WO2010113935A1 - Game system, lobby server device, game terminal - Google Patents

Game system, lobby server device, game terminal Download PDF

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Publication number
WO2010113935A1
WO2010113935A1 PCT/JP2010/055667 JP2010055667W WO2010113935A1 WO 2010113935 A1 WO2010113935 A1 WO 2010113935A1 JP 2010055667 W JP2010055667 W JP 2010055667W WO 2010113935 A1 WO2010113935 A1 WO 2010113935A1
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WO
WIPO (PCT)
Prior art keywords
game
selection
data
scheduled
period
Prior art date
Application number
PCT/JP2010/055667
Other languages
French (fr)
Japanese (ja)
Inventor
崇 犬伏
順彦 成田
Original Assignee
株式会社コナミデジタルエンタテインメント
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Application filed by 株式会社コナミデジタルエンタテインメント filed Critical 株式会社コナミデジタルエンタテインメント
Priority to US13/262,486 priority Critical patent/US20120028719A1/en
Priority to CN2010800151923A priority patent/CN102387846A/en
Publication of WO2010113935A1 publication Critical patent/WO2010113935A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/352Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/48Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/77Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/51Server architecture
    • A63F2300/513Server architecture server hierarchy, e.g. local, regional, national or dedicated for different tasks, e.g. authenticating, billing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5593Details of game data or player data management involving scheduling aspects
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/636Methods for processing data by generating or executing the game program for controlling the execution of the game in time involving process of starting or resuming a game

Definitions

  • the present invention relates to a game terminal grouping technology related to a multiplayer online game in which a group including a plurality of game terminals is used for one play.
  • a game system is known in which each of a plurality of game terminals selects one game from a plurality of multiplayer online games, while the lobby server device groups game terminals that have selected the same game.
  • Japanese Patent No. 3730248 (FIG. 5) discloses a technique for matching opponents in a tournament-type winning game regardless of the stage of the winning game.
  • the above game system has a drawback that the time required for grouping increases as the number of selectable games increases with respect to the number of game terminals. Therefore, it is conceivable to apply the technique disclosed in Japanese Patent No. 3730248 to the above game system and construct a game system that groups game terminals regardless of the game selected on the game terminal. However, in this game system, the time required for grouping does not increase even if the number of games that can be selected increases with respect to the number of game terminals, but there are players who can participate in playing a game different from the selected game. come.
  • the present invention provides a player system that can participate in playing a game different from the selected game without increasing the time required for grouping in a game system related to a plurality of multiplayer online games.
  • the problem is to keep the probability low.
  • the present invention includes a plurality of game terminals capable of executing a game program, groups the plurality of game terminals by a prescribed number of two or more to form a plurality of groups, and associates a game with each of the plurality of groups.
  • a server system wherein all game terminals belonging to each of the plurality of groups are game systems used for playing a game corresponding to the group, wherein each of the plurality of game terminals includes an operation unit;
  • a selection unit that selects one of a plurality of games based on an operation of the operation unit; and a selection data transmission unit that transmits selection data indicating a selection result of the selection unit to the lobby server device.
  • a selection data receiving unit that receives the selection data from each of the plurality of game terminals; and the selection data receiving unit
  • a plurality of groups are formed by grouping the specified number of game terminals that have received the selection data received in the order of arrival of the selection data, and a plurality of groups are formed. In each grouping, the specified number of selection data related to the group to be formed is included.
  • a grouping unit that identifies one game based on the group and associates the identified game with the group that forms the game, a counting unit that counts the number of times each of the plurality of games is selected using the selection data, and counts the counting unit
  • a schedule data generation unit that generates schedule data that associates a game with the largest number of selections with a schedule period based on the selected number of times, and a schedule data transmission unit that transmits the schedule data to each of the plurality of game terminals;
  • Each of the plurality of game terminals further includes a schedule data for receiving the schedule data from the lobby server device.
  • a game system (first mode) comprising: a data receiving unit; and an information output unit that outputs information prompting selection of a game corresponding to the scheduled period in the scheduled period based on the scheduled data provide.
  • game terminals are grouped by a prescribed number in the order of selection data arrival. That is, first-come-first-served grouping that does not depend on game selection is performed.
  • First-come-first-served grouping that does not depend on game selection is advantageous in that the time required for grouping does not increase even if the number of games that can be selected increases with respect to the number of game terminals, and for playing games different from the selected game. There is a disadvantage in that a player who can participate may occur.
  • the occurrence probability of a player who is allowed to participate in the play of a game different from the selected game is suppressed to a low level. That is, according to this game system, it is possible to suppress the occurrence probability of players who can participate in the play of a game different from the selected game without increasing the time required for grouping.
  • the plurality of scheduled periods do not overlap each other, and the number of selections counted by the counting unit is the plurality in the plurality of counting periods that do not overlap each other.
  • the plurality of counting periods correspond to the plurality of scheduled periods, respectively, and the schedule data includes each of the plurality of scheduled periods and a counting period corresponding to the scheduled period.
  • the information output from the information output unit is information for prompting selection of a game corresponding to the scheduled period in each of the plurality of scheduled periods. It is also possible (second embodiment).
  • each of the plurality of scheduled periods is associated with the game having the largest number of selections in the counting period corresponding to the scheduled period. Since the selection of the game corresponding to the scheduled period is prompted, the probability that the user of the game terminal in each scheduled period is a person who does not want to participate in playing the game corresponding to the scheduled period is sufficiently low. Therefore, according to this game system, it is possible to sufficiently reduce the number of people who give up participation in the play of a desired game.
  • the game system there are a plurality of the scheduled periods, the plurality of scheduled periods do not overlap each other, and the number of selections counted by the counting unit is the plurality in the plurality of counting periods that do not overlap each other.
  • the plurality of counting periods correspond to the plurality of scheduled periods, respectively, and the scheduled data generation unit is configured to select the plurality of games based on the number of selections counted by the counting unit.
  • the data is the scheduled data, and in other cases the data is the scheduled data, and the information output from the information output unit prompts selection of a game corresponding to the scheduled period in each of the plurality of scheduled periods. It may be configured to be information (third mode).
  • each of the plurality of scheduled periods is associated with the game having the largest number of selections in the counting period corresponding to the scheduled period, and the game terminal has a plurality of schedules. Selection of a game corresponding to the scheduled period in each period is prompted. However, when there is a game that does not become the maximum in any of the plurality of counting periods, this game is associated with any of the plurality of scheduled periods. Therefore, according to this game system, it is possible to reduce the number of people who abandon participation in the play of a desired game without reducing the number of games that can be substantially selected.
  • the schedule period includes a first schedule period (long first schedule period) and a second schedule period (short second schedule period) shorter than the schedule period.
  • the one scheduled period and the second scheduled period do not overlap each other, and the scheduled data associates the first game with the largest number of selections with the first scheduled period and a second game different from the first game.
  • the data corresponding to the second scheduled period, and the information output by the information output unit prompts the selection of the first game in the first scheduled period and selects the second game in the second scheduled period It may be configured to prompt information (fourth mode).
  • the first scheduled period in which selection of the first game with a high selection probability is prompted is longer than the second scheduled period in which selection of the second game with a low selection probability is prompted. Therefore, according to this game system, it is possible to reduce the number of people who give up participation in the play of a desired game.
  • the game terminal may prohibit selection of a game other than the game corresponding to the scheduled period in the scheduled period (fifth aspect).
  • the game terminal since no game other than the game corresponding to the scheduled period is selected in the scheduled period, there is no player who can participate in playing a game different from the selected game. can do.
  • the game terminal prohibits selection of a game other than the game corresponding to the scheduled period in each of the plurality of scheduled periods. It may be possible (sixth and seventh aspects).
  • the grouping unit randomly selects one from the specified number of selection data related to the group to be formed in each grouping, and is indicated by the selected selection data. You may make it match
  • a mode for specifying a game associated with a group to be formed based on selection data another mode for specifying by a majority vote is conceivable.
  • a game related to a play to participate is specified regardless of the contents of some game selections. For example, when the specified number is 3, when two selection data are received by the selection data receiving unit, and both of these selection data indicate one game, the remaining one selection data indicates any game.
  • the group formed is associated with the game indicated by the already received two selection data. That is, regardless of the game indicated by the third selection data, the game related to the participating play is specified.
  • the game related to the participation play is the content of the game selection. There is no risk of being identified regardless of Further, in this game system, the more selection games that show the same game, the higher the selection probability of the game. Therefore, it is possible to reduce the number of players that can participate in playing a game different from the selected game.
  • the plurality of game terminals are distributed and arranged in a plurality of game fields, and the grouping unit has the prescribed number of games related to the group to be formed in each grouping.
  • the number of game halls where terminals are arranged is 1, a group that randomly selects one from the prescribed number of selection data related to the group to be formed and forms the game indicated by the selected selection data
  • the grouping unit associates each of the two or more game fields when the number of game fields where the prescribed number of game terminals related to the group to be formed is two or more in each grouping.
  • a game is associated with each game and one of the two or more game venues is randomly selected, and the game corresponding to the selected game venue is selected.
  • the associated group to the formation may be.
  • a game corresponding to a game indicated by one selection data randomly selected from a prescribed number of selection data or one game field randomly selected from two or more game fields is formed in a group to be formed.
  • a game related to the participation play will be determined regardless of the content of the game selection.
  • the probability that a game corresponding to a game field in which a large number of the prescribed number of game terminals related to this group are arranged will be associated with the group formed, and a small number will be arranged.
  • the grouping unit preferably selects a game to be associated with the game place in each grouping as selection data transmitted from a game terminal arranged in the game place, out of a specified number of selection data related to the group to be formed. Based on, choose by majority or randomly.
  • the present invention is also a lobby server device in a game system including a plurality of game terminals capable of executing a game program, wherein the plurality of game terminals are grouped as a group of two or more prescribed numbers, and all belonging to the group
  • the game server is used for playing a game associated with the group, and the lobby server device indicates one of the plurality of games selected by the player of the game from each of the plurality of game terminals.
  • a selection data receiving unit that receives selection data and a game terminal that is a transmission source of the selection data received by the selection data receiving unit are grouped by a prescribed number in the order of arrival of the selection data to form a plurality of groups. Grouping is based on the specified number of selection data relating to the group to be formed.
  • a grouping unit that identifies the game and associates the identified game with the group that forms the game, a counting unit that counts the number of times each of the plurality of games is selected using the selection data, and a selection counted by the counting unit Based on the number of times, a schedule data generating unit that generates schedule data for associating the game with the largest number of selections with the scheduled period, and the schedule data is transmitted to each of the plurality of game terminals, and the schedule data is received.
  • a lobby server device characterized in that a terminal is provided with a schedule data transmission unit that outputs information based on the schedule data. According to the lobby server device, the game system according to the first aspect can be constructed.
  • the present invention includes a plurality of game terminals capable of executing a game program, and groups the plurality of game terminals by a prescribed number of two or more to form a plurality of groups, and associates a game with each of the plurality of groups. All of the game terminals belonging to each of the plurality of groups are game terminals in a game system used for playing a game corresponding to the group, the operation unit; and A selection unit that selects one of a plurality of games based on an operation, a selection data transmission unit that transmits the selection data indicating a selection result of the selection unit to the lobby server device, and a selection count from the lobby server device.
  • a schedule data receiving unit for receiving schedule data in which most games are associated with a scheduled period, and the scheduled data Based on, and an information output unit that outputs information prompting selection of the game corresponding to said predetermined period in said predetermined period, to provide a game terminal, characterized in that.
  • the game system according to the first aspect can be constructed.
  • FIG. 1 is a block diagram showing an overall configuration of a game system 100 according to an embodiment of the present invention.
  • the game system 100 includes a plurality of game terminals A1 to A3, B1 to B3, C1 to C3,.
  • a plurality of game terminals A1 to A3, B1 to B3, C1 to C3,... are distributed in a plurality of game stadiums A, B, C,.
  • Each game place is, for example, a store that allows visitors to use game terminals for a fee, and each game place is provided with a router 20.
  • Each game terminal can be used for playing a plurality of games (four games GA, GB, GC and GD shown in FIG. 14), and via a router 20 provided in a game place where the game terminals are arranged. It is connected to a network 10 such as the Internet.
  • the lobby server device 40 groups a plurality of game terminals A1 to A3, B1 to B3, C1 to C3,... In a predetermined number (3) in the order of arrival of selection data described later to form a plurality of groups.
  • One game among a plurality of games GA, GB, GC, and GD is associated, and is connected to the network 10 via the router 30.
  • Each game terminal can communicate with the lobby server device 40 and other game terminals via the network 10.
  • Each of the plurality of games GA, GB, GC, and GD is a game that is played for each group, and all game terminals that belong to one group in which the game is associated with one play are used. In other words, it is a multi-player participation type online game (multiple-player ⁇ participation type on-line game) in which users of all game terminals belonging to the one group participate in the one play.
  • FIG. 2 is a block diagram showing an electrical configuration of the game terminal A1.
  • a game terminal A1 includes a CPU (Central processing unit) 200, a RAM (random access memory) 201, a ROM (read only memory) 202, a communication interface 203, a display device 21, and an operation.
  • the CPU 200 is connected to other components via a bus and functions as a control center.
  • the RAM 201 is used as a work area for the CPU 200.
  • the ROM 202 stores a game program that causes the game terminal to perform client processing including play processing. Details of these processes will be described later.
  • This game program is read out and executed by the CPU 200 when the game terminal A1 is activated. That is, the game terminal A1 is a game terminal that can execute a game program.
  • the game terminal A1 may be provided with a storage device such as a hard disk or a DVD, and a game program or the like may be stored in the storage device.
  • the communication interface 203 communicates with the router 20 according to a predetermined communication protocol under the control of the CPU 200.
  • the display device 21 is a CRT (cathode ray tube), a liquid crystal display device, a plasma display, or other suitable image display device.
  • the operation unit 230 is operated by a person, and includes an operation element operated by a user (player) of the game terminal A1, and outputs an operation signal corresponding to the operation of the operation element. Examples of the operation element included in the operation unit 230 include a button, a handle, and a pedal.
  • the coin sensor 260 notifies the CPU 200 that a coin has been inserted into a coin insertion slot (not shown) provided in the game terminal A1.
  • FIG. 3 is a block diagram showing an electrical configuration of the lobby server device 40.
  • the lobby server device 40 includes a CPU 400, a hard disk 401, a RAM 402, a ROM 403, and a communication interface 404.
  • the RAM 402 is used as a work area for the CPU 400.
  • the hard disk 401 stores a control program that causes the lobby server device 40 to perform grouping processing, scheduled data generation processing, and scheduled data distribution processing. Details of these processes will be described later.
  • the RAM 402 stores an entry list EL and a selection history list SL.
  • the entry list EL a set of a communication address of a game terminal waiting for completion of grouping and selection data from the game terminal is registered. When there is no game terminal waiting for the completion of grouping, the entry list EL is empty.
  • the selection history list SL a set of selection data received from each of the plurality of game terminals A1 to A3, B1 to B3, C1 to C3,... And reception time data indicating the reception time of the selection data is registered. . When the selection data is not received, the selection history list SL is empty.
