TWI332414B - - Google Patents

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TWI332414B
TWI332414B TW096105274A TW96105274A TWI332414B TW I332414 B TWI332414 B TW I332414B TW 096105274 A TW096105274 A TW 096105274A TW 96105274 A TW96105274 A TW 96105274A TW I332414 B TWI332414 B TW I332414B
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Taiwan
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game
player
improper
information
unit
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TW096105274A
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Chinese (zh)
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TW200829314A (en
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Kazuma Konishi
Masakazu Shibamiya
Yasuyuki Nagatomo
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Konami Digital Entertainment
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Publication of TWI332414B publication Critical patent/TWI332414B/zh

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    • A63F13/10
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/75Enforcing rules, e.g. detecting foul play or generating lists of cheating players
    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • 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
    • A63F2300/5586Details of game data or player data management for enforcing rights or rules, e.g. to prevent foul play

Description

1332414 (1) · 九、發明說明 【發明所屬之技術領域】 本發明係關於利用經由網路 可在複數遊戲終端裝置間執行對 遊戲管理系統及遊戲終端裝置。 【先前技術】 近年來,經由網路可在複數 此種遊戲終端裝置,以中央伺服 各玩家的遊戲成績,計算出全國 ,而將計算出之排名於遊戲結束 賦予在遊戲中取決之各種獎賞( )。如此利用對於成績上位者顯 起參加遊戲。 玩家係雖然只是遊戲但是爲 每於進行遊戲時則想留下好遊戲 甚,則在遊戲執行中形勢成爲不 結束的話,有自身的排名會降低 對自己不利的戰績之心理。結果 結果結束之可能性的遊戲正常結 績傳送至中央伺服器。 例如,在店舖進行遊戲中, 開關,或是遮斷網路纜線使遊戲 ,而防止將遊戲成績傳送至主機 而交換相互的操作資訊, 戰遊戲的遊戲管理方法、 店舖間執行對戰遊戲。在 器收集遊戲結果,並依據 、地區或是店舖內的排名 時顯示於遊戲裝置中,或 虛擬名譽、段位、等級等 示排名,賦予獎賞,而喚 了希望進入上位的排名, 成績。但是,如此心態過 利時,如果以此狀態遊戲 之虞,故會產生不想留下 ,玩家係在有以不理想之 束之前,會想防止遊戲成 藉由切斷遊戲裝置的電源 強制停止(不正常結束) 。如此,在遊戲成績至中 -5- . (2) 1332414 ' 央伺服器的傳送被妨礙時,進行該行爲的玩家之排名係作 爲結果,幾近不降低。所以,遊戲成績並不會正確地反映 至排名,無法進行公平的排名處理乃至其顯示,在誠實的 • 玩家之間於排名上產生不公平。 % - 然而,亦可考慮監視不正常結束的發生之有無,對於 其次數多的玩家,當作不當操作,而禁止該玩家參加遊戲 之方法,但是,將次數的多寡與真正的不當操作建立關聯 g 亦有限度。 【發明內容】 本發明係有鑒於前述問題而發明者,目的爲提供利用 分離有進行不當操作之實績的玩家與善良的玩家,而確保 在善良的玩家之間的公平性之遊戲管理方法、遊戲管理系 統及遊戲終端裝置。 依據本發明之一觀點,於利用經由網路而交換相互的 φ 操作資訊,可在複數遊戲終端裝置之間執行對戰遊戲的遊 戲中,在對戰遊戲的開始前識別玩家,判定進行中之遊戲 是否爲因玩家的不當操作之遊戲的不正常結束,作成並保 存相對於不當結束之玩家的不當履歷資訊,經由網路而設 定對戰遊戲的組合。於組合設定中,讀取出個別識別之玩 家的不當履歷資訊,將有不當履歷的玩家彼此加以組合。 藉此,因爲分離有進行不當操作之實績的玩家與善良的玩 家,而可確保在善良的玩家之間的公平性。 (3) (3)1332414 【實施方式】 圖1係適用關於本發明的遊戲用伺服器裝置之遊戲系 統的構成圖。遊戲系統係具備:顧客終端裝置(遊戲終端 裝置)1,係將個別之識別資訊建立對應;店舖伺服器裝 置2,係可通訊地連接複數(在此爲8台)顧客終端裝置 1 ;通訊線路2 ;及中央伺服器裝置3,係通訊地連接複數 店舖伺服器裝置2,管理複數玩家使用顧客終端裝置1而 進行之遊戲。 顧客終端裝置1,係藉由玩家依據顯示於監視器之遊 戲畫面而進行所定操作,進行遊戲者。再者,對應於顧客 終端裝置1之識別資訊係包含:連接顧客終端裝置1之每 台店舖伺服器裝置2的識別資訊(或配設顧客終端裝置1 之店舖的識別資訊),與在配設顧客終端裝置1之店舖內 之每台顧客終端裝置1之識別資訊(稱爲終端號碼)。例 如,在店舖A的識別資訊爲A,店舖A內之遊戲終端裝置 1的識別資訊爲4時,該當顧客終端裝置1的識別資訊則 爲A4。 店舖伺服器裝置2,係可通訊地連接個別之複數顧客 終端裝置1及中央伺服器裝置3,在顧客終端裝置1與中 央伺服器裝置3之間進行資料的收送訊。 中央伺服器裝置3,係可通訊地連接複數店舖伺服器 裝置2,於因應必要所採用之後述指紋認證中,將必要之 玩家的指紋之特徵點資料與使用者ID建立對應,作爲玩 家資訊而儲存之同時,經由店舖伺服器裝置2,與顧客終 -7- (4) (4)1332414 端裝置1進行資料的收送訊,藉此,選擇與玩家在同一遊 戲空間上進行遊戲的玩家(稱爲對戰對手)。 圖2係揭示顧客終端裝置1之一實施形態之外觀的立 體圖。再者’於以下之說明係針對’作爲顧客終端裝置之 一例,監視器爲一體構成之業務用視訊遊戲裝置而說明, 但是,本發明並不特別限制於該例,可同樣適用於藉由將 家庭用視訊遊戲機連接於家庭用電視而構成之家庭用視訊 遊戲裝置,及藉由執行視訊遊戲程式,作爲視訊遊戲裝置 而作用之個人電腦等。 又,於本實施形態中,使用顧客終端裝置1進行之遊 戲係麻將遊戲,爲操作顧客終端裝置1之玩家,與操作其 他顧客終端裝置1之玩家及CPU玩家之至少一方進行對 戰者。在與操作其他顧客終端裝置1之玩家進行對戰時, 係經由後述之網路通訊部1 8、店舖伺服器裝置2及中央伺 服器裝置3,進行顧客終端裝置1之間的資料的收送訊。 顧客終端裝置1係具備:監視器1 1,係顯示遊戲畫面 ;觸控面板11a,係由催促顯示於監視器11之遊戲畫面的 選擇等之按鍵的位址,和玩家所致之押壓位置中,判定出 哪個按鍵被指示:揚聲器12,係輸出聲音;讀卡機13, 係讀取記憶於個人卡片之使用者ID等之資訊;指紋認證 部14,係使用來自CCD攝像機14a的指紋資訊,於個人 認證抽出必要之特徵點資料;及硬幣受理部1 5,受理玩家 投入之硬幣。藉由指紋認證都1 4抽出之特徵點資料,係 經由後述之網路通訊部1 8及店舖伺服器裝置2等,儲存 -8- (5) · (5) ·1332414 於中央伺服器裝置3的後述之玩家資訊3 62a。 監視器1 1係例如顯示畫像之薄型的液晶顯示器。 又,個人卡片係記憶使用者ID等之個人資訊的磁卡 及1C卡等,而雖然未圖示,讀卡機13係能由被插入之個 人卡片讀取出個人資訊。 於顧客終端裝置1之適處,係配設有以輸出來自各部 的檢測訊號及各部之控制訊號的微電腦等所構成之控制部 16 (參照圖3 )。 又,於顧客終端裝置1的適切處,理想爲從遊玩中之 玩家視野難以看見之側面及背面位置(在此係下部側面) 設置插座7。插座7,係可插入與店舖伺服器裝置2連接 之通訊纜線8的插頭8 a及供給用以使顧客終端裝置1作 動之電力的電源線9的插頭9 a。從電源線9供給之外部電 力,係被引導至設置於顧客終端裝置1內部之未圖示的電 源電路,而在該電源電路產生各部所需之位準的電流。通 訊纜線8及電源線9之兩插頭8 a、9a,係作爲插入個別準 備之插座的樣態亦可。又,亦可採用電源開關代替電源插 頭。 圖3係揭示顧客終端裝置1之一實施形態的硬體構成 圖。控制部16係控制顧客終端裝置1之整體動作者,具 備:資訊處理部(CPU ) 161,係進行除了關於遊戲的進 行全般之處理、畫像顯示處理之外其他各種處理; RAM162,係暫時儲存處理途中之資訊等;及ROM163, 係預先記憶後述之所定的畫像資訊及遊戲程式等。 -9- (6) · (6) ·1332414 外部輸出入控制部171,係在包含控制部16與讀卡機 13、觸控面板11a、CCD攝像機14a及硬幣受理部15的 檢測部之間,將檢測訊號變換成處理用之數位訊號,又, 對檢測部之各機器將指令資訊變換成控制訊號而輸出者, 例如,將訊號處理與輸出入處理分時進行。外部機器控制 部1 72,係進行於個別之分時期間內,向檢測部之各機器 的控制訊號之輸出動作,與來自檢測部之各機器的檢測訊 號之輸入動作。 描繪處理部1 1 1,係遵從來自於控制部1 6的畫像顯示 指示而使所需要的畫像顯示於監視器1 1,具備有視訊 RAM等。聲音再生部1 2 1,係遵從來自於控制部1 6的指 示,將所定訊息及BGM等輸出至揚聲器12。 於R0M13係記憶有麻將牌角色、背景畫像、各種畫 面的畫像及使用於不當判定用之資料等。麻將牌角色等係 以可3次元描繪之方式,以構成其之所需要數量的多邊形 而構成,描繪處理部111係依據來自於CPU161的描繪指 示,進行用以從在3次元空間上之位置轉換至虛擬3次元 空間上之位置的計算、光源計算處理之同時,依據前述計 算結果,進行對於視訊RAM所應描繪之畫像資料的寫入 處理(例如,以多邊形所指定之對於視訊RAM的區域之 材質資料的寫入(貼上)處理)。 在此,說明CPU161之動作與描繪處理部hi之動作 的關係。CPU161係依據記錄於內藏或由外部之作爲裝卸 式之ROM163之作業系統(OS),從ROM163讀取出畫像 (7) 1332414 、聲音及控制程式資料及遊戲程式資料。被讀取出之畫像 、聲音及控制程式資料等之一部分或全部係保持於 RAM162上。之後’ CPU161係依據記憶於RAM162上之 • 控制程式、各種資料(包含顯示物體之多邊形及材質等之 • 其他文字畫像之畫像資料、聲音資料)、以及來自於檢測 部之檢測訊號等,進行處理。 記憶於ROM 1 63之各種資料中,能記憶於可裝卸之記 _ 憶媒體的資料係例如,使用硬碟機驅動器、光碟機驅動器 、可撓式碟片機驅動器、矽碟機驅動器、卡匣式媒體讀取 機等的驅動器來讀取亦可,在此狀況,記錄媒體爲例如硬 碟、光碟、可揍式碟片、CD、DVD'半導體記憶體等》 網路通訊部18係用以將發生於麻將遊戲的執行中之 玩家的操作資訊及各種事件資訊等,而經由網路及店舖伺 服器裝置2等,來與中央伺服器裝置3進行收送訊者。 圖4係揭示顧客終端裝置丨之控制部1 6的功能構成 φ 圖。控制部16的CPU161係具備:道具授予部161a,係 將所定數量之道具授予達成所定條件的玩家;成績判定部 1 6 1 b ’係每於遊戲的結束,判定玩家之在遊戲的順位;道 具移動部1 6 1 d ’係依據成績判定部1 6 1 b所致之判定結果 ’從玩家虛擬所持有之道具,將所定數量份在玩家之間移 動;段位決定部161f,係依據玩家虛擬地持有之道具的數 量’決定表示該玩家在遊戲之強度等級的段位(相當於階 級);稱號參數計算部161g,係依據儲存於後述之履歷記 憶部162b之履歷資料,計算出表示玩家在遊戲之特徵的 -11 - (8) (8)1332414 稱號參數;稱號賦予部161h,係依據計算出之稱號參數, 將在遊戲內的玩家稱號賦予玩家;生命値評估部161k,係 進行作爲可否繼續遊玩的判斷基準之生命値的計算及判定 :遊戲成績評估部1611,係藉由評估遊戲中玩家的操作, 求出在遊戲結束時之遊戲成績;繼續條件設定部161m, 係依據藉由遊戲成績評估部1611所求出之玩家的遊戲成 績,進行下一場遊戲之該玩家的繼續條件之設定;繼續參 加允許部161η,係於遊戲結束後,回應受理下一場遊戲的 繼續參加,並允許以藉由繼續條件設定部1 6 1 m設定之繼 續條件來參加下一場遊戲;及日誌資料管理部1 6 1 〇,係進 行用以檢測不正常結束的日誌資料之取得及其管理》 又,控制部16的RAM 162係具備:段位記憶部162a ,係將道具的數量及段位資訊與玩家名稱建立對應並加以 儲存;履歷記憶部1 62b,係將玩家過去之遊戲履歷資料及 日誌資料,依每個玩家而儲存;稱號記憶部1 62c,係將藉 由稱號賦予部161η賦予之稱號與玩家名稱建立對應並加 以儲存;生命値記憶部1 62d,係儲存藉由生命値評估部 101k計算出之生命値;遊戲成績記憶部162e,係儲存藉 由遊戲成績評估部1611評估之玩家持有點數棒之點數値 :及繼續條件記憶部1 62f,係將玩家用以繼續參加下一場 遊戲的繼續條件與玩家持有點數棒的點數値(遊戲成績値 )建立對應並加以儲存。RAM 162係在顧客終端裝置1的 電源關閉之間’藉由公知的備份電源處理而不會刪除資料 -12- (9) 1332414 道具授予部161a,係對於達到所定條件的玩家虛擬地 授予道具(在此,稱爲龍幣(dragon chip)之道具),並 且增減玩家虛擬地保有之點數,將道具數及點數與玩家名 _ 稱建立對應並儲存於段位記憶部162a者。 - 成績判定部1 6 1 b,係在以桌選擇部1 6 1 c所選定之局 數的遊戲結束時,以玩家虛擬地作爲點數棒所持有之點數 多寡之順序,判定順位。但是,遊戲開始時,玩家虛擬地 I 作爲點數棒所持有的點數(稱爲原點數)係相同。例如, 原點數係2 0 0 0 0點。 道具移動部1 6 1 d,係在藉由成績判定部1 6 1 b判定順 位後,依據成績判定部1 6 1 b所致之判定結果及藉由桌選 擇部161c選擇之對局數,由玩家所虛擬地持有之道具, 將所定數量份在玩家間移動者。 段位決定部161f,係依據玩家虛擬地持有之道具的個 數’決定表示該玩家之在遊戲的強度等級之段位,並與玩 φ 家名稱建立對應而儲存於段位記憶部162a之同時,將段 位資訊經由網路通訊部1 8、網路及店舖伺服器裝置2等’ 傳送至中央伺服器裝置3者。 稱號參數計算部161g,係於借由段位決定部161f進 行之段位的決定中’被決定爲初段時,依據儲存於履歷記 憶部162b之履歷資料,計算出表示玩家在遊戲之特徵的 稱號參數者。參數係包含以下計算式定義之胡牌率、放槍 率、平均寶牌數及平均台數。 (胡牌率)=(累計胡牌次數)/(累計遊玩局數) -13- (10) (10)1332414 (放槍率)=(累計放槍次數)/ (累計遊玩局數) (平均寶牌數)=(胡牌時的累計寶牌數)/(累計胡牌次 數) (平均台數)=(胡牌時的累計台數)/ (累計胡牌次數) 再者’前述計算式所使用之累計胡牌次數、累計放槍 次數、累計遊玩局數、胡牌時的累計寶牌數、胡牌時的累 計台數及累計胡牌次數,係與玩家的識別資訊建立對應而 儲存於履歷記憶部162b。 稱號賦予部1 6 1 h,係在藉由段位決定部1 6 1 f進行之 段位的決定中,被決定爲初段時,依據藉由稱號參數計算 部161g計算出之稱號參數,將在遊戲內之玩家稱號虛擬 地授予玩家,並與玩家名稱建立對應而儲存於稱號記憶部 1 62c之同時,將稱號資訊經由網路通訊部1 8、網路及店 舖伺服器裝置2等,傳送至中央伺服器裝置3者。 生命値評估部1 6 1 k,係遵從所定規則而進行生命値的 增減,並判斷生命値是否成爲所定値以下者。具體來說, 於遊戲開始時將5000HP ( HP係生命値的單位)的生命値 虛擬地賦予各玩家,依據玩家的點數棒之增減來進行生命 値的增減。例如,在玩家的點數棒減少3 000點份時,將 生命値與點數棒的減少份成比例,減少3 00 0ΗΡ。又,在 玩家的點數棒增加3000 ( = 3000x1)點份時,將生命値與 點數棒的增加份成比例,增加2400 ( = 3000x0. 8) HP。 在對戰途中,生命値成爲0ΗΡ以下時,在本實施形態,則 於繼續對戰時催促玩家投入硬幣。在對戰結束時,則進行 -14 - (11) (11)1332414 生命値是否有5000HP的檢查,在生命値未滿5000HP且 繼續進行遊玩之狀況係催促玩家投入硬幣。再者,在對戰 結束時,生命値超過5 000HP,而繼續進行遊玩之狀況, 亦在遊戲開始時使生命値初始化成爲5000HP。 遊戲成績評估部1 6 11,係遵從所定規則而評估遊戲中 玩家的操作,藉此求出在遊戲結束時之遊戲成績者。遊戲 成績係表示遊戲中評估玩家的操作之結果者。具體來說, 遊戲成績係從遊戲開始時到遊戲結束時,增減變動之各玩 家的持有點數棒之點數在遊戲結束後,作爲遊戲結果而表 不 ° 繼續條件設定部1 6 1 m,係依據藉由遊戲成績評估部 1611所求出之玩家的遊戲成績,進行下一場遊戲之該玩家 的繼續條件之設定者。利用參考因應記憶於繼續條件記憶 部1 62f之玩家的遊戲成績之用以繼續參加的繼續條件( 追加硬幣數量等),設定遊戲結束後之玩家的繼續條件者 〇 繼續參加允許部1 6 1 η,係於遊戲結束後,回應受理下 一場遊戲的繼續參加,並允許以藉由繼續條件設定部 161m設定之繼續條件來參加下一場遊戲者。又,繼續參 加允許部161η係具有對於各玩家,在繼續參加下一場遊 戲之遊戲開始時,藉由遊戲成績評估部1611,遊戲成績的 評估結果被評估爲高等級時,以無所定條件而使下一場遊 戲開始的功能。 段位記憶部162a,係將藉由道具賦予部161a授予, -15- (12) 1332414 且藉由道具移動部161d變更之道具的個數與 定部161f決定之段位,與玩家名稱建立對應 者。 履歷記憶部162b,係作爲玩家過去之遊戲 將作爲已胡牌次數之累計次數的累計胡牌次數 槍次數之累計次數的累計放槍次數、作爲已遊 計次數的累計遊玩次數、作爲胡牌時手牌中所 之累計個數的累計寶牌數、作爲胡牌時手牌中 累計的累計台數及作爲胡牌之累計次數的累計 ’依玩家而儲存者。又,履歷記憶部162b係 述之日誌資料者。 稱號記憶部1 62c,係儲存藉由稱號參數言1 計算出之稱號參數値及藉由稱號賦予部161h 等者。 生命値記憶部1 6 2 d,係將藉由生命値評估 算出之生命値,與玩家名稱建立對應並加以儲ί 遊戲成績記億部162e ’係將藉由遊戲月 1 6 1 1評估(計算)之玩家持有點數棒之點數値 稱建立對應並加以儲存者。 繼續條件記憶部1 62f ’係將玩家用以繼續 遊戲的繼續條件,與藉由遊戲成績評估部1 6 1 家持有點數棒的點數値(遊戲成績値)建立對 存者。 圖5係揭示店舖伺服器裝置2之一實施形 藉由段位決 並加以儲存 履歷資料, 、作爲已放 玩局數之累 有之寶牌數 所有之台數 胡牌次數等 儲存於後詳 卜算部1 6 1 g 授予之稱號 部161k計 字者。 K績評估部 ,與玩家名 參加下一場 1求出支玩 應並加以儲 態之外觀的 -16- (13) (13)1332414 立體圖。店舖伺服器裝置2係具備:監視器21,係顯示遊 戲畫面等:揚聲器22,係輸出聲音:及個人卡片販賣機 25,係受理玩家投入之硬幣,販賣個人卡片。 監視器21,係以放大顯示畫像爲目的,例如具備兩台 CRT。兩台CRT係以鄰接顯示個別畫像之略長方形的畫面 顯示部之長邊之方式配設,並以兩個畫像顯示部顯示1個 畫像之方式來進行畫像訊號的控制。 揚聲器22係輸出所定訊息及BGM者。個人卡片販賣 機25,係具備:硬幣受理部24,係受理玩家投入之硬幣 ;及卡片支付部23,係支付個人卡片。再者,硬幣受理部 24係具備有於投入之硬幣爲不良硬幣時,排出硬幣之硬幣 排出口(省略圖示)。 於店舖伺服器裝置2之適切處,係配設有以輸出來自 各部的檢測訊號及各部之控制訊號的微電腦等所構成之控 制部2 6 ^ 圖6係揭示店舖伺服祕裝置2之一實施形態的硬體構 成圖。控制部2 6係控制店舖伺服器裝置2之整體動作者 ’具備:資訊處理部(CPU) 261 ; RAM262,係暫時儲存 處理途中之資訊等;及ROM 163,係預先記億後述之所定 的畫像資訊及遊戲程式等。 插繪處理部211,係遵從來自於控制部26的畫像顯示 指示而使所需要的畫像顯示於監視器21,具備有視訊 RAM等。聲音再生部221,係遵從來自於控制部26的指 示’將所定訊息及BGM等輸出至揚聲器22。 -17- (14) 1332414 記憶於ROM263之各種資料中’能記憶於可裝卸之記 憶媒體的資料係例如’使用硬碟機驅動器、光碟機驅動器 . 、可撓式碟片機驅動器、矽碟機驅動器、卡匣式媒體讀取 機等的驅動器來讀取亦可,在此狀況,記錄媒體爲例如硬 ' 碟、光碟、可撓式碟片、CD、DVD、半導體記憶體等。 網路通訊部2 8,係用以將各種資料經由w W W所構成 之網路’與中央伺服器裝置3進行收送訊者。介面部la, φ 係用以進行連接店舖伺服器裝置2之複數(例如8台)顧 客終端裝置1之間的資料的收受者。 控制部2 6 ’係經由網路通訊部2 8,將從中央伺服器 衣置3接收之終端識別資訊被賦予之資訊,經由介面部1 a ’傳送至對應其終端識別資訊的顧客終端裝置1。又,經 由網路通訊部2 8,將從顧客終端裝置3接收之終端識別資 訊被賦予之資訊’經由網路通訊部2 8,傳送至中央伺服器 裝置3。 φ 圖7係揭示關於本發明之中央伺服器裝置3之一實施 形態的硬體構成圖。控制部3 6係控制中央伺服器裝置3 之整體動作者’具備:資訊處理部(CPU) 361; RAM 162 ’係暫時儲存處理途中之資訊等;及r〇M163,係預先記 憶後述之所定的畫像資訊及遊戲程式等。 記憶於R0M3 63之各種資料中,能記憶於可裝卸之記 憶媒體的資料係例如,使用硬碟機驅動器、光碟機驅動器 、可镜式碟片機驅動器、矽碟機驅動器、卡匣式媒體讀取 機等的驅動器來讀取亦可,在此狀況,記錄媒體爲例如硬 -18- (15) (15)1332414 碟、光碟、可撓式碟片、CD、DVD、半導體記憶體等。 網路通訊部38,係用以將各種資料經由WWW所構成 之網路,與複數店舖伺服器裝置2進行收送訊者。 再者’本發明的遊戲管理程式係紀錄於R0M3 63上, 載入至RAM362上,藉由利用CPU361依序執行RAM362 上的遊戲管理程式,而實現個別的功能。 圖8係揭示中央伺服器裝置3之控制部3 6的功能構 成圖。控制部36的CPU36 1係具備:受理部361a,係在 各顧客終端裝置1之遊戲開始時,受理玩家參加遊戲;選 擇部361b’係從藉由受理部361a受理之玩家及藉由後述 之待機部3 6 1 c作爲待機狀態之玩家中,遵從所定規則而 選擇’在同一遊戲空間內遊玩之所定最大數(在此爲3) 且所定數(在此爲2)以上之玩家;待機部361c,係使在 未藉由選擇部3 6 1 b選擇之狀態下的玩家作爲待機狀態, 對於選擇部361b,使其執行該玩家的選擇;第1執行部 361d,係使藉由選擇部361b選擇之玩家彼此在同一遊戲 空間內執行遊戲;第2執行部3 61 e,係使藉由待機部 36 1c成爲待機狀態之玩家,與CPU玩家在同一遊戲空間 上執行遊戲;及監視部361g,係監視藉由選擇部361選擇 ’藉由第1執行部361d執行遊戲之所有顧客終端裝置1 的使用狀態。 R AM3 62係具備:玩家資訊記憶部3 62a,係儲存使用 者ID資料及指紋的特徵點資料等之個人資訊;段位記憶 部3 62b,係將表示玩家之在遊戲上的強度等級之階級資訊 -19- (16) 1332414 與玩家的識別資訊(使用者ID資料)建立關聯並加以儲 存;稱號記憶部3 62c,係將表示玩家之在遊戲的戰術特徵 之稱號資訊與玩家的識別資訊(使用者ID資料)建立關 • 聯並加以儲存:履歷記憶部3 62d,係將作爲玩家在遊戲之 - 過去對戰成績的累計胡牌次數、累計放槍次數、累計遊玩 局數、胡牌時的累計寶牌數及胡牌時的累計台數等,與玩 家的識別資訊建立對應並加以儲存;及不當者資訊記憶部 | 3 6 2 e,係儀存關於如後述般遊戲被強制結束時之操作顧客 終端裝置1的玩家之不當者資訊。 受理部361a,係受理從各顧客終端裝置1傳送來之玩 家的使用者ID資料及指紋的特徵點資料等之個人資訊, 並依據儲存於玩家資訊記憶部362 a之玩家資訊,受理玩 家對遊戲的參加者。又,受理從各顧客終端裝置1傳送來 之繼續參加的玩家之遊戲的參加。 選擇部361b,係從藉由受理部361a受理之玩家及藉 φ 由待機部3 6 1 c成爲待機狀態之玩家中,遵從處理規則( 在此係依據儲存於段位記憶部3 62b之階級與儲存於稱號 記億部3 62c之稱號)選擇(組合)在同一遊戲空間遊玩 之2以上且3以下之玩家者。進而,選擇部361b係在被 選擇之玩家的數量未滿3(即2)時,至少在1次選擇玩 家。具體來說,選擇與玩家的階級(段位)之差在2階級 以內的玩家。再者,關於稱號包含於選擇的條件亦可。再 者,在本實施例,選擇部361a係對於被選擇之顧客終端 裝置1,依選擇順序,例如,附上選擇號碼。 -20- (17) (17)1332414 待機部361c,係使在玩家未藉由選擇部361b選擇時 ’使該當玩家作爲待機狀態,使選擇部361b執行該玩家 的選擇。待機狀態係等待藉由選擇部361b選擇對戰對手 之狀態。 第1執行部361d,係使藉由選擇部361b選擇之玩家 彼此在同一遊戲空間內執行遊戲。即,將藉由選擇部361b 選擇之玩家彼此成爲對戰對手,(虛擬地坐上相同桌)執 行遊戲之要旨的指示資訊,傳送至被選擇之玩家所使用之 顧客終端裝置1。 第2執行部3 6 1 e,係使藉由待機部3 6 1 c成爲待機狀 態之玩家’與CPU玩家在同一遊戲空間上執行遊戲。 中央伺服器裝置3之例如監視部3 6 1 g,係考慮並遵從 所定規則而計算出儲存於履歷記億部3 62d,相對於有在對 戰模式之遊戲實績的玩家之過去順位、獲得之點數値等, 並將其結果作爲總合順位(排名),例如,週期性地因應 店舖伺服器裝置2及必要,傳送至顧客終端裝置1,並加 以顯示。在顯示時,對應排名顯示之玩家,一倂顯示其段 位及稱號。 圖9係表示中央伺服器裝置3的動作之流程圖的一例 。首先,藉由受理部361a,接收從顧客終端裝置1傳送來 的個人資訊(步驟ST1),依據儲存於玩家資訊記憶部 3 62a之玩家資訊,執行玩家的認證處理,被確定時則允許 參加遊戲(步驟ST3)。接著,藉由選擇部361b,從藉由 受理部361a允許參加並受理(不是後述之「單打」模式 -21 - (18) 1332414 時可受理)之玩家中,依據儲存於段位記憶部3 6 2b之階 級與儲存於稱號記憶部3 63 c之稱號,選擇在同一遊戲空 間內遊玩之2以上的玩家,藉由第1執行部361d,將藉由 ' 選擇部361b選擇之玩家彼此在同一遊戲空間內執行遊戲 - 之要旨的指示資訊,傳送至被選擇之玩家所使用之顧客終 端裝置1 (步驟ST5 )。然後,藉由監視部361g,監視藉 由第1執行部361d執行遊戲之所有顧客終端裝置1的使 g 用狀態(步驟S T 7 )。 圖10係揭示圖9所示之步驟ST5(對戰者決定處理 )之詳細流程圖的一例。再者,以下的處理係如未特別記 載,皆藉由選擇部361b進行。首先,藉由受理部361a, 接收從顧客終端裝置1傳送來之對戰模式(步驟ST5 1 ) 。於對戰模式係有「單打」、「店舖內對戰」及「通訊對 戰」之3種模式。「單打」模式係與CPU玩家進行對戰 之模式,「店舖內對戰」模式係對戰者全部使用連接於同 φ 一店舖伺服器裝置2之顧客終端裝置1時的對戰模式,「 通訊對戰」模式係對戰者內至少1人使用連接不同店舖伺 服器之顧客終端裝置1的玩家時的對戰模式。 接著’藉由受理部361a,進行對戰模式是否爲「單打 」模式的判定(步驟ST52 )。該判定被肯定時,處理則 重新進行。在該判定被否定時,則受理玩家,時間計數T 初始化成爲〇 (步驟ST53 )之同時,以顯示圖1 1所示之 等待畫面的方式,指示資訊被傳送至該當玩家進行遊玩之 顧客終端裝置1。 -22- (19) (19)1332414 圖11係等待畫面之畫面圖的一例。於等待畫面400, 在畫面下側顯示有顯示該畫面之玩家的玩家資訊401,在 畫面上側及右側顯示有表示未選擇對戰對手之玩家資訊 402及403 ’在畫面左側顯示有CPU玩家的玩家資訊404 。玩家資訊401及404係表示作爲玩家在遊戲的稱呼之名 稱 401a、404a、玩家的稱號401b、404b及玩家的段位 40 1c、404c。例如,CPU玩家的名稱係「花子」,稱呼係 「玄武」,段位係「四段」。於等待畫面400,未顯示使 用顯示該畫面之顧客終端裝置1的玩家與CPU玩家以外 的對戰對手之玩家資訊402及403,故該當玩家可確認未 選擇對戰對手。 再次’回到圖1 0所示之流程圖而說明。進行是否有 藉由待機部3 6 1 c成爲待機狀態之玩家或已經受理之玩家 的判定。在該判定被否定時,則前進至步驟ST61。在該 判定被肯定時,則從被受理之玩家及藉由待機部3 6 1 c成 爲待機狀態之玩家中,依據儲存於段位記憶部3 62b之階 級與儲存於稱號記憶部362c之稱號,選擇在同一遊戲空 間遊玩之2以上且3以下之玩家(步驟ST57 ),並以顯 示表示選擇之結果的等待畫面之方式,將指示資訊傳送至 該當玩家進行遊玩之顧客終端裝置1。 圖12係表示選擇之結果的等待畫面的一例。於等待 畫面410,在畫面下側顯示有顯示該畫面之玩家的玩家資 訊411,在畫面上側顯示有表示未選擇對戰對手之玩家資 訊413,在畫面左側顯示有CPU玩家的玩家資訊414,在 -23- (20) 1332414 晝面右側顯示有藉由選擇部361b選擇之玩 412。玩家資訊411、412及414係表示作爲 稱呼之名稱411&、412&、4143、玩家的稱§ 、414b、及玩家的段位 411c、 412c、 414c • 410,顯示使用顯示該畫面之顧客終端裝濯 CPU玩家以外,亦顯示藉由選擇部361b選 戰對手)之玩家資訊4 1 2,故使用顯示該畫 _ 裝置1的玩家可確認選擇了 1位對戰對手。 再次,回到圖10所示之流程圖而說明 ST57中被選擇之玩家數量(對戰對手的數 的判定(步驟ST59 )。該判定被肯定時, 行。在該判定被否定時,則增加時間計數T ’進行時間計數T是否爲所定時間TMAX ( )以上的判定(步驟ST63)。在該判定被 到步驟ST53。在該判定爲否定時,進行於步 ^ 選定之玩家數量是否爲0(即,未被選擇) ST65)。在該判定被肯定時’則藉由待機部 爲待機狀態(步驟ST67)。該判定被否:定 新進行。 圖13係揭不圖1〇所示之歩驟ST67的 忘的處理)之詳細流程圖的一例。以下的處 記載,皆藉由待機部361c進行者。首先, 裝置1,以開始cpu對戰(僅與cpu玩家 式,傳送指示資訊(步驟$T671)。 家的玩家資訊 玩家在遊戲的 % 411b ' 412b 。於等待畫面 ΐ 1的玩家與 擇之玩家(對 面之顧客終端 。進行於步驟 量)是否爲3 處理則重新進 (步驟S Τ 6 1 ) 在此爲3 0秒 否定時,則回 •驟ST57中被 的判定(步驟 361c玩家成 時,處理則重 處理(待機狀 理係如未特別 對於顧客終端 的對戰)之方 -24 - (21) (21)1332414 進行是否已經過所定時間(例如,3 0秒)的判定(步 驟S Τ 6 7 7 ),在該判定被肯定爲止,經過時間係被累計。 在該判定被肯定時,則藉由選擇部361b進行玩家的選擇 (步驟ST679 ),進行成爲待機狀態之玩家是否已被選擇 的判定(步驟ST68 1 )。在該判定被肯定時,則前進至以 顯示表示玩家被選擇之對戰者出現畫面之方式,將指示資 訊傳送至顧客終端裝置1的步驟ST6 8 3。在該判定被否定 時,則回到步驟ST677。 步驟ST681之判定被肯定時,則進行被選擇之玩家數 量是否爲3的判定(步驟ST68 3 )。在該判定被肯定時, 則前進至圖9的步驟ST7 (對戰監視處理)。