WO2006062022A1 - ゲーム進行管理方法、及びその装置 - Google Patents
ゲーム進行管理方法、及びその装置 Download PDFInfo
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- WO2006062022A1 WO2006062022A1 PCT/JP2005/022054 JP2005022054W WO2006062022A1 WO 2006062022 A1 WO2006062022 A1 WO 2006062022A1 JP 2005022054 W JP2005022054 W JP 2005022054W WO 2006062022 A1 WO2006062022 A1 WO 2006062022A1
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- Prior art keywords
- game
- combination
- battle
- winner
- round
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Classifications
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/326—Game play aspects of gaming systems
- G07F17/3272—Games involving multiple players
- G07F17/3276—Games involving multiple players wherein the players compete, e.g. tournament
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
-
- A63F13/12—
-
- 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
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3223—Architectural aspects of a gaming system, e.g. internal configuration, master/slave, wireless communication
-
- 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
- A63F2300/51—Server architecture
- A63F2300/513—Server architecture server hierarchy, e.g. local, regional, national or dedicated for different tasks, e.g. authenticating, billing
-
- 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
-
- 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
- A63F2300/5566—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style
-
- 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
-
- 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
- A63F2300/57—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 details of game services offered to the player
- A63F2300/577—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 details of game services offered to the player for watching a game played by other players
-
- 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
- A63F2300/61—Score computation
Definitions
- the present invention accepts an operation from a player, and a plurality of game terminal devices that display a game screen are connected via a communication line so that operation signals necessary for the progress of the game can be communicated, and a predetermined number of
- a plurality of video game devices are connected via a network such as a LAN and the Internet (and via a server), so that an unspecified number of players can participate in the battle game.
- a network such as a LAN and the Internet (and via a server)
- the video game device is used in a stand-alone form and the video game device is used as an opponent.
- unexpectedness is given to the progress of the battle game, and a certain interest can be given to the battle game.
- a game in which a suitable opponent is selected based on strength or the like in a battle game simulating mahjong is disclosed (Patent Document 1).
- a suitable opponent By selecting a suitable opponent, the interest of the battle game can be further enhanced.
- the battle game is a game that imitates Go, Shogi, mahjong, etc., and has a predetermined time as a battle time due to the nature of the game rules adopted, in other words, a predetermined result.
- game with indefinite match time “match game with no time limit”.
- the present invention has been made in view of the above-described problems, so that the next game can be combined even when a waiting time occurs in a tournament-type time-limited battle game consisting of a plurality of rounds in an online game.
- An object of the present invention is to provide a game progress management method and apparatus therefor.
- the present invention is a tournament-type time-limited battle game that also has a plurality of round-trip powers in an online game.
- the purpose of the present invention is to provide a game progress management method and apparatus capable of suppressing the game!
- Patent Document 1 Japanese Patent Laid-Open No. 2003-225469
- a game progress management device accepts an operation from a player, and a plurality of game terminal devices that display a game screen make progress of the game via a communication line.
- a tournament-type game in which the required operation signals are communicably connected to each other and the battle time of each battle game is indefinite in at least one round.
- Manage the progress of A game progress management device that determines a winner who will advance to the next game based on the game results of each combination game, each time a combination game that constitutes the first round of games ends.
- the game apparatus is characterized by comprising battle starting means for instructing the game terminal device included in the combination to start the battle game of the next battle when the opponents of the combination are prepared.
- the game terminal device included in this combination is instructed to start the next battle game.
- the game terminal device included in this combination after the winner is fitted to the one combination by the watching means until the opponents of the one combination are arranged.
- the game screen of the fighting game that constitutes the first round is displayed on the waiting terminal device. Therefore, after the winner is applied to one combination by the combination determining means, the game terminal devices (the terminal devices waiting for the battle) included in this combination are in the next game until the opponents of that one combination are gathered.
- the game screen of the battle game being played is displayed on this game terminal device, so that the game can be watched, and a decrease in interest due to the occurrence of the game waiting is suppressed.
- the combination determining means determines the winner determined by the winner determining means next time It is preferable that at least one winner is fitted out of the combinations that constitute a battle and the opponents are not arranged, and that the combination is given priority to be put into one combination.
- the winner determined by the winner determining means by the combination determining means is a combination that constitutes the next game, and at least one winner is selected from combinations that do not have the opponents. It can be applied to a combination of 1 by giving priority to the combination that is applied. Therefore, since the winner determined by the winner determination means is applied to the combination of the first game in preference to the combination in which at least one winner is applied, the combination opponent is efficient. The waiting time until the start of the next battle is suppressed.
- 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 appearance of an embodiment of a client terminal device.
- FIG. 3 is a software configuration diagram showing an embodiment of a client terminal device.
- FIG. 4 is a functional configuration diagram illustrating an example of a control unit of a client terminal device.
- FIG. 5 is a chart showing an example of a stage grant condition representing a level of strength in the main game of the player performed by the stage determination unit.
- FIG. 6 is a chart showing an example of the rounding time TA set for each stage stored in the rounding time storage unit.
- FIG. 7 is a block diagram showing an example of a game system.
- FIG. 8 is a diagram showing an example of processing contents of a progress status update unit.
- FIG. 9 is a nodeware configuration diagram showing an embodiment of the center server device.
- FIG. 10 is a functional configuration diagram illustrating an example of a control unit of the center server device.
- FIG. 11 is an explanatory diagram showing an example of a rule for fitting a participating terminal device to a tournament combination by a combination determining unit.
- FIG. 12 is a flowchart showing an example of processing performed by the client terminal device (first half).
- FIG. 13 is a flowchart showing an example of processing performed by the client terminal device (second half).
- FIG. 14 is a detailed flowchart showing an example of the management processing of the discard time TA in the battle process performed in step S109 of the flowchart shown in FIG.
- FIG. 15 is a flowchart showing an example of processing performed by the center server device (first half).
- FIG. 16 is a flowchart showing an example of processing performed by the center server device (second half).
- FIG. 17 is a detailed flowchart showing an example of the watching process performed in step S331 shown in FIG. 15 and step S345 shown in FIG.
- FIG. 18 is a screen diagram showing an example of a progress status display screen displayed on the monitor of the client terminal device in step S 121 of the flowchart shown in FIG.
- FIG. 19 is a screen diagram showing another example of the progress status display screen displayed on the monitor of the client terminal device in step S 121 of the flowchart shown in FIG.
- FIG. 20 is a screen diagram showing still another example of the progress status display screen displayed on the monitor of the client terminal device in step S 121 of the flowchart shown in FIG.
- FIG. 21 is a screen diagram showing an example of a watching screen displayed on the monitor of the client terminal device in step S 133 of the flowchart shown in FIG. 13.
- FIG. 22 is another example of a screen view of the watching screen displayed on the monitor of the client terminal device in step S 133 of the flowchart shown in FIG.
- FIG. 23 is a screen diagram showing another form of the progress status display screen displayed on the monitor of the client terminal device in step S 121 of the flowchart shown in FIG.
- FIG. 1 is a configuration diagram of a game system to which a game progress management device according to the present invention is applied.
- the game system 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, and a plurality of (in this case, eight) client terminal devices 1 and dedicated Client (HUB) 2 communicatively connected via line 5, client via network consisting of HUB2, communication line 4, WWW, etc.
- a center server device 3 (corresponding to a game progress management device) that is connected to the terminal device 1 so as to be communicable and manages a game played by a plurality of players using the client terminal device 1 is provided.
- the client terminal device 1 accepts a predetermined operation performed by the player with reference to the game screen displayed on the monitor, and indicates instruction information transmitted from the center server device 3, and other client terminal devices 1.
- the game progresses based on operation signals.
- the identification information associated with the client terminal device 1 includes the client terminal device 1 and a client in the store where the client terminal device 1 and the client terminal device 1 are provided. It contains identification information (terminal number) for each terminal device 1. For example, when 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 a4.
- the hub 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 center server device 3. Is what you do.
- the hub 2 is provided at each store, and the identification information of the knob 2 provided at the store A is the hub A.
- a client terminal device 1 that accepts an operation of player power is connected via a communication line 4 (and a hub 2) so that operation signals necessary for the progress of the game can be communicated with each other. It manages the progress of tournament-type battle games consisting of rounds (here, round 3).
- FIG. 2 is a perspective view showing an appearance of an embodiment of the client terminal device 1.
- a business video game apparatus having an integrated monitor will be described as an example of a client terminal apparatus.
- the present invention is not particularly limited to this example, and a home video game machine is used for home use.
- the present invention can be similarly applied to a home video game device configured by connecting to a television, a personal computer functioning as a video game device by executing a video game program, and the like.
