WO2005056140A1 - Game progress management device, game progress management method, and computer-readable recording medium containing the game progress management program - Google Patents

Game progress management device, game progress management method, and computer-readable recording medium containing the game progress management program Download PDF

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Publication number
WO2005056140A1
WO2005056140A1 PCT/JP2004/016170 JP2004016170W WO2005056140A1 WO 2005056140 A1 WO2005056140 A1 WO 2005056140A1 JP 2004016170 W JP2004016170 W JP 2004016170W WO 2005056140 A1 WO2005056140 A1 WO 2005056140A1
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WO
WIPO (PCT)
Prior art keywords
game
battle
terminal device
time
round
Prior art date
Application number
PCT/JP2004/016170
Other languages
French (fr)
Japanese (ja)
Inventor
Kazutaka Kubota
Kazuma Konishi
Yuuki Harano
Hiroyuki Wada
Kazunori Itoh
Shigeto Akashi
Masahiro Nishiyama
Masakazu Shibamiya
Original Assignee
Konami Digital Entertainment Co., Ltd.
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Konami Digital Entertainment Co., Ltd. filed Critical Konami Digital Entertainment Co., Ltd.
Priority to GB0611790A priority Critical patent/GB2423483A/en
Priority to US10/582,076 priority patent/US20070155488A1/en
Publication of WO2005056140A1 publication Critical patent/WO2005056140A1/en

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Classifications

    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/352Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
    • 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
    • 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
    • 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
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/558Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by assessing the players' skills or ranking
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program

Definitions

  • Game progress management device game progress management method, and computer readable recording medium on which a game progress management program is recorded
  • the present invention manages the progress of a tournament-type battle game consisting of a plurality of rounds in which game terminal devices that accept operations from players are communicably connected to each other via a communication line operation signals necessary for the progress of the game.
  • the present invention relates to a game progress management device, a game progress management method, and a computer-readable recording medium in which a game progress management program is recorded.
  • a plurality of video game devices (game terminal devices) of the same model are arranged for an arcade game, and a plurality of video game devices are connected via a network (and server) such as a LAN and the Internet.
  • a video game apparatus is known in which a plurality of players can play a game in the same game space.
  • table games such as mahjong and shogi
  • battle games such as sports and martial arts (hereinafter, table games and battle games are collectively referred to as battle games) are played.
  • multiple video game devices are connected via a network (and server) such as LAN and Internet, so an unspecified number of players participate in the competitive game. can do.
  • a network such as LAN and Internet
  • the video game device is in a stand-alone form because the opponent's ability to play a battle game is unknown.
  • the progress of the battle game is given unexpectedness, and the battle game can be given a certain level of interest.
  • a battle time is set in advance (hereinafter referred to as a battle game with a time limit) and a game time is difficult to set due to the nature of the game (hereinafter referred to as a battle game without a time limit). There is.
  • the match time required for one match game is 45 minutes each for the first and second half. If the game is long, playing the tournament game will make the battle time longer, and the player will be restrained for a long time.
  • the present invention has been made in view of the above problems, and a game progress management device, a game progress management method, and a game progress management device capable of quickly and smoothly progressing a tournament-type battle game consisting of a plurality of rounds in a net game.
  • An object of the present invention is to provide a computer-readable recording medium on which a game progress management program is recorded. Disclosure of the invention
  • a game progress management device is configured such that a game terminal device that receives an operation from a player is connected to be able to communicate an operation signal necessary for the progress of a game via a communication line.
  • a game progress management device for managing the progress of a tournament-type battle game comprising a plurality of rounds, wherein the game terminal device accepts participation in the battle game, participation acceptance means, and participation by the participation acceptance means
  • a combination generation unit that applies a participating terminal device, which is a game terminal device that has been accepted, to a combination that constitutes a tournament of the competitive game according to a predetermined rule, and one combination according to the combination generated by the combination generation unit 1 game space is assigned to each participating terminal device to start the battle game of each round.
  • Competing end means for determining a participating terminal device that is a winner according to the superiority in the progress of the competing game at the end point is provided.
  • the participation terminal device that is a game terminal device that has been accepted by the participation reception means from the game terminal device and that has been accepted by the combination generation means by the participation reception means. It is applied to the combinations that constitute the tournament of the competitive game according to the predetermined rules. Then, the game start means assigns one game space to one combination according to the combination generated by the combination generation means, and instructs the participating terminal devices to start the battle game of each round. Next, the end of the battle is instructed to the participating terminal device by the battle end means according to the time limit of the battle time set in advance for at least the round until the semi-final battle, and the battle ends. According to the superiority in the progress of the battle game at the time The participating terminal device that is the winner is determined.
  • the participating terminal devices are instructed to end the match in accordance with the time limit set for each match up to the semi-final, and the progress of the match game at the end of the match. Since the participating terminal device that is the winner is determined according to the superiority of the game, the battle game is rapidly and smoothly advanced by setting the time limit of the battle time appropriately.
  • the game progress management method according to the present invention is executed by connecting a game terminal device that receives an operation from a player so that an operation signal necessary for the progress of the game can be communicated via a communication line.
  • a game progress management method using a game progress management device that manages the progress of a tournament-type competitive game, wherein the game progress management device accepts participation from the game terminal device to participate in the battle game.
  • a combination generation process that applies a participation terminal device that is a game terminal device that has been accepted in the participation acceptance processing to a combination that constitutes the tournament of the competitive game according to a predetermined rule, and the combination According to the combination generated in the generation process, one game space is allocated to one combination and each battle game
  • a battle start process for instructing the participating terminal device to start and at least a battle time limit preset for each round until the semi-final battle
  • the end of the battle of each round is sent to the participating terminal device.
  • a battle end process for determining a participating terminal device that is a winner according to the superiority in the progress of the battle game at the end of the battle is executed.
  • a participation terminal device that is a game terminal device in which participation in the battle game is received from the game terminal device in the participation reception processing, and participation is received in the participation reception processing in the combination generation processing, It applies to the combinations that make up the tournament of the competitive game according to the prescribed rules.
  • the battle start process one game space is allocated to one combination according to the combination generated in the combination generation process, and the battle game of each round is played. Start is instructed to the participating terminal devices.
  • the battle end process the end of each battle is instructed to the participating terminal devices in accordance with the battle time limit set in advance for each round until at least the semi-final, and when the battle ends.
  • the participating terminal device that is the winner is determined according to the superiority in the progress status of the competitive game.
  • the participating terminal devices are instructed to end the match in accordance with the time limit set for each match up to the semi-final, and the progress of the match game at the end of the match. Since the participating terminal device that is the winner is determined according to the superiority of the game, the battle game is rapidly and smoothly advanced by setting the time limit of the battle time appropriately. Furthermore, the record-readable recording medium on which the game progress management program according to the present invention is recorded is such that a game terminal device that receives an operation from the player communicates an operation signal necessary for the progress of the game via a communication line. A computer-readable recording medium in which a game progress management program of a game progress management device for managing the progress of a tournament-type battle game composed of a plurality of rounds is recorded and recorded.
  • the progress management device includes a participation receiving unit that receives participation in the competitive game from the game terminal device, and a participation terminal device that is a game terminal device for which participation is received by the participation receiving unit.
  • a combination generating means for applying to the combinations constituting the tournament of the competitive game in accordance with In accordance with the combination generated by the generation means, one game space is allocated to one combination and a battle start means for instructing the participating terminal devices to start a battle game of each round, and at least for each round until the semi-final round In accordance with a time limit set against the battle time set in advance, the end of the battle of each round is instructed to the participating terminal device, and the winner is selected according to the superiority in the progress of the battle game at the end of the battle.
  • a game recorded with a game progress management program that functions as an end-of-match means for determining participating terminal devices. It is an evening-readable recording medium.
  • participation in the battle game is accepted from the game terminal device by the participation acceptance means, and participation is accepted by the participation acceptance means by the combination generation means.
  • Participating terminal devices which are game terminal devices, are applied to combinations that constitute a tournament of a competitive game in accordance with predetermined rules. Then, according to the combination generated by the combination generation means by the battle start means
  • One game space is assigned to one combination, and the participation terminal device is instructed to start a battle game in each round.
  • the end of the battle of each round is instructed to the participating terminal devices according to the time limit set in advance for each round until the semi-final round by the battle end means, and
  • the participating terminal device that is the winner is determined according to the superiority in the progress of the competitive game at the end.
  • the participating terminal devices are instructed to end the match in accordance with the time limit set for each match up to the semi-final, and the progress of the match game at the end of the match. Since the participating terminal device that is the winner is determined according to the superiority of the game, the battle game is rapidly and smoothly advanced by setting the time limit of the battle time appropriately.
  • FIG. 1 is a configuration diagram of a game system to which a game progress management device according to the present invention is applied.
  • FIG. 2 is a perspective view showing an example of the appearance of the client terminal device.
  • FIG. 3 is a hardware configuration diagram illustrating an example of a client terminal device.
  • FIG. 4 is a functional configuration diagram illustrating an example of a control unit of the client terminal device.
  • FIG. 5 is a chart showing an example of conditions for assigning levels indicating the level of strength of the player in the main game.
  • Fig. 6 is a chart showing an example of the round-off time TA set for each level.
  • FIG. 7 is a perspective view showing an example of the appearance of the store server device.
  • FIG. 8 is a hardware configuration diagram illustrating an example of the store server apparatus.
  • FIG. 9 is a hardware configuration diagram illustrating an example of the store server apparatus.
  • FIG. 10 is a hardware configuration diagram illustrating an example of the store server apparatus.
  • Figure 11 shows the client terminal devices a 1, a 3, b 8 and c shown in Figure 10
  • FIG. 2 is a chart showing an example of table information of a table composed of two.
  • FIG. 12 is a chart for explaining an example of the contents of the operation signal transmission / reception processing by the progress update unit of the store server devices A, B, and C.
  • FIG. 13 is a hardware configuration diagram illustrating an example of the center server device.
  • FIG. 14 is a functional block diagram showing an example of the control unit of the Sen Yuichi server device.
  • FIG. 15 is an explanatory diagram showing an example of rules for applying participating terminal devices to tournament combinations.
  • FIG. 16 is a flowchart showing an example of processing performed by the client terminal device.
  • FIG. 17 is a detailed flowchart showing an example of the management processing of the discard time TA in the battle process performed in step S 110 of the flowchart shown in FIG.
  • FIG. 18 is a flowchart showing an example of processing performed by the server server.
  • FIG. 19 is a screen diagram showing an example of a tournament generation status display screen displayed on the monitor of the client terminal device in step S 105 of the flowchart shown in FIG.
  • FIG. 20 is a screen diagram showing an example of the tournament generation status display screen displayed on the monitor of the client terminal device in step S 105 of the flowchart shown in FIG.
  • Figure 21 shows the steps in step S 1 0 9 in the flowchart shown in Figure 16 It is a screen figure which shows an example of the battle
  • FIG. 22 is a screen diagram showing an example of the winner display screen displayed on the monitor of the client terminal device when the winner is step S 115 in the flowchart shown in FIG.
  • FIG. 23 is a screen diagram showing an example of a battle result display screen displayed on the monitor of the client terminal device when the player is a winner in step S 1 15 of the flowchart shown in FIG.
  • FIG. 24 is a screen diagram showing another example of the battle result display screen displayed on the monitor of the client terminal device when the player is a winner in step S 1 15 of the flowchart shown in FIG.
  • FIG. 25 is a screen diagram showing an example of the continuation necessity input screen displayed on the monitor of the client terminal device when the player is a loser in step S 1 15 of the flowchart shown in FIG. BEST MODE FOR CARRYING OUT THE INVENTION
  • FIG. 1 is a configuration diagram of a game system to which a game progress management device according to the present invention is applied.
  • Each of the game systems has a client terminal device (corresponding to a part of the game progress management device and the game terminal device) 1 associated with identification information, respectively, and a plurality of (here, eight )
  • the store server device 2 connected to be communicable with the client terminal device 1 via the dedicated line 5, and connected to be able to communicate with the plurality of store server devices 2 via the communication line 4, and a plurality of players are connected to the client terminal device Center server device 3 (corresponding to a part of the game progress management device) that manages games played using 1.
  • the store server devices 2 are also communicably connected via the communication line 4.
  • the client terminal device 1 accepts a predetermined operation performed with reference to a game screen displayed on the monitor by the player, and stores the store server device 2 (or The game progresses based on instruction information transmitted from the center server device 3), operation signals from other client terminal devices 1, and the like.
  • the identification information associated with the client terminal device 1 is the identification information for each store server device 2 to which the client terminal device 1 is connected (or the identification information of the store where the client terminal device 1 is installed). ) And identification information (terminal number) for each client terminal device 1 in the store where the client terminal device 1 is installed. For example, when the identification information of the store server device A of the store A is A and the identification information of the client terminal device 1 in the store A is 4, the identification information of the client terminal device 1 is a 4.
  • the store server device 2 is communicably connected to a plurality (eight in this case) of the client terminal device 1 and the center server device 3, and transmits and receives data between the client terminal device 1 and the central server device 3.
  • the communication line 4 incapable of communication is detected, and a simulated operation signal necessary for the progress of the game is generated and transmitted to the client terminal device 1.
  • the center server device 3 is connected to a client terminal device 1 that receives an operation from a player via a communication line 4 (and a store server 2) so that operation signals necessary for the progress of the game can be communicated with each other. It manages the progress of a tournament-type battle game consisting of the following, and stores the player's fingerprint feature point data necessary for fingerprint authentication, which will be described later, in association with the user ID as player information.
  • FIG. 2 is a perspective view showing the external appearance of an embodiment of the client terminal device 1.
  • a business video game apparatus in which a monitor is integrally configured will be described as an example of a client terminal device.
  • the present invention is not particularly limited to this example, and a home video game machine is a home television.
  • a video game device for home use configured by connecting to John, a player functioning as a video game device by executing a video game program The same can be applied to a sonar computer or the like.
  • the battle game performed using the client terminal device 1 according to the present invention is a multiple round (here, 3 rounds) composed of a predetermined number (here, 64 players) of players.
  • a mahjong game simulating a tournament-style mahjong consisting of a player who operates the client terminal device 1 and a player or CPU player who operates another client terminal device 1.
  • the first and second rounds are played within a 10-minute time limit, and the third round (final) is played in the Dongfeng battle (4 stations in Toba) with no time limit. Is to do.
  • the store server device 2 stores information on the progress of the game.
  • the client terminal device 1 indicates which button is instructed from the monitor 11 that displays the game screen, the address of the button that prompts the selection displayed on the game screen of the monitor 11 and the pressed position by the player.
  • a fingerprint authentication unit 14 for extracting feature points necessary for personal authentication using fingerprint information, and a coin reception unit 15 for receiving coins inserted by the player are provided.
  • the feature point data extracted by the fingerprint authentication unit 14 is stored in player information 3 62 2a (described later) of the center server device 3 via the network communication unit 18 and store server device 2 (described later).
  • the monitor 11 is, for example, a thin liquid crystal display that displays an image.
  • the speaker 12 outputs a predetermined message or BGM.
  • the fingerprint authentication unit 14 includes a CCD camera 14 a that images the player's fingerprint.
  • CCD camera 1 4 a Other digital camera (for example, CMOS camera) instead of a The form which consists of may be sufficient.
  • the coin accepting unit 15 includes a coin discharge port 15 51 that is discharged when the inserted coin is a defective coin or the like.
  • Personal cards are magnetic cards and IC cards that store personal information such as user IDs. Although not shown in the figure, the power card reader 13 can read personal information from the inserted personal card. It is to make.
  • a control unit 16 including a microcomputer that outputs detection signals from the respective units and control signals to the respective units is disposed at appropriate positions of the client terminal device 1.
  • FIG. 3 is a hardware configuration diagram illustrating an embodiment of the client terminal device 1.
  • the control unit 16 controls the overall operation of the client terminal device 1 and includes an information processing unit (CPU) 1 61, a RAM 16 2 that temporarily stores information during processing, and the like, which will be described later.
  • ROM 1 63 which stores predetermined image information and game programs to be stored in advance.
  • the external input / output control unit 17 1 processes the detection signal between the control unit 16 and the detection unit including the card reader 1 3, the evening panel 1 1 a, the CCD camera 14 4 a, and the coin receiving unit 15. For example, the signal information and the input / output processing are performed in a time-sharing manner, for example.
  • the external device control unit 1 7 2 performs a control signal output operation to each device of the detection unit and a detection signal input operation from each device of the detection unit within each time division period.
  • the drawing processing unit 11 1 displays a required image on the monitor 11 according to an image display instruction from the control unit 16 and includes a video RAM and the like.
  • the voice reproduction unit 1 2 1 outputs a predetermined message BGM or the like to the speech power 12 according to an instruction from the control unit 16.
  • Evening panel 1 1 a is a rectangular thin layered body, which is constructed by covering with a transparent cover an array of pressure-sensitive materials made of linear transparent material with predetermined pitches in the vertical and horizontal directions.
  • Monitor 1 Display screen for displaying 1 image When monitor 11 is made of CRT, it is attached to the surface of the cathode ray tube.) A well-known thing can be used for this evening panel 1 1 a. Then, the evening panel 1 1 a can determine which button is instructed from the address and pressing position of the button for prompting selection displayed on the monitor 1 1 screen.
  • the ROM 163 stores mahjong tile objects, background images, various screen images, and the like.
  • the mahjong object, etc. is composed of the required number of polygons to make it possible to perform 3D drawing.
  • the drawing processing unit 1 1 1 is based on the drawing instruction from the CPU 16 1 in 3D space. In addition to performing calculations for conversion from positions in the pseudo 3D space, light source calculation processing, etc., writing of image data to be drawn into the video RAM based on the above calculation results, For example, the texture data is written (pasted) to the video RAM area specified by the polygon.
  • the CPU 161 is based on the operating system (OS) recorded in the RM163 as a built-in or externally attachable / detachable type. Is read. Some or all of the read image, sound, control program data, etc. are held on the RAMI 62. After that, CPU 1 61 is the control program and various data stored in RAM 1 62
  • the processing proceeds based on (image data including other character images such as polygons and textures of the display object, sound data) and a detection signal from the detection unit.
  • ROM 163 data that can be stored in a removable recording medium is read by a driver such as a hard disk drive, an optical disk drive, a flexible disk drive, a silicon disk drive, or a cassette medium reader.
  • a driver such as a hard disk drive, an optical disk drive, a flexible disk drive, a silicon disk drive, or a cassette medium reader.
  • Recording media include, for example, hard disks, optical disks, flexible disks,
  • the network communication unit 18 is for transmitting / receiving various event information generated during the execution of the mahjong game to / from the center server device 3 via the network and the store server device 2 and the like.
  • the player recognized by the client terminal device 1 or the network server 18 connected via the network communication unit 18 and the network
  • the player actually playing are recognized. This is to confirm that they are the same.
  • the user ID data (identification information) is read from the personal card inserted by the card reader 1 3 and the CCD power of the fingerprint authentication unit 1 4 1 4
  • the fingerprint of the player is picked up by a, and the fingerprint authentication unit 14 extracts the feature point data necessary for personal authentication using the fingerprint information from the CCD camera 14 a.
  • the user ID data and the feature point data are transmitted to the network communication unit 18 and the store server device 2 connected via the network, and from the store server device 2 to the center server device via the communication line. It is transmitted to the device 3 and stored in a player information storage unit 3 62 2a which will be described later. In this way, the player is registered in the center server device 3.
  • the user ID data is read from the personal card inserted by the card reader 1 3, and the fingerprint authentication unit 1 4 CCD camera 1 4a captures the player's fingerprint, and the fingerprint authentication unit 14 extracts feature point data necessary for personal authentication using fingerprint information from the CCD camera 14a. Then, the user ID data and the feature point data are transmitted to the network server unit 3 connected via the network communication unit 18 and the network and the store server device 2 etc. It is determined whether or not the feature point data corresponding to the user ID stored in the player information storage unit 3 6 2 a to be described is the same as the transmitted feature point data, and this determination is affirmed. The player is allowed to play, and if this determination is denied, the play is rejected (for example, an error message is displayed on the monitor 11 of the client terminal device 1 and the player is again fingerprinted. (Prompt to authenticate).
  • FIG. 4 is an example of a functional configuration diagram of the control unit 16 of the client terminal device 1.
  • the CPU 16 1 of the control unit 16 receives the operation from the player, and controls the progress of the game according to the instruction from the center server device 3 and the mahjong rules.
  • an item granting unit that virtually grants a predetermined quantity of items to a player that satisfies a predetermined condition, and a grade determination that determines the player's ranking in the game at the end of the game Part 1 6 1 c and an item moving part 1 6 1 for moving a predetermined quantity from the item virtually owned by the player between players based on the judgment result by the grade judging part 1 6 1 c
  • a stage determining unit 16 1 e for determining a stage representing the level of strength of the player on the game based on the quantity of items virtually owned by the player, and a time measuring unit Imah 1 6 1 f (part of the means of travel 1) 1 g (corresponding to a part of the progression means), and an extension processing unit 1 that extends the rounding time. 1 g (corresponding to a part of the progress means).
  • the RAM I 6 2 of the control unit 16 has a level storage unit 16 2 a (corresponding to a part of the level storage means) for storing the quantity and level of the item in association with the player identification information, and A round-off time storage unit 16 2 b (corresponding to a part of round-off time storage means) for storing round-off time TA, which will be described later, is provided for each stage.
  • the game progress control unit 1 6 1 a accepts an operation from the player via the evening panel 1 1 a etc., and the center server device 3 and the store server 2 The progress of the game is controlled in accordance with these instructions and mahjong rules. In addition, the game progress control unit 1 6 1 a forcibly cuts the spider when the round-off time TA, which is the time limit from the time of the mom measured by the evening time 1 6 1 f, to the time it is discarded is over. It is what makes you do.
  • the item granting unit 1 6 1 b virtually grants an item (here, an item called a dragon chip) to a player that satisfies a predetermined condition, and increases or decreases the number of points virtually owned by the player.
  • the numbers and points are stored in the stage storage unit 16 2 a in association with the identification information of the player. Note that the points virtually owned by the player are also a type of item, similar to the dragon chip.
  • the point increase / decrease method and item grant conditions will be described in detail.
  • a predetermined number of points virtually owned by the player are added, and when the player has fired (transferred), a predetermined number of points are subtracted.
  • points are added at a ratio of 20 points to the finished points.
  • the points are subtracted at a ratio of 10 points to the points fired.
  • the point ⁇ becomes 1 00 0 0 or more, virtually add 3 dragon chip items.
  • the grade determination unit 1 6 1 c determines the rank in descending order of the number of points that the player virtually possesses as a dot when the game is over. However, at the start of the game, the number of points that the player virtually possesses as a point stick (referred to as the origin) is the same. The origin is, for example, 2 0 0 0 0 point.
  • the item moving unit 1 6 1 d is determined from the items virtually owned by the player based on the determination result by the grade determining unit 1 6 1 b after the rank is determined by the grade determining unit 1 6 1 c. This amount is transferred between players. Specifically, the dragon chip from the 4th player to the 1st player Move one group. In addition, the item moving unit 1 61 1 d stores the number of dragon chips in the stage storage unit 1 6 2 a in an update manner.
  • the stage determination unit 1 6 1 e determines a stage representing the level of strength of the player on the game based on the number of items virtually owned by the player. A specific method for determining the level will be described below with reference to FIG.
  • FIG. 5 (a) is an example of a table showing conditions for assigning levels (tenth to first grade) representing the level of strength of the player's game performed by the level determining unit 16 1 e.
  • Players who play this game for the first time are ranked 10th. For example, if the point is 1 0 0 to 1 9 9, the rank is set to ninth grade. Then, as the point increases (or decreases), the rank is raised (or lowered). For example, when the point is between 900 and 99, the rank is ranked first. If the point is 1 0 0 0 or more, the rank is the first rank.
  • FIG. 5 (b) is an example of a chart showing conditions for assigning levels (first level to eighth level) representing the level of strength in the player's main game performed by the level determination unit 16 1 e.
  • the item granting unit 16 1 b virtually grants three items called dragon chips to a player whose points are 100 or more.
  • the item moving unit 1 6 1 d moves the player virtually
  • the number of dragon chips possessed changes and is stored in the stage storage unit 1 6 2 a. For example, when the number of dragon chips is 5 or more and less than 10, the stage is set to two stages.
  • the stage determination unit 1 6 1 e determines the points determined by the item granting unit 1 6 1 b and the number of items determined by the item granting unit 1 6 1 b and the item moving unit 1 6 1 d. Based on the level table shown in Fig. 5, the corresponding level is determined.
  • Evening time 1 6 1 f measures the remaining time of the round-off time TA, which is the time limit from the time of the tsumo to the time of throwing away, and the game progress control unit 1 6 1 only within this round-off time TA a accepts a selection operation input from the player via the evening panel 1 1 a.
  • Yuima 16 1 reads out the round-off time TA from the stage storage unit 1 6 2 a and reads the player's stage from the round-up time storage unit 1 6 2. It is set by reading.
  • the extension request reception unit 1 6 1 g extends the round-off time based on the signal from the control panel 1 1 a that the long-thought concept (described later in Fig. 18) displayed on the monitor 1 1 is pressed. It is received as a request signal.
  • extension processing unit 1 6 1 h when the player presses the long-awaited message on the evening panel 1 1 a (extension request reception unit 1. 6 1 g gives a round-off time extension request signal), at least within the round-off time TA ( Here, within 10 seconds from the time of the Tsumo), and the number of times the discarding time TA has been extended is less than or equal to the predetermined number (here, 0) (not extended once) In addition, if this constraint is satisfied, acceptance of a request for extending the round-off time TA is permitted.
  • the extension processing unit 1 6 1 h when accepting the extension request, gives a predetermined extension time ⁇ ⁇ (for example, the remaining time of the round-off time TA measured by the evening timer 1 6 1 f (for example, , 5 seconds).
  • the stage storage unit 16 2 a stores the quantity and level of items in association with the identification information of the player.
  • the game progress control unit 1 6 1 a determines whether the quantity and level of the item corresponding to the player identification information is the player information storage unit 3 6 2, which will be described later, of the server server 3. And stored in the stage storage unit 1 6 2 a.
  • the round-off time storage unit 1 6 2 b stores the round-off time TA for each level.
  • the rounding time TA set for each stage is read from the rounding time storage unit 3 6 2 c (to be described later) of the center server device 3 by the game progress control unit 1 6 1 a at the start of the game, and the rounding time storage unit 1 6 2 Stored in b.
  • FIG. 6 is an example of a chart showing the rounding time TA set for each stage stored in the rounding time storage unit 16 2 b.
  • the rounding time TA is set shorter as the stage is higher. As shown in Fig. 6, the rounding time TA is, for example, 5.5 seconds for the tenth grade, 5.0 seconds for the third grade, 4 for the third grade. 5 seconds, 7 seconds is set to 4.0 seconds.
  • FIG. 7 is a perspective view showing an appearance of one embodiment of the store server device 2.
  • the store server device 2 includes a monitor 21 that displays a game screen, a speaker 2 2 that outputs sound, and a personal card vending machine 25 that accepts coins inserted by the player and sells personal cards. ing.
  • the monitor 21 has a plurality of (two in this case) CRTs for the purpose of displaying a large image.
  • the two CRTs are arranged so that the long sides of the roughly rectangular screen display area that displays each image are adjacent to each other, and image signals are displayed so that one image is displayed on the two image display sections. Is controlled.
  • the speaker 22 outputs a predetermined message or BGM.
  • the personal card vending machine 25 includes a coin accepting unit 24 that accepts coins inserted by the player, and a card paying unit 23 that pays out personal cards.
  • the coin receiving unit 24 is provided with a coin discharge port (not shown) for discharging when the inserted coin is a defective coin or the like.
  • a control unit 26 (see FIG. 8) composed of a microcomputer or the like that outputs detection signals from each part and control signals to each part is disposed at an appropriate place of the store server device 2.
  • FIG. 8 is a hardware configuration diagram showing an embodiment of the store server device 2.
  • the control unit 26 controls the overall operation of the store server device 2, and includes an information processing unit (CPU) 261, a RAM 262 for temporarily storing information during the processing, and predetermined image information and the like are stored in advance.
  • the drawing processing unit 2 11 1 displays a required image on the monitor 21 in accordance with an image display instruction from the control unit 26, and includes a video RAM and the like.
  • the voice playback unit 221 outputs a predetermined message, BGM, or the like to the speech power 22 in accordance with an instruction from the control unit 26.
  • the recording medium is, for example, a hard disk, an optical disk, a flexible disk, a CD, a DVD, or a semiconductor memory.
  • the network communication unit 28 is for transmitting / receiving various data to / from the center server device 3 and other store server devices 2 via a network such as WWW (Wor 1 d—Wide Web).
  • the interface section la is used to exchange data with a plurality of (for example, eight) client terminal devices 1 connected to the store server device 2.
  • FIG. 9 is an example of a functional configuration diagram of the control unit 26 of the store server device 2.
  • the RAM 262 of the control unit 26 is generated by a combination generation unit 36 1 b (to be described later) of the center server device 3, and stores table information that is information about the mahjong table on which each client terminal device 1 is virtually playing mahjong.
  • a progress storage unit 262 b for storing information on the progress of the game for each mahjong table in which each client terminal device 1 is virtually playing mahjong.
  • the progress of the game stored in the progress storage unit 262 b is updated by communicating with the client terminal device 1 and other store server devices 2 based on the table information stored in the table storage unit 262 a.
  • Progress A line status update unit 2 6 1 a is provided.
  • client terminal devices a 1 and a 3 connected to the store server A via the dedicated line 5 and connected to the store server B via the dedicated line 5
  • the table storage unit 2 6 2 a The contents of the table information stored in and the processing of the progress update section 2 6 1 a will be specifically described with reference to FIGS. 11 and 12.
  • the client terminal device a 1, the client terminal device a 3, the client terminal device b 8, and the client terminal device c 2 are virtually on the same table (same by the combination generation unit 3 6 1 b of the center server device 3 Explain the case where the game is combined (in the game space).
  • the combination generation unit 3 6 1 b of the Sen Yuichi server device 3 is connected to the client terminal device 1 (here, the client terminal device a 1) that is received first through the dedicated line 5.
  • store server device A is set as a server that plays a central role in the transmission and reception of information between store server devices 2 (herein referred to as “master one server”), and other client terminal devices 1 A server (here, “slave server”) that plays a subordinate role in transmitting and receiving information between the store server devices 2 (here store server devices B and C) connected to the store server device 2 via the dedicated line 5.
  • master one server store server devices 2
  • slave server client terminal devices 1 A server
  • the result of the setting is transmitted to each store server device 2.
  • Each store server device 2 stores the transmitted master server and slave server setting results in the table storage unit 26 2 a.
  • FIG. 11 is an example of a table showing the table information of the table including the client terminal devices a 1, a 3, b 8 and c 2 shown in FIG.
  • the table number TN which is the identification number of the table given to each table in accordance with a predetermined rule when the table is created by the combination generation unit 3 6 1 b of the center server device 3
  • the reception order RN which is the order incorporated in the table by the combination generation unit 3 6 1 b of the center server device 3
  • the client symbol CN which is the identification information of the client terminal device 1 (here, for the sake of explanation, reference symbols Is the client symbol CN), the store server symbol SN that is the identification information of the store server device 2 (here, for convenience of explanation, the reference symbol is the store server symbol SN), and the store server device 2 is the master server.
  • Information of a master / slave classification MS indicating the distinction between functioning and functioning as a slave server and a player classification PC representing a classification of a player operating the client terminal device 1 are stored
  • the player classification PC stores “player” when the client terminal device 1 is operated by a human player, and “simulates” when it is simulated by a simulation signal generator 2 6 1 d described later. “Player” is stored, and “CPU Player” is stored when operated by the CPU player. When the player classification PC of the four players in the table becomes “simulated player” or “CPU player”, the table information is erased from the table storage unit 2 6 2 a.
  • the table with the table number 1 is composed of client terminal devices a1, a3, b8 and c2, and the client terminal devices a1, a3 are connected to the store server device A.
  • store server device A functions as a master server
  • store server devices B and C function as slave servers
  • 8 and c 2 are operated by a human player.