  • the ROM 403 stores a boot program. This boot program is read and executed by the CPU 400 when the lobby server device 40 is activated. As a result, the CPU 400 reads the control program from the hard disk 401 and executes it.
  • the communication interface 404 communicates with the router 30 according to a predetermined communication protocol under the control of the CPU 400.
  • FIG. 4 is a diagram illustrating an example of grouping in the game system 100.
  • game terminals A1, B1 and C2 belong to group G1
  • game terminals A2, A3 and B2 belong to group G2
  • game terminals B3, C1 and C3 belong to group G3. Therefore, the game terminals A1, B1 and C2 are used for one play of the game associated with the group G1, the game terminals A2, A3 and B2 are used for one play of the game associated with the group G2,
  • the game terminals B3, C1, and C3 are used for one play of a game associated with the group G3.
  • FIG. 5 is a sequence diagram showing an operation example in the grouping process of the game system 100.
  • the group G2 in FIG. 4 is formed from a state in which there is no game terminal waiting for completion of grouping (entry list EL is empty).
  • a grouping request for requesting grouping is made. First, it is transmitted from the game terminal A2 to the lobby server device 40 (s1), then transmitted from the game terminal A3 to the lobby server device 40 (s3), and then transmitted from the game terminal B2 to the lobby server device 40 (s5). ).
  • the grouping request includes a communication address of a game terminal that is a transmission source, and selection data indicating one game selected from a plurality of games GA, GB, GC, and GD on the game terminal.
  • the communication address included in the grouping request of each game terminal includes a router identification unit that identifies each of the plurality of routers 20, 20, 20,... And a plurality of game terminals connected to each router. And a game terminal identification unit for identifying each of the above.
  • the lobby server device 40 When receiving the grouping request from the game terminal, the lobby server device 40 registers the combination of the communication address of the transmission source game terminal and the selection data included in the grouping request in the entry list EL, and the selection data and the A pair with the reception time data related to the selection data is registered in the selection history list SL.
  • the grouping request that reaches the lobby server device 40 after the lobby server device 40 receives the grouping request from the game terminal A2 until it receives the grouping request from the game terminal B2 is only the grouping request from the game terminal A3 As shown in FIG.
  • the lobby server device 40 receives a grouping request from the game terminal A2 (s1), registers in the entry list EL and the selection history list SL (s2), and receives a grouping request from the game terminal A3. Reception (s3), registration to entry list EL and selection history list SL (s4), reception of grouping request from game terminal B2 (s5) and registration to entry list EL and selection history list SL (s6) are sequentially performed. Next, grouping of game terminals A2, A3 and B2 s7) is carried out.
  • This grouping forms a group G2 to which the game terminals A2, A3, and B2 belong, and one of a plurality of games GA, GB, GC, and GD is associated with the group G2.
  • the lobby server device 40 transmits a grouping response indicating that the grouping is completed to each of the game terminals A2, A3, and B2 (s8 to s10).
  • These grouping responses are the same except for the destination, and all include communication addresses of the game terminals A2, A3, and B2 and corresponding game data indicating a game associated with the group G2.
  • the lobby server device 40 deletes all pairs from the entry list EL (S11). As a result, the entry list EL becomes empty.
  • each of the game terminals A2, A3, and B2 When each of the game terminals A2, A3, and B2 receives the grouping response, each of the game terminals A2, A3, and B2 communicates with another game terminal using the communication address included in the received grouping response, and receives the grouping response with the other game devices.
  • a play process for advancing one play of the game indicated by the corresponding game data included is started (s12). For example, when the game terminal A2 receives the grouping response, the game terminal A2 communicates with each of the game terminals A3 and B2 using the communication address included in the grouping response, and is included in the grouping response with the game terminals A3 and B2.
  • a play process for proceeding with one play of the game indicated by the corresponding game data is started.
  • the game program is a program that enables the game terminal to be used for playing a plurality of games GA, GB, GC, and GD.
  • FIG. 7 is a sequence diagram showing an operation example in the play processing of the game system 100.
  • the play data is data essential for playing the game associated with the group G2.
  • the game associated with the group G2 is a car rally game in which a virtual vehicle is operated and competes for a score
  • the player of the game (game terminal A2)
  • the data indicating the operation details of the vehicle by the user of A3 and B2 the data indicating the score of the player, and the like are the play data.
  • the CPU 200 of each of the game terminals A2, A3, and B2 sequentially causes the display device 21 to display an image corresponding to the operation of the operation unit 230 and the received play data.
  • a condition for ending the play is set for each of the plurality of games GA, GB, GC, and GD, and the play of each game is ended when the set condition is satisfied.
  • the play process ends (s19). In the play of the car rally game, the ranking and win / loss are determined based on the score at the end.
  • FIG. 8 is a flowchart showing the grouping process performed by the lobby server device 40.
  • the grouping process is a process for repeatedly performing grouping.
  • the CPU 400 of the lobby server device 40 first determines whether a grouping request is received from any one of the plurality of game terminals A1 to A3, B1 to B3, C1 to C3,... (S31). .
  • the process returns to step s31. That is, the CPU 400 stands by until a grouping request is received from any one of the plurality of game terminals A1 to A3, B1 to B3, C1 to C3,.
  • the grouping request includes the communication address and selection data of the transmission source game terminal.
  • the CPU 400 functions as a selection data receiving unit that receives selection data from each of the plurality of game terminals A1 to A3, B1 to B3, C1 to C3,.
  • the CPU 400 registers the pair of the communication address of the transmission source game terminal and the selection data included in the received grouping request in the entry list EL (s32).
  • a set of selection data and reception time data indicating the reception time of the selection data is registered in the selection history list SL (s33).
  • the lobby server device 40 includes a real-time clock (not shown), and the CPU 400 functions as a timekeeping unit that counts the current time using the real-time clock.
  • the selection is included in the grouping request.
  • the reception time data indicating the reception time is generated as the data reception time.
  • the CPU 400 refers to the entry list EL and determines whether or not the number of game terminals (waiting number) waiting for completion of grouping is less than the specified number (3) (s34). If the determination result is “YES”, the process returns to step s31. That is, the CPU 400 repeats the processes of steps s31 to s34 until the standby number reaches the specified number.
  • step s34 the CPU 400 groups a prescribed number of game terminals that are the transmission sources of selection data registered in the entry list EL, and forms groups of these game terminals ( s35), a grouping response is transmitted to each of these game terminals (s36), and all pairs are deleted from the entry list EL (s37). Thereafter, the process returns to step s31.
  • the CPU 400 specifies one game based on a specified number of groups registered in the entry list EL (a specified number of groups related to the group to be formed), and sets the specified game as a group.
  • Associate That is, the CPU 400 groups a predetermined number (3) of the game terminals that are the transmission sources of the received selection data in order of arrival of the selection data to form a plurality of groups, and in each grouping, a predetermined number of groups related to the group to be formed It functions as a grouping unit that identifies one game based on the selection data and associates it with a group that forms the identified game.
  • the method of identifying one game associated with the group to be formed differs depending on the number of game halls where a prescribed number of game terminals related to the group to be formed are arranged.
  • the CPU 400 randomly selects one from the specified number of selection data registered in the entry list EL. Identify one game. This selection is performed using a random number, for example.
  • the CPU 400 associates one game with each of these game halls and randomly selects one from these game halls.
  • Select the game corresponding to the selected game place is specified as one game.
  • the group G2 in FIG. 4 both the selection data from the game terminal A2 and the selection data from the game terminal A3 indicate the game GB, and the selection data from the game terminal B2 indicates the game terminal GA.
  • the game GB is associated with the game place A in FIG. Since the selection probability of the game field A and the selection probability of the game field B are both 1/2, the probability that the game GB is specified as one game associated with the group G2 and the probability that the game GA is selected are both 1/2. It becomes.
  • a game to be associated with each game place is selected by majority decision based on selection data from a game terminal placed in the game place out of a prescribed number of selection data registered in the entry list EL.
  • the specified number of selection data registered in the entry list EL includes selection data from two game terminals arranged in the same game place, and these selection data indicate different games.
  • a game associated with the game field is randomly selected.
  • the present embodiment may be modified so that it is randomly selected in any case.
  • the CPU 400 transmits the grouping response described above to each of the game terminals A2, A3, and B2 (s36).
  • the CPU 400 deletes all pairs from the entry list EL (s37).
  • the process returns to step s31. That is, the CPU 400 functions as a grouping unit that groups a predetermined number of game terminals that are transmission sources of selection data received by the communication interface 404 in a first-come-first-served basis in order of selection data to form a plurality of groups.
  • the game system 100 when play of a certain game is progressing in a certain group, another play of the game may progress in another group.
  • FIG. 9 is a flowchart showing a schedule data generation process performed by the lobby server device 40.
  • the schedule data generation process is a process for repeatedly generating the schedule data, and in the present embodiment, the schedule data generation process is performed in a daily cycle.
  • the schedule data is data that associates each of a plurality of schedule periods that do not overlap each other and the game having the largest number of selections in the counting period corresponding to the schedule period. The exception will be described later.
  • the counting periods are a plurality of periods that do not overlap with each other, and each of these counting periods corresponds to a plurality of scheduled periods.
  • the scheduled period is a period in the future, and the counting period is a past period corresponding to a certain scheduled period. For example, the period from 10:00 am to 11:00 am the next day is the scheduled period, and the period from 10:00 am to 11:00 am the previous day is the counting period.
  • the CPU 400 first determines whether or not the current time has passed a predetermined scheduled data generation time (s41). If the determination result is “NO”, the process returns to step s41. That is, the CPU 400 waits until the current time passes the scheduled data generation time.
  • the determination result in step s41 is “YES”
  • the CPU 400 counts the number of selections of each of the plurality of games GA, GB, GC, and GD for each counting period based on the selection history list SL (s42). This count is included in the same set as the reception time data indicating the time within a certain counting period among the combinations of the selection data and the reception time data indicating the reception time of the selection data registered in the selection history list SL.
  • the number of selection data indicating a certain game is the number of times the game is selected in the counting period. That is, the CPU 400 functions as a counting unit that counts the number of times of selection of each of the plurality of games GA, GB, GC, and GD in each of the plurality of counting periods using the reception time data and the selection data.
  • the CPU 400 generates schedule data based on the number of selections counted in step s42 and overwrites the RAM 402 (s43).
  • this generation first, based on the number of selections counted in step s42, data for associating each of the plurality of scheduled periods with the game having the largest number of selections in the counting period corresponding to the scheduled period is generated.
  • this data is planned data. That is, the CPU 400 functions as a schedule data generation unit that generates schedule data that associates a game with the largest number of selections with a schedule period based on the counted number of selections.
  • each of the plurality of games GA, GB, GC, and GD is associated with any of the plurality of scheduled periods.
  • the data is changed to schedule data as shown in FIG.
  • the number of scheduled periods is 4, the game with the largest number of selections in the first scheduled period is the game GA, and the game with the largest number of selections in the second scheduled period is the game GB.
  • the game with the largest number of selections in the third scheduled period is the game GC and the game with the largest number of selections in the fourth scheduled period is the game GA, the above exception is made.
  • the first scheduled period and the game GA are associated, the second scheduled period and the game GB are associated, the third scheduled period and the game GC are associated, and the fourth schedule Scheduled data for associating the period with the game GD is generated.
  • the game GD is associated with the fourth scheduled period in which the selection rate of the game GD is high among the first and fourth scheduled periods. You may make it match
  • combine with the 1st scheduled period with many selection frequency of the game GD among the 1st and 4th scheduled periods. Note that “selection rate of a certain game” “number of times of selection of the game” / “number of times of selection of all games”. Further, the above exception may be eliminated and the game having the largest number of selections in the counting period may be associated with the scheduled period corresponding to the counting period.
  • the CPU 400 that generates the schedule data and stores it in the RAM 402 deletes all the sets from the selection history list SL, and also sets the schedule data generation time, the plurality of counting periods, and the plurality of schedule periods.
  • Update (s44) With this update, the scheduled data generation time is one day ahead, and each counting period and each scheduled period are one day ahead. Thereafter, the process returns to step s41. That is, the processing of steps s41 to s43 is repeatedly performed in a one-day cycle.
  • FIG. 12 is a flowchart showing a schedule data distribution process performed by the lobby server device 40.
  • the schedule data distribution process is a process for distributing the schedule data held in the RAM 402 to the game terminal.
  • the CPU 400 has received a scheduled data distribution request for requesting distribution of scheduled data from any one of the plurality of game terminals A1 to A3, B1 to B3, C1 to C3,. It is determined whether or not (s51). If this determination is “NO”, the processing returns to step s 51. That is, CPU 400 waits until a scheduled data distribution request is received from any one of a plurality of game terminals A1 to A3, B1 to B3, C1 to C3,.
  • the CPU 400 reads the scheduled data from the RAM 402 and returns it to the game terminal that is the transmission source of the received scheduled data distribution request (s52). Thereafter, the process returns to step s51. That is, in the scheduled data distribution process, the lobby server device 40 returns the scheduled data every time it receives a scheduled data distribution request from any one of the plurality of game terminals A1 to A3, B1 to B3, C1 to C3,. To do. Note that the CPU 400 may transmit the scheduled data to each game terminal periodically, for example, without receiving a distribution request from the game terminal. As described above, the CPU 400 functions as a schedule data transmission unit that transmits the schedule data to each of the plurality of game terminals A1 to A3, B1 to B3, C1 to C3,.
  • FIG. 13 is a flowchart showing client processing performed at the game terminal.
  • the client process starts when the game terminal is activated.
  • the CPU 200 of the game terminal first transmits a schedule data distribution request to the lobby server device 40 (s61), and receives schedule data from the lobby server device 40 (s62). That is, the CPU 200 functions as a schedule data receiving unit that receives schedule data from the lobby server device 40. Since the schedule data is overwritten in the lobby server device 40, the latest schedule data is received in step s62.
  • the CPU 200 causes the display device 21 to display a schedule table indicating the grouping schedule using the received schedule data (s63).
  • the schedule is displayed in the demonstration screen of any game as illustrated in FIG.
  • the display form of the schedule is arbitrary, in the example of FIG. 14, an area in which images indicating 11 scheduled periods obtained by dividing 11 hours from 10:00 to 21:00 on the displayed day into 11 equal parts is arranged in a line. And an area in which images indicating games associated with each scheduled period are arranged in a line.
  • the schedule table is also information for prompting selection of a game corresponding to the scheduled period in each of the plurality of scheduled periods
  • the CPU 200 displays information for prompting selection of a game corresponding to the scheduled period in the scheduled period. Functions as an information output unit for output.
  • the game terminal is provided with a real time clock, and the CPU 200 functions as a time measuring unit for measuring the current time using the real time clock. Therefore, the CPU 200 can highlight and display the scheduled period including the current time, as illustrated in FIG.
  • the CPU 200 next determines whether or not play is possible based on the output signal from the coin sensor 260 (s64). If the determination result is “NO”, the process returns to step s63. That is, the CPU 200 continues to display a demonstration screen including a schedule until coins worth playing are inserted. When the determination result in step s64 is “YES”, the CPU 200 performs a game selection process of selecting one from the plurality of games GA, GB, GC, and GD (s65).
  • FIG. 15 is a flowchart showing the game selection process.