在該判定被 否定時(被選擇之玩家數量爲1時),則進行是否已經過 所定時間(例如,1 〇秒)的判定(步驟ST6 8 5 ),在該判 定被肯定爲止,經過時間係被累計。在該判定被肯定時, 則藉由選擇部361b進行玩家的選擇(步驟ST6 87),前 進至圖9的步驟ST7 (對戰監視處理)。 圖14係揭示圖10所示之步驟ST57的處理(玩家的 選擇處理)之詳細流程圖的一例。再者,圖1 〇所示之步 驟ST57的處理係與圖13所示之歩驟ST679及步驟ST687 相同之處理。又,以下的處理係全部藉由選擇部361b進 行。首先,待機狀態的玩家及被受理之玩家的總數WN被 計算(步驟ST571),接著,玩家數量計數I被初始化爲 1 (步驟ST573)。然後,該當玩家與第I個玩家之後述不 當者等級係依據從不當者資訊記億部362e讀取出之資訊 -25- (22) 1332414 ’判定是否爲相同(步驟ST575 ),在該判定被否定時, 則前進至步驟ST5 8 3。在該判定被肯定時,該當玩家與第 Ϊ個玩家之段位係從段位記憶部362b讀取,判定段位之差 " 是否爲所定値DN(在此爲2)以下(步驟ST577)。在該 * 判定被否定時,則前進至步驟ST5 8 3。在該判定被肯定時 ,則第I個玩家追加至與該當玩家進行對戰之玩家(步驟 ST579 )。 φ 接著,進行與該當玩家進行對戰之玩家數量是否爲3 的判定(步驟ST5 8 1 )。該判定被肯定時,處理則重新進 行。在該判定被否定時,步驟S T 5 7 5,步驟S T 5 7 7的判定 被否定時,則增加玩家數量計數I (步驟ST5 8 3 ),進行 玩家數量計數I是否超過玩家的總數WN的判定(步驟 ST5 85)。在該判定被否定時,處理重新進行,被否定時 ,則回到步驟S T 5 7 5。 在此,針對依據前述中央伺服器裝置3的指示執行之 φ 顧客終端裝置1的動作加以說明。圖1 5係表示顧客終端 裝置1的動作之流程圖的一例。首先,從插入至讀卡機13 的個人卡片讀取出使用者ID資料,藉由指紋認證部1 4的 C C D攝像機1 4 a將玩家的指紋加以攝像,藉由指紋認證部 14使用來自CCD攝像機14a的指紋資訊,抽出個人認證 所需之特徵點資料(步驟ST101 )。然後,使用者ID資 料及特徵點資料係被傳送至中央伺服器裝置3。然後,顯 示選擇對戰模式之模式選擇畫面,受理來自玩家的輸入, 選擇對戰模式(步驟ST 104),對戰模式資訊係被傳送至 -26- (23) (23)1332414 中央伺服器裝置3 » 從中央伺服器裝置3接收在同一遊戲空間進行遊戲之 其他玩家(對戰者)的名稱、段位及稱號等的對戰者資訊 (步驟ST105)。接著,從中央伺服器裝置3受理執行遊 戲之要旨的指示資訊,開始遊戲,並決定場風及莊家(步 驟ST107)。然後,開始對戰(步驟ST109),顯示圖16 所示之對戰畫面。 圖16係表示對戰狀況的對戰畫面之畫面圖的一例。 於對戰畫面510係於畫面下側玩家的手牌511以可看見牌 的種類之方式顯示,於畫面上側及左右兩側對戰者的手牌 512以無法看見牌的種類之方式顯示,於畫面略中央顯示 有包含寶牌表示牌之牌堆513、及於牌堆513周圍顯示有 捨棄牌514,於畫面下側則顯示有藉由玩家按下之各種按 鍵516。而藉由玩家一邊觀看對戰畫面510 —邊適切按下 按鍵516,來進行遊戲。 再次,回到圖1 5所示之流程圖而說明。對戰開始時 ,藉由生命値評估部161k,計算生命値,進行生命値是否 超過OHP ( 1HP以上)的判定(步驟ST1 1 1 )。在該判定 被肯定時,則前進至步驟ST1 17。在該判定被否定時,則 顯示針對是否繼續對戰之判斷來催促玩家的繼續選擇畫面 ,依據硬幣受理部15是否已受理硬幣,受理來自玩家的 判斷,進行是否繼續現在執行中之對戰的判定(步驟 ST113)。該判定被否定時,作爲中斷對戰之要旨的資訊 之對戰中斷資訊係被傳送至中央伺服器裝置3 (步驟 -27- (24) (24)1332414 ST 1 1 5 ),而結束處理。在該判定被肯定時,則回到步驟 ST109 。 步驟ST111之判定被肯定時,則進行對戰是否已結束 的判定(步驟s T 1 1 7 )。在該判定被否定時’則回到步驟 s T 1 0 9。在該判定被肯定時,則表示對戰已結束之對戰結 束資訊被傳送至中央伺服器裝置3,藉由成績判定部161b 判定在遊戲的順位(步驟ST 119)。然後,藉由道具移動 部1 6 1 d,依據成績判定部1 6 1 b所致之判定結果及藉由桌 選擇部161c選擇之對局數,玩家所虛擬地持有之道具係 在玩家間移動(步驟S T 1 2 1 )。接著,藉由段位決定部 161f,依據玩家虛擬地所持之道具的個數及點數,決定該 當玩家之在遊戲上的強度等級之段位,並藉由與儲存於段 位記憶部1 62a至今爲止(上次遊戲結束時)的段位進行 比較,進行段位是否被變更爲初段的判定(步驟ST 1 23 ) 。在段位不被變更時,則顯示表示現在的道具之個數的未 圖示之道具顯示畫面,並前進至步驟ST129。再者,藉由 段位決定部1 6 1 f決定之段位,係儲存於段位記憶部1 62a 之同時,作爲段位資訊被傳送至中央伺服器裝置3。 在段位被變更爲初段時,藉由稱號參數計算部161g, 計算出表示玩家之在遊戲上的特徵之稱號參數(步驟 ST125)。然後,藉由稱號賦予部161h,依據藉由稱號參 數計算部161g計算出之參數玩家,虛擬地賦予玩家在遊 戲內的玩家稱號(步驟ST127 ),並儲存於稱號記憶部 162c之同時,稱號資訊係被傳送至中央伺服器裝置3。 -28- (25) 1332414 接著,進行是否爲生命値之現在HP是否爲 進行遊戲所需之所定値SL(在此爲5000HP)以 (步驟ST 129)。在該判定爲肯定時,則顯示繼 面,進行是否繼續進行遊戲的判定(步驟ST 13] 判定被肯定時,則回到步驟ST103。在該判定被 則前進至步驟ST135。 在步驟ST 129的判定被否定時,則顯示針對 對戰之判斷來催促玩家的繼續選擇畫面,依據硬 15是否已受理硬幣,受理來自玩家的判斷,進行 現在執行中之對戰的判定(步驟S T 1 1 3 )。在該 定時,則回到步驟ST 1 03,該判定被否定時,貝lj 驟 ST135 。 步驟ST133或步驟ST131的判定被否定時, 結束之對戰結束資訊係被傳送至中央伺服器裝置 ST135 ),而結束處理。 圖17係在圖15之步驟ST109「對戰」所進 的一部份,藉由日誌(log )管理部1 6 1 〇所進行 正常結束狀態之資訊的取得處理之流程圖的一例 再者,在此成爲不正常結束之狀態係在藉由 身操作之顧客終端裝置1的通訊纜線8及電源線 方從插座7被拔出時,及在顧客終端裝置1與對 顧客終端裝置1之間,發生暫時性通訊障礙而由 終端裝置1無法進行新對於玩家的顧客終端裝置 又或使用資訊的傳送動作時,稱爲因電源不正常 用以繼續 上的判定 續選擇畫 )。在該 否定時, 是否繼續 幣受理部 是否繼續 判定被肯 前進至步 表示遊戲 3 (步驟 行之處理 之關於不 〇 玩家而自 9至少— 戰對手的 該當顧客 1之操作 之瞬間又 -29- (26) (26)1332414 或暫時性停電(瞬停)所致之狀況。然後,資訊處理部 161係在發生成爲不正常結束之狀態時,爲了謀求之後遊 戲的繼續進行,而進行以下的處理。即,在藉由玩家而自 身操作之顧客終端裝置1的通訊纜線8從插座7被拔出時 ,因爲無法進行對戰中在與其他顧客終端裝置1之間的用 以遊戲進行之資訊的收授,故例如,對戰之顧客終端裝置 1中之前述選擇處理時所設定之選擇號碼最小的顧客終端 裝置1,係執行將CPU玩家重新設定的處理,對戰之其他 顧客終端裝置1,係使用用以遊戲繼續進行之CPU玩家所 致之模擬操作資訊,而繼續進行遊戲。又,在藉由玩家而 自身操作之顧客終端裝置1的電源線9從插座7被拔出時 亦相同,因爲該當顧客終端裝置1不作動,故無法進行對 戰中之在與其他顧客終端裝置1之間的用以遊戲進行之資 訊的收授,而進行CPU玩家被重新設定的處理,對戰之 其他顧客終端裝置1,係使用用以遊戲進行之CPU玩家所 致之模擬操作資訊,而繼續進行遊戲。此時,因爲對善良 的玩家不公平,故使遊戲不成立,在遊戲結束後,針對對 應善良的玩家操作之顧客終端裝置1的遊戲實績,將其作 爲遊戲戰績處理,並積存在中央伺服器裝置3。 再者,所謂不正常結束之狀態,在本實施形態係並不 是對戰中之顧客終端裝置的遊戲本身強制性結束,而是進 行不當操作又或產生不正常之顧客終端裝置1切換成CPU 玩家,代表變成不是原來對戰者彼此之間的遊戲之意思。 不過,作爲遊戲本身強制性結束之樣態亦可。 -30- (27) 1332414 回到圖1 7,遊戲開始時,藉由內藏計時器計算經 間,各顧客終端裝置1係不停地將關於玩家的操作及 狀況之資訊中進行「單打」、「店舖內對戰」、「通 戰」之各遊戲模式、遊戲中的順位及放槍之時刻及該 的點數,作爲日誌資料而暫時記錄於RAM 162之所定 ’並判定從記錄最新的日誌資料至現在時刻爲止,是 過殘留日誌資料的期間(log period)(步驟ST151) 該判定被肯定時,日至資料則被儲存於日誌檔案,在 履歷記憶部1 6 2 b (步驟S T 1 5 3 )。接著,現時刻作爲 曰誌時刻而被置換(步驟S T 1 5 5 )。男一方面,在遊 常結束時,日誌檔案會被刪除(步驟S T 1 5 7 )。所以 戲在成爲不正常結束之狀態下結束時,於產生不正常 之顧客終端裝置1,進行遊戲模式、順位、放槍時的 及該時刻的點數,係與被認證之玩家建立對應而存在 歷記憶部1 6 2 b。 圖18係顧客終端裝置的起動時之處理的一部份 由曰誌資料管理部1 6 1 〇所進行之日誌資料的處理之 圖的一例。玩家將電源線9從插座7拔出後,再度藉 家而電源線9被插入至插座7時,則再開啓電源。該 客終端裝置1的起動後,首先,判定於履歷記憶部 是否存在有日誌資料的檔案(步驟ST161)。該判定 定時,則作爲不是不正常結束而重新處理。另一方面 判定被肯定時,從履歷記億部162b讀取日誌資料的 (步驟ST 163),被讀取之日誌資料係作爲不正常資 過時 遊戲 訊對 時刻 區域 否經 ,在 此爲 上次 戲正 ,遊 發生 時刻 於履 ,藉 流程 由玩 當顧 162b 被否 ,該 檔案 訊而 -31 - (28) 1332414 傳送至中央伺服器裝置3(步驟ST165),之後,進行曰 誌檔案的刪除(步驟ST167)。再者,通訊纜線8從插座 7拔出後,藉由玩家再次插入時,亦在一定期間通訊斷絕 ' 後’儲存於該當顧客終端裝置的履歷記憶部162b之日誌 - 資料被傳送至中央伺服器裝置3。 圖19係中央伺服器裝置3所致之日誌檔案的擷取處 理之流程圖的一例。在中央伺服器裝置3,藉由監視部 _ 3 6 1 g ’進行從顧客終端裝置傳送來之資料是否有日誌資料 的判定(步驟S T 1 7 1 ),該判定被否定時,則折回處理。 另一方面,在該判定被肯定時,藉由監視部3 6 1 g進行以 下處理。首先’於RAM 3 62的所定區域,產生以玩家資訊 爲基礎的不當點數(Black Point)檔案(步驟ST173)。 接著,依據接收之日誌資料,因應順位,進行被加權之不 當點數的設定(步驟ST175 )。在此,順位如果爲第1位 ,則作爲無不當企圖(例如,原因爲通訊障礙及瞬停), φ 不當點數爲〇。放槍時的順位如果爲第2位,則作爲不當 企圖較低,不當點數爲1。進行放槍時的順位如果爲第3 位,則作爲不當企圖較高,不當點數爲4。進行放槍時的 順位如果爲第4位(最後一名),則作爲進行不當行爲( 從插座7拔出通訊纜線8及電源線8至少一方),不當點 數爲1 6。再者,即使沒有加權亦可,例如,僅對於最後一 名賦予不當點數亦可。又,相對於順位之加權亦有各種樣 態,例如,作爲於劣勢側的玩家(在此爲第3名、第4名 )設定不當點數之樣態亦可。 -32- (29) (29)1332414 接著,如果放槍爲有效,因應放槍時的點數,進行不 當點數的(追加)設定(步驟ST177 )。放槍作爲有效之 條件,在此進行放槍之後,在所定時間以內,例如,作爲 於3分鐘以內進行不當操作之狀況。放槍時的點數如果爲 8 0 00點以內,則作爲不當企圖較低,不當點數爲2,加算 於在步驟ST175賦予之點數。放槍時的點數如果爲8000 點以上1 6000以內,則作爲不當企圖較高,不當點數爲8 ,加算於在步驟ST 175賦予之點數。放槍時的順位如果爲 1 6000點以上,則作爲進行不當行爲(從插座7拔出通訊 纜線8及電源線8至少一方),不當點數爲1 6,加算於在 步驟ST1 75賦予之點數。所以,順位在4位而放槍時的點 數在1 60 00以上時,作爲不當點數則設定32點數。再者 ,相對於放槍時的點數之加權亦有各種樣態,例如,作爲 僅對於最下位或劣勢側的玩家(在此爲3位、4位)設定 不當點數之樣態亦可。 然後,藉由監視部361g,從不當者資訊記憶部3 62e 讀取出與該當日誌資料之持有者相同的玩家資料,於該當 玩家的不當者資訊,加算入此次算出之不當點數及1次不 當次數,更新寫入至不當者資訊記憶部3 62e之該當玩家 的資料。再者,在初次發派日誌資料之玩家之狀況,係因 爲於不當者資訊記億部3 62e不存在該當玩家的資料,故 重新作成並寫入。再者,不當點數的設定係以順位與放槍 時的點數進行,但是,作爲僅使用任一方亦可,作爲加入 其他要素之樣態亦可。 -33- (30) 1332414 圖20係作爲使用者認證處理的一部份 者確認處理之流程圖的一例。本流程係從顧 接收希望參加遊戲的玩家之個人資訊時起動 訊記憶部3 62e (不當DB ),判定是否有對 處理認證之使用者ID資料的不當履歷(步 在不當履歷不存在時,係與不當次數爲0且 値同時(步驟ST183 ),認證結果作爲正常 另一方面,在不當履歷存在時,進行從不當 3 6 2e之不當資訊(即,不當次數)、不當點 不當的時刻之讀取(步驟ST185),不當履 定臨限値,在此係判定不當次數是否爲所定 如,3次以上),且作爲不當參數之一種的 是否爲所定値以上(例如,大於1 )(步驟 者,作爲不當參數之一種的平均不當點數係 不當次數的運算求出。因爲平均不當點數超: 爲不當操作的可能性較高。在該判定被否定 圖作爲較低,認證結果判斷爲正常,設定不 當點數所構成之不當者等級(步驟ST 189 ) 戲。另一方面,在該判定被肯定時,則進行 最後不當時刻)是否等於或小於{ 3小時+ )24小時}的判定(步驟ST 191 )。例如, 次,從最後不當時刻未經過5 1小時時,前 定。此係對於從最後不當行爲長時間未進行 亦加入不當次數,即賦予更正機會,以時間 所執行之不當 客終端裝置1 。於不當者資 應在玩家認證 驟 ST181)。 不當點數〇之 而折回處理。 者資訊記憶部 數及最近進行 歷是否超過所 次數以上(例 平均不當點數 ST187)。再 從不當點數/ 過1係可判斷 時,則不當企 當次數且由不 ,允許參加遊 (現在時刻一 (不當次數一 3 不當次數爲5 述判定係被否 不當之玩家, 方向緩和限制 -34- (31) (31)1332414 。在該判定被否定時’則作爲以更正之可能性較高,認證 結果作爲正常’而允許參加遊戲(步驟ST189)。再者, 於步驟ST189之對戰遊戲中,於對戰畫面一倂記入有通知 不當者彼此之對戰的所定標記(例如,如圖21所示,於 畫面所定位置一倂記入有「罰則模式」)。 另一方面’前述判定被肯定時,則認定爲慣犯之不當 者,進行禁止參加遊戲的處理(步驟ST193)。作爲禁止 參加遊戲的處理,係例如於顧客終端裝置1的監視器11 顯示禁止遊玩的訊息》 藉由圖2〇的處理,可進行與圖14之步驟ST75的不 當者等級之異同的判定處理。即,在圖14的步驟ST75, 以作爲不當者之等級相等的玩家彼此進行對戰遊戲,限制 與善良的玩家之對戰,故可極力防止善良的玩家蒙受因爲 不當操作之不愉快之可能性。例如,利用作爲不當參數之 一種的後述惡質度,可使相同或者接近之不當者等級的玩 家彼此進行對戰。此時,如前述圖2 1所示,於對戰者的 選擇畫面之適切處,或遊戲中之遊戲畫面的適切處,進行 於個別或本對戰遊戲僅藉由不當者進行之要旨的顯示又或 警告,而可謀求不當操作的抑止。 再者,所謂不當者等級係不當參數之—種’作爲前述 平均不當點數而以不當點數與不當次數之比例運算亦可。 進而,作爲不當參數,採用以以下計算式運算之悪質度亦 可 0 惡質度= INT((不當點數/不當次數)/4) -35- (32) (32)1332414 例如,不當點數爲28,不當次數爲5次時,由上述計 算式,可知惡質度爲1。 再者,本發明係進而可採用以下之樣態。 (A )於前述實施樣態中,已針對藉由顧客終端裝置 執行之對戰遊戲爲麻將遊戲之狀況進行說明,但是,爲其 他之以複數玩家進行的遊戲之形態亦可。例如,卡片遊戲 、圍棋遊戲、將棋遊戲、射擊遊戲、賽車遊戲等之樣態亦 可〇 (B )於前述實施形態中,已針對具備店舖伺服器裝 置之狀況加以說明,但是,作爲顧客終端裝置經由網路而 連接於中央伺服器裝置之樣態亦可。 (C )於前述實施形態中,已以在遊戲繼續時從硬幣 受理部使用硬幣投入之狀況爲例加以說明,但是,並不限 定於此。例如,硬幣之外,使用卡片等來受理之狀況亦可 〇 (D )於前述實施形態中,中央伺服器裝置、店舖伺 服器裝置及顧客終端裝置的連接(網路)構造亦不限定於 圖1所示者。例如,作爲不使用店舖伺服器裝置之顧客終 端裝置與中央伺服器裝置的連接樣態,係可舉出環狀型、 樹狀型、星狀型等之各種連接樣態。於該狀況係樹狀型之 連接形態爲佳。又’作爲利用使顧客終端裝置具有中央伺 服器裝置的功能’將顧客終端裝置之一作爲主機終端裝置 ’與其他顧客終端裝置連接之樣態亦可。又,作爲使店舖 伺服器裝置具有中央伺服器裝置的功能,與店舖內的顧客 -36- (33) (33)1332414 終端裝置連接之樣態亦可。如圖1所示,於中央伺服器裝 置與顧客終端裝置之間’設置店舖伺服器裝置,以中央伺 服器裝置、店舖伺服器裝置、顧客終端裝置分散處理之樣 態爲佳。此時’於各店舖設置店舖伺服器裝置,於該店舖 伺服器裝置連接各顧客終端裝置爲佳。 · (E) 於前述實施形態中,考慮不當等級,而設定對 戰的組合’但是,並不限定於此,平等對待不當者而進行 對戰的組合亦可。 (F) 作爲不當參數’係關於前述實施形態者之外, 亦可採用各種要素或者是其他要素亦可。例如,不當者的 段位係將相同又或略相同的玩家彼此加以組合亦可,又, 將總合排名相近者彼此加以組合亦可。進而,將點數相近 者彼此、道具數量相近者彼此加以組合亦可。 (G) 不當點數的認定要素,係不限定予順位與放槍 時的點數,加入總合成績的排名者等之要素亦可。又,於 其他種類的遊戲中,考慮該等遊戲的特質,可適切採用對 自身不利之樣態的要素。例如,於賽車遊戲之狀況,係可 舉出自身以外的賽車完成比賽之狀況,超過所定時間之狀 況等。即使如此,亦可防止在預測對自身不利之遊戲結果 時的不當結束。所謂預測對自身不利之遊戲結果時,係可 舉出於對戰遊戲中,較對手側的玩家爲劣勢之狀況,及於 途中經過中對戰成績較對手側的玩家差之狀況。 如上所述’遊戲管理方法,係管理利用經由網路而交 換相互的操作資訊,可在複數遊戲終端裝置間執行對戰遊 -37- (34) 1332414 戲者’具有:玩家識別步驟,係於對戰遊戲的開始前 別玩家:不當結束判定步驟,係判定進行中的遊戲是 因玩家的不當操作之遊戲的不當結束;不當履歷資訊 步驟’係作成並保存相對於前述不當結束之玩家的不 履歷資訊;及組合設定步驟,係經由網路而設定對戰 的組合’前述組合設定步驟,係讀取出個別識別之玩 不當履歷資訊,將有不當履歷的玩家彼此加以組合。 遊戲管理系統,係管理利用經由網路而交換相互 作資訊’可在複數遊戲終端裝置間執行對戰遊戲,具 玩家識別手段,係於對戰遊戲的開始前,識別玩家; 設定手段,係經由網路而設定對戰遊戲的組合;不當 判定手段,係判定進行中的遊戲是否爲因玩家的不當 之遊戲的不當結束;及不當履歷資訊保存手段,係作 保存相對於前述不當結束之玩家的不當之履歷資訊, 組合設定手段,係讀取出個別識別之玩家的不當履歷 ,將有不當履歷的玩家彼此加以組合。 遊戲終端裝置,係利用經由網路而相互交換資訊 執行對戰遊戲者,具備:玩家識別手段,係於對戰遊 開始前,識別玩家;組合設定手段,係經由網路而設 戰遊戲的組合;不當結束判定手段,係判定進行中的 是否爲因玩家的不當操作之遊戲的不當結束;及不當 資訊保存手段,係作成並保存相對於前述不當結束之 的不當之履歷資訊,前述組合設定手段,係讀取出個 別之玩家的不當履歷資訊,將有不當履歷的玩家彼此 ,識 否爲 保存 當之 遊戲 家的 的操 備: 組合 結束 操作 成並 前述 資訊 ,可 戲的 定對 遊戲 履歷 玩家 別識 加以 -38- (35) (35)1332414 組合。 依據該等構造,以個別複數遊戲終端裝置而玩家進行 遊戲操作時,該操作資訊係經由網路而相互交換,在複數 終端裝置間執行對戰遊戲。藉由玩家識別步驟,在對戰遊 戲開始前,識別玩家,藉由不當結束判定步驟進行進行中 的遊戲是否爲因玩家的不當操作之遊戲的不當結束時,藉 由不當履歷資訊保存步驟,作成並保存相對於前述不當結 束之玩家的不當履歷資訊。然後,藉由組合設定步驟,經 由網路而設定對戰遊戲的組合時,讀取出個別識別之玩家 的不當履歷資訊,將有不當履歷的玩家彼此加以組合。所 以,因爲分離有進行不當操作之實績的玩家與善良的玩家 ,而可確保在善良的玩家之間的公平性。 進而,設置判定進行中的遊戲已不正常結束的不正常 結束判定步驟爲佳。此時,前述不當結束判定步驟係具有 =判定前述不正常結束是否爲因玩家的不當操作之遊戲的 不當結束之步驟,前述不當履歷資訊保存步驟係具有:計 算出對於前述不當結束之玩家,判定是否成爲所定罰則的 對象之不當參數之步驟;而前述組合設定步驟,係讀取出 個別識別之玩家的不當參數,將不當參數之大小相近的玩 家彼此加以組合。依據該構造,藉由不正常結束判定步驟 ,判定進行中的遊戲已不正常結束時,藉由前述不當結束 判定步驟,判定前述不正常結束是否爲因玩家的不當操作· 之遊戲的不當結束之步驟,藉由前述不當履歷資訊保存步 驟,計算出對於前述不當結束之玩家,判定是否成爲所定 -39- (37) (37)1332414 玩家彼此加以組合,分離有進行不當操作之實績的玩家與 善良的玩家,可確保在善良的玩家之間的公平性。 【圖式簡單說明】 [圖1]圖1係適用關於本發明的遊戲用伺服器裝置之 遊戲系統的構成圖。 [圖2]圖2係揭示顧客終端裝置之一實施形態之外觀 的立體圖。 [圖3]圖3係揭示顧客終端裝置之一實施形態之外觀 的硬體構成圖。 [圖4]圖4係顧客終端裝置之控制部的功能構成圖。 [圖5 ]圖5係揭示店舖伺服器裝置之一實施形態之外 觀的立體圖》 [圖6]圖6係揭示店舖伺服器裝置之一實施形態的硬 體構成圖。 [圖7]圖7係揭示關於本發明之中央伺服器裝置之一 實施形態的硬體構成圖。 [圖8 ]圖8係中央伺服器裝置之控制部的功能構成圖 〇 [圖9]圖9係表示中央伺服器裝置的動作之流程圖的 一例。 [圖10]圖10係揭示圖9所示之步驟ST5 (對戰者決 定處理)之詳細流程圖的一例。 [圖11]圖11係等待畫面之畫面圖的一例。 -41 - (38) (38)1332414 [圖12]圖12係表示選擇之結果的等待畫面的一例。 [圖13]圖13係揭示圖10所示之步驟ST67的處理( 待機狀態的處理)之詳細流程圖的一例。 [圖14]圖14係揭示圖10所示之步驟ST57的處理( 玩家的選擇處理)之詳細流程圖的一例。 [圖15]圖15係表示顧客終端裝置的動作之流程圖的 —例。 [圖16]圖16係表示對戰狀況的對戰畫面之畫面圖的 一例。 [圖17]圖17係在圖15所示之步驟ST109「對戰」所 進行之處理的一部份,藉由日誌(log )管理部所進行之 不正常結束資訊的取得處理之流程圖的一例。 [圖18]圖18係顧客終端裝置的起動時之處理的一部 份,藉由日誌資料管理部所進行之日誌資料的處理之流程 圖的一例。 [圖1 9]圖1 9係中央伺服器裝置所致之日誌檔案的擷 取處理之流程圖的一例。 [圖20]圖20係在使用者認證處理的一部份所執行之 不當者確認處理之流程圖的一例。 [圖21]圖21係不當者彼此所致之對戰畫面之畫面圖 的一例。 【主要元件符號說明】 1 :顧客終端裝置 -42- (39) (39)1332414 2 :店舖伺服器裝置 3 :中央伺服器裝置 7 :插座 8 :通訊纜線 8a , 9a :插頭 9 :電源線 1 1,2 1 :監視器 1 1 a :觸控面板 12,22 :揚聲器 1 3 :讀卡機 1 4 :指紋認證部 14a : CCD攝像機 15,24 :硬幣受理部 1 6,26,3 6 :控制部 161,261,361 :資訊處理部(CPU)1332414 (1) In the present invention, the game management system and the game terminal device can be executed between a plurality of game terminal devices via the network. [Prior Art] In recent years, a plurality of such game terminal devices can be used to calculate the game scores of the players of the central servo in a plurality of such game terminal devices, and the calculated rankings at the end of the game are assigned to various prizes determined in the game ( ). This is used to show the participation of the players in the game. Although the player system is only a game, but wants to leave a good game every time the game is played, if the situation does not end in the execution of the game, the ranking of the player will lower the mentality of his own unfavorable record. Result The normal game performance of the possibility of ending the result is transferred to the central server. For example, when a game is played in a store, a switch is made, or a network cable is blocked to make a game, and the game performance is prevented from being transmitted to the host, and mutual operation information is exchanged, a game management method of the game is executed, and a match game is executed between the stores. The game collects the game results and displays them in the game device according to the rankings in the region, the store, or the rankings in the store, or the virtual reputation, the rank, the rank, and the like, and awards the rewards, and calls for the rankings and achievements that are desired to enter the upper ranks. However, when such a state of mind is too good, if you play the game in this state, you will not want to stay. The player will want to prevent the game from being forced to stop by cutting off the power of the game device before there is an undesired bundle. Not ending properly). So, in the game results to -5-.  (2) 1332414 When the transmission of the server is blocked, the ranking of the player who performed the behavior is a result that is hardly reduced. Therefore, the game scores are not correctly reflected in the rankings, and it is impossible to perform a fair ranking process or even a display thereof, which is unfair in ranking among honest players. % - However, it is also conceivable to monitor the occurrence of an abnormal end, for a player whose number of times is too high, and to prohibit the player from participating in the game, but to correlate the number of times with the actual improper operation g is also limited. SUMMARY OF THE INVENTION The present invention has been made in view of the above problems, and an object of the present invention is to provide a game management method and a game for ensuring fairness among good players by using a player who separates a player who performs an improper operation and a good player. Management system and game terminal device. According to one aspect of the present invention, in the game in which the competition game is executed between the plurality of game terminal devices by using the φ operation information exchanged via the network, the player is recognized before the start of the competition game, and whether the game in progress is determined In order to terminate the game due to the player's improper operation, the game is created and saved with respect to the inappropriate resume information of the player who has ended the game, and the combination of the game is set via the network. In the combination setting, the inappropriate history information of the individually recognized players is read, and the players with the inappropriate resumes are combined with each other. In this way, the fairness of the good players can be ensured because the players who perform the improper performance and the good players are separated. (3) (3) 1332414 [Embodiment] FIG. 1 is a configuration diagram of a game system to which the game server device of the present invention is applied. The game system includes a customer terminal device (game terminal device) 1 that associates individual identification information, and a store server device 2 that communicably connects a plurality of (here, eight) customer terminal devices 1; 2; and the central server device 3 is connected to the plurality of store server devices 2 in communication, and manages games played by the plurality of players using the client terminal device 1. The customer terminal device 1 performs a predetermined operation by the player in accordance with the game screen displayed on the monitor, and the player is played. Furthermore, the identification information corresponding to the customer terminal device 1 includes identification information (or identification information of a store in which the customer terminal device 1 is installed) of each of the store server devices 2 connected to the customer terminal device 1. Identification information (referred to as a terminal number) of each customer terminal device 1 in the store of the customer terminal device 1. For example, when the identification information of the store A is A and the identification information of the game terminal device 1 in the store A is 4, the identification information of the customer terminal device 1 is A4. The store server device 2 communicably connects the plurality of individual customer terminal devices 1 and the central server device 3, and transmits and receives data between the customer terminal device 1 and the central server device 3. The central server device 3 is configured to communicably connect the plurality of store server devices 2, and to associate the feature point data of the necessary player's fingerprint with the user ID in the fingerprint authentication described later, as the player information. At the same time of storage, the store server device 2 performs a data transmission and reception with the customer terminal 7-(4) (4) 1332414 end device 1, thereby selecting a player who plays the game in the same game space as the player ( Called the opponent.) Fig. 2 is a perspective view showing the appearance of an embodiment of the customer terminal device 1. In the following description, the description will be made with respect to the example of the customer terminal device, and the monitor is an integrated video game device. However, the present invention is not particularly limited to this example, and is equally applicable to A home video game device in which a home video game device is connected to a home television, and a personal computer or the like that functions as a video game device by executing a video game program. Further, in the present embodiment, the game played by the customer terminal device 1 is used as a player who operates the customer terminal device 1 and competes with at least one of the player and the CPU player who operates the other customer terminal device 1. When the player who operates the other customer terminal device 1 is engaged, the data communication between the customer terminal device 1 is performed via the network communication unit 18, the shop server device 2, and the central server device 3, which will be described later. . The customer terminal device 1 includes a monitor 1 1 that displays a game screen, and a touch panel 11a that is an address of a button that prompts selection of a game screen displayed on the monitor 11, and a pressing position by the player. In the middle, it is determined which button is instructed: the speaker 12 outputs the sound; the card reader 13 reads the information of the user ID stored in the personal card; and the fingerprint authentication unit 14 uses the fingerprint information from the CCD camera 14a. The necessary feature point data is extracted in the personal authentication; and the coin accepting unit 15 accepts the coin invested by the player. The feature point data extracted by the fingerprint authentication is stored in the central server device 3 via the network communication unit 18 and the shop server device 2, which will be described later, in the -8-(5) · (5) · 1332414 Player information 3 62a described later. The monitor 1 1 is, for example, a thin liquid crystal display that displays an image. Further, the personal card is a magnetic card and a 1C card that store personal information such as a user ID, and although not shown, the card reader 13 can read personal information from the inserted personal card. A control unit 16 (see Fig. 3) including a microcomputer that outputs a detection signal from each unit and a control signal of each unit is provided in the customer terminal device 1. Further, in the place where the customer terminal device 1 is suitable, it is preferable to provide the socket 7 from the side surface and the back surface position (the lower side surface) which are difficult to see from the player's view during play. The socket 7 is a plug 8a into which a communication cable 8 connected to the store server device 2 and a plug 9a for supplying a power supply line 9 for operating the customer terminal device 1. The external power supplied from the power supply line 9 is guided to a power supply circuit (not shown) provided inside the customer terminal device 1, and a current required for each portion is generated in the power supply circuit. The two plugs 8a, 9a of the communication cable 8 and the power cord 9 may be inserted as sockets for individual preparation. Alternatively, a power switch can be used instead of the power plug. Fig. 3 is a view showing a hardware configuration of an embodiment of the customer terminal device 1. The control unit 16 controls the entire actor of the customer terminal device 1, and includes an information processing unit (CPU) 161 that performs various processes other than the process of performing the game and the image display process. The RAM 162 is temporarily stored. Information on the way, etc.; and ROM 163, which pre-memorizes the portrait information and game programs described later. -9- (6) · (6) · 1332414 The external input/output control unit 171 is provided between the control unit 16 and the card reader 13, the touch panel 11a, the CCD camera 14a, and the detection unit of the coin accepting unit 15. The detection signal is converted into a digital signal for processing, and the output information is converted to a control signal by each device of the detecting unit, for example, the signal processing and the input/output processing are time-divisionally performed. The external device control unit 1 72 performs an operation of outputting a control signal to each device of the detecting unit and inputting a detection signal from each device of the detecting unit during an individual time sharing period. The drawing processing unit 1 1 1 displays the required image on the monitor 1 1 in accordance with the image display instruction from the control unit 16 and includes a video RAM or the like. The sound reproducing unit 1 1 1 outputs the predetermined message, BGM, and the like to the speaker 12 in accordance with the instruction from the control unit 16. In the R0M13, there are mahjong characters, background images, images of various screens, and materials used for improper judgment. The mahjong card character or the like is configured in a three-dimensional manner to form a required number of polygons, and the drawing processing unit 111 performs switching from the position on the 3-dimensional space in accordance with the drawing instruction from the CPU 161. At the same time as the calculation of the position on the virtual 3 dimensional space and the calculation of the light source, the writing process of the image data to be drawn by the video RAM is performed according to the calculation result (for example, the area designated by the polygon for the video RAM) Write (paste) processing of material data). Here, the relationship between the operation of the CPU 161 and the operation of the drawing processing unit hi will be described. The CPU 161 reads the image (7) 1332414, the sound and control program data, and the game program data from the ROM 163 based on the operating system (OS) recorded in the built-in or externally mounted ROM 163. Some or all of the read image, sound, and control program data are held in the RAM 162. Then, the CPU 161 is processed based on the control program stored in the RAM 162, various data (including the image data and sound data of other characters and images, and the detection signals from the detection unit). . It can be memorized in the various materials of ROM 1 63. It can be memorized in the detachable memory. For example, use hard disk drive, CD drive, flexible drive, drive, and cassette. A media player such as a media reader can be read. In this case, the recording medium is, for example, a hard disk, a compact disc, a removable disc, a CD, a DVD' semiconductor memory, etc., and the network communication unit 18 is used. The operator's operation information and various event information, etc., which are generated during the execution of the mahjong game, are transmitted to and from the central server device 3 via the network and the server server device 2, and the like. Fig. 4 is a view showing the functional configuration φ of the control unit 16 of the customer terminal device. The CPU 161 of the control unit 16 includes a props granting unit 161a that assigns a predetermined number of props to the player who has achieved the predetermined condition; the score judging unit 1 6 1 b 'determines the player's position in the game for each end of the game; The movement unit 1 6 1 d′ is based on the determination result by the achievement determination unit 1 6 1 b. The item held by the player virtual moves the predetermined number of copies between the players; the segment determination unit 161f is based on the player virtual The number of items held by the ground is determined to indicate the position of the player in the strength level of the game (equivalent to the class); the title parameter calculation unit 161g calculates that the player is based on the history data stored in the history storage unit 162b, which will be described later. -11 - (8) (8) 1332414 title parameter of the game; title assigning unit 161h, based on the calculated title parameter, the player title in the game is given to the player; the life 値 evaluation unit 161k, is performed as a possibility The calculation and determination of the life 値 of the judgment criterion of the continued play: the game score evaluation unit 1611 determines the operation of the player in the game to determine the end of the game. The game achievement result continuation condition setting unit 161m sets the continuation condition of the player in the next game based on the game result of the player obtained by the game achievement evaluation unit 1611; the continuation participation permission unit 161n is attached to the game. After the end, the response accepts the continuation of the next game, and allows the next game to be played by the continuation condition set by the continuation condition setting unit 1 6 1 m; and the log data management unit 1 6 1 〇 In addition, the RAM 162 of the control unit 16 includes a segment memory unit 162a that associates and stores the number of items and the position information with the player name; the history memory unit 1 62b The player's past game history data and log data are stored for each player; the title memory unit 1 62c associates with the player name by the title given by the title assigning unit 161η; 1 62d, storing the life 计算 calculated by the life 値 assessment unit 101k; the game score memory unit 162e is stored by the game The performance evaluation unit 1611 evaluates the number of points held by the player's points 値: and the continuation condition memory unit 1 62f, which is the continuation condition for the player to continue to participate in the next game and the number of points held by the player. Game scores 建立) Correspondence and storage. The RAM 162 is not processed by the well-known backup power supply between the power-off of the customer terminal device 1 and does not delete the material-12- (9) 1332414 The item granting unit 161a is a virtual granting item to the player who has reached the predetermined condition ( Here, it is called a prop of a dragon chip, and the number of points that the player virtually holds is increased or decreased, and the number of the items and the number of points are associated with the player name and stored in the position memory unit 162a. - The score judging unit 1 6 1 b determines the rank in the order in which the player virtually counts the number of points held by the stick as the number of points held by the table selection unit 1 6 1 c. However, at the start of the game, the number of points (called the number of origins) held by the player's virtual ground I as a point bar is the same. For example, the number of origins is 2 0 0 0 points. The item moving unit 1 6 1 d is determined based on the result of the determination by the result determination unit 1 6 1 b and the number of matches selected by the table selection unit 161c by the result determination unit 1 6 1 b. The item that the player virtually holds, moving the specified number of copies between players. The segment determining unit 161f determines the segment level indicating the player's strength level in the game based on the number of the items that the player virtually holds, and stores it in the segment memory unit 162a in association with the player name. The segment information is transmitted to the central server device 3 via the network communication unit 18, the network and the shop server device 2, and the like. The title parameter calculation unit 161g calculates the title parameter indicating the player's feature in the game based on the history data stored in the history storage