- a game performed using the client terminal device 1 includes a plurality of rounds (in this case, 3 A mahjong game that simulates a tournament-type mahjong in which the battle time of each battle game in each round is indefinite, and a player that operates the client terminal device 1 and other client terminal devices 1 The player or the CPU player who operates the game will play.
- data is transmitted and received between the client terminal devices 1 via the hub 2, the center server device 3, etc., and the client terminal device 1 (FIG. Information on the progress of the game is stored in the progress storage unit 162d) described later using FIG.
- the game consists of 4 pairs consisting of 16 opponents in the first round (client terminal device 1 or CPU player accepted to participate), and 2 pairs consisting of the winner of the first round (8 players).
- This is a mahjong game that simulates a tournament-style mahjong that has three rounds of power in a combination of three teams (final round) and two winners (four).
- one combination consists of four opponents, and the top two of the four opponents (the first-ranked player and the second-ranked player) will advance to the next game. Is.
- the battle game of each round is a battle game in the Dongfeng battle (4 stations in East Field), and there is no limit on the battle time.
- the number of virtual dot bars) is transmitted from the client terminal device 1 to the center server device 3 (see step S117 in FIG. 12).
- the client terminal device 1 is instructed to select either a monitor 11 for displaying a game screen, an address of a button for prompting selection displayed on the game screen of the monitor 11, or a pressed position by a player.
- Touch panel 1 la a speaker 12 for outputting sound, a card reader 13 for reading information such as a user ID stored in a personal card, and a coin receiving unit 15 for receiving coins inserted by the player. ing.
- the monitor 11 is, for example, a thin liquid crystal display that displays an image.
- the speaker 12 outputs a predetermined message and BGM.
- the coin acceptance unit 15 A coin outlet 151 is provided for discharging a defective coin or the like.
- the personal force is a magnetic card or IC card that stores personal information such as a user ID. Although not shown in the figure, the card reader 13 can read personal information from the inserted personal card. It is to make.
- a control unit 16 (see FIG. 3) including a microcomputer that outputs detection signals from the respective units and control signals to the respective units is disposed at appropriate positions of the client terminal device 1.
- FIG. 3 is a nodeware configuration diagram showing 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) 161, a RAM 162 that temporarily stores information in the middle of processing, and predetermined image information described later. And a ROM 163 in which a game program and the like are stored in advance.
- CPU information processing unit
- RAM random access memory
- ROM read-only memory
- the external input / output control unit 171 converts the detection signal into a digital signal for processing between the control unit 16 and the detection unit including the card reader 13, the touch panel lla, and the coin reception unit 15, and The command information is converted into a control signal and output to each device of the detection unit, and the signal processing and input / output processing are performed, for example, in a time-sharing manner.
- the external device control unit 172 performs an operation of outputting a control signal to each device of the detection unit and an operation of inputting a detection signal of each device force of the detection unit within each time division period.
- the drawing processing unit 111 displays a required image on the monitor 11 in accordance with an image display instruction from the control unit 16, and includes a video RAM and the like.
- the audio reproduction unit 121 outputs a predetermined message, BGM, or the like to the speaker 12 in accordance with an instruction from the control unit 16.
- the touch panel 11a is a thin layered body having a rectangular shape, which is configured by covering a pressure-sensitive material, which is a linear transparent material at a predetermined pitch in the vertical and horizontal directions, with a transparent cover, etc. It is affixed on the screen of monitor 11. As the touch panel 11a, a known one can be used. The touch panel 11a can determine which button is instructed from the address of the button that prompts the selection displayed on the screen of the monitor 11 and the pressed position.
- the ROM 163 stores a mahjong tile object, a background image, various screen images, and the like.
- the mahjong tile object, etc. is composed of the required number of polygons to make it possible to perform 3D drawing.
- the drawing processing unit 111 is based on the drawing instruction from the CPU 161. Image data to be drawn to the video RAM based on the above calculation results, as well as calculations for conversion from positions in the 3D space to positions in the pseudo 3D space, light source calculation processing, etc. For example, the texture data is written (pasted) to the video RAM area specified by the polygon.
- the CPU 161 reads the image, sound, control program data, and game program data from the ROM 163 based on the operating system (OS) recorded in the ROM 163 that is built-in or externally attached / detached. Some or all of the read image, sound, control program data, and the like are stored in the RAM 162. Thereafter, the CPU 161 is based on the control program stored in the RAM 162, various data (image data including other character images such as polygons and textures of display objects, audio data), and detection signals of the detection unit. Processing proceeds.
- OS operating system
- data that can be stored in a removable recording medium is, for example, a node disk drive, an optical disk drive, a flexible disk drive, a silicon disk drive, a cassette medium reader, etc.
- the recording medium may be a node disk, an optical disk, a flexible disk, a CD, a DVD, a semiconductor memory, or the like.
- the network communication unit 18 is for transmitting and receiving various event information and the like generated during execution of the mahjong game to and 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 and the center server device 3 connected via the network
- the player who is actually playing are the same. Is to confirm.
- the user ID data (identification information) is also read out with the personal card power inserted by the card reader 13.
- the user ID data is transmitted to the network communication unit 18 and the store server device 2 connected via the network, and then transmitted from the store server device 2 to the center server device 3 via the communication line. It is stored in the player information storage unit 362a described below. In this way, the player is registered in the center server device 3.
- the center server device 3 uses the player information described later as the user ID data.
- a determination is made as to whether or not the user ID stored in the storage unit 362a matches that of the user ID. If this determination is affirmative, the player is allowed to play, and this determination is denied. In such a case, play is rejected (for example, an error message is displayed on the monitor 11 of the client terminal device 1 to prompt the player to register).
- FIG. 4 is an example of a functional configuration diagram of the control unit 16 of the client terminal device 1.
- the CPU 161 of the control unit 16 accepts an operation from the player and controls a game progress control unit 161a that controls the progress of the game in accordance with an instruction from the center server device 3 and a mahjong rule, and a predetermined quantity for a player that satisfies a predetermined condition.
- the result judging unit 1 61 c for judging the player's ranking in the game at the end of the game, and the result judging unit 16 lc Item power virtually possessed by the item Moving unit 161d that moves a predetermined quantity between players, and the player's game strength based on the number of items virtually owned by the player
- the CPU 161 of the control unit 16 is provided between the progress status update unit 161k that updates information on the progress status of the game stored in the progress status storage unit 162d, which will be described later, and the other client terminal devices 1. And a progress transmission / reception unit 161m for transmitting / receiving information on the progress of the game.
- the RAM 162 of the control unit 16 stores a level storage unit 162a that stores the quantity and level of the item in association with the identification information of the player, and a discard time TA described later for each level.
- the game progress storage unit 162d for storing information on the progress of the game of the mahjong table currently being stored, and the game table storage unit 162e for storing table information that is information regarding the mahjong table that the client terminal device 1 is virtually watching.
- the game console progress storage unit 162f that stores information on the progress of the game of the mahjong table that the client terminal device 1 is virtually watching and the mahjong table that the client terminal device 1 is playing are virtually displayed.
- a watching source terminal storage unit 162g for storing identification information of the client terminal device 1 corresponding to the watching spectator.
- the game progress control unit 161a receives an operation from the player via the touch panel 11a or the like, and controls the progress of the game in accordance with an instruction from the center server device 3 and mahjong rules. In addition, the game progress control unit 161a forcibly cuts the spider when the retirement time TA, which is the time limit for throwing the spider's time force measured by the timer 161f, ends.
- the item granting unit 161b virtually grants an item (here, an item called a dragon chip) to a player that satisfies a predetermined condition, and increases or decreases the points virtually owned by the player.
- the numbers and points are stored in the stage storage unit 162a in association with the player identification information. Note that the points virtually owned by the player are also a type of item, similar to the dragon chip.
- the point increasing / decreasing method and the item assigning conditions will be specifically described.
- the player when the player finishes (rises), the player virtually adds a predetermined number of points, and when the player fires (transfers), subtracts the predetermined number of points Is. For example, when the player has finished, points are added at a ratio of 20 points to the finished points of 1000 points. When the player fires, the points are subtracted at a ratio of 10 points to 1000 fired points. Virtually grant 3 Dragon Chip items when the points are over 1000 points
- the grade determination unit 161c is virtually owned by the player as a dot when the game is over. The order is determined in descending order. However, at the start of the game, the player has virtually the same number of points (referred to as the “origin”) that he / she possesses. The origin is, for example, 20000 points.
- the item moving unit 161d transfers a predetermined quantity from the items virtually owned by the player based on the determination result by the score determination unit 161c. It is something that moves with. Specifically, one dragon chip is moved from the 4th player to the 1st player.
- the item moving unit 161d stores the number of dragging chips in the stage storage unit 162a in an update manner.
