TWI237576B - Game server, game management method and recording medium recording game management program - Google Patents

Game server, game management method and recording medium recording game management program Download PDF

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Publication number
TWI237576B
TWI237576B TW092132940A TW92132940A TWI237576B TW I237576 B TWI237576 B TW I237576B TW 092132940 A TW092132940 A TW 092132940A TW 92132940 A TW92132940 A TW 92132940A TW I237576 B TWI237576 B TW I237576B
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Taiwan
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player
game
opponent
battle
information
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TW092132940A
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Chinese (zh)
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TW200423991A (en
Inventor
Katsunori Okita
Kazutaka Kubota
Hiroyuki Wada
Yuuki Harano
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Konami Corp
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/537Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for exchanging game data using a messaging service, e.g. e-mail, SMS, MMS
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5566Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The RAM362 of the control part of the central server is equipped with player identification information, the address memory part 3622 storing the e-mail address of individual communication device owned by the player, the CPU361 storing the counter player receiving part 3611 for designating the counter player in accordance with the player expected to combat with, the counter player search part 3613 for searching if there's counter player available of the first player when the first player starts the combat game at game terminal, the personal communication device owned by the second player with respect to the player issuing the combat request using the counter player search part 3613 to search out the combat request, and the mail forwarding part 3615 for the first player to send e-mails with primary intention for initiating combat.

Description

1237576 (1) 玖、發明說明 【發明所屬之技術領域】 本發明爲,相關於放置於複數的店鋪中,擁有各自的 螢幕的遊戲終端裝置及經由網路使其可通訊,用所指定數 目以下的複數遊戲終端裝置間使其應可實行對戰遊戲的進 行遊戲之管理的遊戲用伺服器裝置、遊戲管理方法及遊戲 管理用程式。 【先前技術】 以往,有許多可進行複數玩家的終端裝置被提案,或 者已經被使用中。又,在遊戲中心同一機種的遊戲終端裝 置配設數台,藉由LAN以及網際網路等的網路(及伺服 器)來接續複數的遊戲終端裝置,使複數的玩家可在同一 空間中可進行遊戲的遊戲終端裝置。像這種遊戲終端裝置 可進行麻將、象棋等桌上遊戲及運動、格鬥等對戰型遊 戲。 進行上述桌上型遊戲及對戰型遊戲時,由於藉由 LAN及網際網路等網路(及伺服器)接續複數的遊戲終 端裝置的原因,不特定多數的玩家可參加遊戲。像這般完 全不熟識的人對戰時,由於不瞭解對戰對手對於遊戲的相 關能力等的原因,比較起遊戲終端裝置使用單機形態將遊 戲終端裝置當成對手的來進行的一般遊戲來說’可給予進 行中的意外性與給予遊戲一定的趣味性。 (2) 1237576 【發明內容】 在麻將、象棋等桌上型遊戲中’根據對戰對手的不 同,也會大大影響其趣味性。例如’麻將遊戲時,對那些 喜歡作牌形(役作9 )的玩家來說’喜歡做聽多種牌形胡 牌的玩家的存在令人困擾,也會大大地影響到遊戲的樂 趣。再者,對上級玩家來說,由於下級玩家的技術不夠而 感到不滿足,便成了影響遊戲的趣味性的主要原因。1237576 (1) 发明 Description of the invention [Technical field to which the invention belongs] The present invention relates to game terminal devices having respective screens placed in a plurality of stores, and communicating through a network, using the designated number or less The game server device, game management method, and game management program should be capable of performing game management of the battle game among the plurality of game terminal devices. [Prior Art] In the past, many terminal devices capable of playing multiple players have been proposed, or have been used. In addition, several game terminal devices of the same model are installed in the game center, and a plurality of game terminal devices are connected through a network (and server) such as a LAN and the Internet, so that multiple players can play in the same space. A game terminal device for playing a game. Such a game terminal device can perform table games such as mahjong and chess, and battle-type games such as sports and fighting. When performing the above-mentioned desktop games and battle-type games, since a plurality of game terminal devices are connected through a network such as a LAN and the Internet, a large number of players can participate in the game. When such a completely unfamiliar person is fighting, because he does not understand the opponent's relevant capabilities for the game, etc., compared to a general game in which the game terminal device uses a stand-alone form and the game terminal device is regarded as an opponent, it can be given Unexpectedness on the go and give the game some fun. (2) 1237576 [Summary of the Invention] In table games such as Mahjong and Chess, depending on the opponent, it will also greatly affect its fun. For example, in the game of “Mahjong, for the players who like to play cards (competition 9)”, the existence of players who like to listen to a variety of cards and trump cards is disturbing and will greatly affect the fun of the game. Furthermore, for the superior players, the dissatisfaction of the inferior players due to insufficient technology has become the main reason that affects the fun of the game.

以往,藉由網路(包括伺服器)所連接的複數遊戲終 端裝置時,由於不瞭解關於對戰對手在遊戲中的技巧,玩 遊戲時的特徵等情報,或者不瞭解對戰對手的遊戲進行狀 況,舉例來說,玩家照著螢幕上所顯示的對戰對手,隨意 地指定對戰對手。所以,會發生無法避免地與不適合(或 者不是所期待)的對戰對手進行遊戲的狀況,會降低遊戲 的趣味性。In the past, when a plurality of game terminal devices connected via a network (including a server) did not know information about the opponent's skills in the game, characteristics of the game when playing, or did not know the status of the opponent's game, For example, the player can randomly designate the opponent according to the opponent shown on the screen. Therefore, it is inevitable to play a game with an unsuitable (or not expected) opponent, which will reduce the fun of the game.

本發明有鑑於上述課題,以提供可跟希望的對戰對手 進行遊戲的遊戲用伺服器裝置、遊戲管理方法以及遊戲管 理程式爲目的。 如申請專利範圍第1項所記載的遊戲用伺服器裝置 爲、設置於複數的店鋪中,擁有各自的螢幕的複數遊戲終 端裝置,以及由網路使其連線能通訊,在所指定數以下的 複數遊戲終端裝置間可實行對戰遊戲且可進行遊戲的管理 之遊戲用伺服器裝置,儲存包含玩家的識別資訊之個人資 訊的個人資訊記憶方法,和基於該遊戲用伺服器裝置與通 訊可能的個別通訊裝置,和前述遊戲終端裝置之至少來自 -6- (3) 1237576The present invention has been made in view of the above-mentioned problems, and an object thereof is to provide a game server device, a game management method, and a game management program capable of playing a game with a desired opponent. The game server device described in item 1 of the scope of patent application is a plurality of game terminal devices installed in a plurality of stores, each having its own screen, and connected by a network so that it can communicate, below the specified number. A game server device capable of performing a battle game and managing the game among a plurality of game terminal devices, a method for storing personal information including personal information including identification information of the player, and a game server device and communication possibilities based on the game server device Individual communication devices, and at least the aforementioned game terminal devices from -6- (3) 1237576

一方的對戰要求資訊,可接受希望對戰之對手的對戰希望 對手指定’前述個人資訊記憶方法中,附和玩家的識別資 訊’儲存前述對戰希望對手的識別資訊的對戰對手接受方 法’和在第1玩家所操作的遊戲終端裝置中從認證結束時 到對戰遊戲開始爲止之間,藉由前述個人資訊記憶方法之 資訊’可搜尋有無希望以前述第1玩家爲對戰希望對手的 對戰要求之對戰對手檢索方法,和附加於做爲前述第1玩 家發出對戰希望對手的對戰要求之玩家之第2玩家的識別 資訊儲存於電子郵件之帳號記憶方法,和藉由前述對戰對 手檢索方法,如有以前述第1玩家爲對戰希望對手的對戰 要求時,從前述帳號記憶方法中取出前述第2玩家的電子 郵件帳號,對於前述第2玩家所擁有的個別通訊裝置,前 述第1玩家在前述遊戲終端裝置送訊開始對戰遊戲之主旨 的電子郵件的郵件送訊方法爲其特徵。The information of one party's battle request can be accepted by the opponent who wants to play. The opponent who wants to play can specify "the personal information memorization method, with the identification information of the player, and the opponent's acceptance method that stores the identification information of the opponent." In the operated game terminal device, from the end of authentication to the start of the battle game, using the information of the above-mentioned personal information storage method, it is possible to search for a match opponent search method for whether or not there is a match request for the first player as the match desired opponent. , And the method of storing the identification information of the second player attached to the player who is the first player who sent the battle request to the opponent, and storing the account information in an email, and using the aforementioned search method of the opponent, if the first When the player requests a match with a desired opponent, the e-mail account of the second player is taken out of the account memory method. For the individual communication device owned by the second player, the first player sends a message on the game terminal device. E-mail delivery of the e-mail of the battle game Methods for feature.

根據上述構成,在個人情報記憶方法中,有儲存包含 玩家的識別資料的個人情報,根據接受對戰對手的方法, 至少要基於該遊戲所使用的伺服器裝置與可通訊的個別通 訊裝置以及遊戲終端裝置之一的指示情報,就可以接受請 求對戰對手的對戰希望對手指定,在個人情報記憶方法 上,可儲存玩家的識別資料以及附和對戰希望對手的識別 資料,接著根據對戰對手搜尋方法,在第1玩家所操作的 遊戲終端裝置中,在個人認證結束時到對戰遊戲開始爲止 之間,基於上述個人情報記憶方法的情報’將會搜尋有無 以第1玩家爲對戰希望對手的對戰邀請。 (4) 1237576 並且,發出對戰邀請的第2玩家的識別資料及與其對 應的電子郵件地址將會以地址記憶方法進行儲存’根據對 戰對手搜尋方法,如有對戰邀請時,藉由郵件發訊方法’ 自地址記憶方法中抽出第2玩家的電子郵件地址’針對第 2玩家所擁有的個別通訊裝置,第1玩家在遊戲終端裝置 將發出主旨對戰遊戲開始的電子郵件。 .如此,第1玩家所操作的遊戲終端裝置,個人認證結 束到對戰遊戲開始爲止之間,針對以第1玩家爲對戰希望 對手的第2玩家所擁有的個別通訊裝置,因爲對戰希望對 手的第1玩家在遊戲終端裝置發出對戰遊戲開始爲主旨的 電子郵件,第2玩家收到對戰希望對手的第1玩家之電子 郵件後,始能得知可以進行對戰。如此一來,第2玩家與 希望對戰的第1玩家對戰的機會也將增加。 如申請專利範圍第2項所記載遊戲用伺服器裝置爲、 前述郵件送訊方法係,從前述第1玩家所操作之前述遊戲 終端裝置所發出的以結束對戰遊戲爲主旨的資訊受訊以 後,從前述帳號記憶方法中取出前述第2玩家的電子郵件 帳號,對於前述第2玩家所擁有的個別通訊裝置,前述第 1玩家在前述遊戲終端裝置送訊開始對戰遊戲之主旨的電 子郵件爲其特徵。 根據上述構成,藉由郵件傳送方法,自第1玩家所操 作的上述遊戲終端裝置收到對戰遊戲爲主旨的情報之後, 從地址記憶方法抽出第2玩家的電子郵件地址,第1玩家 在遊戲終端裝置對第2玩家所擁有的個別通訊裝置傳送對 -8- (5) 1237576 .戟遊戲結束爲主旨的電子郵件。因爲第1玩家在遊戲終端 裝置對希望以第1玩家爲對戰對手的第2玩家所擁有的個 別通訊裝置發出對戰遊戲結束爲主旨的電子郵件,第2玩 豕收到對戰希望對手的第]玩家之電子郵件後,知悉第^ 玩家無法對戰,使其增加便利性。According to the above configuration, in the personal information memory method, there is stored personal information including identification information of the player, and according to the method of receiving the opponent, at least based on the server device used in the game and the individual communication device that can communicate with the game terminal. One of the device's instructions can accept the designation of the opponent you want to play against. You can store the identification information of the player and the identification information of the opponent you want to match in the personal information memory method. Then, according to the search method of the opponent, In the game terminal device operated by one player, between the end of the personal authentication and the start of the battle game, the information 'based on the above-mentioned personal information storage method' will search for the battle invitation with the first player as the desired opponent. (4) 1237576 In addition, the identification information of the second player who sent out the battle invitation and the corresponding email address will be stored by the address memory method. 'Based on the search method of the competition opponent, if there is a battle invitation, the method is sent by email. 'Extract the email address of the second player from the address memory method' For the individual communication device owned by the second player, the first player will send an e-mail on the game terminal device to start the main game. In this way, the game terminal device operated by the first player is between the end of personal authentication and the start of the battle game. For the individual communication device owned by the second player who uses the first player as the opponent, the opponent One player sends an e-mail with the main purpose of starting the battle game on the game terminal device, and the second player receives the e-mail of the first player who wants to play against the opponent, and then knows that the game can be played. As a result, the chance of the second player playing against the first player who wants to play will also increase. If the game server device described in item 2 of the scope of patent application is the above-mentioned mail sending method, after receiving the information for the purpose of ending the battle game from the game terminal device operated by the first player, The email account of the second player is extracted from the account memory method. For the individual communication device owned by the second player, the email of the main message of the first player sending the game on the game terminal device is a feature. . According to the above configuration, after the game terminal device operated by the first player receives information on the main purpose of the battle game by the mail transmission method, the email address of the second player is extracted from the address memory method, and the first player is on the game terminal. The device sends an email to -8- (5) 1237576 to the individual communication device owned by the second player. The end of the game is an email. Since the first player sends an e-mail message on the game terminal device to the individual communication device owned by the second player who wishes to use the first player as the opponent, the second player receives the first player who wants to compete with the opponent] After emailing, I learned that player ^ could not play against each other, making it more convenient.

如申請專利範圍第3項所記載的遊戲用伺服器裝置爲 基於從前述第2玩家所擁有的前述個別通訊裝置的指示資 $ ’具備判定是否要送訊前述電子郵件之郵件判定方法, 前述郵件送訊方法爲,藉由前述郵件判定方法,判定送訊 電子郵件時將送訊前述電子郵件爲其特徵。The game server device described in item 3 of the scope of patent application is based on the instruction data from the individual communication device owned by the second player, and has a mail determination method for determining whether or not to send the email. The sending method is to use the aforementioned mail judging method to send the aforementioned e-mail as a feature when determining to send the e-mail.

