TWI829643B - Server device, its control method and its control program - Google Patents

Server device, its control method and its control program Download PDF

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Publication number
TWI829643B
TWI829643B TW107126517A TW107126517A TWI829643B TW I829643 B TWI829643 B TW I829643B TW 107126517 A TW107126517 A TW 107126517A TW 107126517 A TW107126517 A TW 107126517A TW I829643 B TWI829643 B TW I829643B
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battle
mentioned
game
game device
unit
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TW107126517A
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TW201911149A (en
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野崎隼人
清水章吾
神保友香
青木義明
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日商世雅遊戲股份有限公司
日商達斯萊有限公司
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of 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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/48Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
    • 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
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/02Shooting or hurling games

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

Abstract

本發明提供一種可使由複數個玩家參加之遊戲事件高效率地進行之遊戲系統。本發明之伺服器裝置之特徵在於,其係經由網路而連接於執行對戰遊戲之複數個遊戲裝置者,且具備:記憶部,其記憶由複數個玩家參加之遊戲事件之對戰表;對戰組合分配部,其將對戰表中所含之複數個對戰組合分配給複數個遊戲裝置中之特定之遊戲裝置;發送部,其將由對戰組合分配部分配之複數個對戰組合相關之資訊發送至特定之遊戲裝置;及遊戲控制部,其於自特定之遊戲裝置接收到複數個對戰組合中之於特定之遊戲裝置中被選擇之對戰組合相關之所有玩家之認證請求之情形時,將該對戰組合相關之對戰遊戲之開始許可發送至特定之遊戲裝置。The present invention provides a game system that can efficiently progress a game event in which a plurality of players participate. The server device of the present invention is characterized in that it is connected to a plurality of game devices executing a battle game via a network, and has: a memory unit that memorizes a battle table of game events in which a plurality of players participate; and a battle combination. The distribution unit allocates the plurality of battle combinations included in the battle table to specific game devices among the plurality of game devices; the sending unit sends information related to the plurality of battle combinations allocated by the battle combination allocation unit to specific game devices. A game device; and a game control unit that, upon receiving from a specific game device authentication requests from all players in a plurality of combat combinations related to the combat combination selected in the specific game device, associates the combat combination with the The permission to start the battle game is sent to the specific game device.

Description

伺服器裝置、其控制方法及其控制程式Server device, its control method and its control program

本發明係關於一種伺服器裝置、其控制方法及其控制程式。The invention relates to a server device, its control method and its control program.

自先前以來,進行如下遊戲事件,即,使用商店(包含事件會場)內所準備之遊戲裝置,由複數個玩家藉由該遊戲裝置執行之對戰遊戲相互進行對戰,並決定各玩家之成績等。Traditionally, game events have been performed in which a plurality of players compete against each other in a battle game executed by the game device using a game device prepared in a store (including an event venue), and the results of each player are determined.

例如,專利文獻1中揭示有一種遊戲系統,該遊戲系統具備:遊戲裝置,其用以供參加遊戲事件之複數個玩家彼此進行對戰;及伺服器,其經由網路而連接於遊戲裝置。上述遊戲系統具備之伺服器具有:匹配處理部,其自複數個玩家之中選擇成為對戰對手之玩家;及事件遊戲進行資訊產生部,其決定由匹配處理部選擇之玩家間進行之各對戰之順序。For example, Patent Document 1 discloses a game system that includes: a game device for allowing a plurality of players participating in a game event to compete with each other; and a server connected to the game device via a network. The server provided in the above-mentioned game system has: a matching processing unit that selects a player to be an opponent from among a plurality of players; and an event game progress information generation unit that determines the results of each battle between players selected by the matching processing unit. order.

上述遊戲系統具備之遊戲裝置係基於自伺服器發送之對戰順序之資訊而僅顯示接下來對戰之玩家名。而且,若所顯示之接下來對戰之玩家全部經由遊戲裝置被伺服器認證,則伺服器對遊戲裝置發送遊戲開始許可,而於遊戲裝置中開始對戰。 [先前技術文獻] [專利文獻]The game device included in the above-mentioned game system only displays the name of the player who will fight next based on the information of the battle order sent from the server. Furthermore, if all the displayed players to compete next are authenticated by the server through the game device, the server sends a game start permission to the game device, and the game starts on the game device. [Prior art documents] [Patent documents]

[專利文獻1]日本專利特開2015-36008號公報[Patent Document 1] Japanese Patent Application Publication No. 2015-36008

[發明所欲解決之問題][Problem to be solved by the invention]

然而,於遊戲裝置僅顯示接下來對戰之玩家名之情形時,若所顯示之玩家中之任一位處於遠離該遊戲裝置之場所,則無法開始接下來之對戰。不僅如此,後續之對戰之開始亦依序延遲,結果,遊戲事件整體延遲。因此,遊戲事件之主辦者必須對各玩家之動向管理花費大量勞力,以儘量不產生無法開始接下來之對戰之時段,而無法使遊戲事件高效率地進行。However, when the game device only displays the name of the next player to fight, if any of the displayed players is in a place far away from the game device, the next game cannot be started. Not only that, but the start of subsequent battles is also delayed. As a result, the entire game event is delayed. Therefore, the organizer of the game event must put a lot of effort into managing the movements of each player so as to avoid a period of time in which the next battle cannot be started, thereby making it impossible for the game event to proceed efficiently.

本發明係為了解決此種問題而完成者,其目的在於使複數個玩家參加之遊戲事件高效率地進行。 [解決問題之技術手段]The present invention was completed in order to solve such a problem, and its purpose is to efficiently progress a game event in which a plurality of players participate. [Technical means to solve problems]

本發明之伺服器裝置之特徵在於,其係經由網路而連接於執行對戰遊戲之複數個遊戲裝置者,且具備:記憶部,其記憶由複數個玩家參加之遊戲事件之對戰表;對戰組合分配部,其將對戰表中所含之複數個對戰組合分配給複數個遊戲裝置中之特定之遊戲裝置;發送部,其將由對戰組合分配部分配之複數個對戰組合相關之資訊發送至特定之遊戲裝置;及遊戲控制部,其於自特定之遊戲裝置接收到複數個對戰組合中之於特定之遊戲裝置中被選擇之對戰組合相關之所有玩家之認證請求之情形時,將該對戰組合相關之對戰遊戲之開始許可發送至特定之遊戲裝置。The server device of the present invention is characterized in that it is connected to a plurality of game devices executing a battle game via a network, and has: a memory unit that memorizes a battle table of game events in which a plurality of players participate; and a battle combination. The distribution unit allocates the plurality of battle combinations included in the battle table to specific game devices among the plurality of game devices; the sending unit sends information related to the plurality of battle combinations allocated by the battle combination allocation unit to specific game devices. A game device; and a game control unit that, upon receiving from a specific game device authentication requests from all players in a plurality of combat combinations related to the combat combination selected in the specific game device, associates the combat combination with the The permission to start the battle game is sent to the specific game device.

根據該態樣,由於複數個對戰之玩家顯示於遊戲裝置,故而可藉由玩家之判斷自所有玩家均聚齊之對戰起開始進行遊戲。因此,能夠抑制無法開始接下來之對戰之時段之產生。藉此,無需耗費許多勞力來管理各玩家之動向,即可使遊戲事件高效率地進行。 [發明之效果]According to this aspect, since a plurality of competing players are displayed on the game device, the game can be started from the battle where all players have gathered based on the player's judgment. Therefore, it is possible to suppress the occurrence of a period in which the next battle cannot be started. This eliminates the need to expend a lot of labor to manage the movements of each player, allowing game events to proceed efficiently. [Effects of the invention]

根據本發明,可使遊戲事件高效率地進行。According to the present invention, game events can be efficiently performed.

以下,一面參照圖式一面對本發明之各種實施形態進行說明。但是,應留意如下方面:本發明之技術範圍並不限定於該等實施形態,而涉及申請專利範圍所記載之發明及其均等物。Hereinafter, various embodiments of the present invention will be described with reference to the drawings. However, it should be noted that the technical scope of the present invention is not limited to these embodiments, but extends to the inventions described in the patent claims and their equivalents.

(1)遊戲系統1之構成 圖1係表示遊戲系統1之一例之網路構成圖。(1) Structure of Game System 1 FIG. 1 is a network structure diagram showing an example of the game system 1 .

遊戲系統1具有伺服器10、複數個遊戲裝置20A~20C、商店終端30、玩家終端40、及主辦者終端60。複數個遊戲裝置20A~20C與商店終端30能夠相互通信地設置於商店3A內。進而,複數個遊戲裝置20A~20C與商店終端30經由商店3A之商店內網路而相互連接。商店3A之商店內網路經由網際網路等通信網路2而與伺服器10可通信地連接。再者,於商店3B及3C之各者中亦設置有與商店3A之商店內網路同樣之商店內網路。又,玩家終端40能夠藉由有線或無線通信而連接於商店3A之商店內網路及通信網路2。又,主辦者終端60能夠連接於通信網路2。The game system 1 includes a server 10, a plurality of game devices 20A to 20C, a store terminal 30, a player terminal 40, and a sponsor terminal 60. The plurality of game devices 20A to 20C and the store terminal 30 are installed in the store 3A so as to be able to communicate with each other. Furthermore, the plurality of game devices 20A to 20C and the store terminal 30 are connected to each other via the in-store network of the store 3A. The in-store network of the store 3A is communicably connected to the server 10 via the communication network 2 such as the Internet. Furthermore, an in-store network similar to the in-store network of store 3A is also provided in each of stores 3B and 3C. In addition, the player terminal 40 can be connected to the in-store network and the communication network 2 of the store 3A through wired or wireless communication. In addition, the sponsor terminal 60 can be connected to the communication network 2 .

(2)各裝置之構成 (2-1)伺服器10之構成 圖2係表示伺服器10之功能上之構成之方塊圖。(2) Structure of each device (2-1) Structure of server 10 FIG. 2 is a block diagram showing the functional structure of server 10 .

伺服器10具有伺服器通信部11、伺服器記憶部12、及伺服器處理部13。伺服器10係系統管理者等經營、管理遊戲服務時利用之資訊處理裝置(例如工作站或個人電腦等)。The server 10 has a server communication unit 11 , a server storage unit 12 , and a server processing unit 13 . The server 10 is an information processing device (such as a workstation or a personal computer) used by system administrators and others to operate and manage game services.

伺服器通信部11具備用以將伺服器10連接於通信網路2之通信介面電路,與通信網路2之間進行通信。而且,伺服器通信部11將自遊戲裝置20A~20C、商店終端30、玩家終端40、及主辦者終端60等接收到之資料供給至伺服器處理部13。又,伺服器通信部11將自伺服器處理部13供給之資料發送至遊戲裝置20A~20C、商店終端30、玩家終端40、及主辦者終端60等。The server communication unit 11 has a communication interface circuit for connecting the server 10 to the communication network 2 and communicates with the communication network 2 . Furthermore, the server communication unit 11 supplies the data received from the game devices 20A to 20C, the store terminal 30, the player terminal 40, the organizer terminal 60, and the like to the server processing unit 13. Furthermore, the server communication unit 11 transmits the data supplied from the server processing unit 13 to the game devices 20A to 20C, the store terminal 30, the player terminal 40, the organizer terminal 60, and the like.

