TW201103614A - Game system, lobby server device, game terminal - Google Patents
Game system, lobby server device, game terminal Download PDFInfo
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- TW201103614A TW201103614A TW099109902A TW99109902A TW201103614A TW 201103614 A TW201103614 A TW 201103614A TW 099109902 A TW099109902 A TW 099109902A TW 99109902 A TW99109902 A TW 99109902A TW 201103614 A TW201103614 A TW 201103614A
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
- A63F13/352—Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/48—Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/77—Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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
- A63F2300/51—Server architecture
- A63F2300/513—Server architecture server hierarchy, e.g. local, regional, national or dedicated for different tasks, e.g. authenticating, billing
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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
- A63F2300/55—Details of game data or player data management
- A63F2300/5593—Details of game data or player data management involving scheduling aspects
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/636—Methods for processing data by generating or executing the game program for controlling the execution of the game in time involving process of starting or resuming a game
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Business, Economics & Management (AREA)
- Computer Security & Cryptography (AREA)
- General Business, Economics & Management (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
- Telephonic Communication Services (AREA)
Abstract
Description
201103614 六、發明說明: 【發明所屬之技術領域】 本發明係關於包含複數遊戲終端的群組使用於1個遊 玩動作之多人參加型線上遊戲(Multiplayer Online Game )相關之遊戲終端的群組化技術。 【先前技術】 公知有複數遊戲終端個別從複數多人參加型線上遊戲 中選擇1個遊戲之外,大廳伺服器裝置將選擇相同遊戲之 遊戲終端加以群組化的遊戲系統。另一方面,於日本專利 第3 73 〇248號公報(圖5)揭示有於錦標賽形式的晉級賽中 ,無關於晉級賽的階段而進行對戰對手之匹配的技術。 【發明內容】 [發明所欲解決之課題] 於前述之遊戲系統,有相對於遊戲終端的數量,可選 擇之遊戲的數量變多的話,則群組化所需之時間會變長之 缺點》在此,於前述之遊戲系統,適用日本專利第 3 73 0 2 48號公報所揭示之技術,構築無關於在遊戲終端選 擇之遊戲,進行遊戲終端之群組化的遊戲系統。但是,在 此遊戲系統中,即使相對於遊戲終端的數量,可選擇之遊 戲的數量變多,群組化所需之時間也不會變長,但是,會 出現被迫使參加與選擇之遊戲不同之遊戲的遊玩之玩家。 爲了解決前述課題,本發明的課題係於複數多人參加 -5- 201103614 型線上遊戲相關之遊戲系統中,不延長群組化所需之時間 ,且將被強迫參加與選擇之遊戲不同之遊戲的遊玩之玩家 的發生機率抑制爲較低。 [用以解決課題之手段] 本發明提供一種遊戲系統(第1樣態),係具備複數 可執行遊戲程式的遊戲終端之同時,具備將前述複數遊戲 終端按照2以上的規定數進行群組化而組成複數群組,將 前述複數群組個別與遊戲建立對應的大廳伺服器裝置,屬 於前述複數群組個別之所有遊戲終端被使用於對應其群組 的遊戲之遊玩的遊戲系統’其特徵爲:前述複數遊戲終端 係分別具備:操作部;選擇部,係依據前述操作部的操作 ,從複數遊戲選擇其一;及選擇資料發送部,係將表示前 述選擇部之選擇結果的選擇資料,發送至前述大廳伺服器 裝置;前述大廳伺服器裝置係具備:選擇資料接收部,係 可從前述複數遊戲終端個別接收前述選擇資料;群組化部 ,係將被前述選擇資料接收部接收之前述選擇資料的發送 來源之遊戲終端,依前述選擇資料的到達順序,按照前述 規定數來進行群組化而組成複數群組,在每次的群組化中 ,依據組成之群組相關之前述規定數的選擇資料,特定1 個遊戲,並將特定之遊戲與前述組成之群組建立對應;計 數部’係使用前述選擇資料’計算前述複數遊戲個別的選 擇次數;預定資料產生部’係依據被前述計數部計算之選 擇次數,產生將選擇次數最多之遊戲與預定期間建立對應 -6- 201103614 的預定資料;及預定資料發送部,係將前述預定資料發送 至前述複數遊戲終端個別;前述複數遊戲終端係更分別具 備:預定資料接收部,係從前述大廳伺服器裝置接收前述 預定資料;及資訊輸出部,係依據前述預定資料,輸出催 促前述預定期間之對應前述預定期間的遊戲之選擇的資訊 〇 在此遊戲系統,於大廳伺服器裝置中,依選擇資料的 到達順序,遊戲終端按照規定數而被群組化。亦即,進行 不依存於遊戲選擇之到達順序的群組化。於不依存於遊戲 選擇之到達順序的群組化,有即使相對於遊戲終端的數量 ,可選擇之遊戲的數量變多,群組化所需之時間也不會變 長之優點,與可能產生被強迫參加與選擇之遊戲不同之遊 戲的遊玩之玩家之缺點。但是,在此遊戲系統,因爲於遊 戲終端中,會催促預定期間之對應該當預定期間的遊戲之 選擇,故理解進行不依存於遊戲選擇之到達順序的群組化 之狀況的人,可掌握於預定期間中即使選擇對應該當預定 期間之遊戲以外的遊戲,也會被迫使參加對應該當預定期 間之遊戲的遊玩之機率較高之狀況。因爲掌握此狀況的人 於預定期間中選擇對應該當預定期間之遊戲以外的遊戲之 機率非常低,故在預定期間,對應該當預定期間之遊戲被 選擇的機率會變高。結果,被迫使參加與選擇之遊戲不同 之遊戲的遊玩之玩家的產生機率被抑制爲較低。亦即,依 據此遊戲系統,可不使群組化所需時間延長,將被迫使參 加與選擇之遊戲不同之遊戲的遊玩之玩家的產生機率抑制 201103614 爲較低。 於第1樣態之遊戲系統中,亦可爲(第2樣態):前 預定期間係爲複數;前述複數預定期間係相互不重疊;. 述計數部所計算之選擇次數係相互不重疊之複數計數 間個別之前述複數遊戲個別的選擇次數;前述複數計數 間與前述複數預定期間係分別對應;前述預定資料,係 前述複數預定期間個別與對應其預定期間的計數期間之 擇次數最多的遊戲建立對應之資料;前述資訊輸出部所 出之資訊,係催促前述複數預定期間個別之對應其預定 間的遊戲之選擇的資訊。 在第2樣態之遊戲系統,複數預定期間個別,與於 應其預定期間的計數期間中選擇次數最多的遊戲建立對 ,於遊戲終端中,催促複數預定期間個別之對應其預定 間的遊戲之選擇,故各預定期間之遊戲終端的使用者是 想參加對應其預定期間的遊戲之遊玩的人之機率非常低 所以,依據此遊戲系統,可充分減少放棄參加所希望之 戲的遊玩之人。 於第1樣態之遊戲系統中,亦可爲(第3樣態):前 預定期間係爲複數;前述複數預定期間係相互不重疊; 述計數部所計算之選擇次數,係相互不重疊之複數計數 間個別之前述複數遊戲個別的選擇次數;前述複數計數 間與前述複數預定期間係分別對應;前述預定資料產生 ,係依據被前述計數部計算之選擇次數’產生將前述複 預定期間個別與對應其預定期間的計數期間之選擇次數 述 ,Λ./. 刖 期 期 將 選 輸 期 對 應 期 不 Ο 遊 述 刖 期 期 部 數 最 -8 - 201103614 多的遊戲建立對應之資料,在前述複數遊戲包含並未與前 述複數預定期間任一建立對應的遊戲時’以前述複數遊戲 個別與前述複數預定期間中任一建立對應之方式變更前述 資料,將該當變更之資料設爲前述預定資料’其他狀況則 將前述資料設爲前述預定資料;前述資訊輸出部所輸出之 資訊,係催促前述複數預定期間個別之對應其預定期間的 遊戲之選擇的資訊。 在第3樣態之遊戲系統,原則上,複數預定期間個別 ,與於對應其預定期間的計數期間中選擇次數最多的遊戲 建立對應,於遊戲終端中,催促複數預定期間個別之對應 其預定期間的遊戲之選擇。但是’於複數計數期間任一中 也不存在有成爲最多之遊戲時’此遊戲會與複數預定期間 任一建立對應。因此’依據此遊戲系統’可不減少實際上 可選擇之遊戲的數量’而減少放棄參加所希望之遊戲的遊 玩之人。 於第1樣態之遊戲系統中,亦可爲(第4樣態):於前 述預定期間,係有第1預定期間(較長之第1預定期間), 與比前述預定期間短的第2預定期間(較短之第2預定期間 );前述第1預定期間與前述第2預定期間,係相互不重疊 ;前述預定資料’係將選擇次數最多的第1遊戲與前述第1 預定期間建立對應之同時’將與前述第1遊戲不同之第2遊 戲與前述第2預定期間建立對應的資料;前述資訊輸出部 所輸出之資訊,係催促前述第1預定期間之前述第1遊戲的 選擇之同時’催促前述第2預定期間之前述第2遊戲的選擇 -9- 201103614 之資訊。在第4樣態之遊戲系統,催促選擇機率較高之第1 遊戲的選擇之第1預定期間比催促選擇機率較低之第2遊戲 的選擇之第2預定期間長。所以,依據此遊戲系統,可減 少放棄參加所希望之遊戲的遊玩之人。 於第1樣態之遊戲系統中,亦可爲(第5樣態):前述 遊戲終端,係於前述預定期間中,禁止對應前述預定期間 的遊戲以外之遊戲的選擇。依據第5樣態之遊戲系統,因 爲於預定期間中,對應該當預定期間的遊戲以外之遊戲不 會被選擇,故可實現完全沒有被迫使參加與選擇之遊戲不 同之遊戲的遊玩之玩家。又,於此相同,於第2及第3樣態 之遊戲系統中,亦可爲(第6及第7樣態):前述遊戲終端 ,係於前述複述預定期間個別中,禁止對應其預定期間的 遊戲以外之遊戲的選擇。 於第1至第7樣態之遊戲系統中,亦可爲··前述群組化 部,係於每次的群組化中,從前述組成之群組相關之前述 規定數的選擇資料中隨機選擇其一,並將選擇之選擇資料 所示之遊戲與前述組成之群組建立對應。作爲依據選擇資 料來特定與組成之群組建立對應的遊戲之樣態,除此之外 也有藉由多數決定來特定之樣態。但是,在此樣態,有無 關於一部份之遊戲選擇的內容,關於參加之遊玩的遊戲會 被特定之虞。例如,規定數是3之狀況中,在兩個選擇資 料被選擇資料接收部接收,而該等選擇資料都表示1個遊 戲時,即使剩下1個選擇資料表示任何種遊戲,被組成之 群組都會與已經接收之兩個選擇遊戲所示之遊戲建立對應 10 - 201103614 。亦即,無關於第3個選擇資料所示之遊戲,關於參加之 遊玩的遊戲會被特定。相對於此,在此遊戲系統,因爲組 成之群組,與從規定數的選擇資料中隨機選擇之1個選擇 資料所示之遊戲建立對應,故沒有關於參加之遊玩的遊戲 無關於遊戲選擇的內容而被特定之虞。又,在此遊戲系統 ,因爲表示相同遊戲的選擇遊戲越多,該當遊戲的選擇機 率也越高,故可減少被迫使參加與選擇之遊戲不同之遊戲 的遊玩之玩家。 於第1至第7樣態之遊戲系統中,亦可爲:前述複數遊 戲終端,係分散配置於複數遊戲場所;前述群組化部,係 於每次的群組化中,在配置有前述組成之群組相關之前述 規定數的遊戲終端之遊戲場所的數量是1時’則從前述組 成之群組相關之前述規定數的選擇資料中隨機選擇其一’ 並將選擇之選擇資料所示之遊戲與前述組成之群組建立對 應;前述群組化部,係於每次的群組化中’在配置有前述 組成之群組相關之前述規定數的遊戲終端之遊戲場所的數 量是2以上時,則將前述2以上的遊戲場所個別與1個遊戲 建立對應之同時,從前述2以上的遊戲場所中隨機選擇其 一,並將對應選擇之遊戲場所的遊戲與前述組成之群組建 立對應。 在此遊戲系統,因爲組成之群組’與從規定數的選擇 資料中隨機選擇之1個選擇資料所示之遊戲’或從2以上的 遊戲場所隨機選擇之1個遊戲場所所對應之遊戲建立對應 ,故沒有無關於遊戲選擇的內容而關於參加之遊玩的遊戲 -11 - 201103614 被決定之虞。又,在此遊戲系統,因爲於每次的群組化中 ,組成之群組與配置有關於此群組之規定數的遊戲終端中 的多數之遊戲場所所對應之遊戲建立對應的機率’相等於 與配置少數之遊戲場所所對應之遊戲建立對應的機率,故 可迴避利用被配置之遊戲終端的數量較少之遊戲場所的人 及利用相同遊戲場所的朋友較少的人不利之事態。再者’ 群組化部係於每次的群組化中,依據組成之群組相關之規 定數的選擇資料中從配置於其遊戲場所的遊戲終端發送之 選擇資料,藉由多數決定或隨機選擇與遊戲場所建立對應 之遊戲爲佳。 又,本發明提供一種大廳伺服器裝置’係具備複數可 執行遊戲程式之遊戲終端的遊戲系統之大廳伺服器裝置, 其特徵爲:前述複數遊戲終端,係作爲各爲2以上之規定 數的群組而被群組化;屬於前述群組之所有遊戲終端,係 被使用於與其群組建立對應之遊戲的遊玩;該當大廳伺服 器裝置係具備··選擇資料接收部,係可從前述複數遊戲終 端個別,接收表示前述遊戲的玩家所選擇之複數遊戲中任 一的選擇資料;群組化部,係將被前述選擇資料接收部接 收之前述選擇資料的發送來源之遊戲終端,依前述選擇資 料的到達順序,按照規定數來進行群組化而組成複數群組 ,在每次的群組化中,依據組成之群組相關之前述規定數 的選擇資料,特定1個遊戲,並將特定之遊戲與前述組成 之群組建立對應;計數部,係使用前述選擇資料,計算前 述複數遊戲個別的選擇次數;預定資料產生部,係依據被 -12- 201103614 前述計數部計算之選擇次數,產生將選擇次數最多之遊戲 與預定期間建立對應的預定資料;及預定資料發送部,係 將前述預定資料發送至前述複數遊戲終端個別,於接收該 當預定資料的遊戲終端中,依據該當預定資料來輸出資訊 。依據此大廳伺服器裝置,可構築第1樣態的遊戲系統。 又,本發明提供一種遊戲終端,係具備複數可執行遊 戲程式的遊戲終端之同時,具備將前述複數遊戲終端按照 2以上的規定數進行群組化而組成複數群組,將前述複數 群組個別與遊戲建立對應的大廳伺服器裝置,屬於前述複 數群組個別之所有遊戲終端被使用於對應其群組的遊戲之 遊玩的遊戲系統之遊戲終端,其特徵爲具備:操作部;選 擇部,係依據前述操作部的操作,從複數遊戲選擇其一; 選擇資料發送部,係將表示前述選擇部之選擇結果的前述 選擇資料,發送至前述大廳伺服器裝置;預定資料接收部 ,係從前述大廳伺服器裝置,接收將選擇次數最多之遊戲 與預定期間建立對應的預定資料;及資訊輸出部,係依據 前述預定資料,輸出催促前述預定期間之對應前述預定期 間的遊戲之選擇的資訊。依據此遊戲終端’可構築第1樣 態的遊戲系統。 【實施方式】 以下,一邊參照圖面一邊針對本發明的一實施形態加 以說明。但是,本發明係不限定於以下所述之實施形態, 技術範圍也包含可將此實施形態加以變形所得之各種變形 -13- 201103614 例及應用例" 圖1係揭示關於本發明之一實施形態的遊戲系統100之 整體構造的區塊圖。如此圖所示,遊戲系統100係具備複 數遊戲終端A1〜A3、B1〜B3 ' C1〜C3、…與大廳伺服器 裝置40。複數遊戲終端A1〜A3、B1〜B3、C1〜C3'…係 分別分散配置於遊戲場所A、B、C、…。各遊戲場所係例 如讓來訪者收費使用遊戲終端的店舖,於各遊戲場所設置 有路由器20。各遊戲終端係可使用於複數遊戲(圖14所示 之4個遊戲GA、GB、GC及GD)之遊玩,介由設置於配置 有該當遊戲終端之遊戲場所的路由器20,連接於網際網路 等的網路10。 大廳伺服器裝置40係將複數遊戲終端A1〜A3、B1〜 B3、C1〜C3、…依後述之選擇資料的到達順序,按照規 定數(3 )進行群組化而組成複數群組,並將各群組與複 數遊戲GA、GB、GC及GD中1個遊戲建立對應者,介由路 由器30而連接於網路10»各遊戲終端係介由網路10而可與 伺服器裝置40及其他遊戲終端進行通訊。複數遊戲GA、 GB、GC及GD係分別依每一群組進行遊玩,1個遊玩動作 中使用屬於與其遊戲建立對應之1個群組的所有遊戲終端 之遊戲,換句話說,屬於該當1個群組之所有遊戲終端的 使用者參加該當1個遊玩動作之多人參加型線上遊戲( multiple-player participation type on-line game )。 圖2係揭示遊戲終端A1之電性構造的區塊圖。其他遊 戲終端也相同地構成。如此圖所示’遊戲終端A 1係具備 -14- 201103614 CPU ( Central Processing Unit ) 200、RAM ( random access memory) 201、ROM ( read only memory ) 202、通 訊介面203、顯示裝置21、操作部230、硬幣感測器260。 CPU20 0係介由匯流排而與其他構成要素連接,作爲 控制中樞而作用。RAM201係使用於CPU200的作業區域。 於ROM2 02係記憶使遊戲終端進行包含遊玩處理之客戶端 處理的遊戲程式。關於該等處理的內容係於後說明。此遊 戲程式係在遊戲終端A1的啓動時被CPU200讀出並執行。 亦即,遊戲終端A 1係可執行遊戲程式的遊戲終端。再者 ,於遊戲終端A1具備硬碟及DVD等之記憶裝置,使此記憶 裝置記憶遊戲程式等亦可。 通訊介面2〇3係在CPU2〇0控制下,遵從特定通訊協定 ,在與路由器20之間進行通訊。顯示裝置21係CRT ( cathode ray tube )、液晶顯示裝置、電漿顯示器或其他適 切的畫像顯示裝置。操作部23 0係被人操作者,具備被遊 戲終端A1的使用者(玩家)操作之操作子,輸出因應操 作子之操作的操作訊號。作爲操作部23 0具備之操作子, 可例示按鍵、把手(handle )、踏板(pedal )。硬幣感測 器26 0係將硬幣被投入至設置於遊戲終端A1的硬幣插入口 (省略圖示)通知CPU200。 圖3係揭示大廳伺服器裝置40之電性構造的區塊圖。 如此圖所示,大廳伺服器裝置40係具有CPU400、硬碟401 、RAM402、ROM403及通訊介面404。RAM402係使用於 CPU4〇0的作業區域。於硬碟401係記憶有使大廳伺服器裝 -15- 201103614 置40進行群組化處理、預定資料產生處理、預定資料遞送 處理的控制程式。關於該等處理的內容係於後說明。 於RAM402係記憶條目清單EL與選擇履歷清單SL。於 條目清單EL係登記有等待群組化結束之遊戲終端的通訊 位址與來自該當遊戲終端之選擇資^料的組合。在不存在等 待群組化結束的遊戲終端之狀態下,條目清單E L則爲空 白。於選擇履歷清單SL係登記有從複數遊戲終端A1〜A3 、B1〜B3、C1〜C3、…個別接收之選擇資料與表示該當 選擇資料之接收時刻的接收時刻資料的組合。在未接收選 擇資料之狀態下,選擇履歷清單SL則爲空白。 又,於ROM403係記憶有開機程式(boot program) 等。此開機程式係在大廳伺服器裝置40的啓動時被 CPU400讀出並執行。藉此,CPU400係從硬碟401讀出控制 程式並加以執行。通訊介面404係在CPU400控制下,遵從 特定通訊協定,在與路由器3 0之間進行通訊。 圖4係揭示遊戲系統100之群組化之一例的圖。在此範 例,遊戲終端Al、B1及C2屬於群組G1,遊戲終端A2、A3 及B2屬於群組G2,遊戲終端B3' C1及C3屬於群組G3。所 以,遊戲終端Al、B1及C2係使用於與群組G1建立對應之 遊戲的1個遊玩動作,遊戲終端A2、A3及B2係使用於與群 組G2建立對應之遊戲的1個遊玩動作,遊戲終端B3、C1及 C3係使用於與群組G3建立對應之遊戲的1個遊玩動作。 圖5係揭示遊戲系統1 00的群組化處理之動作例的序列 圖。此範例係從不存在等待群組化結束的遊戲終端之狀態 -16- 201103614 (條目清單EL是空白之狀態)到組成圖4的群組G2時者, 在此範例中’要求群組化的群組化要求首先從遊戲終端 A2被發送至大廳伺服器裝置40 (si),接著從遊戲終端 A3被發送至大廳伺服器裝置40 ( s3 ),又接著從遊戲終端 B2被發送至大廳伺服器裝置40 ( s5 )。 群組化要求係包含發送來源之遊戲終端的通訊位址, 與表示在此遊戲終端從複數遊戲GA、GB、GC及GD中選 擇之1個遊戲的選擇資料。包含於各遊戲終端之群組化要 求的通訊位址係如圖6所示,包含識別複數路由器20、20 、20、…個別的路由器識別部,與識別連接於各路由器之 複數遊戲終端個別的遊戲終端識別部。201103614 VI. Description of the Invention: [Technical Field] The present invention relates to grouping of game terminals related to a multiplayer Online Game for a group of a plurality of game terminals including a plurality of game terminals. technology. [Prior Art] It is known that a plurality of game terminals individually select one game from a plurality of multiplayer online games, and the lobby server device selects a game system in which game terminals of the same game are grouped. On the other hand, Japanese Patent No. 3 73 248 (Fig. 5) discloses a technique for matching opponents in the promotion stage of the tournament form without regard to the stage of the promotion. [Problem to be Solved by the Invention] In the foregoing game system, if the number of games that can be selected is increased with respect to the number of game terminals, the time required for grouping becomes long. Here, in the game system described above, the technique disclosed in Japanese Patent No. 3 73 0 2 48 is applied, and a game system in which a game selected by a game terminal is not involved and a group of game terminals is grouped is constructed. However, in this game system, even if the number of games that can be selected is increased with respect to the number of game terminals, the time required for grouping does not become long, but there is a case that it is forced to participate in a game different from the selected game. The game of the game player. In order to solve the above problems, the subject of the present invention is that a plurality of people participate in the game system related to the online game of the -5-201103614 type, and the time required for the grouping is not extended, and the game that is forced to participate in the game different from the selected game is forcibly participated. The probability of occurrence of the player of the game is lower. [Means for Solving the Problem] The present invention provides a game system (first aspect), which is characterized in that a game terminal having a plurality of executable game programs is provided, and the plurality of game terminals are grouped by two or more predetermined numbers. And the hall server device that constitutes the plural group and the plurality of groups are individually associated with the game, and the game system that belongs to the game of the game corresponding to the group of all the game terminals of the plurality of groups is characterized in that Each