. 3 (c). The predetermined method may be any method specified by the sponsor of the game activity, such as a random method, a method based on player ranking, or the like. Then, the process advances to step S504.
(step S504)
The play order table processing unit 133 of the server 10 transmits information on the play order table to the game device 20A.
(3-6) Game Start Process
Fig. 14 is a diagram showing an example of the operation sequence related to the game start process of the game system 1. The operation sequence is executed mainly by the server processing unit 13 and the game device processing unit 25 in cooperation with the respective elements of the server 10 and the game device 20A based on programs stored in the server storage unit 12 and the game device storage unit 22 in advance.
(step S601)
The screen display control unit 251 of the game device 20A displays a screen (fight sequence screen) as shown in fig. 15 (a) on the game device display unit 24 based on the information on the fight sequence table. Then, the process advances to step S602.
Here, as shown in fig. 15 (a), the play list allocated to the game device 20A is displayed on the combat order screen. The fight sequence screen includes items such as "order", "obsolete match name", "team/player" and "waiting time". As described above, the "order" is an order in which the players of the game play temporarily determine to execute each fight. The "order" is an order temporarily determined for facilitating game play, and each player can start a game under his own judgment without following the "order" under predetermined conditions.
(step S602)
The game device 20A receives a selection of a combination of the combat. That is, the player selects the player's own combat combination on the combat order screen by operating the game device operation unit 23.
Here, for example, player a of players playing the game in order "1" on the play order screen stands by near game device 20A, but player B is not near game device 20A. On the other hand, both player C and player D, which are players of the game in the order "2" on the fight sequence screen, are on standby in the vicinity of game device 20A.
Then, it is assumed that player C selects its own combat combination (i.e., the combat combination of player C to player D) on the combat order screen by operating the game device operation unit 23. Then, the process advances to step S603.
(step S603)
With this selection, the screen display control unit 251 of the game device 20A displays a screen (screen) as shown in fig. 15 b on the game device display unit 24. As shown in fig. 15 (b), the screen is a screen for displaying only the match-up combinations selected by the player among the match-up combinations allocated to the game device 20A. The selected combat combination may be displayed in a form that is more conspicuous than the other combat combinations. Then, the process advances to step S604.
(step S604)
The game device 20A receives an input of the card ID of the player C. That is, player C inputs the card ID to game device 20A by inserting its own card into card slot CS of game device 20A. Then, the process advances to step S605.
(step S605)
The card information control unit 253 of the game device 20A transmits the received authentication request of the card ID related to the player C to the server 10. Then, the process advances to step S606.
(step S606)
The card authentication unit 135 of the server 10 performs authentication of the card ID associated with the player C included in the authentication request. That is, the card authentication unit 135 determines whether or not the game including the player associated with the card ID as the player is included in the play order table stored in the server storage unit 12. Then, the process advances 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 advances to step S608.
(step S608)
The game device 20A also receives input of the card ID of the other player. Here, for example, the game device 20A receives an input of the card ID of the player D. Then, the process advances to step S609.
(step S609)
The card information control unit 253 of the game device 20A transmits the received authentication request of the card ID related to the player D to the server 10. Then, the process advances to step S610.
(step S610)
The card authentication unit 135 of the server 10 performs authentication of the card ID associated with the player D included in the authentication request. That is, the card authentication unit 135 refers to the combat order table stored in the server storage unit 12, and determines whether or not the player D is a combat for the player C who has undergone the authentication process in step S606. Then, the process advances to step S611.
(step S611)
The game control unit 134 of the server 10 transmits a game start permission to the game device 20A. Then, the process advances 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 player C with respect to player D.
As described above, according to the game system 1, the game device 20A displays not only the player names related to the next round of play but also the player names related to a plurality of plays based on the information related to the play order (the information related to the play order table) transmitted from the server 10. Accordingly, each player can start the game in which the players of all players are in line with each other according to his own judgment. Therefore, the game can be efficiently performed without requiring a great deal of effort for managing the movements of the players.
(4) Modification examples
The present invention is not limited to the above embodiment. That is, the invention, which is obtained by appropriately changing the design of the above-described embodiments by those skilled in the art, is also included in the scope of the present invention as long as the features of the present invention are provided. The present invention is not limited to the above-described embodiments, and various modifications, variations, and other features of the present invention can be made without departing from the spirit and scope of the present invention.
For example, in the case where the player is authenticated in the above-described step S606, the player may be notified of the authentication of the player to the player terminal 40 of the player who is the opponent of the authenticated player or the player who is the teammate of the authenticated player. In this way, even when a certain player is not in the vicinity of the game device, the player can immediately know that the player is waiting for the player by authenticating the opponent or teammate, and therefore, the game can be efficiently performed. The notification may include information about the game device in which the authenticated player has inserted the game card 50.
The "fight 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 fight sequence screen. For example, the elimination table may be displayed for each game as shown in fig. 16. In addition, in the case of a tournament, a tournament table may be displayed for each game. With these configurations, the player can immediately check his own combat combination or the like.
In the above-described match-order-table generation process in step S503, the match-order table may be generated by excluding players registered as "no". According to this configuration, the combat combination which is determined in advance to be successful due to the lack of combat can be removed from the combat order table, and therefore, the execution of the game is not required, and the combat order table is simplified, so that the player can immediately check the combat combination of himself.
