TW201012524A - Match game system and opponent selection method in match game system - Google Patents

Match game system and opponent selection method in match game system Download PDF

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Publication number
TW201012524A
TW201012524A TW098115640A TW98115640A TW201012524A TW 201012524 A TW201012524 A TW 201012524A TW 098115640 A TW098115640 A TW 098115640A TW 98115640 A TW98115640 A TW 98115640A TW 201012524 A TW201012524 A TW 201012524A
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Taiwan
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game
player
information
mentioned
operation speed
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TW098115640A
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Chinese (zh)
Inventor
Michiaki Imachi
Masakazu Shibamiya
Kazuma Konishi
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Konami Digital Entertainment
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Publication of TW201012524A publication Critical patent/TW201012524A/en

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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3272Games involving multiple players
    • G07F17/3276Games involving multiple players wherein the players compete, e.g. tournament
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • 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
    • 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
    • A63F2300/5566Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style
    • 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
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/638Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit

Abstract

A match game system includes a plurality of game terminal devices (1) that conduct a match game and a server (3). The present system includes: an acceptance processing unit (161a) that accepts participation in a match game; an operation speed basic acquiring unit (161f) that acquires operation speed basic information relating to a speed of each operation of a player within a predetermined limited period for each match game conducted; an operation speed information storing unit (362c) that acquires the operation speed basic information from each game terminal (1) each time a game is over to store the information to each player; an operation speed characteristic information acquiring unit (161g) that calculates operation speed characteristic information based on the operation speed basic information of each player; and a selecting unit (361b) of the server (3) that selects, as opponents, players each having similar operation speed characteristic information having been calculated by the operation speed characteristic information acquiring unit (161g), from among the players accepted for participation in the match game, and players with like tendencies concerning slowness and quickness in carrying out an operation are combined as opponents.