unit 162b when the determination of the segment position by the segment determination unit 161f is determined as the initial stage. . The parameters include the Hu card rate, the shot rate, the average number of treasure cards, and the average number of units defined by the following calculation formula. (Hua card rate) = (accumulated number of cards) / (cumulative number of games) -13- (10) (10) 1332414 (gun rate) = (cumulative number of shots) / (cumulative number of games) (average The number of treasure cards) = (the number of accumulated treasure cards at the time of the Hu card) / (the cumulative number of cards) (the average number of cards) = (the total number of cards at the time of the card) / (the number of accumulated cards) The cumulative number of cards used, the number of accumulated shots, the number of accumulated games, the number of accumulated cards in the Hu card, the total number of cards in the Hu card, and the number of accumulated cards are stored in correspondence with the player's identification information. The history memory unit 162b. When the title numbering unit 1 6 1 h is determined as the initial stage by the stage determining unit 1 6 1 f, the title parameter calculated by the title parameter calculating unit 161g will be in the game. The player title is virtually granted to the player, and is stored in the title memory unit 1 62c in association with the player name, and the title information is transmitted to the central servo via the network communication unit 18, the network and the shop server device 2, and the like. Device device 3. In the life 値 assessment unit, 1 6 1 k, the life 値 is increased or decreased according to the rules, and it is determined whether the life 値 is the following. Specifically, at the beginning of the game, the life of the 5000 HP (the unit of the HP Life )) is virtually given to each player, and the increase or decrease of the life 依据 is performed according to the increase or decrease of the player's points. For example, when the player's points are reduced by 3,000 points, the life 値 is proportional to the reduction of points, which is reduced by 300 ΗΡ. Also, when the player's point bonus is increased by 3000 (= 3000x1), the life 値 is proportional to the increase of the point bonus, which is increased by 2400 (= 3000x0.  8) HP. In the case of the battle, when the life 値 becomes 0 ΗΡ or less, in the present embodiment, the player is urged to put the coin while continuing the battle. At the end of the game, proceed to -14 - (11) (11) 1332414. If there is a 5000HP check in life, the situation is that the player is not able to play 5000K and continue to play. In addition, at the end of the game, the life 値 exceeds 5,000 HP, and the game continues, and the life 値 is initialized to 5000 HP at the beginning of the game. The game score evaluation unit 167 evaluates the player's operation in the game in accordance with the predetermined rules, thereby obtaining the game score at the end of the game. Game Results are the results of the game's evaluation of the player's actions. Specifically, the game score is the number of points of each player who has increased or decreased from the start of the game to the end of the game. After the game is over, the game is displayed as a result of the game. Continuation condition setting unit 1 6 1 m is based on the game result of the player obtained by the game achievement evaluation unit 1611, and is set as the continuation condition of the player in the next game. By referring to the continuation condition (the number of additional coins, etc.) for continuing the participation in the game score of the player who has been memorized in the continuation condition memory unit 1 62f, the continuation condition of the player after the end of the game is set to continue to participate in the permission unit 1 6 1 η After the game is over, the player accepts the continuation of the next game, and allows the player to participate in the next game by the continuation condition set by the continuation condition setting unit 161m. In addition, the continuation participation permission unit 161 η has a condition that the evaluation result of the game result is evaluated as a high level by the game achievement evaluation unit 1611 when the game continues to participate in the game of the next game for each player, and is determined by an undetermined condition. The function of the next game begins. The segment memory unit 162a associates with the player name by the item providing unit 161a, -15-(12) 1332414, and the number of items changed by the item moving unit 161d and the stage determined by the fixed unit 161f. The history memory unit 162b is the cumulative number of shots of the cumulative number of times of the accumulated number of fires, which is the cumulative number of times of the number of times the number of cards has been used, and the number of accumulated play times as the number of times of play, and the number of accumulated play times. The cumulative number of plaques in the hand, the cumulative number of cards accumulated in the hand as a card, and the cumulative number of accumulated times as a card are stored by the player. Further, the history information unit 162b describes the log data. The title memory unit 1 62c stores the title parameter 値 calculated by the title parameter 1 and the title assigning unit 161h. Life 値 Memory Department 1 6 2 d, the life 値 calculated by the life 値 assessment, corresponding to the player name and stored ί game scores 10,000 162e ' will be evaluated by the game month 1 6 1 1 (calculation The player holds the number of points and the number of points nicknames are established and stored. The continuation condition memory unit 1 62f ′ is a continuation condition for the player to continue the game, and the player is established by the number of points 値 (game score 持有) held by the game achievement evaluation unit 161. FIG. 5 is a diagram showing the implementation of one of the store server devices 2 by means of a segment and storing the resume data, and as the number of the number of cards that have been played, the number of cards is stored in the post. The calculation unit 1 6 1 g is awarded the title unit 161k. K-Sports Evaluation Department, and the player's name. Participate in the next game. 1 - Find the appearance of the game and store the appearance of the -16- (13) (13) 1332414. The store server device 2 includes a monitor 21 for displaying a game screen or the like: a speaker 22 for outputting a voice and a personal card vending machine 25 for accepting a coin inserted by a player and selling a personal card. The monitor 21 is intended to enlarge an image, and includes, for example, two CRTs. The two CRTs are arranged such that the long side of the screen display portion of the slightly rectangular shape of the individual image is adjacently displayed, and the image signal is controlled so that the two image display portions display one image. The speaker 22 outputs the predetermined message and the BGM. The personal card vending machine 25 includes a coin accepting unit 24 that accepts coins that the player inputs, and a card payment unit 23 that pays a personal card. Further, the coin accepting unit 24 is provided with a coin discharge port (not shown) for discharging coins when the inserted coin is a defective coin. A control unit configured to output a detection signal from each unit and a control signal of each unit is provided at a suitable location of the server server device 2. FIG. 6 is a view showing an embodiment of the store servo device 2. The hardware composition diagram. The control unit 26 controls the overall creator of the store server device 2 to include: an information processing unit (CPU) 261; the RAM 262 temporarily stores information during processing; and the ROM 163, which is a predetermined image described in advance. Information and game programs, etc. The interpolation processing unit 211 displays the required image on the monitor 21 in accordance with the image display instruction from the control unit 26, and includes a video RAM or the like. The sound reproducing unit 221 outputs the predetermined message, BGM, and the like to the speaker 22 in accordance with the instruction from the control unit 26. -17- (14) 1332414 Memory in the various materials of ROM 263 'The data that can be memorized in the removable memory is, for example, 'hard disk drive, CD drive.'  , Flexible disc drive, 矽 drive, It is also possible to read a drive such as a cassette media reader. In this situation, The recording medium is, for example, a hard disk, CD, Flexible disc, CD, DVD, Semiconductor memory, etc.  Network Communication Department 2 8, It is used to transmit and receive various data to and from the central server device 3 via the network formed by w W W . Face facial la,  φ is a receiver for connecting data between the plurality of (for example, eight) customer terminal devices 1 of the store server device 2.  The control unit 2 6 ' is via the network communication unit 2 8 The information that the terminal identification information received from the central server clothing set 3 is given, The client terminal device 1 corresponding to the terminal identification information is transmitted via the interface 1 a '. also, Network communication unit 2 8, The terminal identification information received from the customer terminal device 3 is given information "via the network communication unit 2 8, Transfer to the central server unit 3.  Fig. 7 is a view showing a hardware configuration of an embodiment of the central server device 3 of the present invention. The control unit 36 controls the entire actor of the central server device 3 to have: Information processing unit (CPU) 361;  RAM 162 ' temporarily stores information during processing, etc.; And r〇M163, It is necessary to record in advance the portrait information and game programs and so on.  Memorized in various materials of R0M3 63, The data that can be memorized in the removable memory is, for example, Use a hard drive, CD player drive, Mirrorable disc drive, 矽 drive, It is also possible to read a drive such as a cassette media reader. In this situation, The recording medium is, for example, a hard -18-(15) (15) 1332414 disc, CD, Flexible disc, CD, DVD, Semiconductor memory, etc.  Network communication department 38, It is used to connect various materials to the network formed by WWW. The receiver is sent and received with the plurality of store server devices 2.  Furthermore, the game management program of the present invention is recorded on R0M3 63.  Loaded into RAM 362, By executing the game management program on the RAM 362 in sequence by using the CPU 361, And to achieve individual functions.  Fig. 8 is a view showing the functional configuration of the control unit 36 of the central server device 3. The CPU 36 1 of the control unit 36 is provided with: Receiving unit 361a, When the game of each customer terminal device 1 starts, Accept players to participate in the game; The selection unit 361b' is a player who is accepted by the reception unit 361a and a player who is in the standby state by the standby unit 3 6 1 c to be described later. Follow the rules to choose the player who has played the maximum number (here 3) and the number (here 2) in the same game space; Standby unit 361c, The player in the state that is not selected by the selection unit 3 6 1 b is placed in the standby state.  For the selection portion 361b, Make it perform the player's choice; The first execution unit 361d, The players selected by the selection unit 361b are caused to execute the game in the same game space with each other; The second execution unit 3 61 e, The player who is in the standby state by the standby unit 36 1c is placed. Execute the game on the same game space as the CPU player; And monitoring unit 361g, The monitoring unit 361 selects the use state of all the customer terminal devices 1 that are executed by the first execution unit 361d.  The R AM3 62 series has: Player information memory unit 3 62a, It is a personal information that stores user ID data and feature point data of the fingerprint; Segment memory 3 62b, The class information indicating the intensity level of the player in the game -19- (16) 1332414 is associated with the player's identification information (user ID data) and stored; Title memory unit 3 62c, The game will indicate that the player's tactical feature information of the game is related to the player's identification information (user ID data) and is stored and stored: History memory unit 3 62d, Will be the player in the game - the cumulative number of cards in the past match scores, Cumulative number of shots, Cumulative number of games, The number of accumulated treasure cards at the time of the Hu card and the cumulative number of cards at the time of the Hu card, etc. Correspond to and store the identification information of the player; And the Informed Information Memory Department | 3 6 2 e, The player stores the information of the player who operates the customer terminal device 1 when the game is forcibly terminated as will be described later.  Receiving unit 361a, The personal information of the user ID data of the player transmitted from each customer terminal device 1 and the feature point data of the fingerprint is accepted.  And according to the player information stored in the player information memory unit 362 a, Accept the participants of the game to the game. also, The participation of the game of the player who continues to participate in the transfer from each customer terminal device 1 is accepted.  Selection unit 361b, The player received from the receiving unit 361a and the player who has been in the standby state by the standby unit 3 6 1 c In accordance with the processing rule (here, based on the class stored in the segment memory unit 3 62b and the title stored in the title card 3 62c), the player who has played 2 or more and 3 or less in the same game space is selected (combined). and then, The selection unit 361b is when the number of selected players is less than 3 (i.e., 2). Choose a player at least once. Specifically, Select players who are within 2 classes of the difference between the player's class (segment). Furthermore, The title may be included in the selection criteria. Again, In this embodiment, The selection unit 361a is for the selected customer terminal device 1, In the order of selection, E.g, Attach the selection number.  -20- (17) (17) 1332414 Standby unit 361c, When the player is not selected by the selection unit 361b, the player is placed in the standby state. The selection unit 361b is caused to perform the selection of the player. The standby state waits for the state of the opponent to be selected by the selection unit 361b.  The first execution unit 361d, The players selected by the selection unit 361b are caused to execute the game in the same game space. which is, The players selected by the selection unit 361b become opponents of each other, (virtually sitting on the same table) instructions for executing the gist of the game, It is transmitted to the customer terminal device 1 used by the selected player.  The second execution unit 3 6 1 e, The player who is in the standby state by the standby unit 3 6 1 c is executed in the same game space as the CPU player.  For example, the monitoring unit 3 6 1 g of the central server device 3, Considering and following the rules, it is calculated and stored in the resume section 3 62d, Compared to the player who has the performance of the game in the battle mode, Points earned, etc.  And use the result as the sum (rank), E.g, Periodically respond to the store server device 2 and, if necessary, Transfer to the customer terminal device 1, And add to show. When displayed, Corresponding to the player in the ranking display, The segment and its title are displayed at a glance.  Fig. 9 is a diagram showing an example of a flowchart of the operation of the central server device 3. First of all, By the receiving unit 361a, Receiving personal information transmitted from the client terminal device 1 (step ST1), According to the player information stored in the player information memory unit 3 62a, Perform player authentication processing, When it is determined, it is allowed to participate in the game (step ST3). then, By the selection unit 361b, Among the players who are allowed to participate and accept by the receiving unit 361a (not accepted in the "single play" mode -21 - (18) 1332414 described later), According to the order stored in the segment memory unit 3 6 2b and the title stored in the title memory unit 3 63 c, Choose players who play more than 2 in the same game space. By the first execution unit 361d, The instruction information for the purpose of executing the game in the same game space by the players selected by the selection unit 361b, It is transmitted to the customer terminal device 1 used by the selected player (step ST5). then, By the monitoring unit 361g, The state in which all of the customer terminal devices 1 of the game are executed by the first execution unit 361d is monitored (step S T 7 ).  FIG. 10 is an example of a detailed flowchart showing the step ST5 (competitor decision processing) shown in FIG. 9. Furthermore, The following processing is not specifically recorded, All are performed by the selection unit 361b. First of all, By the receiving unit 361a,  The battle mode transmitted from the customer terminal device 1 is received (step ST5 1). There is a "single hit" in the battle mode. Three modes of "competition in the store" and "communication battle". The "single" mode is a mode of playing against CPU players. The "in-store battle" mode is a battle mode in which all of the competitors use the customer terminal device 1 connected to the same φ one-station server device 2, The "communication match" mode is a battle mode when a player of a customer terminal device 1 connected to a different store server is used by at least one player in a competitor.  Then, by the receiving unit 361a, A determination is made as to whether or not the competition mode is the "single" mode (step ST52). When the decision is affirmative, Processing is done again. When the decision is denied, Accept the player, The time count T is initialized to become 〇 (step ST53), To display the waiting screen shown in Figure 11, The instruction information is transmitted to the customer terminal device 1 when the player plays.  -22- (19) (19) 1332414 Figure 11 is an example of a screen image of the waiting screen. Waiting for the screen 400,  The player information 401 of the player who displays the screen is displayed on the lower side of the screen. Player information 404 indicating that the opponent player is not selected is displayed on the upper side and the right side of the screen. The player information 404 indicating the CPU player is displayed on the left side of the screen. Player information 401 and 404 are the names of the players in the name of the game 401a, 404a, Player's title 401b, 404b and the player's segment 40 1c, 404c. E.g, The name of the CPU player is "Hanako". The title is "Xuanwu", The segment is "four segments". Waiting for the screen 400, The player information 402 and 403 of the opponent opponent other than the CPU player who uses the customer terminal device 1 that displays the screen is not displayed, Therefore, the player can confirm that the opponent is not selected.  Again, return to the flowchart shown in Figure 10 for explanation. It is determined whether or not there is a player who has entered the standby state by the standby unit 3 6 1 c or a player who has accepted the game. When the decision is denied, Then, the process proceeds to step ST61. When the decision is affirmative, Then, from the player who is accepted and the player who is in the standby state by the standby unit 3 6 1 c, According to the order stored in the segment memory unit 3 62b and the title stored in the title memory unit 362c, Selecting players who play 2 or more and 3 or less in the same game space (step ST57), And in the manner of displaying a waiting screen indicating the result of the selection, The instruction information is transmitted to the customer terminal device 1 that the player is playing.  FIG. 12 is an example of a waiting screen showing the result of the selection. Waiting for screen 410, On the lower side of the screen, the player information 411 of the player who displays the screen is displayed. On the upper side of the screen, there is displayed player information 413 indicating that the opponent is not selected. The player information 414 of the CPU player is displayed on the left side of the screen. A play 412 selected by the selection unit 361b is displayed on the right side of -23-(20) 1332414. Player information 411, 412 and 414 indicate the name 411 & , 412& , 4143, The player's name §, 414b, And the player's segment 411c,  412c,  414c • 410, Displaying the use of the customer terminal that displays the screen to install the CPU player, Player information 4 1 2 of the opponent selected by the selection unit 361b is also displayed, Therefore, the player who displays the picture _ device 1 can confirm that one opponent is selected.  once again, Returning to the flowchart shown in Fig. 10, the number of players selected in the ST57 (the number of opponents to be played) is determined (step ST59). When the decision is affirmative,  Row. When the decision is denied, Then, the time count T' is incremented to determine whether or not the time count T is equal to or greater than the predetermined time TMAX ( ) (step ST63). The determination is made to step ST53. When the determination is negative, The number of players selected in step ^ is 0 (ie, Not selected) ST65). When the determination is affirmative, the standby unit is in the standby state (step ST67). The decision was rejected: New.  Fig. 13 is an example of a detailed flowchart of the process of forgetting in step ST67 shown in Fig. 1A. The following records, All are performed by the standby unit 361c. First of all,  Device 1, To start cpu battle (only with cpu player, Send the indication information (step $T671).  Home player information The player is in the game's %411b '412b. Wait for the player of the screen ΐ 1 and the player of the choice (the opposite customer terminal). If the step is to be 3, the process is re-entered (step S Τ 6 1 ) where it is 3 0 seconds, when negated, Then, in step ST57, the determination is made (step 361c, when the player is finished, If the processing is re-processed (the standby system is not particularly important for the customer terminal) -24 - (21) (21) 1332414 Whether the specified time has elapsed (for example, 3 0 seconds) (step S Τ 6 7 7 ), Until the decision is affirmed, The elapsed time is accumulated.  When the decision is affirmative, Then, the selection of the player is performed by the selection unit 361b (step ST679). A determination is made as to whether or not the player in the standby state has been selected (step ST68 1). When the decision is affirmative, Then proceed to display the way in which the player who is selected by the player appears. The step ST6 8 3 of transmitting the instruction information to the customer terminal device 1 is transmitted. When the decision is denied, Then, it returns to step ST677.  When the determination of step ST681 is affirmative, Then, a determination is made as to whether or not the number of selected players is three (step ST68 3). When the decision is affirmative,  Then, the process proceeds to step ST7 of FIG. 9 (competition monitoring process). When the decision is denied (when the number of players selected is 1), Then whether the specified time has elapsed (for example, 1 〇 second) decision (step ST6 8 5 ), Until the decision is affirmed, The elapsed time is accumulated. When the decision is affirmative,  Then, the selection of the player is performed by the selection unit 361b (step ST6 87), Proceeding to step ST7 of Fig. 9 (competition monitoring processing).  Fig. 14 is an example of a detailed flowchart showing the processing of the step ST57 shown in Fig. 10 (the player's selection processing). Furthermore, The processing of step ST57 shown in Fig. 1 is the same as the processing of steps ST679 and ST687 shown in Fig. 13. also, The following processing is all performed by the selection unit 361b. First of all, The total number of players WN in the standby state and the accepted player is calculated (step ST571), then, The player number count I is initialized to 1 (step ST573). then, The rating of the player and the first player described later is based on the information read from the fraudulent information section 362e -25-(22) 1332414 'determination is the same (step ST575), When the decision is denied,  Then, the process proceeds to step ST5 8 3. When the decision is affirmative, The segment of the player and the first player is read from the segment memory unit 362b. Determine the difference between the segments "  Whether it is below the predetermined 値DN (here, 2) (step ST577). When the * judgment is denied, Then, the process proceeds to step ST5 8 3. When the decision is affirmed, Then, the first player is added to the player who is playing against the player (step ST579).  φ Next, A determination is made as to whether or not the number of players who are playing against the player is 3 (step ST5 8 1). When the decision is affirmative, Processing is repeated. When the decision is denied, Step S T 5 7 5, When the determination of step S T 5 7 7 is denied, Then increase the number of players I (step ST5 8 3), A determination is made as to whether or not the number of players I exceeds the total number WN of the players (step ST5 85). When the decision is denied, Processing is done again, When denied, Then return to step S T 5 7 5 .  here, The operation of the φ customer terminal device 1 executed in accordance with the instruction of the central server device 3 will be described. Fig. 15 is an example of a flowchart showing the operation of the customer terminal device 1. First of all, The user ID data is read from the personal card inserted into the card reader 13, The fingerprint of the player is captured by the C C D camera 1 4 a of the fingerprint authentication unit 14 The fingerprint authentication unit 14 uses the fingerprint information from the CCD camera 14a, The feature point data required for personal authentication is extracted (step ST101). then, User ID information and feature point data are transmitted to the central server device 3. then, The mode selection screen for selecting the battle mode is displayed. Accept input from the player,  Selecting the competition mode (step ST104), The battle mode information is transmitted to -26- (23) (23) 1332414 Central server device 3 » The name of the other player (competitor) who receives the game in the same game space from the central server device 3, The player information such as the segment position and the title (step ST105). then, The instruction information for executing the main purpose of the game is accepted from the central server device 3, Start the game, And determine the wind and the dealer (step ST107). then, Start the battle (step ST109), The battle screen shown in Figure 16 is displayed.  FIG. 16 is an example of a screen image showing a battle screen of a match situation.  