of the plurality of game terminals includes: an operation unit; the selection unit selects one of the plurality of games based on the operation of the operation unit; and the selection data transmission unit transmits the selection data indicating the selection result of the selection unit. The lobby server device includes: a selection data receiving unit that can receive the selection data individually from the plurality of game terminals; and a grouping unit that receives the selection by the selection data receiving unit The game terminal from which the data is sent, according to the order of arrival of the selected data, press The predetermined number is grouped to form a plurality of groups, and in each grouping, a specific game is specified according to the predetermined number of selection data related to the group of the composition, and the specific game and the aforementioned composition are combined. The group is associated with each other; the counting unit 'calculates the number of selections of the plurality of games individually using the selection data'; the predetermined data generation unit generates the game with the most selection times and the predetermined period based on the number of selections calculated by the counting unit Establishing a predetermined data corresponding to -6-201103614; and a predetermined data transmitting unit that transmits the predetermined data to the plurality of game terminals; the plurality of game terminals further includes: a predetermined data receiving unit, which is from the lobby server device Receiving the predetermined data; and the information output unit outputs, according to the predetermined data, information for prompting the selection of the game corresponding to the predetermined period in the predetermined period, in the game system, in the lobby server device, according to the arrival of the selected data In the order, the game terminals are grouped according to the prescribed number. That is, grouping is performed that does not depend on the order of arrival of the game selection. In the grouping that does not depend on the order of arrival of the game selection, there is an advantage that even if the number of games that can be selected is increased relative to the number of game terminals, the time required for grouping does not become long, and may occur. The shortcomings of players who are forced to participate in games that are different from the game of choice. However, in this game system, since the game terminal is urging the selection of the game corresponding to the predetermined period in the predetermined period, it is understood that the person who does not depend on the grouping state of the arrival order of the game selection can grasp Even if a game other than the game for the predetermined period is selected during the predetermined period, it is forced to participate in a situation in which the chance of play of the game corresponding to the predetermined period is high. Since the probability that a person who has grasped the situation selects a game other than the game for a predetermined period during the predetermined period is very low, the probability that the game corresponding to the predetermined period is selected will become high during the predetermined period. As a result, the probability of the player who is forced to participate in the game of the game different from the selected game is suppressed to be low. That is, according to the game system, the generation probability of the player who is forced to participate in the game different from the selected game is not lower, and the probability of the player who is forced to participate in the game different from the selected game is lower. In the game system of the first aspect, the second predetermined state may be: the predetermined period is plural; the plurality of predetermined periods are not overlapped with each other; and the number of selections calculated by the counting unit does not overlap each other. The plurality of individual selection times of the plurality of game games; the plurality of counts are respectively associated with the plurality of predetermined periods; and the predetermined data is a game in which the plurality of predetermined periods are individually selected and the count period corresponding to the predetermined period is the most frequently selected. The corresponding information is created; the information outputted by the information output unit is information for urging the selection of the game corresponding to the predetermined game between the plurality of predetermined periods. In the game system of the second aspect, the plurality of predetermined periods during the predetermined period of the predetermined period are established, and in the game terminal, the game corresponding to the predetermined period is individually urged during the predetermined period. Since the user of the game terminal of each predetermined period is very likely to participate in the game of the game corresponding to the predetermined period, the game system can sufficiently reduce the number of people who have abandoned the game of the desired game. In the game system of the first aspect, the (third mode) may be: the predetermined period is plural; the plurality of predetermined periods are not overlapped with each other; and the number of selections calculated by the counting unit does not overlap each other. The plurality of individual selection times of the plurality of game games; the plurality of counts are respectively associated with the plurality of predetermined periods; and the predetermined data is generated based on the number of selections calculated by the counting unit to generate the predetermined predetermined period Corresponding to the number of selections of the counting period of the predetermined period, Λ./. The period of the selection period is not the same as the period of the selection period. The maximum number of games is -8 - 201103614. When the game includes a game that is not associated with any of the plurality of predetermined periods, the information is changed in such a manner that the plurality of games are individually associated with any of the plurality of predetermined periods, and the changed data is set as the predetermined material. In the case, the foregoing information is set as the predetermined data; the information output by the information output unit, Individual its information corresponding to the selected game during a predetermined period of the plurality of predetermined urging. In the game system of the third aspect, in principle, the plurality of predetermined periods are individually associated with the game having the most number of selections in the count period corresponding to the predetermined period, and in the game terminal, the plurality of predetermined periods are urged to correspond to the predetermined period. The choice of the game. However, when there is no game that has become the most in any of the plural counting periods, the game will be associated with any of the plurality of predetermined periods. Therefore, the person who quits the game of the desired game can be reduced by the fact that the game system can reduce the number of games that are actually selectable. In the game system of the first aspect, the fourth predetermined state may be the first predetermined period (longer first predetermined period) and the second shorter than the predetermined period. a predetermined period (shorter second predetermined period); the first predetermined period and the second predetermined period do not overlap each other; and the predetermined material 'corresponds to the first game having the most selection times corresponding to the first predetermined period At the same time, 'the second game different from the first game is associated with the second predetermined period of time; and the information outputted by the information output unit urges the selection of the first game in the first predetermined period. 'Improve the selection of the aforementioned second game in the second predetermined period -9- 201103614. In the game system of the fourth aspect, the first predetermined period in which the selection of the first game having a higher probability of selection is urged is longer than the second predetermined period in which the selection of the second game having the lower selection probability is prompted. Therefore, according to this game system, it is possible to reduce the number of people who have abandoned the game of the desired game. In the game system of the first aspect, the fifth game mode may be: wherein the game terminal prohibits selection of a game other than the game in the predetermined period in the predetermined period. According to the game system of the fifth aspect, since the game other than the game for the predetermined period is not selected during the predetermined period, the player who is not forced to participate in the game different from the selected game can be realized. Further, in the game system of the second and third aspects, the game system may be (the sixth and seventh aspects): the game terminal is prohibited from being in the predetermined period of time. The choice of games other than games. In the game system of the first to seventh aspects, the grouping unit may be randomly selected from the predetermined number of selected materials related to the group of the components in each grouping. Select one and associate the game shown in the selected material with the group of the aforementioned components. As a basis for selecting a game to specify a game corresponding to the group to be composed, there is also a form in which a decision is made by a majority decision. However, in this state, there is no content about a part of the game selection, and the game about participating in the game will be specified. For example, in the case where the prescribed number is 3, when the two selected materials are received by the selected data receiving unit, and the selected materials all represent one game, even if one of the selected materials indicates any kind of game, the group is composed. The group will correspond to the game shown in the two selected games that have been received 10 - 201103614. That is, regardless of the game shown in the third selection material, the game regarding the participation in the game will be specified. On the other hand, in this game system, since the group of the composition is associated with the game indicated by one of the selected materials randomly selected from the predetermined number of selected materials, there is no game related to the game selected for participating in the game. The content is specific. Further, in this game system, since the selection game indicating the same game is more, the selection probability of the game is higher, so that the player who is forced to participate in the game different from the selected game can be reduced. In the game system of the first to seventh aspects, the plurality of game terminals may be distributed in a plurality of game places, and the grouping unit may be arranged in the grouping process. When the number of game places of the game terminal of the predetermined number related to the group is 1 is set, 'the selected one of the predetermined number of pieces related to the group of the composition is randomly selected and the selected material is selected. The game is associated with the group of the aforementioned components; the grouping unit is the number of game places of the game terminals of the predetermined number associated with the group having the aforementioned composition in each grouping. In the above, the game site of the above two or more