TW201109066A - Game system and program - Google Patents

Game system and program Download PDF

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Publication number
TW201109066A
TW201109066A TW099125750A TW99125750A TW201109066A TW 201109066 A TW201109066 A TW 201109066A TW 099125750 A TW099125750 A TW 099125750A TW 99125750 A TW99125750 A TW 99125750A TW 201109066 A TW201109066 A TW 201109066A
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Taiwan
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player
points
game
identification information
introduction
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TW099125750A
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Chinese (zh)
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Kazuhiro Kusuda
Shinya Ito
Shogo Azuma
Yuichi Nakahara
Kotaro Matsumura
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Konami Digital Entertainment
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Publication of TW201109066A publication Critical patent/TW201109066A/en

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Abstract

The game system memorizes the correlations of the identification information established with a plurality of individual player, the points obtained and kept from the previous game for the player assigned with the identification formation, and the identification information of the host player who is the introducer for the case when a player assigned with the identification formation has an introducer. The game system adds the new points a player obtains to the correlation of identification information of the player who obtains the points and memorizes into the kept points. Moreover, the game system specifies the identification information of the host player who has established correlation with the identification information of the player who obtained the points, and has been memorized; the game system then determines the points to be given according to the obtained points, and adds it to the kept points that has been established with a correlation with the identification information of the specified host player and has been memorized.

Description

201109066 六、發明說明 【發明所屬之技術領域】 本發明係關於遊戲系統及程式。 【先前技術】 作爲玩家開始遊戲的契機,有來自朋友或熟人的介 紹。例如,於專利文獻1記載有於對使用者的終端提供類 似吃角子老虎遊戲之集合圖案遊戲等之遊戲網頁營運裝置 中,對於介紹新使用者的既存使用者,賦予所定數的點 數。在此遊戲網頁營運裝置,將遊戲程式下載至終端的話 則獲得1點,每於執行5次遊戲時則獲得1點,介紹新使 用者的話則獲則5點等,因應遊戲的執行及新使用者的介 紹等來賦予使用者點數,使用者的獲得點數成爲2 5點或 50點以上時,則提升集合圖案遊戲的當選機率,或增加 可下載之遊戲種類。 [先前技術文獻] [專利文獻] [專利文獻1]日本特開2003-30368號公報 【發明內容】 [發明所欲解決之課題] 然而,在專利文獻1所記載之遊戲網頁營運裝置,伴 隨新使用者之介紹的點數之賦予僅有1次,被賦予之點數 也爲固定値並不會太多。爲此,難謂既存使用者會很積極 -5- 201109066 地介紹新使用者。又,近來,遊戲內容逐漸複雜化,尤其 作爲新玩家逐漸難以獲得不太有遊玩遊戲的經驗之玩家。 例如,在被系列化之(重複進行更新)的遊戲中,隨著系列 更新而遊戲內容變得複雜,故難以從系列的途中(最近的 版本),作爲新使用者而獲得間歇性使用者(casual user)及 至今完全未遊玩過此系列之遊戲的使用者。又,即使可獲 得新使用者,因爲遊戲內容的複雜化等,也常有新玩家馬 上停止遊玩遊戲的習慣。 本發明係有鑒於上述情況而發明者,以提升來自既存 玩家的介紹所致之新玩家的獲得效率之同時,抑制已獲得 之新玩家的停止遊玩遊戲作爲解決課題。 [用以解決課題之手段] 爲了解決上述之課題,關於本發明的遊戲系統(第1 遊戲系統),係從其他玩家被介紹遊戲之身爲被介紹者的 玩家,將介紹遊戲之前述其他玩家作爲介紹者而登記,包 含前述被介紹者與前述介紹者之複數玩家進行遊玩遊戲的 遊戲系統,其特徵爲具備:第1記憶部,係記憶與前述複 數玩家個別之識別資訊建立關聯,被分派該當識別資訊之 玩家在前述遊戲中獲得並保有之保有點數,與在被分派該 當識別資訊之玩家有介紹者時,身爲該當介紹者的母玩家 之識別資訊;第1加算部,係將前述複數玩家中任一玩家 在前述遊戲中新獲得之獲得點數,加算至與獲得該當獲得 點數之玩家的識別資訊建立關聯而被記憶於前述第1記億 -6 - 201109066 部之前述保有點數;第1特定部,係參照前述第1 部’在與獲得前述獲得點數之玩家的識別資訊建立關 前述母玩家的識別資訊被記憶於前述第1記憶部時’ 定該當母玩家的識別資訊;決定部’係因應玩家獲得 述獲得點數,決定賦予前述母玩家之賦予點數;及第 算部,係將前述決定部決定之前述賦予點數’加算至 述第1特定部特定之識別資訊建立關聯而被記憶於前 φ 1記憶部之前述保有點數。 依據以上構造,對母玩家賦予因應自己介紹之玩 遊戲中獲得之獲得點數的賦予點數。又,只要自己介 玩家不停止遊玩其遊戲的習慣’則對母玩家持續賦予 獲得點數的賦予點數。如此依據本發明’伴隨玩家之 的點數之賦予不僅1次而是持續性進行’而且’自己 之玩家在遊戲中獲得越多之獲得點數,則對於母玩家 予越多的賦予點數。所以,玩家係爲了可獲得賦予點 Φ 取得更高之遊戲成績,會積極地介紹朋友及熟人。因 可提升來自既存玩家的介紹所致之新玩家的獲得效率 又,母玩家係因爲比自己介紹之玩家還早開始進 戲,故更清楚遊戲的遊玩方法及攻略法。又,如上述 因爲自己介紹之玩家在遊戲中越獲得更多獲得點數, 母玩家也賦予越多的賦予點數,故母玩家係不單僅 紹,而會積極傳授遊戲的遊玩方法及攻略法。所以, 從母玩家接受介紹開始遊戲之玩家即使是不太有遊玩 之經驗的間歇性使用者,也可以由身爲朋友或熟人的 記憶 聯之 則特 之前 2加 與前 述第 家在 紹之 因應 介紹 介紹 也賦 數而 此, 0 行遊 般, 對於 是介 因爲 遊戲 母玩 201109066 家教導遊戲的遊玩方法及攻略法,故也可以抑制已獲得之 新玩家馬上停止遊玩遊戲的習慣之狀況。因此,也可抑制 已獲得之玩家的停止遊玩遊戲。 又,從母玩家接受介紹而開始遊戲之玩家也爲了可獲 得賦予點數而取得更高之遊戲成績,終究會積極地介紹朋 友及熟人。所以,可連續性增加新玩家。 再者,第1遊戲系統係例如以伺服器裝置與複數遊戲 終端裝置構成亦可,以1台遊戲裝置構成亦可。又,識別 資訊係依每一玩家而不同之獨特資訊,可單一性識別各玩 家。又,保有點數、獲得點數與賦予點數係例如作爲表示 玩家之遊戲成績的得分亦可,作爲表示可在遊戲內的虛擬 世界中使用之擬似貨幣的數量之値亦可。又,在代幣遊戲 機之狀況中,保有點數、獲得點數與賦予點數係具有與代 幣及代額數(credit)等價之價値亦可。 又,第1記憶部係例如圖16(a)所示般,於1個資料 庫3 06內,將玩家的識別資訊與玩家的保有點數與母玩家 的識別資訊建立關聯並加以記憶亦可,如圖1 7所示般, 分別記憶將玩家的識別資訊與玩家的保有點數建立關聯並 記憶之資料庫3 07,與將玩家的識別資訊與母玩家的識別 資訊建立關聯並記憶之資料庫3 0 8亦可。又,第1記憶部 係例如以具有圖1 9所示之資料構造的介紹連結管理 DB3 09及存檔資料儲存區域3 05d構成亦可。 又,決定部係將獲得點數乘以所定係數(例如〇. 1)而 計算出賦予點數亦可,例如,在獲得點數是"1”〜“ 5 ” -8 - 201109066 爲止時將賦予點數設爲“ 1 ” ,在獲得點數是“ 6 ”〜 “ 1 0 ”爲止時將賦予點數設爲“ 2 ” ,在獲得點數是 “ 1 1 ”〜“ 2 0 ’’爲止時將賦予點數設爲“ 5 ”等,利用計 算以外的方法來決定賦予點數亦可。 又,第1加算部將獲得點數加算至玩家的保有點數之 時機’係可任意設定。例如,第1加算部係每於玩家在遊 戲中獲得新的獲得點數,則將獲得點數加算至玩家的保有 φ 點數亦可。又’第1加算部係依每一遊戲關卡,將在該當 遊戲關卡中玩家獲得之獲得點數加算至玩家的保有點數亦 可。進而,第1加算部係依每一所定期間,將於該所定期 間中玩家獲得之獲得點數加算至玩家的保有點數亦可。 又,第2加算部將賦予點數加算至母玩家的保有點數之時 機,係可因應第1加算部的加算時機而任意設定。 又,於上述之第1遊戲系統中,亦可構成爲:前述第 1特定部,係以在與獲得前述獲得點數之玩家的識別資訊 φ 建立關聯之前述玩家的母玩家之識別資訊被記憶於前述第 1記憶部時,作爲第1世代之介紹來源玩家的識別資訊而 特定該當母玩家的識別資訊,在與已特定之前述第1世代 之介紹來源玩家的識別資訊建立關聯之前述第1世代之介 紹來源玩家的母玩家之識別資訊被記憶於前述第1記憶部 時,作爲第2世代之介紹來源玩家的識別資訊而特定該當 母玩家的識別資訊之方式,特定涵蓋與獲得前述獲得點數 之玩家的識別資訊建立關聯之複數世代的介紹來源玩家之 識別資訊;前述決定部,係根據前述獲得點數,並遵從所 -9 - 201109066 定規則來決定賦予前述第1特定部特定之識別資訊所對應 之介紹來源玩家個別的賦予點數;前述第2加算部,係依 前述第1特定部特定之每一識別資訊,將前述決定部決定 之前述賦予點數加算至與該當識別資訊建立關聯而被記憶 於前述第1記憶部之前述保有點數。 依據此構造’不僅可將賦予點數賦予接受其介紹之母 玩家(第1世代的介紹來源玩家),也可賦予第2世代的介 紹來源玩家(母玩家的母玩家)’第3世代的介紹來源玩家 (母玩家之母玩家的母玩家)。亦即,將接受賦予點數之玩 家設爲母玩家時,對於母玩家不僅可從自己直接介紹之子 玩家接受賦予點數’也可從子玩家介紹之孫玩家及孫玩家 介紹之曾孫玩家接受賦予點數。 再者,決定部係使賦予各介紹來源玩家之賦予點數, 因應介紹來源玩家的世代數而不同亦可,即使世代數不同 也設爲相同値亦可。 又,第1特定部,係以在與獲得前述獲得點數之玩家 的識別資訊建立關聯之前述玩家的母玩家之識別資訊被記 憶於前述第1記憶部時,作爲第1世代之介紹來源玩家的 識別資訊而特定該當母玩家的識別資訊,在與已特定之識 別資訊建立關聯之前述第1世代之介紹來源玩家的母玩家 之識別資訊被記憶於前述第1記憶部時,作爲第2世代之 介紹來源玩家的識別資訊而特定該當母玩家的識別資訊, 並可利用重複進行該等特定之工程至成爲與已特定之識別 資訊建立關聯之母玩家的識別資訊並未記憶於前述第1記 -10- 201109066 億部之狀態爲止,來特定成爲獲得前述獲得點數之玩家之 介紹來源的所有介紹來源玩家之識別資訊。 又’於上述之第丨遊戲系統中,前述所定規則,係前 述介紹來源玩家的世代數越多,則越減少前述賦予點數亦 可。 此時’例如對於接受其介紹之母玩家(第1世代的介 紹來源玩家)賦予10點,對於母玩家的母玩家(第2世代 φ 的介紹來源玩家)賦予5點等,介紹來源玩家的世代數越 多則可越減少賦予點數。又,相對於介紹來源玩家可獲得 較多之賦予點數而得到較高之遊戲成績,可加上一定限 制。 又’於上述之第1遊戲系統中,前述第1特定部,係 於所定世代數爲止的範圍內,特定成爲獲得前述獲得點數 之玩家的介紹來源之介紹來源玩家的識別資訊亦可。 此時’例如,對第2世代爲止之介紹來源玩家(母玩 # 家的母玩家)賦予賦予點數,或對第3世代爲止之介紹來 源玩家(母玩家之母玩家的母玩家)賦予賦予點數等,將賦 予賦予點數之介紹來源玩家的世代數限制爲所定世代數爲 止。又,相對於介紹來源玩家可獲得較多之賦予點數而得 到較高之遊戲成績,可加上一定限制。 又,上述之第1遊戲系統,更可具備:輸入部,係身 爲被介紹遊戲之玩家的被介紹玩家用於輸入身爲介紹者的 介紹玩家相關之介紹者資訊;第2特定部,係依據從前述 輸入部輸入之前述介紹者資訊,特定對輸入該當介紹者資 -11 - 201109066 訊之被介紹玩家介紹遊戲之身爲介紹者的介紹玩家之識別 資訊;及登記部’係於前述第1記憶部,與前述被介紹玩 家的識別資訊建立關聯’作爲前述被介紹玩家的前述保有 點數而登記〇 ’作爲前述母玩家的識別資訊而登記前述第 2特定部特定之前述介紹玩家的識別資訊。 .此時’因應介紹者資訊的輸入而進行第1記憶部之資 料登記’可將輸入介紹者資訊之玩家設爲被介紹者(子玩 家)’由介紹者資訊特定之玩家設爲介紹者(母玩家)的新 的母子關係’登記於第1記憶部。再者,所謂介紹者資訊 係例如介紹玩家的玩家ID、介紹玩家的姓名資訊及介紹 玩家的電子郵件地址等。又,輸入部係例如可藉由按鍵操 作、畫面之觸控操作、紅外線通訊、近距離無線通訊' 2 維條碼及電子郵件等’來輸入介紹者資訊。又,將介紹者 資訊的輸入,限制於新登記被介紹玩家時或者從新登記被 介紹玩家開始之一定期間內的構造亦可。 又’於上述之遊戲系統中,更可具備:輸出部,係輸 出可以通知介紹玩家介紹遊戲之被介紹玩家的介紹碼;第 2記憶部,係將前述輸出部輸出之前述介紹碼與接受該當 介紹碼的輸出之前述介紹玩家的識別資訊建立關聯並加以 記憶;輸入部’係前述被介紹玩家用於輸入前述介紹碼; 第2特定部,係作爲對輸入前述介紹碼之前述被介紹玩家 介紹遊戲之身爲介紹者的介紹玩家之識別資訊,特定與從 前述輸入部輸入之前述介紹碼建立關聯而被記億於前述第 2記憶部之玩家的識別資訊;及登記部,係於前述第1記 -12- 201109066 憶部’與前述被介紹玩家的識別資訊建立關聯,作爲前述 保有點數而登記0 ’作爲前述母玩家的識別資訊而登記前 述第2特定部特定之前述介紹玩家的識別資訊。 此時’接受從輸出部輸出之介紹碼的介紹玩家,係可 將其介紹碼通知其他玩家,亦即,被介紹玩家。因應被介 紹玩家所致之介紹碼的輸入而進行第1記憶部之資料登 言己’可將輸入介紹碼之玩家設爲被介紹者(子玩家),接受 φ 介紹碼的輸出之玩家設爲介紹者(母玩家)的新的母子關 係,登記於第1記憶部。再者,輸出部係例如可藉由顯 示、印刷、聲音訊息、紅外線通訊、近距離無線通訊、2 維條碼及電子郵件等,來輸出介紹碼。又,輸入部係例如 可藉由按鍵操作、畫面之觸控操作、紅外線通訊、近距離 無線通訊、2維條碼及電子郵件等,來輸入介紹碼。又, 將介紹碼的輸入,限制於新登記被介紹玩家時或者從新登 記被介紹玩家開始之一定期間內的構造亦可。 • 又,於上述之第1遊戲系統中,前述輸出部,係將對 於1位玩家輸出之前述介紹碼限制爲所定數亦可。亦即, 輸出部係將所定數以下的介紹碼輸出給各玩家亦可。 此時,相對於可限制1玩家可介紹之玩家數量,玩家 可獲得較多之賦予點數而得到較高之遊戲成績,可加上_ 定限制。又,也可抑制第1記憶部的記憶容量。 又,上述之遊戲系統中,更具備:允許部,係對於在 前述遊戲中達成所定條件之玩家,允許前述介紹碼的輸 出;前述輸出部,係對於前述允許部允許前述介紹碼的輸 -13- 201109066 出之玩家,輸出前述介紹碼亦可。 此時,可將介紹朋友或熟人而可獲得賦予點數之玩 家,限制爲在遊戲中達成所定條件之玩家。再者,作爲達 成所定條件之狀況,例如可舉出在遊戲中獲得之點數超過 所定量之狀況、遊玩時間超過所定時間之狀況、攻克所定 數遊戲關卡之狀況、到達所定進行點爲止之狀況等。爲了 使介紹玩家可對於被介紹玩家來傳授遊戲的遊玩方法及攻 略法,對於僅已某種程度進行遊玩遊戲之玩家輸出介紹碼 爲佳。 又,於上述之第1遊戲系統中,前述登記部,係在前 述被介紹玩家的識別資訊已經被記憶於前述第1記憶部 時,並不進行前述第1記憶部的資料登記亦可。 此時,在被介紹玩家是識別資訊已經被記憶於第1記 憶部的既存玩家時,可不進行第1記憶部的資料登記。亦 即,可防止將既存玩家設爲被介紹者(子玩家)之母子關係 被登記於第1記憶部之狀況。所以,例如,可防止以既存 玩家彼此構築母子關係,儘管未介紹新玩家也可以獲得獎 勵點數及介紹點數之狀況。又,可防止構築將已經存在子 玩家或孫玩家之母玩家(既存玩家)設爲子之母子關係,儘 管未介紹新玩家也可以較多之獲得獎勵點數及介紹點數之 狀況。 又,關於本發明的遊戲系統(第2遊戲系統),係從其 他玩家被介紹遊戲之身爲被介紹者的玩家,將介轉遊戲之 前述其他玩家作爲介紹者而登記,包含前述被介紹者與前 -14 - 201109066 述介紹者之複數玩家進行遊玩遊戲的遊戲系統,其特徵爲 具備:記憶部,係記憶與前述複數玩家個別之識別資訊建 立關聯,被分派該當識別資訊之玩家在前述遊戲中獲得並 保有之保有點數,與對於被分派該當識別資訊之玩家來說 是下位世代的介紹關係之下位玩家的識別資訊;第1加算 部,係將前述複數玩家中任一玩家在前述遊戲中新獲得之 獲得點數,加算至與獲得該當獲得點數之玩家的識別資訊 建立關聯而被記憶於前述記憶部之前述保有點數;特定 部,係在玩家被指定時,特定與該當玩家的識別資訊建立 關聯而被記億於前述記憶部之下位玩家的識別資訊;決定 部,係因應前述特定部特定之識別資訊所對應之下位玩家 獲得之前述獲得點數,決定賦予前述被指定之玩家的賦予 點數;及第2加算部,係將前述決定部決定之前述賦予點 數,加算至與前述被指定之玩家的識別資訊建立關聯而被 記憶於前述記憶部之前述保有點數。 即使爲以上構造,也可發揮與上述之第1遊戲系統相 同的效果。 再者,即使關於第2遊戲系統,例如以伺服器裝置與 複數遊戲終端裝置構成亦可,以1台遊戲裝置構成亦可。 又,識別資訊係依每一玩家而不同之獨特資訊,可單一性 識別各玩家。又,保有點數、獲得點數與賦予點數係例如 作爲表示玩家之遊戲成績的得分亦可,作爲表示可在遊戲 內的虛擬世界中使用之擬似貨幣的數量之値亦可。又,在 代幣遊戲機之狀況中,保有點數、獲得點數與賦予點數係 -15- 201109066 具有與代幣及代額數等價之價値亦可。 又,於sS憶部係針對各玩家’將玩家的識別資訊、玩 家的保有點數、此玩家之下位世代的介紹關係之下位玩家 的識別資訊建立關聯而加以記憶。例如,記憶部係例如以 具有圖6及圖1 5 (a)所示之資料構造的介紹連結管理 DB 3 05 a及與玩家的識別資訊建立關聯而儲存存檔資料(包 含保有點數)的存檔資料儲存區域3 05d構成亦可。 又,第1加算部將獲得點數加算至玩家的保有點數之 時機’係可任意設定。例如,第1加算部係每於玩家在遊 戲中獲得新的獲得點數,則將獲得點數加算至玩家的保有 點數亦可。又,第1加算部係依每一遊戲關卡,將在該當 遊戲關卡中玩家獲得之獲得點數加算至玩家的保有點數亦 可。進而’第1加算部係依每一所定期間,將於該所定期 間中玩家獲得之獲得點數加算至玩家的保有點數亦可。 又,決定部係將獲得點數乘以所定係數(例如0.1)而 計算出賦予點數亦可,例如,在獲得點數是“ 1 ”〜“ 5 ” 爲止時將賦予點數設爲“ 1 ” ,在獲得點數是“ 6 ”〜 “ 1 0 ”爲止時將賦予點數設爲“ 2 ” ,在獲得點數是 “ 1 1 ”〜“ 20”爲止時將賦予點數設爲“ 5”等,利用計 算以外的方法來決定賦予點數亦可。” 又,於上述之第2遊戲系統中,從某玩家被介紹遊戲 之被介紹者是對於前述玩家的第1世代之下位玩家,從該 當第1世代的下位玩家被介紹遊戲之被介紹者是對於前述 玩家的第2世代之下位玩家;前述特定部,係參照前述記 201109066 憶部,特定涵蓋與前述被指定之玩家的識別資訊建立關聯 之複數世代的下位玩家之識別資訊;前述決定部,係根據 前述特定部特定之識別資訊所對應之下位玩家個別從對於 前述被指定之玩家上次賦予前述賦予點數至本次賦予爲止 之間所獲得之前述獲得點數,遵從所定規則來決定前述賦 予點數亦可。 依據此構造,將被賦予賦予點數之玩家設爲母玩家 φ 時’對於母玩家不僅可從自己直接介紹之子玩家(第1世 代的下位玩家)接受賦予點數,也可從子玩家介紹之孫玩 家(第2世代的下位玩家)及孫玩家介紹之曾孫玩家(第3 世代的下位玩家)接受賦予點數。再者,決定部係在遵從 所定規則而決定賦予點數時,對於各下位玩家的獲得點 數’進行因應世代數而不同之加權亦可,即使世代數不同 也進行相同加權亦可。 又’關於本發明的程式(第1程式),其特徵爲使構成 φ 從其他玩家被介紹遊戲之身爲被介紹者的玩家,將介紹遊 戲之前述其他玩家作爲介紹者而登記,包含前述被介紹者 與前述介紹者之複數玩家進行遊玩遊戲之遊戲系統的電 腦’作爲以下構件而作用:記憶部,係記憶與前述複數玩 家個別之識別資訊建立關聯,被分派該當識別資訊之玩家 在前述遊戲中獲得並保有之保有點數,與在被分派該當識 別資訊之玩家有介紹者時,身爲該當介紹者的母玩家之識 別資訊;第1加算部,係將前述複數玩家中任一玩家在前 述遊戲中新獲得之獲得點數,加算至與獲得該當獲得點數 -17- 201109066 之玩家的識別資訊建立關聯而被記億於前述記億部之前述 保有點數:特定部,係參照前述記憶部,在與獲得前述獲 得點數之玩家的識別資訊建立關聯之前述母玩家的識別資 訊被記憶於前述記億部時,則特定該當母玩家的識別資 訊;決定部,係因應玩家獲得之前述獲得點數,決定賦予 前述母玩家之賦予點數;及第2加算部,係將前述決定部 決定之前述賦予點數,加算至與前述特定部特定之識別資 訊建立關聯而被記憶於前述記憶部之前述保有點數。 依據以上構造,也可發揮與上述之第1遊戲系統相同 的效果。 又,關於本發明的程式(第2程式),其特徵爲使構成 從其他玩家被介紹遊戲之身爲被介紹者的玩家,將介紹遊 戲之前述其他玩家作爲介紹者而登記,包含前述被介紹者 與前述介紹者之複數玩家進行遊玩遊戲之遊戲系統的電 腦,作爲以下構件而作用:記憶部,係記憶與前述複數玩 家個別之識別資訊建立關聯,被分派該當識別資訊之玩家 在前述遊戲中獲得並保有之保有點數,與對於被分派該當 識別資訊之玩家來說是下位世代的介紹關係之下位玩家的 識別資訊;第1加算部,係將前述複數玩家中任一玩家在 前述遊戲中新獲得之獲得點數,加算至與獲得該當獲得點 數之玩家的識別資訊建立關聯而被記憶於前述記憶部之前 述保有點數;特定部,係在玩家被指定時,特定與該當玩 家的識別資訊建立關聯而被記憶於前述記憶部之下位玩家 的識別資訊:決定部,係因應前述特定部特定之識別資訊 -18- 201109066 所對應之下位玩家獲得之前述獲得點數,決定賦予前述被 指定之玩家的賦予點數;及第2加算部,係將前述決定部 決定之前述賦予點數,加算至與前述被指定之玩家的識別 資訊建立關聯而被記憶於前述記憶部之前述保有點數。 依據以上構造,也可發揮與上述之第2遊戲系統相同 的效果。 再者,本發明係亦可作爲記錄上述第1或第2程式之 φ 電腦可讀取的記錄媒體。於記錄媒體係例如包含CD-ROM 及記憶卡等。又,本發明係亦可作爲傳輸上述第i或第2 程式之傳輸媒體(例如網路)。亦即,本發明係亦可作爲以 電腦可讀取之方式記錄或傳輸上述第1或第2程式的媒體 (資料載體)。進而,本發明係亦可作爲被載入至電腦而保 持上述第1或第2程式之資料的程式產品。 [發明之效果] # 依據本發明,可提升來自既存玩家的介紹所致之新玩 家的獲得效率之同時,抑制已獲得之新玩家的停止遊玩遊 戲。 【實施方式】 以下,一邊參照圖面一邊針對本發明的實施形態加以 說明。再者,於各圖中共通之部份附加相同符號。 < 1.實施形態> -19- 201109066 圖1係揭示遊戲系統1之整體構造的區塊圖。 遊戲系統1係具有複數遊戲單元5及1台中央伺服器 30。各遊戲單元5係例如具備6台代幣遊戲機10與1台 店舖伺服器20,設置於遊戲中心等之遊樂場設施(店舖, 亦即,遊戲遊樂場(game arcade))。又,在各遊戲單元5, 店舖伺服器20與各代幣遊戲機10藉由LAN纜線等而可 通訊地連接。在各代幣遊戲機10,使用支付金錢而借貸 之代幣或表示貯留於代幣遊戲機10之持有代幣枚數的代 額數來進行遊戲。於本說明書中,所謂代幣係代用幣 (token coin)或被單稱爲硬幣之圓板形的物體。所謂代幣 遊戲機係指在將代幣投入至機械時則可進行遊戲的遊玩之 機械,或將代幣投入至機械的行爲包含於遊戲的遊玩之機 械。再者’玩家係利用在開始遊戲的遊玩之前,將持有之 代幣投入至代幣遊戲機1 0而使其作爲代額數來記億,可 省去在遊戲中逐次投入代幣之手續。又,中央伺服器30 係介由網際網路等之通訊網而與各店舖伺服器2〇連接, 可介由各店舖伺服器20而與所有代幣遊戲機1〇進行通 訊。 在此遊戲系統1,複數玩家可進行遊玩遊戲。又,雖 於後詳述’在中央伺服器3 0,例如圖2所示般,可涵蓋 複數世代來管理從玩家A被介紹遊戲而開始遊戲之玩家B 與玩家C及從玩家B被介紹遊戲而開始遊戲之玩家d等 的玩家之介紹關係。再者,於同圖中,將玩家A設爲母 玩家時,玩家B與玩家C則成爲子玩家,玩家〇則成爲 -20- 201109066 孫玩家。如此,將玩家A設爲基準時,玩家B與玩家C 係介紹關係成爲僅下位1世代的下位玩家,玩家D係介 紹關係成爲僅下位兩世代的下位玩家。又,將玩家B設爲 基準時,玩家D係介紹關係成爲僅下位1世代的下位玩 家(子玩家)’玩家A係介紹關係成爲僅上位1世代的上位 玩家(母玩家)。 又,在關於本實施形態之遊戲系統1,將因應子玩家 φ 與孫玩家之遊戲結果的獎勵點數(賦予點數)持續賦予給母 玩家。例如’於圖2中,對於玩家A持續賦予因應身爲 子玩家之玩家B及玩家C的遊戲結果與身爲孫玩家之玩 家D的遊戲結果之獎勵點數。又,對於玩家B持續賦予 因應身爲子玩家的玩家D之遊戲結果的獎勵點數。再 者,圖2所示之玩家C與玩家D因爲不存在子玩家及孫 玩家,故不被賦予獎勵點數。 圖3係揭示代幣遊戲機1〇之外觀的立體圖。 # 代幣遊戲機1〇係具有顯示遊戲畫像之顯示器11與設 置於其上部的兩個揚聲器12。於顯示器11的下部係除了 操作桿1 3及操作按鍵1 4 a〜1 4 e之外,設置有用以投入代 幣的代幣投入口 1 5、代幣被支付的代幣支付口 1 6及用以 插入1C卡40的卡片插入口 17。再者,於卡片插入口 17 係在玩家進行遊玩遊戲之期間中,插入1C卡40。 例如,玩家係利用操作操作桿1 3及配置於其右側之 3個操作按鍵l4a、Mb、14c,輸入爲了使遊戲進行所需 之各種指示。又,配置於操作桿1 3的左側之兩個操作按 -21 - 201109066 鍵14d、14e係兌幣按鍵14d與保存結束按鍵Me。兌幣 按鍵14d係用以指示貯留於代幣遊戲機10之持有代幣之 支付的按鍵。又,保存結束按鍵1 4e係用以指示存檔資料 之保存、遊戲結束、1C卡40之取出的指示。再者,於1C 卡40係記憶有被分派給持有1C卡40之玩家的玩家ID。 玩家ID係可單一性識別各玩家的識別資訊,且依每一玩 家而不同之獨特資訊。 又,代幣遊戲機1 〇係具有觸控輸入功能,於顯示器 11的畫面上,設置有用以檢測玩家的手指前端接觸之畫 面位置的透明電極。爲此,玩家即使不操作操作桿1 3及 操作按鍵14a〜14e,也可利用以手指前端觸控顯示器1 1 的畫面,來輸入各種指示。再者,並設6台同圖所示之代 幣遊戲機1 〇之同時,加上丨台店舖伺服器20者則成爲圖 1所示之遊戲單元5。 圖4係揭示代幣遊戲機10之電性構造的區塊圖。 CPU101係利用執行記億於ROM 102及硬碟109之各 種程式,控制代幣遊戲機1 0之各部。於ROM 1 02係記憶 有管理代幣遊戲機之各部基本控制的程式等。RAM 103係 作爲CPU 101的作業區域而使用。通訊介面104係控制在 店舖伺服器20及中央伺服器30之間進行的通訊。操作部 105係在操作桿13及操作按鍵14a〜14e被操作時,將表 示其操作內容之操作檢測訊號輸出至CPU101。又,顯示 器Π係將表示玩家的手指前端接觸之畫面位置的觸控位 置檢測訊號輸出至 CPU101 。代幣選擇器(Medal -22- 201109066201109066 VI. Description of the Invention [Technical Field of the Invention] The present invention relates to a game system and a program. [Prior Art] As an opportunity for players to start a game, there are introductions from friends or acquaintances. For example, Patent Document 1 discloses a game webpage operation device that provides a set game for a game like a slot machine to a user terminal, and assigns a predetermined number of points to an existing user who introduces a new user. In this game webpage operation device, if you download the game program to the terminal, you will get 1 point. If you execute the game 5 times, you will get 1 point. If you introduce the new user, you will get 5 points, etc., in response to the game's execution and new use. When the user's introduction or the like is given to the user, the number of points earned by the user is 2 5 or 50 or more, the chance of winning the ensemble game is increased, or the type of the downloadable game is increased. [Prior Art] [Patent Document 1] [Patent Document 1] Japanese Laid-Open Patent Publication No. 2003-30368 [Draft of the Invention] [Problems to be Solved by the Invention] However, the game webpage operation device described in Patent Document 1 is accompanied by a new one. The number of points introduced by the user is only one time, and the number of points given is also fixed. For this reason, it is difficult to say that existing users will be very active -5-201109066 to introduce new users. Also, recently, game content has become more and more complicated, especially as new players have become increasingly difficult to obtain players who have less experience in play games. For example, in a game that is serialized (repeatedly updated), the game content becomes complicated as the series is updated, so it is difficult to obtain an intermittent user as a new user from the middle of the series (the latest version) ( Casual user) and users who have never played this series of games so far. Moreover, even if a new user can be obtained, because of the complexity of the game content, there is often a habit of stopping the game from playing by the new player. The present invention has been made in view of the above circumstances, and it is an object of the present invention to suppress the acquisition efficiency of a new player obtained from the introduction of an existing player while suppressing the stop game of the new player that has been obtained. [Means for Solving the Problem] In order to solve the above problem, the game system (the first game system) of the present invention is a player who is introduced as a referee from another player, and introduces the other players of the game. Registered as an introducer, the game system includes a game system in which the introductor and the plurality of players of the present inventor play a game, and the first memory unit is provided with a memory associated with the identification information of the plurality of players. The player who identifies the information obtains and maintains a certain number in the aforementioned game, and when there is an introducer to the player who is assigned the identification information, the identification information of the parent player who is the introductor; the first addition department The number of points newly acquired by any one of the plurality of players in the aforementioned game is added to the identification information of the player who obtained the number of points to be acquired, and is memorized in the aforementioned possession of the first item 1-6 - 201109066 The number of points; the first specific part refers to the aforementioned part 1 'establishing the identification information of the player who obtained the aforementioned number of points. When the identification information of the parent player is memorized in the first memory unit, the identification information of the parent player is determined; the determination unit determines the number of points to be given to the parent player in response to the player obtaining the number of points obtained; and the calculation unit The number of points to be added as determined by the determination unit is added to the identification information specified by the first specific unit, and the number of the security points stored in the front φ 1 memory unit is stored. According to the above configuration, the parent player is given the number of points earned in the game obtained in accordance with the game play by himself. In addition, as long as the player does not stop the habit of playing the game, the parent player is continuously given the number of points to be awarded. Thus, according to the present invention, the number of points accompanying the player is continuously performed not only one time but also the number of points earned by the player of the own player in the game, the more points are given to the parent player. Therefore, the player will actively introduce friends and acquaintances in order to obtain a higher score for the game. Because it can improve the efficiency of new players caused by the introduction of existing players, the female player is beginning to enter the game earlier than the player he introduced, so it is more clear about the game play method and strategy. In addition, as described above, the player who introduces himself gets more points in the game, and the more the number of points given to the mother player, the more the mother player is not only the one, but will actively teach the game play method and strategy. Therefore, the player who accepts the introduction from the parent player to start the game, even if it is an intermittent user who does not have the experience of playing, can also be the memory of a friend or an acquaintance. The introduction is also counted, and the 0-line tour is like the gameplay method and the strategy of the game game played by the game mother, and it is also possible to suppress the habit of the new player who has stopped playing the game immediately. Therefore, it is also possible to suppress the stopped play game of the player that has been obtained. In addition, players who start the game from the introduction of the parent player also achieve higher scores in order to be awarded points, and will eventually introduce friends and acquaintances. Therefore, continuity can increase new players. Further, the first game system may be configured by, for example, a server device and a plurality of game terminal devices, and may be configured by one game device. In addition, the identification information is unique information that is different for each player, and can be used to identify each player individually. Further, the number of points to be secured, the number of points to be awarded, and the number of points to be awarded may be, for example, a score indicating the game score of the player, and may be a number indicating the number of pseudo-currencies that can be used in the virtual world in the game. Further, in the case of the token game machine, the number of points, the number of points earned, and the number of points to be awarded are equivalent to the price of the token and the credit. Further, as shown in FIG. 16(a), the first memory unit associates the player's identification information with the player's security point number and the parent player's identification information in one database 306. As shown in FIG. 17, respectively, the data bank 3 07 which associates the player's identification information with the player's insurance number is memorized, and the information that associates the player's identification information with the parent player's identification information and memorizes the data. Library 3 0 8 is also available. Further, the first storage unit may be configured by, for example, an introduction connection management DB3 09 and an archive data storage area 305d having the data structure shown in Fig. 19. Further, the decision unit may calculate the number of points to be multiplied by the number of points (for example, 1. 