  • the CPU 200 temporarily selects any one of the plurality of games GA, GB, GC, and GD (s71).
  • the “temporary selection” is a temporary selection and not a real selection.
  • the CPU 200 determines whether a selection instruction for selecting a temporarily selected game has been input (s72).
  • the CPU 200 determines whether or not a temporary selection change instruction for changing the temporarily selected game is input based on the operation signal output from the operation unit 230 (s73). .
  • the CPU 200 changes the temporarily selected game in accordance with the temporary selection change instruction (s74).
  • the determination result of step s73 is “NO”, or when the process of step s74 is completed, the CPU 200 displays a selection screen corresponding to the temporarily selected game (s75). Thereafter, the process returns to step s72.
  • step s72 to s75 is repeated until the selection instruction is input and the determination result of step s72 becomes “YES”.
  • the selection screen shown in FIG. 16 or 17 is displayed on the display device 21.
  • FIG. 16 shows a selection screen when the temporarily selected game is the game GC
  • FIG. 17 shows a selection screen when the temporarily selected game is the game GA.
  • the CPU 200 selects the temporarily selected game (s76).
  • the CPU 200 functions as a selection unit that selects one of the plurality of games GA, GB, GC, and GD based on the operation of the operation unit 230.
  • the CPU 200 transmits a grouping request including selection data indicating the game selected in the game selection process to the lobby server device 40 (s66). That is, the CPU 200 functions as a selection data transmission unit that transmits selection data indicating a game selection result to the lobby server device 40.
  • the CPU 200 receives a grouping response from the lobby server device 40 (s67) and performs the above-described play process (s68).
  • the CPU 200 causes the display device 21 to display the play results (for example, rank, win / loss) (s69). Thereafter, the process returns to step s63.
  • the game system 100 includes the plurality of game terminals A1 to A3, B1 to B3, C1 to C3,... That can be used for playing a plurality of games, and the lobby server device 40.
  • the lobby server device 40 performs first-come-first-served grouping that does not depend on the game selection indicated by the selection data.
  • First-come-first-served grouping that does not depend on game selection has the advantage that the time required for grouping does not increase even if the number of games that can be selected increases with respect to the number of game terminals. There is a drawback that a player who is allowed to participate in a different game play may occur.
  • each game terminal selects one of a plurality of games based on the operation of the operation unit 230 by the player, and transmits selection data indicating the selection result to the lobby server device 40. Uses the selection data to count the number of selections of each of the plurality of games for each counting period, and based on the counted number of selections, each scheduled period and the number of selections in the counting period corresponding to the scheduled period are the largest.
  • game data is transmitted to each game terminal, and each game terminal outputs information that prompts the user to select a game corresponding to the schedule period in each schedule period based on the schedule data. , The selection of a game corresponding to the scheduled period in each scheduled period is prompted.
  • the game system 100 a player who understands that grouping in the first-come-first-served basis that does not depend on game selection is performed, even if a game other than the game corresponding to the scheduled period is selected in the scheduled period. It can be understood that there is a high probability that the player will participate in the game corresponding to the period. Since the probability that a player who knows this will select a game other than the game corresponding to the scheduled period in the scheduled period is sufficiently low, the probability that a game corresponding to the scheduled period will be selected increases in the scheduled period. . As a result, the occurrence probability of a player who is allowed to participate in the play of a game different from the selected game is suppressed to a low level. That is, according to the game system 100, it is possible to suppress the occurrence probability of players who can participate in playing a game different from the selected game without increasing the time required for grouping.
  • each of the plurality of games corresponds to one of the plurality of scheduled periods. Since it is attached, it is not necessary to reduce the number of games that can be substantially selected.
  • the game system 100 may be modified and the scheduled data may be data for associating each scheduled period with the game having the largest number of selections in the counting period corresponding to the scheduled period without exception.
  • each scheduled period is associated with the game having the largest number of selections in the counting period corresponding to the scheduled period, so that the user of the game terminal in each scheduled period corresponds to the scheduled period.
  • the probability of being a person who does not want to participate in playing a game is sufficiently low. Therefore, according to this modification, it is possible to sufficiently reduce the number of people who give up participation in the play of a desired game.
  • the game system 100 may be modified so that a game associated with the group to be formed is determined by majority based on the selection data.
  • a game related to a play to participate is specified regardless of the contents of some game selections. For example, when the specified number is 3, when two selection data are received by the selection data receiving unit, and both of these selection data indicate one game, the remaining one selection data indicates any game. Even so, the group formed is associated with the game indicated by the already received two selection data. That is, regardless of the game indicated by the third selection data, the game related to the participating play is specified.
  • the game system 100 in each grouping, one is randomly selected from a specified number of selection data related to the group to be formed, and is associated with the group formed by the game indicated by the selected selection data. Therefore, there is no possibility that the game related to the play to participate is specified regardless of the content of the game selection. Further, in the game system 100, the more selection data indicating the same game, the higher the selection probability of the game. Therefore, it is possible to reduce the number of players who can participate in playing a game different from the selected game.
  • a plurality of game terminals are distributed and arranged in a plurality of game fields, and the number of game fields in which a prescribed number of game terminals related to the group to be formed is one in each grouping is 1.
  • the game field in which one of the specified number of selection data is randomly selected and the game indicated by the selected selection data is associated with the group, while the specified number of game terminals related to the group is arranged.
  • the number of games is two or more, one game is associated with each of these game fields, one is randomly selected from these game fields, and the game corresponding to the selected game field is assigned to the group.
  • the game system 100 may be modified so that the game terminal (CPU 200) prohibits selection of a game other than the game corresponding to the scheduled period in the scheduled period.
  • An example of the selection screen in this modification is shown in FIG. FIG. 18 corresponds to FIG. 16, while the games GA, GB, GC, and GD can be provisionally selected and selected on the selection screen of FIG. 16, whereas provisional selection or selection is possible on the selection screen of FIG. 18. Only game GC. This is because the selection screen in FIG. 18 is a selection screen in a scheduled period corresponding to the game GC. According to this modified example, no game other than the game corresponding to the scheduled period is selected in the scheduled period, and therefore, there can be no player who can participate in playing a game different from the selected game. .
  • This modification may be further modified so that play in a group of the game is prohibited instead of game selection. Examples of selection screens in this modification are shown in FIGS. In the selection screen of FIG. 19, the game GC is provisionally selected and play in the group of games GC is provisionally selected. On the selection screen of FIG. 20, the game GA is provisionally selected. It is not possible to tentatively select play in the group.
  • the game system 100 is modified to eliminate the plurality of counting periods described above, and adopt a first scheduled period that does not overlap with each other and a second scheduled period that is longer than the first scheduled period, instead of the plurality of scheduled periods described above. May be.
  • the number of selections is the number of selections since the lobby server device was activated.
  • the schedule data is data that associates the first game with the largest number of selections with the first schedule period and associates the second game different from the first game with the second schedule period, and displays the schedule table on the game terminal. May be information prompting selection of the first game in the first scheduled period and prompting selection of the second game in the second scheduled period.
  • the first scheduled period for prompting selection of the first game with a high selection probability is longer than the second scheduled period for prompting selection of the second game with a low selection probability. Therefore, even in this game system, it is possible to reduce the number of people who give up participation in the play of a desired game.
  • the game system 100 may be modified such that a schedule updated every week is displayed on each game terminal as shown in FIG. Alternatively, Monday to Friday may be one scheduled period, and Saturday to Sunday may be another scheduled period. Further, a period in which weekday periods are continued may be one scheduled period, and a period in which holidays are consecutive may be another scheduled period. The counting period is arbitrarily changed according to the setting of the scheduled period. In addition, the display of the schedule may be changed to voice notification.
  • the game system 100 may be modified to have one counting period, one scheduled period, a prescribed number of 2 or 4 or more, and a game arranged in each game place
  • the number of terminals may be 2 or 4 or more, all game terminals may be arranged in one game place, and the number of games that can be used for play is 2 or 3 or 5 or more It may also be applied to games other than car rally.

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Abstract

Provided is a game system (100). The game system (100) is provided with a plurality of game terminals usable to play a plurality of games and a lobby server device (40). Each game terminal selects one of the games on the basis of the operation of an operation unit (230) by a player and sends selection data indicating the result of the selection to the lobby server device (40). The lobby server device (40) counts the number of selected times of each game using the selection data and transmits, to each game terminal, schedule data which in principle associates, on the basis of the number of selected times, each schedule period with a game selected most frequently in a counting period corresponding to the schedule period. Each game terminal outputs, on the basis of the schedule data, information accelerating the selection of a game corresponding to the schedule period in each schedule period.

Description

ゲームシステム、ロビーサーバー装置、及びゲーム端末Game system, lobby server device, and game terminal
 本発明は、複数のゲーム端末を含むグループが一つのプレイに用いられる複数人参加型オンラインゲーム(Multiplayer Online Game)に係るゲーム端末のグルーピング技術に関する。 The present invention relates to a game terminal grouping technology related to a multiplayer online game in which a group including a plurality of game terminals is used for one play.
 複数のゲーム端末の各々が複数の複数人参加型オンラインゲームから一つのゲームを選択する一方、ロビーサーバー装置が、同一のゲームを選択したゲーム端末をグルーピングするゲームシステムが知られている。一方、特許第3730248号公報(図5)には、トーナメント形式の勝ち抜き戦において、勝ち抜き戦の段階とは無関係に対戦相手のマッチングを行う技術が開示されている。 A game system is known in which each of a plurality of game terminals selects one game from a plurality of multiplayer online games, while the lobby server device groups game terminals that have selected the same game. On the other hand, Japanese Patent No. 3730248 (FIG. 5) discloses a technique for matching opponents in a tournament-type winning game regardless of the stage of the winning game.
 上記のゲームシステムには、ゲーム端末の数に対して選択可能なゲームの数が多くなるとグルーピングに要する時間が長くなるという欠点がある。そこで、上記のゲームシステムに、特許第3730248号公報に開示の技術を適用し、ゲーム端末で選択されたゲームとは無関係にゲーム端末のグルーピングを行うゲームシステムを構築することが考えられる。しかし、このゲームシステムでは、ゲーム端末の数に対して選択可能なゲームの数が多くなってもグルーピングに要する時間は長くならないが、選択したゲームと異なるゲームのプレイに参加させられるプレイヤが出てくる。 The above game system has a drawback that the time required for grouping increases as the number of selectable games increases with respect to the number of game terminals. Therefore, it is conceivable to apply the technique disclosed in Japanese Patent No. 3730248 to the above game system and construct a game system that groups game terminals regardless of the game selected on the game terminal. However, in this game system, the time required for grouping does not increase even if the number of games that can be selected increases with respect to the number of game terminals, but there are players who can participate in playing a game different from the selected game. come.
 上記課題を解決するため、本発明は、複数の複数人参加型オンラインゲームに係るゲームシステムにおいて、グルーピングにかかる時間を長くすることなく、選択したゲームと異なるゲームのプレイに参加させられるプレイヤの発生確率を低く抑制することを課題とする。 In order to solve the above-described problems, the present invention provides a player system that can participate in playing a game different from the selected game without increasing the time required for grouping in a game system related to a plurality of multiplayer online games. The problem is to keep the probability low.
 本発明は、ゲームプログラムを実行可能なゲーム端末を複数備えるとともに、前記複数のゲーム端末を2以上の規定数ずつグルーピングして複数のグループを結成し、前記複数のグループの各々にゲームを対応付けるロビーサーバー装置を備え、前記複数のグループの各々に属する総てのゲーム端末はそのグループに対応するゲームのプレイに用いられるゲームシステムであって、前記複数のゲーム端末の各々は、操作部と、前記操作部の操作に基づいて複数のゲームから一つを選択する選択部と、前記選択部の選択結果を示す選択データを前記ロビーサーバー装置へ送信する選択データ送信部とを備え、前記ロビーサーバー装置は、前記複数のゲーム端末の各々から前記選択データを受信する選択データ受信部と、前記選択データ受信部に受信された前記選択データの送信元のゲーム端末を前記選択データの先着順に前記規定数ずつグルーピングして複数のグループを結成し、各回のグルーピングでは、結成するグループに係る前記規定数の選択データに基づいて一つのゲームを特定し、特定したゲームを前記結成するグループに対応付けるグルーピング部と、前記選択データを用いて前記複数のゲームの各々の選択回数を計数する計数部と、前記計数部に計数された選択回数に基づいて、選択回数が最多のゲームと予定期間とを対応付ける予定データを生成する予定データ生成部と、前記予定データを前記複数のゲーム端末の各々へ送信する予定データ送信部とを備え、前記複数のゲーム端末の各々は、さらに、前記ロビーサーバー装置から前記予定データを受信する予定データ受信部と、前記予定データに基づいて、前記予定期間における前記予定期間に対応するゲームの選択を促す情報を出力する情報出力部とを備えることを特徴とするゲームシステム(第1態様)を提供する。 The present invention includes a plurality of game terminals capable of executing a game program, groups the plurality of game terminals by a prescribed number of two or more to form a plurality of groups, and associates a game with each of the plurality of groups. A server system, wherein all game terminals belonging to each of the plurality of groups are game systems used for playing a game corresponding to the group, wherein each of the plurality of game terminals includes an operation unit; A selection unit that selects one of a plurality of games based on an operation of the operation unit; and a selection data transmission unit that transmits selection data indicating a selection result of the selection unit to the lobby server device. A selection data receiving unit that receives the selection data from each of the plurality of game terminals; and the selection data receiving unit A plurality of groups are formed by grouping the specified number of game terminals that have received the selection data received in the order of arrival of the selection data, and a plurality of groups are formed. In each grouping, the specified number of selection data related to the group to be formed is included. A grouping unit that identifies one game based on the group and associates the identified game with the group that forms the game, a counting unit that counts the number of times each of the plurality of games is selected using the selection data, and counts the counting unit A schedule data generation unit that generates schedule data that associates a game with the largest number of selections with a schedule period based on the selected number of times, and a schedule data transmission unit that transmits the schedule data to each of the plurality of game terminals; Each of the plurality of game terminals further includes a schedule data for receiving the schedule data from the lobby server device. A game system (first mode) comprising: a data receiving unit; and an information output unit that outputs information prompting selection of a game corresponding to the scheduled period in the scheduled period based on the scheduled data provide.
