TW200950857A - Game system and game machine - Google Patents

Game system and game machine Download PDF

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Publication number
TW200950857A
TW200950857A TW098119415A TW98119415A TW200950857A TW 200950857 A TW200950857 A TW 200950857A TW 098119415 A TW098119415 A TW 098119415A TW 98119415 A TW98119415 A TW 98119415A TW 200950857 A TW200950857 A TW 200950857A
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TW
Taiwan
Prior art keywords
information
player
output
game
unit
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Application number
TW098119415A
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Chinese (zh)
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TWI391167B (en
Inventor
Ryuta Tamura
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Konami Digital Entertainment
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Publication of TWI391167B publication Critical patent/TWI391167B/en

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Classifications

    • A63F13/10
    • 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
    • A63F13/12
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • 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
    • 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
    • A63F2300/5553Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history user representation in the game field, e.g. avatar
    • 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
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Pinball Game Machines (AREA)
  • Display Devices Of Pinball Game Machines (AREA)

Abstract

There is provided a game system and a game machine to provide some kind of representation unique to each player throughout plural times of games without putting further burden on a server. In a game system GS, a server 1 manages a seed value 133 unique to player and a display progress degree information 134, and a game machine 2 generates random numbers, each of which based on the seed value 133 obtained from the server 1 by a predetermine random number generating function, generates a character arrangement table CT unique to each player by associated each of the created random numbers with each character. The game machine 2 determines a character to be displayed in the created character arrangement table CT based on the display progress degree information 134 obtained from the server 1, and displays the determined character on a monitor M. while displaying the determined character, a update information 560 for updating the display progress degree information 134 managed by the server 1 is generated to be transmitted to the server 1.

Description

200950857 六、發明說明: 【發明所屬之技術領域】 本發明係關於伺服器與遊戲機設爲可進行資料的發送 接收之遊戲系統及遊戲機。 【先前技術】 公知有包含設置於遊戲中心等之商用遊戲機與伺服器 @ ’而關於在商用遊戲機進行遊玩之玩家的玩家資訊在伺服 器被管理之遊戲系統。於此種遊戲系統中,爲了提升商用 遊戲機的重複使用率,可想到涵蓋角色等之複數表演要素 被複數次進行之遊戲而欲實現以玩家固有之順序顯示之表 演時’在伺服器產生並管理設定爲各玩家固有之順序的構 造。但是,在該構造中伺服器的負擔會變大,尤其在玩家 數量過多且演出要素數量也過多時,伺服器的負擔會過大 之問題。另一方面,作爲一邊使遊戲機之遊戲畫面的表演 G 多樣化一邊減輕伺服器的負擔之方法,公知有使用依據線 性同餘法(linear congruential method)之亂數產生函數的方 法(例如,專利文獻1)。 [專利文獻1]日本特開2003-1 09029號公報 【發明內容】 [發明所欲解決之課題] 但是,於前述方法中,對應表演要素的地形竃像,係 用以實現1次遊戲之遊戲畫面之多樣化的表演要素,並不 -5- 200950857 是涵蓋複數次遊戲而用以實現玩家固有之表演的表演要素 〇 在此,本發明的目的係提供不會對伺服器造成負擔’ 涵蓋複數次遊戲來實現各玩家固有之表演的遊戲系統及遊 戲機。 [用以解決課題之手段]200950857 VI. Description of the Invention: [Technical Field] The present invention relates to a game system and a game machine in which a server and a game machine are configured to transmit and receive data. [Prior Art] A game system in which player information of a player playing on a commercial game machine is managed by a server is known, including a commercial game machine installed in a game center or the like and a server @'. In such a game system, in order to increase the re-use rate of a commercial game machine, it is conceivable that a game in which a plurality of performance elements such as characters are played in plural times is desired to be executed in a player-independent order. The management is set to the structure of the order inherent to each player. However, in this configuration, the burden on the server becomes large, especially when the number of players is too large and the number of performance elements is too large, the burden on the server is excessive. On the other hand, as a method of reducing the load on the server while diversifying the performance G of the game screen of the game machine, a method of generating a function using a random number based on a linear congruential method (for example, a patent) is known. Document 1). [Patent Document 1] JP-A-2003-1 09029 SUMMARY OF INVENTION [Problems to be Solved by the Invention] However, in the above method, a topographical image corresponding to a performance element is used to realize a game of one game. The variety of performance elements of the screen is not -5 - 200950857 is a performance element that covers a plurality of games to achieve the player's inherent performance. Here, the object of the present invention is to provide a burden on the server. The game system and game machine that realize the performances inherent to each player. [Means to solve the problem]

本發明係藉由後述手段,解決前述課題。再者’爲使 易於理解本發明,將添附圖面之參照符號以括弧附記,但 是,本發明並不因此而被限定於圖式之形態者。The present invention solves the above problems by means of the means described below. Further, in order to facilitate the understanding of the present invention, the reference numerals attached to the drawings are attached with parentheses, but the present invention is not limited to the form of the drawings.

爲了解決前述課題,本發明的遊戲系統(GS),係設置 爲伺服器(1)與遊戲機(2)可進行資料的發送接收,在前述 遊戲機中進行因應玩家所致之遊玩操作的遊戲,且複數表 演要素遵從所定輸出排列(CT)而藉由前述遊戲機之輸出部 (M)來依序輸出的遊戲系統,其特徵爲:前述伺服器係具 備:玩家資訊記憶部(1 1 1 ),係記憶將玩家固有之玩家識別 資訊(131)、表示前述輸出排列中已輸出至任一表演要素爲 止的輸出進度資訊(134)、前述玩家固有的亂數產生初始値 建立對應的玩家資訊(13 0);玩家資訊提供部(120),係在 接收來自前述遊戲機的玩家資訊要求時,藉由參照前述玩 家資訊記憶部’將包含於前述玩家資訊要求的玩家識別資 訊所對應之前述玩家資訊,提供給前述遊戲機;及輸出進 度更新部(12 0)’係從前述遊戲機接收包含用以更新前述輸 出進度資訊的更新進度資訊及前述玩家識別資訊的更新資 -6- 200950857 訊時,藉由前述更新進度資訊來更新前述玩家識別資訊所 對應之前述玩家資訊的輸出進度資訊;前述遊戲機係具備 :表演要素資訊記憶部(2 1 1),係記憶將用以分別識別前述 複數表演要素的表演要素識別資訊(2 61)與前述各表演要素 的輸出樣態資訊(263)建立對應的表演要素資訊(260);玩 家資訊取得部(250),係在有玩家所致之前述遊戲的開始操 作時,將包含前述玩家之玩家識別資訊的前述玩家資訊要 φ 求發送至前述伺服器,而取得前述玩家資訊;遊戲執行部 (2 5 0),係藉由受理前述玩家所致之遊玩操作,執行前述遊 戲;輸出排列產生部(250),係依據包含於取得之前述玩家 資訊的前述亂數產生初始値,藉由線性產生之亂數產生函 數來依序產生亂數,並藉由將被產生之前述各亂數與前述 各表演要素識別資訊建立對應,產生前述所定輸出排列; 表演要素輸出控制部(250),係依據包含於前述玩家資訊的 前述輸出進度資訊,決定前述被產生之輸出排列中關於前 φ 述開始之遊戲而應輸出之表演要素,並將前述被決定之表 演要素輸出至前述輸出部;更新資訊產生部(250),係產生 包含有表示已進行被輸出至前述輸出部之表演要素爲止之 輸出的前述更新進度資訊與前述玩家識別資訊的前述更新 資訊;及更新資訊送訊部(200),係將前述更新資訊發送至 前述伺服器。 依據本發明的遊戲系統,預先準備複數表演要素,表 示各表演要素被輸出之順序的輸出排列係藉由依據玩家固 有之亂數產生初始値的亂數產生函數來決定。亂數產生初 200950857In order to solve the above problems, the game system (GS) of the present invention is configured such that a server (1) and a game machine (2) can transmit and receive data, and a game in which the game is played by the player is performed in the game machine. And the game system in which the plurality of performance elements are sequentially outputted by the output unit (M) of the game machine in accordance with the predetermined output arrangement (CT), wherein the server system includes: a player information storage unit (1 1 1) The player memorizes the player identification information (131) inherent to the player, the output progress information (134) indicating that the output sequence has been output to any of the performance elements, and the player information inherently generated by the player's inherent random number. (13 0); the player information providing unit (120), when receiving the player information request from the game machine, refers to the player identification information included in the player information request by referring to the player information storage unit Player information is provided to the aforementioned gaming machine; and an output progress update unit (12 0)' receives from the aforementioned gaming machine to update the foregoing output progress The update progress information and the update of the player identification information -6-200950857, the update progress information of the player information corresponding to the player identification information is updated by the update progress information; the game machine has: performance elements The information storage unit (2 1 1) is a performance element information (260) that is used to identify the performance element identification information (2 61) of the plurality of performance elements and the output mode information (263) of each of the performance elements. The player information obtaining unit (250) transmits the player information φ request including the player identification information of the player to the server when the game is started by the player, and acquires the player information. The game execution unit (250) performs the game by accepting the play operation by the player; the output arrangement generating unit (250) generates an initial based on the random number included in the acquired player information. , generating a random number sequentially by a linearly generated random number generating function, and by using the aforementioned random numbers to be generated with the foregoing tables The performance element identification information is associated with each other to generate the predetermined output arrangement; the performance element output control unit (250) determines the game in the output arrangement that is related to the previous φ based on the output progress information included in the player information. And the performance element to be outputted, and the determined performance element is output to the output unit; and the update information generation unit (250) generates the aforementioned output including the output of the performance element that has been output to the output unit. Updating the progress information and the aforementioned update information of the player identification information; and updating the information transmitting unit (200) to send the updated information to the server. According to the game system of the present invention, the plurality of performance elements are prepared in advance, and the output arrangement indicating the order in which the performance elements are outputted is determined by the random number generation function that generates the initial flaw based on the random number of the player. The beginning of random numbers 200950857

