TW200523002A - Game progress management device, game progress management method, and computer-readable recording medium containing the game progress management program - Google Patents

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

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Publication number
TW200523002A
TW200523002A TW093133230A TW93133230A TW200523002A TW 200523002 A TW200523002 A TW 200523002A TW 093133230 A TW093133230 A TW 093133230A TW 93133230 A TW93133230 A TW 93133230A TW 200523002 A TW200523002 A TW 200523002A
Authority
TW
Taiwan
Prior art keywords
game
terminal device
time
competition
aforementioned
Prior art date
Application number
TW093133230A
Other languages
Chinese (zh)
Other versions
TWI250886B (en
Inventor
Kazutaka Kubota
Kazuma Konishi
Yuuki Harano
Hiroyuki Wada
Kazunori Itoh
Shigeto Akashi
Masahiro Nishiyama
Masakazu Shibamiya
Original Assignee
Konami Corp
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 Konami Corp filed Critical Konami Corp
Publication of TW200523002A publication Critical patent/TW200523002A/en
Application granted granted Critical
Publication of TWI250886B publication Critical patent/TWI250886B/en

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Classifications

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

Abstract

A game progress management device includes a participation reception unit (361a) for receiving participation in a game from a client terminal device, a combination generation unit (361b) for arranging the participating terminal device in combinations constituting the game tournament, a game start unit (361c) for instructing a game start of each round by assigning a game space for one combination, and a game end unit (361d) for instructing a game end of each round according to the limit time until semi-final and deciding a participating terminal device as a winner according to the priority in the game progress state.