The player's hand 511, which is tied to the lower side of the screen, is displayed in such a manner as to see the type of the card. The player's hand 512 on the upper side and the left and right sides of the screen is displayed in such a manner that the type of the card cannot be seen. In the middle of the screen, there is a card stack 513 containing a treasure sign. And a discard card 514 is displayed around the pile 513. On the lower side of the screen, various buttons 516 are pressed by the player. And when the player views the battle screen 510, the button 516 is appropriately pressed. Come play the game.  once again, Returning to the flowchart shown in FIG. At the beginning of the battle, With the Life Assessment Department 161k, Calculate life, A determination is made as to whether or not the life 超过 exceeds OHP (1 HP or more) (step ST1 1 1 ). When the decision is affirmative, Then, the process proceeds to step ST17. When the decision is denied, Then, the player continues to select the screen for prompting whether or not to continue the game. According to whether the coin accepting unit 15 has accepted the coin, Accept the judgment from the player, A determination is made as to whether or not to continue the competition in the current execution (step ST113). When the decision is denied, The information on the interruption of the game as the message of interrupting the game is transmitted to the central server device 3 (step -27-(24) (24) 1332414 ST 1 1 5), And the end of the process. When the decision is affirmative, Then go back to step ST109.  When the determination of step ST111 is affirmative, Then, a determination is made as to whether or not the competition has ended (step s T 1 1 7 ). When the determination is negative, then the process returns to step s T 1 0 9 . When the decision is affirmative, Then, the game ending communication is transmitted to the central server device 3, The result determination unit 161b determines the position of the game (step ST119). then, With the prop moving part 1 6 1 d, The result of the determination by the result determination unit 1 6 1 b and the number of matches selected by the table selection unit 161c, The items that the player virtually holds are moved between players (step S T 1 2 1 ). then, By the segment determining unit 161f, According to the number and number of items held by the player's virtual ground, Decide which position of the player’s strength level in the game, And by comparing with the segment stored in the segment memory unit 1 62a so far (at the end of the last game), A determination is made as to whether or not the segment is changed to the first segment (step ST 1 23). When the segment is not changed, An undisplayed item display screen indicating the number of current items is displayed. And the process proceeds to step ST129. Furthermore, The segment determined by the segment determining unit 1 6 1 f, Stored in the segment memory unit 1 62a, The segment information is transmitted to the central server device 3.  When the segment is changed to the initial segment, By the title parameter calculation unit 161g,  A title parameter indicating the feature of the player on the game is calculated (step ST125). then, By the title assigning unit 161h, According to the parameter player calculated by the title parameter calculation unit 161g, Virtually giving the player a player title in the game (step ST127), And stored in the title memory unit 162c, The title information is transmitted to the central server device 3.  -28- (25) 1332414 Next, Whether or not HP is the life of the game is the predetermined SL (here, 5000 HP) required for the game (step ST 129). When the determination is affirmative, Then show the succession, Determining whether to continue the game (step ST13) When the determination is affirmative, Then, the process returns to step ST103. If the determination is made, the process proceeds to step ST135.  When the determination of step ST 129 is negative, Then display the judgment of the game to urge the player to continue to select the screen, According to the hard 15 whether the coin has been accepted, Accept the judgment from the player, The determination of the battle in the current execution is performed (step S T 1 1 3 ). At this time, Then return to step ST 1 03, When the decision is denied, 贝 lj Step ST135.  When the determination of step ST133 or step ST131 is negative,  The end of the battle end information is transmitted to the central server device ST135), And the end of the process.  Figure 17 is a part of the "competition" in step ST109 of Figure 15 An example of a flowchart of the process of acquiring the information of the normal end state by the log (log) management unit 1 6 1 再 When the state is abnormally terminated, when the communication cable 8 and the power supply line of the customer terminal device 1 operated by the user are pulled out from the outlet 7, And between the customer terminal device 1 and the customer terminal device 1, When a temporary communication failure occurs and the terminal device 1 cannot perform a new transmission operation to the customer's customer terminal device or use information, It is called because the power supply is not normal, and the decision to continue is continued. In the negative,  Whether to continue the judgment of the currency acceptance department to continue to judge the progress of the game to the game 3 (the process of the step is to deal with the player and at least 9 - the moment of the operation of the opponent 1 of the opponent) -29- (26) (26 ) 1332414 or a temporary power outage (instantaneous stop) caused by the situation. then, When the information processing unit 161 is in a state of being abnormally terminated, In order to pursue the continuation of the game, The following processing is performed. which is, When the communication cable 8 of the customer terminal device 1 operated by the player itself is pulled out from the outlet 7, Since it is impossible to conduct the information for the game with the other customer terminal device 1 in the game, So for example, The customer terminal device 1 having the smallest selection number set in the above-described selection processing in the customer terminal device 1 of the battle, The process of resetting the CPU player is performed. Other customer terminal devices 1, Use the simulation information generated by the CPU player for the game to continue. And continue to play. also, The same applies when the power cord 9 of the customer terminal device 1 operated by the player itself is pulled out from the outlet 7. Because when the customer terminal device 1 is not activated, Therefore, it is impossible to conduct the game for the game with the other customer terminal device 1 in the competition, And the CPU player is reset, Other customer terminal devices 1, Use the simulation information generated by the CPU player for the game, And continue to play. at this time, Because it’s unfair to good players, So the game is not established, After the game is over, The game performance of the customer terminal device 1 operating in response to a good player, Treat it as a game record, It is stored in the central server device 3.  Furthermore, The state of abnormal termination, In this embodiment, it is not mandatory to end the game itself of the customer terminal device in the battle. Instead, the customer terminal device 1 is switched to a CPU player by improper operation or abnormality. The representative becomes not the meaning of the original game between the players.  but, As a mandatory end of the game itself, it can also be used.  -30- (27) 1332414 Back to Figure 1 7, At the beginning of the game, Calculate the period by means of a built-in timer, Each of the customer terminal devices 1 continuously performs "single" on the information about the operation and status of the player. "Competition in the store", The game modes of "combat", The order in the game and the moment of shooting and the number of points, It is temporarily recorded in the RAM 162 as log data and determines that the latest log data is recorded until the current time. Is the period of the residual log data (step ST151). When the determination is affirmative, The date data is stored in the log file. In the history memory unit 1 6 2 b (step S T 1 5 3 ). then, The current time is replaced as a moment (step S T 1 5 5 ). On the one hand, male At the end of the tour, The log file will be deleted (step S T 1 5 7 ). So when the play ends in an abnormal end, In order to generate an abnormal customer terminal device 1, Play the game mode, Order, When shooting a gun and the number of points at that moment, It is associated with the authenticated player and exists in the memory unit 1 6 2 b.  Fig. 18 is a view showing an example of the processing of the log data by the data management unit 1 6 1 一 during the startup of the customer terminal device. After the player pulls the power cord 9 out of the socket 7, When borrowing again and the power cord 9 is inserted into the outlet 7, Then turn on the power again. After the start of the guest terminal device 1, First of all, It is determined whether or not there is a file having log data in the history storage unit (step ST161). The timing of the decision, Then it is reprocessed as not ending abnormally. On the other hand, when the judgment is affirmative, The log data is read from the resume 162b (step ST 163), The log data being read is used as an abnormality. The game is not in the time zone. Here is the last play, The tour takes place at the moment , Borrowing the process by playing 顾b 162b is not, The file is transmitted -31 - (28) 1332414 to the central server device 3 (step ST165), after that, The deletion of the log file is performed (step ST167). Furthermore, After the communication cable 8 is pulled out of the socket 7, When the player inserts again, The log-data stored in the history storage unit 162b of the customer terminal device is also transmitted to the central server device 3 during a certain period of time.  Fig. 19 is an example of a flow chart of the process of extracting log files by the central server device 3. At the central server device 3, Determining whether or not the data transmitted from the customer terminal device has log data is performed by the monitoring unit _ 3 6 1 g ' (step S T 1 7 1 ), When the decision is denied, Then fold back the processing.  on the other hand, When the decision is affirmative, The following processing is performed by the monitoring unit 3 6 1 g. First of all, in the defined area of RAM 3 62, A Black Point file based on the player information is generated (step ST173).  then, According to the received log data, In response to the order, The setting of the number of improper points to be weighted is performed (step ST175). here, If the order is the first place, Then as a non-inappropriate attempt (for example, The reason is communication failure and instantaneous stop),  φ The number of improper points is 〇. If the position of the gun is the second place, Then as an improper attempt, The number of improper points is 1. If the position of the gun is the third place, Then as an improper attempt, The number of improper points is 4. If the position of the gun is the fourth (the last one), Then, as a misconduct (extracting at least one of the communication cable 8 and the power cord 8 from the outlet 7), The number of improper points is 16. Furthermore, Even if there is no weighting, E.g, Only the last point can be given improper points. also, There are also various forms of weighting relative to the order. E.g, As a player on the inferior side (here is the 3rd place, 4th place) It is also possible to set the pattern of improper points.  -32- (29) (29)1332414 Next, If the gun is effective, In response to the number of points when shooting, The (additional) setting of the number of inappropriate points is performed (step ST177). Shooting a gun as an effective condition, After shooting here, Within the specified time, E.g, As a condition of improper operation within 3 minutes. If the number of points when shooting a gun is within 800°, Then as an improper attempt, The number of improper points is 2, The points added in step ST175 are added. If the number of points when shooting a gun is 8000 points or more and 16,000 or less, Then as an improper attempt, The number of improper points is 8, The points added in step ST 175 are added. If the shot is taken, it is 16,000 points or more. Then, as a misconduct (extracting at least one of the communication cable 8 and the power cord 8 from the outlet 7), The number of improper points is 1,6 The points added in step ST1 75 are added. and so, When the number of points in the 4th position and the gun is more than 1 60 00, Set 32 points as the number of inappropriate points. Again, There are various forms of weighting relative to the number of points when shooting. E.g, As a player only for the lowest or inferior side (here 3 digits, 4 digits) It is also possible to set the number of improper points.  then, By the monitoring unit 361g, The same player data as the holder of the log data is read from the fraud information memory unit 3 62e. For the inappropriate information of the player, Add the number of improper points calculated this time and the number of improper times. The information of the player who is written to the inappropriate person information storage unit 3 62e is updated. Furthermore, The status of the player who sent the log information for the first time, Because the information of the wrong person is not included in the information of the player, Therefore, re-create and write. Furthermore, The setting of the number of improper points is performed in the order of the number of points and the number of points when the gun is released. but, As only one of them can be used, It is also possible to add other elements.  -33- (30) 1332414 Fig. 20 is an example of a flowchart of a part of the user authentication processing. This process starts the memory unit 3 62e (inappropriate DB) when receiving the personal information of the player who wishes to participate in the game. Determining whether there is an improper history of the user ID data for processing the authentication (step when the inappropriate resume does not exist, The number of violations is 0 and 値 at the same time (step ST183), The result of the certification is normal, on the other hand, When an inappropriate resume exists, Improper information from improper 3 6 2e (ie, Improper number of times), Improper point reading of an inappropriate moment (step ST185), Improperly performing the threshold, In this case, it is determined whether the number of improper times is as specified. 