始値係以玩家固有之方式來設定,故可取得各玩家固有的 輸出排列。進而,在遊戲機,藉由玩家資訊取得部,從伺 服器取得開始遊戲之玩家所對應之亂數產生初始値與輸出 進度資訊,依據取得之亂數產生初始値,藉由輸出排列產 生部產生前述輸出排列,依據取得之輸出進度資訊,藉由 表演要素輸出控制部來決定關於藉由玩家執行之遊戲而應 輸出之至少1個表演要素,並加以輸出。然後,藉由更新 資訊產生部,產生包含有表示輸出排列之輸出進度進展之 更新進度資訊的更新資訊。在取得更新資訊的伺服器,藉 由輸出進度更新部,依據更新進度資訊而更新輸出進度資 訊。所以,在玩家進行下個遊戲時,依據玩家固有的輸出 排列中被更新之輸出進度資訊而決定應輸出之表演要素, 並加以輸出。進而,本發明的遊戲系統之伺服器,係僅管 理關於各玩家之亂數產生初始値及輸出進度資訊即可,不 需要管理玩家固有的輸出排列。藉此,可提供不會對伺服 器造成負擔,涵蓋複數次遊戲來實現各玩家固有之表演的 遊戲系統。 於「複數表演要素」係包含視覺的表演要素及聽覺的 表演要素。於聽覺的表演要素,係包含例如依每一所定輸 出單位時間設定之曲調或擬音,視覺的表演要素之狀況, 係包含依每一決定或所定輸出單位時間設定之動畫或靜止 畫°作爲表示表演要素中已輸出至任一表演要素爲止的輸 出進度資訊,例如,包含設定被輸出之最後表演要素的表 '演要素識別資訊之狀況,或設定下次應輸出之表演要素的 -8 - 200950857 表演要素識別資訊之狀況。於玩家資訊取得部中,取得玩 家之玩家識別資訊的樣態,係包含玩家藉由對於遊戲機輸 入按鍵來取得之狀況,從記錄玩家識別資訊的記錄媒體取 得之狀況等。 又,玩家識別資訊的取得係在輸出排列產生部所致之 輸出排列的產生開始前即可,將遊戲開始操作設爲觸發點 來進行亦可,在遊戲開始操作後達成所定條件時亦可。玩 φ 家資訊之玩家固有的亂數產生初始値,係預先賦予各玩家 之値亦可’從玩家固有的資訊藉由所定順序取得之値亦可 。在顯示表演要素決定部「決定關於開始之遊戲而應顯示 之至少1個表演要素」樣態,係包含針對1次遊戲決定1 個表演要素之狀況與決定複數表演要素之狀況。 又,被決定之表演要素的數量,係包含預先決定之固 定數量之狀況與根據遊戲之遊玩狀況來決定之數量的狀況 。於伺服器與遊戲機的連接樣態,係包含經由網路之狀況 〇 與直接連接之狀況,又,網路係包含公眾線路之狀況與專 用線路之狀況。藉由表演要素顯示控制部來顯示表演要素 之時機,係從遊戲開始時至遊戲結束時中任一皆可。 前述玩家資訊提供部,係在前述玩家資訊記憶部並未 記憶前述玩家資訊時,依據前述玩家固有的資訊來產生前 述亂數產生初始値,並產生包含於前述玩家資訊要求之前 述玩家識別資訊的玩家資訊,與包含有前述產生之亂數產 生初始値,和表示前述輸出排列中任一表演要素皆未被輸 出之前述輸出進度資訊的玩家資訊,而記憶於前述玩家資 -9- 200950857 訊記憶部之同時,並將其產生之玩家資訊提供給前述遊戲 機亦可。 藉此,對於初始欲進行遊戲的玩家,在伺服器產生玩 家資訊,該玩家資訊會提供給遊戲機。於「玩家固有的資 訊」係例如有玩家識別資訊及玩家資訊產生時的時刻等。 〇 前述表演要素輸出控制部,係遵從前述輸出排列來決 定因應藉由前述遊戲執行部所執行之遊戲的結果之數量的 前述表演要素,在前述被決定之表演要素有兩個以上時, 則遵從前述輸出排列來依序輸出前述兩個以上的表演要素 ;前述更新資訊產生部,係在前述被決定之表演要素有兩 個以上時,以表示已進行前述兩個以上表演要素中最後被 輸出之表演要素爲止的輸出之方式產生前述更新進度資訊 亦可。藉此,輸出因應在遊戲機執行之遊戲之遊戲結果的 數量之表演要素,故針對被執行之各遊戲,可輸出不同數 量的表演要素。 前述輸出排列產生部,係從複數組群中以所定順序將 任一組群(GR)與和前述被產生之各亂數建立對應之前述各 表演要素識別資訊建立對應,藉此對於前述複數組群分別 產生輸出排列;前述玩家資訊的輸出進度資訊,係表示前 述各組群的輸出排列中已輸出至任一表演要素爲止;前述 遊戲機’係具備:組群選擇部(25 0),係使前述玩家選擇前 述複數組群中任一組群;前述表演要素輸出控制部,係依 據前述被選擇之組群所對應之輸出進度資訊,決定前述被 選擇之組群之輸出排列中關於前述遊戲而應輸出之表演要 -10- 200950857 素;前述更新資訊產生部,係產生用以表示已進行前述被 選擇之組群的輸出排列中輸出至前述輸出部之表演要素爲 止的輸出之前述更新進度資訊;前述輸出更新部,係藉由 接收之前述更新進度資訊來更新前述被選擇之組群的輸出 進度資訊亦可。 藉此,將複數組群分別與輸出排列建立對應。輸出表 演要素時,因爲藉由玩家選擇想要輸出之組群,故相較於 φ 遵從單一輸出排列來輸出之狀況,進而,可取得玩家固有 的輸出樣態。再者,在遊戲機使玩家選擇任一組群之樣態 ,係有利用選擇畫面之狀況與利用聲音導引之狀況。 本發明的複數表演要素,係爲了在前述遊戲使用而準 備之複數角色亦可。藉此,因爲利用在遊戲使用之複數角 色,故不需要另外準備用以實現本發明的表演要素。 本發明的遊戲機係商用遊戲機亦可。藉由將表演要素 的輸出設爲玩家固有,可提升玩家對於下次遊戲中被輸出 Q 之表演要素的興趣,可期待提高執行遊戲的重複使用率, 遊戲在商用遊戲機中更爲有效。 爲了解決前述課題,本案發明的遊戲機(2),係設置爲 伺服器(1)與遊戲機(2)可進行資料的發送接收,在前述遊 戲機中進行因應玩家所致之遊玩操作的遊戲,且複數表演 要素遵從所定輸出排列(CT)而藉由前述遊戲機之輸出部 (M)來依序輸出,並在前述伺服器中保持有包含表示前述 輸出排列中已輸出至任一表演要素爲止的輸出進度資訊 (134)與前述玩家固有之亂數產生初始値(13 3)的玩家資訊 -11 - 200950857Since the system is set in a way that is inherent to the player, the output arrangement unique to each player can be obtained. Further, in the game machine, the player information acquisition unit acquires the initial 値 and output progress information from the random number corresponding to the player who started the game from the server, generates an initial 依据 based on the acquired random number, and generates an initial 値 by the output arrangement generating unit. The output arrangement determines at least one performance element to be outputted by the game executed by the player based on the acquired output progress information, and outputs the output element. Then, by updating the information generating unit, update information including update progress information indicating the progress of the output progress of the output array is generated. The server that obtains the update information updates the output progress information according to the update progress information by the output progress update unit. Therefore, when the player performs the next game, the performance elements to be output are determined based on the updated output progress information in the player's own output arrangement, and output. Further, the server of the game system of the present invention manages only the initial 値 and output progress information for each player's random number, and does not need to manage the player's own output arrangement. Thereby, it is possible to provide a game system that does not burden the server and covers a plurality of games to realize the performances inherent to each player. The "multiple performance elements" include visual performance elements and auditory performance elements. The elements of the auditory performance include, for example, the tune or fictitious sound set according to each specified unit time, the condition of the visual performance element, and the animation or still picture set according to each decision or the specified output unit time. The output progress information of the elements that have been output to any of the performance elements, for example, the status of the table's element identification information that sets the last performance element to be output, or the performance of the performance element to be output next time -8 - 200950857 The status of the feature identification information. The player information acquisition unit obtains the player identification information of the player, and includes the status obtained by the player by inputting a button to the game machine, the status obtained from the recording medium on which the player identification information is recorded, and the like. Further, the acquisition of the player identification information may be performed before the start of the generation of the output arrangement by the output arrangement generating unit, and the game start operation may be performed as a trigger point, and the predetermined condition may be obtained after the game start operation. The initial number of random numbers generated by the player who plays the φ home information may be given to each player in advance, or may be obtained from the player's inherent information in the predetermined order. The state in which the performance element determination unit "determines at least one performance element to be displayed in the game to be started" is displayed, and the situation in which one performance element is determined for one game and the state in which the plurality of performance elements are determined is included. Further, the number of performance elements to be determined is a condition including a predetermined number of fixed numbers and a quantity determined according to the game play condition. The connection between the server and the game machine includes the status of the connection via the network 〇 and the direct connection, and the network includes the status of the public line and the status of the dedicated line. The timing of displaying the performance elements by the performance element display control unit is from the start of the game to the end of the game. In the player information providing unit, when the player information storage unit does not memorize the player information, the player generates the initial number of the random number based on the player-specific information, and generates the player identification information included in the player information request. The player information, and the player information including the initial generation of the random number generated, and the output progress information indicating that any of the performance elements in the output arrangement are not outputted, and the memory of the player -9-200950857 memory At the same time, the player information generated by the player can be provided to the aforementioned game machine. Thereby, for the player who originally wants to play the game, the player information is generated on the server, and the player information is provided to the game machine. The "information inherent to the player" includes, for example, player identification information and the time when the player information is generated. The performance element output control unit determines the number of the performance elements in accordance with the number of results of the game executed by the game execution unit in accordance with the output arrangement, and follows the number of the determined performance elements. The output arrangement sequentially outputs the two or more performance elements, and the update information generation unit indicates that the last two or more of the performance elements have been output when the determined performance elements are two or more. The manner of outputting the performance elements may generate the aforementioned update progress information. Thereby, the number of performance elements in response to the game result of the game executed on the game machine is output, so that a different number of performance elements can be output for each of the executed games. The output arrangement generating unit associates any group of groups (GR) with the respective performance element identification information associated with each of the generated random numbers in a predetermined order from the complex array group, thereby The group respectively generates an output arrangement; the output progress information of the player information indicates that the output arrangement of each group is output to any of the performance elements; and the game machine includes: a group selection unit (25 0) And causing the player to select any one of the plurality of complex array groups; and the performance element output control unit determines, according to the output progress information corresponding to the selected group, the game in the output arrangement of the selected group The above-mentioned update information generating unit generates the aforementioned update progress indicating that the output of the selected group is output to the performance element of the output unit. Information; the output update unit updates the output of the selected group by receiving the update progress information Of information also. Thereby, the complex array groups are respectively associated with the output array. When the display element is output, since the player selects the group to be output, the output state of the player can be obtained as compared with the case where φ is output in accordance with the single output arrangement. Furthermore, in the case where the game machine allows the player to select any group, it is possible to use the state of the selection screen and the state of using the sound guidance. The plurality of performance elements of the present invention may be plural characters prepared for use in the aforementioned game. By this, since the plural roles used in the game are utilized, it is not necessary to separately prepare the performance elements for realizing the present invention. The game machine of the present invention is also a commercial game machine. By setting the output of the performance element to be inherent to the player, the player's interest in the performance elements of the output Q in the next game can be improved, and the reuse rate of the executed game can be expected to be improved, and the game is more effective in the commercial game machine. In order to solve the above problems, the game machine (2) of the present invention is configured such that the server (1) and the game machine (2) can transmit and receive data, and the game machine in accordance with the game operation by the player is performed in the game machine. And the plurality of performance elements are sequentially outputted by the output unit (M) of the game machine according to the predetermined output arrangement (CT), and the inclusion in the server indicates that the output arrangement has been output to any performance element. The output progress information (134) and the player's inherent random number generate the initial 値 (13 3) player information-11 - 200950857