 このゲームシステムでは、ロビーサーバー装置において、選択データの先着順にゲーム端末が規定数ずつグルーピングされる。つまり、ゲーム選択に依存しない先着順のグルーピングが行われる。ゲーム選択に依存しない先着順のグルーピングには、ゲーム端末の数に対して選択可能なゲームの数が多くなってもグルーピングに要する時間が長くならないという利点と、選択したゲームと異なるゲームのプレイに参加させられるプレイヤが発生しうるという欠点とがある。しかし、このゲームシステムでは、ゲーム端末において、予定期間における当該予定期間に対応するゲームの選択が促されるから、ゲーム選択に依存しない先着順のグルーピングが行われることを理解している人は、予定期間において当該予定期間に対応するゲーム以外のゲームを選択しても当該予定期間に対応するゲームのプレイに参加させられてしまう確率が高いことを把握することができる。このことを把握している人が予定期間において当該予定期間に対応するゲーム以外のゲームを選択する確率は十分に低いから、予定期間では当該予定期間に対応するゲームが選択される確率が高くなる。この結果、選択したゲームと異なるゲームのプレイに参加させられるプレイヤの発生確率が低く抑制される。つまり、このゲームシステムによれば、グルーピングにかかる時間を長くすることなく、選択したゲームと異なるゲームのプレイに参加させられるプレイヤの発生確率を低く抑制することができる。 In this game system, in the lobby server device, game terminals are grouped by a prescribed number in the order of selection data arrival. That is, first-come-first-served grouping that does not depend on game selection is performed. First-come-first-served grouping that does not depend on game selection is advantageous in that the time required for grouping does not increase even if the number of games that can be selected increases with respect to the number of game terminals, and for playing games different from the selected game. There is a disadvantage in that a player who can participate may occur. However, in this game system, since the game terminal is prompted to select a game corresponding to the scheduled period, a person who understands that the grouping is performed on a first-come-first-served basis without depending on the game selection. Even if a game other than a game corresponding to the scheduled period is selected in the period, it can be understood that there is a high probability that the game will be played in the game corresponding to the scheduled period. The probability that a person who knows this will select a game other than the game corresponding to the scheduled period in the scheduled period is sufficiently low, so the probability that a game corresponding to the scheduled period will be selected is increased in the scheduled period. . As a result, the occurrence probability of a player who is allowed to participate in the play of a game different from the selected game is suppressed to a low level. That is, according to this game system, it is possible to suppress the occurrence probability of players who can participate in the play of a game different from the selected game without increasing the time required for grouping.
 第1態様に係るゲームシステムにおいて、前記予定期間は複数であり、前記複数の予定期間は互いに重ならず、前記計数部が計数する選択回数は、互いに重ならない複数の計数期間の各々における前記複数のゲームの各々の選択回数であり、前記複数の計数期間と前記複数の予定期間はそれぞれ対応しており、前記予定データは、前記複数の予定期間の各々と、その予定期間に対応する計数期間における選択回数が最多のゲームとを対応付けるデータであり、前記情報出力部が出力する情報は、前記複数の予定期間の各々におけるその予定期間に対応するゲームの選択を促す情報である、ようにしてもよい(第2態様)。 In the game system according to the first aspect, there are a plurality of the scheduled periods, the plurality of scheduled periods do not overlap each other, and the number of selections counted by the counting unit is the plurality in the plurality of counting periods that do not overlap each other. And the plurality of counting periods correspond to the plurality of scheduled periods, respectively, and the schedule data includes each of the plurality of scheduled periods and a counting period corresponding to the scheduled period. And the information output from the information output unit is information for prompting selection of a game corresponding to the scheduled period in each of the plurality of scheduled periods. It is also possible (second embodiment).
 第2態様に係るゲームシステムでは、複数の予定期間の各々と、その予定期間に対応する計数期間において選択回数が最多となったゲームとが対応付けられ、ゲーム端末において、複数の予定期間の各々におけるその予定期間に対応するゲームの選択が促されるから、各予定期間におけるゲーム端末の使用者が、その予定期間に対応するゲームのプレイに参加したくない人である確率が十分に低くなる。したがって、このゲームシステムによれば、所望のゲームのプレイへの参加を断念する人を十分に少なくすることができる。 In the game system according to the second aspect, each of the plurality of scheduled periods is associated with the game having the largest number of selections in the counting period corresponding to the scheduled period. Since the selection of the game corresponding to the scheduled period is prompted, the probability that the user of the game terminal in each scheduled period is a person who does not want to participate in playing the game corresponding to the scheduled period is sufficiently low. Therefore, according to this game system, it is possible to sufficiently reduce the number of people who give up participation in the play of a desired game.
 第1態様に係るゲームシステムにおいて、前記予定期間は複数であり、前記複数の予定期間は互いに重ならず、前記計数部が計数する選択回数は、互いに重ならない複数の計数期間の各々における前記複数のゲームの各々の選択回数であり、前記複数の計数期間と前記複数の予定期間はそれぞれ対応しており、前記予定データ生成部は、前記計数部に計数された選択回数に基づいて、前記複数の予定期間の各々と、その予定期間に対応する計数期間における選択回数が最多のゲームとを対応付けるデータを生成し、前記複数の予定期間のいずれにも対応付けられないゲームが前記複数のゲームに含まれる場合には、前記複数のゲームの各々が前記複数の予定期間のうちのいずれかに対応付けられるように前記データを変更し、当該変更したデータを前記予定データとし、他の場合には前記データを前記予定データとし、前記情報出力部が出力する情報は、前記複数の予定期間の各々におけるその予定期間に対応するゲームの選択を促す情報である、ようにしてもよい(第3態様)。 In the game system according to the first aspect, there are a plurality of the scheduled periods, the plurality of scheduled periods do not overlap each other, and the number of selections counted by the counting unit is the plurality in the plurality of counting periods that do not overlap each other. And the plurality of counting periods correspond to the plurality of scheduled periods, respectively, and the scheduled data generation unit is configured to select the plurality of games based on the number of selections counted by the counting unit. Data for associating each of the scheduled periods with a game having the largest number of selections in the counting period corresponding to the scheduled period, and a game that is not associated with any of the plurality of scheduled periods as the plurality of games If included, the data is changed so that each of the plurality of games is associated with one of the plurality of scheduled periods, and the changed The data is the scheduled data, and in other cases the data is the scheduled data, and the information output from the information output unit prompts selection of a game corresponding to the scheduled period in each of the plurality of scheduled periods. It may be configured to be information (third mode).
 第3態様に係るゲームシステムでは、原則として、複数の予定期間の各々と、その予定期間に対応する計数期間において選択回数が最多となったゲームとが対応付けられ、ゲーム端末において、複数の予定期間の各々におけるその予定期間に対応するゲームの選択が促される。ただし、複数の計数期間のいずれにおいても最多とならないゲームが存在する場合には、このゲームが複数の予定期間のいずれかに対応付けられる。よって、このゲームシステムによれば、実質的に選択可能なゲームの数を減らすことなく、所望のゲームのプレイへの参加を断念する人を少なくすることができる。 In the game system according to the third aspect, in principle, each of the plurality of scheduled periods is associated with the game having the largest number of selections in the counting period corresponding to the scheduled period, and the game terminal has a plurality of schedules. Selection of a game corresponding to the scheduled period in each period is prompted. However, when there is a game that does not become the maximum in any of the plurality of counting periods, this game is associated with any of the plurality of scheduled periods. Therefore, according to this game system, it is possible to reduce the number of people who abandon participation in the play of a desired game without reducing the number of games that can be substantially selected.
 第1態様に係るゲームシステムにおいて、前記予定期間には、第1予定期間(長い第1予定期間)と前記予定期間よりも短い第2予定期間(短い第2予定期間)とがあり、前記第1予定期間と前記第2予定期間とは互いに重ならず、前記予定データは、選択回数が最多の第1ゲームと前記第1予定期間とを対応付けるとともに前記第1ゲームとは異なる第2ゲームと前記第2予定期間とを対応付けるデータであり、前記情報出力部が出力する情報は、前記第1予定期間における前記第1ゲームの選択を促すとともに、前記第2予定期間における前記第2ゲームの選択を促す情報である、ようにしてもよい(第4態様)。第4態様に係るゲームシステムでは、選択確率の高い第1ゲームの選択が促される第1予定期間が選択確率の低い第2ゲームの選択が促される第2予定期間よりも長くなる。したがって、このゲームシステムによれば、所望のゲームのプレイへの参加を断念する人を少なくすることができる。 In the game system according to the first aspect, the schedule period includes a first schedule period (long first schedule period) and a second schedule period (short second schedule period) shorter than the schedule period. The one scheduled period and the second scheduled period do not overlap each other, and the scheduled data associates the first game with the largest number of selections with the first scheduled period and a second game different from the first game. The data corresponding to the second scheduled period, and the information output by the information output unit prompts the selection of the first game in the first scheduled period and selects the second game in the second scheduled period It may be configured to prompt information (fourth mode). In the game system according to the fourth aspect, the first scheduled period in which selection of the first game with a high selection probability is prompted is longer than the second scheduled period in which selection of the second game with a low selection probability is prompted. Therefore, according to this game system, it is possible to reduce the number of people who give up participation in the play of a desired game.
 第1態様に係るゲームシステムにおいて、前記ゲーム端末は、前記予定期間において、前記予定期間に対応するゲーム以外のゲームの選択を禁止する、ようにしてもよい(第5態様)。第5態様に係るゲームシステムによれば、予定期間において、当該予定期間に対応するゲーム以外のゲームが選択されることがないから、選択したゲームと異なるゲームのプレイに参加させられるプレイヤを皆無とすることができる。また、これと同様に、第2及び第3態様に係るゲームシステムにおいて、前記ゲーム端末は、前記複数の予定期間の各々において、その予定期間に対応するゲーム以外のゲームの選択を禁止する、ようにしてもよい(第6及び第7態様)。 In the game system according to the first aspect, the game terminal may prohibit selection of a game other than the game corresponding to the scheduled period in the scheduled period (fifth aspect). According to the game system according to the fifth aspect, since no game other than the game corresponding to the scheduled period is selected in the scheduled period, there is no player who can participate in playing a game different from the selected game. can do. Similarly, in the game system according to the second and third aspects, the game terminal prohibits selection of a game other than the game corresponding to the scheduled period in each of the plurality of scheduled periods. It may be possible (sixth and seventh aspects).
 第1乃至第7態様に係るゲームシステムにおいて、前記グルーピング部は、各回のグルーピングにおいて、前記結成するグループに係る前記規定数の選択データから一つをランダムに選択し、選択した選択データで示されるゲームを前記結成するグループに対応付ける、ようにしてもよい。結成するグループに対応付けるゲームを選択データに基づいて特定する態様としては、他に、多数決により特定する態様が考えられる。しかし、この態様では、一部のゲーム選択の内容とは無関係に、参加するプレイに係るゲームが特定されてしまう虞がある。例えば、規定数が3の場合、二つの選択データが選択データ受信部に受信されており、これらの選択データがいずれも一つのゲームを示している場合、残る一つの選択データが如何なるゲームを示していても、結成されるグループには、既に受信した二つの選択データが示すゲームが対応付けられてしまう。つまり、三つめの選択データが示すゲームとは無関係に、参加するプレイに係るゲームが特定されてしまう。これに対し、このゲームシステムでは、結成するグループに、規定数の選択データからランダムに選択された一つの選択データで示されるゲームが対応付けられるから、参加するプレイに係るゲームがゲーム選択の内容とは無関係に特定される虞がない。また、このゲームシステムでは、同一のゲームを示す選択ゲームが多いほど当該ゲームの選択確率が高くなるから、選択したゲームと異なるゲームのプレイに参加させられるプレイヤを少なくすることができる。 In the game system according to the first to seventh aspects, the grouping unit randomly selects one from the specified number of selection data related to the group to be formed in each grouping, and is indicated by the selected selection data. You may make it match | combine a game with the said group to form. As a mode for specifying a game associated with a group to be formed based on selection data, another mode for specifying by a majority vote is conceivable. However, in this aspect, there is a possibility that a game related to a play to participate is specified regardless of the contents of some game selections. For example, when the specified number is 3, when two selection data are received by the selection data receiving unit, and both of these selection data indicate one game, the remaining one selection data indicates any game. Even so, the group formed is associated with the game indicated by the already received two selection data. That is, regardless of the game indicated by the third selection data, the game related to the participating play is specified. On the other hand, in this game system, since a game indicated by one selection data randomly selected from a specified number of selection data is associated with the group to be formed, the game related to the participation play is the content of the game selection. There is no risk of being identified regardless of Further, in this game system, the more selection games that show the same game, the higher the selection probability of the game. Therefore, it is possible to reduce the number of players that can participate in playing a game different from the selected game.
 第1乃至第7態様に係るゲームシステムにおいて、前記複数のゲーム端末は複数のゲーム場に分散して配置され、前記グルーピング部は、各回のグルーピングにおいて、前記結成するグループに係る前記規定数のゲーム端末が配置されたゲーム場の数が1の場合には、前記結成するグループに係る前記規定数の選択データから一つをランダムに選択し、選択した選択データで示されるゲームを前記結成するグループに対応付け、前記グルーピング部は、各回のグルーピングにおいて、前記結成するグループに係る前記規定数のゲーム端末が配置されたゲーム場の数が2以上の場合には、前記2以上のゲーム場の各々に一つのゲームを対応付けるとともに前記2以上のゲーム場から一つをランダムに選択し、選択したゲーム場に対応するゲームを前記結成するグループに対応付ける、ようにしてもよい。 In the game system according to any one of the first to seventh aspects, the plurality of game terminals are distributed and arranged in a plurality of game fields, and the grouping unit has the prescribed number of games related to the group to be formed in each grouping. In the case where the number of game halls where terminals are arranged is 1, a group that randomly selects one from the prescribed number of selection data related to the group to be formed and forms the game indicated by the selected selection data The grouping unit associates each of the two or more game fields when the number of game fields where the prescribed number of game terminals related to the group to be formed is two or more in each grouping. A game is associated with each game and one of the two or more game venues is randomly selected, and the game corresponding to the selected game venue is selected. The associated group to the formation, may be.
 このゲームシステムでは、結成するグループに、規定数の選択データからランダムに選択された一つの選択データで示されるゲーム、または2以上のゲーム場からランダムに選択された一つのゲーム場に対応するゲームが対応付けられるから、ゲーム選択の内容とは無関係に、参加するプレイに係るゲームが定まってしまう虞がない。また、このゲームシステムでは、各回のグルーピングにおいて、結成するグループに、このグループに係る規定数のゲーム端末のうちの多数が配置されたゲーム場に対応するゲームが対応付けられる確率と、少数が配置されたゲーム場に対応するゲームが対応付けられる確率とが等しくなるから、配置されたゲーム端末の数が少ないゲーム場を利用する人や同じゲーム場を利用する知人の少ない人が不利になる事態を回避することができる。なお、グルーピング部は、好適には、各回のグルーピングにおいてゲーム場に対応付けるゲームを、結成するグループに係る規定数の選択データのうち、そのゲーム場に配置されたゲーム端末から送信された選択データに基づいて、多数決により、またはランダムに選択する。 In this game system, a game corresponding to a game indicated by one selection data randomly selected from a prescribed number of selection data or one game field randomly selected from two or more game fields is formed in a group to be formed. Are associated with each other, there is no possibility that the game related to the participation play will be determined regardless of the content of the game selection. In addition, in this game system, in each grouping, the probability that a game corresponding to a game field in which a large number of the prescribed number of game terminals related to this group are arranged will be associated with the group formed, and a small number will be arranged. Since the probability that the game corresponding to the played game place will be matched becomes equal, the situation will be disadvantageous for those who use the game place with a small number of arranged game terminals or those who have few acquaintances who use the same game place Can be avoided. Note that the grouping unit preferably selects a game to be associated with the game place in each grouping as selection data transmitted from a game terminal arranged in the game place, out of a specified number of selection data related to the group to be formed. Based on, choose by majority or randomly.