Description

201012524 六、發明說明: 【發明所屬之技術領域】 =係關於-種對複數個遊戲終端機(間所 進订之對戰遊戲進行管理之對戰遊戲系統。 【先前技術】 ㈣機間進行對戰遊戲 =戰遊戲系統。該對戰遊戲系統接受來自各遊戲終端機參 加對戰遊狀要綠’執行心蚊對朗手之組合處理。 允㈣已決歧合Μ家間開始對戰遊戲。關於對戰 之且口的決疋方法’〜般按照參加申請順序進行。 方面專取獻1巾提出有-種對戰遊齡統,該對 戰遊戲系統接受來自各⑽參加對戰遊戲之要求後 ,首先成 為待機狀態’其間蚊對戰對手之組合。亦即,該對戰遊戲 系統在對戰遊戲之執行中進行各玩家相對於遊戲之強弱評 價。而且進行選定’以自處於待機狀態之複數個玩家中,將 評價後之強弱差處於既定範圍内之玩家彼此間加以組合。如 此’’、要彼此間是強弱差處於既定範圍内之玩家,則可期待 展開畐有實力相當之興致、且富有緊張感之遊戲。 [專利文獻1]曰本專利特開平11 57215號公報 【發明内容】 (發明所欲解決之問題) 於專利文獻1所揭不之姆戰遊戲系統中,根據預先準備之 098115640 201012524 遊戲評價核⑽㈣齡狀料。另—方面,玩家在與 遊戲強弱之指標不同之成為遊戲姨樂性的要因之遊戲規則 所容許之範_,各自發揮固有之習慣及個性而進行遊戲, 該情形亦不占少數。然而,亦考慮到玩家會目對韻手之習 慣而變得敏感之情形,本應愉快進行之對戰遊戲有造成精神 負擔之虞。因此,由系統側所預先準備的遊戲強弱之指標相 接近的玩家彼此間之組合,未必可增進玩家之遊戲懲望。 ❹本㈣之目的在於提供-種對戰顿系統及其對戰對手 選定方法’可將遊戲玩家之習慣中在與時間要素相關之習慣 方面具有類似習慣之玩家彼此間作為對戰對手而加以組合。 (解決問題之手段) 本發明係—觀戰遊齡統,具備有:複數個遊戲終端 機,經由轉㈣此授受按賊定之卿重複崎的各玩家 之操作資訊’藉此騎對戰軸;及贿^,連接於上述網 ❹路’並針對每個玩家騎理觸魏财關之玩家資訊;而 上述遊戲終端機具備有:接受手段,接受玩家參加對戰遊 戲;及第1資訊取得手段,取得與按照各上述喊順序而進 行之既疋限制時間内的玩家操作速度相關聯之操作速度基 礎資訊’上述舰n具财自上述賴終端機取得上述操作 速度基礎資訊並針對每個玩家而加以記憶之記憶手段,上述 遊戲終端機及上述健器之一者具備有根據記憶於上述記 思手#又之每個玩豕之上述操作速度基礎資訊,求出每個玩家 098115640 201012524 之操作逮度特徵資訊的 β 有自上述接受手段所接受 又,上述伺服器具備 述第2 &之參加對戰遊戲玩家中’選定由上 近似的玩家彼此間作為對戰對手。 徵^被此相 ^戰—種對㈣戲⑽之對騎手選定方法, 此間授受按照=^重^個=終端機’經由網路而彼 行對戰雜 η 重複進灯之各玩家操作資訊,藉此進 而管理與對戰遊^=,連接於上述網路,並針對每個玩家 對戰對手選定方法,對中之 資㈣〜 ”特徵在於,上述遊戲終端機之第1 順序而I-免崎每次對戰遊戲而取得與按照各上述既定 作速产基疋限制時間内的玩家操作逮度相關聯之操 速又基礎資訊,上述_器之記憶手段自上述遊戲级端機 =操作速度基礎資訊並針對每個玩家而加以記憶,上 機之接受手段接受玩家參加對戰遊戲,上述遊戲 以機及上述飼服器之一者之第2資訊取得手段根據記憶 =述雜手段之每個玩家之上述操作速度基礎資訊,求出 ::豕之操作速度特徵資訊,上述飼服器之對戰對手選定 又:上述接受手段所接受之參加對戰遊戲玩家中,選定由 資訊取传手段求出之上述操作速度特徵資訊彼此相近 似的玩家彼此間作為對戰對手。 根據該等發明’各玩家經由各自操作之遊戲終端機而按照 098115640 201012524 既定之順序重複操作’且該操作資訊經由網路 他遊戲終端機裝置,藉此進行對戰 發送至其 —& ^ 戲。與對戰遊戲有關之 ^資訊針對·%個絲而㈣服器進行管理。於對戰 執行過程中,藉由遊戲終端機之第i資訊取得手段取得與按 照既定之順序進行之既定限制時間内的玩家操作迷度相 •聯之操作速度基礎資訊,自上述遊戲終端機取得上述操作速 .度基礎資訊並針對每個玩家而記憶於飼服器之記憶手段。藉 由遊戲終端機之接受手段而接受玩家參加對戰遊戲,藉由讯 置於遊戲終端機及飼服器之一者之第2資訊取得手段:據又 手段之每個玩家之操作逮度基礎資 : =手T作速度特徵資訊。而且,藉由词服器之心 ^ X自被料手段接受參加對戰遊戲之玩家中 =資訊取得手段求出之操作速度特徵資訊彼此相: ❹ 中’在與時間要素相關之習慣方面具有類似==慣 間組合為對戰對手。 的玩豕彼此 (發明效果) 根據本發明,可將遊戲玩家之習慣中在與時間要 習慣方面具有類似習慣的玩家彼此間組合為對 【實施方式】 予。 圖1係表示本發明對戰遊戲系統之一實 圖。對戰遊戲纽具備有:識別魏分騎應之遊 098115640 201012524 裝置K作為通信機器之路由器2,可與複數個(此處為8台) ^戲終端機裝置1通信連接於,進行該等間之中繼、連接及 Λ 、、路(例如網際網路)而將各遊戲終端機裝置1與其他店 鋪遊戲終端機裝置之間連接;及飼服器裝置3,以可通信 之方式經由久s々丄 、由器2而連接’對複數個玩家使用遊戲終端 1而進行的玩家認證、玩家之組合選擇、 歷有關的資訊進行管理。 擇及與遊戲履 遊戲終端機I置1供玩家減監㈣咖示之遊戲畫面 之操作’藉此進行遊戲。再者,與遊戲終端機裝 應之識別資訊包含:連接有遊戲終端機裝置1之每個 器2之識別冑訊(或配設有遊戲終端機震置 2別資訊);及配設有遊戲終端機裝置i之店_之每個遊 =端機裝h之識別資訊。例如,t店錦A之識別資訊 為’店鋪A内之遊戲終端機裝置i之識別資訊為4時, 該遊戲終端機裝置1之識別資訊為A4。 路由器2可通信地分別連接複數個遊戲終端機裳t 服器襞置3,並於遊戲終端機裝置丨與伺服 行負料之發送與接收。 進 伺服器裝置3可通信地與各路由器2連接且與〜_ 個人之使用者ID對應地儲存上述玩家資訊 、 玩豕 寻賁訊,同時, 使用遊戲終端機裝置1之識別資訊,經由路由器2 、 戲終端機裝置1進行資料之發送與接收,藉此您而與各遊 g理與玩家在 098115640 8 201012524 同一遊戲空間 訊0 中進行遊狀玩家(稱騎戰對手)相關的資 圖圖再遊戲終端機裝置卜實施形態之外觀的立體 ❹ 戲亦可a料戲終職裝置1所進行之遊戲可為個人遊 μ為對戰遊戲,於本實施形態中假設為麻將遊戲,於 操作遊戲終_裝置丨之玩家與齡其崎胁端機裝置i 之玩豕之間進行對戰,又’根據需要而於上述玩家與中央處 理單7〇(CPU,Central P繼ssing Unit)玩家(假想之玩家)之間 進行對戰。在_作其他遊麟端機裝置1之玩家進行對戰 之情形時’經由下述之網路通信部18、路由^ 2,在與對戰 中之遊戲終端機裝i 1之間進行與各玩家所操作之内容相 應的操作資料之發送與接收。 遊戲終端機裝置i包括:顯示遊戲晝面之監視器u ;觸 摸面板11a,疊層於監視器u,感知玩家之按壓,並根據監 ❹視器11之遊戲畫面中所顯示之催促進行選擇等之按鈕的位 址、及玩家之按壓位置,判定哪個按知受指示;輸出聲音之 揚聲器12,讀卡器13,讀取記憶於個人卡中之使用者id 等之資訊;及硬幣接受部14,接受玩家所投入之硬幣。監 視器11係顯示影像者,其為液晶顯示器或電漿顯示器等。 監視器11中,於畫面之主要部分設定有遊戲影像之顯示區 域。又,個人卡係記憶有使用者ID等之個人資訊之磁卡或 積體電路(1C,Integrated Circuit)卡等。 098115640 9 201012524 於遊戲終端機裝置1之適當位置配設有控制部16(參照圖 3),該控制部16由輸出來自各部之檢測信號或發往各部之 控制信號之微電腦等所構成。 圖3係表示遊戲終端機裝置1 一實施形態之硬體構成圖。 控制部16係對遊戲終端機裝置1之整體動作進行控制者, 其具備有:資訊處理部(CPU)16卜除了進行與整個遊戲之 進行有關之處理、影像顯示處理、下述操作速度基礎資訊之 取得處理外,還進行各種資訊處理;暫時儲存處理中途之資 讯等之隨機存取記憶體(以下稱RAM,Random Access emory)i62 ’及預先記憶有下述既定之影像資訊及遊戲程 式等之唯讀記憶體(以下稱ROM,Read Only Mem〇ry)163。 P輸入輸出控制部171於控制部16與包含讀卡器i3、 觸摸面板Ua(操作部)及硬幣接受部Η之檢測部間,將檢測 L⑽換為處理用之數健號,且將指令資訊轉換為控制信 號而輸出至檢測部之各機器,且例如分時地進行相關之信號 處”輪入輸出處理。外部機器控制部172於各個分時期間 内,進行朝檢測部之各機器輸出控制信號之動作、與自檢測 I5之各機器輸入檢測信號之動作。 描畫處理部U1係根據來自控制部16之影像顯示指示而 使所需之影像顯示於監視器11者,其具備有視訊RAM等。201012524 VI. Description of the invention: [Technical field to which the invention pertains] = A game system for managing a plurality of game terminals (the game in which the game is ordered. [Prior Art] (4) Battle game between machines = Battle game system. The battle game system accepts the combination of the game from the various game terminals to participate in the battle, and the execution of the heart-to-make-to-handle. The (4) has decided to disagree with the family to start the battle game. The method of decision-making is generally carried out in accordance with the order of participation. In terms of the purpose of taking a towel, there is a kind of battle-playing system. After the game system accepts the requirements of each (10) participating in the game, it first becomes the standby state. The combination of the opponents, that is, the competition game system performs the evaluation of the strength of each player relative to the game in the execution of the competition game, and performs the selection of the plurality of players from the standby state, and the strength difference is evaluated. Players in the range are combined with each other. So, 'the players who are within the established range of strength and weakness are It is expected that a game with a strong sense of strength and a sense of tension can be expected. [Patent Document 1] Japanese Patent Laid-Open No. Hei 11-57215-- In the game system of the game, according to the pre-prepared 098115640 201012524 game evaluation core (10) (four) ageing material. On the other hand, the player is different from the game's strength and weakness, which becomes the game rule allowed by the game's euphoria. The game is played in a way that is intrinsic to the habits and individuality. However, it is also considered that the player will be sensitive to the rhythm of the rhythm, and the game that is supposed to be happy will have a mental burden. Therefore, the combination of the players whose game strengths and weaknesses are prepared in advance by the system side may not enhance the player's game penalty. The purpose of the book (4) is to provide a kind of warfare system and its opponents. The method 'as a game player's habits in the habits associated with the time elements related to the habit of players as a battle The combination of the hand. (The means to solve the problem) The present invention is a game-watching system, which has: a plurality of game terminals, and the operation information of each player who repeats the singer's decision by the transfer (four) On the battle axis; and bribe ^, connected to the above-mentioned network road 'and for each player to ride the player information of Wei Cai Guan; and the above-mentioned game terminal has: accept means, accept players to participate in the game of battle; and the first information Obtaining means for obtaining an operation speed basic information associated with a player operation speed within a limited time period in accordance with each of the above-mentioned shouting orders, wherein the ship n obtains the operation speed basic information from the above-mentioned terminal device and In the memory means for the player to memorize, one of the game terminal device and the above-mentioned health device has the basic information of the above operation speed stored in each of the above-mentioned game hands, and finds each player 098115640 201012524 The beta of the operation catch characteristic information is accepted by the above-mentioned receiving means, and the above-mentioned server has the participation of the second & The 'selected by the approximation between each other as players on the opponent. The levy ^ is the battle of the match - the pair of (four) play (10) on the choice of the rider, this time according to = ^ 重 ^ = terminal machine 'via the network and the battle η repeat the lights of the player operation information, borrow This is in turn managed and linked to the game ^=, connected to the above network, and the method for selecting the opponent for each player, the right to the middle (four) ~ "characterized by the first order of the above-mentioned game terminal and I-free The battle game obtains the speed and basic information associated with the player's operation catch in accordance with each of the above-mentioned predetermined speed limit periods, and the above-mentioned memory means from the above game level terminal=operation speed basic information and Each player remembers, and the receiving means of the machine accepts the player to participate in the competition game, and the second information acquisition means of the game and one of the above-mentioned feeding devices is based on the above operation speed of each player of the memory = description means Basic information, find:: 操作 操作 操作 操作 操作 操作 操作 , , 操作 操作 操作 操作 操作 操作 操作 操作 操作 操作 操作 操作 操作 操作 操作 操作 操作 操作 操作 操作 操作 操作 操作 操作 操作 操作 操作 操作 操作 操作 操作The players whose machine speed characteristic information are similar to each other are determined as the opponents. According to the inventions, each player repeats the operation in the order of 098115640 201012524 via the respective game terminals, and the operation information is transmitted via the network. He plays the game terminal device, and then sends the game to his game. The information related to the game is managed for the %. (4) server. During the battle execution, the game terminal is used. The i-th information obtaining means obtains the basic information of the operating speed associated with the player operating difficulty within a predetermined time limit in a predetermined order, and obtains the above-mentioned operating speed basic information from the game terminal and for each player Memory means in the feeding device. The player receives the player's participation in the game through the means of receiving the game terminal, and the second information acquisition means by means of one of the game terminal and the feeding device: according to another means Each player's operation catches the basic resources: = hand T for speed feature information. Moreover, with the heart of the word server ^ X self-being Means of accepting the players participating in the battle game = information acquisition means to obtain the operational speed feature information: ❹ 中 'has similar habits in terms of habits associated with time elements == idioms are competing opponents. [Effects] According to the present invention, players who have similar habits in terms of time and habits in the habit of the game player can be combined with each other as an embodiment. Fig. 1 is a view showing a real game of the game system of the present invention. The game has the following features: Identifying the Wei-Jin ride 098115640 201012524 The device K acts as the router 2 of the communication machine, and can be connected to a plurality of (here, 8 sets) terminal devices 1 to perform the connection. Connect, connect, and connect (e.g., the Internet) to connect each game terminal device 1 to another store gaming terminal device; and the feeder device 3 communicates in a communicable manner for a long time. The device 2 is connected to manage the player authentication, the player's combination selection, and the history information performed by the plurality of players using the game terminal 1. The game is played with the game game terminal set I for the player to reduce the supervision (4) the operation of the game screen. Furthermore, the identification information of the game terminal device includes: an identification message of each device 2 connected to the game terminal device 1 (or a game terminal is provided with 2 different information); and a game is provided. The identification of each terminal of the terminal device i. For example, when the identification information of the t-store A is "the identification information of the game terminal device i in the store A is 4, the identification information of the game terminal device 1 is A4. The router 2 communicably connects a plurality of game terminals to the server device 3, and transmits and receives the game device and the servo line. The server device 3 is communicably connected to each router 2 and stores the player information and the game information in association with the user ID of the personal user, and uses the identification information of the game terminal device 1 via the router 2 The terminal device 1 transmits and receives the data, so that you can play the map related to the game player (called the opponent) in the same game space 0 in the same game space as 098115640 8 201012524. The game device device can also be a game played by the game device. The game played by the game device can be a personal game. In this embodiment, it is assumed to be a mahjong game. The player of the device is playing against the player of the age-old Kawasaki device, and the player (the CPU, Central P, ssing unit) (the imaginary player) is played as needed. Play against each other. In the case where the player of the other gamer device 1 performs the battle, "via the network communication unit 18 and the route ^ 2 described below, and the game player terminal i 1 is engaged with the game player The transmission and reception of the corresponding operational data of the contents of the operation. The game terminal device i includes a monitor u for displaying a game surface, and the touch panel 11a is laminated on the monitor u to sense the press of the player and selects a promotion line to be displayed in accordance with the game screen of the monitor 11 The address of the button and the pressing position of the player determine which one is informed; the speaker 12 that outputs the sound, the card reader 13 reads the information of the user id stored in the personal card, and the like; and the coin accepting portion 14 Accept the coins invested by the player. The monitor 11 is a display imager, which is a liquid crystal display or a plasma display. In the monitor 11, a display area of the game video is set in the main portion of the screen. Further, the personal card is a magnetic card or a 1C (Integrated Circuit) card in which personal information such as a user ID is stored. 098115640 9 201012524 A control unit 16 (see FIG. 3) is provided at an appropriate position of the game terminal device 1, and the control unit 16 is constituted by a microcomputer or the like that outputs a detection signal from each unit or a control signal to each unit. Fig. 3 is a view showing a hardware configuration of an embodiment of the game terminal device 1. The control unit 16 controls the overall operation of the game terminal device 1 and includes an information processing unit (CPU) 16 that performs processing related to the progress of the entire game, video display processing, and basic information of the following operation speeds. In addition to the processing, various information processing is performed; a random access memory (hereinafter referred to as RAM, Random Access Emory) i62' for temporarily storing information in the middle of processing, and the following predetermined video information and game programs are memorized in advance. Read only memory (hereinafter referred to as ROM, Read Only Mem〇ry) 163. The P input/output control unit 171 switches the detection L(10) to the number for processing and the command information between the control unit 16 and the detection unit including the card reader i3, the touch panel Ua (operation unit), and the coin accepting unit Η. It is converted into a control signal and output to each device of the detecting unit, and for example, the related signal is “wheeled in and out”. The external device control unit 172 performs output control to each device of the detecting unit in each time division period. The operation of the signal and the operation of inputting the detection signal by each of the devices of the self-detection I5. The drawing processing unit U1 displays the desired image on the monitor 11 based on the image display instruction from the control unit 16, and includes a video RAM or the like. .