根據上述構成,藉由郵件判定方法,基於從第2玩家 所擁有的個別通訊裝置的指示情報,判定是否傳送電子郵 件’根據郵件發訊方法,藉由郵件判定方法,如判定發送 電子郵件時,將傳送電子郵件。所以如果第2玩家在上班 時’不希望收到電子郵件的時候,將從個別通訊裝置送出 不發送電子郵件主旨的指示情報,就算第2玩家希望對戰 的第1玩家在可以對戰的情況下,亦不會發出電子郵件。 所以,只有在第2玩家希望送出電子郵件的情況下,電子 郵件才會被送出,增加其便利性。 如申請專利範圍第4項所記載的遊戲終端裝置爲,接 受玩家所擁有的個別通訊裝置之電子郵件,在前述郵件記 憶方法附加玩家的識別資訊,具備有儲存電子郵件帳號的 帳號接受方法。 根據上述的構成,藉由地址受理方法·玩家所擁有的 -9- (6) (6)1237576 個別通訊裝置的電子郵件地址將被受理,在地址記憶方法 中’玩家的識別資料與對應的電子郵件地址將被儲存。 如此’玩家所擁有的個別通訊裝置的電子郵件將被受 理’地址記憶方法中,由於玩家的識別資料以及對應的電 子郵件地址將被儲存,玩家所擁有的個別通訊裝置的個別 通訊地址的可以進行登錄、追加以及修改等,增加其便利 性。 如申請專利範圍第5項所記載的遊戲伺服器裝置爲, 上述地址受理方法將顯示在網頁,受理來自個別通訊裝置 的發訊情報,並受理電子郵件地址。根據上述構成,藉由 地址受理方法,受理在網頁上所顯示來自個別通訊裝置的 發訊情報,並受理電子郵件地址。在此,玩家藉由在網頁 上存取,可容易地將自己所擁有的個別通訊裝置的地址登 錄於遊戲用伺服器裝置爲其特徵。 如申請專利範圍第6項所記載的遊戲用伺服器裝置 爲,具備上述第1玩家所操作的遊戲終端裝置,個人認證 結束到對戰遊戲開始爲止之間,參照上述個人情報記憶方 法,上述第2玩家在等待對戰的情況,或者是與CPU對 戰中的情況來判定是否可對戰的對戰可否判定方法,以及 根據上述對戰可否判定方法,判斷第2玩家在可對戰的情 況下,即許可與上述第2玩家的對戰,被許可的對戰對手 的人數達到所訂之條件時,即讓對戰開始的對戰許可方法 爲其特徵。 根據上述構成,藉由對戰可否判定方法,第1玩家所 -10- (7) 1237576 操作的遊戲終端裝置,個人認證結束到對戰遊戲開始爲止 之間,參照個人情報記憶方法,第2玩家在等待對戰的情 況,或者是與CPU對戰中的情況來判定是否可對戰的對 戰可否判定方法,根據對戰可否判定方法,藉由對戰判定 方法,如判定第2玩家在可對戰的情況下,即許可與第2 玩家的對戰,被許可的對戰對手的人數達到所訂之條件 時,對戰即開始。因此,希望與第1玩家對戰的第2玩家 在可對戰的情況下,即可與第2玩家對戰,這樣第2玩家 與所希望的對手對戰的機會也增加。 如申請專利範圍第7項所記載的遊戲用伺服器裝置 爲,具備上述第1玩家所操作的遊戲終端裝置,在個人認 證結束到對戰遊戲開始爲止之間,參照上述個人情報記憶 方法,上述第3玩家在等待對戰的情況,或者是與CPU 對戰中的情況來判定是否可對戰的對戰可否判定方法,以 及根據上述對戰可否判定方法,判斷第3玩家在可對戰的 情況下,即許可與上述第3玩家的對戰,被許可的對戰對 手的人數達到所訂之條件時,即讓對戰開始的對戰許可方 法爲其特徵。 根據上述構成,藉由對戰可否判定方法,第1玩家所 操作的遊戲終端裝置,個人認證結束到對戰遊戲開始爲止 之間,參照個人情報記憶方法,第3玩家在等待對戰的情 況,或者是與CPU對戰中的情況來判定是否可對戰狀 態,根據對戰許可方法,藉由對戰可否判定方法,如判定 第3玩家在可對戰的情況下,即許可與第3玩家的對戰, -11 - (8) 1237576 被許可的對戰對手的人數達到所訂之條件時,對戰即開 始。因此,第1玩家在希望對戰的第3玩家於可對戰的情 況下,即可與第3玩家對戰,這樣第3玩家與所希望的對 手對戰的機會也增加。 如申請專利範圍第8項所記載的遊戲用伺服裝置爲, 上述對戰可否判定方法在上述第1玩家正在進行與CPU 對戰遊戲時,在所定時間間隔,接受從上述第2玩家及上 述第1玩家的對戰要求的玩家的第3玩家判定至少一方是 否在對戰可能狀態,上述對戰許可方法根據上述可否判定 方法,上述第2玩家及第3玩家至少一方被判定爲上述對 戰可能狀態時,將許可與被判定對戰可能狀態的玩家對 戰,被許可的對戰對手之人數如達到所定之條件時,即開 始對戰。根據上述構成,藉由對戰可否判定方法,第1玩 家進行與CPU對戰遊戲時,在所定時間間隔,第2玩家 以及第3玩家由於至少一方被判定是否爲對戰可能狀態’ 第2玩家或第3玩家至少一方在對戰可能狀態時,根據對 戰許可方法,由於被許可與第2玩家及第3玩家至少一方 對戰,第1玩家與第2玩家或第3玩家對戰機會增加爲其 特徵。 如申請專利範圍第9項所記載的遊戲用伺服裝置爲’ 上述對戰可否判定方法在上述第1玩家與CPU進行對戰 遊戲時,判定上述第2玩家及第3玩家至少一方在對戰可 能狀態時,對第1玩家所操作之遊戲終端裝置’上述第2 玩家及第3玩家至少一方傳送對戰可能狀態爲主旨之情報 -12- (9) (9)1237576 爲其特徵。 根據上述構成,藉由對戰可否判定方法,第1玩家進 行與CPU對戰遊戲時,第2玩家及第3玩家至少一方被 判定爲對戰可能狀態時,對第1玩家所操作之遊戲終端裝 置,第2玩家及第3玩家至少一方傳送對戰可能狀態爲主 旨之情報。在此,進行與CPU對戰的第1玩家根據遊戲 終端裝置所表示之情報可確定第2玩家及第3玩家至少— 方爲對戰可能狀態,可得知是否可以與第2玩家及第3玩 家至少一方對戰。 如申請專利範圍第1 〇項所記載之遊戲用伺服裝置 爲’上述對戰對手接受方法爲根據從上述個別通訊裝置及 上述遊戲終端裝置之至少一方的指示情報,附和解除對戰 希望對手之指定,上述個人情報記憶方法中附和玩家的識 別情報,消去被儲存之上述對戰希望對手的識別情報爲其 特徵。 根據上述特徵,藉由上述對戰對手接受手段,根據個 別通訊裝置及前述遊戲終端裝置的至少一方來的指示,接 受解除對戰希望對手主指的指定,將玩家識別情報附加, 消去已儲存的對戰希望對手的識別情報。在此,玩家的對 戰希望對手的指定可取消,玩家的便利性向上。 如申請專利範圍第1 1項所記載的遊戲用伺服裝置 爲,上述對戰對手接受手段接受遵照上述個別通訊裝置及 上述遊戲終端裝置來的要求,遵照所定條件,將對戰對手 的候補者名單送訊到上述個別通訊裝置及上述遊戲終端裝 -13- (10) 1237576 置的至少一方’根據上述個別通訊裝置及上述遊戲終端裝 置的至少一方來的上述候補者名單的選擇情報,接受指定 對戰希望對手的指定爲其特徵。 根據上述構成,藉由對戰對手接受手段,接受個別通 訊裝置及遊戲終端裝置來的要求,遵照所定的條件,將候 補者名單送訊到個別通訊裝置及遊戲用終端裝置至少一 方,遵照來自個別通訊裝置及遊戲終端裝置至少一方的候 補主名單的選擇情報,接受對戰希望對手的指定。在此, 玩家藉由對戰對手的候補者名單來的對戰希望對手的指 定,可容易的指定對戰希望對手,玩家的便利性向上。 如申請專利範圍第1 2項所記載的遊戲管理用程式爲 設置於複數的店鋪中,擁有各自的螢幕的複數遊戲終端裝 置,以及藉由網路使其連線能通訊,在所指定數目以下的 複數遊戲終端裝置間應可實行對戰遊戲之使用進行遊戲管 理之遊戲用伺服器裝置、擁有含有將個人情報儲存於個人 情報記憶方法玩家識別情報之處理,和基於該遊戲用伺服 器裝置與通訊可能的個別通訊裝置,以及前述遊戲終端裝 置之至少來自一方的對戰要求資訊,可接受希望對戰之對 手的對戰希望對手指定’前述個人資訊記憶方法中附加玩 家的識別資訊,儲存前述對戰希望對手的識別資訊的對戰 對手接受處理,和在第1玩家所操作的遊戲終端裝置中從 認證結束時到對戰遊戲開始爲止之間’基於前述個人資訊 記憶方法之資訊’接受希望対的相手適対希望相手的 指定、附和上述手段中的玩家識別情報’儲存上述對戰希 -14- (11) (11)1237576 望對手的識別情報的對戰對手接受手段、及第1玩家所操 作的遊戲終端裝置上,個人認證結束到對戰遊戲開始爲止 之間,基於上述個人情報記憶手段的情報,檢索是否有將 第1玩家當做對戰希望對手的對戰要求的對戰對手檢索手 段、及附和發出上述第1玩家爲對戰希望對手的對戰要求 的玩家的第2玩家的識別情報,儲存電子郵件地址的地址 記憶手段、及根據上述對戰對手檢索手段,如有要上述第 1玩家爲對戰希望對手的對戰要求時、從上述地址記憶手 段抽出上述第2玩家的電子郵件地址,對上述第2玩家所 擁有的個別通訊裝置、第1玩家從上述遊戲終端裝置送訊 對戰遊戲開始爲主旨的電子郵件的郵件送訊手段的機能爲 其特徵。 根據上述程式,在個人情報記憶手段,儲存包含玩家 的識別情報的個人情報,根據對戰對手接受手段,基於該 遊戲用伺服裝置與通訊可能的個別通訊裝置及遊戲終端裝 置的至少一方來的指示情報,接受希望對戰對手的對戰希 望對手的指定,與個人情報記憶手段裏的玩家記憶識別情 報附和,儲存對戰希望對手的識別情報。接著,根據對戰 對手檢索手段’在第1玩家所操作的遊戲終端裝置,從個 人認證結束時開始到對戰遊戲開始爲止之間,基於上述個 人情報記億手段的情報檢索有無以第1玩家爲對戰希望對 手的要求。並且’附和發出對戰要求的玩家的第2玩家的 識別情報’電子郵件地址將被儲存在地址記憶手段,根據 對戰對手檢索手段,如有對戰要求時,根據郵件送訊手 -15- (12) 1237576 段,將從地址記憶手段抽出第2玩家的電子郵件地址,對 第2玩家所擁有的個別通訊裝置’第2玩家在遊戲終端裝 置上將收到以對戰遊戲開始爲主旨的電子郵件。According to the above configuration, the mail determination method determines whether to send an e-mail based on instruction information from an individual communication device owned by the second player. According to the mail transmission method and the mail determination method, such as when determining to send an e-mail, Email will be delivered. Therefore, if the second player does not want to receive e-mails at work, he will send instructions that do not send the e-mail message from the individual communication device. Even if the second player wants to play against the first player, he can No email will be sent. Therefore, only when the second player wishes to send an e-mail, the e-mail will be sent out, increasing its convenience. For example, the game terminal device described in item 4 of the scope of patent application is to receive e-mails from individual communication devices owned by the player, add the player's identification information to the aforementioned mail memory method, and have an account acceptance method that stores an e-mail account. According to the above-mentioned structure, by the address receiving method, the player's own -9- (6) (6) 1237576 individual email address of the communication device will be accepted. In the address memory method, the player's identification information and corresponding electronic The email address will be stored. In this way, in the "memory of individual communication devices owned by the player will be accepted" method, since the player's identification information and the corresponding email address will be stored, the individual communication address of the individual communication device owned by the player can be processed. Register, add, and modify to increase its convenience. According to the game server device described in item 5 of the scope of patent application, the above-mentioned address acceptance method is displayed on a web page, and receives information from individual communication devices, and an e-mail address. According to the above configuration, the address receiving method accepts transmission information from individual communication devices displayed on a webpage, and receives an e-mail address. Here, the player can easily register the address of the individual communication device that he owns on the server device for the game by accessing it on the webpage. As described in the patent application scope item 6, the game server device includes a game terminal device operated by the first player, between the end of personal authentication and the start of the battle game. Refer to the personal information storage method described above, the second When the player is waiting for a match, or during a match with the CPU, a method for determining whether a match can be played or not, and according to the above-mentioned method for determining whether a match can be played, the second player is permitted to compete with the first In the case of two-player competition, when the number of permitted opponents reaches a predetermined condition, the characteristic of the competition permission method at the beginning of the competition is used. According to the above structure, the game player device -10- (7) 1237576 operated by the first player uses the method for judging whether or not a player can play, the personal authentication is completed and the game is started, and the second player is waiting, referring to the personal information memory method. The battle situation, or the situation during the battle with the CPU, to determine whether the battle is possible. The battle determination method, according to the battle availability determination method, through the battle determination method, such as the second player is determined to be able to play, the permission is The second player's battle starts when the number of permitted opponents reaches the predetermined conditions. Therefore, the second player who wants to play against the first player can play against the second player if he can play, so that the second player's chances of playing against the desired opponent also increase. As described in item 7 of the patent application scope, the game server device includes a game terminal device operated by the first player, and refers to the above-mentioned personal information storage method between the end of personal authentication and the start of a battle game. 3 Players are waiting for a match, or are playing against a CPU to determine whether they can play against each other, and based on the above-mentioned method, whether or not a third player is allowed to play, that is, they are permitted to play against the above. For the third player's battle, when the number of permitted opponents reaches a predetermined condition, the method of allowing the start of the competition will be characterized. According to the above-mentioned structure, with the method for determining whether or not to play, the game terminal device operated by the first player, between the end of personal authentication and the start of the battle game, referring to the personal information storage method, the third player is waiting for the battle, or The situation during the CPU battle is to determine whether or not the battle status is available. According to the battle permission method, by using the battle availability determination method, if it is determined that the third player is allowed to play, the battle with the third player is permitted, -11-(8 ) 1237576 The battle starts when the number of permitted opponents meets the prescribed conditions. Therefore, the first player can play against the third player if the third player who wants to play is able to play, so that the chance of the third player to play against the desired player is also increased. For example, the game servo device described in item 8 of the scope of patent application is that the above-mentioned method for judging whether or not the player can accept the game from the second player and the first player at a predetermined time interval when the first player is playing a game against the CPU. The third player of the player who is required to play matches determines whether at least one party is in a play-possible state. According to the above-mentioned play permission method, at least one of the second player and the third player is judged to be in the play-possible state, and the license is Players who have been judged to be in a matchable state can play against each other. If the number of permitted opponents reaches a certain level, they will start playing. According to the above configuration, when the first player performs a game against the CPU using the matchability determination method, at a predetermined time interval, at least one of the second player and the third player is judged to be in a state where the match is possible. The second player or the third player When at least one of the players is in a battle-possible state, according to the competition permission method, since it is permitted to play against at least one of the second player and the third player, the opportunity for the first player to compete with the second or third player is increased. For example, the game servo device described in item 9 of the scope of the patent application is the above-mentioned method for determining whether or not the battle is possible. When the first player and the CPU play a battle game, it is determined that at least one of the second player and the third player is in a battle-possible state. For the game terminal device operated by the first player, at least one of the above-mentioned second player and the third player transmits information on the possible status of the battle. 12- (9) (9) 1237576 is characterized by this. According to the above-mentioned configuration, when the first player performs a game against the CPU by using the game admissibility determination method, when at least one of the second player and the third player is determined to be in a playable state, the game terminal device operated by the first player is At least one of the two players and the third player transmits information on the possible status of the battle. Here, the first player who competes with the CPU can determine at least the second player and the third player based on the information indicated by the game terminal device. The player is in a state where it is possible to play, and whether or not the second player and the third player can be at least One side battles. If the game servo device described in item 10 of the scope of the patent application is "The above-mentioned opponent receiving method is based on the instruction information from at least one of the individual communication device and the game terminal device, the designation of the opponent who wishes to participate in the competition is canceled. In the personal information memory method, the identification information of the player is added, and the stored identification information of the above-mentioned opponents of the battle hope is deleted. According to the above characteristics, by using the above-mentioned opponent acceptance means, according to the instructions from at least one of the individual communication device and the game terminal device, the designation of the opponent's main finger of cancellation of the opponent of the opponent is accepted, the player identification information is added, and the stored opponent ’s hope is cancelled. Identification of opponents. Here, the player's battle hopes that the designation of the opponent can be cancelled, and the convenience of the player is improved. For example, the game servo device described in item 11 of the scope of patent application is that the above-mentioned opponent receiving means accepts the requirements of the individual communication device and the game terminal device, and sends the candidate list of the opponent in accordance with the predetermined conditions. To at least one of the individual communication device and the game terminal device-13- (10) 1237576 device, based on the selection information of the candidate list from the at least one of the individual communication device and the game terminal device, and accept the designated opponents of the competition Is specified as its characteristic. According to the above configuration, the opponent's receiving means and the individual communication device and the game terminal device's request are accepted, and the candidate list is sent to at least one of the individual communication device and the game terminal device in accordance with the predetermined conditions, and the individual communication device is complied with. The selection information of the candidate main list of at least one of the device and the game terminal device accepts the designation of a desired opponent in the battle. Here, the player can easily specify the desired opponent by using the specified opponent candidate list from the candidate list of the opponent, and the convenience of the player is improved. For example, the game management program described in item 12 of the scope of patent application is provided in a plurality of stores, a plurality of game terminal devices having respective screens, and the connection can be communicated through the network, and the number is less than the specified number. A plurality of game terminal devices should be able to implement a game server for game management, a server device for game management, a process including player identification information that stores personal information in a personal information memory method, and communication and communication based on the server device for the game. Possible individual communication devices and at least one of the game request information of the aforementioned game terminal device can accept the opponents of the opponents who wish to play. The opponents of the opponents may specify the identification information of the player in the aforementioned personal information memory method, and store the information of the opponents The opponents who have identified the information are processed, and the information based on the aforementioned personal information storage method is used to accept the hopeful match. The hopeful match is between the end of authentication and the start of the matchup game on the game terminal device operated by the first player. Designation, in conjunction with the above The player identification information of the player is stored in the above-mentioned battle hope -14- (11) (11) 1237576 The opponent's acceptance method of the opponent's identification information and the game terminal device operated by the first player, the personal authentication ends until the start of the battle game In the meantime, based on the information of the above-mentioned personal information memory means, it is searched whether there is a battle opponent search means that regards the first player as a battle request opponent, and the second player who issues the first player as the battle request opponent ’s battle request 2 Player identification information, address memorization means for storing e-mail addresses, and the above-mentioned opponent search means, if the first player is required to play against the opponent who wishes to play against, the second player's information is extracted from the address memorization means. The e-mail address is characterized by the function of the e-mail sending means for the individual communication device owned by the second player and the first player sending e-mails from the game terminal device to the game. According to the above-mentioned program, the personal information including the player's identification information is stored in the personal information memory means, and the instruction information from at least one of the game communication device and the individual communication device and the game terminal device which can communicate with each other according to the opponent's acceptance method is stored. It accepts the designation of the opponent who wants to play against the opponent, and affixes it with the player's memory identification information in the personal intelligence memory means, and stores the identification information of the opponent who wants to play. Next, according to the opponent search method "in the game terminal device operated by the first player, from the end of the personal authentication to the start of the battle game, whether or not the intelligence search based on the above-mentioned personal information counting means is performed against the first player Hope the opponents ask. In addition, the email address of the second player identifying the player who sent the match request will be stored in the address storage means, and the match search method will be used. If there is a match request, the sender will send it by mail-15- (12) In paragraph 1237576, the e-mail address of the second player will be extracted from the address memorizing means. For the individual communication device owned by the second player, the second player will receive an e-mail with the main purpose of starting the battle game on the game terminal device.

如此,在第1玩家所操作的遊戲終端裝置,結束個人 認證開始到對戰遊戲開始爲止之間,對以第1玩家爲對戰 希望對手的玩家的第2玩家所擁有的個別通訊裝置,對戰 希望對手的第1玩家在遊戲終.端裝置收到對戰遊戲開始爲 主旨的電子郵件的關係,第2玩家藉由讀取受訊到的希望 對戰對手的第1玩家在對戰可能狀態的電子郵件即能得 知。在此,第2玩家與希望對戰的第1玩家對戰的機會增 大。In this way, between the game terminal device operated by the first player and the end of the personal authentication and the start of the competition game, the individual communication device owned by the second player with the first player as the opponent who is the opponent of the competition is required to play against the opponent. Of the first player at the end of the game. The terminal device receives the e-mail of the main purpose of the battle game, and the second player can read the e-mail of the first player who wants to play against the opponent in the battle possible state. Learned. Here, the second player has a greater chance of playing against the first player who wants to play.