- the stage determination unit 161e 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. Below, a specific method for determining the level will be described with reference to FIG.
- FIG. 5 (a) is an example of a chart showing conditions for assigning levels (tenth to first grade) representing the level of strength of the player in the main game performed by the level determining unit 16le.
- Players who play this game for the first time are ranked 10th. For example, when the point reaches 100 to 199, the rank is set to ninth grade. Then, as the point increases (or decreases), the level increases (or decreases). For example, when the point reaches 900 to 999, the level is ranked first. If the point is 1000 or more, the rank is the first rank.
- FIG. 5 (b) is an example of a chart showing conditions for providing levels (first to eighth levels) representing the level of strength of the player in the main game performed by the level determining unit 161e.
- the item granting unit 161b virtually grants three items called dragon chips to a player who has 1000 points or more. Then, as a result of the dragon chips virtually owned by the player being moved between the players based on the determination result by the grade determination unit 16lc, the item moving unit 161d virtually possesses the player.
- the number of dragged chips changes and is stored in the stage storage unit 162a in an update manner. For example, when the number of dragon chips is 5 or more and less than 10, the rank is set to two.
- the rank is raised (or lowered), and when the number of dragon chips reaches 46 or more, the rank is set to eight.
- the number of Dragon Chips is less than ⁇ If you do, you will be demoted to first class.
- the stage determining unit 161e performs the stage shown in FIG. 5 based on the points determined by the item assigning unit 161b and the number of items determined by the item assigning unit 16 lb and the item moving unit 16 Id. The corresponding level is determined by referring to the table.
- the timer 161f measures the remaining time of the round-off time TA, which is the time limit from the time of the tsumo to the throw-in, and the game progress control unit 161a is only sent from the player within this round-off time TA. It accepts the input of the selection operation through the touch panel 11a.
- the timer 161f sets the rounding time TA by reading the player's stage from the stage storage unit 162a and reading the rounding time TA corresponding to the read stage from the rounding time storage unit 162b. It is.
- the extension request accepting unit 161g accepts as a rounding time extension request signal based on a signal from the touch panel 1 la that an elaborate button (see FIG. 21) to be described later displayed on the monitor 11 is pressed. It is.
- the extension processing unit 161h when the player presses the long button on the touch panel 11a (the extension request receiving unit 161g receives a discard time extension request signal), at least within the discard time TA (here, 10 seconds from the time of the Tsumo) And whether or not the number of times the discard time TA has been extended is less than or equal to the predetermined number (here, 0) (extended once!), This constraint If it satisfies the above, it will allow acceptance of the request for extension of the round-off time TA, and if it will accept acceptance of the extension request, it will be added to the remaining time of the round-off time TA measured by the timer 161f. ⁇ (for example, 5 seconds) is added.
- the stage storage unit 162a stores the quantity and stage of items in association with the identification information of the player.
- the quantity and level of items corresponding to the player identification information are read from a player information storage unit 362a (to be described later) of the center server device 3 and stored in the level storage unit 162a at the start of the game.
- the discard time storage unit 162b stores a discard time TA for each stage.
- the discard time TA set for each stage is read from the storage unit of the center server device 3 by the game progress control unit 161a at the start of the game and stored in the discard time storage unit 162b.
- FIG. 6 is an example of a chart representing the rounding time TA set for each stage stored in the rounding time storage unit 162b.
- the round-off time TA is set shorter as the level is higher.
- the round-off time TA is, for example, 5.5 seconds for the tenth grade, 5.0 seconds for the third grade, and 4 for the third grade. 5 seconds, 7 seconds is set to 4.0 seconds.
- the discard time TA is set according to the rank
- the appropriate discard time TA is set according to the strength of the player in the mahjong game, and the game proceeds smoothly.
- the shorter the round-off time TA can be selected, and the player can select the round-off with the short round-off time TA. The game progresses faster.
- the table storage unit 162c stores table information that is generated by a combination determination unit 361d described later of the center server device 3 and is information about the mahjong table in which the client terminal device 1 is virtually playing mahjong. is there. Specifically, the identification information of the client terminal device 1 constituting the mahjong table in which the client terminal device 1 is virtually playing mahjong, and the mahjong table in which the client terminal device 1 is virtually playing mahjong It stores player information such as the rank of the player who is operating each client terminal device 1.
- the progress status storage unit 162d stores information regarding the progress status of the game of the mahjong table in which the client terminal device 1 is virtually playing mahjong. Specifically, it stores information about the progress of the game necessary to display a battle screen similar to the watching screen 630 shown in FIG. 21, and is used to store the four players who make up the mahjong table. Stores manual information, trash information, dotted bar information, etc.
- the watching table storage unit 162e is determined by the watching instruction unit 361f described later of the center server device 3, and displays the watching screen 63 described later on the monitor 11 of the client terminal device 1 using FIG.
- Stores table information that is information about the target mahjong table (hereinafter referred to as the “watching table”). .
- the player information such as is stored.
- the spectator table progress status storage unit 162f stores information related to the game table progress status of the spectator table. Specifically, it stores information related to the progress of the game necessary to display the watching screen 630 shown in FIG. 21, and includes information on the procedures of the four players that make up the watching table. , Discarding information, dot bar information and the like are stored.
- the watching source terminal storage unit 162g is connected to another client terminal device 1 (hereinafter referred to as watching terminal device 1 ⁇ ) that corresponds to the spectator who virtually watches the mahjong table that the client terminal device 1 is competing with. Identification information).
- the watching source terminal device 1 a is a mahjong table that the client terminal device 1 is playing against.
- the watching source terminal device 1 a is the client terminal device 1 on which the watching screen 630 shown in FIG. 21 that displays the battle situation of the watched table is displayed on the monitor 11.
- the progress status update unit 161k is based on the table information stored in the table storage unit 162c, and the other client terminal devices that constitute the mahjong table in which the client terminal device 1 virtually performs mahjong.
- the game progress status stored in the progress status storage unit 162d is updated by sending and receiving information on the game progress status to 1 (hereinafter referred to as the opponent terminal device 1 ⁇ ).
- the progress status update unit 161k is used as a mahjong table to be watched by another client terminal device 1 (watching source terminal device 1a) by the watching instruction unit 36 If described later of the center server device 3.
- the mahjong table including the client terminal device 1 including the progress update unit 161k as an opponent is determined, the instruction from the center server device 3 is received and the identification information of the watching source terminal device 1a Is stored in the watching source terminal storage unit 162g, and the progress sending / receiving unit 161m transmits information related to the game progress stored in the progress storing unit 162d to the watching source terminal device 1OC.
- the progress status transmission / reception unit 161m is based on the table information stored in the watching table storage unit 162e.
- the game progress information stored in the game table progress storage unit 162f is received by receiving information on the game progress status from the master client (hereinafter referred to as the spectator terminal 1y) that constitutes the game table. Information is updated.
- the progress status transmission / reception unit 161m reads out information on the progress status of the game stored in the progress status storage unit 162d and transmits it to the watching source terminal device 1a. Is.
- the client terminal devices al and a3 are connected to the hub A via the dedicated line 5, and are connected to the hub B via the dedicated line 5.
- the processing contents of the progress update unit 16 lk This will be specifically described with reference to FIG.
- the center server device 3 sets the earliest accepted client terminal device 1 (here, the client terminal device al) as a “master client” that plays a central role in the transmission and reception of information between the client terminal devices 1.
- the client terminal device 1 is set as a “slave client” that plays a subordinate role in transmitting and receiving information between the client terminal devices 1, and the setting result is transmitted to each client terminal device 1.
- Each client terminal device 1 stores the transmitted master client and slave client setting results in the table storage unit 162c.
- FIG. 8 is an example of a diagram for explaining the contents of the operation signal transmission / reception processing by the progress update unit 161k of the client terminal devices al, a3, b8, and c2.
- the master client is the client terminal device al.
- (A) is a diagram showing the transmission path of operation signals from master client al to slave clients a3, b8, and c2.
- (B) is an operation signal from slave clients a3, b8, and c2 to master client al. It is a figure which shows the transmission path
- the operation signal from the master client al is sent to the slave via the hub A. Transmitted to client a3.
- the operation signal from the master client al is transmitted to the slave client b8 via the hub A, the communication lines 4a and 4b, and the node B.
- an operation signal from the master client al is transmitted to the slave client c2 via the hub A, the communication lines 4a and 4c, and the hub C.
- the operation signal from the slave client a3 is transmitted to the master client al via the hub A.
- the operation signal from the slave client b8 is transmitted to the master client al via the hub B, the communication lines 4b and 4a, and the node A.