(13 0),因應來自前述遊戲機的更新資訊(5 6 0),更新前述 輸出進度資訊的遊戲系統(GS)之前述遊戲機’其特徵爲具 備:表演要素資訊記憶部(2 1 1 ),係記憶將用以分別識別前 述複數表演要素的表演要素識別資訊(261)與前述各表演要 素的輸出樣態資訊(263)建立對應的表演要素資訊(260); 玩家資訊取得部(250),係在有藉由玩家之遊戲開始操作時 ,將包含前述玩家之玩家識別資訊的前述玩家資訊要求發 送至前述伺服器,而取得前述玩家所對應之前述玩家資訊 :遊戲執行部(250),係藉由受理前述玩家所致之遊玩操作 ,執行前述遊戲;輸出排列產生部(25 0),係依據包含於取 得之前述玩家資訊的前述亂數產生初始値,藉由線性產生 之亂數產生函數來依序產生亂數,並藉由將被產生之前述 各亂數與前述各表演要素識別資訊建立對應,產生前述所 定輸出排列;表演要素輸出控制部(250),係依據包含於前 述玩家資訊的前述輸出進度資訊,決定前述被產生之輸出 排列中關於前述遊戲而應輸出之表演要素,並將前述被決 定之表演要素輸出至前述輸出部;更新資訊產生部(25 0), 係產生包含有表示已進行被輸出至前述輸出部之表演要素 爲止之輸出的前述更新進度資訊與前述玩家識別資訊的前 述更新資訊;及更新資訊送訊部(200),係將前述更新資訊 發送至前述伺服器。本發明的遊戲機係作爲本發明之遊戲 系統的遊戲機而作用。 [發明之效果] -12- 200950857 如上所述’依據本發明,可提供在伺服器管理玩家固 有的亂數產生初始値及輸出進度資訊,在遊戲機將依據從 伺服器取得之亂數產生初始値而藉由亂數產生函數所得之 各亂數與各表演要素建立對應,藉此產生玩家固有的輸出 排列,依據從伺服器取得之輸出進度資訊,決定被產生之 輸出排列中應輸出之表演要素,該被決定之表演要素從輸 出部輸出之同時’產生用以更新伺服器管理之顯示進度資 φ 訊的更新資訊並發送至伺服器,藉此不使伺服器產生負擔 ’而涵蓋複數次遊戲’實現各玩家固有之表演的遊戲系統 及遊戲機。 【實施方式】 圖1係揭示本案發明之遊戲系統GS之一例。遊戲系 統GS係設置爲伺服器1與遊戲機2a經由網路N而可進 行資料的發送接收。在本形態’網路N係網際網路,但是 _ 作爲專用線路亦可。又,伺服器1係亦可連接與遊戲機2a 相同構造之其他遊戲機2b、2c、2d,亦可與遊戲機2a以 外之各遊戲機2b、2c、2d構成遊戲系統GS。各遊戲機2a 〜2d係設置於遊戲中心或店舖的商用遊戲機,以進行因應 玩家操作的遊戲之方式構成。以下,不需要區別遊戲機2a 與其他遊戲機2b、2c、2d時係稱爲「遊戲機2」。於遊戲 機2係設置有監視器Μ與受理玩家之操作的9個操作構件 ODa〜ODi。以下,不需要區別各操作構件〇Da〜〇Di時 係稱爲「操作構件〇D」。 -13- 200950857 於本形態中,在遊戲機2進行之遊戲’係遵從顯示於 監視器Μ之操作導引而使玩家操作各操作構件〇D ’以該 操作時機配合遊戲中輸出之樂曲的的韻律或節奏之方式設 定之所謂音樂遊戲。以下,有將在遊戲機2進行之遊戲稱 爲音樂遊戲之狀況。於圖2揭示顯示於監視器Μ之遊戲畫 面3 00。遊戲畫面3 00係主要以操作導引顯示部310與玩 家角色顯示部320與樂曲角色顯示部3 30與分數顯示部(13 0), in response to the update information (5 60) from the game machine, the game machine (GS) of the game system (GS) that updates the output progress information is characterized by: a performance element information storage unit (2 1 1) And the performance element information (260) for respectively identifying the performance element identification information (261) of the plurality of performance elements and the output mode information (263) of each of the performance elements; the player information acquisition unit (250) When the game is started by the player's game, the player information request including the player identification information of the player is transmitted to the server, and the player information corresponding to the player is obtained: the game execution unit (250). The game is executed by accepting the play operation by the player; the output arrangement generating unit (25 0) generates an initial frame based on the random number included in the acquired player information, and generates a random number generated by linearity. The function sequentially generates random numbers, and generates the aforementioned input by associating the generated random numbers with the foregoing performance element identification information. Arranging; the performance element output control unit (250) determines the performance elements to be outputted in relation to the game in the generated output arrangement based on the output progress information included in the player information, and determines the determined performance element Outputting to the output unit; the update information generating unit (25 0) generating the update information including the update progress information and the player identification information indicating that the output of the performance element output to the output unit has been performed; The update information transmitting unit (200) sends the aforementioned update information to the aforementioned server. The game machine of the present invention functions as a game machine of the game system of the present invention. [Effect of the Invention] -12- 200950857 As described above, according to the present invention, it is possible to provide an initial 値 and output progress information in the server to manage the player's inherent random number, and the game machine will generate an initial based on the random number obtained from the server. The random numbers obtained by the random number generating function are associated with the performance elements, thereby generating the player's inherent output arrangement, and determining the output to be outputted in the output arrangement according to the output progress information obtained from the server. The element, the determined performance element is outputted from the output unit, and the update information for updating the display progress of the server management is generated and sent to the server, thereby covering the plurality of times without causing the server to generate a burden. The game 'game system and game console that realize the performance of each player. [Embodiment] FIG. 1 is an example of a game system GS of the present invention. The game system GS is provided such that the server 1 and the game machine 2a can transmit and receive data via the network N. In this form, the network N is an Internet, but _ is a dedicated line. Further, the server 1 may be connected to other game machines 2b, 2c, and 2d having the same structure as that of the game machine 2a, or may be configured as a game system GS with each of the game machines 2b, 2c, and 2d other than the game machine 2a. Each of the game machines 2a to 2d is installed in a game center or a commercial game machine of a store, and is configured to perform a game in response to the player's operation. Hereinafter, it is not necessary to distinguish the game machine 2a from the other game machines 2b, 2c, and 2d, and it is called "game machine 2". The game machine 2 is provided with a monitor Μ and nine operation members ODa to ODi that accept the operation of the player. Hereinafter, when it is not necessary to distinguish each of the operation members 〇Da to 〇Di, it is referred to as "operation member 〇D". -13- 200950857 In the present embodiment, the game played by the game machine 2 follows the operation guidance displayed on the monitor 而 to cause the player to operate each operation member 'D' with the operation timing to match the music outputted in the game. A so-called music game set in the way of rhythm or rhythm. Hereinafter, there is a case where the game played by the game machine 2 is referred to as a music game. The game screen 3 00 displayed on the monitor is disclosed in FIG. The game screen 300 is mainly composed of the operation guidance display unit 310 and the player character display unit 320, the music character display unit 3 30, and the score display unit.

340構成。340 constitutes.

Q 於操作導引顯示部310係設置有顯示用以表示各操作 構件OD之操作時機的操作指示311a、311e、311f的9個 操作指標顯示部312a〜3 12i,於操作指標顯示部312a〜 3 1 2i的下方係設置有操作線3 1 3。在圖2,係表示操作構 件ODa、ODe、ODf分別對應之各操作指標311a、311e、 311f分別顯示於操作指標顯示部312a、312e、312f之狀 態。以下,不需要區別操作指示3 1 1 a〜3 1 1 i時係稱爲「 操作指示3 1 1」,不需要區別操作指標顯示部3 1 2 a〜3 1 2 i 時係稱爲「操作指標顯示部312」。 例如,針對操作構件〇Da的操作時機加以說明。用以 表示操作構件〇Da之操作時機的操作指標311a,係從操 作指標顯示部312a的上部以所定速度移動至下方,到達 操作線3 1 3。該操作指標3 1 1 a到達操作線3 1 3的時機,係 作爲玩家應操作操作構件〇D a的操作時機來導引玩家。各 操作指標311a〜311i係一個接一個顯示於對應之各操作 指標顯示部312a〜312i的上部,以所定速度移動至操作 -14-The operation guidance display unit 310 is provided with nine operation index display units 312a to 312i for displaying operation instructions 311a, 311e, and 311f for indicating the operation timing of each operation member OD, and the operation index display units 312a to 3i. The lower part of 1 2i is provided with an operation line 3 1 3 . In Fig. 2, the respective operation indexes 311a, 311e, and 311f corresponding to the operation members ODa, ODe, and ODf are respectively displayed on the operation index display portions 312a, 312e, and 312f. In the following, when the operation instruction 3 1 1 a to 3 1 1 i is not required to be distinguished, it is called "operation instruction 3 1 1", and it is not necessary to distinguish the operation indicator display unit 3 1 2 a~3 1 2 i Indicator display unit 312". For example, an operation timing of the operation member 〇 Da will be described. The operation index 311a indicating the operation timing of the operation member 〇D is moved from the upper portion of the operation index display portion 312a to the lower position at a predetermined speed, and reaches the operation line 3 1 3 . The timing of the operation index 3 1 1 a reaching the operation line 3 1 3 is to guide the player as the operation timing at which the player should operate the operation member 〇D a . The operation indexes 311a to 311i are displayed one by one on the upper portions of the corresponding operation index display portions 312a to 312i, and are moved to the operation at the predetermined speed -14-

200950857 線3 1 3爲止。所以,因爲一個接一個表示 OD的操作時機,故玩家必須遵從該操作導 。然後,遊戲機2所示之操作導引與實際藉 操作內容的一致度越高則獲得越高的分數。 於玩家角色顯示部3 20係顯示有執行音 所對應之角色的玩家角色321,於樂曲角色: 顯示有在遊戲中輸出之樂曲所對應之角色的 。於分數顯示部340係顯示玩家現在的分數 樂遊戲之玩家所致之操作構件OD的操作稱 在遊戲機2中,在前述音樂遊戲1樂曲 時,則結束玩家所致之遊玩操作的受理,音 結束。然後,遊玩結束後,預先準備之複數 個角色利用被招待到玩家舉辦之宴會的設定 器M。作爲被招待之角色,構成爲每於玩家 φ 示不同角色,且以各玩家固有之順序來招待 被招待到宴會之各角色係樂曲角色,準備有 (例如600)的數量。 又,在本形態,樂曲角色係被分組爲5 。音樂遊戲成爲遊玩結束時,首先,顯示如 群選擇畫面4 00,而使玩家從5個組群GR1 希望之組群。在組群選擇畫面400,於各組 所對應之區域,顯示有包含於各組群GR1〜 的角色。在本形態,作爲招待宴會之複數招: 任一操作構件 引來進行操作 由玩家操作之 樂遊戲之玩家 顯示部3 3 0係 樂曲角色331 。以下,將音 爲「遊玩操作 份的輸出結束 樂遊戲的遊玩 角色中至少1 而顯示於監視 進行遊戲時顯 。在本形態, 對應樂曲數量 個組群來管理 圖3所示之組 〜GR5選擇所 群 GR1〜GR5 GR5之一部份 待函401…40 1 -15- 200950857 表示。各組群GR1〜GR5係例如與操作構件〇Da〜ODe建 立對應,藉由操作任一操作構件ODa〜ODe來選擇對應之 組群GR。以下,不需要區別組群GR1〜GR5時係稱爲組 群GR。200950857 Line 3 1 3 so far. Therefore, since the operation timing of the OD is indicated one by one, the player must follow the operation guide. Then, the higher the degree of coincidence of the operation guide shown in the game machine 2 with the actual borrowed content, the higher the score is obtained. The player character display unit 3 20 displays a player character 321 having a character corresponding to the execution sound, and the music character: displays the character corresponding to the music piece outputted in the game. The operation of displaying the operation member OD by the player of the current score game of the player in the score display unit 340 is referred to as the game machine 2, and when the music game 1 is the music piece, the acceptance of the play operation by the player is ended. End. Then, after the game is over, the plurality of characters prepared in advance use the setter M that is hosted to the party held by the player. As a character to be entertained, each character φ is shown as a different character, and the character characters to be entertained to the banquet are entertained in the order in which each player is unique, and the number of (for example, 600) is prepared. Further, in this embodiment, the character characters are grouped into five. When the music game becomes the end of the game, first, the group selection screen 4 00 is displayed, and the player is expected to be a group from the five groups GR1. On the group selection screen 400, the roles included in each group GR1 to are displayed in the areas corresponding to the respective groups. In this embodiment, as a plurality of entertainment banquets: Any of the operating members is operated by the player who plays the game by the player. The display unit 3 3 0 is a music character 331. In the following, when the sound is at least one of the play characters of the play end game of the game play, it is displayed when the game is monitored and played. In this mode, the group shown in FIG. 3 is managed corresponding to the number of pieces of music to the GR5 selection. One of the groups GR1 to GR5 GR5 is 401...40 1 -15- 200950857. Each group GR1 to GR5 is associated with the operation members 〇D0 to ODe, for example, by operating any of the operation members ODa to ODe. The corresponding group GR is selected. Hereinafter, it is called a group GR when it is not necessary to distinguish the groups GR1 to GR5.