3 or more times), And whether it is one of the improper parameters or not (for example, Greater than 1) (step, The average number of improper points, which is one of the improper parameters, is obtained by the calculation of the number of improper times. Because the average number of improper points is super:  The possibility of improper operation is high. In the decision is denied the picture as lower, The certification result is judged to be normal. The level of the improper person constituted by the improper number of points is set (step ST 189). on the other hand, When the decision is affirmative, Then, a determination is made as to whether or not the last improper time is equal to or less than {3 hours + ) 24 hours} (step ST 191). E.g,  Times, When the last time of the improper time has not passed 5 1 hour, Predetermined. This is also the case that the last misconduct has not been carried out for a long time. Give corrective opportunities, The improper terminal device 1 executed by time. Inappropriate personnel should be in the player certification step ST181).  Improper points are turned back to processing.  Whether the number of information memory units and recent calendars exceeds the number of times (for example, the average number of inappropriate points ST187). When it is judged from the number of improper points/1 system, Then it’s not the number of times, and it’s not Allow to participate in the tour (now one time (inappropriate number of 3, the number of improper times is 5, the player is judged to be improper,  Directional mitigation limit -34- (31) (31) 1332414. When the judgment is denied, the probability of being corrected is higher. The authentication result is allowed to participate in the game as normal ' (step ST189). Furthermore,  In the game of the game in step ST189, As soon as the battle screen is recorded, there is a mark that informs the opponents of each other's battles (for example, As shown in Figure 21, At the position specified on the screen, there is a "penalty mode".  On the other hand, when the aforementioned judgment is affirmative, Who is deemed to be a recidivist, The process of prohibiting participation in the game is performed (step ST193). As a ban on participation in the game, For example, the message 11 forbidding the play is displayed on the monitor 11 of the customer terminal device 1 by the processing of FIG. A determination process similar to the difference of the rank of the person in step ST75 of Fig. 14 can be performed. which is, In step ST75 of Fig. 14,  Players of equal ranks as incompetent players play against each other, Limit the battle with good players, Therefore, it is possible to prevent good players from suffering from the unpleasantness of improper operation. E.g, Using the degree of badness described later as a kind of improper parameter, Players of the same or close to the wrong level can be played against each other. at this time, As shown in Figure 21 above, Appropriate to the choice screen of the warrior, Or the appropriate aspect of the game screen in the game, The display or warning of the gist of the individual or the game of the match, only by the wrong person, It can be used to suppress improper operations.  Furthermore, The term "inappropriate person's level" is also used as the above-mentioned average number of improper points and the ratio of the number of improper points to the number of improper times.  and then, As an improper parameter, The 悪 quality calculated by the following calculation formula can also be used. 0 Bad quality = INT ((Inappropriate points/inappropriate times) / 4) -35- (32) (32) 1332414 For example, The number of improper points is 28, When the number of improper times is 5 times, From the above calculation formula, It can be seen that the degree of badness is 1.  Furthermore, The present invention can further adopt the following aspects.  (A) in the foregoing embodiment, The status of the mahjong game has been described for the competition game executed by the customer terminal device. but, The form of the game for a number of other players is also available. E.g, Card game, Go game, Chess game, shooting game, The form of the racing game, etc. is also 〇 (B) in the foregoing embodiment, The situation with the store server device is explained. but, It is also possible that the customer terminal device is connected to the central server device via the network.  (C) in the foregoing embodiment, The case where the coin input is used from the coin accepting unit when the game continues is described as an example. but, It is not limited to this. E.g, Beyond coins, The condition for accepting using a card or the like may also be (D) in the above embodiment, Central server device, The connection (network) structure of the shop server device and the customer terminal device is not limited to that shown in Fig. 1. E.g, As a connection form between the customer terminal device and the central server device that do not use the store server device, It can be cited as a ring type,  Tree-shaped, Various connection forms such as star-shaped type. In this case, the connection form of the tree type is preferable. Further, it is also possible to connect one of the customer terminal devices as a host terminal device' to another client terminal device by using a function of causing the customer terminal device to have a central server device. also, As a function of making the server server device have a central server device, It is also possible to connect to the customer's -36- (33) (33) 1332414 terminal device in the store. As shown in Figure 1, Configuring a store server device between the central server device and the customer terminal device, With a central servo device, Store server device, The dispersion of the customer terminal device is preferred. At this time, install a store server device in each store. It is preferable to connect each of the client terminal devices to the server server device.  (E) In the foregoing embodiment, Consider the wrong level, And set the combination of the battle', however, Not limited to this, A combination of equal treatment of the wrong person can also be played.  (F) as an improper parameter', in addition to the above embodiment,  Various elements or other elements may also be used. E.g, The segment of the wrong person can also combine the same or slightly the same players with each other. also,  It is also possible to combine the similar rankings with each other. and then, Put the points close to each other, It is also possible to combine the number of items with each other.  (G) The elements of the identification of improper points, It is not limited to the number of points and the number of points when shooting. The elements such as the ranks of the total scores can also be added. also, In other kinds of games, Consider the qualities of these games, It is appropriate to use elements that are unfavorable to oneself. E.g, In the state of the racing game, It is possible to cite the races other than themselves to complete the race. More than the specified time. even so, It also prevents improper termination when predicting game outcomes that are not good for itself. When it comes to predicting the outcome of a game that is not good for itself, Can be cited in the battle game, A situation that is inferior to the player on the opponent's side, And the situation in which the middle-class match score is worse than the opponent's side on the way.  As described above, the game management method, Department management uses the exchange of operational information through the network, The game can be performed between a plurality of game terminal devices -37- (34) 1332414 The player has: Player identification step, Before the start of the game, don't play: Inappropriate the decision step, It is determined that the game in progress is due to the improper end of the game of the player's improper operation; The inappropriate resume information step ’ is to create and save the non-history information of the player who has ended improperly; And combination setting steps, The combination of the above-mentioned combination setting steps is set by the network. Reading the individual identification of the inappropriate resume information, Players with inappropriate resumes are combined with each other.  Game management system, The system manages the exchange of mutual information via the network, and the competition game can be executed between the plurality of game terminal devices. With player identification, Before the start of the battle game, Identify the player;  Setting means, Setting a combination of battle games via the Internet; Improper means of judgment, It is determined whether the ongoing game is due to improper termination of the player's inappropriate game; And improper resume information preservation means, The system maintains inappropriate biographical information about the player who has ended the above improperly.  Combination setting means, Is to read out the improper resume of the individually identified players, Players with inappropriate resumes are combined with each other.  Game terminal device, Using the exchange of information via the Internet to perform the game, have: Player identification means, Before the start of the war, Identify the player; Combination setting means, a combination of war games via the Internet; Improperly ending the means of judgment, It is determined whether the ongoing game is an improper end of the game due to the player's improper operation; And improper means of information preservation, Create and save inappropriate resume information relative to the aforementioned improper end, The aforementioned combination setting means, It reads the inappropriate resume information of each player. Players who will have inappropriate resumes, Know if it is the game of the game home:  Combine the operation and the above information, Playable game game resume player ignorance -38- (35) (35)1332414 combination.  According to these configurations, When a player plays a game operation with an individual plural game terminal device, The operational information is exchanged via the network. The battle game is executed between a plurality of terminal devices. With the player identification step, Before the start of the game, Identify the player, Whether the game in progress by the improper end determination step is an improper end of the game due to the player's improper operation, By using the inappropriate resume information to save the steps, Create and save inappropriate resume information relative to the player who was previously terminated. then, By combining the setting steps, When setting up a combination of battle games via the Internet, Read inappropriate resume information of individually identified players, Players with inappropriate resumes are combined with each other. and so, Because the player and the good player who have performed the improper operation are separated. And to ensure fairness between good players.  and then, It is set to determine that the game in progress is not ending normally. The end determination step is preferable. at this time, The aforementioned improper end determining step has a step of determining whether the aforementioned abnormal end is an improper end of the game due to the player's improper operation, The aforementioned improper history information preservation step has: Calculate the player who has ended the above improperly, a step of determining whether it is an improper parameter of the object of the specified penalty; And the aforementioned combination setting step, It reads out the inappropriate parameters of the individually identified players. Players whose similar parameters are of similar size are combined with each other. According to this configuration, By not ending the decision step abnormally, When it is determined that the ongoing game has not ended normally, By the aforementioned improper termination decision step, Determining whether the aforementioned abnormal termination is a step of improper termination of the game due to the player's improper operation, By the aforementioned improper resume information saving step, Calculate the player for the aforementioned improper end, Determine whether it is set to -39- (37) (37) 1332414 Players combine with each other, Separate players and good players who have performed poorly. It ensures fairness among good players.  BRIEF DESCRIPTION OF THE DRAWINGS Fig. 1 is a configuration diagram of a game system to which a game server device of the present invention is applied.  Fig. 2 is a perspective view showing the appearance of an embodiment of a customer terminal device.  Fig. 3 is a view showing a hardware configuration of an appearance of an embodiment of a customer terminal device.  Fig. 4 is a view showing a functional configuration of a control unit of a customer terminal device.  Fig. 5 is a perspective view showing an embodiment of a shop server device. Fig. 6 is a view showing a hardware configuration of an embodiment of a shop server device.  Fig. 7 is a view showing a hardware configuration of an embodiment of a central server device according to the present invention.  [Fig. 8] Fig. 8 is a functional configuration diagram of a control unit of the central server device. Fig. 9 is a diagram showing an example of a flowchart of the operation of the central server device.  Fig. 10 is a view showing an example of a detailed flowchart of the step ST5 (competition decision processing) shown in Fig. 9.  FIG. 11 is an example of a screen image of a waiting screen.  -41 - (38) (38) 1332414 [Fig. 12] Fig. 12 is an example of a waiting screen showing the result of selection.  [Fig. 13] Fig. 13 is a diagram showing an example of a detailed flowchart of the processing (the processing in the standby state) of step ST67 shown in Fig. 10.  [Fig. 14] Fig. 14 is an example of a detailed flowchart showing a process (selection process of a player) of step ST57 shown in Fig. 10.  FIG. 15 is a view showing an example of a flowchart of an operation of the customer terminal device.  Fig. 16 is a view showing an example of a screen image of a competition screen of a competition situation.  [Fig. 17] Fig. 17 is a part of the processing performed in the "competition" of the step ST109 shown in Fig. 15, An example of a flowchart of the process of obtaining the abnormal end information by the log (log) management unit.  [Fig. 18] Fig. 18 is a part of the processing at the time of starting the customer terminal device, An example of a flow chart for processing log data by the log data management unit.  [Fig. 19] Fig. 1 is an example of a flow chart of the process of extracting log files by the central server device.  Fig. 20 is a diagram showing an example of a flowchart of the unauthorized person confirmation process executed in a part of the user authentication process.  [Fig. 21] Fig. 21 is an example of a screen image of a match screen caused by each other.  [Main component symbol description] 1 : Customer terminal device -42- (39) (39) 1332414 2 : Shop server device 3 : Central server unit 7 : Socket 8: Communication cable 8a,  9a: Plug 9 : Power cord 1 1, twenty one : Monitor 1 1 a : Touch panel 12, twenty two : Speaker 1 3 : Card reader 1 4 : Fingerprint authentication department 14a:  CCD camera 15, twenty four : Coin acceptance unit 1 6, 26, 3 6 : Control unit 161, 261, 361 : Information Processing Department (CPU)