伺服器記憶部12例如具備磁帶裝置、磁碟裝置、或光碟裝置中之至少一者。伺服器記憶部12記憶伺服器處理部13中之處理所使用之作業系統程式、驅動程式、應用程式、及資料等。例如,伺服器記憶部12記憶使遊戲進行並製作其結果之顯示資料之遊戲程式等作為應用程式。電腦程式亦可自例如CD-ROM(Compact Disc-Read Only Memory,唯讀光碟)、DVD-ROM(Digital Versatile Disc-Read Only Memory,唯讀數位多功能光碟)等電腦可讀取之可攜型記錄媒體使用公知之設置程式等安裝於伺服器記憶部12。The server memory unit 12 includes, for example, at least one of a tape device, a magnetic disk device, or an optical disk device. The server memory unit 12 stores operating system programs, drivers, applications, data, etc. used for processing in the server processing unit 13 . For example, the server memory unit 12 stores a game program that advances a game and creates display data of the result as an application program. Computer programs can also be obtained from computer-readable portable devices such as CD-ROM (Compact Disc-Read Only Memory) and DVD-ROM (Digital Versatile Disc-Read Only Memory). The recording medium is installed in the server memory 12 using a well-known setup program or the like.

又,伺服器記憶部12記憶圖3(a)所示之事件表、圖3(b)所示之對戰表、圖3(c)所示之對戰順序表等作為資料。進而,伺服器記憶部12亦可暫時記憶特定處理之暫時之資料。In addition, the server storage unit 12 stores the event table shown in FIG. 3(a), the battle table shown in FIG. 3(b), the battle sequence table shown in FIG. 3(c), and the like as data. Furthermore, the server memory unit 12 may temporarily store temporary data for specific processing.

圖3(a)表示事件表。事件表包含與各事件ID相關之「事件名」、「遊戲條件」、「參加玩家(卡ID)」、及「對戰表」等項目。「事件ID」係用以識別複數個玩家相互進行利用對戰遊戲之對戰之遊戲事件的識別資訊。「事件名」係表示例如「競賽T1」等附加於每個遊戲事件之名稱之資訊。「遊戲條件」係表示每個隊伍之玩家數(例如單人、雙人、及三人等)或回合數及其他對戰遊戲之各種規則的資訊。「參加玩家(卡ID)」係表示參加遊戲事件之玩家、及該玩家所持有之遊戲卡50之卡ID的資訊。再者,遊戲卡50係用以記錄該遊戲卡50之所有者(玩家)之關於對戰遊戲之各種資訊(使用者ID、得分等)的IC卡。Figure 3(a) shows the event table. The event table includes items such as "event name", "game conditions", "participating players (card ID)", and "battle table" related to each event ID. The "event ID" is identification information used to identify a game event in which multiple players compete against each other using a battle game. "Event name" is information indicating the name attached to each game event, such as "Contest T1". "Game conditions" refers to information indicating the number of players in each team (such as single, double, and three-player, etc.) or the number of rounds and various rules of other battle games. "Participating player (card ID)" is information indicating the player participating in the game event and the card ID of the game card 50 held by the player. Furthermore, the game card 50 is an IC card used to record various information (user ID, score, etc.) regarding the battle game of the owner (player) of the game card 50 .

圖3(b)表示對戰表。對戰表係遊戲事件之對戰表之一例。對戰表包含「遊戲ID」、「回合」、「隊伍/玩家」、「登錄」、「勝敗」、「得分」、及「狀態」等項目。「遊戲ID」係用以識別構成遊戲事件之個別之對戰的識別資訊。「回合」係表示競賽中之回合數之資訊。「隊伍/玩家」係於該遊戲對戰中進行對戰之玩家之隊伍名及/或玩家名。「登錄」係表示各玩家於遊戲事件之會場中是否進行了下述登錄之資訊。例如,「已」表示登錄已完成,「未」表示登錄未完成。「勝敗」係表示該遊戲對戰之結果之資訊。「得分」係表示於該遊戲對戰中各玩家所獲得之得分之資訊。「狀態」係表示該遊戲對戰之進度之資訊。Figure 3(b) shows the battle table. The battle table is an example of a battle table for game events. The battle table includes items such as "game ID", "round", "team/player", "login", "win or lose", "score", and "status". "Game ID" is identification information used to identify individual battles that constitute game events. "Round" is information indicating the number of rounds in the competition. "Team/Player" refers to the team name and/or player name of the players competing in the game. "Login" is information indicating whether each player has logged in as described below at the venue of the game event. For example, "has" means that the login has been completed, and "not" means that the login has not been completed. "Winning or losing" is information indicating the result of the game. "Score" refers to information indicating the score obtained by each player in the game. "Status" is information indicating the progress of the game.

圖3(b)所示之對戰表係競賽形式之遊戲事件之對戰表。即,於本實施形態之遊戲事件中,自第1回合之第1對戰(遊戲ID:「E01-G01」)起依序進行遊戲對戰,以第3回合(決勝戰)之第7對戰(遊戲ID:「E01-G07」)結束。再者,對戰表並不限於競賽形式,例如亦可為循環賽形式等。The battle table shown in Figure 3(b) is a battle table of game events in a competition format. That is, in the game event of this embodiment, the game battles are performed sequentially starting from the first battle (game ID: "E01-G01") of the first round, and the seventh battle (game ID: "E01-G01") of the third round (the decisive battle) ID: "E01-G07") ends. Furthermore, the battle table is not limited to a competition format, for example, it can also be a round-robin format.

圖3(c)表示對戰順序表。對戰順序表係由下述對戰順序表處理部133分配給每個遊戲裝置之該遊戲裝置所要執行之預定之複數個對戰組合之清單。於圖3(c)中作為一例示出有分配給遊戲裝置20A之對戰順序表。Figure 3(c) shows the battle order table. The battle sequence table is a list of a plurality of predetermined battle combinations to be executed by the game device assigned to each game device by the battle sequence table processing unit 133 described below. As an example, FIG. 3(c) shows a battle order table assigned to the game device 20A.

對戰順序表包含「次序」、「遊戲ID」、「隊伍/玩家」、「登錄」、及「等待時間」等項目。「次序」係遊戲事件之主辦者暫時規定之執行各對戰之次序。該「次序」係為了便於遊戲事件之進行而由遊戲事件之主辦者利用任意之方法暫時規定之次序。如下所述,各玩家於特定之條件下可不按照該「次序」而藉由自己之判斷開始對戰。「等待時間」係如「次序」所示般執行各對戰之情形時之至各對戰開始所花費之預想時間。再者,對戰順序表亦可不包含「等待時間」而包含如「次序」所示般執行各對戰之情形時之各對戰之開始時刻。The battle order table includes items such as "order", "game ID", "team/player", "login", and "waiting time". "Sequence" refers to the order in which each battle is performed temporarily specified by the organizer of the game event. This "order" is an order temporarily specified by the organizer of the game event using any method in order to facilitate the progress of the game event. As described below, under certain conditions, each player can start the battle according to their own judgment without following this "order". "Waiting time" is the estimated time it takes for each battle to start when each battle situation is executed as shown in the "sequence". Furthermore, the battle sequence table may not include the "waiting time" but may include the start time of each battle when each battle is executed as shown in the "sequence".

伺服器處理部13具備一個或複數個處理器及其周邊電路。伺服器處理部13例如為CPU(Central Processing Unit,中央處理單元),統括地控制伺服器10整體之動作。伺服器處理部13以基於記憶於伺服器記憶部12之程式等以適當之順序執行伺服器10之各種處理之方式控制伺服器通信部11等之動作。伺服器處理部13基於記憶於伺服器記憶部12之程式(作業系統程式或驅動程式、應用程式等)執行處理。又,伺服器處理部13可並列地執行複數個程式(應用程式等)。The server processing unit 13 includes one or a plurality of processors and peripheral circuits thereof. The server processing unit 13 is, for example, a CPU (Central Processing Unit), and collectively controls the entire operation of the server 10 . The server processing unit 13 controls the operations of the server communication unit 11 and the like so as to execute various processes of the server 10 in an appropriate order based on the program etc. stored in the server memory unit 12 . The server processing unit 13 executes processing based on the program (operating system program, driver program, application program, etc.) stored in the server memory unit 12 . In addition, the server processing unit 13 can execute a plurality of programs (application programs, etc.) in parallel.

伺服器處理部13具備事件表處理部131、對戰表處理部132、對戰順序表處理部133、遊戲控制部134、及卡認證部135。該等各部係藉由伺服器處理部13所具備之處理器所執行之程式而實現之功能模組。或者,該等各部亦可作為韌體安裝於伺服器10。The server processing unit 13 includes an event table processing unit 131, a battle table processing unit 132, a battle sequence table processing unit 133, a game control unit 134, and a card authentication unit 135. Each of these components is a functional module implemented by a program executed by the processor of the server processing unit 13 . Alternatively, these components may also be installed on the server 10 as firmware.

事件表處理部131進行記憶於伺服器記憶部12之事件表之登錄、更新處理等。對戰表處理部132進行記憶於伺服器記憶部12之對戰表之登錄、更新處理等。對戰順序表處理部133係對戰組合分配部之一例,進行記憶於伺服器記憶部12之對戰順序表之登錄、更新處理等。遊戲控制部134控制作為多人參加型遊戲之對戰遊戲之進行。卡認證部135進行自遊戲裝置20A等接收到之卡ID之認證。The event table processing unit 131 performs registration, update processing, etc. of the event table stored in the server memory unit 12 . The battle table processing unit 132 performs registration, update processing, etc. of the battle table stored in the server memory unit 12 . The battle order table processing unit 133 is an example of a battle combination allocation unit, and performs registration and update processing of the battle order table stored in the server memory unit 12 . The game control unit 134 controls the progress of a battle game that is a multiplayer game. The card authentication unit 135 authenticates the card ID received from the game device 20A or the like.

(2-2)遊戲裝置20A之構成 圖4係遊戲裝置20A之概略外觀圖。圖5係表示遊戲裝置20A之功能上之構成之方塊圖。(2-2) Structure of Game Device 20A FIG. 4 is a schematic appearance view of the game device 20A. FIG. 5 is a block diagram showing the functional configuration of the game device 20A.

本實施形態之遊戲裝置20A設置於商店3A內,且係執行構成遊戲事件之各遊戲對戰之遊戲裝置。於本實施形態中,作為遊戲之一例進行擲飛鏢遊戲。The game device 20A of this embodiment is installed in the store 3A, and is a game device that executes each game battle constituting a game event. In this embodiment, a darts game is played as an example of a game.

遊戲裝置20A具有遊戲裝置通信部21、遊戲裝置記憶部22、遊戲裝置操作部23、遊戲裝置顯示部24、遊戲裝置處理部25、飛鏢盤26、區域檢測部27、卡槽CS、遊戲裝置卡RW部28、及遊戲幣投入部29。The game device 20A has a game device communication unit 21, a game device memory unit 22, a game device operation unit 23, a game device display unit 24, a game device processing unit 25, a dart board 26, an area detection unit 27, a card slot CS, and a game device card. RW part 28, and game currency input part 29.

遊戲裝置通信部21具備用以將遊戲裝置20A連接於商店3A之商店內網路及通信網路2之通信介面電路,與商店3A之商店內網路及通信網路2之間進行通信。而且,遊戲裝置通信部21將自伺服器10及商店終端30等接收到之資料供給至遊戲裝置處理部25。又,遊戲裝置通信部21將自遊戲裝置處理部25供給之資料發送至伺服器10及商店終端30等。The game device communication unit 21 has a communication interface circuit for connecting the game device 20A to the in-store network and the communication network 2 of the store 3A, and communicates with the in-store network and the communication network 2 of the store 3A. Furthermore, the game device communication unit 21 supplies the data received from the server 10, the store terminal 30, and the like to the game device processing unit 25. Furthermore, the game device communication unit 21 sends the data supplied from the game device processing unit 25 to the server 10, the store terminal 30, and the like.