Description

200523002 ⑴ 九、發明說明 【發明所屬之技術領域】 本發明係關於經由通信線路,來與受理來自於玩家的 操作之遊戲終端裝置,使進行遊戲所需之操作信號可相互 通仏地連接’以管理由複數回合比賽所構成的錦標賽方式 的對戰遊戲的進行之遊戲進行管理裝置、遊戲進行管理方 法及記錄有遊戲進行管理程式之電腦可讀取之記錄媒體。 【先前技術】 以往’被提案或已被使用之各種者作爲在複數個玩家 之間所進行的電視遊戲。又,作爲大型遊戲機(arcade g a m e ;街機)用,配設複數台相同機種的電視遊戲裝置( 遊戲終端裝置),經由LAN及網際網路等的網路(及伺 服器)連接複數個電視遊戲裝置,複數個玩家可在相同的 遊戲空間內進行遊戲之電視遊戲裝置爲眾所皆知。在如此 的電視遊戲裝置,進行:麻將、象棋等的桌上遊戲,或運 動、格鬥等的對戰型遊戲(以下將桌上遊戲及對戰型遊戲 總稱爲對戰遊戲)。 在進行上述對戰遊戲之情況時’由於經由LAN及網 際網路等的網路(及伺服器)連接複數個電視遊戲裝置, 故不特定之多數的玩家可參加對戰遊戲。如此’在互不認 識的者彼此對戰之情況時,由於不知對戰對方之關於對戰 遊戲的能力,故比起以單獨的形態使用電視遊戲裝置’而 將電視遊戲裝置作爲對戰對手來進行對戰之通常的對戰遊 200523002 (2) 戲,能夠賦予對戰遊戲進行上的意外性,而賦予對戰遊戲 一定之有趣性。 一方面,由於藉由以複數回合比賽所構成的錦標賽方 式進行對戰遊戲,玩家能與更多數的對戰者對戰,故能提 · 昇有趣性,隨著戰勝比賽而激起慾望。 备 又,在對戰遊戲,具有:預先設定對戰時間者(以下 稱爲有時間限制對戰遊戲)、與遊戲的性質上對戰時間不 易設定者(以下稱爲無時間限制對戰遊戲)。 · 但,即使爲有時間限制對戰遊戲,例如在模擬足球之 足球遊戲,前半場及後半場的對戰時間分別爲4 5分鐘的 情況般,在一回合的對戰遊戲所需要的對戰時間長之情況 時,以錦標賽方式進行對戰遊戲時則使得對戰時間變得更 長,玩家被長時拘束,故削減了有趣性。 又’在以錦標賽方式進行無時間限制對戰遊戲(例如 ,模擬了麻將之麻將遊戲)之情況時,由於即使同時刻地 開始錦標賽之一回合賽事的各自之對戰,每個構成錦標賽 φ 的玩家之組合的對戰結束時刻也不相同(對戰時間不同) ’故如何處理下一回的比賽之開始時間點及方法等,在達 到追種遊戲上成爲課題。即,在适種遊戲,特別係圓滑且 迅速地進行錦標賽係極爲困難。 本發明係有鑒於上述課題而開發完成的發明,其目的 _ 在於提供一種’在網路遊戲,能夠迅速且圓滑地進行由複 數回合比賽所構成的錦標賽方式之對戰遊戲的遊戲進行管 理裝置、遊戲進行管理方法及記錄有遊戲進行管理程式之 -6- 200523002 (3) 電腦可讀取之記錄媒體。 【發明內容】 爲了達到上述目的,本發明之遊戲進行管理裝置,係 受理來自於玩家的操作之遊戲終端裝置經由通信線路,將 進行遊戲所需之操作信號可通信地連接而執行,來管理由 複數回合比賽所構成的錦標賽方式的對戰遊戲的進行之遊 戲進行管理裝置,其特徵爲:具備:由前述遊戲終端裝置 受理對於前述對戰遊戲之參加的參加受理手段,根據預定 的規則,將藉由前述參加受理手段受理了參加之遊戲終端 裝置也就是參加終端裝置,依照所定的規則而安插至構成 前述對戰遊戲的錦標賽之組合的組合生成手段;根據前述 組合生成手段所生成的組合,對於1個組合分配1個遊戲 空間,對於前述參加終端裝置指示各比賽的對戰遊戲之開 始的對戰開始手段;以及根據至少對於準決賽爲止之各比 賽所預先設定的對戰時間之限制時間,針對前述參加終端 裝置,指示各比賽的對戰之結束,並且,因應對戰結束的 時間點之前述對戰遊戲的進行狀況之優越性,決定戰勝者 的參加終端裝置之對戰結束手段者。 若根據此裝置,藉由參加受理手段,由遊戲終端裝置 受理對於對戰遊戲之參加,藉由組合生成手段,使得藉由 參加受理手段受理了參加的遊戲終端裝置之參加終端裝置 ,根據預定的規則,安插至構成對戰遊戲的錦標賽之組合 。然後,藉由對戰開始手段,根據藉由組合生成手段所生 200523002 (4) 成的組合,對於1個組合分配]個遊戲空間後,對於參加 終端裝置指示各比賽的對戰遊戲之開始。其次,藉由對戰 結束手段,根據至少對於至準決賽爲止的各比賽所先設定 的對戰時間之限制時間,對於參加終端裝置指示各比賽的 對戰之結束,並且因應在各對戰結束之時間點的對戰遊戲 之進行狀況的優越性,決定戰勝者之參加終端裝置。 因此,由於根據至少對於至準決賽爲止的各比賽所預 先設定的對戰時間之限制時間,對於參加終端裝置指示各 比賽的對戰之結束,並且因應在各對戰結束之時間點的對 戰遊戲之進行狀況的優越性,決定戰勝者之參加終端裝置 ’故藉由適當地設定對戰時間之限制時間,可迅速且圓滑 地進行對戰遊戲。 又’本發明之遊戲進行管理方法,係使用遊戲進行管 理裝置之遊戲進行管理方法,該遊戲進行管理裝置爲受理 來自於玩家的操作之遊戲終端裝置經由通信線路,將進行 备戲所需之操作信號可通信地連接而執行,來管理由複數 回合比賽所構成的錦標賽方式的對戰遊戲的進行者,其特 徵爲: 使前述遊戲進行管理裝置執行:由前述遊戲終端裝置 又理封於則述對戰遊戲之參加的參加受理處理;根據預定 的規則’將在前述參加受理手段受理了參加之遊戲終端裝 置也,就是爹加終端裝置,安插至構成前述對戰遊戲的錦標 賽之過合的組合生成處理;根據前述組合生成處理所生成 ^ ώ合’對於1個組合分配]個遊戲空間,對於前述參加 200523002 (5) 終端裝置指示各比賽的對戰遊戲開始的對戰開始處理;以 及根據至少對於準決賽爲止之各比賽所預先設定的對戰時 間之限制時間,對於前述參加終端裝置,指示各比賽的對 戰之結束,並且,因應對戰結束的時間點之前述對戰遊戲 的進行狀況之優越性,決定戰勝者的參加終端裝置之對戰 結束處理者。 若根據此方法,在參加受理處理,由遊戲終端裝置受 理對於對戰遊戲之參加,在組合生成處理,根據預定的規 則,將在參加受理手段所受理的參加之遊戲終端裝置也就 是參加終端裝置,安插至構成對戰遊戲的錦標賽之組合。 然後,在對戰開始處理,根據在組合生成處理所生成的組 合,對於1個組合分配】個遊戲空間,,對於參加終端裝 置指示各比賽的對戰遊戲開始。其次,在對戰結束處理, 根據至少對於準決賽爲止之各比賽所預先設定的對戰時間 之限制時間,對於參加終端裝置’指示各比賽的對戰之結 束,並且,因應對戰結束的時間點之對戰遊戲的進行狀況 之優越性,決定戰勝者的爹加終端裝置。 因此,由於根據至少對於準決賽爲止之各比賽所預先 設定的對戰時間之限制時間’對於參加終端裝置’指示各 比賽的對戰之結束’並且’因應對戰結束的時間點之對戰 遊戲的進行狀況之優越性’決定戰勝者的參加終端裝置’ 故藉由適當地設定對戰時間之限制時間’可迅速且圓滑地 進行對戰遊戲。 且,本發明的記錄有遊戲進行管理程式之電腦可讀耳又 冬 200523002 (6) 之記錄媒體,係記錄有遊戲進行管理裝置的遊戲進行管理 方法之電腦可讀取之記錄媒體,該遊戲進行管理裝置爲受 理來自於玩家的操作之遊戲終端裝置經由通信線路,將進 行遊戲所需之操作信號可通信地連接而執行,來管理由複 數回合比賽所構成的錦標賽方式的對戰遊戲的進行者,其 特徵爲:記錄有將前述遊戲進行管理裝置作爲參加受理手 段、組合生成手段、對戰開始手段以及對戰結束手段來發 揮功能者,其中參加受理手段係由前述遊戲終端裝置受理 對於前述對戰遊戲之參加者,組合生成手段係根據預定的 規則,將藉由前述參加受理手段受理了參加之遊戲終端裝 置也就是參加終端裝置,安插至構成前述對戰遊戲的錦標 賽之組合,對戰開始手段係根據前述組合生成處理所生成 的組合者,對於1個組合分配1個遊戲空間,對於前述參 加終端裝置指示各比賽的對戰遊戲開始者,而對戰結束手 段係根據至少對於準決賽爲止之各比賽所預先設定的對戰 時間之限制時間,針對前述參加終端裝置,指示各比賽的 對戰之結束,並且,因應對戰結束的時間點之前述對戰遊 戲的進行狀況之優越性,決定戰勝者的參加終端裝置者。 若根據此記錄有遊戲進行管理程式之電腦可讀取之記 錄媒體,藉由參加受理手段,由遊戲終端裝置受理對於對 戰遊戲之參加,藉由組合生成手段,使得藉由參加受理手 段受理了參加的遊戲終端裝置之參加終端裝置,根據預定 的規則,安插至構成對戰遊戲的錦標賽之組合。然後,藉 由對戰開始手段,根據藉由組合生成手段所生成的組合, -10- 200523002 (7) 對於1個組合分配1個遊戲空間後,對於參加終端裝置指 示各比賽的對戰遊戲之開始。其次,藉由對戰結束手段, 根據至少對於至準決賽爲止的各比賽所先設定的對戰時間 之限制時間,對於參加終端裝置指示各比賽的對戰之結束 ,並且因應在各對戰結束之時間點的對戰遊戲之進行狀況 的優越性’決定戰勝者之參加終端裝置。 因此,由於根據至少對於至準決賽爲止的各比賽所預 先設定的對戰時間之限制時間,對於參加終端裝置指示各 比賽的對戰之結束,並且因應在各對戰結束之時間點的對 戰遊戲之進行狀況的優越性,決定戰勝者之參加終端裝置 ,故藉由適當地設定對戰時間之限制時間,可迅速且圓滑 地進行對戰遊戲。 【實施方式】 圖1係適用本發明之遊戲進行管理裝置的遊戲系統之 構成圖。遊戲系統係具備:分別對應賦予識別資訊之客戶 終端裝置(相當於遊戲進行管理裝置的一部分及遊戲終端 裝置)】,分別對應賦予識別資訊,經由複數個(在此爲8 台)之客戶終端裝置1與專用線5可通信地連接之店舖伺 服器裝置2 ;以及經由複數個店舖伺服器裝置2與通信線 路4可通信地連接,且管理複數個玩家使用客戶終端裝置 I所進行的遊戲之中心伺服器裝置3 (相當於遊戲進行管 理裝置之一部分)。再者,店舖伺服器裝置2間也經由通 信線路4可通信地連接著。 -11 - 200523002 (8) 客戶終端裝置]係受理玩家參照顯示於顯示器的遊戲 畫面所進行的預定操作,並且根據由店舖伺服器裝置2 ( 或中心词服益裝置3 )所傳送來的指不訊號、來自於其他 的客戶終端裝置1之操作信號等,進行遊戲。 再者,對應賦予客戶終端裝置]之識別資訊係包含: 每個連接有客戶終端裝置1的店舖伺服器裝置2之識別資 訊(或配設有客戶終端裝置1的店舖之識別資訊);及每 個在配設有客戶終端裝置1的店舖內之客戶終端裝置1的 識別資訊(稱爲終端號碼)。例如,在店舖A的店舖伺服 器裝置2之識別資訊爲A,且在店舖A內的客戶終端裝置 1之識別資訊爲4之情況時,該客戶終端裝置1的識別資 訊爲a4。 店舖伺服器裝置2係將分別爲複數(在此爲8台)的 客戶終端裝置1及中心伺服器裝置3可通信地連接,而在 客戶終端裝置1與中心伺服器裝置3之間進行資料的傳送 、接收,並且檢測出不能通信的通信線路4,生成進行遊 戲所需要的模擬操作信號,傳送至客戶終端裝置1者。 中心伺服器裝置3係受理來自於玩家的操作之客戶終 端裝置1經由通信線路4 (及店舖伺服器裝置2 )使進行 遊戲所需要的操作信號相互可通信地連接,管理由複數回 合比賽所構成的錦標賽方式的對戰遊戲之進行,且將在後 述的指紋認證所需要的玩家之指紋的特徵點資料對應賦予 使用者1D後作爲玩家資訊加以儲存者。 第2圖係顯示客戶終端裝置]的一實施形態的外觀之 -12- 200523002 Ο) 斜視圖。再者,在以下的說明,說明顯示器一體地構成的 業務用電視遊戲裝置作爲客戶終端裝置的一例,但本發明 特別不限於此例子,同樣地亦可適用於藉由將家庭用電視 遊戲機連接於家庭用電視所構成的家庭用電視遊戲裝置、 藉由執行電視遊戲程式來作爲電視遊戲裝置發揮功能之個 人電腦等。 又,在本實施形態,使用本發明之客戶終端裝置1所 進行之對戰遊戲,係模擬以預定人數(在此爲64人)之 玩家構成的由複數回合比賽(在此爲3回合比賽)所形成 錦標賽形式之麻將的麻將遊戲,操作客戶終端裝置1之玩 家、與操作其他客戶終端裝置1的玩家或CPU玩家進行 對戰者。再者,如後所述,第1回合及第2回合對戰係在 1 〇分鐘的限制時間內進行對戰遊戲,第3回合對戰(決勝 戰)係以無時間限制,在東風戰(東風圈4局)進行對戰 玩家。在與操作其他客戶終端裝置1的玩家進行對戰之情 況時,經由後述的網路通信部1 8、店舖伺服器裝置2及中 心伺服器裝置3等,進行客戶終端裝置1間之資料的傳送 、接收,在店舖伺服器裝置2儲存關於遊戲進行狀況之資 訊。 客戶終端裝置】係具備:顯示遊戲畫面之顯示器]1 ; 由催促顯示於顯示器】1的遊戲畫面之選擇等的按鍵之位 址與根據玩家之按壓位置判定係否已被指示了任一按鍵的 觸控面板]]a ;輸出聲音之揚聲器1 2 ;讀入記憶於個人卡 片的使用者I D等的資訊之讀卡機]3 ;使用來自於後述的 -13- 200523002 (10) CC'D照相機]4a之指紋資訊擷取個人認證所需要的特徵點 資料之指紋認證部1 4 ;以及接收使用者所投入的硬幣之硬 幣接收部1 5。藉由指紋認證部丨4所擷取的特徵點資料係 經由後述的網路通信部】8及店舖伺服器裝置2等,儲存 至中心伺服器裝置3之後述的玩家資訊3 6 2 a。 顯示器 U係顯示圖像之例如薄型的液晶顯示器。揚 聲器1 2係用來輸出預定的訊息或b GM者。指紋認證部】4 係具備將玩家的指紋攝影之C C D照相機]4 a。亦能以其他 的數位攝影器(例如CMOS照相機等)代替CCD照相機 ]4 a所構成的形態。硬幣接收部1 5係具備:在所被投入的 硬幣爲不良硬幣之情況時將其排出之硬幣排出口 1 5 1。 又,個人卡片係記憶有使用者ID等的個人資訊之磁 性卡或1C卡等,雖未圖示但讀卡機1 3係可由已被插入的 個人卡片讀出個人資訊者。 在客戶終端裝置1的適當處所,配設有以對各部輸出 控制信號的微電腦等所構成之控制部1 6 (參照圖3 )。 圖3係顯示客戶終端裝置1的一實施形態之硬體構成 圖。控制部1 6係用來控制客戶終端裝置1的全體動作者 ,具備:資訊處理部(CPU ) 1 6 1、暫時地儲存處理途中 之資訊的RAM 1 62及預先記憶著後述的預定圖像資訊及遊 戲程式等之ROM163。 外部輸出輸入控制部1 7 ],係在控制部1 6與包含有讀 卡機I 3、觸控面板1 1 a、CCD照相機]4a及硬幣排出口 ]5之檢測部之間,將檢測信號變換成處理用數位信號,又 200523002 (11) 將指令資訊對於檢測部之各機器變換成控制信號後加以輸 出者’例如分時地進行該信號處理與輸出輸入處理者。外 部機器控制部1 7 2係在各自的分時期間內,進行對於檢測 部的各機器輸出控制信號的輸出動作、與由檢測部的各機 器輸入檢測信號的輸入動作者。 描繪處理部1 1 1係根據來自於控制部】6的圖像顯示 指示,將所需的圖像顯示於顯示器1 ]者,具備視訊RAM 。聲音再生部]2 1係根據來自於控制部]6之指示,將預 定的訊息或B GM等輸出至揚聲器丨2者。 觸控面板1 1 a係呈長方形的薄層體,藉由將在縱橫以 預定間距排列由線狀透明材料所成的感壓材料者以透明蓋 披覆等所構成者’黏合於顯示顯示器1 1的圖像之顯示畫 面(在顯示器]1爲由CRT所構成的情況時,爲陰極射線 管)之表面。此觸控面板1 1 a係可採用習知者。又,觸控 面板Π a係可由催促顯示於顯示器1 1畫面的選擇等之按 鍵的位址與按壓位置,來判定係否已指示了任何一按鍵。 在RO Ml 63,記憶有麻將牌物件、背景圖像、各種畫 面的圖像等。麻將牌物件等係可進行3次元描繪般,以構 成其之所需數目的多角形來構成,描繪處理部11 1係根據 來自於C P U 1 6 1之描繪指示,進行用來由在3次元空間上 的位置變換至在模擬3次元空間上的位置之計算、光源計 算處理等,並且根據上述計算結果’進行欲對於視訊RAM 描繪之圖像資料的寫入處理,例如對於以多角形所指定的 視訊R A Μ的區域之結構資料的寫入(貼上)處理。 -15- 200523002 (12) 在此’說明C P U 1 6 ]的動作與描繪處理部]]]的動作 之關係。CPU 1 6 1係根據記錄在作爲來自於外部的裝卸式 之ROM163的作業系統(〇s),由ROM163讀出圖像、聲 苜及控制程式貧料、遊戲程式資料。已被讀出的圖像、聲 首及控制程式貸料等的一部分或全部,保持於r a Μ 1 6 2上 。以後,CPU 1 6 1根據記憶在RAMI 62上的控制程式、各 種資料(包含顯示物體的多角形或結構等其他的文字圖像 之圖像資料、聲音資料)、以及來自於檢測部的檢測信號 等,進行處理。 於已被記憶在R Ο Μ ] 6 3的各種資料中,能記憶於可裝 卸的記錄媒體之資料,亦可作成能以例如硬碟機(驅動器 )、光碟機(驅動器)、可撓式碟片機(驅動器)、砂碟 機(驅動器)、匣式媒體讀取機等的驅動器來讀取,在此 情況時,記錄媒體爲例如硬碟、光碟、可撓式碟片、C D、 DVD、半導體記憶體等。 網路通部18係用來將在進彳τ麻將遊戲中所發生的 各種活動資訊經由網路及店舖伺服器裝置2等,來與中心 伺服器裝置3傳送、接收者。 在此,說明關於客戶終端裝置1之個人認證方法。個 人認證係確認客戶終端裝置1 (或經由網路通信部〗8及網 路所連接的中心伺服器裝置3 )所認識的玩家、與實際進 行遊戲之玩家爲相同之認證。在玩家最初於客戶終端裝置 1進行遊戲的情況時,藉由讀卡機1 3由所插入的個人卡片 讀出使用者ID資料(識別資訊),藉由指紋認證部]4的 •16- 200523002 (13) CCD照相機1 4a攝影玩家的指紋,藉由指紋認證部〗4, 使用來自於CCD照相機]4a的指紋資訊,擷取個人認證 所需要的特徵點資料。然後,將使用者ID資料與特徵點 資料傳送至經由網路通信部]8及網路所連接的店舖伺服 器裝置2,由店舖伺服器裝置2經由通信線路,傳送至中 心伺服器裝置3後,儲存於後述的玩家資訊記憶部3 62 a。 如此,進行玩家對於中心伺服器裝置3之登錄。 當在中心伺服器裝置3已經登錄完成的玩家以客戶終 端裝置1進行遊戲之情況時,藉由讀卡機1 3由已被插入 的個人卡片讀出使用者ID,藉由指紋認證部1 4的CCD照 相機1 4 a攝影玩家之指紋,藉由指紋認證部1 4,使用來自 於CCD照相機1 4a的指紋資訊,擷取個人認證所需要的 特徵點資料。然後,將使用者ID資料與特徵點資料傳送 至經由網路通信部1 8及店舖伺服器裝置2等所連接之中 心伺服器裝置3,藉由中心伺服器裝置3進行對應於儲存 在後述的玩家資訊記憶部3 62 a之使用者ID的特徵點資料 與被傳送來的特徵點資料係否相同之判定,在肯定了此判 定之情況時,許可玩家進行遊戲,在否定該判定的情況時 ’拒絕其進行遊戲(例如,在客戶終端裝置1之顯示器1 1 顯示錯誤訊息,催促玩家在此進行指紋認證)者。 第4圖係客戶終端裝置1的控制部1 6之功能構成圖 的一例。控制部1 6的CPU 1 6 1係具備:接收來自於玩家 的操作,並且根據來自於中心伺服器裝置3的指示及麻將 規則,控制遊戲的進行之遊戲進行控制部]6 ] a (相當於進 200523002 (14) 行手段的一部分);對於達到預定條件的玩家,假想地賦 予預定數量的道具之道具賦予部1 6 1 b ;在每回合遊戲結束 ,判定玩家在遊戲之排名的成績判定部1 6 1 c ;根據成績判 定部]6 1 c.之判定結果,由玩家假想地持有的道具,將預 . 定數量分在玩家間移動之道具移動部1 6 1 d ;根據玩家假想 地持有之道具的數量,決定該玩家在遊戲上所表示的強度 等級之段位的段位決定部]6 I e ;測量時刻之計時器1 6 1 f (相當於進行手段之一部分);受理由玩家要求捨牌時間 參 之延長操作的延長要求受理部1 6 ] g (相當於進行手段之一 部分);以及進行捨牌時間的延長處理之延長處理部I 6 ] h (相當於進行手段之一部分)。 又,控制部]6之R A Μ 1 6 2係具備:將道具的數量及 段位對應於玩家的識別資訊加以儲存之段位記憶部1 6 2 a ( 相當於段位記憶手段之一部分);及針對每個段位’儲存 後述的捨牌時間TA之捨牌時間記憶部1 62b (相當於捨牌 時間記憶手段之一部分)。 遊戲進行控制部1 6 ] a係用來經由觸控面板1 1 a等受 理來自於玩家的操作,並且根據來自於中心伺服器裝置3 及店舖伺服器裝置2之指示及麻將規則,以控制遊戲之進 行者。又,遊戲進行控制部1 6 ] a係當由以計時器1 6 1 f所 測量的摸牌的時間點至捨牌爲止的限制時間也就是捨牌時 * 間TA結束時,強制地進行摸牌捨棄者。 道具賦予部]6 1 b係對於達到預定條件的玩家假想地 賦予道具(在此,稱爲龍幣(d r a g ο n c h i p )之道具,並且 -18 - 200523002 (15) 增減玩家假想地保有之點數,將道具及點數對應玩家的識 別資訊儲存於段位記憶部1 6 2 a者。再者,玩家假想地保 有之點數也係與龍幣同樣地,爲一種道具。 在此’具體地說明關於點數之增減方法及道具的賦予 條件。在遊戲中,在玩家胡牌之際,,將玩家所假想地保 有之點數加算預定數,在玩家放炮之際,將點數減算預定 數者。例如,玩家胡牌之情況時,對於胡牌的點數]〇 〇 〇 點,以2 G點數的比率加算點數。在玩家放炮之情況時, 對於放炮的點數1 0 0 0點,以1 0點數之比率減算點數。在 點數形成]0 0 〇以上之情況時,假想地賦予3個龍幣之道 具。 成績判定部1 6 1 c係在遊戲結束時,在玩家假想地作 爲點數棒所持有之點數多的排名,判定排名。其中,遊戲 開始時’玩家假想地作爲點數棒所持有的點數(稱爲原點 數)係相同。原點數,例如爲2 0 0 0 0點。 道具移動部]6 1 d係在藉由成績判定部I 6 I c判定排名 後’根據道具賦予部1 6 ] b之判定結果,由玩家所假想地 持有之道具’將預定數量分在玩家間移動者。具體而言, 由4位的玩家,將龍幣移動至1位玩家。又,道具移動部 1 6 I d係將龍幣的個數更新地儲存於段位記憶部I 6 2 a。 段位決:定部1 6 1 e係根據玩家假想地持有之道具的個 數’決定該玩家在遊戲上所顯示的強度等級之段位者。以 下’使用圖5,說明關於具體的段位之決定方法。 圖5 ( a )係顯示藉由段位決定部]6 1 e所進行的玩家 -19- 200523002 (16) 在本遊戲所示的強度等級之段位(十級〜一級)的賦予條 件之圖表的一例。最初遊玩本遊戲之玩家,其段位爲十級 。例如,在點數形成I 0 0〜1 9 9時,段位成爲九級。然後 ,伴隨著點數之增加(或減少),使段位上升(或下降) ’例如’點數形成9 0 〇〜9 9 9時,段位成爲一級。在點數 形成1 0 0 0以上之情況時,段位成爲初段。 圖5 ( b )係顯示藉由段位決定部】6丨e所進行的玩家 在本遊戲所示的強度等級之段位(初段〜八段)的賦予條 件之圖表的一例。如上所述5道具賦予部1 6 1 b係對於點 數成爲】0 0 0以上之玩家,假想地賦予3個龍幣。然後, 藉由道具移動部1 6 1 d,根據成績判定部1 6 1 c之判定結果 ,在玩家間移動玩家所假想地持有的龍幣之結果,玩家所 假想地持有之龍幣的數量改變,更新儲存於段位記憶部 ]62a。然後,例如當龍幣之數量爲5個以上I 〇個以下時 ,段位爲二段。然後,伴隨著龍幣之個數增加(或減少) ’使段位上升(或下降),當龍幣之數量形成4 6個以上 時,段位爲八段。再者,玩家爲初段之狀態,進行遊戲的 結果,在龍幣之數量形成〇個以下之情況時,下降成一級 〇 即,段位決定部1 6 1 e係根據以道具賦予部〗6〗b所決 定的點數、和以道具賦予部I 6 ] b及道具移動部1 6】d所決 定的道具之個數,參照如第5圖所示的段位桌面,決定相 關之段位者。 計時器]6 ] f係測量由摸牌的時間點至捨牌的時間限 -20 - 200523002 (17) 制之捨牌時間ΤΑ的剩餘時間者,限於此捨牌時間ΤΑ內 ,遊戲進行控制部1 6 1 a受理玩家經由觸控面板1 1 a輸入 捨牌選擇操作者。在此,計時器1 6 1 f係藉由由段位記憶 部]62a讀出玩家的段位後,由捨牌時間記憶部1 62b讀出 對應於已被讀出之段位的捨牌時間TA,來設定捨牌時間 TA者。 延長要求受理部1 6 1 g係根據來自於觸控面板1 1 a的 訊號,將顯示於顯示器1 1的後述之長時考慮按鍵(參照 第1 8圖)已被按壓的情事作爲捨牌時間延長要求信號加 以受理者。 延長處理部1 6 1 h係至少在捨牌時間T A內(在此爲由 摸牌的時間點算起之1 0秒以內)受理玩家之觸控面板1 1 a 的長時考慮按鍵之按壓(藉由延長要求受理部]6 ] g之捨 牌時間延長要求),且判定已延長的捨牌時間TA之次數 係否爲預定的次數(在此爲〇次)以下(1次也未延長) ,並且在達到此限制條件之情況時’許可捨牌時間TA的 延長要求之受理者。奏,在許可受理延長要求之情況時, 延長處理部1 6 Πι係在藉由計時器1 6 1 f所測量的捨牌時間 丁A之剩餘時間加上預定的延長時△ T (例如5秒)者。 段位記憶部〗62a係將道具的數量及段位對應玩家的 識別資訊加以儲存者。在此’當遊戲開始時,藉由遊戲進 行控制部1 6 1 a由中心伺服器裝置3的後述之玩家資訊記 憶部3 62 a讀取對應於玩家的識別資訊之道具的數量及段 位,儲存至段位記憶部]6 2 a。 -21 - 200523002 (18) 捨牌時間記憶部I 62b係針對每個段位,儲存捨牌時 間T A者。在此,針對每個段位所設定的捨牌時間T A係 當遊戲開始時,藉由遊戲進行控制部1 6 1 a由中心伺服器 裝置3之後述的捨牌時間記憶部362c讀取,儲存至捨牌 時間記憶部162b。200523002 九 IX. Description of the invention [Technical field to which the invention belongs] The present invention relates to a game terminal device that accepts operations from a player via a communication line, so that the operation signals required for playing the game can be connected to each other ' A game management device, a game management method, and a computer-readable recording medium on which a game management program is recorded. The game management device manages the progress of a tournament game composed of a plurality of rounds. [Prior art] Various people who have been proposed or used in the past are used as a video game played between a plurality of players. In addition, as a large arcade game (arcade game), a plurality of video game devices (game terminal devices) of the same model are provided, and a plurality of video games are connected via a network (and a server) such as a LAN and the Internet. Device, a television game device in which multiple players can play in the same game space is well known. In such a video game device, table games such as Mahjong and chess, or battle-type games such as sports and fighting (hereinafter referred to as table games and battle-type games are collectively referred to as battle games). In the case of the above-mentioned battle game ', since a plurality of TV game devices are connected via a network (and a server) such as a LAN and the Internet, an unspecified number of players can participate in the battle game. In this way, when people who do n’t know each other are playing against each other, because they do n’t know the ability of the opponent ’s game about the game, it ’s more common to use the video game device as the opponent than to use the video game device alone. The Battle Tour 200523002 (2) drama can give the battle game unexpectedness, and give the battle game some fun. On the one hand, since the game is played in a tournament composed of a plurality of rounds, players can play against a larger number of players, so it can increase the fun and arouse desire as the game is won. In addition, in a battle game, there are a person who sets a battle time in advance (hereinafter referred to as a time-limited battle game), and a person who has difficulty in setting a match time (hereinafter referred to as a time-free battle game). · However, even if there is a time-limiting battle game, for example, in a simulated football soccer game, the first half and the second half are 45 minutes each, and a round of battle games requires a long battle time. At the same time, when playing a battle game in a tournament mode, the battle time becomes longer, and the player is restrained for a long time, so the fun is reduced. Also, in the case of playing a time-limited battle game in a tournament mode (for example, simulating a game of mahjong), each player who constitutes the tournament φ will be required to start the respective matches of one round of the tournament even if they are started simultaneously. The end time of the combined battle is also different (different match time) 'So how to deal with the start time and method of the next game, etc., has become a problem in reaching a chase game. In other words, in a suitable game, it is extremely difficult to perform a tournament series smoothly and quickly. The present invention is an invention developed in view of the above-mentioned problems, and its object _ is to provide a game management device and a game for an online game that can quickly and smoothly perform a tournament-type battle game composed of a plurality of round games. Method for management and recording of game management program-6-200523002 (3) Recording medium that can be read by computer. [Summary of the Invention] In order to achieve the above-mentioned object, the game progress management device of the present invention is a game terminal device that accepts operations from a player via a communication line and communicatively connects and executes operation signals required to perform the game to manage The game management device for managing the progress of a tournament-type battle game composed of a plurality of rounds of competitions is characterized in that the game terminal device includes a participation reception means for accepting participation in the battle game by the game terminal device. The above-mentioned participation accepting means accepts the participating game terminal device, that is, the participating terminal device, and inserts it into a combination generating means of the combination constituting the above-mentioned battle game in accordance with a predetermined rule; for the combination generated by the foregoing combination generating means, for one A game space is allocated in combination, and the starting means for instructing the above-mentioned participating terminal device to start the competing game of each match; and according to at least the preset time limit for each of the matches until the semi-final match, the above-mentioned participating terminal device is installed. The command indicates the end of the competition in each match, and the superiority of the progress of the above-mentioned battle game at the time of the end of the response determines the winner's participation in the end-of-match means of the terminal device. According to this device, the game terminal device accepts the participation in the competition game by the participation acceptance means, and the combination generation means makes the participation terminal device that has accepted the participating game terminal device by the participation acceptance means according to a predetermined rule. , Placed in a combination of tournaments that make up the game. Then, the game start means and the combination generated by the combination generation means (200523002 (4)) are used to allocate one game space to one combination, and then the start of the competition game of each match is instructed to the participating terminal device. Secondly, by means of the game ending means, according to at least the time limit set for each game up to the semi-final, the terminal device instructs the terminal device to end the game of each game, and responds to the time at which each game ends. The superiority of the progress of the battle game determines the winner's participation terminal device. Therefore, based on at least the preset time limit of the competition time for each match up to the semi-final, the terminal device instructs the terminal device to end the competition in each match and responds to the progress of the competition game at the point in time when each competition ends. The superiority determines the winner's participation terminal device. Therefore, by appropriately setting the limit time of the battle time, the battle game can be performed quickly and smoothly. Also, the game management method of the present invention is a game management method using a game management device. The game management device is a game terminal device that accepts operations from players via a communication line, and performs operations required for preparing a game. The signal is communicably connected and executed to manage a player of a tournament-type battle game composed of a plurality of rounds of games, and is characterized in that the game progress management device is executed: the game terminal device is further closed to the game described above. Participation acceptance processing of game participation; according to a predetermined rule, the game terminal device that has accepted the participation in the aforementioned participation acceptance means, that is, the Dega terminal device, is inserted into the combination generating process of the tournament that constitutes the aforementioned battle game; Generated in accordance with the aforementioned combination generation process ^ "combined for 1 combination allocation" of game space, for the aforementioned participation in 200523002 (5) The terminal device instructs the start of the competition game for each competition, and the start of the competition; and at least for the semi-finals. Pre-set battle time for each match For the limited time, the above-mentioned participating terminal device instructs the end of the competition in each match, and because of the superiority of the progress of the above-mentioned battle game at the time point at which the battle ends, the winner's participation in the end-of-device competition end processor is decided. According to this method, in the participation acceptance process, the game terminal device accepts participation in the battle game, and in the combination generation process, according to a predetermined rule, the participating game terminal device that is accepted in the participation acceptance means is the participation terminal device. A combination of tournaments that constitute a matchup game. Then, in the competition start processing, a game space is allocated to one combination based on the combination generated in the combination generation processing, and the participating terminal device instructs the start of the competition game for each match. Next, in the end-of-match process, based on at least the preset time limit of the match time for each match up to the semi-finals, the terminal device 'indicates the end of the match of each match, and a match game due to the point at which the match ends. The superiority of the progress status determines the winner's daga terminal device. Therefore, due to the predetermined time limit for each match until at least the semi-final match, the 'time for the participation terminal device' indicates the end of the match in each match 'and the status of the progress of the match game due to the time point at which the match ended. The superiority 'determines the participating terminal device of the winner'. Therefore, by appropriately setting the limit time of the battle time, the battle game can be performed quickly and smoothly. In addition, the computer-readable recording medium of the present invention recorded with the game progress management program 200523002 (6) is a computer-readable recording medium recorded with the game progress management method of the game progress management device, and the game progresses The management device is a game terminal device that accepts operations from players via a communication line and communicatively connects and executes operation signals required to play the game, and manages the players of a tournament-type battle game composed of a plurality of rounds of games, It is characterized in that those who play the functions of the aforementioned game progress management device as participation acceptance means, combination generation means, competition start means, and competition end means are recorded, wherein the participation acceptance means is the aforementioned game terminal device accepting participation in the aforementioned competition game. Or, the combination generating means is based on a predetermined rule, and the game terminal device that has accepted the participation by the aforementioned participation acceptance means, that is, the participation terminal device, is inserted into the combination that constitutes the above-mentioned battle game. The competition starting means is generated based on the foregoing combination. Treatment For each combination, a game space is allocated to each combination, and the above-mentioned participating terminal device instructs the starter of each match game, and the end-of-competition means is based on at least a preset match time limit for each match up to the semi-final. At the time, the end of the competition is instructed for the participating terminal device, and the winner of the participating terminal device is decided due to the superiority of the progress of the above-mentioned competition game at the point in time when the response ends. If the computer-readable recording medium on which the game management program is recorded according to this, the participation in the battle game is accepted by the game terminal device by the participation acceptance means, and the participation is accepted by the participation acceptance means by the combination generation means. The participating terminal device of the game terminal device is inserted into a combination of tournaments constituting a battle game according to a predetermined rule. Then, based on the combination generated by the combination generating means through the match start means, -10- 200523002 (7) After allocating one game space to one combination, the terminal device instructs the terminal device to start the competition game in each match. Secondly, by means of the end-of-match method, the terminal device instructs the terminal device to end the competition of each match according to the limit time set for each match at least until the semi-final, and responds to the time at which each match ends. The superiority of the progress of the battle game 'determines the participating terminal device of the winner. Therefore, based on at least the preset time limit of the competition time for each match up to the semi-final, the terminal device instructs the terminal device to end the competition in each match and responds to the progress of the competition game at the point in time when each competition ends. The superiority determines the winner's participation terminal device, so by appropriately setting the limit time of the battle time, the battle game can be performed quickly and smoothly. [Embodiment] Fig. 1 is a block diagram of a game system to which the game progress management device of the present invention is applied. The game system is provided with a client terminal device (corresponding to a part of the game progress management device and a game terminal device) corresponding to the identification information, and a plurality of (here, 8) client terminal devices corresponding to the identification information. 1 A shop server device 2 communicatively connected to the dedicated line 5; and a center communicably connected to the communication line 4 via a plurality of shop server devices 2 and manages a game played by a plurality of players using the client terminal device I Server device 3 (equivalent to a part of the game progress management device). Furthermore, the store server devices 2 are also communicably connected via a communication line 4. -11-200523002 (8) Customer terminal device] It accepts the predetermined operation performed by the player referring to the game screen displayed on the display, and according to the referral sent from the store server device 2 (or the central service device 3). Signals, operation signals from other client terminal devices 1, etc., play the game. Furthermore, the identification information corresponding to the client terminal device] includes: identification information of each store server device 2 to which the client terminal device 1 is connected (or identification information of a store equipped with the client terminal device 1); and each Identification information (referred to as a terminal number) of the client terminal device 1 in a shop where the client terminal device 1 is provided. For example, when the identification information of the store server device 2 in the store A is A and the identification information of the client terminal device 1 in the store A is 4, the identification information of the client terminal device 1 is a4. The store server device 2 is a plurality of (in this case, eight) client terminal devices 1 and the central server device 3 which are communicably connected, and data is stored between the client terminal device 1 and the central server device 3. The communication line 4 which transmits and receives and detects that communication is impossible, generates an analog operation signal required for playing the game, and transmits the signal to the client terminal device 1. The central server device 3 is a client terminal device 1 that accepts operations from the player. The client terminal device 1 communicates with each other via communication line 4 (and the store server device 2). The management signal is composed of a plurality of rounds of competition. In the tournament game of the tournament method, the characteristic point data of the fingerprint of the player required for fingerprint authentication described later is correspondingly given to the user and stored as player information. Fig. 2 is a perspective view showing the appearance of an embodiment of the client terminal device] (12-200523002). In addition, in the following description, a business video game device having an integrated display as an example of a client terminal device will be described. However, the present invention is not particularly limited to this example, and can be similarly applied to a home video game device. A home video game device constituted by a home TV, a personal computer that functions as a video game device by executing a video game program, and the like. Also, in this embodiment, a battle game played using the client terminal device 1 of the present invention is a simulation of a multiple-round match (here, a 3-round match) composed of a predetermined number of players (here, 64 people). A mahjong game in the form of a tournament-type mahjong is played against a player who operates the client terminal device 1 and a player who operates another client terminal device 1 or a CPU player. In addition, as will be described later, the first round and second round of the battle system will be played within a 10-minute time limit, and the third round of the battle (decisive battle) will be played in Dongfeng War (Dongfeng Circle 4) with no time limit. Game). In the case of a battle with a player who operates another client terminal device 1, the data transmission between the client terminal devices 1 is performed via the network communication unit 18, the store server device 2 and the center server device 3 to be described later, Received, the store server device 2 stores information about the progress of the game. The client terminal device is provided with: a display that displays a game screen] 1; the address of a button that prompts the selection of the game screen, etc., and the determination of whether any button has been instructed based on the player's pressing position Touch panel]] a; speaker 12 for outputting sound; card reader that reads information such as user ID stored in personal card] 3; use from 13-200523002 (10) CC'D camera described below The fingerprint information of 4a is a fingerprint authentication section 14 for extracting characteristic point data required for personal authentication; and a coin receiving section 15 for receiving coins input by the user. The feature point data captured by the fingerprint authentication section 丨 4 is stored in the player information 3 6 2 a described later in the center server device 3 via the network communication section] 8 and the store server device 2 to be described later. The display U is, for example, a thin liquid crystal display which displays an image. Speakers 12 are used to output a predetermined message or b GM. [Fingerprint authentication section] 4 is equipped with a CC camera for taking pictures of the player's fingerprints] 4 a. Alternatively, other digital cameras (such as CMOS cameras) can be used instead of CCD cameras. The coin receiving unit 15 is provided with a coin discharge port 1 5 1 which is used to discharge the inserted coins when they are bad coins. The personal card is a magnetic card or a 1C card that stores personal information such as a user ID. Although not shown, the card reader 13 is a person who can read the personal information from the inserted personal card. A control unit 16 (see Fig. 3) composed of a microcomputer or the like which outputs a control signal to each unit is provided at an appropriate place of the client terminal device 1. FIG. 3 is a diagram showing a hardware configuration of an embodiment of the client terminal device 1. As shown in FIG. The control unit 16 is used to control all the actors of the client terminal device 1 and includes: an information processing unit (CPU) 1 6 1. a RAM 1 62 for temporarily storing information in the process of processing, and a predetermined image information described later is stored in advance And game programs such as ROM163. The external input / output control unit 17] is a detection signal between the control unit 16 and a detection unit including a card reader I3, a touch panel 11a, a CCD camera] 4a, and a coin discharge port] 5. Transformed into digital signals for processing, and 200523002 (11) Those who convert instruction information into control signals for each device in the detection unit and output them, for example, those who perform the signal processing in a time-division manner and input / output processors. The external machine control unit 172 is an input operator who performs output operation of outputting control signals to each machine of the detection unit and input of detection signals from each machine of the detection unit during respective time-sharing periods. The rendering processing unit 1 1 1 displays a desired image on the display 1 according to an image display instruction from the control unit] 6 and has a video RAM. The sound reproduction unit] 2 1 outputs a predetermined message or B GM to the speaker 2 according to the instructions from the control unit] 6. The touch panel 1 1 a is a rectangular thin layer body, which is formed by bonding a pressure-sensitive material made of a linear transparent material with a predetermined pitch in a vertical and horizontal direction and covering it with a transparent cover. The surface of the display screen of the image of 1 (in the case where the display 1 is a CRT, it is a cathode ray tube). The touch panel 1 1 a can be a person skilled in the art. In addition, the touch panel Πa can determine whether any key has been instructed by the address and the pressed position of the keys which are displayed to prompt the selection of the 11 screen on the display. RO Ml 63 stores Mahjong tiles, background images, and images of various screens. Mahjong tiles and other objects can be drawn in 3 dimensions, and they can be constructed with the required number of polygons. The drawing processing unit 11 1 is used to draw the 3D space according to the drawing instructions from the CPU 1 6 1 To the calculation of the position on the simulated three-dimensional space, the calculation of the light source, etc., and write processing of the image data to be drawn to the video RAM according to the above calculation result, for example, for the specified polygon Writing (pasting) of structural data in the area of the video RA M. -15- 200523002 (12) Here, the relationship between the operation of C P U 1 6] and the operation of the drawing processing unit]]] will be described. The CPU 161 reads the image, sound, control program, and game program data from the ROM 163 according to the operating system (0s) recorded in the external ROM 163, which is a removable type. Some or all of the read out images, sounds, and control program credits are kept on ra M 162. After that, the CPU 1 6 1 will use the control program stored in the RAMI 62, various data (including image data and sound data of other text images such as polygons or structures of the display object), and detection signals from the detection unit. Wait for processing. Among various data that has been stored in R OM] 63, data that can be stored in removable recording media can also be made into hard disk drives (drives), optical drives (drives), and flexible disks. Drive (such as a disk drive, drive, drive, cassette reader, etc.). In this case, the recording medium is, for example, a hard disk, optical disc, flexible disc, CD, DVD, Semiconductor memory, etc. The network communication unit 18 is used to transmit and receive information about various events occurring in the game of mahjong through the network and the store server device 2 to the center server device 3. Here, a personal authentication method for the client terminal device 1 will be described. The personal authentication is to confirm that the player recognized by the client terminal device 1 (or via the network communication department 8) and the central server device 3 connected to the network is the same authentication as the player actually playing the game. When the player first plays the game on the client terminal device 1, the card reader 13 reads out the user ID data (identification information) from the inserted personal card, and the fingerprint authentication section] • 16- 200523002 (13) The CCD camera 14a photographs the player's fingerprint, and the fingerprint authentication unit 4 uses the fingerprint information from the CCD camera] 4a to extract the feature point data required for personal authentication. Then, the user ID data and the feature point data are transmitted to the shop server device 2 connected to the network via the network communication unit] 8, and the shop server device 2 is transmitted to the center server device 3 via the communication line. , Stored in the player information memory section 3 62 a described later. In this way, the player is registered with the center server device 3. When the player who has completed the registration on the central server device 3 plays the game with the client terminal device 1, the user ID is read by the inserted personal card through the card reader 13 and the fingerprint authentication unit 1 4 The CCD camera 1 4 a photographs the player's fingerprint, and the fingerprint authentication unit 14 uses the fingerprint information from the CCD camera 14 a to extract feature point data required for personal authentication. Then, the user ID data and the feature point data are transmitted to the central server device 3 connected via the network communication unit 18 and the store server device 2 and the like. Whether the feature point data of the user ID of the player information storage unit 3 62 a is the same as the feature point data transmitted. When the determination is affirmed, the player is permitted to play the game. When the determination is denied, the player is allowed to play the game. 'The person who refuses to play the game (for example, displays an error message on the display 1 1 of the client terminal device 1 and urges the player to perform fingerprint authentication there). Fig. 4 is an example of a functional configuration diagram of the control unit 16 of the client terminal device 1. The CPU 16 of the control unit 16 includes a game control unit that receives operations from the player and controls the progress of the game according to the instructions from the central server device 3 and the rules of mahjong.] 6] a (equivalent to A part of the means for advancing 200523002 (14)); for the player who reaches the predetermined conditions, the prop assigning unit imaginarily assigning a predetermined number of items 1 6 1 b; at the end of each round of the game, the performance judging unit that judges the player's ranking in the game 1 6 1 c; According to the result of the judgment by the performance determination unit] 6 1 c., The props held by the player imaginaryly will be divided into a predetermined number of props moving parts between the players 1 6 1 d; The number of items held determines the rank determining unit of the player's strength level indicated on the game] 6 I e; timer 1 6 1 f (equivalent to part of the means) for measuring time; acceptance by the player The extension request acceptance section of the extension operation requesting the extension of the registration time 16 g (corresponding to a part of the means for performing the extension); and the extension processing section I 6] h (corresponding to the extension of the extension time) Part of the segment). In addition, the control unit RA 6 1 2 is provided with a rank memory unit 1 6 2 a (corresponding to a part of the rank memory means) storing the number of items and ranks corresponding to the player's identification information; and for each The “segments” stores the later-mentioned drop time memory TA 621 (equivalent to a part of the drop time memory means). The game progress control unit 16] a is used to accept operations from the player via the touch panel 1 1 a, etc., and to control the game according to the instructions from the central server device 3 and the store server device 2 and the rules of mahjong The performer. In addition, the game progress control unit 16] a is forcibly discarding cards when the limit time from the time of drawing the cards measured by the timer 1 6 1 f to the time of discarding the cards is the time of discarding cards * time TA ends. By. Item granting unit] 6 1 b is an item that is supposed to be given to a player who meets a predetermined condition (here, referred to as drag ο nchip), and -18-200523002 (15) increase or decrease the point that the player holds The player ’s identification information corresponding to the item and the point is stored in the rank memory section 16 2 a. Moreover, the point that the player imaginarily holds is also a kind of prop like the dragon coin. Here, specifically, Explain the method of increasing and decreasing points and the conditions for granting items. In the game, when the player holds the card, add the predetermined number of points that the player imaginarily holds to the predetermined number. For example, in the case of a player's card, for the point of the card] 00 points, the points are added at a rate of 2 G points. In the case of a player firing, the number of points for firing 1 0 0 0 points, deducting points at a ratio of 10 points. When the number of points is equal to or greater than 0 0 0, 3 dragon coins are given to the item. The score determination unit 16 1 c is at the end of the game. Point held by the player as a point stick If the player starts at the beginning of the game, the number of points (called the origin) held by the player as a point stick is the same. The origin is, for example, 2 0 0 0 points. Items The mobile unit] 6 1 d is divided into a predetermined number of players among the players according to the determination result of the item assigning unit 1 6] b after the ranking is determined by the performance determination unit I 6 I c. The mover. Specifically, 4 players move the dragon coin to 1 player. The item moving unit 16 I d stores the number of dragon coins in the rank memory unit I 6 2 a in an updated manner. Rank determination: The determination section 1 6 1 e is the person who determines the rank of the intensity level displayed by the player according to the number of props the player holds. The following uses' Figure 5 to explain the determination of the specific rank. Fig. 5 (a) is a chart showing the player 19-200523002 performed by the stage determination unit] 6 1 e (16) The conditions for assigning the stages (tenth to first) of the intensity level shown in this game An example. The first player to play this game has a rank of ten. For example, When the points form I 0 0 ~ 1 9 9, the rank becomes level 9. Then, with the increase (or decrease) of the points, the rank rises (or decreases) 'for example' the points form 9 0 〇 ~ 9 9 At 9 o'clock, the rank becomes the first level. When the points form more than 1 000, the rank becomes the initial stage. Figure 5 (b) shows the player played by the rank determination unit] 6 丨 e shown in this game. An example of a chart showing the conditions of the ranks of the strength level (the first to eighth stages). As mentioned above, the 5 item granting unit 16 1 b is supposed to give 3 dragon coins to players whose points are 0 0 0 or more. Then, by using the item moving section 16 1 d and the result of the determination section 16 1 c, the result of moving the dragon coin held by the player imaginarily is the result of the dragon coin held by the player imaginarily. The quantity is changed, and the update is stored in the rank memory section] 62a. Then, for example, when the number of dragon coins is 5 or more and 10 or less, the rank is two. Then, with the increase (or decrease) of the number of dragon coins, the rank rises (or decreases). When the number of dragon coins forms more than 46, the rank is eight. In addition, the player is in the initial stage, and as a result of the game, when the number of dragon coins is less than 0, the level is reduced to a level of 0. That is, the rank determination unit 1 6 1 e is based on the item granting unit 〖6〗 b The determined points and the number of items determined by the item granting unit I 6] b and the item moving unit 16] d are determined by referring to the rank table shown in FIG. 5 to determine the relevant rank. Timer] 6] f is for measuring the remaining time from the point when the card is drawn to the time when the card is dropped -20-200523002 (17) The remaining time of the card time TA, which is limited to this time, the game progress control section 1 6 1 aAccepts the player to enter the house selection operator via the touch panel 1 1 a. Here, the timer 1 6 1 f reads the player's rank from the rank memory unit] 62a, and then reads the resign time TA corresponding to the rank that has been read from the replay time memory unit 1 62b to set the resign. Time TA. The extension request reception unit 16 1 g is based on the signal from the touch panel 1 1 a, and the long-term consideration button (refer to FIG. 18) displayed on the display 11 is pressed as the check-in time extension. Ask for the signal to be accepted. The extension processing unit 16 1 h accepts the player's touch panel 1 1 a for a long period of time (at least within 10 seconds from the time when the card is drawn) (the borrowing time is borrowed) The extension request acceptance department] [6] g requires the extension of the time for selling cards, and it is determined whether the number of times of the extended selling time TA is less than a predetermined number of times (here, 0 times) (1 time is not extended), and When this restriction is reached, the person who accepts the request for extension of the license resale time TA. In the case of permission to accept an extension request, the extension processing unit 16 Πι is the remaining time of the drop time D A measured by the timer 16 1 f plus the predetermined extension time Δ T (for example, 5 seconds) By. Rank memory section 62a stores the number of items and the identification information of the player corresponding to the rank. Here, when the game starts, the game progress control unit 1 6 1 a reads the number and rank of items corresponding to the player's identification information from the player information storage unit 3 62 a of the center server device 3 described later, and stores them. To the segment memory] 6 2 a. -21-200523002 (18) The drop time memory I 62b stores the drop time T A for each stage. Here, the drop time TA set for each stage is read by the game progress control unit 1 6 1 a by the drop server time memory unit 362c described later by the center server device 3 when the game starts, and stored to the drop time. Memory section 162b.