選擇1個組群GR時,包含於該被選擇之組群GR之 至少1個角色係作爲被招待之角色,亦即被顯示之角色( 以下稱爲「顯示角色」)來選擇,顯示於圖4所示之角色 顯示畫面410。再者’在本形態,作爲顯示角色而被選擇 之角色的數量係依據音樂遊戲的遊戲結果來決定。於角色 顯示畫面410係表示於宴會會場配置各組群GR所對應之 桌子411a〜411e的樣子。然後,作爲顯示角色而被選擇 之角色412,係利用被招待到該宴會的設定,顯示於角色 顯示畫面4 1 0。 於各桌子411的周圍係顯示有複數黑角色413…413。 各桌子411之黑角色413的數量,係等於在對應之組群 GR中已經被招待,亦即已經在角色顯示畫面410顯示之 角色的數量。顯示角色412係在所定時間顯示後,在所屬 之組群GR的桌子411作爲新的黑角色412而被顯示。再 者’作爲顯示角色而選擇兩個以上角色時,各顯示角色係 以後述之顯示順序來顯示,之後,各顯示角色係作爲新的 黑角色412而依序追加至所屬之桌子411。 可顯示於角色顯示畫面410中的角色,在本形態係如 上所述’準備有600種類。在遊戲機2,600種類的角色 分別作爲被招待之角色’涵蓋藉由1位玩家執行之複數次 -16- 200950857 遊戲,以該玩家固有的順序來依序顯示之方式,於各遊戲 中至少1個顯示角色依據該玩家固有的角色排列表CT來 選擇。 於圖5揭示本形態的角色排列表CT。於角色排列表 CT係關於各組群GR,以應顯示之角色從顯示順序第1號 至第100爲止不會重複之方式設定。角色排列表CT係以 該設定內容成爲各玩家固有之方式依每一玩家產生。關於 φ 角色排列表CT的產生方法係於後詳述。再者,作爲特定 顯示順序之第50號及第100號,係預先設定有所有玩家 共通知特別角色sc 1〜sc 1 0。在本形態之狀況,於第5 0號 係固定設定各玩家共通知特別角色scl〜sc5,於第100號 係固定設定各玩家共通知特別角色sc6〜sc 10。再者,特 別角色scl〜sclO亦爲樂曲角色。以下,不需要區分特別 角色scl〜sclO時係稱爲「特別角色sc」。 在本形態,設定於各組群GR之角色數量係包含特別 Q 角色SC爲100,但是,設定於各組群GR之角色數量係以 根據組群GR而不同之方式來構成亦可。例如,組群GR1 的角色數量是120,組群GR2的角色數量是1〇〇,組群 GR3的角色數量是80,組群GR4的角色數量是150亦可 〇 例如,關於某玩家,於組群GR1中顯示順序進行至第 27號的角色之顯示爲止時,在藉由該玩家執行之下個音樂 遊戲中在組群選擇畫面400藉由玩家選擇組群GR1時,從 顯示順序第28號的角色開始依據遊戲結果之數量的角色 -17- 200950857 會在角色顯示畫面410顯示。如此,角色係遵從玩家固有 的角色排列表CT顯示,故作爲結果,以各玩家固有的順 序顯示。以下,將最後顯示之角色的顯示順序稱爲「最後 顯示順序」。When one group GR is selected, at least one character included in the selected group GR is selected as a character to be served, that is, a displayed character (hereinafter referred to as a "display character"), and is displayed in the figure. The character display screen 410 shown in FIG. Furthermore, in this embodiment, the number of characters selected as the display character is determined based on the game result of the music game. The character display screen 410 is a view showing the arrangement of the tables 411a to 411e corresponding to the respective groups GR at the banquet venue. Then, the character 412 selected as the display character is displayed on the character display screen 4 10 by using the setting that is served to the party. A plurality of black characters 413...413 are displayed around each table 411. The number of black characters 413 of each table 411 is equal to the number of characters that have been entertained in the corresponding group GR, i.e., the characters already displayed on the character display screen 410. The display character 412 is displayed as a new black character 412 on the table 411 of the group GR to which it belongs after being displayed for a predetermined time. Further, when two or more characters are selected as the display characters, each display character is displayed in the display order described later, and thereafter, each display character is sequentially added to the table 411 to which it belongs as the new black character 412. The characters that can be displayed on the character display screen 410 are as described above in the present embodiment. In the game machine 2,600 kinds of characters respectively as the role of the entertained 'covers a plurality of-16-200950857 games executed by one player, in the order in which the player is in order, in at least in each game One display character is selected based on the player's own character list CT. The character list list CT of this embodiment is disclosed in FIG. In the character list list, the CT system sets each group group GR so that the characters to be displayed are not repeated from the display order No. 1 to the 100th. The character list list CT is generated for each player in such a manner that the setting content is unique to each player. The method of generating the φ character row list CT is described in detail later. Further, as the 50th and 100th of the specific display order, all the players are notified in advance to notify the special characters sc 1 to sc 1 0. In the case of the present embodiment, the special characters scl to sc5 are collectively notified to each player in the No. 50, and the special characters sc6 to sc10 are collectively notified in the 100th. Furthermore, the special characters scl~sclO are also music characters. Hereinafter, it is called "special character sc" when it is not necessary to distinguish the special characters scl~sclO. In the present embodiment, the number of characters set in each group GR includes the special Q character SC of 100. However, the number of characters set in each group GR may be different depending on the group GR. For example, the number of roles of the group GR1 is 120, the number of roles of the group GR2 is 1〇〇, the number of roles of the group GR3 is 80, and the number of roles of the group GR4 is 150. For example, regarding a player, in a group When the display in the group GR1 is performed until the display of the character of the 27th, the player selects the group GR1 on the group selection screen 400 by the player in the next music game by the player, the display order No. 28 The role of the character based on the number of game results -17- 200950857 will be displayed on the character display screen 410. In this way, the characters are displayed in accordance with the player's own character list CT, and as a result, they are displayed in the order unique to each player. Hereinafter, the display order of the last displayed character is referred to as "last display order".

於遊戲系統GS中,如上述般,針對用以使複數角色 以玩家固有的順序顯示的具體構造加以說明。首先,針對 遊戲系統GS之伺服器1的硬體構造槪略,使用圖6說明 。伺服器1係以實現與遊戲機2之資料通訊的伺服器通訊 部1 〇〇、記憶各種資料的伺服器記憶部1 1 0、控制伺服器1 所具備之各構造100、110之動作的伺服器控制部120所 構成。伺服器控制部120係作爲具備CPU及包含其動作 所需之RAM121、ROM 122等之記憶區域的電腦而構成, 主要作爲玩家資訊提供部及輸出進度更新部而作用。於 ROM242係例如記憶有用以實現本案發明的程式。In the game system GS, as described above, a specific structure for causing plural characters to be displayed in the order unique to the player will be described. First, the hardware configuration of the server 1 of the game system GS will be described with reference to FIG. The server 1 is a server communication unit 1 that realizes data communication with the game machine 2, a server memory unit 1 1 0 that stores various kinds of data, and a servo that controls the operations of the respective structures 100 and 110 included in the server 1. The controller control unit 120 is configured. The server control unit 120 is configured to include a CPU and a computer including a memory area such as a RAM 121 and a ROM 122 required for the operation, and mainly functions as a player information providing unit and an output progress updating unit. The ROM 242 is, for example, a program useful for realizing the invention of the present invention.