1), for example, when the number of points is "1" to "5" -8 - 201109066 The number of points to be given is set to "1", and when the number of points is "6" to "1 0", the number of points is set to "2", and the number of points is "1 1" to "2 0 '' When the number of points is set to "5", the number of points to be given may be determined by a method other than calculation. Further, the first adding unit can arbitrarily set the timing at which the number of points is added to the player's guaranteed number. For example, in the first addition unit, each time the player obtains a new acquisition point in the game, the number of points to be added to the player's possession φ point may be added. In addition, the first addition unit adds the number of points earned by the player in the game level to the player's number of points according to each game level. Further, the first addition unit may add the number of points acquired by the player to the player's number of points in the predetermined period for each predetermined period. Further, the timing of adding the number of points to the number of points of the parent player by the second addition unit can be arbitrarily set in accordance with the addition timing of the first addition unit. Further, in the first game system described above, the first specific unit may be configured to store the identification information of the parent player of the player associated with the identification information φ of the player who obtained the acquired points. In the first memory unit, the identification information of the parent player is specified as the identification information of the source player of the first generation, and the first information associated with the identification information of the source player of the first generation is specified. When the identification information of the parent player of the source player is stored in the first memory unit, the identification information of the parent player is specified as the identification information of the source player of the second generation, and the above-mentioned acquisition point is specifically covered and obtained. The recognition information of the player of the number is associated with the identification information of the player who introduced the source of the plural generation; the determination unit determines the specific identification of the first specific part according to the -9 - 201109066 rule according to the obtained points. According to the information, the number of points given to the source player is individually assigned; the second addition unit is based on the first specific part. Each set of identification information, the decision unit determines the number of points given to adding to the association with the identification information should be memorized in the first memory portion of the retained points. According to this structure, not only can the number of points be given to the female player who accepts the introduction (the introduction source player of the first generation), but also the introduction source of the second generation (the female player of the female player), the introduction of the third generation. Source player (the mother player of the mother player of the parent player). In other words, when the player who accepts the number of points is set as the parent player, the child player can accept the number of points from the child player directly introduced by the child player, and can also be given the grandson player introduced by the child player and the grandchild player introduced by the child player. Points. Further, the decision department may assign the number of points to the players of each introduction source, and may be different depending on the number of generations of the source players, and may be the same even if the number of generations is different. Further, the first specific unit is an introduction source player of the first generation when the identification information of the parent player of the player associated with the identification information of the player who obtained the acquired points is stored in the first storage unit. The identification information of the parent player is specified, and the identification information of the parent player of the first-generation introduction source player associated with the specific identification information is stored in the first memory unit as the second generation. The identification information of the source player is introduced, and the identification information of the parent player is specified, and the identification information of the parent player who has become the association with the specific identification information by repeating the specific project is not memorized in the first record -10- 201109066 The status of the player is the identification information of all the source players who have obtained the source of the above-mentioned players. Further, in the above-described game system, the predetermined rule is that the more the number of generations of the source player is introduced, the more the number of points to be added is reduced. At this time, for example, 10 points are given to the female player who accepts the introduction (the first generation of the introduction source player), and 5 points are given to the female player of the female player (the introduction source player of the second generation φ), and the generation of the source player is introduced. The more the number, the less the number of points can be given. In addition, a higher limit on the number of points that can be obtained by the player who introduces the source can be added. Further, in the above-described first game system, the first specific unit may be specified in the range of the predetermined generation number, and may be the identification information of the introduction source player who obtained the introduction source of the player who obtained the number of points. In this case, for example, the number of points is given to the introduction source player (female player of the parent game) of the second generation, or the introduction source player (the parent player of the mother player of the parent player) is given to the third generation. Points, etc., limit the number of generations of the player who gives the number of points to the number of points to the specified number of generations. In addition, a higher limit on the number of points that can be earned by the player who introduces the source can be added. Further, the first game system described above may further include: an input unit, the introduced player who is a player of the introduced game, and the introducer information related to the introduction player who is the introducer; the second specific part is According to the above-mentioned introducer information input from the input unit, the identification information of the introduced player who introduces the introduction of the game to the introduced player is introduced to the introductory player -11 - 201109066; and the registration department is attached to the foregoing The memory unit is associated with the identification information of the introduced player, and is registered as the identification information of the parent player as the identification information of the parent player, and the identification of the introduction player specified by the second specific unit is registered. News. At this time, 'the data registration of the first memory unit is performed in response to the input of the introducer information', and the player who inputs the introducer information can be set as the introducer (sub-player). The player specified by the introducer information is set as the introducer ( The new mother-child relationship of the parent player is registered in the first memory department. Further, the so-called introducer information is, for example, introducing the player's player ID, introducing the player's name information, and introducing the player's email address. Further, the input unit can input the introducer information by, for example, a button operation, a touch operation of a screen, infrared communication, short-range wireless communication, "two-dimensional bar code, e-mail, etc.". Further, the input of the introducer information may be limited to a structure in which a newly registered player is introduced or a certain period of time from the start of the newly registered player. Further, in the game system described above, the output unit may be provided with an output code that notifies the introducer of the introduced player who introduces the game to the player; the second memory unit outputs the aforementioned introduction code and accepts the output of the output unit. The output of the introduction code is described in association with the player's identification information and is memorized; the input unit is used by the introduced player to input the aforementioned introduction code; and the second specific part is introduced as the introduction of the aforementioned introduction code to the introduction code. The game body is an introductory player's identification information of the player, and is specific to the identification information of the player who has been recorded in the second memory unit in association with the introduction code input from the input unit; and the registration unit is the aforementioned 1st -12-201109066 The memory section is associated with the identification information of the player to be introduced, and 0 is registered as the number of the security points as the identification information of the parent player, and the identification of the aforementioned introduction player specified by the second specific part is registered. News. At this time, the player who accepts the introduction code output from the output unit can inform the other players of the introduction code, that is, the introduced player. The data of the first memory unit is said to be input by the introduction of the introduction code by the player. The player who inputs the introduction code can be set as the introducer (sub-player), and the player who accepts the output of the φ introduction code is set. The new mother-child relationship of the introducer (mother player) is registered in the first memory department. Further, the output unit can output an introduction code by, for example, display, printing, voice information, infrared communication, short-range wireless communication, 2D barcode, and e-mail. Further, the input unit can input an introduction code by, for example, a button operation, a touch operation of a screen, infrared communication, short-range wireless communication, 2D barcode, and e-mail. Further, the input of the introduction code is limited to a structure in which a newly registered player is newly registered or a certain period of time from the time when the player is newly registered. Further, in the first game system described above, the output unit may limit the introduction code outputted to one player to a predetermined number. In other words, the output unit outputs the design code below the predetermined number to each player. At this time, relative to the number of players that can be limited to 1 player, the player can obtain more points and get higher game scores, and can add _ limit. Moreover, the memory capacity of the first memory unit can also be suppressed. Further, in the game system described above, the permission unit further includes an output of the introduction code for a player who has achieved the predetermined condition in the game, and the output unit allows the introduction of the introduction code to the permission unit. - 201109066 Players out, the above introduction code can also be output. At this time, a player who introduces a friend or an acquaintance to obtain a credit rating can be limited to a player who achieves the predetermined condition in the game. In addition, as a condition for achieving the predetermined condition, for example, the number of points obtained in the game exceeds the quantified condition, the play time exceeds the predetermined time, the situation of the fixed number of game levels is overcome, and the situation is reached until the scheduled point is reached. Wait. In order to introduce the game player's play method and strategy to the introduced player, it is better to output the introduction code to the player who has only played the game to some extent. Further, in the above-described first game system, the registration unit may not register the data of the first storage unit when the identification information of the introduced player has been stored in the first storage unit. At this time, when the introduced player is an existing player whose identification information has been memorized in the first memory unit, the data registration of the first storage unit may not be performed. In other words, it is possible to prevent the existing player from being placed in the first memory unit as the mother-child relationship of the introducer (sub-player). Therefore, for example, it is possible to prevent the existing players from constructing a mother-child relationship with each other, and although the new players are not introduced, the number of bonus points and the number of introduction points can be obtained. Further, it is possible to prevent the mother player (existing player) who already has the child player or the grand player from being set as the parent-child relationship of the child, and although the new player is not introduced, the bonus point and the number of the introduction points can be obtained more. Further, the game system (second game system) of the present invention is a player who is introduced as a referee from another player, and registers the other players who are referred to the game as an introducer, including the introduced person. A game system for playing a game with a plurality of players of the introductor of the present invention is characterized in that: a memory unit is provided, and the memory is associated with the identification information of the plurality of individual players, and the player assigned the identification information is in the game. The obtained and retained insurance number is the identification information of the player under the introduction relationship of the next generation for the player who is assigned the identification information; the first adding unit is to play any of the aforementioned plural players in the aforementioned game. The number of points earned by Zhongxin is added to the aforementioned number of points stored in the memory unit in association with the identification information of the player who obtained the point to obtain the point; the specific part is specified when the player is designated, and the player is specified. The identification information is associated with the identification information of the player below the memory department; the decision department, The number of points to be given to the designated player is determined based on the number of points obtained by the player corresponding to the identification information specified by the specific part, and the second addition unit determines the number of points determined by the determination unit. And added to the aforementioned number of security points stored in the memory unit in association with the identification information of the designated player. Even in the above configuration, the same effect as the above-described first game system can be exhibited. In addition, the second game system may be configured by a single game device, for example, by a server device and a plurality of game terminal devices. In addition, the identification information is unique information that is different for each player, and each player can be singularly identified. Further, the number of points to be secured, the number of points to be awarded, and the number of points to be awarded may be, for example, a score indicating the game score of the player, and may be a number indicating the number of pseudo-currencies that can be used in the virtual world in the game. In addition, in the case of the token game machine, the number of points, the number of points earned, and the number of points awarded are -15-201109066, which is equivalent to the token and the number of tokens. Further, the sS memory department stores the player's identification information, the player's security point number, and the identification information of the player under the introduction relationship of the player's lower generation. For example, the memory unit is, for example, an archive link management DB 3 05 a having the data structure shown in FIG. 6 and FIG. 15 (a) and an archive in which the archived material (including the number of dots) is stored in association with the identification information of the player. The data storage area 3 05d may also be constructed. Further, the first adding unit can arbitrarily set the timing at which the number of points is added to the player's guaranteed number. For example, in the first addition unit, each time the player obtains a new acquisition point in the game, the number of points to be added to the player's possession point may be added. Further, the first adding unit adds the number of points obtained by the player in the game level to the player's number of points for each game level. Further, the first addition unit may add the number of points acquired by the player to the player's number of points in the predetermined period for each predetermined period. Further, the determination unit may calculate the number of points to be given by multiplying the number of points by a predetermined coefficient (for example, 0.1). For example, when the number of points is "1" to "5", the number of points is set to "1". When the number of points is "6" to "1 0", the number of points is set to "2", and when the number of points is "1 1" to "20", the number of points is set to "5". "It is also possible to determine the number of points to be given by a method other than calculation. In addition, in the second game system described above, the introduced person who introduced the game from a certain player is the player of the first generation of the player, and the introduced player of the game from the next player of the first generation is For the player of the second generation of the player, the specific part refers to the identification information of the lower player who is associated with the identification information of the designated player, and the determination unit, the reference unit 201109066 According to the predetermined number of points obtained by the player corresponding to the identification information specified by the specific part, the player obtains the aforementioned number of points obtained from the previous given point of the designated player to the present time. According to this structure, when the player to whom the number of points is given is set as the parent player φ, the child player can receive the number of points from the child player (the next player of the first generation) who is directly introduced by himself. The grandson who can be introduced from the sub-player (the next player of the 2nd generation) and the grandson of the grandchildren (3rd) The lower player of the generation accepts the number of points. In addition, when the decision department decides to assign the number of points in accordance with the predetermined rule, the number of points acquired for each lower player may be different depending on the number of generations, even if the number of generations is In addition, the program of the present invention (the first program) is characterized in that the player who is the introducted player who is introduced from other players to the game is introduced as the other player of the game. Registered by the presenter, the computer including the game system in which the introductor and the plurality of players of the inventor play the game play functions as the following means: the memory unit is associated with the identification information of the plurality of players, and is assigned The player who identifies the information obtains and maintains a certain number in the aforementioned game, and when there is an introducer to the player who is assigned the identification information, the identification information of the parent player who is the introductor; the first addition department The number of points newly acquired by any of the foregoing plural players in the aforementioned game is added to and obtained The identification information of the player of the point -17-201109066 is associated with the above-mentioned number of protection points of the above-mentioned account: the specific part refers to the above-mentioned memory part, and establishes the identification information of the player who obtained the aforementioned number of points. When the identification information of the parent player associated with the parent player is stored in the above-mentioned account, the identification information of the parent player is specified; and the determination unit determines the number of points to be given to the parent player in response to the number of points obtained by the player; The second adding unit adds the number of points to be determined determined by the determining unit to the number of the guard points stored in the memory unit in association with the identification information specified by the specific unit. The program of the present invention (the second program) is characterized in that the player who is introduced as a referee from another player