games is randomly selected from one of the two or more game sites, and one of the two or more game sites is randomly selected, and the game corresponding to the selected game site is established with the group of the aforementioned composition. correspond. In this game system, the group of the composition 'the game shown by one of the selection materials randomly selected from the predetermined number of selection materials' or the game corresponding to one of the game places randomly selected from the game sites of 2 or more is established. Correspondingly, there is no game about the game selection, and the game about participating in the game-11 - 201103614 was decided. Further, in this game system, in each grouping, the group of the components is associated with the game in which the game corresponding to the majority of the game sites of the predetermined number of game groups is arranged. It is equal to the probability of establishing a game corresponding to a game site in which a small number of game places are arranged, so that it is possible to avoid a situation in which a person who uses a small number of game places in which the game terminal is arranged and a person who uses a friend of the same game place are disadvantageous. Furthermore, the 'grouping department' is in each grouping, and the selection data sent from the game terminals arranged in the game place among the selection data related to the group related to the group is determined by a majority or randomly. It is better to choose a game that corresponds to the game venue. Moreover, the present invention provides a hall server device which is a hall server device of a game system including a plurality of game terminals that can execute a game program, wherein the plurality of game terminals are defined as groups of two or more predetermined numbers. Groups are grouped; all game terminals belonging to the aforementioned group are used for play of games corresponding to their groups; the hall server device is provided with a selection data receiving unit, which is available from the aforementioned plurality of games. The terminal individually receives any one of the plurality of games selected by the player indicating the game; the grouping unit is a game terminal that receives the source of the selected material received by the selected data receiving unit, and selects the data according to the selection. The order of arrival is grouped according to a predetermined number to form a plural group, and in each grouping, a specific game is specified according to the selected data related to the group of the group, and the specific one is specified. The game is associated with the group of the aforementioned components; the counting unit calculates the aforementioned plurality of games using the aforementioned selection data. The number of selections; the predetermined data generation unit generates the predetermined data corresponding to the predetermined period by the number of selections calculated by the counting unit of -12-201103614; and the predetermined data transmitting unit, which is the predetermined order The data is sent to the plurality of game terminals individually, and in the game terminal receiving the predetermined data, the information is output according to the predetermined data. According to the hall server device, the game system of the first aspect can be constructed. Furthermore, the present invention provides a game terminal including a plurality of game terminals that can execute a game program, and a plurality of game terminals that are grouped by two or more predetermined numbers to form a plurality of groups, and the plurality of groups are individually A hall server device corresponding to the game, the game terminal belonging to the game system in which all the game terminals of the plurality of groups are used in the game of the game corresponding to the group, and the control terminal includes an operation unit and a selection unit. Selecting one of the plurality of games according to the operation of the operation unit; and selecting the data transmission unit to transmit the selection data indicating the selection result of the selection unit to the lobby server device; the predetermined data receiving unit is from the lobby The server device receives the predetermined data corresponding to the predetermined period of the game with the most selected number of times; and the information output unit outputs information for prompting the selection of the game corresponding to the predetermined period in the predetermined period according to the predetermined data. According to this game terminal, a game system of the first aspect can be constructed. [Embodiment] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. However, the present invention is not limited to the embodiments described below, and the technical scope includes various modifications which can be obtained by modifying the embodiment-13-201103614 and an application example" FIG. 1 discloses an implementation of the present invention. A block diagram of the overall construction of the game system 100 of the form. As shown in the figure, the game system 100 includes the plurality of game terminals A1 to A3, B1 to B3 'C1 to C3, ... and the hall server device 40. The plurality of game terminals A1 to A3, B1 to B3, and C1 to C3' are distributed and arranged in the game places A, B, C, ..., respectively. Each of the game places is, for example, a shop that allows visitors to charge a game terminal, and a router 20 is provided at each game place. Each game terminal can be used for play of a plurality of games (four games GA, GB, GC, and GD shown in FIG. 14), and connected to the Internet via a router 20 installed in a game place in which the game terminal is disposed. Waiting for the network 10. The hall server device 40 groups the plurality of game terminals A1 to A3, B1 to B3, C1 to C3, ... according to the order of arrival of the selected materials described later, and forms a plurality of groups according to a predetermined number (3), and Each group establishes a corresponding game with one of the plurality of games GA, GB, GC, and GD, and is connected to the network 10 via the router 30. Each game terminal is connected to the server device 40 and the like via the network 10. The game terminal communicates. The plural games GA, GB, GC, and GD are played by each group, and one game is played by all the game terminals belonging to one group corresponding to the game, in other words, one of the games. The users of all the game terminals of the group participate in the multiple-player participation type on-line game. 2 is a block diagram showing the electrical configuration of the gaming terminal A1. Other game terminals are also constructed identically. As shown in the figure, the game terminal A 1 includes a -14-03603614 CPU (Central Processing Unit) 200, a RAM (random access memory) 201, a ROM (read only memory) 202, a communication interface 203, a display device 21, and an operation unit 230. , coin sensor 260. The CPU 20 0 is connected to other components via a bus bar and functions as a control hub. The RAM 201 is used in the work area of the CPU 200. The ROM2 02 system memory allows the game terminal to perform a game program including client processing of the game play. The contents of these processes are described later. This game program is read and executed by the CPU 200 at the start of the game terminal A1. That is, the game terminal A 1 is a game terminal that can execute a game program. Further, the game terminal A1 is provided with a memory device such as a hard disk or a DVD, and the memory device may store a game program or the like. The communication interface 2〇3 is in communication with the router 20 under the control of the CPU 2〇0 in compliance with a specific communication protocol. The display device 21 is a CRT (Cathode ray tube), a liquid crystal display device, a plasma display or other suitable image display device. The operation unit 203 is an operator who is operated by the user (player) of the game terminal A1, and outputs an operation signal in response to the operation of the operation unit. As an operation provided in the operation unit 230, a button, a handle, and a pedal can be exemplified. The coin sensor 260 notifies the CPU 200 that the coin is inserted into the coin insertion slot (not shown) provided in the game terminal A1. 3 is a block diagram showing the electrical construction of the hall server device 40. As shown in the figure, the hall server device 40 has a CPU 400, a hard disk 401, a RAM 402, a ROM 403, and a communication interface 404. The RAM 402 is used in the work area of the CPU 4〇0. On the hard disk 401, a control program for causing the hall server to be -15-201103614 to perform grouping processing, scheduled data generation processing, and scheduled data delivery processing is stored. The contents of these processes are described later. The RAM 402 is a memory entry list EL and a selection history list SL. In the entry list EL, a combination of the communication address of the game terminal waiting for the end of the grouping and the selection resource from the game terminal is registered. In the state where there is no game terminal waiting for the end of the grouping, the item list E L is blank. The selection history list SL is a combination of selection data individually received from the plurality of game terminals A1 to A3, B1 to B3, C1 to C3, ..., and reception time data indicating the reception timing of the selected material. In the state where the selection data is not received, the selection history list SL is blank. Further, in the ROM 403, a boot program or the like is stored. This booting program is read and executed by the CPU 400 when the lobby server device 40 is started up. Thereby, the CPU 400 reads out the control program from the hard disk 401 and executes it. The communication interface 404 is in communication with the router 30 under the control of the CPU 400 in accordance with a specific communication protocol. FIG. 4 is a diagram showing an example of grouping of the game system 100. In this example, game terminals A1, B1, and C2 belong to group G1, game terminals A2, A3, and B2 belong to group G2, and game terminals B3'C1 and C3 belong to group G3. Therefore, the game terminals A1, B1, and C2 are used for one play operation of the game associated with the group G1, and the game terminals A2, A3, and B2 are used for one play action of the game associated with the group G2. The game terminals B3, C1, and C3 are used for one play operation of the game associated with the group G3. Fig. 5 is a sequence diagram showing an operation example of the grouping processing of the game system 100. This example is from the state of the game terminal waiting for the end of grouping -16-03603614 (the list of entries EL is blank) to the group G2 constituting Figure 4, in this example 'requires grouping The grouping request is first transmitted from the gaming terminal A2 to the lobby server device 40 (si), then from the gaming terminal A3 to the lobby server device 40 (s3), and then from the gaming terminal B2 to the lobby server. Device 40 (s5). The grouping request is a communication address including a game terminal from which the source is transmitted, and selection information indicating one game selected from the plurality of games GA, GB, GC, and GD at the game terminal. The communication address included in the grouping request of each game terminal is as shown in FIG. 6, and includes a router identification unit that identifies the plurality of complex routers 20, 20, 20, ..., and identifies a plurality of game terminals connected to the respective routers. Game terminal identification unit.