聲曰再生部121係根據來自控制部16之指示,將既定之訊 息或背景音樂(BGM ,background music)等輸出至揚聲器 098115640 201012524 者。 ROM163中除了記憶有麻將牌字符、桌子影像、構成接受 晝面之影像、各按鈕外,還記憶有各種影像等。麻將牌字符 等以可三維描畫之方式,由構成其之所需數量之多邊形所構 成’描晝處理部111根據來自CPU161之描畫指示,進行用 以自三維空間中之位置朝模擬三維空間中之位置轉換的計 算、光源計算處理等,同時,進行根據上述計算結果而將應 q 描晝之影像資料寫入至視訊RAM之處理,例如,進行將紋 理資料寫入(貼附)至由多邊形所指定之視訊RAM之區域的 處理。 此處,對CPU161之動作與描晝處理部111之動作之關係 進行說明。CPU161根據記錄於内置或裝卸式ROM163中之 作業系統(OS,Operating System),而自ROM163中讀出影 像、聲音及控制程式資料、遊戲程式資料,上述裝卸式 ❹ROM163安裝於自外部朝監視器11輸出影像資訊及顯示該 影像資訊之影像顯示處理部或從該影像顯示處理部卸不。所 讀出之影像、聲音及控制程式資料等之一部分或全部保持於 RAM162中。以下,CPU161根據記憶於RAM162中之控制 程式、各種資料(包含顯示物體之多邊形或紋理等及其他文 字影像之影像資料、聲音資料)及來自檢測部之檢測信號等 進行處理。 在記憶於ROM163之各種資料中,可記憶於可裝卸之記 098115640 11 201012524 錄媒體之資料例如亦可由硬碟㈣器、光碟驅動器、軟碟驅 動器、矽碟驅動器、匣式媒體讀取機等驅動器進行讀取於 該情形時,記錄媒體例如為硬碟、光碟、軟碟、緊密光碟 (CD,Compact Disk)、數位化多功能光碟(dvd,吨制 Versatile Disc)、半導體記憶體等。 網路通信部18制以與對戰中之遊戲終端機裝置i間, 經由路由器2、進而經由網路而收發在麻將遊戲執行過程中 所產生的玩家之操作資訊。進而,網路通信部18用以與伺 服器3之間’經由路由n 2 Μ發與在遊戲執行前後進行接 受新玩家之處理時之個人認證等相_資訊、及遊戲結束時 刻之遊戲成績等。 圖4係遊戲終端機裝置!之控制部16之功能構成圖。控 制部16之CPUl61具備冑:接受處理部l6u,接受玩家參 加遊戲;遊戲進行控制部祕,對自遊顧始至結束為止 之-連串進行加以控制;影像顯示處理部161c,將接受影❹ 像或遊戲影像顯示於監視器3 ;補玩家對戰控制部i6id, 接受觸摸面板11a之操作資訊而使麻將遊戲進行,該觸摸面 板山係、供玩家按崎作順序騎操作之齡部;成績處理 4 161e’藉由對遊戲中玩家之操作進行評價而決定遊戲結 束時的遊戲成績(所持籌碼之點數值)或名次;操作速度基礎 資訊取得部161f’取得作為與操作速度相關聯之指標的操 作速度基礎資訊’該操作之速度係於對局中,每當出現自己 098115640 12 201012524 所操作之自牌山中取牌(以下稱作自摸)之順序直至自摸操 作結束為止所需之速度;操作速度特徵資訊取得部164, 根據既定次數之對戰遊戲之各操作速度基礎資訊而求出操 作速度特徵資訊;通信控制部161h,進行各種資訊之通信 控制;及用以進行計時動作之内部計時器161i。 接受處理部161&係利用觸摸面板na檢測由希望參加遊 戲之玩家按下顯示於監視器u中之省略圖示的接受參加按 ❹鈕等,且自插入至遊戲終端機裝^之讀卡器⑽個人卡 讀取使用者Π)。 遊戲玩家對戰控制部161d如圖8之_畫面所 一旦叫77丨不,田4 人之玩家進行麻將遊戲,於玩家之間,自摸之順序按照既定 之順序而重複出現。又,遊戲玩家對戰控制部咖於每次 間,例如設定8秒作為從自 摸出現時刻至允許接受用以打出手持牌中之任 ❹時間。因此,每次出現自摸時,玩家於8秒以内考 =顯個牌’進行決定牌之指定操作即進行按下該當 牌衫像之顯讀置之操作。當進行該操作之後,藉由通广控 置’更新自己及其他遊戲終端機震置、端機裝 下一順序之遊戲終端機裝置中出現自摸。立问時’ 於本實施職巾,操作速度麵資訊取得部贿,於作 為操作速度基礎資訊之如上述從出現自摸起之限制時間、(例 098115640 201012524 秒)内,使内部計時器161i動作而計測出現自摸時刻起 之计時時間,且於每次出現自摸時,累積至出牌操作為止之 計測時間。亦即’操作速度基礎資訊取得部自出現自 摸之時刻起使内部計時器161i開始計數動作,當觸摸面板 &檢測到出牌操作時,使内部計時器161i之計數動作中 斷,於一圈後下一次出現自摸之時刻,使内部計時器⑹i 之計數動作再次開始’並重複相_作直至遊齡束為止, 藉此計測累積時間。 又,操作速度基礎資訊取得部⑽係對與對戰遊戲中出 現自摸相伴之出牌次數進行計數者。操作速度基礎資訊取得 部㈣於對戰遊戲結束時,將所累積之計測時間及出牌求 數(操作速度基礎資訊)藉由通信控制部16ih而發送至祠脉 器3。再者’發送至舰器3之操作速度基礎資訊如下所述, 針對每個玩家而與遊端機裝置1相對應_存於操作 速度資訊記憶部麻(參照圖6)。該操作速度資訊記憶部 綠針對每個玩家而記憶既定_次,例如5〇次)之對戰 遊戲中之操作速度基礎資訊,當對戰遊戲數超過N次時, 刪除最久之對戰遊戲中之操作速度基礎資訊,並時常儲存最 近N次之對戰遊戲中之操作速度基礎資訊。 操作速度特徵資訊取得部161g係算出操作速度特徵資訊 者’該操作速度特徵資⑽對自舰II 3發送來之已接受參 加之玩豕的操作速度基礎資訊進行平均處理所得者。該玩家 098115640 201012524 之操作速度特徵資訊與由接受處理部161&接受參加並從玩 家之個人卡中讀取使用者ID相對應地,從伺服器裝置3之 操作速度資訊記憶部362c讀出至本遊戲終端機裝置1,藉 此由操作速度特徵資訊取得部161g而算出。所算出之操作 速度特徵資訊於算出之後被發送至伺服器裝置3。 操作速度基礎資訊與操作速度特徵資訊例如存在以下之 • 關係。關於操作速度基礎資訊,若將一次對戰遊戲中之累積 ❿计測時間設為Ti且將出牌次數設為mi(其中,i為對戰遊戲 次數且為1〜N之整數),則N次之對戰遊戲中之操作速度 特徵資訊藉由以下(式1)而算出, (Ti+T2+...+TN)+(ml+m2+…+mN)..·(式 1)。 再者,關於操作速度基礎資訊、操作速度特徵資訊之取得 (製成)方法,可考慮如下所述之各種方法。 再者,對於玩家之對戰遊戲數未達到N次之玩家,可利 ❹用至目前為止之對戰遊戲數中之實際成績資訊而算出,或者 亦可為設定既定值之形態,例如設定限制時間之中央時間之 形態’或設定更靠後半程之既定時間的形態。 控制部16之RAM162具備有:中途經過資訊記憶部 162a ’針對每個玩家,即針對經由自己及網路通信部而 , 獲得之所有對戰對手,依序更新地記憶相同桌子(同一遊戲 空間)之對戰遊戲中的遊戲中途經過資訊;遊戲成績記憶部 162b,針對每個玩家而儲存由成績處理部16U決定之玩家 098115640 15 201012524 在遊戲結束時刻所獲得的遊戲成績、即名次(根據需要而包 含籌碼之點數);及操作速度基礎資訊記憶部162c,儲存直 至對戰遊戲結束時刻為止所取得之操作速度基礎資訊^再 者,遊戲成績每當對戰遊戲結束時則發送至伺服器裴置3。 圖5係表示本發明伺服器裝置3 —實施形態之硬體構成 圖。控制部36係對伺服器裝置3之整體動作進行控制者, 且具備有:資訊處理部(CPU)361 ; RAM362,暫時儲存玩家 之個人負訊、與各玩豕之遊戲相關之資訊等;及, 預先記憶有管理用之既定影像資訊、管理用程式。 記憶於ROM363中之各種資料中,可記憶於可裝卸之記 錄媒體之資料亦可由例如硬碟驅動器、光碟驅動器、軟碟驅 動器、矽碟驅動器、匣式媒體讀取機等驅動器進行讀取於 該情形時,記錄媒體例如為硬碟、光碟、軟碟、CD、DVD、 半導體記憶體等。 網路通信部38將各種資料經由由全球資訊網(www, World Wide Web)等所構成之網路,並經由複數個路由器2 中之任一個’依據終端機識別資訊而與相對應之遊戲終端機 裝置1之間進行資訊之發送與接收。 再者’管理程式記錄於ROM363上,並載入至ram362 上’藉由CPU361而依序執行RAM362上之遊戲進行程式, 藉此實現各個功能。 圖6係祠服器裝置3之控制部36之功能構成圖。控制部 09SU5640 201012524 36之CPU361具備有:接受部36u,對各遊戲終端機震置 1之接又玩家參加遊戲之要求作出回應,執行—連串之接受 管理處理,·選定部361b,從由接受部咖接受之玩家中, .依照下述之規則而選定於同一遊戲空間内進行遊戲之既定 數(於麻將之情形時為4名)玩家之組合;及通信控制部 361e,於與各遊祕職裝置1之間進行資就授受。再 •者’作t參加_之形態,存在如下之模式:讓希望-人遊 ❹戲之玩豕與由電腦控制之假想3名CPU玩家於同一遊戲空 間中執行遊戲’但於該模式中,操作速度基礎資訊之取得處 理可不進行或者亦可進行。 RAM362具備有:玩家資訊記憶部362a,儲存使用者id 等之個人資訊;履歷記憶部362b,更新地記憶每個玩家之 遊戲成績(崎)之難;及齡逮度資絲憶部微,針對 每個玩家⑽存每個對戰纖之縣速度基射訊。再者, ❹如下所述,操作速度資訊記憶部362c暫時地、即在已安置 之桌子上之所有對戰者到齊為止之期間内,為了組合之選定 處理而§己愧#受參加對戰遊戲的玩家之操作速度特徵資 訊。此處’所謂安置’例如指於資料方面,使識別假想桌子 之資訊與朗遊戲終端機裝置〗(或者玩家)之資訊相關聯 (鏈接)° 接受部361&接受自遊戲終端機裝置1發送來之玩家之使 用者1D義人資缺遊祕端機裝置1之資訊,並接受參 098115640 17 201012524 加遊戲之要求。又’接受部361a於由玩家指定參加對戰遊 戲之1#形時’對選定部361b指示用於組合對戰對手之選定 處理。 選定部鳥抽出與所接受之玩家之使用者m之個人資訊 相對應的儲存於操作速度資訊記憶部耻之操作速度基礎 資訊,並發送至發送目的地之遊戲終端機裝置W於利用 該遊戲終職裝置1計算㈣作速料徵資訊之後),同 時’接收從該遊戲終端機裝置1發送來之操作速度特徵資 訊,根據所接收之操作逮度特徵資訊而執行該玩家在對戰遊 戲中之組合選定處理。 艾戰二間内(同一張桌子)進行遥 戲之條件’_騎對味家彼此I操作速㈣徵資訊是 否處於既㈣關_彳如正貞Q5秒)内。杨 準備可識狀複數驗想桌子。敎部鳩於 ^ 戰遊戲之後,㈣是轉在已安置於—料魏 ^ 家(已安置),若不存在,則將此次 ^ 人之玩家安置於新的一張桌 子。又,選定部361b於存在已安 艰杲 文置於一張或複數張桌子之 玩家之情形時,關於該等桌子,以丁、+、 _ 、办 以下述方式在與最初所安置 之玩豕之操作速度特徵資訊之間谁 ]進仃對比,若差異處於 範圍内,則安置於同一張桌子,若於& 处於既疋 差異均不處於既定範_,則安^ 通信控制部361e在由選定部36 '八 Μ定玩家與桌子之關係 098115640 201012524 之後,將關於該内容之資til發縣接受該玩家參加之礎栽線 端機裝置1。又,通健制部361e於將新玩家安置於已安 置之玩家所在之桌子時,亦將新安置玩家之玩家資訊發送^ 已安置玩家之遊戲終端機裝置1。The voice reproduction unit 121 outputs a predetermined message or background music (BGM, background music) or the like to the speaker 098115640 201012524 in accordance with an instruction from the control unit 16. In addition to memorizing card characters, table images, images constituting the face, and buttons, the ROM 163 also stores various images and the like. The mahjong card character or the like is formed by a three-dimensional drawing, and the tracing processing unit 111 performs the drawing from the position in the three-dimensional space toward the simulated three-dimensional space in accordance with the drawing instruction from the CPU 161. The calculation of the position conversion, the calculation of the light source, and the like, and at the same time, the processing of writing the image data to be described to the video RAM based on the above calculation result, for example, writing (attaching) the texture data to the polygon Processing of the area of the specified video RAM. Here, the relationship between the operation of the CPU 161 and the operation of the tracing processing unit 111 will be described. The CPU 161 reads video, audio, and control program data and game program data from the ROM 163 based on the operating system (OS, Operating System) recorded in the built-in or removable ROM 163. The detachable ❹ROM 163 is mounted on the monitor 11 from the outside. The image display processing unit that outputs the image information and displays the image information is unloaded from the image display processing unit. Some or all of the read image, sound, and control program data are held in the RAM 162. Hereinafter, the CPU 161 performs processing based on a control program stored in the RAM 162, various data (including image data and sound data of a polygon or texture of a display object and other text images), and detection signals from the detecting unit. In the various materials stored in ROM163, it can be memorized in the removable and unloaded record 098115640 11 201012524 Recorded media information, such as hard disk (four), CD drive, floppy disk drive, disk drive, 媒体 media reader, etc. When the reading is performed in this case, the recording medium is, for example, a hard disk, a compact disc, a floppy disk, a compact disc (CD), a digital versatile disc (dvd, a Versatile Disc), a semiconductor memory, or the like. The network communication unit 18 is configured to transmit and receive the operation information of the player generated during the execution of the mahjong game via the router 2 and the game terminal device i in the competition. Further, the network communication unit 18 is configured to communicate with the server 3 via the route n 2 , the personal authentication when the new player is processed before and after the execution of the game, the game information, and the game result at the game end time. . Figure 4 is a game terminal device! The functional configuration of the control unit 16 is shown in the figure. The CPU 16 of the control unit 16 is provided with a receiving unit l6u, and accepts the player to participate in the game; the game control unit secret controls the series from the start to the end of the tour; the video display processing unit 161c receives the effect. The image or game image is displayed on the monitor 3; the player match control unit i6id receives the operation information of the touch panel 11a to perform the mahjong game, and the touch panel is used for the player to ride the horse in the order of the operation; 4 161e' determines the game result (point value of the held chip) or the position at the end of the game by evaluating the operation of the player in the game; the operation speed basic information acquisition unit 161f' obtains an operation as an index associated with the operation speed Speed Basic Information 'The speed of this operation is in the game, every time there is the speed of the self-branded card (hereinafter referred to as self-touch) operated by 098115640 12 201012524 until the end of the self-touch operation; the operating speed characteristics The information acquisition unit 164 obtains the operation speed characteristic based on the basic information of each operation speed of the competition game of the predetermined number of times. The information communication control unit 161h performs communication control of various kinds of information; and an internal timer 161i for performing a timekeeping operation. The acceptance processing unit 161& uses the touch panel na to detect that the player who wishes to participate in the game presses the acceptance button that is displayed on the monitor u, and the card reader is inserted into the game terminal device. (10) Personal card reader userΠ). The game player battle control unit 161d, as shown in Fig. 8, is called 77丨, and the player of the Tian 4 player performs the mahjong game, and the order of self-touching is repeated in the order of the players. Further, the game player control unit arbitrarily sets, for example, 8 seconds as the time from the time when the touch occurs to the time when it is allowed to accept the hand held card. Therefore, each time a self-touch occurs, the player performs the operation of pressing the display of the card image by performing the test of the decision card in less than 8 seconds. After this operation, the self-touch appears in the game terminal device that is updated by itself and other game terminal devices are set up