伺服器記憶部1 1 0係設置有記憶圖7所示之玩家資訊 130的玩家資訊記憶部111。玩家資訊130係依每一玩家 產生’與關於各玩家的各種資訊建立對應之資訊群。玩家 資訊1 3 0係以作爲各玩家固有之玩家識別資訊的玩家 ID 131、身爲關於音樂遊戲之資訊的遊戲關聯資訊132、 作爲亂數產生初始値的種子値1 3 3、作爲輸出進度資訊的 顯示進度資訊134所構成。於遊戲關聯資訊132係包含玩 家的分數履歷、操作履歷及關於玩家角色321的資訊等。 種子値1 3 3係作爲後述之亂數產生函數的初始値而作用之 値’玩家初始開始音樂遊戲時,依據玩家ID而產生。 -18- 200950857 顯示進度資訊134係表示在對應玩家之角色排列表 CT已顯示至任一角色爲止的資訊。在本形態,以表示各 組群GR1〜GR5之最後顯示順序的組群進度資訊134a〜 134e構成。顯示進度資訊134所示之各最後顯示順序係從 〇至身爲角色排列表CT之顯示順序之最大値的1〇〇爲止 之數値。最後顯示順序〇係表示任一角色皆未被顯示。例 如,在圖7之範例,因爲組群GR1的組群進度資訊134a φ 是「27」,故表示已顯示至顯示順序27的角色爲止,因 爲組群GR5的組群進度資訊134e是「0」,故表示任一角 色皆未被顯示。 接著’針對遊戲系統GS之遊戲機2的硬體構造槪略 ,使用圖8說明。遊戲機2係以實現與伺服器1之資料通 訊的遊戲機通訊部200、記憶各種資料的遊戲機記憶部 210、包含操作構件OD,受理玩家之操作的操作輸入部 220、包含監視器Μ,提示各種畫像及訊息的顯示部230、 〇 輸出效果音及樂曲的聲音輸出部240及控制遊戲機2所具 備之各構造200〜240之動作的遊戲機控制部2 50所構成 。遊戲控制部2 5 0係作爲具備CPU及包含其動作所需之 RAM25 1、ROM25 2等之記憶區域的電腦而構成。主要作 爲玩家資訊取得部、遊戲執行部、輸出排列產生部、表演 要素輸出控制部及更新資訊產生部而作用。於ROM252係 例如記憶有音樂遊戲用程式及用以實現本案發明的程式。 遊戲機記憶部2 1 0係包含記憶有作爲圖9所示之表演 要素資訊之角色資訊260的角色資訊記憶部311。藉此, -19- 200950857 角色資訊記憶部2 1 1係作爲表演要素資訊記憶部而作用。 角色資訊260係關於樂曲角色331的資訊,依每一角色設 定。角色資訊260係以用以識別角色的角色1〇261、身爲 建立對應之樂曲的識別資訊之樂曲ID262及身爲表示角色 之形態的畫像資訊之形態資料263所構成。在本形態,關 於約600個角色的各角色資訊260係記憶於角色資訊記憶 部211。再者’於遊戲機記憶部310係亦記憶有未圖示之 音樂遊戲中所使用之樂曲,亦即對應各樂曲1〇262之樂曲 遵從圖10的序列圖,說明在伺服器1與遊戲機2之 間進行之處理的流程槪略。在伺服器1進行之各處理係藉 由伺服器控制部120控制,在遊戲機2進行之各處理係藉 由遊戲機控制部25 0控制。首先,在遊戲機2,藉由開始 音樂遊戲的玩家進行所定遊戲開始操作時,則進行玩家資 訊要求處理(步驟S 5 00)。在玩家資訊要求,產生包含玩家 之玩家ID 131的玩家資訊要求,並發送至伺服器丨。遊戲 機2之玩家ID131的辨識方法,係例如有在玩家ID131記 錄於所定記錄媒體時,於遊戲開始操作中藉由玩家經由未 圖示之讀取部使遊戲機2辨識之方法,與於操作輸入部 220設置按鍵輸入部時,於遊戲開始操作中藉由玩家的按 鍵輸入來辨識之方法等。 在接收玩家資訊要求之伺服器1,則進行玩家資訊提 供處理(步驟S510)。在玩家資訊提供處理,從玩家資訊記 憶部111檢索出操作遊戲機2之玩家的玩家資訊130,並 -20- 200950857 提供給遊戲機2。在該玩家的玩家資訊i3〇不存在於玩家 資訊記憶部111時’則產生玩家資訊130並提供給遊戲機 2。遊戲機2係接收被提供之玩家資訊130。藉此,伺服器 1的伺服器控制部1 20係作爲玩家資訊提供部而作用,遊 戲機2的遊戲機控制部250係作爲玩家資訊取得部而作用 。而關於玩家資訊提供處理係於後詳述。 在接收玩家資訊130之遊戲機2,則進行遊戲處理(步 φ 驟S520)。在遊戲處理,係如前述般,執行依據遊戲畫面 3 00之音樂遊戲。藉此,遊戲機2的遊戲控制部250係作 爲遊戲執行部而作用。音樂遊戲成爲遊玩結束時,則進行 顯示角色決定處理(步驟S530)。在顯示角色決定處理,顯 示於角色顯示畫面410之顯示角色係依據遊戲結果及角色 排列表CT,至少決定1個(步驟S 540)。關於顯示角色決 定處理係於後詳述。在本形態,針對組群GR1之3個角色 作爲顯示角色而決定之狀況加以說明。具體來說,如圖7 〇 所示之玩家資訊131,在組群GR1的組群進度資訊134a 是「27」時,組群GR1的顯示順序28、29及30所對應之 3個角色係作爲顯示角色而決定。 接著顯示角色決定處理,進行角色顯示處理(步驟 S 5 40)。在角色顯示處哩,被決定之3個顯示角色係遵從 顯示順序,依序顯示於角色顯示畫面410。再者,作爲角 色顯示畫面410的背景,因應玩家資訊130之各組群進度 資訊134a〜134e所示數量的黑角色413係顯示於對應之 組群GR的桌子411。顯示作爲顯示角色而選擇之所有角 -21 - 200950857 色之後,進行遊戲機更新處理(步驟S55 0)»The server memory unit 1 1 0 is provided with a player information storage unit 111 that memorizes the player information 130 shown in FIG. The player information 130 generates a group of information corresponding to each piece of information about each player based on each player. The player information 1 3 0 is a player ID 131 which is player identification information unique to each player, game related information 132 which is information about a music game, and a seed 値 1 3 3 which is an initial 乱 generated as a random number as output progress information. The display progress information 134 is composed. The game related information 132 includes a score history of the player, an operation history, information about the player character 321, and the like. The seed 値1 3 3 functions as an initial 値 of the random number generating function to be described later 値 When the player initially starts the music game, it is generated based on the player ID. -18- 200950857 Display progress information 134 indicates the information in the role list of the corresponding player until the CT has been displayed to any of the characters. In the present embodiment, the group progress information 134a to 134e indicating the last display order of each of the groups GR1 to GR5 is constructed. The last display order shown by the display progress information 134 is from the 〇 to the maximum number of 〇〇 of the display order of the character list list CT. The last display order indicates that no characters are displayed. For example, in the example of FIG. 7, since the group progress information 134a φ of the group GR1 is "27", it indicates that the role to the display order 27 has been displayed because the group progress information 134e of the group GR5 is "0". Therefore, it means that none of the characters are displayed. Next, the hardware configuration of the game machine 2 for the game system GS will be described with reference to Fig. 8 . The game machine 2 is a game machine communication unit 200 that realizes communication with the data of the server 1, a game machine storage unit 210 that stores various materials, an operation input unit 220 that includes an operation member OD, and accepts an operation of the player, and a monitor Μ. A display unit 230 for presenting various portraits and messages, a sound output unit 240 for outputting sound effects and music, and a game machine control unit 250 for controlling the operations of the respective structures 200 to 240 of the game machine 2 are provided. The game control unit 250 is configured as a computer including a CPU and a memory area including the RAM 25 1 and the ROM 25 2 required for the operation. Mainly functions as a player information acquisition unit, a game execution unit, an output arrangement generation unit, a performance element output control unit, and an update information generation unit. The ROM 252 is, for example, a program for playing music games and a program for realizing the invention of the present invention. The game machine memory unit 2 1 0 includes a character information storage unit 311 in which character information 260 as the performance element information shown in Fig. 9 is stored. Thereby, -19-200950857 character information storage unit 2 1 1 functions as a performance element information storage unit. The character information 260 is information about the music character 331, which is set for each character. The character information 260 is composed of a character 1 261 for recognizing a character, a music piece ID 262 as identification information for creating a corresponding piece of music, and a form information 263 as image information indicating a form of a character. In the present embodiment, each character information 260 regarding about 600 characters is stored in the character information storage unit 211. Further, in the game machine memory unit 310, the music piece used in the music game (not shown) is also stored, that is, the music piece corresponding to each piece of music 1 262 follows the sequence chart of FIG. 10, and the description is made on the server 1 and the game machine. The process of processing between 2 is abbreviated. Each processing performed by the server 1 is controlled by the server control unit 120, and each processing performed by the game machine 2 is controlled by the game machine control unit 25 0. First, in the game machine 2, when the player who started the music game performs the predetermined game start operation, the player information request processing is performed (step S5 00). At the player information request, a player information request containing the player's player ID 131 is generated and sent to the server. The method of recognizing the player ID 131 of the game machine 2 is, for example, a method in which the player recognizes the game machine 2 via a reading unit (not shown) during the game start operation when the player ID 131 is recorded on the predetermined recording medium. When the input unit 220 is provided with the key input unit, the method of recognizing the key input by the player during the game start operation is used. Upon receiving the server information request server 1, the player information providing process is performed (step S510). In the player information providing process, the player information 130 of the player who operates the game machine 2 is retrieved from the player information memorizing portion 111, and is supplied to the gaming machine 2 at -20-200950857. When the player information i3 of the player does not exist in the player information storage unit 111, the player information 130 is generated and supplied to the game machine 2. The gaming machine 2 receives the provided player information 130. Thereby, the server control unit 120 of the server 1 functions as a player information providing unit, and the game machine control unit 250 of the game machine 2 functions as a player information obtaining unit. The processing of player information is described in detail later. Upon receiving the game machine 2 of the player information 130, the game processing is performed (step S520). In the game processing, the music game according to the game screen 300 is executed as described above. Thereby, the game control unit 250 of the game machine 2 functions as a game execution unit. When the music game is over, the display character determination process is performed (step S530). In the display character determination process, the display character displayed on the character display screen 410 is determined by at least one based on the game result and the character list list CT (step S540). The process of determining the role determination is detailed later. In the present embodiment, a description will be given of a situation in which three characters of the group GR1 are determined as display characters. Specifically, as shown in FIG. 7A, when the group progress information 134a of the group GR1 is "27", the three characters corresponding to the display order 28, 29, and 30 of the group GR1 are used as the player information 131. Determine the role to display. Next, the character determination processing is displayed, and the character display processing is performed (step S 5 40). At the character display, the three displayed display characters are displayed in the character display screen 410 in order of display order. Further, as the background of the character display screen 410, the number of black characters 413 indicated by the group progress information 134a to 134e of the player information 130 is displayed on the table 411 of the corresponding group GR. Display all the corners selected as the display character -21 - 200950857 After the game, update the game console (step S55 0) »

在遊戲機更新處理,產生圖11所示之更新資訊560’ 並發送至伺服器1。藉此,遊戲機2的遊戲控制部250係 作爲更新資訊產生部而作用,遊戲機通訊部200係作爲更 新資訊送訊部而作用。本形態之更新資訊560係藉由從伺 服器1取得之玩家資訊130在遊戲機2被更新所得之玩家 資訊13(Γ。於更新資訊5 60之遊戲關聯資訊1321系設定有 依據在步驟S520進行之音樂遊戲而更新之遊玩履歷及分 數履歷等。又,顯示進度資訊1341系依據在步驟S540最 後顯示之角色來更新。In the gaming machine update processing, the update information 560' shown in Fig. 11 is generated and transmitted to the server 1. Thereby, the game control unit 250 of the game machine 2 functions as an update information generating unit, and the game machine communication unit 200 functions as an update information transmitting unit. The update information 560 of the present form is the player information 13 that is updated on the game machine 2 by the player information 130 obtained from the server 1. (The game related information 1321 of the update information 560 is set with the basis of the step S520. The music game is updated with the game history and the score history, etc. Further, the display progress information 1341 is updated in accordance with the character displayed at the end of step S540.