第6圖係顯示針對儲存在捨牌時間記憶部】62b的每 個段位所設定的捨牌時間TA之圖表的一例。捨牌時間TA 係段位越高設定成越短,如第6圖所示,捨牌時間TA係 設定成例如在十級爲5。5秒、三級爲5 . 0秒' 三段爲4.5 秒' 七段爲4 · 0秒。 第7圖係顯示店舖伺服器裝置2的一實施形態的外觀 之斜視圖。店舖伺服器裝置2係具備:顯示遊戲畫面等之 顯示器2 1 ;輸出聲音的揚聲器2 2 ;及受理玩家所投入的 硬幣後,販賣個人卡片之個人卡片販賣機2 5。Fig. 6 is an example of a chart showing a setting time TA set for each stage stored in the setting time memory section 62b. The higher the TA time is set to be shorter, as shown in Fig. 6, the TA time is set to, for example, 5. 5 seconds at the tenth level, 5.0 seconds at the third level, and 4.5 seconds at the third level. The segment is 4.0 seconds. Fig. 7 is a perspective view showing the appearance of one embodiment of the store server device 2. The shop server device 2 is provided with a display 2 1 for displaying a game screen, a speaker 2 2 for outputting sound, and a personal card vending machine 25 for selling personal cards after receiving coins inputted by players.