and the terminal device is installed in the next order. When the question is asked, in the implementation of the service, the operation speed information is obtained from the bribe, and the internal timer 161i is operated as the above-mentioned limit time (in the case of 098115640 201012524 seconds) as the basic information of the operation speed. The measurement takes place from the time of the touch, and each time the self-touch occurs, the measurement time until the card operation is accumulated. That is, the operation speed basic information acquisition unit starts the internal timer 161i from the time when the self-touch occurs, and when the touch panel & detects the card operation, the counting operation of the internal timer 161i is interrupted, after one lap The next time the self-touch occurs, the counting operation of the internal timer (6)i is started again' and the phase is repeated until the length of the tour is completed, thereby measuring the accumulated time. Further, the operation speed basic information acquisition unit (10) counts the number of times the card is played in association with the self-touch in the competition game. The operation speed basic information acquisition unit (4) transmits the accumulated measurement time and the card number (operation speed basic information) to the buffer 3 via the communication control unit 16ih at the end of the competition game. Further, the basic information of the operation speed transmitted to the ship 3 is as follows, and is associated with the cruise device 1 for each player _ stored in the operation speed information memory unit (see Fig. 6). The operation speed information memory unit greens the basic information of the operation speed in the competition game of the predetermined _ times, for example, 5 times for each player, and deletes the operation speed in the longest competition game when the number of competition games exceeds N times. Basic information, and often store the basic information of the operating speed of the last N times of the game. The operation speed characteristic information acquisition unit 161g calculates the operation speed characteristic information "the operation speed feature" (10) for averaging the operation speed basic information of the game that has been received from the ship II 3 and has received the participation. The operation speed characteristic information of the player 098115640 201012524 is read from the operation speed information storage unit 362c of the server device 3 to the present by the acceptance processing unit 161& accepting the participation and reading the user ID from the player's personal card. The game terminal device 1 is calculated by the operation speed feature information acquisition unit 161g. The calculated operational speed characteristic information is transmitted to the server device 3 after calculation. The operation speed basic information and the operation speed characteristic information have, for example, the following relationship. Regarding the basic information of the operation speed, if the cumulative measurement time in a competition game is Ti and the number of cards is set to mi (where i is the number of battle games and is an integer of 1 to N), then N times The operation speed characteristic information in the competition game is calculated by the following (Formula 1), (Ti+T2+...+TN)+(ml+m2+...+mN).. (Expression 1). Further, regarding the method of obtaining the operation speed basic information and the operation speed characteristic information, various methods as described below can be considered. Furthermore, the player who has not reached the N number of game matches may be calculated by using the actual score information in the number of battle games so far, or may be in the form of setting a predetermined value, for example, setting the time limit. The form of central time' or the form of the established time of the latter half. The RAM 162 of the control unit 16 includes: in the middle of the passage of the information storage unit 162a', for each player, that is, for all the opponents acquired via the self and the network communication unit, the same table (same game space) is sequentially updated and updated. The game pass-through information in the battle game; the game score storage unit 162b stores the player determined by the score processing unit 16U for each player 098115640 15 201012524 The game score obtained at the game end time, that is, the ranking (including chips as needed) And the operation speed basic information storage unit 162c stores the operation speed basic information obtained up to the competition game end time. Further, the game result is transmitted to the server device 3 every time the competition game ends. Fig. 5 is a view showing a hardware configuration of an embodiment of the server device 3 of the present invention. The control unit 36 controls the overall operation of the server device 3, and includes an information processing unit (CPU) 361, and a RAM 362 that temporarily stores the personal information of the player, information related to each game played, and the like; , Pre-memorize the established image information and management programs for management. In the various materials stored in the ROM 363, the data that can be memorized in the removable recording medium can also be read by a driver such as a hard disk drive, a compact disk drive, a floppy disk drive, a floppy disk drive, a cymbal media reader, or the like. In the case, the recording medium is, for example, a hard disk, a compact disc, a floppy disk, a CD, a DVD, a semiconductor memory or the like. The network communication unit 38 passes various materials to a network formed by a World Wide Web (www. World Wide Web) or the like, and passes through any one of the plurality of routers 2 to identify the information according to the terminal and the corresponding game terminal. The transmission and reception of information between the device 1 is performed. Further, the 'management program is recorded on the ROM 363 and loaded onto the ram 362'. The game on the RAM 362 is sequentially executed by the CPU 361 to execute various functions. Fig. 6 is a functional configuration diagram of the control unit 36 of the server device 3. The CPU 361 of the control unit 09SU5640 201012524 36 is provided with a receiving unit 36u that responds to the request of the player to participate in the game after the game terminal is set to one, and performs a series of acceptance management processes, and the selection unit 361b accepts Among the players accepted by the ministry, a combination of the players selected in the same game space (four in the case of mahjong) in accordance with the following rules; and the communication control unit 361e, The equipment is transferred between the service units 1 and accepted. In addition, the mode of 'when participating in _' has the following pattern: let the hope-player play and the imaginary 3 CPU players controlled by the computer execute the game in the same game space' but in this mode, The process of obtaining the basic information of the operation speed may not be performed or may be performed. The RAM 362 includes a player information storage unit 362a that stores personal information such as a user id, and a history memory unit 362b that updates the game scores (sakis) of each player in an updated manner; Each player (10) saves each pair of warfare county speed base radio. Furthermore, as described below, the operation speed information storage unit 362c temporarily, that is, during the period in which all the competitors on the placed table are in line, for the selected processing of the combination, the § 愧 愧 # participated in the competition game The player's operating speed feature information. Here, "the so-called placement" means, for example, that the information identifying the imaginary table is associated with the information of the lang game terminal device (or the player) (link). The receiving unit 361 & is received from the game terminal device 1 The user of the player 1D is missing the information of the secret device 1 and accepts the requirements of the 098115640 17 201012524 plus game. Further, the 'receiving unit 361a' instructs the selection unit 361b to select the opponent opponent when the player accepts the participation in the competition game. The selected bird extracts the basic information of the operation speed stored in the operation speed information memory portion corresponding to the personal information of the user m of the accepted player, and transmits the game terminal device W to the destination to utilize the game terminal. The job device 1 calculates (4) after the quick message information), and simultaneously receives the operation speed feature information transmitted from the game terminal device 1, and executes the player's combination in the competition game according to the received operation catch feature information. Selected processing. In the second room of Ai War (the same table), the conditions for the remote play are as follows: _ ride on the taste of each other I speed (four) sign information is in the (four) off _ 彳 贞 贞 贞 Q5 seconds). Yang is ready to recognize the table and check the table. After the war game, (4) is transferred to the Wei Wei home (allocated), if not, the player will be placed in a new table. Moreover, when there is a situation in which the player 361b is placed in a table or a plurality of tables, the table 401b is played with the Ding, +, _, and the following in the following manner. The operating speed characteristic information is compared between the users. If the difference is within the range, it is placed on the same table. If the & is in the same state, the communication control unit 361e is in the The selection unit 36' determines the relationship between the player and the table 098115640 201012524, and then the tilfa county of the content accepts the player's base line device 1. Further, when the new player is placed at the table where the player who has been placed, the pass-through unit 361e also transmits the player information of the newly placed player to the game terminal device 1 of the placed player.