遊戲裝置記憶部22例如具備磁帶裝置、磁碟裝置、或光碟裝置中之至少一者。遊戲裝置記憶部22記憶遊戲裝置處理部25中之處理所使用之作業系統程式、驅動程式、應用程式、資料等。例如,遊戲裝置記憶部22記憶使遊戲進行並製作其結果之顯示資料之遊戲程式等作為應用程式。電腦程式亦可自例如CD-ROM、DVD-ROM等電腦可讀取之可攜型記錄媒體使用公知之設置程式等安裝於遊戲裝置記憶部22。The game device memory unit 22 includes, for example, at least one of a tape device, a magnetic disk device, and an optical disk device. The game device storage unit 22 stores operating system programs, drivers, applications, data, etc. used for processing in the game device processing unit 25 . For example, the game device storage unit 22 stores a game program that advances a game and creates display data of the result as an application program. The computer program can also be installed in the game device memory 22 from a computer-readable portable recording medium such as a CD-ROM or a DVD-ROM using a well-known setup program.

遊戲裝置操作部23係用以供遊戲事件之主辦者或玩家等進行各種操作者,例如,藉由設置於操作面板之操作按鈕等而實現。於本實施形態中,於遊戲事件之主辦者或玩家選擇擲飛鏢遊戲之種類之情形等時,使用遊戲裝置操作部23。The game device operation unit 23 is used by the organizer of the game event or the player to perform various operations, for example, it is realized by operation buttons provided on the operation panel. In this embodiment, the game device operating unit 23 is used when the organizer of a game event or a player selects the type of darts game.

遊戲裝置顯示部24只要能夠顯示影像或圖像等,則可為任何器件,例如為液晶顯示器或有機EL(Electro-Luminescence,電致發光)顯示器等。遊戲裝置顯示部24亦可藉由例如液晶觸控面板顯示器而與遊戲裝置操作部23一體化。遊戲裝置顯示部24顯示與自遊戲裝置處理部25供給之影像資料對應之影像或與圖像資料對應之圖像等。The game device display unit 24 may be any device as long as it can display images, images, etc., such as a liquid crystal display or an organic EL (Electro-Luminescence, electroluminescence) display. The game device display unit 24 may also be integrated with the game device operation unit 23 through, for example, a liquid crystal touch panel display. The game device display unit 24 displays an image corresponding to the image data supplied from the game device processing unit 25 or an image corresponding to the image data.

遊戲裝置處理部25具備一個或複數個處理器及其周邊電路。遊戲裝置處理部25例如為CPU,統括地控制遊戲裝置20A整體之動作。遊戲裝置處理部25以基於記憶於遊戲裝置記憶部22之程式等以適當之順序執行遊戲裝置20A之各種處理之方式控制遊戲裝置通信部21等之動作。遊戲裝置處理部25基於記憶於遊戲裝置記憶部22之程式(作業系統程式或驅動程式、應用程式等)執行處理。又,遊戲裝置處理部25可並列地執行複數個程式(應用程式等)。The game device processing unit 25 includes one or a plurality of processors and peripheral circuits thereof. The game device processing unit 25 is, for example, a CPU, and collectively controls the entire operation of the game device 20A. The game device processing unit 25 controls the operation of the game device communication unit 21 and the like so as to execute various processes of the game device 20A in an appropriate order based on the program stored in the game device storage unit 22 . The game device processing unit 25 executes processing based on the program (operating system program, driver program, application program, etc.) stored in the game device storage unit 22 . In addition, the game device processing unit 25 can execute a plurality of programs (application programs, etc.) in parallel.

遊戲裝置處理部25具備畫面顯示控制部251、遊戲進行控制部252、及卡資訊控制部253。該等各部係藉由遊戲裝置處理部25所具備之處理器所執行之程式而實現之功能模組。或者,該等各部亦可作為韌體而安裝於遊戲裝置20A。The game device processing unit 25 includes a screen display control unit 251, a game progress control unit 252, and a card information control unit 253. Each of these components is a functional module implemented by a program executed by the processor included in the game device processing unit 25 . Alternatively, each of these components may be installed on the game device 20A as firmware.

畫面顯示控制部251基於自伺服器10接收到之畫面顯示資訊進行遊戲裝置顯示部24之畫面顯示之控制。遊戲進行控制部252控制遊戲裝置20A中之遊戲之進行。卡資訊控制部253進行插入至下述卡槽CS之遊戲卡50之卡ID之認證處理之控制。The screen display control unit 251 controls the screen display of the game device display unit 24 based on the screen display information received from the server 10 . The game progress control unit 252 controls the progress of the game in the game device 20A. The card information control unit 253 controls the authentication process of the card ID of the game card 50 inserted into the card slot CS described below.

飛鏢盤26係成為擲鏢遊戲之標的之盤面。本實施形態之飛鏢盤26被分隔為複數個靶區域26A。於靶區域26A之各者設置有多個細孔。由玩家投擲之飛鏢之前端部被設置於靶區域26A之多個孔中之任一個接住(飛鏢刺入靶區域26A)。The dart board 26 is the board that becomes the target of the dart game. The dart board 26 of this embodiment is divided into a plurality of target areas 26A. A plurality of pores are provided in each of the target areas 26A. The front end of the dart thrown by the player is caught by any one of the plurality of holes provided in the target area 26A (the dart penetrates the target area 26A).

區域檢測部27係用以檢測飛鏢刺入靶區域26A之情況者,與靶區域26A之各者對應地設置有複數個。於本實施形態中,若飛鏢刺入靶區域26A,則靶區域26A因飛鏢之衝擊而向後方略微移動。區域檢測部27若檢測出該靶區域26A之位移,則對遊戲裝置處理部25發送檢測信號。The area detection part 27 is used to detect the penetration of the dart into the target area 26A, and a plurality of them are provided corresponding to each of the target area 26A. In this embodiment, when the dart penetrates the target area 26A, the target area 26A slightly moves backward due to the impact of the dart. When the area detection unit 27 detects the displacement of the target area 26A, it sends a detection signal to the game device processing unit 25 .

卡槽CS係用以插入玩家所持有之遊戲卡50之插入口。於本實施形態中之遊戲裝置20A中,以最多可由4人進行遊戲對戰之方式設置有4個卡槽CS。再者,亦能以可由超過4人之人數進行遊戲對戰之方式設置超過4個之數量之卡槽CS。The card slot CS is an insertion opening for inserting the game card 50 held by the player. In the game device 20A in this embodiment, four card slots CS are provided so that up to four people can play the game. Furthermore, more than 4 card slots CS can be set up in a way that more than 4 people can compete in the game.

遊戲裝置卡RW部28可讀取商店內之玩家所持有之遊戲卡50中所記錄之卡ID等,或寫入遊戲結果所獲得之資訊等。The game device card RW unit 28 can read the card ID recorded in the game card 50 held by the player in the store, or write the information obtained from the game result, etc.

遊戲幣投入部29具備供投入遊戲幣之投入口、及檢測自投入口投入之遊戲幣之感測器。於本實施形態中,亦可為由玩家將特定枚數之遊戲幣自遊戲幣投入口投入,而能夠玩遊戲。或者,亦可設為即便不自遊戲幣投入口投入遊戲幣亦能夠玩遊戲。The coin insertion part 29 has an insertion port for inserting coins and a sensor for detecting the coins inserted from the insertion port. In this embodiment, the player can also play the game by inserting a specific number of coins from the coin input port. Alternatively, the game may be played even without inserting the game coins from the game coin input port.

(2-3)商店終端30之構成 圖6係表示商店終端30之功能上之構成之方塊圖。(2-3) Structure of the store terminal 30 FIG. 6 is a block diagram showing the functional structure of the store terminal 30 .

商店終端30具有商店終端通信部31、商店終端記憶部32、商店終端處理部33、商店終端顯示部34、商店終端操作部35、及商店終端卡RW部36。商店終端30係遊戲事件之主辦者等在經營、管理遊戲服務時使用之資訊處理裝置(例如工作站、個人電腦等)。The store terminal 30 includes a store terminal communication unit 31, a store terminal memory unit 32, a store terminal processing unit 33, a store terminal display unit 34, a store terminal operation unit 35, and a store terminal card RW unit 36. The store terminal 30 is an information processing device (such as a workstation, a personal computer, etc.) used by game event organizers and others when operating and managing game services.

商店終端通信部31具備用以將商店終端30連接於商店3A之商店內網路及通信網路2之通信介面電路,與商店3A之商店內網路及通信網路2之間進行通信。而且,商店終端通信部31將自伺服器10及遊戲裝置20A等接收到之資料向商店終端處理部33供給。又,商店終端通信部31將自商店終端處理部33供給之資料發送至伺服器10及遊戲裝置20A等。The store terminal communication unit 31 has a communication interface circuit for connecting the store terminal 30 to the in-store network and the communication network 2 of the store 3A, and communicates with the in-store network and the communication network 2 of the store 3A. Furthermore, the store terminal communication unit 31 supplies the data received from the server 10, the game device 20A, etc. to the store terminal processing unit 33. Furthermore, the store terminal communication unit 31 sends the data supplied from the store terminal processing unit 33 to the server 10, the game device 20A, and the like.

商店終端記憶部32例如具備磁帶裝置、磁碟裝置、或光碟裝置中之至少一者。商店終端記憶部32記憶商店終端處理部33中之處理所使用之作業系統程式、驅動程式、應用程式、資料等。例如,商店終端記憶部32記憶使遊戲進行並製作其結果之顯示資料之遊戲程式等作為應用程式。電腦程式亦可自例如CD-ROM、DVD-ROM等電腦可讀取之可攜型記錄媒體使用公知之設置程式等安裝於商店終端記憶部32。The store terminal memory unit 32 includes at least one of a tape device, a magnetic disk device, and an optical disk device, for example. The store terminal memory unit 32 stores operating system programs, drivers, applications, data, etc. used for processing in the store terminal processing unit 33 . For example, the store terminal memory unit 32 stores a game program that advances a game and creates display data of the result as an application program. The computer program can also be installed in the store terminal memory unit 32 from a computer-readable portable recording medium such as a CD-ROM or a DVD-ROM using a well-known setup program.

商店終端處理部33具備一個或複數個處理器及其周邊電路。商店終端處理部33例如為CPU,統括地控制商店終端30整體之動作。商店終端處理部33以基於記憶於商店終端記憶部32之程式等以適當之順序執行商店終端30之各種處理之方式控制商店終端通信部31等之動作。商店終端處理部33基於記憶於商店終端記憶部32之程式(作業系統程式或驅動程式、應用程式等)執行處理。又,商店終端處理部33可並列地執行複數個程式(應用程式等)。The store terminal processing unit 33 includes one or a plurality of processors and peripheral circuits thereof. The store terminal processing unit 33 is, for example, a CPU, and collectively controls the entire operation of the store terminal 30 . The store terminal processing unit 33 controls the operations of the store terminal communication unit 31 and the like so as to execute various processes of the store terminal 30 in an appropriate order based on the programs stored in the store terminal memory unit 32 . The store terminal processing unit 33 executes processing based on the program (operating system program, driver program, application program, etc.) stored in the store terminal memory unit 32 . In addition, the store terminal processing unit 33 can execute a plurality of programs (application programs, etc.) in parallel.

商店終端顯示部34只要能夠顯示影像或圖像等則可為任何器件,例如為液晶顯示器或有機EL(Electro-Luminescence)顯示器等。商店終端顯示部34亦可藉由例如液晶觸控面板顯示器而與商店終端操作部35一體化。商店終端顯示部34顯示與自商店終端處理部33供給之影像資料對應之影像、或與圖像資料對應之圖像等。The store terminal display unit 34 may be any device as long as it can display images, images, etc., such as a liquid crystal display or an organic EL (Electro-Luminescence) display. The store terminal display unit 34 may be integrated with the store terminal operation unit 35 through, for example, a liquid crystal touch panel display. The store terminal display unit 34 displays an image corresponding to the image data supplied from the store terminal processing unit 33, an image corresponding to the image data, or the like.