  • the table information with the table number “1” shown in FIG. 11 is stored in the table storage units 2 6 2 a of the store server devices A, B, and C.
  • FIG. 12 is an example of a table for explaining the contents of the operation signal transmission / reception processing by the progress status update unit 2 6 1 a of the store server devices A, B, and C.
  • (a), (b) and (c) are the progress of store server devices A, B and C, respectively.
  • It is a chart for demonstrating the content of the process by line condition update part 2 61 1a.
  • the column on the left side of the chart shows the client symbol CN of the client terminal device 1 that is the source of the operation signal received by the store server device 2 (store server device A, B or C), and the store server device 2
  • the store server symbol SN of the store server device 2 through which it is received is indicated.
  • the store server symbol SN of store server device 2 that is routed through is shown.
  • the progress update unit 2 6 1 a of the store server devices A, B and C receives the operation signal from the client terminal devices a 1, a 3, b 8 and c 2 2 6 Update the information in 2.
  • the progress update unit 2 6 1 a of the store server device A receives the operation signal from the client terminal device a 1 as shown in the second line from the top of the chart of (a), and receives the client terminal device a 3 And store server devices B and C. Then, the progress update unit 2 6 1 a of the store server device B sends the operation signal from the client terminal device a 1 via the store server device A as shown in the second line from the top of the chart of (b). And send it to the client client terminal b8.
  • the progress update unit 2 6 1 a of the store server device C sends an operation signal from the client terminal device a 1 via the store server device A as shown in the second line from the top of the chart in (c). Receive and send to client terminal c 2.
  • the progress update unit 2 6 1 a of the store server device A receives the operation signal from the client terminal device a 3 as shown in the third line from the top of the chart of (a), and the client terminal Send to device a 1 and store server devices B and C. Then, the progress update unit 2 6 1 a of the store server device B sends the operation signal from the client terminal device a 3 via the store server device A as shown in the third line from the top of the chart of (b). The client terminal device b 8 Send to. The progress update unit 2 6 1 a of the store server device C sends the operation signal from the client terminal device a 3 via the store server device A as shown in the third line from the top of the chart in (c). And send it to the client terminal c 2.
  • the progress update unit 2 6 1 a of the store server device B receives the operation signal from the client terminal device b 8 and sends it to the store server device A as shown in the fourth line from the top of the chart in (b). Send. Then, the progress update unit 26 6 la of the store server device A sends the operation signal from the client terminal device b 8 via the store server device B as shown in the fourth line from the top of the chart of (a). And transmit it to the client terminal devices a 1 and a 3 and the store server device C. The progress update unit 2 6 1 a of the store server device C sends an operation signal from the client terminal device b 8 to the store server device B as shown in the fourth line from the top of the chart in (c). And via A and send to client terminal c 2.
  • the progress update unit 2 6 1 a of the store server device C receives the operation signal from the client terminal device c 2 as shown in the fifth line from the top of the chart of (c), and Send to device A.
  • the progress update unit 2 6 1 a of the store server device A sends the operation signal from the client terminal device c 2 via the store server device C as shown in the fifth line from the top of the chart in (a). It receives and transmits it to the client terminal devices a 1 and a 3 and the store server device B.
  • the progress update unit 2 6 1 a of the store server device B sends an operation signal from the client terminal device c 2 to the store server device C as shown in the fifth line from the top of the chart in (b). And via A, and send to client terminal b8.
  • the progress update unit 2 6 1 a transmits the operation signals from the client terminal devices a 1, a 3, b 8 and c 2 between the store server devices A, B and C, so that the client Terminal devices a1, a3, b8 and c Since the information in the progress status storage unit 2 6 2 b is updated each time an operation signal from 2 is received, the client terminal devices a 1, a 3, 13 8 and 2 are connected to the progress status storage unit 2 6 2 By proceeding with the game using the progress information stored in b, time synchronization in game progress between the client terminal devices a 1, a 3, b 8 and c 2 (matching the game progress status) Can be easily controlled.
  • the master server receives the operation information from the client terminal device 1 connected by the dedicated line 5 and transmits it to all the other client terminal devices 1, and is connected to the slave server by the dedicated line 5.
  • the operation signal from the client terminal device 1 is received via the slave server and transmitted to all other client terminal devices 1.
  • the slave server receives the operation information from the client terminal device 1 connected by the dedicated line 5 and transmits it to the master server, and sends the operation signals from all the other client terminal devices 1 to the master server. It is received via and transmitted to the client terminal device 1 connected by the dedicated line 5.
  • FIG. 13 is a hardware configuration diagram showing an embodiment of the center server apparatus 3.
  • the control unit 36 controls the overall operation of the center server device 3, so that an information processing unit (CPU) 3 61, a RAM 3 6 2 for temporarily storing information during processing, and a predetermined image ROM 3 6 3 in which information and the like are stored in advance.
  • CPU information processing unit
  • RAM random access memory
  • ROM read-only memory
  • data that can be stored in a removable recording medium is, for example, hard disk drive, optical disk drive, flexible disk drive, silicon disk drive, cassette medium reading
  • the recording medium is, for example, a hard disk, an optical disk, a flexible disk, a CD, a DVD, or a semiconductor memory.
  • Network communication unit 3 8 is a network that consists of various data such as WWW. This is for transmitting / receiving to / from a plurality of store server devices 2 via a network.
  • the game progress management program of the present invention is recorded on the ROM 3 6 3 and loaded onto the RAM 3 6 2, and the game progress management program on the RAM 3 6 2 is sequentially executed by the CPU 3 6 1. Each function is realized by being executed.
  • FIG. 14 is an example of a functional configuration diagram of the control unit 36 of the center server device 3.
  • the CPU 3 6 1 of the control unit 3 6 includes a participation reception unit 3 6 1 a (corresponding to a participation reception unit) that receives participation from the client terminal device 1 in the battle game, and a participation reception unit 3 6 1 a.
  • a combination generation unit 3 6 1 b (corresponding to a combination generation unit) that applies the participation terminal device 1 r, which is the client terminal device 1 that has been accepted, to the combination constituting the tournament of the competitive game, and the combination generation unit 3 6 1
  • Matching start unit 3 6 1 c that assigns 1 game space (virtual table) to 1 combination according to the combination generated by b and instructs the participating terminal device 1 r to start the battle game of each round (Corresponds to the match starting means) and indicates the end of each round of battle to the participating terminal device 1 r and the winner according to the superiority in the progress of the battle game at the end of the battle.
  • Participating terminal equipment And a (corresponding to the battle exit means) competition finishing portion 3 6 1 d to determine the 1 r.
  • the CPU 3 6 1 of the control unit 3 6 has a participation terminal count unit 3 6 1 e (corresponding to a participation terminal count means) that counts the number of participating terminals RN, which is the number of participating terminal devices 1 r.
  • the number of participating terminals The combination interval setting unit 3 6 1 f (corresponding to the combination interval setting means) that sets the reset time LT, which is the longest time to reset RN to zero, according to the date and time, and a predetermined number (here, 4)
  • the number of winners of one combination consisting of opponents is set for each round, and the winner number setting unit 3 6 1 g (corresponding to the winner number setting means) is provided.
  • the RAM 3 6 2 of the control unit 3 6 includes a combination storage unit 3 6 2 a for storing the combination information of the tournament generated by the combination generation unit 3 6 1 b, and a play Player information storage unit 3 6 2 b (corresponds to a part of the stage storage means) that stores feature point data for each player, item quantity, stage, etc. in association with player identification information (user ID data) ) And a round-off time storage unit 36 2 c (corresponding to a part of round-off time storage means) for storing round-off time TA for each stage.
  • the participation reception unit 3 6 1 a receives participation in the battle game from the client terminal device 1 via the store server 2, and specifically, a player required for personal authentication from the client terminal device 1. ID information and fingerprint feature point data are received and personal authentication is performed.
  • the combination generation unit 3 6 1 b converts the participation terminal device 1 r, which is the client terminal device 1 whose participation has been received by the participation reception unit 3 6 1 a, into a combination that constitutes a tournament of the competitive game according to a predetermined rule.
  • the result applied to the combination that constitutes the tournament of the competitive game is stored in the combination storage unit 3 6 2 a, and the combination information (here, table information) is transmitted to the store server device 2, and the table It is stored in the storage unit 2 6 2 a.
  • FIG. 15 is an example of an explanatory diagram of rules for applying the participating terminal device 1 r to the combination of tournaments by the combination generation unit 3 6 1 b.
  • the tournament is a tournament consisting of a third round consisting of frames A 1 to P 4 to which 64 players (64 participating terminal devices 1 r) are applied.
  • the first round consists of four people A1 to A4, group A consisting of four people B1 to B4, and B1 to P4.
  • a total of 16 pairs (4 tables) consisting of 4 players (from 8 tables to 16 tables) will be played.
  • the 2nd round consists of 16 players, who are the first-ranked players (winners), with a total of 4 tables (for example, A table to D table).
  • the battle game is played at the Q console.
  • a battle game will be held on one table consisting of four winners from the second round.
  • a sequence number GN indicating the order to be applied to the combination of tournamen is shown.
  • Six people are fit, and the next 16 people are fit in the same table order (table A, M, I ⁇ ), and the other 32 people are fit in the same way.
  • the combination generation unit 361 b sets the participating terminal device 1 r so that the number of participating terminal devices 1 r applied to each combination (A to P tables) constituting the tournament of the competitive game substantially matches each other. This applies to the combinations that make up the tournament of a competitive game.
  • the combination generation unit 361 b also applies the participation terminal device 1 r to the combination constituting the tournament game of the battle game again from the timing when the participation terminal number RN is reset by the participation terminal count unit 36 1 e.
  • the processing is performed. In other words, when 64 people making up the tournament are applied, or when the reset time LT (for example, 5 seconds) has elapsed since the start of the process of applying to the tournament of the participating terminal device 1r, The process of applying the participating terminal device 1 r to the combination constituting the competition game tournament is performed, and the process of applying to the combination is repeatedly performed.
  • the combination generation unit 36 1 b further sets the number of participating terminal devices 1 r as a shortage when the number of participating terminals RN is less than the maximum number of participating terminals RNM (in this case, 64) at the end of the reset time LT.
  • the match start unit 36 1 c assigns one game space to one combination according to the combination generated by the combination generation unit 361 b, and each battle game Is instructed to the Yumeka terminal device 1r. Also, the battle start unit 3 6 1 c instructs the participating terminal device 1 r to start the battle game at the timing when the participating terminal number RN is reset by the participating terminal count unit 3 6 1 e. .
  • the match start unit 3 6 1 c has the maximum number of participating terminals RN at the timing when the number of participating terminals RN reaches the maximum number of participating terminals RNM (here, 6 4), or at the end of the reset time LT.
  • Number of Participating Terminals When there is not enough RNM and there is a shortage of participating terminal equipment 1 r
  • the participation terminal device 1 r is instructed to start the battle game at the timing when the participating terminal device 1 r or the client terminal device 1 that receives the operation of the CPU player is assigned.
  • Completion part 3 6 I d is determined according to the time limit TL (10 minutes in this case) set in advance for each round until the semi-final (1st and 2nd round).
  • the end of the match is instructed to the participating terminal device 1r, and the participating terminal device 1r that is the winner is determined according to the superiority in the progress of the battle game at the end of the match.
  • the superiority in the progress of the battle game is determined by the number of points at the end of the battle (the number of points that the player virtually possesses).
  • the number of winners in descending order of the score The number of winners set by the setting unit 3 6 1 g is determined.
  • the match end part 3 6 Id determines the winner with the most points at the end of the match.
  • the match end part 3 6 1 d does not set a time limit for the match for the final match, and when the game progress of the match game reaches a predetermined state (here Indicates the end of the match to the participating terminal device 1r at the end of the Dongfeng Battle consisting of four stations in the East Field.
  • a predetermined state here Indicates the end of the match to the participating terminal device 1r at the end of the Dongfeng Battle consisting of four stations in the East Field.
  • the battle end part 3 6 I d advances to the next round with the player who has the highest score at the time limit of 10 minutes from the start of the battle as the winner.
  • the player who has the most points at the end of the Dongfeng Battle is decided as the winner.
  • the participation terminal count unit 3 6 1 e counts up the number of participating terminals RN every time the participation reception unit 3 6 1 a accepts participation in the battle game, and the participation terminal number RN counts the tournament of the battle game.
  • the maximum number of participating terminals RNM here, 6 4
  • the reset time LT for example, 5 seconds
  • the number of participating terminals is reset by resetting RN to zero.
  • the number RN is counted.
  • the participation terminal count unit 3 6 1 e has been accepted to participate in the battle game by the participation reception unit 3 6 1 a and is instructed to start the battle by the battle start unit 3 6 1 c.
  • the number of participating terminal devices 1r that are not connected is counted as the number of participating terminals RN.
  • the combination interval setting unit 3 6 1 f sets the reset time L T that is the longest time to reset the number of participating terminals RN to zero according to the date and time.
  • the combination interval setting unit 3 6 1 f increases the number of participating terminals RN quickly (the frequency of accepting participation from the player is high), and shortens the reset time LT on the date (for example, a public holiday) ( Set to 30 seconds, and the increase in the number of participating terminals is slow (participation from players is not accepted frequently).
  • Set the reset time LT longer (60 seconds) for the date and time (for example, weekdays). It is.
  • Winner number setting part 3 6 1 g is a combination of 4 opponents
  • the number of participants is set for each round.
  • the case where the number of winners is one in all rounds from the first round to the third round will be explained.
  • the player who is ranked second is the next round. Since the strategy of the player who will play the 'matching game' will change depending on whether you advance to 1st place or only 1st place, setting the number of players that will advance to the next game will change the variety of battle games, The interest is improved.
  • the combination storage unit 3 6 2 a stores combinations constituting the tournament of the competitive game generated by the combination generation unit 3 6 1 b. Specifically, 64 frames (A 1 to P 4) constituting the tournament shown in FIG. 15 and the identification information of the client terminal device 1 incorporated in the frame are stored in association with each other. .
  • the player information storage unit 3 6 2 b stores the feature point data for each player, the quantity of items, the level, etc., in association with the player identification information (user ID data). However, the quantity and level of items for each player are transmitted to the client terminal device 1 at the start of the battle game and stored in the level storage unit 1 6 2 a, and at the end of the battle game, the item moving unit 1 6 1 d and the level determination In accordance with the quantity and level of the item determined by the unit 1 6 1 e, the quantity and level of the item stored in the level storage unit 1 6 2 a are updated and transmitted to the sensor server device 3, Stored in the player information storage unit 3 6 2 b.
  • the discarding time storage unit 3 6 2 c stores the discarding time TA for each level, for example, in a table format as shown in FIG.
  • the discard time TA stored in the discard time storage unit 3 6 2 c is transmitted to the client terminal device 1 and stored in the discard time storage unit 1 6 2 b at the start of the battle game.
  • FIG 16 shows a flowchart of the processing performed by the client terminal device 1. —An example of a spider. Unless otherwise specified, the following processing is performed by the game progress control unit 161a. First, personal information such as user ID data is read from the personal strength inserted by the card reader 13 (step S101) and transmitted to the center server device 3 (step S103).
  • Participation accepting part 361a of center server device 3 accepts participation in the fighting game, and combination generation part 361b applies it to the combination that constitutes the tournament of the fighting game, and starts the fighting from fighting start part 36 1c It is determined whether or not the instruction information for starting is received (step S 1 05). If the instruction information for starting the battle has not been received (NO in step S105), the process is set to a standby state. When the instruction information for starting the battle is received (YES in step S105), the player's identification information, player information such as stage, etc. are received (step S107). Then, the extension processing unit 161 h initializes the value of the flag S indicating whether or not the long thought button has been pressed during each round (step S108).
  • the flag S when the value of the flag S is 0, it means that the long thought button is not pushed down during each round (it is possible to accept the request for extending the round-off time TA). If is 1, it means that the long thought button has already been pressed during each round (it is in a state where it is impossible to accept a request for extending the round-off time TA).
  • step S 109 the battle game is executed (step S 109), and it is determined whether or not the instruction information for ending the battle game has been received from the battle end unit 361 d of the center server device 3 (step S 109). 1 1 1). If the instruction information for ending the battle game has not been received (NO in step S 1 1 1), the process returns to step S 109 and the battle game is continuously executed.
  • the instruction information to end the battle game is received (YES in step S 1 1 1)
  • the ranking is judged by the grade judgment unit 161 c.
  • the dragon chip is moved by the item moving unit 161 d, the level is determined by the level determining unit 161 e, and the number and level of items are updated and stored in the level storage unit 162 a. Then, as the game result, the number of points, the level, and the number of items of the opponent are transmitted to the center server device 3 (step S 113).
  • step S 1 15 If winning / losing information representing the loser is received (NO in step S 1 15), the process proceeds to step S 1 19.
  • step S 1 17 When winning / losing information representing the winner is received (YES in step S 1 15), it is determined whether or not the battle game is a final game (step S 1 17). If the match game was not the final game (1st or 2nd game) (NO in step S 1 1 7), the process returns to step S 107, and from step S 1 07 to step S 1 1 5 The process is executed repeatedly.
  • step S 1 19 When the match game is the final game (YES at step S 1 1 7) or when win / loss information indicating the loser is received at step S 1 1 5 (NO at step S 1 1 5) Is received from the input panel 11a, etc., and it is determined whether or not to continue playing the battle game (step S1 19). If it is determined that the competitive game is to be played continuously (YES in step S 1 19), the process returns to step S 103, and the processes from step S 103 to step S 1 1 7 are repeatedly executed. . If it is determined not to continue playing the battle game (NO in step S 1 19), the process is terminated.
  • FIG. 17 is an example of a detailed flowchart of the management processing of the discard time TA in the battle process performed in step S109 of the flowchart shown in FIG.
  • Step S 20 it is determined whether or not a spider has occurred by setting the evening light 16 1 f.
  • step S 205 determines whether or not the discarding has been completed. If it is determined that the dumping has been completed (YES in step S205), the process is returned, and if it is determined that the dumping has not been completed (NO in step S205), a long thought is made. It is determined whether or not the value of the flag S indicating whether or not the point is pressed during each round is 1 (step S207). If it is determined that the value of flag S is 1 (YES in step S 207), the process proceeds to step S 2 15.
  • step S207 If it is determined that the value of flag S is not 1 (0) (NO in step S207), the extension processing unit 16 1h displays the long thought button in the monitor 11 ( In step S209), the extension request receiving unit 161g determines whether or not the long-thought button has been pressed (step S211).
  • step S 2 15 If it is determined that the long thought button has not been pressed (NO in step S 2 1 1), the process proceeds to step S 2 15 and if it is determined that the long thought button has been pressed (in step S 21 1)
  • the value of the flag S is set to 1 by the extension processing unit 16 1 h (step S 2 13), and the value of the counter T s is added to the YES) by the extension time ⁇ (step S 2 14).
  • step S214 When the process of step S214 is completed, if the result of step S207 is YE S, or if step S2 1 1 is NO, the counter T s is only 1 by the evening timer 16 1 f It is decremented (step S 2 1 5). Then, it is determined whether or not the value of the count T s is equal to or less than 0 by the evening time 16 1 f (step S 2 17). If it is determined that the value of count T s is not less than 0 (greater than 0) (NO in step S 2 17), the process returns to step S205, and from step S205 to step S215. The process is executed repeatedly. When it is determined that the count T s is less than or equal to 0 (YES in step S 2 1 7), the game progress control unit 16 1 a cuts the spider (step S 2 19 ) Processing is returned.
  • FIG. 18 is an example of a flowchart of processing performed by the center server device 3.
  • the number of participating terminals RN is initialized to 0 by the participating terminal count section 361 e, and the count TM that counts the reset time LT set by the combination interval setting section 361 f is initialized to 0. (Step S301).
  • the participation reception unit 36 1 a determines whether or not participation in the battle game has been received from the client terminal device 1 (step S 303).
  • step S303 If participation in the competitive game is not accepted (NO in step S303), the count value of the counter TM is incremented by 1 (step S305) by the participating terminal count unit 361e (step S305). It is determined whether or not is longer than the reset time LT (step S 307). If it is determined that the reset time is not longer than LT (less than reset time LT) (NO in step S307), the process returns to step S303. If it is determined that the reset time is equal to or longer than LT (YES in step S307), the process proceeds to step S319.
  • the combination generation unit 36 lb uses the client terminal device 1 that has been accepted by the participation acceptance unit 36 1a in step S303.
  • a participating terminal device 1 r is applied to a combination constituting a tournament of a competitive game (step S 309).
  • the number of participating terminals RN is incremented by 1 by the participating terminal count section 3 61 e (step S 31 1)
  • a determination is made as to whether the number of participating terminals RN is greater than or equal to the maximum number of participating terminals RNM (step S 31 3).
  • step S313 If it is determined that the number of participating terminals RN is not equal to or greater than the maximum number of participating terminals RNM (less than the maximum number of participating terminals RNM) (NO in step S313), the number of participating terminals count unit 361 e The value of TM is incremented by 1 (step S315), and it is determined whether or not the value of the counter TM is equal to or longer than the reset time LT (step S317). When it is determined that the reset time is not longer than LT (less than reset time LT) (NO in step S317), the process returns to step S303. If it is determined that the reset time is greater than or equal to LT (YES in step S317), the process proceeds to step S319.
  • step S307 In the case of YES in step S307, or in the case of YES in step S317, the combination generator 36 1 b virtually operates the CPU player as the insufficient participating terminal device 1r.
  • the game terminal device 1 to be accepted is assigned (step S 319), and the process proceeds to step S 321.
  • step S313 If it is determined that the number of participating terminals RN is greater than or equal to the maximum number of participating terminals RNM (YES in step S313), or if the process of step S319 is completed, the battle starting unit 361c
  • the participation terminal device 1 r is instructed to start the first round of the battle game (step S 32 1).
  • the battle end unit 36 1 d determines whether or not 10 minutes, which is the time limit TL for the first battle, has passed (step S 323). If it is determined that 10 minutes have not elapsed (NO in step S323), the process is put into a standby state. If it is determined that 10 minutes have passed (YES in step S323), the end of the first round is instructed to the participating terminal device 1r by the end-of-matching unit 361d (step S325). .
  • the battle end part 36 1 d receives the game result of the first round of battle from the participating terminal device 1 r (step S 327), and at the end of the battle.
  • the participating terminal device 1 r that is the winner is determined according to the superiority in the progress of the competitive game, and winning / losing information is transmitted to the participating terminal device 1 r (step S 3
  • the combination generation unit 36 1 b determines the combination of the first round winner in the second round, and the battle start unit 361 c instructs the participating terminal device 1 r to start the second round battle game ( Step S331).
  • the battle end unit 361d determines whether or not 10 minutes, which is the time limit TL for the battle time of the first round, has elapsed (step S333). If it is determined that 10 minutes have not elapsed (NO in step S333), the process is placed in a standby state. If it is determined that 10 minutes have passed (Step S 3
  • step S335 If YES at 33, the end of the second round is instructed to the participating terminal device 1 r by the end of battle unit 361d (step S335).
  • the battle end part 361 d receives the game result of the second round match from the participating terminal device 1 r (step S 337), and it becomes the winner according to the superiority in the progress status of the match game at the end of the match.
  • a certain participating terminal device 1r is determined, and winning / losing information is transmitted to the participating terminal device 1r (step S339).
  • the match start unit 361 c determines the start of the match game of the final match 1 r (Step S 34
  • step S 343 determines whether or not the battle game has ended from the participating terminal device 1 r and a game result has been received. If it is determined that no game result has been received (NO in step S 343), the process enters a standby state. If it is determined that the game result has been received (YES in step S 343), the battle end unit 3 6 Id determines the participating terminal device 1r that is the winner using the game result, and the participating terminal device 1 Win / loss information is sent to r (step S345), and the process is terminated.
  • FIG. 19 is an example of a screen diagram of the event generation status display screen displayed on the monitor 11 of the client terminal device 1 in step S 1 0 5 of the flowchart shown in FIG.
  • the tournament generation status display screen 6 0 0 has a round number display section 6 0 1 that displays that the first round will be started when the combination of tournaments is completed at the center of the screen, and a round number display section 6 0 1
  • the remaining time display area 6 0 2 displays the remaining time of the reception time for participation in the battle game (ie, the remaining time of the reset time LT) on the upper side and the battle game number display area 6 0 1 Displayed is a frame display section 6 0 3 for displaying frames constituting the tournament, and a player information display section 6 0 4 for displaying player information applied to the leftmost frame 6 0 3 a of the frame display section 6 0 3 Has been.
  • the remaining time display section 60 2 “participation is being accepted 6 0” is displayed, and it can be seen that the remaining time of the reception time is 60 seconds.
  • the player information display section 6 0 4 “(Xuanwu Dandan) Andason” is displayed.
  • the frame 6 0 3 a a player whose player name is “Andason” and whose level is “2nd stage” is applied. You can see that
  • FIG. 20 is an example of a screen diagram of a tournament generation status display screen displayed on the monitor 11 of the client terminal device 1 in step S 1 0 5 of the flowchart shown in FIG.
  • the tournament generation status display screen 6 1 0 has a round number display section 6 1 1 that displays that the first round will be started when the combination of tournaments is completed at the center of the screen, and a round number display section 6 1 1
  • the remaining time display area 6 1 2 displays the remaining time for accepting participation in the battle game (ie, the remaining time of reset time LT) on the upper side, and the number of battle games on the left and right sides of the number of rounds display section 6 1 1 1
  • Frame display 6 1 3 for displaying the frames that make up the tournament, and left frame 6 1 3 a, 6 1 3 c, 6 1 3 e and 6 1 3 g and 6 1 3 g for the frame display 6 1 3
  • a player information display section 6 1 4 for displaying player information applied to 6 1 3 j, 6 1 3 k, 6 1 3
  • the player information display section 6 1 4 displays the player's rank and player name applied to each frame, and it can be seen that the player having the displayed rank and player name is applied. Here, the player is applied to 8 frames out of 64 frames.
  • the player can check the situation in which the player is sequentially applied to the 64 frames of the tournament and the combination is determined.
  • FIG. 21 is an example of a screen diagram of a battle screen displayed on the monitor 11 of the client terminal device 1 in step S 1 09 of the flowchart shown in FIG.
  • a remote PBB that is pressed when reaching
  • a Chipotan PBC that is pressed when playing a chie
  • a Bon button that is pressed when playing PBD
  • Campan PBE that is pressed when a player wants to move
  • PBF that is pressed when a player declares an upward
  • PBF that is pressed to advance the field PBG that is pressed to advance the field
  • the sound change button PBH which is pressed when changing the selection of whether or not to sound for ⁇ , is displayed.
  • the next player will have a trap immediately after throwing the trap. Tsumo. If the player selects “Sound against another player's throwing bag” with the ringing change button PBH, when another player throws away the player's throwing bag The throwing spear blinks to indicate that the player is capable of ringing, and the player presses one of the POT button PBC, the Bon button PBD, or the KAMPOTAN PBE. The next player will not be spoiled until the player screams or the player presses the progress button PBG to advance the field, or until a predetermined time (for example, 5 seconds) elapses.
  • a predetermined time for example, 5 seconds
  • an object representing the player's skill is displayed at the bottom of the screen.
  • the hand object 6 2 1 is displayed in a standing state
  • the opponent hand object 6 2 3 is an object that represents the opponent's hand on the upper and left and right sides of the screen. It is displayed.
  • a mountain object 6 2 4 representing a mountain including a dora display fence in the approximate center of the screen
  • a desert object that is an object representing a desert fence around the mountain object 6 2 4 are displayed.
  • 6 2 2 is displayed. Since the type display surface representing the type of the manual object 6 2 1 faces the camera viewpoint, the player can check the type of the manual object 6 2 1 on the battle screen 6 2 0.
  • the type of the second hand pick object from the left is “ ⁇ ⁇ ”.
  • a name display section NP that displays the name of each player in the game is displayed between the mountain object 6 2 4 and the discard object 6 2 2.
  • (Simochiya) opponent's name display section A wind mark PRM representing the field is displayed below the NP.
  • the name display unit NP shows that, for example, the player's name is “Suzakuou” and the player's superior (Kamichiya) opponent's name is “Nanachiyan”.
  • the wind mark PRM shows that the field is “East” because the display character is “East”.
  • a long thought button TOB that is pressed to extend the remaining time, which is the time allowed until the player decides to throw away from the hook on the right side of the screen, is displayed on the right side of the screen.
  • the remaining time display section RT is displayed on the bottom 6 2 5 that represents the time zone object.
  • the remaining time display section RT is displayed at a position related to the player's hand, and indicates that the remaining time until the player's decision to discard is 5 seconds. This is configured so that the display changes to “5”, “4”, “3”, “2”, “1”, “0”.
  • the long thought button T O B can only accept the extension request from the hook to the completion of the dredging.
  • the remaining time of the battle game is displayed in the upper left corner of the screen.
  • the remaining time display section 6 2 6 is displayed.
  • “0 7: 5 9: 3 2” is displayed in the remaining time display section 6 2 6, and it can be seen that the remaining time is more than 7 minutes 39 seconds. Since the remaining time of the battle game is displayed in the remaining time display section 6 2 6, the player can make a strategy for winning the next game according to the remaining time. For example, if the remaining time is less than 1 minute and is currently 1st place, in order to secure the 1st place, the strategy is to go up early or focus on not paying You can
  • FIG. 22 is an example of a screen diagram of the winner display screen displayed on the monitor 11 of the client terminal device 1 when the player is the winner in step S 1 15 of the flowchart shown in FIG.
  • a winner display portion 6 3 1 for displaying that the player is a winner is displayed in the approximate center of the screen.
  • the message display section 6 3 2 is displayed at the top of the winner display section 6 3 1, and the message section 6 3 2 displays “First round breakthrough!”, Indicating that the player was the winner of the first round Can be confirmed.
  • FIG. 23 is an example of a screen diagram of a battle result display screen displayed on the monitor 11 of the client terminal device 1 when the player is a winner in step S 1 15 of the flowchart shown in FIG.
  • the number of rounds displayed in the approximate center of the screen is the number of rounds displayed 6 4 1 and the number of rounds displayed on the upper side of the round number display 6 4 1 until the start of the next round
  • the remaining time display section 6 4 2 for displaying the remaining time, and the frame display section 6 4 3 for displaying the frames constituting the tournament of the battle game are displayed on both the left and right sides of the rounds display section 6 4 1.
  • the frame display unit 6 4 3 displays a winner display unit 6 4 3 a representing the winner of the match and a player display unit 6 4 3 b representing the player playing on the client terminal device 1. Yes.
  • FIG. 24 is an example of a screen diagram of a battle result display screen displayed on the monitor 11 of the client terminal device 1 when the player is a winner in step S 1 15 of the flowchart shown in FIG.
  • the match result display screen 6 50 as in FIG. 23, the number of rounds display section 6 51, the remaining time display section 6 52, and the frame display section 65 3 are displayed.
  • the frame display section 6 53 shows a winner display section 6 4 5 a and a player display section 6 5 3 b.
  • the number of rounds display section 6 4 1 has a display of “Finals”, and the results of the second round are displayed, indicating that the next round is the final round.
  • the winner display section 6 5 3 a and the player display section 6 5 3 b it is possible to confirm the player name and level of the opponent who will play in the next game (final game).
  • FIG. 25 is an example of a screen diagram of a continuation necessity input screen displayed on the monitor 11 of the client terminal device 1 when the player is a loser in S 1 15 of the flowchart shown in FIG.
  • the round number display section 6 6 1 displays the number of rounds (losers) in the center of the screen, and the battle number display section 6 6 1
  • a continuation necessity display section 6 6 2 for inputting whether or not to continue the game is displayed.
  • the continuation necessity display section 6 6 2 displays a continuation button 6 6 2 a that is pressed when the competitive game is continued and an end button 6 6 2 b that is pressed when the competitive game is terminated. Yes.
  • the player can check the battle result and input whether or not to continue the battle game.
  • the match time limit (here, 10 minutes each) set in advance for each round up to the semi-final round (here, 2nd round)
  • the end of each battle is instructed to the participating terminal device 1 r and the progress of the battle game at the end of the battle Since the participating terminal device 1r, which is the winner, is determined according to the advantage (here, the number of points), the battle game can be advanced quickly and smoothly by setting the time limit for the battle time appropriately.