- the operation signal from the slave client c2 is transmitted to the master client al via the hub C, the communication lines 4c and 4a, and the hub A.
- the slave clients a3, b8 and c2 are transmitted to all slave clients (for example, slave clients b8 and c2) except the received slave client (for example, slave client a3).
- each of the slave clients a 3, b8, and c2 (for example, the slave client a3) transmits operation information of its own terminal to the master client al, and all other client terminal devices 1 (for example, slave clients a3). Operation signals from clients b8 and c2) are received via master client al.
- the progress update unit 161k of the client terminal devices al, a3, b8, and c2 transmits the operation signal from each client terminal device 1 (client terminal devices al, a3, b8, and c2).
- client terminal devices al, a3, b8, and c2 transmits the operation signal from each client terminal device 1 (client terminal devices al, a3, b8, and c2).
- the information in the progress status storage unit 162d is updated. Therefore, the client terminal devices al, a3, b8, and c2
- time synchronization in the game progress between the client terminal devices al, a3, b8 and c2 (game progress status) Can be easily controlled.
- FIG. 9 is a nodeware configuration diagram showing an embodiment of the center server device 3.
- the control unit 36 controls the overall operation of the center server device 3, and the information processing unit (CP U) 361, RAM 362 for temporarily storing in-process information and the like, and ROM 363 for storing predetermined image information and the like in advance.
- CP U information processing unit
- RAM 362 for temporarily storing in-process information and the like
- ROM 363 for storing predetermined image information and the like in advance.
- data that can be stored in a removable recording medium is, for example, a node disk drive, an optical disk drive, a flexible disk drive, a silicon disk drive, a cassette medium reader, etc.
- the recording medium may be a node disk, an optical disk, a flexible disk, a CD, a DVD, a semiconductor memory, or the like.
- the network communication unit 38 is for transmitting / receiving various data to / from a plurality of client terminal devices 1 via a network having WWW and the like.
- the game progress management program of the present invention is recorded on the ROM 363, loaded onto the RAM 362, and the respective functions are realized by the CPU 361 executing the game progress management program on the RAM 362 sequentially.
- FIG. 10 is an example of a functional configuration diagram of the control unit 36 of the center server device 3.
- the CPU 361 of the control unit 36 has a participation car acceptance unit 36 la that accepts participation in the battle game from the client terminal device 1, and a participating terminal device lr that is the client terminal device 1 that has been accepted by the participation acceptance unit 36 la.
- the number of participating terminals is the number of participating terminals.
- the CPU 361 of the control unit 36 selects the target game for selecting one combination game according to a predetermined rule from the battle games in the first round (or second round). 361g (corresponding to the watching target selection means) and a progress evaluation unit 361h (corresponding to the progress evaluation means) for evaluating the progress of each combination game constituting the round for each round.
- the RAM 362 of the control unit 36 is determined by a player information storage unit 362a that stores the quantity, level, and the like of items for each player in association with player identification information (user ID data), and a combination determination unit 361d.
- Participation acceptance unit 361a accepts participation in a battle game from client terminal device 1, and specifically accepts player identification information necessary for personal authentication from client terminal device 1 to Authentication is performed.
- the participation terminal count unit 361b counts up the number of participating terminals RN every time participation participation unit 361a accepts participation in a battle game, and the number of participating terminals RN constitutes a game game tournament
- the maximum number of participating terminals RNM (16 in this case) matches the total number of devices, or when the number of participating terminals RN changes from zero to 1 (that is, after the reset, the participation receiving unit 361a will play
- the number of participating terminals RN is counted by resetting the number of participating terminals RN to zero when the reset time LT (for example, 5 seconds) has elapsed since the timing when the participation in the game was accepted)
- the participation terminal number counting unit 361b is such that participation in the battle game is received by the participation reception unit 361a and the start of the battle is instructed by the battle start unit 361e.
- the number of lr is counted as the number of participating terminals RN.
- the combination determination unit 361d configures the participation terminal device lr, which is the client terminal device 1 whose participation has been received by the participation reception unit 361a, in the first round of the tournament of the battle game according to a predetermined rule.
- the combination information of each combination constituting the first round is stored in the combination storage unit 362b, and the combination information (here, table information) is transmitted to the client terminal device 1 to store the table. This is stored in section 162c.
- FIG. 11 is an example of an explanatory diagram of a rule for fitting the participating terminal device lr to a tournament combination by the combination determining unit 361d.
- the tournament here is a tournament having a three-time power composed of frames Al to G4 in which 16 players (16 participating terminal devices lr) are fitted in the first game.
- the first round consists of four members, A1 to A4, Group A, B1 to: Group B, consisting of four members B4, ..., four members, D1 to D4
- a total of 4 games (4 tables from A to D) will be played.
- the battle game will be played on 2 tables, E table and F table, consisting of 8 players who are the 1st or 2nd place winner (winner).
- a battle game will be held on a single table consisting of four winners from the second round.
- sequence numbers PN1 to PN3 representing the order to be applied to each combination of tournaments are shown.
- the combination determining unit 361d participates in such a manner that the number of participating terminal devices lr fitted to each combination (AD table) constituting the tournament of the competitive game substantially matches each other!
- the terminal device lr is applied to the combination constituting the first round of the competition game tournament.
- the combination determining unit 361d also starts from the timing when the participating terminal count RN is reset by the participating terminal count counter 36 lb. Again, the process of fitting the participating terminal device lr into the combination constituting the first round of the tournament of the competitive game is performed. In other words, when the reset time LT (for example, 5 seconds) elapses after the force that the 16 people making up the first round of the tournament are hit or the start of the fitting to the tournament has elapsed, the participating terminal devices again. The process of applying lr to the combination constituting the first round of the tournament of the battle game is performed, and the process of applying to this combination is repeated.
- the reset time LT for example, 5 seconds
- the combination of 1 hereinafter, the combination in which the winner is applied by the combination determining unit 361d is referred to as “selected combination ST”).
- the combination that is fitted is preferentially applied.
- each combination is composed of four opponents, and two winners are determined by the winner determination unit 361c, so the combination determination unit 361d gives priority to the combination in which two winners are fitted. It can be fitted.
- the combination determination unit 361d completes the combination of four opponents, one master client is selected from the client terminal devices 1 included in the combination, and the remaining client terminal devices 1 Is a slave client.
- the combination determination unit 361d selects, as the master client, the client terminal device 1 having the earliest participation timing in the first round combination, and prior to each combination in the second round (or third round) combination.
- the client terminal device 1 with the highest grade is selected as the master client.
- the match start unit 36 le assigns one game space (virtual table) to one combination according to the combination constituting the first round of the tournament generated by the combination determination unit 36 Id, and the match game of each round Is to instruct the participating terminal device lr to start.
- the watching instruction unit 361f is a terminal waiting for a battle which is the client terminal device 1 included in the selected combination ST after the winner is fitted to the selected combination ST and until the opponents of the selected combination ST gather.
- the watching instruction unit 361f displays a game screen of the battle game of one combination selected by the watching target selection unit 361g.
- the game screen is displayed.
- the progress evaluation unit 361h is a battle game based on the number of remaining stations KN, which is the number of unexecuted stations, and the remaining number H, which is the number of the remaining stations, in the virtual mountain. This is to evaluate the progress of. Specifically, the progress evaluation unit 361h evaluates that the progress of the battle game is progressing as the remaining station number KN is smaller, and if the remaining station number KN is the same, the remaining number of stations is The smaller the HN, the better the progress of the battle game. For example, if the East 3 stations are in a battle, the remaining number of stations KN is 1 and the East 4 stations are in a battle. In this case, the number of remaining stations KN is 0.
- the player information storage unit 362a stores the quantity and level of items for each player in association with the identification information (user ID data) of the player. 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, stored in the level storage unit 162a, and determined by the item moving unit 161d and the level determination unit 161e at the end of each battle game. The item quantity and level stored in the level storage unit 162a in accordance with the quantity and level of the item are updated, transmitted to the center server device 3, and stored in the player information storage unit 362a.
- the combination storage unit 362b stores the combination information determined by the combination determination unit 36 Id, and includes player identification information and master client discrimination information (master client) included in each combination. Information indicating whether the client is a slave client) or the like is stored in association with the identification information of the client terminal device 1.
- FIGS. 12 and 13 are examples of flowcharts of processes performed by the client terminal device 1. 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 card inserted by the card reader 13 (step S101) and transmitted to the center server device 3 (step S103).
- step S105 Participation in the battle game is accepted by the participation reception unit 36 la of the center server device 3, and the combination determination unit 36 Id is applied to the combination constituting the first game of the battle game, Judgment is made as to whether or not the instruction information to start the battle is received from the battle start unit 361e (step S105). If the instruction information for starting the match 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 the rank is received (step S107).