商店終端操作部35只要能夠操作商店終端30則可為任何器件,例如為觸控面板、按鍵等。遊戲事件之主辦者可使用商店終端操作部35輸入文字、數字、符號等。商店終端操作部35於由遊戲事件之主辦者操作之情形時,產生與該操作對應之信號。然後,所產生之信號作為玩家之指示被供給至商店終端處理部33。The store terminal operation unit 35 can be any device as long as it can operate the store terminal 30, such as a touch panel, a button, etc. The organizer of the game event can use the store terminal operation unit 35 to input characters, numbers, symbols, etc. When the store terminal operation unit 35 is operated by the organizer of the game event, the store terminal operation unit 35 generates a signal corresponding to the operation. Then, the generated signal is supplied to the store terminal processing unit 33 as the player's instruction.

商店終端卡RW部36讀取商店內之玩家所持有之遊戲卡50中所記錄之卡ID等,或將遊戲結果中所獲得之資訊等寫入遊戲卡50。The store terminal card RW unit 36 reads the card ID recorded in the game card 50 held by the player in the store, or writes information obtained from the game result into the game card 50 .

(2-4)玩家終端40之構成 圖7係表示玩家終端40之功能上之構成之方塊圖。(2-4) Structure of the player terminal 40 FIG. 7 is a block diagram showing the functional structure of the player terminal 40 .

玩家終端40具有玩家終端通信部41、玩家終端記憶部42、玩家終端處理部43、玩家終端顯示部44、及玩家終端操作部45。The player terminal 40 has a player terminal communication unit 41 , a player terminal memory unit 42 , a player terminal processing unit 43 , a player terminal display unit 44 , and a player terminal operation unit 45 .

玩家終端通信部41具備用以將玩家終端40連接於商店3A之商店內網路及通信網路2之通信介面電路,與商店3A之商店內網路及通信網路2之間進行通信。而且,玩家終端通信部41將自伺服器10及遊戲裝置20A等接收到之資料供給至玩家終端處理部43。又,玩家終端通信部41將自玩家終端處理部43供給之資料發送至遊戲裝置20A及玩家終端40等。The player terminal communication unit 41 has a communication interface circuit for connecting the player terminal 40 to the in-store network and the communication network 2 of the store 3A, and communicates with the in-store network and the communication network 2 of the store 3A. Furthermore, the player terminal communication unit 41 supplies the data received from the server 10, the game device 20A, etc. to the player terminal processing unit 43. Furthermore, the player terminal communication unit 41 sends the data supplied from the player terminal processing unit 43 to the game device 20A, the player terminal 40, and the like.

玩家終端記憶部42例如具備磁帶裝置、磁碟裝置、或光碟裝置中之至少一者。玩家終端記憶部42記憶玩家終端處理部43中之處理所使用之作業系統程式、驅動程式、應用程式、資料等。例如,玩家終端記憶部42記憶使遊戲進行並製作其結果之顯示資料之遊戲程式等作為應用程式。電腦程式亦可自例如CD-ROM、DVD-ROM等電腦可讀取之可攜型記錄媒體使用公知之設置程式等安裝於玩家終端記憶部42。或者,電腦程式亦可藉由自經由通信網路2之伺服器10等下載而安裝於玩家終端記憶部42。或者,玩家終端記憶部42亦可記憶Web瀏覽器,於此情形時,玩家可經由該Web瀏覽器而使記憶於伺服器10等之應用程式於Web瀏覽器上動作。The player terminal memory unit 42 includes, for example, at least one of a tape device, a magnetic disk device, and an optical disk device. The player terminal storage unit 42 stores operating system programs, drivers, applications, data, etc. used for processing in the player terminal processing unit 43. For example, the player terminal memory unit 42 stores a game program that advances a game and creates display data of the result as an application program. The computer program can also be installed in the player terminal memory unit 42 from a computer-readable portable recording medium such as a CD-ROM or a DVD-ROM using a well-known setup program. Alternatively, the computer program may be downloaded from the server 10 or the like via the communication network 2 and installed in the player terminal memory unit 42 . Alternatively, the player terminal storage unit 42 may store a Web browser. In this case, the player can cause the application program stored in the server 10 or the like to operate on the Web browser through the Web browser.

玩家終端處理部43具備一個或複數個處理器及其周邊電路。玩家終端處理部43例如為CPU,統括地控制玩家終端40整體之動作。玩家終端處理部43以基於記憶於玩家終端記憶部42之程式等以適當之順序執行玩家終端40之各種處理之方式控制玩家終端通信部41等之動作。玩家終端處理部43基於記憶於玩家終端記憶部42之程式(作業系統程式或驅動程式、應用程式等)執行處理。又,玩家終端處理部43可並列地執行複數個程式(應用程式等)。The player terminal processing unit 43 includes one or a plurality of processors and peripheral circuits thereof. The player terminal processing unit 43 is, for example, a CPU, and collectively controls the entire operation of the player terminal 40 . The player terminal processing unit 43 controls the operations of the player terminal communication unit 41 and the like so as to execute various processes of the player terminal 40 in an appropriate order based on the program etc. stored in the player terminal memory unit 42 . The player terminal processing unit 43 executes processing based on the program (operating system program, driver program, application program, etc.) stored in the player terminal memory unit 42 . In addition, the player terminal processing unit 43 can execute a plurality of programs (application programs, etc.) in parallel.

玩家終端顯示部44只要能夠顯示影像或圖像等,則可為任何器件,例如為液晶顯示器或有機EL(Electro-Luminescence)顯示器等。玩家終端顯示部44亦可藉由例如液晶觸控面板顯示器而與玩家終端操作部45一體化。玩家終端顯示部44顯示與自玩家終端處理部43供給之影像資料對應之影像、或與圖像資料對應之圖像等。The player terminal display unit 44 may be any device as long as it can display images, images, etc., such as a liquid crystal display or an organic EL (Electro-Luminescence) display. The player terminal display unit 44 may be integrated with the player terminal operation unit 45 through, for example, a liquid crystal touch panel display. The player terminal display unit 44 displays an image corresponding to the image data supplied from the player terminal processing unit 43, an image corresponding to the image data, or the like.

玩家終端操作部45只要能夠操作玩家終端40,則可為任何器件,例如為觸控面板、按鍵等。遊戲事件之主辦者可使用玩家終端操作部45輸入文字、數字、符號等。玩家終端操作部45於由玩家操作之情形時,產生與該操作對應之信號。然後,所產生之信號作為玩家之指示被供給至玩家終端處理部43。The player terminal operating unit 45 can be any device, such as a touch panel, a button, etc., as long as it can operate the player terminal 40 . The organizer of the game event can use the player terminal operation unit 45 to input characters, numbers, symbols, etc. When the player terminal operation unit 45 is operated by the player, the player terminal operation unit 45 generates a signal corresponding to the operation. Then, the generated signal is supplied to the player terminal processing unit 43 as the player's instruction.

(2-5)主辦者終端60之構成 圖8係表示主辦者終端60之功能上之構成之方塊圖。(2-5) Structure of the sponsor terminal 60 FIG. 8 is a block diagram showing the functional structure of the sponsor terminal 60 .

主辦者終端60具有主辦者終端通信部61、主辦者終端記憶部62、主辦者終端處理部63、主辦者終端顯示部64、及主辦者終端操作部65。主辦者終端60係遊戲事件之主辦者等經營、管理遊戲服務時利用之資訊處理裝置(例如工作站或個人電腦等)。The sponsor terminal 60 has a sponsor terminal communication unit 61 , a sponsor terminal storage unit 62 , a sponsor terminal processing unit 63 , a sponsor terminal display unit 64 , and a sponsor terminal operation unit 65 . The organizer terminal 60 is an information processing device (such as a workstation or a personal computer) used by the organizer of the game event to operate and manage the game service.

主辦者終端通信部61具備用以將主辦者終端60連接於通信網路2之通信介面電路,與通信網路2之間進行通信。而且,主辦者終端通信部61將自伺服器10及遊戲裝置20A等接收到之資料供給至主辦者終端處理部63。又,主辦者終端通信部61將自主辦者終端處理部63供給之資料發送至遊戲裝置20A及主辦者終端60等。The sponsor terminal communication unit 61 has a communication interface circuit for connecting the sponsor terminal 60 to the communication network 2 and communicates with the communication network 2 . Furthermore, the sponsor terminal communication unit 61 supplies the data received from the server 10, the game device 20A, etc. to the sponsor terminal processing unit 63. Furthermore, the sponsor terminal communication unit 61 transmits the data supplied from the sponsor terminal processing unit 63 to the game device 20A, the sponsor terminal 60 and the like.

主辦者終端記憶部62例如具備磁帶裝置、磁碟裝置、或光碟裝置中之至少一者。主辦者終端記憶部62記憶主辦者終端處理部63中之處理所使用之作業系統程式、驅動程式、應用程式、及資料等。例如,主辦者終端記憶部62記憶使遊戲進行並製作其結果之顯示資料之遊戲程式等作為應用程式。電腦程式亦可自例如CD-ROM、DVD-ROM等電腦可讀取之可攜型記錄媒體使用公知之設置程式等安裝於主辦者終端記憶部62。The sponsor terminal memory unit 62 includes, for example, at least one of a magnetic tape device, a magnetic disk device, and an optical disk device. The sponsor terminal storage unit 62 stores operating system programs, drivers, applications, data, etc. used for processing in the sponsor terminal processing unit 63 . For example, the organizer terminal memory unit 62 stores a game program that advances a game and creates display data of the result as an application program. The computer program can also be installed in the organizer terminal memory 62 from a computer-readable portable recording medium such as a CD-ROM or a DVD-ROM using a well-known setup program.

主辦者終端處理部63具備一個或複數個處理器及其周邊電路。主辦者終端處理部63例如為CPU,統括地控制主辦者終端60整體之動作。主辦者終端處理部63以基於記憶於主辦者終端記憶部62之程式等以適當之順序執行主辦者終端60之各種處理之方式控制主辦者終端通信部61等之動作。主辦者終端處理部63基於記憶於主辦者終端記憶部62之程式(作業系統程式或驅動程式、應用程式等)執行處理。又,主辦者終端處理部63可並列地執行複數個程式(應用程式等)。The sponsor terminal processing unit 63 includes one or a plurality of processors and peripheral circuits thereof. The sponsor terminal processing unit 63 is, for example, a CPU, and collectively controls the entire operation of the sponsor terminal 60 . The sponsor terminal processing unit 63 controls the operations of the sponsor terminal communication unit 61 and the like so that various processes of the sponsor terminal 60 are executed in an appropriate order based on the programs stored in the sponsor terminal memory unit 62 . The sponsor terminal processing unit 63 executes processing based on the program (operating system program, driver program, application program, etc.) stored in the sponsor terminal memory unit 62 . In addition, the sponsor terminal processing unit 63 can execute a plurality of programs (application programs, etc.) in parallel.

主辦者終端顯示部64只要能夠顯示影像或圖像等,則可為任何器件,例如為液晶顯示器或有機EL(Electro-Luminescence)顯示器等。主辦者終端顯示部64亦可藉由例如液晶觸控面板顯示器而與主辦者終端操作部65一體化。主辦者終端顯示部64顯示與自主辦者終端處理部63供給之影像資料對應之影像、或與圖像資料對應之圖像等。The sponsor terminal display unit 64 may be any device as long as it can display images, images, etc., such as a liquid crystal display or an organic EL (Electro-Luminescence) display. The organizer terminal display unit 64 may be integrated with the organizer terminal operation unit 65 through, for example, a liquid crystal touch panel display. The sponsor terminal display unit 64 displays an image corresponding to the image data supplied from the sponsor terminal processing unit 63, or an image corresponding to the image data, or the like.