I ST 大廳伺服器裝置40係在從遊戲終端接收群組化要求時 ,將包含於此群組化要求之發送來源的遊戲終端之通訊位 址與選擇資料的組合,登記於條目清單EL之同時,將該 當選擇資料與關於該當選擇資料之接收時刻資料的組合, 登記於選擇履歷清單SL。從大廳伺服器裝置40接收來自遊 戲終端A2的群組化要求至接收來自遊戲終端B 2的群組化 要求爲止之間,到達大廳伺服器裝置40之群組化要求僅有 來自遊戲終端A3的群組化要求時,如圖5所示,在大廳伺 服器裝置40中,依序進行來自遊戲終端A2的群組化要求 之接收(si )、條目清單EL及選擇履歷清單SL的登記(S2 )、來自遊戲終端A3的群組化要求之接收(S3 )、條目清 單EL及選擇履歷清單SL的登記(S4 )、來自遊戲終端B2 的群組化要求之接收(s5)及條目清單EL及選擇履歷清單 -17- 201103614 SL的登記(S6 ) ’接著進行遊戲終端A2、A3及B2的群組 化(s7)。 藉由此群組化,組成遊戲終端A2、A3及B2所屬之群 組G2’群組G2與複數遊戲GA、GB、GC及GD中1個建立對 應。此群組化結束時,大廳伺服器裝置40係將表示群組化 結束之要旨的群組化回應,分別發送至遊戲終端A2、A3 及B2 ( s8〜slO)。該等群組化回應係除了發送目的地之 外都相同,任一皆包含遊戲終端A2、A3及B2的通訊位址 與表示與群組G2建立對應之遊戲的對應遊戲資料。接著 ,大廳伺服器裝置40係從條目清單EL刪除所有組合(si 1 )。藉此,條目清單EL成爲空白。 遊戲終端A2、A3及B2在分別接收群組化回應時,使 用包含於群組化回應之通訊位址,與其他遊戲終端進行通 訊,並開始進行包含於該當群組化回應之對應遊戲資料所 示之遊戲的1個遊玩動作之遊玩處理(sl2)。例如,遊戲 終端A2在接收群組化回應時,使用包含於此群組化回應 之通訊位址,與遊戲終端A3及B2個別進行通訊’並在遊 戲終端A3及B2之間,開始進行包含於該當群組化回應之 對應遊戲資料所示之遊戲的1個遊玩動作之遊玩處理。由 此可知,遊戲程式係可使遊戲終端使用於複數遊戲GA、 GB、GC及GD之遊玩動作的程式。 圖7係揭示遊戲系統1〇〇的遊玩處理之動作例的序列圖 。在此範例中,於群組G2中開始遊玩處理時’重複進行 在屬於群組G2之遊戲終端A2、A3及B2之間將遊玩資料相 -18- 201103614 互收送的處理(sl3〜sl8)。遊玩資料係與群組G2建立對 應之遊戲的遊玩所需之資料。例如,與群組G2建立對應 之遊戲如果是操縱虛擬車輛而競爭分數的車輛競賽遊戲的 話’表示參加在此遊玩處理中進行之遊玩的該當遊戲之玩 家(遊戲終端A2、A3及B2的使用者)所致之車輛的操縱 內容及表示該當玩家之分數的資料等則成爲遊玩資料。 又,於遊玩處理中,遊戲終端A2、A3及B2個別的 CPU200係逐次將操作部23 0的操作及因應接收之遊玩資料 的畫像,顯示於顯示裝置21。然而,於複數遊戲GA、GB 、GC及GD係分別設定有使遊玩結束的條件,各遊戲的遊 玩係在達成被設定之條件時結束。在圖7的範例中,達成 與群組G2建立對應之遊戲的遊玩所設定之條件時,則結 束遊玩處理(sl9)。在前述之車輛競賽遊戲的遊玩中, 依據其結束時的分數來決定順位及勝敗。 圖8係揭示利用大廳伺服器裝置40進行之群組化處理 的流程圖。群組化處理係重複進行群組化的處理。在群組 化處理中’大廳伺服器裝置40的CPU400係首先判定是否 已從複數遊戲終端A1〜A3、B1〜B3、C1〜C3、…之任~ 接收群組化要求(s31 )。 如果此判定結果是「NO」的話,處理則回到步驟S3 1 。亦即’ CPU400係到從複數遊戲終端A1〜A3、B1〜B3、 C 1〜C3、…之任一接收群組化要求爲止待機。群組化要 求係包含發送來源之遊戲終端的通訊位址與選擇資料。由 此可知,CPU400係作爲從複數遊戲終端A1〜A3、B1〜B3 -19- 201103614 、Cl〜C3、…個別接收選擇資料的選擇資料接收部而作 用。 如果步驟s31的判定結果是「YES」的話,CPU400係 將包含於接收之群組化要求之發送來源的遊戲終端之通訊 位址與選擇資料的組合,登記於條目清單EL ( s32 ),將 該當選擇資料與表示該當選擇資料之接收時刻的接收時刻 資料的組合,登記於選擇履歷清單SL ( S33 )。再者,大 廳伺服器裝置40係具備未圖示之即時鐘(real time clock )’ CPU400係作爲使用此即時鐘,計算現在時刻的計時 部而作用,在接收群組化要求時,將現在時刻設爲包含於 該當群組化要求之選擇資料的接收時刻,產生表示此接收 時刻的接收時刻資料。 接著,CPU400係參照條目清單EL,判定等待群組化 結束的遊戲終端之數量是否未滿前述規定數(3)以上( S34 )。在此判定結果是「YES」時,處理則回到步驟S3 1 。亦即,CPU400係到等待數到達規定數爲止,重複執行 步驟s3 1〜s34的處理。 在步驟s34的判定結果是「NO」時,CPU400係將身爲 登記於條目清單EL之選擇資料的發送來源之規定數的遊 戲終端加以群組化,組成該等遊戲終端的群組(S3 5 ), 並對該等遊戲終端個別發送群組化回應(S3 6 ),從條目 清單EL刪除所有組合(s37 )。之後,處理係回到步驟s31 〇 在步驟s35的群組化中,CPU400係依據登記於條目清 -20- 201103614 單EL之規定數的組合(組成之群組相關之規定數的組合 )來特定1個遊戲,並將特定之遊戲與組成之群組建立對 應。亦即,CPU400係作爲將已接收之選擇資料的發送來 源之遊戲終端,依選擇資料的到達順序,按照規定數(· 3 )來進行群組化而組成複數群組,在每次的群組化中,依 據組成之群組相關之規定數的選擇資料來特定1個遊戲, 並將特定之遊戲與組成之群組建立對應的群組化部而作用 。但是,與組成之群組建立對應之1個遊戲的特定方法, 係因應配置有組成之群組相關之規定數的遊戲終端之遊戲 場所的數量而不同。 配置有組成之群組相關之規定數的遊戲終端之遊戲場 所的數量是1時,CPU400係從登記於條目清單EL之規定數 的選擇資料中隨機選擇其一,藉此特定遊戲。此選擇係例 如使用亂數來進行。再者,於本說明書中,「隨機選擇」 係代表所有選擇項的選擇機率相等之狀況下的選擇。所以 ,在條目清單EL中登記有表示遊戲GA之兩個選擇資料與 表示遊戲GB之1個選擇資料時,作爲與組成之群組建立對 應之1個遊戲而特定遊戲GA的機率’係爲1/3 + 1/3 = 2/3, 特定遊戲GB的機率則爲1/3。 配置有組成之群組相關之規定數的遊戲終端之遊戲場 所的數量是2以上時’ CPLUOO係將該等遊戲場所個別與1 個遊戲建立對應之同時’從該等遊戲場所隨機選擇其一。 此時,對應被選擇之遊戲場所的遊戲作爲1個遊戲而被特 定。例如,在圖4之群組的組成時’來自遊戲終端A2的選 -21 - 201103614 擇資料與來自遊戲終端A3的選擇資料都表示遊戲GB,而 來自遊戲終端B2的選擇資料表示遊戲GA時,則圖1的遊戲 場所A與遊戲GB建立對應之外,遊戲場所B與遊戲GA建立 對應。因爲遊戲場所A的選擇機率與遊戲場所B的選擇機 率皆爲1/2,故作爲與群組G2建立對應之1個遊戲,特定遊 戲GB的機率與選擇遊戲GA的機率皆爲1/2 ^ 再者,在此範例中,與各遊戲場所建立對應之遊戲是 依據登記於條目清單EL之規定數的選擇資料中來自配置 於其遊戲場所之遊戲終端的選擇資料,藉由多數決定來選 擇,但是,並不限定於此。例如,登記於條目清單E L之 規定數的選擇資料,包含來自配置於相同遊戲場所之兩個 遊戲終端的選擇資料,該等選擇資料表示相互不同之遊戲 時,依據該等選擇資料,隨機選擇與其遊戲場所建立對應 之遊戲。又,將本實施形態加以變形,即使任何狀況下都 隨機選擇亦可。 如圖8所示,CPIMGO係在結束群組化時,將前述之群 組化回應,分別發送至遊戲終端A2、A3及B2 ( s36)。接 著,CPU400係從條目清單EL刪除所有組合(s37)。之後 ,處理係回到步驟s31。亦即,CPU400係作爲將被通訊介 面4〇4接收之選擇資料之發送來源的遊戲終端,依選擇資 料的到達順序’按照規定數來群組化來組成複數群組的群 組化部而作用。再者,在遊戲系統100中,於某群組中某 遊戲的遊玩動作正在進行時,於其他群組中該當遊戲的其 他遊玩動作也可能進行。 -22- 201103614 圖9係揭示利用大廳伺服器裝置40進行之預定資料產 生處理的流程圖。預定資料產生處理係重複產生預定資料 的處理,在本實施形態中,以1天週期進行。預定資料係 原則上將相互不重疊之複數預定期間個別與對應其預定期 間的計數期間之選擇次數最多的遊戲建立對應之資料。關 於例外係於後敘述。計數期間係相互不重疊之複數期間, 該等計數期間係分別對應複數預定期間。預定期間係未來 之某期間,計數期間係對應某預定期間的過去之期間。例 如,隔天上午1 0點〜上午11點的期間是預定期間,昨天上 午1 0點〜上午11點的期間是計數期間。 在預定資料產生處理中,CPU400係首先判定現在時 刻是否已過預先訂定之預定資料產生時刻(S41)。在此 判定結果是「NO」時,處理則回到步驟S41。亦即, C P U 4 0 0係待機到現在時刻經過預定資料產生時刻爲止。 在步驟s4l的判定結果是「YES」時,CPU400係依據選擇 履歷清單SL’依每一計數期間計算複數遊戲〇Α、GB、GC 及GD個別的選擇次數(S42 )。在此計數中,登記於選擇 履歷清單SL之選擇資料與表示該當選擇資料之接收時刻的 接收時刻資料的組合中,包含於表示某計數期間內之時刻 的接收時刻資料相同之組合,且表示某遊戲之選擇資料的 數量,成爲該當計數期間之該當遊戲的選擇次數。亦即, CPIMOO係作爲使用接收時刻資料及選擇資料,計算複數 計數期間個別之複數遊戲GA、GB、GC及GD個別選擇次 數的計數部而作用。 -23- 201103614 接著,CPU400係依據在步驟s42計算之選擇次數來產 生預定資料,並複寫至RAM402 (s43)。在此產生中,首 先,依據在步.驟S42計算之選擇次數,產生將複數預定期 間個別與對應其預定期間的計數期間之選擇次數最多的遊 戲建立對應之資料。原則上,此資料會成爲預定資料。亦 即,CPU400係作爲依據計算之選擇次數,產生將選擇次 數最多之遊戲與預定期間建立對應的預定資料的預定資料 產生部而作用。但是,在存在有與複數預定期間任一皆未 建立對應的遊戲時,作爲例外,以複數遊戲GA、GB、GC 及GD個別與複數預定期間中任一建立對應之方式變更該 當資料,並設爲預定資料。 例如圖1 〇所示,預定期間的數量是4,第1預定期間之 選擇次數最多的遊戲是遊戲GA,第2預定期間之選擇次數 最多的遊戲是遊戲GB,第3預定期間之選擇次數最多的遊 戲是遊戲GC,第4預定期間之選擇次數最多的遊戲是遊戲 GD時,則成爲前述例外,故例如圖11所示,產生第1預定 期間與遊戲GA建立對應,第2預定期間與遊戲GB建立對應 ,第3預定期間與遊戲GC建立對應,第4預定期間與遊戲 GD建立對應的預定資料。 在圖11的範例中,遊戲GD與第1及第4預定期間中遊 戲GD的選擇率較高之第4預定期間建立對應,但是,將此 加以變形,遊戲GD與第1及第4預定期間中遊戲GD的選擇 次數較多之第1預定期間建立對應亦可。再者,「某遊戲 的選擇率」=「其遊戲的選擇次數」/「所有遊戲的選擇次 -24- 201103614 數」。又,排除前述例外,使計數期間之選擇次數最多的 遊戲一定與對應該當計數期間的預定期間建立對應亦可。 如圖9所示,產生預定資料並加以記憶於RAM402的 CPU400,係從選擇履歷清單SL刪除所有組合之同時,更 新預定資料產生時刻、複數計數期間及複數預定期間( s44)。藉由此更新,預定資料產生時刻成爲僅1天份前的 時刻,各計數期間及各預定期間分別成爲僅1天份前的期 間。之後,處理係回到步驟s41。亦即,步驟S41〜s43的 處理係以1天週期重複進行。 圖12係揭示利用大廳伺服器裝置40進行之預定資料遞 送處理的流程圖。預定資料遞送處理係將被保持於 RAM4〇2之預定資料,遞送至遊戲終端的處理。在預定資 料遞送處理中,CPU400係首先判定是否已從複數遊戲終 端A1〜A3、B1〜B3、C1〜C3、…之任一,接收要求預定 資料之遞送的預定資料遞送要求(s5 1 )。在此判定結果 是「Ν Ο」時,處理則回到步驟s 5 1。亦g卩,c P U 4 0 0係到從 複數遊戲終端A1〜A3、B1〜B3、C1〜C3、…之任一接收 預定資料遞送要求爲止待機。 在步驟s51的判定結果是「YES」時,CPU400係從 RAM4〇2讀取出預定資料’並回覆至接收之預定資料遞送 要求之發送來源的遊戲終端(s52 )。之後,處理係回到 步驟S51。亦即,在預定資料遞送處理中,大廳伺服器裝 置4 0係每於從複數遊戲終端A1〜A3、B1〜B3、C1〜C3、 …之任一接收預定資料遞送要求時,回覆預定資料。再者 -25- 201103614 ,CPU400係即使未從遊戲終端接收遞送要求,例如,定 期性對於各遊戲終端發送預定資料亦可β如此,CPU4 00 係作爲將預定資料個別發送至複數遊戲終端Α1〜A3、Β1 〜Β3、C1〜C3、…的預定資料發送部而作用。 圖1 3係揭示利用遊戲終端進行之客戶端處理的流程圖 。客戶端處理係在遊戲終端啓動時開始。在客戶端處理中 ,遊戲終端的CPU200係首先將預定資料遞送要求發送至 大廳伺服器裝置40 ( s61 ),從大廳伺服器裝置40接收預 定資料(S62 )。亦即,CPU200係作爲從大廳伺服器裝置 4〇接收預定資料的預定資料接收部而作用。再者,於大廳 伺服器裝置40中,預定資料會被複寫,故在步驟s62中接 收最新的預定資料。 接著,CPU200係使用接收之預定資料,使顯示裝置 21顯示表示群組化之預定的預定表(s63)。此時,預定 表係如圖14所示例示,顯示於任一遊戲的展示畫面內。預 定表的顯示形態係爲任意,但是,在圖1 4的範例中’具有 表示將從被顯示之日期的1 〇點至2 1點爲止之1 1小時加以1 1 等份的預定期間之畫像一列並排的區域,與表示與各預定 期間個別建立對應的遊戲之畫像一列並排的區域。如此’ 預定表係也身爲催促複數預定期間個別之對應其預定期間 的遊戲之選擇的資訊,故CPU2 00係作爲輸出催促預定期 間之對應該當預定期間的遊戲之選擇的資訊的資訊輸出部 而作用。 再者,在圖14的範例中,在相同遊戲對應相互鄰接之 -26- 201103614 預定期間時,涵蓋該等預定期間的畫像並排之區域所對應 之複數區域,配置表示該當遊戲的1個畫像。又,遊戲終 端係具備即時鐘,c P U 2 0 0係作爲使用此即時鐘,計算現 在時刻的計時部而作用。爲此,CPU2 00係如圖14所例示 ’可加強顯示包含現在時刻的預定期間。 如圖13所示,接著,CPU2 00係依據來自硬幣感測器 260的輸出訊號,判定是否可進行遊玩(S64)。在此判定 結果是「NO」時,處理則回到步驟S63。亦即,CPU200係 到具有可使遊玩進行之價値的硬幣被投入爲止,持續顯示 包含預定表的展示畫面。在步驟s64的判定結果是「YES 」時,CPU200係進行從複數遊戲GA、GB、GC及GD中選 擇其一的遊戲選擇處理(S65)。 圖15係揭示遊戲選擇處理的流程圖。在遊戲選擇處理 中,CPU200係首先從複數遊戲GA、GB、GC及GD中暫時 選擇1個遊戲(s7 1) 。「暫時選擇」係臨時的選擇,並不 是真正的選擇。接著,CPU200係依據從操作部23 0輸出之 操作訊號,判定選擇暫時選擇中之遊戲的選擇指示是否已 被輸入(s72)。 在此判定結果是「NO」時,CPU2〇0係依據從操作部 23 0輸出之操作訊號’判定變更暫時選擇中之遊戲的暫時 選擇變更指示是否已被輸入(s73 )。在此判定結果是「 YES」時,CPU200係遵從暫時選擇變更指示,變更暫時選 擇中之遊戲(s74 )。在步驟s73的判定結果是「N0」時 及結束步驟s74的處理時’ CPU200係顯示因應暫時選擇中 -27- 201103614 之遊戲的選擇畫面(s75 )。之後,處理係回到步驟s72 ° 亦即,選擇指示被輸入,到步驟372的判定結果成爲 「YES」爲止,重複進行步驟S72〜s75的處理。之間,於 顯示裝置21係顯示例如圖16或圖17所示之選擇畫面。圖16 係揭示暫時選擇中之遊戲是遊戲GC時的選擇畫面’圖17 係揭示暫時選擇中之遊戲是遊戲G A時的選擇畫面。然後 ,選擇指示被輸入而步驟s72的判定結果成爲「YES」時 ,CPU200係選擇暫時選擇中之遊戲(s76)。如此, CPU200係作爲依據操作部230的操作,從複數遊戲GA、 GB、GC及GD中選擇其一的選擇部而作用。 如圖13所示,結束步驟s65的遊戲選擇處理時’ CPU200係將包含表示在此遊戲選擇處理中選擇之遊戲的 選擇資料之群組化要求,發送至大廳伺服器裝置40 ( s6 6 )»亦即,CPU2 00係作爲將表示遊戲之選擇結果的選擇 資料,發送至大廳伺服器裝置40的選擇資料發送部而作用 。接著,CPU200係從大廳伺服器裝置40接收群組化回應 (s67),進行前述之遊玩處理(s68)。然後,遊玩處理 結束時,CPU2 00係使顯示裝置顯示遊玩的結果(例如順 位及勝敗等)(s69)。之後,處理係回到步驟s63。 如以上所說明般,遊戲系統1 〇〇係具備可使用於複數 遊戲之遊玩動作的複數遊戲終端A1〜A3' B1〜B3、C1〜 C3 '…與大廳伺服器裝置40。在大廳伺服器裝置40,進行 不依存於選擇資料所示之遊戲選擇之到達順序的群組化。 於不依存於遊戲選擇之到達順序的群組化,有即使相對於 -28- 201103614 遊戲終端的數量,可選擇之遊戲的數量變多,群組化所需 之時間也不會變長之優點,另一方面,有可能產生被強迫 參加與選擇之遊戲不同之遊戲的遊玩之玩家之缺點。在遊 戲系統100中,各遊戲終端係依據玩家所致之操作部230的 操作,從複數遊戲中選擇其一,將表示此選擇結果的選擇 資料發送至大廳伺服器裝置40,大廳伺服器裝置40係使用 選擇資料,依每一計數期間來計算複數遊戲個別的選擇次 數,並依據計算之選擇次數,將各預定期間與對應其預定 期間的計數期間之選擇次數最多之遊戲原則上建立對應的 預定資料,發送至各遊戲終端,各遊戲終端係依據預定資 料,輸出催促各預定期間之對應其預定期間的遊戲之選擇 的資訊,故於遊戲終端中,催促各預定期間之對應該當預 定期間的遊戲之選擇。 Γ S3 所以,依據遊戲系統1 00,理解進行不依存於遊戲選 擇之到達順序的群組化之狀況的玩家,係可掌握於預定期 間中即使選擇對應該當預定期間之遊戲以外的遊戲,也會 被迫使參加對應該當預定期間之遊戲的遊玩之機率較高之 狀況。因爲掌握此狀況的玩家於預定期間中選擇對應該當 預定期間之遊戲以外的遊戲之機率非常低,故在預定期間 ,對應該當預定期間之遊戲被選擇的機率會變高。結果, 被迫使參加與選擇之遊戲不同之遊戲的遊玩之玩家的產生 機率被抑制爲較低。亦即,依據遊戲系統100,可不使群 組化所需時間延長,將被迫使參加與選擇之遊戲不同之遊 戲的遊玩之玩家的產生機率抑制爲較低。 -29- 201103614 又,依據遊戲系統100,在複數遊戲包含與複數預定 期間任一皆未建立對應之遊戲時,因爲複數遊戲個別會與 複數預定期間中任一建立對應,故可不減少實質上可選擇 之遊戲的數量。 再者,將遊戲系統100加以變形,將預定資料設爲將 各預定期間與對應其預定期間的計數期間之選擇次數最多 的遊戲沒有例外地建立對應之資料亦可。在此變形例中, 因爲各預定期間與對應其預定期間的計數期間中選擇次數 最多之遊戲建立對應,故各預定期間之遊戲終端的使用者 是不想參加對應其預定期間的遊戲之遊玩的人之機率非常 低》所以,依據此變形例,可充分減少放棄參加所希望之 遊戲的遊玩之人。 又,將遊戲系統100加以變形,依據選擇資料並藉由 多數決定與組成之群組建立對應之遊戲亦可。但是,在此 變形例.中,有無關於一部份之遊戲選擇的內容,關於參加 之遊玩的遊戲會被特定之虞。例如,規定數是3之狀況中 ,在兩個選擇資料被選擇資料接收部接收,而該等選擇資 料都表示1個遊戲時,即使剩下1個選擇資料表示任何種遊 戲,被組成之群組都會與已經接收之兩個選擇遊戲所示之 遊戲建立對應。亦即,無關於第3個選擇資料所示之遊戲 ,關於參加之遊玩的遊戲會被特定。相對於此,在遊戲系 統1 00,於每次的群組化中,從關於組成之群組的規定數 之選擇資料中隨機選擇其一,被選擇之選擇資料所示之遊 戲與組成之群組建立對應,故沒有關於參加之遊玩的遊戲 -30- 201103614 無關於遊戲選擇的內容而被特定之虞。又,在遊戲系統 100,因爲表示相同遊戲的選擇資料越多,該當遊戲的選 擇機率也越高,故可減少被迫使參加與選擇之遊戲不同之 遊戲的遊玩之玩家。 又,在遊戲系統100,複數遊戲終端被分散配置於複 數遊戲場所,於每次的群組化中,在配置有組成之群組相 關之規定數的遊戲終端之遊戲場所的數量是1時,則從該 當規定數的選擇資料中隨機選擇其一,並將選擇之選擇資 料所示之遊戲與該當群組建立對應,另一方面,在配置有 該當群組相關之規定數的遊戲終端之遊戲場所的數量是2 以上時,則將該等遊戲場所個別與1個遊戲建立對應,從 該等遊戲場所中隨機選擇其一,並將對應選擇之遊戲場所 的遊戲與該當組成之群組建立對應,故於該當群組,配置 有此群組相關之規定數的遊戲終端中多數的遊戲場所所對 應之遊戲被建立對應的機率,等於配置少數之遊戲場所所 對應之遊戲被建立對應的機率。所以,可迴避利用配置之 遊戲終端的數量較少之遊戲場所的人及利用相同遊戲場所 之朋友較少之人會不利之事態。