is introduced, and the other players of the game are introduced. Registered as an introducer, including a computer of the game system in which the introductor and the above-mentioned introducer of the above-mentioned introducer play the game Acting as a component: the memory unit is associated with the identification information of the plurality of players, and the player assigned to the identification information is obtained and retained in the game, and the player who is assigned the identification information It is the identification information of the player under the introduction relationship of the next generation; the first addition department is to add the newly acquired points of the above-mentioned plural players to the player who obtained the points. The identification information is associated with the aforementioned number of security points stored in the memory unit; the specific part is a recognition information that is associated with the identification information of the player and is memorized by the player below the memory unit when the player is designated. : The decision department determines the number of points to be given to the designated player in response to the aforementioned points obtained by the player corresponding to the specific identification information of the specific part -18-201109066; and the second addition unit The number of points given by the decision department is added to the identification of the player specified above. It is associated to a memory portion of the memory to maintain the count. According to the above configuration, the same effects as those of the second game system described above can be exerted. Furthermore, the present invention can also be used as a readable computer recording medium of the above-described first or second program. The recording medium includes, for example, a CD-ROM, a memory card, and the like. Furthermore, the present invention can also be used as a transmission medium (e.g., a network) for transmitting the above i-th or second program. That is, the present invention can also be used as a medium (data carrier) for recording or transmitting the above-described first or second program in a computer readable manner. Furthermore, the present invention can also be used as a program product that is loaded into a computer to hold the data of the first or second program. [Effects of the Invention] # According to the present invention, it is possible to enhance the efficiency of obtaining new players due to introductions from existing players, and to suppress the stop-playing game of new players that have been obtained. [Embodiment] Hereinafter, embodiments of the present invention will be described with reference to the drawings. In addition, the same symbols are attached to the common parts in the respective drawings. < 1. Embodiments> -19- 201109066 FIG. 1 is a block diagram showing the overall configuration of the game system 1. The game system 1 has a plurality of game units 5 and a central server 30. Each of the game units 5 includes, for example, six token game machines 10 and one shop server 20, and is installed in a playground facility (store, that is, a game arcade) of a game center or the like. Further, in each of the game units 5, the store server 20 and the token game machines 10 are communicably connected by a LAN cable or the like. In each of the token game machines 10, the game is played using a token for borrowing money or a token indicating the number of tokens held in the token game machine 10. In the present specification, the so-called token coin or the sheet is a round plate-shaped object of a coin. The so-called token game machine refers to a machine that can play games when the token is put into the machine, or a machine that puts the token into the machine and is included in the game of the game. Furthermore, the player uses the tokens held in the token game machine 10 to record the tokens as the number of tokens before the game of the game is started, thereby eliminating the need to successively input the tokens in the game. Further, the central server 30 is connected to each of the store servers via a communication network such as the Internet, and can communicate with all the token game machines 1 via the store servers 20. In this game system 1, a plurality of players can play games. Further, although it will be described later in detail, in the central server 30, as shown in FIG. 2, it is possible to cover a plurality of generations to manage the player B and the player C who have started the game from the player A being introduced, and the game is introduced from the player B. And the introduction relationship of the player who started the game, such as the player d. Furthermore, in the same figure, when player A is set as the parent player, player B and player C become the child players, and the player 成为 becomes the -20-201109066 grand player. As described above, when player A is set as the reference, player B and player C are introduced as the next player of only the next generation, and player D is introduced as the next player of only the next two generations. When the player B is set as the reference, the player D is introduced as a lower player (sub-player) of the next-generation 1 player. The player A-introduction relationship is a higher-level player (mother player) of only the upper-level 1 generation. Further, in the game system 1 of the present embodiment, the bonus points (the number of points to be awarded) in response to the game result of the child player φ and the grandchild player are continuously given to the parent player. For example, in Fig. 2, the player A continues to give bonus points for the game result of the player B and the player C who are the sub-players and the game result of the player D who is the grandchild player. Further, the player B continues to give bonus points in response to the game result of the player D who is a child player. Furthermore, player C and player D shown in Fig. 2 are not given bonus points because there are no sub-players and grandchildren. Fig. 3 is a perspective view showing the appearance of the token game machine. The #币币游戏机1 has a display 11 for displaying a game portrait and two speakers 12 disposed at an upper portion thereof. In the lower part of the display 11, in addition to the operation lever 13 and the operation buttons 1 4 a to 1 4 e, a token input port 15 for depositing tokens, a token payment port 16 for which tokens are paid, and The card insertion slot 17 for inserting the 1C card 40. Further, the card insertion slot 17 is inserted into the 1C card 40 while the player is playing the game. For example, the player inputs various instructions necessary for the game to be performed by operating the operation lever 13 and the three operation buttons l4a, Mb, 14c disposed on the right side thereof. Further, the two operations arranged on the left side of the operation lever 13 press -21 - 201109066 keys 14d, 14e are the coin exchange button 14d and the save end button Me. The coin button 14d is used to instruct a button stored in the token game machine 10 to hold the token. Further, the save end button 14e is used to instruct the storage of the archived material, the end of the game, and the instruction to take out the 1C card 40. Furthermore, the 1C card 40 stores a player ID assigned to the player holding the 1C card 40. The player ID is a unique information that uniquely identifies each player's identification information and is unique to each player. Further, the token game machine 1 has a touch input function, and a transparent electrode for detecting the position of the screen of the front end of the finger of the player is provided on the screen of the display 11. For this reason, even if the player does not operate the operation lever 13 and the operation buttons 14a to 14e, the player can input various instructions by using the screen of the finger front touch display 1 1 . Further, six sets of the token game machine 1 shown in the same figure are provided, and the game unit 20 shown in Fig. 1 is added to the platform server 20 of the same place. FIG. 4 is a block diagram showing the electrical configuration of the token game machine 10. The CPU 101 controls each unit of the token game machine 10 by executing various programs of the ROM 102 and the hard disk 109. Memory in ROM 1 02 There are programs for managing the basic control of each part of the token game machine. The RAM 103 is used as a work area of the CPU 101. The communication interface 104 controls communication between the store server 20 and the central server 30. The operation unit 105 outputs an operation detection signal indicating the operation content to the CPU 101 when the operation lever 13 and the operation buttons 14a to 14e are operated. Further, the display unit outputs a touch position detection signal indicating the position of the screen touched by the front end of the player to the CPU 101. Token selector (Medal -22- 201109066

Selector)l〇6係在檢測出被投入至代幣投入口 15之代幣 時,將代幣投入訊號輸出至CPU101。代幣支付裝置107 係例如在兌幣按鍵1 4 d被按下時,從代幣支付口 1 6支付 因應代額數之枚數的代幣。1C卡驅動器108係從被插入 至卡片插入口 17之1C卡40讀取出玩家ID。於硬碟109 係記憶有用以控制代幣遊戲機1 〇的程式及各種遊戲資 料。 φ 在關於本實施形態之代幣遊戲機1 〇,進行玩家操作 主角角色而探索複數迷宮(dungeon)內的角色扮演遊戲。 在各迷宮中出現多數敵方怪物,對主角角色挑起戰鬥。玩 家係操作主角角色,例如使用主角角色持有之攻擊用的魔 法卡來攻擊敵方怪物,或使用恢復用的魔法卡來使主角角 色的體力値恢復等,一邊使其不被敵方怪物擊倒一邊進行 迷宮內的探索。於各迷宮的最後樓層係配置有道具「攻克 的證明(certificate of conquer)」。玩家操作主角角色,取 # 得此「攻克的證明」時,則成爲攻克(conquer)迷宮。又, 受到來自敵方怪物的攻擊時,主角角色的體力値會減少。 而主角角色的體力値成爲“ 0”時,成爲遊戲結束(game over) ° 然而’玩家係在攻克迷宮時’作爲攻克獎勵(conquer b〇nus)可取得代幣或代額數所致之獎賞。例如,在攻克迷 宮A時可得20點’在攻克迷宮b時可得38點等,攻克 獎勵係依每一迷宮而不同。又,於迷宮內係配置有複數寶 石卡》玩家操作主角角色而取得寶石卡時,也可被賦予代 -23- 201109066 幣或代額數所致之獎賞。例如,在取得寶石卡A時可得3 點’在取得寶石卡B時可得5點等,取得寶石卡時的獎賞 係依每一寶石卡的種類而不同。 又,於遊戲內存在有可進行魔法卡之購入及賣出的商 店’以及可購入衣服或帽子等之配件的商店。玩家操作主 角角色而在商店賣出魔法卡時,對於玩家會藉由代幣或代 額數來支付魔法卡的賣出費用。例如,在賣出魔法卡A 時可得4點,在取得魔法卡B時可得7點等,賣出魔法卡 時被支付之賣出費用係依每一魔法卡的種類而不同。又, 於遊戲內係設置有可使用代幣或代額數來進行吃角子老虎 遊戲(集合圖案遊戲)的賭場。在吃角子老虎遊戲中當選 時,也對玩家賦予代幣或代額數所致之獎賞。 又,代幣遊戲機10的CPU1 01係依每一玩家計算其 遊玩時間,每於遊玩時間經過1小時,則將所定量的虛擬 貨幣賦予給玩家。例如,CPU 1 0 1係每於遊玩時間經過1 小時,作爲虛擬貨幣而賦予20點。此虛擬貨幣係僅在遊 戲內的虛擬世界可使用之擬似貨幣,可於商店中購入衣服 或帽子等之配件。再者,可利用虛擬貨幣購入之配件係限 於可因應玩家的喜好來訂製主角角色的外觀者,與可變更 主角角色之強度(例如攻擊力及防禦力)的武器或防具等之 道具不同。又,於本實施形態中,虛擬貨幣設爲不具有與 代幣或代額數之交換價値者。 再者,於關於本實施形態之代幣遊戲機1 0中,玩家 係例如在挑戰新的迷宮時、使用魔法卡時、在商店購入魔 -24- 201109066 法卡時、在賭場進行吃角子老虎遊戲時等,需要使用代幣 或代額數來支付費用。如此,設爲在玩家使用代幣或代額 數來支付費用時,將因應已支付之費用的數量之虛擬貨幣 賦予給玩家之構造亦可。再者,相對於支付費用的虛擬貨 幣之賦予率係可任意設定。例如,將賦予率設爲0.5時, 如果代幣或代額數的支付費用是10點的話,作爲虛擬貨 幣會賦予玩家5點。又,例如,1人進行遊玩之遊戲模式 φ 及複數人進行遊玩之遊戲模式等,角色扮演遊戲具備複數 遊戲模式時,因應進行遊玩之遊戲模式來變更前述賦予率 亦可。 如此’玩家係於代幣遊戲機10中進行遊玩角色扮演 遊戲’攻克迷宮時、取得寶石卡時、賣出魔法卡時、在吃 角子老虎遊戲中當選時,可獲得具有與代幣或代額數等價 之價値的點數。又,玩家係每於代幣遊戲機10中進行遊 玩角色扮演遊戲1小時或者在挑戰新的迷宮時、使用魔法 • 卡時、在商店購入魔法卡時、在賭場進行吃角子老虎遊戲 時等,可獲得具有與虛擬貨幣等價之價値的點數。 再者’關於每一迷宮的攻克獎勵及挑戰費用、每一寶 石卡的獎賞資訊、每一魔法卡的賣出費用、使用費用、購 入費用、吃角子老虎遊戲之下注費用及獎賞資訊、每於進 行遊玩1小時賦予之虛擬貨幣的數量等之資料,係作爲遊 戲資料的一部份’記憶於後述之中央伺服器3 0的硬碟 3〇5(或店舖伺服器20的硬碟)。再者,該等資料被記憶於 代幣遊戲機10的硬碟109亦可。 -25- 201109066 圖5係揭示中央伺服器30之電性構造的區塊圖。 CPU301係利用執行記憶於ROM3 02及硬碟3 05之各 種程式,控制中央伺服器30之各部。於ROM302係記憶 有管理中央伺服器30之各部基本控制的程式等。RAM3 0 3 係作爲CPU301的作業區域而使用。通訊介面304係控制 在代幣遊戲機10及店舖伺服器20之間進行的通訊。於硬 碟305 (記憶部)係記憶有介紹連結管理DB(資料庫)305a、 已賦予點數儲存TBL(表格)305b、介紹碼管理TBL305C。 又’於硬碟3 05係設置有存檔資料儲存區域3 05d。又, 於硬碟3〇5係記憶有用以使中央伺服器30執行後述之各 種處理(介紹碼發派處理、介紹碼輸入處理、記錄追加處 理、獲得點數更新處理、獎勵點數賦予處理)的程式。 介紹連結管理DB 3 05 a係例如具有圖6所示之資料構 造。再者,同圖所示之介紹連結管理D B 3 0 5 a係對應圖2 所示之玩家的介紹關係。介紹連結管理DB305a係作爲構 成1個記錄的場域’具有「玩家ID」、「下位玩家 ID」、「世代資訊」、「獲得點數」。於「玩家ID」係 儲存有成爲介紹來源之介紹來源玩家的玩家ID»於「下 位玩家ID」係儲存有成爲介紹目標之介紹目標玩家的玩 家ID。於「世代資訊」係儲存有表示對於介紹來源玩家 來說介紹目標玩家是第幾世代的資訊。於「獲得點數」係 儲存有介紹目標玩家在遊戲中獲得之點數的累積値。再 者,於本實施形態中’於「獲得點數」係儲存有具有與代 幣或代額數等價之價値的點數,與具有與虛擬貨幣等價之 -26- 201109066 價値的點數之合計値。 例如,於圖6所示之介紹連結管理d B 3 0 5 a中,記錄 號碼是“ 1 ”的記錄’係表示對於玩家A作爲子玩家而存 在有玩家B’此玩家B已經在遊戲中獲得200點之狀況。 又,記錄號碼是“ 4”的記錄,係表示對於玩家A作爲孫 玩家而存在有玩家D’此玩家D尙未在遊戲中獲得點數之 狀況。再者’在圖6’將儲存於「玩家ID」及「下位玩家 φ ID」之玩家ID記載爲“ A” ~ “ D” ,但是,實際上作爲 玩家ID,例如儲存有依每一玩家而不同之24位元的資料 等。又’在圖6 ’作爲「世代資訊」儲存有“子”、 “孫”等之資訊’但是,子之狀況係儲存“ 1 ” ,孫之狀 況係儲存“2”等,儲存有表示對於介紹來源玩家來說介 紹目標玩家是第幾世代的數値資訊亦可。 又,已賦予點數儲存TBL3 05b係具有圖7所示之資 料構造。於此已賦予點數儲存TBL3 05b,係儲存有針對玩 0 家1D被登記於介紹連結管理DB305a之各玩家,至今爲 止賦予之獎勵點數的累積値之已賦予點數。 但是,在關於本實施形態的遊戲系統1,將可介紹新 玩家的玩家限制爲僅在遊戲中達成所定條件之玩家,對於 在遊戲中達成所定條件之玩家,發派對其他新玩家介紹此 遊戲時所使用之介紹碼。亦即,僅在遊戲中達成所定條件 之玩家’可對新玩家介紹遊戲而獲得獎勵點數。再者,作 爲達成所定條件之狀況,例如可舉出在遊戲中獲得之虛擬 貨幣超過所定量(例如1 00點)之狀況、遊玩時間超過所定 -27- 201109066 時間(例如5小時)之狀況、攻克所定數(例如3關)遊戲關 卡之狀況、到達所定進行點爲止之狀況等。又,介紹碼係 例如以1 〇文字的文字列構成之密碼,依每一介紹碼而不 同之獨特資訊。此介紹碼係從身爲介紹者之玩家通知被介 紹者’藉由被介紹者輸入至代幣遊戲機10。於硬碟305 的介紹碼管理TBL305C係如圖8所示般,至今爲止發派 之介紹碼(密碼)與接受介紹碼的發派之玩家的玩家ID建 立對應而被儲存。 回到圖5’於硬碟3 05 (記憶部)的存檔資料儲存區域 305d’各玩家的存檔資料與玩家ID建立對應而被儲存。 存檔資料係於代幣遊戲機10中玩家再次開始遊戲時,爲 了從上次結束時的遊戲狀況繼續進行遊戲所需之資料。於 存檔資料係例如包含表示遊戲進行狀況的資料、主角角色 的等級及體力値相關之資料、主角角色持有之道具及配件 相關之資料、表不玩家保有之虛擬貨幣的數量(保有點數) 之數値資料等。 於代幣遊戲機10中結束遊戲的遊玩時,玩家係按下 保存結束按鍵1 4e。代幣遊戲機1 0的CPU 1 0 1係在檢測出 保存結束按鍵14e被按下時,從RAM103及硬碟1〇9讀取 出作爲存檔資料應保存之各種資料,與從1C卡40讀取出 之玩家ID —起發送至中央伺服器30。又,CPU101係在 結束存檔資料的發送時,從卡片插入口 1 7排出1C卡 40 » 中央伺服器30的CPU301係從代幣遊戲機10接收存 201109066 檔資料及玩家ID時’將與接收之玩家ID建立對應而被儲 存於存檔資料儲存區域3 05 d之存檔資料,更新爲接收之 存檔資料。所以中央伺服器30的CPU3 01係作爲第1加 算部而作用,將玩家在遊戲中新獲得之獲得點數,加算至 與獲得獲得點數之玩家的識別資訊建立關聯而被記憶於存 檔資料儲存區域305d之保有點數。又,代幣遊戲機1〇的 CPU 1 〇 1係從代幣支付口 1 6支付作爲代額數而貯留於代幣 φ 遊戲機1〇的持有代幣。又,玩家係將被支付之代幣投入 至設置於店舖內之代幣自動保管支付機,使其保管至遊戲 的再次開始時爲止。 另一方面,在再次開始遊戲時,玩家係將自己的1C 卡40插入至卡代幣遊戲機10的卡片插入口 17。藉此, 藉由1C卡驅動器108從1C卡40讀取玩家ID。又,代幣 遊戲機10的CPU101係將被讀取出之玩家id發送至中央 伺服器3 0。中央伺服器3 0係從代幣遊戲機1 〇接收玩家 # ID時’從存檔資料儲存區域3 05d讀取出對應已接收之玩 家ID的存檔資料,並回送給代幣遊戲機1 〇。代幣遊戲機 1 〇係從中央伺服器3 0接收存檔資料時,將其儲存於 RAM 1 03並開始遊戲的再次開始處理。又,玩家係在IC 卡40的插入前後,將從代幣自動保管支付機領出之代幣 投入至代幣投入口 15。 圖9係揭示選單畫面「介紹連結」之顯示內容的圖。 代幣遊戲機10的CPU101(允許部)係例如在遊戲中獲 得之虛擬貨幣超過所定量時、在到達所定進行點時等,玩 -29 - 201109066 家在遊戲中達成所定條件時,則作爲新的選單項目而將 「介紹連結」追加至主選單畫面。又,CPU10】係在玩家 藉由顯示器11的觸控操作等來選擇選單項g 「介紹連 結」時’則將圖9所示之選單畫面「介紹連結」顯示於顯 示器1 1。如同圖所示般,於選單畫面「介紹連結」係在 已經介紹過1位以上的新玩家時,針對自己介紹之子玩 家,顯示玩家名稱、遊戲進行狀況、主角角色的等級、登 入曰期 '連接狀況等的資訊。再者,進而加上表示是戰士 或魔法師等之主角角色種別的資訊或子玩家進行遊玩之店 舖名稱等的資訊亦可。又,於同圖中表示連接狀況之資訊 的“上線中”係表示子玩家在相同店舖或其他店舖現在正 在進行遊玩之狀況’ “離線”係表示子玩家現在並未進行 遊玩之狀況。 在關於本實施形態之遊戲系統1,將1位玩家可介紹 之子玩家的人數限制爲5人。爲此,中央伺服器30的 CPU301(輸出部)係參照介紹碼管理TBL305C,將對於1位 玩家發派之介紹碼的數量限制爲5個爲止。在同圖所示之 顯不例’因爲已經存在有兩位子玩家,故可重新介紹之新 玩家的人數還剩下3人。又,於選單畫面「介紹連結」係 設置有5人份的欄位,如同圖所示般,已經存在有兩位子 玩家時’剩下3個欄位成爲空欄。於此空欄部份係顯示有 訊息“發派介紹碼”。玩家係在取得介紹碼時,於畫面上 接觸“發派介紹碼”的部份’對於代幣遊戲機1 〇指示介 紹碼的發派。當然,也可以操作操作桿1 3及操作按鍵 -30- 201109066 1 4 a〜1 4 C而使游標移動至“發派介紹碼”的部份,指示 介紹碼的發派。 如此,代幣遊戲機10的CPU101(允許部)係僅對於在 遊戲中達成所定條件之玩家,顯示選單畫面「介紹連結」 而使其可接受介紹碼的發派。亦即,CPU 1 0 1係僅對於在 遊戲中達成所定條件之玩家,允許介紹碼的輸出。再者, 於圖9所示之選單畫面「介紹連結」係不僅子玩家,也針 φ 對孫玩家,顯示遊戲進行狀況、主角角色的等級、連接狀 況等的資訊亦可。 圖1 0係揭示介紹碼發派處理之流程的序列流程圖。 代幣遊戲機1 0係在從玩家指示介紹碼的發派時,將 介紹碼的發派要求發送至中央伺服器30(步驟SI 1)。中央 伺服器30係在接收介紹碼的發派要求時,產生新的介紹 碼(步驟S12)’並將產生之介紹碼回送至代幣遊戲機 1〇(步驟S13)。代幣遊戲機1〇係在接收介紹碼時,將接收 鲁 之介紹碼顯不於顯不器11(輸出部)(步驟S14)。藉此,因 爲介紹碼(密碼)會顯示於畫面,玩家係將被顯示之介紹碼 記在紙上等而通知被介紹者。又,代幣遊戲機1 0係在顯 示介紹碼時’從1C卡40讀取出玩家ID並發送至中央伺 服器30(步驟S15)。中央伺服器30係在接收玩家ID時, 將接收之玩家ID與在步驟S 1 2產生新的介紹碼建立對 應,並儲存於介紹碼管理TBL305c(第2記億部)(步驟 S 1 6) ° 圖1 1係揭示介紹碼輸入處理之流程的序列流程圖。 -31 - 201109066 代幣遊戲機ι〇係例如在進行新玩家的登記處理時, 將“持有介紹碼(密碼)時請輸入”等之訊息與軟體鍵盤一 起顯示於顯示器11。所以,新玩家是接受來自既存玩家 的介紹之被介紹者時,則藉由顯示器(輸入部)的觸控操 作來輸入介紹碼。代幣遊戲機1 〇係在輸入介紹碼時(步驟 S21),將從1C卡40讀取出之被介紹者的玩家ID發送至 中央伺服器30(步驟S22)。中央伺服器30的CPU301係在 接收介紹碼及被介紹者的玩家ID時,作爲第2特定部而 作用,作爲介紹者的玩家ID而特定與接收之介紹碼建立 對應而被儲存於介紹碼管理 TBL3 05 C之玩家ID(步驟 S23)。之後,中央伺服器30係開始對於介紹連結管理 DB3 0 5a的記錄追加處理。 再者,於圖Π所示之介紹碼輸入處理中,可輸入介 紹碼的時機係並不限定於重新登記時。但是,設爲在重新 登記時以外也可進行介紹碼的輸入時,可將新玩家以外的 既存玩家設爲子玩家並登記於介紹連結管理DB 3 05 a。此 時,例如,利用既存玩家彼此構築母子關係,儘管未介紹 新玩家也可以獲得獎勵點數。又,利用將已經存在複數子 玩家或孫玩家之母玩家(既存玩家)作爲子玩家來登記,儘 管未介紹新玩家也可以較多之獲得獎勵點數。 爲此’設爲在重新登記時以外也可進行介紹碼的輸入 時’設爲於圖11所示之介紹碼輸入處理中步驟S23之 後’中央伺服器30的CPU301(登記部)係判定輸入介紹碼 之被介紹者是否是新玩家,在身爲新玩家時進行記錄追加 -32- 201109066 處理,在不是新玩家時則不進行記錄追加處理的構造爲 佳。再者,在判定是否是新玩家時’中央伺服器3 0係確 認與從代幣遊戲機10接收之被介紹者的玩家ID建立對應 而被儲存於存檔資料儲存區域305d之存檔資料。然後, 在玩家保有之虛擬貨幣是〇時則判定是新玩家,在虛擬貨 幣不是〇時則判定不是新玩家。又,中央伺服器3 0係依 據表示存檔資料內之遊戲進行狀況的資料,判定是否是新 φ 玩家亦可。又,中央伺服器30係設爲在上述之步驟S23 之後,判定從代幣遊戲機1 〇接收之被介紹者的玩家ID是 否被登記於介紹連結管理DB 3 05 a的「玩家ID」場域或 「下位玩家ID」場域,在未被登記時則進行記錄追加處 理,在已登記時則不進行記錄追加處理的構造亦可。 圖1 2及圖1 3係用以針對記錄追加處理進行說明的 圖。 中央伺服器30係在進行圖11所示之介紹碼輸入處理 φ 之後,開始對於介紹連結管理DB3 05a的記錄追加處理。 在此,如圖12(a)所示般,針對接受來亦玩家C之介紹的 玩家E,以追加記錄之狀況爲例進行說明。再者,於中央 伺服器30的硬碟305係儲存有圖6所示之介紹連結管理 DB305a與圖7所示之已賦予點數儲存TBL305b者。又, 中央伺服器3 0係已經進行圖1 1所示之介紹碼輸入處理, 作爲被介紹者的玩家ID特定“ E ” ,作爲介紹者的玩家 ID特定“ C”者。 此時,中央伺服器3 0的C P U 3 0 1係在開始記錄追加 -33- 201109066 處理時,首先’作爲玩家C的子玩家,將玩家e登記於 介紹連結管理D B 3 0 5 a。亦即,c P U 3 0 1係作爲登記部而作 用’如圖1 2 (b)所示’產生將「玩家I 〇」設爲“ C ” ,將 「下位玩家ID」設爲“ E ” ,將「世代資訊」設爲 "子”’將「獲得點數」設爲0之新的記錄(記錄號碼 =5),並追加至介紹連結管理DB3 05a。 接著’ CPU301係參照介紹連結管理DB3 05a,檢索於 「下位玩家ID」儲存“ C”的記錄。亦即,對於新登記之 玩家E’除了母玩家(玩家C)之外,確認母玩家的母玩家 等之介紹關係爲兩世代以上上位的玩家是否存在。在圖 1 2(b)所示之介紹連結管理DB305a之狀況,作爲該當之記 錄’設定記錄號碼是“ 2 ”的記錄。此時,於玩家e係除 了母玩家(玩家C)之外,作爲母玩家的母玩家,存在有玩 家A。 所以’ CPU3 01係作爲玩家A的孫玩家,將玩家E登 記於介紹連結管理DB305a。亦即,CPU301係如圖13(a) 所示’產生將「玩家ID」設爲“ A ” ,將「下位玩家 ID」設爲“ E ” ,將「世代資訊」設爲“孫”,將「獲得 點數」設爲〇之新的記錄(記錄號碼=6),並追加至介紹連 結管理DB3〇5a。再者,CPU301係利用參照介紹連結管理 DB305a’特定從玩家A來看時玩家E是孫玩家之狀況, 作爲世代資訊而設定“孫”。 之後’ CPU301係將玩家E的項目追加至已賦予點數 儲存TBL3 05b。亦即,CPU301係如圖13(b)所示,將「玩 201109066 家ID」設爲“ E”且將「已賦予點數」設爲0之項目,追 加至已賦予點數儲存TBL3 05b,結束記錄追加處理。 再者,在參照介紹連結管理DB 3 05a,檢索介紹關係 是兩世代以上上位之介紹來源玩家時,也有連1個該當之 記錄也無法找到之狀況。例如,於圖1 2(a)所示之介紹關 係成立之狀態中,登記接受來自玩家A的介紹之玩家F 時,對於玩家F來說除了母玩家(玩家A)之外,並不存在 φ 有母玩家的母玩家等之介紹關係是兩世代以上上位之介紹 來源玩家。此時,CPU301係在將玩家F作爲玩家A的子 玩家而登記至介紹連結管理DB3 05a時,於已賦予點數儲 存TBL3 05b追加玩家F的項目,結束記錄追加處理。 又,在參照介紹連結管理DB 3 05 a,檢索介紹關係是 兩世代以上上位之介紹來源玩家時,也有會找到兩個以上 該當之記錄之狀況。例如,於圖1 2(a)所示之介紹關係成 立之狀態中,登記接受來自玩家D之玩家G之狀況。此 φ 時,CPU301係在將玩家G作爲玩家D的子玩家而登記至 介紹連結管理 DB305a之後,參照介紹連結管理 DB3 05a,檢索於「下位玩家ID」儲存“ D”的記錄。所 以,在圖12(b)所示之介紹連結管理DB3 05 a之狀況,作 爲該當之記錄,可特定兩個記錄(記錄號碼=3及4) »此 時,於玩家G係除了母玩家(玩家D)之外,作爲母玩家的 母玩家(第2世代的介紹來源玩家)則存在有玩家B,又, 作爲母玩家之母玩家的母玩家(第3世代的介紹來源玩家) 則存在有玩家A » -35- 201109066 所以,CPU 3 01係將玩家G作爲玩家B的孫玩家而登 記至介紹連結管理DB3〇5a之同時,將玩家G作爲玩家a 的曾孫玩家而登記至介紹連結管理DB 305a。亦即, CPU301係產生將「玩家ID」設爲“B” ,將「下位玩家 ID」設爲“ G ” ,將「世代資訊」設爲"孫”,將「獲得 點數」設爲〇之記錄,與將「玩家ID」設爲“ a ” ,將 「下位玩家ID」設爲“ G ” ,將「世代資訊」設爲“曾 孫”,將「獲得點數」設爲〇之記錄,並將該等兩個記錄 追加至介紹連結管理D B 3 0 5 a。 再者’在本實施形態,將因應子玩家與孫玩家之獲得 點數的獎勵點數,賦予給母玩家。亦即,曾孫玩家等之第 3世代之後的下位玩家並不會關係到賦予母玩家之獎勵點 數。所以’於上述之記錄追加處理中,C P U 3 0 1係追加至 介紹連結管理DB3〇5a的記錄,限制爲「世代資訊」到 "孫”爲止的記錄亦可。此時,可防止介紹連結管理 DB3 05a的資料容量多餘地增加。 圖Ϊ 4係用以針對獲得點數更新處理進行說明的圖。 在此’以玩家E在遊戲中獲得點數之狀況爲例進行說 明。玩家E係於代幣遊戲機10中進行遊玩遊戲,攻克迷 宮時、取得寶石卡時、賣出魔法卡時、在吃角子老虎遊戲 中當選時’可獲得具有與代幣或代額數等價之價値的點 數。又’玩家E係每於代幣遊戲機1〇中進行遊玩遊戲! 小時或者在挑戰新的迷宫時、使用魔法卡時、在商店購入 魔法卡時、在賭場進行吃角子老虎遊戲時等,在使用代幣 -36- 201109066 或代額數來支付費用時,可獲得具有與虛擬貨幣等價之價 値的點數。 例如,玩家E作爲具有與虛擬貨幣等價之價値的點數 而獲得100點時,首先,代幣遊戲機10的CPU1 01係加 算"100”至表示被儲存於RAM103的工作記憶體之虛擬 貨幣的數量之數値資料,更新玩家E的自身點數。接著, 代幣遊戲機1 0的C P U 1 0 1係將獲得點數資訊“ 1 0 0 ”與從 φ 卡40讀取出之玩家ID “ E” 一起發送至中央伺服器 30 ° 中央伺服器30的CPU301係在從代幣遊戲機10接收 獲得點數資訊“ 1 00 ”及玩家ID “ E ”時,首先,參照硬 碟3 05的介紹連結管理DB 3 0 5 a,檢索將接收之玩家ID “ E ”儲存於「下位玩家ID」的記錄。所以,在圖14所 示之介紹連結管理DB 3 0 5a之狀況,作爲該當之記錄,可 特定兩個記錄(記錄號碼=5及6)。接著,CPU301係將從 φ 代幣遊戲機1 〇接收之獲得點數資訊“ 1 0 0 ” ,加算至已特 定之各記錄的「獲得點數」。藉此,在圖1 4所示之介紹 連結管理DB305a,記錄號碼“ 5”與“ 6”之兩個記錄的 「獲得點數」一起被更新爲“ 0 ”至“ 1 0 0 ” 。 0?1;301(第1加算部)係從代幣遊戲機1〇接收獲得點 數資訊“ 1 0 0 ”及玩家ID “ E ”時,對與玩家ID “ E ”建 立對應而被儲存於存檔資料儲存區域305d之存檔資料進 行存取,將獲得點數“ 1 00”加算至玩家E之存檔資料中 的虛擬貨幣之値(保有點數)亦可。 -37- 201109066 以後,每於玩家E在遊戲中獲得新的點數,則進行獲 得點數更新處理。結果,於圖14所示之介紹連結管理 DB3 05a中,對於記錄號碼“ 5”與"6”之兩個記錄的 「獲得點數」,每於玩家E在遊戲中獲得新的點數,則逐 次加算獲得之點數。 再者,開始獲得點數更新處理之時機,亦即,代幣遊 戲機10將玩家在遊戲中獲得之點數發送至中央伺服器30 之時機,係並不限定於玩家在遊戲中獲得新點數時。例 如,代幣遊戲機1 〇係每於玩家攻克迷宮,將在已攻克之 迷宮中玩家獲得之獲得點數發送至中央伺服器30亦可。 又,代幣遊戲機1 〇係在玩家正在進行遊戲時,每於經過 所定期間(例如5分鐘或1 0分鐘等),將於該當期間內玩 家獲得之獲得點數發送至中央伺服器3 0亦可。 圖1 5係用以針對獎勵點數賦予處理進行說明的圖。 在此’以於中央伺服器3 0的硬碟3 0 5 (記憶部)儲存有 圖15(a)所示之介紹連結管理DB3 05a與圖13(b)所示之已 賦予點數儲存TBL3 05b之狀態中,將獎勵點數(賦予點數) 賦予玩家A之狀況爲例來進行說明》 例如’在玩豕來店而再次開始遊戲時,代幣遊戲機 10的CPU 101係將與從1C卡40讀取出之玩家ID “ A,,, 與獎勵點數賦予要求一起發送至中央伺服器30。中央伺 服器30的CPU301係在從代幣遊戲機10接收獎勵點數賦 予要求及玩家ID “ A”時,首先,作爲特定部而作用,參 照介紹連結管理DB3〇5a,檢索將接收之玩家id ‘‘ A”儲 -38- 201109066 存於「玩家ID」的記錄。所以’在圖1 5 (a)所示之介紹連 結管理DB 3 05 a之狀況’作爲該當之記錄,可特定4個記 錄(記錄號碼=1、2、4及6)。 從在此特定之4個記錄,CPU301(特定部)係特定對於 玩家A來說’作爲子玩家存在有玩家b與玩家C,作爲 孫玩家存在有玩家D與玩家E。又,CPU301係特定玩家 B的獲得點數是250,玩家C的獲得點數是150,玩家D 的獲得點數是100,玩家E的獲得點數是200。 接著’ CPU3 0 1係計算出子玩家的獲得點數之總計(以 下’記載爲子點數),與孫玩家的獲得點數之總計(以下, 記載爲孫點數)。在圖1 5(a)所示之介紹連結管理DB3 05a 之狀況,子點數係爲400,孫點數係爲3 00。之後, CPU301係作爲決定部而作用,藉由以下的(計算式1)計算 出玩家A的總獎勵點數。 總獎勵點數=子點數+係數Kx孫點數…(計算式1) 在此,如係數Κ = 0.5的話,玩家Α的總獎勵點數係 爲5 50(4〇〇 + 〇.5x3 00)。再者,於(計算式Ο中子點數也乘 以係數亦可。此時,乘以子點數之係數之値係乘以孫點數 之係數K之値以上爲佳。 接著,CPU301(決定部)係從已賦予點數儲存TBL3〇5b 讀取出玩家A的已賦予點數,藉由以下的(計算式2)計算 出本次對於玩家A賦予之獎勵點數。 -39- 201109066 獎勵點數=總獎勵點數-已賦予點數…(計算式2 ) 亦即’藉由(計算式1)計算出之玩家A的獎勵點數, 與被儲存於已賦予點數儲存TBL305b之玩家A的已賦予 點數之差量,係成爲本次對於玩家A賦予之獎勵點數。 在此’於圖13(b)所示之已賦予點數儲存TBL3 05b中,玩 家A的已賦予點數係爲3 00,故賦予玩家A之獎勵點數係 爲 250(550-300)。 如此計算出賦予玩家 A之獎勵點數時,接著, CPU301係對與玩家ID “A”建立對應而被儲存於存檔資 料儲存區域3 05d之存檔資料進行存取。亦即,CPlj3〇l係 作爲第2加算部而作用,對玩家a的存檔資料進行存 取,將獎勵點數加算至存檔資料中的虛擬貨幣之値。藉 此,於玩家A的存檔資料中’虛擬貨幣之値係例如從 ‘‘ 4 0 0 ’’被更新爲"6 5 0 ” 。又,如此被更新之存檔資料從 中央伺服器30被發送至玩家A正在進行遊玩之代幣遊戲 機10。再者,被賦予獎勵點數時,於代幣遊戲機1〇的顯 示器1 1係例如顯示有“作爲獎勵點數已被賦予2 5 0點” 等之訊息。 又’中央伺服器30的CPU3 01 (第2加算部)係加算獎 勵點數而更新玩家A的存檔資料時,如圖15(b)所示般, 於已賦予點數儲存TBL305b中,將玩家a的已賦予點數 從“ 3 00”更新爲“ 5 50” ’而結束獎勵點數賦予處理。 -40- 201109066 之後’每於玩家A來店而再次開始遊戲,則進行獎 勵點數賦予處理。所以,對於玩家A,只要身爲子玩家的 玩家B與玩家C’及身爲孫玩家的玩家〇與玩家E不停 止遊玩遊戲的習慣’因應該等子玩家及孫玩家在遊戲中新 獲得之點數’持續賦予獎勵點數。 再者’開始獎勵點數賦予處理之時機係不限於玩家來 店而再次開始遊戲時。例如,作爲玩家操作代幣遊戲機 φ 10而指示獎勵點數之賦予時亦可。又,玩家正在進行遊 玩遊戲時’每於所定時間(例如3 0分鐘或1小時等),從 代幣遊戲機1〇輸出獎勵點數賦予要求亦可。又,作爲玩 家從行動電話機或自家的電腦,經由此遊戲的網頁等,將 獎勵點數的賦予要求輸出至中央伺服器30時亦可。又, 中央伺服器30係不依據來自玩家或代幣遊戲機10的指 示’例如1天1次等’每於所定期間開始獎勵點數賦予處 理亦可。 • 如以上說明般,依據本實施形態,對於介紹新玩家之 母玩家,賦予因應子玩家與孫玩家在遊戲中獲得之點數的 獎勵點數。又’對於母玩家,只要子玩家或孫玩家不停止 遊玩遊戲的習慣,則持續賦予因應獲得點數的獎勵點數。 如此依據本實施形態,伴隨新玩家之介紹的點數之賦予不 中點戲存 戲勵遊既 遊.獎之自 在的高來 家多更升 玩越得提 孫.予取可 及賦而, 家也數此 玩家點因 子玩勵。 , 母獎人 且於得熟 而對獲及 » 則可友 行 ,了朋 進數爲紹 性點係介 續得家地 持獲玩極 是之,積 而多以會 次越所, 1 得 。績 僅獲數成 -41 - 201109066 玩家的介紹所致之新玩家的獲得效率。 又,母玩家係因爲比子玩家及孫玩家還早開始進行遊 戲,故更清楚遊戲的遊玩方法及攻略法。又,如上述般, 因爲子玩家及孫玩家在遊戲中越獲得更多獲得點數,對於 母玩家也賦予越多的獎勵點數,故母玩家係不單僅是介 紹,而會會於子玩家及孫玩家積極傳授遊戲的遊玩方法及 攻略法。所以,因爲接受介紹開始遊戲之子玩家及孫玩家 即使是不太有遊玩遊戲之經驗的間歇性使用者,也可以由 母玩家教導遊戲的遊玩方法及攻略法,故也可以抑制已獲 得之新玩家馬上停止遊玩遊戲的習慣之狀況。因此,也可 抑制已獲得之玩家的停止遊玩遊戲。 