Ws Γ ^雕对艰财〜正脰蜒理進行說明。圖7係表示 終端機裝置1之動作一例的流程圖。本流程圖在由省略圖_ 之感測器檢測到個人卡已播入至讀卡器13之後開始二 Ο 先’自插人至讀卡器13之個人卡中讀人者ID,料: 用者ID與遊戲終端機裝置 '"使 裝置_ST1)。再者,此π纽一併發送至词服器 式選擇晝面中接受絲之輪^;^在藝對賴式之模 發送至飼服器裝置3。而被選擇到之對戰模式資訊 於已選擇對戰遊戲之情形時,自飼服器裝置 伺服器裝置3發送之使用者 ' 送來與朝 ❹(步驟S3)。操作速度特徵資^之#作速度基礎資訊 而算出該玩家之操作速度特徵161g根據上述(式1) 速度特徵資訊送回至词服器裝^步驟吻。所算出之操作 3侧,根據該資訊,以上迷方+置3(步㈣)。於他器裳置 藉由該選定處理,在決定二執仃對戰對手之選定處理。 由通信控制部16ih接收自^ j個對戰對手之後,每次藉 之玩家資訊(步驟S9)。於自已已、,置3發送來之對戰對手 之情形時,之後判斷有無接收=安置為某桌子之最初玩家 098Π5640 名玩 201012524 家之玩家資訊(㈣S11)。另—方面,於自己並未被安置為 某桌子之最初玩家之情料,騎有減收到tt自己更早安 置於該桌子之玩家之玩家資訊、及在自己被安置之後而安置 於同一組之剩餘玩家之玩家資訊(步驟sn)。進行該處理直 至決定所有對戰者為止(步驟S11中為NO)。-旦確定所有 對戰者則藉由遊戲進行控制部i61b而開始對局(步驟 S13)。 圖8係表不對戰狀況的對戰晝面之畫面圖一例。遊戲畫面 中於主要區域中设定有對戰畫面區域500。對戰畫面區域 500中’於畫面下側以可看見牌之種類之方式而顯示有玩家 之手牌5(Π’於畫面上側及左右兩侧以無法看見牌之種類之 方式而顯不有對戰者之手牌5〇2,於畫面大致中央處顯示有 包含槓懸賞顯示牌之牌山5〇3,於牌山5〇3之周圍顯示有出 ㈣4’於畫面下侧顯示有由玩家按下之各種按紐5〇6。玩 豕邊觀察對戰晝面5〇〇,一邊適當地按下按紐此Ws Γ ^The carving explains the hardships and the righteousness. Fig. 7 is a flowchart showing an example of the operation of the terminal device 1. This flowchart starts the reader ID of the personal card that has been inserted into the card reader 13 after detecting that the personal card has been broadcasted to the card reader 13 by the sensor of the omitted figure. ID and game terminal device '" enable device_ST1). Furthermore, the π 纽 发送 is sent to the vocabulary device to select the silk wheel in the 昼 face; ^ is sent to the feeding device 3 in the model of the art. When the selected match mode information is selected in the case where the match game is selected, the user sent by the self-feeding device device server device 3 sends and rushes (step S3). The operation speed characteristic information is used as the speed basic information, and the player's operation speed characteristic 161g is calculated and sent back to the word server device step kiss according to the above (Formula 1) speed feature information. On the calculated operation side 3, according to the information, the above puzzle + is set to 3 (step (4)). With the selection process, the decision process of the second opponent is determined. After the communication control unit 16ih receives the opponents from each of the j opponents, the player information is borrowed each time (step S9). In the case of self-supplied, 3 sent opponents, then judge whether there is any reception = placement as the initial player of a table 098 Π 5640 play 201012524 home player information ((4) S11). On the other hand, in the case of the original player who has not been placed as a table, the rider receives the information of the player who has placed himself on the table earlier, and is placed in the same group after he is placed. Player information of the remaining players (step sn). This processing is performed until all the players are determined (NO in step S11). Once it is determined that all the players have started the game by the game control unit i61b (step S13). Fig. 8 is an example of a screen image showing the battle against the situation. In the game screen, a competition screen area 500 is set in the main area. In the battle screen area 500, the player's hand 5 is displayed on the lower side of the screen in such a manner that the card type can be seen (Π', the player is not visible on the upper side and the left and right sides of the screen in such a manner that the type of the card cannot be seen. The hand is 5〇2, and there is a card mountain 5〇3 containing the bar reward display card at the center of the screen. It is displayed around the 5〇3 of the card mountain. (4) 4' is displayed by the player on the lower side of the screen. Various buttons 5〇6. Play while watching the battle face 5〇〇, press the button appropriately