 また本発明は、ゲームプログラムを実行可能なゲーム端末を複数備えるゲームシステムにおけるロビーサーバー装置であって、前記複数のゲーム端末は2以上の規定数ずつのグループとしてグルーピングされ、前記グループに属する総てのゲーム端末はそのグループに対応付けられたゲームのプレイに用いられ、当該ロビーサーバー装置は、前記複数のゲーム端末の各々から前記ゲームのプレイヤが選択した、複数のゲームのうちのいずれかを示す選択データを受信する選択データ受信部と、前記選択データ受信部に受信された前記選択データの送信元のゲーム端末を前記選択データの先着順に規定数ずつグルーピングして複数のグループを結成し、各回のグルーピングでは、結成するグループに係る前記規定数の選択データに基づいて一つのゲームを特定し、特定したゲームを前記結成するグループに対応付けるグルーピング部と、前記選択データを用いて前記複数のゲームの各々の選択回数を計数する計数部と、前記計数部に計数された選択回数に基づいて、選択回数が最多のゲームと予定期間とを対応付ける予定データを生成する予定データ生成部と、前記予定データを前記複数のゲーム端末の各々へ送信し、当該予定データを受信したゲーム端末において、当該予定データに基づいて情報が出力されるようにする、予定データ送信部とを備える、ことを特徴とするロビーサーバー装置を提供する。このロビーサーバー装置によれば、第1態様に係るゲームシステムを構築することができる。 The present invention is also a lobby server device in a game system including a plurality of game terminals capable of executing a game program, wherein the plurality of game terminals are grouped as a group of two or more prescribed numbers, and all belonging to the group The game server is used for playing a game associated with the group, and the lobby server device indicates one of the plurality of games selected by the player of the game from each of the plurality of game terminals. A selection data receiving unit that receives selection data and a game terminal that is a transmission source of the selection data received by the selection data receiving unit are grouped by a prescribed number in the order of arrival of the selection data to form a plurality of groups. Grouping is based on the specified number of selection data relating to the group to be formed. A grouping unit that identifies the game and associates the identified game with the group that forms the game, a counting unit that counts the number of times each of the plurality of games is selected using the selection data, and a selection counted by the counting unit Based on the number of times, a schedule data generating unit that generates schedule data for associating the game with the largest number of selections with the scheduled period, and the schedule data is transmitted to each of the plurality of game terminals, and the schedule data is received. There is provided a lobby server device characterized in that a terminal is provided with a schedule data transmission unit that outputs information based on the schedule data. According to the lobby server device, the game system according to the first aspect can be constructed.
 また本発明は、ゲームプログラムを実行可能なゲーム端末を複数備えるとともに、前記複数のゲーム端末を2以上の規定数ずつグルーピングして複数のグループを結成し、前記複数のグループの各々にゲームを対応付けるロビーサーバー装置とを備え、前記複数のグループの各々に属する総てのゲーム端末はそのグループに対応するゲームのプレイに用いられる、ゲームシステムにおけるゲーム端末であって、操作部と、前記操作部の操作に基づいて複数のゲームから一つを選択する選択部と、前記選択部の選択結果を示す前記選択データを前記ロビーサーバー装置へ送信する選択データ送信部と、前記ロビーサーバー装置から、選択回数が最多のゲームと予定期間とを対応付けた予定データを受信する予定データ受信部と、前記予定データに基づいて、前記予定期間における前記予定期間に対応するゲームの選択を促す情報を出力する情報出力部とを備える、ことを特徴とするゲーム端末を提供する。このゲーム端末によれば、第1態様に係るゲームシステムを構築することができる。 In addition, the present invention includes a plurality of game terminals capable of executing a game program, and groups the plurality of game terminals by a prescribed number of two or more to form a plurality of groups, and associates a game with each of the plurality of groups. All of the game terminals belonging to each of the plurality of groups are game terminals in a game system used for playing a game corresponding to the group, the operation unit; and A selection unit that selects one of a plurality of games based on an operation, a selection data transmission unit that transmits the selection data indicating a selection result of the selection unit to the lobby server device, and a selection count from the lobby server device. A schedule data receiving unit for receiving schedule data in which most games are associated with a scheduled period, and the scheduled data Based on, and an information output unit that outputs information prompting selection of the game corresponding to said predetermined period in said predetermined period, to provide a game terminal, characterized in that. According to this game terminal, the game system according to the first aspect can be constructed.
本発明の一実施形態に係るゲームシステムの構成を示すブロック図である。It is a block diagram which shows the structure of the game system which concerns on one Embodiment of this invention. ゲームシステムに含まれるゲーム端末の電気的構成を示すブロック図である。It is a block diagram which shows the electrical structure of the game terminal contained in a game system. ゲームシステムに含まれるロビーサーバー装置の電気的構成を示すブロック図である。It is a block diagram which shows the electric constitution of the lobby server apparatus contained in a game system. ゲームシステムにおけるグルーピングの一例を示す図である。It is a figure which shows an example of grouping in a game system. ゲームシステムのグルーピング処理における動作例を示すシーケンス図である。It is a sequence diagram which shows the operation example in the grouping process of a game system. ゲーム端末の通信アドレスの構造を模式的に示す図である。It is a figure which shows typically the structure of the communication address of a game terminal. ゲームシステムのプレイ処理における動作例を示すシーケンス図である。It is a sequence diagram which shows the operation example in the play process of a game system. ロビーサーバー装置で行われるグルーピング処理を示すフローチャートである。It is a flowchart which shows the grouping process performed with a lobby server apparatus. ロビーサーバー装置で行われる予定データ生成処理を示すフローチャートである。It is a flowchart which shows the schedule data generation process performed with a lobby server apparatus. 予定データ生成処理で計数される選択回数の一例を模式的に示す図である。It is a figure which shows typically an example of the selection frequency counted by the schedule data generation process. 予定データ生成処理で生成される予定データが示す対応関係の一例を模式的に示す図である。It is a figure which shows typically an example of the correspondence which the schedule data produced | generated by the schedule data production | generation process shows. ロビーサーバー装置で行われる予定データ配信処理を示すフローチャートである。It is a flowchart which shows the schedule data delivery process performed with a lobby server apparatus. ゲーム端末で行われるクライアント処理を示すフローチャートである。It is a flowchart which shows the client process performed with a game terminal. クライアント処理における予定表の表示例を示す図である。It is a figure which shows the example of a display of a schedule table in a client process. クライアント処理に含まれるゲーム選択処理を示すフローチャートである。It is a flowchart which shows the game selection process included in a client process. ゲーム選択処理において表示される選択画面の一例を示す図である。It is a figure which shows an example of the selection screen displayed in a game selection process. ゲーム選択処理において表示される選択画面の別の例を示す図である。It is a figure which shows another example of the selection screen displayed in a game selection process. ゲームシステムの変形例における選択画面の一例を示す図である。It is a figure which shows an example of the selection screen in the modification of a game system. ゲームシステムの別の変形例における選択画面の一例を示す図である。It is a figure which shows an example of the selection screen in another modification of a game system. ゲームシステムの別の変形例における選択画面の別の例を示す図である。It is a figure which shows another example of the selection screen in another modification of a game system. ゲームシステムの更に別の変形例においてゲーム端末に表示される予定表の一例を示す図である。It is a figure which shows an example of the schedule table displayed on a game terminal in another modification of a game system.
 以下、図面を参照しながら本発明の一実施形態について説明する。ただし、本発明は、以下に述べる実施形態に限定されるものではなく、この実施形態を変形して得られる各種の変形例や応用例をも技術的範囲に含みうる。 Hereinafter, an embodiment of the present invention will be described with reference to the drawings. However, the present invention is not limited to the embodiment described below, and various modifications and application examples obtained by modifying this embodiment can be included in the technical scope.
 図1は、本発明の一実施形態に係るゲームシステム100の全体構成を示すブロック図である。この図に示すように、ゲームシステム100は、複数のゲーム端末A1~A3、B1~B3、C1~C3、…とロビーサーバー装置40とを備える。複数のゲーム端末A1~A3、B1~B3、C1~C3、…は、それぞれ、複数のゲーム場A、B、C、…に分散して配置されている。各ゲーム場は、例えば、来訪者にゲーム端末を有償で使用させる店舗であり、各ゲーム場にはルーター20が設けられている。各ゲーム端末は、複数のゲーム(図14に示す4つのゲームGA、GB、GC及びGD)のプレイに使用可能であり、当該ゲーム端末が配置されたゲーム場に設けられたルーター20を介してインターネット等のネットワーク10に接続されている。 FIG. 1 is a block diagram showing an overall configuration of a game system 100 according to an embodiment of the present invention. As shown in this figure, the game system 100 includes a plurality of game terminals A1 to A3, B1 to B3, C1 to C3,. A plurality of game terminals A1 to A3, B1 to B3, C1 to C3,... Are distributed in a plurality of game stadiums A, B, C,. Each game place is, for example, a store that allows visitors to use game terminals for a fee, and each game place is provided with a router 20. Each game terminal can be used for playing a plurality of games (four games GA, GB, GC and GD shown in FIG. 14), and via a router 20 provided in a game place where the game terminals are arranged. It is connected to a network 10 such as the Internet.
 ロビーサーバー装置40は、複数のゲーム端末A1~A3、B1~B3、C1~C3、…を後述の選択データの先着順に規定数(3)ずつグルーピングして複数のグループを結成し、各グループに複数のゲームGA、GB、GC及びGDのうちの一つのゲームを対応付けるものであり、ルーター30を介してネットワーク10に接続されている。各ゲーム端末は、ネットワーク10を介してロビーサーバー装置40および他のゲーム端末と通信可能である。複数のゲームGA、GB、GC及びGDの各々は、グループ毎にプレイされ、一つのプレイに、そのゲームが対応付けられた一つのグループに属する総てのゲーム端末が使用されるゲームであり、換言すれば、当該一つのグループに属する総てのゲーム端末の使用者が当該一つのプレイに参加する複数人参加型オンラインゲーム(multiple-player participation type on-line game)である。 The lobby server device 40 groups a plurality of game terminals A1 to A3, B1 to B3, C1 to C3,... In a predetermined number (3) in the order of arrival of selection data described later to form a plurality of groups. One game among a plurality of games GA, GB, GC, and GD is associated, and is connected to the network 10 via the router 30. Each game terminal can communicate with the lobby server device 40 and other game terminals via the network 10. Each of the plurality of games GA, GB, GC, and GD is a game that is played for each group, and all game terminals that belong to one group in which the game is associated with one play are used. In other words, it is a multi-player participation type online game (multiple-player 使用 participation type on-line game) in which users of all game terminals belonging to the one group participate in the one play.
 図2は、ゲーム端末A1の電気的構成を示すブロック図である。他のゲーム端末も同様に構成されている。この図に示すように、ゲーム端末A1は、CPU(Central Processing Unit)200と、RAM(random access memory)201と、ROM(read only memory)202と、通信インターフェース203と、表示装置21と、操作部230と、コインセンサ260とを備える。 FIG. 2 is a block diagram showing an electrical configuration of the game terminal A1. Other game terminals are similarly configured. As shown in this figure, a game terminal A1 includes a CPU (Central processing unit) 200, a RAM (random access memory) 201, a ROM (read only memory) 202, a communication interface 203, a display device 21, and an operation. Unit 230 and a coin sensor 260.
 CPU200は、バスを介して他の構成要素と接続され、制御中枢として機能する。RAM201は、CPU200の作業領域に用いられる。ROM202には、ゲーム端末にプレイ処理を含むクライアント処理を行わせるゲームプログラムが記憶されている。これらの処理の内容については後述する。このゲームプログラムは、ゲーム端末A1の起動時にCPU200に読み出されて実行される。つまり、ゲーム端末A1は、ゲームプログラムを実行可能なゲーム端末である。なお、ゲーム端末A1にハードディスクやDVD等の記憶装置を備えさせ、この記憶装置にゲームプログラム等を記憶させてもよい。 CPU 200 is connected to other components via a bus and functions as a control center. The RAM 201 is used as a work area for the CPU 200. The ROM 202 stores a game program that causes the game terminal to perform client processing including play processing. Details of these processes will be described later. This game program is read out and executed by the CPU 200 when the game terminal A1 is activated. That is, the game terminal A1 is a game terminal that can execute a game program. The game terminal A1 may be provided with a storage device such as a hard disk or a DVD, and a game program or the like may be stored in the storage device.
 通信インターフェース203は、CPU200の制御の下、所定の通信プロトコルに従って、ルーター20との間で通信を行う。表示装置21は、CRT(cathode ray tube)、液晶表示装置、プラズマディスプレイ、またはその他の適切な画像表示装置である。操作部230は、人に操作されるものであり、ゲーム端末A1の使用者(プレイヤ)に操作される操作子を備え、操作子の操作に応じた操作信号を出力する。操作部230が備える操作子としては、ボタンや、ハンドル、ペダル等を例示可能である。コインセンサ260は、ゲーム端末A1に設けられたコイン挿入口(図示略)にコインが投入されたことをCPU200に通知する。 The communication interface 203 communicates with the router 20 according to a predetermined communication protocol under the control of the CPU 200. The display device 21 is a CRT (cathode ray tube), a liquid crystal display device, a plasma display, or other suitable image display device. The operation unit 230 is operated by a person, and includes an operation element operated by a user (player) of the game terminal A1, and outputs an operation signal corresponding to the operation of the operation element. Examples of the operation element included in the operation unit 230 include a button, a handle, and a pedal. The coin sensor 260 notifies the CPU 200 that a coin has been inserted into a coin insertion slot (not shown) provided in the game terminal A1.
 図3は、ロビーサーバー装置40の電気的構成を示すブロック図である。この図に示すように、ロビーサーバー装置40は、CPU400と、ハードディスク401と、RAM402と、ROM403と、通信インターフェース404とを備える。RAM402は、CPU400の作業領域に用いられる。ハードディスク401には、ロビーサーバー装置40にグルーピング処理と予定データ生成処理と予定データ配信処理と行わせる制御プログラムが記憶されている。これらの処理の内容については後述する。 FIG. 3 is a block diagram showing an electrical configuration of the lobby server device 40. As shown in this figure, the lobby server device 40 includes a CPU 400, a hard disk 401, a RAM 402, a ROM 403, and a communication interface 404. The RAM 402 is used as a work area for the CPU 400. The hard disk 401 stores a control program that causes the lobby server device 40 to perform grouping processing, scheduled data generation processing, and scheduled data distribution processing. Details of these processes will be described later.
 RAM402には、エントリーリストELと選択履歴リストSLが記憶される。エントリーリストELには、グルーピングの完了を待つゲーム端末の通信アドレスと当該ゲーム端末からの選択データとの組が登録される。グルーピングの完了を待つゲーム端末が存在しない状態では、エントリーリストELは空となる。選択履歴リストSLには、複数のゲーム端末A1~A3、B1~B3、C1~C3、…の各々から受信した選択データと当該選択データの受信時刻を示す受信時刻データとの組が登録される。選択データを未受信の状態では、選択履歴リストSLは空となる。 The RAM 402 stores an entry list EL and a selection history list SL. In the entry list EL, a set of a communication address of a game terminal waiting for completion of grouping and selection data from the game terminal is registered. When there is no game terminal waiting for the completion of grouping, the entry list EL is empty. In the selection history list SL, a set of selection data received from each of the plurality of game terminals A1 to A3, B1 to B3, C1 to C3,... And reception time data indicating the reception time of the selection data is registered. . When the selection data is not received, the selection history list SL is empty.