又,從接受介紹而開始遊戲之子玩家及孫玩家也爲了 可獲得獎勵點數而取得更高之遊戲成績,終究會積極地介 紹朋友及熟人。所以,可連續性增加新玩家。 又,依據本實施形態,構成介紹連結管理D B 3 0 5 a之 各記錄,係藉由儲存介紹來源玩家之玩家ID的「玩家 ID」場域、儲存介紹目標玩家之玩家ID的「下位玩家 ID」場域、儲存表示對於介紹來源玩家來說介紹目標玩家 爲第幾世代之資訊的「世代資訊」場域、儲存介紹目標玩 家在遊戲中獲得之點數的累積値之「獲得點數」場域所構 成。例如,構築圖〗2(a)所示之玩家的介紹關係時,介紹 連結管理DB 3 05a係以如圖15(a)所示之6個記錄構成。 所以,例如對於玩家A賦予獎勵點數時,中央伺服 器 30的 CPU301係於圖15(a)所示之介紹連結管理 201109066 DB3 05a中,檢索於「玩家ID」場域儲存有玩 之記錄即可。然後,CPU301係作爲該當之記 個記錄(記錄號碼=1、2、4及6)時,可根據儲 之各記錄的「下位玩家ID」場域之玩家ID, 的獎勵點數相關之下位玩家是玩家B、C、D、 因此,可易於特定獎勵點數相關之下位玩家。 又,CPU3〇l係也可根據已特定之各記錄 φ 數」場域及「世代資訊」場域,易於特定計算 時所使用之各下位玩家的獲得點數及世代資訊 所以,可減輕獎勵點數的賦予處理所需之 3 〇的處理負擔。 < 2 .變形例> 本發明係並不限於上述之實施形態者,例 以下的變形。又,亦可適切組合以下所示之 • 形。 [變形例1 ] 在上述之實施形態,將因應子玩家與孫玩 果的獎勵點數’賦予母玩家,但是,僅將因應 戲結果的獎勵點數,賦予母玩家亦可。又,將 與孫玩家與曾孫玩家之遊戲結果的獎勵點數, 亦可。如此,獎勵點數相關之下位玩家的世代 設定。再者’將獎勵點數相關之下位玩家的世 家 ID “ A” 錄,特定4 存於已特定 特定玩家A E的4位。 的「獲得點 出獎勵點數 〇 中央伺服器 如亦可進行 2以上的變 家之遊戲結 子玩家之遊 因應子玩家 賦予母玩家 數係可任意 代數限制爲 -43- 201109066 所定世代數爲止時,中央伺服器3 0的C P U 3 0 1 (特定部, 第1特定部)係在檢索介紹連結管理DB305a而特定獎勵點 數相關之下位玩家時,在世代資訊是所定世代數爲止之範 圍中進行記錄的檢索即可。又,在因應世代資訊而限制追 加至介紹連結管理DB305a之記錄之狀況,世代資訊也並 不被限定爲第2世代(孫)爲止的記錄,因應獎勵點數相關 之下位玩家的世代數等,可任意設定。 [變形例2] 於上述之實施形態中,被加算至介紹連結管理 DB 3 0 5a的「獲得點數」之點數,係作爲具有與代幣或代 額數等價之價値的點數,與具有與虛擬貨幣等價之價値的 點數中任一方皆可。又,將獎勵點數作爲具有與代幣或代 額數等價之價値的點數亦可。此時,例如設爲各玩家之存 檔資料包含代額數的構造,中央伺服器30的CPU301係 將獎勵點數加算至被儲存於存檔資料儲存區域3〇5d之存 檔資料中的代額數即可。又,玩家在遊戲中獲得之點數及 獎勵點數係作爲表示在遊戲中玩家的技量之得分亦可。 [變形例3] 於上述之獎勵點數賦予處理中,中央伺服器3 0的 CPU301係在加算玩家a的獎勵點數時,於圖15(a)所示 之介紹連結管理DB3 05a中,使將玩家ID “ A”儲存於 「玩家ID」之4個記錄(記錄號碼=1、2、4及6)的「獲得 201109066 點數」之値,全部被改寫爲〇亦可。如設爲此種構造,不 使用已賦予點數儲存TBL3 05 b也可計算出獎勵點數。亦 即’不需要已賦予點數儲存TBL3 05b。如此,中央伺服器 30的CPU301係從上次對於某玩家賦予獎勵點數至本次賦 予獎勵點數爲止的期間中,依據此玩家的獎勵點數相關之 1以上的下位玩家在遊戲中獲得之點數及其世代數,來計 算出獎勵點數即可。 [變形例4 ] 於中央伺服器30的硬碟3 05 (記憶部,第1記憶部)係 記憶有圖16(a)所示之資料庫3 06來代替介紹連結管理 DB3 05a、已賦予點數儲存TBL3 05b、存檔資料儲存區域 3〇5d亦可。再者,此資料庫3 06係對應圖16(b)所示之玩 家的介紹關係。 圖16(a)所示之資料庫306係作爲構成1個記錄的場 φ 域’具有「玩家ID」、「介紹者ID」及「保有點數」。 於「玩家ID」係儲存有各玩家的玩家ID。又,於「介紹 者ID」係儲存有各玩家接受介紹之介紹者(其他玩家)的玩 家ID。再者,於「介紹者ID」未儲存玩家ID時,則表示 沒有介紹者。又,於「保有點數」係儲存有各玩家在遊戲 中獲得而保有之點數。此儲存爲「保有點數」之點數,'係 作爲具有與代幣或代額數等價之價値的點數亦可,作爲具 有與虛擬貨幣等價之價値的點數亦可,作爲表示在遊戲中 玩家的技量之得分亦可。 -45- 201109066 例如,於同圖所示之資料庫306中,記錄號碼是 “ 2”的記錄係表示玩家B沒有介紹者,現在保有800點 之狀況。又,記錄號碼是“4”的記錄,係表示玩家D是 接受來自玩家B的介紹而開始遊戲之玩家,現在保有800 點之狀況。 即使是此種資料構造,中央伺服器30的CPU301係 例如也可根據記錄號碼是“ 5 ”的記錄,特定玩家E的母 玩家是玩家C,又,可根據記錄號碼是"3 ”的記錄,特 定玩家C的母玩家是玩家A ’進而’可根據記錄號碼是 “ 1”的記錄,特定玩家A並沒有母玩家之狀況。亦即, 即使是圖1 6(a)所示之資料庫306,也可涵蓋複數世代來 管理玩家的介紹關係。 又,於中央伺服器30的硬碟305係與資料庫306 — 起記憶有介紹碼管理TBL3 05 C。中央伺服器30的CPU301 係藉由圖1 1所示之介紹碼輸入處理,例如作爲新玩家(被 介紹者)的玩家ID特定“ H” ,又,作爲介紹者的玩家ID 特定“ E ”時,產生將「玩家ID」設爲“ η ” ,將「介紹 者ID」設爲“ Ε” ,將「保有點數」設爲〇之新的記錄, 並追加至資料庫306。 又’例如玩家E在遊戲中獲得點數,從代幣遊戲機 10發送獲得點數資訊“100”與玩家ID “E”時,中央伺 服器30的CPU301係首先’參照資料庫306,檢索將接收 之玩家ID “E”儲存於「下位玩家ID」的記錄。在圖 16(a)所示之資料庫306之狀況’作爲該當之記錄,設定 201109066 記錄號碼是“ 5 ”的記錄。接著,CPU3 0 1係作爲第1加算 部而作用,將從代幣遊戲機1 〇接收之獲得點數資訊 “ 1 00 ” ,加算至已特定之各記錄的「保有點數」。藉 此,在圖16(a)所示之資料庫306,記錄號碼是“5”的記 錄之「保有點數」從“1〇〇”被更新爲“ 200” 。 又,如此更新玩家Ε的保有點數時,CPU301係作爲 第1特定部而作用,參照資料庫306,特定成爲玩家Ε之 介紹來源的介紹來源玩家。在圖16(a)所示之資料庫306 之狀況,CPU301係首先根據記錄號碼是“ 5”的記錄,特 定玩家Ε的母玩家(第1世代的介紹來源玩家)是玩家C。 接著,CPU301係檢索將玩家ID “ C”儲存於「玩家ID」 的記錄,作爲該當之記錄而特定記錄號碼是“ 3 ”的記錄 時,根據此記錄,特定玩家E之母玩家的母玩家(第2世 代的介紹來源玩家)是玩家A。接著,CPU301係檢索將玩 家ID “ A”儲存於「玩家ID」的記錄,作爲該當之記錄 而特定記錄號碼是“ 1 ”的記錄時,根據此記錄,特定玩 家E沒有第3世代之後的介紹來源玩家。 又’ CPU301係作爲決定部而作用,根據從代幣遊戲 機1 〇接收之玩家E的獲得點數“ 1 〇〇”而遵從所定規則, 決定賦予玩家C(母玩家)及玩家a(母玩家的母玩家)之獎 勵點數。例如,作爲獎勵點數,對於母玩家賦予獲得點數 X0.5’對於母玩家的母玩家賦予獲得點數χ〇.ι時,賦予玩 家C的獎勵點數爲50’賦予玩家a的獎勵點數爲10»如 此’所定規則係以介紹來源玩家的世代數越多則獎勵點數 -47- 201109066 越小之方式訂定亦可,例如,以將賦予母玩家與母玩家的 母玩家之獎勵點數皆設爲5 0等,即使介紹來源玩家的世 代數不同’賦予之獎勵點數也爲相同値之方式訂定亦可。 接著’ CPU301係作爲第2加算部而作用,將獎勵點 數“50”加算至玩家C(母玩家)的保有點數之同時,將獎 勵點數“10”加算至玩家A(母玩家的母玩家)的保有點 數。藉此,在圖16(a)所示之資料庫306,記錄號碼是 “ 3 ”的記錄之「保有點數」從“ 500 ”被更新爲 ‘‘ 5 50” 。又’記錄號碼是“丨”的記錄之「保有點數」從 “ 1 000” 被更新爲 “ 1010” 。 之後,每於從代幣遊戲機10發送玩家E的獲得點 數,中央伺服器30的CPU301係於資料庫306中,將從 代幣遊戲機1 0接收之獲得點數加算至玩家E的「保有點 數j ’並更新玩家E的自身點數之同時,將根據獲得點數 而遵從所定規則所決定之獎勵點數分別加算至玩家C(母 玩家)的「保有點數」,與玩家A(母玩家的母玩家)的「保 有點數」。所以,對於玩家C及玩家A,只要玩家E不停 止遊玩遊戲的習慣,則會因應玩家E在遊戲中新獲得之點 數,持續賦予獎勵點數。 再者,代幣遊戲機10將玩家在遊戲中獲得之點數發 送至中央伺服器3 0之時機係可任意設定。例如,代幣遊 戲機1 〇係每於玩家在遊戲中獲得新點數,將獲得點數發 送至中央伺服器30亦可,每於玩家攻克迷宮,將玩家在 攻克之迷宮中獲得之獲得點數發送至中央伺服器3 0亦 -48- 201109066 可。又’代幣遊戲機10係在玩家正在進行遊戲時 經過所定期間(例如5分鐘或2 0分鐘等),將於該 內玩家獲得之獲得點數發送至中央伺服器30亦可。 又’將獎勵點數賦予至第幾世代爲止的介紹來 係可任意設定。例如,可將賦予獎勵點數之介紹來 設爲第2世代爲止的介紹來源玩家,或設爲第3世 的介紹來源玩家。當然,也可將賦予獎勵點數之介 φ 玩家限制爲僅第1世代的介紹來源玩家(母玩家)。 此將賦予獎勵點數之介紹來源玩家的世代數限制爲 代數爲止時,中央伺服器30的CPU301係參照 3 06 ’溯尋親子關係而特定介紹來源玩家時,在所 數爲止的範圍中特定介紹來源玩家即可。又,在本 之狀況’介紹碼發派處理及介紹碼輸入處理也與上 施形態相同進行。 又’中央伺服器3 0係如圖1 7所示般,於硬碟 • 別記憶將玩家ID與介紹者ID建立對應而加以儲存 庫3〇7,與將玩家id與保有點數建立對應而加以 資料庫308來代替圖16(a)所示之資料庫306。 [變形例5 ] 在上述之實施形態,已針對賦予因應遊戲結果 點數之狀況加以說明,但是,設爲因應來店點數的 數之構造’或作爲獎勵點數而賦予介紹點數之構造 再者’所謂來店點數係因應來店遊玩遊戲而賦予玩 ,每於 當期間 源玩家 源玩家 代爲止 紹來源 又,如 所定世 資料庫 定示代 變形例 述之實 3 05分 之資料 儲存之 的獎勵 獎勵點 亦可。 家的點 -49- 201109066 數。又,所謂介紹點數係因應介紹新玩家,賦予身爲新玩 家之介紹者的母玩家及母玩家的母玩家之點數。 例如,在賦予因應來店點數的獎勵點數時,於中央伺 服器30的硬碟3 05,記憶圖18(a)所示之介紹連結管理 DB309與圖18(b)所示之來店點數管理TBL310 ,代替介紹 連結管理DB3〇5a與已賦予點數儲存TBL3〇5b。再者,圖 1 8(a)所示之介紹連結管理DB 3 09係對應圖2所示之玩家 的介紹關係》又,此介紹連結管理DB 3 09係具有從圖6 所示之介紹連結管理DB 3 05 a刪除「獲得點數」場域的資 料構造,兩者的差異係因爲僅在「獲得點數」之有無,故 在此省略說明。 接著,於圖18(b)所示之來店點數管理TBL310,係儲 存有來店遊玩遊戲之玩家(自身玩家)可獲得之來店點數, 與賦予其母玩家及母玩家的母玩家之獎勵點數。在同圖所 示之範例,某玩家來店遊玩遊戲時,對於此玩家作爲來店 點數賦予100點’對於母玩家作爲獎勵點數賦予5〇點, 對於母玩家的母玩家作爲獎勵點數賦予1 0點。 例如,在玩家D獲得來店點數時,代幣遊戲機1 〇係 將玩家ID “ D”與伴隨來店點數之獲得的獎勵點數賦予要 求至中央伺服器3 0。中央伺服器3 0的C P U 3 0 1係在接收 玩家ID “ D”及獎勵點數賦予要求(來店點數)時,首先, 參照介紹連結管理DB 3 09,檢索將接收之玩家ID “ D”儲 存於「下位玩家ID」的記錄。所以,在圖18(a)所示之介 紹連結管理DB309之狀況,作爲該當之記錄,可特定兩 201109066 個記錄(記錄號碼=3及4)。從在此特定之兩個記錄, CPU301係特定玩家D的母玩家是玩家b,玩家D之母玩 家的母玩家是玩家A。 接著,CPU301係參照來店點數管理TBL310,將賦予 玩家B(母玩家)的獎勵點數決定爲50之同時,將賦予玩 家A(母玩家的母玩家)的獎勵點數決定爲1〇。再者,於中 央伺服器3 0的硬碟3 05僅記憶來店點數之値代替來店點 φ 數管理TBL310,CpU301係將來店點數之値乘以係數等, 計算出賦予母玩家及母玩家的母玩家之獎勵點數亦可。 又’將賦予母玩家與母玩家的母玩家之獎勵點數皆設爲 50等’即使介紹來源玩家的世代數不同,將賦予之獎勵 點數設爲相同値亦可。 接著,CPU301係對與玩家ID “B”建立對應而被儲 存於存檔資料儲存區域305d之存檔資料進行存取。亦 即,CPU301係對玩家B(母玩家)的存檔資料進行存取, # 將獎勵點數“ 5 0 ”加算至存檔資料中的虛擬貨幣之値。 又’ CPU301係相同地對玩家A(母玩家的母玩家)的存檔 資料進行存取’將獎勵點數“ 1 0”加算至存檔資料中的虛 擬貨幣之値。藉此,玩家D作爲來店點數而獲得1 00點 時’對於身爲其母玩家的玩家B作爲獎勵點數而賦予50 點’對於身爲母玩家之母玩家的玩家A作爲獎勵點數而 賦予1 0點。 以上’已針對賦予因應來店點數的獎勵點數之狀況加 以說明,但是,介紹點數的狀況係設爲於中央伺服器3 0 -51 - 201109066 的硬碟305’記億圖18(c)所示之介紹點數管理311,來代 替圖18(b)所·示之來店點數管理TBL3 10即可。於此介紹 點數管理TBL3 1 1係儲存有因應介紹新玩家’賦予身爲新 玩家之介紹者的母玩家及母玩家的母玩家之介紹點數。在 同圖所示之範例,新登記某玩家時,對於母玩家作爲介紹 點數而賦予200點’對於母玩家的母玩家作爲介紹點數而 賦予5 0點。 再者,賦予介紹點數時,在圖11所示之介紹碼輸入 處理的步驟S22,與介紹碼及玩家ID(被介紹者)~起發送 點數的賦予要求。中央伺服器30的CPU 301係在進行伴 隨介紹碼之輸入的介紹連結管理DB309之記錄追加處理 之後,開始賦予介紹點數的處理。例如新玩家是玩家D 時,CPU301係參照介紹連結管理DB309,檢索於「下位 玩家ID」儲存玩家ID “D”的記錄。所以,在圖i8(a)所 示之介紹連結管理DB 3 09之狀況,作爲該當之記錄,可 特定兩個記錄(記錄號碼=3及4)。從在此特定之兩個記 錄,CPU301係特定玩家D的母玩家是玩家B,玩家D之 母玩家的母玩家是玩家A。 又,C P U 3 0 1係參照介紹點數管理T B L 3 1 1,將賦予玩 家B(母玩家)的獎勵點數決定爲200之同時,將賦予玩家 A(母玩家的母玩家)的獎勵點數決定爲50。再者,於中央 伺服器3 0的硬碟3 0 5僅記憶賦予母玩家的介紹點數之値 代替介紹點數管理T B L 3 1 1,C P U 3 0 1係將此介紹點數之値 乘以係數等’計算出賦予母玩家的母玩家之介紹點數亦 -52- 201109066 可°又’將賦予母玩家與母玩家的母玩家之介紹點數皆設 爲200等’即使介紹來源玩家的世代數不同,將賦予之介 紹點數設爲相同値亦可。 接者’ CPU301係對玩家B(母玩家)的存檔資料進行 存取’將介紹點數“ 200 ”加算至存檔資料中的虛擬貨幣 之値。又’ CPU301係對玩家A(母玩家的母玩家)的存檔 資料進行存取’將介紹點數“50”加算至存檔資料中的虛 φ 擬貨幣之値。藉此’玩家D作爲新玩家而被登記時,對 於身爲其母玩家的玩家B作爲介紹點數而賦予200點,對 於身爲母玩家之母玩家的玩家A作爲介紹點數而賦予50 點。 如以上所說明般,依據本變形例,構成介紹連結管理 DB 3 09之各記錄,係藉由儲存介紹來源玩家之玩家ID的 「玩家ID」場域、儲存介紹目標玩家之玩家I 〇的「下位 玩家ID」場域、儲存表示對於介紹來源玩家來說介紹目 # 標玩家爲第幾世代之資訊的「世代資訊」場域所構成。例 如,構築圖2所示之玩家的介紹關係時,介紹連結管理 DB 3 09係以如圖18(a)所示之4個記錄構成。 所以’例如對於玩家D的母玩家及母玩家的母玩家 賦予因應來店點數的獎勵點數及介紹點數時,中央伺服器 30的CPU 301係於圖18(a)所示之介紹連結管理DB309 中,檢索於「下位玩家ID」場域儲存有玩家ID " D ”之 記錄即可。然後,CPU301係作爲該當之記錄,特定兩個 記錄(記錄號碼=3及4)時,可根據儲存於已特定之各記錄 -53- 201109066 的「玩家ID」場域之玩家ID,特定賦予獎勵點數及介紹 點數之上位玩家是玩家A、B的兩位。因此,可易於特定 賦予獎勵點數及介紹點數之上位玩家。又,CPU301係也 可根據已特定之各記錄的「世代資訊」場域,易於特定賦 予獎勵點數及介紹點數之各上位玩家的世代資訊。 所以’可減輕因應來店點數之獎勵點數的賦予處理及 介紹點數的賦予處理所需之中央伺服器3 0的處理負擔。 再者’因應來店點數的獎勵點數及介紹點數係作爲具 有與代幣或代額數等價之價値的點數亦可。此時,例如設 爲各玩家之存檔資料包含代額數的構造,中央伺服器30 的CPU301係將獎勵點數及介紹點數加算至被儲存於存檔 資料儲存區域305d之存檔資料中的代額數即可。又,獎 勵點數及介紹點數係作爲表示在遊戲中玩家的技量之得分 亦可。 又’將因應來店點數的獎勵點數及介紹點數賦予至第 幾世代爲止的介紹來源玩家係可任意設定。例如,可將賦 予獎勵點數及介紹點數之介紹來源玩家設爲第2世代爲止 的介紹來源玩家,或設爲第3世代爲止的介紹來源玩家。 當然,也可將賦予獎勵點數及介紹點數之介紹來源玩家限 制爲僅第1世代的介紹來源玩家(母玩家)。又,如此將賦 予獎勵點數及介紹點數之介紹來源玩家的世代數限制爲所 定世代數爲止時,中央伺服器30的CPU301係在檢索介 紹連結管理DB 3 09而特定介紹來源玩家時,在世代資訊 是所定世代數爲止之範圍中進行記錄的檢索即可。 -54- 201109066 又,本變形例之狀況,介紹碼發派處理、介紹碼輸入 處理、伴隨介紹碼之輸入的介紹連結管理DB 3 09之記錄 追加處理、因應世代資訊來限制追加至介紹連結管理 DB 3 09之記錄的處理,也與上述之實施形態相同地進行。 又,在將追加至介紹連結管理DB3 09之記錄限制爲所定 世代數爲止的記錄之狀況,所定世代數係可因應賦予獎勵 點數及介紹點數之介紹來源玩家的世代數之上限値等來任 意設定。 [變形例6] 於中央伺服器30的硬碟3 05 (記憶部,第1記憶部)係 記憶有圖19所示之介紹連結管理DB309來代替介紹連結 管理DB305a與已賦予點數儲存TBL305b,如以下所述, 進行賦予獎勵點數的處理亦可。再者,圖19所示之介紹 連結管理DB 3 09係因爲與圖18(a)所示之介紹連結管理 DB 3 09相同,故在此省略說明。 例如,玩家D於代幣遊戲機1 〇中進行遊玩遊戲,作 爲具有與虛擬貨幣等價之價値的點數而獲得20點時,首 先’代幣遊戲機10的CPU1 01係加算“20”至被儲存於 RAM 1 03的工作記憶體之虛擬貨幣之値,更新玩家〇的自 身點數。之後,代幣遊戲機10的CPU101係將獲得點數 資訊“ 2〇”與玩家ID “ D” 一起發送至中央伺服器3〇。 中央伺服器30的CPU301係在接收獲得點數資訊“2〇” 及玩家ID “ D ”時’首先’作爲第1特定部而作用,參昭 -55- 201109066 介紹連結管理D B 3 0 9,檢索將接收之玩家id “ D ”儲存於 「下位玩家ID」的記錄。所以,在圖丨9所示之介紹連結 管理DB 3 09之狀況,作爲該當之記錄,可特定兩個記錄 (記錄號碼=3及4)。從在此特定之兩個記錄,CPU301係 特定賦予獎勵點數之玩家是玩家A與玩家B之兩位。 又’ CPU301係特定玩家I)的母玩家是玩家b,玩家D之 母玩家的母玩家是玩家A。 接著,CPU301係作爲決定部而作用,根據玩家〇的 獲得點數“ 2 0 ’’而遵從所定規則,決定賦予玩家c (母玩 家)及玩家A(母玩家的母玩家)之獎勵點數。例如,作爲獎 勵點數’對於母玩家賦予獲得點數X 0.5,對於母玩家的 母玩家賦予獲得點數X 〇·1時,賦予玩家c的獎勵點數 爲10’賦予玩家Α的獎勵點數爲2。又,將賦予母玩家 與母玩家的母玩家之獎勵點數皆設爲10等,即使世代數 不同,將賦予之獎勵點數設爲相同値亦可。 接著’ CPU301係對與玩家id “B”建立對應而被儲 存於存檔資料儲存區域3 05d之存檔資料進行存取。亦 即’ CPU301係作爲第2加算部而作用,對玩家b(母玩家) 的存檔資料進行存取,將獎勵點數“10”加算至存檔資料 中的虛擬貨幣之値。又’ CPU301係作爲第2加算部而作 用’相同地對玩家A(母玩家的母玩家)的存檔資料進行存 取,將獎勵點數“2”加算至存檔資料中的虛擬貨幣之 値。藉此’在圖19所示之範例之狀況,玩家a的存檔資 料係虛擬貨幣之値從“ 400”被更新爲“ 402” 。又,玩家 -56- 201109066 B的存檔資料係虛擬貨幣之値從“ 120 ”被更新爲 “130” 。再者,CPU301也對玩家D的存檔資料進行存 取,將獲得點數“ 20 ”加算至存檔資料中的虛擬貨幣之 値。 之後,每於從代幣遊戲機1 〇發送玩家D的獲得點 數’中央伺服器30的CPU301係於被儲存於存檔資料儲 存區域306d之存檔資料中,將根據玩家d的獲得點數而 φ 遵從所定規則所決定之獎勵點數分別加算至玩家B (母玩 家)的虛擬貨幣之値,與玩家A(母玩家的母玩家)的虛擬貨 幣之値。 即使是以上構造,對於玩家A及玩家C,只要玩家D 不停止遊玩遊戲的習慣,則會因應玩家D在遊戲中新獲 得之點數’持續賦予獎勵點數。再者,本變形例之狀況, 代幣遊戲機10將玩家在遊戲中獲得之點數發送至中央伺 服器30之時機也與上述之實施形態之狀況相同可任意設 # 定。又,玩家在遊戲中獲得之點數及獎勵點數係作爲具有 與代幣及代額數等價之價値的點數亦可,作爲表示在遊戲 中玩家的技量之得分亦可。又,本變形例之狀況,介紹碼 發派處理、介紹碼輸入處理、伴隨介紹碼之輸入的介紹連 結管理DB 3 09之記錄追加處理、因應世代資訊來限制追 加至介紹連結管理DB 3 09之記錄的處理,也與上述之實 施形態相同地進行。又’本變形例之狀況,賦予獎勵點數 之介紹來源玩家的世代數、追加至介紹連結管理D B 3 09 之記錄的世代數也可限制爲任意世代數爲止。 -57- 201109066 [變形例7] 1位玩家可介紹之子玩家的人數係不限於5位,可任 意設定。又,例如,在遊戲中獲得之點數、攻克之迷宮 數、遊玩時間越增加,則越增加可介紹之子玩家的人數, 或越提高獎勵點數相關之下位玩家的世代數亦可》 [變形例8] 遊戲系統1係設爲不具備中央伺服器30,以任一台 店舖伺服器20或各店舖伺服器20來進行在中央伺服器 30進行之各種處理的構造亦可。此時,被記憶於中央伺 服器30的硬碟3 05之各種資料及程式,係記憶於任一台 店舖伺服器20或各店舖伺服器20的硬碟即可。又,遊戲 系統1係不具備中央伺服器3 0及各店舖伺服器2 0,任一 台代幣遊戲機10作爲主機而作用,進行在中央伺服器30 進行之各種處理亦可。此時,被記憶於中央伺服器30的 硬碟3 05之各種資料及程式,係記憶於作爲主機而作用之 代幣遊戲機1〇的硬碟109即可。又,代幣遊戲機1〇係爲 獨立作業型亦可。此時,於代幣遊戲機1 0中進行在中央 伺服器3 0進行之各種處理。又,此時,被記億於中央伺 服器3 0的硬碟3 0 5之各種資料及程式,係記億於代幣遊 戲機10的硬碟109即可。 [變形例9] -58- 201109066 代幣遊戲機1 0係從揚聲器1 2利用聲音訊息來輸出介 紹碼亦可。又’代幣遊戲機1 0係具備印刷裝置,將介紹 碼印刷在紙上輸出亦可。又,代幣遊戲機1 0係例如可藉 由紅外線通訊、近距離無線通訊、2維條碼及電子郵件 等’對玩家(介紹者)的行動電話機等輸出介紹碼亦可。 又’代幣遊戲機1 〇係例如可藉由紅外線通訊、近距離無 線通訊' 2維條碼及電子郵件等,從玩家(被介紹者)的行 φ 動電話機等輸入介紹碼亦可。又,在代幣遊戲機10不進 行介紹碼的輸出入,於店舖內設置進行介紹碼的輸出入之 專用終端亦可。又,使玩家可從行動電話機或自家的電 腦’經由此遊戲的網頁等,對中央伺服器30進行存取, 接受介紹碼的輸出或輸入介紹碼亦可。又,在上述之實施 形態,僅使在遊戲中達成所定條件之玩家可接受介紹碼的 發派,但是’從結束新登記之時間點開始使所有玩家可接 受介紹碼的發派亦可。 [變形例10] 使用介紹者的玩家ID來代替介紹碼亦可。此時,因 爲介紹者只要將自己的玩家ID通知被介紹者即可,故不 需要發派介紹碼的處理。又,此時,因爲被介紹者會輸入 介紹者的玩家ID’故不需要依據介紹碼來特定介紹者的 玩家ID的處理。再者,在各玩家的姓名資訊及電子郵件 地址與玩家ID建立對應而被登記於遊戲系統丨(中央伺服 器30)時’也可使用介紹者的姓名資訊及電子郵件地址來 -59- 201109066 代替介紹碼。此時’在遊戲系統1,進行依據被介紹者輸 入之介紹者的姓名資料及電子郵件地址’來特定介紹者的 玩家ID,並追加記錄的處理。 [變形例1 1] 本發明係並不限定於角色扮演遊戲,亦可適用於各種 遊戲。例如,可將本發明適用於動作遊戲、射擊遊戲、模 擬遊戲、冒險遊戲、解謎遊戲、問答遊戲等。又,代幣遊 戲機1 〇係例如使模型馬奔跑而猜測到達終點之順序的賽 馬遊戲機,並不限定於視訊遊戲機。再者,代幣遊戲機 1 〇係例如作爲代用幣而使用圓盤狀(也包含外周部並不完 全是圓形者)的代幣,但是,作爲代用幣而使用柏青哥鋼 珠等之球狀物體亦可。又,構成遊戲系統1之遊戲終端裝 置係除了代幣遊戲機10之外,作爲投入硬幣(貨幣)來進 行遊戲的遊藝場遊戲機亦可,作爲家庭用遊戲機、利用安 裝遊戲軟體來進行遊戲的個人電腦或行動電話機等亦可。 【圖式簡單說明】 [圖1 ]揭示遊戲系統之整體構造的區塊圖。 [圖2]用以說明玩家A〜D之介紹關係的圖。 [圖3]揭示代幣遊戲機之外觀的立體圖。 [圖4]揭示代幣遊戲機之電性構造的區塊圖。 [匾· 5 ]揭示中央伺服器之電性構造的區塊圖。 [圖6]揭示介紹連結管理DB之資料構造的圖。 -60- 201109066 [圖 [圖 [圖 [圖 [圖 [圖 [圖 [圖 7] 揭示已賦予點數儲存TBL之資料構造的圖。 8] 揭示介紹碼管理TBL之資料構造的圖。 9] 揭示選單畫面「介紹連結」之顯示內容的圖。 1 〇]揭示介紹碼發派處理之流程的序列流程圖。 1 1 ]揭示介紹碼輸入處理之流程的序列流程圖。 1 2]用以針對記錄追加處理進行說明的圖(其υ。 1 3]用以針對記錄追加處理進行說明的圖(其2)。 1 4]用以針對獲得點數更新處理進行說明的圖。 [圖15]用以針對獎勵點數賦予處理進行說明的圖。 [圖1 6]用以針對變形例4進行說明的圖(其丨)。 [圖17]用以針對變形例4進行說明的圖(其2)。 [圖1 8 ]用以針對變形例5進行說明的圖。 [圖1 9 ]用以針對變形例6進行說明的圖。 【主要元件符號說明】 Φ 1 :遊戲系統 5 :遊戲單元 1 〇 :代幣遊戲機 1 1 :顯示器 12 :揚聲器 1 3 :操作桿 14a〜14e:操作按鍵 1 5 :代幣投入口 1 6 :硬幣支付口 -61 - 201109066The Selector)l6 outputs the token input signal to the CPU 101 when detecting the token that is put into the token input port 15. The token payment device 107 pays, for example, the token corresponding to the number of tokens from the token payout port 16 when the coin button 14 4 is pressed. The 1C card drive 108 reads the player ID from the 1C card 40 inserted into the card insertion slot 17. The hard disk 109 system is used to control the programs and various game materials of the token game machine. φ In the token game machine 1 of the present embodiment, the player plays the lead character and explores the role-playing game in the plural dungeon. Most enemy monsters appear in each labyrinth, and the main character character is provoked to fight. The player plays the main character, for example, using the magic card used by the protagonist to attack the enemy monster, or using the recovery magic card to restore the physical character of the protagonist, while not being attacked by the enemy monster. Go down and explore the maze. The item "certificate of conquer" is placed on the last floor of each labyrinth. When the player operates the protagonist's character and takes the "proof of the conquer", it becomes a conquer maze. Also, when attacked by an enemy monster, the physical strength of the protagonist's character will be reduced. When the physical strength of the protagonist becomes "0", it becomes a game over. However, when the player is in the conquering maze, as a conquer b〇nus, a reward due to the token or the number of tokens can be obtained. For example, you can get 20 points when you capture the A. A. You can get 38 points when you conquer the maze b. The rewards are different for each labyrinth. In addition, when a jewel card is operated by a player who operates a protagonist character in a labyrinth, the player may be given a reward of -23-201109066 coins or a number of tokens. For example, when the gem card A is acquired, 3 points are obtained. When the gem card B is obtained, 5 points are obtained, and when the gem card is obtained, the prize is different depending on the type of each gem card. Further, in the game, there are shops that can purchase and sell magic cards, and shops that can purchase accessories such as clothes or hats. When the player operates the main character character and sells the magic card in the store, the player will pay the selling fee of the magic card by the token or the amount of the token. For example, you can get 4 points when you sell Magic Card A, 7 points when you get Magic Card B, etc. The selling cost to be paid when you sell a Magic Card varies depending on the type of each Magic Card. Further, in the game, a casino in which a slot game (a collection game) can be performed using a token or a credit amount is provided. When elected in the slot machine game, the player is also given a reward due to the token or the number of tokens. Further, the CPU 101 of the token game machine 10 calculates the play time for each player, and assigns a certain amount of virtual money to the player every time the play time elapses. For example, CPU 1 0 1 gives 20 points as virtual currency for every hour of play time. This virtual currency is a currency that can be used only in the virtual world of the game, and accessories such as clothes or hats can be purchased in the store. Furthermore, the accessories that can be purchased using virtual currency are limited to those that can customize the character of the protagonist according to the player's preference, and are different from the props that can change the strength of the protagonist character (such as attack power and defense). Further, in the present embodiment, the virtual currency is set to have no exchange price with the token or the number of tokens. Further, in the token game machine 10 of the present embodiment, the player performs the slot machine at the casino, for example, when challenging a new labyrinth, using a magic card, and purchasing a magic-24-201109066 French card at a store. When playing, etc., you need to use the token or the amount of the token to pay the fee. In this way, when the player pays the fee using the token or the amount of the credit, it is also possible to give the player a virtual currency amount in accordance with the amount of the fee paid. Furthermore, the rate of the virtual currency relative to the payment fee can be arbitrarily set. For example, set the grant rate to 0. At 5 o'clock, if the payment fee for the token or the number of tokens is 10 o'clock, the player will be given 5 points as a virtual currency. Further, for example, when the game mode φ for one person plays and the game mode for a plurality of people to play, and the role playing game has the plural game mode, the above-described payout rate may be changed in accordance with the game mode in which the game is played. In this way, when the player plays the role-playing game in the token game machine 10, when the maze is captured, when the gem card is acquired, when the magic card is sold, and when the game is selected in the slot machine game, the token and the number of tokens can be obtained. The equivalent price is the number of points. In addition, the player performs a role-playing game for one hour each time in the token game machine 10, when challenging a new labyrinth, when using a magic card, when purchasing a magic card in a store, or when playing a slot machine in a casino, You can get the number of points that have the same price as the virtual currency. In addition, 'the rewards and challenge fees for each maze, the reward information for each gem card, the selling cost of each magic card, the usage fee, the purchase fee, the cost of the slot machine game and the reward information, each The information such as the number of virtual currencies to be played for one hour is used as a part of the game data 'memory in the hard disk 3〇5 of the central server 30 (the hard disk of the store server 20). Furthermore, the data may be memorized in the hard disk 109 of the token game machine 10. -25- 201109066 FIG. 5 is a block diagram showing the electrical configuration of the central server 30. The CPU 301 controls each unit of the central server 30 by executing various programs stored in the ROM 312 and the hard disk 305. The ROM 302 is stored with a program for managing the basic control of each unit of the central server 30. The RAM3 0 3 is used as a work area of the CPU 301. The communication interface 304 controls communication between the token gaming machine 10 and the store server 20. The hard disk 305 (memory unit) stores an introduction link management DB (database) 305a, a credit point storage TBL (table) 305b, and an introduction code management TBL305C. Further, the archive data storage area 3 05d is provided on the hard disk 3 05 system. Further, the hard disk 3〇5 system is useful for causing the central server 30 to execute various processes (introduction code dispatching processing, introduction code input processing, recording addition processing, obtaining point update processing, and bonus point assignment processing) which will be described later. Program. The introduction link management DB 3 05 a has, for example, the data structure shown in FIG. 6. Furthermore, the introduction link management D B 3 0 5 a shown in the figure corresponds to the introduction relationship of the player shown in FIG. 2 . The connection management DB 305a is used as a field for constructing one record, and has "player ID", "lower player ID", "generation information", and "acquisition points". In the "Player ID", the player ID of the player who is the source of the introduction source is stored. In the "Lower Player ID", the player ID of the introduction target player who is the introduction target is stored. The "Generation Information" department stores information indicating that the target player is the first generation for the introduction source player. The "Get Points" system stores the cumulative number of points that the target player has earned in the game. Further, in the present embodiment, 'the number of points obtained in the "acquisition points" is stored in a price equivalent to the token or the number of tokens, and is equal to the number of points -26-201109066 equivalent to the virtual currency. Total 値. For example, in the introduction link management d B 3 0 5 a shown in FIG. 6, the record whose record number is "1" indicates that there is player B' for player A as a sub-player. This player B has already obtained in the game. 200 points. Further, the record whose record number is "4" indicates that there is a player D' for player A as a grandchild player, and this player D has not obtained points in the game. Furthermore, the player IDs stored in the "player ID" and the "lower player φ ID" are described as "A" to "D" in FIG. 6, but actually, as the player ID, for example, each player is stored. Different 24-bit data, etc. Also, 'in Figure 6', as "Generation Information", stores information such as "child" and "sun". However, the status of the child is stored as "1", and the status of Sun is stored as "2", etc. Source players say that the target player is the number of information for the first generation. Further, the point storage TBL3 05b has been given the material structure shown in Fig. 7. In this case, the point number storage TBL3 05b is stored, and the number of points that have been assigned to the player who has registered the link management DB 307a for the game is stored. However, in the game system 1 of the present embodiment, the player who can