1 62,262,362 : RAM1 62,262,362 : RAM

1 63,26 3,3 63 : ROM 1 7 1 :外部輸出入控制部 172 :外部機器控制部 1 8,2 8,3 8 :網路通訊部 111,211 :描繪處理部 121,221 :聲音再生部 1 6 1 :資訊處理部 161a :道具授予部 -43- (40) (40)1332414 1 6 1 b :成績判定部 161c :桌選擇部 161d :道具移動部 1 6 1 f :段位決定部 161g:稱號參數計算部 1 6 1 h :稱號賦予部 1 6 1 k :生命値評估部 1 6 11 :遊戲成績評估部 1 6 1 m :繼續條件設定部 1 6 1 η :繼續參加允許部 161〇:日誌資料管理部 162a :段位記憶部 162b :履歷記憶部 162c :稱號記憶部 162d :生命値記憶部 162e :遊戲成績記憶部 162f :繼續條件記憶部 23 =卡片支付部 25 :個人卡片販賣機 1 a :介面部 3 6 1 a :受理部 361b :選擇部 3 6 1 c :待機部 3 6 1 d :第1執行部 -44 - (41)1332414 3 6 1 e :第2執行部 3 6 1 g :監視部 3 62a :玩家資訊記億部 3 62b :段位記憶部 3 62c :稱號記憶部 362d:履歷記憶部 3 62e :不當者資訊記憶部1 63, 26 3, 3 63 : ROM 1 7 1 : External input/output control unit 172 : External device control unit 1 8, 2 8, 3 8 : Network communication unit 111, 211 : Drawing processing unit 121, 221 : Sound reproduction unit 16 1 : Information processing unit 161a : Item granting unit - 43 - (40) (40) 1332414 1 6 1 b : Score determining unit 161c : Table selecting unit 161d : Item moving unit 1 6 1 f : Stage determining unit 161g: Title parameter Calculation unit 1 6 1 h : title providing unit 1 6 1 k : life 値 evaluation unit 1 6 11 : game result evaluation unit 1 6 1 m : continuation condition setting unit 1 6 1 η : continuation participation permission unit 161 〇: log data Management unit 162a: segment memory unit 162b: history memory unit 162c: title memory unit 162d: life memory unit 162e: game history memory unit 162f: continuation condition memory unit 23 = card payment unit 25: personal card vending machine 1 a : interface Part 3 6 1 a : Reception unit 361b : Selection unit 3 6 1 c : Standby unit 3 6 1 d : First execution unit - 44 - (41) 1332414 3 6 1 e : 2nd execution unit 3 6 1 g : Surveillance Part 3 62a : Player information and information section 3 62b : Segment memory unit 3 62c : Title memory unit 362d: History memory unit 3 62e : Informer information memory unit

T :時間計數 400,410:等待畫面 資訊 414a :名稱 414b :稱號 4 1 4 c :段位 4〇1 〜404,4 11-414:玩_ 401a, 404a, 411a, 412a, 401b, 404b , 411b, 412b, 401c, 404c, 411c, 412c, 5 1 〇 :對戰畫面 511,512 :手牌T: time count 400, 410: waiting screen information 414a: name 414b: title 4 1 4 c: segment 4〇1 404, 404, 414a 401c, 404c, 411c, 412c, 5 1 〇: Battle Screen 511, 512: Hand

513 :牌堆 514 :捨棄牌 516 :按鍵 T :時間計數 TAMX :所定時間 WN :玩家的總數 DN :所定値 -45-513: deck 514: discarding 516: button T: time counting TAMX: time set WN: total number of players DN: defined 値 -45-

Claims (1)

13324141332414 申請專利範圍 第96105274號專利申請案 中文申請專利範圍修正本 民國99年4月5"日修正 1·一種遊戲管理方法,係利用經由網路而交換相互的 操作資訊,可在複數遊戲終端裝置間執行對戰遊戲的遊戲 管理方法,其特徵爲具有: 玩家識別步驟,係於對戰遊戲的開始前,識別玩家; 不正常結束判定步驟,係判定進行中的遊戲已不正常 結束: 不當結束判定步驟,係判定前述不正常結束是否爲因 玩家的不當操作所致之遊戲的不當結束; 不當履歷資訊保存步驟,係作成並保存相對於前述不 當結束之玩家的不當之履歷資訊;及 組合設定步驟’係經由網路而設定對戰遊戲的組合; 前述不當履歷資訊保存步驟係具有: 計算出對於前述不當結束之玩家,判定是否成爲所定 罰則的對象之不當參數之步驟; 前述組合設定步驟,係讀取出個別識別之玩家的不當 履歷資訊,將不當參數大小相近的玩家彼此加以組合。 2.如申請專利範圍第1項所記載之遊戲管理方法,其 中, 前述計算不當參數之步驟,係每於前述不當結束被進 行時加算1次不當次數並加以累積之步驟’與將因應前述 1332414Patent Application No. 96105274 Patent Application Revision of Chinese Patent Application Scope Amendment of the Republic of China on April 5, 5 " Day Correction 1. A game management method for exchanging mutual operational information via a network, which can be used between a plurality of game terminal devices A game management method for executing a competition game, comprising: a player recognition step of identifying a player before the start of the competition game; and an abnormal termination determination step, determining that the ongoing game has not ended normally: the improper termination determination step, Determining whether the abnormal end is an improper end of the game due to the player's improper operation; the improper history information saving step is to create and save the inappropriate history information of the player who is not properly ended; and the combination setting step The combination of the competition game is set via the network; the foregoing improper history information storage step has: calculating a step of determining whether the player is an inappropriate parameter of the predetermined penalty for the improperly ended player; and the combination setting step is Individually identified players History information, the size parameters similar improper player to be combined with each other. 2. The game management method as recited in claim 1, wherein the step of calculating the improper parameter is a step of adding and accumulating an improper number of times each time the improper end is performed and responsive to the aforementioned 1332414 對戰遊戲的狀況而被加權之不當點數加算至目前爲止的不 當點數並加以累積之步驟,並根據前述累積之不當點數與 前述累積之不正常結束次數的比例計算出不當參數之步驟 3. 如申請專利範圍第1項所記載之遊戲管理方法,其 中,更具有: 判定前述識別之玩家的不當次數及不當參數是否是所 定値以上之步驟;及 判定自上次不當結束開始的經過時間是否是所定時間 以下之步驟; 在不當次數及不當參數是所定値以上,且從上次不當 結束未經過所定時間時,禁止參加遊戲,而在經過所定時 間時,則允許參加遊戲。 4. 如申請專利範圍第1項至第3項中任一項所記載之 遊戲管理方法,其中,更具有: 將前述有不當履歷之玩家彼此的組合,通知該玩家所 操作之遊戲終端裝置的監視器之步驟。 5 .—種遊戲管理系統,係利用經由網路而交換相互的 操作資訊,可在複數遊戲終端裝置間執行對戰遊戲的遊戲 管理系統,其特徵爲具備: 玩家識別手段,係於對戰遊戲的開始前,識別玩家; 不正常結束判定手段,係判定進行中的遊戲已不正常 結束; 組合設定手段,係經由網路而設定對戰遊戲的組合; 1332414 __ 正雜頁 不當結束判定手段,係判定前述不正常結束是否爲因 玩家的不當操作所致之遊戲的不當結束;及 不當履歷資訊保存手段,係作成並保存相對於前述不 " 當結束之玩家的不當之履歷資訊; ' 前述不當履歷資訊保存手段係具備: 計算出對於前述不當結束之玩家,判定是否成爲所定 罰則的對象之不當參數的不當參數計算手段; ^ 前述組合設定手段,係讀取出個別識別之玩家的不當 履歷資訊,將不當參數大小相近的玩家彼此加以組合。 6. —種遊戲終端裝置,係利用經由網路而相互交換資 訊,可執行對戰遊戲的遊戲終端裝置,其特徵爲具備: 玩家識別手段,係於對戰遊戲的開始前,識別玩家; 不正常結束判定手段,係判定進行中的遊戲已不正常 結束; 組合設定手段,係經由網路而設定對戰遊戲的組合; φ 不當結束判定手段,係判定前述不正常結束是否爲因 玩家的不當操作所致之遊戲的不當結束;及 不當履歷資訊保存手段,係作成並保存相對於前述不 ' 當結束之玩家的不當之履歷資訊; ' 前述不當履歷資訊保存手段係具備: 計算出對於前述不當結束之玩家,判定是否成爲所定 罰則的對象之不當參數的不當參數計算手段; 前述組合設定手段,係讀取出個別識別之玩家的不當 履歷資訊,將不當參數大小相近的玩家彼此加以組合。 -3- 1332414The steps of adding the number of improper points that have been weighted to the current situation and accumulating the number of improper points, and calculating the inappropriate parameters according to the ratio of the accumulated improper points to the accumulated abnormal end number The game management method according to the first aspect of the invention, further comprising: a step of determining whether the number of times of the identified player and the improper parameter are equal to or greater than the predetermined time; and determining an elapsed time since the last improper termination Whether it is a step below the specified time; when the number of improper times and the inappropriate parameter are more than the specified time, and the predetermined time has not passed since the last improper end, it is forbidden to participate in the game, and when the predetermined time passes, the game is allowed to participate. 4. The game management method according to any one of claims 1 to 3, further comprising: notifying a combination of the players having the inappropriate history and notifying the game terminal device operated by the player The steps of the monitor. A game management system is a game management system that can execute a competition game between a plurality of game terminal devices by exchanging mutual operation information via a network, and is characterized in that: a player recognition means is provided at the start of the competition game. In the past, the player is identified; the abnormal end determination means determines that the ongoing game has not ended normally; and the combination setting means sets the combination of the competition game via the network; 1332414 __ The miscellaneous page improper termination determination means determines the foregoing The abnormal end is the improper end of the game due to the player's improper operation; and the improper resume information preservation means is to create and save the inappropriate resume information relative to the above-mentioned player who does not end; 'The aforementioned inappropriate resume information The saving means includes: calculating an improper parameter calculating means for determining whether the player is an improper parameter of the predetermined penalty for the player who is not properly terminated; ^ the combination setting means reads the inappropriate history information of the individually recognized player, Inappropriate players with similar parameters are added to each other. In combination. 6. A game terminal device that is a game terminal device that can exchange information with each other via a network and can execute a competition game, and is characterized in that: the player recognition means is configured to recognize the player before the start of the competition game; The determination means determines that the ongoing game has not ended normally; the combination setting means sets the combination of the competition game via the network; φ the improper termination determination means determines whether the abnormal termination is due to the player's improper operation. The improper end of the game; and the improper resume information preservation means, create and save the inappropriate resume information relative to the player who does not end the above; 'The aforementioned improper resume information preservation means has: Calculate the player who has ended the above improperly An improper parameter calculation means for determining whether or not the parameter is an inappropriate parameter of the predetermined penalty; and the combination setting means reads the inappropriate history information of the individually recognized player, and combines the players whose similar parameter sizes are similar to each other. -3- 1332414 7 · —種遊戲管理方法,係利用經由網路而交換相互的 操作資訊,可在複數遊戲終端裝置間執行對戰遊戲的遊戲 管理方法,其特徵爲具有: 玩家識別步驟,係於對戰遊戲的開始前,根據利用遊 戲終端裝置讀取出之個人資料來識別玩家; 日誌資料管理步驟,係依所定期間取得儲存對戰遊戲 的進行中之對戰遊戲中的狀況資料之日誌資料,並一邊作 爲每一個人資訊的日誌資料檔案而加以記憶,一邊僅在對 戰遊戲到遊戲結束爲止是正常結束時加以消除; 不正常結束判定步驟,係讀取出對戰遊戲結束時的前 述曰誌資料檔案,在其中有日誌資料時判定對戰遊戲是不 正常結束; 不當結束判定步驟,係針對前述不正常結束是否爲起 因於玩家的不當操作之遊戲的不當結束加以判定; 不當參數計算步驟’係從前述遊戲終端裝置接收希望 參加遊戲之玩家的個人資料時啓動,根據不當者資訊記憶 部內之該當玩家的不當點數及不當次數,來計算出對於該 玩家判定是否成爲所定罰則之對象的不當參數;及 組合設定步驟’係經由網路而設定對戰遊戲的組合; 前述不當結束判定步驟,係每於前述不正常結束判定 步驟中判定出前述不正常結束時,以因應前述對戰遊戲的 狀況而被加權之不當點數作爲基準,根據儲存於本次讀取 出之前述日誌資料的對戰遊戲之狀況資料,求出本次的不 當點數;A game management method is a game management method for executing a competition game between a plurality of game terminal devices by exchanging mutual operation information via a network, and is characterized in that: a player recognition step is performed at the start of the competition game. Previously, the player is identified based on the personal data read by the game terminal device; the log data management step is to obtain log data of the status data in the ongoing battle game in which the competition game is being stored, and as each individual information The log data file is memorized and is erased only at the end of the normal game until the end of the game; the abnormal end determination step reads the aforementioned data file at the end of the game, and there is log data in it. Determining that the competition game is abnormally ended; the improper termination determination step is for determining whether the abnormal termination is an improper termination of the game caused by the player's improper operation; the improper parameter calculation step 'receiving from the aforementioned game terminal device The player of the game When the person data is activated, according to the improper points and the number of improper times of the player in the information memory of the fraud, the inappropriate parameter for determining whether the player is the target of the predetermined penalty is calculated; and the combination setting step is set via the network. The combination of the match-making game; the above-mentioned improper termination determination step is based on the number of improper points that are weighted in accordance with the situation of the competition game, based on the number of improper points determined in the abnormality end determination step. The status information of the competition game of the aforementioned log data is read out, and the number of improper points of the current time is obtained; -4- 1332414 __ 卿Η月各辟(釣正體頁 並將該當本次的不當點數,加算至被讀取出之不當者 資訊記億部之該當玩家到上次爲止的不當點數,將前述不 當者資訊記億部之該當玩家的資料之不當次數加算1,對 前述不當者資訊之該當玩家的資料進行更新寫入; / 前述組合設定步驟,係判斷個別識別之玩家在前述不 當參數計算步驟中被計算出之前述不當參數是否是所定値 以上,在是未達所定値之玩家時,則允許參加遊戲之同時 I ,進行前述不當參數相同或近似之玩家彼此的組合。-4- 1332414 __ 卿 Η 各 ( ( 钓 钓 钓 ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( ( The above-mentioned information of the improper person shall be counted as 1 for the improper number of the player's data, and the data of the player of the aforementioned improper information shall be updated and written; / The combination setting step is to determine that the individual identified player is calculated in the aforementioned improper parameters. Whether the aforementioned improper parameter calculated in the step is more than the predetermined value, and when the player is not up to the predetermined time, the game is allowed to participate in the game, and the combination of the players whose same improper parameters are the same or similar is performed. -5--5-
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