 また、ROM403には、ブートプログラム(boot program)が記憶されている。このブートプログラムは、ロビーサーバー装置40の起動時に、CPU400に読み出されて実行される。これにより、CPU400は、ハードディスク401から制御プログラムを読み出して実行する。通信インターフェース404は、CPU400の制御の下、所定の通信プロトコルに従って、ルーター30との間で通信を行う。 The ROM 403 stores a boot program. This boot program is read and executed by the CPU 400 when the lobby server device 40 is activated. As a result, the CPU 400 reads the control program from the hard disk 401 and executes it. The communication interface 404 communicates with the router 30 according to a predetermined communication protocol under the control of the CPU 400.
 図4は、ゲームシステム100におけるグルーピングの一例を示す図である。この例では、ゲーム端末A1、B1及びC2がグループG1に属し、ゲーム端末A2、A3及びB2がグループG2に属し、ゲーム端末B3、C1及びC3がグループG3に属している。したがって、ゲーム端末A1、B1及びC2はグループG1に対応付けられたゲームの一つのプレイに使用され、ゲーム端末A2、A3及びB2はグループG2に対応付けられたゲームの一つのプレイに使用され、ゲーム端末B3、C1及びC3はグループG3に対応付けられたゲームの一つのプレイに使用される。 FIG. 4 is a diagram illustrating an example of grouping in the game system 100. In this example, game terminals A1, B1 and C2 belong to group G1, game terminals A2, A3 and B2 belong to group G2, and game terminals B3, C1 and C3 belong to group G3. Therefore, the game terminals A1, B1 and C2 are used for one play of the game associated with the group G1, the game terminals A2, A3 and B2 are used for one play of the game associated with the group G2, The game terminals B3, C1, and C3 are used for one play of a game associated with the group G3.
 図5は、ゲームシステム100のグルーピング処理における動作例を示すシーケンス図である。この例は、グルーピングの完了を待つゲーム端末が存在しない状態(エントリーリストELが空の状態)から図4のグループG2を結成するときのものであり、この例では、グルーピングを要求するグルーピング要求が、まずゲーム端末A2からロビーサーバー装置40へ送信され(s1)、次にゲーム端末A3からロビーサーバー装置40へ送信され(s3)、次にゲーム端末B2からロビーサーバー装置40へ送信される(s5)。 FIG. 5 is a sequence diagram showing an operation example in the grouping process of the game system 100. In this example, the group G2 in FIG. 4 is formed from a state in which there is no game terminal waiting for completion of grouping (entry list EL is empty). In this example, a grouping request for requesting grouping is made. First, it is transmitted from the game terminal A2 to the lobby server device 40 (s1), then transmitted from the game terminal A3 to the lobby server device 40 (s3), and then transmitted from the game terminal B2 to the lobby server device 40 (s5). ).
 グルーピング要求は、送信元のゲーム端末の通信アドレスと、このゲーム端末で複数のゲームGA、GB、GC及びGDから選択された一つのゲームを示す選択データとを含む。各ゲーム端末のグルーピング要求に含まれる通信アドレスは、図6に示すように、複数のルーター20,20,20,…の各々を識別するルーター識別部と、各ルーターに接続される複数のゲーム端末の各々を識別するゲーム端末識別部とを含む。 The grouping request includes a communication address of a game terminal that is a transmission source, and selection data indicating one game selected from a plurality of games GA, GB, GC, and GD on the game terminal. As shown in FIG. 6, the communication address included in the grouping request of each game terminal includes a router identification unit that identifies each of the plurality of routers 20, 20, 20,... And a plurality of game terminals connected to each router. And a game terminal identification unit for identifying each of the above.
 ロビーサーバー装置40は、ゲーム端末からグルーピング要求を受信すると、このグルーピング要求に含まれる、送信元のゲーム端末の通信アドレスと選択データとの組をエントリーリストELに登録するとともに、当該選択データと当該選択データに係る受信時刻データとの組を選択履歴リストSLに登録する。ロビーサーバー装置40がゲーム端末A2からのグルーピング要求を受信してからゲーム端末B2からのグルーピング要求を受信するまでの間にロビーサーバー装置40に届くグルーピング要求がゲーム端末A3からのグルーピング要求のみの場合、図5に示すように、ロビーサーバー装置40では、ゲーム端末A2からのグルーピング要求の受信(s1)、エントリーリストEL及び選択履歴リストSLへの登録(s2)、ゲーム端末A3からのグルーピング要求の受信(s3)、エントリーリストEL及び選択履歴リストSLへの登録(s4)、ゲーム端末B2からのグルーピング要求の受信(s5)及びエントリーリストEL及び選択履歴リストSLへの登録(s6)が順次行われ、次にゲーム端末A2、A3及びB2のグルーピング(s7)が行われる。 When receiving the grouping request from the game terminal, the lobby server device 40 registers the combination of the communication address of the transmission source game terminal and the selection data included in the grouping request in the entry list EL, and the selection data and the A pair with the reception time data related to the selection data is registered in the selection history list SL. When the grouping request that reaches the lobby server device 40 after the lobby server device 40 receives the grouping request from the game terminal A2 until it receives the grouping request from the game terminal B2 is only the grouping request from the game terminal A3 As shown in FIG. 5, the lobby server device 40 receives a grouping request from the game terminal A2 (s1), registers in the entry list EL and the selection history list SL (s2), and receives a grouping request from the game terminal A3. Reception (s3), registration to entry list EL and selection history list SL (s4), reception of grouping request from game terminal B2 (s5) and registration to entry list EL and selection history list SL (s6) are sequentially performed. Next, grouping of game terminals A2, A3 and B2 s7) is carried out.
 このグルーピングにより、ゲーム端末A2、A3及びB2が属するグループG2が結成され、グループG2に複数のゲームGA、GB、GC及びGDのうちの一つが対応付けられる。このグルーピングが完了すると、ロビーサーバー装置40は、グルーピングが完了した旨を示すグルーピング応答を、ゲーム端末A2、A3及びB2の各々へ送信する(s8~s10)。これらのグルーピング応答は、宛先を除いて同一であり、いずれもゲーム端末A2、A3及びB2の通信アドレスとグループG2に対応付けられたゲームを示す対応ゲームデータとを含む。次に、ロビーサーバー装置40は、エントリーリストELから総ての組を削除する(S11)。これによりエントリーリストELは空となる。 This grouping forms a group G2 to which the game terminals A2, A3, and B2 belong, and one of a plurality of games GA, GB, GC, and GD is associated with the group G2. When this grouping is completed, the lobby server device 40 transmits a grouping response indicating that the grouping is completed to each of the game terminals A2, A3, and B2 (s8 to s10). These grouping responses are the same except for the destination, and all include communication addresses of the game terminals A2, A3, and B2 and corresponding game data indicating a game associated with the group G2. Next, the lobby server device 40 deletes all pairs from the entry list EL (S11). As a result, the entry list EL becomes empty.
 ゲーム端末A2、A3及びB2は、それぞれ、グルーピング応答を受信すると、受信したグルーピング応答に含まれる通信アドレスを用いて他のゲーム端末と通信し、他のゲーム装置との間で、当該グルーピング応答に含まれる対応ゲームデータで示されるゲームの一つのプレイを進行させるプレイ処理を開始する(s12)。例えば、ゲーム端末A2は、グルーピング応答を受信すると、このグルーピング応答に含まれる通信アドレスを用いてゲーム端末A3及びB2の各々と通信し、ゲーム端末A3及びB2との間で当該グルーピング応答に含まれる対応ゲームデータで示されるゲームの一つのプレイを進行させるプレイ処理を開始する。このことから明らかなように、ゲームプログラムは、ゲーム端末を複数のゲームGA、GB、GC及びGDのプレイに使用可能とするプログラムである。 When each of the game terminals A2, A3, and B2 receives the grouping response, each of the game terminals A2, A3, and B2 communicates with another game terminal using the communication address included in the received grouping response, and receives the grouping response with the other game devices. A play process for advancing one play of the game indicated by the corresponding game data included is started (s12). For example, when the game terminal A2 receives the grouping response, the game terminal A2 communicates with each of the game terminals A3 and B2 using the communication address included in the grouping response, and is included in the grouping response with the game terminals A3 and B2. A play process for proceeding with one play of the game indicated by the corresponding game data is started. As is clear from this, the game program is a program that enables the game terminal to be used for playing a plurality of games GA, GB, GC, and GD.
 図7は、ゲームシステム100のプレイ処理における動作例を示すシーケンス図である。この例では、グループG2においてプレイ処理が開始すると、グループG2に属するゲーム端末A2、A3及びB2の間でプレイデータを相互に送受する処理が繰り返し行われる(s13~s18)。プレイデータは、グループG2に対応付けられたゲームのプレイに必須のデータである。例えば、グループG2に対応付けられたゲームが、仮想的な車両を操縦してスコアを競うカーラリーゲームであれば、このプレイ処理で進行させられるプレイに参加する当該ゲームのプレイヤ(ゲーム端末A2、A3及びB2の使用者)による車両の操縦内容を示すデータや当該プレイヤのスコアを示すデータ等がプレイデータとなる。 FIG. 7 is a sequence diagram showing an operation example in the play processing of the game system 100. In this example, when the play process is started in the group G2, the process of mutually transmitting and receiving play data between the game terminals A2, A3, and B2 belonging to the group G2 is repeatedly performed (s13 to s18). The play data is data essential for playing the game associated with the group G2. For example, if the game associated with the group G2 is a car rally game in which a virtual vehicle is operated and competes for a score, the player of the game (game terminal A2, The data indicating the operation details of the vehicle by the user of A3 and B2, the data indicating the score of the player, and the like are the play data.
 また、プレイ処理において、ゲーム端末A2、A3及びB2の各々のCPU200は、逐次、操作部230の操作や受信したプレイデータに応じた画像を表示装置21に表示させる。ところで、複数のゲームGA、GB、GC及びGDの各々にはプレイを終了させる条件が設定されており、各ゲームのプレイは設定された条件が満たされると終了する。図7の例では、グループG2に対応付けられたゲームのプレイに設定された条件が満たされると、プレイ処理が終了する(s19)。上記のカーラリーゲームのプレイでは、その終了時のスコアに基づいて順位や勝敗が定まる。 In the play process, the CPU 200 of each of the game terminals A2, A3, and B2 sequentially causes the display device 21 to display an image corresponding to the operation of the operation unit 230 and the received play data. By the way, a condition for ending the play is set for each of the plurality of games GA, GB, GC, and GD, and the play of each game is ended when the set condition is satisfied. In the example of FIG. 7, when the condition set for playing the game associated with the group G2 is satisfied, the play process ends (s19). In the play of the car rally game, the ranking and win / loss are determined based on the score at the end.
 図8は、ロビーサーバー装置40で行われるグルーピング処理を示すフローチャートである。グルーピング処理はグルーピングを繰り返し行う処理である。グルーピング処理では、ロビーサーバー装置40のCPU400は、まず複数のゲーム端末A1~A3、B1~B3、C1~C3、…のいずれか一つからグルーピング要求を受信したか否かを判定する(s31)。 FIG. 8 is a flowchart showing the grouping process performed by the lobby server device 40. The grouping process is a process for repeatedly performing grouping. In the grouping process, the CPU 400 of the lobby server device 40 first determines whether a grouping request is received from any one of the plurality of game terminals A1 to A3, B1 to B3, C1 to C3,... (S31). .
 この判定結果が「NO」であれば、処理はステップs31に戻る。つまり、CPU400は、複数のゲーム端末A1~A3、B1~B3、C1~C3、…のいずれか一つからグルーピング要求を受信するまで待機する。グルーピング要求は送信元のゲーム端末の通信アドレスと選択データを含む。このことから明らかなように、CPU400は、複数のゲーム端末A1~A3、B1~B3、C1~C3、…の各々から選択データを受信する選択データ受信部として機能する。 If the determination result is “NO”, the process returns to step s31. That is, the CPU 400 stands by until a grouping request is received from any one of the plurality of game terminals A1 to A3, B1 to B3, C1 to C3,. The grouping request includes the communication address and selection data of the transmission source game terminal. As is clear from this, the CPU 400 functions as a selection data receiving unit that receives selection data from each of the plurality of game terminals A1 to A3, B1 to B3, C1 to C3,.
 ステップs31の判定結果が「YES」であれば、CPU400は、受信したグルーピング要求に含まれる、送信元のゲーム端末の通信アドレスと選択データとの組をエントリーリストELに登録し(s32)、当該選択データと当該選択データの受信時刻を示す受信時刻データとの組を選択履歴リストSLに登録する(s33)。なお、ロビーサーバー装置40は図示しないリアルタイムクロックを備え、CPU400は、このリアルタイムクロックを用いて現在時刻を計時する計時部として機能し、グルーピング要求を受信すると、現在時刻を当該グルーピング要求に含まれる選択データの受信時刻とし、この受信時刻を示す受信時刻データを生成する。 If the decision result in the step s31 is “YES”, the CPU 400 registers the pair of the communication address of the transmission source game terminal and the selection data included in the received grouping request in the entry list EL (s32). A set of selection data and reception time data indicating the reception time of the selection data is registered in the selection history list SL (s33). The lobby server device 40 includes a real-time clock (not shown), and the CPU 400 functions as a timekeeping unit that counts the current time using the real-time clock. When the grouping request is received, the selection is included in the grouping request. The reception time data indicating the reception time is generated as the data reception time.
 次にCPU400は、エントリーリストELを参照し、グルーピングの完了を待つゲーム端末の数(待機数)が前述の規定数(3)未満であるか否かを判定する(s34)。この判定結果が「YES」の場合、処理はステップs31に戻る。つまり、CPU400は、待機数が規定数に達するまで、ステップs31~s34の処理を繰り返し行う。 Next, the CPU 400 refers to the entry list EL and determines whether or not the number of game terminals (waiting number) waiting for completion of grouping is less than the specified number (3) (s34). If the determination result is “YES”, the process returns to step s31. That is, the CPU 400 repeats the processes of steps s31 to s34 until the standby number reaches the specified number.
 ステップs34の判定結果が「NO」の場合、CPU400は、エントリーリストELに登録されている選択データの送信元である規定数のゲーム端末をグルーピングして、これらのゲーム端末のグループを結成し(s35)、これらのゲーム端末の各々にグルーピング応答を送信し(s36)、エントリーリストELから総ての組を削除する(s37)。以降、処理はステップs31に戻る。 If the determination result in step s34 is “NO”, the CPU 400 groups a prescribed number of game terminals that are the transmission sources of selection data registered in the entry list EL, and forms groups of these game terminals ( s35), a grouping response is transmitted to each of these game terminals (s36), and all pairs are deleted from the entry list EL (s37). Thereafter, the process returns to step s31.