In addition, the game activities are not limited to those held in a single store. For example, a game may be played in a plurality of stores at the same time.
At any time during the game play, the terminal 60, the store terminal 30, and the like can 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 "no". The notification may include, for example, a message or the like that causes registration.
The notification may be performed a predetermined number of times. Further, the server 10 may disqualify the player when the predetermined time has elapsed even after the predetermined number of notifications have been made (when the registered item has not been changed from "not" to "already"). The disqualified player may be removed from various tables such as the activity table, the combat table, and the combat sequence table.
In the above-described fight table generation process (fig. 11) and fight sequence table generation process (fig. 13), the host terminal 60 transmits a request for generating each table to the server 10 (steps S301 to S302, and S501 to S502). However, the request for generating each table 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 ID authentication process is performed by the card authentication unit 135 of the server 10. However, the authentication process of the card ID may be performed by the game device processing unit 25 of the game device 20A. Specifically, when the play order table processing unit 133 of the server 10 transmits the play order table to the game device 20A (step S504), the card IDs of the players included in the play order table are simultaneously transmitted. 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 thereby performs authentication of the card ID.
The present invention is not limited to the above-described embodiments, and can be implemented in various other forms within a scope not departing from the gist of the present invention. The above embodiments are therefore to be construed in all aspects as merely illustrative and not limitative. For example, the above-described processing steps may be arbitrarily changed in order or executed in parallel within a range where contradiction does not occur in the processing contents. In addition, other steps may be added between the processing steps. The steps described as one step may be executed in a plurality of steps, or the steps described as being divided into a plurality of steps may be grasped as one step.
Description of the reference numerals
1 … gaming system, 2 … communications network, 10 … server, 20A, 20B, 20C … gaming device, 30 … store terminal, 40 … player terminal, 50 … game card, 60 … host terminal

Claims (5)

1. A server apparatus connected to a plurality of game apparatuses that execute a game of fighting via a network, the server apparatus comprising:
a storage unit that stores a pair of battle tables of game activities in which a plurality of players participate;
a combat combination allocation unit that allocates, to a predetermined game device among the plurality of game devices, a plurality of combat combinations included in the combat table, each of which is ordered;
a transmission unit that transmits information on the plurality of combat combinations allocated by the combat combination allocation unit to the predetermined game device; and
and a game control unit that, when an authentication request including identification information is received from the predetermined game device, the authentication request including identification information of the entire player of the player related to the selected play combination, which is displayed on the predetermined game device by an operation of the predetermined game device, regardless of the order, and when it is determined that one player identification information and other player identification information included in the authentication request correspond to players in the play table, transmits a start permission of the play game related to the selected play combination to the predetermined game device, regardless of the order.
2. The server apparatus of claim 1, wherein,
the combat combination allocation unit calculates, for each of the plurality of combat combinations allocated to the predetermined game device, a time required for sequentially executing the plurality of combat combinations in the order.
3. A game device for executing a fight game, the game device characterized in that,
the server device is connected to a server device via a network, and the server device is provided with: a storage unit that stores a pair of battle tables of game activities in which a plurality of players participate; a combat combination allocation unit that allocates, to the game device, a plurality of combat combinations included in the combat table, the plurality of combat combinations in order, respectively; and a transmitting unit that transmits information on the plurality of combat combinations allocated by the combat combination allocation unit to the game device,
the game device is provided with:
a receiving unit that receives the information on the plurality of combinations of combat contained in the combat list from the server device;
a display unit that displays a list of the plurality of combat combinations based on the information received by the receiving unit;
A receiving unit that receives selection of at least one combat combination from the list of the plurality of combat combinations displayed on the display unit, regardless of the order; and
and a transmitting unit configured to transmit an authentication request of a player related to at least one of the combat combinations to the server device.
4. A control method of a server apparatus, the server apparatus including a storage unit and being connected to a plurality of game apparatuses that execute a game of a match via a network, the control method comprising:
a step of storing a match-up table of game activities in which a plurality of players participate in the game in the storage unit;
a step of assigning a plurality of combat combinations included in the combat table to a predetermined game device among the plurality of game devices;
transmitting information on the allocated plurality of combat combinations to the predetermined game device; and
when an authentication request including identification information is received from the predetermined game device, the authentication request including identification information being received from the player's entire player associated with the match-up combination selected by the operation of the predetermined game device, and a step of transmitting a start permission of the combat game related to the combat combination selected to the predetermined game device when it is determined that one piece of player identification information and the other piece of player identification information included in the authentication request correspond to the combat player in the combat table.
5. A recording medium readable by a computer and storing a control program for a server apparatus that includes a storage unit and is connected to a plurality of game apparatuses that execute a game of fighting via a network, the recording medium characterized in that the control program causes the server apparatus to execute:
a step of storing a match-up table of game activities in which a plurality of players participate in the game in the storage unit;
a step of assigning a plurality of combat combinations included in the combat table to a predetermined game device among the plurality of game devices;
transmitting information on the allocated plurality of combat combinations to the predetermined game device; and
when an authentication request including identification information is received from the predetermined game device, the authentication request including identification information being received from the player's entire player associated with the match-up combination selected by the operation of the predetermined game device, and a step of transmitting a start permission of the combat game related to the combat combination selected to the predetermined game device when it is determined that one piece of player identification information and the other piece of player identification information included in the authentication request correspond to the combat player in the combat table.
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