本形態之狀況,因爲最後顯示之角色係組群GR1之顯 示順序30的角色,故僅顯示進度資訊134中組群GR1的 組群進度資訊1 34a之最後顯示順序從「27」被更新爲「 30」。藉此,表示於組群GR1中顯示順序顯示至30的角 色爲止。再者,於更新資訊560中,玩家ID131及種子値 133係與從伺服器1取得之玩家資訊130的玩家ID131及 種子値1 3 3相同。 回到圖10,在接收更新資訊560之伺服器1,係進行 伺服器更新處理(步驟S 5 60)。藉由接收之更新資訊560, 更新記憶於玩家資訊記憶部1 1 1之玩家資訊1 3 0。例如, 如本形態,在更新資訊560與玩家資訊130是相同資料構 造時,將更新資訊560作爲玩家資訊130來置換即可。藉 此,伺服器1的伺服器控制部1 20係作爲輸出進度更新部 而作用。 -22- 200950857 遵照圖12所示之流程圖來說明於玩家資訊提供處理 中進行之處理順序。玩家資訊提供處理之各處理係藉由伺 服器控制部120來控制。首先,在步驟S600,藉由參照 玩家資訊記憶部111,判斷是否產生玩家資訊130。具體 來說,將包含於接收之玩家資訊要求的玩家ID 131設爲檢 索關鍵字,參照玩家資訊記憶部111,在玩家ID131所對 應之玩家資訊130不存在時,則判斷產生玩家資訊130。 φ 作爲玩家資訊1 30不存在之狀況,例如有初次利用遊戲系 統GS之玩家之狀況。 在步驟S600判斷產生玩家資訊130時,則前進至步 驟S610而產生初始狀態的玩家資訊130。在包含於遊戲 關聯資訊1 3 2之各種履歷資訊係在未有任何設定之狀態下 設置,玩家角色321係例如藉由所定選擇畫面所致之選擇 或自所定記錄媒體的讀入來設定。於顯示進度資訊134的 各組群進度資訊134a〜134e係設定有表示任一角色皆未 Φ 被顯示之最後顯示順序「〇」。 種子値133係依據玩家ID131,藉由所定計算方法來 產生。該計算方法係以從身爲各玩家固有之資訊的玩家 ID 131取得各玩家固有的種子値之方式設定。例如,從玩 家ID 1 3 1,藉由1對1且線性取得之線性函數來取得種子 値133之方式構成即可。 在步驟S600,判斷不產生玩家資訊130之狀況,因 爲是身爲檢索關鍵字的玩家ID 131所對應之玩家資訊130 已經被產生之狀況,故前進至步驟S620’將被檢索出之 -23- 200950857 玩家資訊130作爲應提供給遊戲機2之玩家資訊i3〇而特 定。 在步驟S610產生玩家資訊130之狀況,之後前進至 步驟S630,將被產生之玩家資訊130發送至遊戲機2,在 步驟S620檢索出並特定應提供之玩家資訊之狀況,之後 則前進至步驟S63 0,將被特定之玩家資訊130發送至遊 戲機2。In the case of the present embodiment, since the last displayed character is the role of the display order 30 of the group GR1, only the last display order of the group progress information 1 34a of the group GR1 in the progress information 134 is updated from "27" to "". 30". Thereby, it is shown that the display order of the group GR1 is displayed up to the role of 30. Further, in the update information 560, the player ID 131 and the seed 133 133 are the same as the player ID 131 and the seed 値 1 3 3 of the player information 130 acquired from the server 1. Returning to Fig. 10, at the server 1 receiving the update information 560, the server update processing is performed (step S560). The player information 1 3 0 stored in the player information storage unit 1 1 1 is updated by the received update information 560. For example, in the present embodiment, when the update information 560 and the player information 130 are the same data structure, the update information 560 may be replaced as the player information 130. Thereby, the server control unit 120 of the server 1 functions as an output progress update unit. -22- 200950857 The processing sequence performed in the player information providing process will be described in accordance with the flowchart shown in FIG. Each process of the player information providing process is controlled by the servo control unit 120. First, in step S600, it is judged whether or not the player information 130 is generated by referring to the player information storage unit 111. Specifically, the player ID 131 included in the received player information request is set as the search key, and the player information storage unit 111 refers to the player information 130 when the player information 130 corresponding to the player ID 131 does not exist. φ is a situation in which the player information 1 30 does not exist, for example, the situation of the player who first uses the game system GS. When it is judged in step S600 that the player information 130 is generated, the process proceeds to step S610 to generate the player information 130 in the initial state. The various history information included in the game related information 1 2 2 is set without any setting, and the player character 321 is set by, for example, selection by a predetermined selection screen or reading from a predetermined recording medium. Each of the group progress information 134a to 134e of the display progress information 134 is set to display the last display order "〇" indicating that none of the characters is displayed. The seed 値 133 is generated by the predetermined calculation method based on the player ID 131. This calculation method is set in such a manner that the player ID unique to each player is obtained from the player ID 131 which is the information unique to each player. For example, it is sufficient to obtain the seed 値 133 from the player ID 1 3 1 by a one-to-one linearly obtained linear function. In step S600, it is judged that the situation of the player information 130 is not generated, because the player information 130 corresponding to the player ID 131 as the search key has been generated, the process proceeds to step S620' where the search will be performed -23- 200950857 Player information 130 is specified as the player information i3 that should be provided to the gaming machine 2. The situation of the player information 130 is generated in step S610, and then proceeds to step S630, the generated player information 130 is transmitted to the gaming machine 2, and the status of the player information to be provided is retrieved and specified in step S620, and then proceeds to step S63. 0, the specific player information 130 will be sent to the gaming machine 2.

遵照圖13所示之流程圖來說明在顯示角色決定處理 所進行之處理順序。在顯示角色決定處理進行之各處理係 利用遊戲機控制部250來控制。首先,在步驟S700,進 行角色排列表產生處理。在角色排列表產生處理,依據種 子値133來產生作爲操作自機之玩家固有的輸出排列之角 色排列表C T。藉此,遊戲機2的遊戲控制部2 5 0係作爲 輸出排列產生部而作用。而關於角色排列表產生處理係於 後詳述。The processing sequence performed by the display character decision processing will be described in accordance with the flowchart shown in FIG. Each processing performed by the display character determination processing is controlled by the game machine control unit 250. First, in step S700, a role list generation processing is performed. In the character list generation processing, the character arrangement list C T which is an output arrangement inherent to the player who operates the own machine is generated in accordance with the seed 値133. Thereby, the game control unit 250 of the game machine 2 functions as an output arrangement generating unit. The processing of the role list is described in detail later.

產生角色排列表CT之後,則前進至步驟S710而進行 組群選擇處理。藉此,遊戲機2的遊戲控制部250係作爲 組群選擇部而作用。在組群選擇處理,顯示組群選擇畫面 4 1 〇,使玩家選擇所希望之組群GR。以下,將在組群選擇 畫面4 1 0選擇之組群GR稱爲「選擇組群GR」。本形態的 選擇組群GR係組群GR1。 接下來,前進至步驟S720,決定顯示角色的數量。 因應音樂遊戲的遊戲結果,決定至少1個顯示角色。例如 ,預先準備以作爲遊戲結果的分數値越高則顯示角色的數 -24- 200950857 量越多之方式將分數値與顯示角色的數量建立對應之對應 表,依據該對應表來決定顯示角色的數量。在本形態,顯 示角色的數量係決定爲「3」。 接著,前進至步驟S730,決定顯示角色。在本形態 之狀況,參照選擇組群GR1的組群進度資訊134a,而該 資訊表示「27」,故從「27」下個顯示順序之角色開始的 3個角色,亦即對應顯示順序「28」、「29」、「30」的 φ 角色作爲顯示角色而決定。以上,結束顯示角色決定處理 。再者,藉由步驟S730及步驟S540的處理,遊戲機2的 遊戲機控制部250係作爲表演要素輸出控制部而作用。 遵照圖1 4所示之流程圖來說明在角色排列表產生處 理所進行之處理順序。角色排列表CT係如上述般,對於 5個組群GR個別,將應設定顯示順序1〜顯示順序100的 角色之欄建立對應的表,在產生開始時的各欄係空欄狀態 。首先,在步驟S800,於角色排列表CT中,特定身爲設 ❹ 定有角色之位置(欄)的1個設定位置。設定位置係以組群 GR與顯示順序來特定。再者,不限被特定之設定位置的 順序。 特定設定位置時,則前進至步驟S810,判斷被特定 之設定位置是否是前述之特定顯示順序。在是特定顯示順 序時,如上述般,應顯示之特別角色sc已經被決定,故 前進至步驟S840,特定該特別角色sc。例如,將特別角 色sc與特定顯示順序的對應表預先記憶於遊戲機記憶部 210,依據該對應表來特定即可。特定特別角色之後,前 -25- 200950857 進至步驟S850,於角色排列表CT的設定位置,設定被特 定之特別角色sc的角色ID261。 在步驟S810,判斷設定位置不是特定顯示順序時, 則前進至步驟S820而進行角色特定處理。在角色特定處 理,藉由依據種子値而產生之亂數的數列,特定應設定於 設定位置之角色。在本形態,藉由使用依據線性同餘法之 下述亂述產生函數,依序取得亂數的數列。After the character list list CT is generated, the process proceeds to step S710 to perform group group selection processing. Thereby, the game control unit 250 of the game machine 2 functions as a group selection unit. In the group selection process, the group selection screen 4 1 显示 is displayed to cause the player to select the desired group GR. Hereinafter, the group GR selected on the group selection screen 4 10 is referred to as "selection group GR". The selection group GR of this form is a group GR1. Next, proceeding to step S720, it is decided to display the number of characters. At least one display character is determined in response to the game result of the music game. For example, the higher the score as the result of the game, the higher the number of characters to be displayed - 24, 2009, 50, 857, the more the number of the scores is associated with the number of displayed characters, and the role is determined according to the correspondence table. Quantity. In this form, the number of characters displayed is determined to be "3". Next, the process proceeds to step S730 to determine the display of the character. In the case of this aspect, referring to the group progress information 134a of the selected group GR1, and the information indicates "27", the three characters starting from the role of the next display order of "27", that is, the corresponding display order "28" The φ character of "29" and "30" is determined as the display character. Above, the display role decision processing ends. Furthermore, the game machine control unit 250 of the game machine 2 functions as the performance element output control unit by the processing of steps S730 and S540. The processing sequence performed in the role list generation processing will be described in accordance with the flowchart shown in FIG. As described above, the character list list CT is a table in which the roles of the display order 1 to the display order 100 are to be associated with each of the five group GRs, and each column at the start of the generation is in a blank state. First, in step S800, in the character list list CT, one set position of the position (column) of the character is specified. The setting position is specified by the group GR and the display order. Furthermore, there is no limit to the order in which the positions are specified. When the position is specified, the process proceeds to step S810, and it is determined whether or not the specified setting position is the specific display order described above. When it is a specific display order, as described above, the special character sc to be displayed has been decided, so proceeding to step S840, the special character sc is specified. For example, the correspondence table of the special character sc and the specific display order is previously stored in the game machine storage unit 210, and may be specified in accordance with the correspondence table. After the specific special character, the first -25 - 200950857 proceeds to step S850, and the character ID 261 of the specific character sc is set in the set position of the character list list CT. If it is determined in step S810 that the set position is not the specific display order, the process proceeds to step S820 to perform the character specifying process. In the role-specific processing, the character that should be set at the set position is specified by the number of random numbers generated based on the seed 値. In the present embodiment, a random number sequence is sequentially obtained by using the following chaotic generation function according to the linear congruence method.