 ステップs35のグルーピングでは、CPU400は、エントリーリストELに登録されている規定数の組(結成するグループに係る規定数の組)に基づいて一つのゲームを特定し、特定したゲームを結成するグループに対応付ける。つまり、CPU400は、受信した選択データの送信元のゲーム端末を選択データの先着順に規定数(3)ずつグルーピングして複数のグループを結成し、各回のグルーピングでは、結成するグループに係る規定数の選択データに基づいて一つのゲームを特定し、特定したゲームを結成するグループに対応付けるグルーピング部として機能する。ただし、結成するグループに対応付ける一つのゲームの特定方法は、結成するグループに係る規定数のゲーム端末が配置されたゲーム場の数に応じて異なる。 In the grouping in step s35, the CPU 400 specifies one game based on a specified number of groups registered in the entry list EL (a specified number of groups related to the group to be formed), and sets the specified game as a group. Associate. That is, the CPU 400 groups a predetermined number (3) of the game terminals that are the transmission sources of the received selection data in order of arrival of the selection data to form a plurality of groups, and in each grouping, a predetermined number of groups related to the group to be formed It functions as a grouping unit that identifies one game based on the selection data and associates it with a group that forms the identified game. However, the method of identifying one game associated with the group to be formed differs depending on the number of game halls where a prescribed number of game terminals related to the group to be formed are arranged.
 結成するグループに係る規定数のゲーム端末が配置されたゲーム場の数が1の場合、CPU400は、エントリーリストELに登録されている規定数の選択データから一つをランダムに選択することにより一つのゲームを特定する。この選択は、例えば乱数を用いて行われる。なお、本明細書において、「ランダムに選択」は、総ての選択肢の選択確率が互いに等しい状況下での選択を意味する。したがって、エントリーリストELに、ゲームGAを示す二つの選択データと、ゲームGBを示す一つの選択データが登録されている場合には、結成するグループに対応付ける一つのゲームとしてゲームGAが特定される確率は1/3+1/3=2/3となり、ゲームGBが特定される確率は1/3となる。 When the number of game halls where the specified number of game terminals related to the group to be formed is one, the CPU 400 randomly selects one from the specified number of selection data registered in the entry list EL. Identify one game. This selection is performed using a random number, for example. In the present specification, “random selection” means selection under a situation where the selection probabilities of all the options are equal to each other. Therefore, when two selection data indicating the game GA and one selection data indicating the game GB are registered in the entry list EL, the probability that the game GA is specified as one game associated with the group to be formed. Is 1/3 + 1/3 = 2/3, and the probability that the game GB is specified is 1/3.
 結成するグループに係る規定数のゲーム端末が配置されたゲーム場の数が2以上の場合、CPU400は、これらのゲーム場の各々に一つのゲームを対応付けるともに、これらのゲーム場から一つをランダムに選択する。この場合、選択されたゲーム場に対応するゲームが一つのゲームとして特定される。例えば、図4のグループG2の結成の際には、ゲーム端末A2からの選択データとゲーム端末A3からの選択データとが共にゲームGBを示し、ゲーム端末B2からの選択データがゲーム端末GAを示す場合、図1のゲーム場AにゲームGBが対応付けられる一方、ゲーム場BにゲームGAが対応付けられる。ゲーム場Aの選択確率とゲーム場Bの選択確率は共に1/2であるから、グループG2に対応付ける一つのゲームとしてゲームGBが特定される確率とゲームGAが選択される確率は共に1/2となる。 When the number of game halls where the prescribed number of game terminals related to the group to be formed is two or more, the CPU 400 associates one game with each of these game halls and randomly selects one from these game halls. Select In this case, the game corresponding to the selected game place is specified as one game. For example, when the group G2 in FIG. 4 is formed, both the selection data from the game terminal A2 and the selection data from the game terminal A3 indicate the game GB, and the selection data from the game terminal B2 indicates the game terminal GA. In this case, the game GB is associated with the game place A in FIG. Since the selection probability of the game field A and the selection probability of the game field B are both 1/2, the probability that the game GB is specified as one game associated with the group G2 and the probability that the game GA is selected are both 1/2. It becomes.
 なお、この例では、各ゲーム場に対応付けるゲームが、エントリーリストELに登録されている規定数の選択データのうち、そのゲーム場に配置されたゲーム端末からの選択データに基づいて、多数決により選択されるが、これに限るものではない。例えば、エントリーリストELに登録されている規定数の選択データが、同一のゲーム場に配置された二つのゲーム端末からの選択データを含み、これらの選択データが互いに異なるゲームを示す場合には、これらの選択データに基づいて、そのゲーム場に対応付けるゲームがランダムに選択される。また、本実施形態を変形し、如何なる場合でもランダムに選択されるようにしてもよい。 In this example, a game to be associated with each game place is selected by majority decision based on selection data from a game terminal placed in the game place out of a prescribed number of selection data registered in the entry list EL. However, it is not limited to this. For example, when the specified number of selection data registered in the entry list EL includes selection data from two game terminals arranged in the same game place, and these selection data indicate different games, Based on these selection data, a game associated with the game field is randomly selected. Further, the present embodiment may be modified so that it is randomly selected in any case.
 図8に示すように、CPU400は、グルーピングを完了すると、前述のグルーピング応答をゲーム端末A2、A3及びB2の各々へ送信する(s36)。次にCPU400は、エントリーリストELから総ての組を削除する(s37)。以降、処理はステップs31に戻る。つまり、CPU400は、通信インターフェース404に受信された選択データの送信元のゲーム端末を選択データの先着順に規定数ずつグルーピングして複数のグループを結成するグルーピング部として機能する。なお、ゲームシステム100では、あるグループにおいてあるゲームのプレイが進行しているときに、別のグループにおいて当該ゲームの別のプレイが進行することもありうる。 As shown in FIG. 8, when the grouping is completed, the CPU 400 transmits the grouping response described above to each of the game terminals A2, A3, and B2 (s36). Next, the CPU 400 deletes all pairs from the entry list EL (s37). Thereafter, the process returns to step s31. That is, the CPU 400 functions as a grouping unit that groups a predetermined number of game terminals that are transmission sources of selection data received by the communication interface 404 in a first-come-first-served basis in order of selection data to form a plurality of groups. In the game system 100, when play of a certain game is progressing in a certain group, another play of the game may progress in another group.
 図9は、ロビーサーバー装置40で行われる予定データ生成処理を示すフローチャートである。予定データ生成処理は予定データを繰り返し生成する処理であり、本実施形態では、一日周期で行われる。予定データは、原則として、互いに重ならない複数の予定期間の各々と、その予定期間に対応する計数期間における選択回数が最多のゲームとを対応付けるデータである。例外については後述する。計数期間は互いに重ならない複数の期間であり、これらの計数期間は、それぞれ、複数の予定期間と対応している。予定期間は未来におけるある期間であり、計数期間はある予定期間に対応する過去の期間である。例えば、翌日の午前10時~午前11時の期間が予定期間であり、前日の午前10時~午前11時の期間が計数期間である。 FIG. 9 is a flowchart showing a schedule data generation process performed by the lobby server device 40. The schedule data generation process is a process for repeatedly generating the schedule data, and in the present embodiment, the schedule data generation process is performed in a daily cycle. In principle, the schedule data is data that associates each of a plurality of schedule periods that do not overlap each other and the game having the largest number of selections in the counting period corresponding to the schedule period. The exception will be described later. The counting periods are a plurality of periods that do not overlap with each other, and each of these counting periods corresponds to a plurality of scheduled periods. The scheduled period is a period in the future, and the counting period is a past period corresponding to a certain scheduled period. For example, the period from 10:00 am to 11:00 am the next day is the scheduled period, and the period from 10:00 am to 11:00 am the previous day is the counting period.
 予定データ生成処理では、CPU400は、まず、現在時刻が予め定められた予定データ生成時刻を過ぎたか否かを判定する(s41)。この判定結果が「NO」の場合、処理はステップs41に戻る。つまり、CPU400は、現在時刻が予定データ生成時刻を過ぎるまで待機する。ステップs41の判定結果が「YES」の場合、CPU400は、選択履歴リストSLに基づいて、計数期間毎に複数のゲームGA、GB、GC及びGDの各々の選択回数を計数する(s42)。この計数では、選択履歴リストSLに登録された、選択データと当該選択データの受信時刻を示す受信時刻データとの組のうち、ある計数期間内の時刻を示す受信時刻データと同じ組に含まれ、かつ、あるゲームを示す選択データの数が、当該計数期間における当該ゲームの選択回数となる。つまり、CPU400は、受信時刻データ及び選択データを用いて、複数の計数期間の各々における複数のゲームGA、GB、GC及びGDの各々の選択回数を計数する計数部として機能する。 In the scheduled data generation process, the CPU 400 first determines whether or not the current time has passed a predetermined scheduled data generation time (s41). If the determination result is “NO”, the process returns to step s41. That is, the CPU 400 waits until the current time passes the scheduled data generation time. When the determination result in step s41 is “YES”, the CPU 400 counts the number of selections of each of the plurality of games GA, GB, GC, and GD for each counting period based on the selection history list SL (s42). This count is included in the same set as the reception time data indicating the time within a certain counting period among the combinations of the selection data and the reception time data indicating the reception time of the selection data registered in the selection history list SL. And the number of selection data indicating a certain game is the number of times the game is selected in the counting period. That is, the CPU 400 functions as a counting unit that counts the number of times of selection of each of the plurality of games GA, GB, GC, and GD in each of the plurality of counting periods using the reception time data and the selection data.
 次にCPU400は、ステップs42で計数された選択回数に基づいて予定データを生成し、RAM402に上書きする(s43)。この生成では、まず、ステップs42で計数された選択回数に基づいて、複数の予定期間の各々と、その予定期間に対応する計数期間における選択回数が最多のゲームとを対応付けるデータを生成する。原則として、このデータが予定データとなる。つまり、CPU400は、計数した選択回数に基づいて、選択回数が最多のゲームと予定期間とを対応付ける予定データを生成する予定データ生成部として機能する。ただし、複数の予定期間のいずれにも対応付けられないゲームが存在する場合には、例外として、複数のゲームGA、GB、GC及びGDの各々が複数の予定期間のうちのいずれかに対応付けられるように当該データを変更して予定データとする。 Next, the CPU 400 generates schedule data based on the number of selections counted in step s42 and overwrites the RAM 402 (s43). In this generation, first, based on the number of selections counted in step s42, data for associating each of the plurality of scheduled periods with the game having the largest number of selections in the counting period corresponding to the scheduled period is generated. In principle, this data is planned data. That is, the CPU 400 functions as a schedule data generation unit that generates schedule data that associates a game with the largest number of selections with a schedule period based on the counted number of selections. However, when there is a game that cannot be associated with any of the plurality of scheduled periods, as an exception, each of the plurality of games GA, GB, GC, and GD is associated with any of the plurality of scheduled periods. The data is changed to schedule data as shown in FIG.
 例えば図10に示すように、予定期間の数が4であり、第1の予定期間における選択回数が最多のゲームがゲームGAであり、第2の予定期間における選択回数が最多のゲームがゲームGBであり、第3の予定期間における選択回数が最多のゲームがゲームGCであり、第4の予定期間における選択回数が最多のゲームがゲームGAである場合には、上記の例外となるから、例えば図11に示すように、第1の予定期間とゲームGAとを対応付け、第2の予定期間とゲームGBとを対応付け、第3の予定期間とゲームGCとを対応付け、第4の予定期間とゲームGDとを対応付ける予定データが生成される。 For example, as shown in FIG. 10, the number of scheduled periods is 4, the game with the largest number of selections in the first scheduled period is the game GA, and the game with the largest number of selections in the second scheduled period is the game GB. When the game with the largest number of selections in the third scheduled period is the game GC and the game with the largest number of selections in the fourth scheduled period is the game GA, the above exception is made. As shown in FIG. 11, the first scheduled period and the game GA are associated, the second scheduled period and the game GB are associated, the third scheduled period and the game GC are associated, and the fourth schedule Scheduled data for associating the period with the game GD is generated.
 図11の例では、ゲームGDが、第1及び第4の予定期間のうちのゲームGDの選択率が高い第4の予定期間に対応付けられているが、これを変形し、ゲームGDが、第1及び第4の予定期間のうちのゲームGDの選択回数が多い第1の予定期間に対応付けられるようにしてもよい。なお、「あるゲームの選択率」=「そのゲームの選択回数」/「総てのゲームの選択回数」である。また、上記の例外を排し、計数期間における選択回数が最多のゲームと当該計数期間に対応する予定期間とを必ず対応付けるようにしてもよい。 In the example of FIG. 11, the game GD is associated with the fourth scheduled period in which the selection rate of the game GD is high among the first and fourth scheduled periods. You may make it match | combine with the 1st scheduled period with many selection frequency of the game GD among the 1st and 4th scheduled periods. Note that “selection rate of a certain game” = “number of times of selection of the game” / “number of times of selection of all games”. Further, the above exception may be eliminated and the game having the largest number of selections in the counting period may be associated with the scheduled period corresponding to the counting period.
 図9に示すように、予定データを生成してRAM402に記憶させたCPU400は、選択履歴リストSLから総ての組を削除するとともに、予定データ生成時刻、複数の計数期間および複数の予定期間を更新する(s44)。この更新により、予定データ生成時刻は1日分だけ先の時刻となり、各計数期間および各予定期間はそれぞれ1日分だけ先の期間となる。以降、処理はステップs41に戻る。つまり、ステップs41~s43の処理は、一日周期で繰り返し行われる。 As shown in FIG. 9, the CPU 400 that generates the schedule data and stores it in the RAM 402 deletes all the sets from the selection history list SL, and also sets the schedule data generation time, the plurality of counting periods, and the plurality of schedule periods. Update (s44). With this update, the scheduled data generation time is one day ahead, and each counting period and each scheduled period are one day ahead. Thereafter, the process returns to step s41. That is, the processing of steps s41 to s43 is repeatedly performed in a one-day cycle.
 図12は、ロビーサーバー装置40で行われる予定データ配信処理を示すフローチャートである。予定データ配信処理は、RAM402に保持されている予定データをゲーム端末へ配信する処理である。予定データ配信処理では、CPU400は、まず、複数のゲーム端末A1~A3、B1~B3、C1~C3、…のいずれか一つから、予定データの配信を要求する予定データ配信要求を受信したか否かを判定する(s51)。この判定結果が「NO」の場合、処理はステップs51に戻る。つまり、CPU400は、複数のゲーム端末A1~A3、B1~B3、C1~C3、…のいずれか一つから予定データ配信要求を受信するまで待機する。 FIG. 12 is a flowchart showing a schedule data distribution process performed by the lobby server device 40. The schedule data distribution process is a process for distributing the schedule data held in the RAM 402 to the game terminal. In the scheduled data distribution process, first, the CPU 400 has received a scheduled data distribution request for requesting distribution of scheduled data from any one of the plurality of game terminals A1 to A3, B1 to B3, C1 to C3,. It is determined whether or not (s51). If this determination is “NO”, the processing returns to step s 51. That is, CPU 400 waits until a scheduled data distribution request is received from any one of a plurality of game terminals A1 to A3, B1 to B3, C1 to C3,.