introduce the new player is limited to the player who has achieved the predetermined condition only in the game, and when the player who has reached the predetermined condition in the game is sent to introduce the game to other new players. The introduction code used. That is, the player who has reached the predetermined condition only in the game can introduce the game to the new player and obtain the bonus points. In addition, as a condition for achieving the predetermined condition, for example, a situation in which the virtual currency obtained in the game exceeds a certain amount (for example, 100 points), and the play time exceeds a predetermined time of -27-201109066 (for example, 5 hours), Grab the number of game levels (for example, 3 levels), the status of the game level, and the status of the scheduled point. In addition, the introduction code is, for example, a password composed of a character string of 1 〇 text, and unique information according to each introduction code. This introduction code is notified from the player who is the introducer that the introduced person is input to the token game machine 10 by the introducer. The introduction code management TBL305C of the hard disk 305 is as shown in Fig. 8. The reference code (password) issued so far is stored in association with the player ID of the player who has received the introduction code. Returning to Fig. 5', the archive data of each player in the archive data storage area 305d' of the hard disk 3 05 (memory section) is stored in association with the player ID. The archive data is the information required for the game to continue from the game state at the end of the game when the player starts the game again in the token game machine 10. The archived data includes, for example, information indicating the progress of the game, the level and physical strength of the protagonist, information related to the props and accessories held by the protagonist, and the number of virtual currencies held by the player (protected by a number) The number of data, etc. When the game of the game is ended in the token game machine 10, the player presses the save end button 1 4e. When detecting that the save end button 14e is pressed, the CPU 1 0 1 of the token game machine 10 reads out various materials to be stored as archived materials from the RAM 103 and the hard disk 1〇9, and reads from the 1C card 40. The retrieved player ID is sent to the central server 30. Further, when the CPU 101 ends the transmission of the archived material, the CPU 101 discharges the 1C card 40 from the card insertion slot 17. The CPU 301 of the central server 30 receives and stores the 201109066 file data and the player ID from the token game machine 10. The player ID is associated with the archived data stored in the archived data storage area 3 05 d, and updated to the received archived material. Therefore, the CPU 3 01 of the central server 30 functions as the first addition unit, and adds the number of points newly acquired by the player in the game to the identification information of the player who has obtained the number of points, and is stored in the archive data storage. The area 305d is a bit of a number. Further, the CPU 1 〇 1 of the token game machine pays the token held in the token φ game machine 1 from the token payout port 16 as a token amount. Further, the player puts the paid token into the token automatic depository and payment machine installed in the store, and stores it until the game starts again. On the other hand, when the game is started again, the player inserts his own 1C card 40 into the card insertion slot 17 of the card token game machine 10. Thereby, the player ID is read from the 1C card 40 by the 1C card driver 108. Further, the CPU 101 of the token game machine 10 transmits the read player id to the central server 30. When the central server 30 receives the player #ID from the token game machine 1, the archive data corresponding to the received player ID is read from the archive data storage area 3 05d, and returned to the token game machine 1 . The token game machine 1 When the archive data is received from the central server 30, it is stored in the RAM 103 and the game is started again. Further, the player inputs the tokens taken from the token automatic escrow payment machine to the token input port 15 before and after the insertion of the IC card 40. Fig. 9 is a view showing the display content of the menu link "Introduction link". The CPU 101 (allowing unit) of the token game machine 10 is, for example, when the virtual currency obtained in the game exceeds the predetermined amount, when the scheduled progress point is reached, etc., when the game reaches the predetermined condition in the game -29 - 201109066 The "Introduction Link" is added to the main menu screen for the menu item. Further, when the player selects the menu item g "introduction connection" by the touch operation of the display 11, etc., the menu screen "introduction link" shown in Fig. 9 is displayed on the display unit 11. As shown in the figure, when the new screen player has introduced more than one new player, the player's name, the progress of the game, the level of the protagonist, and the login period are displayed. Information such as status. Furthermore, information indicating the type of the protagonist of the warrior or the magician or the name of the shop where the sub-player is playing may be added. Further, the "online" indicating the information on the connection status in the same figure indicates that the child player is currently playing in the same store or another store. "Offline" indicates that the child player is not currently playing. In the game system 1 of the present embodiment, the number of sub-players that can be introduced by one player is limited to five. For this reason, the CPU 301 (output unit) of the central server 30 refers to the introduction code management TBL 305C, and limits the number of introduction codes to one player to five. In the same picture shown in the figure, because there are already two sub-players, there are still three new players who can be re-introduced. Also, on the menu screen "Introduction Link", there is a field for 5 people. As shown in the figure, when there are already two sub-players, the remaining 3 fields become empty. In this blank section, the message "Introduction Code" is displayed. When the player obtains the introduction code, he or she will contact the “Introduction Code” section on the screen to indicate the distribution of the introduction code for the token game machine. Of course, you can also operate the joystick 1 3 and the operation buttons -30- 201109066 1 4 a~1 4 C to move the cursor to the “Introduction Code” section to indicate the dispatch of the introduction code. In this way, the CPU 101 (allowing unit) of the token game machine 10 displays the menu screen "Introduction Link" to the player who has reached the predetermined condition in the game, and accepts the dispatch of the introduction code. That is, the CPU 1 0 1 allows the output of the introduction code only for players who have achieved the predetermined conditions in the game. Further, the menu screen "Introduction Link" shown in Fig. 9 is not only a sub-player, but also a player who displays the progress of the game, the rank of the protagonist character, the connection status, and the like. Figure 10 is a sequence flow diagram showing the flow of the code dispatch processing. The token game machine 10 transmits the dispatch request of the introduction code to the central server 30 when the player instructs the dispatch of the introduction code (step SI1). The central server 30 generates a new reference code (step S12) when receiving the dispatch request of the introduction code, and returns the generated introduction code to the token game machine 1 (step S13). When receiving the introduction code, the token game machine 1 displays the reception code received by the token device 11 (output unit) (step S14). In this way, since the introduction code (password) is displayed on the screen, the player notifies the introducer of the displayed introduction code on paper or the like. Further, when the token game machine 10 displays the introduction code, the player ID is read from the 1C card 40 and transmitted to the center server 30 (step S15). When receiving the player ID, the central server 30 associates the received player ID with a new introductory code generated in step S12, and stores it in the introduction code management TBL305c (the second unit) (step S16). ° Figure 1 1 is a sequence flow diagram showing the flow of the code input processing. -31 - 201109066 The token game machine 显示 is displayed on the display 11 together with the software keyboard, for example, when the registration process of the new player is performed, the message "Please enter when holding the code (password)". Therefore, when the new player accepts the referee from the introduction of the existing player, the introduction code is input by the touch operation of the display (input section). When the token game machine 1 inputs the introduction code (step S21), the player ID of the introducted person read from the 1C card 40 is transmitted to the center server 30 (step S22). When receiving the introduction code and the player ID of the introductory person, the CPU 301 of the central server 30 functions as the second specific unit, and is associated with the received introduction code as the player ID of the introducer, and is stored in the introduction code management. The player ID of TBL3 05 C (step S23). Thereafter, the central server 30 starts the record addition processing for the introduction link management DB3 0a. Furthermore, in the introduction code input processing shown in Fig. ,, the timing at which the introduction code can be input is not limited to the re-registration. However, when the introduction code can be input in addition to the re-registration, the existing player other than the new player can be set as the sub-player and registered in the introduction link management DB 3 05 a. At this time, for example, the existing players are used to construct a parent-child relationship, and although no new players are introduced, bonus points can be obtained. Further, the parent player (existing player) who already has a plurality of child players or grandchild players is registered as a child player, and although the new player is not introduced, the bonus points can be obtained more. For this reason, 'when the input code is input in addition to the re-registration, the CPU 301 (registration unit) of the central server 30 is introduced after the step S23 in the introduction code input processing shown in FIG. Whether the introductor of the code is a new player, and when the player is a new player, the record is added -32-201109066. If the player is not a new player, the structure for not adding the record is preferable. Further, when it is determined whether or not it is a new player, the central server 30 confirms the archived material stored in the archived material storage area 305d in association with the player ID of the introductor received from the token game machine 10. Then, when the virtual currency held by the player is 〇, it is determined to be a new player, and when the virtual currency is not 〇, it is determined that it is not a new player. Further, the central server 30 determines whether or not it is a new φ player based on the data indicating the progress of the game in the archived material. Further, after the above-described step S23, the central server 30 determines whether or not the player ID of the introductor received from the token game machine 1 is registered in the "player ID" field of the introduction link management DB 3 05a. Or the "lower player ID" field may be subjected to recording addition processing when not registered, and may not be subjected to recording addition processing when registered. Fig. 12 and Fig. 1 are diagrams for explaining the recording addition processing. The central server 30 starts the recording addition processing for the introduction link management DB 3 05a after the introduction code input processing φ shown in Fig. 11 is performed. Here, as shown in Fig. 12 (a), the player E who has received the introduction of the player C will be described by taking the case of additional recording as an example. Further, the hard disk 305 of the central server 30 stores the introduction link management DB 305a shown in Fig. 6 and the assigned point storage TBL 305b shown in Fig. 7. Further, the central server 30 has performed the introduction code input processing shown in FIG. 11 as the player ID of the introducer to specify "E", and the player ID as the introducer specifies "C". At this time, when C P U 3 0 1 of the central server 30 is to start the recording addition -33-201109066, first, as the child player of the player C, the player e is registered in the introduction connection management D B 3 0 5 a. That is, c PU 3 0 1 functions as a registration unit. As shown in FIG. 1 2 (b), "player player 〇" is set to "C", and "lower player ID" is set to "E". Set "Generation Information" to ""Sub" and set a new record (record number = 5) with "Get Points" to 0, and add it to the introduction link management DB3 05a. Next, the CPU 301 refers to the introduction link management DB 3 05a, and searches for a record in which "C" is stored in the "lower player ID". That is, for the newly registered player E', in addition to the parent player (player C), it is confirmed whether or not the parent player's parent player or the like has a relationship of two or more players. In the case of the introduction link management DB 305a shown in Fig. 12 (b), the record of the record "setting record number" is "2". At this time, in addition to the parent player (player C), the player e is the parent player of the parent player, and there is player A. Therefore, the CPU 3 01 is a grandchild of the player A, and the player E is registered in the introduction link management DB 305a. In other words, the CPU 301 sets "player ID" to "A", "lower player ID" to "E", and "generation information" to "sun" as shown in Fig. 13(a). The "acquisition points" is set to a new record (record number = 6), and is added to the introduction link management DB3〇5a. Further, the CPU 301 uses the reference introduction link management DB 305a' to specifically indicate the situation in which the player E is a grand player when viewed from the player A, and sets "sun" as the generation information. Thereafter, the CPU 301 adds the item of the player E to the assigned number of points to store TBL3 05b. In other words, as shown in FIG. 13(b), the CPU 301 adds the item "playing 201109066 home ID" to "E" and sets "the number of points to be added" to 0, and adds it to the added point number storage TBL3 05b. End the record appending process. Furthermore, when referring to the introduction link management DB 3 05a, the search introduction relationship is a presentation source player of two generations or more, and there is also a situation in which even one of the records cannot be found. For example, in the state in which the introduction relationship shown in Fig. 12(a) is established, when the player F who receives the introduction from the player A is registered, there is no φ for the player F except for the parent player (player A). The introduction relationship of the female player who has the female player is the introduction source player of the upper generation or above. At this time, when the player F is registered as the child player of the player A in the introduction link management DB 3 05a, the CPU 301 adds the item of the player F to the credit point storage TBL3 05b, and ends the record addition processing. In addition, when referring to the introduction link management DB 3 05 a, when the search introduction relationship is an introduction source player of two generations or more, there are also cases where two or more records are found. For example, in the state in which the introduction relationship shown in Fig. 12(a) is established, the status of the player G from the player D is registered. In the case of φ, the CPU 301 registers the player G as the child player of the player D in the introduction link management DB 305a, and refers to the introduction link management DB 3 05a, and searches for the record of "D" in the "lower player ID". Therefore, in the case of the introduction link management DB3 05 a shown in FIG. 12(b), two records can be specified as the record (record number = 3 and 4). » At this time, the player G is in addition to the parent player ( In addition to player D), the parent player (the second generation of the source player) has player B, and the parent player of the parent player (the third generation of the source player) exists. Player A » -35- 201109066 Therefore, the CPU 3 01 registers the player G as the grandchild of the player B to the introduction link management DB3〇5a, and registers the player G as the great-grand player of the player a to the introduction link management DB. 305a. In other words, the CPU 301 generates "Bit ID" as "B", "Lower Player ID" as "G", "Generation Information" as "Sun", and "Get Points" as 〇. For the record, set "Player ID" to "a", "Bottom Player ID" to "G", "Generation Information" to "Gee Sun", and "Get Points" to the record. Add these two records to the introduction link management DB 3 0 5 a. Further, in the present embodiment, the number of bonus points in accordance with the points earned by the child player and the grand player is given to the parent player. That is to say, the next player after the third generation of the great-grandchildren and the like does not relate to the bonus points given to the female player. Therefore, in the record addition processing described above, the CPU 301 is added to the record of the introduction link management DB 3 〇 5a, and the record is limited to "generation information" to "sun". In this case, the introduction link can be prevented. The data capacity of the management DB3 05a is redundantly increased. Fig. 4 is a diagram for explaining the point update processing. Here, the situation in which the player E obtains the number of points in the game will be described as an example. When playing a game in the token game machine 10, when the maze is captured, when the gem card is acquired, when the magic card is sold, and when the game is selected in the slot machine game, the number of points having the equivalent price of the token or the amount of the token can be obtained. And 'Player E is playing games in the 1st game machine! Hour, when challenging a new maze, using a magic card, buying a magic card at a store, or playing a slot machine at a casino, etc. When you use the token-36-201109066 or the amount of the token to pay the fee, you can get the number of points that are equivalent to the virtual currency. For example, the player E has the equivalent price of the virtual currency. When the number is 100 points, first, the CPU 101 of the token game machine 10 adds "100" to the number of data indicating the number of virtual currencies stored in the working memory of the RAM 103, and updates the player E's own points. . Next, the CPU 1 0 1 of the token game machine 10 transmits the point information "1 0 0" to the central server 30 ° together with the player ID "E" read from the φ card 40. When the CPU 301 receives the point information "100" and the player ID "E" from the token game machine 10, first, referring to the introduction link management DB 3 0 5 a of the hard disk 3 05, the player ID to be received is retrieved. “E” is stored in the record of “Lower Player ID”. Therefore, in the case of the introduction link management DB 3 0 5a shown in Fig. 14, two records (record numbers = 5 and 6) can be specified as the record. Next, the CPU 301 adds the point information "1 0 0 " received from the φ token game machine 1 to the "acquisition points" of each of the specified records. Thereby, in the introduction link management DB 305a shown in Fig. 14, the "acquisition points" of the two records of the record numbers "5" and "6" are updated to "0" to "1 0 0". 