進行遊戲。 W 产Li 遊祕職裝置1中分概行操作速 二敌取得處理(步驟S15)。其次,判 賴步驟^若處於對局中途,則流程返回至步請。 在該對數之對局結束^賴贿戲已結束時, 二’、/所取得之操作速度基礎資訊作為包含遊戲 W之遊戲記錄資訊而發送至舰器襄置3(步驟训),而 098115640 20 201012524 本流程結束。再者,所發送之遊戲記錄資訊中,操作速度基 礎資訊針對每個玩家而記憶於操作速度資訊記憶部遍。 圖9係表示由飼服器裝置3之選定部地執行之對戰者 選定處理之一例的流程圖。判斷有無自遊戲終端機裝置i 接收到與接*參加遊戲相關之包含至少玩家資訊的資訊(步 驟)I所接收之資訊為與接受參加遊戲有關之資訊, 則自操作速度資訊讀取部施中讀出該當玩家之操作速度 基礎資訊,並發送至發送目的地之遊戲終端機襄置!(步驟 ^3)°而且’判斷是否已自該遊戲終端機裝置1發送上述玩 家之操作速度特徵資訊(步驟S35),待機直至玩家之操作速 度特徵資訊被發送為止(步驟幻5中為N0,步驟S31)。再 ❹ 者該待機亦可限定於正常通信狀態下夠充分之既定時間。 又於步驟S31中為_之情形時,在伺服器 與^資勒賴之圖外之蚊處理。 中執行 進執订對戰者組合之設定處理。亦即,針對各桌依序 鱼此-紅 最初安置於好之玩家之操作速度特徵資訊 人W之操作速度特师訊是否近似 之範圍内(步驟_ 一 既疋 子,則〜—)。右存在對比結果處於既定範圍内之桌 S39)。另_^著該玩豕之桌子作為從端(Client)而被安置(步驟 的玩家> Ml與已安置之玩家所在之桌子最初所安置 所有桌子^作速度特徵資訊之對比結果,在作為對比對象之 ”中均不在既定範圍内時,則作為主端(咖咖 098115640 4 ^ 21 201012524 的桌子安置(步驟S4D。再者,所謂主 ^ 桌子之遊戲終端機裝置1,所謂從端,係:θ初女置於 处喁,係指第2個以 置於桌子之遊祕端機裝置i。作為主端之顿終端機裝= 1於對戰遊戲之執行過程中,主要擔當與對戰中之罝 終端機裝置(從端)之資訊通信管理等。 戲 而且,藉由此次玩家之安置而判斷該桌子上之 是否已到齊(步驟_,若所有對戰者已到齊,則將桌 訊發送至安置於該桌子之(4台)遊戲終端機裝置同時 送對戰遊戲之_許可資訊(步驟S45)。雜,流程 步驟如,等待接收下-個資訊。另—方面,當判斷該 上之所有對戰者並未到齊時(步驟S43中為N〇)、及步驟⑷ 中成為主端時,返回至步驟SM,等待接收下—個資訊。 再者,本發明可採用以下之形態。 ° 0)本實施形態中’使用從自摸至出牌操作為止之經 間作為操作速度基礎資訊,但並 、 〇 车貝訊之㈣。亦即’將預先設定之限制時間τ 既定時間_仏進行劃分,識別崎從自摸至出牌操作為 ==行計時所得之結果屬於哪一個區域,針對每個區 域而累積屬於各區域之錢。例如,若將關時間 ,則操作速度可由16個:域 α又生地表現。並且’於操作速麟徵資訊之算出中,將各 區域所包含之錄纽^之遊戲科相加,將絲為最高 098115640 22 201012524 值之區域作為最高頻率區域資訊而設為操作速度特徵資 訊。如此一來,由於可使用最高頻率,因而與採用平均時間 之情形相比較’可使視作操作速度之習慣資訊更進一步明顯 化。 (2) 又’除了使用平均時間之外’亦可使用中央值之時間 - 作為操作速度特徵資訊,總之,操作受允許之後,可採用表 - 示玩家之習慣資訊之各種指標,該玩家之習慣資訊與直至玩 ❹豕實際上進行操作為止所需時間之長短相關聯。 (3) 例如,可採用以下資訊作為指標。與本實施形態相同 地,針對每個對戰遊戲取得各玩家之操作速度基礎資訊,並 就其時間之長短而於4人之玩家内排出名次,將該名次作為 每個對戰遊戲之操作速度基礎資訊。並且,關於最近既定數 之遊戲,亦可不論對戰對手之異同,均累積排出名次之資 訊’(進而平均化),而將相對之名次作為操作速度特徵資 ❹訊。於該情形時,操作速度基礎資訊僅為相對之名次資訊 (1.0位〜4·〇位之間)’因此與記憶時間資訊之情形相比較, 可減小記憶容量。 (4) 進而,如圖8所示,於對戰畫面區域5〇〇中,除了顯 .示有立直按紐、吃按紐、碰按鈕、槓触、胡餘、進行按 紐、^變更按鈕之外,亦顯示有可按下以使限制時間僅延 長既定時間(例如5秒)之長時間考慮按紐5〇7,該限制時間 係玩家從自摸至決定出牌為止所允許之時間。於按下長_ 098115640 23 201012524 2按㈣7之情形時,將延長時間加上按下時刻當下之剩 置戶長時間考慮按紐附近之適當位 置。所顯不之數值隨著時間之經過而倒計數。 ()喿作速度基礎資⑽得部㈣亦可累積長 ™桑作之次數、或者利慮按 2 :延長時間量(從超過限制時間起至進行出牌之操作= :間;,:屮其等與出牌次數-併作為操作速度基礎資匕 此’可抽出顯著之習慣資訊。又, 而作為操作速度基礎資訊。 訊混合 ⑹關於對贿手之敎,柯反映出直 =酬間。各店鋪之營業時間通常固定。: 選定一㈣ 1J服器裝置3,藉此,伺服器裝置3 對戰遊戲開始前之對戰對手選定處理咖,可根翻服器裝 = 時鐘(省略圖示)而知曉至設置有各遊戲終端機裝 店舖之閉店為止之各剩餘時間。因此,飼服器裝置3 例如於直至閉店為止之剩餘時間充分時,在操作速度特徵資 將疋否處於上述既定範圍内之判斷條件設定得 j*、、、而於直至^^店為止之剩餘時間較短時,亦可採用 範圍更乍之判斷條件或根據剩餘時間而改變條件之可變 式藉此,於直至閉店為止之剩餘時間較少之情形時,可實 現出牌操作非常快之玩家彼此之組合,可提高對戰遊戲進行 098115640 ❿ 24 201012524 至最後為止之可能性。相反,對於 玩家,亦可參照剩餘時間而告知其I法赫希望參加之 形態,即,在發出對 在、戲’或者成為如下 的情況下進行對戰遊戲。tr、结束之内容之警告 時間之店辅之遊戲終端機裝置#為基;;長_最短剩餘 ❹ ❹ 戰者組合之選定令,對於希望參加二家 疋之專待時間内,則利用當初之條件進行選定:為既 定等待時間之情形時,亦可擴大當初之二:於超過既 之射,亦可將正負〇.5秒切換為正負^ 於先前 短希望參加之玩家之等待時間。、7此’可縮 W本發明中之限制時間,除了包 門 無法進行而過渡至允許下-玩家進 ^關㈣ 包含當逵* 不适仃操作之厫格形態外,亦 义制時間後’例如由電腦側 之形態、及當達到限制時間後, 執仃基本操作 等中之任一者。 #出催促操作之警告之形態 ⑼於本實施形態中,㈣作速度雜資訊 置於遊戲終端機裝置⑽,但亦可設置於_器裝置3 = =二可減輕遊戲終端機裝置〗求出操作速度_ —⑽於本實施形態中,在對戰遊戲中於桌子上選定4名玩 豕’但亦可於—部分中混雜由電腦控制之CPU絲。於該 隋形時,純為使CPU玩家之操作速度習慣独於最初安 098115640 25 201012524 置於該桌子之玩家之操作逮麟徵#訊,或者 之各玩家讀作速度雜#辦魏所叙⑼ = .玩家以外’各玩家可享受對戰遊戲而不會有不減 ⑼對於無操作速度基礎資訊之例如新玩家ζ、既 操作速度特徵資訊而進行對戰對手之組合選 疋^者,村較於對额合中之桌子中之相 的加之玩家亦可順利地加八至對_ ()本實施形態中,利用麻將遊戲進行了說明, 不f於此,亦可為模擬需要料之園祺、象祺、西洋棋 撲克牌等之各種遊戲,進而是對戰型之遊戲,即、 所有除慎重等思考以外、或者反映出思考以 -用於 =玩家交替編定之順序— 包嶋侧_彻線路外,亦 098115640 〇 如上所述’本發明較佳為一種對戰遊戲系統,包括 個遊戲終端機,經由網路而彼此間授受按照既定順序 订的各玩豕之操作資訊’藉此進行對戰遊戲;及伺服器,= 接於上述鱗,輕鱗個玩家管理與對魏财 資訊’其中’上述遊戲終端機具備有:接受手段,接= 參加對親戲;及第1資訊取得手段,取得與按照各:J 疋之順序進行之既定限制時間内的玩家操作速度相關聯的 26 201012524 操作速度基礎資訊’上述伺服器具備有自上述遊戲終端機取 得上述操作速度基礎資訊並針對每個玩家而加以取 噶的記 憶手段’上述遊戲終端機及上述伺服器之其中一者具備有寺 據記憶於上述記憶手段的每個玩家之上述操作速户基礎 訊,求出每個玩家之操作速度特徵資訊的第2資訊取得資 段’上述伺服器具備有自上述接受手段所接受之參加姆戰= 戲之玩家中’選定由上述第2資訊取得手段求出之上述操: ❹速度特徵資訊彼此相近似的玩家彼此間作為對戰對手的董 戰對手選定手段。根據本發明,將遊戲玩家之習慣中在與^ 間要素相關之習慣方面具有類似習慣之玩家彼此間級人补 為對戰對手。 σ作 又’上述€憶手段較佳為記憶最近既定數之遊戲部分 述操作速度基礎資訊者。根據該構成,亦可為最近之卜 戲部分’但藉由使用複數次遊戲部分之資訊可使玩家之 ©進一步高精度且明顯化。 員 又較佳為,上述第1資訊取得手段對自上述既定之限 時間開始起至玩家進行操作為止所需之時間進行計測,並求 =平均《作為上述操作速度基礎資訊。根據該構成,採 限制時_始起至玩家進行操作為止所需之時間作為 慣。速度之才曰標,藉此可直接獲得與操作之快慢有關之習 又,較佳為,上述第1資訊取得手段於既定人數之對戰遊 098115640 27 201012524 戲中 相對名求H各對M戲之上錢定人㈣之速度相對應的 凡、人·、、、上述操作速度基礎資訊,上述第2資訊取得手 定數之遊戲的上述相對名次相加而求出操作速 又、* -。根據該構成’除了絕對性之快慢資訊之外 求出相對性之快慢資訊較少之資訊。 、 又上較佳為,上述第2資訊取得手段設置於遊戲終端機。 根據及構成’藉由將第2資筛得手段設置於遊戲終端機, 可減紅擔田所有遊戲終端機中之資訊及其發送接收之管 理的伺服器侧之負擔。 _ 又較佳為,上述對戰遊戲為模擬麻將之遊戲’上述既定 之限制時間係自牌山取牌之操作預設時間上述操作速度基 礎資訊係直至自上述牌山取牌之操作結束為止所需之時 間。根據該構成,累積至進行自牌山取牌之操作為止之時 間’可準確地獲得與操作對應之快慢資訊。 又較佳為’上述對戰對手選定手段將既定人數之對戰對 手=置於在同-遊戲空間内進行對戰遊戲之假想桌子,自被 又參加之玩豕中’當上述操作速度特徵資訊彼此相近似之 玩家已被安置於桌子時’則安置於該桌子,當上述操作速度 特徵資峨此相近似之玩家尚未被安置於桌子時,則安置於 新桌子。根據該構成’自被接受參加之玩家之中,當操作速 度特徵資訊彼此相近似之玩家已被安置於桌子時,則安置於 。玄桌子’當上述操作速度特徵資訊彼此相近似之玩家尚未被 098115640 28 201012524 安置於桌子時,則安置於新桌子,因此可以更短時間安置於 桌子。 【圖式簡單說明】 圖1係表示本發明對戰遊戲系統之一實施形態的構成圖。 圖2係表示遊戲終端機裝置之一實施形態外觀的立體圖。 圖3係表示遊戲終端機裝置之一實施形態的硬體構成圖。 圖4係遊戲終端機裝置之控制部之功能構成圖。 _ 圖5係表示本發明伺服器裝置之一實施形態的硬體構成 圖。 圖6係伺服器裝置之控制部之功能構成圖。 圖7係表示遊戲終端機裝置之動作一例的流程圖。 圖8係表示對戰狀況的對戰晝面之晝面圖之一例。 圖9係表示藉由伺服器裝置之選定部而執行對戰者之選 擇處理一例的流程圖。 Q 【主要元件符號說明】 1 遊戲終端機裝置(遊戲裝置) 2 路由器 3 伺服器裝置 11 監視器 11a 觸摸面板 12 揚聲器 13 讀卡器 098115640 29 201012524 14 硬幣接受部 16、: 36 控制部 18、: 38 網路通信部 111 描晝處理部 121 聲音再生部 161 ' 361 CPU 161a 接受處理部(接受手段) 161b 遊戲進行控制部 161c 影像顯示處理部 161d 遊戲玩家對戰控制部 161e 成績處理部 161f 操作速度基礎資訊取得部(第] 1資訊取得手段) 161g 操作速度特徵資訊取得部(第\ 2資訊取得手段) 161h 通信控制部 161i 内部計時器 162、 362 RAM 162a 中途經過資訊記憶部 162b 遊戲成績記憶部 162c 操作速度基礎資訊記憶部 163、 363 ROM 171 外部輸入輸出控制部 172 外部機器控制部 098115640 30 201012524Play the game. The W-producing device 1 is used to perform the second enemy acquisition process (step S15). Second, if the decision step ^ is in the middle of the game, the process returns to step. When the game of the logarithm is over, the basic information of the operation speed obtained by the second ', / is transmitted as the game record information containing the game W to the ship device 3 (step training), and 098115640 20 201012524 This process ends. Further, in the transmitted game record information, the operation speed basic information is stored in the operation speed information memory portion for each player. Fig. 9 is a flow chart showing an example of a player selection process executed by a selected portion of the feeder device 3. Determining whether or not the information received by the game terminal device i from the game participating in the game is at least the player information (step) I receives the information related to the acceptance of the game, and the operation speed information reading unit Read the basic information of the player's operating speed and send it to the destination of the game terminal! (Step ^3) ° and 'determine whether the above-described player's operation speed characteristic information has been transmitted from the game terminal device 1 (step S35), and wait until the player's operation speed feature information is transmitted (step No. 5 is N0, Step S31). In addition, the standby may be limited to a sufficient time in the normal communication state. Further, in the case of _ in step S31, the mosquito is treated outside the map of the server and the reliance on the map. In the implementation of the set-up of the match-maker combination. That is, for each table, the fish is initially placed in the range of the speed of the player's operation speed. The operation speed of the player W is within the approximate range (step _ one is 疋, then ~). There is a table on the right where the comparison result is within the established range (S39). In addition, the table of the game is placed as a client (the player of the step > Ml and the table where the player who has placed the player is initially placed on all the tables) for comparison of speed characteristics information, in comparison When the object is not within the predetermined range, it is placed as the main end (the table of the coffee bean 098115640 4 ^ 21 201012524 (step S4D. Further, the so-called main table game device 1 of the table, the so-called slave, the system: θ first female placed in the 喁, refers to the second to put on the table of the secret terminal device i. As the main terminal of the terminal machine installed = 1 in the execution of the game, mainly responsible for the battle Information communication management of the terminal device (slave), etc. It is also judged by the placement of the player whether the table has been reached (step _, if all the players have arrived, the table message will be sent The game terminal device (4 units) placed at the table simultaneously transmits the _ permission information of the competition game (step S45). The process steps are, for example, waiting to receive the next information. On the other hand, when judging the above The match is not at the same time (step S When it is N〇 in 43) and becomes the master in step (4), it returns to step SM and waits to receive the next information. Further, the present invention can adopt the following form: ° 0) In the present embodiment, 'use from self-touch From the time of the card-out operation, it is the basic information of the operation speed, but it is also used to divide the preset time limit τ by the predetermined time _仏, and the identification is from the self-touching to the card-out operation. ==Which area the result of the line count belongs to, and the money belonging to each area is accumulated for each area. For example, if the time is off, the operation speed can be expressed by 16: domain α and live again. In the calculation of the information, the game sections of the records included in each area are added, and the area with the highest value of 098115640 22 201012524 is set as the highest frequency area information and is set as the operation speed characteristic information. Using the highest frequency, and thus comparing with the case of using the average time, can make the habit information that is regarded as the operating speed more obvious. (2) Also 'in addition to the average time used' The time of the central value can be used as the operating speed characteristic information. In short, after the operation is allowed, various indicators of the player's habit information can be used, and the player's habit information is required until the game is actually operated. (3) For example, the following information can be used as an indicator. In the same manner as in the present embodiment, the basic information of the operation speed of each player is obtained for each competition game, and the length of time is 4 persons. The player ranks the rankings and uses the ranking as the basic information of the operation speed of each competition game. Moreover, regarding the recent fixed number of games, the information of the rankings can be accumulated regardless of the similarities and differences of the opponents (and then averaged). The relative ranking is used as the operating speed feature. In this case, the basic information of the operation speed is only the relative ranking information (between 1.0 bits and 4 bits), so that the memory capacity can be reduced as compared with the case of the memory time information. (4) Further, as shown in Fig. 8, in the competition screen area 5, in addition to the display, there is a vertical button, a eat button, a touch button, a bar touch, a Hu, a button, a change button. In