顯示器2 1係以大大地顯示圖像爲目的,而具備複數 ώ (在此爲2台)CRT。2台的CRT係配設成顯示各自的 圖像之大致呈長方形的畫面顯示部的長邊相鄰,在2個畫 面顯示1個圖像地,進行畫像信號之控制。 揚聲器22係輸出預定的訊息或BGM者。個人卡片販 賣機25係具備承受玩家所投入的硬幣之硬幣受理部24、 及退出個人卡片之卡片退出部23。再者,硬幣受理部24 係具備在被投入的硬幣爲不良硬幣之情況時將其排出之排 出D (未圖示)〇 在店舖伺服器裝置2之適當處所,配設有控制部2 6 ( -22- 200523002 (19) 參照第8圖),該控制部係以輸出來自於各部之檢測信號 、或對於各部之控制信號的微電腦等所構成。 第8圖係顯示店舖伺服器裝置2的一實施形態之硬體 構成圖。控制部2 6係用來控制店舖伺服器裝置2的全體 動作者’具備資訊處理部(C P U ) 2 6 1、暫時地儲存處理 途中之資訊的R A Μ 2 6 2及預先記憶著預定圖像資訊等之 ROM2 63。 描繪處理部2 1 1係根據來自於控制部2 6之圖像顯示 指示5將所要的圖像顯示於顯示器2 1者,具備視訊R a μ 等。聲音再生部2 2 1係根據來自於控制部2 6之指示,將 預定的訊息或BGM等輸出至揚聲器22者。 於已被記億在R Ο Μ 2 6 3的各種資料中,能記憶於可裝 卸的記錄媒體之資料,亦可作成能以例如硬碟機(驅動器 )、光碟機(驅動器)、可撓式碟片機(驅動器)、砂碟 機(驅動器)、匣式媒體讀取機等的驅動器來讀取,在此 情況時,記錄媒體爲例如硬碟、光碟、可撓式碟片、C D、 DVD、半導體記憶體等。 網路通部2 8係用來將資料經由w W W ( W 〇 r 1 d · W i d e W e b )等所構成的網際網路,來與中心伺服器裝置3及其 他的店舖伺服器裝置2進行傳送、接收者。界面部1 a係 用來進行與連接在店舖伺服器裝置2的複數台(例如8台 )之各戶終端裝置1之間的資料的傳送、接收者。 弟9圖係店舖伺服器裝置2的控制部2 6之功能構成 圖的一例。控制邰26的RAM2 6 2係具備:儲存關於藉由 200523002 (20) 中心伺服器裝置3之後述的組合生成部3 6 1 b生成且各客 戶終晴裝置1假想地進仃麻將的麻將桌的貪訊之桌資訊的 桌記憶部2 62 a、及儲存關於各客戶終端裝置1假想地進行 麻將的每個麻將桌之遊戲的進行狀況的資訊之進行狀況記 憶部26 2b,CPU261係具備:根據儲存於桌記憶部262 a的 桌資訊,藉由與客戶終端裝置1及店舖伺服器裝置2之_ 信,來更新儲存於進行狀況記憶部2 6 2 b的遊戲之進行狀 況的進行狀況更新部2 6 ] a。 在此,在如圖1 〇所示,關於經由專用線5連接於店 舖伺服器裝置A的客戶終端裝置a〗及a 3、經由專用線5 連接於店舖伺服器裝置B的客戶終端裝置b 8、及經由專 用線5連接於店舖伺服器裝置C的客戶終端裝置c 2係在 相同的遊戲空間內進行遊戲之情況時,使用圖1 1及圖12 ,具體地說明關於儲存在桌記憶部2 6 2 a的桌資訊之內容 及進行狀況更新部2 6 1 a的處理內容。 再者,在此,說明關於客戶終端裝置a 1、客戶終端裝 置a 3、客戶終端裝置b 8及客戶終端裝置c 2係組合成:藉 由中心伺服器裝置3的組合生成部3 6 1 b假想地在相同的 桌(相同的遊戲空間內)進行遊戲之情況。中心伺服器裝 置3的組合生成部3 6 ] b係將經由專用線5連接於最先受 理的客戶終端裝置1 (在此爲客戶終端裝置a ])之店舖伺 服器裝置2 (在此爲店舖伺服器裝置A )作爲在店舖伺服 器裝置2間的資訊之傳送接收發揮中心功能之伺服器(在 此稱爲「主伺服器」)來加以設定,而將經由專用線5連 -24 - 200523002 (21) 接於其他的客戶終端裝置I之店舖伺服器裝置2 (在此爲 客戶終端裝置B、C )作爲在店舖伺服器裝置2間的資訊 的傳送接收發揮從屬的功能之伺服器(在此稱爲「從屬伺 服器」)來加以設定,將其設定結果傳送至各店舖伺服器 裝置2。各店舖伺服器裝置2係將被傳送來的主伺服器及 從屬伺服器之設定結果儲存於桌記憶部2 6 2 a。 圖1 1係顯示由如第〗〇圖所不的客戶終端裝置a 1、a 3 、b 8及c 2所構成的桌之桌資訊的圖表之一例。由左側的 欄依序地儲存下述資訊:在藉由中心伺服器裝置3的組合 生成部3 6 ] b作成桌之際,根據預定規則’賦予每個桌之 桌的識別號碼之桌號TN ;藉由中心伺服器裝置3的組合 生成部3 6 1 b設定於桌之序號的受理序號RN ;客戶終端裝 置1的識別資訊之客戶記號CN (在此’爲了說明上之方 便,將參照符號作爲客戶記號CN );店舖伺服器裝置2 的識別資訊之店舖伺服器記號SN (在此,爲了說明上之 方便,將參照符號作爲店舖伺服器記號SN );表示店舖 伺服器裝置2作爲主伺服器來發揮功能或作爲從屬伺服器 來發揮功能的區別之主/從屬區分M S ;及表示操作客戶終 端裝置1的玩家的區分之玩家區分PC。 玩家區分P C係在客戶終端裝置1受到人的玩家所操 作之情況時,儲存「玩家」,在藉由後述的模擬信號生成 部2 6 1 d模擬地操作之情況時’儲存「模擬玩家」,在藉 由 CPU玩家所操作之情況時,儲存「CPU玩家」。再者 ,桌內的4位玩家之玩家區分PC係在成爲「模擬玩家」 -25- 200523002 (22) 或「CPU玩家」之情況時,該桌資訊由桌記憶部2 62 a刪 除。 由如第1 1圖所示的桌資訊可得知,桌號1之桌係由 客戶終端裝置a ]、a3、b 8及c2所構成;客戶終端裝置a ] 、a 3係經由專用線5連接於店舖伺服器裝置A ;店舖伺服 器裝置A作爲主伺服器來發揮功能,店舖伺服器裝置B及 C作爲從屬伺服器來發揮功能;客戶終端裝置a 1、a3、b 8 及c2係受到人的玩家所操作等。再者,如圖]]所示的桌 號「1」之桌資訊係儲存於店舖伺服器裝置A、B及C的 桌記憶部2 6 2 a。 圖〗2係用來說明根據店舖伺服器裝置a、b及c的 進行狀況更新部2 6 1 a之操作信號的傳送接收處理之內容 的圖表的一例。(a ) 、 ( b )及(c )分別係用來說明根 據店舖伺服器裝置A、B及C的進行狀況更新部2 6 1 a之 處理之內容的圖表。在圖表的左側欄,記載有:店舖伺服 器裝置2所接收的操作信號之發信處的客戶終端裝置〗之 客戶記號CN、及在該店舖伺服器裝置2接收信號爲止所 經由之店舖伺服器裝置2的店舖伺服器記號SN。在圖表 的右側欄,記載:由店舖伺服器裝置2 (店舖伺服器裝置 A、B或C )所送信的操作信號之送信處的客戶終端裝置] 之客戶記號C· N、及在該店舖伺服器裝置2接收信號爲止 所經由之店舖伺服器裝置2的店舖伺服器記號Sn。再者 ,店舖伺服器裝置A、B及C之進行狀況更新部2 6 ] a係 在接收來自於客戶終端裝置a ]、a 3、b 8及c 2的操作信號 -26- 200523002 (23) 之際,更新進行狀況記億部2 6 2 b之資訊。 店舖伺服器裝置A的進行狀況更新部2 6 ] a保 由(a)圖表上面算起第 2列般,接收來自於客戶 置a ]之操作信號,傳送至客戶終端裝置a 3與店舖 裝置B及C。然後,店舖伺服器裝置B之進行狀祝 2 6 ] a係如位於由(b )圖表上面算起第2列般,經 伺服器裝置A接收來自於客戶終端裝置a 1之操作 傳送至客戶終端裝置b 8。店舖伺服器裝置C之進 更新邰2 6 ] a係如位於由(c )圖表上面算起第2歹| 由店舖伺服器裝置A接收來自於客戶終端裝置a } 信號,傳送至客戶終端裝置c2。 同樣地,店舖伺服器裝置A之進行狀況更新〗 係如位於由(a )圖表上面算起第3列般,接收來 戶終端裝置a 3之操作信號,傳送至客戶終端裝置 舖伺服器裝置B及C。然後,店舖伺服器裝置B之 況更新部2 6 1 a係如位於由(b )圖表上面算起第3 經由店舖伺服器裝置A接收來自於客戶終端裝置Σ 作信號’傳送至客戶終端裝置b 8。店舖伺服器裝g 進行狀況更新部2 6 1 a係如位於由(c )圖表上面算 列般,經由店舖伺服器裝置A接收來自於客戶終 a 3之操作彳§號’傳送至客戶終端裝置c 2。 店舖伺服器裝置B之進行狀況更新部2 6 1 a係 由(b )圖表上面算起第 4列般,接收來自於客戶 置a 3之操作信號,傳送至店舖伺服器裝置a。然 $如位於 ^終端裝 丨伺服器 ϊ更新部 丨由店舖 「信號, :行狀況 I般,經 之操作 部 2 6 ] a 自於客 al與店 進行狀 列般, ^之操 I c之 起第 3 端裝釐 如位於 終端裝 後,店 -27- 200523002 (24) 舖伺服器裝置A之進行狀況更新部2 6 1 a係如位於由(a ) 圖表上面算起第4列般,經由店舖伺服器裝置B接收來自 於客戶終端裝置b 8之操作信號,傳送至客戶終端裝置a 1 及a3及店舖伺服器裝置C。而店舖伺服器裝置C之進行 狀況更新部2 6 1 a係如位於由(c )圖表上面算起第4列般 ,經由店舖伺服器裝置B及 A接收來自於客戶終端裝置 b 8之操作信號,傳送至客戶終端裝置C2。 同樣地,店舖伺服器裝置C之進行狀況更新部2 6 1 a 係如位於由(c )圖表上面算起第5列般,接收來自於客 戶終端裝置c2之操作信號,傳送至店舖伺服器裝置A。 然後’店舖伺服器裝置A之進行狀況更新部2 6 1 a係如位 於由(a )圖表上面算起第5列般,經由店舖伺服器裝置 C接收來自於客戶終端裝置c2之操作信號,傳送至客戶 終端裝置a 1及a 3及店舖伺服器裝置B。而店舖伺服器裝 置B之進行狀況更新部2 6 1 a係如位於由(b )圖表上面算 起第5列般,經由店舖伺服器裝置C及A接收來自於客戶 終端裝置c 2之操作信號,傳送至客戶終端裝置b 8。 如此,由於藉由進行狀況更新部2 6 1 a在店舖伺服器 裝置 A、b及 C間傳送來自於客戶終端裝置a ;!、a3、b 8 及c2的操作信號,在每次受理來自於客戶終端裝置a 1、 a3、b8及c2之操作信號,更新進行狀況記憶部2 62b之資 訊’故客戶終端裝置a 1、a3、b 8及c2係藉由使用儲存在 進行狀況記億部2 62b之進行資訊來進行遊戲,使得容易 在客戶終端裝置a 1、a3、b8及c2間控制遊戲進行之時間 -28- 200523002 (25) 同步性(使遊戲進行狀況一致)。 即,主伺服器係接收來自於以專用線5所連接的客戶 終端裝置]之操作資訊,傳送至所有其他的客戶終端裝置 ]’並且經由從屬伺服器接收來自於以專用線5連接於從 屬伺服器之客戶終端裝置I的操作信號’傳送至所有其他 的客戶終端裝置]者。又,從屬伺服器係接收自於以專用 線5所連接的客戶終端裝置]之操作信號後傳送至主伺服 器,並且經由主伺服器接收來自於所有其他的客戶終端裝 置】之操作信號後,傳送至以專用線5所連接的客戶終端 裝置1者。 圖1 3係顯示中心伺服器裝置3的一實施形態之硬體 構成圖。控制部3 6係用來控制中心伺服器裝置3的全體 動作者,具備:資訊處理部(CPU ) 3 6 1、暫時地儲存處 理途中之資訊的RAM3 62及預先記憶著預定圖像資訊等之 ROM363。 在記憶於ROM3 63的各種資料中,可記憶於能裝卸之 記錄媒體的資料,係亦可作成能以例如硬碟機(驅動器) 、光碟機(驅動器)、可撓式碟片機(驅動器)、矽碟機 (驅動器)、匣式媒體讀取機等的驅動器來讀取,在此情 況時,記錄媒體爲例如硬碟、光碟、可撓式碟片、CD、 DVD、半導體記憶體等。 網路通信部3 8係用來將各種資料經由W W W等所構 成的網際網路,來與複數個店舖伺服器裝置2進行傳送、 接收者。再者,本發明的遊戲進行管理程式,係藉由記錄 >29- 200523002 (26) 於ROM 3 6 3上,載入於RaM3 6 2上,以CPU361依次執行 R A Μ 3 6 2上的遊戲進行管理程式,來執行各自的功能。 圖1 4係中心伺服器裝置3的控制部3 6之功能構成圖 的一例。控制部36的CPU36]係具備:由客戶終端裝置] 受理對於對戰遊戲的參加之參加受理部3 6 ! a (相當於參加 受理手段),將受到參加受理部3 6 1 a受理參加的客戶終 端裝置1之參加終端裝置1 r安插至構成對戰遊戲的錦標 賣之組合的組合生成部3 6 1 b (相當於組合生成手段);根 據藉由組合生成部3 6 1 b所生成的組合,對於]組合分配1 遊戲空間(假想的桌),對參加終端裝置1 1.指示開始各 比賽的對戰遊戲之對戰開始部3 6 1 c (相當於對戰開始手段 );以及對於參加終端裝置]】·指示各此賽的對戰結束, 並且因應在對戰結束時間點的對戰遊戲之進行狀況的優越 性,決定戰勝者之參加終端裝置]1*的對戰結束部3 6】d ( 相當於對戰結束手段)。 又,控制部36的CPU361係進一步具備··計數參加 終端裝置1 1*的台數之參加終端數RN之參加終端數計數部 3 6 1 e (相當於參加終端數計數手段);因應日期設定將參 加終端數RN歸零之最長時的重置時間TA之組合間隔設 定部3 6〗f (相當於組合間隔設定手段);及在每此比賽, 設定由預定數(在此爲4人)對戰者所構成的I組合之戰 勝者的人數之戰勝者數設定部3 6 ] g (相當於戰勝者數設定 手段)。 控制咅I] 3 6的R A Μ 3 6 2係具備:儲存以組合生成部 -30- 200523002 (27) 3 6 ] b所生成的錦標賽之組合資訊的組合記億部3 6 2 a ;將 每個玩家的特徵點資料、道具的數量、段位等對應玩家的 識別資訊(使用者ID資料)加以儲存的玩家資訊記憶部 3 6 2 b (相當於段位記億手段之一部分);及針對每個段位 ,儲存捨牌時間TA之捨牌時間記憶部3 62c (相當於捨牌 時間記憶手段之一部分)° 參加受理部3 6 ] a爲由客戶終端裝置I經由店舖伺服 器裝置2受理對於對戰遊戲之參加者’具體而言,由客戶 終端裝置]受理個人認證所需的玩家之識別資訊、指紋的 特徵點資料,進行個人認證者° 組合生成部3 6 1 b爲將已參加受理部3 6 1 a受理了參加 之客戶終端裝置1的參加終端裝置1 r ’根據預定規則安插 至構成對戰遊戲的錦標賽之組合者’且爲將安插至構成對 戰遊戲的錦標賽之組合的結果儲存於組合記憶部3 62a,並 且將組合資訊(在此爲桌資訊)傳送至店舖伺服器裝置2 ,儲存至桌記憶部2 62a者。 圖1 5係將根據組合生成部3 6 1 b之參加終端裝置1 r 安插至錦標賽的組合之規則的說明圖之一例。如上所述’ 錦標賽係在此,由以適合64人的玩家(64台的參加終端 裝置]r )之框格A ]〜P4所構成之3回合比賽所組成的錦 標賽。如圖所示,第】回合對戰係以A 1〜A 4的四人所構 成的A組、B 1〜B 4的四人所構成的B組、··· p ]〜P 4的四 人所構成的P組之共計〗6組(A桌〜P桌的]6桌),進 行對戰遊戲。然後,第2回合對戰係第1回合對戰的成績 -31 - 200523002 (28) 爲首位(戰勝者)的1 6人所構成的Q桌〜T桌共計4桌 (例如,Α桌〜D桌的戰勝者之4人構成的Q桌),進行 對戰遊戲。其次,決勝戰係在以第2回合對戰的戰勝者之 4人所構成的]桌進行對戰遊戲。 在圖的左右端,記載有:顯示安插至錦標賽的組合之 順序的順序號 GN。即,針對框格 A 1、Μ 1、I 1、E1、C ] 、〇1、K]、G1、B1、NI、J1、F]、D1、P]、L1、H1 的 順序適合1 6人,在相同桌之順序(桌 A、Μ、I…)適合 下一回合的1 6人,同樣地適合剩餘的3 2人。如此,組合 生成部3 6 1 b,係爲了安插至構成對戰遊戲的錦標賽之各組 合(A〜P桌)之參加終端裝置1 r的台數相互大致呈一致 ,而使參加終端裝置1 r安插至構成對戰遊戲的錦標賽之 組合者。 再次,回到圖I 4所示的功能構成圖進行說明。組合 生成部3 6 ] b係又,由以參加終端數計數部3 6 ] e重置了參 加終端數RN之時間點,再次進行將參加終端裝置1 r安插 至構成對戰遊戲的錦標賽之組合的處理者。即,適合構成 錦標賽之64人,或在開始參加終端裝置η·對於錦標賽的 適合處理後經過了重置時間LT (例如5秒)之情況’再 次進行將參加終端裝置1 r安插至構成對戰遊戲的錦標賽 之組合的處理者。 組合生成部3 6 ] b係進一步在重置時間LT的結束時間 點,在參加終端數RN未滿於最大參加終端數RNM (在此 爲64台)之情況,分配假想地受理CPU玩家的操作之客 -32- 200523002 (29) 戶終辆裝置],來作爲不足部分的參加終端裝置〗r。例如 ,重置時間L T的結束時間點,參加終端數RN爲4 Q台之 情況時,在剩餘的2 4 ( = 6 4 _ 4 〇 )框格分配假想地受理c p u 玩家的操作之客戶終端裝置]。 對戰開始部3 6 1 c係根據以組合生成部3 6〗b所生成的 組合’對於】組合分配1遊戲空間,對於參加終端裝置]r 指示開始各比賽的對戰遊戲。又,對戰開始部361c係在 受到爹加終端數計數邰3 6 I e重置了參加終端數r n之時間 · 點5對於參加終端裝置I r指示開始對戰遊戲。 即’對戰開始部3 6 ] c係在參加終端數rn成爲最大參 加終端數RNM (在此爲64台)、或在重置時間LT的結 束時’分配假想地受理C P U玩家的操作之客戶終端裝置1 米作爲不足部分的參加終端裝置]I·的時間點(作爲構成 錦標賽之64台客戶終端裝置i,分配參加終端裝置1 r或 受理CPU玩家的操作之客戶終端裝置1的時間點),對 於參加終端裝置1 r指示開始對戰遊戲。 馨 對戰結束部3 6 1 d係根據對於至準決勝爲止的各比賽 (第1回合對戰及第2回合對戰)預先設定的對戰時間之 限制時間TL (在此爲1 0分鐘),對於參加終端裝置1 r 指示結束各比賽的對戰,並且,因應在對戰結束時之對戰 遊戲的進行狀況的優越性,決定優勝者之參加終端裝置]r * 〇 在此’對戰遊戲的進行狀況之優越性係根據在對戰結 束時之所持點數(玩家假想地持有的點數棒之點數)進行 -33- 200523002 (30) 判斷者,依據所持點數多之順序’決定以戰勝者數設定部 3 6 ] g所設定的人數之戰勝者。再者,在此,說明關於戰勝 者數設定部3 6 1 g所設定的人數爲I人之丨β況。即’封戰 結束部3 6 1 d係在對戰結束時之所持點數最多者決定爲戰 勝者。 又,對戰結束部3 6 1 d係對於決賽不設定對戰時間的 限制時間,而在對戰遊戲的遊戲進行狀況形成預定的狀況 之時間點(在此爲由東風4局所構成的東風圈戰結束之時 間點),對於參加終端裝置1 r指示結束對戰。即,對戰 結束部3 6 1 d係在第1回合對戰及第2回合對戰,由開始 對戰至經過了限制時間TL也就是]〇分鐘的時間點爲止所 持點數最多的玩家作爲戰勝者,前進至下一回合比賽,在 決賽,將在東風圈戰結束的時間點所持點數最多之玩家決 定成優勝者。 參加終端數計數部3 6 1 e係在每藉由參加受理部3 6 1 a 受理ϊ彳於對戰遊戲之爹加,累計參加終端數RN,在參加 終端數RN與構成對戰遊戲的錦標賽之遊戲終端裝置的總 數之最大參加終端數RN Μ (在此爲6 4 ) —致之情況時, 或由參加終端數RN從0變化成I的時間點(即,在重置 後’最先藉由參加受理部3 6 ] a受理對於對戰遊戲之參加 的時間點)經過了重置時間LT (例如5秒)之情況時, 藉由將參加終端數RN重置成〇,來計數參加終端數RN。 即’參加終端數計數部3 6 1 e係藉由參加受理部3 6 ] a 受理對於對戰遊戲之參加,且將未藉由對戰開始部3 6 ] c -34- 200523002 (31) 指不對戰開始之寥加終端裝置]1.的台數作爲參加終端數 RN加以計數者。 組合間隔設定部3 6 1 f係因應日期設定將參加終端數 RN重置成0之最長時的限制時間tl者。在此,組合間隔 設定部3 6 1 f係對於參加終端數RN的參加快速(受理來自 於玩家的參加之頻率高)之日期(例如,假日),將限制 時間TL設短(3 0秒),而對於參加終端數之增加慢(受 理來自於玩家的參加之頻率低)之日期(例如,平日), 將限制時間TL設長(60秒)者。 戰勝者數設定部3 6 1 g係,在每回合比賽,設定由4 人的對戰者所構成的1組合之人數者。在此,說明關於在 第]回合對戰至第3回合對戰之所有比賽,戰勝者人數作 爲1人之情況,但例如在以4人的玩家進行之對戰遊戲, 由於在前2名以內的玩家進入下一回合比賽之情況,與僅 第1名進入之情況,進行對戰遊戲之玩家的戰略會改變, 故藉由設定進入下一回合比賽之玩家人數,能夠使得對戰 遊戲之變化變得多采多姿,提昇有趣性。 組合記憶部3 6 2 a係用來儲存構成以組合生成部3 6 1 b 所生成的對戰遊戲的錦標賽之組合者。具體而言’對應儲 存構成如圖1 5所示的錦標賽的6 5個框格(A 1〜A4 )、 與建立於該框格之客戶終端裝置1的識別資訊者。 玩家資訊記憶部3 62b係將每個玩家的特徵點資料' 道具的數量、段位等對應於玩家的識別資訊(使用者1D 資料)後加以儲存者。其中,每個玩家的道具的數量及段 -35- 200523002 (32) 位係在開始對戰遊戲時’傳送至客戶終端裝置1而儲存至 段位記憶部〗62a ’而在對戰遊戲結束時,因應道具移動部 ]6〗d即段位決定部]61e所決定的道具之數量及段位,更 新儲存於段位記憶部]62a的道具之數量及段位,傳送至 中心伺服器裝置3,儲存於玩家資訊記憶部3 6 2 b。 捨牌時間記憶部係針對每個段位,儲存捨牌時 間TA者,例如,如第6圖所示,以表格形式儲存者。再 者,儲存於捨牌時間記憶部3 62 c之每個段位的捨牌時間 TA係在對戰遊戲開始時’傳送至客戶終端裝置],而儲存 於捨牌時間記憶部]62b。 圖1 6係顯不緖由客戶終端裝置1所進行之處理的流 程圖的一例。再者,未特別記載下,以下的處理係藉由遊 戲進彳了控制邰1 6 1 a所進行的。首先,藉由讀卡機1 3,由 已被插入的個人卡片讀出使用者ID資料等的個人資訊( 步驟S 1 (H ),然後傳送至中心伺服器裝置3 (步驟S〗03 )° 藉由中心伺服器裝置3的參加受理部3 6 1 a受理對於 對戰遊戲之參加,藉由組合生成部3 6 ] b適合構成對戰遊 戲的錦標賽之組合,進行係否由對戰開始部3 6 1 c接收到 開始對戰之指示資訊的判定(步驟S 1 05 )。在未接收到 開始對戰之指示資訊的情況時(在步驟S ] 0 5爲N 0 ),處 理呈待機狀態。在接受到開始對戰之指示資訊的情況時( 在步驟S ] 05爲YES ),接收對戰對手的識別資訊、段位 等的玩家資訊(步驟s ] 0 7 )。 _ 36 · 200523002 (33) 然後,藉由延長處理部〗6 1 h,將顯示長時考慮按鍵係 否在各比賽中被按壓之標記S的値初期化成〇 (步驟S 1 〇 8 )。在此,標記S係在値爲0之情況時,顯示於各比賽中 長時考慮按鍵未被按壓(可進行捨牌時間TA的延長要求 之受理的狀態),而在値爲1之情況時,顯示於各比賽中 長時考慮按鍵已被按壓(無法進行捨牌時間TA的延長要 求之受理)。 其次,執行對戰遊戲(步驟S 1 0 9 ),進行係否由中 心伺服器裝置3的對戰結束部3 6 1 d受理了使對戰遊戲結 束之指示資訊的判定(步驟S 1 1 ])。在未受理使對戰遊 戲結束的指示資訊之情況時(在步驟S 1 1 1爲N 0 ),處理 轉回至步驟 S 1 09,持續執行對戰遊戲。在受理了使對戰 遊戲結束之指示資訊的情況時(在步驟S 1 1 1爲 YES )之 情況時,藉由成績判定部1 6 1 c配定排名,藉由道具移動 部1 6 1 d使龍幣移動,藉由段位決定部1 6 ] e決定段位,將 道具的個數及段位更新地儲存於段位記憶部I 62a。然後, 將作爲遊戲結果之對戰者的所持點數、段位及道具的個數 傳送至中心伺服器裝置3 (步驟S 1 1 3 )。 然後,藉由中心伺服器裝置3之對戰結束部3 6 1 d決 定戰勝者,顯示係否爲戰勝者之勝敗資訊,進行係否接收 到顯示戰勝者的勝敗資訊之判定(步驟S 1 1 5 )。在接收 到顯示戰敗者之勝敗資訊的情況時(在步驟S 1 1 5爲N 0 ) ,處理係進行至步驟S 1] 9。在接收到顯示戰勝者之勝敗 資訊的情況時(在步驟S Π 5爲YES ),進行對戰遊戲係 200523002 (34) 否爲決賽之判定(步驟S Π 7 )。在對戰遊戲非爲決賽( 第1回合對戰或第2回合對戰)之情況時(在步驟S ] 1 7 爲NO ),處理係返回至步驟S1 07,由步驟S107反復執 行至步驟S ] 1 5之處理。 在對戰遊戲爲決賽之情況時(在步驟S] 17爲YES) ,或在步驟S 1] 5受理了顯示戰敗者之勝敗資訊的情況時 (在步驟S 1 1 5爲N 0 ),受理來自於觸控面板Π a等的輸 入,進行係否持續進行對戰遊戲之判定(步驟S 1 1 9 )。 在判定爲持續進行對戰遊戲之情況時(在步驟 S U 9爲 γ E s ),處理轉回至步驟s I 0 3,由步驟S 1 0 3反復執行至 步驟S 11 7之處理。在判定爲不持續進行對戰遊戲之情況 時(在步驟S I I 9爲Ν Ο ),結束處理。 圖I 7係在如圖1 6的流程中之步驟S 1 0 9所進行的對 戰處理之捨牌時間TA的管理處理之詳細流程的一例。首 先’藉由計時器1 6 ] f,進行係否產生摸牌之判定(步驟 S 2 0 1 )。在判定爲未產生摸牌之情況時(在步驟S 2 〇 1爲 NO),處理呈待機狀態。在判定爲產生摸牌之情況時( 在步驟S20 1爲YES),藉由計時器16lf,計數捨牌時間 T A的剩餘時間之計數器τ s的値設定成初期値T 1 (=捨牌 時間TA )(步驟S 2 03 )。 然後,藉由延長處理部1 6 1]],進行捨牌係否結束之判 定(步驟S 2 0 5 )。在判定爲捨牌結束之情況時(在步驟 S2〇5爲YES ),處理轉回,而在判定爲捨牌未結束之情 況時(在步驟S 2 0 5爲N 0 ),進行顯示長時考慮按鍵係否 -38- 200523002 (35) 在各比賽中已被按壓的標記S之値係否爲]之判定(步驟 S 2 0 7 )。在判定爲標記S之値爲1之情況時(在步驟 S 2 0 7爲Y E S ),處理進行至步驟S 2 1 5。在判定爲標記s 之値非1 (爲0 )之情況時(在步驟S 2 0 7爲N 0 ),藉由 延長處理部I 6 1 h,將長時考慮按鍵顯示於顯示器1 1 (步 驟S2 09 ),藉由延長要求受理部】6〗g,進行長時考慮按 鍵係否已被按壓之判定(步驟S 2 1 1 )。 在判定爲長時考慮按鍵未被按壓之情況時(在步驟 S21 1爲NO ),處理進行至步驟S215,在判定爲長時考慮 按鍵已被按壓之情況時(在步驟S2 ] 1爲YES ),藉由延 長處理部1 6 1 h,將標記S之値設定成1 (步驟S 2 1 3 ), 計數器Ts的値累加延長時間△ T (步驟S2 1 5 )。 在步驟S214的處理結束之情況、在步驟S 2 07爲YES 之情況、或在步驟S 2 1 ]爲Ν Ο之情況時’藉由計時器 1 6 1 f,將計數器T s之値僅減量1 (步驟S 2 ] 5 )。然後, 藉由計時器〗6 1 f,進行計數器Ts之値係否爲0以下之判 定(步驟S 2 1 7 )。 在判定爲計數器Ts之値非0以下的情況(較〇大) 時(在步驟S 2 ] 7爲Ν Ο ) ’處理轉回至步驟S 2 0 5,由步 驟S 2 0 5反復執行至步騾s 2 1 5之處理。在判定爲計數器 丁 s之値係〇以下之情況時(在步驟S 2 ] 7爲Y E S ),藉由 遊戲進行控制部1 6 1 a ’進行摸牌捨棄(步驟S 2 1 9 ),處 理轉回。 圖]8係錯由中心伺服益裝置3所進行的處理之流程 -39- 200523002 (36) 的一例。首先,藉由段位決定部1 6 1 e ’將參加終端數RN 初期化成〇,將計數以計時器1 6 1 f所設定的重置時間LT 之計數器丁 Μ的値初期化成0 (步驟S 3 0 ])。其次,進行 係否藉由參加受理部3 6 1 a由客戶終端裝置]受理了對於 對戰遊戲之參加的判定(步驟S 3 0 3 )。 在未受理對於對戰遊戲之參加的情況時(在步驟 S 3 0 3爲N〇),藉由參加終端數計數部3 6 1 e,將計數器 TM之値僅減量1 (步驟S 3 〇 5 ),進行計數器TM之値係 否爲重置時間L T以上之判定(步驟S 3 0 7 )。在判定爲非 重置時間LT (未滿重置時間LT )以上之情況時(在步驟 S 3 0 7爲Ν Ο ),處理返回步驟s 3 〇 3。在判定爲重置時間 LT以上之情況時(在步驟S 3 0 7爲YES ),處理進行至步 驟 S 3 ] 9 ° 在受理了對於對戰遊戲之參加的情況時(在步騾 S 3 0 3爲YES ),藉由組合生成部36〗b,將在步驟S3〇3以 參加受理部3 6 I a受理了參加之客戶終端裝置1的參加終 端裝置]r安插至構成對戰遊戲的錦標賽之組合(步驟 S 3 0 9 ) °然後’藉由參加終端數計數部3 6 } e,將參加終端 數RN僅減量1 (步驟S3 !丨),進行參加終端數rn係否 爲最大參加終端數RNΜ以上之判定(步驟8 3〗3 )。 在判疋爲參加終端數RN非最大參加終端數RNM以 上(未滿最大參加終端數RNM )之情況時(在步騾s 3】3 爲Ν Ο ) ’藉由參加終端數計數部3 6 1 e,將計數器τ Μ之 値僅減量](步驟S3 ] 5 ),進行計數器ΤΜ之値係否爲重 200523002 (37) 置時間LT以上之判定(步驟S 3 1 7 )。在判定爲非重置時 間L T (未滿重置時間L T )以上之情況時(在步驟s 3 j 7 爲N〇),處理返回至步驟S 3 0 3。在判定爲重置時間L 丁 以上之情況時(在步驟S 3 1 7爲 Y E S ),處理進行至步驟 S3 1 9 ° 在步驟S 3 0 7爲YES之情況 '或在步驟S3]7爲YEs 之情況時,藉由組合生成部3 6 ] b,分判作爲不足部分的參 加終端裝置1】·之假想地受理CPU玩家的操作之客戶終端 裝置1 (步驟S 3 1 9 ),處理進行至步驟S 3 2 ]。 在判定爲參加終端數RN係最大參加終端數RNM以 上之情況時(在步驟S 3 1 7爲Y E S ),或步驟S 3 1 9之處理 結束的情況時,藉由對戰開始部3 6 1 c,對於參加終端裝置 1 r,指示開始第1回合之對戰遊戲(步驟S 3 2 1 )。然後, 藉由對戰結束部3 6 1 d,進行係否已經經過第1回合對戰時 間的限制時間TL之1 0分鐘的判定(步驟S 3 2 3 )。在判 定爲未經過1 〇分鐘之情況時(在步驟S 3 2 3爲N 0 ),處 理呈待機狀態。在判定爲已經經過1 0分鐘之情況時(在 步驟S 3 2 3爲YES ),藉由對戰結束部36] d,對於參加終 端裝置1 r指示第I回合對戰結束(步驟S 3 2 5 )。 其次,藉由對戰結束部3 6 1 d,由參加終端裝置】r接 收第】回合對戰之遊戲結果(步驟S 3 2 7 ),因應在對戰 結束時間點之對戰遊戲的進行狀況之優越性,決定戰勝者 之參加終端裝置1 r,將勝敗資訊傳送至參加終端裝置】r ( 步驟S 3 2 9 )。然後,藉由組合生成部3 6 1 b,決定第]回 -41 - 200523002 (38) 合對戰的戰勝者在第2回合對戰之組合,藉由對戰開始部 j 6 ] c,對於參加終端裝置]】·指示開始第2回合對戰之對 戰遊戲(步驟S331)。其次,藉由對戰結束部36]d,進 行第1回合對戰的對戰時間之限制時間T L的1 〇分鐘係否 已經經過之判定(步驟S 3 3 3 )。在判定爲未經過1 〇分鐘 之情況時(在步驟S 3 3 3爲N 〇 ),處理呈待機狀態。在判 疋爲已經過1 0分鐘之情況時(在步驟S 3 3 3爲Y E S ),藉 由對戰結束部361d ’對於參加終端裝置lr指示第2回合 對戰結束(步驟S 3 3 5 )。 其次’藉由對戰結束部3 6 1 d,由參加終端裝置]r接 收第2回合對戰之對戰遊戲結果(步驟S 3 3 7 ),因應在 對戰結束時間點之對戰遊戲的進行狀況之.優越性,決定戰 勝者之寥加終5而裝置1 r,將勝敗資訊傳送至參加終端裝置 lr (步驟S 3 3 9 )。然後,藉由組合生成部361b,決定第2 回合對戰的戰勝者在第3回合對戰(決賽)之組合,藉由 對戰開始部3 6 I c,對於參加終端裝置1 i.指示開始決賽之 對戰遊戲(步驟S 3 4 1 )。 結束處 其次,藉由對戰結束部3 6 1 d,由參加終端裝置1 r結 束對戰遊戲,進行係否接收到遊戲結果之判定(步驟 S 3 4 3 )。在判定爲未接收到遊戲結果之情況時(在步驟 S 3 4 3爲N 0 ),處理呈待機狀態。在判定爲接收到遊戲結 果之情況時(在步驟· S 3 4 3爲YES),藉由對戰結束部 3 6 1 d,使用遊戲結果,決定戰勝者之參加終端裝置〗ρ,將 勝敗貪訊傳送至爹加終端裝置]]·(步驟S 3 4 5 ) 200523002 (39) 理。 圖1 9係在如圖1 6所示的流程之步驟S ] 0 5顯示於客 戶終端裝置1的顯示器〗丨之錦標賽生成狀況顯示畫面的 畫面圖之一例。在錦標賽生成狀況顯示畫面6 0 0,顯示有 :於大致中央部,當錦標賽的組合結束時則顯示第1回合 對戰開始之意的比賽數顯示部6 0 1 ;在比賽數顯示部6 0 ] 的上側顯示對於對戰遊戲的參加之受理時間的剩餘時間( 即’限制時間 TL之剩餘時間)的剩餘時間顯示部602 ; 在比賽數顯示部6 0 1的左右兩側顯示構成對戰遊戲的錦標 賽之框格的框格顯示部6 0 3 ;及顯示適合框格顯示部6 0 3 的左端之框格6 03 a的玩家資訊之玩家資訊顯示部604。 可得知,在剩餘時間顯示部 6 0 2,顯示著「受理參加 中 6 0」,而受理時間之剩餘時間爲6 0秒。又,可得知 ’在玩家資訊顯示部6〇4,顯示著「(玄武戴段」安得森 」,而在框格603 a適合玩家名字爲「安得森」且段位爲 「2段」之玩家。 圖2 0係在如圖1 6所示的流程之步驟s 1 0 5顯示於客 戶終端裝置1的顯示器1 1之錦標賽生成狀況顯示畫面的 畫面圖之一例。在錦標賽生成狀況顯示畫面6〗〇,顯示有 :於大致中央部,當錦標賽的組合結束時則顯示第〗回合 對戰開始之意的比賽數顯示部61];在比賽數顯示部6n 的上側藏不對於Η戰遊戲的參加之受理時間的剩餘時間( 即’限制時間T’L之剩餘時間)的剩餘時間顯示部η 2 ; 在比賽數顯示部6 1 ]的左右兩側顯示構成對戰遊戲的錦標 -43 - 200523002 (40) 賽之框格的框格顯示部6〗3 ;及顯示安插至框格顯示部 ό 〇 3的左端之框格6 ] 3 a、6〗3 c、6 1 3 e及6 1 3 g與右側的框 格6 I 3 j、6 1 3 k、6 1 3 m及6丨3 〇的玩家資訊之玩家資訊顯示 部 6 1 4。 在剩餘時間顯示部Η 2,顯示著「受理參加中4 7」, 而受理時間之剩餘時間爲4 7秒。又,可得知,在玩家資 訊顯示部6 1 4,顯示安插至各框格的玩家之段位及玩家名 字’而具有所顯示的段位及玩家名字的玩家則安插至顯示 有玩家之段位及玩家名字之框格。在此,於6 4個框格內 ' <兀¥又fe至8個框格。玩家係可藉由錦標賽生成狀況顯 示畫面 600、610,確認:玩家逐次地安插至錦標賽之μ 個框格,決定組合之狀況。 圖2 1係在如圖1 6所示的流程之步驟S ] 0 9顯示於客 戶終端裝置1的顯示器1 1之對戰畫面的畫面圖之一例。 在對戰畫面62 0,於畫面下側,顯示有:在立直(聽牌後 不能再換牌)之情況時所按壓的立直按鍵PBB ;吃牌之情 況時所按壓的吃按鍵P B C ;碰牌之情況時所按壓的碰按鍵 P B D ;槓牌之情況時所按壓的槓按鍵P B E ;胡牌之情況時 所按壓的胡按鍵;使風圈進行之情況時所按壓的進行按鍵 PB G ;及在變更對於其他的玩家之捨牌係否叫吃(指碰、 吃、明槓之動作)的選擇之情況時所按壓的叫吃變更按鍵 PBH。 在藉由叫吃變更按鍵p B H,此桌的對戰者全員選擇「 對於其他的玩家之捨牌不叫吃」之情況時’在某玩家捨牌 -44- 200523002 (41) 後,下一個玩家摸牌。在藉由叫吃變更按鍵PBH,玩家選 擇了「對於其他的玩家之捨牌叫吃」之情況時,其他的玩 家將該玩家可叫吃的牌捨棄之際,該捨牌閃爍,顯示該玩 家可叫吃之牌,並且該玩家按壓吃按鍵P B C、碰按鍵P B D 與槓按鍵PBE中之任一者來進行叫吃,或該玩家按壓進行 按鍵P B G使風圈進行,或至過預定時間(例如5秒)爲 止,其次的玩家不能摸牌。 又,在對戰畫面62 0,於畫面下側,以站立牌狀態, 顯示著表示玩家的手牌的物件之手牌物件(麻將牌)6 2 1 ,於畫面上側及左右雨側,以站立牌狀態顯示著表示對戰 者的手牌的物件之對戰者手牌物件(麻將牌)6 2 3。且, 在對戰畫面 6 2 0,於畫面大致中央,顯示:表示包含寶牌 之牌堆的牌堆物件6 2 4 ;與在牌堆物件6 2 4的周圍表示捨 牌之物件的捨牌物件622。由於表示手牌物件62 1的種類 之種類顯示面朝相機視點側,故玩家可藉由對戰畫面620 ,確認手牌物件6 2 I之種類。例如,由左算起的第2個手 牌物件之種類爲「伍萬」。 且,在對戰畫面 62 0,於牌堆物件624與捨牌物件 62 2之間,顯示著表示各玩家在遊戲內之稱呼的稱呼顯示 部NP,於玩家的下家的對戰者之稱呼顯示部NP的下側, 顯示著表示風圈之風圈標記P R Μ。藉由稱呼顯示部N P, 可得知例如玩家的稱呼爲「朱雀王」,玩家的上家的對戰 者之稱呼爲「小奈奈」。又,藉由風圈標記P R Μ,由其表 示文字爲「東」,可得知風圈爲東風圈。 -45- 200523002 (42)The monitor 2 1 is provided with a plurality of (two in this case) CRT for the purpose of greatly displaying an image. The two CRTs are arranged so that the long sides of a substantially rectangular screen display portion displaying respective images are adjacent to each other, and one image is displayed on two screens to control image signals. The speaker 22 outputs a predetermined message or BGM. The personal card vending machine 25 includes a coin accepting section 24 that accepts coins input by the player, and a card ejecting section 23 that ejects a personal card. In addition, the coin accepting unit 24 is provided with a discharge D (not shown) that discharges a coin when it is a bad coin. A control unit 2 6 is provided at an appropriate place of the store server device 2 ( -22- 200523002 (19) Refer to Figure 8). The control unit is composed of a microcomputer that outputs a detection signal from each unit or a control signal to each unit. Fig. 8 is a diagram showing the hardware configuration of an embodiment of the shop server device 2. The control unit 2 6 is used to control all the actors of the store server device 2. The control unit 26 includes an information processing unit (CPU) 2 6 1, an RA Μ 2 6 2 which temporarily stores information during processing, and pre-stores predetermined image information. Wait for ROM2 63. The rendering processing unit 2 1 1 displays a desired image on the display 21 according to the image display instruction 5 from the control unit 26, and includes a video R a μ and the like. The sound reproduction unit 2 2 1 outputs a predetermined message or BGM to the speaker 22 according to an instruction from the control unit 26. Among the various data that has been recorded in R 0 Μ 2 6 3, data that can be stored in removable recording media can also be made into, for example, hard drives (drives), optical drives (drives), flexible Drives such as disc drives (drives), sand drives (drives), cassette media readers, etc., in this case, the recording media are, for example, hard disks, optical discs, flexible discs, CDs, DVDs , Semiconductor memory, etc. The network communication unit 28 is used to transmit data to the center server device 3 and other store server devices 2 through an Internet constituted by w WW (W 〇 1 d · Wide Web). Sender, receiver. The interface unit 1 a is used for transmitting and receiving data to and from each of the household terminal devices 1 (eg, eight) connected to the shop server device 2. Figure 9 is an example of a functional configuration diagram of the control unit 26 of the store server device 2. The RAM 2 6 2 of the control 邰 26 is provided with a memory of a mahjong table which is generated by a combination generating unit 3 6 1 b described later by 200523002 (20) center server device 3 and each client finally enters the cricket mahjong table. The table memory section 2 62 a of the table information of corruption, and a progress status memory section 26 2b that stores information on the progress status of each Mahjong table of each client terminal device 1 that is supposed to play Mahjong. The CPU261 is provided with: The table information stored in the table memory section 262 a updates the progress status of the game status stored in the progress status storage section 2 6 2 b by correspondence with the client terminal device 1 and the store server device 2. 2 6] a. Here, as shown in FIG. 10, the client terminal device a connected to the shop server device A via the dedicated line 5 and a3, and the client terminal device b 8 connected to the shop server device B via the dedicated line 5 When the client terminal device c 2 connected to the store server device C via the dedicated line 5 is playing in the same game space, use FIG. 11 and FIG. 12 to specifically describe the storage in the table memory 2 The contents of the table information of 6 2 a and the processing contents of the update section 2 6 1 a. The client terminal device a 1, the client terminal device a 3, the client terminal device b 8, and the client terminal device c 2 are combined to form a combination generating unit 3 6 1 b by the central server device 3. Suppose that the game is played on the same table (in the same game space). The combination generating unit 3 6 of the central server device 3] b is a store server device 2 (here, a store) which will be connected to the first client terminal device 1 (here, the client terminal device a) that is accepted via a dedicated line 5 The server device A) is set as a server (herein referred to as a "main server") that plays a central role as the transmission and reception of information between the shop server devices 2 and will be connected via a dedicated line 5-24-200523002 (21) The shop server device 2 (here, the client terminal devices B and C) connected to other client terminal devices 1 serves as a server that plays a dependent function as the transmission and reception of information between the shop server devices 2 (in This is called a "slave server"), and the setting result is transmitted to each store server device 2. Each store server device 2 stores the transferred setting results of the master server and the slave server in the table memory 2 6 2 a. FIG. 11 is an example of a table showing table information of a table composed of the client terminal devices a1, a3, b8, and c2 as shown in FIG. In the left column, the following information is sequentially stored: When a table is created by the combination generation unit 3 6] b of the central server device 3, the table number TN is given to the identification number of each table according to a predetermined rule. ; By the combination generating unit 3 6 1 b of the central server device 3, the acceptance number RN of the serial number set on the table; the customer code CN of the identification information of the client terminal device 1 (here, for convenience of explanation, reference symbols will be referred to As the customer symbol CN); the store server symbol SN of the identification information of the store server device 2 (here, for convenience of explanation, the reference symbol is used as the store server symbol SN); indicates that the store server device 2 is the main servo The master / slave division MS, which distinguishes between a server functioning or functions as a slave server, and the player division PC, which indicates the division of a player who operates the client terminal device 1. The player division PC stores "player" when the client terminal device 1 is operated by a human player, and "simulate player" when it is operated analogously by the analog signal generation unit 2 6 1 d described later, When operated by a CPU player, "CPU player" is stored. Furthermore, when the PCs of the four players in the table are distinguished from PCs when they become "simulated players" -25- 200523002 (22) or "CPU players", the table information is deleted by the table memory section 2 62 a. As can be seen from the table information shown in Fig. 11, the table of table number 1 is composed of the client terminal devices a], a3, b 8 and c2; the client terminal devices a], a 3 are through the dedicated line 5 Connected to shop server device A; shop server device A functions as a master server, shop server devices B and C function as slave servers; client terminal devices a 1, a3, b 8 and c2 are subject to Man-operated players, etc. Furthermore, the table information of the table number "1" shown in the figure]] is stored in the table memory sections 2 6 2 a of the store server devices A, B, and C. Fig. 2 is an example of a diagram for explaining the contents of the transmission and reception processing of the operation signal by the progress status update unit 2 6 1 a of the store server devices a, b, and c. (A), (b), and (c) are diagrams for explaining the contents of the processing performed by the store status update unit 2 6 a according to the store server devices A, B, and C, respectively. In the left column of the graph, the customer symbol CN of the customer terminal device of the transmission point of the operation signal received by the store server device 2 is described, and the store server through which the store server device 2 receives the signal Store server symbol SN of the device 2. In the right-hand column of the chart, record the customer symbol C · N of the delivery terminal of the operation signal sent by the store server device 2 (store server device A, B, or C), and the server servo at the store. The shop server mark Sn of the shop server device 2 through which the server device 2 received the signal. In addition, the progress status update unit 2 6] a of the store server devices A, B, and C is receiving operation signals from the customer terminal devices a], a 3, b 8, and c 2-26- 200523002 (23) On this occasion, we update information on 2 6 2 b of the progress status. The shop server device A ’s progress status update unit 2 6] a guarantees that (a) from the second column on the chart, receives the operation signal from the client device a] and transmits it to the client terminal device a 3 and the store device B And C. Then, the shop server device B ’s progress status 2 6] a is as if it is located in the second column from the (b) chart, and the server device A receives the operation from the client terminal device a 1 and transmits it to the client terminal. Device b 8. The store server device C is updated (2 6] a is 2 if counted from the (c) chart | The store server device A receives the signal from the client terminal device a} and transmits it to the client terminal device c2 . Similarly, the status update of the store server device A is as if it is located in the third column from the (a) chart, and receives the operation signal of the client terminal device a 3 and transmits it to the client terminal device shop server device B. And C. Then, the status update unit 2 6 1 a of the store server device B is located on the graph from (b). The third part receives the signal from the client terminal device Σ via the store server device A and transmits it to the client terminal device b. 8. The store server installation status update unit 2 6 1 a is as calculated on the (c) chart, and receives the operation from the customer terminal a 3 via the store server device A. The number “§” is transmitted to the customer terminal device. c 2. The progress status update unit 2 6 a of the store server device B is the fourth column from the top of (b), and receives the operation signal from the customer device a 3 and transmits it to the store server device a. However, if it is located in the terminal installation 丨 server ϊ update section 丨 signal from the store: the status of the operation I, the operation section 2 6] a from the customer al and the store, the operation of ^ I c From the third terminal installation, if it is located after the terminal installation, shop-27- 200523002 (24) Shop server device A's progress status update section 2 6 1 a is as if it is located in the fourth column from the (a) diagram, The operation signal from the client terminal device b 8 is received through the shop server device B, and transmitted to the client terminal devices a 1 and a 3 and the shop server device C. The progress status update section 2 6 1 a of the shop server device C If it is located in the fourth column from the (c) chart, the operation signals from the customer terminal device b 8 are received through the store server devices B and A and transmitted to the customer terminal device C2. Similarly, the store server device C The progress status update section 2 6 1 a receives the operation signal from the customer terminal device c2 as if it is located in the fifth column from the (c) chart, and transmits it to the store server device A. Then, the 'store server device A's progress status update department 2 6 1 a It is located in the fifth column from the (a) diagram, and receives the operation signal from the customer terminal device c2 through the store server device C, and transmits it to the customer terminal devices a 1 and a 3 and the store server device B. The store The progress status update unit 2 6 1 a of the server device B is located in the fifth column from the (b) chart, and receives the operation signal from the client terminal device c 2 through the store server devices C and A, and transmits the operation signal. To the client terminal device b 8. In this way, the operation status update unit 2 6 1 a transmits the operation signals from the client terminal device a;!, A3, b 8 and c2 between the shop server devices A, b, and C. In each time it receives the operation signals from the client terminal devices a1, a3, b8, and c2, and updates the information of the progress status memory section 2 62b. Therefore, the client terminal devices a1, a3, b8, and c2 are stored by using The progress information is recorded in the progress information of 2 billion units 62b, which makes it easy to control the game progress time between the client terminal devices a1, a3, b8, and c2. -28- 200523002 (25) Synchronization (make the game progress status consistent ). That is, the master servo It receives the operation information from the client terminal device connected via the dedicated line 5 and transmits it to all other client terminal devices] 'and receives the client terminal device connected to the slave server via the dedicated line 5 from the slave server. The operation signal of I is transmitted to all other client terminal devices. Also, the slave server receives the operation signal from the client terminal device connected by the dedicated line 5] and transmits it to the master server, and passes the master server The device receives the operation signals from all other client terminal devices, and transmits them to the client terminal device 1 connected by the dedicated line 5. Fig. 13 is a diagram showing a hardware configuration of an embodiment of the center server device 3. Figs. The control unit 36 is used to control all the actors of the central server device 3, and includes: an information processing unit (CPU) 3 6 1. A RAM 3 62 that temporarily stores information during processing, and a memory that stores predetermined image information in advance. ROM363. Among the various data stored in ROM3 63, data that can be stored in removable recording media can also be made into hard disk drives (drives), optical drives (drives), and flexible disc drives (drives). , A silicon disk drive (drive), a cartridge media reader, etc. to read, in this case, the recording medium is, for example, a hard disk, an optical disk, a flexible disk, a CD, a DVD, a semiconductor memory, or the like. The network communication unit 38 is used for transmitting and receiving various kinds of data to and from a plurality of shop server devices 2 via the Internet constituted by W W W and the like. Furthermore, the game management program of the present invention is based on the record > 29- 200523002 (26) on ROM 3 6 3, loaded on RaM3 6 2 and sequentially executes the games on RA Μ 3 6 2 with CPU361. Manage programs to perform their respective functions. Fig. 14 is an example of a functional configuration diagram of the control unit 36 of the center server device 3. The CPU 36 of the control unit 36] includes: a client terminal device] a participation acceptance unit 3 6! A (corresponding to the participation acceptance means) that accepts participation in a battle game, and a client terminal that accepts the participation acceptance unit 3 6 1 a The participating terminal device 1 r of the device 1 is inserted