  • a game when playing a match game with no time limit, such as a single-game mahjong game in a net game, a game may be played between remote players. Since it is difficult to grasp the status of the participating players, the effect of proceeding the battle game quickly and smoothly as described above is increased. In other words, when playing a match game with no tournament time limit in a net game, the waiting time between tournament rounds is prevented as described above, so that the player can comfortably play the tournament method. You can enjoy a battle game.
  • no time limit such as a single-game mahjong game in a net game
  • the number of participating terminals RN matches the maximum number of participating terminals RNM, which is the total number of game terminal devices 1 constituting the tournament of the battle game, or the number of participating terminals RN is
  • a predetermined time reset time LT
  • reset time LT for example, 60 seconds
  • the combination generation unit 3 1 6 b performs the process of applying the participating terminal device 1 r to the combination constituting the tournament of the battle game again from the timing when the number of participating terminals RN is reset, the tournament type battle When the participation in the game is accepted, it is applied to the combination that forms the tournament, and the battle game proceeds more comfortably for the player.
  • the reset time LT is set to the date and time by the combination interval setting part 3 6 1 f. Since the number of participating terminals is slow, the number of participating terminals is set to be long (for example, 60 seconds) and the number of participating terminals is 1 r.
  • the specified time is set to a short time (for example, 30 seconds), the participation game will be started after the participation in the competition game is accepted. The waiting time until instructed is further shortened, and the battle game progresses more quickly.
  • the game terminal apparatus 1 that virtually accepts the operation of the CPU player as the insufficient participating terminal apparatus 1 r Since the number of participating terminals RN matches the maximum number of participating terminals RNM, which is the total number of game terminal devices 1 constituting the tournament of the competitive game (when the participation of the same number of players as the maximum number of participating terminals RNM is accepted) As with), the battle game proceeds without causing the player to feel uncomfortable.
  • the combination generation unit 3 1 6 b configures the tournament of the battle game so that the number of the participation terminal devices 1 r applied to each combination constituting the battle game tournament substantially matches each other.
  • the number of devices 1 is almost the same, and players participating in the tournament can play a battle game under substantially the same conditions.
  • the match end time 3 6 1 d does not set the time limit for the match for the final match, and the game progress status of the match game reaches the predetermined status (here, the east field ends
  • the end of the match is instructed to the participating terminal device 1 r at the time, so that the player can fully enjoy the final match, which is most important to the player, and the fun of the match game is improved.
  • the number of winners set by the winner number setting unit 3 6 1 g is determined, the variety of tournament battles is varied, and the fun of the battle game is improved.
  • the strategy of the player who plays the battle game changes between when the second-ranked player advances to the next game and when only the first player advances. Therefore, by setting the number of players who will advance to the next game, the variety of battle games will be varied and the interest will be improved.
  • the game progress control unit 16 1 1 a advances the match game according to a preset time T A which is a time limit from the time of the tsumo to the throwing away, the mahjong game is advanced more quickly.
  • the game progress control unit 1 6 1 a advances the fighting game according to the round-off time TA corresponding to the level representing the player's strength, so if the appropriate round-off time TA is set according to the level, the player However, it is possible to perform a battle game quickly and comfortably.
  • operation information (operation information for pressing the long thought button TOB) to extend the discard time TA from the participating terminal device 1 r is accepted only for a predetermined number of times (here, once) for each round. Since the time TA is extended by a predetermined time (here, 5 seconds), it is possible to give the player time to discard the game without significantly impeding the progress of the battle game.
  • this invention can take the following aspects.
  • (A) In the present embodiment, the case where the battle game is a mahjong game has been described, but other battle games may be used.
  • a battle game with a time limit that is a battle game in which the battle time is set in advance for example, a soccer game that simulates soccer, a rugby game that simulates rugby) Etc.
  • a battle game with no time limit that is difficult to set due to the nature of the game for example, a Go game simulating Go, a Shogi game simulating Shogi, A chess game resembling chess, a trump game, a card game, a card game resembling a flower card, tennis, baseball, table tennis, volleyball, a sport game imitating badminton, etc.).
  • the tournament consists of three rounds composed of 64 players, but the tournament may take other forms.
  • the tournament may consist of four rounds consisting of 16 players.
  • the match end time 3 6 1 d does not set the time limit for the match for the final match has been described.
  • the match finish time 3 6 1 d is also set as the match time for the final match.
  • a mode that sets a longer time limit than other rounds may be used.
  • the time limit for the first round and the second round may be set to 10 minutes, and the time limit for the final game may be set to 20 minutes.
  • convenience is improved for players with time constraints (for example, those with a limited schedule).
  • (E) In this embodiment, the case has been described where the number of winners in the combination where the number of winners setting unit 3 6 1 g is 1 is set to 1, but the number of winners setting unit 3 6 1 in the combination of 1
  • the number of winners may be set to 2 or more.
  • the number of winners of the combination is set to the first round and 2 Two players may be used in the round, and one may be used in the final.
  • a tournament of the third round consisting of 16 players is configured, and since the number of members is small compared to the present embodiment, the combinations constituting the tournament can be generated easily (in a short time). Is done.
  • the game progress management device game progress management method, game progress management program of the present invention
  • the participating terminal device that is the winner will be determined according to the superiority in the progress of the battle game at the end of the battle, so the time limit for the battle time will be set appropriately
  • the fighting game proceeds quickly and smoothly.

Abstract

A game progress management device includes: a participation reception unit (361a) for receiving participation in a game from a client terminal device; a combination generation unit (361b) for arranging the participating terminal device in combinations constituting the game tournament; a game start unit (361c) for instructing a game start of each round by assigning a game space for one combination; a game end unit (361d) for instructing a game end of each round according to the limit time until semi-final and deciding a participating terminal device as a winner according to the priority in the game progress state.

Description

明 細 書 ゲーム進行管理装置、 ゲーム進行管理方法及びゲーム進行管理プログラム が記録されたコンピュータ読み取り可能な記録媒体 技術分野  Description Game progress management device, game progress management method, and computer readable recording medium on which a game progress management program is recorded
本発明は、 プレイヤからの操作を受け付けるゲーム端末装置が通信回線 を介してゲームの進行に必要な操作信号を互いに通信可能に接続されて、 複数の回戦からなるトーナメント方式の対戦ゲームの進行を管理するゲー ム進行管理装置、 ゲーム進行管理方法及びゲーム進行管理プログラムが記 録されたコンピュータ読み取り可能な記録媒体に関する。 背景技術  The present invention manages the progress of a tournament-type battle game consisting of a plurality of rounds in which game terminal devices that accept operations from players are communicably connected to each other via a communication line operation signals necessary for the progress of the game. The present invention relates to a game progress management device, a game progress management method, and a computer-readable recording medium in which a game progress management program is recorded. Background art
従来、 複数のプレイヤ間で行うビデオゲーム装置として種々のものが提 案され、 あるいは既に使用されている。 また、 ァ一ケ一ドゲーム用として、 同一機種のビデオゲーム装置 (ゲーム端末装置) が複数台配設され、 L A N及びインターネット等のネットワーク (及びサーバ) を介して複数のビ デォゲーム装置が接続され、 複数のプレイヤが同一のゲーム空間でゲーム を行うことの可能なビデオゲーム装置が知られている。 このようなビデオ ゲーム装置では、 麻雀、 将棋等のテーブルゲームやスポーツ、 格闘技等の 対戦型ゲーム (以下、 テーブルゲーム及び対戦型ゲームを総称して対戦ゲ —ムという) が行われている。  Conventionally, various video game apparatuses performed between a plurality of players have been proposed or already used. In addition, a plurality of video game devices (game terminal devices) of the same model are arranged for an arcade game, and a plurality of video game devices are connected via a network (and server) such as a LAN and the Internet. A video game apparatus is known in which a plurality of players can play a game in the same game space. In such video game apparatuses, table games such as mahjong and shogi, and battle games such as sports and martial arts (hereinafter, table games and battle games are collectively referred to as battle games) are played.
上記の対戦ゲームを行う場合、 L A N及びィン夕一ネット等のネットヮ ーク (及びサーバ) を介して複数のビデオゲーム装置が接続されているた め、 不特定多数のプレイヤが対戦ゲームに参加することができる。 このよ うにして、 見知らぬ者同士が対戦する場合、 対戦相手の対戦ゲームに関す る能力等がわからないため、 ビデオゲーム装置をスタンドアローンの形態 で用いてビデオゲーム装置を対戦相手として対戦を行う通常の対戦ゲーム に比べて、 対戦ゲームの進行に意外性が付与され、 対戦ゲームに一定の興 趣性を与えることができる。 When playing the above-mentioned competitive game, multiple video game devices are connected via a network (and server) such as LAN and Internet, so an unspecified number of players participate in the competitive game. can do. In this way, when a stranger plays against each other, the video game device is in a stand-alone form because the opponent's ability to play a battle game is unknown. Compared to a normal battle game in which a video game device is used as an opponent and used in the game, the progress of the battle game is given unexpectedness, and the battle game can be given a certain level of interest.
一方、 対戦ゲームを複数の回戦からなるトーナメント方式で行うことに よって、 プレイヤは、 より多数の対戦者と対戦することができるために更 に興趣性が向上され、 回戦を勝ち進むことによって射幸心が煽られる。 また、 対戦ゲームには、 予め対戦時間が設定されているもの (以下、 時 間制限付き対戦ゲームという) と、 ゲームの性質上対戦時間が設定し難い もの (以下、 時間制限無し対戦ゲームという).とがある。  On the other hand, by playing the battle game in a tournament system consisting of multiple rounds, the player is able to play against a larger number of opponents, so that the interest is further improved, and gambling is gained by winning the rounds. Be beaten. In addition, in the battle game, a battle time is set in advance (hereinafter referred to as a battle game with a time limit) and a game time is difficult to set due to the nature of the game (hereinafter referred to as a battle game without a time limit). There is.
しかし、 時間制限付き対戦ゲームであっても、 例えば、 サッカーを模擬 したサッカーゲームで、 前半及び後半の対戦時間がそれぞれ 4 5分である 場合のように、 1回の対戦ゲームに要する対戦時間が長い場合には、 トー ナメント方式で対戦ゲームを行うと更に対戦時間が長くなり、 プレイヤは 長時間拘束されるため、 興趣性が削がれることになる。  However, even in a time-limited match game, for example, in a soccer game simulating soccer, the match time required for one match game is 45 minutes each for the first and second half. If the game is long, playing the tournament game will make the battle time longer, and the player will be restrained for a long time.
また、 時間制限無し対戦ゲーム (例えば、 麻雀を模擬した麻雀ゲーム) をトーナメント方式で行う場合には、 ト一ナメントの 1回戦のそれぞれの 対戦を同時刻に開始したとしても、 トーナメントを構成するプレイヤの組 合せ毎に対戦が完了する時刻がまちまちになる (対戦時間がバラバラとな る) ため、 次の回戦の開始のタイミング及び方法等をどのように扱うかが、 この種のゲームを実現する上で課題となる。 つまり、 この種のゲームにお いては、 特に、 トーナメントを円滑に且つ迅速に行うことは極めて困難と なる。  In addition, when playing a game with no time limit (for example, a mahjong game simulating mahjong) using the tournament method, even if each match of the first round of the tournament starts at the same time, the players that make up the tournament The time at which the match is completed varies for each combination (the match time varies), so how to handle the timing and method of the start of the next round will realize this kind of game It becomes a problem above. In other words, in this type of game, it is extremely difficult to perform tournaments smoothly and quickly.
本発明は、 上記課題に鑑みてなされたもので、 ネットゲームにおいて複 数の回戦からなるトーナメント方式の対戦ゲームを迅速且つ円滑に進行す ることの可能なゲーム進行管理装置、 ゲーム進行管理方法及びゲーム進行 管理プログラムが記録されたコンピュータ読み取り可能な記録媒体を提供 することを目的とする。 発明の開示 The present invention has been made in view of the above problems, and a game progress management device, a game progress management method, and a game progress management device capable of quickly and smoothly progressing a tournament-type battle game consisting of a plurality of rounds in a net game. An object of the present invention is to provide a computer-readable recording medium on which a game progress management program is recorded. Disclosure of the invention
上記の目的を達成するため、 本発明に係るゲーム進行管理装置は、 プレ ィャからの操作を受け付けるゲーム端末装置が通信回線を介してゲームの 進行に必要な操作信号を通信可能に接続されて実行され、 複数の回戦から なるトーナメント方式の対戦ゲームの進行を管理するゲーム進行管理装置 であって、 前記ゲーム端末装置から前記対戦ゲームへの参加を受け付ける 参加受付手段と、 前記参加受付手段によって参加が受け付けられたゲーム 端末装置である参加端末装置を、 所定のルールに則って前記対戦ゲームの トーナメントを構成する組合せに当てはめる組合せ生成手段と、 前記組合 せ生成手段によって生成された組合せに従って 1の組合せに 1のゲーム空 間を割り当てて各回戦の対戦ゲームの開始を前記参加端末装置に対して指 示する対戦開始手段と、 少なくとも準決勝戦までの各回戦に対して予め設 定された対戦時間の制限時間に従って、 各回戦の対戦の終了を前記参加端 末装置に対して指示すると共に、 対戦の終了時点での前記対戦ゲームの進 行状況における優位性に応じて勝者である参加端末装置を決定する対戦終 了手段とを備えるようにしたものである。  In order to achieve the above object, a game progress management device according to the present invention is configured such that a game terminal device that receives an operation from a player is connected to be able to communicate an operation signal necessary for the progress of a game via a communication line. A game progress management device for managing the progress of a tournament-type battle game comprising a plurality of rounds, wherein the game terminal device accepts participation in the battle game, participation acceptance means, and participation by the participation acceptance means A combination generation unit that applies a participating terminal device, which is a game terminal device that has been accepted, to a combination that constitutes a tournament of the competitive game according to a predetermined rule, and one combination according to the combination generated by the combination generation unit 1 game space is assigned to each participating terminal device to start the battle game of each round. Instruct the participating terminal device to end the battle of each round in accordance with the battle start means shown and at least the battle time limit set in advance for each round until the semi-final round. Competing end means for determining a participating terminal device that is a winner according to the superiority in the progress of the competing game at the end point is provided.
この装置によれば、 参加受付手段によって、 ゲーム端末装置から対戦ゲ ームへの参加が受け付けられ、 組合せ生成手段によって、 参加受付手段に より参加が受け付けられたゲーム端末装置である参加端末装置が、 所定の ルールに則って対戦ゲームのトーナメントを構成する組合せに当てはめら れる。 そして、 対戦開始手段によって、 組合せ生成手段により生成された 組合せに従って 1の組合せに 1のゲーム空間が割り当てられて各回戦の対 戦ゲームの開始が参加端末装置に指示される。 次いで、 対戦終了手段によ つて、 少なくとも準決勝戦までの各回戦に対して予め設定された対戦時間 の制限時間に従って、 各回戦の対戦の終了が参加端末装置に指示されると 共に、 対戦の終了時点での対戦ゲームの進行状況における優位性に応じて 勝者である参加端耒装置が決定される。 According to this apparatus, the participation terminal device that is a game terminal device that has been accepted by the participation reception means from the game terminal device and that has been accepted by the combination generation means by the participation reception means. It is applied to the combinations that constitute the tournament of the competitive game according to the predetermined rules. Then, the game start means assigns one game space to one combination according to the combination generated by the combination generation means, and instructs the participating terminal devices to start the battle game of each round. Next, the end of the battle is instructed to the participating terminal device by the battle end means according to the time limit of the battle time set in advance for at least the round until the semi-final battle, and the battle ends. According to the superiority in the progress of the battle game at the time The participating terminal device that is the winner is determined.
従って、 少なくとも準決勝戦までの各回戦に対して予め設定された対戦 時間の制限時間に従って、 各回戦の対戦の終了が参加端末装置に指示され ると共に、 対戦の終了時点での対戦ゲームの進行状況における優位性に応 じて勝者である参加端末装置が決定されるため、 対戦時間の制限時間を適 切に設定することによって、 対戦ゲームが迅速に且つ円滑に進行される。 また、 本発明に係るゲーム進行管理方法は、 プレイヤからの操作を受け 付けるゲーム端末装置が通信回線を介してゲームの進行に必要な操作信号 を通信可能に接続されて実行され、 複数の回戦からなるトーナメント方式 の対戦ゲームの進行を管理するゲーム進行管理装置を用いたゲーム進行管 理方法であって、 前記ゲーム進行管理装置に、 前記ゲーム端末装置から前 記対戦ゲームへの参加を受け付ける参加受付処理と、 前記参加受付処理に おいて参加が受け付けられたゲーム端末装置である参加端末装置を、 所定 のルールに則って前記対戦ゲームのトーナメントを構成する組合せに当て はめる組合せ生成処理と、 前記組合せ生成処理において生成された組合せ に従って 1の組合せに 1のゲーム空間を割り当てて各回戦の対戦ゲームの 開始を前記参加端末装置に対して指示する対戦開始処理と、 少なくとも準 決勝戦までの各回戦に対して予め設定された対戦時間の制限時間に従って、 各回戦の対戦の終了を前記参加端末装置に対して指示すると共に、 対戦の 終了時点での前記対戦ゲームの進行状況における優位性に応じて勝者であ る参加端末装置を決定する対戦終了処理とを実行させるものである。  Therefore, at the end of each match, the participating terminal devices are instructed to end the match in accordance with the time limit set for each match up to the semi-final, and the progress of the match game at the end of the match. Since the participating terminal device that is the winner is determined according to the superiority of the game, the battle game is rapidly and smoothly advanced by setting the time limit of the battle time appropriately. In addition, the game progress management method according to the present invention is executed by connecting a game terminal device that receives an operation from a player so that an operation signal necessary for the progress of the game can be communicated via a communication line. A game progress management method using a game progress management device that manages the progress of a tournament-type competitive game, wherein the game progress management device accepts participation from the game terminal device to participate in the battle game. A combination generation process that applies a participation terminal device that is a game terminal device that has been accepted in the participation acceptance processing to a combination that constitutes the tournament of the competitive game according to a predetermined rule, and the combination According to the combination generated in the generation process, one game space is allocated to one combination and each battle game In accordance with a battle start process for instructing the participating terminal device to start and at least a battle time limit preset for each round until the semi-final battle, the end of the battle of each round is sent to the participating terminal device. In addition to instructing the game, a battle end process for determining a participating terminal device that is a winner according to the superiority in the progress of the battle game at the end of the battle is executed.
この方法によれば、 参加受付処理において、 ゲーム端末装置から対戦ゲ ームへの参加が受け付けられ、 組合せ生成処理において、 参加受付処理で 参加が受け付けられたゲーム端末装置である参加端末装置が、 所定のルー ルに則って対戦ゲームのトーナメントを構成する組合せに当てはめられる。 そして、 対戦開始処理において、 組合せ生成処理で生成された組合せに従 つて 1の組合せに 1のゲーム空間が割り当てられて各回戦の対戦ゲームの 開始が参加端末装置に指示される。 次いで、 対戦終了処理において、 少な くとも準決勝戦までの各回戦に対して予め設定された対戦時間の制限時間 に従って、 各回戦の対戦の終了が参加端末装置に指示されると共に、 対戦 の終了時点での対戦ゲームの進行状況における優位性に応じて勝者である 参加端末装置が決定される。 According to this method, a participation terminal device that is a game terminal device in which participation in the battle game is received from the game terminal device in the participation reception processing, and participation is received in the participation reception processing in the combination generation processing, It applies to the combinations that make up the tournament of the competitive game according to the prescribed rules. In the battle start process, one game space is allocated to one combination according to the combination generated in the combination generation process, and the battle game of each round is played. Start is instructed to the participating terminal devices. Next, in the battle end process, the end of each battle is instructed to the participating terminal devices in accordance with the battle time limit set in advance for each round until at least the semi-final, and when the battle ends. The participating terminal device that is the winner is determined according to the superiority in the progress status of the competitive game.
従って、 少なくとも準決勝戦までの各回戦に対して予め設定された対戦 時間の制限時間に従って、 各回戦の対戦の終了が参加端末装置に指示され ると共に、 対戦の終了時点での対戦ゲームの進行状況における優位性に応 じて勝者である参加端末装置が決定されるため、 対戦時間の制限時間を適 切に設定することによって、 対戦ゲームが迅速に且つ円滑に進行される。 更に、 本発明に係るゲーム進行管理プログラムが記録されたコンビュ一 夕読み取り可能な記録媒体は、 プレイヤからの操作を受け付けるゲーム端 末装置が通信回線を介してゲームの進行に必要な操作信号を通信可能に接 続されて実行され、 複数の回戦からなるトーナメント方式の対戦ゲームの 進行を管理するゲーム進行管理装置のゲーム進行管理プログラムが記録さ れたコンピュータ読み取り可能な記録媒体であって、 前記ゲーム進行管理 装置を、 前記ゲーム端末装置から前記対戦ゲームへの参加を受け付ける参 加受付手段と、 前記参加受付手段によつて参加が受け付けられたゲーム端 末装置である参加端末装置を、 所定のルールに則って前記対戦ゲームのト ーナメントを構成する組合せに当てはめる組合せ生成手段と、 前記組合せ 生成手段によって生成された組合せに従って 1の組合せに 1のゲーム空間 を割り当てて各回戦の対戦ゲームの開始を前記参加端末装置に対して指示 する対戦開始手段と、 少なくとも準決勝戦までの各回戦に対して予め設定 された対戦時間の制限時間に従って、 各回戦の対戦の終了を前記参加端末 装置に対して指示すると共に、 対戦の終了時点での前記対戦ゲームの進行 状況における優位性に応じて勝者である参加端末装置を決定する対戦終了 手段として機能させるゲーム進行管理プログラムが記録されたコンビユー 夕読み取り可能な記録媒体である。 Therefore, at the end of each match, the participating terminal devices are instructed to end the match in accordance with the time limit set for each match up to the semi-final, and the progress of the match game at the end of the match. Since the participating terminal device that is the winner is determined according to the superiority of the game, the battle game is rapidly and smoothly advanced by setting the time limit of the battle time appropriately. Furthermore, the record-readable recording medium on which the game progress management program according to the present invention is recorded is such that a game terminal device that receives an operation from the player communicates an operation signal necessary for the progress of the game via a communication line. A computer-readable recording medium in which a game progress management program of a game progress management device for managing the progress of a tournament-type battle game composed of a plurality of rounds is recorded and recorded. The progress management device includes a participation receiving unit that receives participation in the competitive game from the game terminal device, and a participation terminal device that is a game terminal device for which participation is received by the participation receiving unit. A combination generating means for applying to the combinations constituting the tournament of the competitive game in accordance with In accordance with the combination generated by the generation means, one game space is allocated to one combination and a battle start means for instructing the participating terminal devices to start a battle game of each round, and at least for each round until the semi-final round In accordance with a time limit set against the battle time set in advance, the end of the battle of each round is instructed to the participating terminal device, and the winner is selected according to the superiority in the progress of the battle game at the end of the battle. A game recorded with a game progress management program that functions as an end-of-match means for determining participating terminal devices. It is an evening-readable recording medium.
このプログラムが記録されたコンピュータ読み取り可能な記録媒体によ れば、 参加受付手段によって、 ゲーム端末装置から対戦ゲームへの参加が 受け付けられ、 組合せ生成手段によって、 参加受付手段により参加が受け 付けられたゲーム端末装置である参加端末装置が、 所定のルールに則って 対戦ゲームのトーナメントを構成する組合せに当てはめられる。 そして、 対戦開始手段によって、 組合せ生成手段により生成された組合せに従って According to the computer-readable recording medium in which this program is recorded, participation in the battle game is accepted from the game terminal device by the participation acceptance means, and participation is accepted by the participation acceptance means by the combination generation means. Participating terminal devices, which are game terminal devices, are applied to combinations that constitute a tournament of a competitive game in accordance with predetermined rules. Then, according to the combination generated by the combination generation means by the battle start means
1の組合せに 1のゲーム空間が割り当てられて各回戦の対戦ゲームの開始 が参加端末装置に指示される。 次いで、 対戦終了手段によって、 少なくと も準決勝戦までの各回戦に対して予め設定された対戦時間の制限時間に従 つて、 各回戦の対戦の終了が参加端末装置に指示されると共に、 対戦の終 了時点での対戦ゲームの進行状況における優位性に応じて勝者である参加 端末装置が決定される。 One game space is assigned to one combination, and the participation terminal device is instructed to start a battle game in each round. Next, the end of the battle of each round is instructed to the participating terminal devices according to the time limit set in advance for each round until the semi-final round by the battle end means, and The participating terminal device that is the winner is determined according to the superiority in the progress of the competitive game at the end.
従って、 少なくとも準決勝戦までの各回戦に対して予め設定された対戦 時間の制限時間に従って、 各回戦の対戦の終了が参加端末装置に指示され ると共に、 対戦の終了時点での対戦ゲームの進行状況における優位性に応 じて勝者である参加端末装置が決定されるため、 対戦時間の制限時間を適 切に設定することによって、 対戦ゲームが迅速に且つ円滑に進行される。 図面の簡単な説明  Therefore, at the end of each match, the participating terminal devices are instructed to end the match in accordance with the time limit set for each match up to the semi-final, and the progress of the match game at the end of the match. Since the participating terminal device that is the winner is determined according to the superiority of the game, the battle game is rapidly and smoothly advanced by setting the time limit of the battle time appropriately. Brief Description of Drawings
図 1は、 本発明に係るゲーム進行管理装置が適用されるゲームシステム の構成図である。  FIG. 1 is a configuration diagram of a game system to which a game progress management device according to the present invention is applied.
図 2は、 クライアント端末装置の外観の一例を示す斜視図である。  FIG. 2 is a perspective view showing an example of the appearance of the client terminal device.
図 3は、 クライアント端末装置の一例を示すハードウエア構成図である。 図 4は、 クライアント端末装置の制御部の一例を示す機能構成図である。 図 5は、 プレイヤの本ゲームにおける強さのレベルを表わす段位の付与 条件の一例を示す図表である。 図 6は、 段位毎に設定された捨牌時間 T Aの一例を表す図表である。 図 7は、 店舗サーバ装置の外観の一例を示す斜視図である。 FIG. 3 is a hardware configuration diagram illustrating an example of a client terminal device. FIG. 4 is a functional configuration diagram illustrating an example of a control unit of the client terminal device. FIG. 5 is a chart showing an example of conditions for assigning levels indicating the level of strength of the player in the main game. Fig. 6 is a chart showing an example of the round-off time TA set for each level. FIG. 7 is a perspective view showing an example of the appearance of the store server device.
図 8は、 店舗サーバ装置の一例を示すハードウエア構成図である。  FIG. 8 is a hardware configuration diagram illustrating an example of the store server apparatus.
図 9は、 店舗サーバ装置の一例を示すハードウエア構成図である。  FIG. 9 is a hardware configuration diagram illustrating an example of the store server apparatus.
図 1 0は、 店舗サーバ装置の一例を示すハードウェア構成図である。  FIG. 10 is a hardware configuration diagram illustrating an example of the store server apparatus.
図 1 1は、 図 1 0に示すクライアント端末装置 a 1、 a 3、 b 8及び c Figure 11 shows the client terminal devices a 1, a 3, b 8 and c shown in Figure 10
2から構成される卓の卓情報の一例を示す図表である。 2 is a chart showing an example of table information of a table composed of two.
図 1 2は、 店舗サーバ装置 A、 B及び Cの進行状況更新部による操作信 号の送受信処理の内容の一例を説明するための図表である。  FIG. 12 is a chart for explaining an example of the contents of the operation signal transmission / reception processing by the progress update unit of the store server devices A, B, and C.
図 1 3は、 センターサーバ装置の一例を示すハードウェア構成図である。 図 1 4は、 セン夕一サーバ装置の制御部の一例を示す機能構成図である。 図 1 5は、 参加端末装置をトーナメントの組合せに当てはめるルールの 一例を示す説明図である。  FIG. 13 is a hardware configuration diagram illustrating an example of the center server device. FIG. 14 is a functional block diagram showing an example of the control unit of the Sen Yuichi server device. FIG. 15 is an explanatory diagram showing an example of rules for applying participating terminal devices to tournament combinations.
図 1 6は、 クライアント端末装置によって行われる処理の一例を示すフ ローチャートである。 図 1 7は、 図 1 6に示すフローチャートのステップ S 1 0 9で行われる 対戦処理における捨牌時間 T Aの管理処理の一例を示す詳細フローチヤ一 トである。  FIG. 16 is a flowchart showing an example of processing performed by the client terminal device. FIG. 17 is a detailed flowchart showing an example of the management processing of the discard time TA in the battle process performed in step S 110 of the flowchart shown in FIG.
図 1 8は、 セン夕一サーバ装置によって行われる処理の一例を示すフロ —チャートである。  FIG. 18 is a flowchart showing an example of processing performed by the server server.
図 1 9は、 図 1 6に示すフローチャートのステップ S 1 0 5でクライア ント端末装置のモニタに表示されるトーナメント生成状況表示画面の一例 を示す画面図である。  FIG. 19 is a screen diagram showing an example of a tournament generation status display screen displayed on the monitor of the client terminal device in step S 105 of the flowchart shown in FIG.
図 2 0は、 図 1 6に示すフローチャートのステップ S 1 0 5でクライア ント端末装置のモニタに表示されるトーナメント生成状況表示画面の一例 を示す画面図である。  FIG. 20 is a screen diagram showing an example of the tournament generation status display screen displayed on the monitor of the client terminal device in step S 105 of the flowchart shown in FIG.
図 2 1は、 図 1 6に示すフローチヤ一卜のステップ S 1 0 9でクライア ン卜端末装置のモニタに表示される対戦画面の一例を示す画面図である。 図 2 2は、 図 1 6に示すフローチャートのステップ S 1 1 5で勝者であ る場合にクライアント端末装置のモニタに表示される勝者表示画面の一例 を示す画面図である。 Figure 21 shows the steps in step S 1 0 9 in the flowchart shown in Figure 16 It is a screen figure which shows an example of the battle | competition screen displayed on the monitor of a game terminal device. FIG. 22 is a screen diagram showing an example of the winner display screen displayed on the monitor of the client terminal device when the winner is step S 115 in the flowchart shown in FIG.
図 2 3は、 図 1 6に示すフローチャートのステップ S 1 1 5で勝者であ る場合にクライアント端末装置のモニタに表示される対戦結果表示画面の 一例を示す画面図である。  FIG. 23 is a screen diagram showing an example of a battle result display screen displayed on the monitor of the client terminal device when the player is a winner in step S 1 15 of the flowchart shown in FIG.
図 2 4は、 図 1 6に示すフローチャートのステップ S 1 1 5で勝者であ る場合にクライアント端末装置のモニタに表示される対戦結果表示画面の 他の一例を示す画面図である。  FIG. 24 is a screen diagram showing another example of the battle result display screen displayed on the monitor of the client terminal device when the player is a winner in step S 1 15 of the flowchart shown in FIG.
図 2 5は、 図 1 6に示すフローチャートのステップ S 1 1 5で敗者であ る場合にクライアント端末装置のモニタに表示される継続要否入力画面の 一例を示す画面図である。 発明を実施するための最良の形態  FIG. 25 is a screen diagram showing an example of the continuation necessity input screen displayed on the monitor of the client terminal device when the player is a loser in step S 1 15 of the flowchart shown in FIG. BEST MODE FOR CARRYING OUT THE INVENTION
図 1は、 本発明に係るゲーム進行管理装置が適用されるゲームシステム の構成図である。 ゲームシステムは、 それぞれ識別情報が対応付けされた クライアント端末装置 (ゲーム進行管理装置の一部及びゲーム端末装置に 相当する) 1と、 それぞれ識別情報が対応付けされ、 複数の (ここでは 8 台の) クライアント端末装置 1と専用線 5を介して通信可能に接続された 店舗サーバ装置 2と、 複数の店舗サーバ装置 2と通信回線 4を介して通信 可能に接続され、 複数のプレイヤがクライアント端末装置 1を用いて行う ゲームを管理するセンターサーバ装置 3 (ゲーム進行管理装置の一部に相 当する) とを備えている。 なお、 店舗サーバ装置 2間も通信回線 4を介し て通信可能に接続されている。  FIG. 1 is a configuration diagram of a game system to which a game progress management device according to the present invention is applied. Each of the game systems has a client terminal device (corresponding to a part of the game progress management device and the game terminal device) 1 associated with identification information, respectively, and a plurality of (here, eight ) The store server device 2 connected to be communicable with the client terminal device 1 via the dedicated line 5, and connected to be able to communicate with the plurality of store server devices 2 via the communication line 4, and a plurality of players are connected to the client terminal device Center server device 3 (corresponding to a part of the game progress management device) that manages games played using 1. Note that the store server devices 2 are also communicably connected via the communication line 4.