主辦者終端操作部65只要能夠操作主辦者終端60則可為任何器件,例如為觸控面板、按鍵等。遊戲事件之主辦者可使用主辦者終端操作部65輸入文字、數字、符號等。主辦者終端操作部65於由主辦者操作之情形時,產生與該操作對應之信號。然後,所產生之信號作為主辦者之指示被供給至主辦者終端處理部63。The sponsor terminal operation unit 65 may be any device, such as a touch panel, a button, etc., as long as it can operate the sponsor terminal 60 . The organizer of the game event can use the organizer terminal operation unit 65 to input characters, numbers, symbols, etc. When the organizer operates the operation unit 65, the organizer terminal operation unit 65 generates a signal corresponding to the operation. Then, the generated signal is supplied to the sponsor terminal processing unit 63 as the sponsor's instruction.

(3)遊戲系統1之動作 (3-1)事件登錄處理 圖9係表示遊戲系統1之事件登錄處理之動作序列之一例之圖。該動作序列係基於預先記憶於伺服器記憶部12及主辦者終端記憶部62之程式,主要由伺服器處理部13及主辦者終端處理部63與伺服器10及主辦者終端60之各要素協動地執行。(3) Operation of the game system 1 (3-1) Event registration processing FIG. 9 is a diagram showing an example of an operation sequence of the event registration processing of the game system 1. This action sequence is based on the program stored in the server memory unit 12 and the organizer terminal memory unit 62 in advance, and is mainly coordinated by the server processing unit 13 and the organizer terminal processing unit 63 and the various elements of the server 10 and the organizer terminal 60. Execute dynamically.

(步驟S101) 主辦者終端60之主辦者終端操作部65受理由遊戲事件之主辦者進行之事件登錄指示之輸入。即,遊戲事件之主辦者藉由操作主辦者終端操作部65而選擇遊戲條件(例如一隊伍之玩家數、及回合數等),並將包含該遊戲條件等資訊之事件登錄指示輸入至主辦者終端60。然後,處理移至步驟S102。(Step S101) The organizer terminal operating unit 65 of the organizer terminal 60 accepts the input of the event registration instruction by the organizer of the game event. That is, the organizer of the game event selects game conditions (such as the number of players in a team, the number of rounds, etc.) by operating the organizer terminal operation unit 65, and inputs an event registration instruction including the game conditions and other information to the organizer. Terminal 60. Then, the process moves to step S102.

(步驟S102) 主辦者終端60之主辦者終端處理部63將基於事件登錄指示之事件登錄請求發送至伺服器10。然後,處理移至步驟S103。(Step S102) The sponsor terminal processing unit 63 of the sponsor terminal 60 sends an event registration request based on the event registration instruction to the server 10. Then, the process moves to step S103.

(步驟S103) 伺服器10之事件表處理部131進行事件登錄處理。即,事件表處理部131發行新的事件ID,並且將自主辦者終端60接收到之事件登錄請求中所含之資訊與該新的事件ID建立關聯而登錄至伺服器記憶部12中記憶之事件表。然後,處理移至步驟S104。(Step S103) The event table processing unit 131 of the server 10 performs event registration processing. That is, the event table processing unit 131 issues a new event ID, associates the information contained in the event registration request received from the sponsor terminal 60 with the new event ID, and registers it in the server memory unit 12. event table. Then, the process moves to step S104.

(步驟S104) 伺服器10之事件表處理部131將事件登錄完成之情況通知給主辦者終端60。然後,處理移至步驟S105。(Step S104) The event table processing unit 131 of the server 10 notifies the sponsor terminal 60 of the completion of event registration. Then, the process moves to step S105.

(步驟S105) 主辦者終端60之主辦者終端處理部63進行事件登錄完成處理。(Step S105) The sponsor terminal processing unit 63 of the sponsor terminal 60 performs event registration completion processing.

(3-2)玩家登錄處理 圖10係表示遊戲系統1之玩家登錄處理之動作序列之一例之圖。該動作序列係基於預先記憶於伺服器記憶部12及玩家終端記憶部42之程式,主要由伺服器處理部13及玩家終端處理部43與伺服器10及玩家終端40之各構件協動而執行。(3-2) Player login process FIG. 10 is a diagram showing an example of an action sequence of the player login process of the game system 1 . This action sequence is based on the program stored in the server memory unit 12 and the player terminal memory unit 42 in advance, and is mainly executed by the server processing unit 13 and the player terminal processing unit 43 in cooperation with each component of the server 10 and the player terminal 40 .

(步驟S201) 玩家終端40之玩家終端操作部45進行玩家登錄受理處理。即,希望參加遊戲事件之玩家操作玩家終端操作部45,藉此,將該玩家相關之資訊(例如卡ID等)輸入至玩家終端40。然後,處理移至步驟S202。(Step S201) The player terminal operation unit 45 of the player terminal 40 performs player login acceptance processing. That is, the player who wishes to participate in the game event operates the player terminal operation unit 45 to input information related to the player (eg, card ID, etc.) to the player terminal 40 . Then, the process moves to step S202.

(步驟S202) 玩家終端40之玩家終端處理部43將玩家登錄請求發送至伺服器10。玩家登錄請求包含上述之該玩家相關之資訊。然後,處理移至步驟S203。(Step S202) The player terminal processing unit 43 of the player terminal 40 sends a player login request to the server 10. The player login request contains the above-mentioned information related to the player. Then, the process moves to step S203.

(步驟S203) 伺服器10之事件表處理部131進行玩家之登錄處理。即,事件表處理部131於伺服器記憶部12中記憶之事件表之「參加玩家」欄中追加該玩家,而更新事件表。然後,處理移至步驟S204。(Step S203) The event table processing unit 131 of the server 10 performs player login processing. That is, the event table processing unit 131 adds the player to the "participating player" column of the event table stored in the server memory unit 12, and updates the event table. Then, the process moves to step S204.

再者,於玩家登錄完成條件成立之情形時,事件表處理部131亦可不進行玩家之登錄處理即對玩家終端40通知玩家登錄已完成之意旨。此處,所謂玩家登錄完成條件,可為該遊戲事件中之參加玩家之登錄數已達到特定數、自玩家登錄之受理開始經過特定時間、及遊戲事件之主辦者等進行了完成指示操作等之任意之條件。Furthermore, when the player login completion condition is established, the event table processing unit 131 may notify the player terminal 40 that the player login has been completed without performing the player login process. Here, the so-called player login completion conditions may be that the number of logins of participating players in the game event has reached a specific number, a specific time has passed since the acceptance of player login, and the organizer of the game event has completed the instruction operation, etc. Any conditions.

(步驟S204) 伺服器10之事件表處理部131將玩家登錄完成之情況通知給玩家終端40。然後,處理移至步驟S205。(Step S204) The event table processing unit 131 of the server 10 notifies the player terminal 40 of the completion of player login. Then, the process moves to step S205.

(步驟S205) 玩家終端40之玩家終端處理部43進行玩家登錄完成處理。(Step S205) The player terminal processing unit 43 of the player terminal 40 performs player login completion processing.

(3-3)對戰表產生處理 圖11係表示遊戲系統1之對戰表產生處理之動作序列之一例之圖。該動作序列係基於預先記憶於伺服器記憶部12及主辦者終端記憶部62之程式,主要由伺服器處理部13及主辦者終端處理部63與伺服器10及主辦者終端60之各要素協動地執行。(3-3) Battle table generation processing FIG. 11 is a diagram showing an example of an action sequence of the battle table generation processing of the game system 1. This action sequence is based on the program stored in the server memory unit 12 and the organizer terminal memory unit 62 in advance, and is mainly coordinated by the server processing unit 13 and the organizer terminal processing unit 63 and the various elements of the server 10 and the organizer terminal 60. Execute dynamically.

(步驟S301) 主辦者終端60之主辦者終端操作部65受理由遊戲事件之主辦者進行之對戰表產生指示之輸入。即,遊戲事件之主辦者藉由操作主辦者終端操作部65而將特定之事件ID之對戰表產生之指示輸入至主辦者終端60。然後,處理移至步驟S302。(Step S301) The organizer terminal operating unit 65 of the organizer terminal 60 accepts input of a battle table generation instruction by the organizer of the game event. That is, the organizer of the game event inputs an instruction to generate a battle table of a specific event ID to the organizer terminal 60 by operating the organizer terminal operation unit 65 . Then, the process moves to step S302.

(步驟S302) 主辦者終端60之主辦者終端處理部63將對戰表產生請求發送至伺服器10。然後,處理移至步驟S303。(Step S302) The organizer terminal processing unit 63 of the organizer terminal 60 sends a competition table generation request to the server 10. Then, the process moves to step S303.

(步驟S303) 伺服器10之對戰表處理部132進行對戰表產生處理。即,首先,對戰表處理部132抽出伺服器記憶部12所記憶之事件表之特定事件ID之參加玩家。繼而,對戰表處理部132決定所抽出之參加玩家彼此之對戰組合。對戰組合之決定可為隨機方式、基於玩家之等級之方式等遊戲事件之主辦者所指定之任意方法。繼而,對戰表處理部132產生用以使所決定之對戰組合依序進行之對戰表(參照圖3(b))。然後,處理移至步驟S304。(Step S303) The battle table processing unit 132 of the server 10 performs a battle table generation process. That is, first, the battle table processing unit 132 extracts the participating players of the specific event ID of the event table stored in the server storage unit 12 . Next, the battle table processing unit 132 determines a battle combination between the extracted participating players. The battle combination can be determined by any method specified by the organizer of the game event, such as random method, method based on player level, etc. Then, the battle table processing unit 132 generates a battle table for sequentially advancing the determined battle combinations (see FIG. 3(b) ). Then, the process moves to step S304.

(步驟S304) 伺服器10之對戰表處理部132將對戰表之產生已完成之情況通知給主辦者終端60。然後,處理移至步驟S305。(Step S304) The battle table processing unit 132 of the server 10 notifies the organizer terminal 60 that the generation of the battle table has been completed. Then, the process moves to step S305.

(步驟S305) 主辦者終端60之主辦者終端處理部63進行對戰表產生完成處理。(Step S305) The organizer terminal processing unit 63 of the organizer terminal 60 performs competition table generation completion processing.

(3-4)登錄處理 圖12係表示遊戲系統1之登錄處理之動作序列之一例之圖。該動作序列係基於預先記憶於伺服器記憶部12及商店終端記憶部32之程式,主要由伺服器處理部13及商店終端處理部33與伺服器10及商店終端30之各要素協動地執行。(3-4) Login Processing FIG. 12 is a diagram showing an example of the operation sequence of the login process of the game system 1. This action sequence is based on a program stored in the server memory unit 12 and the store terminal memory unit 32 in advance, and is mainly executed by the server processing unit 13 and the store terminal processing unit 33 in cooperation with each element of the server 10 and the store terminal 30 .

(步驟S401) 商店終端30之商店終端操作部35進行登錄受理處理。即,到達至遊戲事件之會場之玩家或遊戲事件之主辦者藉由操作商店終端操作部35而將該玩家之資訊(例如卡ID等)輸入至商店終端30。然後,處理移至步驟S402。(Step S401) The store terminal operation unit 35 of the store terminal 30 performs login acceptance processing. That is, the player who arrives at the venue of the game event or the organizer of the game event inputs the player's information (eg, card ID, etc.) into the store terminal 30 by operating the store terminal operating unit 35 . Then, the process moves to step S402.

(步驟S402) 商店終端30之商店終端處理部33將登錄請求發送至伺服器10。登錄請求包含上述該玩家之資訊。然後,處理移至步驟S403。(Step S402) The store terminal processing unit 33 of the store terminal 30 sends a login request to the server 10. The login request contains the above information for the player. Then, the process moves to step S403.