- the extension processing unit 161h initializes the flag S of the flag S indicating whether or not the long thought button was pressed during each round (step S108).
- the flag S indicates whether or not the long thought button was pressed during each round.
- the long-thought button is pressed during each round, and it means that If the value is 1, the long thought button has already been pressed during each round (cannot accept the request for extending the round-off time TA) It is!)
- step S115 it is determined whether or not the battle game of each round has ended. If it is determined that the battle game is over and the game is in progress (NO in step S115), the process returns to step S109, and the processes in steps S109 to S113 are repeated. Executed. If it is determined that the competitive game has ended (YES in step S115), the ranking is determined by the performance determination unit 161c, the dragon chip is moved by the item moving unit 161d, and the level is determined by the level determination unit 161e. And the number and level of items are updated and stored in the level storage unit 162a. Then, as the game result, the score of the opponent, the rank, and the number of items are transmitted to the center server device 3 (step S117).
- the winner determination unit 361c of the center server device 3 determines the winner, receives the winning / losing information indicating whether or not the winner is received, and determines whether or not the winning / losing information indicating the winner is received. (Step S119). If winning / losing information representing the loser is received (NO in step S 1 19), the process proceeds to step S123. When winning / losing information representing the winner is received (YES in step S119), the progress status display screen shown in FIGS. 18 to 20 is displayed on motor 11 and the match game is the final game. A determination is made as to whether the S121). If the competitive game is strong in the final game (1st or 2nd game) (NO in step S121), the process proceeds to step S125 shown in FIG.
- step S121 If the match game is a final game (YES in step S121), or if win / loss information indicating a loser is received in step S115 (NO in step S119), the touch panel 11a or the like is used. Is received and a determination is made as to whether or not the player can continue to play the battle game (step S123). If it is determined to continue playing the competitive game (YES in step S123), the process returns to step S103, and the process from step S103 to step S121 is repeatedly executed. If it is determined not to continue playing the battle game (NO in step S123), the process ends.
- step S121 the instruction information (hereinafter referred to as “competition start instruction information”) indicating that the competitive game is to be started from the competitive start section 36 le of the center server device 3 is displayed.
- a determination of the received force is made (step S125).
- the process returns to step S 107 shown in FIG. 12, and the processes after step S 107 are repeatedly executed. If the match start instruction information has not been received (NO in step S125), the progress status transmission / reception unit 161m receives the table information of the watching table from the watching instruction unit 361f of the center server device 3, and the watching table storage unit It is stored in 162e (step S127).
- the progress transceiver 161m connection, information from the client terminal device 1 alpha is a master client watched table about the progress of the watched table is received and stored in the watched table progress status storage unit 162f (Step S129) 0
- the progress status transmission / reception unit 161m determines whether or not the watching table is in a battle (step S131).
- step S131 If it is determined that the watching table is not in a match (the match has ended) (NO in step S131), the process returns to step S125. If it is determined that the spectator is in a battle (YES in step S131), information regarding the progress of the observing table is read from the observing table progress storage unit 162f, and the watching screen shown in FIG. 630 is displayed on monitor 11 (step S 133). Then, a determination is made as to whether or not the battle start instruction information is received from the battle start unit 36 le of the center server device 3 (step S135). If the match start instruction information is received (YES in step S135), the process proceeds to the steps shown in FIG. Returning to S107, the processes after step S107 are repeatedly executed. If the battle start instruction information has not been received (NO in step S135), the process returns to step S129, and the processes after step S129 are repeatedly executed.
- FIG. 14 is an example of a detailed flowchart of the discard time TA management process in the battle process performed in step S109 of the flowchart shown in FIG.
- the extension processing unit 161h determines whether or not the discarding has been completed (step S205). If it is determined that discarding has been completed (YES in step S205), processing is returned. If it is determined that discarding has been completed and NO (in step S205), it is It is determined whether or not the value of the flag S indicating whether or not the button is pressed during each round is 1 (step S207). If it is determined that the value of flag S is 1 (YES in step S207), the process proceeds to step S215.
- the extension processing unit 161h displays a long thought button on the monitor 11 (step S209), and the extension request receiving unit By 161g, it is determined whether or not the long button has been pressed (step S211).
- step S211 If it is determined that the long thought button has not been pressed (NO in step S211), the process proceeds to step S215, and if it is determined that the long thought button has been pressed (YES in step S21 1).
- the value of the flag S is set to 1 (step S213), and the value of the counter Ts is added by the extension time ⁇ (step S214).
- step S214 When the processing of step S214 is completed, YES in step S207, or NO in step S211, the value of counter Ts is decremented by 1 by timer 161f (step S215). ). Then, the timer 161f determines whether or not the value of the counter Ts is 0 or less (step S217).
- step S217 To NO processing power returns to step S205, and processing from step S205 to step S215 is repeatedly executed. If it is determined that the value of the counter Ts is less than or equal to ⁇ (YES in step S217), the game progress control unit 161a performs a spider cut (step S219), and the process is returned.
- FIGS. 15 and 16 are examples of flowcharts of processes performed by the center server device 3.
- the participating terminal number counting unit 361b initializes the value SO of the participating terminal number RN, and the value of the counter TM that counts the preset reset time LT is initialized to 0 (step S301).
- the participation reception unit 361a determines whether or not the client terminal device 1 has received the participation in the competitive game (step S303).
- step S303 If participation in the competitive game is not accepted (NO in step S303), the value of counter TM is incremented by 1 (step S305) by the participating terminal count unit 36 lb. A determination is made whether the TM value is greater than or equal to the reset time LT (step S307). 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 LT or longer (YES in step S307), the process proceeds to step S319.
- step S303 When participation in the competitive game is accepted (YES in step S303), the client terminal device 1 in which the participation decision unit 361a accepts participation in step S303 by the combination determination unit 361d.
- the participating terminal device lr is applied to the combination constituting the tournament of the competitive game (step S309).
- the participating terminal count section 361b increments the participating terminal number RN by 1 (step S311), and determines whether the participating car terminal number RN is greater than or equal to the maximum participating terminal number RNM (step S313).
- step S313 If it is determined that the number of participating terminals RN is not greater than or equal to the maximum number of participating terminals RNM (the maximum number of participating terminals is less than RNM) (NO in step S313), the number of participating terminals counting unit 361 b Then, the value of the counter 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). Reset time L If it is determined that it is not T or more (less than the reset time LT) (NO in step S317), the process returns to step S303. If it is determined that the reset time is not less than LT (YES in step S317), the process proceeds to step S319.
- step S307 If YES in step S307 or YES in step S317, the game terminal device 1 that virtually accepts the operation of the CPU player as the insufficient participation terminal device lr by the combination determination unit 361d. Assigned (step S319), the process proceeds to step S3 21. If the number of participating terminals RN is determined to be greater than or equal to the maximum number of participating terminals RNM (YES in step S313), or if the processing of step S319 is completed, the battle starting unit 361e will play a first round battle game. Is started to the participating terminal apparatus lr (step S 321).
- the winner determination unit 361c determines whether or not the game result is received from the client terminal device 1 (step S323). If it is determined that no game result has been received (NO in step S323), the process is set to a standby state. When it is determined that the game result has been received (YES in step S323), the winner determination unit 361c determines the winner and transmits the winning / losing information to the client terminal device 1 (step S325). Next, the combination determination unit 361d applies the winner determined in step S325 to the selected combination ST constituting the second round (step S327).
- the battle start unit 361e determines whether or not the player power of the selected combination ST is the same (step S329). If it is determined that the opponents are all together! /, (NO in step S329), the watching instruction unit 361f sends instruction information for displaying the watching screen to the client terminal device 1. (Step S331), the process returns to Step S323. If it is determined that the opponents are complete (YES in step S329), the battle start unit 361e transmits instruction information to the effect that the second battle game is started to the client terminal device (step S333). ). Then, the winner determination unit 361c determines whether or not all (in this case, two) combination battle games constituting the second round have been started (step S335).
- step S335 If it is determined that the battle game of all the combinations constituting the second round has not started (NO in step S335), the process returns to step S323, and the processes in steps S323 to S333 are repeatedly executed.
- the The second round If it is determined that the battle game of all the combinations to be configured has been started (YES in step S335), as shown in FIG. 16, the power at which the client terminal device 1 force game result is received by the winner determination unit 361c. A determination of whether or not is made (step S337). If it is determined that no game result has been received (NO in step S337), the process is set to a standby state.
- step S337 determines the winner and transmits the winning / losing information to the client terminal device 1 (step S339).
- the combination determination unit 361d applies the winner determined in step S339 to the selected combination ST constituting the third round (final match) (step S341).