クライアント端末装置 1は、 プレイヤがモニタに表示されるゲーム画面 を参照して行う所定の操作を受け付けると共に、 店舗サーバ装置 2 (また はセンターサーバ装置 3 ) から送信される指示情報、 他のクライアント端 末装置 1からの操作信号等に基づいて、 ゲームを進行するものである。 なお、 クライアント端末装置 1に対応付けされる識別情報は、 クライア ント端末装置 1が接続されている店舗サーバ装置 2毎の識別情報 (又はク ライアント端末装置 1が配設されている店舗の識別情報) とクライアント 端末装置 1が配設されている店舗内でのクライアント端末装置 1毎の識別 情報 (端末番号という) とを含んでいる。 例えば、 店舗 Aの店舗サーバ装 置 Aの識別情報が Aであって、 店舗 A内でのクライアント端末装置 1の識 別情報が 4である場合には、 当該クライアント端末装置 1の識別情報は a 4である。 The client terminal device 1 accepts a predetermined operation performed with reference to a game screen displayed on the monitor by the player, and stores the store server device 2 (or The game progresses based on instruction information transmitted from the center server device 3), operation signals from other client terminal devices 1, and the like. The identification information associated with the client terminal device 1 is the identification information for each store server device 2 to which the client terminal device 1 is connected (or the identification information of the store where the client terminal device 1 is installed). ) And identification information (terminal number) for each client terminal device 1 in the store where the client terminal device 1 is installed. For example, when the identification information of the store server device A of the store A is A and the identification information of the client terminal device 1 in the store A is 4, the identification information of the client terminal device 1 is a 4.
店舗サーバ装置 2は、 それぞれ複数 (ここでは 8台) のクライアント端 末装置 1及びセンターサーバ装置 3と通信可能に接続され、 クライアント 端末装置 1とセン夕一サーバ装置 3との間でデータの送受信を行うと共に、 通信が不可能な通信回線 4を検出してゲームの進行に必要な模擬操作信号 を生成しクライアント端末装置 1に伝送するものである。  The store server device 2 is communicably connected to a plurality (eight in this case) of the client terminal device 1 and the center server device 3, and transmits and receives data between the client terminal device 1 and the central server device 3. In addition, the communication line 4 incapable of communication is detected, and a simulated operation signal necessary for the progress of the game is generated and transmitted to the client terminal device 1.
センターサーバ装置 3は、 プレイヤからの操作を受け付けるクライアン ト端末装置 1が通信回線 4 (及び店舗サーバ 2 ) を介してゲームの進行に 必要な操作信号を互いに通信可能に接続されて、 複数の回戦からなるトー ナメント方式の対戦ゲームの進行を管理するものであって、 後述する指紋 認証において必要なプレイヤの指紋の特徴点データをユーザ I Dに対応付 けてプレイヤ情報として格納するものである。  The center server device 3 is connected to a client terminal device 1 that receives an operation from a player via a communication line 4 (and a store server 2) so that operation signals necessary for the progress of the game can be communicated with each other. It manages the progress of a tournament-type battle game consisting of the following, and stores the player's fingerprint feature point data necessary for fingerprint authentication, which will be described later, in association with the user ID as player information.
図 2は、 クライアント端末装置 1の一実施形態の外観を示す斜視図であ る。 なお、 以下の説明では、 クライアント端末装置の一例としてモニタが 一体に構成された業務用ビデオゲーム装置について説明するが、 本発明は この例に特に限定されず、 家庭用ビデオゲーム機を家庭用テレビジョンに 接続することによって構成される家庭用ビデオゲーム装置、 ビデオゲーム プログラムを実行することによってビデオゲーム装置として機能するパ一 ソナルコンピュータ等にも同様に適用することができる。 FIG. 2 is a perspective view showing the external appearance of an embodiment of the client terminal device 1. In the following description, a business video game apparatus in which a monitor is integrally configured will be described as an example of a client terminal device. However, the present invention is not particularly limited to this example, and a home video game machine is a home television. A video game device for home use configured by connecting to John, a player functioning as a video game device by executing a video game program The same can be applied to a sonar computer or the like.
また、 本実施形態において、 本発明に係るクライアント端末装置 1を用 いて行われる対戦ゲームは、 所定数の (ここでは、 6 4人の) プレイヤで 構成される複数回戦 (ここでは、 3回戦) からなるトーナメント形式の麻 雀を模擬した麻雀ゲームであって、 クライアント端末装置 1を操作するプ レイヤと、 他のクライアント端末装置 1を操作するプレイヤまたは C P U プレイヤとが対戦するものである。 なお、 後述するように、 1回戦及び 2 回戦は、 1 0分間の制限時間内で対戦ゲームを行い、 3回戦 (決勝戦) は 制限時間無しで東風戦 (東場の 4局) で対戦ゲームを行うものである。 他 のクライアント端末装置 1を操作するプレイヤと対戦する場合には、 後述 するネットワーク通信部 1 8、 店舗サーバ装置 2及びセンターサーバ装置 3等を介して、 クライアント端末装置 1間のデータの送受信が行われ、 店 舗サーバ装置 2にゲームの進行状況に関する情報が格納される。  Further, in the present embodiment, the battle game performed using the client terminal device 1 according to the present invention is a multiple round (here, 3 rounds) composed of a predetermined number (here, 64 players) of players. A mahjong game simulating a tournament-style mahjong consisting of a player who operates the client terminal device 1 and a player or CPU player who operates another client terminal device 1. As will be described later, the first and second rounds are played within a 10-minute time limit, and the third round (final) is played in the Dongfeng battle (4 stations in Toba) with no time limit. Is to do. In the case of playing against a player who operates another client terminal device 1, data transmission / reception between the client terminal devices 1 is performed via the network communication unit 18, the store server device 2, the center server device 3, and the like described later. The store server device 2 stores information on the progress of the game.
クライアント端末装置 1は、 ゲーム画面を表示するモニタ 1 1と、 モニ 夕 1 1のゲーム画面に表示される選択などを促すボタンのァドレスとプレ ィャによる押圧位置とからいずれのポタンが指示されたかを判定するタツ チパネル 1 1 aと、 音声を出力するスピーカ 1 2と、 個人カードに記憶さ れたュ一ザ I D等の情報を読み込むカードリーダ 1 3と、 後述する C C D カメラ 1 4 aからの指紋情報を用いて個人認証に必要な特徴点デ一夕を抽 出する指紋認証部 1 4と、 プレイヤが投入するコインを受け付けるコイン 受付部 1 5とを備えている。 指紋認証部 1 4によって抽出された特徴点デ 一夕は、 後述するネットワーク通信部 1 8及び店舗サーバ装置 2等を介し てセンターサーバ装置 3の後述するプレイヤ情報 3 6 2 aに格納される。 モニタ 1 1は画像を表示する例えば薄形の液晶表示器である。 スピーカ 1 2は所定のメッセージや B G Mを出力するものである。 指紋認証部 1 4 は、 プレイヤの指紋を撮像する C C Dカメラ 1 4 aを備えている。 C C D カメラ 1 4 aに代えて他のディジ夕ル撮像器 (例えば C M O Sカメラ等) からなる形態でもよい。 コイン受付部 1 5は、 投入されたコインが不良コ イン等であった場合に排出するコイン排出口 1 5 1を備えている。 The client terminal device 1 indicates which button is instructed from the monitor 11 that displays the game screen, the address of the button that prompts the selection displayed on the game screen of the monitor 11 and the pressed position by the player. Touch panel 1 1 a, speaker 1 2 for outputting sound, card reader 13 for reading information such as the user ID stored in the personal card, and CCD camera 14 4a to be described later A fingerprint authentication unit 14 for extracting feature points necessary for personal authentication using fingerprint information, and a coin reception unit 15 for receiving coins inserted by the player are provided. The feature point data extracted by the fingerprint authentication unit 14 is stored in player information 3 62 2a (described later) of the center server device 3 via the network communication unit 18 and store server device 2 (described later). The monitor 11 is, for example, a thin liquid crystal display that displays an image. The speaker 12 outputs a predetermined message or BGM. The fingerprint authentication unit 14 includes a CCD camera 14 a that images the player's fingerprint. CCD camera 1 4 a Other digital camera (for example, CMOS camera) instead of a The form which consists of may be sufficient. The coin accepting unit 15 includes a coin discharge port 15 51 that is discharged when the inserted coin is a defective coin or the like.
また、 個人カードは、 ユーザ I D等の個人情報が記憶された磁気カード や I Cカード等で、 図では示していないが、 力一ドリ一ダ 1 3は差し込ま れた個人カードから個人情報を読み出し可能にするものである。  Personal cards are magnetic cards and IC cards that store personal information such as user IDs. Although not shown in the figure, the power card reader 13 can read personal information from the inserted personal card. It is to make.
クライアント端末装置 1の適所には、 各部からの検出信号や、 各部への 制御信号を出力するマイクロコンピュー夕などで構成される制御部 1 6 (図 3参照) が配設されている。  A control unit 16 (see FIG. 3) including a microcomputer that outputs detection signals from the respective units and control signals to the respective units is disposed at appropriate positions of the client terminal device 1.
図 3は、 クライアント端末装置 1の一実施形態を示すハードウエア構成 図である。 制御部 1 6はクライアント端末装置 1の全体の動作を制御する もので、 情報処理部 (C P U) 1 6 1と、 処理途中の情報等を一時的に格 納する R AM 1 6 2と、 後述する所定の画像情報及びゲームプログラム等 が予め記憶された R O M 1 6 3とを備える。  FIG. 3 is a hardware configuration diagram illustrating an embodiment of the client terminal device 1. The control unit 16 controls the overall operation of the client terminal device 1 and includes an information processing unit (CPU) 1 61, a RAM 16 2 that temporarily stores information during processing, and the like, which will be described later. ROM 1 63, which stores predetermined image information and game programs to be stored in advance.
外部入出力制御部 1 7 1は、 制御部 1 6とカードリーダ 1 3、 夕ツチパ ネル 1 1 a、 C C Dカメラ 1 4 a及びコイン受付部 1 5を含む検出部の間 で、 検出信号を処理用のディジタル信号に変換し、 また指令情報を検出部 の各機器に対して制御信号に変換して出力するもので、 かかる信号処理と 入出力処理とを例えば時分割的に行うものである。 外部機器制御部 1 7 2 はそれぞれの時分割期間内に検出部の各機器への制御信号の出力動作と、 検出部の各機器からの検出信号の入力動作とを行うものである。  The external input / output control unit 17 1 processes the detection signal between the control unit 16 and the detection unit including the card reader 1 3, the evening panel 1 1 a, the CCD camera 14 4 a, and the coin receiving unit 15. For example, the signal information and the input / output processing are performed in a time-sharing manner, for example. The external device control unit 1 7 2 performs a control signal output operation to each device of the detection unit and a detection signal input operation from each device of the detection unit within each time division period.
描画処理部 1 1 1は制御部 1 6からの画像表示指示に従って所要の画像 をモニタ 1 1に表示させるもので、 ビデオ R AM等を備える。 音声再生部 1 2 1は制御部 1 6からの指示に従って所定のメッセ一ジゃ B G M等をス ピー力 1 2に出力するものである。  The drawing processing unit 11 1 displays a required image on the monitor 11 according to an image display instruction from the control unit 16 and includes a video RAM and the like. The voice reproduction unit 1 2 1 outputs a predetermined message BGM or the like to the speech power 12 according to an instruction from the control unit 16.
夕ツチパネル 1 1 aは長方形状をした薄層体で、 縦横にそれぞれ所定ピ ツチで線状の透明材からなる感圧素材を配列したものを透明カバーで被覆 する等により構成されたもので、 モニタ 1 1の画像を表示する表示画面 (モニタ 1 1が CRTからなる場合には、 ブラウン管) の表面に貼り付け られている。 この夕ツチパネル 1 1 aは公知の物が採用可能である。 そし て、 夕ツチパネル 1 1 aはモニタ 1 1画面に表示される選択などを促すボ タンのアドレスと押圧位置とからいずれのボタンが指示されたかが判定し 得るようにしている。 Evening panel 1 1 a is a rectangular thin layered body, which is constructed by covering with a transparent cover an array of pressure-sensitive materials made of linear transparent material with predetermined pitches in the vertical and horizontal directions. Monitor 1 Display screen for displaying 1 image (When monitor 11 is made of CRT, it is attached to the surface of the cathode ray tube.) A well-known thing can be used for this evening panel 1 1 a. Then, the evening panel 1 1 a can determine which button is instructed from the address and pressing position of the button for prompting selection displayed on the monitor 1 1 screen.
ROM 163には、 麻雀牌オブジェクト、 背景画像、 各種画面の画像等 が記憶されている。 麻雀牌ォブジェクト等は 3次元描画が可能なように、 それを構成する所要数のポリゴンで構成されており、 描画処理部 1 1 1は CPU 16 1からの描画指示に基づいて、 3次元空間上での位置から擬似 3次元空間上での位置への変換のための計算、 光源計算処理等を行うと共 に、 上記計算結果に基づいてビデオ RAMに対して描画すべき画像データ の書き込み処理、 例えば、 ポリゴンで指定されるビデオ RAMのエリアに 対するテクスチャデータの書き込み (貼り付け) 処理を行う。  The ROM 163 stores mahjong tile objects, background images, various screen images, and the like. The mahjong object, etc. is composed of the required number of polygons to make it possible to perform 3D drawing. The drawing processing unit 1 1 1 is based on the drawing instruction from the CPU 16 1 in 3D space. In addition to performing calculations for conversion from positions in the pseudo 3D space, light source calculation processing, etc., writing of image data to be drawn into the video RAM based on the above calculation results, For example, the texture data is written (pasted) to the video RAM area specified by the polygon.
ここで、 CPU16 1の動作と描画処理部 1 1 1の動作との関係を説明 する。 CPU 161は、 内蔵のあるいは外部からの装着脱式としての R〇 M 163に記録されているオペレーティングシステム (OS) に基づいて、 ROM 163から画像、 音声及び制御プログラムデータ、 ゲームプロダラ ムデ一夕を読み出す。 読み出された画像、 音声及び制御プログラムデータ 等の一部若しくは全部は、 RAMI 62上に保持される。 以降、 CPU 1 6 1は、 RAM 1 62上に記憶されている制御プログラム、 各種データ Here, the relationship between the operation of the CPU 161 and the operation of the drawing processing unit 11 1 1 will be described. The CPU 161 is based on the operating system (OS) recorded in the RM163 as a built-in or externally attachable / detachable type. Is read. Some or all of the read image, sound, control program data, etc. are held on the RAMI 62. After that, CPU 1 61 is the control program and various data stored in RAM 1 62
(表示物体のポリゴンゃテクスチャ等その他の文字画像を含む画像データ、 音声データ) 、 並びに検出部からの検出信号等に基づいて、 処理が進行さ れる。 The processing proceeds based on (image data including other character images such as polygons and textures of the display object, sound data) and a detection signal from the detection unit.
ROM 163に記憶された各種データのうち装着脱可能な記録媒体に記 憶され得るデータは、 例えばハードディスクドライブ、 光ディスクドライ ブ、 フレキシブルディスクドライブ、 シリコンディスクドライブ、 カセッ ト媒体読み取り機等のドライバで読み取り可能にしてもよく、 この場合、 記録媒体は、 例えばハードディスク、 光ディスク、 フレキシブルディスク、Of various data stored in ROM 163, data that can be stored in a removable recording medium is read by a driver such as a hard disk drive, an optical disk drive, a flexible disk drive, a silicon disk drive, or a cassette medium reader. In this case, Recording media include, for example, hard disks, optical disks, flexible disks,
C D、 D V D , 半導体メモリ等である。 C D, D V D, semiconductor memory, etc.
ネットワーク通信部 1 8は、 麻雀ゲームの実行中に発生する各種ィベン ト情報等をネットワーク及び店舗サーバ装置 2等を介してセンターサーバ 装置 3と送受信するためのものである。  The network communication unit 18 is for transmitting / receiving various event information generated during the execution of the mahjong game to / from the center server device 3 via the network and the store server device 2 and the like.
ここで、 クライアント端末装置 1における個人認証方法について説明す る。 個人認証は、 クライアント端末装置 1 (または、 ネットワーク通信部 1 8及びネットヮ一クを介して接続されているセン夕一サーバ装置 3 ) が 認識しているプレイヤと実際にプレイしているプレイヤとが同一であるこ とを確認するものである。 プレイヤが初めてクライアント端末装置 1でプ レイする場合は、 カードリーダ 1 3によって差し込まれた個人カードから ユーザ I Dデ一夕 (識別情報) が読み出され、 指紋認証部 1 4の C C D力 メラ 1 4 aによってプレイヤの指紋が撮像され、 指紋認証部 1 4によって C C Dカメラ 1 4 aからの指紋倩報を用いて個人認証に必要な特徴点デー 夕が抽出される。 そして、 ユーザ I Dデータと特徴点データとがネットヮ —ク通信部 1 8及びネットワークを介して接続されている店舗サ一バ装置 2へ伝送され、 店舗サーバ装置 2から通信回線を介してセンターサーバ装 置 3に伝送されて後述するプレイヤ情報記憶部 3 6 2 aに格納される。 こ のようにしてプレイヤのセンターサーバ装置 3への登録が行われる。  Here, a personal authentication method in the client terminal device 1 will be described. In the personal authentication, the player recognized by the client terminal device 1 (or the network server 18 connected via the network communication unit 18 and the network) 3 and the player actually playing are recognized. This is to confirm that they are the same. When the player plays the client terminal device 1 for the first time, the user ID data (identification information) is read from the personal card inserted by the card reader 1 3 and the CCD power of the fingerprint authentication unit 1 4 1 4 The fingerprint of the player is picked up by a, and the fingerprint authentication unit 14 extracts the feature point data necessary for personal authentication using the fingerprint information from the CCD camera 14 a. Then, the user ID data and the feature point data are transmitted to the network communication unit 18 and the store server device 2 connected via the network, and from the store server device 2 to the center server device via the communication line. It is transmitted to the device 3 and stored in a player information storage unit 3 62 2a which will be described later. In this way, the player is registered in the center server device 3.
セン夕一サーバ装置 3に登録済みのプレイヤがクライアント端末装置 1 でプレイする場合は、 カードリーダ 1 3によって差し込まれた個人カード からユーザ I Dデータが読み出され、 指紋認証部 1 4の C C Dカメラ 1 4 aによってプレイヤの指紋が撮像され、 指紋認証部 1 4によって C C D力 メラ 1 4 aからの指紋情報を用いて個人認証に必要な特徴点データが抽出 される。 そして、 ユーザ I Dデータと特徴点データとがネットワーク通信 部 1 8及びネットワーク及び店舗サーバ装置 2等を介して接続されている セン夕一サーバ装置 3へ伝送されて、 センターサーバ装置 3によって、 後 述するプレイヤ情報記憶部 3 6 2 aに格納されているユーザ I Dに対応す る特徴点データと伝送された特徴点データとが同一であるか否かの判定が 行われ、 この判定が肯定された場合には、 プレイヤにプレイが許可され、 この判定が否定された場合にはプレイが拒否される (例えば、 クライアン ト端末装置 1のモニタ 1 1にエラーメッセージが表示されて、 プレイヤに 再度指紋認証を行うように促す) ものである。 When a player registered in the server device 3 plays on the client terminal device 1, the user ID data is read from the personal card inserted by the card reader 1 3, and the fingerprint authentication unit 1 4 CCD camera 1 4a captures the player's fingerprint, and the fingerprint authentication unit 14 extracts feature point data necessary for personal authentication using fingerprint information from the CCD camera 14a. Then, the user ID data and the feature point data are transmitted to the network server unit 3 connected via the network communication unit 18 and the network and the store server device 2 etc. It is determined whether or not the feature point data corresponding to the user ID stored in the player information storage unit 3 6 2 a to be described is the same as the transmitted feature point data, and this determination is affirmed. The player is allowed to play, and if this determination is denied, the play is rejected (for example, an error message is displayed on the monitor 11 of the client terminal device 1 and the player is again fingerprinted. (Prompt to authenticate).
図 4は、 クライアント端末装置 1の制御部 1 6の機能構成図の一例であ る。 制御部 1 6の C P U 1 6 1は、 プレイヤからの操作を受け付けると共 にセンターサーバ装置 3からの指示及び麻雀ルールに従ってゲームの進行 を制御するゲーム進行制御部 1 6 1 a (進行手段の一部に相当する) と、 所定の条件を満たすプレイヤに仮想的に所定数量のアイテムを付与するァ ィテム付与部 1 6 1 bと、 ゲームの終了毎にプレイヤのゲームでの順位を 判定する成績判定部 1 6 1 cと、 成績判定部 1 6 1 cによる判定結果に基 づいてプレイヤが仮想的に所持しているアイテムから所定の数量分をプレ ィャ間で移動するアイテム移動部 1 6 1 と、 プレイヤが仮想的に所持し ているアイテムの数量に基づいて当該プレイヤのゲーム上での強さのレべ ルを表わす段位を決定する段位決定部 1 6 1 eと、 時刻を計測する夕イマ 1 6 1 f (進行手段の一部に相当する) と、 プレイヤから後述する捨牌時 間の延長要求操作を受け付ける延長要求受付部 1 6 1 g (進行手段の一部 に相当する) と、 捨牌時間の延長処理を行う延長処理部 1 6 1 g (進行手 段の一部に相当する) とを備える。  FIG. 4 is an example of a functional configuration diagram of the control unit 16 of the client terminal device 1. The CPU 16 1 of the control unit 16 receives the operation from the player, and controls the progress of the game according to the instruction from the center server device 3 and the mahjong rules. And an item granting unit that virtually grants a predetermined quantity of items to a player that satisfies a predetermined condition, and a grade determination that determines the player's ranking in the game at the end of the game Part 1 6 1 c and an item moving part 1 6 1 for moving a predetermined quantity from the item virtually owned by the player between players based on the judgment result by the grade judging part 1 6 1 c And a stage determining unit 16 1 e for determining a stage representing the level of strength of the player on the game based on the quantity of items virtually owned by the player, and a time measuring unit Imah 1 6 1 f (part of the means of travel 1) 1 g (corresponding to a part of the progression means), and an extension processing unit 1 that extends the rounding time. 1 g (corresponding to a part of the progress means).
また、 制御部 1 6の R AM I 6 2は、 アイテムの数量及び段位をプレイ ャの識別情報に対応付けて格納する段位記憶部 1 6 2 a (段位記憶手段の 一部相当する) と、 段位毎に後述する捨牌時間 T Aを格納する捨牌時間記 憶部 1 6 2 b (捨牌時間記憶手段の一部に相当する) とを備える。  Further, the RAM I 6 2 of the control unit 16 has a level storage unit 16 2 a (corresponding to a part of the level storage means) for storing the quantity and level of the item in association with the player identification information, and A round-off time storage unit 16 2 b (corresponding to a part of round-off time storage means) for storing round-off time TA, which will be described later, is provided for each stage.
ゲーム進行制御部 1 6 1 aは、 プレイヤからの操作を夕ツチパネル 1 1 a等を介して受け付けると共にセンターサーバ装置 3及び店舗サーバ 2か らの指示及び麻雀ルールに従ってゲームの進行を制御するものである。 ま た、 ゲーム進行制御部 1 6 1 aは、 夕イマ 1 6 1 f によって計測されるッ モの時点から捨て牌までの制限時間である捨牌時間 T Aが終了したときに、 強制的にツモ切りを行わせるものである。 The game progress control unit 1 6 1 a accepts an operation from the player via the evening panel 1 1 a etc., and the center server device 3 and the store server 2 The progress of the game is controlled in accordance with these instructions and mahjong rules. In addition, the game progress control unit 1 6 1 a forcibly cuts the spider when the round-off time TA, which is the time limit from the time of the mom measured by the evening time 1 6 1 f, to the time it is discarded is over. It is what makes you do.
アイテム付与部 1 6 1 bは、 所定の条件を満たすプレイヤに仮想的にァ ィテム (ここでは、 ドラゴンチップというアイテム) を付与すると共に、 プレイヤが仮想的に保有しているボイントを増減し、 アイテム数及びボイ ントを段位記憶部 1 6 2 aにプレイヤの識別情報に対応付けて格納するも のである。 なお、 プレイヤが仮想的に保有しているポイントも、 ドラゴン チップと同様にアイテムの一種である。  The item granting unit 1 6 1 b virtually grants an item (here, an item called a dragon chip) to a player that satisfies a predetermined condition, and increases or decreases the number of points virtually owned by the player. The numbers and points are stored in the stage storage unit 16 2 a in association with the identification information of the player. Note that the points virtually owned by the player are also a type of item, similar to the dragon chip.
ここで、 ポイントの増減方法及びアイテムの付与条件について、 具体的 に説明する。 ゲーム中に、 プレイヤが和了した (上がった) 際にプレイヤ が仮想的に保有しているボイントを所定数だけ加算し、 プレイヤが放銃し た (振り込んだ) 際にポイントを所定数だけ減算するものである。 例えば、 プレイヤが和了した場合は、 和了した点数 1 0 0 0点に対して 2 0ポイン 卜の比率でポイントを加算する。 プレイヤが放銃した場合は、 放銃した点 数 1 0 0 0点に対して 1 0ポイントの比率でポイントを減算する。 ポイン 卜が 1 0 0 0以上となった場合に、 仮想的にドラゴンチップというアイテ ムを 3個付与する。  Here, the point increase / decrease method and item grant conditions will be described in detail. During the game, when the player has finished (raised), a predetermined number of points virtually owned by the player are added, and when the player has fired (transferred), a predetermined number of points are subtracted. To do. For example, when the player has finished, points are added at a ratio of 20 points to the finished points. When the player fires, the points are subtracted at a ratio of 10 points to the points fired. When the point 卜 becomes 1 00 0 0 or more, virtually add 3 dragon chip items.
成績判定部 1 6 1 cは、 ゲームが終了した時に、 プレイヤが仮想的に点 棒として所持している点数の多い順に順位を判定するものである。 ただし、 ゲーム開始時は、 プレイヤの仮想的に点棒として所持している点数 (原点 という) は同一である。 原点は、 例えば、 2 0 0 0 0点である。  The grade determination unit 1 6 1 c determines the rank in descending order of the number of points that the player virtually possesses as a dot when the game is over. However, at the start of the game, the number of points that the player virtually possesses as a point stick (referred to as the origin) is the same. The origin is, for example, 2 0 0 0 0 point.
アイテム移動部 1 6 1 dは、 成績判定部 1 6 1 cによって順位が判定さ れた後に、 成績判定部 1 6 1 bによる判定結果に基づいてプレイヤが仮想 的に所持しているアイテムから所定の数量分をプレイヤ間で移動するもの である。 具体的には、 4位のプレイヤから 1位のプレイヤにドラゴンチッ プを 1個移動する。 また、 アイテム移動部 1 6 1 dはドラゴンチップの個 数を、 段位記憶部 1 6 2 aに更新的に格納する。 The item moving unit 1 6 1 d is determined from the items virtually owned by the player based on the determination result by the grade determining unit 1 6 1 b after the rank is determined by the grade determining unit 1 6 1 c. This amount is transferred between players. Specifically, the dragon chip from the 4th player to the 1st player Move one group. In addition, the item moving unit 1 61 1 d stores the number of dragon chips in the stage storage unit 1 6 2 a in an update manner.
段位決定部 1 6 1 eは、 プレイヤが仮想的に所持しているアイテムの個 数に基づいて当該プレイヤのゲーム上での強さのレベルを表わす段位を決 定するものである。 以下に、 具体的な段位の決定方法について、 図 5を用 いて説明する。  The stage determination unit 1 6 1 e determines a stage representing the level of strength of the player on the game based on the number of items virtually owned by the player. A specific method for determining the level will be described below with reference to FIG.
図 5 ( a ) は、 段位決定部 1 6 1 eによって行われるプレイヤの本ゲー ムにおける強さのレベルを表わす段位 (十級〜一級) の付与条件を示す図 表の一例である。 本ゲームを初めてプレイするプレイヤは、 段位が十級と される。 例えば、 ポイントが 1 0 0〜 1 9 9となった時に段位を九級とす る。 そして、 ポイントの増加 (あるいは減少) に伴って段位を上昇 (ある いは降下) させ、 例えば、 ポイントが 9 0 0〜9 9 9となった時に段位を 一級とする。 ポイントが 1 0 0 0以上となった場合に、 段位を初段とする。 図 5 ( b ) は、 段位決定部 1 6 1 eによって行われるプレイヤの本ゲ一 ムにおける強さのレベルを表わす段位 (初段〜八段) の付与条件を示す図 表の一例である。 上述のように、 アイテム付与部 1 6 1 bは、 ポイントが 1 0 0 0以上となったプレイヤに対して、 仮想的にドラゴンチップという アイテムを 3個付与する。 そして、 アイテム移動部 1 6 1 dによって、 成 績判定部 1 6 1 cによる判定結果に基づいてプレイヤが仮想的に所持して いるドラゴンチップがプレイヤ間で移動された結果、 プレイヤが仮想的に 所持しているドラゴンチップの個数が変化し、 段位記憶部 1 6 2 aに更新 的に格納される。 そして、 例えば、 ドラゴンチップの個数が 5個以上 1 0 個未満となった時に段位を二段とする。 そして、 ドラゴンチップの個数の 増加 (あるいは減少) に伴って段位を上昇 (あるいは降下) させ、 ドラゴ ンチップの個数が 4 6個以上となった時に段位を八段とする。 なお、 プレ ィャが初段の状態で、 ゲームを行った結果ドラゴンチップの個数が 0個以 下になつた場合には、 一級に降格される。 すなわち、 段位決定部 1 6 1 eは、 アイテム付与部 1 6 1 bによって決 定されるポイントと、 アイテム付与部 1 6 1 b及びアイテム移動部 1 6 1 dによって決定されるアイテムの個数とに基づいて、 図 5に示す段位テ一 ブルを参照して、 該当する段位を決定するものである。 FIG. 5 (a) is an example of a table showing conditions for assigning levels (tenth to first grade) representing the level of strength of the player's game performed by the level determining unit 16 1 e. Players who play this game for the first time are ranked 10th. For example, if the point is 1 0 0 to 1 9 9, the rank is set to ninth grade. Then, as the point increases (or decreases), the rank is raised (or lowered). For example, when the point is between 900 and 99, the rank is ranked first. If the point is 1 0 0 0 or more, the rank is the first rank. FIG. 5 (b) is an example of a chart showing conditions for assigning levels (first level to eighth level) representing the level of strength in the player's main game performed by the level determination unit 16 1 e. As described above, the item granting unit 16 1 b virtually grants three items called dragon chips to a player whose points are 100 or more. Then, as a result of the dragon chip virtually owned by the player being moved between the players based on the determination result by the performance determining unit 1 6 1 c, the item moving unit 1 6 1 d moves the player virtually The number of dragon chips possessed changes and is stored in the stage storage unit 1 6 2 a. For example, when the number of dragon chips is 5 or more and less than 10, the stage is set to two stages. As the number of dragon chips increases (or decreases), the level is raised (or lowered), and when the number of dragon chips reaches 46 or more, the level is set to eight levels. If the number of dragon chips falls below 0 as a result of playing the game in the first stage, the player is demoted to the first grade. In other words, the stage determination unit 1 6 1 e determines the points determined by the item granting unit 1 6 1 b and the number of items determined by the item granting unit 1 6 1 b and the item moving unit 1 6 1 d. Based on the level table shown in Fig. 5, the corresponding level is determined.