When receiving the grouping request from the game terminal, the I ST hall server device 40 registers the communication address of the game terminal including the source of the grouping request with the selection material, and registers it in the item list EL. The combination of the selection material and the reception time data of the selected material is registered in the selection history list SL. Between the reception of the grouping request from the gaming terminal A2 from the lobby server device 40 to the reception of the grouping request from the gaming terminal B2, the grouping request to the lobby server device 40 is only from the gaming terminal A3. In the case of the grouping request, as shown in FIG. 5, in the hall server device 40, the reception (si) of the grouping request from the game terminal A2, the entry list EL, and the registration of the selection history list SL are sequentially performed (S2). ), reception of grouping request from game terminal A3 (S3), registration of item list EL and selection history list SL (S4), reception of grouping request from game terminal B2 (s5), and item list EL and Selection of the history list -17-201103614 SL registration (S6) 'The grouping of the game terminals A2, A3, and B2 is next performed (s7). By this grouping, the group G2' group G2 constituting the game terminals A2, A3, and B2 is associated with one of the plural games GA, GB, GC, and GD. At the end of this grouping, the lobby server device 40 transmits the grouping responses indicating the end of the grouping to the game terminals A2, A3, and B2 (s8 to slO). The grouped responses are the same except for the destination, and any one of the communication addresses of the game terminals A2, A3, and B2 and the corresponding game data representing the game associated with the group G2. Next, the lobby server device 40 deletes all combinations (si 1 ) from the entry list EL. Thereby, the item list EL becomes blank. When the game terminals A2, A3, and B2 respectively receive the grouping response, use the communication address included in the grouping response to communicate with other game terminals, and start to perform the corresponding game data included in the grouping response. The play of one play action of the game shown (sl2). For example, when receiving the grouping response, the game terminal A2 uses the communication address including the grouping response to communicate with the game terminals A3 and B2 individually, and starts between the game terminals A3 and B2. The game play of one play action of the game indicated by the corresponding game material in the grouping response. It can be seen from this that the game program is a program that allows the game terminal to use the game play of the plurality of games GA, GB, GC, and GD. Fig. 7 is a sequence diagram showing an operation example of the play processing of the game system. In this example, when the play processing is started in the group G2, the processing of the play data phase-18-201103614 between the game terminals A2, A3, and B2 belonging to the group G2 is repeatedly performed (sl3~sl8). . The play data system and the group G2 establish the information required for the game play. For example, if the game corresponding to the group G2 is a vehicle competition game that competes for a virtual vehicle and competes for a score, the player who represents the game played in the game played in the game (the users of the game terminals A2, A3, and B2) The content of the manipulation of the vehicle and the information indicating the score of the player are the play materials. Further, in the game play, the CPUs 200 of the game terminals A2, A3, and B2 sequentially display the operation of the operation unit 203 and the image of the play data received in response to the display device 21. However, in the plural games GA, GB, GC, and GD, conditions for ending the game are set, and the game of each game ends when the set condition is reached. In the example of Fig. 7, when the condition set by the game of the game corresponding to the group G2 is reached, the play processing is terminated (s9). In the above-mentioned game of the vehicle competition game, the position and the victory or defeat are determined based on the score at the end. Fig. 8 is a flow chart showing the grouping process performed by the hall server device 40. The grouping process is a process of grouping. In the grouping process, the CPU 400 of the hall server device 40 first determines whether or not the grouping request has been received from any of the plurality of game terminals A1 to A3, B1 to B3, C1 to C3, ... (s31). If the result of this determination is "NO", the process returns to step S3 1 . That is, the CPU 400 waits until receiving a grouping request from any of the plurality of game terminals A1 to A3, B1 to B3, C1 to C3, . The grouping request is to include the communication address and selection data of the game terminal from which the source is sent. As a result, the CPU 400 functions as a selection data receiving unit that individually receives selection data from the plurality of game terminals A1 to A3, B1 to B3 -19 to 201103614, and Cl to C3, . If the result of the determination in step s31 is "YES", the CPU 400 registers the combination of the communication address of the game terminal included in the source of the received grouping request and the selected material, and registers it in the entry list EL (s32). The combination of the selection data and the reception time data indicating the reception time of the selected material is registered in the selection history list SL (S33). In addition, the hall server device 40 includes a clock (real time clock) which is not shown, and the CPU 400 functions as a clock for calculating the current time, and when the grouping request is received, the current time is obtained. It is assumed that the reception time included in the selection data of the grouping request is generated, and the reception time data indicating the reception time is generated. Next, the CPU 400 refers to the item list EL and determines whether or not the number of game terminals waiting for the end of the grouping is less than the predetermined number (3) or more (S34). When the result of this determination is "YES", the processing returns to step S3 1 . That is, the CPU 400 repeats the processing of steps s3 1 to s34 until the waiting number reaches the predetermined number. When the result of the determination in step s34 is "NO", the CPU 400 groups the game terminals that are the predetermined number of transmission sources of the selection materials registered in the entry list EL to form a group of the game terminals (S3 5). And, the grouping responses are individually sent to the game terminals (S3 6), and all combinations are deleted from the item list EL (s37). Thereafter, the processing returns to step s31. In the grouping of step s35, the CPU 400 is specified in accordance with the combination of the prescribed number of the individual items registered in the entry -20-201103614 single EL (combination of the prescribed number of group associations) 1 game, and the specific game is associated with the group of components. In other words, the CPU 400, as a game terminal that transmits the received source of the selected material, is grouped according to a predetermined number (·3) in accordance with the order of arrival of the selected materials to form a plurality of groups, each time in the group. In the middle of the process, one game is specified based on the selected data of the predetermined number of groups, and the specific game is played by the grouping unit corresponding to the group of the components. However, the specific method of one game associated with the group to be composed differs depending on the number of game places in which the number of game terminals of the group associated with the group is arranged. When the number of game fields of the game terminals in which the predetermined number of groups is arranged is one, the CPU 400 randomly selects one of the selected items registered in the item list EL to specify the game. This selection is for example done using random numbers. Furthermore, in the present specification, "random selection" means a selection in the case where the selection probabilities of all the selection items are equal. Therefore, when two pieces of selection information indicating the game GA and one piece of selection material indicating the game GB are registered in the item list EL, the probability of the specific game GA is 1 as one game corresponding to the group of the composition. /3 + 1/3 = 2/3, the probability of a specific game GB is 1/3. When the number of game fields of the game terminals in which the predetermined number of groups is arranged is two or more, 'CPLUOO sets the game places individually to one game, and one of them is randomly selected from the game places. At this time, the game corresponding to the selected game place is specified as one game. For example, in the composition of the group of FIG. 4, 'selection from the game terminal A2-21 - 201103614 and the selection material from the game terminal A3 both indicate the game GB, and when the selection material from the game terminal B2 indicates the game GA, Then, the game place A of FIG. 1 is associated with the game GB, and the game place B is associated with the game GA. Since the selection probability of the game place A and the selection probability of the game place B are both 1/2, as a game corresponding to the group G2, the probability of the specific game GB and the probability of selecting the game GA are both 1/2 ^ Furthermore, in this example, the game corresponding to each game place is selected by a majority decision based on the selection data from the game terminal placed in the game place in the selected data registered in the entry list EL. However, it is not limited to this. For example, the selection data registered in the specified number of the item list EL includes selection materials from two game terminals arranged in the same game place, and when the selected materials represent games different from each other, the selection data is randomly selected according to the selection data. The game site establishes a corresponding game. Further, the present embodiment is modified so that it can be randomly selected in any situation. As shown in Fig. 8, the CPIMGO system transmits the aforementioned grouping responses to the game terminals A2, A3, and B2 (s36) when the grouping is ended. Next, the CPU 400 deletes all the combinations from the entry list EL (s37). Thereafter, the processing returns to step s31. In other words, the CPU 400 functions as a grouping unit that forms a transmission source of the