(步驟S403) 伺服器10之對戰表處理部132進行對戰表之更新處理。即,對戰表處理部132對於伺服器記憶部12所記憶之對戰表之「登錄」欄中之與接收到之登錄請求相關之玩家,將「未」變更為「已」,而更新對戰表。然後,處理移至步驟S404。(Step S403) The battle table processing unit 132 of the server 10 performs update processing of the battle table. That is, the battle table processing unit 132 changes "not" to "has" for the player related to the received login request in the "login" column of the battle table stored in the server memory unit 12, and updates the battle table. Then, the process moves to step S404.

(步驟S404) 伺服器10之對戰表處理部132將對戰表之更新已完成之情況通知給商店終端30。然後,處理移至步驟S405。(Step S404) The battle table processing unit 132 of the server 10 notifies the store terminal 30 that the update of the battle table has been completed. Then, the process moves to step S405.

(步驟S405) 商店終端30之商店終端處理部33進行登錄完成處理。(Step S405) The store terminal processing unit 33 of the store terminal 30 performs login completion processing.

(3-5)對戰順序表產生處理 圖13係表示遊戲系統1之對戰順序表產生處理之動作序列之一例之圖。該動作序列係基於預先記憶於伺服器記憶部12、遊戲裝置記憶部22、及主辦者終端記憶部62之程式,主要由伺服器處理部13、遊戲裝置處理部25、及主辦者終端處理部63與伺服器10及主辦者終端60之各要素協動地執行。(3-5) Battle sequence table generation process FIG. 13 is a diagram showing an example of an action sequence of the battle sequence table generation process of the game system 1. This action sequence is based on a program stored in the server memory unit 12, the game device memory unit 22, and the organizer terminal memory unit 62, and is mainly processed by the server processing unit 13, the game device processing unit 25, and the organizer terminal processing unit. 63 is executed in cooperation with each element of the server 10 and the sponsor terminal 60.

(步驟S501) 主辦者終端60之主辦者終端操作部65受理由遊戲事件之主辦者進行之對戰順序表產生指示之輸入。即,遊戲事件之主辦者藉由操作主辦者終端操作部65而將特定之遊戲裝置(例如遊戲裝置20A)之對戰順序表產生之指示輸入至主辦者終端60。然後,處理移至步驟S502。(Step S501) The organizer terminal operating unit 65 of the organizer terminal 60 accepts input of a battle sequence table generation instruction by the organizer of the game event. That is, the organizer of the game event inputs an instruction to generate the battle sequence table of a specific game device (for example, the game device 20A) into the organizer terminal 60 by operating the organizer terminal operation unit 65 . Then, the process moves to step S502.

(步驟S502) 主辦者終端60之主辦者終端處理部63將遊戲裝置20A之對戰順序表產生請求發送至伺服器10。然後,處理移至步驟S503。(Step S502) The organizer terminal processing unit 63 of the organizer terminal 60 sends a request to generate a battle sequence table for the game device 20A to the server 10. Then, the process moves to step S503.

(步驟S503) 伺服器10之對戰順序表處理部133進行對戰順序表產生處理。即,對戰順序表處理部133利用特定之方法,參照伺服器記憶部12所記憶之所有事件表,對遊戲裝置20A分配複數個遊戲,藉此,產生如圖3(c)所示之對戰順序表。作為該特定之方法,可為隨機方式、基於玩家之等級之方式等遊戲事件之主辦者所指定之任意方法。然後,處理移至步驟S504。(Step S503) The battle order table processing unit 133 of the server 10 performs a battle order table generation process. That is, the battle sequence table processing unit 133 uses a specific method to refer to all the event tables stored in the server memory unit 12, and allocates a plurality of games to the game device 20A, thereby generating the battle sequence shown in FIG. 3(c) surface. The specific method may be any method specified by the organizer of the game event, such as a random method or a method based on the player's level. Then, the process moves to step S504.

(步驟S504) 伺服器10之對戰順序表處理部133對遊戲裝置20A發送對戰順序表之資訊。(Step S504) The battle order table processing unit 133 of the server 10 sends the battle order table information to the game device 20A.

(3-6)遊戲開始處理 圖14係表示遊戲系統1之遊戲開始處理之動作序列之一例之圖。該動作序列係基於預先記憶於伺服器記憶部12及遊戲裝置記憶部22之程式,主要由伺服器處理部13及遊戲裝置處理部25與伺服器10及遊戲裝置20A之各要素協動地執行。(3-6) Game start processing FIG. 14 is a diagram showing an example of an action sequence of the game start processing of the game system 1. This action sequence is based on a program stored in the server memory unit 12 and the game device memory unit 22 in advance, and is mainly executed by the server processing unit 13 and the game device processing unit 25 in cooperation with each element of the server 10 and the game device 20A. .

(步驟S601) 遊戲裝置20A之畫面顯示控制部251基於對戰順序表之資訊,將如圖15(a)所示之畫面(對戰順序畫面)顯示於遊戲裝置顯示部24。然後,處理移至步驟S602。(Step S601) The screen display control unit 251 of the game device 20A displays the screen (the battle sequence screen) as shown in FIG. 15(a) on the game device display unit 24 based on the information of the battle sequence table. Then, the process moves to step S602.

此處,如圖15(a)所示,對戰順序畫面係顯示分配給遊戲裝置20A之遊戲之清單者。對戰順序畫面包含「次序」、「競賽名」、「隊伍/玩家」、及「等待時間」等項目。如上所述,「次序」係遊戲事件之主辦者暫時規定之執行各對戰之次序。該「次序」係為了便於進行遊戲事件而暫時規定之次序,各玩家於特定條件下可不按照該「次序」而藉由自己之判斷開始對戰。Here, as shown in FIG. 15(a) , the battle order screen displays a list of games assigned to the game device 20A. The battle order screen includes items such as "Order", "Competition Name", "Team/Player", and "Waiting Time". As mentioned above, "sequence" refers to the order in which each battle is performed temporarily stipulated by the organizer of the game event. This "order" is a temporarily prescribed order for the convenience of game events. Under certain conditions, each player may not follow this "order" and start the battle based on his or her own judgment.

(步驟S602) 遊戲裝置20A受理對戰組合之選擇。即,玩家藉由操作遊戲裝置操作部23而於對戰順序畫面中選擇自身之對戰組合。(Step S602) The game device 20A accepts the selection of the battle combination. That is, the player selects his own battle combination on the battle sequence screen by operating the game device operating unit 23 .

此處,例如,設為對戰順序畫面中之次序為「1」之遊戲之對戰者中之玩家A於遊戲裝置20A之附近待機,但玩家B不在遊戲裝置20A之附近。另一方面,設為作為對戰順序畫面中之次序為「2」之遊戲之對戰者的玩家C及玩家D之兩者均於遊戲裝置20A之附近待機。Here, for example, it is assumed that player A among the opponents of a game whose order is "1" in the battle order screen is waiting near the game device 20A, but player B is not near the game device 20A. On the other hand, both player C and player D, who are opponents of the game whose order is "2" in the battle order screen, are waiting near the game device 20A.

而且,設為玩家C藉由操作遊戲裝置操作部23而於對戰順序畫面中選擇了自身之對戰組合(即,玩家C對玩家D之對戰組合)。然後,處理移至步驟S603。Furthermore, it is assumed that player C selects his own battle combination (that is, the battle combination of player C versus player D) on the battle sequence screen by operating the game device operating unit 23 . Then, the process moves to step S603.

(步驟S603) 藉由該選擇,遊戲裝置20A之畫面顯示控制部251將如圖15(b)所示之畫面(選定畫面)顯示於遊戲裝置顯示部24。如圖15(b)所示,選定畫面係僅顯示有分配給遊戲裝置20A之對戰組合中之由玩家選擇之對戰組合之畫面。再者,亦可將所選擇之對戰組合設為較其他對戰組合更明顯之態樣而顯示。然後,處理移至步驟S604。(Step S603) By this selection, the screen display control unit 251 of the game device 20A displays a screen (selection screen) as shown in FIG. 15(b) on the game device display unit 24. As shown in FIG. 15(b) , the selection screen displays only the battle combination selected by the player among the battle combinations assigned to the game device 20A. Furthermore, the selected battle combination can also be displayed in a more obvious manner than other battle combinations. Then, the process moves to step S604.

(步驟S604) 遊戲裝置20A受理玩家C之卡ID之輸入。即,玩家C藉由將自身之卡插入至遊戲裝置20A之卡槽CS而將卡ID輸入至遊戲裝置20A。然後,處理移至步驟S605。(Step S604) The game device 20A accepts the input of the card ID of the player C. That is, the player C inputs the card ID into the game device 20A by inserting his or her card into the card slot CS of the game device 20A. Then, the process moves to step S605.

(步驟S605) 遊戲裝置20A之卡資訊控制部253將所受理之玩家C之卡ID之認證請求發送至伺服器10。然後,處理移至步驟S606。(Step S605) The card information control unit 253 of the game device 20A sends the accepted authentication request for the card ID of the player C to the server 10. Then, the process moves to step S606.

(步驟S606) 伺服器10之卡認證部135進行認證請求中所包含之上述玩家C之卡ID之認證。即,卡認證部135判定將上述卡ID之玩家作為對戰者包含之遊戲是否包含於伺服器記憶部12所記憶之對戰順序表。然後,處理移至步驟S607。(Step S606) The card authentication unit 135 of the server 10 authenticates the card ID of the player C included in the authentication request. That is, the card authentication unit 135 determines whether the game in which the player with the above-mentioned card ID is included as a opponent is included in the battle sequence table stored in the server storage unit 12 . Then, the process moves to step S607.

(步驟S607) 伺服器10之卡認證部135將認證結果發送至遊戲裝置20A。然後,處理移至步驟S608。(Step S607) The card authentication unit 135 of the server 10 sends the authentication result to the game device 20A. Then, the process moves to step S608.

(步驟S608) 遊戲裝置20A進而受理其他玩家之卡ID之輸入。此處,例如,設為遊戲裝置20A受理了玩家D之卡ID之輸入。然後,處理移至步驟S609。(Step S608) The game device 20A further accepts input of other players' card IDs. Here, for example, it is assumed that the game device 20A accepts the input of the card ID of the player D. Then, the process moves to step S609.

(步驟S609) 遊戲裝置20A之卡資訊控制部253將所受理之玩家D之卡ID之認證請求發送至伺服器10。然後,處理移至步驟S610。(Step S609) The card information control unit 253 of the game device 20A sends the accepted authentication request for the card ID of the player D to the server 10. Then, the process moves to step S610.

(步驟S610) 伺服器10之卡認證部135進行認證請求中所包含之上述玩家D之卡ID之認證。即,卡認證部135參照伺服器記憶部12所記憶之對戰順序表,判定玩家D是否為相對於在步驟S606中進行過認證處理之玩家C之對戰者。然後,處理移至步驟S611。(Step S610) The card authentication unit 135 of the server 10 authenticates the card ID of the player D included in the authentication request. That is, the card authentication unit 135 refers to the battle sequence table stored in the server storage unit 12 and determines whether the player D is the opponent of the player C who has been authenticated in step S606. Then, the process moves to step S611.

(步驟S611) 伺服器10之遊戲控制部134將遊戲開始許可發送至遊戲裝置20A。然後,處理移至步驟S612。(Step S611) The game control unit 134 of the server 10 sends the game start permission to the game device 20A. Then, the process moves to step S612.

(步驟S612) 遊戲裝置20A之畫面顯示控制部251若自伺服器10接收遊戲開始許可,則將如圖15(c)所示之畫面(遊戲進行畫面)顯示於遊戲裝置顯示部24。其後,遊戲裝置20A之遊戲進行控制部252進行玩家C對玩家D之遊戲。(Step S612) When the screen display control unit 251 of the game device 20A receives the game start permission from the server 10, the screen (game progress screen) shown in FIG. 15(c) is displayed on the game device display unit 24. Thereafter, the game progress control unit 252 of the game device 20A executes the game between the player C and the player D.