- the battle start unit 361e determines whether or not the battle force of the selected combination ST is the same (step S343). If it is determined that the opponents are all together! /, (No in step S343), the watching instruction unit 361f sends instruction information for displaying the watching screen to the client terminal device 1. (Step S345), and the process returns to Step S337. If it is determined that the opponents are complete (YES in step S343), the battle start unit 361e transmits instruction information to start the final battle game to the client terminal device (step S347). ). Then, the winner determination unit 361c determines whether or not the game result is received from the client terminal device 1 (step S349).
- step S349 If it is determined that the game result has been received (NO in step S349), the process is set to a standby state. If it is determined that the game result has been received (YES in step S349), the winner determination unit 361c determines the winner, transmits the winning / losing information to the client terminal device 1 (step S351), and the process ends. Is done.
- FIG. 17 is an example of a detailed flowchart of the watching process performed in step S331 shown in FIG. 15 and step S345 shown in FIG.
- the progress evaluation unit 36 lh evaluates the progress of the battle game of each combination constituting the round for each round (step S401).
- the watching instruction unit 361f transmits the identification information of the watching destination terminal device 1y to the battle waiting terminal device lw (step S405), and the process is returned.
- FIG. 18 is an example of a screen diagram of the progress status display screen displayed on the monitor 11 of the client terminal device 1 in step S121 of the flowchart shown in FIG.
- combination display sections 601 to 604 for displaying the four combinations of the first round are displayed on the left side of the screen, and the combination display for displaying the two combinations of the second round in the center of the screen.
- Sections 605 and 606 are displayed, and a combination display section 607 for displaying one combination of the final game is displayed on the right side of the screen.
- the names of the four opponents are displayed, respectively.
- Four name display sections 601a to 601d, 604a to 604d are displayed, and the combination display section 605 is displayed.
- the two name display parts 605a and 605b force S are respectively displayed where the names of the two opponents are displayed.
- “Hiroshi”, “Hanako”, “Michael”, and “Linda” are displayed as the names of the opponents in the name display sections 603a to 603d of the thread alignment display section 603, respectively.
- a loser mark LM is displayed for indicating that the player is a loser with an X mark.
- the name display part is displayed on the combination display parts 601 to 607, the corresponding combination is displayed on the name display part! .
- the combination display portion 605 has two designation display portions 605a and 605b, it can be seen that two opponents are fitted.
- the name display units 605a and 605b display “Hiroshi” and “Michael”, which are the same names as the names displayed in the name display units 603a and 603c of the combination display unit 603, and the first group C It can be seen that the two winners have been fitted into the second round of Group E.
- progress indications 601e, 602e, and 604e which indicate the progress of the battle game, are displayed.
- Progress indications ⁇ 601e, 602e, and 604e are “East Four Bureaus Remnants: 13”, “East Four Bureaus Remnants: 52”, “East Three Bureaus Remnants: 3”, respectively ⁇ 7 '' is displayed, and Group A, Group B, and Group D are in the battle between East 4 stations, East 4 stations, and East 3 stations, respectively, and the number of Tsumo mochi remaining in the virtual mountain respectively It can be seen that the remaining number of spiders HN is 13, 52 and 37. Therefore, it can be seen that the progress is in the order of Group A, Group B, and Group D.
- the progress status display screen 600 is displayed on the monitor 11 of the client terminal device 1 operated by the player whose name is “Hiroshi” (or “Michael”), and the client terminal device 1 finishes the match of the first round. It will be displayed when the match of group C is finished.
- a confirmation button PBK that displays the progress of the tournament when pressed by the player is displayed at the lower right side of the screen. When PBK is pressed, the progress status display screen shown in FIGS. 18 to 21 is displayed.
- FIG. 19 is another example of a screen display of the progress status display screen displayed on the monitor 11 of the client terminal device 1 in step S121 of the flowchart shown in FIG.
- the progress status display screen 610 displays the combination display portions 611 to 617 forces S, and the combination display portions 611 to 615 display the designation display portions 611a to 611a, respectively.
- 61 ld, ⁇ , 615 & 615 one display is displayed and one is displayed.
- the loser mark LM is displayed on the designation displays 611a, 611c, 613b and 613d.
- Progress display sections 612e and 614e are displayed on the right side of the sections 612 and 614, respectively.
- a message of "E table opponent confirmed! Is displayed, indicating that all (4) opponents have been applied to the E group.
- Message display 61 8 is displayed.
- the progress status display screen 610 is operated by a player whose name is “Peco” (or “Dako”)! /, Which is displayed on the monitor 11 of the client terminal device 1 when the client terminal device 1 has finished the first round of battle (when the pair A battle has ended).
- FIG. 20 is another example of the screen display of the progress status display screen displayed on the monitor 11 of the client terminal device 1 in step S121 of the flowchart shown in FIG.
- the progress status display screen 620 displays combination display portions 621 to 627 S, and the combination display portions 621 to 627 display the designation display portions 621a to 621a, respectively.
- 62 1 (1, ⁇ , 626a ⁇ 626d, 627a, 627b power ⁇ displayed! And 625d etc. have a loser mark LM.
- a progress display section 626e is displayed on the right side of the combination display section 626.
- the progress status display screen 620 is displayed on the monitor 11 of the client terminal device 1 operated by the player whose name is "Hiroshi” (or “Michael”). This message is displayed when the battle is over (when the battle for Group E is over).
- FIG. 21 is an example of a screen view of the watching screen displayed on the monitor 11 of the client terminal device 1 in step S133 of the flowchart shown in FIG.
- the watching screen 630 is displayed on the monitor 11 of the client terminal device 1 operated by the player whose name is “Hiroshi” (or “Michael”), after the client terminal device 1 finishes the battle of the second round. It will be displayed (after the match of group E has ended).
- a hand-held object 631 that is an object representing the hands of four opponents is displayed in a prone state. Furthermore, on the watching screen 630, a mountain object 633 representing a mountain including a dora display ⁇ in the approximate center of the screen and a trash object 632 which is an object representing a trash around the mountain object 623 are displayed!
- a watching display section 636 for displaying watching information is displayed on the upper right of the screen, and from the display of "LIVE: F table", this screen is displayed during the fighting. It can be seen that this is a spectator screen that displays the status of the F-table instead of (not shown).
- a name display section 634 for displaying the names of the respective players in the game is displayed between the mountain object 633 and the discard object 632.
- the name display section 634 shows that, for example, the names of the four opponents are “ICHIRO”, “JIRO”, “SABURO”, and “SHIROU”.
- the watching screen 630 is the time allowed for the player to decide to discard the spider power during the battle on the right side of the screen.
- the long thought button PBH that is pressed to extend the time is displayed.
- operation of operation buttons such as the long thought button PBH is not accepted.
- an information button PBI that is pressed when displaying the player information of the opponent is displayed in the approximate center on the right side of the screen.
- Information button PBI is pressed
- a watching screen 640 shown in FIG. 22 is displayed.
- FIG. 22 is another example of a screen view of the watching screen displayed on the monitor 11 of the client terminal device 1 in step S133 of the flowchart shown in FIG.
- This watching screen 640 is displayed when the information button PBI is pressed on the watching screen 630 shown in FIG.
- each information display section 641 to 644 for displaying player information of four players on the lower side of the screen, the upper side of the screen, and both the left and right sides are displayed. Further, each information display section 641 to 644 has a name display section 641a to 644a for displaying the name, a stage display section 642b to 644b for displaying the stage, and a detailed display for displaying other detailed information. Parts 641c to 644c are displayed!
- the game instruction section 361f selects the one combination that has the most progress, and the game screen of the battle game of this combination is displayed as the game screen on the terminal device lw waiting for battle.
- the watching screen 630 shown in FIG. 21 is a player who has entered the final game as a winner of the second round E group displayed on the progress status display screen 620 shown in FIG. ”(Or“ Michael ”) client terminal device 1 (the waiting terminal device lw) is displayed on the screen, and since the battle status of the F group is displayed, the combinations that include the opponents who will compete in the final match It is possible to watch the match game (here, Group F).
- Client terminal device 1 (the waiting terminal device lw) displays the battle status of group A with the most progress in the competitive game. It is possible to watch the battle game of the combinations included (here, Group A).
- the discard time TA can be extended by pressing the long thought button PBH (see FIG. 21), which improves the convenience of the player. .
- the power to speed up the game because the round-off time TA is set according to the rank, and conversely, when the round-off time TA is applied to the temperament, the player ponders It is impossible to deal with a scene where the user wants Therefore, if the press of the long thought button PBH is accepted, the discard time TA is extended, so that the progress of the game is accelerated and the convenience of the player is improved.
- the present invention can take the following aspects.