如申請專利範圍第1 6 ( 1 3 )項所記載的遊戲管理方 法爲,設置於複數的店鋪中,擁有各自的螢幕的複數遊戲 終端裝置,以及藉由網路使其連線能通訊,在所指定數目 以下的複數遊戲終端裝置間應可實行對戰遊戲的遊戲進行 的遊戲用伺服裝置的遊戲管理方法,將包含玩家的識別情 報的個人情報儲存在個人情報記憶手段的處理,及基於該 遊戲用伺服裝置與通訊可能的個別通訊裝置及上述遊戲終 端裝置的至少一方來的對戰要求情報,接受希望對戰對手 的對戰希望對手的指定,在上述個人情報記憶手段與玩家 的識別情報附和,儲存上述對戰希望對手識別情報的對戰 對手接受處理、及在第1玩家所操作的遊戲終端裝置上從 個人認證結束開始到對戰遊戲開始爲止之間,基爲上述個 人情報記憶手段的情報,檢索有無以第1玩家爲對戰希望 •16- (13) 1237576 對手的對戰要求的對戰對手檢索處理、及發出以上述第1 玩家爲對戰希望對手的對戰要求的第2玩家識別情報附 和’儲存電子郵件地址在地址記憶手段的處理、及在上述 對戰對手檢索處理中檢索出由以上述第1玩家爲對戰希望 對手的對戰要求時,從上述地址記憶手段抽出上述第2玩 家的電子郵件地址,對第2玩家所擁有的個別通訊裝置, 第1玩家在上述遊戲終端裝置送訊以對戰遊戲開始爲主旨 的電子郵件的郵件送訊處理,及上述遊戲用伺服裝置實行 爲特徵。 根據上述的遊戲管理方法,將儲存包含玩家的識別情 報的個人情報在個人情報記憶手段,在對戰對手接受處 理,基於從遊戲用伺服裝置及通訊可能的個別通訊裝置及 遊戲終端裝置至少一方來的指示情報,將接受希望對手的 對戰希望對手的指定,在個人情報記憶手段中,與玩家的 識別情報附和,儲存對戰希望對手的識別情報。並且在對 戰對手檢索處理,在第1玩家所操作的遊戲終端裝置,從 個人認證結束時到對戰遊戲開始爲止之間,基於個人情報 記憶手段的情報,將檢索有無以第1玩家爲對戰希望對手 的對戰要求。並且,與發出對戰要求的第2玩家的識別情 報附和,電子郵件地址被儲存在地址記憶手段中,根據對 戰對手檢索處理,如有對戰要求時,在郵件送訊處理,從 地址記憶手段抽出第2玩家的電子郵件地址,對第2玩家 所擁有的個別通訊裝置,第2玩家在遊戲終端裝置收到以 對戰遊戲開始爲主旨的電子郵件。 -17- (14) 1237576 如此,在第1玩家所操作的遊戲終端裝置,從個人認 證結束時到對戰遊戲開始爲止之間’對以第1玩家爲對戰 希望對手的第2玩家所擁有的個別通訊裝置’對戰希望對 手的第1玩家在遊戲終端裝置,收到對戰遊戲開始爲主旨 的電子郵件,藉由讀取受訊到的電子郵件能得知第〗玩家 在對戰可能狀態。在此’第2玩家與希望對戰的第1玩家 對戰的機會增大。 【實施方式】 圖1爲關於本創作之適用於遊戲用終端裝置的遊戲系 統的構成圖。遊戲系統備有、附和個別的識別情報的遊戲 終端裝置1、以及與複數的〈在此爲8台的〉遊戲終端裝 置接續爲通訊可能,管理複數的玩家使用遊戲終端裝置1 進行遊戲的店舖終端裝置2、與介由複數的店舖終端裝置 2及網際網路所接續的中央終端裝置3〈遊戲用終端裝 置〉、複數的個人終端裝置4〈個別通訊裝置〉。 遊戲終端裝置1爲根據玩家基於螢幕所表示的遊戲畫 面進行所定的操作,來進行遊戲。而且,遊戲終端裝置1 附合的識別情報包含、接續著遊戲終端裝置1的店鋪伺服 裝置2每個的識別情報(或者是配置著遊戲終端裝置1的 店鋪識別情報)以及配設遊戲終端裝置1的店鋪內的遊戲 終端裝置1每個的識別情報(稱爲終端號碼)。例如,店 鋪A的識別情報爲A時,店鋪A裏的遊戲終端機1的識 別情報爲4的時候,該遊戲終端裝置1的識別情報爲 -18- (15) (15)1237576 A 4。 店鋪伺服裝置2與各個複數的遊戲終端裝置及中央伺 服裝置3接續爲通訊可能,在遊戲終端裝置1與中央伺服 裝置3之間進行資料的收發訊 中央伺服裝置3爲,藉由複數的店鋪伺服裝置2與網 際網路接續爲通訊可能,在後續指紋認證,將玩家的指紋 特徵點資料附合U s e r I D,以認證情報儲存的同時,根據 錯由店鋪伺服裝置2與遊戲終端裝置1進行資料的收發 訊’和選擇指定與玩家同一個遊戲空間內進行遊戲的玩家 (對戰對手)。 個人終端裝置4爲,藉由中央伺服裝置3與網際網路 繪爲通可能’在中央何服裝置3登錄個人終端裝置4 的郵件地址,受訊中央伺服裝置3所送訊來的電子郵件等 的資料的終端裝置,例如PC (個人電腦)或行動電話。 但是,個人終端裝置4的PC及行動電話需要有對中央伺 服裝置3的網頁的存取機能及電子郵件收發訊機能。 圖2爲,表示遊戲終端裝置1的實施形態外關的斜視 ®。在本實施形態,關於本創作使用遊戲終端裝置1所進 行的遊戲,爲麻將遊戲,與操作遊戲終端裝置1的玩家, 及操作其他遊戲終端裝置1的玩家或CPU玩家對戰。操 作其他遊戲終端裝置1玩家對戰時,下述網路通訊部1 8 藉由店鋪伺服裝置2及中央伺服裝置3進行與遊戲終端裝 * 1之間的資料的收發訊。 遊戲終端裝置1具備有表示遊戲畫面的螢幕1],跟 -19- (16) 1237576 催促表示螢幕1 1的遊戲畫面上所表示的選 位置以及根據玩家所按的位置判定哪一個按 面板Ua,以及聲音輸出的揚聲器12,以及 所記憶的User ID等情報的讀卡機1 3,以 C CD攝影機1 4a的指紋情報抽出個人認證時 點資料的指紋認證部1 4,與接受玩家投入 接受部1 5。根據指紋認證部1 4所抽出的 料,藉由下述的網路通訊部1 8以及店鋪伺j 會儲存在中央伺服裝置3的玩家情報3 62a * 螢幕1 1可以顯示畫像,像是薄型的液 聲器12爲輸出所定的訊息及BGM等裝置 14具備有拍攝玩家指紋的CCD攝影機14a 數位攝影機(例如CMOS攝影機等)來取0 14 a。錢幣接受部15備有如投入的錢幣爲不 幣排出口 1 5 1。 以及個人卡片使用記憶著使用者ID等 氣卡片及1C卡等,雖然沒有用圖表示,從言i 的個人卡片可讀取個人情報的同時,根據從 傳到個人卡片的指示情報讀取個人情報。 在遊戲終端終端機1的適合位置,配置 部16(參照圖3),是由從各部的檢出訊號 部的控制訊號的微電腦所構成。 圖3爲表示遊戲終端裝置1的一種實施 成圖。由於控制部1 6爲控制遊戲終端裝置 擇等的按鍵的 鍵位置的觸控 讀取個人卡片 及使用從下述 所需要的特徵 錢幣時的錢幣 指紋特徵點資 报裝置2等, :〇 晶表示器。揚 。指紋認證部 。可使用其他 :CCD攝影機 良錢幣時的錢 個人情報的磁 _卡機1 3插入 觸控面板1 1 a 有後述的控制 及,輸出到各 形態的硬體構 1全體動作的 -20- (17) !237576 裝置,具備有情報處理部(c P U ) 1 6 1、與可一時儲存處 理途中情報等的R Α Μ 1 6 2、與可事先記憶下述所定的畫像 情報及遊戲程式等的ROM 163。 外部輸出入控制部1 7 1爲,包含有控制部1 6與讀卡 機13、觸控面板ila、cCD攝影機及錢幣接受部15 的檢出部之間,將檢出訊號變換爲數位訊號,以及將指令 情報變換爲控制訊號輸出到檢出部的各個機器,.可同時進 行這樣的訊號處理與輸出入處理。外部機器控制部1 7 2 爲’處理每個時間分割期間內對檢出部各機器的控制訊號 的輸出動作、以及從檢出部各機器的檢出訊號的輸入動 作。 描繪處理部1 Π爲,遵從由控制部1 6所傳來的畫像 表示指示,將所要的畫面顯示於螢幕1 1,所以具備有顯 示RAM。聲音播放部121爲遵照控制部16的指示輸出所 定的訊息及BGM等到揚聲器12。 觸控面板Ua爲長方形的薄層體,藉由使用透明蓋子 cover覆蓋,在長寬上每個既定間隔上配列線狀的透明材 料所構成的感壓素材,貼在螢幕11的畫面上。此觸控面 板11 a可採用眾所皆知的材料。然後,在螢幕Π畫面上 所顯示的選擇催促按鈕位置與按壓位置來判定哪個按鍵被 指定。 在ROM 163記憶有麻將角色、背景畫像、各種畫像的 畫像等。爲了讓麻將角色可爲三次元繪圖,用構成時所需 的多邊型所構成,描繪處理部Π1爲依照CPU1 61傳來的 -21 - (18) 1237576 描繪指示,爲了從3次元空 空間上的位置的計算’與進 前述計算結果對顯示Ram 理,例如用多邊形所指定的 的寫入(剪貼)處理。 在此要說明CPU161的 的關係。CPU161爲根據以 ROM 163裏所記錄的作業系 畫像、聲音以及控制程式資 畫像、聲音以及控制程式資 在RAM162上。之後,CPU 程式、各種資料(包含表示 文字畫像的畫像資料、聲音 訊號等來進行處理。 記憶在ROM 1 63裏的各 的記憶媒體資料,例如也可 磁碟機、讀取機等的裝置來 硬碟、光碟、CD、DVD、半 網路通訊部18是爲了 各種事件情報等,藉由網路 央伺服裝置3而所有。 在此,在遊戲終端裝置 方法加以說明。個人認證爲 由網路通訊部1 8及網路所 間上的位置變換爲擬似3次元 尋光源計算處理的同時,根據 做需要描圖的畫像資料讀取處 顯示RAM區域進行材質資料 動作與描繪處理部1 1 1的動作 內藏或是可從外部的接脫式的 統(P 1 8 ),從 R Ο Μ 1 6 3讀出 料、遊戲程式資料。被讀出的 料等的一部分或是全部被保持 161根據記憶在RAM1 62上的 物品的多邊形及材質等其他的 資料)、以及從檢出部的檢出 種資料中,被記憶在可接脫式 使用硬碟機、光碟機、可撓式 讀取,在此,記憶媒體爲例如 導體記憶體等。 將在麻將遊戲進行中所發生的 及店鋪伺服裝置2等送訊到中 1所進行對戰遊戲的個人認證 ,遊戲終端裝置1(或者是藉 接續的中央伺服裝置3 )爲了 -22- (19) 1237576 要確認所認識的玩家與實際進行遊戲的玩家是否相同。在 此,針對事先儲存在個人卡片裏的玩家姓名及密碼的使用 者ID資料加以說明。 玩家第一次在遊戲終端裝置1進行遊戲的場合,藉由 將插入讀卡機1 3的個人卡片,能讀出包含玩家姓名及密 碼等的使用者ID資料’藉由指紋認證部1 4的C C D攝影 機1.4a會拍下玩家的指紋,藉由指紋認證部1 4使用從 CCD攝影機1 4a的指紋情報抽出個人認證時必要的特徵點 資料。然後,使用者ID資料與特徵點資料藉由網路通訊 部1 8及網路傳送到被接續的店鋪伺服裝置2,再從店鋪 伺服裝置2藉由通訊迴線傳送到中央伺服裝置3,儲存在 下述的個人情報記憶部3 62a。如此來進行玩家在中央伺 服裝置3的登錄。 在中央伺服裝置3已登錄的玩家要在遊戲終端裝置1 進行遊戲時’藉由讀卡機13所插入的個人卡片讀出使用 者ID資料,藉由指紋認證部1 4的c C D攝影機1 4 a,拍 攝下的玩家指紋,使用藉由指紋認證部1 4從c C D攝影機 1 4 a所得的指紋情報抽出個人認證時必要的特徵點資料。 接著,使用者ID資料與特徵點資料藉由網路通訊部1 8、 網路以及店鋪伺服裝置2等傳送到被接續的中央伺服裝置 3 ’根據中央伺服裝置3,進行與收藏在下述個人情報記 憶部3 62a所附和的使用者id的特徵點資料與所傳送的特 徵點資料是否相同的判定,如此判定被肯定時,玩家會被 許可進行遊戲,如此判定被否定時會被拒絕進行遊戲(例 -23- (20) (20)1237576 如,在遊戲終端裝置1的螢幕Π上會顯示錯誤訊息會要 求玩家再度進行指紋認證)(參照圖1 5 )。 而且將個人卡片插入讀卡機1 3進行指紋認證時,爲 了要確認這個個人卡片持有者是否爲本人,也可藉由觸控 面板 Π a在遊戲終端裝置1裏輸入玩家姓名及密碼。或 者,設定郵件地址時或指定對戰希望對手時的個人認證, 在此藉由儲存在中央伺服裝置3的個人情報記憶部3 62 a 中的使用者ID及密碼進行對照(不進行指紋的特徵點資 料的對照)。 圖4爲遊戲終端裝置1的控制部1 6的機能構成圖。 控制部16的CPU161具備有,用對戰希望對手來設定對 戰希望對手設定部1 6 11、及設定郵件地址的郵件地址設 定部1 6 1 2及接受由觸控面板1 1 a等的輸入來控制遊戲的 進行的遊戲進行控制部1 6 1 3。而且,遊戲進行控制等的 程式事先儲存了 RAM 162 (或者 ROM 163 ),根據藉由 CPU16 1所讀出與所竇行一事,進行遊戲進行控制部1613 等的功能。 對戰希望對手設定部1 6 1 1爲,接受從觸控面板n a 的所定的操作,藉由店鋪伺服裝置2對中央伺服裝置3進 行對戰希望者的後補者名單的送訊要求,從中央伺服裝置 3受訊希望對戰對手的對戰希望對手的後補者名單,將對 戰希望對手選擇畫面(參照圖14)顯示在螢幕。接 著,接受從觸控面板1 1 a來的所定操作(例如,所顯示的 後補者名單中按下對戰希望對手的位置的觸控面板]丨a的 -24- (21) 1237576 操作)從螢幕1 1上所顯示的後補者名單選定對戰希望對 手將選定的對戰希望對手情報送訊到中央伺服裝置3。並 且,一旦如被選擇爲對戰希望對手的玩家從對戰希望對手 排除時也同樣的從中央伺服器3裝置受訊希望對戰對手的 後補者名單,將對戰希望對手選擇畫面(參照圖1 4 )顯 示在螢幕Π,接受從觸控面板Π a所定操作(例如,按 下顯示在後補者名單的後補者中從對戰希望對手所消除的 玩家位置的觸控面板1 1 a的操作)從被顯示在螢幕1 1上 表示的後補者名單的對戰希望對手中選定要排除的玩家位 置’將選定的玩家識別情報送訊至中央伺服裝置3。 郵件地址設定部1 6 1 2爲,接受從觸控面板1 1 a來的 所指定的操作,藉由店鋪伺服裝置2等對中央伺服裝置3 進行郵件地址的登錄要求,從中央伺服裝置3受訊所指定 的網頁顯示地址登錄畫面(參照圖1 2 )的裝置。然後, 接受顯示在螢幕11上的地址登錄畫面的所指定的特定地 方的特定的郵件地址的輸入,檢出從觸控面板Ua所傳來 如有按下述送訊案件時,將被輸入的郵件地址送訊到中央 伺服裝置3的裝置。 遊戲進行控制部1 6 1 3爲場所時莊家的決定、根據玩 家的操作輸入,從觸控面板1 1 a傳來的對戰等遊戲的進 行,遵守所指定的麻將規則來控制裝置。例如,在對戰中 根據骰子的點數所做的寶牌表示牌*種類的決定處理、配 牌時以及自摸時的牌的種類決定處理、丟牌的配列處理、 發生糊牌(碰、吃、槓)時的牌的移動處理、進行將牌依 •25- (22) (22)1237576 照所指定的順序排列處理等的裝置。不過’爲了要讓遊戲 進行的順利,從自摸到丟牌爲止的限定時間被設定在所指 定時間(例如1 〇秒)以下,如過了自摸到過所指定時間 經過爲止沒有進行丟牌的選擇時,將進行丟牌(將摸到的 牌視爲丟牌)。 以及,遊戲進行控制部1 6 1 3爲,根據從中央伺服裝 置3來的指示決定對戰對手,.如下述般無對戰對手時,遵 守中央伺服裝置3來的指示情報,與CPU玩家進行對戰 的裝置。以及,如對戰對手未滿3人時(無法湊齊4人 時),人數不夠的對戰對手則由CPU玩家來補齊。也就 是說,遊戲控制部1613爲設有CPU玩家來代替玩家進行 假想的的操作機能的裝置。 圖5爲,顯示店鋪伺服裝置2的實施形態外觀的斜視 圖。店鋪伺服裝置2爲備有顯示遊戲畫面等的螢幕21、 以及輸出聲音的揚聲器2 2。以及遊樂場等店鋪內,設置 有接受玩家所投入的硬幣,販賣個人卡片的個人卡片販賣 機。此個人卡片販賣機備有,接受玩家投入錢幣的錢幣接 受部、當投入的錢幣爲不良錢幣等時,排出用的錢幣排出 □。 螢幕21目的爲,爲了顯示較大的畫像,而具備有大 畫面的CRT。揚聲器22爲,輸出所指定的訊息及BGM的 裝置。以及在店鋪伺服裝置2的適合地方上,配置有從各 部傳來的檢出訊號、將前往各部的各部訊號輸出的微電腦 所構成的下述控制部2 6 (參照圖6 )。 -26- (23) 1237576 圖6爲,顯示店鋪伺服裝置2的硬體構成圖。控制部 2 6爲’控制店鋪伺服裝置2的所有動作,備有情報處理 部(CPU ) 261、及將處理途中的情報一時儲存的 RAM2 6 2、將所定的畫像情報等事先記億起來的 ROM2 63。 描繪處理部2 1 1爲,遵從由控制部26所傳來的畫像 表ΤΓ、ί日不’將所要的畫面顯示於營幕2 1,所以具備有顯 示R A Μ。聲音播放部2 2 ;[爲遵照控制部2 6的指示輸出所 定的訊息及B G Μ等到揚聲器2 2。記憶在r 〇 Μ 2 6 3中的各 種資料之中,記憶在可接脫式的記憶媒體的資料,例如也 可使用硬碟機 '光碟機、可撓式磁碟機、讀取機等的裝置 來讀取,在此,記憶媒體爲例如硬碟、光碟、CD ' DVD、半導體記憶體等。 網路通訊部2 8爲,爲了將各種資料藉由www等網路 與中央伺服裝置3當做收發訊的裝置。介面部1 a爲,爲 了進行接續在店鋪伺服裝置2的複數的遊戲終端裝置!及 其之間收受資料的裝置。控制部2 6爲,介由網路通訊部 2 8 ’將從中央伺服裝置3送訊來附有末端識別情報的情 報’介由介面部1 a送訊到附和那個末端識別情報的遊戲 終端裝置1。介由介面部la由遊戲終端裝置1所送訊來 的附有末端識別情報的情報,藉由網路通訊部2 8傳送到 中央伺服裝置3。 圖7爲,顯示關於本創作的店鋪伺服裝置3的一種實 施形態的硬體構成圖。控制部3 6爲,控制中央伺服裝置 -27- (24) 1237576 3的所有動作,備有情報處理部(CPU ) 36 1、及將處理途 中的情報一時儲存的RAM3 62、將所定的畫像情報等各種 資料事先記憶起來的ROM 3 6 3。 記憶在R0M 3 6 3中的各種資料之中,記憶在可接脫式 的記憶媒體的資料,例如也可使用硬碟機、光碟機、可撓 式磁碟機、讀取機等的裝置來讀取,在此,記憶媒體爲例 如硬碟、光碟、CD、DVD、半導體記憶體等。網路通訊 部3 8爲,爲了將各種資料藉由www等網路與複數的店鋪 伺服裝置2收發訊的裝置。 以及,本發明的遊戲管理程式爲,被記錄在 ROM363,被載入在RAM362,根據藉由CPU361依序的實 行RAM3 62上的遊戲管理程式,實現各自的機能。 圖8爲,中央伺服裝置3的控制部3 6的機能構成 圖。控制部36的CPU361爲,備有基於從個別通訊裝置4 及遊戲末端裝置1至少一方傳來的對戰要求情報,接受希 望對戰對手的對戰希望對手指定,應對在下述個人情報記 憶部3 62 1裏的玩家的識別情報,儲存對戰希望對手的識 別情報的對戰對手接受部3 6 11 (相當於對戰對手接受方 法)、接受玩家所擁有的個別通訊裝置4的電子郵件地 址,在下述地址記憶部3 622中與玩家的識別情報附和, 儲存電子郵件地址的地址接受部3 6 1 2 (相當於地址接受 方法)、第1玩家在操作遊戲終端裝置1時開啓對戰遊戲 時候,基於下述個人情報記憶手段3 62 1的情報,檢索有 無將第1玩家當作對戰希望對手的對戰要求的對戰對手檢 -28- (25) 1237576 索部3 6 1 3 (相當於對戰對手檢索方法)、 檢索部3 6 1 3,如有對戰要求時,發出前述 家爲第2玩家,從後述地址記億部3 622抽 電子郵件地址,對第2玩家所擁有的個別通 1玩家在遊戲終端裝置1送出開始對戰遊戲 件的郵件送訊部3 6 1 5 (相當於郵件送訊方 第2玩家所擁有的個別通訊裝置4來的指示 否送出電子郵件的郵件判定部3 6 1 4 (相當 段)。 而且控制部36的CPU361爲備有,第 終端裝置1開始對戰遊戲時,參照下述個 3 62 1,判定將第1玩家當作對戰對手的第3 戰可能的狀態下的對戰可否判定部3 6 1 6 ( 否判定方法)、根據對戰可否判定部 3 6 1 6, 家在對戰可能的狀態下,許可與第3玩家的 可部 3 61 7 (相當於對戰許可方法)、根主 3 6 1,如對戰不被許可時,對第1玩家所操 裝置1送訊出開始以CPU玩家爲對戰對手白 戲的指示情報的CPU對戰指示部3 6 1 8 (相1 指示方法)。 對戰對手接受部3 6 1 1爲從個別通訊裝丨 端裝置1至少一方(在此爲了方便,針對個 時的場合做說明)的對戰要求情報,接受希 希望對手的指定,與對戰對手接受部3 6 1 1 根據對戰對手 對戰要求的玩 出第2玩家的 訊裝置4,第 主旨的電子郵 法)、根據從 情報,判定是 於郵件判定手 1玩家在遊戲 人情報記憶部 玩家是否在對 相當於對戰可 1判定第3玩 對戰的對戰許 寒對戰許可部 作的遊戲終端 勺CPU對戰遊 f於CPU對戰 置4及遊戲終 別通訊裝置4 望對手的對戰 爲,從個別通 -29 - (26) 1237576 訊裝置4及遊戲終端裝置1的至少一方(在此爲了方便, 針對個別通訊裝置4時的場合做說明)的對戰要求情報, 接受希望對手的對戰希望對手的指定,與下述的個人情報 記憶部3 62 1裏的玩家識別情報附和,儲存對戰對手的識 別情報的裝置。具體來說,接受從個別通訊裝置4傳來的 對戰希望對手名單的送訊要求,將希望對戰對手的對戰對 手的後補者名單送訊到個別通訊裝置4。然後,從個別通 訊裝置4傳來的後補者名單當中受訊被選定的對戰希望對 手的識別情報與擁有個別通訊裝置4的識別情報附和,將 對戰希望對手的識別情報儲存在個人情報記憶部3 62 1的 裝置。 地址接受部3612爲,根據從個別通訊裝置4及遊戲 終端裝置1的至少一方(在此爲了方便,針對遊戲終端裝 置1時的場合做說明)來的指示情報,接受操作遊戲終端 裝置1的玩家所擁有的個別通訊裝置4的電子郵件地址, 與下述地址記憶部3 622裏的玩家識別情報做附和儲存電 子郵件地址的裝置。具體來說,接受從遊戲終端裝置1傳 來的郵件地址的登錄要求,送訊所指定的網頁,受訊在網 頁被輸入的郵件地址的裝置。而且,在前述網頁可以變更 以及刪除郵件地址的形態爲理想。 對戰對手檢索部3 6 1 3爲,玩家(稱爲對戰開始玩 家)在遊戲終端裝置1開始對戰遊戲時(在此,完成個人 認證時的時機)根據下述個人情報記億手段3 62 1的情報 檢索有無以對戰開始玩家爲希望對手的對戰要求。具體而 -30- (27) 1237576 言,根據對戰對手接受部3 6 1 1,可判定對戰開始玩家是 否有被其他玩家指定爲對戰希望對手的裝置。 郵件送訊部3 6 1 5爲’依據對戰對手檢索部3 6 1 3 ’如 有對戰要求時,將發出前述對戰要求的玩家視爲第2玩 家,從下述地址記憶部3 6 2 2抽出第2玩家的電子郵件地 址,第1玩家對第2玩家所擁有的個別通訊裝置4送訊可 對戰狀態爲主旨的電子郵件的裝置。在此,第2玩家的人 數在1人的情況也可,人數爲複數的情況也可。在此,爲 了方便,針對第2玩家爲複數的情況做以說明。也就是 說,對指定以第1玩家爲對戰希望對手的所有的第2玩 家,第1玩家送訊出對戰可能狀態爲主旨的電子郵件。而 且,根據郵件判定部 3 6 1 4,如被判定送訊電子郵件時, 第1玩家所在的遊戲終端裝置1對第2玩家所擁有的個別 通訊裝置4送訊出對戰遊戲開始爲主旨的電子郵件。並 且,郵件送訊部.3 6 1 5在第1玩家所在遊戲終端裝置1要 結束遊戲時,從地址記憶手段3 622抽出第2玩家的電子 郵件地址,第1玩家所在的遊戲終端裝置1對第2玩家所 擁有的個別通訊裝置4送訊出結束對戰遊戲爲主旨的電子 郵件的裝置。 郵件判定部3 6 1 4爲,根據從第2玩家所擁有的個別 通訊裝置4傳來的指示情報,判定是否送訊電子郵件的裝 置。例如,從第2玩家所擁有的個別通訊裝置4,將從主 伺服裝置3 ( Main server )傳來以送訊電子郵件爲主旨 (或者爲不送訊爲主旨的電子郵件)的電子郵件送訊到主 -31 - (28) 1237576 伺服裝置3 ( M a i n s e r v e r ),遵從該指示判定並是否將郵 件送訊部3 6 1 5所傳來的郵件送訊到第2玩家所擁有的個 別通訊裝置4的裝置。 對戰可否判定部3 6 1 6爲’第1玩家在遊戲終端裝置 1開始對戰遊戲時,參照下述個人情報記憶部3 6 2 1,判定 指定以第1玩家爲希望對手的第3玩家是否在對戰可能狀 態的裝置的裝置。並且’對戰可否判定部3 6 1 6爲,在第 1玩家所在的遊戲終端裝置1與CPU對戰遊戲中的時候, 在所定時間(例如5秒)的間隔’判定第2玩家及第3玩 家在對戰可能狀態的裝置。 「第2玩家(或是第3玩家)在可對戰的狀態」是 指,第2玩家(或是第3玩家)操作遊戲終端裝置1完成 個人認證,而且,還未開始對戰(在下述等待時間中’或 者爲CPU對戰遊戲中)的狀態。在此,第2玩家及第3 玩家的人數在1人的情況也可’人數爲複數的情況也可。 在此爲了方便,針對第2玩家及第3玩家人數爲複數的情 況做以說明。 對戰許可部3617爲,根據對戰可否判定部3616,如 判定在對戰可能的狀態時,許可與第3玩家對戰的裝置。 並且,對戰許可部3 6 1 7爲,根據對戰可否判定部3 6 1 6 ’ 如判定在對戰可能的狀態時,許可與第2玩家對戰的裝 置。如後述(參照圖1 6、1 7 ),根據對戰許可部3 6 1 7 ’ 如被許可對戰的第2玩家及第3玩家合計人數爲3人時’ 或者,根據對戰許可部3 6 1 7被許可對戰的第2玩家及弟 -32- (29) 1237576 3玩家合計人數爲1人以上未達3人,過了等待時間時 對遊戲終端裝置1輸出對戰開始爲主旨的指令° 並且,對戰許可部3 6 1 7爲’在第1玩家進行C P U 戰遊戲時,根據對戰可否判定部3 6 1 6 ’如判定第2玩 及第3玩家至少一方在對戰可能狀態時,對第1玩家所 作遊戲終端裝置1,第2玩家及第3玩家至少一方送訊 戰可能狀態爲主旨的情報。接著’如下述般(爹照 1 6、1 7 )根據對戰許可部3 6 1 7,如被許可的第2玩家 第3玩家的合計人數爲3人時’或者’根據對戰許可 3617被許可的第2玩家及第3玩家的合計人數爲1人 上未達3人,過了等待時間時,對遊戲終端裝置1輸出 戰開始爲主旨的指令。 CPU對戰指示部3618爲,根據對戰許可部3617, 對戰不被許可時,對第1玩家所操作的遊戲終端裝置1 訊以CPU玩家爲對戰對手遊戲的遊戲開始指示情報的 置° RAM3 62爲,備有包含玩家姓名及密碼等使用者 資料、指紋的特徵點的資料等個人情報、與玩家的識別 報附和,儲存玩家的對戰希望對手的識別情報的個人情 記憶部3 62 1 (相當於個人情報記憶方法)、與玩家的 別情報附和,儲存該玩家所擁有的個別通訊裝置4的電 郵件地址的地址記憶部3 622 (相當於地址記憶方法)。 圖9爲,表示個人通訊裝置4的一種實施形態的硬 構成圖。由於控制部46爲控制個別通訊裝置4的全體 對 家 操 對 圖 及 部 以 對 如 送 裝 ID 情 報 5哉 子 體 動 -33- (30) 1237576 作,所以備有情報處理部(CPU ) 46 1、及一時儲 途中情報等的RAM462、及預先記憶所定情報圖像 資料以及管理程式的R Ο Μ 4 6 3的裝置。 記憶在ROM4 6 3中的各種資料之中,記憶在可 的記憶媒體的資料,例如也可使用* *硬碟機、光碟 撓式磁碟機、讀取機等的裝置(drive )來讀取, 記憶媒體爲例如硬碟、光碟、、C D、D V D、半導 體* *等。網路通訊部4 8爲,爲了將各種資料藉由1 網路與複數的中央伺服裝置3收發訊的裝置。 圖1 〇爲,各別通訊裝置4的控制部46的機 圖。控制部4 6的C P U 4 6 1爲,備有進行電子郵 成、閱覽、及收送訊的郵件機能部4 6 1 1、及進 (access)中央伺服裝置3等的網頁的閱覽及各種 收發訊的網頁瀏覽部。 郵件機能部4 6 1 1爲,進行在與中央伺服裝置 的各種子郵件的收發訊的裝置。例如,對中央伺 3的控制部3 6的郵件判定部3 6丨4,將指示從中央 置3的郵件送訊部3 6 I 5傳來的電子郵件的送訊( 指不電子郵件的送訊)爲主旨的電子郵件送訊的裝 及如擁有個別通訊裝置4的玩家在希望對戰的玩家 可能的狀態下’會從郵件送訊部3 6 1 5收到主旨爲 戰的玩家在可對戰的狀態的電子郵件的裝置。 網頁涵k部4612具有與遊戲終端裝置1的控 的封戰㈣手設定部1 6 n及郵件地址設定部1 6 } 2相 存處理 等各種 接脫式 機、可 在此, 體記憶 W W W 等 能構成 件的作 行進入 訊號的 3之間 服裝置 伺服裝 或是不 置。以 是對戰 希望對 制部1 6 同的機 -34- (31) 1237576 能。不過,相較於遊戲終端裝置1,接受玩家的操作是由 觸控面板Π a,而個別通訊4是由輸入部4 7。並且,如個 別通訊裝置4爲pc時,輸入部47爲鍵盤或滑鼠等,如 個別通訊裝置4爲行動電話時’輸入部4 7則爲數字鍵或 方向指示鍵。 圖1 1爲,依據中央伺服裝置3所進行的表示電子郵 件地址接受處理的動作的流程圖的一例。在此,根據從遊 戲終端裝置1傳來的情報,針對進行電子郵件地址接受處 理時做以說明。並且,以下的處理爲根據地址接受部 3 6 1 2來進行。首先,從遊戲終端裝置1接受到玩家姓名 及密碼,根據儲存在個人情報記憶部3 62 1的情報對照, 進行個人認證(步驟ST101 )。接著,如在步驟ST101的 個人認證不成立(玩家姓名或密碼錯誤)時’個人認證不 成立的主旨的情報會被傳送到遊戲終端裝置1 (例如在螢 幕1 1會顯示個人認證不成立的主旨的畫面),回到步驟 s T 1 0 1。如在步驟S T 1 0 1的個人認證成立時’將地址記億 部3 622,進行判定郵件地址是否已經被登錄(步驟 S T 1 0 3 )。如判定已經被登錄時,則處理結束。如被判定 尙未被登錄時,在遊戲終端裝置1的螢幕11上’送訊出 顯示在圖12的表示地址登錄畫面500爲主旨的指示情 報,郵件地址將被受理(步驟ST105) ° 被受理的郵件地址將進行與儲存在地址記憶部3 6 2 2 的郵件地址是否有重複的判定(步驟S T 1 〇 7 )。如被判定 爲重複時,郵件地址爲重複的情報將送訊到遊戲終端裝置 -35- (32) (32)1237576 1,則處理結束。如被判定無重複時,在步驟S T 1 Ο 5被受 理的郵件地址將會與玩家的識別情報(例如玩家姓名)附 和’被儲存在地址記憶部3 622。接著,對遊戲終端裝置 1 ’將會送訊表示是否進行與希望對戰對手對戰的對戰者 指名模式的「ON」「OFF」的選擇指令情報,對戰者指名 模式的「ON」或者「OFF」被接受時(步驟 ST1 Π ),則 處理結束。在此,如對戰者指名模式爲「ON」時,在下 述對戰希望對手接受處理上,希望對戰的對戰希望對手將 可被受理(參照圖13)。並且,對戰者指明模式在 「ON」或者爲「OFF」的情報,將與玩家的識別情報附和 儲存在個人情報記憶手段3 62 1。 圖12爲,表示在圖1 1的流程圖的步驟ST 1〇5上,顯 示在遊戲終端裝置1的螢幕11上地址登錄畫面5 00的畫 面圖的一例。在地址登錄畫面50〇上會顯示出、在畫面 略中央部上,有輸入郵件地址的地址輸入部5 0 1、及地址 輸入部5 0 1的下方左側上,.輸入到地址輸入部5 〇丨的郵件 地址送訊到中央伺服器裝置3時所按下的送訊按鍵5 0 2, 及地址輸入部5 0 1的下方右側上,取消輸入到地址輸入部 5 0 1的郵件地址(消去被輸入的郵件地址,使其能再輸 入)時所按下的取消鍵5 0 3。地址輸入部5 0 1上,可輸入 複數的(在此最多爲3個)郵件地址,從上依順序將顯示 出第1地址輸入部501a、第2地址輸入部501b、第3地 址輸入部501c。玩家在地址輸入部501輸入自己所擁有 的個別通訊裝置4的郵件地址,當按下送訊鍵5 0 2時,可 -36- (33) l237576 _自己所擁有的個別通訊裝置4的郵件地址登錄到中央伺 狼裝置3。 圖1 3爲,中央伺服器裝置3所進行的表示對戰對手 接受處理動作的流程圖的一例。在此,針對根據從遊戲末 端裝置1傳來的情報進行對戰對手處理時做說明。並且, 以下的處理是跟據對戰對手接受部3 6 1 1來進行。首先, 從遊戲終端裝置1接受玩家及密碼,根據與儲存在個人情 報記憶部3 62 1做對照,進行個人認證(步驟ST2 01 )。 接著,如在步驟S T2 0 1不成立(玩家名稱或密碼錯誤) 時,將傳送個人認證不成立爲主旨的情報到遊戲終端裝置 1 (例如,在螢幕1 1上會表示個人認證不成立爲主旨的畫 面),回到步驟ST201。 在步驟ST2 0 1個人認證成立時,將參照個人情報記憶 手段3 62 1,進行對戰指指名模式是否爲「ON」的判定 (步驟 ST203 )。如對戰者指名模式被判定爲不是 「ON」時,對戰者指名模式不是「ON」主旨的情報會被 傳送到遊戲終端裝置1 (例如,會在螢幕Η上表示出對 戰者指名模式不是「ON」爲主旨的表示畫面),則處理 結束。如對戰者指名模式被判定爲「ON」時,在圖1 4所 表示的對戰希望對手指名畫面5 1 0爲主旨的指示情報會送 訊到遊戲終端裝置1 (另外,在圖〗5表示的對戰希望對 手指名畫面600爲主旨的指示情報會送訊到個別終端裝置 4),接受從遊戲終端裝置1 (或是個別終端裝置4)來的 對戰希望對手的識別情報(步驟ST207 )。隨後,與操作 -37- (34) 1237576 遊戲終端裝置1的玩家的識別情報附和,對戰 識別情報儲存在個人情報記憶手段3 62 1 (步1 則處理結束。 圖14爲,圖13的流程圖的步驟ST2 0 7, 終端裝置1的螢幕Π上的對戰希望對手指名 畫面圖的一例。在對戰希望對手指名畫面5 1 0 爲了選擇在中央伺服裝置3的對戰對手接受咅! 在畫面略中央的可能成爲對戰對手爲對象者的 的候補者名單的條件選擇部5 1 1、及在條件選 下方,顯示從中央伺服裝置3的對戰對手接5 的候補者名單的候補者名單表示部5 1 2。 條件選擇部5 11爲,所謂「地域」是指, 登錄時所輸入的地區(縣市名稱)、「寶珠數 果時,所被付與的物品的總數,此物品從第4 玩家都被虛擬地付與。「屬性」是表示玩家的 打法特徵。「段位」是指,表示玩家在麻將 度。「地域貢獻度」是指,對戰結果被加減的 名的玩家加2點、第2名的玩家加1點、第3 1點、第4名的玩家減2點。此外,地域、 性、段位、地域貢獻度與玩家的識別情報附和 央伺服裝置3的個人情報記憶部3 62 1的裝置 在此,於條件選擇部5 1 1,選擇了「地域 在候補者名單表示部512上,會由上而下依 的順序來表示。在候補者名單表示部5 1 2上 希望對手的 ^ S T 2 0 9 ), 表示在遊戲 畫面5 1 0的 有顯示著, 5 361 1作成 候補者名單 擇部5 1 1的 t部3 6 1 1來 玩家在初期 」在對戰結 名到第1名 麻將遊戲的 遊戲中的強 總數,第1 名的玩家減 寶珠數、屬 ,儲存在中 貢獻度」, 域貢獻度高 示了有,由 -38 - (35) 1237576 左按順序、表示一連串編號的編號表不部 512a、 玩家名稱的玩家姓名表示部5 1 2 b、及顯示玩家初 時所登錄的地域的地域表示部5 1 2 c、及表示玩家 獻度的貢獻度表示部5 1 2 d、及捲動(s c r ο 11 )候補 時所使用的捲動桿(s c r ο 11 b a r ) 5 1 2 e。 玩家由表示在候補者名單5 1 2中按下顯示著希 的對手的對戰希望對手的該行,選擇對戰希望對手 下的顯示著希望對戰對手的該行,例如,黑白顏色 能知道有被選爲對戰希望對手。在此,玩家名稱 特」「康康」及「櫻花」三名玩家被選定爲希望對 且,針對一但被指定爲對戰對手,解除對戰希望對 定時’根據按下解除從候補者名單表示部5 1 2所來 希望對手的指定,顯示著玩家的該行的這件事,中 裝置3的個人情報記憶部3 62 1的情報會更新(附 對戰希望對手的指定玩家的識別情報會被消除)。 來,根據對戰希望對手指名畫面5 1 0,對戰希望對 定及指疋的解除會比較容易進行。 圖1 5爲,在圖1 3所表示的流程圖的步驟 上,,表示在個別終端裝置4的螢幕上的對戰希望 名畫面600的畫面圖的一例。在此,事先,中央伺 3的對戰對手接受部3 6丨丨爲了作成將成爲對戰希 的對象的名單的候補者名單的選擇條件的條件選 (相當於顯示在圖1 4的條件選擇部5 1 1的畫面) 擇「地域貢獻度」,在對戰希望對手指名畫面6 0 0 及表示 期登錄 地域貢 者名單 望對戰 。被按 反轉, 爲「捷 手。而 手的指 的對戰 央伺服 和解除 如此一 手的指 ST207 對手指 服裝置 望對手 擇畫面 ,會選 上,會 -39 - (36) 1237576 由上而下顯示依地域貢獻度高的按順序。在對戰希望對手 指名畫面600,從畫面左側依序,指名對戰希望對手時, 點核對用的核對輸入部6 0 1、表示一連串的編號的編號表 示部602、及表示玩家名稱的玩家姓名表示部603、及表 示玩家的地域貢獻度的貢獻度表示部604。 玩家根據顯示在對戰希望對手指名畫面600進行表示 著希望對戰對手的對戰希望對手的該行的核對輸入部60 1 的所定操作(例如,個別終端裝置4爲行動電話時,按下 「*」進行操作)藉由輸入核對標誌來進行選擇對戰對 手。顯示出被選擇的對手的該行,例如,會黑白顏色反 轉,就知道自己被選擇爲對戰希望對手。在此,玩家名稱 「捷特」被選擇爲對戰希望對手。而且,一但被選擇爲對 戰希望對手的玩家,如要解除對戰希望對手的指定時,根 據從對戰希望對手指定畫面600顯示著解除對戰希望對手 的指定的該行的核對輸入部6 0 1進行所定的操作(例如, 在個別終端裝置4爲行動電話時,按下「*」進進行操 作’藉由消除的核對標誌,在中央伺服裝置3的個人情報 記憶部3 62 1的情報會更新(與解除對戰希望對手的指定 玩家附和的識別情報會被消去)。如此一來,藉由對戰希 望對手指名畫面600,對戰希望對手的指定及指定的解除 會比較容易進行。 圖16、17爲,表示出在中央伺服裝置3所進行的郵 件送訊處理、對戰對手檢索處理、對戰可否判定處理、對 戰許可處理的流程圖的一例。在此,將操作遊戲終端裝置 -40· (37) 1237576 1開始對戰的玩家稱爲第1玩家,指名第1玩家作 希望對手的玩家稱爲第2玩家,第1玩家指名爲對 對手的玩家稱爲第3玩家。 首先,從遊戲終端裝置1接受的玩家名稱、密 紋等特徵點資料,與儲存在個人情報記憶部3 62 1 對照’進行個人認證(步驟ST301 )。接著, S T 3 0 1的個人認證不成立的場合(玩家名稱或密 時)’個人認證不成力的主旨會傳送到遊戲終端 (例如’在螢幕1 1會顯示個人認證不成力的主 面),回到步驟S 丁 3 0 1。 如果,在步驟ST3 01的個人認證成立時,藉由 手檢索部3 6 1 3,參照個人情報記憶部3 62 1,進 (步驟ST303)是否有指定第!玩家爲對戰希望對 豕(相當爲第2玩家)。如判定無指定第1玩家爲 望對手的玩家(相當爲2玩家)時,藉由郵件 3 6 1 4 ’進行判定第2玩家是否希望電子郵件送訊 ST305)。如果被判定不希望電子郵件的送訊時, 3 09進行。如被判定希望電子郵件的送訊時,藉由 訊部3 6 1 5,第1玩家從遊戲終端裝置丨送訊對戰 始主旨的電子郵件至第2玩家所擁有的個別通訊 (步驟 ST307)。 步驟ST3 0 3被判定爲NO時、步驟ST3 05被 N〇時、步驟ST307的處理結束時,在下述的步驟 被判定NO時、及步驟ST3 35的處理結束時,藉由 爲對戰 戰希望 碼及指 的情報 在步驟 碼錯誤 裝置1 旨的畫 對戰對 行判定 手的玩 對戰希 判定部 (步驟 往步驟 郵件送 遊戲開 裝置4 判定爲 ST325 對戰可 • 41 - (38) (38)1237576 否判定部3 6 1 6,參照個人情報記億部3 6 2 1 ’進行判定是 否有(第1玩家有沒有指定對戰對手)指定以桌1玩家爲 對戰希望對手的玩家(相當爲第3玩家)(步驟 ST309)。如第1玩家沒有指定第3玩家爲對戰對手(第 1玩家沒有指定對戰對手)時,往步驟ST3 1 7進行。如第 1玩家有指定第3玩家爲對戰希望對手(第1玩家有指定 對戰對手)時,藉由對戰可否判定部3 6 1 6,進行判定第3 玩家是否在對戰狀態(步驟S T3 ]. 1 )。如第3玩家判定不 在對戰可能狀態時,往步驟ST3 1 7進行。如第3玩家被判 定在對戰可能狀態時,藉由對戰許可部3 6 1 7 ’被許可與 第3玩家對戰(步驟ST313)。不過,麻將遊戲爲4人對 戰的遊戲,所以被許可對戰的玩家人數爲3人。 接著,藉由對戰許可部3 6 1 7,進行判定被許可對戰 的玩家人數是否爲3人(對戰者是否有湊齊4人)(步驟 ST315)。如被許可對戰人數爲3人時,往步驟ST329進 行。如被許可對戰的人數不滿3人時’在步驟ST3 09被判 定成NO時及在步驟ST3 11被判定成NO時,藉由對戰許 可判定部3 6 1 6,參照個人情報部3 62 1 ’將進行判定是否 有指定第1玩家爲對戰希望對手的玩家(相當爲第2玩 家)(步驟ST3 1 7 ) °如沒有指定第1玩家爲對戰希望對 手的玩家時,藉由對戰可否判定部3 6 1 6,進行判定第2 玩家是否在對戰狀態(步驟ST3 1 9 )。如第2玩家被判定 在對戰可能狀態時’藉由對戰許可部3 6 1 7 ’被許可與第2 玩家對戰(步驟ST321 ) ° -42- (39) 1237576 接著,藉由對戰許可部3 6 1 7,進行判定被許可對戰 的玩家人數是否爲3人(對戰者是否有湊齊4人)(步驟 ST3 1 5 )。如被許可對戰人數爲3人時,往步驟ST3 2 9進 行。如被許可對戰的人數不滿3人時,在步驟S T 3 1 7被判 定成NO時及在步驟 ST3 19被判定成NO時,從步驟 ST301完成個人認證開始,進行判定是否過了爲了選定對 戰對手所預設的時間的等待時間(例如3 0秒)(步驟 ST3 2 5 )。如被判定未過等待時間的話,回到步驟 ST3 09,將進行一連串的處理。如被判定過等待時間的 話,在步驟 ST313及步驟 ST3 09,舅由對戰許可部 3 6 1 7,進行判定是否被許可對戰的玩家合計0人(沒有對 戰對手)(步驟ST3 2 7 )。如被判定被許可對戰的玩家合 計爲〇人(沒有對戰對手)的話,將對遊戲終端裝置1送 訊與CPU對戰開始爲主旨的指令(步驟ST331 )。如被 判定被許可對戰的玩家合計不爲0人(有對戰對手)的 話,將對遊戲終端裝置1送訊對戰開始爲主旨的指令(步 驟 ST329) 〇 然後,進行判定是否對局(例如,只有東場進行東風 戰時,該對風戰的對戰)已結束(步驟ST3 3 7 )。如被判 定對局未結束時,在被判定對局結束爲止都在待機狀態。 如被判定對局結束時,在遊戲終端裝置1進行判定是否繼 續(要不要繼續)(步驟ST3 3 9 )。如被判定繼續對局 時,回到步驟ST309,重複前述處理。如被判定不繼續對 局時,藉由對戰對手檢索部3 6 1 3,參照個人情報記億部 -43- (40) 1237576 3 6 2 1,進行判定是否有指定第1玩家爲對戰希望對手的玩 家(相當第2玩家)(步驟ST341 )。如被判定沒有第2 玩家時,處理將結束。如被判定第2玩家或希望送訊電子 郵件時,藉由郵件送訊部3 6 1 5,第1玩家所在的遊戲終 端裝置1將對第2玩家所擁有的個別通訊裝置4送訊對戰 遊戲結束爲主旨的電子郵件(步驟ST3 4 5 ),處理結束。 另外,在步驟ST331,對遊戲終端裝置1送訊與CPU 對戰開始爲主旨的指令的話,藉由對戰可否判定部 3 61 6,在每所定時間(例如5秒),進行判定第2玩家或 第3玩家在對戰可能狀態(步驟ST3 3 3 )。如被判定第2 玩家及第3玩家不在對戰可能狀態時,回到步驟S T3 3 1, 對遊戲終端裝置1送訊繼續與CPU對戰爲主旨的指令。 如被判定第2玩家及第3玩家在對戰可能狀態,對遊戲終 端裝置1送訊對戰者出現的情報。 像這般,第1玩家在遊戲終端裝置1開始對戰遊戲 時,對指定第1玩家爲對戰對手的第2玩家所擁有的個別 通訊裝置4,送訊出開始對戰遊戲爲主旨的電子郵件的原 因,第2玩家的對戰希望對手的第1玩家能從在遊戲終端 裝置1受訊到的電子郵件知道對戰開始。而且,第1玩家 在遊戲終端裝置1的對戰遊戲結束時,由於會對指定第1 玩家爲對戰對手的第2玩家所擁有的個別通訊裝置4送訊 對戰結束爲主旨的電子郵件,第2玩家能從電子郵件知道 希望對戰對手的第1玩家在遊戲終端裝置1結束了遊戲的 消息。也就是說,第2玩家因爲能確定第1玩家是否在對 -44- (41) 1237576 戰中,所以與第1玩家對戰的機會增加,便利性更佳。再 加上,第1玩家指定的對戰希望對手的第3玩家,或者指 定第1玩家爲對戰希望對手的第2玩家在可能對戰的狀態 時,能與這個第3玩家或者第2玩家對戰,與希望對戰的 對手或者希望與其對戰的對手對戰的機會增加。 本實施形態,雖然針對郵件送訊部3 6 1 5對指定第1 玩家爲對戰希望對手的第2玩家送訊出第1玩家在遊戲終 端裝置1開始對戰遊戲爲主旨的電子郵件時做說明,也可 以是對第1玩家所指定的對戰希望對手的第3玩家送訊出 第1玩家在遊戲終端裝置1開始對戰遊戲爲主旨的電子郵 件的形態。此時,第1玩家與指定的對戰希望對手的第3 玩家對戰的可能性提高。不過,此時,對戰對手檢索部 3 6 1 3,第1玩家在遊戲終端裝置1開始對戰遊戲時,藉由 下述個人情報記憶手段3 62 1的情報,有必要檢所是否第 1玩家有無指定對戰希望對手的對戰要求。 圖18及圖19爲,在圖17所表示的流程圖的步驟 ST3 3 5,如有對戰者出現情報送訊來的話,在遊戲終端裝 置1的螢幕11上表示出對戰者出現畫面520、530的畫面 的一例。圖1 8爲,第2玩家處在對戰可能狀態時的畫面 圖,圖19爲,第3玩家處在對戰可能狀態時的畫面圖。 在對戰者出現畫面520及530,畫面的周邊附近及畫面中 央部上,會表示玩家的手牌Object及丟牌Object等的牌 Object 521 (531),畫面下方會表示讓玩家操作的各種按 鍵 5 2 2 ( 5 3 2 ) 〇 -45- (42) 1237576 再者,在對戰者出現畫面520的略中央部上’會顯示 出第2玩家的玩家名稱「五郎先生」的玩家在對戰可能狀 態的「對戰者出現!指名你的玩家「五郎先生」」的對戰 者出現部5 24。在此’操作遊戲終端裝置1的第1玩家藉 由對戰者出現畫面5 2 0,能知道第2玩家的名稱叫「五郎 先生」的玩家正在對戰可能狀態’在等待時間(例如30 秒)以內,能知道不是CPU對戰’至少有一個玩家能進 行一般對戰。 同樣的,在對戰者出現畫面5 3 0的略中央部上,會顯 示出第3玩家的玩家名稱「捷特」的玩家在對戰可能狀態 「對戰者出現!指名你的玩家「捷特」」的對戰者出現部 5 3 4。在此,操作遊戲終端裝置1的第1玩家藉由對戰者 出現畫面5 3 0,能知道第3玩家的名稱叫「捷特」的玩家 正在對戰可能狀態,在等待時間(例如3 0秒)以內,能 知道不是CPU對戰,至少有一個玩家能進行一般對戰。 圖20爲,表示在圖16、17的流程圖的步驟ST307, 顯示在送訊到第2玩家所擁有的個別通訊裝置4的電子郵 件的個別通訊裝置4的螢幕的開始郵件畫面圖的一例。在 開始郵件畫面610上,畫面略中央部會顯示出第2玩家希 望對戰的對手的第1玩家在遊戲終端裝置1開始對戰遊戲 的訊息表示部6 1 1。在此,訊息表示部6 1 1上表示了「指 名的玩家「捷特」開始遊戲」的訊息,第2玩家藉由看見 開始郵件畫面圖6 1 0,能知道第2玩家所希望的對戰對手 的第1玩家之中,「捷特」開始遊戲。 -46- (43) 1237576 圖21爲,表示在圖16、17的流程圖的步 顯示在送訊到第2玩家所擁有的個別通訊裝置 件的個別通訊裝置4的螢幕的結束郵件畫面圖 開始郵件畫面620上,畫面略中央部會顯示出 望對戰的對手的第1玩家在遊戲終端裝置〗結 的訊息表示部6 2 1。在此,訊息表示部6 2 1上 名的玩家「捷特」結束遊戲」的訊息,第2玩 結束郵件畫面圖620,能知道第2玩家所希望 的第1玩家之中,「捷特」結束遊戲。 像這般,第2玩家能藉由受訊的開始電子 6 1 〇知道希望對戰對手的第!玩家之中的哪位 裝置1是否開始了對戰遊戲的同時,第2玩家 電子郵件畫面圖620知道希望對戰的對手的第 的哪個玩家在終端裝置1是否結束了對戰遊戲 2玩家能確認第1玩家之中的哪個玩家是否在! 再者,本發明可以爲以下形態。 (A )在本實施形態,雖然針對藉由遊戲 所進行的麻將遊戲做以說明,不過,其他複數 行的遊戲形態也可。例如,卡片遊戲、圍棋遊 戲等。 (B )在本實施形態,針對遊戲系統備有 置2的場合做說明,不過,沒有備有店鋪伺服 態也可。例如,遊戲終端裝置1藉由網路連接 裝置也可。這時,系統的構造會被簡略化。 驟 ST307 , 4的電子郵 的一例。在 第 2玩家希 束對戰遊戲 表示了「指 家藉由看見 的對戰對手 郵件畫面圖 玩家在終端 受訊的結束 1玩家之中 的關係,第 分戰中。 終端裝置1 的玩家所進 戲、象棋遊 店鋪伺服裝 裝置2的形 到中央伺服 -47- (44) 1237576 (C )在本實施形態’雖然針對郵件送訊部3 6 1 5 指定第1玩家爲對戰對手的第2玩家,在第1玩家所 遊戲終端裝置1送訊主旨爲對戰遊戲結束的電子郵件 說明,不過針對第1玩家所指定的對戰對手的第3玩 在第1玩家所在的遊戲終端裝置1送訊主旨爲對戰遊 束的電子郵件的形態也可。此時’與第1玩家所指定 對手的第3玩家對戰的可能性會提高。 (D )在本實施形態,雖然針對對戰對手接受部 藉由從個別通訊裝置4來的對戰要求情報,可接受希 戰的對手的對戰希望對手的指定做以說明,不過藉由 終端裝置1來的對戰要求情報來接受對戰的對手的對 望對手的指定的形態也可。 (E )在本實施形態,雖然針對位址接受部3 6 1 2 從遊戲終端裝置1來的指示情報接受電子郵件地址做 明,不過藉由從個別通訊裝置4來的指示情報來接受 郵件地址的形態也可。此時,玩家在遊戲終端裝置1 戰中時也可接受電子郵件地址。 (F )在本實施形態,雖然針對地址接受部3 6 1 2 網頁接受郵件地址時做以說明,不過遊戲終端裝置1 預先儲存郵件地址輸入用的畫面情報,地址接受部 受訊了到這個畫面的輸入情報再接受電子郵件的形 可。此時,地址接受部3 6 1 2沒必要將網頁情報轉送 戲終端裝置〗,中央伺服裝置3與遊戲終端裝置1之 受訊的情報量會減少。 針對 在的 做以 家, 戲結 對戰 3611 望對 遊戲 戰希 藉由 以說 電子 爲對 藉由 可以 3612 態也 到遊 間送 -48- (45) 1237576 (G )在本實施形態,雖然針對郵件判定部3 6 1 4藉 由從個別通訊裝置4來的指示情報來判定是否送訊電子郵 件做以說明,不過藉由從遊戲終端裝置1來的指示情報判 定是否送訊電子郵件的形態也可。此時,玩家的便利性提 升。 (Η )在本實施形態,雖然針對對戰可否判定部3 6 1 6 判定第3玩家及第2玩家是否在對戰可能狀態做以說明, 不過,由第3玩家(或第2玩家)來判定是否在對戰可能 狀態的形態也可。 (I )在本實施形態,雖然針對藉由對戰許可部3 6 1 7 在對戰不被許可時,對第1玩家所操作的遊戲終端裝置1 開始以CPU玩家爲對戰對手的遊戲的CPU對戰遊戲做以 說明,不過,藉由對戰許可部3 6 1 7在對戰不被許可時, 除了第2玩家及第3玩家,玩家遵守所定的規則,檢索適 合的對戰對手,許可對戰的形態也可。 根據記載在請求項1、1 2及1 3的發明,第2玩家所 操作的遊戲終端裝置完成個人認證時開始到遊戲開始爲止 之間,因爲對將第1玩家當作對戰對手的第2玩家所擁有 的個別通訊裝置送訊了對戰遊戲開始爲主旨的電子郵件的 關係,第2玩家能藉由讀取收到的電子郵件而得知第1玩 家在對戰可能狀態。在此’第2玩家與所希望對戰的對手 的第1玩家對戰的機會增加。 根據記載在請求項2的發明’第1玩家所操作的前述 遊戲終端裝置受訊了對戰遊戲結束爲主旨的郵件之後’對 -49- (46) 1237576 將第1玩家當對戰希望對手的第2玩家所報有的個別通訊 裝置,對戰對手的第1玩家所在的遊戲終端裝置送訊了結 束對戰遊戲爲主旨的電子郵件的關係,第2玩家讀取了受 訊到的電子郵件能得知希望對戰的對手的第1玩家不在對 戰狀態,使便利性向上。 根據記載在請求項3的發明,只有在第2玩家希望送 訊電子郵件時,電子郵件才會被送出,使便利性向上。 根據記載在請求項4的發明,玩家所擁有的個別通訊 裝置的電子郵件地址被接受,爲了在地址記憶手段給予玩 家的識別情報做附和,儲存電子郵件地址的關係,玩家所 擁有的個別通訊裝置的電子郵件地址的登錄、追加及修正 變成可能,使便利性向上。 根據記載在請求項5的發明,藉由玩家在網頁上的存 取,可以將自己所擁有的個別通訊裝置的地址容易地登錄 在遊戲甕的伺服裝置上。 根據記載在請求項6的發明,當第1玩家爲對戰希望 對手的第2玩家在對戰可能狀態時,可以與這個第2玩家 對戰’第2玩家與希望對戰的對手的對戰機會增大。 根據記載在請求項7的發明,就算藉由對佔許可手段 仍無法被許可對戰時,也可參加CPU對戰遊戲。並且, 根據對佔可否判定手段,爲了判斷正在進行CPU對戰的 第1玩家在對戰可能狀態的關係,第1玩家所指定的對戰 希望對手的第3玩家或者指定第1玩家爲對戰希望對手的 第2玩家在遊戲終端裝置開始對戰遊戲時,藉由對戰許可 -50- (47) 1237576 手段,第2玩家或第3玩家被許可與第1玩家的對戰的關 係,第1玩家與第2玩家或第3玩家的對戰機會增大。As described in item 16 (1 3) of the scope of patent application, the game management method is set in a plurality of stores, a plurality of game terminal devices having their own screens, and connected through a network so that they can communicate. A game management method of a game servo device for performing a game of a battle game between a plurality of game terminal devices of a specified number or less, a process of storing personal information including player identification information in a personal information storage means, and a process based on the game The battle request information from at least one of the individual communication device capable of communication with the servo device and the game terminal device is accepted, and the designation of the desired battle opponent is accepted, and the personal information memory means and the player's identification information are added and stored. The opponents whose opponents want to identify their opponents will be processed and the game terminal device operated by the first player will be based on the information of the above-mentioned personal information storage means from the end of personal authentication to the start of the battle game. 1 player hopes for the game • 16- (13) 1237576 opponents And the second player identification information issued by the above-mentioned first player as the desired opponent, and the processing of storing the e-mail address in the address memory means and the above-mentioned opponent search process When a match request with the first player as a match-up opponent is retrieved, the email address of the second player is extracted from the address memory means, and for the individual communication device owned by the second player, the first player is on the game terminal The device transmission is characterized by an e-mail transmission process of an e-mail whose main purpose is to start a battle game, and the implementation of the above-mentioned game server device. According to the above-mentioned game management method, the personal information including the identification information of the player is stored in the personal information memory means and processed by the opponent, based on at least one of the game server device, the individual communication device capable of communication and the game terminal device. The instruction information will accept the designation of the desired opponent and the desired opponent. The personal information memory means will be combined with the identification information of the player, and the identification information of the expected opponent will be stored. In the battle opponent search process, from the end of personal authentication to the start of the battle game, the game terminal device operated by the first player will search for the presence of the first player as the desired opponent based on the personal information memory means. Battle requirements. In addition, with the identification information of the second player who issued the battle request, the email address is stored in the address storage means, and the retrieval process is performed according to the opponent. If there is a battle request, the mail message is processed to extract the first address from the address storage means. The e-mail address of the two players, for the individual communication device owned by the second player, the second player receives an e-mail with the purpose of starting the battle game on the game terminal device. -17- (14) 1237576 In this way, between the end of the personal authentication and the start of the battle game between the game terminal device operated by the first player and the individual player owned by the second player with the first player as the desired opponent The first player of the "communication device" battle hopes that the opponent's first player receives an e-mail of the main purpose of the battle game on the game terminal device. By reading the received e-mail, it is possible to know that the first player is in a possible state of battle. Here, the second player has a higher chance of playing against the first player who wants to play. [Embodiment] Fig. 1 is a block diagram of a game system suitable for a game terminal device according to the present invention. The game system is equipped with a game terminal device 1 with individual identification information, and a connection with a plurality of (8 in this case) game terminal devices is possible for communication, and a shop terminal that manages a plurality of players using the game terminal device 1 to play games Device 2, a central terminal device 3 (game terminal device) connected to a plurality of shop terminal devices 2 and the Internet, and a plurality of personal terminal devices 4 (individual communication devices). The game terminal device 1 performs a game based on a predetermined operation performed by a player based on a game screen displayed on the screen. Further, the identification information attached to the game terminal device 1 includes the identification information of each of the shop servo devices 2 connected to the game terminal device 1 (or the store identification information where the game terminal device 1 is arranged) and the game terminal device 1 is provided. Identification information (referred to as a terminal number) of each of the game terminal devices 1 in the store. For example, when the identification information of the shop A is A and the identification information of the game terminal 1 in the shop A is 4, the identification information of the game terminal device 1 is -18- (15) (15) 1237576 A 4. The store servo device 2 is connected to each of the plurality of game terminal devices and the central servo device 3, and the data is transmitted and received between the game terminal device 1 and the central servo device 3. The central servo device 3 is The connection between the device 2 and the Internet is possible for communication. During subsequent fingerprint authentication, the fingerprint feature point data of the player is attached to the User ID to store the authentication information, and the store server device 2 and the game terminal device 1 perform the data according to the error. Send and receive messages and select players (playing opponents) who are playing in the same game space as the player. The personal terminal device 4 is to allow the central server device 3 and the Internet to make it possible to register the mail address of the personal terminal device 4 in the central server device 3, and receive e-mails sent from the central server device 3, etc. Terminal for data such as a PC (personal computer) or mobile phone. However, the PC and mobile phone of the personal terminal device 4 need to have a function of accessing a web page of the central server device 3 and a function of transmitting and receiving e-mail. FIG. 2 is a squint view ® showing an external gate of an embodiment of the game terminal device 1. In this embodiment, the game played by using the game terminal device 1 for this creation is a mahjong game, and is played against a player who operates the game terminal device 1, and a player who operates another game terminal device 1 or a CPU player. When a player is playing against another game terminal device 1, the following network communication unit 1 8 transmits and receives data to and from the game terminal device * 1 through the store server device 2 and the central server device 3. The game terminal device 1 is provided with a screen 1 for displaying a game screen, and -19- (16) 1237576 urges the selection position indicated on the game screen of the screen 1 1 and determines which of the pressing panels Ua is based on the position pressed by the player. The speaker 12 for sound output, the card reader 1 3 for information such as the stored User ID, the fingerprint authentication unit 14 for extracting the personal authentication time point information from the fingerprint information of the C CD camera 14a, and the player input acceptance unit 1 5. According to the information extracted by the fingerprint authentication unit 14, the player information 3 62a stored in the central server 3 by the network communication unit 18 and the store server 3 62a as shown below can be displayed on the screen 11 as if it is thin The hydrophone 12 outputs a predetermined message, and a device 14 such as a BGM is provided with a CCD camera 14a that captures a player's fingerprint. A digital camera (such as a CMOS camera) takes 0 14a. The coin accepting section 15 prepares the coins to be exported as coins 1 5 1. And personal cards use gas cards and 1C cards with user IDs, etc. Although not shown in the figure, personal information can be read from the personal card of i, and personal information is read based on the instruction information transmitted to the personal card. . The arranging section 16 (refer to Fig. 3) at a suitable position of the game terminal terminal 1 is constituted by a microcomputer which detects the control signal from the section. FIG. 3 is a diagram showing an embodiment of the game terminal device 1. As shown in FIG. The control unit 16 reads the personal card for the touch control of the key position of the key selected by the game terminal device, and uses the coin fingerprint characteristic point information reporting device 2 and the like when using the required characteristic coins from the following: Device. Jan. Fingerprint authentication department. Others can be used: CCD camera, magnetic money, personal information, magnetic card reader, 3, inserted into the touch panel, 1 1 a, which will be described later, and output to the hardware structure of each form, -20- (17 )! 