into the combination generating section 3 6 1 b (equivalent to the combination generating means) of the combination of the trophy selling that constitutes the battle game. According to the combination generated by the combination generating section 3 6 1 b, ] Allocate 1 game space (imaginary table) in combination, to the participating terminal device 1 1. The game start part 3 6 1 c (equivalent to the game start means) for instructing the start of each game; and the terminal device for participating in the game]] · Instructs the game end of each game, and responds to the game of the game at the end time of the game The superiority of the progress situation determines the winner's participation terminal device] 1 * battle end unit 3 6] d (equivalent to the end of the battle means). In addition, the CPU 361 of the control unit 36 is further provided with a number of participating terminal devices 1 1 *, a number of participating terminals RN, and a number of participating terminal counting units 3 6 1 e (corresponding to the number of participating terminal counting means); The combination interval setting unit 36 which resets the longest reset time TA when the number of participating terminals RN is reset to zero (equivalent to the combination interval setting means); and sets a predetermined number (here, 4 people) for each match. The number of winners setting unit of the number of winners of the I combination constituted by the opponents is 3 6 g (equivalent to the means for setting the number of winners). Control 咅 I] 3 6 RA Μ 3 6 2 is equipped with: a combination storage unit -30- 200523002 (27) 3 6] b, a combination of 100 million 3 3 2 a; The player information memory 3 6 2 b (equivalent to a part of the means of counting hundreds of millions) for each player's feature point data, the number of props, the rank and other corresponding player identification information (user ID data) is stored; and for each Rank, storing the time of storing the time of the playing card TA 3 62c (equivalent to a means of storing the time of the playing card) ° Participation receiving unit 3 6] a is the client terminal device I accepts the participants of the battle game via the store server device 2 'Specifically, the client terminal device] accepts the player's identification information and fingerprint feature point data required for personal authentication, and performs personal authentication. The combination generation unit 3 6 1 b accepts the participating reception unit 3 6 1 a The participating terminal device 1 r which has participated in the client terminal device 1 'is inserted into a combination of tournaments constituting a match game according to a predetermined rule' and is a combination of insertions into a combination of tournaments constituting a match game The result is stored in the combination memory section 3 62a, and the combination information (here, the table information) is transmitted to the store server device 2 and stored in the table memory section 2 62a. FIG. 15 is an example of an explanatory diagram of a rule for inserting a participation terminal device 1 r into a tournament based on the combination generating unit 3 6 1 b. As mentioned above, the tournament is a three-round tournament consisting of frames A] ~ P4 suitable for 64 players (64 participating terminal devices] r). As shown in the figure, the first round of the battle system consists of group A consisting of four people from A 1 to A 4 and group B consisting of four people from B 1 to B 4... P] to four people from P 4 A total of 6 groups (6 tables (from table A to table P)) of the formed P group are played for a battle game. Then, the results of the first round of the 2nd round of the battle -31-200523002 (28) There are 4 tables of Q to T tables consisting of the first (winner) of 16 people (for example, of tables A to D (Q table of 4 winners) to play a battle game. Secondly, the decisive battle is played at a table consisting of 4 winners who compete in the second round. On the left and right ends of the figure, a sequence number GN showing the order of the combinations inserted in the tournament is described. That is, the order of the frames A1, M1, I1, E1, C], 〇1, K], G1, B1, NI, J1, F], D1, P], L1, and H1 is suitable for 16 people. In the same table order (tables A, M, I ...) is suitable for 16 people in the next round, and equally suitable for the remaining 32 people. In this way, the combination generating unit 3 6 1 b is for inserting the participating terminal device 1 r so that the number of participating terminal devices 1 r of each combination (tables A to P) constituting the match game will be approximately the same as each other. To the combo of the tournaments that make up the game. Again, the functional configuration diagram shown in FIG. 14 will be described. The combination generating unit 3 6] b resets the timing of the number of participating terminals RN by the number of participating terminals counting unit 3 6] e, and repeats the combination of inserting the participating terminal device 1 r into the tournament constituting the battle game. Processor. In other words, it is suitable for 64 players who constitute a tournament, or if the reset time LT (for example, 5 seconds) elapses after the start of the terminal device η. The combination of the processors of the tournament. The combination generating unit 3 6] b further allocates an imaginary reception of CPU player operations when the number of participating terminals RN is less than the maximum number of participating terminals RNM (here 64) at the end time of the reset time LT. Guest-32- 200523002 (29) Household terminal device], as the terminal part of the participating device. For example, at the end of the reset time LT, when the number of participating terminals RN is 4 Q, the remaining 2 4 (= 6 4 _ 4 〇) boxes are allocated to client terminals that virtually accept the operations of the CPU players. ]. The match start unit 3 6 1 c allocates 1 game space based on the combination generated by the combination generation unit 36 6 b to the combination, and to the participating terminal device] r instructs the start of the competition game of each match. In addition, the competition start unit 361c resets the time when the number of participating terminals r n is reset by the number of terminal terminals 爹 3 6 I e. Point 5 instructs the participating terminal device I r to start the competition game. That is, the "combat start part 3 6" c is a client terminal that imaginarily accepts the operation of the CPU player when the number of participating terminals rn becomes the maximum number of participating terminals RNM (here 64) or at the end of the reset time LT 1 meter as the inadequate part of the participating terminal devices] I · (as the 64 client terminal devices i constituting the tournament, allocating the terminal device 1 r or the client terminal device 1 that accepts the operation of the CPU player), It instructs the terminal device 1 r to start a battle game. The Xin match ending part 3 6 1 d is based on the preset time limit TL (here, 10 minutes) of the match time for each match (1st round match and 2nd round match) until the final match. 1 r instructs the end of the competition in each match, and determines the winner ’s participation terminal device according to the superiority of the progress of the competition game at the end of the competition] r * 〇 Here, the superiority of the progress of the competition game is based on -33- 200523002 (30) The judge holds the number of winners at the end of the match (the number of points that the player imaginarily holds). ] g the set number of winners. In addition, the case where the number of winners set by the number of winners setting unit 3 6 1 g is I is β. In other words, the end of the ‘sealed battle’ 3 6 1 d is the one with the most points held at the end of the battle. In addition, the game ending part 3 6 1 d does not set a time limit for the competition time for the finals, but at a point in time when the game progress status of the battle game has reached a predetermined condition (here, the end of the Dongfeng circle composed of 4 Dongfeng rounds) At the time point), the terminal device 1 r instructs the end of the battle. That is, the end of the match 3 6 1 d is in the first round match and the second round match. From the start of the match until the time limit TL elapses, the player holding the most points until the time point of 0 minutes advances as the winner. Until the next round of competition, in the final, the player who holds the most points at the end of the Dongfeng lap will be determined as the winner. The number of participating terminal counting unit 3 6 1 e is a game in which the receiving reception unit 3 6 1 a accepts the daddy of a battle game, accumulates the number of participating terminals RN, and participates in the number of participating terminals RN and the tournament that constitutes the fighting game. Maximum number of participating terminals RN M (6 4 in this case) of the total number of terminal devices-When this is the case, or when the number of participating terminals RN changes from 0 to I (that is, after resetting, Participation Acceptance Department 3 6] a When the reset time LT (for example, 5 seconds) has elapsed at the time of participation in the battle game, the number of participating terminals RN is reset by resetting the number of participating terminals RN to 0. . That is, the number of participating terminal counting section 3 6 1 e is through the participation reception section 3 6] a accepts participation in the competition game, and will not use the competition starting section 3 6] c -34- 200523002 (31) means no competition Start with few terminal devices] 1. The number of units is counted as the number of participating terminals RN. The combination interval setting unit 3 6 1 f sets the maximum time limit t1 when the number of participating terminals RN is reset to 0 in accordance with the date. Here, the combination interval setting unit 3 6 1 f sets the limit time TL to be short (30 seconds) for a date (for example, a holiday) where the number of participating terminals RN is fast (the frequency of accepting participation from players is high). , And for the date (for example, weekdays) where the number of participating terminals increases slowly (the frequency of accepting participation from players is low), the time limit TL is set to be longer (60 seconds). The number of winners setting unit is 3 6 1 g. Each round, sets the number of players in a combination of 4 players. Here, a description will be given of a case in which the number of winners is one in all matches in the third round to the third round. For example, in a battle game with four players, the players within the top two will enter The situation of the next round of competition and the situation where only the first place enters, the strategy of the player who plays the battle game will change. Therefore, by setting the number of players entering the next round of competition, the change of the battle game can be made more colorful. Posture and enhance fun. The combination memory unit 3 6 2 a is used to store a combination of tournaments that constitute a battle game generated by the combination generation unit 3 6 1 b. Specifically, 'correspondence' stores the identification information of the 65 frames (A 1 to A4) constituting the tournament shown in FIG. 15 and the client terminal device 1 established in the frame. The player information storage section 3 62b stores the feature point data of each player, such as the number of items and ranks corresponding to the player's identification information (user 1D data). Among them, the number of items for each player and the paragraph -35- 200523002 (32) bits are 'transmitted to the client terminal device 1 and stored in the rank memory section 62a' at the beginning of the battle game, and corresponding to the items at the end of the battle game The moving part] 6〗 d is the rank determination part] 61e. The number and rank of the props determined by the 61e are updated and the number and rank of the props stored in the rank memory part 62a are transmitted to the central server device 3 and stored in the player information memory 3 6 2 b. The store time memory section stores the store time TA for each stage. For example, as shown in FIG. 6, the store time is stored in a table. Further, the drop time TA of each stage stored in the drop time storage section 3 62 c is transmitted to the client terminal device at the beginning of the battle game], and is stored in the drop time storage section] 62b. FIG. 16 is an example of a flowchart showing a process performed by the client terminal device 1. FIG. In addition, it is not specifically mentioned that the following processing is performed by controlling the game control unit 1 6 1 a by the game. First, the card reader 1 3 reads out personal information such as user ID data from the inserted personal card (step S 1 (H), and then transmits it to the central server device 3 (step S〗 03). The participation reception unit 3 6 1 a of the central server device 3 accepts participation in the competition game, and the combination generation unit 3 6] b is suitable for the combination of the tournaments constituting the competition game. c. The judgment information of the start of the competition is received (step S 1 05). When the instruction information of the start of the competition is not received (in step S] 0 5 is N 0), the processing is in a standby state. After receiving the start In the case of battle instruction information (YES in step S) 05, player information such as identification information and rank of the opponent is received (step s) 0 7). _ 36 · 200523002 (33) Then, by extension processing In the case of 6 1 h, the initial display of the mark S, which takes into consideration whether the key is pressed in each game, for a long time is reduced to 0 (step S 1 08). Here, when the mark S is 0, Displayed in each match for a long time considering that the key has not been pressed (may be The status of accepting the extension request for the extension time TA), and when 値 is 1, it is displayed in each game that the key has been pressed for a long time (the acceptance of the extension request for the extension time TA cannot be accepted). Next, execute In the battle game (step S 10 9), it is determined whether or not the battle end section 3 6 1 d of the center server device 3 has accepted the instruction information for ending the battle game (step S 1 1). In the case of the instruction information for the end of the battle game (NO in step S 1 11), the process returns to step S 1 09 and the execution of the competition game is continued. When the instruction information for the end of the competition game is received (in the case of In the case of step S 1 1 1 is YES), the ranking is assigned by the performance determination unit 16 1 c, the dragon coins are moved by the item moving unit 16 1 d, and the rank is determined by the rank determination unit 16] e , The number of props and the ranks are updated and stored in the rank memory section I 62a. Then, the points, ranks and props held by the opponent as a result of the game are transmitted to the center server device 3 (step S 1 1 3). Then, by The battle end unit 3 6 1 d of the heart server device 3 determines the winner, and displays whether it is the victory or defeat information of the winner, and determines whether or not the victory or defeat information is displayed (step S 1 1 5). When the victory information of the defeated person is displayed (N 0 in step S 1 15), the processing proceeds to step S 1] 9. When the victory information of the defeated person is received (in step S Π 5 YES), a judgment is made as to whether the game system 200523002 (34) is a final (step S Π 7). When the battle game is not a final (1st round match or 2nd round match) (NO in step S] 1 7), the processing returns to step S1 07 and is repeatedly executed from step S107 to step S] 1 5 Its processing. When the battle game is the final (YES in step S] 17), or in step S 1] 5 when the information about the defeat of the defeated person is accepted (N 0 in step S 1 15), the acceptance is from At the input of the touch panel Π a and the like, a determination is made as to whether or not the battle game is continuously performed (step S 1 1 9). When it is determined that the battle game is continued (γ E s in step S U 9), the process returns to step s I 0 3, and the process from step S 103 is repeatedly executed to step S 11 7. When it is determined that the battle game is not continued (NO in step S I 9), the process ends. Fig. I7 is an example of a detailed flow of the management process of the discard time TA of the battle process performed in step S109 in the flow of Fig. 16. First, a determination is made as to whether or not a card is generated by the timer 16] f (step S 2 0 1). When it is determined that the card drawing has not occurred (NO in step S201), the processing is in a standby state. When it is determined that a card drawing occurs (YES in step S20), the counter τ s, which counts the remaining time of the drop time TA by the timer 16lf, is set to the initial value T 1 (= the drop time TA) ( Step S 2 03). Then, the extension processing unit 1 6 1]] is used to determine whether or not the ending of the house is completed (step S 2 0 5). When it is determined that the house is over (YES in step S205), the process is reversed, and when it is determined that the house is not over (NO in step S205), the key is displayed for a long time. Whether or not -38- 200523002 (35) Whether or not the mark S that has been pressed in each match is a] is determined (step S 2 0 7). When it is determined that 値 of the mark S is 1 (Y E S in step S 2 0 7), the process proceeds to step S 2 1 5. When it is determined that the mark s is not 1 (0) (the step S 2 0 7 is N 0), the extension processing unit I 6 1 h is used to display a long-term consideration key on the display 1 1 (step S2 09), with the extension request acceptance unit] 6] g, a determination is made whether the key system has been pressed for a long time (step S 2 1 1). When it is determined that the key has not been pressed for a long time (NO at step S21), the process proceeds to step S215, and when it is determined that the key has been pressed for a long time (YES at step S2] 1) By setting the processing unit 16 1 h to set 1 of the mark S to 1 (step S 2 1 3), the size of the counter Ts is accumulated to extend the time ΔT (step S 2 1 5). When the processing of step S214 ends, when YES at step S 2 07, or when YES at step S 2 1], the counter T s is only decremented by the timer 1 6 1 f 1 (step S2) 5). Then, it is determined whether or not the counter Ts is 0 or less by using the timer 6 1 f (step S 2 1 7). When it is determined that the value of the counter Ts is not less than 0 (larger than 0) (in step S 2) 7 is Ν Ο) 'The process returns to step S 2 0 5 and is repeatedly executed from step S 2 0 5 to step骡 s 2 1 5 processing. When it is determined that the counter is smaller than 0 (YES in step S 2] 7), the card is discarded by the game progress control unit 16 1 a '(step S 2 1 9), and the process is transferred. return. Figure] 8 is an example of the processing flow -39- 200523002 (36) performed by the center servo device 3. First, the number of participating terminals RN is initialized to 0 by the rank determination unit 16 1 e ', and the count of the counter D M which is counted by the reset time LT set by the timer 16 1 f is initialized to 0 (step S 3 0]). Next, a determination is made as to whether or not the participation acceptance unit 3 6 1 a has accepted the participation in the battle game from the client terminal device (step S 3 0 3). When the participation in the competition game is not accepted (NO in step S303), the number of counters TM is reduced by only 1 by participating in the terminal counting unit 3 6 1e (step S3 05) Then, a determination is made as to whether or not the counter TM is equal to or longer than the reset time LT (step S307). When it is determined that the time is not longer than the reset time LT (less than the reset time LT) (NO in step S307), the process returns to step s303. When it is determined that the reset time is longer than LT (YES in step S307), the process proceeds to step S3] 9 ° When the participation in the competition game is accepted (in step S3 0 3 Is YES), and the combination generating unit 36 〖b inserts the participating terminal device of the client terminal device 1 that has accepted the participation in step S303 by the participation acceptance unit 3 6 I a] r into the combination of the tournament constituting the battle game (Step S 3 0 9) ° Then, by participating terminal number counting section 3 6} e, the number of participating terminals RN is decremented by only 1 (step S3! 丨), and whether the number of participating terminals rn is the maximum number of participating terminals RNM The above judgment (step 8 3〗 3). When it is judged that the number of participating terminals RN is not greater than the maximum number of participating terminals RNM (under the maximum number of participating terminals RNM) (in step s 3) 3 is Ν Ο) 'by the number of participating terminals counting section 3 6 1 e. Only decrement the counter τ Μ] (step S3] 5), and determine whether the counter TM is heavy 200523002 (37) Set the time LT or more (step S 3 1 7). When it is determined that the non-reset time L T (less than the reset time L T) is greater than or equal to (No at step s 3 j 7), the process returns to step S 303. When it is determined that the reset time is more than L D (YES in step S 3 1 7), the process proceeds to step S 3 1 9 ° In the case of YES in step S 3 0 7 'or YEs in step S3] 7 In this case, the combination generating unit 3 6] b judges the client terminal device 1 which is the insufficient part to accept the operation of the CPU player by the client terminal device 1 (step S 3 1 9), and the process proceeds to Step S 3 2]. When it is determined that the number of participating terminals RN is equal to or greater than the maximum number of participating terminals RNM (YES at step S 3 1 7), or when the processing of step S 3 1 9 is completed, the battle start section 3 6 1 c For the participating terminal device 1 r, instruct the start of the first round of the battle game (step S 3 2 1). Then, with the match ending part 3 6 1 d, a determination is made as to whether or not 10 minutes of the time limit TL of the first round match time has passed (step S 3 2 3). When it is determined that 10 minutes have not elapsed (NO in step S 3 23), the processing is in a standby state. When it is determined that 10 minutes have elapsed (YES in step S 3 2 3), the competition end unit 36] d instructs the participating terminal device 1 r to end the first round of competition (step S 3 2 5) . Secondly, with the game ending part 3 6 1 d, the participating terminal device r receives the game result of the first round of the game (step S 3 2 7), in accordance with the superiority of the progress of the game at the time when the game ends. Determine the winner's participating terminal device 1 r, and send victory / loss information to the participating terminal device] r (step S 3 2 9). Then, the combination generating unit 3 6 1 b determines the second round -41-200523002 (38) The combination of the winner of the second round in the second round, and the starting point j 6] c for the participating terminal device. ]] · Instruct the start of the second round of the battle game (step S331). Next, the match completion unit 36] d determines whether or not 10 minutes of the time limit T L of the match time of the first round match has passed (step S 3 3 3). When it is determined that 10 minutes have not elapsed (NO in step S33), the processing is in a standby state. When it is determined that 10 minutes have elapsed (Y ES in step S33), the competition end unit 361d 'instructs the participating terminal device lr to end the second round of competition (step S335). Secondly, by the end of the game 3 6 1 d, the participating terminal device] r receives the result of the second round of the battle game (step S 3 3 7), according to the progress of the battle game at the end of the battle. For superiority, determine the few winners and add 5 to the device 1 r, and send the winning and losing information to the participating terminal device lr (step S 3 3 9). Then, the combination generating unit 361b determines the combination of the winner of the second round match in the third round match (final), and the match start unit 3 6 I c for the participating terminal device 1 i. Instructs the start of the final battle game (step S 3 4 1). Ending place Next, the competition end unit 3 r 1 d ends the battle game by the participating terminal device 1 r, and determines whether or not the game result is received (step S 3 4 3). When it is determined that the game result has not been received (N 0 in step S 3 4 3), the processing is in a standby state. When it is determined that the game result has been received (YES at step S 3 4 3), the game ending portion 3 6 1 d is used to determine the winner ’s participation terminal device using the game result. Transfer to Dega Terminal Device]] (step S 3 4 5) 200523002 (39) processing. FIG. 19 is an example of a screen diagram of the tournament generation status display screen displayed on the display of the client terminal device 1 in step S] of the flow shown in FIG. 16. On the tournament generation status display screen 6 0 0, in the approximate central part, when the combination of the tournament is over, the number of matches indicating the start of the first round of competition is displayed 6 0 1; in the number of matches display 6 6] The remaining time display portion 602 of the remaining time for the acceptance time of the participation in the battle game (ie, the remaining time of the 'limit time TL') is displayed on the upper side; A sash display portion 603 of the sash; and a player information display portion 604 that displays player information suitable for the sash 6 03 a at the left end of the sash display portion 60 3. It can be seen that in the remaining time display section 602, "Receiving participation 60" is displayed, and the remaining time of the acceptance time is 60 seconds. Also, it can be seen that in the player information display section 604, "(Xuanwudai section) Anderson" is displayed, and in box 603a, the player name is "Anderson" and the rank is "2nd stage" FIG. 20 is an example of a screen shot of a tournament generation status display screen displayed on the display 11 of the client terminal device 1 at step s 105 in the flow shown in FIG. 6 〖〇, the display shows: in the approximate central part, when the combination of the tournament ends, the game number display part 61 which means the beginning of the match is displayed]; the upper part of the game number display part 6n hides The remaining time display portion η 2 of the remaining time of the acceptance time of participation (ie, the remaining time of the 'limit time T'L); the right and left sides of the game number display portion 6 1] are displayed as the trophy constituting a battle game -43-200523002 ( 40) The sash display section 6 of the match frame 6〗 3; and the display 6 inserted into the left end of the sash display section 〇 3] 3 a, 6 〖3 c, 6 1 3 e, and 6 1 3 g Players with player information on the right box 6 I 3 j, 6 1 3 k, 6 1 3 m, and 6 丨 3 〇 The information display section 6 1 4. The remaining time display section Η 2 displays "Receiving participation 4 7", and the remaining time of the acceptance time is 47 seconds. It can also be seen that the player information display section 6 1 4 , The player's rank and player name inserted into each box are displayed, and the player with the displayed rank and player name is inserted into the box where the player ’s rank and player name are displayed. Here, in 64 boxes Inside' < Wu ¥ and up to 8 boxes. Players can use the tournament generation status display screens 600 and 610 to confirm that the players are successively inserted into the μ boxes of the tournament to determine the status of the combination. FIG. 2 is an example of a screen image of the battle screen displayed on the display 11 of the client terminal device 1 at step S] of the flow shown in FIG. 16. In the battle screen 6200, on the lower side of the screen, the following are displayed: the vertical button PBB pressed in the case of standing (cannot be changed after the draw); the eating button PBC pressed in the case of playing cards; The touch button PBD pressed in the case; the bar button PBE pressed in the case of the bar; the Hu button pressed in the case of the hu; the button PB G pressed in the case of the wind ring; and Regarding the selection of the other player's house card as the choice of whether to eat (refer to the action of touching, eating, or clearing the bar), the called eating change button PBH is pressed. In the case of calling the change button p BH, when all the players in this table select "Do not call for other players' cards", after a player folds -44- 200523002 (41), the next player draws a card. . When the player chooses to call "eat for another player's house card" by calling the eat change button PBH, when other players discard the player's card that can be called board player, the house card flashes to show that the player can call To eat the card, and the player presses any one of the eat button PBC, touch the button PBD and the bar button PBE to make a call, or the player presses the execute button PBG to make the wind circle, or until a predetermined time (for example, 5 seconds) ), The second player cannot draw cards. In the battle screen 62 0, on the lower side of the screen, in a standing card state, a hand card object (Mahjong card) 6 2 1 indicating an object of the player's hand card is displayed on the upper side of the screen and on the left and right rain sides to stand cards. The status shows the opponent's hand object (Mahjong card) 6 2 3 indicating the opponent's hand card. Also, in the battle screen 6 2 0, approximately the center of the screen displays: a card pile object 6 2 4 indicating a card pile including a treasure card; and a house card object 622 indicating a card object in the surroundings of the card pile object 6 2 4. Since the type display of the type of the hand object 62 1 is facing the camera viewpoint side, the player can confirm the type of the hand object 6 2 I through the battle screen 620. For example, the type of the second hand object from the left is "Wu Wan". In the battle screen 62 0, a title display NP indicating the name of each player in the game is displayed between the card pile object 624 and the shelving object 62 2, and the player ’s next player ’s title display NP is displayed. On the lower side, a wind circle mark PR M indicating the wind circle is displayed. According to the title display part NP, it can be known that, for example, the title of the player is "Suzaku King", and the title of the player's opponent is "Little Nana". In addition, the wind circle mark P R M indicates that the wind circle is the east wind circle. -45- 200523002 (42)