0?1; 301 (the first addition unit) is stored in the token game "1 0 0" and the player ID "E" when it receives the point information "E" from the token game machine 1 The archived data of the archived data storage area 305d is accessed, and the number of points "100" is added to the virtual currency in the archived material of the player E (the number of security points). -37- 201109066 In the future, each time player E gets a new number of points in the game, the point update process is performed. As a result, in the introduction link management DB3 05a shown in FIG. 14, for the "acquisition points" of the two records of the record numbers "5" and "6", each player E gets a new number of points in the game. Then add the points obtained one by one. Furthermore, the timing at which the point update processing is started, that is, the timing at which the token game machine 10 transmits the points obtained by the player in the game to the central server 30 is not limited to the player obtaining a new point in the game. Counting time. For example, the token game machine 1 can send the earned points obtained by the player in the captured maze to the central server 30 every time the player conquers the maze. In addition, the token game machine 1 is sent to the central server 3 0 during the period during which the player obtains the points obtained during the period (for example, 5 minutes or 10 minutes, etc.). Also. Fig. 15 is a diagram for explaining the bonus point giving process. Here, the hard disk 3 0 5 (memory unit) of the central server 30 stores the introduced link management DB3 05a shown in FIG. 15(a) and the assigned point storage TBL3 shown in FIG. 13(b). In the state of 05b, the case where the bonus point (the number of points is given) is given to the player A is described as an example. For example, when the game is started again when the game is played, the CPU 101 of the token game machine 10 will be The player ID "A," read by the 1C card 40 is sent to the central server 30 together with the bonus point assignment request. The CPU 301 of the central server 30 receives the bonus point grant request and the player from the token game machine 10. In the case of the ID "A", first, as a specific unit, referring to the introduction link management DB3〇5a, the record of the player id ''A' stored in the "player ID" is searched for. Therefore, the status of the introduction management DB 3 05 a shown in Fig. 15 (a) can be specified as four records (record numbers = 1, 2, 4, and 6). From the four records specified here, the CPU 301 (specific part) specifies that the player A and the player C exist as the child players, and the player D and the player E exist as the child players. Further, the number of points of acquisition of the CPU 301 for the specific player B is 250, the number of points of the player C is 150, the number of points for the player D is 100, and the number of points for the player E is 200. Then, the CPU 3 0 1 calculates the total of the number of points acquired by the child player (hereinafter referred to as the number of child points) and the total number of points acquired by the grandchild player (hereinafter referred to as the number of grandchild points). In the case of the introduction link management DB3 05a shown in Fig. 15 (a), the number of sub-points is 400, and the number of grandchild points is 300. Thereafter, the CPU 301 functions as a determination unit, and the total number of bonus points of the player A is calculated by the following (calculation formula 1). Total reward points = number of sub-points + coefficient Kx grandchild points... (calculation 1) Here, the coefficient Κ = 0. 5, the total reward points of the player is 5 50 (4〇〇 + 〇. 5x3 00). Furthermore, (in the calculation formula, the number of neutron points is multiplied by a coefficient. In this case, it is preferable to multiply the coefficient of the number of sub-points by the coefficient K of the number of sun points.) Next, the CPU 301 ( The determination unit) reads the number of points of the player A from the assigned point storage TBL3〇5b, and calculates the number of bonus points given to the player A by the following (calculation formula 2). -39- 201109066 Bonus points = total bonus points - points have been given... (calculation 2) That is, the bonus points of player A calculated by (calculation 1), and stored in the assigned points storage TBL305b The difference between the points given to the player A is the number of bonus points given to the player A. Here, in the assigned point storage TBL3 05b shown in Fig. 13(b), the player A has been given The number of points is 30,000, so the bonus points given to player A are 250 (550-300). When the bonus points given to player A are calculated in this way, the CPU 301 then associates with the player ID "A". The archived data stored in the archive data storage area 3 05d is accessed. That is, CPlj3〇l is used as the second addition unit. Function, accessing the archive data of player a, adding the bonus points to the virtual currency in the archived data. Thus, in the archive data of player A, 'the virtual currency is, for example, from '' 4 0 0 '' is updated to "6 5 0 ”. Further, the archived material thus updated is transmitted from the central server 30 to the token game machine 10 in which the player A is playing. Further, when bonus points are awarded, The display 1 1 of the token game machine displays, for example, a message "There is a bonus point of 2,500 points". The CPU 3 01 of the central server 30 (the second addition unit) is an added bonus. When the archive data of the player A is updated by the number of points, as shown in FIG. 15(b), the number of points given to the player a is updated from "300" to "550" in the assigned point storage TBL305b. The bonus point is given to the processing. -40- 201109066 After that, every time the player A comes to the store and starts the game again, the bonus point is given. Therefore, for player A, player B and player C who are the child players 'And the player who is a grandson player and the player E do not The habit of stopping the game of playing games is that the number of points that the new player and the grandchild player will receive in the game will continue to be awarded bonus points. The time to start the bonus point is not limited to the player coming to the store and starting the game again. For example, when the player operates the token game machine φ 10 and indicates the bonus point is given, the player may perform the game game every time (for example, 30 minutes or 1 hour, etc.) The coin game machine 1 may output a bonus point request request. Further, the player may output the bonus point request to the center server 30 from the mobile phone or the home computer via the web page of the game or the like. Further, the central server 30 does not depend on the indication from the player or the token game machine 10, for example, once a day or the like, and the bonus point is given for each predetermined period. • As described above, according to the present embodiment, for the mother player who introduces the new player, the bonus points for the points obtained by the child player and the grand player in the game are given. Further, for the parent player, as long as the child player or the grandchild player does not stop the habit of playing the game, the bonus points for the points to be earned are continuously given. Thus, according to the present embodiment, the number of points accompanying the introduction of the new player is not in the middle of the play. The high self-satisfaction of the award is more uplifting. For the sake of giving and getting, the home also counts the player to play with the factor. The female honourer is well acquainted with the acquaintance and the acquaintance of the acquaintance, and the friend’s number is the same as that of the philanthropic philanthropy. . Achievements Only scored -41 - 201109066 The player's introduction resulted in the efficiency of new players. In addition, the mother player begins to play games earlier than the sub-players and the grandchildren, so that the game play method and the strategy are better understood. Moreover, as described above, since the sub-players and the grandchildren get more points in the game, the more bonus points are given to the female players, so the female players are not only introduced, but will be played by the sub-players and Sun players actively teach the game play method and strategy. Therefore, because the sub-players and grandchildren who are introduced to the game start to play, even if they are intermittent users who do not have the experience of playing the game, the parent player can teach the game play method and the strategy, so it is also possible to suppress the new players that have been acquired. Immediately stop the habit of playing games. Therefore, it is also possible to suppress the stopped play game of the obtained player. In addition, the sub-players and grandchildren who started the game from the introduction will also achieve higher game scores in order to obtain bonus points, and will eventually introduce friends and acquaintances. Therefore, continuity can increase new players. Further, according to the present embodiment, each record constituting the connection management DB 3 0 5 a is stored by the "player ID" field in which the player ID of the source player is introduced, and the "lower player ID of the player ID of the target player is stored. "Fields, Storage" means the "Generation Information" field that introduces the target player to the information of the first generation, and stores the "Acquisition Points" field that introduces the points earned by the target player in the game. The domain is composed. For example, when constructing the introduction relationship of the player shown in Fig. 2(a), the connection management DB 3 05a is constructed by six records as shown in Fig. 15 (a). Therefore, for example, when the bonus number is given to the player A, the CPU 301 of the central server 30 is linked to the introduction link management 201109066 DB3 05a shown in FIG. 15(a), and the search is recorded in the "player ID" field. can. Then, when the CPU 301 records the record (record numbers = 1, 2, 4, and 6), the number of bonus points associated with the player ID of the "lower player ID" field of each record is lower. It is Player B, C, D, and therefore, it is easy to be associated with a specific player with a specific bonus point. In addition, the CPU3〇l system can also be used to reduce the bonus points by the number of points and generation information of each of the lower players used in the calculation based on the specific field of the record φ" field and the "generational information" field. The number of processing burdens required for the processing of 3 〇. <2. Modifications> The present invention is not limited to the above-described embodiments, and the following modifications are given. Also, the following shapes can be combined as appropriate. [Variation 1] In the above-described embodiment, the bonus point is given to the female player in accordance with the bonus points of the child player and the grandchild. However, only the bonus points due to the result of the play are given to the female player. In addition, the bonus points of the game results with the Sun player and the great-grandson player are also available. In this way, the reward points are related to the player's generation setting. In addition, the player ID of the lower player associated with the bonus points is recorded as "A", and the specific 4 is stored in the 4 digits of the specific player A E. "Get reward points. 〇 Central server can also play 2 or more of the game of the game. The game is played by the player. If the number of parent players is limited to -43-201109066, the number of generations is limited. When the CPU 3 0 1 (specific unit, first specific unit) of the central server 30 searches for the introduction link management DB 305a and the lower player is associated with the specific bonus points, the recording is performed in the range in which the generation information is the predetermined generation number. In addition, in the case of restricting the addition of records to the introduction link management DB305a in response to generational information, generational information is not limited to the records of the second generation (sun), in response to the reward points related to the lower players. The number of the generations can be arbitrarily set. [Modification 2] In the above-described embodiment, the number of points added to the "acquisition points" of the connection management DB 3 0 5a is added as the token or the token. The number of points of the equivalent price may be one of the points having the price equivalent to the virtual currency. Further, the number of bonus points may be used as a point having an equivalent price to the token or the number of tokens. In this case, for example, it is assumed that the file data of each player includes the number of tokens, and the CPU 301 of the central server 30 adds the bonus points to the number of tokens stored in the archive data of the archive data storage area 3〇5d. Further, the points and bonus points that the player obtains in the game are also used as scores indicating the skill of the player in the game. [Modification 3] In the above-described bonus point number giving process, the CPU 301 of the center server 30 is added to the introduction link management DB 3 05a shown in Fig. 15 (a) when the bonus points of the player a are added. After the player ID "A" is stored in the "player ID" of the four records (record numbers = 1, 2, 4, and 6), "the number of 201109066 points" is all rewritten as 〇. If this configuration is set, the bonus points can also be calculated without using the assigned number of points to store TBL3 05 b. That is, it is not necessary to store the number of points TBL3 05b. In this way, the CPU 301 of the central server 30 obtains the number of bonus points from one player to the current bonus point, and the lower player who is one or more related to the bonus points of the player is obtained in the game. The number of points and their generations can be used to calculate the bonus points. [Modification 4] The hard disk 3 05 (memory unit, first memory unit) of the central server 30 stores the database 306 shown in Fig. 16(a) instead of the introduction link management DB3 05a. The number of storage TBL3 05b, archive data storage area 3〇5d can also be. Furthermore, this database 306 corresponds to the introduction relationship of the player shown in Fig. 16(b). The database 306 shown in Fig. 16 (a) has "player ID", "introducer ID", and "guarantee number" as the field φ field constituting one record. The player ID of each player is stored in the "player ID". Further, in the "Introducer ID", the player ID of the introducer (other player) that each player accepts is stored. Furthermore, if the Player ID is not stored in the Introducer ID, it means that there is no introducer. In addition, the "protected number" system stores the points that each player acquires in the game and retains it. This is stored as the number of points in the "guaranteed number", and the number of points that are equivalent to the price of the token or the number of tokens may be used as the number of points equivalent to the price of the virtual currency. The score of the player's skill in the game can also be scored. -45- 201109066 For example, in the database 306 shown in the same figure, the record whose record number is "2" indicates that player B has no introducer and now has a status of 800 points. Further, the record whose record number is "4" indicates that the player D is a player who accepts the introduction from the player B and starts the game, and now has a status of 800 points. Even in such a data structure, the CPU 301 of the central server 30 can be, for example, a record in which the record number is "5", the parent player of the specific player E is the player C, and the record according to the record number is ""3". The parent player of the specific player C is the record of the player A 'and' can be based on the record number being "1", and the specific player A does not have the status of the parent player. That is, even the database shown in Fig. 16(a) 306, can also cover a plurality of generations to manage the player's introduction relationship. Also, the hard disk 305 of the central server 30 and the database 306 are stored with the introduction code management TBL3 05 C. The CPU 301 of the central server 30 is used by In the introduction code input processing shown in FIG. 11, for example, the player ID of the new player (introducer) is specified as "H", and when the player ID of the introducer is specified as "E", the "player ID" is set to be set. "η", the "introducer ID" is set to "Ε", and the "protected point number" is set to a new record of 〇, and is added to the database 306. Further, for example, when the player E obtains the number of points in the game and transmits the point information "100" and the player ID "E" from the token game machine 10, the CPU 301 of the central server 30 first refers to the database 306, and the search will be performed. The received player ID "E" is stored in the record of "Lower Player ID". In the case of the database 306 shown in Fig. 16 (a), as the record, the 201109066 record number is set to "5". Next, the CPU 301 acts as the first adding unit, and adds the point information "1 00 " received from the token game machine 1 to the "protected point number" of each of the specified records. As a result, in the database 306 shown in Fig. 16 (a), the "protected number" of the record whose recording number is "5" is updated from "1" to "200". Further, when the player's security number is updated in this way, the CPU 301 functions as the first specific unit, and refers to the database 306 to specify the introduction source player who is the source of the player's presentation. In the case of the database 306 shown in Fig. 16 (a), the CPU 301 first determines that the player player (the introduction source player of the first generation) is the player C based on the record whose record number is "5". Next, the CPU 301 searches for a record in which the player ID "C" is stored in the "player ID", and when the specific record number is "3" as the record of the record, the mother player of the parent player of the specific player E (based on the record) The second generation of the introduction source player) is player A. Next, the CPU 301 searches for a record in which the player ID "A" is stored in the "player ID", and when the specific record number is "1" as the record of the record, the specific player E has no introduction after the third generation based on the record. Source player. Further, the CPU 301 functions as a determination unit, and determines the player C (mother player) and the player a (female player) according to the predetermined rule based on the number of points "1 〇〇" of the player E received from the token game machine 1 遵. The number of bonus points for the female player). For example, as the bonus points, the parent player is given the earned points X0.5', and when the female player of the female player is given the earned points χ〇.1, the bonus points given to the player C are 50'. The number is 10»The rule is that the more the number of generations of the source player is, the more reward points are -47-201109066. The smaller the method can be set, for example, the reward will be given to the female player of the parent player and the parent player. The number of points is set to 5 0, etc., even if the number of generations of the source player is different, the number of bonus points given is the same. Then, the CPU 301 functions as the second adding unit, and adds the bonus point "50" to the number of points of the player C (mother player), and adds the bonus point "10" to the player A (the mother of the female player) The player's insurance is a bit. Thereby, in the database 306 shown in Fig. 16 (a), the "protected number" of the record whose recording number is "3" is updated from "500" to "'5 50". Further, the record number is "丨" The "protected number" of the record was updated from "1 000" to "1010". Thereafter, the CPU 301 of the central server 30 is attached to the database 306 for each point of the player E to be sent from the token game machine 10, and the number of points received from the token game machine 10 is added to the player E. While maintaining the number j' and updating the player E's own points, the bonus points determined according to the rules obtained according to the number of points are added to the player's C (parent player)'s "protected points", respectively, with player A. (The parent player's mother player)'s "hold a number". Therefore, for player C and player A, as long as player E does not stop the habit of playing the game, the bonus points are continuously given in response to the points newly acquired by player E in the game. Further, the token game machine 10 can arbitrarily set the time when the player obtains the points obtained in the game to the central server 30. For example, the token game machine 1 can obtain the new points in the game, and the points will be sent to the central server 30. Each time the player conquers the maze, the player obtains the point in the labyrinth of the attack. The number is sent to the central server 3 0 -48- 201109066. Further, the token game machine 10 may be sent to the central server 30 after the player has been playing the game for a predetermined period of time (e.g., 5 minutes or 20 minutes, etc.). In addition, the introduction of reward points to the next generation can be arbitrarily set. For example, the introduction of the bonus points can be set as the introduction source player for the second generation, or as the introduction source player of the third world. Of course, it is also possible to limit the player who gives the bonus points to the introduction source player (female player) of only the first generation. When the number of generations of the award source points is limited to the algebra, the CPU 301 of the central server 30 refers to the 3 06 'tracking parent-child relationship and specifically introduces the source player, and the specific introduction is in the range up to the number. The source player can. In addition, in the present case, the introduction code processing and the introduction code input processing are performed in the same manner as the above. In addition, as shown in Fig. 17, the central server 3 is stored on the hard disk. The player ID is associated with the introducer ID and stored in the bank 3〇7, and the player id is associated with the number of guards. A database 308 is provided instead of the database 306 shown in Fig. 16(a). [Variation 5] In the above-described embodiment, the description of the number of points in response to the game is described. However, the structure of the number of points to be added is set or the number of points to be introduced as the number of points to be awarded. In addition, the so-called shop-to-store points are given to the game in response to the game play. Each source of the player source source is used during the period, and the source of the game is determined. The reward points for storage can also be. Home point -49- 201109066 number. In addition, the so-called introduction points are based on the introduction of new players, and the points of the female players who are the introducers of the new players and the female players of the female players. For example, when the number of bonus points in response to the number of points in the store is given, the hard disk 3 05 of the central server 30 stores the introduction link management DB 309 shown in FIG. 18(a) and the shop shown in FIG. 18(b). The point management TBL310, instead of the introduction link management DB3〇5a and the assigned point number storage TBL3〇5b. Furthermore, the introduction link management DB 3 09 shown in FIG. 18(a) corresponds to the introduction relationship of the player shown in FIG. 2, and the introduction link management DB 3 09 system has the introduction link management shown in FIG. DB 3 05 a deletes the data structure of the "acquisition points" field. The difference between the two is because only "acquisition points" are present, so the description is omitted here. Next, in the store point management TBL 310 shown in FIG. 18(b), the number of store points available to the player who is visiting the game (the own player) is stored, and the female player who is given the parent player and the parent player is stored. Reward points. In the example shown in the figure, when a player comes to the store to play the game, the player is given 100 points as the number of points to be paid. 