Xn+ 1 = (AXn+ C) MOD d (n、d 係 〇 以上的整數) 係數A及C係以達成所定條件之方式設定即可。例如 ,設定爲A= 1 5 660 83 94 1,C=1。又,藉由常數d,可將 取得之亂數設在〇〜d-1的範圍。例如,設定d == 600的話 ,可取得〇〜5 99的亂數,故藉由使各亂數對應600種類 之各角色的角色ID261,可從藉由前述函數計算出之亂數 來特定角色。又,n+1係等同於進行角色特定處理的次數 。所以,在初始的處理,身爲亂數產生初始値的種子値 133被設定爲X0,可取得初始的亂數XI,在第2次的處 理,藉由亂數XI可取得亂數X2。如此,於第η次的角色 特定處理中,從Χη-1可取得亂數χη。所以,每於進行角 色特定處理時,則依序取得亂數,特定取得之亂數所對應 之角色。 在步驟S820特定角色時,則前進至步驟S 830,判斷 被特定之角色是否已經結束處理。於產生中的角色排列表 CT中,被特定之角色的角色ID261已經被設定時’則判 斷處理已經結束。在判斷處理已經結束時’則爲了特定下 -26- 200950857 個角色而回到步驟S820。在步驟S830,判斷被特定之角 色還未被處理時,則前進至步驟S85 0,被特定之角色的 角色ID261被設定於在步驟S800特定之設定位置。 在步驟S850,於設定位置特定角色時,則前進至步 驟S 860,判斷角色排列表CT是否完成。於角色排列表 CT之各組群GR所有顯示順序,設定角色ID261時,則判 斷角色排列表CT已完成,結束角色排列表產生處理。另 φ 一方面,在有未設定角色ID261之顯示順序時,則判斷角 色排列表CT尙未完成,回到步驟S800,特定下個設定位 置。 遵從圖15所示之流程圖來說明組群選擇處理之處理 順序。首先,決定顯示於組群選擇畫面410之各組群GR 的角色。被顯示之角色的數量係關於各組群GR而固定設 定亦可,以因應未被顯示之角色的數量而變動之方式構成 亦可。在本形態,如圖3所示,針對各組群GR,從接著 φ 應顯示之顯示順序,依序顯示固定數的角色。接著應顯示 之顯示順序,係可藉由參照組群進度資訊13 4a〜134e來 取得。 決定關於各組群GR而顯示之角色之後,則前進至步 驟S910,顯示組群選擇畫面410。接下來,在步驟S920 ,判斷是否有玩家所致之選擇操作,在判斷有選擇操作時 ,則前進至步驟S940,將被選擇之組群GR作爲選擇組群 GR而特定。在本形態,係組群GR 1作爲選擇組群Gr而 特定。另一方面,在步驟S920判斷沒有選擇操作時,進 -27- 200950857 而前進至步驟S930而判斷是否經過所定選擇時間。 在判斷未經過選擇時間時,則回到步驟S920 ’在判 斷已經過選擇時間時,則前進至步驟S94〇 ’將任一組群 GR作爲選擇組群GR而特定。例如’參照組群進度資訊 134a〜134d,顯示進度並未有動靜之組群GR作爲選擇組 群GR而特定。在步驟S 940特定選擇組群GR後’則結束 組群選擇處理。Xn+ 1 = (AXn+ C) MOD d (n, d is an integer above )) The coefficients A and C are set so as to achieve the specified conditions. For example, set to A = 1 5 660 83 94 1, C=1. Further, by the constant d, the acquired random number can be set in the range of 〇~d-1. For example, if d == 600 is set, a random number of 〇~5 99 can be obtained. Therefore, by assigning each random number to the character ID 261 of each character of 600 types, the character can be specified from the random number calculated by the above function. . Also, n+1 is equivalent to the number of times the character-specific processing is performed. Therefore, in the initial processing, the seed 値 133 which is the initial number of random numbers is set to X0, and the initial random number XI can be obtained. In the second processing, the random number X2 can be obtained by the random number XI. Thus, in the character-specific processing of the nth time, the random number χn can be obtained from Χη-1. Therefore, each time a character-specific process is performed, a random number is obtained in order, and the character corresponding to the random number obtained is specified. When the character is specified in step S820, the process proceeds to step S830 to determine whether the specified character has finished processing. In the generated character list list CT, when the character ID 261 of the specific character has been set, the judgment processing has ended. When it is judged that the processing has ended, then the process returns to step S820 in order to specify the next -26-200950857 roles. If it is determined in step S830 that the specified character has not been processed, the process proceeds to step S85 0, and the character ID 261 of the specified character is set to the set position specified in step S800. In step S850, when the position-specific character is set, the process proceeds to step S860 to determine whether or not the character list list CT is completed. In the role list, all the display sequences of the groups GR of the CT are set. When the role ID 261 is set, it is judged that the role list list CT has been completed, and the role list list generation processing is ended. On the other hand, when there is a display order in which the character ID 261 is not set, it is judged that the character list list CT is not completed, and the process returns to step S800 to specify the next set position. The processing sequence of the group selection processing will be described in accordance with the flowchart shown in FIG. First, the roles of the respective groups GR displayed on the group selection screen 410 are determined. The number of characters to be displayed may be fixedly set for each group GR, and may be configured to vary depending on the number of characters that are not displayed. In this aspect, as shown in Fig. 3, for each group GR, a fixed number of characters are sequentially displayed from the display order in which φ should be displayed. The display order to be displayed next can be obtained by referring to the group progress information 13 4a to 134e. After determining the role displayed for each group GR, the process proceeds to step S910, and the group selection screen 410 is displayed. Next, in step S920, it is judged whether or not there is a selection operation by the player. When it is judged that there is a selection operation, the process proceeds to step S940, and the selected group GR is specified as the selection group GR. In the present embodiment, the group group GR 1 is specified as the selection group Gr. On the other hand, when it is judged in step S920 that there is no selection operation, the process proceeds to -27-200950857, and proceeds to step S930 to determine whether or not the predetermined selection time has elapsed. When it is judged that the selection time has not elapsed, the process returns to step S920'. When it is judged that the selection time has elapsed, the process proceeds to step S94, where the group GR is specified as the selection group GR. For example, the group group progress information 134a to 134d is referred to, and the group GR having no progress is displayed as the selection group GR. After the group GR is specifically selected in step S940, the group selection processing is ended.

本發明係並不限於前述之形態,亦可以各種之形態執 行。例如,顯示顯示角色並不是在音樂遊戲的遊玩結束時 亦可。例如,在音樂遊戲的遊玩中作爲遊戲畫面的背景來 顯示亦可。又,更新資訊係不需要爲與玩家資訊相同資料 構造,以僅包含在遊戲機2更新之遊戲關聯資訊及顯示進 度資訊之方式構成亦可。玩家資訊之顯示進度資訊及種子 値係不在遊戲開始時,在進行顯示角色決定處理爲止,在 遊戲機取得即可。在遊戲機2進行遊戲的種類不被限制。The present invention is not limited to the above-described embodiments, and may be implemented in various forms. For example, the display display character is not available at the end of the game of the music game. For example, it may be displayed as a background of a game screen in the play of a music game. Further, the update information is not required to be the same as the player information, and may be configured to include only the game related information updated by the game machine 2 and the progress information. The progress information and the seed information of the player information are not acquired at the game machine until the game is started. The type of game played on the gaming machine 2 is not limited.

又,遊戲機2不是商用遊戲機亦可,例如,作爲將家 庭用電視設爲監視器來利用之家庭用遊戲機亦可,作爲個 人電腦亦可。進而,表演要素係不限於角色,作爲能以所 定順序向玩家提示者即可,例如,作爲所定單位時間的動 畫亦可’作爲所定單位時間的曲調亦可。 【圖式簡單說明】 [圖1]揭示本發明之遊戲系統之一例的圖。 [圖2]揭示在圖1所示之遊戲機顯示之遊戲畫面的圖 -28- 200950857 [圖3]揭示在圖1所示之遊戲機顯示之組群選擇畫面 的圖。 [圖4]揭示在圖1所示之遊戲機顯示之角色顯示畫面 的圖。 [圖5]揭示角色排列表之一例的圖。 [圖6]揭示圖丨所示之伺服器之硬體構造的槪略圖。 φ [圖7]揭示玩家資訊的資料構造之一例的圖。 [圖8]揭示圖丨所示之遊戲機之硬體構造的槪略圖。 [圖9]揭示角色資訊的資料構造之一例的圖。 [圖10]揭示伺服器及遊戲機之處理流程的序列圖。 [圖11]揭示更新資訊的資料構造之一例的圖。 [圖12]揭示玩家資訊提供處理之處理順序的流程圖。 [圖13]揭示角色決定處理之處理順序的流程圖。 [圖14]揭示角色排列表產生處理之處理順序的流程圖 ❹ [圖15]揭示組群選擇處理之處理順序的流程圖。 【主要元件符號說明】 GS =遊戲系統 1 :伺服器 2a〜2d,2 :遊戲機 130 :玩家資訊 1 3 3 :種子値(亂數產生初始値) -29- 200950857 134:顯示進度資訊(輸出進度資訊) GR1 〜GR5,GR :組群 C T :角色排列表(輸出排列) 〇Further, the game machine 2 may not be a commercial game machine. For example, it may be used as a personal game computer as a home game machine that uses a home television as a monitor. Further, the performance elements are not limited to characters, and may be presented to the player in a predetermined order. For example, an animation as a predetermined unit time may be used as a tune for a predetermined unit time. BRIEF DESCRIPTION OF THE DRAWINGS [Fig. 1] A diagram showing an example of a game system of the present invention. [Fig. 2] Fig. -28 - 200950857 [Fig. 3] showing a game screen displayed on the game machine shown in Fig. 1 is a view showing a group selection screen displayed on the game machine shown in Fig. 1. Fig. 4 is a view showing a character display screen displayed on the gaming machine shown in Fig. 1. [Fig. 5] A diagram showing an example of a character list. Fig. 6 is a schematic diagram showing the hardware configuration of the server shown in Fig. 。. φ [Fig. 7] A diagram showing an example of a data structure of player information. FIG. 8 is a schematic diagram showing the hardware configuration of the gaming machine shown in FIG. FIG. 9 is a diagram showing an example of a data structure of character information. FIG. 10 is a sequence diagram showing a processing flow of a server and a game machine. FIG. 11 is a diagram showing an example of a data structure of update information. FIG. 12 is a flowchart showing a processing procedure of player information providing processing. [Fig. 13] A flowchart showing the processing procedure of the character decision processing. [Fig. 14] Flowchart for explaining the processing procedure of the character list generation processing ❹ [Fig. 15] A flowchart showing the processing procedure of the group selection processing. [Main component symbol description] GS = Game system 1: Server 2a to 2d, 2: Game machine 130: Player information 1 3 3: Seed 値 (Infrequent generation initial 値) -29- 200950857 134: Display progress information (output Progress Information) GR1 ~ GR5, GR: Group CT: List of Roles (Output Arrangement) 〇

-30--30-

Claims (1)