並且,在對戰畫面6 2 0,於畫面右側,顯示著:爲了 以玩家延長由摸牌至捨牌爲止的決定所被容許的時間之剩 餘時間而按壓之長時考慮按鍵TOB,於畫面右下側表示摸 牌物件的摸牌物件6 2 5上顯示剩餘時間顯示部R T。剩餘 時間顯示 RT,係顯示於與玩家的手牌相關聯之位置,以 數字顯示玩家至設牌決定爲止之剩餘時間爲5秒。這係「 5」、「4」、「3」、「2」、「1」、「〇」之顯示改變。 長時考慮按鍵係作成可受理由僅由摸牌至捨牌爲止之間的 延長要求者。In the battle screen 6 2 0, on the right side of the screen, the button TOB is taken into consideration when the player presses the button to extend the remaining time allowed for the decision from the card drawing to the card dropping. The remaining time display portion RT is displayed on the drawn object 6 2 5 showing the drawn object. The remaining time display RT is displayed at the position associated with the player's hand. The remaining time until the decision of the card is digitally displayed is 5 seconds. This is the display change of "5", "4", "3", "2", "1", "〇". Long-term consideration of the button system is made to accept the extension request from the card to the card extension.

又,在對戰畫面 6 2 0,於晝面左上角,顯示著:表示 對戰遊戲之剩餘時間的剩餘時間顯示部 6 2 6。在此,於剩 餘時間顯示部6 2 6顯示「0 7 : 5 9 : 3 2」,可得知剩餘時間 爲7分鐘3 9秒多。由於在剩餘時間顯示部6 2 6顯示對戰 遊戲之剩餘時間,故玩家能夠因應剩餘時間,計劃用來戰 勝進入下一回合比賽之戰略。例如,在剩餘時間爲1分鐘 以內且現在爲第1名之情況時,爲了確保第1名,而能夠 計劃快速胡牌,或集中注意使得不會放炮之戰略。 圖2 2係在如圖1 6所示的流程之步驟s 1 1 5爲戰勝者 之情況時顯示於客戶終端裝置1的顯示器1]之戰勝者顯 示畫面之畫面圖的一例。在戰勝者顯示畫面6 3 0,於畫面 大致中央部’顯示著:表示戰勝者之戰勝者顯示部63〗。 在戰勝者顯示部63 1之上端,顯示著訊息部63 2,在訊息 部6 3 2顯示「第〗回合對戰突破(戰勝)」,能確認玩家 爲第]回合對戰之戰勝者。 -46· 200523002 (43) 圖2 3係在如圖]6所示的流程之步驟S Π 5爲戰勝者 之情況時顯示於客戶終端裝置1的顯示器Π之對戰結果 顯示畫面之畫面圖的一例。在對戰結果顯示畫面6 4 0,顯 示著:於畫面大致中央部表示第幾回合比賽之結果的比賽 . 數顯示部6 4 1 ;於比賽數顯示部6 4 1的上側,表示至下一 回合比賽開始爲止的剩餘時間之剩餘時間顯示部6 4 2 ;及 於比賽數顯示部6 4 1的左右兩側表示構成對戰遊戲的錦標 賽之框格的框格顯示部64 3。又,在框格顯示部6 4 3,顯 示著:表示對戰的戰勝者之戰勝者顯示部6 4 3 a ;及表示在 此客戶終端裝置]進行遊戲之玩家的玩家顯示部6 4 3 b。 錯由參照戰勝者顯不部6 4 3 a與玩家顯示部6 4 3 b,能 夠確認在下一回合比賽(第2回合對戰)對戰的對手之玩 家名字及段位。在此,在第2回合對戰進行對戰的對手之 玩家名字及段位係「亍夕二y夕 初段」、「于卜y夕 厶 貳段J及「7水力、卜''口 8段」。再者,在此,玩 家名字爲「7求力' K 口」之玩家的段位係顯示著「黃龍」,· 追係指「8段」之意。 圖2 4係在如圖1 6所示的流程之步驟s〗丨5爲戰勝者 之情況時顯示於客戶終端裝置]的顯示器1 1之對戰結果 簪 顯示晝面之畫面圖的一例。在對戰結果顯示畫面6 5 〇,與 圖23同樣地,顯示著··比賽數顯示部65 ]、剩餘時間顯示 · 部6 5 2及框格顯不部6 5 3。又,在框格顯示部6 5 3,顯示 著:戰勝者顯示部6 5 3 a、與玩家顯示部6 5 3 b。 在比賽數顯示部6 5 1,顯示「決勝戰(決賽)」,顯 -47- 200523002 (44) 示著第2回合對戰的結果’可得知下一回合比賽爲決賽。 藉由參照戰勝者顯示部6 5 3 a與玩家顯示部6 5 3 b,可確認 在下一回合比賽(決賽)進行對戰的對手之玩家名字及段 位。 圖2 5係在如圖1 6所示的流程之步驟S 1 1 5爲戰敗者 之情況時顯示於客戶終端裝置】的顯示器]]的係否繼續 輸入畫面之畫面圖的一例。在係否繼續輸入畫面6 6 0,顯 示著··表示在畫面大致中央部的第幾回合比賽的結果(戰 敗者)之比賽數顯示部66 1 ;及於比賽數顯示部66丨的下 側輸入係否繼續進行對戰遊戲之係否繼續顯示部6 6 2。在 係否繼續顯示部662,顯示著:在繼續進行對戰遊戲的情 況時所按壓的繼續按鍵662 a、與在結束對戰遊戲的情況時 所按壓的結束按鍵6 6 2 b。玩家能夠使用係否繼續輸入畫面 6 6 0,確認對戰結果,並且輸入係否要繼續進行對戰遊戲 〇 如上所述,由於藉由對戰結束部3 6 1 d,根據對於至準 決賽爲止(在此爲第2回合對戰)的各比賽預先設定的對 戰時間之限制時間(在此分別爲]〇分鐘),對於參加終 5而裝置1r指不結束各比賽之對戰,並且因應在對戰結束 時間點之對戰遊戲的進行狀況之優越性(在此爲所持點數 ),決定戰勝者之參加終端裝置]1·,故藉由適當地設定對 戰時間之限制時間,可迅速且圓滑地進行對戰遊戲。 特別係當在網路遊戲,進行錦標賽方式的麻將遊戲般 之無時間限制的對戰遊戲之際,會有遠隔的玩家之間進行 -48 - 200523002 (45) 遊戲的情況’在如此之情況下,由於不易掌握參加錦標賽 之玩豕的狀況等’故如上所述般,可迅速且圓滑地進行對 戰遊戲之效果影響很大。即,當在網路遊戲,進行錦標賽 方式的麻將遊戲般之無時間限制的對戰遊戲之際,由於如 上所述般,可防止產生錦標賽的各比賽間之等待時間,故 玩家可舒適地享受錦標賽方式之對戰遊戲。 又,由於藉由參加終端數計數部3 6 1 e,在參加終端數 RN與構成對戰遊戲的錦標賽的客戶終端裝置]之總數的 最大參加終端數RNM —致之情況、或從參加終端數 爲〇變化成1之時間點經過了預定時間(限制時間TL ) 之情況時,將參加終端數RN重置成0,在此重置之時間 點’對於參加終端裝置1 r指示開始對戰遊戲,故可將由 以參加受理部3 6 1 a受理了對於對戰遊戲之參加至指示開 始對戰遊戲的等待時間抑制在預定時間(=重置時間l T , 例如6 0秒)以下,可更迅速地進行對戰遊戲。 且’由於藉由組合生成部3 6 I b,由參加終端數RN已 被重置之時間點,再次進行將參加終端裝置1 r安插至構 成對戰遊戲的錦標賽的組合之處理,故在受理對於對戰遊 戲的參加之時間點,即可對應構成錦標賽之組合,對於玩 家而言’舒適地進行對戰遊戲。 並且,由於藉由組合間隔設定部3 6 1 f,因應日期設定 重置時間LT,故當對於參加終端數之增加慢(受理來自 於玩家的參加之頻率低)之日期,將限制時間TL設長( 6 0秒),而對於參加終端數R N的參加快速(受理來自於 -49 - 200523002 (46) 玩家的參加之頻率高)之日期(例如,假日),將限制時 間TL設短(3 0秒)時,則可進一步縮短由受理對於對戰 遊戲的參加至指示開始對戰遊戲爲止之等待時間,可更迅 速地進行對戰遊戲。 又,由於藉由組合生成部3 6 1 b,在參加終端數RN未 滿最大參加終端數RNΜ之情況時,分配假想地受理 c P U 玩家的操作之客戶終端裝置1,來作爲不足部分的參加終 端裝置I !·,故與在參加終端數RN和構成對戰遊戲的錦標 賽之客戶終端裝置1的總數之最大參加終端數RN Μ —致 的情況(受理了與最大參加終端數RN Μ相同數的玩家之 參加的情況)同樣地,能不會賦予玩家差異感地進行對戰 遊戲。 且,由於藉由組合生成部3 6 1 b,使應安插至構成對戰 遊戲的錦標賽之各組合之參加終端裝置1 r的台數相互大 致呈一致地,將參加終端裝置]r安插至構成對戰遊戲的 錦標賽之組合,故在參加終端數R N未滿最大參加終端數 R N Μ之情況時,作爲不足部分的參加終端裝置I r而對應 於假想地受理CPU玩家的操作之客戶終端裝置1之台數 大致呈一致,使得參加錦標賽之玩家在大致相同之條件下 進行對戰遊戲。 並且,由於藉由對戰結束部3 6 1 d,不對於決賽設定對 戰時間之限制時間,而在對戰遊戲的遊戲進行狀況形成了 預定狀況之時間點(在此爲東風圈結束之時間點),對於 參加終端裝置]r指示對戰結束,故玩家可充分地擅長於 -50- 200523002 (47) 最重視之決賽之對戰,提昇了對戰遊戲之有趣性。 又’由於決定藉由戰勝省數設定部3 6 ] g所設定的人 數之戰勝者,故使得對戰遊戲之變化變得多采多姿,提昇 有趣性。例如,在如麻將遊戲般,以4人的玩家進行之對 戰遊戲,於在前2名以內的玩家進入下一回合比賽之情況 ,與僅第]名進入之情況’進行對戰遊戲之玩家的戰略會 改變’故藉由設定進入下一回合比賽之玩家人數,能夠使 得對戰遊戲之變化變得多采多姿,提昇了有趣性。 且’由於藉由遊戲進行控制部]6 1 a,根據預先設定的 摸牌之時間點至捨牌爲止之限制時間的捨牌時間τα,進 行對戰遊戲’故更迅速地進行麻將遊戲。 並且,由於藉由遊戲進行控制部1 6.] a,根據對應於表 示玩家的等級之段位的捨牌時間TA,進行對戰遊戲,故 當因應段位設定適當的捨牌時間TA時,則玩家可舒適且 迅速地進行對戰遊戲。 又,由於藉由計時器】6 1 f,推測段位越高,即使捨牌 時間T A短亦可對應,而將捨牌時間T A設短,故可進一 步迅速且圓滑地進行對戰遊戲。 且,由於針對各比賽,限制預定次數(在此爲】次) 受理延長來自於參加終端裝置1 r的捨牌時間T A之操作資 訊(長時考慮按鍵Τ Ο B之按下的操作資訊),而將捨牌 時間T A僅延長預定時間(在此爲5秒),故不會大幅度 地阻礙對戰遊戲之進行,而對於玩家可賦予決定捨牌之時 間。 -51 - 200523002 (48) 再者,本發明能夠變更以下之形態。 (A )在本實施形態,針對對戰遊戲爲麻將遊戲之情 況作了說明,但亦可爲其他之對戰遊戲的形態。例如,亦 可爲預先設定了對戰時間的對戰遊戲之具有時間限制之對 戰遊戲(例如,模擬足球之足球遊戲、模擬橄欖球之橄欖 球遊戲等)之形態,或亦可爲在遊戲的性質上不易設定對 戰時間的對戰遊戲之無時間限制對戰遊戲(例如,模擬圍 棋之圍棋遊戲、模擬象棋之象棋遊戲、模擬西洋棋之西洋 棋遊戲、換擬撲克牌、日本式骨牌、也紙牌之卡片遊戲、 模擬網球、桌球、排球、羽球之運動遊戲等)之形態。 (B )在本實施形態,針對客戶終端裝置1經由店舖 伺服器裝置2與中心伺服器裝.置3可通信地連接之情況作 了說明,但亦可爲客戶終端裝置1可通信地連接於中心伺 服器裝置3之形態。其中,在此情況時,須要中心伺服器 裝置3或客戶終端裝置1進行客戶終端裝置1間之操作資 訊的交換處理。 (C )在本實施形態,針對錦標賽爲由以6 4人的玩家 所構成的3回合比賽所構成之情況作了說明,但錦標賽亦 可爲其他形態。例如,亦可爲在以2人的玩家所進行的對 戰遊戲,錦標賽爲由以1 6人的玩家所構成的4回合比賽 所構成之形態。 (D )在本實施形態,針對對戰結束部3 6 1 d對於決賽 不設定對戰時間之限制時間的情況作了說明,但亦可對戰 結束部3 6 ] d對於決賽,設定比起其他比賽更長的限制時 -52- 200523002 (49) 間作爲對戰時間之形態。例如,如本實施形態般,將第1 回合對戰及第2回合對戰之限制時間設定成1 0分鐘,而 將決賽之限制時間設定成2 0分鐘即可。在此情況時,由 於在預定設定之限制時間結束錦標賽,故對於有時間限制 、 (例如,預定滿檔)之玩家而言,提昇了便利性。 礁 (E )在本實施形態,針對戰勝者數設定部3 6 1 g將1 粗合的戰勝者之人數設定成1人之情況作了說明,但亦可 爲戰勝者數設定部3 6 ] g將1組合的戰勝者之人數設定成2 H 人以上之形態。例如,在本實施形態之麻將遊戲,亦可將 組合之戰勝者的人數,在第1回合對戰及第2回合對戰設 定成2人,而在決賽設定成1人。在此情況時’構成以1 6 人的玩家所形成的3回合比賽之錦標賽’比起本實施形態 5由於構成人數少,故容易(短時間)生成構成錦標賽的 姐合。 (F )在本實施形態,針對遊戲進行控制部1 6】a等的 功能部設置於客戶終端裝置1之情況作了說明,但亦可爲 © 將遊戲進行控制部]6 I a等的功#部設置於中心伺服器裝 麾3之形態。 (產業上之利用可能性) 若根據本發明的遊戲進行管理裝置(遊戲進管理方 ~ 法、遊戲進行管理程式)的話,由於根據至少對於至準決 骜爲止的各比賽預先設定之射戰時間的限制時間,對於參 加終端裝置指示結束各比賽之對戰,並且因應在對戰結束 _ 53 - 200523002 (50) 時間點的對戰遊戲之進行狀況的優越性,決定戰勝者之參 加終端裝置,故藉由適當地設定對戰時間之限制時間,可 迅速且圓滑地進行對戰遊戲。 【圖式簡單說明】 圖1係適用本發明之遊戲進行管理裝置的遊戲系統之 構成圖。 圖2係顯示客戶終端裝置的外觀之一例的斜視圖。 圖3係顯示客戶終端裝置的一例之硬體構成圖。 圖4係顯示客戶終端裝置的控制部之一例的功能構成 圖。 圖5係顯示玩家之在本遊戲所顯示的強度等級之段位 的賦予條件的一例之圖表。 圖6係顯示在每個段位所設定的捨牌時間TA的一例 之圖表。 圖7係顯示店舖伺服器裝置的外觀之一例的斜視圖。 圖8係顯示店舖伺服器裝置的一例之硬體構成圖。 圖9係顯示店舖伺服器裝置的一例之硬體構成圖。 圖1 〇係顯示店舖伺服器裝置的一例之硬體構成圖。 圖]1係顯示由如圖I 0所示的客戶終端裝置a ]、a3、 b 8及c 2所構成的桌之桌資訊的一例之圖表。 圖]2(a) 、 ( b ) 、 ( c )係用來說明根據店舖伺服 器裝置A、B及C的進行狀況更新部之操作信號的傳送接 收信號處理的內容之一例的圖表。 -54- 200523002 (51) 圖1 3係顯示中心伺服器裝置的控制部的一例之硬體 構成圖。In the battle screen 6 2 0, in the upper left corner of the day surface, a remaining time display section 6 2 6 indicating the remaining time of the battle game is displayed. Here, the remaining time display section 6 2 6 displays "0 7: 5 9: 3 2", and it can be seen that the remaining time is more than 7 minutes, 39 seconds. Since the remaining time of the battle game is displayed on the remaining time display section 6 2 6, the player can plan a strategy for defeating the next round of competition based on the remaining time. For example, when the remaining time is less than 1 minute and is now the 1st place, in order to secure the 1st place, you can plan a quick hand or focus on the strategy of not firing. FIG. 2 is an example of a screen diagram of the winner display screen displayed on the display 1 of the client terminal device 1 when step s 1 1 5 of the flow shown in FIG. 16 is the winner. In the winner display screen 6 3 0, in the approximate center portion of the screen, a winner display unit 63 indicating the winner is displayed. On the top of the winner display section 63 1, the message section 63 2 is displayed, and the message section 6 3 2 displays "Bout Round Battle Breakthrough (Win)", which confirms that the player is the winner of Round B. -46 · 200523002 (43) Fig. 2 is an example of a screen image of the battle result display screen displayed on the display of the client terminal device 1 when step S Π 5 of the flow shown in Fig. 6 is the winner. . On the match result display screen 6 4 0, a game showing the result of the first round of the game is displayed in the approximate center of the screen. The number display section 6 4 1; on the upper side of the game number display section 6 4 1, it displays to the next round. The remaining time display section 6 4 2 of the remaining time until the start of the game; and the sash display section 64 3 of the left and right sides of the number-of-match display section 6 4 1 indicate the checkers constituting the tournament of the battle game. Also, the sash display section 6 4 3 displays a winner display section 6 4 3 a indicating the winner of the match, and a player display section 6 4 3 b indicating the player playing the game on this client terminal device]. By referring to the winner display part 6 4 3 a and the player display part 6 4 3 b, it is possible to confirm the player name and rank of the opponent who is playing in the next round of competition (2nd round match). Here, the player names and ranks of the opponents who played against each other in the second round are "Early Stage of Yu Xi Er Y Xi", "Yu Bu Xi Xi 厶 Jiu J and" 7 Hydraulic Power, Bu "8th Stage". Furthermore, here, the player's rank of the player whose name is "7 求 力 'K 口" is displayed as "Yellow Dragon", and chase means "8 levels". Figure 2 4 shows the result of the battle on the display 1 1 of the display 11 on the client terminal device when step 5 in the flow shown in Figure 16 is the winner. On the match result display screen 65, as in FIG. 23, the number of games display section 65], the remaining time display section 6 5 2 and the frame display section 6 5 3 are displayed. The sash display section 6 5 3 displays the winner display section 6 5 3 a and the player display section 6 5 3 b. In the game number display section 6 51, "Decisive Battle (Final)" is displayed, and -47- 200523002 (44) shows the result of the second round match ’, and it can be seen that the next round is the final. By referring to the winner display section 6 5 3 a and the player display section 6 5 3 b, it is possible to confirm the player name and rank of the opponent who will compete in the next round match (final). FIG. 2 is an example of a screen image of whether or not to continue the input screen when step S 1 1 5 of the flow shown in FIG. 16 is a defeated person. Whether or not to continue to enter the screen 6 6 0 displays a game number display unit 66 1 indicating the result of the first round of the game (loser) in the approximate center of the screen; and the lower side of the game number display unit 66 丨Whether the input is to continue the battle game or not is continued to display 6 6 2. In the system continuity display section 662, a continuation button 662a pressed when the battle game is continued and an end button 6 6 2b pressed when the battle game is ended are displayed. The player can continue to enter the screen 6 6 0 using the system to confirm the result of the match and enter whether the system should continue the game. As described above, since the game end section 3 6 1 d, For the second round of the match) the preset time limit for each match (here: 0 minutes). For participation in the end 5 and the device 1r means that the match does not end in each match. The superiority of the progress of the battle game (here, the number of points held) determines the winner's participation terminal device] 1. Therefore, by appropriately setting the limit time of the battle time, the battle game can be performed quickly and smoothly. In particular, when playing online tournaments or tournament-like Mahjong games without time limit, there will be -48-200523002 (45) games between distant players. "In this case, As it is difficult to grasp the status of the players who participate in the tournament, etc., as described above, the effect of a quick and smooth battle game is greatly affected. In other words, when playing an online game like a Mahjong game without a time limit, as described above, the waiting time between tournaments can be prevented, so players can enjoy the tournament comfortably A way of fighting games. In addition, by participating in the terminal number counting unit 3 6 1e, the maximum number of participating terminals RNM is equal to the total number of participating terminals RN and the client terminal devices constituting the tournament of the battle game, or the number of participating terminals is 〇 If the predetermined time (limit time TL) has elapsed since the time point changed to 1, the number of participating terminals RN is reset to 0, and the time point of resetting here is' 1 r instructs the terminal device to start a battle game, so The waiting time from the acceptance reception section 3 6 1 a to the participation of the competition game to the instruction to start the competition game can be suppressed to less than a predetermined time (= reset time l T, for example, 60 seconds), and the competition can be performed more quickly. game. Furthermore, since the combination generating unit 3 6 I b re-processes the combination of inserting the terminal device 1 r into the tournament constituting the match game from the point in time when the number of participating terminals RN has been reset, the acceptance of At the time of participation in the battle game, it can correspond to the combination that constitutes the tournament, and it is 'comfortable' for the player to play the battle game comfortably. In addition, since the combination interval setting unit 3 6 1 f sets the reset time LT according to the date, when the increase in the number of participating terminals is slow (the frequency of accepting participation from players is low), the time limit TL is set. Long (60 seconds), and for fast participation (the frequency of participation from -49-200523002 (46) player participation is high) for the number of participating terminals RN (for example, holidays), set the time limit TL short (3 0 seconds), the waiting time from the acceptance of the participation in the competition game to the instruction to start the competition game can be further shortened, and the competition game can be performed more quickly. In addition, because the combination generating unit 3 6 1 b, when the number of participating terminals RN is less than the maximum number of participating terminals RNM, the client terminal device 1 that virtually accepts the operation of the c PU player is allocated as the insufficient participation. The terminal device I! Is the same as the maximum number of participating terminals RN M that participates in the total number of terminal devices RN and the total number of client terminal devices 1 constituting the tournament in which the game is played. (Participation of players) Similarly, it is possible to play a battle game without giving the player a sense of difference. In addition, since the combination generating unit 3 6 1 b allows the number of participating terminal devices 1 r to be installed in each combination of the tournament constituting the battle game to be approximately consistent with each other, the participating terminal devices are inserted into the constituting competition. A combination of game tournaments. Therefore, when the number of participating terminals RN is less than the maximum number of participating terminals RN M, as a lack of participating terminal devices I r, corresponding to the client terminal device 1 that virtually accepts the operation of the CPU player. The numbers are roughly the same, so that players participating in the tournament play the game under roughly the same conditions. In addition, because the competition end portion 3 6 1 d does not set a limit time for the competition time for the finals, the time point at which the game progress status of the competition game has reached a predetermined condition (here, the time point when the Dongfeng circle ends), For participating terminal devices] r indicates the end of the game, so players can fully excel at -50- 200523002 (47) The most important final game, which enhances the fun of the game. Also, since the winner of the number of people set by the provincial number setting section 36 is determined, the change of the battle game becomes more colorful and the fun is improved. For example, in a battle game with 4 players like a mahjong game, when the players in the top 2 place enter the next round of the game, and the case where only the first place player enters, the strategy of the player in the battle game It will change, so by setting the number of players to enter the next round of competition, the changes in the battle game can become more colorful and enhance the fun. Furthermore, since the game control unit] 6 1 a, a match-up game is performed based on a predetermined card-receiving time τα for a limited time from the time when the card is drawn to the time when the card is dropped, the mahjong game is performed more quickly. In addition, since the game control unit 1 6.] a, a battle game is performed based on the TA time corresponding to the rank indicating the player's rank. Therefore, when an appropriate TA time is set according to the rank, the player can be comfortable and comfortable. Play the battle game quickly. In addition, since the timer is 6 1 f, it is estimated that the higher the rank is, the shorter the time T A can be dealt with, and the shorter the time T A is set, so that the battle game can be performed quickly and smoothly. In addition, since the predetermined number of times (here) is limited for each match, the operation information of the extended time TA from the participating terminal device 1 r is accepted (the operation information of the pressing of the button Τ Ο B is considered for a long time), and Extending the time to drop the card TA is only a predetermined time (here, 5 seconds), so it will not significantly hinder the progress of the battle game, but the player can be given a time to determine the drop. -51-200523002 (48) The present invention can be modified in the following forms. (A) In the present embodiment, the case where the battle game is a mahjong game has been described, but it can also be a form of other battle games. For example, it may be in the form of a time-limited battle game (for example, a football simulation football game, a football simulation football game, etc.) in which a battle time is set in advance, or it may be difficult to set the nature of the game There is no time-limiting battle game of the battle time (e.g., simulation of Go game, simulation of chess game, simulation of chess game of chess, emulation of playing cards, Japanese domino, card game of solitaire, simulation Tennis, billiard, volleyball, badminton sports games, etc.). (B) In this embodiment, the case where the client terminal device 1 is communicably connected to the center server device 3 via the store server device 2 is explained, but the client terminal device 1 may also be communicably connected to The form of the center server device 3. Among them, in this case, the central server device 3 or the client terminal device 1 is required to perform an operation information exchange process between the client terminal devices 1. (C) In the present embodiment, the case where the tournament is composed of three rounds of 64 players has been described, but the tournament may be other forms. For example, it may be a battle game played by two players, and the tournament may be a four-round game consisting of sixteen players. (D) In this embodiment, the case where the competition end section 3 6 1 d does not set a limit time for the competition time is described, but the competition end section 3 6 d may be set more for the final than for other competitions. The long limit time is -52- 200523002 (49) as the form of battle time. For example, as in this embodiment, the limit time of the first round match and the second round match is set to 10 minutes, and the limit time of the final match is set to 20 minutes. In this case, since the tournament is ended within a predetermined set time limit, convenience is improved for players with time restrictions (for example, a predetermined full range). Reef (E) In the present embodiment, the case where the number of winners is set to 1 by 3 6 1 g has been described, but the number of winners setting unit 3 6 may also be set. g Set the number of winners in combination 1 to 2 H or more. For example, in the mahjong game of this embodiment, the number of combined winners may be set to two in the first round and the second round, and one in the final. In this case, the 'composition of a three-round tournament consisting of 16 players' is smaller than that of the fifth embodiment, and therefore it is easier (in a short time) to create a sister-combination that constitutes a tournament. (F) In this embodiment, the case where the game progress control unit 16] a and other functional units are provided on the client terminal device 1 is described, but it may also be © the game progress control unit] 6 I a and other functions # 部 is installed in the form of the central server device 3. (Industrial Applicability) If the game progress management device (game progress management method ~ method, game progress management program) according to the present invention is used, the shooting time is set in advance based on at least each game until the final decision. The time limit for the participation of the terminal device instructs the end of each match, and due to the superiority of the progress of the battle game at the end of the competition _ 53-200523002 (50) time, the winner's participation in the terminal device is decided. By appropriately setting the limit time of the battle time, the battle game can be performed quickly and smoothly. [Brief Description of the Drawings] Fig. 1 is a block diagram of a game system to which the game progress management device of the present invention is applied. FIG. 2 is a perspective view showing an example of the appearance of a client terminal device. FIG. 3 is a hardware configuration diagram showing an example of a client terminal device. Fig. 4 is a functional configuration diagram showing an example of a control section of a client terminal device. Fig. 5 is a graph showing an example of the conditions for giving the player the rank of the intensity level displayed in the game. Fig. 6 is a graph showing an example of a setting time TA set for each stage. FIG. 7 is a perspective view showing an example of the appearance of a store server device. FIG. 8 is a hardware configuration diagram showing an example of a shop server device. FIG. 9 is a hardware configuration diagram showing an example of a shop server device. FIG. 10 is a hardware configuration diagram showing an example of a shop server device. FIG. 1 is a chart showing an example of table information of a table composed of the client terminal devices a], a3, b 8 and c 2 shown in FIG. 10. Fig. 2 (a), (b), and (c) are diagrams for explaining an example of the contents of the reception signal processing by the operation signal transmission of the status update section of the store server devices A, B, and C. -54- 200523002 (51) Fig. 1 is a hardware configuration diagram showing an example of a control unit of a center server device.