237576 device, equipped with information processing unit (c PU) 1 6 1, and R Α M 1 6 which can temporarily store and process information, etc. 2, and a ROM that can store the image information, game programs, etc. defined below in advance 163. The external input / output control unit 171 includes the control unit 16 and the detection unit of the card reader 13, the touch panel ila, the cCD camera, and the coin acceptance unit 15, and converts the detection signal into a digital signal. And each device that converts command information into control signals and outputs them to the detection department. Such signal processing and input / output processing can be performed simultaneously. The external device control section 172 processes the output operation of the control signal to each device of the detection section and the input operation of the detection signal from each device of the detection section for each time division period. The drawing processing unit 1 is provided with a display RAM in accordance with the image display instruction transmitted from the control unit 16 and displays a desired screen on the screen 11. The sound playback unit 121 outputs a predetermined message and BGM to the speaker 12 in accordance with an instruction from the control unit 16. The touch panel Ua is a rectangular thin layer body, which is covered with a transparent cover, and a pressure-sensitive material composed of linear transparent materials is arranged at each predetermined interval in length and width, and is pasted on the screen of the screen 11. The touch panel 11 a can be made of a well-known material. Then, the selection push button position and the pressed position displayed on the screen UI screen determine which button is designated. In ROM 163, there are memorized mahjong characters, background portraits, and various portraits. In order for the Mahjong character to be a three-dimensional drawing, it is composed of the polygons required for construction. The drawing processing unit Π1 is -21-(18) 1237576 drawing instructions from CPU1 61. In order to draw from the three-dimensional space, The calculation of the position is performed in accordance with the above-mentioned calculation result, such as the writing (cut and paste) processing specified by the polygon. The relationship of the CPU 161 will be described here. The CPU 161 stores the image, voice, and control program information on the operating system recorded in the ROM 163. The image, voice, and control program information is stored in the RAM 162. After that, it is processed by CPU programs and various data (including image data representing text and portraits, sound signals, etc.). Each of the storage media data stored in ROM 1 63 can also be accessed by devices such as disk drives and readers. The hard disk, optical disk, CD, DVD, and semi-network communication unit 18 are owned by the network server 3 for various event information, etc. Here, the method of the game terminal device will be described. Personal authentication is performed by the network The position between the communication unit 18 and the network is converted into a pseudo-three-dimensional finder light source calculation process, and the RAM area is displayed according to the image data reading place where the drawing is required to perform the material data operation and the operation of the drawing processing unit 1 1 1 Built-in or externally accessible system (P 1 8), reading materials and game program data from R OM 1 6 3. Some or all of the read materials are kept 161 according to memory Other data such as the polygons and materials of the items on RAM1 62), and the data detected from the detection unit are stored in a removable hard disk drive, optical drive, and flexible reading. , Is a storage medium such as a conductor memory and the like. Send the personal authentication of the battle game that occurred during the Mahjong game and the store servo device 2 and so on to the game terminal device 1. The game terminal device 1 (or the borrowed central servo device 3) is -22- (19) 1237576 Check if the player you know is the same as the player actually playing the game. Here, the user ID data of the player name and password stored in the personal card will be explained. When a player plays a game on the game terminal device 1 for the first time, by inserting a personal card inserted into the card reader 1 3, the user ID data including the player's name and password can be read. CCD camera 1. 4a will capture the player's fingerprint, and the fingerprint authentication unit 14 uses the fingerprint information of the CCD camera 14a to extract the characteristic point data necessary for personal authentication. Then, the user ID data and the characteristic point data are transmitted to the connected shop servo device 2 through the network communication section 18 and the network, and then are transmitted from the shop servo device 2 to the central servo device 3 through the communication loop and stored. In the personal information memory section 3 62a described below. In this way, the player is registered in the central server 3. When the player who has registered in the central servo device 3 is playing a game on the game terminal device 1, the user ID data is read out by the personal card inserted in the card reader 13, and the CD camera 1 4 by the fingerprint authentication unit 14 a. Use the fingerprint information obtained by the fingerprint authentication unit 14 from the c-camera 14 a to extract the characteristic point data necessary for personal authentication. Next, the user ID data and the feature point data are transmitted to the connected central servo device 3 through the network communication unit 18, the network, and the shop servo device 2, etc. According to the central servo device 3, the personal information described below is stored and stored. A determination is made as to whether the feature point data of the user id attached to the memory unit 3 62a is the same as the transmitted feature point data. When the determination is affirmative, the player will be allowed to play the game, and if the determination is denied, the game will be rejected. Example-23- (20) (20) 1237576 For example, an error message will be displayed on the screen Π of the game terminal device 1 and the player will be required to perform fingerprint authentication again (see Figure 15). Moreover, when inserting a personal card into the card reader 13 for fingerprint authentication, in order to confirm whether the personal card holder is himself, the player name and password can also be entered in the game terminal device 1 through the touch panel Π a. Alternatively, when setting an e-mail address or when designating a desired opponent, the user ID and password stored in the personal information storage section 3 62 a of the central server 3 are compared with each other (without fingerprint feature points) Data comparison). FIG. 4 is a functional configuration diagram of the control unit 16 of the game terminal device 1. The CPU 161 of the control unit 16 includes a battle hope opponent setting unit 1 6 11 and a mail address setting unit 1 6 1 2 for setting an e-mail address. The CPU 161 receives control from the touch panel 1 1 a and the like. The game progress control unit 1 6 1 3. Programs for game control and the like are stored in the RAM 162 (or ROM 163) in advance, and the functions of the game progress control section 1613 and the like are performed based on what is read by the CPU 161 and what is done. The match hope opponent setting unit 1 6 1 1 accepts a predetermined operation from the touch panel na, and sends a request from the central servo to the central servo device 3 through the store servo device 2 to send a backup list of the candidate for the battle. The device 3 receives the opponent's opponent opponent's candidate list, and displays the opponent's opponent selection screen (see FIG. 14) on the screen. Next, accept a predetermined operation from the touch panel 1 1 a (for example, press the touch panel of the position of the opponent you want to play against in the displayed backup list] 丨 -24- (21) 1237576 operation of a) from The backup list displayed on the screen 1 1 selects the desired opponent and sends the information of the selected opponent to the central server 3. In addition, if a player selected as a match-up opponent is excluded from the match-up opponent, he / she will be similarly received from the central server 3 device to receive a backup list of the match-up opponent, and the battle-up opponent selection screen will be displayed (see FIG. 14). Displayed on the screen Π and accepting an operation specified by the touch panel Π a (for example, pressing the touch panel 1 1 a from the position of the player displayed in the back-up list to play against the player position expected to be eliminated by the opponent) from A player position to be excluded among the opponents who want to be excluded from the opponent list displayed on the screen 11 is displayed, and the selected player identification information is transmitted to the central server 3. The mail address setting unit 1 6 1 2 accepts the specified operation from the touch panel 1 1 a, and requests the registration of the mail address to the central servo device 3 through the store servo device 2 or the like, and receives the request from the central servo device 3 A device that displays an address registration screen (refer to FIG. 12) on a webpage designated by the newsletter. Then, it accepts the input of a specific mail address in a specific place designated by the address registration screen displayed on the screen 11, and detects that it is input from the touch panel Ua if there is a transmission case as described below. The mail address is transmitted to the device of the central servo device 3. The game progress control unit 1 6 1 3 is a place where the dealer decides, and according to the player's operation input, matches and other games transmitted from the touch panel 1 1 a are played, and the device is controlled in accordance with the specified rules of Mahjong. For example, in the battle, according to the points of the dice, the processing of determining the types of treasure cards *, the processing of the types of cards at the time of matching and self-touching, the processing of losing cards, the occurrence of mismatches (touch, eat, A device that processes the movement of cards in order to arrange the cards in the order specified by • 25- (22) (22) 1237576. However, 'in order to make the game run smoothly, the time limit from the touch to the card is set to be less than the specified time (for example, 10 seconds). If the time after the touch has elapsed until the specified time has elapsed, no card selection is made. Card will be discarded (the touched card is treated as a discarded card). And, the game progress control unit 1 6 1 3 determines the opponents according to the instructions from the central servo device 3. When there is no opponent as described below, it is a device that competes with the CPU player in accordance with the instruction information from the central servo device 3. In addition, if the number of opponents is less than 3 (when 4 are not available), the number of opponents will be filled by CPU players. That is, the game control unit 1613 is a device provided with a CPU player to perform an imaginary operation function instead of the player. Fig. 5 is a perspective view showing the appearance of the embodiment of the shop servo device 2. The store servo device 2 is provided with a screen 21 for displaying a game screen and the like, and a speaker 22 for outputting sound. In stores such as playgrounds, there are personal card vending machines that accept coins from players and sell personal cards. This personal card vending machine is equipped with a coin accepting section that accepts coins input by players, and when the input coins are bad coins, etc., the coins for discharge are discharged □. The purpose of the screen 21 is to provide a CRT with a large screen in order to display a larger image. The speaker 22 is a device that outputs a designated message and BGM. And at a suitable place of the shop servo device 2, a control unit 2 6 (see FIG. 6) composed of a microcomputer that outputs a detection signal from each unit and outputs a signal to each unit is arranged (see FIG. 6). -26- (23) 1237576 FIG. 6 is a diagram showing a hardware configuration of the shop servo device 2. The control unit 26 is used to control all operations of the store servo device 2 and includes an information processing unit (CPU) 261 and a RAM 2 that temporarily stores information during processing. 2 2. A ROM 2 that records predetermined image information and the like in advance. 63. The drawing processing unit 2 1 1 displays the desired screen on the camp screen 2 1 in accordance with the portrait tables TΓ and ίribu 'transmitted from the control unit 26, and therefore has a display R AM. Sound playback section 2 2; [To output a predetermined message and B G M to the speaker 22 according to the instruction of the control section 26. Among the various data stored in ROM 263, data stored in removable storage media, such as hard disk drives, optical drives, flexible drives, readers, etc. The device is used for reading. Here, the storage medium is, for example, a hard disk, an optical disk, a CD 'DVD, a semiconductor memory, or the like. The network communication unit 28 is a device for transmitting and receiving various data to and from the central server 3 via a network such as www. The interface part 1 a is a plurality of game terminal devices for connecting to the shop servo device 2! And devices that receive data between them. The control unit 26 is the information transmitted from the central server 3 with terminal identification information via the network communication unit 2 8 and the game terminal device that transmits the terminal identification information through the interface 1a. 1. The information with terminal identification information sent from the game terminal device 1 through the interface part la is transmitted to the central servo device 3 through the network communication section 28. FIG. 7 is a hardware configuration diagram showing an embodiment of the shop servo device 3 related to the present creation. The control unit 36 is to control all operations of the central servo device -27- (24) 1237576 3, and is provided with an information processing unit (CPU) 36 1 and a RAM 3 62 which temporarily stores information during processing, and transmits predetermined image information. ROM 3 6 3 etc. which are memorized in advance. Among various data stored in ROM 3 6 3, data stored in removable storage media, such as hard disk drives, optical disk drives, flexible disk drives, readers, etc. For reading, the storage medium is, for example, a hard disk, an optical disk, a CD, a DVD, a semiconductor memory, or the like. The network communication unit 38 is a device for transmitting and receiving various data to and from a plurality of store servo devices 2 via a network such as www. And, the game management program of the present invention is recorded in the ROM 363 and loaded into the RAM 362, and the CPU 361 sequentially executes the game management programs on the RAM 3 62 to realize respective functions. FIG. 8 is a functional configuration diagram of the control unit 36 of the central servo device 3. The CPU 361 of the control unit 36 is provided with the battle request information transmitted from at least one of the individual communication device 4 and the game terminal device 1, and accepts the designation of the battle desired opponent by the opponent. The response is stored in the personal information storage unit 3 62 1 described below. The opponent ’s identification information of the player is stored in the opponent ’s receiving unit 3 6 11 (equivalent to the receiving method of the opponent) and the email address of the individual communication device 4 owned by the player is stored in the following address memory unit 3 In 622, the player's identification information is added. The address receiving unit 3 6 1 2 (equivalent to the address receiving method) storing the e-mail address. When the first player starts the battle game while operating the game terminal device 1, it is based on the following personal information memory. Means 3 62 1 for information on whether to check whether the first player is a match-up opponent. -28- (25) 1237576 Sobe 3 3 1 (equivalent to the search method of the match opponent), search unit 3 6 1 3, if there is a match request, send the aforementioned player as the second player, draw an e-mail address from the address book 3,622 described later, The individual communication 1 owned by the player is sent to the game terminal device 1 to start the game mail delivery department 3 6 1 5 (equivalent to the instruction from the individual communication device 4 owned by the second player of the mail sender whether to send the electronic The mail judgment unit 3 of the mail is 3 6 1 4 (corresponding section). The CPU 361 of the control unit 36 is provided. When the terminal device 1 starts a battle game, referring to 3 62 1 below, it is determined that the first player is regarded as the opponent. The matchability determination section 3 6 1 6 (No determination method) in the state where the third battle is possible, and the matchability determination section 3 6 1 6 means that, in a state where the battle is possible, the family is allowed to compete with the third player's shareability 3 61 7 (equivalent to the battle permission method), the root master 3 6 1, if the battle is not permitted, send a message to the device 1 operated by the first player to start the CPU game with the CPU player as the opponent's white play. Department 3 6 1 8 (phase 1 instruction method). Competing opponent receiving unit 3 6 1 1 is at least one party from the individual communication device 丨 terminal 1 (for convenience, it will be described for each occasion). Accept the designation of the hoped opponent Competing opponent receiving unit 3 6 1 1 According to the requirements of the competing opponent, play out the second player ’s messaging device 4 (the main purpose of the electronic mail method), according to the subordinate information, it is determined by mail that the hand 1 player is in the player ’s information memory. Whether the player is playing against the battle equivalent to match 3, which is the third match, Xu Han, the game terminal, the game terminal, CPU battle, CPU battle, CPU match 4 and game end communication device 4 Individual communication-29-(26) 1237576 At least one of the communication device 4 and the game terminal device 1 (for convenience, the case of the individual communication device 4 will be described here), and it will accept the information of the opponent and the opponent. Designates a device that stores the identification information of the opponent with the player identification information in the personal information storage unit 3 621 described below. Specifically, it accepts a transmission request for the list of opponents of the opponents from the individual communication device 4, and sends the backup list of the opponents of the opponents to the individual communication device 4. Then, the identification information of the selected hopeful opponent is received from the back-up list transmitted from the individual communication device 4 and the identification information of the individual communication device 4 is added, and the identification information of the expected opponent is stored in the personal information memory unit. 3 62 1 device. The address receiving unit 3612 accepts the player who operates the game terminal device 1 based on instruction information from at least one of the individual communication device 4 and the game terminal device 1 (for convenience, the case of the game terminal device 1 will be described here). The e-mail address of the individual communication device 4 possesses and stores the e-mail address with the player identification information in the address memory section 3 622 described below. Specifically, the device accepts a registration request for an email address transmitted from the game terminal device 1, sends a designated web page, and receives a mail address entered on the web page. Furthermore, it is desirable that the e-mail address can be changed and deleted on the web page. The match opponent search unit 3 6 1 3 is based on the following personal information accounting method 3 62 1 when a player (called a match start player) starts a match game on the game terminal device 1 (here, when the personal authentication is completed). Information search: Does the player have a match request for the opponent who wants the match to start? Specifically, -30- (27) 1237576, based on the opponent's receiving unit 3 6 1 1, it can be determined whether the player at the beginning of the competition has a device designated by other players as the opponent of the competition. The mailing department 3 6 1 5 is 'based on the opponent's search department 3 6 1 3' If there is a battle request, the player who issued the aforementioned battle request will be regarded as the second player, and will be extracted from the following address memory section 3 6 2 2 The e-mail address of the second player is a device that the first player sends to the individual communication device 4 owned by the second player and can send e-mails for the purpose of the battle status. Here, the number of the second player may be one, and the number of the second player may be plural. Here, for convenience, the case where the second player is plural is explained. In other words, for all second players who have designated the first player as the opponent they want to play against, the first player sends an e-mail with the main purpose of the possible state of the game. In addition, according to the mail judging unit 3 6 1 4, when it is determined that the e-mail is to be transmitted, the game terminal device 1 where the first player is located sends an electronic message to the individual communication device 4 owned by the second player for the purpose of starting the battle game. mail. And, the mailing department. 3 6 1 5 When the game terminal device 1 where the first player is located is about to end the game, the email address of the second player is extracted from the address memory means 3 622. The game terminal device 1 where the first player is located has a unique property to the second player. The communication device 4 sends out an e-mail for the purpose of ending the battle game. The mail judging unit 3 6 1 4 is a device for determining whether to send an e-mail based on instruction information transmitted from the individual communication device 4 owned by the second player. For example, from the individual communication device 4 owned by the second player, an e-mail message is sent from the main server 3 (Main server) for the purpose of sending an e-mail message (or an e-mail message for not sending the message). Go to main-31-(28) 1237576 Servo device 3 (Mainserver), follow this instruction to determine whether to send the mail from the mail delivery department 3 6 1 5 to the individual communication device owned by the second player 4 installation. The matchability determination unit 3 6 1 6 is' the first player. When the game terminal device 1 starts the matchup game, referring to the personal information memory unit 3 6 2 1 below, it is determined whether the third player who designated the first player as the desired opponent is present. A device that can play against a device in a possible state. In addition, the "playability determination unit 3 6 1 6" determines whether the second player and the third player are at a predetermined time interval (for example, 5 seconds) when the game terminal device 1 and the CPU where the first player is located are in a game against the CPU. Play against possible devices. "The second player (or the third player) is in a state where they can play" means that the second player (or the third player) operates the game terminal device 1 to complete the personal authentication, and the game has not yet started (in the waiting time described below) Medium 'or in a CPU battle game). Here, the case where the number of the second player and the third player is one may be the case where the number is plural. For convenience, the case where the number of the second player and the third player is plural is explained. The competition permission unit 3617 is a device that permits a battle with a third player if the competition possibility determination unit 3616 determines that the competition is possible. In addition, the battle permission unit 3 6 1 7 is a device that permits a battle with the second player if it determines that the battle is possible based on the battle availability determination unit 3 6 1 6 ′. As described later (refer to FIGS. 16 and 17), according to the competition permission unit 3 6 1 7 'If the total number of the second and third players permitted to play is 3' or according to the competition permission unit 3 6 1 7 The second player and brother who are allowed to play -32- (29) 1237576 The total number of players is 1 or more and less than 3. When the waiting time has elapsed, a command to start the game is sent to the game terminal device 1 °. The permitting unit 3 6 1 7 is 'when the first player is playing a CPU game, according to the matchability determination unit 3 6 1 6' If it is determined that at least one of the second player and the third player is in a battle-possible state, it is made to the first player At least one of the game terminal device 1, the second player, and the third player sends information on the possible state of the warfare battle. Then 'as described below (Daddy photos 1, 6, 17) according to the match permission department 3 6 1 7, if the total number of licensed second player and third player is 3' or 'under the match permission 3617 The total number of the second player and the third player is one to less than three, and when the waiting time elapses, a command to start the game is output to the game terminal device 1. The CPU battle instructing unit 3618 sets the game start instruction information for the game terminal device 1 operated by the first player to the game terminal device 1 operated by the first player when the battle is not permitted according to the battle permitting unit 3617. RAM3 62 is, Personal information including user information such as player name and password, fingerprint feature data, etc., is attached to the player's identification report, and the personal information memory section 3 62 1 (equivalent to an individual) Information memory method), in combination with player-specific information, an address storage unit 3 622 (equivalent to the address memory method) that stores the e-mail address of the individual communication device 4 owned by the player. Fig. 9 is a diagram showing the hardware configuration of an embodiment of the personal communication device 4. Since the control unit 46 controls the entire homework of the individual communication device 4 and performs operations such as sending ID information, 5 sub-body movement -33- (30) 1237576, an information processing unit (CPU) 46 1 is provided. RAM 462, which temporarily stores information such as information on the way, and a device that stores predetermined information image data and management program R 0 M 4 6 3 in advance. Among the various data stored in ROM 4 63, the data stored in a usable storage medium can also be read using a device such as a hard disk drive, a flexible disk drive, a reader, etc. The storage medium is, for example, a hard disk, an optical disk, a CD, a DVD, a semiconductor *, etc. The network communication unit 48 is a device for transmitting and receiving various data through a network and a plurality of central servo devices 3. FIG. 10 is a machine diagram of the control unit 46 of each communication device 4. As shown in FIG. The CPU 4 6 1 of the control unit 4 6 is a mail function unit 4 6 1 1 for performing electronic mailing, viewing, and sending and receiving of messages, and accesses and accesses various web pages such as the central server 3. News web browsing department. The mail function unit 4 6 1 1 is a device that transmits and receives various sub-mails to and from the central servo device. For example, the mail judgment unit 3 6 丨 4 of the control unit 36 of the central server 3 instructs the transmission of the email transmitted from the mail transmission unit 3 6 I 5 of the central 3 ( (Information) The main purpose of the e-mail messaging device and if the player who owns the individual communication device 4 is in a state where the player who wants to play is possible, 'will receive from the mail messaging department 3 6 1 5 Status of the email device. The webpage content unit 4612 has various connection and disconnection machines, such as a storage and setting unit 16n and an email address setting unit 16 that are controlled by the game terminal device 1, and can be stored here. It can be equipped with a servo device that can act as an entry signal to the servo device or not. Therefore, I hope that I can fight against the same 16-34- (31) 1237576. However, compared with the game terminal device 1, the touch panel Πa is accepted for the player's operation, and the individual communication 4 is performed by the input section 47. When the individual communication device 4 is a pc, the input unit 47 is a keyboard or a mouse. When the individual communication device 4 is a mobile phone, the input unit 47 is a number key or a direction key. FIG. 11 is an example of a flowchart showing the operation of the e-mail address acceptance processing performed by the central servo device 3. Here, based on the information transmitted from the game terminal device 1, description will be given for the case where the e-mail address is processed. The following processing is performed by the address receiving unit 3 6 1 2. First, the player's name and password are received from the game terminal device 1, and personal authentication is performed based on the information collation stored in the personal information memory section 3621 (step ST101). Next, if the personal authentication is not established (the player name or password is incorrect) in step ST101, the information of the subject that the personal authentication is not established is transmitted to the game terminal device 1 (for example, the screen of the personal authentication not established is displayed on the screen 11) Go back to step s T 1 0 1. For example, when the personal authentication at step S T 1 0 1 is established, the address is recorded in 3 billion 622, and it is determined whether the mail address has been registered (step S T 1 0 3). If it is determined that it has been registered, the process ends. If it is determined that it is not registered, the screen 11 of the game terminal device 1 'sends a message indicating the purpose of the address registration