夕イマ 1 6 1 f は、 ツモの時点から捨て牌までの制限時間である捨牌時 間 T Aの残り時間を計測するものであって、 この捨牌時間 T A内に限って ゲーム進行制御部 1 6 1 aがプレイヤからの夕ツチパネル 1 1 aを介する 捨牌選択操作入力の受け付けるものである。 ここで、 夕イマ 1 6 1 は、 捨牌時間 T Aを、 段位記憶部 1 6 2 aからプレイヤの段位を読み出して、 読み出された段位に対応する捨牌時間 T Aを捨牌時間記憶部 1 6 2 から 読み出すことによって設定するものである。  Evening time 1 6 1 f measures the remaining time of the round-off time TA, which is the time limit from the time of the tsumo to the time of throwing away, and the game progress control unit 1 6 1 only within this round-off time TA a accepts a selection operation input from the player via the evening panel 1 1 a. Here, Yuima 16 1 reads out the round-off time TA from the stage storage unit 1 6 2 a and reads the player's stage from the round-up time storage unit 1 6 2. It is set by reading.
延長要求受付部 1 6 1 gは、 モニタ 1 1に表示された後述する長考ポ夕 ン (図 1 8参照) が押下されたことを夕ツチパネル 1 1 aからの信号に基 づいて捨牌時間延長要求信号として受け付けるものである。  The extension request reception unit 1 6 1 g extends the round-off time based on the signal from the control panel 1 1 a that the long-thought concept (described later in Fig. 18) displayed on the monitor 1 1 is pressed. It is received as a request signal.
延長処理部 1 6 1 hは、 プレイヤによる夕ツチパネル 1 1 aの長考ポ夕 ンの押下が (延長要求受付部 1. 6 1 gによって捨牌時間延長要求信号が) 、 少なくとも捨牌時間 T A内に (ここでは、 ツモの時点から 1 0秒以内) 受 け付けられ、 且つ、 捨牌時間 T Aが延長された回数が所定の回数 (ここで は 0回) 以下である ( 1回も延長されていない) か否かを判定すると共に、 この制約条件を満たす場合に、 捨牌時間 T Aの延長要求の受け付けを許可 するものである。 また、 延長要求の受け付けを許可する場合には、 延長処 理部 1 6 1 hは、 夕イマ 1 6 1 f により計測されている捨牌時間 T Aの残 り時間に所定の延長時間 Δ Τ (例えば、 5秒) を加算するものである。 段位記憶部 1 6 2 aは、 アイテムの数量及び段位をプレイヤの識別情報 に対応付けて格納するものである。 ここでは、 ゲーム開始時にゲーム進行 制御部 1 6 1 aによってプレイヤの識別情報に対応するアイテムの数量及 び段位がセン夕一サーバ装置 3の後述するプレイヤ情報記憶部 3 6 2 か ら読み込まれ、 段位記憶部 1 6 2 aに格納される。 In the extension processing unit 1 6 1 h, when the player presses the long-awaited message on the evening panel 1 1 a (extension request reception unit 1. 6 1 g gives a round-off time extension request signal), at least within the round-off time TA ( Here, within 10 seconds from the time of the Tsumo), and the number of times the discarding time TA has been extended is less than or equal to the predetermined number (here, 0) (not extended once) In addition, if this constraint is satisfied, acceptance of a request for extending the round-off time TA is permitted. In addition, when accepting the extension request, the extension processing unit 1 6 1 h gives a predetermined extension time Δ Τ (for example, the remaining time of the round-off time TA measured by the evening timer 1 6 1 f (for example, , 5 seconds). The stage storage unit 16 2 a stores the quantity and level of items in association with the identification information of the player. Here, at the start of the game, the game progress control unit 1 6 1 a determines whether the quantity and level of the item corresponding to the player identification information is the player information storage unit 3 6 2, which will be described later, of the server server 3. And stored in the stage storage unit 1 6 2 a.
捨牌時間記憶部 1 6 2 bは、 段位毎に捨牌時間 T Aを格納するものであ る。 ここでは、 段位毎に設定された捨牌時間 T Aが、 ゲーム開始時にゲー ム進行制御部 1 6 1 aによってセンターサーバ装置 3の後述する捨牌時間 記憶部 3 6 2 cから読み込まれ、 捨牌時間記憶部 1 6 2 bに格納される。 図 6は、 捨牌時間記憶部 1 6 2 bに格納される段位毎に設定された捨牌 時間 T Aを表す図表の一例である。 捨牌時間 T Aは、 段位が高い程短く設 定されており、 図 6に示すように、 捨牌時間 T Aは、 例えば、 十級では 5 . 5秒、 3級では 5 . 0秒、 3段では 4 . 5秒、 7段では 4 . 0秒に設定さ れている。  The round-off time storage unit 1 6 2 b stores the round-off time TA for each level. Here, the rounding time TA set for each stage is read from the rounding time storage unit 3 6 2 c (to be described later) of the center server device 3 by the game progress control unit 1 6 1 a at the start of the game, and the rounding time storage unit 1 6 2 Stored in b. FIG. 6 is an example of a chart showing the rounding time TA set for each stage stored in the rounding time storage unit 16 2 b. The rounding time TA is set shorter as the stage is higher. As shown in Fig. 6, the rounding time TA is, for example, 5.5 seconds for the tenth grade, 5.0 seconds for the third grade, 4 for the third grade. 5 seconds, 7 seconds is set to 4.0 seconds.
図 7は、 店舗サーバ装置 2の一実施形態の外観を示す斜視図である。 店 舗サーバ装置 2は、 ゲーム画面等を表示するモニタ 2 1と、 音声を出力す るスピーカ 2 2と、 プレイヤが投入するコインを受け付けて個人カードを 販売する個人カード販売機 2 5とを備えている。  FIG. 7 is a perspective view showing an appearance of one embodiment of the store server device 2. FIG. The store server device 2 includes a monitor 21 that displays a game screen, a speaker 2 2 that outputs sound, and a personal card vending machine 25 that accepts coins inserted by the player and sells personal cards. ing.
モニタ 2 1は、 画像を大きく表示する目的で、 複数台 (ここでは、 2 台) の C R Tを備えている。 2台の C R Tは、 それぞれの画像を表示する 略長方形の画面表示部の長辺が隣接するように配設されており、 2つの画 像表示部で 1の画像が表示されるように画像信号の制御が行われる。  The monitor 21 has a plurality of (two in this case) CRTs for the purpose of displaying a large image. The two CRTs are arranged so that the long sides of the roughly rectangular screen display area that displays each image are adjacent to each other, and image signals are displayed so that one image is displayed on the two image display sections. Is controlled.
スピーカ 2 2は所定のメッセージや B G Mを出力するものである。 個人 カード販売機 2 5は、 プレイヤが投入するコインを受け付けるコイン受付 部 2 4、 個人カードを払い出すカード払い出し部 2 3とを備えている。 な お、 コイン受付部 2 4は、 投入されたコインが不良コイン等であった場合 に排出するコイン排出口 (図示省略) を備えている。  The speaker 22 outputs a predetermined message or BGM. The personal card vending machine 25 includes a coin accepting unit 24 that accepts coins inserted by the player, and a card paying unit 23 that pays out personal cards. The coin receiving unit 24 is provided with a coin discharge port (not shown) for discharging when the inserted coin is a defective coin or the like.
店舗サーバ装置 2の適所には、 各部からの検出信号や、 各部への制御信 号を出力するマイクロコンピュータなどで構成される制御部 2 6 (図 8参 照) が配設されている。  A control unit 26 (see FIG. 8) composed of a microcomputer or the like that outputs detection signals from each part and control signals to each part is disposed at an appropriate place of the store server device 2.
図 8は、 店舗サーバ装置 2の一実施形態を示すハードウエア構成図であ る。 制御部 26は店舗サーバ装置 2の全体の動作を制御するもので、 情報 処理部 (CPU) 261と、 処理途中の情報等を一時的に格納する RAM 262と、 所定の画像情報等が予め記憶された ROM 263とを備える。 描画処理部 2 1 1は制御部 26からの画像表示指示に従って所要の画像 をモニタ 2 1に表示させるもので、 ビデオ RAM等を備える。 音声再生部 221は制御部 26からの指示に従って所定のメッセージや BGM等をス ピー力 22に出力するものである。 FIG. 8 is a hardware configuration diagram showing an embodiment of the store server device 2. The The control unit 26 controls the overall operation of the store server device 2, and includes an information processing unit (CPU) 261, a RAM 262 for temporarily storing information during the processing, and predetermined image information and the like are stored in advance. ROM 263. The drawing processing unit 2 11 1 displays a required image on the monitor 21 in accordance with an image display instruction from the control unit 26, and includes a video RAM and the like. The voice playback unit 221 outputs a predetermined message, BGM, or the like to the speech power 22 in accordance with an instruction from the control unit 26.
ROM263に記憶された各種データのうち装着脱可能な記録媒体に記 憶され得るデータは、 例えばハードディスクドライブ、 光ディスクドライ ブ、 フレキシブルディスクドライブ、 シリコンディスクドライブ、 カセッ ト媒体読み取り機等のドライバで読み取り可能にしてもよく、 この場合、 記録媒体は、 例えばハードディスク、 光ディスク、 フレキシブルディスク、 CD、 DVD、 半導体メモリ等である。  Of the various data stored in ROM263, data that can be stored on removable storage media can be read by drivers such as hard disk drives, optical disk drives, flexible disk drives, silicon disk drives, and cassette media readers. In this case, the recording medium is, for example, a hard disk, an optical disk, a flexible disk, a CD, a DVD, or a semiconductor memory.
ネットワーク通信部 28は、 各種データを WWW (Wo r 1 d— W i d e We b) 等からなるネットワークを介してセンターサーバ装置 3及び 他の店舗サーバ装置 2と送受信するためのものである。 ィン夕一フェイス 部 l aは、 店舗サーバ装置 2に接続された複数 (例えば 8台) のクライア ント端末装置 1との間のデータの授受を行うためのものである。  The network communication unit 28 is for transmitting / receiving various data to / from the center server device 3 and other store server devices 2 via a network such as WWW (Wor 1 d—Wide Web). The interface section la is used to exchange data with a plurality of (for example, eight) client terminal devices 1 connected to the store server device 2.
図 9は、 店舗サーバ装置 2の制御部 26の機能構成図の一例である。 制 御部 26の RAM 262は、 センターサーバ装置 3の後述する組合せ生成 部 36 1 bによって生成され、 各クライアント端末装置 1が仮想的に麻雀 を行っている麻雀卓に関する情報である卓情報を格納する卓記憶部 262 aと、 各クライアント端末装置 1が仮想的に麻雀を行っている麻雀卓毎に ゲームの進行状況に関する情報を格納する進行状況記憶部 262 bとを備 え、 CPU26 1は、 卓記憶部 262 aに格納されている卓情報に基づい てクライアント端末装置 1及び他の店舗サーバ装置 2と交信することによ つて進行状況記憶部 262 bに格納されたゲームの進行状況を更新する進 行状況更新部 2 6 1 aを備えている。 FIG. 9 is an example of a functional configuration diagram of the control unit 26 of the store server device 2. The RAM 262 of the control unit 26 is generated by a combination generation unit 36 1 b (to be described later) of the center server device 3, and stores table information that is information about the mahjong table on which each client terminal device 1 is virtually playing mahjong. And a progress storage unit 262 b for storing information on the progress of the game for each mahjong table in which each client terminal device 1 is virtually playing mahjong. The progress of the game stored in the progress storage unit 262 b is updated by communicating with the client terminal device 1 and other store server devices 2 based on the table information stored in the table storage unit 262 a. Progress A line status update unit 2 6 1 a is provided.
ここで、 図 1 0に示すように、 店舗サーバ Aに専用線 5を介して接続さ れているクライアント端末装置 a 1及び a 3と、 店舗サーバ Bに専用線 5 を介して接続されているクライアント端末装置 b 8と、 店舗サーバ装置 C に専用線 5を介して接続されているクライアント端末装置 c 2とが同一の ゲーム空間内でゲームを行っている場合について、 卓記憶部 2 6 2 aに格 納されている卓情報の内容及び進行状況更新部 2 6 1 aの処理の内容につ いて、 図 1 1及び図 1 2を用いて具体的に説明する。  Here, as shown in FIG. 10, client terminal devices a 1 and a 3 connected to the store server A via the dedicated line 5 and connected to the store server B via the dedicated line 5 When the client terminal device b 8 and the client terminal device c 2 connected to the store server device C via the dedicated line 5 are playing a game in the same game space, the table storage unit 2 6 2 a The contents of the table information stored in and the processing of the progress update section 2 6 1 a will be specifically described with reference to FIGS. 11 and 12.
なお、 ここでは、 クライアント端末装置 a 1、 クライアント端末装置 a 3、 クライアント端末装置 b 8及びクライアント端末装置 c 2がセンター サーバ装置 3の組合せ生成部 3 6 1 bによって仮想的に同じ卓で (同じゲ ーム空間内で) ゲームを行うように組み合わせられた場合について説明す る。 セン夕一サーバ装置 3の組合せ生成部 3 6 1 bは、 最も先に受け付け られたクライアント端末装置 1 (ここではクライアント端末装置 a 1 ) に 専用線 5を介して接続されている店舗サーバ装置 2 (ここでは店舗サーバ 装置 A ) を、 店舗サーバ装置 2間の情報の送受信において中心的役割を果 たすサーバ (ここでは、 「マスタ一サーバ」 という) として設定し、 その 他のクライアント端末装置 1に専用線 5を介して接続されている店舗サー バ装置 2 (ここでは店舗サーバ装置 B、 C ) を店舗サーバ装置 2間の情報 の送受信において従属的役割を果たすサーバ (ここでは、 「スレーブサー バ」 という) として設定し、 その設定結果を各店舗サーバ装置 2に伝送す る。 各店舗サーバ装置 2は、 伝送されたマスターサーバ及びスレーブサー バの設定結果を卓記憶部 2 6 2 aに格納する。  Here, the client terminal device a 1, the client terminal device a 3, the client terminal device b 8, and the client terminal device c 2 are virtually on the same table (same by the combination generation unit 3 6 1 b of the center server device 3 Explain the case where the game is combined (in the game space). The combination generation unit 3 6 1 b of the Sen Yuichi server device 3 is connected to the client terminal device 1 (here, the client terminal device a 1) that is received first through the dedicated line 5. (Here, store server device A) is set as a server that plays a central role in the transmission and reception of information between store server devices 2 (herein referred to as “master one server”), and other client terminal devices 1 A server (here, “slave server”) that plays a subordinate role in transmitting and receiving information between the store server devices 2 (here store server devices B and C) connected to the store server device 2 via the dedicated line 5. The result of the setting is transmitted to each store server device 2. Each store server device 2 stores the transmitted master server and slave server setting results in the table storage unit 26 2 a.
図 1 1は、 図 1 0に示すクライアント端末装置 a 1 、 a 3、 b 8及び c 2から構成される卓の卓情報を示す図表の一例である。 左側の欄から順に、 センターサーバ装置 3の組合せ生成部 3 6 1 bによって卓が作成された際 に所定のルールに則って卓毎に付与される卓の識別番号である卓番号 T N と、 センターサーバ装置 3の組合せ生成部 3 6 1 bによって卓に組み込ま れた順番である受付順 R Nと、 クライアント端末装置 1の識別情報である クライアント記号 C N (ここでは説明の都合上、 参照符号をクライアント 記号 C Nとしている) と、 店舗サーバ装置 2の識別情報である店舗サーバ 記号 S N (ここでは説明の都合上、 参照符号を店舗サーバ記号 S Nとして いる) と、 店舗サーバ装置 2がマスターサーバとして機能するかまたはス レーブサーバとして機能するかの区別を表わすマスター スレーブ区分 M Sと、 クライアント端末装置 1を操作するプレイヤの区分を表わすプレイ ャ区分 P Cとの情報が格納されている。 FIG. 11 is an example of a table showing the table information of the table including the client terminal devices a 1, a 3, b 8 and c 2 shown in FIG. In order from the left column, the table number TN, which is the identification number of the table given to each table in accordance with a predetermined rule when the table is created by the combination generation unit 3 6 1 b of the center server device 3 And the reception order RN which is the order incorporated in the table by the combination generation unit 3 6 1 b of the center server device 3 and the client symbol CN which is the identification information of the client terminal device 1 (here, for the sake of explanation, reference symbols Is the client symbol CN), the store server symbol SN that is the identification information of the store server device 2 (here, for convenience of explanation, the reference symbol is the store server symbol SN), and the store server device 2 is the master server. Information of a master / slave classification MS indicating the distinction between functioning and functioning as a slave server and a player classification PC representing a classification of a player operating the client terminal device 1 are stored.
プレイヤ区分 P Cは、 クライアント端末装置 1が人間のプレイヤによつ て操作される場合に 「プレイヤ」 が格納され、 後述する模擬信号生成部 2 6 1 dによって模擬的に操作される場合に 「模擬プレイヤ」 が格納され、 C P Uプレイヤによって操作される場合に 「C P Uプレイヤ」 が格納され る。 なお、 卓内の 4人のプレイヤのプレイヤ区分 P Cが、 「模擬プレイ ャ」 または 「C P Uプレイヤ」 となった場合にその卓情報は卓記憶部 2 6 2 aから消去される。  The player classification PC stores “player” when the client terminal device 1 is operated by a human player, and “simulates” when it is simulated by a simulation signal generator 2 6 1 d described later. “Player” is stored, and “CPU Player” is stored when operated by the CPU player. When the player classification PC of the four players in the table becomes “simulated player” or “CPU player”, the table information is erased from the table storage unit 2 6 2 a.
図 1 1に示す卓情報から、 卓番号 1の卓はクライアント端末装置 a 1 、 a 3、 b 8及び c 2から構成されていること、 クライアント端末装置 a 1 、 a 3は店舗サーバ装置 Aに専用線 5を介して接続されていること、 店舗サ —バ装置 Aはマスターサーバとして機能し、 店舗サーバ装置 B及び Cはス レーブサーバとして機能すること、 クライアント端末装置 a 1、 a 3、 b 8及び c 2は人間のプレイヤによって操作されていること等がわかる。 な お、 図 1 1に示す卓番号が 「 1」 の卓情報は、 店舗サーバ装置 A、 B及び Cの卓記憶部 2 6 2 aに格納されている。  From the table information shown in Fig. 11, the table with the table number 1 is composed of client terminal devices a1, a3, b8 and c2, and the client terminal devices a1, a3 are connected to the store server device A. Connected via dedicated line 5, store server device A functions as a master server, store server devices B and C function as slave servers, client terminal devices a 1, a 3, b It can be seen that 8 and c 2 are operated by a human player. The table information with the table number “1” shown in FIG. 11 is stored in the table storage units 2 6 2 a of the store server devices A, B, and C.
図 1 2は、 店舗サーバ装置 A、 B及び Cの進行状況更新部 2 6 1 aによ る操作信号の送受信処理の内容を説明するための図表の一例である。 ( a ) 、 (b ) 及び (c ) はそれぞれ、 店舗サーバ装置 A、 B及び Cの進 行状況更新部 2 6 1 aによる処理の内容を説明するための図表である。 図 表の左側の欄には、 店舗サーバ装置 2 (店舗サーバ装置 A、 Bまたは C ) の受信する操作信号の発信元であるクライアント端末装置 1のクライアン ト記号 C Nと、 その店舗サーバ装置 2に受信されるまでに経由される店舗 サーバ装置 2の店舗サーバ記号 S Nとを表記している。 図表の右側の欄に は、 店舗サーバ装置 2 (店舗サーバ装置 A、 Bまたは C ) から送信する操 作信号の送信先であるクライアント端末装置 1のクライアント記号 C Nと、 そのクライアント端末装置 1に受信されるまでに経由される店舗サーバ装 置 2の店舗サーバ記号 S Nとを表記している。 なお、 店舗サーバ装置 A、 B及び Cの進行状況更新部 2 6 1 aは、 クライアント端末装置 a 1、 a 3、 b 8及び c 2からの操作信号を受信した際に、 進行状況記憧部 2 6 2 の 情報を更新する。 FIG. 12 is an example of a table for explaining the contents of the operation signal transmission / reception processing by the progress status update unit 2 6 1 a of the store server devices A, B, and C. (a), (b) and (c) are the progress of store server devices A, B and C, respectively. It is a chart for demonstrating the content of the process by line condition update part 2 61 1a. The column on the left side of the chart shows the client symbol CN of the client terminal device 1 that is the source of the operation signal received by the store server device 2 (store server device A, B or C), and the store server device 2 The store server symbol SN of the store server device 2 through which it is received is indicated. In the right column of the chart, the client symbol CN of the client terminal device 1 to which the operation signal transmitted from the store server device 2 (store server device A, B or C) is sent and received by the client terminal device 1 The store server symbol SN of store server device 2 that is routed through is shown. The progress update unit 2 6 1 a of the store server devices A, B and C receives the operation signal from the client terminal devices a 1, a 3, b 8 and c 2 2 6 Update the information in 2.
店舗サーバ装置 Aの進行状況更新部 2 6 1 aは、 (a ) の図表の上から 2行目にあるように、 クライアント端末装置 a 1からの操作信号を受信し て、 クライアント端末装置 a 3と店舗サーバ装置 B及び Cとに送信する。 そして、 店舗サーバ装置 Bの進行状況更新部 2 6 1 aは、 (b ) の図表の 上から 2行目にあるように、 クライアント端末装置 a 1からの操作信号を 店舗サーバ装置 Aを経由して受信し、 ケライアント端末装置 b 8に送信す る。 店舗サーバ装置 Cの進行状況更新部 2 6 1 aは、 (c ) の図表の上か ら 2行目にあるように、 クライアント端末装置 a 1からの操作信号を店舗 サーバ装置 Aを経由して受信し、 クライアント端末装置 c 2に送信する。 同様に、 店舗サーバ装置 Aの進行状況更新部 2 6 1 aは、 (a ) の図表 の上から 3行目にあるように、 クライアント端末装置 a 3からの操作信号 を受信して、 クライアント端末装置 a 1と店舗サーバ装置 B及び Cとに送 信する。 そして、 店舗サーバ装置 Bの進行状況更新部 2 6 1 aは、 (b ) の図表の上から 3行目にあるように、 クライアント端末装置 a 3からの操 作信号を店舗サーバ装置 Aを経由して受信し、 クライアント端末装置 b 8 に送信する。 店舗サーバ装置 Cの進行状況更新部 2 6 1 aは、 (c ) の図 表の上から 3行目にあるように、 クライアント端末装置 a 3からの操作信 号を店舗サーバ装置 Aを経由して受信し、 クライアント端末装置 c 2に送 信する。 The progress update unit 2 6 1 a of the store server device A receives the operation signal from the client terminal device a 1 as shown in the second line from the top of the chart of (a), and receives the client terminal device a 3 And store server devices B and C. Then, the progress update unit 2 6 1 a of the store server device B sends the operation signal from the client terminal device a 1 via the store server device A as shown in the second line from the top of the chart of (b). And send it to the client client terminal b8. The progress update unit 2 6 1 a of the store server device C sends an operation signal from the client terminal device a 1 via the store server device A as shown in the second line from the top of the chart in (c). Receive and send to client terminal c 2. Similarly, the progress update unit 2 6 1 a of the store server device A receives the operation signal from the client terminal device a 3 as shown in the third line from the top of the chart of (a), and the client terminal Send to device a 1 and store server devices B and C. Then, the progress update unit 2 6 1 a of the store server device B sends the operation signal from the client terminal device a 3 via the store server device A as shown in the third line from the top of the chart of (b). The client terminal device b 8 Send to. The progress update unit 2 6 1 a of the store server device C sends the operation signal from the client terminal device a 3 via the store server device A as shown in the third line from the top of the chart in (c). And send it to the client terminal c 2.
店舗サーバ装置 Bの進行状況更新部 2 6 1 aは、 (b ) の図表の上から 4行目にあるように、 クライアント端末装置 b 8からの操作信号を受信し て、 店舗サーバ装置 Aに送信する。 そして、 店舗サーバ装置 Aの進行状況 更新部 2 6 l aは、 (a ) の図表の上から 4行目にあるように、 クライア ント端末装置 b 8からの操作信号を店舗サーバ装置 Bを経由して受信して、 クライアント端末装置 a 1及び a 3と店舗サーバ装置 Cとに送信する。 そ して、 店舗サーバ装置 Cの進行状況更新部 2 6 1 aは、 (c ) の図表の上 から 4行目にあるように、 クライアント端末装置 b 8からの操作信号を店 舗サーバ装置 B及び Aを経由して受信し、 クライアント端末装置 c 2に送 信する。  The progress update unit 2 6 1 a of the store server device B receives the operation signal from the client terminal device b 8 and sends it to the store server device A as shown in the fourth line from the top of the chart in (b). Send. Then, the progress update unit 26 6 la of the store server device A sends the operation signal from the client terminal device b 8 via the store server device B as shown in the fourth line from the top of the chart of (a). And transmit it to the client terminal devices a 1 and a 3 and the store server device C. The progress update unit 2 6 1 a of the store server device C sends an operation signal from the client terminal device b 8 to the store server device B as shown in the fourth line from the top of the chart in (c). And via A and send to client terminal c 2.
同様に、 店舗サーバ装置 Cの進行状況更新部 2 6 1 aは、 (c ) の図表 の上から 5行目にあるように、 クライアント端末装置 c 2からの操作信号 を受信して、 店舗サーバ装置 Aに送信する。 店舗サーバ装置 Aの進行状況 更新部 2 6 1 aは、 (a ) の図表の上から 5行目にあるように、 クライア ント端末装置 c 2からの操作信号を店舗サーバ装置 Cを経由して受信して、 クライアント端末装置 a 1及び a 3と店舗サーバ装置 Bとに送信する。 そ して、 店舗サーバ装置 Bの進行状況更新部 2 6 1 aは、 (b ) の図表の上 から 5行目にあるように、 クライアント端末装置 c 2からの操作信号を店 舗サーバ装置 C及び Aを経由して受信し、 クライアント端末装置 b 8に送 信する。  Similarly, the progress update unit 2 6 1 a of the store server device C receives the operation signal from the client terminal device c 2 as shown in the fifth line from the top of the chart of (c), and Send to device A. The progress update unit 2 6 1 a of the store server device A sends the operation signal from the client terminal device c 2 via the store server device C as shown in the fifth line from the top of the chart in (a). It receives and transmits it to the client terminal devices a 1 and a 3 and the store server device B. Then, the progress update unit 2 6 1 a of the store server device B sends an operation signal from the client terminal device c 2 to the store server device C as shown in the fifth line from the top of the chart in (b). And via A, and send to client terminal b8.
このようにして、 進行状況更新部 2 6 1 aが店舗サーバ装置 A、 B及び Cの間でクライアント端末装置 a 1 、 a 3、 b 8及び c 2からの操作信号 を伝送することによって、 クライアント端末装置 a 1 、 a 3、 b 8及び c 2からの操作信号が受け付けられる度に、 進行状況記憶部 2 6 2 bの情報 が更新されるため、 クライアント端末装置 a 1、 a 3、 13 8及びじ 2は、 進行状況記憶部 2 6 2 bに格納された進行情報を用いてゲームを進行する ことによって、 クライアント端末装置 a 1、 a 3、 b 8及び c 2間でゲ一 ムの進行における時間的な同期 (ゲーム進行状況を一致させること) を容 易に制御することができる。 In this way, the progress update unit 2 6 1 a transmits the operation signals from the client terminal devices a 1, a 3, b 8 and c 2 between the store server devices A, B and C, so that the client Terminal devices a1, a3, b8 and c Since the information in the progress status storage unit 2 6 2 b is updated each time an operation signal from 2 is received, the client terminal devices a 1, a 3, 13 8 and 2 are connected to the progress status storage unit 2 6 2 By proceeding with the game using the progress information stored in b, time synchronization in game progress between the client terminal devices a 1, a 3, b 8 and c 2 (matching the game progress status) Can be easily controlled.
すなわち、 マスタ一サーバは、 専用線 5で接続されたクライアント端末 装置 1からの操作情報を受信して、 他の全てのクライアント端末装置 1に 伝送すると共に、 スレーブサーバに専用線 5で接続されたクライアント端 末装置 1からの操作信号をスレーブサーバを介して受信して、 他の全ての クライアント端末装置 1に伝送するものである。 また、 スレーブサーバは、 専用線 5で接続されたクライアント端末装置 1からの操作情報を受信して マスターサーバに伝送すると共に、 他の全てのクライアント端末装置 1か らの操作信号をマスタ一サーバを経由して受信して専用線 5で接続された クライアント端末装置 1に伝送するものである。  That is, the master server receives the operation information from the client terminal device 1 connected by the dedicated line 5 and transmits it to all the other client terminal devices 1, and is connected to the slave server by the dedicated line 5. The operation signal from the client terminal device 1 is received via the slave server and transmitted to all other client terminal devices 1. The slave server receives the operation information from the client terminal device 1 connected by the dedicated line 5 and transmits it to the master server, and sends the operation signals from all the other client terminal devices 1 to the master server. It is received via and transmitted to the client terminal device 1 connected by the dedicated line 5.
図 1 3は、 センタ一サーバ装置 3の一実施形態を示すハードウェア構成 図である。 制御部 3 6はセンターサーバ装置 3の全体の動作を制御するも ので、 情報処理部 (C P U ) 3 6 1と、 処理途中の情報等を一時的に格納 する R A M 3 6 2と、 所定の画像情報等が予め記憶された R O M 3 6 3と を備える。  FIG. 13 is a hardware configuration diagram showing an embodiment of the center server apparatus 3. The control unit 36 controls the overall operation of the center server device 3, so that an information processing unit (CPU) 3 61, a RAM 3 6 2 for temporarily storing information during processing, and a predetermined image ROM 3 6 3 in which information and the like are stored in advance.
R O M 3 6 3に記憶された各種デ一夕のうち装着脱可能な記録媒体に記 憶され得るデ一夕は、 例えばハードディスクドライブ、 光ディスクドライ ブ、 フレキシブルディスクドライブ、 シリコンディスクドライブ、 カセッ ト媒体読み取り機等のドライバで読み取り可能にしてもよく、 この場合、 記録媒体は、 例えばハードディスク、 光ディスク、 フレキシブルディスク、 C D、 D V D , 半導体メモリ等である。  Of the various data stored in ROM 3 63, data that can be stored in a removable recording medium is, for example, hard disk drive, optical disk drive, flexible disk drive, silicon disk drive, cassette medium reading In this case, the recording medium is, for example, a hard disk, an optical disk, a flexible disk, a CD, a DVD, or a semiconductor memory.
ネットワーク通信部 3 8は、 各種データを WWW等からなるネットヮー クを介して複数の店舗サーバ装置 2と送受信するためのものである。 なお、 本発明のゲーム進行管理プログラムは、 R O M 3 6 3上に記録されており、 R A M 3 6 2上にロードされ、 C P U 3 6 1により R A M 3 6 2上のゲ一 ム進行管理プログラムが順次実行されることによってそれぞれの機能が実 現される。 Network communication unit 3 8 is a network that consists of various data such as WWW. This is for transmitting / receiving to / from a plurality of store server devices 2 via a network. The game progress management program of the present invention is recorded on the ROM 3 6 3 and loaded onto the RAM 3 6 2, and the game progress management program on the RAM 3 6 2 is sequentially executed by the CPU 3 6 1. Each function is realized by being executed.