圖1 4係顯示中心伺服器裝置的控制部的一例之功能 構成圖。 I 圖1 5係顯示將參加終端裝置安插至錦標賽的組合之 备 規則的一例之說明圖。 圖]6係顯示藉由客戶終端裝置進行處理的一例之流 程圖。 φ 圖1 7係顯示在如第1 6圖所示的流程之步驟S 1 0 9所 進行的對戰處理之捨牌時間 TA的管理處理之一例的詳細 流程圖。 圖]8係顯示藉由中心伺服器裝置進行處理的一例之 流程圖。 圖1 9係顯示在如圖1 6所示的流程之步驟S ] 0 5顯示 於客戶終端裝置的顯示器之錦標賽生成狀況顯示畫面的一 例之畫面圖。 Φ 圖2 0係顯示在如圖1 6所示的流程之步驟S ] 0 5顯示 於客戶終端裝置的顯示器之錦標賽生成狀況顯示畫面的一 例之畫面圖。 圖2 1係顯示在如圖1 6所示的流程之步驟S 1 0 9顯示 於客戶終端裝置的顯示器之錦標賽生成狀況顯示畫面的一 β 例之畫面圖。 圖2 2係顯示於在如圖1 6所示的流程之步驟S ] 0 5爲 戰勝者之情況時,顯示於客戶終端裝置的顯示器之戰勝者 -55 - 200523002 (52) 顯示畫面的一例之畫面圖。 圖2 3係顯示於在如圖1 6所示的流程之步驟S Π 5爲 戰勝者之情況時,顯示於客戶終端裝置的顯示器之對戰結 果顯示畫面的一例之畫面圖。 圖2 4係顯示於在如圖1 6所示的流程之步驟S Π 5爲 戰勝者之情況時,顯示於客戶終端裝置的顯示器之對戰結 果顯示畫面的其他例之畫面圖。 圖2 5係圖2 3係顯示於在如圖]6所示的流程之步驟 S 1 1 5爲戰敗者之情況時,顯示於客戶終端裝置的顯示器 之係否繼續輸入畫面的一例之畫面圖。 [主要元件符號說明】 TA 捨牌時間 LT 重置時間 TL 限制時間 RN 參加終端數 RNM 最大參加終端數 ]、al、a 3 ' b8、c 3 客戶終端裝置 1 r 參加終端裝置 2 店舖伺服器裝置 n J 中心伺服器裝置 4 通信線路 5 專用線 ]] 顯示器 - 56 - 200523002 (53) 11a 12 13 14 觸控面板 揚聲器 讀卡機 指紋認證部 1 4a CCD照相機 15 16 1 8 2 1 22 23 24 25 26 3 6 3 8 1 1 1 12] 15 1 ]6 1 16 1a 16 1b 16 1c 1 6 ] d 硬幣接收部 控制部 網路通信部 顯示器 揚聲器 卡片退出部 硬幣受理部 個人卡片販賣機 控制部 控制部 網路通信部 描繪處理部 聲音再生部 硬幣排出口 資訊處理部(CPU ) 遊戲進行控制部 道具賦予部 成績判定部 道具移動部Fig. 14 is a functional configuration diagram showing an example of a control unit of the center server device. I FIG. 15 is an explanatory diagram showing an example of a preparation rule for a combination in which a terminal device is inserted into a tournament. Fig. 6 is a flowchart showing an example of processing performed by a client terminal device. φ Fig. 17 is a detailed flowchart showing an example of management processing of the time to shed TA of the battle process performed in step S109 of the flow shown in Fig. 16. Fig. 8 is a flowchart showing an example of processing performed by the central server device. Fig. 19 is a screen diagram showing an example of the tournament generation status display screen displayed on the display of the client terminal device in step S] of the flow shown in Fig. 16. Φ Fig. 20 is a screen diagram showing an example of the tournament generation status display screen displayed on the display of the client terminal device in step S] of the flow shown in Fig. 16. FIG. 21 is a screen diagram showing an example of a beta of the tournament generation status display screen displayed on the display of the client terminal device in step S109 of the flow shown in FIG. 16. Figure 2 2 shows the winner-55-200523002 (52) displayed on the display of the client terminal device when the step S5 of the flow shown in FIG. 16 is the winner. Picture. Fig. 23 is a screen diagram showing an example of the battle result display screen displayed on the display of the client terminal device when step S Π 5 of the flow shown in Fig. 16 is the winner. Fig. 24 is a screen diagram showing another example of the battle result display screen displayed on the display of the client terminal device when step S Π 5 of the flow shown in Fig. 16 is the winner. Fig. 2 5 is a diagram showing Fig. 2 3 is a screen diagram showing an example of whether or not to continue the input screen displayed on the display of the client terminal device when step S 1 1 5 in the flow shown in Fig. 6 is a defeated person. . [Description of the main components 'symbols TA TA time LT Reset time TL Limit time RN Number of participating terminals RNM Maximum number of participating terminals], al, a 3' b8, c 3 Customer terminal device 1 r Participating terminal device 2 Store server device n J Center server device 4 Communication line 5 Dedicated line]] Display-56-200523002 (53) 11a 12 13 14 Touch panel speaker card reader fingerprint authentication unit 1 4a CCD camera 15 16 1 8 2 1 22 23 24 25 26 3 6 3 8 1 1 1 12] 15 1] 6 1 16 1a 16 1b 16 1c 1 6] d Coin receiving section control section network communication section display speaker card withdrawal section coin accepting section personal card vending machine control section control section network Road communication section, drawing processing section, sound reproduction section, coin discharge port information processing section (CPU), game progress control section, item giving section, performance determination section, item moving section