selection data received by the communication interface 4〇4, and is grouped according to the predetermined order of the selected materials to form a grouping unit of the plural group. . Further, in the game system 100, when a play operation of a certain game in a certain group is in progress, other play operations of the game may be performed in other groups. -22-201103614 Fig. 9 is a flow chart showing a predetermined data generation process by the hall server device 40. The predetermined data generation processing is a process of repeatedly generating predetermined data, and in the present embodiment, the processing is performed in a one-day cycle. The predetermined data is in principle a data in which a plurality of predetermined periods that do not overlap each other are individually associated with a game having the most selected number of count periods corresponding to the predetermined period. The exceptions are described later. The counting periods are plural periods that do not overlap each other, and the counting periods correspond to a plurality of predetermined periods, respectively. The predetermined period is a period in the future, and the counting period corresponds to the past period of a predetermined period. For example, the period from 10:00 am to 11:00 am the next day is the scheduled period, and the period from 10:00 am to 11:00 am yesterday is the counting period. In the predetermined material generation processing, the CPU 400 first determines whether or not the predetermined data generation time has been predetermined in advance (S41). When the result of this determination is "NO", the processing returns to step S41. That is, C P U 4 0 0 is the standby time until the current time passes the scheduled data generation time. When the result of the determination in step s4l is "YES", the CPU 400 calculates the number of selections of the plurality of games GB, GB, GC, and GD for each count period based on the selection history list SL' (S42). In this combination, the combination of the selection data registered in the selection history list SL and the reception time data indicating the reception time of the selected data is included in the combination of the same reception time data indicating the time in a certain counting period, and indicates a certain The number of selected materials of the game becomes the number of selections of the game that should be counted during the counting period. That is, the CPIMOO functions as a counting unit that counts the number of individual games GA, GB, GC, and GD individually selected during the plural counting period using the reception time data and the selection data. -23- 201103614 Next, the CPU 400 generates a predetermined material based on the number of selections calculated at the step s42, and overwrites it to the RAM 402 (s43). In this generation, first, based on the number of selections calculated in step S42, data is generated in which the plurality of predetermined periods of the counting period corresponding to the predetermined period of the plurality of predetermined periods are associated with each other. In principle, this information will become the intended information. In other words, the CPU 400 functions as a predetermined data generating unit that generates predetermined data in which the game having the most number of selections is associated with the predetermined period, based on the number of times of calculation. However, when there is a game that does not have any correspondence with any of the plurality of predetermined periods, the data is changed in such a manner that the plural games GA, GB, GC, and GD are individually associated with any of the plurality of predetermined periods, and For booking information. For example, as shown in FIG. 1A, the number of predetermined periods is 4, the game with the most selections in the first predetermined period is the game GA, and the game with the most selections in the second predetermined period is the game GB, and the selection number of the third predetermined period is the most. The game is the game GC. When the game having the most selections in the fourth predetermined period is the game GD, the exception is the above. Therefore, for example, as shown in FIG. 11, the first predetermined period is generated in association with the game GA, and the second predetermined period and the game are played. The GB establishes a correspondence, the third predetermined period is associated with the game GC, and the predetermined predetermined data is established corresponding to the game GD in the fourth predetermined period. In the example of FIG. 11, the game GD is associated with the fourth predetermined period in which the selection rate of the game GD in the first and fourth predetermined periods is high, but this is modified to match the game GD with the first and fourth predetermined periods. It is also possible to establish a correspondence in the first predetermined period in which the number of selections of the game GD is large. Furthermore, "the selection rate of a game" = "the number of times the game is selected" / "the number of times all games are selected -24-201103614". Further, the above-mentioned exception is excluded, and the game having the most number of selections during the counting period must be associated with the predetermined period corresponding to the counting period. As shown in Fig. 9, the CPU 400 that generates the predetermined data and memorizes it in the RAM 402 updates the predetermined data generation time, the complex count period, and the plural predetermined period (s44) while deleting all the combinations from the selection history list SL. By this update, the scheduled data generation time becomes a time before only one day, and each count period and each predetermined period become a period before only one day. Thereafter, the process returns to step s41. That is, the processing of steps S41 to s43 is repeated in a one-day cycle. Fig. 12 is a flow chart showing the predetermined material delivery processing by the hall server device 40. The predetermined material delivery processing is a process of delivering the predetermined material held in the RAM 4〇2 to the game terminal. In the predetermined data delivery process, the CPU 400 first determines whether or not a predetermined material delivery request (s5 1 ) for requesting delivery of the predetermined data has been received from any of the plurality of game terminals A1 to A3, B1 to B3, C1 to C3, . When the result of this determination is "Ν Ο", the processing returns to step s 5 1 . Also, c P U 4 0 0 is a standby until receiving a predetermined data delivery request from any of the plurality of game terminals A1 to A3, B1 to B3, C1 to C3, . When the result of the determination in step s51 is "YES", the CPU 400 reads out the predetermined material ' from the RAM 4〇2 and replies to the game terminal of the source of the received predetermined data delivery request (s52). Thereafter, the processing returns to step S51. That is, in the predetermined material delivery processing, the lobby server device 40 replies to the predetermined material every time a predetermined data delivery request is received from any of the plurality of game terminals A1 to A3, B1 to B3, C1 to C3, .... Furthermore, in the case of the CPU-400, even if the delivery request is not received from the game terminal, for example, periodically, the predetermined information is transmitted to each of the game terminals, and the CPU 400 transmits the predetermined data individually to the plurality of game terminals Α1 to A3. The predetermined data transmitting unit of Β1 to Β3, C1 to C3, ... functions. Figure 13 is a flow chart showing client processing using a gaming terminal. Client processing begins when the gaming terminal starts up. In the client processing, the CPU 200 of the game terminal first transmits a predetermined material delivery request to the hall server device 40 (s61), and receives predetermined data from the hall server device 40 (S62). That is, the CPU 200 functions as a predetermined data receiving unit that receives predetermined materials from the hall server device 4A. Further, in the hall server device 40, the predetermined data is overwritten, so that the latest predetermined material is received in step s62. Next, the CPU 200 causes the display device 21 to display a predetermined schedule indicating the grouping using the received predetermined data (s63). At this time, the predetermined schedule is exemplified as shown in Fig. 14 and displayed in the display screen of any game. The display form of the schedule is arbitrary, but in the example of FIG. 14, 'there is a picture showing a predetermined period of 1 1 hour from 1 〇 to 2 1 from the date of being displayed. A row of side-by-side areas is arranged in a row alongside the portraits representing the games that are individually associated with each predetermined period. In this way, the predetermined schedule is also information for urging the selection of the game corresponding to the predetermined period of the predetermined period, and the CPU 00 is the information output unit that outputs the information corresponding to the selection of the game for the predetermined period in the predetermined period. And the role. Further, in the example of Fig. 14, when the same game corresponds to a predetermined period of -26-201103614 adjacent to each other, a plurality of areas representing the game are arranged in a plurality of areas corresponding to the areas in which the portraits of the predetermined periods are arranged side by side. Further, the game terminal has a clock, and c P U 2 0 0 functions as a clock for calculating the current time using this clock. To this end, the CPU 00 is exemplified as shown in Fig. 14 to enhance the display of the predetermined period including the current time. As shown in Fig. 13, next, the CPU 00 