- the battle game is a mahjong game
- other battle games may be used.
- the power tournament described in the case where the tournament consists of three rounds composed of 16 players may be in other forms.
- the tournament may have a four-time strength consisting of 16 players.
- (D) In this embodiment, the case where the winner determining unit 361c determines two winners from one combination has been described. However, one or three winners are determined from the combination of the winner determining unit 361c power ⁇ .
- the form which determines a person may be sufficient. For example, in the mahjong game of this embodiment, the number of winners may be one for each combination of rounds. In this case, it becomes a tournament consisting of 64 players, and it becomes more difficult to win, so the interest is improved.
- the power described in the case where the combination after the second round is determined by the combination determination unit 36 Id regardless of the combination of the first round is the combination of the second round and the subsequent rounds. It may be a form determined in advance by a combination.
- the combination determination unit 361d applies the winner determined by the winner determination unit 361c to a preset combination from among the combinations constituting the next game (for example, the second round), and selects a target for watching.
- the selection unit 361g selects a combination that includes the client terminal device 1 that is the opponent in the next game (for example, the second game) among the battle games that constitute the previous game (for example, the first game). For example, it is possible to watch a battle game including the client terminal device 1 that will battle in the next battle.
- FIG. 23 shows an example of the progress status display screen displayed on the client terminal device 1 in this case.
- combination display portions 651 to 657 are displayed on the progress status display screen 650 shown in FIG. 4 names display area 651a to 651d, each displaying the names of human opponents, 65 4a to 654d are displayed, and the combination display section 655 displays two name display sections 655a and 655b in which the names of the two opponents are displayed. Also, the loser mark LM is displayed on the name display sections 625c and 625d. Further, on the right side of the combination display sections 651, 652, and 654, progress display sections 651e, 652e, and 654e indicating the progress of the battle game are displayed!
- the progress status display screen 650 is displayed on the monitor 11 of the client terminal device 1 operated by the player whose name is "Hiroshi” (or “Michael”). This message is displayed when the battle is over (when the battle for Group C is over).
- a watching target selection unit 658 for selecting a table (group) to be watched is displayed at the lower right of the screen.
- the watching target selection unit 658 displays table selection buttons 60 8a to 608c for selecting which of the three tables (Table A, Table B, and Table D) of the first round are to be watched. That is, the table selection buttons 608a to 608c are pressed when watching the A table, the B table, and the D table, respectively. In this case, since the combination (table) to be watched can be selected, the convenience is further improved.
- the watching target selection unit 361g selects one combination as the watching target has been described. However, it is also possible to select a plurality of combinations as the watching target. Good. In this case, it may be configured to display the battle situation of a plurality of combinations on the client terminal device 1 so that it can be watched at the same time, or to switch the combination to be displayed among the plurality of combinations at a predetermined time.
- (H) In the present embodiment, when the watching target selection unit 36 lg selects the combination in which the progression is the most advanced, the combination is selected in accordance with the power or other rules described above. But you can. For example, select the table that contains the player with the highest rank.
- the functional unit such as the game progress control unit 161a is described in the case where the functional unit such as the game progress control unit 161a is provided in the client terminal device 1.
- the form provided in the center server apparatus 3 may be sufficient.
- the manual object 631 displayed on the watching screen 630 is displayed in a form (prone state) where the type of the game cannot be determined. did however, it is also possible to display at least one player's hand-held object 631 in a form (for example, standing state) in which the kind of the hand can be determined.
- the winner determining unit 361c determines two winners from one combination has been described, but the number of winners determined by the winner determining unit 361c is set for each round But you can. In this case, it is preferable to increase the number of winners determined by the winner determination unit 361c as the rounds progress.
- the first round winner may be one and the second round winner may be two. In this case, as the round progresses, the waiting time for the battle increases as the number of pairs included in one tournament decreases, but the increase in the waiting time for the battle is suppressed.
- the long-thought button PBH is frequently pressed to intentionally delay the progress of the game, and the battle is not desired. This makes it possible to avoid competition with opponents, further improving convenience. In other words, the progress of the game can be adjusted by the frequency of pressing the long thought button PBH.
- the game progress management device receives operations from the player, and a plurality of game terminal devices that display the game screen require operations necessary for the progress of the game via the communication line. Signals are communicably connected to each other, and a plurality of battle powers with a predetermined number of battle games are set.
- the winner determination means for determining the winner to advance to the next game based on the game results of each combination game, and the winner determined by the winner determination means as one combination of the battle games constituting the next game
- a match start means for instructing the start of the game, and after the winner is applied to the combination of 1 above, until the players of the combination of 1 match are included in this combination. It is preferable to include a watching means for displaying a game screen of a fighting game that constitutes the first round of battle for a waiting-for-matching terminal device that is a game terminal device to be played.
- the battle that is the game terminal device included in the combination On the waiting terminal device, a game screen of the fighting game that constitutes the first round is displayed. Therefore, the game terminal devices included in this combination (the terminal device waiting for the battle) are in the range from when the winner is placed in one combination by the combination determining means until the opponents of that one combination are gathered. The game will be waiting for the next battle, but the game screen of the battle game being played will be displayed on this game terminal device, making it possible to watch the game and suppressing the decline in interest due to the occurrence of the game waiting. Is done.
- a watching target selection means for selecting one combination of fighting games according to a predetermined rule from among the fighting games constituting the first round is provided, and the watching means includes the watching target selection described above. It is preferable to display a game screen of a battle game of one combination selected by means.
- the match target selection means selects one combination of match games according to a predetermined rule from among the match games that constitute the first round of battle, and the watch means Then, the game screen of the battle game of one combination selected by the watching target selection means is displayed. Therefore, since the game screen of the battle game of one combination selected according to the predetermined rule is displayed, the target combination to be watched by the player is selected. Convenience that does not need to be selected is improved.
- each round it is provided with progress evaluation means for evaluating the progress of the battle game of each combination constituting the round, and the combination determination means determines the winner determined by the winner determination means for the next round.
- a combination in which at least one winner is applied is preferentially applied from among the combinations to be configured, and the watching target selection means is the combination of the battle games that constitute the first round of battle. It is preferable to select the combination of the most advanced progress by the progress evaluation means.
- the progress evaluation means evaluates the progress of the battle game of each combination constituting the round for each round, and the combination determination means determines the winner determined by the winner determination means. Of the combinations that make up the next game, the combination with at least one winner is given priority. Then, the watching target selection means selects one combination of the most advanced progress by the progress evaluation means from among the combinations of the fighting games constituting the first round. Therefore, since the winner determined by the winner determination means is applied with priority given to the combination in which at least one winner is applied among the combinations constituting the next game, As a result, it is possible to arrange them quickly and the waiting time for the battle is shortened.
- the player of the terminal device waiting for the battle may play in the next game. It is possible to watch a battle game with a combination of high-level opponents, which further improves convenience.
- the battle game is a battle game that also has a plurality of local powers imitating mahjong, and the progress evaluation means remains in the number of remaining stations and the virtual mountain that are the number of unexecuted stations. It is preferable to evaluate the progress of the fighting game based on the number of the remaining thorns.
- the battle game is a battle game with a plurality of local powers imitating mahjong
- the progress evaluation means calculates the number of remaining stations and the virtual mountain.
- the progress of the battle game is evaluated based on the remaining number of the remaining number of games. Therefore, the number of remaining stations and the remaining number in a multiplayer game that mimics mahjong Since the progress of the competitive game is evaluated based on the number of spiders, the progress of the competitive game is evaluated easily and accurately.
- the watching target selecting means extracts a combination including a game terminal device that is an opponent to be played in the next game from among the battle games constituting the first round, and a plurality of combinations are extracted. In some cases, it is preferable to select one combination based on the operation signal from the terminal device waiting for the battle among the plurality of extracted combinations.
- a combination including a game terminal device that is an opponent to be battled in the next game is extracted and extracted from the battle games that constitute the first round by the watching target selection means.
- one combination is selected from the extracted combinations based on the operation signal from the terminal device waiting for the battle. Therefore, since a combination is selected based on an operation signal from a terminal device waiting for a plurality of combinations including game terminal devices that are opponents in the next round, the player of the terminal device waiting for the game This makes it possible to select one combination that is the target of the operation, further improving convenience. For example, from among a plurality of combinations including a game terminal device that is an opponent to be played in the next game, a combination including the game terminal device operated by the player is selected based on the past battle results. It becomes possible.
- the combination determining means applies the winner determined by the winner determining means to a preset combination from among the combinations constituting the next game, and the watching target selecting means is the 1 It is preferable to select a combination that includes game terminal devices that are opponents that will compete in the next game among the games that constitute this round.