screen 500 shown in FIG. 12 and the e-mail address will be accepted (step ST105) ° accepted It is determined whether there is a duplication between the email address and the email address stored in the address memory section 3 6 2 2 (step ST 107). If it is determined to be duplicate, the information with duplicate email address will be sent to the game terminal device -35- (32) (32) 1237576 1 and the process ends. If it is determined that there is no duplication, the mail address handled in step S 105 is stored in the address memory section 3 622 with the player's identification information (for example, the player's name) in addition to '. Next, a message is sent to the game terminal device 1 'to indicate whether to select "ON" or "OFF" of the opponent designation mode for the opponent who wants to play against the opponent. The "ON" or "OFF" of the opponent designation mode is When it is accepted (step ST1 Π), the process ends. Here, if the opponent designation mode is "ON", the opponents who want to play will be accepted for treatment in the following opponents who want to play (see Figure 13). In addition, when the player indicates that the mode is "ON" or "OFF", the player's identification information is added to the personal information storage means 3 62 1. Fig. 12 is an example of a screen view showing the address registration screen 5 00 displayed on the screen 11 of the game terminal device 1 at step ST 105 in the flowchart of Fig. 11. The address registration screen 50 will be displayed. On the slightly central part of the screen, there are an address input section 501 for inputting an email address, and an address input section 501 on the lower left side. The mail address input to the address input section 5 〇 丨 is sent to the central server device 3 and the send button 5 0 2 is pressed, and the address input section 5 0 1 is on the lower right side, and the input is canceled to the address input section 5 0 1 E-mail address (cancels the entered e-mail address so that it can be re-entered) 5 0 3 is pressed. On the address input section 501, plural (up to three) email addresses can be input, and the first address input section 501a, the second address input section 501b, and the third address input section 501c will be displayed in order from above. . The player enters the e-mail address of the individual communication device 4 in the address input section 501. When the send button 5 02 is pressed, the player can -36- (33) l237576 _ the e-mail address of the individual communication device 4 that he owns. Log in to the central wolf-serving device 3. Fig. 13 is an example of a flowchart showing the operation of the opponent's acceptance processing performed by the central server device 3. Here, a description will be given of a case where the opponent is processed based on information transmitted from the game terminal device 1. In addition, the following processing is performed in accordance with the opponent receiving section 3 6 1 1. First, the player and the password are received from the game terminal device 1, and personal authentication is performed based on comparison with the game terminal device 1 stored in the personal information memory section 3621 (step ST2 01). Next, if step S T2 0 1 is not established (player name or password is incorrect), it will send information that the personal authentication is not established to the game terminal device 1 (for example, the screen 11 will display a screen indicating that the personal authentication is not established or not). ), Return to step ST201. When the personal authentication is established in step ST2 01, it is determined whether or not the battle designation mode is "ON" with reference to the personal information storage means 3 621 (step ST203). If the player's name mode is determined not to be “ON”, information on the subject of the player ’s name mode is not “ON” will be transmitted to the game terminal device 1 (for example, it will be displayed on the screen that the player ’s name mode is not “ON” "Is the main display screen), then the process ends. If the player's designation mode is determined to be “ON”, the instruction information on the main screen 5 1 0 of the battle hope matching finger name screen shown in FIG. 14 will be sent to the game terminal device 1 (also shown in FIG. 5). The instruction information for the match hope pair finger screen 600 is sent to the individual terminal device 4), and the identification information of the match hope opponent from the game terminal device 1 (or the individual terminal device 4) is received (step ST207). Subsequently, the identification information of the player operating the -37- (34) 1237576 game terminal device 1 is added, and the battle identification information is stored in the personal information storage means 3 62 1 (Step 1 ends the processing. Fig. 14 is a flowchart of Fig. 13 Step ST2 0 7 is an example of the battle hope match finger name screen image on the screen Π of the terminal device 1. In the match hope match finger name screen 5 1 0, in order to select the opponent in the central servo device 3 to accept 咅! In the center of the screen slightly The condition selection unit 5 1 1 which is a candidate list that may be a target opponent, and the candidate list display unit 5 1 2 which displays a candidate list of the 5 received from the competition opponent of the central server 3 under the condition selection. The condition selection unit 5 11 is that the "region" refers to the region (county name) entered during registration, and the total number of items paid when the number of orbs is counted. This item is from the fourth player. It is paid virtually. "Attribute" indicates the characteristics of the player's play. "Duan" refers to the player's degree in Mahjong. "Regional contribution" refers to the player whose name has been added or subtracted from the battle result by 2 points 2 points for players, plus 1 point, 31 points, and 4 points for minus 2 points. In addition, the region, sex, rank, regional contribution and player identification information are added to the personal information memory of the central servo device 3. Here, the device of 3 62 1 selects "the area is displayed on the candidate list display unit 512 in the order from top to bottom in the condition selection unit 5 1 1. The candidate list display unit 5 1 2 I hope that the opponent ’s ^ ST 2 0 9) is displayed on the game screen 5 1 0, 5 361 1 is a candidate list selection section 5 1 1 and the t section 3 6 1 1 comes to the player at the beginning. To the strongest total in the game of the first Mahjong game, the player in the first place minus the number of jewels, genus, and stored in the medium contribution ", the domain contribution is shown high, from -38-(35) 1237576 left click Sequence, serial number display unit 512a, player name display unit 5 1 2 b, player area display unit 5 1 2 c, and region display unit 5 1 2 c, showing the player's contribution Display unit 5 1 2 d and scrolling used when scrolling (scr ο 11) candidates (S c r ο 11 b a r) 5 1 2 e. The player selects the line showing the opponent ’s hope of the opponent in the candidate list 5 1 2 and selects the line showing the opponent ’s hope of the opponent under the opponent ’s hope. Hope for opponents for battle. Here, three players named "Kangkang" and "Sakura" are selected as the desired match, and once the designated opponent is designated, the match desired match timing is released. The designation of the hoped opponent from 5 1 2 shows the player ’s own business. The information of the personal information memory 3 3 of the device 3 will be updated (with the identification information of the designated player of the battle hoped opponent will be eliminated). ). Then, according to the match hope match finger name screen 5 1 0, match match determination and finger release can be relatively easy. FIG. 15 is an example of a screen diagram of the battle hope name screen 600 on the screen of the individual terminal device 4 in the steps of the flowchart shown in FIG. 13. Here, in advance, the central opponent 3's opponent receiving unit 3 6 丨 丨 selects the condition for selecting the candidate list of the candidate list which will be the target of the match (equivalent to the condition selecting unit 5 shown in FIG. 14). (1 1 screen) Select "Regional Contribution" and enter the name list of regional tributers in the match hope screen 6 0 0 and the display period, and look for the match. The button was reversed as "short hand. The finger of the hand is against the battlefield servo and the finger of the hand is lifted. ST207 The finger-to-finger device looks at the opponent's selection screen. It will be selected. -39-(36) 1237576 top-down The display shows the order of high regional contribution. In the match hope match finger name screen 600, from the left side of the screen, the match match opponent is designated. The check input section 6 0 for point check 1. The number display section 602 showing a series of numbers And player name display unit 603 indicating the player name, and contribution degree display unit 604 indicating the player's regional contribution. The player displays on the match hope finger screen 600 according to the line of the opponent line of the opponent line. The predetermined operation of the check input unit 60 1 (for example, when the individual terminal device 4 is a mobile phone, press "*" to perform the operation), and enter a check mark to select a match opponent. The line showing the selected opponent, for example, will be reversed in black and white, and you will know that you have been selected as the opponent you want to play against. Here, the player name "Jite" is selected as the desired opponent. In addition, once the player selected as the opponent of the opponent is to cancel the designation of the opponent of the opponent, according to the check input section 6 0 1 of the line showing the cancellation of the appointment of the opponent of the opponent from the opponent of the opponent of hope 600 screen 600. Predetermined operation (for example, when the individual terminal device 4 is a mobile phone, press "*" to perform the operation. "With the check mark cleared, the information in the personal information storage unit 3 62 1 of the central servo device 3 is updated ( The identification information attached to the designated player who canceled the match hope opponent will be eliminated). In this way, the match hope opponent finger name screen 600 makes it easier to designate and cancel the match hope opponent. Figures 16, 17 are, An example of a flowchart of the mail sending process, the opponent search process, the matchability determination process, and the match permission process performed by the central servo device 3 is shown. Here, the game terminal device-40 will be operated. (37) 1237576 1 The player who starts the match is called the first player, the player who named the first player as the desired opponent is called the second player, and the first player is named The opponent's player is referred to as the third player. First, the character point data such as the player name and the dense pattern received from the game terminal device 1 are compared with the stored in the personal information memory section 3 62 1 to perform personal authentication (step ST301). Next, When ST 3 0 1's personal authentication is not established (player name or secret), the subject of ineffective personal authentication will be transmitted to the game terminal (for example, 'the main screen of ineffective personal authentication will be displayed on the screen 1 1), return to step S Ding 3 0 1. If the personal authentication in step ST3 01 is established, the hand search unit 3 6 1 3 and the personal information memory unit 3 62 1 are referred to (step ST303). Is there a designated player! I want to face off (equivalent to the second player). If it is determined that the first player is not the opponent player (equivalent to the second player), determine by email 3 6 1 4 'whether the second player wants to send an email ST305). If it is determined that you do not want the e-mail to be sent, you can proceed to March 09. If it is determined that the sending of the e-mail is desired, the first player sends an e-mail from the game terminal 丨 to the individual communication owned by the second player via the communication unit 3 6 1 5 (step ST307). When step ST3 0 3 is judged NO, when step ST3 05 is judged NO, when the process of step ST307 ends, when the following steps are judged NO, and when the process of step ST3 35 ends, the battle hope code is set. The reference information is in the step code error device 1. The purpose of the game is to determine the match against the hand. The game is played by the competition determination unit (steps are sent to the step mail and the game open device 4 is judged to be ST325.) The judging unit 3 6 1 6 refers to the personal information recording unit 3 6 2 1 'to determine whether or not (the first player has designated a match opponent) a player who designates a table 1 player as a match opponent (equivalent to a third player) (Step ST309). If the first player does not designate the third player as the opponent (the first player does not specify the opponent), proceed to step ST3 1 7. If the first player has designated the third player as the desired opponent (the first player) When a player has a designated opponent, the opponent determination section 3 6 1 6 determines whether the third player is in a competitive state (step S T3).  1 ). If the third player determines that the game is not possible, the process proceeds to step ST3 17. When the third player is determined to be in a match-possible state, the match permission section 3 6 1 7 ′ is permitted to play against the third player (step ST313). However, the Mahjong game is a four-player game, so the number of players allowed to play is three. Next, the competition permission unit 3 6 1 7 determines whether the number of players permitted to play against is three (whether or not there are four players) (step ST315). If the number of permitted battles is three, go to step ST329. If the number of players allowed to compete is less than 3, 'When judged NO in step ST3 09 and judged NO in step ST3 11, refer to the personal information department 3 62 1 by the battle permission determination unit 3 6 1 6' It will be determined whether or not the first player is designated as the opponent who is expected to play (equivalent to the second player) (step ST3 1 7). If the first player is not designated as the player who is expected to play as the opponent, the match availability determination unit 3 is used. 6 1 6, it is determined whether or not the second player is in a battle state (step ST3 1 9). For example, if the second player is judged to be in a state where the battle is possible, 'the battle permission section 3 6 1 7' is permitted to play against the second player (step ST321) ° -42- (39) 1237576 Then, the battle permission section 3 6 17. It is determined whether the number of players allowed to play against is three (whether there are four players) (step ST3 1 5). If the number of permitted battles is three, proceed to step ST3 2 9. If the number of players allowed to compete is less than three, when it is judged as NO in step ST 3 1 7 and when it is judged as NO in step ST 3 19, it is determined whether or not it has passed in order to select the opponent. The waiting time for the preset time (for example, 30 seconds) (step ST3 2 5). If it is determined that the waiting time has not elapsed, the process returns to step ST3 09 and a series of processes are performed. If it is determined that the waiting time has passed, in step ST313 and step ST3 09, the competition permission section 3 6 1 7 determines whether or not a total of 0 players are allowed to play (there is no opponent) (step ST3 2 7). If the total number of players determined to be allowed to compete is 0 (there are no opponents), the game terminal device 1 will send a command to start the competition with the CPU (step ST331). If the total number of players who are judged to be allowed to compete is not 0 (there are opponents), the game terminal device 1 will send a command to start the competition (step ST329). Then, it will be determined whether or not to play (for example, only When the Dongfeng battle is conducted in the east field, the battle against the wind battle has ended (step ST3 3 7). If it is judged that the game is not over, it will be in standby until the game is judged to be over. When it is determined that the game is over, the game terminal device 1 determines whether or not to continue (whether or not to continue) (step ST3 39). If it is determined that the game is to be continued, the process returns to step ST309, and the aforementioned processing is repeated. If it is determined that the match will not continue, the opponent search unit 3 6 1 3 will be referred to the Personal Information Recording Unit -43- (40) 1237576 3 6 2 1 to determine whether or not the first player is designated as the expected opponent. Player (equivalent to the second player) (step ST341). If it is determined that there is no second player, the processing ends. If it is determined that the second player or wants to send an email, the mail terminal 3 6 1 5 will send the game terminal device 1 where the first player is located to the individual communication device 4 owned by the second player. The main e-mail is ended (step ST3 4 5), and the process ends. In addition, in step ST331, if the game terminal device 1 is sent a command to start a battle with the CPU, the battle availability determination unit 3 61 6 determines whether the second player or the second player is at a predetermined time (for example, 5 seconds). 3 Players are in a state of possible play (step ST3 3 3). If it is determined that the second player and the third player are not in a battle-possible state, the process returns to step S T3 31 and sends a command to the game terminal device 1 to continue the battle with the CPU. If it is determined that the second player and the third player are in a battle-possible state, the game terminal device 1 is sent information on the presence of the player. In this way, when the first player starts the battle game on the game terminal device 1, the first player sends an e-mail message for the purpose of starting the battle game to the individual communication device 4 owned by the second player who designated the first player as the opponent. The second player's battle hopes that the first player of the opponent can know the start of the battle from the email received on the game terminal device 1. In addition, the first player sends an e-mail message indicating the end of the match to the individual communication device 4 owned by the second player who designated the first player as the opponent of the match at the end of the battle game on the game terminal device 1. The second player It is possible to know from the email that the first player who wants to play against the opponent has ended the game on the game terminal device 1. In other words, since the second player can determine whether the first player is playing against -44- (41) 1237576, the opportunity to play against the first player is increased, and the convenience is better. In addition, the third player designated by the first player to play against the hoped opponent, or the second player designated as the first player to play against the hoped opponent can play against this third player or the second player when possible, Opportunities for opponents who want to play against, or opponents who want to play against, increase. In this embodiment, although the mail sending unit 3 6 1 5 sends a message to the second player who designates the first player as the desired opponent, the first player will send an e-mail to the game terminal device 1 to start the game. It may be in the form of sending an e-mail for the first player to start the battle game on the game terminal device 1 to the third player of the match hoped opponent designated by the first player. At this time, the probability that the first player will play against the designated third player is higher. However, at this time, when the opponent search unit 3 6 1 3 and the first player starts the battle game on the game terminal device 1, it is necessary to check whether the first player is present or not by using the following personal information memory means 3 62 1. Specify the battle requirements for the opponent you want to play. FIGS. 18 and 19 are steps ST3 to 5 of the flowchart shown in FIG. 17. If a competitor appears to send an information message, the competitor appearance screens 520 and 530 are displayed on the screen 11 of the game terminal device 1. An example of the screen. FIG. 18 is a screen view when the second player is in a battle-possible state, and FIG. 19 is a screen view when the third player is in a battle-possible state. In the opponent's screens 520 and 530, near the periphery of the screen and on the center of the screen, the object 521 (531) of the player's hand and the discarded object will be displayed, and the various keys 5 for the player to operate will be displayed at the bottom of the screen. 2 2 (5 3 2) 〇-45- (42) 1237576 Furthermore, on the slightly central part of the player appearance screen 520, the player name "Mr. Goro" of the second player will be displayed in the battle possible state. "Combatant appears! Name the player" Mr. Goro "in the contestant appearance section 5 24. Here, "the first player who operates the game terminal device 1 can see that the player named" Mr. Goro "is currently in a battle-possible state by showing the screen 5 2 0 to the opponent." Within the waiting time (for example, 30 seconds) Can you know that it is not a CPU battle? At least one player can play a normal battle. Similarly, on the slightly central part of the player's screen 5 3 0, the player with the player name "Jite" of the 3rd player will be shown in the battle possible state "combatant appears! Name your player" Jite "" The opponents appeared in the Ministry 5 3 4. Here, the first player who operates the game terminal device 1 can display the screen 5 3 0 by the opponent, and can know that the player whose name is "Jite" of the third player is in a possible battle state and is waiting (for example, 30 seconds). Within, you can know that it is not a CPU battle, at least one player can play a normal battle. Fig. 20 is an example of a start mail screen view showing the screen of the individual communication device 4 displayed in the electronic mail sent to the individual communication device 4 owned by the second player in step ST307 of the flowchart of Figs. On the start mail screen 610, a message display section 6 1 1 on the game terminal device 1 to start the battle game is displayed on the game center device 1 at the slightly center portion of the screen. Here, the message display section 6 1 1 displays a message of "named player" Jite "starting the game". The second player can know the opponent that the second player wants to play by seeing the start mail screen picture 6 1 0. Among the first players, "Jite" started the game. -46- (43) 1237576 FIG. 21 is a flowchart showing the steps in the flowcharts of FIGS. 16 and 17 which are displayed on the screen of the individual communication device 4 which is sent to the individual communication device owned by the second player. On the mail screen 620, a message display section 6 2 1 on the game terminal device of the first player who is looking at the opponent is displayed at the slightly central part of the screen. Here, the message of the player named "Jiete" ended the game in the message display section 6 21. The second play end mail screen picture 620 shows that "Jiete" is the first player the second player wants. End Game. Like this, the second player can know the number of opponents he wants to play against by the beginning of the message 6 1 〇! Which device 1 among the players has started the battle game, and the second player email screen view 620 knows which player of the opponent who wants to play against has ended the battle game on the terminal device 1. The player can confirm the first player Which player among them is there? In addition, the present invention can take the following forms. (A) In this embodiment, although the Mahjong game played by the game is described, other plural game modes are also possible. For example, card games, Go games, and so on. (B) In the present embodiment, a case where the game system is equipped with 2 is described, but it is not necessary to have a store servo state. For example, the game terminal device 1 may be connected to the device via a network. At this time, the structure of the system will be simplified. An example of an e-mail in steps ST307, 4. In the second player ’s Heisei battle game, “The home screen of the opponent ’s mail screen shown by the opponent is shown. The relationship between the players at the end of the terminal receiving the first player, in the first battle. The player in the terminal device 1 plays, The shape of the chess game shop servo installation device 2 to the central servo-47- (44) 1237576 (C) In this embodiment 'although the mail messaging department 3 6 1 5 designates the first player as the second player of the opponent, in The main purpose of sending the game terminal device 1 by the first player is the e-mail description of the end of the battle game, but the main purpose of sending the third game played by the first player to the opponent is the game terminal device 1 of the first player. The form of a bundled e-mail is also possible. At this time, the possibility of playing against a third player of the opponent designated by the first player is increased. (D) In this embodiment, the receiving unit for the opponent is transmitted from the individual communication device. The battle request information from 4 can accept the designation of the opponents who want to battle, but it can be specified. However, the battle request information from the terminal device 1 is used to accept the opponent's opponent. (E) In this embodiment, although it is clear that the address receiving unit 3 6 1 2 receives the e-mail address from the instruction information received from the game terminal device 1, it is obtained from the individual communication device 4 It is also possible to receive the mail address in the form of instruction information. At this time, the player can also accept the email address when the game terminal device 1 is in battle. (F) In this embodiment, although the address accepting section 3 6 1 2 web page accepts The e-mail address is explained, but the game terminal device 1 stores screen information for inputting the e-mail address in advance, and the address receiving unit receives the input information to this screen and then accepts the e-mail. At this time, the address receiving unit 3 6 1 2 It is not necessary to transfer web page information to the play terminal device. The amount of information received by the central servo device 3 and the game terminal device 1 will be reduced. It is said that the electron is right, and it can be sent to 3612 in the state. -48- (45) 1237576 (G) In this embodiment, although the mail judgment section 3 6 1 4 Set the instruction information from 4 to determine whether to send an e-mail for explanation, but the instruction information from the game terminal device 1 may be used to determine whether to send an e-mail. In this case, the convenience of the player is improved. Η) In this embodiment, although the matchability determination unit 3 6 1 6 determines whether or not the third player and the second player are in a battle-possible state, the third player (or the second player) determines whether or not (I) In the present embodiment, although the competition permission unit 3 6 1 7 is not allowed, the game terminal device 1 operated on the first player starts with a CPU player. The CPU battle game of the game against the opponent will be explained. However, when the battle permission section 3 6 1 7 is not permitted, except for the second player and the third player, the player follows the predetermined rules and searches for a suitable opponent. The form of permission battle is also available. According to the inventions described in claim 1, 12, and 13, the game terminal device operated by the second player starts from when the personal authentication is completed to the start of the game, because the second player who treats the first player as the opponent The individual communication device possessed the relationship of the e-mail of the main purpose of the battle game, and the second player can know the possible state of the first player by reading the received email. Here, the second player has a higher chance of playing against the first player who wants to play against the opponent. According to the invention described in claim 2, "After the aforementioned game terminal device operated by the first player receives an email with the main purpose of the end of the battle game", -49- (46) 1237576 regards the first player as the second opponent of the competition. The individual communication device reported by the player sent an email to the game terminal device of the opponent ’s first player to send an email with the main purpose of ending the game, and the second player read the received email to know the hope The opponent's first player is not in the battle state, making convenience more convenient. According to the invention described in claim 3, the e-mail is sent only when the second player wishes to send the e-mail, improving convenience. According to the invention described in claim 4, the email address of the individual communication device owned by the player is accepted. In order to add the identification information given to the player by the address memory means and store the relationship of the email address, the individual communication device owned by the player Registration, addition, and correction of your e-mail address are possible, improving convenience. According to the invention described in claim 5, the player can easily register the address of the individual communication device owned by the player on the game server by accessing it on the web page. According to the invention described in claim 6, when the first player is a hopeful opponent, the second player can play against the second player when the second player is in a possible match state, and the second player has a greater chance of playing against the opponent who wishes to play against. According to the invention described in claim 7, even if it is not possible to play a match by means of a match permission method, it is possible to participate in a CPU match game. In addition, according to the determination of whether or not to occupy, in order to determine the relationship between the first player who is currently engaged in the CPU battle, the third player designated by the first player as the desired opponent or the first player designated by the first player as the first When a player starts a battle game on the game terminal device, by the means of the battle permission -50- (47) 1237576, the second player or the third player is permitted to play against the first player, and the first player and the second player or The third player's chance of playing is increased.