determines whether or not play is possible based on the output signal from the coin sensor 260 (S64). When the result of this determination is "NO", the processing returns to step S63. That is, the CPU 200 continues to display a display screen including a predetermined list until the coin having the price for making the play is put in. When the result of the determination in step s64 is "YES", the CPU 200 performs a game selection process for selecting one of the plurality of games GA, GB, GC, and GD (S65). Figure 15 is a flow chart showing the game selection process. In the game selection process, the CPU 200 first selects one game (s7 1) from the plural games GA, GB, GC, and GD. Temporary choice is a temporary choice and is not a true choice. Next, the CPU 200 determines whether or not the selection instruction for selecting the game being temporarily selected has been input based on the operation signal output from the operation unit 203 (s72). When the result of the determination is "NO", the CPU 2〇0 determines whether or not the temporary selection change instruction of the game temporarily selected is changed based on the operation signal 'outputted from the operation unit 239 0' (s73). When the result of this determination is "YES", the CPU 200 changes the temporarily selected game in accordance with the temporary selection change instruction (s74). When the result of the determination in step s73 is "N0" and the processing of step s74 is ended, the CPU 200 displays a selection screen (s75) for the game of the temporary selection -27-201103614. Thereafter, the processing returns to step s72 °, that is, the selection instruction is input, and the processing of steps S72 to s75 is repeated until the determination result in step 372 becomes "YES". In the display device 21, for example, a selection screen shown in Fig. 16 or Fig. 17 is displayed. Fig. 16 is a view showing a selection screen when the game in which the game is temporarily selected is the game GC. Fig. 17 shows a selection screen when the game in the temporary selection is the game G A. Then, when the selection instruction is input and the determination result of step s72 is "YES", the CPU 200 selects the game that is temporarily selected (s76). In this manner, the CPU 200 functions as a selection unit that selects one of the plurality of games GA, GB, GC, and GD in accordance with the operation of the operation unit 230. As shown in FIG. 13, when the game selection process of step s65 is ended, the CPU 200 transmits a grouping request including the selection material indicating the game selected in the game selection process to the hall server device 40 (s6 6 )» In other words, the CPU 00 functions as a selection data transmitting unit that transmits the selection data indicating the selection result of the game to the hall server device 40. Next, the CPU 200 receives the grouping response from the hall server device 40 (s67), and performs the aforementioned play processing (s68). Then, at the end of the game play, the CPU 00 causes the display device to display the result of the play (e.g., order, win, and so on) (s69). Thereafter, the process returns to step s63. As described above, the game system 1 includes a plurality of game terminals A1 to A3' B1 to B3, C1 to C3', and a hall server device 40 that can be used for the game play of the plurality of games. In the lobby server device 40, grouping is performed regardless of the order of arrival of the game selection indicated by the selection data. In the grouping that does not depend on the order of arrival of the game selection, there is an increase in the number of games that can be selected, and the time required for grouping does not become longer, even with respect to the number of game terminals of -28-201103614. On the other hand, it is possible to create a disadvantage of a player who is forced to participate in a game different from the game of the selected game. In the game system 100, each game terminal selects one of the plurality of games based on the operation of the operation unit 230 by the player, and transmits the selection data indicating the selection result to the hall server device 40, and the hall server device 40 The selection data is used to calculate the number of individual selections of the plurality of games according to each counting period, and according to the calculated number of selections, the predetermined number of times of each of the predetermined periods and the counting period corresponding to the predetermined period of the predetermined period is established in principle. The information is sent to each game terminal, and each game terminal outputs information for prompting the selection of the game corresponding to the predetermined period of each predetermined period according to the predetermined data, so that in the game terminal, the corresponding predetermined period is urged to be the predetermined period. The choice of the game. Γ S3 Therefore, according to the game system 100, it is understood that a player who performs a grouping situation that does not depend on the order of arrival of the game selection can grasp that even if a game other than the game of the predetermined period is selected in the predetermined period, It will be forced to participate in a situation in which the chances of playing the game should be higher during the scheduled period. Since the probability that the player who grasps the situation selects a game other than the game for the predetermined period in the predetermined period is very low, the probability that the game corresponding to the predetermined period is selected becomes high during the predetermined period. As a result, the probability of the player who is forced to participate in the game different from the selected game is suppressed to be low. That is, according to the game system 100, the generation time of the player who is forced to participate in the game different from the selected game can be suppressed to be low without lengthening the time required for the grouping. -29- 201103614 Further, according to the game system 100, when the plurality of games include games that are not associated with any of the plurality of predetermined periods, since the plurality of games are individually associated with any of the plurality of predetermined periods, the substantial number of games may not be substantially reduced. The number of games selected. Further, the game system 100 is modified, and the predetermined data may be set as the data in which the predetermined number of times of the predetermined period of the count period corresponding to the predetermined period is not exceptionally established. In this modification, since each predetermined period is associated with a game having the most number of selections among the count periods corresponding to the predetermined period, the user of the game terminal of each predetermined period is a person who does not want to participate in the game of the game corresponding to the predetermined period thereof. The probability is very low. Therefore, according to this modification, it is possible to sufficiently reduce the number of people who give up participating in the game of the desired game. Further, the game system 100 is modified, and a game corresponding to the selected group by the majority of the selection data may be selected. However, in this modification, there is no content regarding a part of the game selection, and the game about participating in the game is specified. For example, in the case where the prescribed number is 3, when the two selected materials are received by the selected data receiving unit, and the selected materials all represent one game, even if one of the selected materials indicates any kind of game, the group is composed. The group will correspond to the game shown in the two selected games that have been received. That is, there is no game related to the third selection material, and the game about participating in the game will be specified. On the other hand, in the game system 100, in each grouping, one of the selected materials of the specified group is randomly selected, and the game and the group of the selected materials are selected. The group is established to correspond, so there is no game about participating in the game -30-201103614 No specific information about the game selection. Further, in the game system 100, since the selection data indicating the same game is more, the selection probability of the game is higher, so that the player who is forced to participate in the game different from the selected game can be reduced. Further, in the game system 100, the plurality of game terminals are distributed among the plurality of game places, and the number of game places in which the predetermined number of game terminals associated with the group is arranged is one in each grouping, Then, randomly select one of the specified number of selected materials, and associate the game indicated by the selected selection data with the group, and on the other hand, the game with the specified number of game terminals associated with the group. When the number of the places is 2 or more, the game places are individually associated with one game, and one of the game places is randomly selected from the game places, and the game corresponding to the selected game place is associated with the group of the game group. Therefore, in the group, the game corresponding to the majority of the game places in which the predetermined number of game terminals are arranged is associated with the probability that the game corresponding to the game site corresponding to the minority game place is established. Therefore, it is possible to avoid a situation in which a person who uses a small number of game places in which a game terminal is arranged and a person who uses a friend of the same game place are disadvantageous.