-57- 200523002 (54) 1 6 1 e 段位決定部 1 6 1 f 計時器 1 61 g 延長要求受理部 1 6 1 h 延長處理部 1 62 RAM 162a 段位記憶部 162b 捨牌時間記憶部 1 63 ROM 17] 外部輸出輸入控制部 1 7 2 外部機器控制部 2 6 1 資訊處理部(CPU ) 2 6 1a 進行狀況更新部 262 RAM 2 62 a 桌記憶部 2 62 b 進行狀況記憶部 263 ROM 3 6 ] a 參加受理部 3 6 1b 組合生成部 3 6 1c 對戰開始部 3 6 1 d 對戰結束部 3 6 1 e 參加終端數計數部 3 6 1 f 組合間隔設定部 36 1 g 戰勝者數設定部 3 6 1 資訊處理部(CPU ) -58- 200523002 (55) 3 62 3 6 2 a 3 6 2 b 3 6 2 c RAM組合記憶部 玩家資訊記憶部 捨牌時間記憶部 3 63 ROM 600 錦標賽生成狀況顯示畫面 60 1 比賽數顯示部 602 剩餘時間顯示部 603 框格顯示部 6 0 3 a 框格6 0 3 a 604 玩家資訊顯示部 6 10 錦標賽生成狀況顯示畫面 6 1 1 比賽數顯示部 6 12 剩餘時間顯示部 6 1 3 框格顯示部 6 1 3 a,c ;e,g,j,k,m; 〇 框格 6 14 玩家資訊顯示部 620 對戰畫面 62 1 手牌物件 623 對戰者手牌物件 624 牌堆物件 625 摸牌物件 626 剩餘時間顯示部 630 戰勝者顯示畫面-57- 200523002 (54) 1 6 1 e Rank determination unit 1 6 1 f Timer 1 61 g Extension request acceptance unit 16 1 h Extension processing unit 1 62 RAM 162a Segment memory unit 162b Vending time memory unit 1 63 ROM 17 ] External I / O control section 1 7 2 External machine control section 2 6 1 Information processing section (CPU) 2 6 1a Status update section 262 RAM 2 62 a Table storage section 2 62 b Status status storage section 263 ROM 3 6] a Participation acceptance section 3 6 1b Combination generation section 3 6 1c Battle start section 3 6 1 d Battle end section 3 6 1 e Participation terminal count section 3 6 1 f Combination interval setting section 36 1 g Winner number setting section 3 6 1 Information processing unit (CPU) -58- 200523002 (55) 3 62 3 6 2 a 3 6 2 b 3 6 2 c RAM combination memory unit Player information memory unit Discard time memory unit 3 63 ROM 600 Tournament generation status display screen 60 1 Match display unit 602 Remaining time display unit 603 Frame display unit 6 0 3 a Frame 6 0 3 a 604 Player information display unit 6 10 Tournament generation status display screen 6 1 1 Match number display unit 6 12 Remaining time display unit 6 1 3 sash display Department 6 1 3 a, c; e, g, j, k, m; 〇Frame 6 14 Player information display section 620 battle screen 62 1 hand card object 623 opponent hand card object 624 deck object 625 touch card object 626 Remaining time display section 630 Winner display screen

-59- 2〇〇523〇〇2 (56) 63 1 戰勝者顯示部 63 2 訊息部 640 對戰結果顯示畫面 6 4 1 比賽數顯示部 642 剩餘時間顯示部 64 3 框格顯示部 64 3 a 戰勝者顯示部 64 3 b 玩家顯示部 65 0 對戰結果顯示畫面 6 5 1 比賽數顯示部 652 剩餘時間顯示部 65 3 框格顯示部 6 5 3 a 戰勝者顯示部 6 5 3 b 玩家顯示部 660 是否繼續輸入畫面 66 1 比賽數顯示部 662 是否繼續顯示部 6 62 a 繼續按鍵 662b 結束按鍵-59- 2〇〇523〇〇2 (56) 63 1 Winner display unit 63 2 Information unit 640 Match result display screen 6 4 1 Race number display unit 642 Remaining time display unit 64 3 Frame display unit 64 3 a Player display section 64 3 b Player display section 65 0 Battle result display screen 6 5 1 Match count display section 652 Remaining time display section 65 3 Frame display section 6 5 3 a Winner display section 6 5 3 b Player display section 660 Yes Continue input screen 66 1 Match number display section 662 Whether to continue display section 6 62 a Continue button 662b End button

-60 --60-

Claims (1)

200523002 (1) 十、申請專利範圍 1. 一種遊戲進行管理裝置,係經由通信線路,來與受 理來自於玩家的操作之遊戲終端裝置可通信地連接而執行 進行遊戲所需之操作信號,以管理由複數回合比賽所構成 的錦標賽方式的對戰遊戲的進行之遊戲進行管理裝置,其 特徵爲: 具備:由前述遊戲終端裝置受理對於前述對戰遊戲之 參加的參加受理手段; 根據預定的規則,將藉由前述參加受理手段受理了參 加之遊戲終端裝置齿就是參加終端裝置,安插至構成前述 對戰遊戲的錦標賽之組合的組合生成手段; 根據前述組合生成手段所生成的組合,對於]個組合 分配1個遊戲空間,對於前述參加終端裝置指示開始各比 賽的對戰遊戲之對戰開始手段;以及 至少根據對於準決賽爲止之各比賽所預先設定的對戰 時間之限制時間,對於前述參加終端裝置,指示各比賽的 對戰之結束,並且,因應對戰結束的時間點之前述對戰遊 戲的進行狀況之優越性,決定戰勝者的參加終端裝置之對 戰結束手段者。 2 .如申請專利範圍第]項之遊戲進行管理裝置,其中 具備參加終端數計數手段,該手段係在每次藉由前述參加 受理手段受理了對於前述對戰遊戲之參加,累計前述參加 終端裝置的台數之參加終端數,當在前述參加終端數與構 成前述對戰遊戲的錦標賽之遊戲終端裝置的總數之最大參 -61 - 200523002 (2) 加終端數一致之情況、或從前述參加終端數由〇變化成l 之時間點經過了預定時間的情況時,藉由將前述參加終端 數重置成〇來計數前述參加終端數, 前述對戰開始手段係在藉由前述參加終端數計數手段 _ ,將前述參加終端數重置成〇之時間點,對於前述參加終 癱 端裝置指示開始對戰遊戲, 前述組合生成手段係從藉由前述參加終端數計數手段 將前述參加終端數重置之時間點,進行再次將前述參加終 __ 端裝置安插至構成前述對戰遊戲的錦標賽之組合的處理。 3 .如申請專利範圍第2項之遊戲進行管理裝置,其中 具備因應日期設定前述預定時間之組合間隔設定手段。 4.如申請.專利範圍第2項之遊戲進行管理裝置,其中 前述組合生成手段係當前述預定時間之結束時間點,在前 述參加終端數未滿前述最大參加終端數之情況時,分配假 想地受理 CPU玩家的操作之遊戲終端裝置,來作爲不足 部分的參加終端裝置。 φ 5 .如申請專利範圍第1項之遊戲進行管理裝置,其中 前述組合生成手段,係使安插至構成對戰遊戲的錦標賽的 各組合之參加終端裝置的台數相互大致呈一致地,將參加 終端裝置安插至構成對戰遊戲的錦標賽之組合。 6 .如申請專利範圍第1項之遊戲進行管理裝置,其中 ‘ 前述對戰結束手段,係對於決賽不設定對戰時間之限制時 間,而在前述對戰遊戲的遊戲進行狀況形成了預定的狀況 之時間點,對於前述參加終端裝置指示對戰結束。 -62 - 200523002 (3) 7 .如申請專利範圍第1項之遊戲進行管理裝置,其中 前述對戰遊戲係3以上的預定數之對戰者進行對戰之對戰 遊戲, 具備:針對每回合比賽,將由前述預定數的對戰者所 . 構成的1組合的戰勝者之人數加以設定之戰勝者數設定手 _ 段, 前述對戰結束手段係決定以前述戰勝者數設定手段所 設定的人數之戰勝者。 Φ 8 .如申請專利範圍第1至7項中任一項之遊戲進行管 理裝置,其中前述對戰遊戲係模擬由複數戰局所構成的麻 將之遊戲, 具備:根據由汜預先設定的摸牌的時間點至捨牌爲止 的限制時間之捨牌時間,使前述對戰遊戲進行之進行手段 〇 9 .如申請專利範圍第8項之遊戲進行管理裝置,其中 具備有:將表示玩家的過去之對戰成績的強度之段位與玩 · 家的識別資訊對應而加以儲存之段位記憶手段;及 針對每個前述段位,儲存前述捨牌時間之捨牌時間記 憶手段, 前述參加受理手段係受理玩家的識別資訊’由前述段 位記憶手段讀出對應已被受理的玩家的識別資訊之段位’ 前述進行手段係由前述捨牌時間記憶手段讀出對應於 受到前述參加受理手段所讀出的段位之捨牌時間’根據所 讀出之捨牌時間,進行前述對戰遊戲。 -63- 200523002 (4) 1 0 .如申請專利範圍第9項之遊戲進行管理裝置,其 中前述捨牌時間記憶手段,係前述段位越高,則前述捨牌 時間設定成越短。 1 1 .如申請專利範圍第9項之遊戲進行管理裝置,其 中前述進行手段,係針對各比賽在所限定之預定次數,受 理延長來自於1個參加終端裝置的前述捨牌時間之主旨的 操作資訊,在受理了延長來自於前述參加終端裝置的前述 捨牌時間之主旨的操作資訊的情況時,將前述捨牌時間延 長預定時間。 ]2. —種遊戲進行管理方法,係使用遊戲進行管理裝 置之遊戲進行管理方法,該遊戲進行管理裝置爲經由通信 線路,來與受理來自於玩家的操作之遊戲終端裝置可通信 地連接而執行進行遊戲所需之操作信號,以管理由複數回 合比賽所構成的錦標賽方式的對戰遊戲的進行者,其特徵 爲:使前述遊戲進行管理裝置執行: 由前述遊戲終端裝置受理對於前述對戰遊戲之參加的 參加受理處理; 根據預定的規則,將在前述參加受理手段受理了參加 之遊戲終端裝置也就是參加終端裝置,安插至構成前述對 戰遊戲的錦標賽之組合的組合生成處理; 根據前述組合生成處理所生成的組合,對於1個組合 分配1個遊戲空間,對於前述參加終端裝置指示各比賽的 對戰遊戲開始的對戰開始處理;以及 至少根據對於準決賽爲止之各比賽所預先設定的對戰 -64- 200523002 (5) 時間之限制時間,對於前述參加終端裝置,指示各比賽的 對戰之結束,並且,因應對戰結束的時間點之前述對戰遊 戲的進行狀況之優越性,決定戰勝者的參加終端裝置之對 戰結束處理者。 鲁 1 3 . —種記錄有遊戲進行管理程式之電腦可讀取之記 錄媒體,係記錄有遊戲進行管理裝置的遊戲進行管理程式 之電腦可讀取之記錄媒體,該遊戲進行管理裝置爲經由通 信線路,來與受理來自於玩家的操作之遊戲終端裝置可通 __ 信地連接而執行進行遊戲所需之操作信號,以管理由複數 回合比賽所構成的錦標賽方式的對戰遊戲的進行者,其特 徵爲: 將前述遊戲進行管理裝置作爲參加受理手段、組合生 成手段、對戰開始手段以及對戰結束手段來發揮功能,其 中, 該參加受理手段係由前述遊戲終端裝置受理對於前述 對戰遊戲之參加者, φ 該組合生成手段係根據預定的規則,將藉由前述參加 受理手段受理了參加之遊戲終端裝置也就是參加終端裝置 ,安插至構成前述對戰遊戲的錦標賽之組合, 該對戰開始手段係根據前述組合生成處理所生成的組 ~ 合,對於]個組合分配1個遊戲空間,對於前述參加終端 # 裝置指示開始各比賽的對戰遊戲, 而該對戰結束手段係根據至少對於準決賽爲止之各比 賽所預先設定的對戰時間之限制時間,針對前述參加終端 -65- 200523002 (6) 裝置,指示各比賽的對戰結束,並且,因應對戰結束的時 間點之前述對戰遊戲的進行狀況之優越性,決定戰勝者的 參加終端裝置。200523002 (1) X. Patent application scope 1. A game management device is communicably connected to a game terminal device that accepts operations from players via a communication line, and executes operation signals required for game execution to manage The game management device for managing the progress of a tournament-type battle game composed of a plurality of rounds of competitions is characterized in that: the game terminal device is provided with a participation acceptance means for accepting participation in the battle game; according to a predetermined rule, The game terminal device that has accepted the participation by the aforementioned participation acceptance means is the participating terminal device, and is inserted into the combination generating means of the combination constituting the tournament of the aforementioned battle game; according to the combination generated by the aforementioned combination generating means, one is allocated to each of the combinations. The game space instructs the participating terminal device to start the competition game starting means of the competition game; and at least according to the preset time limit for the competition time for each match up to the semi-final, the participating terminal device instructs the gameWars end, and, due to the superiority of the progress status of the previous war games end point of time to deal with the war, decided to participate in war victor of the terminal device by means of the end. 2. The game progress management device according to item [Scope of the patent application], which includes a means for counting the number of participating terminals, which means that each time the participation in the above-mentioned battle game is accepted by the aforementioned participation acceptance means, the total number of the aforementioned participating terminal devices is accumulated. The number of participating terminals, when the maximum number of participating terminals and the total number of game terminal devices constituting the above-mentioned tournament game -61-200523002 (2) plus the number of terminals, or from the number of participating terminals In the case where a predetermined time has elapsed from the time when the change from 0 to 1, the number of participating terminals is counted by resetting the number of participating terminals to 0, and the above-mentioned battle initiation means is by the above-mentioned participating terminal number counting means _, At the time point when the number of participating terminals is reset to 0, and for the aforementioned terminal device for participating in terminal paralysis, the combination generating means is the time point at which the number of participating terminals is reset by the means for counting the number of participating terminals, Proceed to insert the aforementioned participation terminal device into the group of the tournament constituting the aforementioned battle game again Processing. 3. The game progress management device according to item 2 of the scope of patent application, which includes a combination interval setting means for setting the aforementioned predetermined time according to the date. 4. If applying. The game management device for item 2 of the patent scope, wherein the aforementioned combination generating means allocates an imaginary place when the number of participating terminals is less than the maximum number of participating terminals at the end of the predetermined time. The game terminal device that accepts the operation of the CPU player is used as the insufficient terminal device. φ 5. If the game management device of item 1 of the scope of patent application, the aforementioned combination generating means makes the number of participating terminal devices inserted into each combination constituting the tournament of the match game approximately consistent with each other, and will participate in the terminal The device is inserted into a combination of tournaments constituting a battle game. 6. The device for managing a game according to item 1 of the scope of the patent application, wherein the aforementioned means for ending the competition means that no time limit for the competition time is set for the finals, and a predetermined situation is formed at the time when the game progress status of the foregoing competition game is formed , Indicating the end of the battle for the aforementioned terminal device. -62-200523002 (3) 7. If the game management device for item 1 of the scope of patent application, the above-mentioned battle game is 3 or more predetermined number of opponents to play a battle game, including: for each round of competition, the aforementioned A predetermined number of opponents. The number of winners is set in the number of winners of 1 combination. The aforementioned means for ending the competition is determined by the number of winners set by the aforementioned number of winners setting means. Φ 8. The game management device of any one of items 1 to 7 of the scope of patent application, wherein the above-mentioned battle game is a simulation of a game of Mahjong composed of a plurality of battles, and includes: according to a preset card drawing time set by 汜The limited time until the card is discarded allows the means of progress of the aforementioned battle game to be performed. For example, the game management device for item 8 of the scope of patent application, which includes: the intensity of the player's past battle results. The rank memory means for storing the rank corresponding to the identification information of the player and the family; and the means for remembering the time for storing the aforementioned down time for each of the aforementioned ranks, and the aforementioned means for accepting the participation is to receive the identification information of the player. Read out the rank corresponding to the identification information of the player that has been accepted. The aforementioned means for performing the reading means read the resignation time corresponding to the rank read by the aforementioned participation acceptance means by the aforementioned resignation time storage means, based on the readout resignation time, Play the aforementioned battle game. -63- 200523002 (4) 1 0. If the game management device for item 9 of the scope of patent application is applied, the above-mentioned means for storing the card time is the higher the aforementioned rank, the shorter the time for setting the card is set. 1 1. The game progress management device according to item 9 of the scope of patent application, wherein the aforementioned means of processing is to receive, for a predetermined number of predetermined times for each match, the operation information for the purpose of extending the aforementioned check-out time from one participating terminal device. When the operation information from the purpose of extending the above-mentioned check-in time of the participating terminal device is received, the check-in time is extended by a predetermined time. ] 2. — A game management method, which is a game management method using a game management device, which is executed communicably with a game terminal device that accepts operations from a player via a communication line. The operation signal required for playing the game to manage the player of the tournament-type battle game composed of a plurality of rounds is characterized in that the game progress management device is executed: the game terminal device accepts participation in the battle game According to a predetermined rule, the game terminal device that has accepted the participation in the aforementioned participation acceptance means, that is, the participation terminal device, is inserted into the combination generation processing of the combination of the tournaments constituting the aforementioned battle game; according to the foregoing combination generation processing unit The generated combination is allocated one game space for one combination, and the start processing of the competition that instructs the start of the competition game for each competition in the participating terminal device; and at least the preset competition-64-200523002 for each competition up to the semi-finals. (5) The time limit is for the aforementioned terminal device to indicate the end of the competition in each match, and due to the superiority of the progress of the aforementioned battle game at the time of the end of the battle, the winner is determined to participate in the terminal device's competition end handler . Lu 1 3. —A computer-readable recording medium with a game management program recorded on it is a computer-readable recording medium with a game management program recorded on the game management device, and the game management device is via communication It can be connected to the game terminal device that accepts the operation from the player, and it can be connected to execute the operation signal required to play the game, in order to manage the player of the tournament-type battle game composed of a plurality of rounds of games. It is characterized in that the foregoing game progress management device functions as a participation acceptance means, a combination generation means, a competition start means, and a competition end means, wherein the participation acceptance means accepts participants of the competition game by the foregoing game terminal device, φ This combination generating means is based on a predetermined rule, and the game terminal device that has accepted the participation through the aforementioned participation acceptance means, that is, the participation terminal device, is inserted into the combination that constitutes the above-mentioned competition game. The competition starting means is based on the foregoing combination. Generated by the generation process ~, For each combination, 1 game space is allocated, and the aforementioned terminal # device instructs the start of each game of the competition game, and the end of the competition means is based on at least the preset time limit for each competition until the semi-finals At the time, for the aforementioned participation terminal-65-200523002 (6) device, the end of the competition in each competition is instructed, and due to the superiority of the above-mentioned competition game at the time of the end of the response, the winner's participation terminal device is determined. -66 --66-
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