- the winner determined by the winner determining means by the combination determining means is applied to a preset combination from among the combinations constituting the next game, and is selected by the watching target selecting means.
- the combination including the game terminal device that is the opponent to be played in the next game is selected from the battle games constituting the first round. Accordingly, a combination including a game terminal device that is an opponent in the next game is selected, and a game screen of the battle game of this combination is displayed on the terminal device waiting for the battle. It is possible to watch a battle game including a combination of opponents who will compete in the next game, which further improves convenience.
- the battle game is a battle game in which a predetermined number of opponents of 3 or more battle each other
- the watching target selection means is a battle game in the next battle among the battle games constituting the first round.
- the battle game is a battle game in which a predetermined number of opponents of 3 or more battle each other, and among the battle games constituting the first round by the watching target selection means
- a combination including a game terminal device that is an opponent in the next game is extracted, and there are a plurality of extracted combinations, based on an operation signal from a terminal device waiting for a battle from the plurality of extracted combinations.
- One combination is selected. Therefore, since one combination is selected based on the operation signal of the terminal device for waiting for the game from a plurality of combinations including the game terminal device that is the opponent in the next game, the player of the terminal device for waiting for the game This makes it possible to select one combination that is the target of the operation, further improving convenience.
- a combination including a game terminal device operated by the strongest player may be selected from a plurality of combinations including a game terminal device that is an opponent to be played in the next game, based on past battle results. It becomes possible.
- the game progress management method accepts an operation of a player-powered operation, and at the same time, a plurality of game terminal devices displaying a game screen require operation signals necessary for the progress of the game via a communication line Are connected in a communicable manner to manage the progress of a tournament-type game in which the battle time of each battle game is indefinite in at least one round of battle.
- a game progress management method using a game progress management device wherein the winning determination means of the game progress management device each time a battle game of each combination constituting the first round ends, Based on the result of the game, the winner to advance to the next game is determined, and the combination determination means of the game progress management device determines the winner determined by the winner determination means next time.
- the match is applied to one combination of the battle games that constitute the battle, and the match start means of the game progress management device is applied to the first combination, so that the winner of the first combination is obtained
- the start of the battle game is instructed, and the watching means of the game progress management device is included in this combination after the winner is fitted to the one combination and until the opponent of the one combination is arranged.
- the game screen of the battle game in the battle that constitutes the first round is displayed on the battle-waiting terminal device that is the game terminal device to be played.
- the game progress management device receives an operation of a player-powered operation, and at the same time, a plurality of game terminal devices that display a game screen require an operation signal necessary for the progress of the game via a communication line.
- a plurality of game terminal devices that display a game screen require an operation signal necessary for the progress of the game via a communication line.
- a game progress management device that decides the winner who will advance to the next game based on the game result of each combination game each time the battle game of each combination constituting the round 1 is completed.
- a combination determining means for fitting the winner determined by the winner determining means to one combination of the battle games constituting the next game, and the winner fitting to the one combination.
- the game terminal device included in the combination is provided with a battle start means for instructing the start of the next battle game.
- the combination determining means is configured such that the winner determined by the winner determining means is a combination that constitutes the next game and at least one winner is selected from combinations that do not have an opponent. It is preferable to fit one combination with priority given to the combination.
- the winner who will advance to the next game is determined, and the winner determined by the winner determination means by the combination determination means is a combination that constitutes the next game and does not have an opponent.
- the combination in which at least one winner is fitted is given priority in fitting in one combination.
- the game terminal device included in the combination is matched against the next battle.
- the start of the battle game is instructed. Therefore, since the winner determined by the winner determination means is applied to the combination of the first game in preference to the combination of which at least one winner is applied, the combination opponent is more efficient. The waiting time until the start of the next battle is suppressed.
- the battle game is a battle game in which a predetermined number of opponents of 3 or more compete, and the winner determining means determines a plurality of winners.
- the battle game is a game imitating mahjong where four opponents battle each other, and the winner determining means determines two winners.
- the battle game is a game imitating mahjong in which four opponents battle each other, and two winners are determined by the winner determination means. Therefore, even in a mahjong game where four opponents battle each other, two winners are determined by the winner determination means, so that the combined opponents are efficiently arranged and the waiting time until the next battle starts. Occurrence of Is further suppressed. Furthermore, since the combination in which the winner is already applied is prioritized and applied to the combination constituting the next game, each time the winner of the two battle games is determined by the winner determination means, one set of the next game is determined. The battle game can be started, and the process of eliminating the need for the battle start means to determine whether or not the opponents are ready is simplified.
- a battle waiting terminal device that is a game terminal device included in the combination
- a watching means for displaying a game screen of the fighting game that constitutes the round 1 of the battle U it is preferable to provide a watching means for displaying a game screen of the fighting game that constitutes the round 1 of the battle U.
- the winner is fitted to one combination by the combination determination means by the watching means, it is included in this combination until the opponents of the one combination are arranged.
- the game screen of the battle game in the battle that constitutes the first round is displayed on the battle waiting terminal device that is a game terminal device. Therefore, after a winner is applied to one combination by the thread combination determining means, until the opponents of that one combination are gathered, the game terminal devices (waiting for battle) included in this combination are: The game will be waiting for the next battle, but the game screen of the battle game being played will be displayed on this game terminal device, making it possible to watch the game and reducing the interest of the battle game due to the occurrence of the game waiting Is suppressed.
- the battle game to be watched is a battle game during the battle that constitutes the round (1 round) in which the player being watched is the winner. If an opponent is included, it becomes possible to grasp the characteristics of the opponent's game in the next game, and further, a decrease in the interest of the battle game due to the occurrence of waiting for the battle is suppressed.
- the game further comprises a watching target selection means for selecting one combination of fighting games in accordance with a predetermined rule from among the fighting games constituting the first round, wherein the watching means selects the watching target selection. It is preferable to display a game screen of a battle game of one combination selected by means.
- the match target selection means selects one combination of match games according to a predetermined rule from the match games that constitute the first round of battle, and the watch means , One combination game selected by the watching target selection means The game screen is displayed. Therefore, since the game screen of the battle game of one combination selected according to the predetermined rule is displayed, the convenience that the player does not need to select the target combination to watch is improved.
- an operation signal required for a game progress by a plurality of game terminal devices displaying a game screen via a communication line in addition to accepting a player-powered operation. are connected in a communicable manner to manage the progress of a tournament-type game in which the battle time of each battle game is indefinite in at least one round of battle.
- a game progress management method using a game progress management device wherein the winning determination means of the game progress management device each time a battle game of each combination constituting the first round ends, Based on the result of the game, the winner to advance to the next game is determined, and the combination determination means of the game progress management device determines the winner determined by the winner determination means next time.
- the match starting means when the winner is applied to the combination of 1 and the opponents of the combination of 1 are gathered, the game terminal device included in the combination of the 1 It is an instruction to start.
- the game progression method and apparatus of the present invention in the progression of a tournament-type battle game in which the battle time is indefinite, one round of battle in which the battle time of each battle game is indefinite is configured. Each time the battle game for each combination ends, the battle game for each combination Based on the results of the game, it is possible to determine the winner who will advance to the next game, and the determined winner can be applied to one combination of battle games that constitute the next game, and the winner can be assigned to this one combination. As a result of the fitting, when the opponents of the one combination are prepared, it is possible to instruct the game terminal devices included in the combination to start the next battle game.
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Abstract
Description
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- 2005-12-01 KR KR1020097007518A patent/KR100949858B1/ko active IP Right Grant
- 2005-12-01 EP EP05811409A patent/EP1829591A4/en not_active Withdrawn
- 2005-12-01 KR KR1020077014114A patent/KR20070088726A/ko not_active Application Discontinuation
- 2005-12-06 TW TW094143038A patent/TW200628203A/zh unknown
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EP2135652A1 (en) * | 2007-03-30 | 2009-12-23 | Konami Digital Entertainment Co., Ltd. | Server for game, game terminal, secondary game management system, and secondary game management method |
EP2135652A4 (en) * | 2007-03-30 | 2011-07-27 | Konami Digital Entertainment | GAME SERVER, GAME END UNIT, SECONDARY GAME ADMINISTRATION SYSTEM AND SECONDARY GAME ADMINISTRATIVE PROCEDURE |
Also Published As
Publication number | Publication date |
---|---|
KR20070088726A (ko) | 2007-08-29 |
US20080113810A1 (en) | 2008-05-15 |
KR20090045422A (ko) | 2009-05-07 |
TWI297613B (ja) | 2008-06-11 |
EP1829591A4 (en) | 2008-08-27 |
KR100949858B1 (ko) | 2010-03-25 |
EP1829591A1 (en) | 2007-09-05 |
TW200628203A (en) | 2006-08-16 |
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