以上,根據遊戲系統1,遊戲裝置20A基於自伺服器10發送之對戰之順序之資訊(對戰順序表之資訊),不僅顯示接下來對戰之玩家名,而且顯示複數個對戰之玩家名。因此,各玩家可根據自己之判斷開始所有玩家聚齊之遊戲。因此,遊戲事件之主辦者可不對各玩家之動向之管理花費大量之勞力而使遊戲事件高效率地進行。As described above, according to the game system 1, the game device 20A displays not only the name of the player to fight next but also the names of a plurality of players to fight based on the information on the order of the battle (information on the battle order table) transmitted from the server 10. Therefore, each player can start the game where all players gather based on their own judgment. Therefore, the organizer of the game event can efficiently proceed with the game event without expending a lot of effort in managing the movements of each player.

(4)變化例 本發明並不限定於上述實施形態。即,業者對上述實施形態適當地施加設計變更而成者只要具備本發明之特徵,則亦包含於本發明之範圍。又,上述實施形態所具備之各要素可於技術上可行之範圍內進行組合,將其等組合而成者只要包含本發明之特徵則亦包含於本發明之範圍內。(4) Modifications The present invention is not limited to the above-described embodiment. That is, if the manufacturer makes appropriate design changes to the above-mentioned embodiment, it is also included in the scope of the present invention as long as it has the characteristics of the present invention. Furthermore, each element included in the above-mentioned embodiments can be combined within a technically feasible range, and any combination thereof is also included in the scope of the present invention as long as it includes the characteristics of the present invention.

例如,亦可為於在上述步驟S606中玩家被認證之情形時,對作為經認證之玩家之對戰對手之玩家或作為經認證之玩家之隊友之玩家所具有之玩家終端40通知玩家已被認證之情況。藉此,即便於某玩家不在遊戲裝置之附近之情形時,藉由認證對戰對手或隊友,該玩家可立即知道自己正被等待之情況,因此,能夠高效率地進行遊戲事件。該通知中亦可包含經認證之玩家將遊戲卡50插入之遊戲裝置之資訊。For example, when the player is authenticated in step S606, the player terminal 40 owned by the player who is the opponent of the authenticated player or the player who is the teammate of the authenticated player may be notified that the player has been authenticated. situation. In this way, even when a player is not near the game device, by authenticating the opponent or teammate, the player can immediately know that he is being waited for, and therefore can perform game events efficiently. The notification may also include information about the gaming device into which the authenticated player inserted the game card 50.

又,上述步驟S601之「對戰順序畫面」並不限於圖15(a)所示之態樣。圖16係表示對戰順序畫面之另一例之圖。例如,亦可為如圖16所示般針對每個遊戲事件顯示競賽表之態樣。又,若為循環戰,則亦可為針對每個遊戲事件顯示循環賽表之態樣。藉由該等構成,玩家能夠立即確認自身之對戰組合等。In addition, the "battle sequence screen" in the above-mentioned step S601 is not limited to the aspect shown in Fig. 15(a). FIG. 16 is a diagram showing another example of the battle sequence screen. For example, the competition table may be displayed for each game event as shown in FIG. 16 . Furthermore, if it is a round-robin match, a round-robin table may be displayed for each game event. With this configuration, players can immediately confirm their own battle combinations, etc.

又,於上述步驟S503之對戰順序表產生處理中,亦可將登錄為「未」之玩家排除而產生對戰順序表。根據該構成,可將因不戰而勝導致預先決定了勝敗故而無需執行遊戲之對戰組合自對戰順序表排除,從而對戰順序表變得簡單,故而玩家能夠立即確認自身之對戰組合等。In addition, in the battle sequence table generation process of step S503, players who are registered as "not" may also be excluded to generate the battle sequence table. According to this structure, duel combinations that are predetermined due to victory without fighting and therefore do not need to be played can be excluded from the duel order list, so that the duel order list becomes simple, so players can immediately confirm their own duel combinations, etc.

又,遊戲事件並不限於在單一之商店內舉行。例如,亦可為於複數個商店內同時舉行之遊戲事件。In addition, game events are not limited to being held in a single store. For example, it can also be a game event held simultaneously in multiple stores.

又,亦可為於遊戲事件舉行中之任意時間,主辦者終端60及商店終端30等確認伺服器10等中所記憶之特定之表格等,並對登錄為「未」之玩家所持有之玩家終端40進行通知。該通知例如亦可包含如催促登錄之訊息等。In addition, at any time while the game event is being held, the organizer terminal 60 and the store terminal 30 etc. may confirm the specific table etc. stored in the server 10 etc., and check the information held by the player who has logged in as "not". The player terminal 40 notifies. The notification may also include, for example, a message urging login.

進而,該通知亦可進行特定次數。進而,伺服器10於進行特定次數之通知之後,經過特定時間仍未登錄之情形時(登錄之項目未自「未」變更為「已」之情形時),亦可將該玩家設為失去資格。失去資格之玩家亦可自事件表、對戰表、及對戰順序表等各種表格中排除。Furthermore, the notification can also be carried out a specific number of times. Furthermore, the server 10 can also set the player to be disqualified if the server 10 has not logged in for a specific period of time after notifying it a specific number of times (when the logged-in item has not changed from "not" to "already"). . Disqualified players can also be excluded from various tables such as event table, battle table, and battle order table.

又,設為於上述對戰表產生處理(圖11)、及對戰順序表產生處理(圖13)中,主辦者終端60對伺服器10發送各表格之產生請求(步驟S301~S302、S501~S502)。然而,向伺服器10發送各表格之產生請求亦可由商店終端30或連接於商店內網路內之其他終端(未圖示)進行。In addition, in the above-described competition table generation processing (FIG. 11) and competition order table generation processing (FIG. 13), the organizer terminal 60 sends a generation request for each table to the server 10 (steps S301 to S302, S501 to S502). ). However, the request to generate each form sent to the server 10 may also be performed by the store terminal 30 or other terminals (not shown) connected to the network within the store.

又,設為於上述遊戲開始處理(圖14)之步驟S604~S611中,由伺服器10之卡認證部135進行卡ID之認證處理。然而,卡ID之認證處理亦可由遊戲裝置20A之遊戲裝置處理部25進行。具體而言,於伺服器10之對戰順序表處理部133對遊戲裝置20A發送對戰順序表時(步驟S504)等,一併發送對戰順序表所包含之各玩家之卡ID。而且,於遊戲裝置20A受理了各玩家之卡ID之輸入之情形時,遊戲裝置處理部25判定該卡ID是否與自伺服器10接收到之卡ID之任一者一致,藉此,進行該卡ID之認證。In addition, it is assumed that in steps S604 to S611 of the above-mentioned game start processing (Fig. 14), the card authentication unit 135 of the server 10 performs the authentication process of the card ID. However, the card ID authentication process may also be performed by the game device processing unit 25 of the game device 20A. Specifically, when the battle sequence table processing unit 133 of the server 10 sends the battle sequence table to the game device 20A (step S504), the card ID of each player included in the battle sequence table is also sent. Furthermore, when the game device 20A accepts the input of each player's card ID, the game device processing unit 25 determines whether the card ID matches any of the card IDs received from the server 10, thereby performing the process. Card ID authentication.

再者,本發明並不限定於上述實施形態,可於不脫離本發明之主旨之範圍內以其他各種形式實施。因此,上述實施形態於所有方面僅為例示,並非被限定性地解釋者。例如,上述各處理步驟可於處理內容不產生矛盾之範圍內任意地變更次序或並列地執行。又,亦可於各處理步驟間追加其他步驟。又,可將作為1個步驟記載之步驟分為複數個步驟執行,亦可將分為複數個步驟記載者作為1個步驟來理解。In addition, the present invention is not limited to the above-described embodiment, and can be implemented in various other forms without departing from the gist of the present invention. Therefore, the above-described embodiments are merely examples in all respects and are not to be interpreted in a restrictive manner. For example, the above-mentioned processing steps can be arbitrarily changed in order or executed in parallel within the scope that the processing contents do not conflict. In addition, other steps may be added between each processing step. In addition, a step described as one step may be divided into a plurality of steps to be executed, or a step described as being divided into a plurality of steps may be understood as one step.

1‧‧‧遊戲系統2‧‧‧通信網路3A‧‧‧商店3B‧‧‧商店3C‧‧‧商店10‧‧‧伺服器11‧‧‧伺服器通信部12‧‧‧伺服器記憶部13‧‧‧伺服器處理部20A‧‧‧遊戲裝置20B‧‧‧遊戲裝置20C‧‧‧遊戲裝置21‧‧‧遊戲裝置通信部22‧‧‧遊戲裝置記憶部23‧‧‧遊戲裝置操作部24‧‧‧遊戲裝置顯示部25‧‧‧遊戲裝置處理部26‧‧‧飛鏢盤26A‧‧‧靶區域27‧‧‧區域檢測部28‧‧‧遊戲裝置卡RW部29‧‧‧遊戲幣投入部30‧‧‧商店終端31‧‧‧商店終端通信部32‧‧‧商店終端記憶部33‧‧‧商店終端處理部34‧‧‧商店終端顯示部35‧‧‧商店終端操作部36‧‧‧商店終端卡RW部40‧‧‧玩家終端41‧‧‧玩家終端通信部42‧‧‧玩家終端記憶部43‧‧‧玩家終端處理部44‧‧‧玩家終端顯示部45‧‧‧玩家終端操作部50‧‧‧遊戲卡60‧‧‧主辦者終端61‧‧‧主辦者終端通信部62‧‧‧主辦者終端記憶部63‧‧‧主辦者終端處理部64‧‧‧主辦者終端顯示部65‧‧‧主辦者終端操作部131‧‧‧事件表處理部132‧‧‧對戰表處理部133‧‧‧對戰順序表處理部134‧‧‧遊戲控制部135‧‧‧卡認證部251‧‧‧畫面顯示控制部252‧‧‧遊戲進行控制部253‧‧‧卡資訊控制部CS‧‧‧卡槽S101~S105、S201~S205、S301~S305、S401~S405、S501~S504、S601~S612‧‧‧步驟1‧‧‧Game System 2‧‧‧Communication Network 3A‧‧‧Store 3B‧‧‧Store 3C‧‧‧Store 10‧‧‧Server 11‧‧‧Server Communication Department 12‧‧‧Server Memory Department 13. Server processing unit 20A. Game device 20B. Game device 20C. Game device 21. Game device communication unit 22. Game device memory unit 23. Game device operation unit. 24‧‧‧Game device display unit 25‧‧‧Game device processing unit 26‧‧‧Dart board 26A‧‧‧Target area 27‧‧‧Area detection unit 28‧‧‧Game device card RW unit 29‧‧‧Game coins Input unit 30‧‧‧Store terminal 31‧‧‧Store terminal communication unit 32‧‧‧Store terminal memory unit 33‧‧‧Store terminal processing unit 34‧‧‧Store terminal display unit 35‧‧‧Store terminal operation unit 36‧ ‧‧Store terminal card RW unit 40‧‧‧Player terminal 41‧‧‧Player terminal communication unit 42‧‧‧Player terminal memory unit 43‧‧‧Player terminal processing unit 44‧‧‧Player terminal display unit 45‧‧‧Player Terminal operation unit 50‧‧‧Game card 60‧‧‧Sponsor terminal 61‧‧‧Sponsor terminal communication unit 62‧‧‧Sponsor terminal memory unit 63‧‧‧Sponsor terminal processing unit 64‧‧‧Sponsor terminal Display unit 65‧‧‧Organizer terminal operation unit 131‧‧‧Event table processing unit 132‧‧‧Battle table processing unit 133‧‧‧Battle order table processing unit 134‧‧‧Game control unit 135‧‧‧Card authentication unit 251‧‧‧Screen display control unit 252‧‧‧Game progress control unit 253‧‧‧Card information control unit CS‧‧‧Card slot S101~S105, S201~S205, S301~S305, S401~S405, S501~S504, S601~S612‧‧‧Steps