200950857 七、申請專利範園: 1. 一種遊戲系統,係設置爲伺服器與遊戲機可進行資 料的發送接收,在前述遊戲機中進行因應玩家所致之遊玩 操作的遊戲,且複數表演要素遵從所定輸出排列而藉由前 述遊戲機之輸出部來依序輸出的遊戲系統,其特徵爲: 前述伺服器係具備:200950857 VII. Application for Patent Park: 1. A game system, which is set up as a server and a game machine for transmitting and receiving data, and playing a game corresponding to the player's play operation in the aforementioned game machine, and the plurality of performance elements comply with A game system in which the output arrays are sequentially outputted by the output unit of the game machine, and the server system is characterized in that: the server system has: 玩家資訊記憶部,係記憶將玩家固有之玩家識別資訊 '表示前述輸出排列中已輸出至任一表演要素爲止的輸出 進度資訊、前述玩家固有的亂數產生初始値建立對應的玩 家資訊; 玩家資訊提供部,係在接收來自前述遊戲機的玩家資 訊要求時,藉由參照前述玩家資訊記憶部,將包含於前述 玩家資訊要求的玩家識別資訊所對應之前述玩家資訊,提 供給前述遊戲機;及 輸出進度更新部,係從前述遊戲機接收包含用以更新 〇 前述輸出進度資訊的更新進度資訊及前述玩家識別資訊的 更新資訊時,藉由前述更新進度資訊來更新前述玩家識別 資訊所對應之前述玩家資訊的輸出進度資訊; 前述遊戲機係具備: 表演要素資訊記憶部,係記憶將用以分別識別前述複 數表演要素的表演要素識別資訊與前述各表演要素的輸出 樣態資訊建立對應的表演要素資訊; 玩家資訊取得部,係在有玩家所致之前述遊戲的開始 操作時,將包含前述玩家之玩家識別資訊的前述玩家資訊 -31 - 200950857 要求發送至前述伺服器,而取得前述玩家資訊; 遊戲執行部,係藉由受理前述玩家所致之遊玩操作, 執行前述遊戲; 輸出排列產生部,係依據包含於取得之前述玩家資訊 的前述亂數產生初始値,藉由線性產生之亂數產生函數來 依序產生亂數,並藉由將被產生之前述各亂數與前述各表 演要素識別資訊建立對應,產生前述所定輸出排列;The player information storage unit memorizes that the player-specific player identification information ' indicates the output progress information that has been output to any of the performance elements in the output array, and the player's information that is inherently generated by the player's inherent random number; The providing unit, when receiving the player information request from the game machine, provides the player information corresponding to the player identification information included in the player information request to the game machine by referring to the player information storage unit; and The output progress update unit updates the aforementioned game identification information by updating the progress information by receiving the update progress information including the update progress information and the player identification information from the game machine. The game information output progress information; the game machine system includes: a performance element information memory unit, which is a performance element that is used to identify the performance element identification information of the plurality of performance elements and the output mode information of each of the performance elements. News; The home information obtaining unit transmits the aforementioned player information - 31 - 200950857 request including the player identification information of the player to the server to obtain the player information when the game is started by the player; The game is executed by accepting the play operation by the player, and the output arrangement generating unit generates an initial frame based on the random number included in the acquired player information, and generates a random generation function by linearly generating Generating a random number in sequence, and generating the foregoing output arrangement by associating the generated random numbers with the foregoing performance element identification information; 表演要素輸出控制部,係依據包含於前述玩家資訊的 前述輸出進度資訊,決定前述被產生之輸出排列中關於前 述開始之遊戲而應輸出之表演要素,並將前述被決定之表 演要素輸出至前述輸出部; 更新資訊產生部,係產生包含有表示已進行被輸出至 前述輸出部之表演要素爲止之輸出的前述更新進度資訊與 前述玩家識別資訊的前述更新資訊;及 更新資訊送訊部’係將前述更新資訊發送至前述伺服 2 .如申請專利範圍第1項所記載之遊戲系統,其中, 前述玩家資訊提供部’係在前述玩家資訊記憶部並未 記憶前述玩家資訊時’依據前述玩家固有的資訊來產生前 述亂數產生初始値’並產生包含於前述玩家資訊要求之前 述玩家識別資訊的玩家資訊’與包含有前述產生之亂數產 生初始値,和表示前述輸出排列中任一表演要素皆未被輸 出之前述輸出進度資訊的玩家資訊’而記憶於前述玩家資 訊記憶部之同時’並%# &生之玩家資訊提供給前述遊戲 -32- 200950857 機。 3 .如申請專利範圍第1項所記載之遊戲系統,其中, 前述表演要素輸出控制部,係遵從前述輸出排列來決 定因應藉由前述遊戲執行部所執行之遊戲的結果之數量的 前述表演要素,在前述被決定之表演要素有兩個以上時, 則遵從前述輸出排列來依序輸出前述兩個以上的表演要素 t 0 前述更新資訊產生部,係在前述被決定之表演要素有 兩個以上時,以表示已進行前述兩個以上表演要素中最後 被輸出之表演要素爲止的輸出之方式產生前述更新進度資 訊。 4 ·如申請專利範圍第1項所記載之遊戲系統,其中, 前述輸出排列產生部,係從複數組群中以所定順序將 任一組群與和前述被產生之各亂數建立對應之前述各表演 要素識別資訊建立對應,藉此對於前述複數組群分別產生 〇 輸出排列; 前述玩家資訊的輸出進度資訊,係表示前述各組群的 輸出排列中已輸出至任一表演要素爲止; 前述遊戲機,係具備:組群選擇部,係使前述玩家選 擇前述複數組群中任一組群; 前述表演要素輸出控制部,係依據前述被選擇之組群 所對應之輸出進度資訊,決定前述被選擇之組群之輸出排 列中關於前述遊戲而應輸出之表演要素; 前述更新資訊產生部,係產生用以表示已進行前述被 -33- 200950857 選擇之組群的輸出排列中輸出至前述輸出部之表演要素爲 止的輸出之前述更新進度資訊; 前述輸出更新部,係藉由接收之前述更新進度資訊來 更新前述被選擇之組群的輸出進度資訊。 5.如申請專利範圍第1項所記載之遊戲系統,其中, 前述複數表演要素,係爲了在前述遊戲使用而準備之 複數角色。The performance element output control unit determines the performance element to be outputted in the generated output arrangement regarding the start game based on the output progress information included in the player information, and outputs the determined performance element to the foregoing The output information generating unit generates the update information including the update progress information and the player identification information indicating that the output of the performance element outputted to the output unit is performed; and the update information transmitting unit The game information system according to the first aspect of the invention, wherein the player information providing unit is in the player information storage unit does not memorize the player information. The information is generated to generate the initial random number and generate the player information of the player identification information included in the player information request, and the initial generation of the random number including the foregoing generation, and indicating any performance element in the output arrangement. The aforementioned output progress factors that are not output Player information 'in the memory while the player information storage unit of capital' and% # & Health of the information available to the player -32-200950857 gaming machine. The game system according to the first aspect of the invention, wherein the performance element output control unit determines the number of the performance elements in response to the result of the game executed by the game execution unit in accordance with the output arrangement. When there are two or more performance elements determined as described above, the two or more performance elements t 0 are sequentially output in accordance with the output arrangement, and the update information generation unit is two or more of the determined performance elements. The update progress information is generated in such a manner that the output of the last executed performance element among the two or more performance elements has been performed. The game system according to the first aspect of the invention, wherein the output arrangement generating unit is configured to associate any group with the random number generated in the predetermined order from the complex array group. Corresponding to each of the performance element identification information, the 〇 output arrangement is generated for each of the complex array groups; the output progress information of the player information indicates that the output arrangement of each group is output to any performance element; The system includes: a group selection unit that causes the player to select any one of the plurality of complex array groups; and the performance element output control unit determines the foregoing based on output progress information corresponding to the selected group a performance element to be outputted in the output arrangement of the selected group for the game; the update information generating unit generates an output arrangement indicating that the group selected by the -33-200950857 has been outputted to the output unit The update progress information of the output of the performance element; the output update unit is received by Previous update progress information to update the progress of the output of the aforementioned group of selected information. 5. The game system according to claim 1, wherein the plurality of performance elements are plural characters prepared for use in the game. 6.如申請專利範圍第1項至第5項中任一項所記載之 遊戲系統,其中, 前述遊戲機,係商用遊戲機。6. The game system according to any one of claims 1 to 5, wherein the game machine is a commercial game machine. 7·—種遊戲機,係設置爲伺服器與遊戲機可進行資料 的發送接收,在前述遊戲機中進行因應玩家所致之遊玩操 作的遊戲,且複數表演要素遵從所定輸出排列而藉由前述 遊戲機之輸出部來依序輸出,並在前述伺服器中保持有包 含表示前述輸出排列中已輸出至任一表演要素爲止的輸出 進度資訊與前述玩家固有之亂數產生初始値的玩家資訊, 因應來自前述遊戲機的更新資訊,更新前述輸出進度資訊 的遊戲系統之前述遊戲機,其特徵爲具備: 表演要素資訊記憶部,係記憶將用以分別識別前述複 數表演要素的表演要素識別資訊與前述各表演要素的輸出 樣態資訊建立對應的表演要素資訊; 玩家資訊取得部,係在有藉由玩家之遊戲開始操作時 ,將包含前述玩家之玩家識別資訊的前述玩家資訊要求發 送至前述伺服器,而取得前述玩家所對應之前述玩家資訊 -34- 200950857 遊戲執行部,係藉由受理前述玩家所致之遊玩操作, 執行前述遊戲; 輸出排列產生部,係依據包含於取得之前述玩家資訊 的前述亂數產生初始値,藉由線性產生之亂數產生函數來 依序產生亂數,並藉由將被產生之前述各亂數與前述各表 演要素識別資訊建立對應,產生前述所定輸出排列;7. A game machine is configured such that a server and a game machine can transmit and receive data, and a game in which the game is played by the player is performed in the game machine, and the plurality of performance elements follow the predetermined output arrangement by the foregoing The output unit of the gaming machine outputs sequentially, and the player information including the output progress information indicating that the output sequence has been output to any of the performance elements and the random number inherent to the player is maintained in the server. The game machine of the game system for updating the output progress information in response to the update information from the game machine is characterized in that: the performance element information storage unit is configured to memorize the performance element identification information for identifying the plurality of performance elements, respectively. The output mode information of each of the performance elements is associated with the performance element information; and the player information acquisition unit transmits the player information request including the player identification information of the player to the servo when the game is started by the player. And obtain the aforementioned player capital corresponding to the aforementioned player -34- 200950857 The game execution unit executes the game by accepting the play operation by the player; the output arrangement generating unit generates the initial frame based on the random number included in the acquired player information, and generates the line by linearly The random number generating function sequentially generates random numbers, and generates the foregoing predetermined output arrangement by associating the generated random numbers with the foregoing performance element identification information; 表演要素輸出控制部,係依據包含於前述玩家資訊的 前述輸出進度資訊,決定前述被產生之輸出排列中關於前 述遊戲而應輸出之表演要素,並將前述被決定之表演要素 輸出至前述輸出部; 更新資訊產生部,係產生包含有表示已進行被輸出至 前述輸出部之表演要素爲止之輸出的前述更新進度資訊與 前述玩家識別資訊的前述更新資訊;及 更新資訊送訊部,係將前述更新資訊發送至前述伺服 ⑩ 器。 -35-The performance element output control unit determines the performance element to be outputted in the output arrangement in the generated output arrangement based on the output progress information included in the player information, and outputs the determined performance element to the output unit. The update information generating unit generates the update information including the update progress information indicating the output of the performance element outputted to the output unit and the player identification information; and the update information transmitting unit. Update information is sent to the aforementioned servo 10. -35-
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