根據記載在請求項8的發明,當第1玩家正在進行 C PU對戰遊戲時,爲了要判定在所定時間間隔中第2玩家 及第3玩家至少一方是否在對戰可能狀態的關係,第2玩 家及第3玩家至少一方在對戰可能狀態時,根據對戰許可 手段,與第2玩家及第3玩家至少一方被許可對戰的關 係,第1玩家與第2玩家或第3玩家對戰的機會增大。 根據記載在請求項9的發明,正在進行CPU對戰遊 戲的第1玩家根據例如顯示在遊戲終端裝置的情報,可確 認第2玩家及第3玩家的至少一方變成了對戰可能狀態, 能知道可與第2玩家及第3玩家的至少一方對戰。 根據記載在請求項1 〇的發明,可取消玩家的對戰對 手的指定,玩家的便利性向上。According to the invention described in claim 8, when the first player is engaged in a CPU battle game, in order to determine whether at least one of the second player and the third player is in a battle-possible state within a predetermined time interval, the second player and When at least one of the third players is in a battle-possible state, the first player and the second or third player have a greater chance of playing against each other according to the relationship between the second player and the third player. According to the invention described in claim 9, the first player who is playing a CPU battle game can confirm that at least one of the second player and the third player has entered a battle-possible state based on information displayed on the game terminal device, for example. At least one of the second player and the third player competes. According to the invention described in the request item 10, the designation of the player's opponent can be cancelled, and the convenience of the player is improved.