Sl· 又,將遊戲系統100加以變形,遊戲終端(CPU200 ) 禁止預定期間之對應預定期間的遊戲以外之遊戲的選擇亦 可。於圖1 8揭示此變形例的選擇畫面之一例。圖1 8係對應 圖16者,在圖16的選擇畫面中,可暫時選擇及選擇遊戲 GA、GB、GC及GD,相對於此,於圖18的選擇畫面中, 可暫時選擇及選擇的僅有遊戲GC。此因圖18的選擇畫面 -31 - 201103614 是與遊戲GC對應的預定期間之選擇畫面。依據此變形例 ,因爲於預定期間中,對應該當預定期間的遊戲以外之遊 戲不會被選擇,故可實現完全沒有裤迫使參加與選擇之遊 戲不同之遊戲的遊玩之玩家。 將此變形例更加以變形,不是禁止遊戲的選擇,而是 禁止其遊戲在群組的遊玩亦可。於圖19及圖20揭示此變形 例的選擇畫面之範例。在圖19的選擇畫面,暫時選擇遊戲 .GC,而暫時選擇遊戲GC在群組的遊玩動作,但是,在圖 20的選擇畫面,雖然遊戲GA被暫時選擇,但是,無法暫 時選擇遊戲GC在群組的遊玩動作。 又,將遊戲系統1 〇〇加以變形,廢除前述之複數計數 期間,採用相互不重疊之第1預定期間與比第1預定期間長 的第2預定期間來代替前述之複數預定期間亦可。此時, 選擇次數係成爲啓動大廳伺服器裝置後的選擇次數。然後 ,將預定資料,設爲將選擇次數最多之第1遊戲與第1預定 期間建立對應之同時,將和第1遊戲不同之第2遊戲與第2 預定期間建立對應的資料,將遊戲終端中顯示之預定表, 設爲催促第1預定期間之第1遊戲的選擇之同時,催促第2 預定期間之第2遊戲的選擇之資訊亦可。在此變形例中, 催促選擇機率較高之第1遊戲的選擇之第1預定期間比催促 選擇機率較低之第2遊戲的選擇之第2預定期間長。所以, 即使在此遊戲系統,也可減少放棄參加所希望之遊戲的遊 玩之人。 又,將遊戲系統1〇〇加以變形,如圖21所示,顯示以1 •32- 201103614 星期週期進行更新之預定表亦可β或者,將星期1至星期5 爲止設爲1個預定期間,將星期6至星期天設爲另一個預定 期間亦可。進而,將平日期間連續之期間設爲1個預定期 間,將假曰連續之期間設爲另一個預定期間亦可。計數期 間係因應預定期間的設定而任意變更。 又,將預定表的顯示變更爲聲音所致之通知亦可。 又,將遊戲系統1 〇〇加以變形,將計數期間設爲1個亦 可,將預定期間設爲1個亦可,將規定數設爲2或4已上亦 可,將配置於各遊戲場所之遊戲終端的數量設爲2或4以上 亦可,於1個遊戲場所配置所有遊戲終端亦可,將可使用 於遊玩之遊戲的數量設爲2或3或5以上亦可,適用於車輛 競賽以外的遊戲亦可。 【圖式簡單說明】 [圖1 ]揭示關於本發明之一實施形態的遊戲系統之構 造的區塊圖。 [圖2]揭示包含於遊戲系統的遊戲終端之電性構造的 區塊圖。 [圖3]揭示包含於遊戲系統的大廳伺服器裝置之電性 構造的區塊圖。 [圖4]揭示遊戲系統之群組化之一例的圖。 [圖5 ]揭示遊戲系統的群組化處理之動作例的序列圖 〇 [圖6]模式揭示遊戲終端的通訊位址之構造的圖。 -33- 201103614 [圖7]揭示遊戲系統的遊玩處理之動作例的序列圖。 [圖8]揭示利用大廳伺服器裝置進行之群組化處理的 流程圖。 [圖9]揭示利用大廳伺服器裝置進行之預定資料產生 處理的流程圖。 [圖10]模式揭示在預定資料產生處理中被計算之選擇 次數之一例的圖。 [圖11]模式揭示在預定資料產生處理中被產生之預定 資料所示之對應關係之一例的圖。 [圖12]揭示利用大廳伺服器裝置進行之預定資料遞送 處理的流程圖。 [圖13]揭示利用遊戲終端進行之客戶端處理的流程圖 〇 [圖14]揭示客戶端處理之預定表的顯示例的圖。 [圖15]揭示包含於客戶端處理之遊戲選擇處理的流程 圖。 [圖16]揭示於遊戲選擇處理中顯示之選擇畫面之一例 的圖。 [圖17]揭示於遊戲選擇處理中顯示之選擇畫面之其他 例的圖。 [圖揭示遊戲系統的變形例之選擇畫面之一例的圖 〇 [圖19]揭示遊戲系統的其他變形例之選擇畫面之一例 的圖。 •34- 201103614 [圖20]揭示遊戲系統的其他變形例之選擇畫面之其他 例的圖。 [圖2 1 ]揭示遊戲系統的另其他變形例中顯示於遊戲終 端的預定表之一例的圖。 【主要元件符號說明】 100 :遊戲系統 1 〇 :網路 20 :路由器 2 1 :顯示裝置Further, the game system 100 is modified, and the game terminal (CPU 200) prohibits selection of a game other than the game in the predetermined period of the predetermined period. An example of the selection screen of this modification is disclosed in FIG. FIG. 18 corresponds to FIG. 16. In the selection screen of FIG. 16, the games GA, GB, GC, and GD can be temporarily selected and selected. On the selection screen of FIG. 18, only the selection and selection can be temporarily selected. There is a game GC. The selection screen -31 - 201103614 of Fig. 18 is a selection screen for a predetermined period corresponding to the game GC. According to this modification, since the game other than the game for the predetermined period is not selected in the predetermined period, it is possible to realize the player who has no pants to forcibly participate in the game of the game different from the selected game. This variant is more morphed, not to prohibit the selection of the game, but to prohibit the game from playing in the group. An example of the selection screen of this modification is disclosed in Figs. 19 and 20. In the selection screen of FIG. 19, the game .GC is temporarily selected, and the game play of the game GC in the group is temporarily selected. However, in the selection screen of FIG. 20, although the game GA is temporarily selected, the game GC cannot be temporarily selected in the group. Group of play action. Further, the game system 1 is modified, and the plural predetermined period is discarded, and the first predetermined period that does not overlap each other and the second predetermined period that is longer than the first predetermined period are used instead of the plural predetermined period. At this time, the number of selections is the number of selections after the hall server device is activated. Then, the predetermined data is set to match the first game having the highest number of selections with the first predetermined period, and the second game different from the first game is associated with the second predetermined period, and the game is connected to the game terminal. The schedule to be displayed may be urging the selection of the first game in the first predetermined period, and may prompt the selection of the second game in the second predetermined period. In this modification, the first predetermined period in which the selection of the first game having a higher probability of selection is urged is longer than the second predetermined period in which the selection of the second game in which the selection probability is lower is selected. Therefore, even in this game system, it is possible to reduce the number of people who give up playing the game of the desired game. Further, the game system 1 is deformed, and as shown in FIG. 21, the schedule for updating the weekdays of 1 • 32 - 201103614 may be displayed as β or a predetermined period of time from week 1 to week 5. It is also possible to set the week 6 to Sunday as another scheduled period. Further, the period during which the weekday period is continuous is set to one predetermined period, and the period in which the false twist is continuous may be set to another predetermined period. The counting period is arbitrarily changed depending on the setting of the predetermined period. Further, it is also possible to change the display of the schedule to a notification due to the sound. In addition, the game system 1 may be modified, and the count period may be set to one, and the predetermined period may be set to one, and the predetermined number may be set to two or four, and may be placed in each game place. The number of game terminals may be set to 2 or more, and all game terminals may be arranged in one game place, and the number of games for play may be set to 2 or 3 or more, and is applicable to vehicle races. Other games are also available. BRIEF DESCRIPTION OF THE DRAWINGS [Fig. 1] A block diagram showing the construction of a game system according to an embodiment of the present invention. Fig. 2 is a block diagram showing an electrical configuration of a game terminal included in a game system. Fig. 3 is a block diagram showing the electrical configuration of a hall server device included in a game system. FIG. 4 is a diagram showing an example of grouping of game systems. [Fig. 5] A sequence diagram showing an example of the operation of the grouping processing of the game system. Fig. 6 is a diagram showing the structure of the communication address of the game terminal. -33-201103614 [FIG. 7] A sequence diagram showing an operation example of the play processing of the game system. Fig. 8 is a flow chart showing the grouping processing by the hall server device. Fig. 9 is a flow chart showing a predetermined material generation process by the hall server device. [Fig. 10] A mode reveals a map of an example of the number of selections calculated in the predetermined material generation processing. [Fig. 11] A diagram showing an example of a correspondence relationship indicated by predetermined data generated in a predetermined material generation process. Fig. 12 is a flow chart showing a predetermined material delivery process by the hall server device. [Fig. 13] A flowchart showing client processing by a game terminal. [Fig. 14] A diagram showing a display example of a schedule table processed by a client. [Fig. 15] A flowchart showing a game selection process included in client processing. Fig. 16 is a diagram showing an example of a selection screen displayed in the game selection processing. Fig. 17 is a view showing another example of a selection screen displayed in the game selection processing. [Fig. 19] Fig. 19 is a diagram showing an example of a selection screen of another modification of the game system. 34-201103614 [FIG. 20] A diagram showing another example of a selection screen of another modification of the game system. [Fig. 21] A diagram showing an example of a predetermined table displayed on the game terminal in still another modification of the game system. [Main component symbol description] 100 : Game system 1 〇 : Network 20 : Router 2 1 : Display device
200 : CPU200 : CPU
201 : RAM201 : RAM
202 : ROM 203 :通訊介面 23 0 :操作部 260 :硬幣感測器 30 :路由器 40 :大廳伺服器裝置 400 : CPU 4 0 1 :硬碟202 : ROM 203 : Communication interface 23 0 : Operation unit 260 : Coin sensor 30 : Router 40 : Hall server device 400 : CPU 4 0 1 : Hard disk
402 : RAM402 : RAM
403 : ROM 404 :通訊介面 A,B,C :遊戲場所 -35- 201103614 A1〜A3,B1〜B3,Cl〜C3 :遊戲終端 G 1〜G 3 :群組 EL :條目清單 S L :選擇履歷清單403 : ROM 404 : Communication interface A, B, C : Game place -35- 201103614 A1 to A3, B1 to B3, Cl to C3: Game terminal G 1 to G 3 : Group EL : Entry list S L : Select resume list
Claims (1)
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JP2009088539A JP5184424B2 (en) | 2009-03-31 | 2009-03-31 | Game system, lobby server device, and game terminal |
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TW201103614A true TW201103614A (en) | 2011-02-01 |
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TW099109902A TW201103614A (en) | 2009-03-31 | 2010-03-31 | Game system, lobby server device, game terminal |
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US (1) | US20120028719A1 (en) |
JP (1) | JP5184424B2 (en) |
CN (1) | CN102387846A (en) |
TW (1) | TW201103614A (en) |
WO (1) | WO2010113935A1 (en) |
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CN103945912A (en) * | 2011-06-24 | 2014-07-23 | 娱乐技术公司 | System and method for conducting online video game tournaments |
JP5129881B1 (en) | 2011-08-04 | 2013-01-30 | 株式会社コナミデジタルエンタテインメント | Game system using network |
JPWO2016203688A1 (en) | 2015-06-15 | 2018-03-29 | 株式会社スクウェア・エニックス | Video game processing program and video game processing system |
US10857470B2 (en) | 2018-06-13 | 2020-12-08 | DraftKings, Inc. | Systems and methods for algorithmically arranging contests in a lobby interface |
JP6997452B2 (en) * | 2018-09-06 | 2022-01-17 | 株式会社コナミデジタルエンタテインメント | Game system and programs |
CN109872469A (en) * | 2019-01-23 | 2019-06-11 | 广州奇艺果信息科技有限公司 | A kind of game arcade method and system that can remotely update network settings |
CN111467796B (en) * | 2020-04-02 | 2023-05-02 | 北京代码乾坤科技有限公司 | Distributed physical settlement method and device |
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JP4880324B2 (en) * | 2006-02-28 | 2012-02-22 | 株式会社バンダイナムコゲームス | Server system, program, and information storage medium |
JP4002936B2 (en) * | 2006-03-23 | 2007-11-07 | コナミゲーミング インコーポレーテッド | GAME SYSTEM AND GAME DEVICE |
JP4064430B2 (en) * | 2006-07-26 | 2008-03-19 | 株式会社コナミデジタルエンタテインメント | GAME SYSTEM, GAME TERMINAL, AND SERVER DEVICE |
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WO2010113935A1 (en) | 2010-10-07 |
US20120028719A1 (en) | 2012-02-02 |
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