図 1 4は、 センターサーバ装置 3の制御部 3 6の機能構成図の一例であ る。 制御部 3 6の C P U 3 6 1は、 クライアント端末装置 1から対戦ゲ一 ムへの参加を受け付ける参加受付部 3 6 1 a (参加受付手段に相当する) と、 参加受付部 3 6 1 aによって参加が受け付けられたクライアント端末 装置 1である参加端末装置 1 rを、 対戦ゲームのトーナメントを構成する 組合せに当てはめる組合せ生成部 3 6 1 b (組合せ生成手段に相当する) と、 組合せ生成部 3 6 1 bによって生成された組合せに従って 1の組合せ に 1のゲーム空間 (仮想的な卓) を割り当てて各回戦の対戦ゲームの開始 を参加端末装置 1 rに対して指示する対戦開始部 3 6 1 c (対戦開始手段 に相当する) と、 各回戦の対戦の終了を参加端末装置 1 rに対して指示す ると共に、 対戦の終了時点での対戦ゲームの進行状況における優位性に応 じて勝者である参加端末装置 1 rを決定する対戦終了部 3 6 1 d (対戦終 了手段に相当する) とを備えている。  FIG. 14 is an example of a functional configuration diagram of the control unit 36 of the center server device 3. The CPU 3 6 1 of the control unit 3 6 includes a participation reception unit 3 6 1 a (corresponding to a participation reception unit) that receives participation from the client terminal device 1 in the battle game, and a participation reception unit 3 6 1 a. A combination generation unit 3 6 1 b (corresponding to a combination generation unit) that applies the participation terminal device 1 r, which is the client terminal device 1 that has been accepted, to the combination constituting the tournament of the competitive game, and the combination generation unit 3 6 1 Matching start unit 3 6 1 c that assigns 1 game space (virtual table) to 1 combination according to the combination generated by b and instructs the participating terminal device 1 r to start the battle game of each round (Corresponds to the match starting means) and indicates the end of each round of battle to the participating terminal device 1 r and the winner according to the superiority in the progress of the battle game at the end of the battle. Participating terminal equipment And a (corresponding to the battle exit means) competition finishing portion 3 6 1 d to determine the 1 r.
また、 制御部 3 6の C P U 3 6 1は、 参加端末装置 1 rの台数である参 加端末数 R Nをカウントする参加端末数カウント部 3 6 1 e (参加端末数 カウント手段に相当する) と、 参加端末数 R Nを零にリセットする最長時 間であるリセット時間 L Tを日時に応じて設定する組合せ間隔設定部 3 6 1 f (組合せ間隔設定手段に相当する) と、 所定数 (ここでは、 4人) の 対戦者から構成される 1の組合せの勝者の人数を回戦毎に設定する勝者数 設定部 3 6 1 g (勝者数設定手段に相当する) とを備えている。  Further, the CPU 3 6 1 of the control unit 3 6 has a participation terminal count unit 3 6 1 e (corresponding to a participation terminal count means) that counts the number of participating terminals RN, which is the number of participating terminal devices 1 r. The number of participating terminals The combination interval setting unit 3 6 1 f (corresponding to the combination interval setting means) that sets the reset time LT, which is the longest time to reset RN to zero, according to the date and time, and a predetermined number (here, 4) The number of winners of one combination consisting of opponents is set for each round, and the winner number setting unit 3 6 1 g (corresponding to the winner number setting means) is provided.
制御部 3 6の R AM 3 6 2は、 組合せ生成部 3 6 1 bによって生成され たトーナメントの組合せ情報を格納する組合せ記憶部 3 6 2 aと、 プレイ ャ毎の特徴点データ、 アイテムの数量、 段位等をプレイヤの識別情報 (ュ 一ザ I Dデータ) に対応付けて格納するプレイヤ情報記憶部 3 6 2 b (段 位記憶手段の一部に相当する) と、 段位毎に捨牌時間 T Aを格納する捨牌 時間記憶部 3 6 2 c (捨牌時間記憶手段の一部に相当する) とを備えてい る。 The RAM 3 6 2 of the control unit 3 6 includes a combination storage unit 3 6 2 a for storing the combination information of the tournament generated by the combination generation unit 3 6 1 b, and a play Player information storage unit 3 6 2 b (corresponds to a part of the stage storage means) that stores feature point data for each player, item quantity, stage, etc. in association with player identification information (user ID data) ) And a round-off time storage unit 36 2 c (corresponding to a part of round-off time storage means) for storing round-off time TA for each stage.
参加受付部 3 6 1 aは、 クライアント端末装置 1から店舗サーバ 2を介 して対戦ゲームへの参加を受け付けるものであって、 具体的には、 クライ アント端末装置 1から個人認証に必要なプレイヤの識別情報、 指紋の特徴 点データを受け付けて、 個人認証を行うものである。  The participation reception unit 3 6 1 a receives participation in the battle game from the client terminal device 1 via the store server 2, and specifically, a player required for personal authentication from the client terminal device 1. ID information and fingerprint feature point data are received and personal authentication is performed.
組合せ生成部 3 6 1 bは、 参加受付部 3 6 1 aによって参加が受け付け られたクライアント端末装置 1である参加端末装置 1 rを、 所定のルール に則って対戦ゲームのトーナメントを構成する組合せに当てはめるもので あって、 対戦ゲームのトーナメントを構成する組合せに当てはめた結果を 組合せ記憶部 3 6 2 aに格納すると共に、 店舗サーバ装置 2に組合せ情報 (ここでは、 卓情報) を伝送し、 卓記憶部 2 6 2 aに格納させるものであ る。  The combination generation unit 3 6 1 b converts the participation terminal device 1 r, which is the client terminal device 1 whose participation has been received by the participation reception unit 3 6 1 a, into a combination that constitutes a tournament of the competitive game according to a predetermined rule. The result applied to the combination that constitutes the tournament of the competitive game is stored in the combination storage unit 3 6 2 a, and the combination information (here, table information) is transmitted to the store server device 2, and the table It is stored in the storage unit 2 6 2 a.
図 1 5は、 組合せ生成部 3 6 1 bによる参加端末装置 1 rをトーナメン トの組合せに当てはめるルールの説明図の一例である。 上述のようにトー ナメントは、 ここでは、 6 4人のプレイヤ (6 4台の参加端末装置 1 r ) が当てはめられる枠 A 1〜P 4で構成される 3回戦からなるトーナメント である。 図に示すように、 1回戦は、 A 1〜A 4の 4人で構成される A組、 B 1〜B 4の 4人で構成される B組、 · · ·、 P 1〜P 4の 4人で構成さ れる P組の計 1 6組 (八卓〜?卓の 1 6卓) で対戦ゲームが行われる。 そ して、 2回戦は 1回戦の成績が第 1位の者 (勝者) の 1 6人で構成される Q卓〜 T卓の計 4卓 (例えば、 A卓〜 D卓の勝者で構成される Q卓) で対 戦ゲームが行われる。 次に、 決勝戦は 2回戦の勝者の 4人で構成される 1 卓で対戦ゲームが行われる。 図の左右端に、 トーナメン卜の組合せに当てはめる順番を表す順番号 G Nが表記されている。 すなわち、 枠 A 1、 M 1、 I I、 E 1、 C 1、 〇 1、 K l、 G l、 B l、 N l、 J l、 F l、 D l、 P l、 L l、 H Iの順に 1 6人が当てはめられ、 同じ卓の順 (卓 A、 M、 I · · · ) に次の 16人が 当てはめられ、 同様にして残りの 32人が当てはめられる。 このように、 組合せ生成部 361 bは、 対戦ゲームのトーナメントを構成する各組合せ (A〜P卓) に当てはめられる参加端末装置 1 rの台数が互いに略一致す るべく、 参加端末装置 1 rを対戦ゲームのトーナメントを構成する組合せ に当てはめるものである。 FIG. 15 is an example of an explanatory diagram of rules for applying the participating terminal device 1 r to the combination of tournaments by the combination generation unit 3 6 1 b. As described above, the tournament is a tournament consisting of a third round consisting of frames A 1 to P 4 to which 64 players (64 participating terminal devices 1 r) are applied. As shown in the figure, the first round consists of four people A1 to A4, group A consisting of four people B1 to B4, and B1 to P4. A total of 16 pairs (4 tables) consisting of 4 players (from 8 tables to 16 tables) will be played. The 2nd round consists of 16 players, who are the first-ranked players (winners), with a total of 4 tables (for example, A table to D table). The battle game is played at the Q console. Next, in the final game, a battle game will be held on one table consisting of four winners from the second round. On the left and right ends of the figure, a sequence number GN indicating the order to be applied to the combination of tournamen is shown. Frame A 1, M 1, II, E 1, C 1, ○ 1, K l, G l, B l, N l, J l, F l, D l, P l, L l, HI 1 Six people are fit, and the next 16 people are fit in the same table order (table A, M, I ···), and the other 32 people are fit in the same way. In this way, the combination generation unit 361 b sets the participating terminal device 1 r so that the number of participating terminal devices 1 r applied to each combination (A to P tables) constituting the tournament of the competitive game substantially matches each other. This applies to the combinations that make up the tournament of a competitive game.
再び、 図 14に示す機能構成図に戻って説明する。 組合せ生成部 361 bは、 また、 参加端末数カウント部 36 1 eによって参加端末数 RNがリ セットされたタイミングから、 再度、 参加端末装置 1 rを対戦ゲームのト ーナメン卜を構成する組合せに当てはめる処理を行うものである。 すなわ ち、 トーナメントを構成する 64人が当てはめられるか、 又は、 参加端末 装置 1 rのトーナメントへの当てはめる処理を開始してからリセット時間 LT (例えば、 5秒) が経過した場合に、 再度、 参加端末装置 1 rを対戦 ゲームのトーナメントを構成する組合せに当てはめる処理を行うものであ り、 この組合せに当てはめる処理を繰り返し行うものである。  Returning to the functional configuration diagram shown in FIG. The combination generation unit 361 b also applies the participation terminal device 1 r to the combination constituting the tournament game of the battle game again from the timing when the participation terminal number RN is reset by the participation terminal count unit 36 1 e. The processing is performed. In other words, when 64 people making up the tournament are applied, or when the reset time LT (for example, 5 seconds) has elapsed since the start of the process of applying to the tournament of the participating terminal device 1r, The process of applying the participating terminal device 1 r to the combination constituting the competition game tournament is performed, and the process of applying to the combination is repeatedly performed.
組合せ生成部 36 1 bは、 更に、 リセット時間 LTの終了時点で、 参加 端末数 RNが最大参加端末数 RNM (ここでは、 64台) に満たない場合 に、 不足分の参加端末装置 1 rとして仮想的に CPUプレイヤの操作を受 け付けるゲーム端末装置 1を割り当てるものである。 例えば、 リセット時 間 LTの終了時点で、 参加端末数 RNが 40台である場合には、 残りの 2 4 (=64-40) 枠に仮想的に C PUプレイヤの操作を受け付けるゲー ム端末装置 1を割り当てる。  In addition, the combination generation unit 36 1 b further sets the number of participating terminal devices 1 r as a shortage when the number of participating terminals RN is less than the maximum number of participating terminals RNM (in this case, 64) at the end of the reset time LT. The game terminal device 1 that virtually receives the operation of the CPU player is assigned. For example, if the number of participating terminals RN is 40 at the end of the reset time LT, the game terminal device that virtually accepts CPU player operations in the remaining 2 4 (= 64-40) frames Assign 1
対戦開始部 36 1 cは、 組合せ生成部 361 bによって生成された組合 せに従って 1の組合せに 1のゲーム空間を割り当てて各回戦の対戦ゲーム の開始を夢加端末装置 1 rに対して指示するものである。 また、 対戦開始 部 3 6 1 cは、 参加端末数カウント部 3 6 1 eによって参加端末数 R Nが リセッ卜されたタイミングで対戦ゲームの開始を参加端末装置 1 rに対し て指示するものである。 The match start unit 36 1 c assigns one game space to one combination according to the combination generated by the combination generation unit 361 b, and each battle game Is instructed to the Yumeka terminal device 1r. Also, the battle start unit 3 6 1 c instructs the participating terminal device 1 r to start the battle game at the timing when the participating terminal number RN is reset by the participating terminal count unit 3 6 1 e. .
すなわち、 対戦開始部 3 6 1 cは、 参加端末数 R Nが最大参加端末数 R N M (ここでは、 6 4台) となったタイミング、 又は、 リセット時間 L T の終了時点で、 参加端末数 R Nが最大参加端末数 R N Mに満たず、 不足分 の参加端末装置 1 rとして仮想的に C P Uプレイヤの操作を受け付けるク ライアント端末装置 1が割り当てられたタイミング (トーナメントを構成 する 6 4台のクライアント端末装置 1として、 参加端末装置 1 r又は C P Uプレイヤの操作を受け付けるクライアント端末装置 1が割り当てられた タイミング) で対戦ゲームの開始を参加端末装置 1 rに対して指示するも のである。  That is, the match start unit 3 6 1 c has the maximum number of participating terminals RN at the timing when the number of participating terminals RN reaches the maximum number of participating terminals RNM (here, 6 4), or at the end of the reset time LT. Number of Participating Terminals When there is not enough RNM and there is a shortage of participating terminal equipment 1 r When the client terminal equipment 1 that virtually accepts the operation of the CPU player is assigned (as the 6 client terminal equipment 1 constituting the tournament 6 The participation terminal device 1 r is instructed to start the battle game at the timing when the participating terminal device 1 r or the client terminal device 1 that receives the operation of the CPU player is assigned.
対戦終了部 3 6 I dは、 準決勝戦までの各回戦 ( 1回戦及び 2回戦) に 対して予め設定された対戦時間の制限時間 T L (ここでは、 1 0分) に従 つて、 各回戦の対戦の終了を参加端末装置 1 rに対して指示すると共に、 対戦の終了時点での対戦ゲームの進行状況における優位性に応じて勝者で ある参加端末装置 1 rを決定するものである。  Completion part 3 6 I d is determined according to the time limit TL (10 minutes in this case) set in advance for each round until the semi-final (1st and 2nd round). The end of the match is instructed to the participating terminal device 1r, and the participating terminal device 1r that is the winner is determined according to the superiority in the progress of the battle game at the end of the match.
ここでは、 対戦ゲームの進行状況における優位性は、 対戦の終了時点で の持ち点数 (プレイヤが仮想的に所持している点棒の点数) によって判断 するものであり、 持ち点数の多い順に勝者数設定部 3 6 1 gによって設定 された人数の勝者を決定するものである。 なお、 ここでは、 勝者数設定部 3 6 1 gによって設定された人数が 1人である場合について説明する。 つ まり、 対戦終了部 3 6 I dは、 対戦の終了時点での持ち点数の最も多いも のを勝者として決定するものである。  Here, the superiority in the progress of the battle game is determined by the number of points at the end of the battle (the number of points that the player virtually possesses). The number of winners in descending order of the score The number of winners set by the setting unit 3 6 1 g is determined. Here, the case where the number of persons set by the winner number setting unit 3 6 1 g is one will be described. In other words, the match end part 3 6 Id determines the winner with the most points at the end of the match.
また、 対戦終了部 3 6 1 dは、 決勝戦に対して対戦時間の制限時間を設 定せず、 対戦ゲームのゲーム進行状況が所定の状況となった時点 (ここで は、 東場の 4局からなる東風戦が終了した時点) で対戦の終了を参加端末 装置 1 rに対して指示するものである。 つまり、 対戦終了部 3 6 I dは、 1回戦及び 2回戦においては、 対戦開始から制限時間 T Lである 1 0分が 経過した時点での持ち点数が最も多いプレイヤを勝者として次回戦に進出 させ、 決勝戦においては、 東風戦が終了した時点で持ち点数が最も多いプ レイヤを優勝者に決定するものである。 Also, the match end part 3 6 1 d does not set a time limit for the match for the final match, and when the game progress of the match game reaches a predetermined state (here Indicates the end of the match to the participating terminal device 1r at the end of the Dongfeng Battle consisting of four stations in the East Field. In other words, in the first round and the second round, the battle end part 3 6 I d advances to the next round with the player who has the highest score at the time limit of 10 minutes from the start of the battle as the winner. In the final match, the player who has the most points at the end of the Dongfeng Battle is decided as the winner.
参加端末数カウント部 3 6 1 eは、 参加受付部 3 6 1 aによって対戦ゲ ームへの参加が受け付けられる度に参加端末数 R Nをカウントアップし、 参加端末数 R Nが対戦ゲームのトーナメントを構成するゲーム端末装置の 総数である最大参加端末数 R N M (ここでは、 6 4 ) と一致した場合、 又 は、 参加端末数 R Nが零から 1に変化したタイミング (すなわち、 リセッ トされた後に初めて参加受付部 3 6 1 aによって対戦ゲームへの参加が受 け付けられたタイミング) からリセット時間 L T (例えば、 5秒) が経過 した場合に参加端末数 R Nを零にリセッ卜することによって参加端末数 R Nをカウントするものである。  The participation terminal count unit 3 6 1 e counts up the number of participating terminals RN every time the participation reception unit 3 6 1 a accepts participation in the battle game, and the participation terminal number RN counts the tournament of the battle game. When the maximum number of participating terminals RNM (here, 6 4), which is the total number of game terminal devices, matches, or when the number of participating terminals RN changes from zero to 1 (that is, for the first time after resetting) When the reset time LT (for example, 5 seconds) elapses from the time when the participation reception unit 3 6 1 a accepts participation in the competitive game), the number of participating terminals is reset by resetting RN to zero. The number RN is counted.
すなわち、 参加端末数カウント部 3 6 1 eは、 参加受付部 3 6 1 aによ つて対戦ゲームへの参加が受け付けられていて、 且つ、 対戦開始部 3 6 1 cによって対戦の開始が指示されていない参加端末装置 1 rの台数を参加 端末数 R Nとしてカウントするものである。  In other words, the participation terminal count unit 3 6 1 e has been accepted to participate in the battle game by the participation reception unit 3 6 1 a and is instructed to start the battle by the battle start unit 3 6 1 c. The number of participating terminal devices 1r that are not connected is counted as the number of participating terminals RN.
組合せ間隔設定部 3 6 1 f は、 参加端末数 R Nを零にリセッ卜する最長 時間であるリセット時間 L Tを日時に応じて設定するものである。 ここで は、 組合せ間隔設定部 3 6 1 f は、 参加端末数 R Nの増加が早い (プレイ ャからの参加が受け付けられる頻度が高い) 日時 (例えば、 祝祭日) には リセッ ト時間 L Tを短く (3 0秒に) 設定し、 参加端末数の増加が遅い (プレイヤからの参加が受け付けられる頻度が低い) 日時 (例えば、 平 日) にはリセット時間 L Tを長く (6 0秒に) 設定するものである。  The combination interval setting unit 3 6 1 f sets the reset time L T that is the longest time to reset the number of participating terminals RN to zero according to the date and time. Here, the combination interval setting unit 3 6 1 f increases the number of participating terminals RN quickly (the frequency of accepting participation from the player is high), and shortens the reset time LT on the date (for example, a public holiday) ( Set to 30 seconds, and the increase in the number of participating terminals is slow (participation from players is not accepted frequently). Set the reset time LT longer (60 seconds) for the date and time (for example, weekdays). It is.
勝者数設定部 3 6 1 gは、 4人の対戦者から構成される 1の組合せの勝 者の人数を回戦毎に設定するものである。 ここでは、 1回戦〜 3回戦の全 ての回戦において勝者の人数を 1人とする場合について説明するが、 例え ば、 4人のプレイヤで行われる対戦ゲームにおいて、 2位以内のプレイヤ が次回戦に進出する場合と、 1位のみが進出する場合とでは対戦ゲーム'を 行うプレイヤの戦略が変化するため、 次回戦に進出するプレイヤの人数を 設定することによって、 対戦ゲームのヴァリエーションが多彩となり、 興 趣性が向上する。 Winner number setting part 3 6 1 g is a combination of 4 opponents The number of participants is set for each round. Here, the case where the number of winners is one in all rounds from the first round to the third round will be explained. For example, in a battle game played with four players, the player who is ranked second is the next round. Since the strategy of the player who will play the 'matching game' will change depending on whether you advance to 1st place or only 1st place, setting the number of players that will advance to the next game will change the variety of battle games, The interest is improved.
組合せ記憶部 3 6 2 aは、 組合せ生成部 3 6 1 bによって生成された対 戦ゲームのトーナメントを構成する組合せを格納するものである。 具体的 には、 図 1 5に示すトーナメントを構成する 6 4個の枠 (A 1〜P 4 ) と その枠に組み込まれたクライアント端末装置 1の識別情報とを対応付けて 格納するものである。  The combination storage unit 3 6 2 a stores combinations constituting the tournament of the competitive game generated by the combination generation unit 3 6 1 b. Specifically, 64 frames (A 1 to P 4) constituting the tournament shown in FIG. 15 and the identification information of the client terminal device 1 incorporated in the frame are stored in association with each other. .
プレイヤ情報記憶部 3 6 2 bは、 プレイヤ毎の特徴点データ、 アイテム の数量、 段位等をプレイヤの識別情報 (ユーザ I Dデータ) に対応付けて 格納するものである。 ただし、 プレイヤ毎のアイテムの数量及び段位は、 対戦ゲーム開始時にクライアント端末装置 1に伝送されて段位記憶部 1 6 2 aに格納され、 対戦ゲーム終了時にアイテム移動部 1 6 1 d及び段位決 定部 1 6 1 eによって決定されるアイテムの数量及び段位に応じて段位記 憶部 1 6 2 aに格納されているアイテムの数量及び段位が更新され、 セン 夕一サーバ装置 3に伝送されて、 プレイヤ情報記憶部 3 6 2 bに格納され る。  The player information storage unit 3 6 2 b stores the feature point data for each player, the quantity of items, the level, etc., in association with the player identification information (user ID data). However, the quantity and level of items for each player are transmitted to the client terminal device 1 at the start of the battle game and stored in the level storage unit 1 6 2 a, and at the end of the battle game, the item moving unit 1 6 1 d and the level determination In accordance with the quantity and level of the item determined by the unit 1 6 1 e, the quantity and level of the item stored in the level storage unit 1 6 2 a are updated and transmitted to the sensor server device 3, Stored in the player information storage unit 3 6 2 b.
捨牌時間記憶部 3 6 2 cは、 段位毎に捨牌時間 T Aを格納するものであ つて、 例えば、 図 6に示すようにテーブル形式で格納するものである。 な お、 捨牌時間記憶部 3 6 2 cに格納された段位毎の捨牌時間 T Aは、 対戦 ゲーム開始時にクライアント端末装置 1に伝送されて捨牌時間記憶部 1 6 2 bに格納される。  The discarding time storage unit 3 6 2 c stores the discarding time TA for each level, for example, in a table format as shown in FIG. The discard time TA stored in the discard time storage unit 3 6 2 c is transmitted to the client terminal device 1 and stored in the discard time storage unit 1 6 2 b at the start of the battle game.
図 1 6は、 クライアント端末装置 1によって行われる処理のフローチヤ —卜の一例である。 なお、 特に明記しない限り、 以下の処理はゲーム進行 制御部 16 1 aによって行われる。 まず、 カードリーダ 13によって差し 込まれた個人力一ドからユーザ I Dデータ等の個人情報が読み出され (ス テツプ S 101) 、 センターサーバ装置 3に送信される (ステップ S 10 3) 。 Figure 16 shows a flowchart of the processing performed by the client terminal device 1. —An example of a spider. Unless otherwise specified, the following processing is performed by the game progress control unit 161a. First, personal information such as user ID data is read from the personal strength inserted by the card reader 13 (step S101) and transmitted to the center server device 3 (step S103).
センターサーバ装置 3の参加受付部 361 aによって対戦ゲームへの参 加が受け付けられ、 組合せ生成部 361 bによって対戦ゲームのトーナメ ントを構成する組合せに当てはめられ、 対戦開始部 36 1 cから対戦を開 始する旨の指示情報が受信されたか否かの判定が行われる (ステップ S 1 05) 。 対戦を開始する旨の指示情報が受信されていない場合 (ステップ S 105で NO) には、 処理が待機状態とされる。 対戦を開始する旨の指 示情報が受信された場合 (ステップ S 105で YE S) には、 対戦相手の 識別情報、 段位等のプレイヤ情報が受信される (ステップ S 107) 。 そして、 延長処理部 161 hによって、 長考ボタンが各回戦中に押下さ れたか否かを示すフラグ Sの値が 0に初期化される (ステップ S 108) 。 ここで、 フラグ Sは、 値が 0である場合には、 各回戦中に長考ボタンが押 下されていないこと (捨牌時間 T Aの延長要求の受け付けが可能な状態で あること) を表し、 値が 1である場合には、 各回戦中に長考ポタンが既に 押下されていること (捨牌時間 T Aの延長要求の受け付けが不可能な状態 であること) を表している。  Participation accepting part 361a of center server device 3 accepts participation in the fighting game, and combination generation part 361b applies it to the combination that constitutes the tournament of the fighting game, and starts the fighting from fighting start part 36 1c It is determined whether or not the instruction information for starting is received (step S 1 05). If the instruction information for starting the battle has not been received (NO in step S105), the process is set to a standby state. When the instruction information for starting the battle is received (YES in step S105), the player's identification information, player information such as stage, etc. are received (step S107). Then, the extension processing unit 161 h initializes the value of the flag S indicating whether or not the long thought button has been pressed during each round (step S108). Here, when the value of the flag S is 0, it means that the long thought button is not pushed down during each round (it is possible to accept the request for extending the round-off time TA). If is 1, it means that the long thought button has already been pressed during each round (it is in a state where it is impossible to accept a request for extending the round-off time TA).
次いで、 対戦ゲームが実行され (ステップ S 109) 、 センターサーバ 装置 3の対戦終了部 36 1 dから対戦ゲームを終了する旨の指示情報が受 け付けられたか否かの判定が行われる (ステップ S 1 1 1) 。 対戦ゲーム を終了する旨の指示情報が受け付けられていない場合 (ステップ S 1 1 1 で NO) には、 処理がステップ S 109に戻り、 対戦ゲームが継続して実 行される。 対戦ゲームを終了する旨の指示情報が受け付けられた場合 (ス テツプ S 1 1 1で YE S) には、 成績判定部 161 cによって順位が判定 され、 アイテム移動部 161 dによってドラゴンチップが移動され、 段位 決定部 16 1 eにより段位が決定されて、 アイテムの個数及び段位が段位 記憶部 162 aに更新的に格納される。 そして、 ゲーム結果として対戦者 の持ち点数、 段位及びアイテムの個数がセンターサーバ装置 3に送信され る (ステップ S 1 13) 。 Next, the battle game is executed (step S 109), and it is determined whether or not the instruction information for ending the battle game has been received from the battle end unit 361 d of the center server device 3 (step S 109). 1 1 1). If the instruction information for ending the battle game has not been received (NO in step S 1 1 1), the process returns to step S 109 and the battle game is continuously executed. When the instruction information to end the battle game is received (YES in step S 1 1 1), the ranking is judged by the grade judgment unit 161 c. Then, the dragon chip is moved by the item moving unit 161 d, the level is determined by the level determining unit 161 e, and the number and level of items are updated and stored in the level storage unit 162 a. Then, as the game result, the number of points, the level, and the number of items of the opponent are transmitted to the center server device 3 (step S 113).
そして、 センターサーバ装置 3の対戦終了部 361 dによって勝者が決 定され、 勝者か否かを表す勝敗情報が受信され、 勝者を表す勝敗情報が受 信されたか否かの判定が行われる (ステップ S 1 15) 。 敗者を表す勝敗 情報が受信された場合 (ステップ S 1 15で NO) には、 処理がステップ S 1 19に進む。 勝者を表す勝敗情報が受信された場合 (ステップ S 1 1 5で YES) には、 対戦ゲームが決勝戦であつたか否かの判定が行われる (ステップ S 1 17) 。 対戦ゲームが決勝戦ではなかった (1回戦または 2回戦であった) 場合 (ステップ S 1 1 7で NO) には、 処理がステップ S 107に戻り、 ステップ S 1 07からステップ S 1 1 5の処理が繰り返 し実行される。  Then, the winner is determined by the battle end unit 361d of the center server device 3, the winning / losing information indicating whether or not the winner is received, and it is determined whether or not the winning / losing information indicating the winner is received (step). S 1 15). If winning / losing information representing the loser is received (NO in step S 1 15), the process proceeds to step S 1 19. When winning / losing information representing the winner is received (YES in step S 1 15), it is determined whether or not the battle game is a final game (step S 1 17). If the match game was not the final game (1st or 2nd game) (NO in step S 1 1 7), the process returns to step S 107, and from step S 1 07 to step S 1 1 5 The process is executed repeatedly.
対戦ゲームが決勝戦ではあった場合 (ステップ S 1 1 7で YES) 、 ま たは、 ステップ S 1 1 5で敗者を表す勝敗情報が受信された場合 (ステツ プ S 1 1 5で NO) には、 夕ツチパネル 1 1 a等からの入力が受け付けら れて、 対戦ゲームを継続してプレイするか否かの判定が行われる (ステツ プ S 1 19) 。 対戦ゲームを継続してプレイすると判定された場合 (ステ ップ S 1 19で YE S) には、 処理がステップ S 103に戻り、 ステップ S 103からステップ S 1 1 7の処理が繰り返し実行される。 対戦ゲーム を継続してプレイしないと判定された場合 (ステップ S 1 19で NO) に は、 処理が終了される。  When the match game is the final game (YES at step S 1 1 7) or when win / loss information indicating the loser is received at step S 1 1 5 (NO at step S 1 1 5) Is received from the input panel 11a, etc., and it is determined whether or not to continue playing the battle game (step S1 19). If it is determined that the competitive game is to be played continuously (YES in step S 1 19), the process returns to step S 103, and the processes from step S 103 to step S 1 1 7 are repeatedly executed. . If it is determined not to continue playing the battle game (NO in step S 1 19), the process is terminated.
図 1 7は、 図 16に示すフローチャートのステツプ S 109で行われる 対戦処理における捨牌時間 T Aの管理処理の詳細フローチャートの一例で ある。 まず、 夕イマ 16 1 f によって、 ツモが発生したか否かの判定が行 われる (ステップ S 20 1) 。 ツモが発生していないと判定された場合 (ステップ S 201で NO) には、 処理が待機状態とされる。 ツモが発生 したと判定された場合 (ステップ S 20 1で YE S) には、 夕イマ 16 1 f によって、 捨牌時間 TAの残り時間をカウントするカウン夕 T sの値が 初期値 T 1 (=捨牌時間 TA) に設定される (ステップ S 203) 。 FIG. 17 is an example of a detailed flowchart of the management processing of the discard time TA in the battle process performed in step S109 of the flowchart shown in FIG. First, it is determined whether or not a spider has occurred by setting the evening light 16 1 f. (Step S 20 1). When it is determined that no spider has occurred (NO in step S201), the process is set in a standby state. If it is determined that a tsumo has occurred (YES in step S 20 1), the count value T s that counts the remaining time of the round-off time TA is set to the initial value T 1 (= The disposal time TA is set (step S203).
そして、 延長処理部 1 61 hによって、 捨て牌が完了したか否かの判定 が行われる (ステップ S 205 ) 。 捨て牌が完了したと判定された場合 (ステップ S 205で YES) には、 処理がリタ一ンされ、 捨て牌が完了 していないと判定された場合 (ステップ S 205で NO) には、 長考ポ夕 ンが各回戦中に押下されたか否かを示すフラグ Sの値が 1であるか否かの 判定が行われる (ステップ S 207) 。 フラグ Sの値が 1であると判定さ れた場合 (ステップ S 207で YES) には、 処理がステップ S 2 1 5に 進む。 フラグ Sの値が 1ではない (0である) と判定された場合 (ステツ プ S 207で N〇) には、 延長処理部 16 1 hによって、 長考ポタンがモ 二夕 1 1に表示され (ステップ S 209) 、 延長要求受付部 16 1 gによ つて、 長考ボタンが押下されたか否かの判定が行われる (ステップ S 2 1 1) 。  Then, the extension processing unit 1 61 h determines whether or not the discarding has been completed (step S 205). If it is determined that the dumping has been completed (YES in step S205), the process is returned, and if it is determined that the dumping has not been completed (NO in step S205), a long thought is made. It is determined whether or not the value of the flag S indicating whether or not the point is pressed during each round is 1 (step S207). If it is determined that the value of flag S is 1 (YES in step S 207), the process proceeds to step S 2 15. If it is determined that the value of flag S is not 1 (0) (NO in step S207), the extension processing unit 16 1h displays the long thought button in the monitor 11 ( In step S209), the extension request receiving unit 161g determines whether or not the long-thought button has been pressed (step S211).