根據記載在請求項1 1的發明,玩家藉由從對戰對手 的候補者名單來的對戰希望對手的指定,可容易的指定對 戰希望對手,玩家的便利性向上。 【圖式簡單說明】 第1圖係關於適用遊戲用伺服裝置的遊戲系統的構成 圖。 第2圖係顯示遊戲終端裝置的一種實施形態的外觀的 斜視圖。 第3圖係顯示遊戲終端裝置的一種實施形態的硬體構 •51 - (48) 1237576 成圖。 第4圖係遊戲終端裝置的控制部的機能構成圖。 第5圖係遊戲終端裝置的一種實施形態的外觀的斜視 圖。 第6圖係顯示店鋪伺服裝置的一種實施形態的硬體構 成圖。 第7圖係關於本發明關於中央伺服裝置的一種實施形 態的應體構成圖。 第8圖係中央伺服裝置的控制部的機能構成圖。 第9圖係顯示個別通訊裝置的一種實施形態的硬體構 成圖。 第1 0圖係個別通訊裝置的控制部的機能構成圖。 第11圖係顯示藉由中央伺服裝置所進行的電子郵件 地址接受處理的動作流程圖的一例。 第12圖係顯示在第11圖的流程圖的步驟ST105,表 示在遊戲終端裝置的螢幕的地址登錄畫面的一例。 第1 3圖係在中央伺服裝置所進行的表示對戰對手接 受處理動作的流程圖的一例。 第14圖係在第13圖的流程圖的步驟ST2 07,表示在 遊戲終端裝置的螢幕上的對戰希望對手指名畫面的畫面圖 的一例。 第15圖係第13圖所表示的流程圖的步驟ST207 上, 表示在個別終端裝置的螢幕上的對戰希望對手指名 畫面的畫面圖的一例。 -52- (49) 1237576 第1 6圖係顯示出在中央伺服裝置所進行的郵件送訊 處理、對戰對手檢索處理、對戰可否判定處理、對戰許可 處理的流程圖的一例。 第1 7圖係表示出在中央伺服裝置所進行的郵件送訊 處理、對戰對手檢索處理、對戰可否判定處理、對戰許可 處理的流程圖的一例。 第18圖係在第16、17圖所表示的流程圖的步驟 S T3 3 5,如有對戰者出現情報送訊來的話,在遊戲終端裝 置的螢幕上表示出對戰者出現畫面的畫面圖的一例。 第19圖係在第16、1 7圖所表示的流程圖的步驟 ST3 3 5,如有對戰者出現情報送訊來的話,在遊戲終端裝 置畫面上表示出對戰者出現畫面的畫面圖的一例。 第 2 0圖係表示在第1 6、1 7圖的流程圖的步驟 ST3 07,顯示在送訊到第2玩家所擁有的個別通訊裝置的 電子郵件的個別通訊裝置的螢幕的開始郵件畫面圖的一 例。 第 2 1圖係表示在第1 6、1 7圖的流程圖的步驟 ST345,顯示在送訊到第2玩家所擁有的個別通訊裝置的 電子郵件的個別通訊裝置的螢幕的結束畫面圖的一例。 【圖號説明】 1遊戲終端裝置 2店鋪伺服裝置 3中央伺服裝置(遊戲用伺服裝置) -53- (50)1237576According to the invention described in claim 11, the player can easily designate the desired opponent by specifying the desired opponent from the candidate list of the opponent, and the convenience of the player is improved. [Brief description of the drawings] Fig. 1 is a diagram showing a configuration of a game system to which a game servo device is applied. Fig. 2 is a perspective view showing the appearance of an embodiment of a game terminal device. Figure 3 shows the hardware structure of one embodiment of a game terminal device. • 51-(48) 1237576. Fig. 4 is a functional configuration diagram of a control unit of the game terminal device. Fig. 5 is a perspective view showing the appearance of an embodiment of a game terminal device. Fig. 6 is a diagram showing a hardware configuration of an embodiment of a shop servo device. Fig. 7 is a structural diagram of an embodiment of a central servo device according to the present invention. Fig. 8 is a functional configuration diagram of a control unit of the central servo device. Fig. 9 is a diagram showing a hardware configuration of an embodiment of an individual communication device. Fig. 10 is a functional configuration diagram of a control unit of an individual communication device. Fig. 11 is an example of an operation flowchart of an e-mail address acceptance process performed by the central server. Fig. 12 shows an example of the address registration screen displayed on the screen of the game terminal device in step ST105 of the flowchart shown in Fig. 11. Fig. 13 is an example of a flowchart showing the processing operation of the opponent's opponent in the central servo device. Fig. 14 is an example of a screen diagram of the screen of the match hope finger name on the screen of the game terminal device at step ST207 in the flowchart of Fig. 13; FIG. 15 is an example of a screen image of the screen of the battle hope finger name on the screen of the individual terminal device at step ST207 in the flowchart shown in FIG. 13. -52- (49) 1237576 Fig. 16 shows an example of a flowchart of the mail transmission process, the opponent search process, the battle admissibility determination process, and the battle permission process performed by the central server. FIG. 17 is an example of a flowchart showing a mail transmission process, a battle opponent search process, a battle availability determination process, and a battle permission process performed by the central server. Fig. 18 is step S T3 3 5 of the flowchart shown in Figs. 16 and 17. If a competitor appears to send an information message, the screen image of the competitor appearance screen is displayed on the screen of the game terminal device. An example. FIG. 19 is an example of a screen diagram of the player appearance screen on the screen of the game terminal device if there is an information message from the player, as shown in steps ST3 35 of the flowchart shown in FIGS. 16 and 17. . FIG. 20 is a diagram showing the start mail screen of the individual communication device on the screen of the individual communication device that sends an e-mail to the individual communication device owned by the second player in step ST3 07 of the flowchart in FIGS. 16 and 17. An example. FIG. 21 is an example of an end screen view of the screen of the individual communication device displaying the email sent to the individual communication device owned by the second player in step ST345 of the flowchart in FIGS. 16 and 17. . [Illustration of drawing number] 1 Game terminal device 2 Store servo device 3 Central servo device (game servo device) -53- (50) 1237576