addition, there is also a long-term consideration button that can be pressed to extend the limited time by only a predetermined time (for example, 5 seconds), which is the time allowed by the player from the time of self-touch until the decision is made. When pressing the long _ 098115640 23 201012524 2 press (4) 7, the extension time plus the remaining time of the current time of the pressing time will consider the appropriate position near the button. The displayed value counts down as time passes. () The speed base resource (10) The department (4) can also accumulate the number of long TM mulberry works, or consider the 2: extend the amount of time (from the time when the time limit is exceeded until the card is dealt with =: Between; Waiting and playing the number of times - and as the basis of the operating speed, this can extract significant habits. In addition, as the basic information of the operating speed. News mix (6) about the bribery, Ke reflects the direct = reward room. The business hours of the store are usually fixed.: One (4) 1J server device 3 is selected, whereby the server device 3 selects the processing coffee for the opponent before the start of the game, and can be known by the device (clock) (not shown) The remaining time until the closing of each game terminal installed store is set. Therefore, for example, when the remaining time until the store is closed, the feeder device 3 judges whether or not the operation speed feature is within the predetermined range. If the condition is set to j*, , and the remaining time until the store is short, the variable condition may be used to change the condition according to the judgment condition of the range or the remaining time. When there is less time remaining, players who have a very fast card operation can be combined with each other, which can increase the possibility of the game 098115640 ❿ 24 201012524 until the end. On the contrary, for the player, you can also refer to the remaining time to inform them. I Fah is hoping to participate in the form, that is, the game terminal device that is used to play the game in the case of the game, or the following, or the content of the end of the game. The shortest remaining ❹ 选定 The choice of the warrior combination, for the time of the special waiting time for the two squatters, the original conditions are used for selection: for the case of the established waiting time, the original two can also be expanded: Shooting, you can also switch the positive and negative 〇.5 seconds to positive and negative ^ the waiting time of the player who had previously hoped to participate. 7 This can be reduced in the limit time of the invention, except that the door can not be carried out and the transition to allow - The player enters the gate (4) and includes the 形态* 仃 仃 仃 仃 仃 仃 , , , ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' In the present operation, etc. (9) In the present embodiment, (4) the speed miscellaneous information is placed in the game terminal device (10), but may be provided in the _ device 3 ==2 The game terminal device is reduced. The operation speed is obtained. (10) In the present embodiment, four game players are selected on the table in the competition game, but the CPU wire controlled by the computer is mixed in the portion. In the shape, purely for the CPU player's operating speed habits alone in the initial security 098115640 25 201012524 placed on the table of the player's operation arrest Lin Zheng # news, or each player read the speed miscellaneous #办魏述 (9) = . Outside of each player can enjoy the game of the game without any unreducing (9) for the non-operating speed basic information such as the new player 既, the speed of the feature information and the selection of the opponents of the match, the village is better than the balance The player in the table can also smoothly add eight to the right _ () In the present embodiment, the mahjong game is described, and it is not the case, but also the garden, the symbol, the western Chess, playing cards, etc. Kind of game, and then a battle-type game, that is, all thoughts other than caution, or reflect the thinking - used in the order of the player alternately - the package side _ the line, also 098115640 〇 as described above Preferably, the invention is a battle game system, comprising a game terminal device, which is configured to receive operation information of each game player in a predetermined order via the network to thereby perform a battle game; and a server, = connected to the scale, The light scale player management and the Wei Cai information 'in which the above-mentioned game terminals have: receiving means, receiving = participating in the play; and the first information acquisition means, obtaining and setting according to each: J 疋 order The speed of the player's operation time is related to the speed of the game. The above-mentioned server has a memory means for obtaining the basic information of the above operation speed from the above-mentioned game terminal and taking care of each player. One of the above-mentioned servers is provided with the above-mentioned operation speed basic information of each player who has the memory according to the memory means. The second information acquisition section of each player's operation speed characteristic information 'the server is provided with the player who has received the participation in the above-mentioned acceptance means = the player selected by the second information acquisition means : The players whose speed feature information is similar to each other are selected as the means for the opponents of the opponents of the opponents. According to the present invention, players who have similar habits in the habits associated with the elements in the habit of the game player complement each other's level as opponents. σ 又 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 、 According to this configuration, it is also possible to use the recent game part', but by using the information of the plurality of game parts, the player's © can be further improved with high precision. Further preferably, the first information obtaining means measures the time required from the start of the predetermined time limit until the player performs the operation, and obtains = average "as the operation speed basic information. According to this configuration, the time required from the start of the restriction to the time when the player performs the operation is used as the habit. The speed is the standard, so that you can directly get the habits related to the speed of the operation. Preferably, the first information acquisition means is in the game of the established number of players 098115640 27 201012524. In the basic information of the above-mentioned operation speed corresponding to the speed of the person (4), the above-mentioned relative ranking of the game in which the second information is obtained by the number of the second information is added to obtain the operation speed and *. According to this configuration, in addition to the information on the speed of absoluteness, information on which the relative speed is less and less information is obtained. Further preferably, the second information acquisition means is provided in the game terminal. According to the configuration and the configuration of the second means of screening, the information on the server side of all the game terminals and the server side of the management of the transmission and reception can be reduced. _ It is also preferable that the above-mentioned battle game is a game for simulating a mahjong. The above-mentioned predetermined time limit is the operation time of the card from the card. The above-mentioned operation speed basic information is required until the operation of the card is completed. Time. According to this configuration, it is possible to accurately obtain the speed information corresponding to the operation by accumulating the time until the operation of taking the card from the card. It is also preferable that the above-mentioned combat opponents select means to place a predetermined number of opponents = placed in the same-game space for the imaginary table of the battle game, since the game is played again. When the player has been placed at the table, it is placed on the table. When the above-mentioned operating speed characteristics are similar to the player who has not been placed on the table, it is placed at the new table. According to this configuration, among the players who are accepted to participate, when the player whose speed characteristic information is similar to each other has been placed on the table, it is placed. The sinuous table ‘ When the player whose speed characteristic information is similar to each other has not been placed on the table by 098115640 28 201012524, it is placed on the new table, so it can be placed on the table in a shorter time. BRIEF DESCRIPTION OF THE DRAWINGS Fig. 1 is a block diagram showing an embodiment of an operational game system of the present invention. Fig. 2 is a perspective view showing an appearance of an embodiment of a game terminal device. Fig. 3 is a view showing a hardware configuration of an embodiment of a game terminal device. Fig. 4 is a view showing the functional configuration of a control unit of the game terminal device. Fig. 5 is a view showing a hardware configuration of an embodiment of the server device of the present invention. Fig. 6 is a view showing the functional configuration of a control unit of the server device. Fig. 7 is a flowchart showing an example of the operation of the game terminal device. Fig. 8 is a diagram showing an example of a face-to-face view of the battle situation. Fig. 9 is a flow chart showing an example of performing a selection process of a competitor by a selected portion of the server device. Q [Description of main component symbols] 1 Game terminal device (game device) 2 Router 3 Server device 11 Monitor 11a Touch panel 12 Speaker 13 Card reader 098115640 29 201012524 14 Coin accepting unit 16, 36 Control unit 18: 38 network communication unit 111 tracing processing unit 121 voice reproduction unit 161 ' 361 CPU 161a reception processing unit (receiving means) 161b game progress control unit 161c video display processing unit 161d game player competition control unit 161e score processing unit 161f operation speed basis Information acquisition unit (first) information acquisition means) 161g operation speed characteristic information acquisition unit (the second information acquisition means) 161h communication control unit 161i internal timer 162, 362 RAM 162a halfway through the information storage unit 162b game history storage unit 162c Operating speed basic information storage unit 163, 363 ROM 171 External input/output control unit 172 External device control unit 098115640 30 201012524