'For the mother player, 5 points are awarded as reward points, and for the female player's mother player as reward points. Give 10 points. For example, when the player D obtains the number of points in the store, the token game machine 1 assigns the player ID "D" and the bonus points obtained with the number of stores to the central server 30. When the CPU 301 of the central server 30 receives the player ID "D" and the bonus point request request (the number of points to be purchased), first, referring to the introduction link management DB 3 09, the player ID "D to be received" is retrieved. "The record stored in the "Lower Player ID". Therefore, in the case of the connection management DB 309 shown in Fig. 18 (a), as the record of the record, two 201109066 records (record numbers = 3 and 4) can be specified. From the two records specified here, the CPU 301 is the player B of the specific player D, and the parent player of the player D of the player D is the player A. Next, the CPU 301 refers to the number of shop points management TBL 310, determines the number of bonus points to be given to the player B (mother player) to 50, and determines the number of bonus points given to the player A (the parent player of the female player) to 1 〇. Furthermore, in the hard disk 3 05 of the central server 30, only the number of store points is stored, instead of the store point φ number management TBL310, and the CpU301 is the number of future store points multiplied by a coefficient, etc., and is calculated to be given to the parent player and The bonus points of the female players of the female players are also available. In addition, the bonus points given to the parent player and the parent player of the parent player are set to 50, etc. Even if the number of generations of the source player is different, the bonus points to be given are set to be the same. Next, the CPU 301 accesses the archive data stored in the archive material storage area 305d in association with the player ID "B". That is, the CPU 301 accesses the archived material of the player B (mother player), and # adds the bonus point "5 0 " to the virtual currency in the archived material. Further, the CPU 301 similarly accesses the archived material of the player A (the female player of the female player) and adds the bonus point "1 0" to the virtual currency in the archived material. In this way, when the player D obtains 100 points as the number of the shop visits, 'the player B who is the parent player is given 50 points as the bonus point', and the player A who is the parent player of the parent player as the bonus point And give 10 points. The above description has been given for the situation in which the number of reward points for the number of points in the store is given. However, the status of the introduction points is set to the hard disk 305 of the central server 3 0 -51 - 201109066. The introduction point management 311 shown may be used instead of the store point management TBL3 10 shown in Fig. 18(b). This is the introduction of the point management TBL3 1 1 system which stores the introduction points of the female players who are given to the new players and the female players who are the introducers of the new players. In the example shown in the figure, when a new player is registered, the parent player is given 200 points as the introduction point. The mother player of the parent player is given 50 points as the introduction point. When the number of introduction points is given, the request for the number of transmission points is transmitted from the introduction code and the player ID (introduced) in step S22 of the introduction code input processing shown in Fig. 11 . The CPU 301 of the central server 30 starts the process of adding the number of introduction points after performing the record addition processing of the introduction connection management DB 309 which is input with the introduction code. For example, when the new player is the player D, the CPU 301 refers to the introduction link management DB 309 and searches for the record of the player ID "D" stored in the "lower player ID". Therefore, in the case of the introduction link management DB 3 09 shown in Fig. i8(a), two records (record numbers = 3 and 4) can be specified as the record. From the two records specified here, the CPU 301 is the player B of the specific player D is the player B, and the parent player of the parent player D is the player A. Further, the CPU 301 refers to the introduction point management TBL 3 1 1 and determines the number of bonus points to be given to the player B (mother player) to 200, and the bonus points to be given to the player A (the parent player of the female player). The decision is 50. Furthermore, the hard disk 305 of the central server 30 only memorizes the number of introduction points given to the parent player. Instead of the introduction point management TBL 3 1 1, the CPU 3 0 1 multiplies the number of the introduction points by The coefficient, etc. 'calculates the number of introduction points given to the female player of the female player. -52- 201109066 Can also set the number of introduction points for the female player and the female player to be set to 200, etc. even if the source of the source player is introduced The number is different, and the number of introduction points to be given is the same. The receiver 'CPU 301 accesses the archive data of player B (mother player)' and adds the introduction point "200" to the virtual currency in the archived material. Further, the CPU 301 accesses the archive data of the player A (the parent player of the parent player), and adds the introduction point "50" to the virtual imaginary currency in the archived material. When the player D is registered as a new player, the player B who is the parent player is given 200 points as the introduction point, and the player A who is the mother player of the parent player is given 50 points as the introduction point. . As described above, according to the present modification, each record constituting the introduction link management DB 3 09 is stored by the "player ID" field in which the player ID of the source player is introduced, and the player I 介绍 which describes the target player is stored. The "Bottom Player ID" field and storage represent the "Generation Information" field that introduces the target player to the information of the first generation. For example, when constructing the introduction relationship of the player shown in Fig. 2, the link management DB 3 09 system is constructed by four records as shown in Fig. 18 (a). Therefore, for example, when the parent player of the player D and the parent player of the parent player give the bonus points and the number of introduction points in response to the number of points in the store, the CPU 301 of the central server 30 is linked to the introduction shown in FIG. 18(a). In the management DB 309, the record of the player ID "D" is stored in the "lower player ID" field. Then, the CPU 301 is used as the record, and when two records are recorded (record number = 3 and 4), According to the player ID stored in the "Player ID" field of the specific record -53-201109066, the player who is given the bonus points and the number of the introduction points is the two players A and B. Therefore, it is easy to specifically assign bonus points and introduce points to the upper players. Further, the CPU 301 can easily specify the generation information of each of the upper players who are awarded the bonus points and the introduction points based on the "generational information" field of each of the specified records. Therefore, it is possible to reduce the processing load of the central server 30 required for the process of giving bonus points for the number of points to be paid and the number of points to be introduced. In addition, the number of bonus points and the number of introduction points for the number of points to be purchased may be the number of points having the equivalent price of the token or the number of tokens. In this case, for example, the archive data of each player includes a structure of the number of tokens, and the CPU 301 of the central server 30 adds the bonus points and the number of introduction points to the number of tokens stored in the archived data stored in the archive data storage area 305d. can. Further, the number of points of award and the number of introduction points are also used as scores indicating the skill of the player in the game. In addition, the number of bonus points and introduction points for the number of points to be given to the first generation will be arbitrarily set. For example, the introduction source player who gives the bonus points and the introduction points may be the introduction source player up to the second generation, or the introduction source player up to the third generation. Of course, it is also possible to limit the introduction source of the bonus points and the introduction points to the introduction source player (female player) of only the first generation. In addition, when the number of generations of the introduction source player and the number of introduction points is limited to the predetermined number of generations, the CPU 301 of the central server 30 searches for the introduction connection management DB 3 09 and specifically introduces the source player. Generation information is a search for records recorded in the range of the number of generations. -54- 201109066 In addition, in the case of the present modification, the code assignment processing, the introduction code input processing, and the record addition processing of the introduction connection management DB 3 09 accompanying the input of the introduction code are introduced, and the addition to the introduction link management is restricted in accordance with the generation information. The processing of the recording of DB 3 09 is also performed in the same manner as in the above embodiment. In addition, in the case where the record added to the introduction link management DB3 09 is limited to the record of the predetermined number of generations, the predetermined number of generations may be based on the upper limit of the number of generations of the player who introduced the bonus points and the introduction points. Arbitrarily set. [Modification 6] The hard disk 3 05 (memory unit, first memory unit) of the central server 30 stores the introduction link management DB 309 shown in FIG. 19 instead of the introduction link management DB 305a and the assigned point number storage TBL 305b. As described below, the process of giving bonus points may be performed. Incidentally, the introduction link management DB 3 09 shown in Fig. 19 is the same as the introduction link management DB 3 09 shown in Fig. 18 (a), and thus the description thereof will be omitted. For example, when the player D plays the game in the token game machine 1 and obtains 20 points as the number of points equivalent to the price of the virtual currency, first, the CPU 101 of the token game machine 10 adds "20" to It is stored in the virtual currency of the working memory of RAM 1300, and the player's own points are updated. Thereafter, the CPU 101 of the token game machine 10 transmits the point information "2" to the central server 3A together with the player ID "D". The CPU 301 of the central server 30 functions as the first specific unit when receiving the point information "2" and the player ID "D", and the introduction of the connection management DB 3 0 9, search The received player id "D" is stored in the record of "Lower Player ID". Therefore, in the case of the introduction link management DB 3 09 shown in Fig. 9, as the record of the record, two records (record numbers = 3 and 4) can be specified. From the two records specified here, the CPU 301 specifies that the player who is given the bonus points is two of the player A and the player B. Further, the female player of the CPU 301 is a specific player I) is the player b, and the female player of the female player of the player D is the player A. Next, the CPU 301 functions as a determination unit, and determines the number of bonus points to be given to the player c (mother player) and the player A (mother player of the parent player) in accordance with the predetermined rule in accordance with the number of points acquired by the player “ "20". For example, as the bonus point 'when the parent player is given the number of points X 0.5, and for the parent player's parent player to give the point of the number X 〇·1, the bonus point given to the player c is 10'. 2. In addition, the bonus points given to the parent player and the parent player's parent player are set to 10, etc. Even if the number of generations is different, the bonus points will be set to be the same. Then 'CPU301 is paired with the player. The id "B" is created and accessed by the archive data stored in the archive data storage area 3 05d. That is, the CPU 301 functions as the second addition unit, and accesses the archive data of the player b (mother player). The bonus point "10" is added to the virtual currency in the archived material. The CPU 301 is used as the second addition unit to similarly access the archived data of the player A (the female player of the female player). reward The number "2" is added to the virtual currency in the archived material. By the fact that in the example shown in Fig. 19, the archive data of player a is changed from "400" to "402" after the virtual currency. , Player-56-201109066 B's archive data is changed from "120" to "130" after the virtual currency. In addition, CPU301 also accesses the archive data of player D, and adds the number of points "20" to The virtual currency in the archive is archived. Thereafter, the CPU 301 of the central server 30 is sent to the archived data stored in the archive data storage area 306d every time the player 301 of the player D is sent from the token game machine 1 According to the number of points earned by the player d, φ is added to the virtual currency of the player B (mother player) and the virtual currency of the player A (the parent player of the parent player), even if the number of bonus points determined according to the predetermined rule is added. In the above configuration, for the player A and the player C, as long as the player D does not stop the habit of playing the game, the bonus points are continuously given in response to the number of points newly acquired by the player D in the game. Further, the situation of the present modification The timing at which the token game machine 10 transmits the points obtained by the player in the game to the central server 30 can also be arbitrarily set as in the above-described embodiment. Further, the points and reward points that the player obtains in the game. The number system may be a point having a price equivalent to the token and the number of tokens, and may be a score indicating the skill of the player in the game. Further, in the case of the present modification, the introduction code is sent and the code is input. The processing of the record connection processing of the introduction link management DB 3 09 with the input of the introduction code, and the process of restricting the addition of the record to the introduction link management DB 3 09 in response to the generation information are also performed in the same manner as in the above embodiment. Further, in the case of the present modification, the number of generations of the player who introduced the bonus points and the number of generations added to the record of the introduction link management D B 3 09 may be limited to an arbitrary generation number. -57- 201109066 [Modification 7] The number of sub-players that can be introduced by one player is not limited to five, and can be set arbitrarily. In addition, for example, the number of points acquired in the game, the number of mazes captured, and the time of playing time increase, the more the number of sub-players that can be introduced, or the number of generations of players below the bonus points can be increased. Example 8] The game system 1 may be configured such that the central server 30 is not provided, and the processing performed by the central server 30 by any of the store servers 20 or the store servers 20 may be employed. In this case, the various data and programs of the hard disk 305 stored in the central server 30 can be stored in any of the store servers 20 or the hard disks of the store servers 20. Further, the game system 1 does not include the central server 30 and the store server 20, and any one of the token game machines 10 functions as a host, and various processes performed by the central server 30 may be performed. At this time, the various data and programs of the hard disk 305 stored in the central server 30 are stored in the hard disk 109 of the token game machine 1 that functions as a host. In addition, the token game machine 1 is also an independent work type. At this time, various processes performed at the central server 30 are performed in the token game machine 10. Further, at this time, various data and programs of the hard disk 305 which are recorded in the central server 30 are used for the hard disk 109 of the token game machine 10. [Modification 9] -58-201109066 The token game machine 10 is also capable of outputting a reference code from the speaker 1 2 by using a voice message. Further, the token game machine 10 includes a printing device, and the introduction code can be printed on paper. Further, the token game machine 10 can output an introduction code to a mobile phone of a player (introducer) by, for example, infrared communication, short-range wireless communication, two-dimensional bar code, and e-mail. Further, the "Token Game Machine 1" can input an introduction code from a player's (introduced) line φ mobile phone, for example, by infrared communication, short-range wireless communication, 2D barcode, and e-mail. Further, the token game machine 10 does not perform the import and output of the introduction code, and a dedicated terminal for inputting the introduction code can be provided in the store. Further, the player can access the central server 30 from the mobile phone or the home computer via the web page of the game, and can receive the output of the introduction code or input the introduction code. Further, in the above-described embodiment, only the player who has achieved the predetermined condition in the game can accept the dispatch of the introduction code, but the dispatch of the introduction code can be accepted from the point of time when the new registration is completed. [Modification 10] It is also possible to use the player ID of the introducer instead of the introduction code. At this time, since the introducer only needs to notify the introducer of his or her player ID, it is not necessary to send an introductory code. Further, at this time, since the introducer inputs the player ID of the presenter, it is not necessary to specify the player ID of the introducer based on the introduction code. Further, when the name information and the email address of each player are registered in the game system 丨 (the central server 30) in association with the player ID, the name information and the email address of the introducer can also be used -59-201109066 Instead of the introduction code. At this time, in the game system 1, the player ID of the introducer is specified based on the name information and the email address of the introducer entered by the introducer, and the recording process is added. [Modification 1 1] The present invention is not limited to a role playing game, and can be applied to various games. For example, the present invention can be applied to action games, shooting games, simulation games, adventure games, puzzle games, quiz games, and the like. Further, the token game machine 1 is, for example, a horse racing machine that allows the model horse to run and guesses the order of reaching the end point, and is not limited to the video game machine. In addition, the token game machine 1 is a token of a disc shape (including a case where the outer circumference is not completely round), for example, but a ball of Pachinko ball or the like is used as a substitute coin. The object can also be. In addition, the game terminal device constituting the game system 1 may be a game machine that plays a coin (currency) in addition to the token game machine 10, and may play the game as a home game machine by using the game software. A personal computer or a mobile phone can also be used. [Simple Description of the Drawings] [Fig. 1] A block diagram showing the overall construction of the game system. [Fig. 2] A diagram for explaining the introduction relationship of the players A to D. [Fig. 3] A perspective view showing the appearance of a token game machine. [Fig. 4] A block diagram showing an electrical configuration of a token game machine. [匾· 5 ] Reveals the block diagram of the electrical structure of the central server. [Fig. 6] A diagram showing a data structure of a connection management DB is disclosed. -60- 201109066 [Fig. [Fig. [Fig. [Fig. [Fig. 7] shows a diagram of the data structure that has been assigned to the point storage TBL. 8] Reveal the map of the data structure of the introduction code management TBL. 9] A diagram showing the display contents of the introduction screen "Introduction Link". 