3 6控制部 361 CPU3 6 Control unit 361 CPU

3 6 11對戰對手接受部 3 6 1 2地址接受部 3 6 1 3對戰對手檢索部 3 6 1 4郵件判定部 3 6 1 5 郵件送訊部 3 6 1 6對戰可否判定部 3 6 1 7對戰許可部 3 6 1 8 C P U對戰指示部 3 62 RAM 3 62 1個人情報記憶部 3 622地址記億部3 6 11 Battle opponent reception unit 3 6 1 2 Address reception unit 3 6 1 3 Battle opponent retrieval unit 3 6 1 4 Mail determination unit 3 6 1 5 Mail delivery unit 3 6 1 6 Battle availability determination unit 3 6 1 7 Battle Licensing department 3 6 1 8 CPU battle instruction unit 3 62 RAM 3 62 1 Personal information memory unit 3 622 Address memory unit

3 63 ROM 38 網路通訊部3 63 ROM 38 Network communication department

4 個別通訊裝置 -54-4 Individual communication devices -54-

Claims (1)

(1) 1237576 拾、申請專利範圍 1 · 一種遊戲用伺服器裝置,設置於複數的店鋪中, 擁有各自的螢幕的複數遊戲終端裝置,以及由網路使其連 線能通訊,在所指定數以下的複數遊戲終端裝置間可實行 對戰遊戲且可進行遊戲的管理之遊戲用伺服器裝置,其特 徵爲: 儲存包含玩家的識別資訊之個人資訊的個人資訊記憶 方法’和基於該遊戲用伺服器裝置與通訊可能的個別通訊 裝置,和前述遊戲終端裝置之至少來自一方的對戰要求資 訊,可接受希望對戰之對手的對戰希望對手指定,前述個 人資訊記憶方法中,附和玩家的識別資訊,儲存前述對戰 希望對手的識別資訊的對戰對手接受方法,和在第1玩家 所操作的遊戲終端裝置中從認證結束時到對戰遊戲開始爲 止之間,藉由前述個人資訊記憶方法之資訊,可搜尋有無 希望以前述第1玩家爲對戰希望對手的對戰要求之對戰對 手檢索方法,和附加於做爲前述第1玩家發出對戰希望對 手的對戰要求之玩家之第2玩家的識別資訊儲存於電子郵 件之帳號記憶方法,和藉由前述對戰對手檢索方法,如有 以前述第1玩家爲對戰希望對手的對戰要求時,從前述帳 號記憶方法中取出前述第2玩家的電子郵件帳號,對於前 述第2玩家所擁有的個別通訊裝置,前述第1玩家在前述 遊戲終端裝置送訊開始對戰遊戲之主旨的電子郵件的郵件 送訊方法。 2 ·如申請專利範圍第1項所述之遊戲用伺服器裝 -55- (2) 1237576 置,其中, 前述郵件送訊方法係爲,從前述第1玩家所操作之前 述遊戲終端裝置所發出的以結束對戰遊戲爲主旨的資訊受 訊以後,從前述帳號記憶方法中取出前述第2玩家的電子 郵件帳號,對於前述第2玩家所擁有的個別通訊裝置,前 $第】玩家在前述遊戲終端裝置送訊開始對戰遊戲之主旨 的電子郵件。 3 ·如申請專利範圍第1項所述之遊戲用伺服器裝 置,其中, 基於從前述第2玩家所擁有的前述個別通訊裝置的指 示資訊,具備判定是否要送訊前述電子郵件之郵件判定方 法’前述郵件送訊方法爲,藉由前述郵件判定方法,判定 送訊電子郵件時將送訊前述電子郵件。 4.如申請專利範圍第1項所述之遊戲用伺服器裝 置,其中, 接受玩家所擁有的個別通訊裝置之電子郵件,在前述 郵件記憶方法附加玩家的識別資訊,具備有儲存電子郵件 帳號的帳號接受方法。 5 ·如申請專利範圍第4項所述之遊戲用伺服器裝 置,其中, 前述帳號接受方法係爲,從表示網頁並接受從個別通 訊裝置的送訊資訊,接受電子郵件帳號。 6 ·如申請專利範圍第1項所述之遊戲用伺服器裝 置,其中, -56- (3) (3)1237576 關於在第1玩家所操作的遊戲終端裝置中,從認證結 束時到對戰遊戲開始爲止之間,參照前述個人資訊記億方 法,前述第2玩家在等待對戰的狀態或與CPU對戰中之 狀態來判定是否爲對戰可能狀態之對戰可否判定方法’藉 由前述對戰可否判定方法,如判定前述第2玩家在前述對 戰可能狀態下,許可與前述第2玩家的對戰,被許可之對 戰對手之人數如滿足所指定之條件,即讓對戰開始的對戰 許可方法。 7. 如申請專利範圍第 6項所述之遊戲用伺服器裝 置,其中, 藉由前述對戰許可方法,對戰不被許可時,對前述第 1玩家操作的遊戲終端裝置,將送訊開始以CTU玩家爲對 戰對手的遊戲之CPU對戰遊戲的指示資訊之CPU對戰指 示方法。 8. 如申請專利範圍第7項所述之遊戲用伺服器裝 置,其中, 前述對戰可否判定方法係爲,前述第1玩家進行與 CPU對戰遊戲時,在所指定時間間隔,前述第2玩家及接 受從前述第1玩家的對戰邀請的玩家的第3玩家至少也可 判定一方是否爲前述對戰可能狀態’前述對戰許可方法係 爲,藉由前述對戰可否判定方法,前述第2玩家及第3玩 家的至少一方被判定在前述對戰可能的狀態時,即許可與 被判定對戰可能狀態的玩家對戰’被許可之對戰對手之人 數如滿足所指定之條件,即讓對戰開始。 -57- (4) 1237576 9 ·如申請專利範圍第8項所述之遊戲用伺服器裝 置,其中, 前述對戰可否判定方法係爲,當第1玩家在進行與 CPU對戰遊戲時,前述第2玩家及第3玩家至少一方被判 定爲對戰可能狀態時’對第1玩家所操作之遊戲終端裝 置,前述第2玩家及第3玩家至少一方送訊對戰可能狀態 爲主旨之資訊。 10.如申請專利範圍第1至第9項所述之任一項之遊 戲用伺服器裝置,其中, 前述對戰對手接受方法係爲,基於從前述個別通訊裝 置及前述遊戲終端裝置至少一方的指示資訊接受解除對戰 希望對手的主旨之指示’在前述個人資訊記憶方法中附加 玩家的識別資訊’刪除已儲存之前述對戰希望對手的識別 資訊。 1 1 ·如申請專利範圍第1至第9項所述之任一項之遊 戲用伺服器裝置,其中, 接受前述對戰對手接受方法係爲,接受從前述個別通 訊裝置或前述遊戲終端裝置的要求,遵照所指定之條件, 將對戰對手的後補者名單送訊到前述個別通訊裝置及前述 遊戲終端裝置之至少一方,基於從前述個別通訊裝置及前 述遊戲終端裝置的至少一方的前述後補者名單之選擇資 訊,接受對戰希望對手的指定。 1 2 . —種遊戲管理方法,設置於複數的店鋪中,擁有 各自的螢幕的複數遊戲終端裝置,以及藉由網路使其連線 -58· (5) 1237576 能通訊,在所指定數目以下的複數遊戲終端裝置間應可實 行對戰遊戲之使用進行遊戲管理之遊戲用伺服器裝置之遊 戲管理方法,其特徵爲: 擁有含有將個人情報儲存於個人情報記憶方法玩家識 別情報之處理,和基於該遊戲用伺服器裝置與通訊可能的 個別通訊裝置,以及前述遊戲終端裝置之至少來自一方的 對戰要求資訊,可接受希望對戰之對手的對戰希望對手指 定,前述個人資訊記憶方法中附加玩家的識別資訊’儲存 前述對戰希望對手的識別資訊的對戰對手接受處理’和在 第1玩家所操作的遊戲終端裝置中從認證結束時到對戰遊 戲開始爲止之間,基於前述個人資訊記憶方法之資訊,可 搜尋有無希望以前述第I玩家爲對戰希望對手的對戰要求 之對戰對手檢索處理,和附加對前述第1玩家發出對戰希 望對手的對戰要求之第2玩家的識別資訊於儲存電子郵件 帳號記憶處理,關於前述對戰對手檢索方法,如有以前述 第1玩家爲對戰希望對手的對戰要求時,從前述帳號記憶 方法中取出前述第2玩家的電子郵件帳號,對於前述第2 玩家所擁有的個別通訊裝置送訊前述第1玩家之前述遊戲 終端裝置開始對戰爲主旨的電子郵件之郵件送訊處理,實 行前述遊戲用伺服器裝置。 13· —種遊戲管理用程式之記錄媒體,設置於複數的 店鋪中,擁有各自的螢幕之複數遊戲終端裝置,以及藉由 網路使其連線能通訊’在所指定數目以下的複數遊戲終端 裝置間應可實行對戰遊戲進行遊戲的管理之遊戲用伺服器 -59- (6) 1237576 裝置,其特徵爲: 儲存包含玩家的識別資訊之個人資訊的個人資訊記憶 方法’和基於該遊戲用伺服器裝置與通訊可能的個別通訊 裝置,以及前述遊戲終端裝置之至少來自一方的對戰要求 資訊’可接受希望對戰之對手的對戰希望對手指定’前述 個人資訊記憶方法中,附加玩家的識別資訊,儲存前述對 戰希望對手的識別資訊的對戰對手接受方法,和在第1玩 家所操作的遊戲終端裝置中從認證結束時到對戰遊戲開始 爲止之間,基於前述個人資訊記憶方法之資訊,可搜尋有 無希望以前述第1玩家爲對戰希望對手的對戰要求之對戰 對手檢索方法,和附加對前述第1玩家發出玩家之對戰希 望對手的對戰要求之第2玩家的識別資訊之儲存電子郵件 帳號之帳號記憶方法,藉由前述對戰對手檢索方法,如有 以前述第1玩家爲對戰希望對手的對戰要求時,從前述帳 號記憶方法中取出前述第2玩家的電子郵件帳號,對於前 述第2玩家所擁有的個別通訊裝置前述第1玩家在前述遊 戲終端裝置送訊開始對戰爲主旨的電子郵件做爲郵件送訊 方法來使其發揮功能。 -60-(1) 1237576 Patent application scope 1 · A game server device installed in multiple stores, multiple game terminal devices with their own screens, and a network that enables them to communicate and communicate at specified numbers. The following game server device is capable of performing a battle game and managing the game among a plurality of game terminal devices, and is characterized by a method for storing personal information including personal information including player identification information, and a server based on the game Device and communication Possible individual communication devices, and at least one of the above-mentioned game terminal devices' battle request information can be specified by the opponents who want to play. The aforementioned personal information memory method is accompanied by the player's identification information and stores the aforementioned information. It is possible to search for the presence or absence of hope through the method of accepting the opponent's identification information of the opponent, and from the end of the authentication to the start of the battle in the game terminal device operated by the first player. Use the first player as the opponent. A method for searching for a rival opponent of a battle request, and a method for storing an identification information of a second player attached to a player who is a match request for the opponent who wants to compete with the first player, and storing the account information in an email, and the method for searching for the rival opponent If there is a match request with the first player as the hoped opponent, the e-mail account of the second player is taken from the account memory method. For the individual communication device owned by the second player, the first player is on the The above-mentioned game terminal device sends a mail sending method of an e-mail which is the main purpose of a battle game. 2 · The game server device -55- (2) 1237576 device described in item 1 of the scope of patent application, wherein the aforementioned mail sending method is issued from the aforementioned game terminal device operated by the aforementioned first player After receiving the information for the purpose of ending the battle game, the email account of the second player is taken out of the account memory method. For the individual communication device owned by the second player, the first $] player in the game terminal The device sends an email to the subject of the game. 3. The game server device according to item 1 of the scope of patent application, wherein the method includes a mail determination method for determining whether or not to send the email based on instruction information from the individual communication device owned by the second player. 'The aforementioned mail sending method is to use the aforementioned mail determination method to determine that the aforementioned email will be sent when it is determined that the email will be sent. 4. The server device for gaming as described in item 1 of the scope of patent application, wherein it accepts emails from individual communication devices owned by the player, adds the player's identification information to the aforementioned mail memory method, and has a storage email account Account acceptance method. 5. The game server device as described in item 4 of the scope of patent application, wherein the account acceptance method is to receive an e-mail account from a display webpage and receive transmission information from an individual communication device. 6 · The game server device described in item 1 of the scope of patent application, wherein -56- (3) (3) 1237576 regarding the game terminal device operated by the first player from the end of the authentication to the game against the game In the beginning, referring to the aforementioned method of counting personal information, the aforementioned second player is in a state of waiting for a match or in a state of playing against a CPU to determine whether it is a state where a match is possible or not. According to the above-mentioned method, If it is determined that the second player is permitted to play against the second player in the state where the battle is possible, if the number of permitted opponents meets the specified conditions, the battle permission method for starting the battle. 7. The server device for gaming as described in item 6 of the scope of patent application, wherein, with the above-mentioned competition permission method, when the competition is not permitted, the game terminal device operated by the aforementioned first player will start the transmission with CTU. The CPU battle instruction method of the CPU battle game instruction information of the game where the player is playing against the opponent. 8. The server device for a game according to item 7 of the scope of the patent application, wherein the method for judging whether or not to play is that when the first player performs a game against the CPU, the second player and the second player and The third player of the player who has accepted the invitation from the first player may also determine whether at least one of the players is in the aforementioned possible state of war. The aforementioned method of permission to play is based on the aforementioned method of determining whether or not to play, the second player and the third player. When at least one of the players is judged to be in the above-mentioned battle-possible state, that is, the number of players permitted to play against the players who have been judged to be in the battle-possible state 'is allowed to start the battle if the number of permitted opponents meets the specified conditions. -57- (4) 1237576 9 · The server device for a game as described in item 8 of the scope of patent application, wherein the method for judging whether or not to compete is: when the first player is playing a game against the CPU, the second When at least one of the player and the third player is determined to be in a battle-possible state, 'to the game terminal device operated by the first player, at least one of the aforementioned second and third players sends information on the battle-possible state as the main information. 10. The game server device according to any one of claims 1 to 9, wherein the method for accepting the opponent is based on an instruction from at least one of the individual communication device and the game terminal device. The information accepts the instruction to cancel the main purpose of the hopeful opponent, and "adds the identification information of the player to the aforementioned personal information memory method" to delete the stored identification information of the foregoing hopeful opponent. 1 1 · The game server device according to any one of claims 1 to 9 in the scope of patent application, wherein the acceptance method of the opponent is to accept a request from the individual communication device or the game terminal device. , In accordance with the specified conditions, send the opponent's supplementary list to at least one of the individual communication device and the game terminal device, based on the supplementary person from at least one of the individual communication device and the game terminal device The selection information of the list, accept the designation of the opponent you want to play against. 1 2. — A game management method, which is installed in a plurality of stores, has a plurality of game terminal devices with respective screens, and is connected via a network -58 · (5) 1237576 Can communicate, below the specified number A plurality of game terminal devices should be able to implement a game management method of a game server device for game management using a battle game, which is characterized by having a process including storing personal information in a personal information memory method, player identification information, and The game server device and the individual communication device capable of communication, and at least one of the game request information of the aforementioned game terminal device, can accept the designation of the game opponent desired by the opponent who wants to play, and the player identification is added to the aforementioned personal information memory method. The information based on the above-mentioned personal information storage method can be used between the information of the above-mentioned personal information memorization method and the processing of the opponent's opponent who has stored the identification information of the opponent's desired opponent and the game terminal device operated by the first player from the end of the authentication to the start of the competition game. Search if there is hope for the first player The opponent's match request retrieval processing is requested, and the identification information of the second player who issued the match request to the aforementioned first match opponent is stored in the stored email account memory processing. Regarding the aforementioned opponent search method, if there is any When the first player is a match request for a desired opponent, the e-mail account of the second player is taken out of the account memory method, and the individual game device owned by the second player is sent to the game terminal of the first player. The device starts the e-mail transmission processing of the e-mail for the main purpose of the battle, and implements the aforementioned game server device. 13 · —A recording medium of a game management program, which is installed in a plurality of stores, has a plurality of game terminal devices with respective screens, and is connected through a network so that it can communicate with a plurality of game terminals below a specified number. A game server-59- (6) 1237576 device capable of performing management of battle games between devices should be characterized by: a personal information memory method for storing personal information including player identification information, and a server based on the game Player device and individual communication device capable of communication, and at least one of the above-mentioned game terminal device's battle request information 'Acceptable opponents who want to play against the opponents who want to play specified by the opponent' In the aforementioned personal information memory method, the player's identification information is added and stored Based on the information of the aforementioned personal information memory method, the method of receiving the opponent identification method of the opponent identification information and the game terminal device operated by the first player from the end of authentication to the start of the competition game can be searched for the presence or absence of hope. Use the first player as the opponent. Retrieval method of requested opponent, and account memory method of storing an email account by adding the identification information of the second player to the above-mentioned first player to send a request for the opponent's battle to the opponent. Using the aforementioned opponent search method, if When the first player is a match request for the desired opponent, the e-mail account of the second player is taken out of the account memory method. For the individual communication device owned by the second player, the first player is on the game terminal device. E-mailing begins to play a main purpose as an e-mail sending method to make it work. -60-
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