圖1係表示遊戲系統1之一例之網路構成圖。 圖2係表示伺服器10之功能上之構成之方塊圖。 圖3(a)係表示事件表之一例之圖,(b)係表示對戰表之一例之圖,(c)係表示對戰順序表之一例之圖。 圖4係遊戲裝置20A之概略外觀圖。 圖5係表示遊戲裝置20A之功能上之構成之方塊圖。 圖6係表示商店終端30之功能上之構成之方塊圖。 圖7係表示玩家終端40之功能上之構成之方塊圖。 圖8係表示主辦者終端60之功能上之構成之方塊圖。 圖9係表示遊戲系統1之事件登錄處理之動作序列之一例之圖。 圖10係表示遊戲系統1之玩家登錄處理之動作序列之一例之圖。 圖11係表示遊戲系統1之對戰表產生處理之動作序列之一例之圖。 圖12係表示遊戲系統1之登錄處理之動作序列之一例之圖。 圖13係表示遊戲系統1之對戰順序表產生處理之動作序列之一例之圖。 圖14係表示遊戲系統1之遊戲開始處理之動作序列之一例之圖。 圖15(a)係表示對戰順序畫面之一例之圖,(b)係表示選定畫面之一例之圖,(c)係表示遊戲進行畫面之一例之圖。 圖16係表示對戰順序畫面之另一例之圖。FIG. 1 is a network configuration diagram showing an example of the game system 1. FIG. 2 is a block diagram showing the functional configuration of the server 10. FIG. 3(a) is a diagram showing an example of an event table, (b) is a diagram showing an example of a battle table, and (c) is a diagram showing an example of a battle sequence table. FIG. 4 is a schematic external view of the game device 20A. FIG. 5 is a block diagram showing the functional configuration of the game device 20A. FIG. 6 is a block diagram showing the functional configuration of the store terminal 30. FIG. 7 is a block diagram showing the functional configuration of the player terminal 40. FIG. 8 is a block diagram showing the functional configuration of the sponsor terminal 60. FIG. 9 is a diagram showing an example of an action sequence of the event registration process of the game system 1. FIG. 10 is a diagram showing an example of an action sequence of the player login process of the game system 1. FIG. 11 is a diagram showing an example of an action sequence of the battle table generation process of the game system 1. FIG. 12 is a diagram showing an example of the operation sequence of the login process of the game system 1. FIG. 13 is a diagram showing an example of an action sequence of the battle sequence table generation process of the game system 1. FIG. 14 is a diagram showing an example of an action sequence of the game start processing of the game system 1. FIG. 15(a) is a diagram showing an example of a battle sequence screen, (b) is a diagram showing an example of a selection screen, and (c) is a diagram showing an example of a game progress screen. FIG. 16 is a diagram showing another example of the battle sequence screen.

1‧‧‧遊戲系統 1‧‧‧Game system

2‧‧‧通信網路 2‧‧‧Communication Network

3A‧‧‧商店 3A‧‧‧Shop

3B‧‧‧商店 3B‧‧‧Shop

3C‧‧‧商店 3C‧‧‧Shop

10‧‧‧伺服器 10‧‧‧Servers

20A‧‧‧遊戲裝置 20A‧‧‧Game Device

20B‧‧‧遊戲裝置 20B‧‧‧Game Device

20C‧‧‧遊戲裝置 20C‧‧‧Game Device

30‧‧‧商店終端 30‧‧‧Store Terminal

40‧‧‧玩家終端 40‧‧‧Player Terminal

50‧‧‧遊戲卡 50‧‧‧Game Cards

60‧‧‧主辦者終端 60‧‧‧Sponsor Terminal

Claims (5)

一種伺服器裝置,其特徵在於,其係經由網路而連接於執行對戰遊戲之複數個遊戲裝置者,且具備:記憶部,其記憶由複數個玩家參加之遊戲事件之對戰表;對戰組合分配部,其將上述對戰表中所含之複數個對戰組合,對上述複數個對戰組合之各者附加次序而分配給上述複數個遊戲裝置中之特定之遊戲裝置;發送部,其將由上述對戰組合分配部分配之上述複數個對戰組合相關之資訊發送至上述特定之遊戲裝置;及遊戲控制部,其於自上述特定之遊戲裝置接收到認證請求且上述認證請求包含自上述特定之遊戲裝置所顯示之上述複數個對戰組合藉由上述特定之遊戲裝置之玩家之操作而與上述次序無關地被選擇之對戰組合相關之全部玩家之識別資訊之情形時,將上述被選擇之對戰組合相關之對戰遊戲之開始許可與上述次序無關地發送至上述特定之遊戲裝置。 A server device, characterized in that it is connected to a plurality of game devices executing a battle game via a network, and is provided with: a memory unit that memorizes a battle table of game events in which a plurality of players participate; and a battle combination allocation The part that assigns the plurality of battle combinations included in the above-mentioned battle table to each of the above-mentioned plurality of battle combinations in order and assigns them to a specific game device among the above-mentioned plurality of game devices; the sending part that assigns the above-mentioned battle combinations to The information related to the plurality of battle combinations allocated by the distribution part is sent to the above-mentioned specific game device; and the game control part receives an authentication request from the above-mentioned specific game device and the above-mentioned authentication request includes information displayed from the above-mentioned specific game device. When the above-mentioned plurality of battle combinations are operated by the player of the above-mentioned specific game device and the identification information of all players related to the battle combinations is selected regardless of the above-mentioned order, the battle game related to the above-mentioned selected battle combinations is The start permission is sent to the above-mentioned specific game device regardless of the above-mentioned order. 如請求項1之伺服器裝置,其中上述對戰組合分配部針對分配給上述特定之遊戲裝置之上述複數個對戰組合之各者,計算按照上述次序依序執行上述複數個對戰組合之情形之所需時間。 The server device of claim 1, wherein the battle combination allocation unit calculates, for each of the plurality of battle combinations assigned to the above-mentioned specific game device, the requirements for sequentially executing the above-mentioned plurality of battle combinations in the above order. time. 一種遊戲裝置,其特徵在於,其係執行對戰遊戲者,且經由網路而連接於伺服器裝置,該伺服器裝置具備:記憶部,其記憶由複數個玩家參加之遊戲事件之對戰表;對戰組合分配部,其將上述對 戰表中所含之複數個對戰組合,對上述複數個對戰組合之各者附加次序而分配給上述遊戲裝置;及發送部,其將由上述對戰組合分配部分配之上述複數個對戰組合相關之資訊發送至上述遊戲裝置;且該遊戲裝置具備:接收部,其自上述伺服器裝置接收上述對戰表中所含之上述複數個對戰組合相關之上述資訊;顯示部,其基於上述接收部接收到之上述資訊,顯示上述複數個對戰組合之清單;受理部,其與上述次序無關地受理自上述顯示部所顯示之上述複數個對戰組合之清單之至少一個對戰組合之玩家之選擇;及發送部,其將包含上述至少一個對戰組合相關之全部玩家之識別資訊之認證請求發送至上述伺服器裝置。 A game device, characterized in that it executes a battle game and is connected to a server device via a network. The server device is provided with: a memory unit that memorizes a battle table of game events in which a plurality of players participate; Combined distribution department, which combines the above-mentioned The plurality of battle combinations included in the battle table are allocated to the above-mentioned game devices in an orderly manner to each of the above-mentioned plurality of battle combinations; and the sending part is responsible for the information related to the above-mentioned plurality of battle combinations allocated by the above-mentioned battle combination allocation part. is sent to the above-mentioned game device; and the game device is provided with: a receiving unit that receives the above-mentioned information related to the plurality of battle combinations included in the above-mentioned battle table from the above-mentioned server device; and a display unit that is based on the information received by the above-mentioned receiving unit. The above-mentioned information displays the list of the plurality of battle combinations; the acceptance unit accepts the player's selection of at least one battle combination from the list of the plurality of battle combinations displayed by the display unit regardless of the order; and the sending unit, It sends an authentication request containing the identification information of all players related to at least one of the above-mentioned battle combinations to the above-mentioned server device. 一種控制方法,其特徵在於,其係具備記憶部且經由網路而連接於執行對戰遊戲之複數個遊戲裝置的伺服器裝置之控制方法,且包括如下步驟:使上述記憶部記憶由複數個玩家參加之遊戲事件之對戰表;將上述對戰表中所含之複數個對戰組合,對上述複數個對戰組合之各者附加次序而分配給上述複數個遊戲裝置中之特定之遊戲裝置;將上述分配之上述複數個對戰組合相關之資訊發送至上述特定之遊戲裝置;及於自上述特定之遊戲裝置接收到認證請求且上述認證請求包含自上述特定之遊戲裝置所顯示之上述複數個對戰組合藉由上述特定之遊戲裝置之玩家之操作而與上述次序無關地被選擇之對戰組合相關之全部玩家之識 別資訊之情形時,將上述被選擇之對戰組合相關之對戰遊戲之開始許可與上述次序無關地發送至上述特定之遊戲裝置。 A control method, characterized in that it is a control method of a server device having a memory unit and connected to a plurality of game devices executing a battle game via a network, and includes the following steps: causing the memory unit to memorize data from a plurality of players. A battle table of participating game events; assigning a plurality of battle combinations included in the above-mentioned battle table to specific game devices among the above-mentioned plurality of game devices by attaching an order to each of the above-mentioned plurality of battle combinations; assigning the above-mentioned allocation The information related to the above-mentioned plurality of battle combinations is sent to the above-mentioned specific game device; and the authentication request is received from the above-mentioned specific game device and the above-mentioned authentication request includes the above-mentioned plurality of battle combinations displayed from the above-mentioned specific game device by The knowledge of all players related to the battle combinations selected regardless of the above-mentioned order by the player's operation of the above-mentioned specific game device. In the case of separate information, a permission to start the battle game related to the selected battle combination is sent to the specific game device regardless of the above order. 一種記錄有控制程式之電腦可讀取之記錄媒體,其特徵在於,其係記錄有具備記憶部且經由網路而連接於執行對戰遊戲之複數個遊戲裝置的伺服器裝置之控制程式者,且上述控制程式使上述伺服器裝置執行如下步驟:使上述記憶部記憶由複數個玩家參加之遊戲事件之對戰表;將上述對戰表中所含之複數個對戰組合,對上述複數個對戰組合之各者附加次序而分配給上述複數個遊戲裝置中之特定之遊戲裝置;將上述分配之上述複數個對戰組合相關之資訊發送至上述特定之遊戲裝置;及於自上述特定之遊戲裝置接收到認證請求且上述認證請求包含自上述特定之遊戲裝置所顯示之上述複數個對戰組合藉由上述特定之遊戲裝置之玩家之操作而與上述次序無關地被選擇之對戰組合相關之全部玩家之識別資訊之情形時,將上述被選擇之對戰組合相關之對戰遊戲之開始許可與上述次序無關地發送至上述特定之遊戲裝置。 A computer-readable recording medium recording a control program, characterized in that the control program is recorded on a server device having a memory unit and connected to a plurality of game devices executing a battle game via a network, and The above-mentioned control program causes the above-mentioned server device to perform the following steps: causing the above-mentioned memory unit to store a battle table of game events participated by a plurality of players; and allocate it to a specific game device among the plurality of game devices in an order; send the information related to the above-mentioned assigned plurality of battle combinations to the above-mentioned specific game device; and receive an authentication request from the above-mentioned specific game device. And the above-mentioned authentication request includes the identification information of all players related to the plurality of battle combinations displayed by the above-mentioned specific game device through the operation of the player of the above-mentioned specific game device, regardless of the above-mentioned order. At this time, a permission to start the battle game related to the selected battle combination is sent to the specific game device regardless of the order.
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