1 〇] Reveals the sequence flow chart of the process of introductory code dispatch processing. 1 1 ] Reveals a sequence flow diagram of the flow of the introduction code input process. 1 2] A diagram for explaining the recording addition processing (hereinafter, Fig. 1 3) is a diagram for explaining the recording addition processing (2). 1 4] A diagram for explaining the point update processing. [Fig. 15] A diagram for explaining the bonus point number giving processing. [Fig. 16] A diagram (hereinafter referred to as a description) for explaining the modification 4. [Fig. 17] For explaining the modification 4 (Fig. 1 8) A diagram for explaining the modification 5. [Fig. 19] A diagram for explaining the modification 6. [Major component symbol description] Φ 1 : Game system 5: Game unit 1 〇: Token game machine 1 1 : Display 12 : Speaker 1 3 : Operation lever 14a to 14e: Operation button 1 5 : Token input port 1 6 : Coin payout port - 61 - 201109066

17 :卡片插入口 101: CPU17: Card insertion port 101: CPU

102 : ROM102 : ROM

103 : RAM 1 04 :通訊介面 1 〇 5 :操作部 106 :代幣選擇器 107 :代幣支付裝置 1 0 8 : IC卡驅動器 109 :硬碟 20 :店舖伺服器 3 0 :中央伺服器 301 : CPU 3 02 : ROM 3 03 : RAM 3 04 :通訊介面 3 05 :硬碟103 : RAM 1 04 : Communication interface 1 〇 5 : Operation unit 106 : Token selector 107 : Token payment device 1 0 8 : IC card driver 109 : Hard disk 20 : Store server 3 0 : Central server 301 : CPU 3 02 : ROM 3 03 : RAM 3 04 : Communication interface 3 05 : Hard disk

3 05 a,3 09 :介紹連結管理D B 3 05b :已賦予點數儲存TBL 3 05 c :介紹碼管理TBL 3 0 5 d :存檔資料儲存區域 306,307,308 :資料庫 310:來店點數管理TBL 3 1 1 :介紹點數管理TBL 201109066 40 : 1C 卡3 05 a, 3 09 : Introduction to link management DB 3 05b : Point storage TBL 3 05 c : Introduction code management TBL 3 0 5 d : Archive data storage area 306, 307, 308: Library 310: Store point management TBL 3 1 1 : Introducing point management TBL 201109066 40 : 1C card

-63--63-

Claims (1)

201109066 七、申請專利範圍 1 . 一種遊戲系統,係從其他玩家被介紹遊戲之身爲 被介紹者的玩家,將介紹遊戲之前述其他玩家作爲介紹者 而登記,包含前述被介紹者與前述介紹者之複數玩家進行 遊玩遊戲的遊戲系統,其特徵爲具備: 第1記憶部,係記憶與前述複數玩家個別之識別資訊 建立關聯,被分派該當識別資訊之玩家在前述遊戲中獲得 並保有之保有點數,與在被分派該當識別資訊之玩家有介 紹者時,身爲該當介紹者的母玩家之識別資訊; 第1加算部,係將前述複數玩家中任一玩家在前述遊 戲中新獲得之獲得點數,加算至與獲得該當獲得點數之玩 家的識別資訊建立關聯而被記憶於前、述第1記憶部之前述 保有點數; 第1特定部,係參照前述第1記憶部,在與獲得前述 獲得點數之玩家的識別資訊建立關聯之前述母玩家的識別 資訊被記憶於前述第1記億部時,則特定該當母玩家的識 別資訊: 決定部,係因應玩家獲得之前述獲得點數,決定賦予 前述母玩家之賦予點數:及 第2加算部,係將前述決定部決定之前述賦予點數, 加算至與前述第1特定部特定之識別資訊建立關聯而被記 憶於前述第1記億部之前述保有點數。 2.如申請專利範圍第1項所記載之遊戲系統,其 中, -64- 201109066 前述第1特定部’係以在與獲得前述獲得點數之玩家 的識別資訊建立關聯之前述玩家的母玩家之識別資訊被記 憶於前述第1記憶部時’作爲第1世代之介紹來源玩家的 識別資訊而特定該當母玩家的識別資訊’在與已特定之前 述第1世代之介紹來源玩家的識別資訊建立關聯之前述第 1世代之介紹來源玩家的母玩家之識別資訊被記憶於前述 第1記億部時,作爲第2世代之介紹來源玩家的識別資訊 φ 而特定該當母玩家的識別資訊之方式,特定涵蓋與獲得前 述獲得點數之玩家的識別資訊建立關聯之複數世代的介紹 來源玩家之識別資訊; 前述決定部,係根據前述獲得點數,並遵從所定規則 來決定賦予前述第1特定部特定之識別資訊所對應之介紹 來源玩家個別的賦予點數; 前述第2加算部,係依前述第1特定部特定之每一識 別資訊,將前述決定部決定之前述賦予點數加算至與該當 • 識別資訊建立關聯而被記憶於前述第1記億部之前述保有 點數。 3·如申請專利範圍第2項所記載之遊戲系統,其 中, 前述所定規則,係前述介紹來源玩家的世代數越多, 則越減少前述賦予點數。 4.如申請專利範圍第2項或第3項所記載之遊戲系 統,其中, 前述第1特定部,係於所定世代數爲止的範圍內,特 -65- 201109066 定成爲獲得前述獲得點數之玩家的介紹來源之介紹來源玩 家的識別資訊。 5. 如申請專利範圍第1項所記載之遊戲系統,其 中,更具備: 輸入部,係身爲被介紹遊戲之玩家的被介紹玩家用於 輸入身爲介紹者的介紹玩家相關之介紹者資訊; 第2特定部,係依據從前述輸入部輸入之前述介紹者 資訊’特定對輸入該當介紹者資訊之被介紹玩家介紹遊戲 之身爲介紹者的介紹玩家之識別資訊;及 登記部,係於前述第1記憶部,與前述被介紹玩家的 識別資訊建立關聯,作爲前述被介紹玩家的保有點數而登 記〇’作爲前述母玩家的識別資訊而登記前述第2特定部 特定之前述介紹玩家的識別資訊。 6. 如申請專利範圍第1項所記載之遊戲系統,其 中,更具備: 輸出部,係輸出可以通知介紹玩家介紹遊戲之被介紹 玩家的介紹碼; 第2記憶部,係將前述輸出部輸出之前述介紹碼與接 受該當介紹碼的輸出之前述介紹玩家的識別資訊建立關聯 並加以記憶; 輸入部,係前述被介紹玩家用於輸入前述介紹碼; 第2特定部,係作爲對輸入前述介紹碼之前述被介紹 玩家介紹遊戲之身爲介紹者的介紹玩家之識別資訊,特定 與從前述輸入部輸入之前述介紹碼建立關聯而被記億於前 -66 - 201109066 述第2記憶部之玩家的識別資訊;及 登記部,係於前述第1記憶部,與前述被介紹玩家的 識別資訊建立關聯,作爲前述保有點數而登記0,作爲前 述母玩家的識別資訊而登記前述第2特定部特定之前述介 紹玩家的識別資訊。 7·如申請專利範圍第6項所記載之遊戲系統,其 中, φ 前述輸出部,係將對於1位玩家輸出之前述介紹碼限 制爲所定數。 8.如申請專利範圍第6項或第7項所記載之遊戲系 統,其中,更具備: 允許部’係對於在前述遊戲中達成所定條件之玩家, 允許前述介紹碼的輸出; 前述輸出部,係對於前述允許部允許前述介紹碼的輸 出之玩家’輸出前述介紹碼。 φ 9.如申請專利範圍第5項所記載之遊戲系統,其 中, 前述登記部’係在前述被介紹玩家的識別資訊已經被 記憶於前述第1記憶部時,並不進行前述第i記憶部的資 料登記。 1 〇. —種遊戲系統,係從其他玩家被介紹遊戲之身爲 被介紹者的玩家’將介紹遊戲之前述其他玩家作爲介紹者 而登記’包含前述被介紹者與前述介紹者之複數玩家進行 遊玩遊戲的遊戲系統,其特徵爲具備: -67- 201109066 記億部,係記憶與前述複數玩家個別之識別資訊建立 關聯,被分派該當識別資訊之玩家在前述遊戲中獲得並保 有之保有點數,與對於被分派該當識別資訊之玩家來說是 下位世代的介紹關係之下位玩家的識別資訊; 第1加算部’係將前述複數玩家中任一玩家在前述遊 戲中新獲得之獲得點數,加算至與獲得該當獲得點數之玩 家的識別資訊建立關聯而被記憶於前述記憶部之前述保有 點數; 特定部,係在玩家被指定時,特定與該當玩家的識別 資訊建立關聯而被記憶於前述記憶部之下位玩家的識別資 訊; 決定部,係因應前述特定部特定之識別資訊所對應之 下位玩家獲得之前述獲得點數,決定賦予前述被指定之玩 家的賦予點數;及 第2加算部,係將前述決定部決定之前述賦予點數, 加算至與前述被指定之玩家的識別資訊建立關聯而被記億 於前述記億部之前述保有點數。 11.如申請專利範圍第1 〇項所記載之遊戲系統,其 中, 從某玩家被介紹遊戲之被介紹者是對於前述玩家的第 1世代之下位玩家,從該當第1世代的下位玩家被介紹遊 戲之被介紹者是對於前述玩家的第2世代之下位玩家; 前述特定部,係參照前述記億部,特定涵蓋與前述被 指定之玩家的識別資訊建立關聯之複數世代的下位玩家之 -68- 201109066 識別資訊; 前述決定部,係根據前述特定部特定之識別 應之下位玩家個別從對於前述被指定之玩家上次 賦予點數至本次賦予爲止之間所獲得之前述獲得 從所定規則來決定前述賦予點數。 12. —種程式,其特徵爲使構成從其他玩家 戲之身爲被介紹者的玩家,將介紹遊戲之前述其 φ 爲介紹者而登記,包含前述被介紹者與前述介紹 玩家進行遊玩遊戲之遊戲系統的電腦,作爲以下 用: 記憶部,係記憶與前述複數玩家個別之識別 關聯,被分派該當識別資訊之玩家在前述遊戲中 有之保有點數,與在被分派該當識別資訊之玩家 時,身爲該當介紹者的母玩家之識別資訊; 第1加算部,係將前述複數玩家中任一玩家 φ 戲中新獲得之獲得點數,加算至與獲得該當獲得 家的識別資訊建立關聯而被記憶於前述記憶部之 點數; 特定部,係參照前述記憶部,在與獲得前述 之玩家的識別資訊建立關聯之前述母玩家的識別 憶於前述記憶部時,則特定該當母玩家的識別資 決定部’係因應玩家獲得之前述獲得點數, 前述母玩家之賦予點數:及 第2加算部,係將前述決定部決定之前述賦 資訊所對 賦予前述 點數,遵 被介紹遊 他玩家作 者之複數 構件而作 資訊建立 獲得並保 有介紹者 在前述遊 點數之玩 前述保有 獲得點數 資訊被記 訊; 決定賦予 予點數, -69- 201109066 加算至與前述特定部特定之識別資訊建立關 前述記憶部之前述保有點數。 13. —種程式,其特徵爲使構成從其他 戲之身爲被介紹者的玩家,將介紹遊戲之前 爲介紹者而登記,包含前述被介紹者與前述 玩家進行遊玩遊戲之遊戲系統的電腦,作爲 用: 記憶部,係記憶與前述複數玩家個別之 關聯,被分派該當識別資訊之玩家在前述遊 有之保有點數,與對於被分派該當識別資訊 下位世代的介紹關係之下位玩家的識別資訊 第]加算部,係將前述複數玩家中任一 戲中新獲得之獲得點數,加算至與獲得該當 家的識別資訊建立關聯而被記憶於前述記憶 點數; 特定部,係在玩家被指定時,特定與該 資訊建立關聯而被記憶於前述記憶部之下位 訊; 決定部,係因應前述特定部特定之識別 下位玩家獲得之前述獲得點數,決定賦予前 家的賦予點數;及 第2加算部’係將前述決定部決定之前 加算至與前述被指定之玩家的識別資訊建立 於前述記億部之前述保有點數。 聯而被記憶於 玩家被介紹遊 述其他玩家作 介紹者之複數 以下構件而作 識別資訊建立 戲中獲得並保 之玩家來說是 I 玩家在前述遊 獲得點數之玩 部之前述保有 當玩家的識別 玩家的識別資 資訊所對應之 述被指定之玩 述賦予點數, 關聯而被記億201109066 VII. Patent application scope 1. A game system is a player who is introduced as a referee from other players, and the other players who introduce the game as the introducer are registered, including the aforementioned introducer and the aforementioned introducer. The game system in which the plurality of players play the game is characterized in that: the first memory unit is associated with the identification information of the plurality of players, and the player assigned the identification information is obtained and retained in the game. The number is the identification information of the parent player who is the introductor when the player who is assigned the identification information has the introductor; the first addition unit is the newly obtained one of the plurality of players in the aforementioned game. The number of points is added to the number of points in the first memory unit that is stored in association with the identification information of the player who obtained the number of points, and the first specific unit refers to the first memory unit. The identification information of the aforementioned parent player that is associated with the identification information of the player who obtained the aforementioned number of points is memorized in the foregoing In the case of one hundred million units, the identification information of the parent player is specified: the determination unit determines the number of points to be given to the parent player in response to the number of points obtained by the player: and the second addition unit determines the determination unit. The number of points to be added is added to the number of security points stored in the first commemorative unit in association with the identification information specified by the first specific unit. 2. The game system according to claim 1, wherein -64-201109066 the first specific portion is the parent player of the player who is associated with the identification information of the player who obtained the aforementioned earned points. When the identification information is memorized in the first memory unit, the identification information of the parent player is specified as the identification information of the source player of the first generation, and the identification information of the source player of the first generation is specified. When the identification information of the parent player of the source player of the first generation is stored in the first 100 millionth part, the identification information of the source player of the second generation is specified, and the identification information of the parent player is specified. The identification information of the introduction source player of the plural generations that is associated with the identification information of the player who obtained the aforementioned number of points is obtained; the determination unit determines the number of points to be assigned to the first specific part according to the predetermined number of points. The identification source corresponds to the number of points given to the source player; the second addition unit is based on the previous The first specific part of each specific identification information, the aforementioned determination unit determines the number of points given to the addition to the aforementioned associated with • identifying information should be memory in said first record of the previous ownership million points. 3. The game system according to claim 2, wherein the predetermined rule is that the number of generations of the player who introduces the source is increased, and the number of points to be added is reduced. 4. The game system according to the second or third aspect of the invention, wherein the first specific unit is within a range of a predetermined generation number, and the special-65-201109066 is determined to obtain the aforementioned points. The introduction source of the player introduces the identification information of the source player. 5. The game system according to the first aspect of the patent application, further comprising: an input unit, the introduced player who is a player of the introduced game is used to input the introducer information related to the introducer who is the introducer. The second specific unit is based on the introductor information input from the input unit, and specifies the identification information of the introduced player who introduces the game to the introduced player who is the introducer information; and the registration department is The first storage unit is associated with the identification information of the introductory player, and is registered as the identification number of the introduced player as the identification information of the parent player, and registers the introduction player specified by the second specific unit. Identify information. 6. The game system according to the first aspect of the patent application, further comprising: an output unit that outputs an introduction code that can inform the introduced player to introduce the introduced player of the game; and a second memory unit that outputs the output unit The aforementioned introduction code is associated with and memorized by the identification information of the aforementioned introduction player that accepts the output of the introduction code; the input unit is used by the introduced player to input the introduction code; and the second specific part is introduced as the input. The code is introduced to the player to introduce the game as the introducer's introduction player's identification information, and is specifically associated with the aforementioned introduction code input from the input unit, and is recorded in the former -66 - 201109066 The second memory player And the registration unit is associated with the identification information of the introduced player in the first storage unit, and registers 0 as the number of the security points, and registers the second specific unit as the identification information of the parent player. The specific description of the player's identification information is described above. 7. The game system according to claim 6, wherein the output unit of φ limits the introduction code outputted to one player to a predetermined number. 8. The game system according to claim 6 or 7, wherein the game system further includes: an allowable portion that allows an output of the introduction code for a player who achieves the predetermined condition in the game; the output unit, The player introduces the aforementioned introduction code for the player who allows the output of the aforementioned introduction code in the foregoing permission section. The game system according to claim 5, wherein the registration unit does not perform the i-th memory when the identification information of the introduced player is already stored in the first storage unit. Registration of information. 1 〇. A kind of game system, which is a player who is introduced as a referee from other players. The player who introduces the other players in the game as the introducer is registered as a player who includes the above-mentioned introducer and the above-mentioned introducer. The game system of the game is characterized by: -67- 201109066 The unit is stored in association with the identification information of the plurality of players, and the player who is assigned the identification information is obtained and retained in the aforementioned game. And the identification information of the player under the introduction relationship of the next generation for the player who is assigned the identification information; the first adding unit is the newly obtained points obtained by any one of the plurality of players in the aforementioned game, Adding to the aforementioned number of security points stored in the memory unit in association with the identification information of the player who obtained the number of points obtained; the specific part is stored in association with the identification information of the player when the player is designated The identification information of the player below the memory department; the decision department is in response to the specific part The number of points obtained by the player corresponding to the lower identification information is determined, and the number of points to be assigned to the designated player is determined; and the second adding unit adds the number of points determined by the determining unit to the aforementioned The identification information of the designated player is associated with the aforementioned number of points in the aforementioned section. 11. The game system as recited in claim 1, wherein the introductor of the game introduced from a player is a player of the first generation of the player, and is introduced from the next player of the first generation. The introductor of the game is the player of the second generation of the player; the specific part refers to the above-mentioned player, and the next player who has a plurality of generations that is associated with the identification information of the designated player is -68 - 201109066 Identification information; the determination unit is based on the identification of the specific part, and the lower-level player individually obtains the aforementioned rule from the previous assignment of the number of points given to the specified player to the current assignment. Determine the number of points given above. 12. A program characterized in that a player who constitutes an introducted person from another player is registered as the introducer of the game, and includes the aforementioned introducer playing the game with the introductory player. The computer of the game system is used as follows: The memory unit is associated with the individual identification of the plurality of players, and the player assigned the identification information has a number of points in the game, and the player who is assigned the identification information. The identification information of the female player who is the introductor; the first adding unit is to add the newly obtained points obtained by any of the above-mentioned plural players to the identification information obtained by obtaining the obtained home. The specific portion is referred to the memory unit, and when the identification of the parent player associated with the identification information of the player obtained by the player is recalled to the memory unit, the identification of the parent player is specified. The capital decision department's the number of points earned by the player in response to the above, the number of points given by the parent player: and the second addition unit The above-mentioned points are determined by the above-mentioned decision-making information, and the information is obtained and obtained by the introductory member of the player who is the player of the game, and the inventor obtains the number of points in the play of the aforementioned number of points. The decision is given to the number of points, and -69-201109066 is added to establish the aforementioned number of points in the memory unit with the identification information specified in the specific part. 13. A program characterized in that a player who constitutes an introductor from another play is introduced to a computer that is registered for the introducer before the game, and includes a game system in which the introductor plays the game with the player. As the use: the memory part, the memory is associated with the above-mentioned plural players, and the player who is assigned the identification information is in the aforementioned game, and the identification information of the player under the introduction relationship to the next generation of the identification information is assigned. The addition unit calculates the newly acquired points in any of the above-mentioned plural players, and adds them to the memory points associated with obtaining the identification information of the owner; the specific part is when the player is designated Specifically, the information is associated with the information and is memorized in the lower part of the memory unit; the determining unit determines the number of points to be given to the former home according to the number of points obtained by the player identified by the specific part, and the second point; The adding unit 'adds the determination information to the identification information of the player specified above The previous record tenure million of the previous points. The player is remembered to be the player who is introduced to the other players as the introductor of the following components to make the identification information. In the game, the player who obtains and protects is the player who is the player in the game. The identification of the player's identification information corresponds to the number of points specified in the game, and is associated with
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