長考ボタンが押下されていないと判定された場合 (ステップ S 2 1 1で NO) には、 処理がステップ S 2 1 5に進み、 長考ポタンが押下されたと 判定された場合 (ステップ S 21 1で YE S) には、 延長処理部 16 1 h によって、 フラグ Sの値が 1に設定され (ステップ S 2 13) 、 カウンタ T sの値が延長時間 ΔΤだけ加算される (ステップ S 2 14) 。  If it is determined that the long thought button has not been pressed (NO in step S 2 1 1), the process proceeds to step S 2 15 and if it is determined that the long thought button has been pressed (in step S 21 1) The value of the flag S is set to 1 by the extension processing unit 16 1 h (step S 2 13), and the value of the counter T s is added to the YES) by the extension time ΔΤ (step S 2 14).
ステップ S 214の処理が完了した場合、 ステップ S 207で YE Sの 場合、 または、 ステップ S 2 1 1で NOの場合には、 夕イマ 16 1 f によ つて、 カウンタ T sの値が 1だけデクリメントされる (ステップ S 2 1 5) 。 そして、 夕イマ 16 1 f によって、 カウン夕 T sの値が 0以下であ るか否かの判定が行われる (ステップ S 2 1 7 ) 。 カウン夕 T sの値が 0以下ではない (0より大きい) と判定された場合 (ステップ S 2 17で NO) には、 処理がステップ S 205に戻り、 ステ ップ S 205からステップ S 215の処理が繰り返し実行される。 カウン 夕 T sの値が 0以下であると判定された場合 (ステップ S 2 1 7で YE S) には、 ゲーム進行制御部 16 1 aによって、 ツモ切りが行われ (ステ ップ S 2 19) 、 処理がリターンされる。 When the process of step S214 is completed, if the result of step S207 is YE S, or if step S2 1 1 is NO, the counter T s is only 1 by the evening timer 16 1 f It is decremented (step S 2 1 5). Then, it is determined whether or not the value of the count T s is equal to or less than 0 by the evening time 16 1 f (step S 2 17). If it is determined that the value of count T s is not less than 0 (greater than 0) (NO in step S 2 17), the process returns to step S205, and from step S205 to step S215. The process is executed repeatedly. When it is determined that the count T s is less than or equal to 0 (YES in step S 2 1 7), the game progress control unit 16 1 a cuts the spider (step S 2 19 ) Processing is returned.
図 18は、 センターサーバ装置 3によって行われる処理のフローチヤ一 卜の一例である。 まず、 参加端末数カウント部 361 eによって参加端末 数 RNの値が 0に初期化され、 組合せ間隔設定部 361 f により設定され たリセット時間 LTをカウントするカウン夕 TMの値が 0に初期化される (ステップ S 301) 。 次いで、 参加受付部 36 1 aによって、 クライア ント端末装置 1から対戦ゲームへの参加が受け付けられたか否かの判定が 行われる (ステップ S 303 ) 。  FIG. 18 is an example of a flowchart of processing performed by the center server device 3. First, the number of participating terminals RN is initialized to 0 by the participating terminal count section 361 e, and the count TM that counts the reset time LT set by the combination interval setting section 361 f is initialized to 0. (Step S301). Next, the participation reception unit 36 1 a determines whether or not participation in the battle game has been received from the client terminal device 1 (step S 303).
対戦ゲームへの参加が受け付けられていない場合 (ステップ S 303で NO) には、 参加端末数カウント部 361 eによって、 カウン夕 TMの値 が 1だけインクリメントされ (ステップ S 305) 、 カウンタ TMの値が リセット時間 LT以上か否かの判定が行われる (ステップ S 307 ) 。 リ セット時間 LT以上ではない (リセット時間 LT未満である) と判定され た場合 (ステップ S 307で NO) には、 処理がステップ S 303に戻る。 リセット時間 LT以上であると判定された場合 (ステップ S 307で YE S) には、 処理がステップ S 319に進む。  If participation in the competitive game is not accepted (NO in step S303), the count value of the counter TM is incremented by 1 (step S305) by the participating terminal count unit 361e (step S305). It is determined whether or not is longer than the reset time LT (step S 307). If it is determined that the reset time is not longer than LT (less than reset time LT) (NO in step S307), the process returns to step S303. If it is determined that the reset time is equal to or longer than LT (YES in step S307), the process proceeds to step S319.
対戦ゲームへの参加が受け付けられた場合 (ステップ S 303で YE S) には、 組合せ生成部 36 l bによって、 ステップ S 303において参 加受付部 36 1 aにより参加が受け付けられたクライアント端末装置 1で ある参加端末装置 1 rが、 対戦ゲームのトーナメントを構成する組合せに 当てはめられる (ステップ S 309) 。 そして、 参加端末数カウント部 3 61 eによって、 参加端末数 RNが 1だけインクリメントされ (ステップ S 31 1) 、 参加端末数 RNが最大参加端末数 RNM以上か否かの判定が 行われる (ステップ S 31 3) 。 When participation in the competitive game is accepted (YES in step S303), the combination generation unit 36 lb uses the client terminal device 1 that has been accepted by the participation acceptance unit 36 1a in step S303. A participating terminal device 1 r is applied to a combination constituting a tournament of a competitive game (step S 309). Then, the number of participating terminals RN is incremented by 1 by the participating terminal count section 3 61 e (step S 31 1) A determination is made as to whether the number of participating terminals RN is greater than or equal to the maximum number of participating terminals RNM (step S 31 3).
参加端末数 RNが最大参加端末数 RNM以上ではない (最大参加端末数 RNM未満である) と判定された場合 (ステップ S 313で N〇) には、 参加端末数カウント部 361 eによって、 カウン夕 TMの値が 1だけイン クリメントされ (ステップ S 315) 、 カウンタ TMの値がリセット時間 LT以上か否かの判定が行われる (ステップ S 317) 。 リセット時間 L T以上ではない (リセット時間 LT未満である) と判定された場合 (ステ ップ S 317で NO) には、 処理がステップ S 303に戻る。 リセット時 間 LT以上であると判定された場合 (ステップ S 31 7で YES) には、 処理がステップ S 3 19に進む。  If it is determined that the number of participating terminals RN is not equal to or greater than the maximum number of participating terminals RNM (less than the maximum number of participating terminals RNM) (NO in step S313), the number of participating terminals count unit 361 e The value of TM is incremented by 1 (step S315), and it is determined whether or not the value of the counter TM is equal to or longer than the reset time LT (step S317). When it is determined that the reset time is not longer than LT (less than reset time LT) (NO in step S317), the process returns to step S303. If it is determined that the reset time is greater than or equal to LT (YES in step S317), the process proceeds to step S319.
ステップ S 307で YESの場合、 又は、 ステップ S 31 7で YE Sの 場合には、 組合せ生成部 36 1 bによって、 不足分の参加端末装置 1 rと して仮想的に C PUプレイヤの操作を受け付けるゲーム端末装置 1が割り 当てられ (ステップ S 31 9) 、 処理がステップ S 32 1に進む。  In the case of YES in step S307, or in the case of YES in step S317, the combination generator 36 1 b virtually operates the CPU player as the insufficient participating terminal device 1r. The game terminal device 1 to be accepted is assigned (step S 319), and the process proceeds to step S 321.
参加端末数 RNが最大参加端末数 RNM以上であると判定された場合 (ステップ S 3 13で YES) 、 又は、 ステップ S 31 9の処理が完了し た場合には、 対戦開始部 361 cによって、 1回戦の対戦ゲームの開始が 参加端末装置 1 rに指示される (ステップ S 32 1) 。 そして、 対戦終了 部 36 1 dによって、 1回戦の対戦時間の制限時間 TLである 10分が経 過したか否かの判定が行われる (ステップ S 323) 。 10分が経過して いないと判定された場合 (ステップ S 323で NO) には、 処理が待機状 態とされる。 10分が経過したと判定された場合 (ステップ S 323で Y ES) には、 対戦終了部 361 dによって、 1回戦の対戦の終了が参加端 末装置 1 rに指示される (ステップ S 325 ) 。  If it is determined that the number of participating terminals RN is greater than or equal to the maximum number of participating terminals RNM (YES in step S313), or if the process of step S319 is completed, the battle starting unit 361c The participation terminal device 1 r is instructed to start the first round of the battle game (step S 32 1). Then, the battle end unit 36 1 d determines whether or not 10 minutes, which is the time limit TL for the first battle, has passed (step S 323). If it is determined that 10 minutes have not elapsed (NO in step S323), the process is put into a standby state. If it is determined that 10 minutes have passed (YES in step S323), the end of the first round is instructed to the participating terminal device 1r by the end-of-matching unit 361d (step S325). .
次いで、 対戦終了部 36 1 dによって、 参加端末装置 1 rから 1回戦の 対戦のゲーム結果が受信され (ステップ S 327 ) 、 対戦の終了時点での 対戦ゲームの進行状況における優位性に応じて勝者である参加端末装置 1 rが決定され、 参加端末装置 1 rに勝敗情報が送信される (ステップ S 3Next, the battle end part 36 1 d receives the game result of the first round of battle from the participating terminal device 1 r (step S 327), and at the end of the battle. The participating terminal device 1 r that is the winner is determined according to the superiority in the progress of the competitive game, and winning / losing information is transmitted to the participating terminal device 1 r (step S 3
29) 。 そして、 組合せ生成部 36 1 bによって、 1回戦の勝者の 2回戦 での組合せが決定され、 対戦開始部 361 cによって、 2回戦の対戦ゲー ムの開始が参加端末装置 1 rに指示される (ステップ S 331) 。 つぎに、 対戦終了部 361 dによって、 1回戦の対戦時間の制限時間 TLである 1 0分が経過したか否かの判定が行われる (ステップ S 333) 。 10分が 経過していないと判定された場合 (ステップ S 333で NO) には、 処理 が待機状態とされる。 10分が経過したと判定された場合 (ステップ S 329). Then, the combination generation unit 36 1 b determines the combination of the first round winner in the second round, and the battle start unit 361 c instructs the participating terminal device 1 r to start the second round battle game ( Step S331). Next, the battle end unit 361d determines whether or not 10 minutes, which is the time limit TL for the battle time of the first round, has elapsed (step S333). If it is determined that 10 minutes have not elapsed (NO in step S333), the process is placed in a standby state. If it is determined that 10 minutes have passed (Step S 3
33で YES) には、 対戦終了部 361 dによって、 2回戦の対戦の終了 が参加端末装置 1 rに指示される (ステップ S 335) 。 If YES at 33, the end of the second round is instructed to the participating terminal device 1 r by the end of battle unit 361d (step S335).
次いで、 対戦終了部 361 dによって、 参加端末装置 1 rから 2回戦の 対戦のゲーム結果が受信され (ステップ S 337 ) 、 対戦の終了時点での 対戦ゲームの進行状況における優位性に応じて勝者である参加端末装置 1 rが決定され、 参加端末装置 1 rに勝敗情報が送信される (ステップ S 3 39) 。 そして、 組合せ生成部.36 1 bによって、 2回戦の勝者の 3回戦 (=決勝戦) での組合せが決定され、 対戦開始部 361 cによって、 決勝 戦の対戦ゲームの開始が参加端末装置 1 rに指示される (ステップ S 34 Next, the battle end part 361 d receives the game result of the second round match from the participating terminal device 1 r (step S 337), and it becomes the winner according to the superiority in the progress status of the match game at the end of the match. A certain participating terminal device 1r is determined, and winning / losing information is transmitted to the participating terminal device 1r (step S339). Then, the combination generation unit .36 1 b determines the combination of the winners of the second round in the third round (= final match), and the match start unit 361 c determines the start of the match game of the final match 1 r (Step S 34
1) 1)
つぎに、 対戦終了部 361 dによって、 参加端末装置 1 rから対戦ゲー ムが終了して、 ゲーム結果が受信されたか否かの判定が行われる (ステツ プ S 343) 。 ゲーム結果が受信されていないと判定された場合 (ステツ プ S 343で NO) には、 処理が待機状態とされる。 ゲーム結果が受信さ れたと判定された場合 (ステップ S 343で YES) には、 対戦終了部 3 6 I dによって、 ゲーム結果を用いて勝者である参加端末装置 1 rが決定 され、 参加端末装置 1 rに勝敗情報が送信され (ステップ S 345) 、 処 理が終了される。 図 1 9は、 図 1 6に示すフロ一チヤ一卜のステップ S 1 0 5でクライア ント端末装置 1のモニタ 1 1に表示される卜一ナメント生成状況表示画面 の画面図の一例である。 トーナメント生成状況表示画面 6 0 0には、 画面 略中央部にトーナメントの組合せが完了すると 1回戦が開始される旨を表 示する回戦数表示部 6 0 1と、 回戦数表示部 6 0 1の上側に対戦ゲームへ の参加の受付時間の残り時間 (すなわち、 リセット時間 L Tの残り時間) を表示する残り時間表示部 6 0 2と、 回戦数表示部 6 0 1の左右両側に対 戦ゲームのトーナメントを構成する枠を表示する枠表示部 6 0 3と、 枠表 示部 6 0 3の左端の枠 6 0 3 aに当てはめられたプレイヤ情報を表示する プレイヤ情報表示部 6 0 4とが表示されている。 Next, the battle end unit 361 d determines whether or not the battle game has ended from the participating terminal device 1 r and a game result has been received (step S 343). If it is determined that no game result has been received (NO in step S 343), the process enters a standby state. If it is determined that the game result has been received (YES in step S 343), the battle end unit 3 6 Id determines the participating terminal device 1r that is the winner using the game result, and the participating terminal device 1 Win / loss information is sent to r (step S345), and the process is terminated. FIG. 19 is an example of a screen diagram of the event generation status display screen displayed on the monitor 11 of the client terminal device 1 in step S 1 0 5 of the flowchart shown in FIG. The tournament generation status display screen 6 0 0 has a round number display section 6 0 1 that displays that the first round will be started when the combination of tournaments is completed at the center of the screen, and a round number display section 6 0 1 The remaining time display area 6 0 2 displays the remaining time of the reception time for participation in the battle game (ie, the remaining time of the reset time LT) on the upper side and the battle game number display area 6 0 1 Displayed is a frame display section 6 0 3 for displaying frames constituting the tournament, and a player information display section 6 0 4 for displaying player information applied to the leftmost frame 6 0 3 a of the frame display section 6 0 3 Has been.
残り時間表示部 6 0 2には、 「参加受付中 6 0」 と表示されており、 受付時間の残り時間が 6 0秒であるがわかる。 プレイヤ情報表示部 6 0 4 には、 「 (玄武弍段) アンダソン」 と表示されており、 枠 6 0 3 aには、 プレイヤ名が 「アンダソン」 で段位が 「2段」 のプレイヤが当てはめられ ていることがわかる。  In the remaining time display section 60 2, “participation is being accepted 6 0” is displayed, and it can be seen that the remaining time of the reception time is 60 seconds. In the player information display section 6 0 4, “(Xuanwu Dandan) Andason” is displayed. In the frame 6 0 3 a, a player whose player name is “Andason” and whose level is “2nd stage” is applied. You can see that
図 2 0は、 図 1 6に示すフローチヤ一卜のステップ S 1 0 5でクライア ント端末装置 1のモニタ 1 1に表示されるトーナメント生成状況表示画面 の画面図の一例である。 トーナメント生成状況表示画面 6 1 0には、 画面 略中央部にトーナメントの組合せが完了すると 1回戦が開始される旨を表 示する回戦数表示部 6 1 1と、 回戦数表示部 6 1 1の上側に対戦ゲームへ の参加の受付時間の残り時間 (すなわち、 リセット時間 L Tの残り時間) を表示する残り時間表示部 6 1 2と、 回戦数表示部 6 1 1の左右両側に対 戦ゲームのトーナメントを構成する枠を表示する枠表示部 6 1 3と、 枠表 示部 6 1 3の左側の枠 6 1 3 a、 6 1 3 c , 6 1 3 e及び 6 1 3 gと右側 の枠 6 1 3 j、 6 1 3 k , 6 1 3 m及び 6 1 3 oとに当てはめられたプレ ィャ情報を表示するプレイヤ情報表示部 6 1 4とが表示されている。  FIG. 20 is an example of a screen diagram of a tournament generation status display screen displayed on the monitor 11 of the client terminal device 1 in step S 1 0 5 of the flowchart shown in FIG. The tournament generation status display screen 6 1 0 has a round number display section 6 1 1 that displays that the first round will be started when the combination of tournaments is completed at the center of the screen, and a round number display section 6 1 1 The remaining time display area 6 1 2 displays the remaining time for accepting participation in the battle game (ie, the remaining time of reset time LT) on the upper side, and the number of battle games on the left and right sides of the number of rounds display section 6 1 1 Frame display 6 1 3 for displaying the frames that make up the tournament, and left frame 6 1 3 a, 6 1 3 c, 6 1 3 e and 6 1 3 g and 6 1 3 g for the frame display 6 1 3 A player information display section 6 1 4 for displaying player information applied to 6 1 3 j, 6 1 3 k, 6 1 3 m, and 6 1 3 o is displayed.
残り時間表示部 6 1 2には、 「参加受付中 4 7」 と表示されており、 受付時間の残り時間が 4 7秒であるがわかる。 プレイヤ情報表示部 6 1 4 には、 各枠に当てはめられたプレイヤの段位及びプレイヤ名が表示され、 表示されている段位及びプレイヤ名を有するプレイヤが当てはめられてい ることがわかる。 ここでは、 6 4個の枠の内、 8個の枠にプレイヤが当て はめられている。 プレイヤは、 トーナメント生成状況表示画面 6 0 0、 6 1 0によって、 ト一ナメントの 6 4個の枠に逐次プレイヤが当てはめられ て組合せが決定されている状況を確認することができる。 In the remaining time display area 6 1 2, “Now accepting participation 4 7” is displayed. You can see that the remaining time is 47 seconds. The player information display section 6 1 4 displays the player's rank and player name applied to each frame, and it can be seen that the player having the displayed rank and player name is applied. Here, the player is applied to 8 frames out of 64 frames. On the tournament generation status display screens 6 0 0 and 6 1 0, the player can check the situation in which the player is sequentially applied to the 64 frames of the tournament and the combination is determined.
図 2 1は、 図 1 6に示すフローチャートのステップ S 1 0 9でクライア ント端末装置 1のモニタ 1 1に表示される対戦画面の画面図の一例である。 対戦画面 6 2 0には、 画面下側に、 リーチをかける場合に押下されるリ一 チポタン P B Bと、 チーをする場合に押下されるチーポタン P B Cと、 ポ ンをする場合に押下されるボンボタン P B Dと、 カンをする場合に押下さ れるカンポタン P B Eと、 上がりを宣言する場合に押下される上がりポ夕 ン P B Fと、 場を進行させる場合に押下される進行ポタン P B Gと、 他の プレイヤの捨て牌に対して鳴かないか否かの選択を変更する場合に押下さ れる鳴変更ボタン P B Hとが表示されている。  FIG. 21 is an example of a screen diagram of a battle screen displayed on the monitor 11 of the client terminal device 1 in step S 1 09 of the flowchart shown in FIG. On the battle screen 6 2 0, on the lower side of the screen, there is a remote PBB that is pressed when reaching, a Chipotan PBC that is pressed when playing a chie, and a Bon button that is pressed when playing PBD, Campan PBE that is pressed when a player wants to move, PBF that is pressed when a player declares an upward, PBF that is pressed to advance the field, PBG that is pressed to advance the field, and other players thrown away The sound change button PBH, which is pressed when changing the selection of whether or not to sound for 牌, is displayed.
鳴変更ポタン P B Hによって、 この卓の対戦者全員が 「他のプレイヤの 捨て牌に対して鳴かない」 を選択している場合には、 あるプレイヤが牌を 捨てた直後に次のプレイヤに牌がツモられる。 鳴変更ポタン P B Hによつ て、 プレイヤが 「他のプレイヤの捨て牌に対して鳴く」 を選択している場 合には、 他のプレイヤが当該プレイヤの鳴くことの可能な牌を捨てた際に、 その捨て牌が点滅して、 当該プレイヤの鳴くことの可能な牌であることが 表示されると共に、 当該プレイヤがチ一ポタン P B C、 ボンボタン P B D 及びカンポタン P B Eのいずれか 1つを押下して鳴く力 または、 当該プ レイヤが進行ポタン P B Gを押下して場を進行させるか、 または、 所定時 間 (例えば 5秒) 経過するまで、 次のプレイヤには牌がツモられない。 また、 対戦画面 6 2 0には、 画面下側にプレイヤの手牌を表わすォブジ ェク卜である手牌ォブジェクト 6 2 1が立牌状態で表示され、 画面上側及 び左右両側に対戦者の手稗を表わすオブジェクトである対戦者手牌ォブジ ェクト 6 2 3が立牌状態で表示されている。 更に、 対戦画面 6 2 0には、 画面略中央にドラ表示稗を含む山を表わす山ォブジェクト 6 2 4と、 山ォ ブジェクト 6 2 4の周囲に捨て稗を表わすオブジェクトである捨て稗ォブ ジェクト 6 2 2とが表示されている。 手牌ォブジェクト 6 2 1の種類を表 わす種類表示面がカメラ視点側を向いているため、 プレイヤは対戦画面 6 2 0によって、 手牌ォブジェクト 6 2 1の種類を確認することができる。 例えば、 左から 2番目の手牌オブジェクトの種類は、 「伍萬」 である。 更に、 対戦画面 6 2 0には、 山オブジェクト 6 2 4と捨て牌ォブジェク ト 6 2 2との間に各プレイヤのゲーム内での呼称を表示する呼称表示部 N Pが表示され、 プレイヤの下家 (シモチヤ) の対戦者の呼称表示部 N Pの 下側には場を表わす風マーク P R Mが表示されている。 呼称表示部 N Pに よって、 例えばプレイヤの呼称が 「すざくおう」 であり、 プレイヤの上家 (カミチヤ) の対戦者の呼称が 「ななちやん」 であることが分かる。 また、 風マーク P R Mによって、 その表示文字が 「東」 であることから場が東場 であることが分かる。 If all the opponents on this table select “Do not cry against other player's throwing trap” with the ring change button PBH, the next player will have a trap immediately after throwing the trap. Tsumo. If the player selects “Sound against another player's throwing bag” with the ringing change button PBH, when another player throws away the player's throwing bag The throwing spear blinks to indicate that the player is capable of ringing, and the player presses one of the POT button PBC, the Bon button PBD, or the KAMPOTAN PBE. The next player will not be spoiled until the player screams or the player presses the progress button PBG to advance the field, or until a predetermined time (for example, 5 seconds) elapses. Also, on the battle screen 6 2 0, an object representing the player's skill is displayed at the bottom of the screen. The hand object 6 2 1 is displayed in a standing state, and the opponent hand object 6 2 3 is an object that represents the opponent's hand on the upper and left and right sides of the screen. It is displayed. Furthermore, in the battle screen 6 2 0, a mountain object 6 2 4 representing a mountain including a dora display fence in the approximate center of the screen, and a desert object that is an object representing a desert fence around the mountain object 6 2 4 are displayed. 6 2 2 is displayed. Since the type display surface representing the type of the manual object 6 2 1 faces the camera viewpoint, the player can check the type of the manual object 6 2 1 on the battle screen 6 2 0. For example, the type of the second hand pick object from the left is “伍 萬”. In addition, on the battle screen 6 20, a name display section NP that displays the name of each player in the game is displayed between the mountain object 6 2 4 and the discard object 6 2 2. (Simochiya) opponent's name display section A wind mark PRM representing the field is displayed below the NP. The name display unit NP shows that, for example, the player's name is “Suzakuou” and the player's superior (Kamichiya) opponent's name is “Nanachiyan”. Also, the wind mark PRM shows that the field is “East” because the display character is “East”.
加えて、 対戦画面 6 2 0には、 画面右側にプレイヤによりツモから捨て 牌の決定までに許される時間である残り時間を延長するために押下される 長考ポタン T O Bが表示されており、 画面右下側にツモ牌ォブジェクトを あらわすツモ牌ォブジェクト 6 2 5の上に残り時間表示部 R Tが表示され ている。 残り時間表示部 R Tは、 プレイヤの手牌に関連する位置に表示さ れ、 プレイヤの捨て牌の決定までの残り時間が 5秒となったことを数字表 示している。 これは、 「5」 , 「4」 , 「3」 , 「2」 , 「 1」 , 「0」 と表示が変わるように構成されている。 長考ポタン T O Bはツモから捨て 牌の完了までの間のみ延長要求の受付を可能とするものである。  In addition, on the battle screen 6 2 0, a long thought button TOB that is pressed to extend the remaining time, which is the time allowed until the player decides to throw away from the hook on the right side of the screen, is displayed on the right side of the screen. The remaining time display section RT is displayed on the bottom 6 2 5 that represents the time zone object. The remaining time display section RT is displayed at a position related to the player's hand, and indicates that the remaining time until the player's decision to discard is 5 seconds. This is configured so that the display changes to “5”, “4”, “3”, “2”, “1”, “0”. The long thought button T O B can only accept the extension request from the hook to the completion of the dredging.
また、 対戦画面 6 2 0には、 画面左上隅に対戦ゲームの残り時間を表示 する残り時間表示部 6 2 6が表示されている。 ここでは、 残り時間表示部 6 2 6には、 「0 7 : 5 9 : 3 2」 と表示され、 残り時間が 7分 3 9秒余 りあることが分かる。 残り時間表示部 6 2 6に対戦ゲームの残り時間が表 示されるため、 プレイヤは残り時間に応じて次回戦に勝ち進むための戦略 を練ることができる。 例えば、 残り時間が 1分以内であって現在 1位であ る場合には、 1位を確保するために、 早上がりをするか、 又は、 振り込ま ないことに注意を集中するといつた戦略をたてることができる。 Also, on the battle screen 6 2 0, the remaining time of the battle game is displayed in the upper left corner of the screen. The remaining time display section 6 2 6 is displayed. Here, “0 7: 5 9: 3 2” is displayed in the remaining time display section 6 2 6, and it can be seen that the remaining time is more than 7 minutes 39 seconds. Since the remaining time of the battle game is displayed in the remaining time display section 6 2 6, the player can make a strategy for winning the next game according to the remaining time. For example, if the remaining time is less than 1 minute and is currently 1st place, in order to secure the 1st place, the strategy is to go up early or focus on not paying You can
図 2 2は、 図 1 6に示すフローチャートのステップ S 1 1 5で勝者であ る場合にクライアント端末装置 1のモニタ 1 1に表示される勝者表示画面 の画面図の一例である。 勝者表示画面 6 3 0には、 画面略中央部に勝者で あることを表示する勝者表示部 6 3 1が表示されている。 勝者表示部 6 3 1の上端にはメッセ一ジ部 6 3 2が表示されており、 メッセージ部 6 3 2 には 「 1回戦突破!」 と表示され、 プレイヤは 1回戦の勝者であったこと を確認することができる。  FIG. 22 is an example of a screen diagram of the winner display screen displayed on the monitor 11 of the client terminal device 1 when the player is the winner in step S 1 15 of the flowchart shown in FIG. On the winner display screen 6 3 0, a winner display portion 6 3 1 for displaying that the player is a winner is displayed in the approximate center of the screen. The message display section 6 3 2 is displayed at the top of the winner display section 6 3 1, and the message section 6 3 2 displays “First round breakthrough!”, Indicating that the player was the winner of the first round Can be confirmed.
図 2 3は、 図 1 6に示すフローチャートのステップ S 1 1 5で勝者であ る場合にクライアント端末装置 1のモニタ 1 1に表示される対戦結果表示 画面の画面図の一例である。 対戦結果表示画面 6 4 0には、 画面略中央部 に何回戦の結果であるかを表示する回戦数表示部 6 4 1と、 回戦数表示部 6 4 1の上側に次回戦の開始までの残り時間を表示する残り時間表示部 6 4 2と、 回戦数表示部 6 4 1の左右両側に対戦ゲームのト一ナメントを構 成する枠を表示する枠表示部 6 4 3とが表示されている。 また、 枠表示部 6 4 3には、 対戦の勝者を表す勝者表示部 6 4 3 aと、 このクライアント 端末装置 1でプレイしているプレイヤを表すプレイヤ表示部 6 4 3 bとが 表示されている。  FIG. 23 is an example of a screen diagram of a battle result display screen displayed on the monitor 11 of the client terminal device 1 when the player is a winner in step S 1 15 of the flowchart shown in FIG. On the battle result display screen 6 4 0, the number of rounds displayed in the approximate center of the screen is the number of rounds displayed 6 4 1 and the number of rounds displayed on the upper side of the round number display 6 4 1 until the start of the next round The remaining time display section 6 4 2 for displaying the remaining time, and the frame display section 6 4 3 for displaying the frames constituting the tournament of the battle game are displayed on both the left and right sides of the rounds display section 6 4 1. Yes. In addition, the frame display unit 6 4 3 displays a winner display unit 6 4 3 a representing the winner of the match and a player display unit 6 4 3 b representing the player playing on the client terminal device 1. Yes.
勝者表示部 6 4 3 aとプレイヤ表示部 6 4 3 bとを参照することによつ て、 次回戦 (2回戦) で対戦する相手のプレイヤ名及び段位を確認するこ とができる。 ここでは、 2回戦で対戦する相手のプレイヤ名及び段位は、 「テクニック 初段」 、 「ナトリウム 弍段」 及び 「アポガドロ 8段」 である。 なお、 ここでは、 プレイヤ名が 「アポガドロ」 であるプレイヤの 段位は 「黄龍」 と表示されているが、 これは 「8段」 を意味している。 図 2 4は、 図 1 6に示すフローチャートのステップ S 1 1 5で勝者であ る場合にクライアント端末装置 1のモニタ 1 1に表示される対戦結果表示 画面の画面図の一例である。 対戦結果表示画面 6 5 0には、 図 2 3と同様 に、 回戦数表示部 6 5 1と、 残り時間表示部 6 5 2と、 枠表示部 6 5 3と が表示されている。 また、 枠表示部 6 5 3には、 勝者表示部 6 4 5 aと、 プレイヤ表示部 6 5 3 bとが表示されている。 By referring to the winner display section 6 4 3 a and the player display section 6 4 3 b, it is possible to confirm the player name and rank of the opponent who will compete in the next game (2nd round). Here, the names and ranks of the opponents in the second round are: "Technique first stage", "Sodium stage" and "Apogador 8 stage". Here, the rank of the player whose player name is “Apogadoro” is displayed as “Yellow Dragon”, which means “eight steps”. FIG. 24 is an example of a screen diagram of a battle result display screen displayed on the monitor 11 of the client terminal device 1 when the player is a winner in step S 1 15 of the flowchart shown in FIG. In the match result display screen 6 50, as in FIG. 23, the number of rounds display section 6 51, the remaining time display section 6 52, and the frame display section 65 3 are displayed. In addition, the frame display section 6 53 shows a winner display section 6 4 5 a and a player display section 6 5 3 b.
回戦数表示部 6 4 1には、 「決勝戦」 との表示があり、 2回戦の結果は 表示され、 次回戦が決勝戦であることがわかる。 勝者表示部 6 5 3 aとプ レイヤ表示部 6 5 3 bとを参照することによって、 次回戦 (決勝戦) で対 戦する相手のプレイヤ名及び段位を確認することができる。  The number of rounds display section 6 4 1 has a display of “Finals”, and the results of the second round are displayed, indicating that the next round is the final round. By referring to the winner display section 6 5 3 a and the player display section 6 5 3 b, it is possible to confirm the player name and level of the opponent who will play in the next game (final game).