361a 361b 361c 362a 362b 362c 500 501 502 503 504 506 507 接受部 選定部(對戰對手選定手段) 通信控制部 玩家資訊記憶部 履歷記憶部 操作速度資訊記憶部(記憶手段) 對戰晝面區域 玩家之手牌 對戰者之手牌 牌山 出牌 按紐 長時間考慮按钮361a 361b 361c 362a 362b 362c 500 501 502 503 504 506 507 Accepting part selection unit (competing opponent selection means) Communication control part player information memory part history memory part operation speed information memory part (memory means) Battle face area player's hand The player's hand card card is pressed for a long time to consider the button

098115640 31098115640 31

Claims (1)

201012524 七、申請專利範圍: 1. 一種對戰遊戲系統,其具備有: 複數個遊戲終端機(terminal)’經由網路而彼此間授受各 玩家之操作資訊’以進行對戰遊戲’該操作按照既定序 而重覆進行;及 伺服器,連接於上述網路,以針對每個玩家而管理邀 遊戲有關之玩家資訊; ^ 而上述各遊戲終端機具備有: 接受手段,接受玩家參加對戰遊戲;及 第1資訊取得手段,用以取得與玩家在既定限制時間内的 各操作速度相關聯的操作速度基礎f訊,該操作按照既 順序而依次進行; & 而 ❹ ❿ 上述伺㈣具㈣_自上料戲終職轉上述 速度基礎資訊而針對每個玩家記憶該:#訊之記憶手段、 上述遊戲終職及上述聽器之—者具備㈣ 憶於上述域手段之每贿家之上㈣作速度料資^己 求出每個玩家之操作速度特徵資訊的第2 f訊取得手尸 上述飼服器具備有用以自上述接受手段所接受之表又’ 戰遊戲之玩家中,選定由上述第-對 择作祙声胜外·忽 凡取付手焱求出之上述 '、、A特徵資職此相近㈣玩諸 對戰對手敎手段。 對手之 2.如申請專利範圍第1項之對戰遊戲系統,其中, 098115640 32 201012524 上述記憶手段記憶既定數最近遊戲之上述操作速度基礎 資訊。 ' 3.如申請專利範圍第i或2項之對戰遊戲系統,其中, 上述第1資訊取得手段對自上述既定限制時間之開始至 玩豕進行操作為止之各時限(time s_)進行計測,以求出 該等時限之平均時間作為上述操作速度基礎資訊。 4.如申請專利範圍第丨至3項# —項之對戰遊戲系統, 上述第1資訊取得手段於既定數之複數玩家對戰遊戲 中’求出與每讀戰軸之上述岐數之她轉的速度相 /關的相對名讀為上_作速度祕資訊,上料2資訊取 得手段累計最近既定數之遊戲的上述相對名次以求出操作 速度特徵資訊。 至4項中任一項之對戰遊戲系統, 5·如申請專利範圍第 ❹其中’ 上述遊戲終端機具傷有該第 6.如申請專利範圍第丨至5 其中, 2資訊取得手段。 項中任一項之對戰遊戲系統, 上述對戰遊戲係模擬麻將 种之遊戲’上述既定限制時間係自 牌山(draw pile)取牌之操 資訊係直至自爲牌崎縣速度基礎 之刼作、、Ό束為止所需之時間。 申請專麻圍第6項之對戰遊戲系統,其中, 098115640 33 201012524 上述㈣對手狀手段·缝之㈣料安置於假想 桌子’該假想桌子提供進行,戰遊戲於同一遊戲空間, 在被接受參加之玩家之中,當各玩家具有與已被安置於假 想桌子之玩家相近似的上述操作速度特徵資訊之情況時,則 其被安置於該假想桌子,及 當各玩家具有與尚未被安置於假想桌子之玩家相近似的 上述操作速度特徵資狀情科,财被安置於新的假想桌 子。 8· -種對戰賴祕巾之對觀手敎綠,具備有:複 數個遊戲終端機,經由網路而彼此間授受各玩家之操作資訊 以進行對戰遊戲,該操作按照既定之時序而重覆進行;及飼 服器’連接於上述,以針對每個玩家而管理與對戰遊戲 有關之玩豕資訊;上述方法包含. 上述遊戲終端機之第1資訊取得手段,用以取得與玩家在 既定限制時間内之各操作速度相關聯的操作速度基礎資 訊,該操作按照既定之順序而依次進行; 上述飼服器之記憶手段,自上述遊戲終端機取得上述操作 速度基礎資訊而針對每個玩家記憶該資訊; ' 上述遊戲終端機之接受手段’接受玩家參加對戰遊戲; 上述遊戲終端機或上述伺服器之一者之第2資訊取得手 段,根據記憶於上述記财段之每個玩家之上述操作速度基 礎資訊,而求出每個玩家之操作速度特徵資訊;及 又土 098115640 34 201012524 上述伺服器之對戰對手選定手段,自上述接受手段所接受 之參加對戰遊戲之玩家中,選定由上述第2資訊取得手段所 求出之操作速度特徵資訊彼此相近似的玩家彼此間作為對 戰對手。201012524 VII. Patent application scope: 1. A competition game system, which is provided with: a plurality of game terminals (terminals) mutually imparting operation information of each player to each other via the network to perform a competition game. Repeatedly; and a server connected to the network to manage player information related to the game for each player; ^ and the above game terminals have: receiving means, accepting players to participate in the game; and 1 means for obtaining information, which is used to obtain an operation speed basis associated with each operation speed of the player within a predetermined time limit, and the operation is sequentially performed in the same order; & ❹ ❿ the above-mentioned servo (four) (four) _ from the top The final game of the game is transferred to the above-mentioned speed basic information and is recorded for each player: #记忆的记忆方法, the above-mentioned game's final position and the above-mentioned listeners - (4) Recalling the above-mentioned domain means (4) The second source of the information on the speed of each player's operation speed is obtained. The above-mentioned feeding device is useful to accept the hand from above. Among the players who accepted the watch and the game, the above-mentioned choices were selected from the above-mentioned choices, and the above-mentioned ', A features are similar. (4) Play against opponents . 2. The opponent's game system, such as the patent application scope item 1, wherein 098115640 32 201012524 the above memory means to memorize the basic information of the above-mentioned operation speed of the recent game. 3. The competition game system of claim i or 2, wherein the first information acquisition means measures each time limit (time s_) from the start of the predetermined time limit to the operation of the game, The average time of the equal time limits is obtained as the basic information of the above operation speed. 4. If the application of the patent range 丨 丨 3 # # # # # # # # # # # , , , , , , 第 第 第 第 第 第 第 第 第 第 第 第 第 第 第 第 第 第 第 第 第 第 第 第 第 第 第 第The relative name of the speed phase/off is read as the upper speed information, and the loading information acquisition means accumulates the above relative ranking of the game of the most recent predetermined number to obtain the operation speed characteristic information. To the game system of any of the four items, 5, if the scope of the patent application is ❹, where the above-mentioned game terminal equipment is injured, the sixth paragraph, such as the patent application range 丨 to 5, 2 means of obtaining information. In the battle game system of any one of the items, the above-mentioned battle game is a game of simulating the mahjong kind. The above-mentioned set time limit is the operation information of the draw pile from the draw pile until it is the basis of the speed of the Kaisaki County. The time required until the end. Apply for the game system of the 6th item of the special Ma Wei, 098115640 33 201012524 The above (4) The opponent's means and the seam (4) are placed on the imaginary table. The imaginary table is provided, and the game is played in the same game space. Among the players, when each player has the above-mentioned operation speed characteristic information similar to the player who has been placed on the imaginary table, it is placed on the imaginary table, and when each player has and has not been placed on the imaginary table The above-mentioned operating speed characteristics of the player are similar to the character traits, and the money is placed on the new imaginary table. 8· - A kind of confrontational sacred towel, with a number of game terminals, through the network and each other to receive the operation information of each player to play the game, the operation is repeated according to the established timing And the feeding device is connected to the above to manage the playing information related to the competition game for each player; the above method includes: the first information obtaining means of the game terminal to obtain the predetermined restriction with the player The basic information of the operation speed associated with each operation speed in time, the operation is sequentially performed in a predetermined order; the memory means of the above-mentioned feeding device obtains the basic information of the operation speed from the game terminal and memorizes for each player The information receiving means of the above-mentioned game terminal accepts the player to participate in the competition game; Basic information, and find the information of each player's operating speed characteristics; and also soil 098115640 34 201012524 Among the players participating in the competition game received by the above-mentioned receiving means, the players selected by the above-mentioned receiving means select the players whose operating speed characteristic information obtained by the second information obtaining means are similar to each other as the opponent. 098115640 35098115640 35
TW098115640A 2008-05-12 2009-05-12 Match game system and opponent selection method in match game system TW201012524A (en)

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