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 PDFInfo
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- 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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Classifications
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- A63F13/12—
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
- A63F13/352—Details 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/48—Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/795—Game 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/798—Game 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/335—Interconnection 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features 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
- A63F2300/407—Data transfer via internet
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/558—Details 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods 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
Description
Claims
Priority Applications (2)
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GB0611790A GB2423483A (en) | 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 |
US10/582,076 US20070155488A1 (en) | 2003-12-10 | 2004-10-25 | Game progress administering system, game progress administering method, and computer-readable recording medium storing game progress administering program |
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JP2003412019A JP3659590B1 (en) | 2003-12-10 | 2003-12-10 | Game progress management device, game progress management method, and game progress management program |
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US9082260B2 (en) | 2004-09-16 | 2015-07-14 | Bally Gaming, Inc. | Networked gaming system communication protocols and methods |
US8529349B2 (en) | 2004-09-16 | 2013-09-10 | Bally Gaming, Inc. | Networked gaming system communication protocols and methods |
US8986122B2 (en) | 2002-09-13 | 2015-03-24 | Bally Gaming, Inc. | Networked gaming system communication protocols and methods |
JP3730248B1 (en) * | 2004-08-04 | 2005-12-21 | コナミ株式会社 | GAME DEVICE AND GAME SYSTEM |
US10803694B2 (en) | 2004-09-16 | 2020-10-13 | Sg Gaming, Inc. | Player gaming console, gaming machine, networked gaming system |
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US8678901B1 (en) | 2005-09-07 | 2014-03-25 | Bally Gaming | System gaming |
US8153823B2 (en) * | 2006-04-17 | 2012-04-10 | Mitsui Chemicals, Inc. | 2-alkenyl-3-aminothiophene derivative and process for producing thereof |
KR100864398B1 (en) * | 2006-06-07 | 2008-10-20 | 엔에이치엔(주) | Online tournament game open system and method thereof, and ranking determine system and method thereof |
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JP5046234B2 (en) * | 2007-10-24 | 2012-10-10 | サミー株式会社 | Sparrow ball machine |
US8206222B2 (en) | 2008-01-29 | 2012-06-26 | Gary Stephen Shuster | Entertainment system for performing human intelligence tasks |
JP4927887B2 (en) | 2009-01-30 | 2012-05-09 | 株式会社コナミデジタルエンタテインメント | GAME DEVICE, GAME INFORMATION DISPLAY METHOD, AND GAME PROGRAM |
KR100964455B1 (en) * | 2009-11-03 | 2010-06-16 | 김영준 | System for tournament online game with batch progress |
KR101449675B1 (en) * | 2012-07-06 | 2014-10-15 | 엔에이치엔엔터테인먼트 주식회사 | Apparatus, method and computer readable recording medium for interworking the account based on a mobile terminal and the account based on a game |
JP6751982B2 (en) * | 2018-06-28 | 2020-09-09 | 龍矩 小川 | Network battle type puzzle game management system |
CN112587933A (en) * | 2020-12-29 | 2021-04-02 | 南京布袋健康管理有限公司 | Real-time online PK method, device, server and storage medium for spinning |
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- 2004-10-25 WO PCT/JP2004/016170 patent/WO2005056140A1/en active Application Filing
- 2004-10-25 US US10/582,076 patent/US20070155488A1/en not_active Abandoned
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US20070155488A1 (en) | 2007-07-05 |
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TWI250886B (en) | 2006-03-11 |
JP2005168740A (en) | 2005-06-30 |
JP3659590B1 (en) | 2005-06-15 |
GB0611790D0 (en) | 2006-07-26 |
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