図 2 5は、 図 1 6に示すフローチャートの S 1 1 5で敗者である場合に クライアント端末装置 1のモニタ 1 1に表示される継続要否入力画面の画 面図の一例である。 継続要否入力画面 6 6 0には、 画面略中央部に何回戦 の結果 (敗者) であるかを表示する回戦数表示部 6 6 1と、 回戦数表示部 6 6 1の下側に対戦ゲームを継続するか否かを入力する継続要否表示部 6 6 2とが表示されている。 継続要否表示部 6 6 2には、 対戦ゲームを継続 する場合に押下される継続ポタン 6 6 2 aと、 対戦ゲームを終了する場合 に押下される終了ポタン 6 6 2 bとが表示されている。 プレイヤは継続要 否入力画面 6 6 0を用いて、 対戦結果を確認すると共に、 対戦ゲームを継 続するか否かの入力を行うことができる。  FIG. 25 is an example of a screen diagram of a continuation necessity input screen displayed on the monitor 11 of the client terminal device 1 when the player is a loser in S 1 15 of the flowchart shown in FIG. On the continuation necessity input screen 6 6 0, the round number display section 6 6 1 displays the number of rounds (losers) in the center of the screen, and the battle number display section 6 6 1 A continuation necessity display section 6 6 2 for inputting whether or not to continue the game is displayed. The continuation necessity display section 6 6 2 displays a continuation button 6 6 2 a that is pressed when the competitive game is continued and an end button 6 6 2 b that is pressed when the competitive game is terminated. Yes. Using the continuation necessity input screen 6 60, the player can check the battle result and input whether or not to continue the battle game.
上述のように、 対戦終了部 3 6 1 dによって、 準決勝戦 (ここでは、 2 回戦) までの各回戦に対して予め設定された対戦時間の制限時間 (ここで は、 それぞれ 1 0分) に従って、 各回戦の対戦の終了が参加端末装置 1 r に指示されると共に、 対戦の終了時点での対戦ゲームの進行状況における 優位性 (ここでは、 持ち点数) に応じて勝者である参加端末装置 1 rが決 定されるため、 対戦時間の制限時間を適切に設定することによって、 対戦 ゲームが迅速に且つ円滑に進行される。 As described above, according to the match time limit (here, 10 minutes each) set in advance for each round up to the semi-final round (here, 2nd round) The end of each battle is instructed to the participating terminal device 1 r and the progress of the battle game at the end of the battle Since the participating terminal device 1r, which is the winner, is determined according to the advantage (here, the number of points), the battle game can be advanced quickly and smoothly by setting the time limit for the battle time appropriately. The
特に、 ネットゲームにおいてト一ナメンント方式の麻雀ゲームのような 時間制限の無い対戦ゲームを行う際には、 遠隔地のプレイヤ間でゲームが 行われる場合があり、 このような場合には、 トーナメントに参加している プレイヤの状況等の把握が困難であるため、 上述のように対戦ゲームが迅 速に且つ円滑に進行されることの効果が大きくなる。 つまり、 ネットゲ一 ムにおいてトーナメンント方式の時間制限の無い対戦ゲームを行う際に、 上述のようにしてトーナメントの各回戦間の待ち時間の発生が防止される ため、 プレイヤは快適にトーナメンント方式の対戦ゲームを楽しむことが できる。  In particular, when playing a match game with no time limit, such as a single-game mahjong game in a net game, a game may be played between remote players. Since it is difficult to grasp the status of the participating players, the effect of proceeding the battle game quickly and smoothly as described above is increased. In other words, when playing a match game with no tournament time limit in a net game, the waiting time between tournament rounds is prevented as described above, so that the player can comfortably play the tournament method. You can enjoy a battle game.
また、 参加端末数カウント部 3 6 1 eによって、 参加端末数 R Nが対戦 ゲームのトーナメントを構成するゲーム端末装置 1の総数である最大参加 端末数 R N Mと一致した場合、 又は、 参加端末数 R Nが零'から 1に変化し たタイミングから所定時間 (リセット時間 L T ) が経過した場合に参加端 末数 R Nが零にリセットされ、 このリセットされたタイミングで、 対戦ゲ ームの開始が参加端末装置 1 rに指示されるため、 参加受付部 3 6 1 aに より対戦ゲームへの参加が受け付けられてから対戦ゲームの開始が指示さ れるまでの待ち時間が所定時間 (=リセット時間 L T、 例えば、 6 0秒) 以下に抑制され、 対戦ゲームが更に迅速に進行される。  In addition, when the number of participating terminals RN matches the maximum number of participating terminals RNM, which is the total number of game terminal devices 1 constituting the tournament of the battle game, or the number of participating terminals RN is When a predetermined time (reset time LT) elapses from the time when it changes from zero to 1, the participation terminal number RN is reset to zero, and at the reset timing, the start of the battle game is started. 1 Since it is instructed by r, the waiting time until the start of the battle game is instructed after the participation reception unit 3 6 1 a is accepted to participate in the battle game is a predetermined time (= reset time LT, for example, 60 seconds) The fighting game is progressed more quickly with the following restrained.
更に、 組合せ生成部 3 1 6 bによって、 参加端末数 R Nがリセットされ たタイミングから、 再度、 参加端末装置 1 rを対戦ゲームのトーナメント を構成する組合せに当てはめる処理が行われるため、 トーナメント形式の 対戦ゲームへの参加が受け付けられた時点でトーナメントを構成する組合 せに当てはめられ、 プレイヤにとってより快適に対戦ゲームが進行される。 加えて、 組合せ間隔設定部 3 6 1 f によって、 リセット時間 L Tが日時 に応じて^定されるため、 参加端末数の増加が遅い (プレイヤからの参加 が受け付けられる頻度が低い) 日時には所定時間を長く (例えば、 6 0秒 に) 設定し、 参加端末数 1 rの増加が早い (プレイヤからの参加が受け付 けられる頻度が高い) 日時には所定時間を短く (例えば、 3 0秒に) 設定 すると、 対戦ゲームへの参加が受け付けられてから対戦ゲームの開始が指 示されるまでの待ち時間が更に短縮され、 対戦ゲームが更に迅速に進行さ れる。 Further, since the combination generation unit 3 1 6 b performs the process of applying the participating terminal device 1 r to the combination constituting the tournament of the battle game again from the timing when the number of participating terminals RN is reset, the tournament type battle When the participation in the game is accepted, it is applied to the combination that forms the tournament, and the battle game proceeds more comfortably for the player. In addition, the reset time LT is set to the date and time by the combination interval setting part 3 6 1 f. Since the number of participating terminals is slow, the number of participating terminals is set to be long (for example, 60 seconds) and the number of participating terminals is 1 r. (If participation from the player is accepted frequently) If the specified time is set to a short time (for example, 30 seconds), the participation game will be started after the participation in the competition game is accepted. The waiting time until instructed is further shortened, and the battle game progresses more quickly.
また、 組合せ生成部 3 1 6 bによって、 参加端末数 R Nが最大参加端末 数 R N Mに満たない場合に、 不足分の参加端末装置 1 rとして仮想的に C P Uプレイヤの操作を受け付けるゲーム端末装置 1が割り当てられるため、 参加端末数 R Nが対戦ゲームのトーナメントを構成するゲーム端末装置 1 の総数である最大参加端末数 R N Mと一致した場合 (最大参加端末数 R N Mと同数のプレイヤの参加が受け付けられた場合) と同様に、 プレイヤに 違和感を与えることなく対戦ゲームが進行される。  In addition, when the number of participating terminals RN is less than the maximum number of participating terminals RNM by the combination generation unit 3 1 6 b, the game terminal apparatus 1 that virtually accepts the operation of the CPU player as the insufficient participating terminal apparatus 1 r Since the number of participating terminals RN matches the maximum number of participating terminals RNM, which is the total number of game terminal devices 1 constituting the tournament of the competitive game (when the participation of the same number of players as the maximum number of participating terminals RNM is accepted) As with), the battle game proceeds without causing the player to feel uncomfortable.
更に、 組合せ生成部 3 1 6 bによって、 対戦ゲームのトーナメントを構 成する各組合せに当てはめられる参加端末装置 1 rの台数が互いに略一致 するべく、 参加端末装置 1 rが対戦ゲームのトーナメントを構成する組合 せに当てはめられるため、 参加端末数 R Nが最大参加端末数 R N Mに満た ない場合に、 不足分の参加端末装置 1 rとして各組合せに割り当てられる、 仮想的に C P Uプレイヤの操作を受け付けるゲーム端末装置 1の台数が略 一致し、 トーナメントに参加しているプレイヤが略同一の条件で対戦ゲー ムを行うことが可能となる。  Furthermore, the combination generation unit 3 1 6 b configures the tournament of the battle game so that the number of the participation terminal devices 1 r applied to each combination constituting the battle game tournament substantially matches each other. Game terminals that virtually receive CPU player operations assigned to each combination as a shortage of participating terminal devices 1 r when the number of participating terminals RN is less than the maximum number of participating terminals RNM. The number of devices 1 is almost the same, and players participating in the tournament can play a battle game under substantially the same conditions.
加えて、 対戦終了部 3 6 1 dによって、 決勝戦に対して対戦時間の制限 時間が設定されず、 対戦ゲームのゲーム進行状況が所定の状況となった時 点 (ここでは、 東場が終了した時点) で対戦の終了が参加端末装置 1 rに 指示されるため、 プレイヤが最も重視する決勝戦の対戦を充分に堪能する ことができ、 対戦ゲームの興趣性が向上される。 また、 勝者数設定部 3 6 1 gにより設定された人数の勝者が決定される ため、 トーナメント対戦のヴァリエーションが多彩となり、 対戦ゲームの 興趣性が向上される。 例えば、 麻雀ゲームのように 4人のプレイヤで行わ れる対戦ゲームにおいて、 2位以内のプレイヤが次回戦に進出する場合と、 1位のみが進出する場合とでは対戦ゲームを行うプレイヤの戦略が変化す るため、 次回戦に進出するプレイヤの人数を設定することによって、 対戦 ゲームのヴアリエーションが多彩となり、 興趣性が向上する。 In addition, when the match end time 3 6 1 d does not set the time limit for the match for the final match, and the game progress status of the match game reaches the predetermined status (here, the east field ends The end of the match is instructed to the participating terminal device 1 r at the time, so that the player can fully enjoy the final match, which is most important to the player, and the fun of the match game is improved. In addition, since the number of winners set by the winner number setting unit 3 6 1 g is determined, the variety of tournament battles is varied, and the fun of the battle game is improved. For example, in a battle game played by four players, such as a mahjong game, the strategy of the player who plays the battle game changes between when the second-ranked player advances to the next game and when only the first player advances. Therefore, by setting the number of players who will advance to the next game, the variety of battle games will be varied and the interest will be improved.
更に、 ゲーム進行制御部 1 6 1 aによって、 予め設定されたツモの時点 から捨て牌までの制限時間である捨牌時間 T Aに従って対戦ゲームが進行 されるため、 麻雀ゲームがより迅速に進行される。  Furthermore, since the game progress control unit 16 1 1 a advances the match game according to a preset time T A which is a time limit from the time of the tsumo to the throwing away, the mahjong game is advanced more quickly.
加えて、 ゲーム進行制御部 1 6 1 aによって、 プレイヤの強さを表す段 位に対応する捨牌時間 T Aに従って対戦ゲームが進行されるため、 段位に 応じて適切な捨牌時間 T Aを設定すると、 プレイヤが快適に、 且つ、 対戦 ゲームを迅速に行うことが可能となる。  In addition, the game progress control unit 1 6 1 a advances the fighting game according to the round-off time TA corresponding to the level representing the player's strength, so if the appropriate round-off time TA is set according to the level, the player However, it is possible to perform a battle game quickly and comfortably.
また、 夕イマ 1 6 1 f によって段位が高い (強い) 程捨牌時間 T Aが短 くても対処できると推定して、 捨牌時間 T Aを短く設定するため、 更に対 戦ゲームを迅速に且つ円滑に行うことが可能となる。  In addition, it is estimated that the higher the level (higher) due to the evening time 16 1 f, the shorter the round-off time TA can be dealt with, and the round-off time TA is set short, so that the game can be played more quickly and smoothly. Can be done.
更に、 参加端末装置 1 rからの捨牌時間 T Aを延長する旨の操作情報 (長考ポタン T O Bの押下の操作情報) が各回戦について所定の回数 (こ こでは、 1回) に限り受け付けられ、 捨牌時間 T Aが所定時間 (ここでは、 5秒) だけ延長されるため、 対戦ゲームの進行を大幅に阻害することなく プレイヤに対して捨牌を決定する時間を付与することが可能となる。  Furthermore, operation information (operation information for pressing the long thought button TOB) to extend the discard time TA from the participating terminal device 1 r is accepted only for a predetermined number of times (here, once) for each round. Since the time TA is extended by a predetermined time (here, 5 seconds), it is possible to give the player time to discard the game without significantly impeding the progress of the battle game.
なお、 本発明は以下の態様をとることができる。  In addition, this invention can take the following aspects.
(A) 本実施態様においては、 対戦ゲームが麻雀ゲームである場合につ いて説明したが、 その他の対戦ゲームである形態でもよい。 例えば、 予め 対戦時間が設定されている対戦ゲームである時間制限付き対戦ゲーム (例 えば、 サッカーを模擬したサッカーゲーム、 ラグビーを模したラグビーゲ ーム等) である形態でもよいし、 ゲームの性質上対戦時間が設定し難い対 戦ゲームである時間制限無し対戦ゲーム (例えば、 囲碁を模擬した囲碁ゲ ーム、 将棋を模擬した将棋ゲーム、 チェスを摸したチェスゲーム、 トラン プ、 カル夕、 花札を摸したカードゲーム、 テニス、 野球、 卓球、 バレー、 バドミントンを模したスポーツゲーム等) である形態でもよい。 (A) In the present embodiment, the case where the battle game is a mahjong game has been described, but other battle games may be used. For example, a battle game with a time limit that is a battle game in which the battle time is set in advance (for example, a soccer game that simulates soccer, a rugby game that simulates rugby) Etc.), or a battle game with no time limit that is difficult to set due to the nature of the game (for example, a Go game simulating Go, a Shogi game simulating Shogi, A chess game resembling chess, a trump game, a card game, a card game resembling a flower card, tennis, baseball, table tennis, volleyball, a sport game imitating badminton, etc.).
( B ) 本実施態様においては、 クライアント端末装置 1が店舗サーバ装 置 2を介してセンターサーバ装置 3に通信可能に接続されている場合につ いて説明したが、 クライアント端末装置 1が直接センターサーバ装置 3に 通信可能に接続されている形態でもよい。 ただし、 この場合には、 クライ アント端末装置 1間の操作情報の交換処理をセンターサーバ装置 3または クライアント端末装置 1が行う必要がある。  (B) In this embodiment, the case where the client terminal device 1 is communicably connected to the center server device 3 via the store server device 2 has been described, but the client terminal device 1 is directly connected to the center server It may be configured to be communicably connected to the device 3. However, in this case, it is necessary for the center server device 3 or the client terminal device 1 to exchange operation information between the client terminal devices 1.
( C ) 本実施態様においては、 トーナメントが 6 4人のプレイヤで構成 される 3回戦からなる場合について説明したが、 トーナメントはその他の 形態でもよい。 例えば、 2人のプレイヤで行われる対戦ゲームで、 トーナ メントが 1 6人のプレイヤで構成される 4回戦からなる形態でもよい。  (C) In this embodiment, a case has been described in which the tournament consists of three rounds composed of 64 players, but the tournament may take other forms. For example, in a battle game played by two players, the tournament may consist of four rounds consisting of 16 players.
( D ) 本実施態様においては、 対戦終了部 3 6 1 dが決勝戦について対 戦時間の制限時間を設定しない場合について説明したが、 対戦終了部 3 6 1 dが決勝戦についても対戦時間として、 他の回戦に比して長い制限時間 を設定する形態でもよい。 例えば、 本実施形態のように、 1回戦及び 2回 戦の制限時間を 1 0分に設定し、 決勝戦の制限時間を 2 0分に設定すれば よい。 この場合には、 予め設定された制限時間でトーナメント戦が終了す るため、 時間制約のある (例えば、 予定の詰まった) プレイヤにとって利 便性が向上される。  (D) In this embodiment, the case where the match end time 3 6 1 d does not set the time limit for the match for the final match has been described. However, the match finish time 3 6 1 d is also set as the match time for the final match. A mode that sets a longer time limit than other rounds may be used. For example, as in the present embodiment, the time limit for the first round and the second round may be set to 10 minutes, and the time limit for the final game may be set to 20 minutes. In this case, since the tournament battle is completed within a preset time limit, convenience is improved for players with time constraints (for example, those with a limited schedule).
( E ) 本実施態様においては、 勝者数設定部 3 6 1 gが 1の組合せの勝 者の人数を 1人に設定する場合について説明したが、 勝者数設定部 3 6 1 が 1の組合せの勝者の人数を 2人以上に設定する形態でもよい。 例えば、 本実施形態の麻雀ゲームにおいて、 組合せの勝者の人数を、 1回戦及び 2 回戦では 2人とし、 決勝戦では 1人とする形態でもよい。 この場合には、 1 6人のプレイヤで構成される 3回戦のトーナメントが構成され、 本実施 形態と比較して、 構成人数が少ないため、 トーナメントを構成する組合せ が容易に (短時間で) 生成される。 (E) In this embodiment, the case has been described where the number of winners in the combination where the number of winners setting unit 3 6 1 g is 1 is set to 1, but the number of winners setting unit 3 6 1 in the combination of 1 The number of winners may be set to 2 or more. For example, in the mahjong game of this embodiment, the number of winners of the combination is set to the first round and 2 Two players may be used in the round, and one may be used in the final. In this case, a tournament of the third round consisting of 16 players is configured, and since the number of members is small compared to the present embodiment, the combinations constituting the tournament can be generated easily (in a short time). Is done.
( F ) 本実施態様においては、 ゲーム進行制御部 1 6 1 a等の機能部が クライアント端末装置 1に設けられる場合について説明したが、 ゲーム進 行制御部 1 6 1 a等の機能部がセンターサーバ装置 3に設けられる形態で もよい。 産業上の利用可能性 ·  (F) In the present embodiment, the case where the function unit such as the game progress control unit 1 6 1 a is provided in the client terminal device 1 has been described, but the function unit such as the game progress control unit 1 6 1 a is the center A form provided in the server device 3 may be used. Industrial applicability ·
本発明のゲーム進行管理装置 (ゲーム進行管理方法、 ゲーム進行管理プ ログラム) によれば、 少なくとも準決勝戦までの各回戦に対して予め設定 された対戦時間の制限時間に従って、 各回戦の対戦の終了が参加端末装置 に指示されると共に、 対戦の終了時点での対戦ゲームの進行状況における 優位性に応じて勝者である参加端末装置が決定されるため、 対戦時間の制 限時間を適切に設定することによって、 対戦ゲームが迅速に且つ円滑に進 行される。  According to the game progress management device (game progress management method, game progress management program) of the present invention, at least the end of the battle in each round according to the time limit of the battle time set in advance for each round until the semi-final round Will be instructed to the participating terminal device, and the participating terminal device that is the winner will be determined according to the superiority in the progress of the battle game at the end of the battle, so the time limit for the battle time will be set appropriately As a result, the fighting game proceeds quickly and smoothly.

Claims

請求の範囲 The scope of the claims
1 . プレイヤからの操作を受け付けるゲーム端末装置が通信回線を介し てゲームの進行に必要な操作信号を通信可能に接続されて実行され、 複数 の回戦からなるトーナメント方式の対戦ゲームの進行を管理するゲーム進 行管理装置であって、 1. A game terminal device that accepts an operation from a player is connected and executed via a communication line so that an operation signal necessary for the progress of the game can be communicated, and manages the progress of a tournament-type battle game consisting of a plurality of rounds. A game progress management device,
前記ゲーム端末装置から前記対戦ゲームへの参加を受け付ける参加受付 手段と、  Participation acceptance means for accepting participation in the competitive game from the game terminal device;
前記参加受付手段によって参加が受け付けられたゲーム端末装置である 参加端末装置を、 所定のルールに則って前記対戦ゲームのトーナメントを 構成する組合せに当てはめる組合せ生成手段と、  A combination generation unit that applies a participation terminal device, which is a game terminal device accepted by the participation reception unit, to a combination that constitutes the tournament of the competitive game in accordance with a predetermined rule;
前記組合せ生成手段によって生成された組合せに従って 1の組合せに 1 のゲーム空間を割り当てて各回戦の対戦ゲームの開始を前記参加端末装置 に対して指示する対戦開始手段と、  Match starting means for allocating one game space to one combination according to the combination generated by the combination generating means and instructing the participating terminal device to start a battle game of each round;
少なくとも準決勝戦までの各回戦に対して予め設定された対戦時間の制 限時間に従って、 各回戦の対戦の終了を前記参加端末装置に対して指示す ると共に、 対戦の終了時点での前記対戦ゲームの進行状況における優位性 に応じて勝者である参加端末装置を決定する対戦終了手段とを備えること を特徴とするゲーム進行管理装置。  In accordance with the time limit of the battle time set in advance for each round until at least the semi-final round, the end of the battle of each round is instructed to the participating terminal devices, and the battle game at the end of the battle A game progress management device comprising: a battle end means for determining a participating terminal device that is a winner according to the superiority in the progress status of the game.
2 . 前記参加受付手段によって前記対戦ゲームへの参加が受け付けられ る度に前記参加端末装置の台数である参加端末数をカウントアップし、 前 記参加端末数が前記対戦ゲームのトーナメントを構成するゲーム端末装置 の総数である最大参加端末数と一致した場合、 又は、 前記参加端末数が零 から 1に変化したタイミングから所定時間が経過した場合に前記参加端末 数を零にリセッ卜することによって前記参加端末数をカウントする参加端 末数カウント手段とを備え、  2. Each time the participation receiving means accepts participation in the battle game, the number of participating terminals, which is the number of participating terminal devices, is counted up, and the number of participating terminals constitutes a tournament of the competitive game. By matching the maximum number of participating terminals that is the total number of terminal devices, or by resetting the number of participating terminals to zero when a predetermined time has elapsed since the time when the number of participating terminals changed from zero to one A participation terminal counting means for counting the number of participating terminals,
前記対戦開始手段は、 前記参加端末数カウント手段によって前記参加端 末数がリセットされた夕イミングで対戦ゲームの開始を前記参加端末装置 に指示し、 The battle start means is the participation terminal count means by the participation terminal count means. Instructing the participating terminal device to start a battle game at evening imming when the last number is reset,
前記組合せ生成手段は、 前記参加端末数力ゥント手段によつて前記参加 端末数がリセットされたタイミングから、 再度、 前記参加端末装置を前記 対戦ゲームのトーナメントを構成する組合せに当てはめる処理を行うこと を特徴とする請求項 1に記載のゲーム進行管理装置。  The combination generation means performs a process of applying the participation terminal device to the combination constituting the tournament of the competitive game again from the timing when the number of participating terminals is reset by the participation terminal power count means. The game progress management device according to claim 1, wherein
3 . 前記所定時間を日時に応じて設定する組合せ間隔設定手段を備える ことを特徴とする請求項 2に記載のゲーム進行管理装置。  3. The game progress management device according to claim 2, further comprising combination interval setting means for setting the predetermined time according to a date and time.
4 . 前記組合せ生成手段は、 前記所定期間の終了時点で、 前記参加端末 数が前記最大参加端末数に満たない場合に、 不足分の参加端末装置として 仮想的に C P Uプレイヤの操作を受け付けるゲーム端末装置を割り当てる ことを特徴とする請求項 2又は 3に記載のゲーム進行管理装置。  4. The combination generation means is a game terminal that virtually accepts an operation of a CPU player as a shortage of participating terminal devices when the number of participating terminals is less than the maximum number of participating terminals at the end of the predetermined period. 4. The game progress management device according to claim 2, wherein a device is assigned.
5 . 前記組合せ生成手段は、 前記対戦ゲームのトーナメントを構成する 各組合せに当てはめられる前記参加端末装置の台数が互いに略一致するべ く、 前記参加端末装置を前記対戦ゲームのトーナメントを構成する組合せ に当てはめることを特徴とする請求項 1〜4のいずれかに記載のゲーム進 行管理装置。  5. The combination generation means is configured such that the number of the participating terminal devices applied to each combination constituting the competition game tournament substantially matches each other, and the participating terminal device is configured as a combination constituting the competitive game tournament. The game progress management device according to claim 1, wherein the game progress management device is applied.
6 . 前記対戦終了手段は、 決勝戦に対して対戦時間の制限時間を設定せ ず、 前記対戦ゲームのゲーム進行状況が所定の状況となった時点で対戦の 終了を前記参加端末装置に対して指示することを特徴とする請求項 1〜 5 のいずれかに記載のゲーム進行管理装置。  6. The battle ending means does not set a time limit for the battle time for the final game, and when the game progress status of the battle game reaches a predetermined status, the battle ending means The game progress management device according to claim 1, wherein the game progress management device is instructed.
7 . 前記対戦ゲームは、 3以上の所定数の対戦者が対戦する対戦ゲーム であって、  7. The battle game is a battle game in which a predetermined number of opponents equal to or greater than 3 battle each other,
前記所定数の対戦者から構成される 1の組合せの勝者の人数を回戦毎に 設定する勝者数設定手段を備え、  A number-of-winner setting means for setting the number of winners in one combination composed of the predetermined number of opponents for each round;
前記対戦終了手段は、 前記勝者数設定手段によって設定された人数の勝 者を決定することを特徴とする請求項 1〜 6のいずれかに記載のゲーム進 行管理装置。 7. The game progress according to claim 1, wherein the battle end means determines the number of winners set by the winner number setting means. Line management device.
8 . 前記対戦ゲームは複数の局からなる麻雀を摸したゲームであって、 予め設定されたツモの時点から捨て牌までの制限時間である捨牌時間に 従って前記対戦ゲームを進行させる進行手段を備えることを特徴とする請 求項 1〜 7のいずれかに記載のゲーム進行管理装置。  8. The battle game is a game in which mahjong is made up of a plurality of stations, and has a progress means for advancing the battle game according to a preset round-off time from a time point of a tsum to abandonment. The game progress management device according to any one of claims 1 to 7, characterized in that:
9 . プレイヤの過去の対戦実績に基づく強さを表す段位をプレイヤの識 別情報と対応付けて格納する段位記憶手段と、  9. a level storage means for storing a level indicating strength based on the player's past battle record in association with the identification information of the player;
前記段位毎に前記捨牌時間を格納する捨牌時間記憶手段とを備え、 前記参加受付手段は、 プレイヤの識別情報を受け付けて、 受け付けられ たプレイヤの識別情報に対応する段位を前記段位記憶手段から読み出し、 前記進行手段は、 前記参加受付手段によって読み出された段位に対応す る捨牌時間を前記捨牌時間記憶手段から読み出し、 読み出された捨牌時間 に従って前記対戦ゲームを進行させることを特徴とする請求項 8に記載の ゲーム進行管理装置。  A discard time storage means for storing the discard time for each stage, wherein the participation acceptance means accepts player identification information, and reads the rank corresponding to the accepted player identification information from the rank storage means. The progress means reads a round-off time corresponding to the stage read by the participation reception means from the round-off time storage means, and advances the battle game according to the read round-off time. Item 9. The game progress management device according to Item 8.
1 0 . 前記捨牌時間記憶手段は、 前記段位が高い程、 前記捨牌時間が短 く設定されていることを特徴とする請求項 9に記載のゲーム進行管理装置。  10. The game progress management device according to claim 9, wherein the discard time storage means sets the discard time to be shorter as the rank is higher.
1 1 . 前記進行手段は、 1の参加端末装置からの前記捨牌時間を延長す る旨の操作情報を、 各回戦について所定の回数に限り受け付け、 前記参加 端末装置からの前記捨牌時間を延長する旨の操作情報を受け付けた場合に、 前記捨牌時間を所定時間だけ延長することを特徴とする請求項 9又は 1 0 に記載のゲーム進行管理装置。  1 1. The progress means accepts operation information from the participating terminal device 1 to extend the discarding time only for a predetermined number of times for each round, and extends the discarding time from the participating terminal device. The game progress management device according to claim 9 or 10, wherein when the operation information is received, the discarding time is extended by a predetermined time.
1 2 . プレイヤからの操作を受け付けるゲーム端末装置が通信回線を介 してゲームの進行に必要な操作信号を通信可能に接続されて実行され、 複 数の回戦からなるトーナメント方式の対戦ゲームの進行を管理するゲーム 進行管理装置を用いたゲーム進行管理方法であって、 前記ゲーム進行管理 装置に、  1 2. The progress of a tournament-type battle game consisting of multiple rounds of games that are executed by a game terminal device that accepts operations from the player connected via a communication line so that operation signals necessary for the progress of the game can be communicated. A game progress management method using a game progress management device for managing a game progress management device,
前記ゲーム端末装置から前記対戦ゲームへの参加を受け付ける参加受付 処理と、 . Participation acceptance for accepting participation in the competitive game from the game terminal device Processing and.
前記参加受付処理において参加が受け付けられたゲーム端末装置である 参加端末装置を、 所定のルールに則って前記対戦ゲームのトーナメントを 構成する組合せに当てはめる組合せ生成処理と、  A combination generation process that applies a participation terminal device that is a game terminal device that has been accepted in the participation reception process to a combination that constitutes a tournament of the competitive game in accordance with a predetermined rule;
前記組合せ生成処理において生成された組合せに従って 1の組合せに 1 のゲーム空間を割り当てて各回戦の対戦ゲームの開始を前記参加端末装置 に対して指示する対戦開始処理と、  A battle start process in which one game space is allocated to one combination in accordance with the combination generated in the combination generation process and the start of the battle game of each round is instructed to the participating terminal devices;
少なくとも準決勝戦までの各回戦に対して予め設定された対戦時間の制 限時間に従って、 各回戦の対戦の終了を前記参加端末装置に対して指示す ると共に、 対戦の終了時点での前記対戦ゲームの進行状況における優位性 に応じて勝者である参加端末装置を決定する対戦終了処理とを実行させる ことを特徴とするゲーム進行管理方法。  In accordance with the time limit of the battle time set in advance for each round until at least the semi-final round, the end of the battle of each round is instructed to the participating terminal devices, and the battle game at the end of the battle A game progress management method comprising: executing a battle end process for determining a participating terminal device that is a winner according to the superiority in the progress status of the game.
1 3 . プレイヤからの操作を受け付けるゲーム端末装置が通信回線を介 してゲームの進行に必要な操作信号を通信可能に接続されて実行され、 複 数の回戦からなるトーナメント方式の対戦ゲームの進行を管理するゲーム 進行管理装置のゲーム進行管理プログラムが記録されたコンピュータ読み 取り可能な記録媒体であって、 前記ゲーム進行管理装置を、  1 3. The progress of a tournament-type battle game consisting of multiple rounds of games that are executed by a game terminal device that accepts operations from the player connected via a communication line so that operation signals necessary for the game progress can be communicated. A computer-readable recording medium in which a game progress management program of a game progress management device is recorded, the game progress management device comprising:
前記ゲーム端末装置から前記対戦ゲームへの参加を受け付ける参加受付 手段と、  Participation acceptance means for accepting participation in the competitive game from the game terminal device;
前記参加受付手段によって参加が受け付けられたゲーム端末装置である 参加端末装置を、 所定のルールに則って前記対戦ゲームのトーナメントを 構成する組合せに当てはめる組合せ生成手段と、  A combination generation unit that applies a participation terminal device, which is a game terminal device accepted by the participation reception unit, to a combination that constitutes the tournament of the competitive game in accordance with a predetermined rule;
前記組合せ生成手段によって生成された組合せに従って 1の組合せに 1 のゲーム空間を割り当てて各回戦の対戦ゲームの開始を前記参加端末装置 に対して指示する対戦開始手段と、  Match starting means for allocating one game space to one combination according to the combination generated by the combination generating means and instructing the participating terminal device to start a battle game of each round;
少なくとも準決勝戦までの各回戦に対して予め設定された対戦時間の制 限時間に従って、 各回戦の対戦の終了を前記参加端末装置に対して指示す ると共に、.対戦の終了時点での前記対戦ゲームの進行状況における優位性 に応じて勝者である参加端末装置を決定する対戦終了手段として機能させ ることを特徴とするゲーム進行管理プログラムが記録されたコンピュータ 読み取り可能な記録媒体。 Instruct the participating terminal devices to end the battle of each round according to a preset time limit for each round until at least the semi-final round In addition, a game progress management program is recorded which functions as a battle end means for determining a participating terminal device that is a winner according to the superiority in the progress status of the battle game at the end of the battle. Computer-readable recording medium.
PCT/JP2004/016170 2003-12-10 2004-10-25 Game progress management device, game progress management method, and computer-readable recording medium containing the game progress management program WO2005056140A1 (en)

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