 ステップs51の判定結果が「YES」の場合、CPU400は、RAM402から予定データを読み出し、受信した予定データ配信要求の送信元のゲーム端末へ返信する(s52)。以降、処理はステップs51に戻る。つまり、予定データ配信処理では、ロビーサーバー装置40は、複数のゲーム端末A1~A3、B1~B3、C1~C3、…のいずれか一つから予定データ配信要求を受信する度に予定データを返信する。なお、CPU400は、ゲーム端末から配信要求を受信せずとも、例えば、定期的に、予定データを各ゲーム端末に対して送信するようにしてもよい。このように、CPU400は、予定データを複数のゲーム端末A1~A3、B1~B3、C1~C3、…の各々へ送信する予定データ送信部として機能する。 If the decision result in the step s51 is “YES”, the CPU 400 reads the scheduled data from the RAM 402 and returns it to the game terminal that is the transmission source of the received scheduled data distribution request (s52). Thereafter, the process returns to step s51. That is, in the scheduled data distribution process, the lobby server device 40 returns the scheduled data every time it receives a scheduled data distribution request from any one of the plurality of game terminals A1 to A3, B1 to B3, C1 to C3,. To do. Note that the CPU 400 may transmit the scheduled data to each game terminal periodically, for example, without receiving a distribution request from the game terminal. As described above, the CPU 400 functions as a schedule data transmission unit that transmits the schedule data to each of the plurality of game terminals A1 to A3, B1 to B3, C1 to C3,.
 図13は、ゲーム端末で行われるクライアント処理を示すフローチャートである。クライアント処理はゲーム端末が起動すると開始する。クライアント処理では、ゲーム端末のCPU200は、まず、予定データ配信要求をロビーサーバー装置40へ送信し(s61)、ロビーサーバー装置40から予定データを受信する(s62)。つまり、CPU200は、ロビーサーバー装置40から予定データを受信する予定データ受信部として機能する。なお、ロビーサーバー装置40において予定データは上書きされるから、ステップs62では最新の予定データが受信される。 FIG. 13 is a flowchart showing client processing performed at the game terminal. The client process starts when the game terminal is activated. In the client process, the CPU 200 of the game terminal first transmits a schedule data distribution request to the lobby server device 40 (s61), and receives schedule data from the lobby server device 40 (s62). That is, the CPU 200 functions as a schedule data receiving unit that receives schedule data from the lobby server device 40. Since the schedule data is overwritten in the lobby server device 40, the latest schedule data is received in step s62.
 次にCPU200は、受信した予定データを用いて、グルーピングの予定を示す予定表を表示装置21に表示させる(s63)。この際、予定表は、図14に例示するように、いずれかのゲームのデモンストレーション画面内に表示される。予定表の表示形態は任意であるが、図14の例では、表示された日の10時から21時までの11時間を11等分した11個の予定期間を示す画像が一列に並んだ領域と、各予定期間に一つずつ対応付けられているゲームを示す画像が一列に並んだ領域とを有する。このように、予定表は、複数の予定期間の各々におけるその予定期間に対応するゲームの選択を促す情報でもあるから、CPU200は、予定期間における当該予定期間に対応するゲームの選択を促す情報を出力する情報出力部として機能する。 Next, the CPU 200 causes the display device 21 to display a schedule table indicating the grouping schedule using the received schedule data (s63). At this time, the schedule is displayed in the demonstration screen of any game as illustrated in FIG. Although the display form of the schedule is arbitrary, in the example of FIG. 14, an area in which images indicating 11 scheduled periods obtained by dividing 11 hours from 10:00 to 21:00 on the displayed day into 11 equal parts is arranged in a line. And an area in which images indicating games associated with each scheduled period are arranged in a line. Thus, since the schedule table is also information for prompting selection of a game corresponding to the scheduled period in each of the plurality of scheduled periods, the CPU 200 displays information for prompting selection of a game corresponding to the scheduled period in the scheduled period. Functions as an information output unit for output.
 なお、図14の例では、互いに隣接する予定期間に同一のゲームが対応する場合には、これらの予定期間の画像が並ぶ領域に対応する複数の領域にわたって当該ゲームを示す一つの画像が配置される。また、ゲーム端末はリアルタイムクロックを備え、CPU200は、このリアルタイムクロックを用いて現在時刻を計時する計時部として機能する。このため、CPU200は、図14に例示するように、現在時刻を含む予定期間を強調して表示させることができる。 In the example of FIG. 14, when the same game corresponds to a schedule period adjacent to each other, one image indicating the game is arranged over a plurality of areas corresponding to areas where images of these schedule periods are arranged. The Further, the game terminal is provided with a real time clock, and the CPU 200 functions as a time measuring unit for measuring the current time using the real time clock. Therefore, the CPU 200 can highlight and display the scheduled period including the current time, as illustrated in FIG.
 図13に示すように、次にCPU200は、コインセンサ260からの出力信号に基づいて、プレイが可能か否かを判定する(s64)。この判定結果が「NO」の場合、処理はステップs63に戻る。つまり、CPU200は、プレイを可能とする価値のコインが投入されるまで、予定表を含むデモンストレーション画面を表示し続ける。ステップs64の判定結果が「YES」の場合、CPU200は、複数のゲームGA、GB、GC及びGDから一つを選択するゲーム選択処理を行う(s65)。 As shown in FIG. 13, the CPU 200 next determines whether or not play is possible based on the output signal from the coin sensor 260 (s64). If the determination result is “NO”, the process returns to step s63. That is, the CPU 200 continues to display a demonstration screen including a schedule until coins worth playing are inserted. When the determination result in step s64 is “YES”, the CPU 200 performs a game selection process of selecting one from the plurality of games GA, GB, GC, and GD (s65).
 図15は、ゲーム選択処理を示すフローチャートである。ゲーム選択処理では、CPU200は、まず、複数のゲームGA、GB、GC及びGDのうちのいずれか一つのゲームを仮選択する(s71)。「仮選択」とは、仮の選択であり、本当の選択ではない。次にCPU200は、操作部230から出力される操作信号に基づいて、仮選択中のゲームを選択する選択指示が入力されたか否かを判定する(s72)。 FIG. 15 is a flowchart showing the game selection process. In the game selection process, first, the CPU 200 temporarily selects any one of the plurality of games GA, GB, GC, and GD (s71). The “temporary selection” is a temporary selection and not a real selection. Next, based on the operation signal output from the operation unit 230, the CPU 200 determines whether a selection instruction for selecting a temporarily selected game has been input (s72).
 この判定結果が「NO」の場合、CPU200は、操作部230から出力される操作信号に基づいて、仮選択中のゲームを変更する仮選択変更指示が入力されたか否かを判定する(s73)。この判定結果が「YES」の場合、CPU200は、仮選択変更指示に従って、仮選択中のゲームを変更する(s74)。ステップs73の判定結果が「NO」の場合や、ステップs74の処理を終了した場合には、CPU200は、仮選択中のゲームに応じた選択画面を表示する(s75)。以降、処理はステップs72に戻る。 When the determination result is “NO”, the CPU 200 determines whether or not a temporary selection change instruction for changing the temporarily selected game is input based on the operation signal output from the operation unit 230 (s73). . When the determination result is “YES”, the CPU 200 changes the temporarily selected game in accordance with the temporary selection change instruction (s74). When the determination result of step s73 is “NO”, or when the process of step s74 is completed, the CPU 200 displays a selection screen corresponding to the temporarily selected game (s75). Thereafter, the process returns to step s72.
 つまり、選択指示が入力されてステップs72の判定結果が「YES」となるまで、ステップs72~s75の処理が繰り返し行われる。この間、表示装置21には、例えば図16や図17に示す選択画面が表示される。図16は、仮選択中のゲームがゲームGCの場合の選択画面を示し、図17は、仮選択中のゲームがゲームGAの場合の選択画面を示す。そして、選択指示が入力されてステップs72の判定結果が「YES」となると、CPU200は、仮選択中のゲームを選択する(s76)。このように、CPU200は、操作部230の操作に基づいて複数のゲームGA、GB、GC及びGDから一つを選択する選択部として機能する。 That is, the processing of steps s72 to s75 is repeated until the selection instruction is input and the determination result of step s72 becomes “YES”. During this time, for example, the selection screen shown in FIG. 16 or 17 is displayed on the display device 21. FIG. 16 shows a selection screen when the temporarily selected game is the game GC, and FIG. 17 shows a selection screen when the temporarily selected game is the game GA. When the selection instruction is input and the determination result in step s72 is “YES”, the CPU 200 selects the temporarily selected game (s76). Thus, the CPU 200 functions as a selection unit that selects one of the plurality of games GA, GB, GC, and GD based on the operation of the operation unit 230.
 図13に示すように、ステップs65のゲーム選択処理を終えると、CPU200は、このゲーム選択処理で選択したゲームを示す選択データを含むグルーピング要求をロビーサーバー装置40へ送信する(s66)。つまり、CPU200は、ゲームの選択結果を示す選択データをロビーサーバー装置40へ送信する選択データ送信部として機能する。次にCPU200は、ロビーサーバー装置40からグルーピング応答を受信し(s67)、前述したプレイ処理を行う(s68)。そして、プレイ処理が終了すると、CPU200は、表示装置21にプレイの結果(例えば順位や勝敗など)を表示させる(s69)。以降、処理はステップs63に戻る。 As shown in FIG. 13, when the game selection process in step s65 is completed, the CPU 200 transmits a grouping request including selection data indicating the game selected in the game selection process to the lobby server device 40 (s66). That is, the CPU 200 functions as a selection data transmission unit that transmits selection data indicating a game selection result to the lobby server device 40. Next, the CPU 200 receives a grouping response from the lobby server device 40 (s67) and performs the above-described play process (s68). Then, when the play process ends, the CPU 200 causes the display device 21 to display the play results (for example, rank, win / loss) (s69). Thereafter, the process returns to step s63.
 以上説明したように、ゲームシステム100は、複数のゲームのプレイに使用可能な複数のゲーム端末A1~A3、B1~B3、C1~C3、…と、ロビーサーバー装置40とを備える。ロビーサーバー装置40では、選択データで示されるゲーム選択に依存しない先着順のグルーピングが行われる。ゲーム選択に依存しない先着順のグルーピングには、ゲーム端末の数に対して選択可能なゲームの数が多くなってもグルーピングに要する時間が長くならないという利点があるが、その一方で、選択したゲームと異なるゲームのプレイに参加させられるプレイヤが発生しうるという欠点がある。ゲームシステム100では、各ゲーム端末は、プレイヤによる操作部230の操作に基づいて複数のゲームから一つを選択し、この選択結果を示す選択データをロビーサーバー装置40へ送信し、ロビーサーバー装置40は、選択データを用いて計数期間毎に複数のゲームの各々の選択回数を計数し、計数した選択回数に基づいて、各予定期間と、その予定期間に対応する計数期間における選択回数が最多のゲームとを原則として対応付ける予定データを各ゲーム端末へ送信し、各ゲーム端末は、予定データに基づいて、各予定期間におけるその予定期間に対応するゲームの選択を促す情報を出力するから、ゲーム端末において、各予定期間における当該予定期間に対応するゲームの選択が促される。 As described above, the game system 100 includes the plurality of game terminals A1 to A3, B1 to B3, C1 to C3,... That can be used for playing a plurality of games, and the lobby server device 40. The lobby server device 40 performs first-come-first-served grouping that does not depend on the game selection indicated by the selection data. First-come-first-served grouping that does not depend on game selection has the advantage that the time required for grouping does not increase even if the number of games that can be selected increases with respect to the number of game terminals. There is a drawback that a player who is allowed to participate in a different game play may occur. In the game system 100, each game terminal selects one of a plurality of games based on the operation of the operation unit 230 by the player, and transmits selection data indicating the selection result to the lobby server device 40. Uses the selection data to count the number of selections of each of the plurality of games for each counting period, and based on the counted number of selections, each scheduled period and the number of selections in the counting period corresponding to the scheduled period are the largest. As a rule, game data is transmitted to each game terminal, and each game terminal outputs information that prompts the user to select a game corresponding to the schedule period in each schedule period based on the schedule data. , The selection of a game corresponding to the scheduled period in each scheduled period is prompted.
 したがって、ゲームシステム100によれば、ゲーム選択に依存しない先着順のグルーピングが行われることを理解しているプレイヤは、予定期間において当該予定期間に対応するゲーム以外のゲームを選択しても当該予定期間に対応するゲームのプレイに参加させられてしまう確率が高いことを把握することができる。このことを把握しているプレイヤが予定期間において当該予定期間に対応するゲーム以外のゲームを選択する確率は十分に低いから、予定期間では当該予定期間に対応するゲームが選択される確率が高くなる。この結果、選択したゲームと異なるゲームのプレイに参加させられるプレイヤの発生確率が低く抑制される。つまり、ゲームシステム100によれば、グルーピングにかかる時間を長くすることなく、選択したゲームと異なるゲームのプレイに参加させられるプレイヤの発生確率を低く抑制することができる。 Therefore, according to the game system 100, a player who understands that grouping in the first-come-first-served basis that does not depend on game selection is performed, even if a game other than the game corresponding to the scheduled period is selected in the scheduled period. It can be understood that there is a high probability that the player will participate in the game corresponding to the period. Since the probability that a player who knows this will select a game other than the game corresponding to the scheduled period in the scheduled period is sufficiently low, the probability that a game corresponding to the scheduled period will be selected increases in the scheduled period. . As a result, the occurrence probability of a player who is allowed to participate in the play of a game different from the selected game is suppressed to a low level. That is, according to the game system 100, it is possible to suppress the occurrence probability of players who can participate in playing a game different from the selected game without increasing the time required for grouping.
 また、ゲームシステム100によれば、複数の予定期間のいずれにも対応付けられないゲームが複数のゲームに含まれる場合には、複数のゲームの各々が複数の予定期間のうちのいずれかに対応付けられるから、実質的に選択可能なゲームの数を減らさずに済む。 Further, according to the game system 100, when a plurality of games includes a game that is not associated with any of the plurality of scheduled periods, each of the plurality of games corresponds to one of the plurality of scheduled periods. Since it is attached, it is not necessary to reduce the number of games that can be substantially selected.
 なお、ゲームシステム100を変形し、予定データを、各予定期間と、その予定期間に対応する計数期間における選択回数が最多のゲームとを例外なく対応付けるデータとしてもよい。この変形例では、各予定期間と、その予定期間に対応する計数期間において選択回数が最多となったゲームとが対応付けられるから、各予定期間におけるゲーム端末の使用者が、その予定期間に対応するゲームのプレイに参加したくない人である確率が十分に低くなる。したがって、この変形例によれば、所望のゲームのプレイへの参加を断念する人を十分に少なくすることができる。 It should be noted that the game system 100 may be modified and the scheduled data may be data for associating each scheduled period with the game having the largest number of selections in the counting period corresponding to the scheduled period without exception. In this modified example, each scheduled period is associated with the game having the largest number of selections in the counting period corresponding to the scheduled period, so that the user of the game terminal in each scheduled period corresponds to the scheduled period. The probability of being a person who does not want to participate in playing a game is sufficiently low. Therefore, according to this modification, it is possible to sufficiently reduce the number of people who give up participation in the play of a desired game.
 また、ゲームシステム100を変形し、結成するグループに対応付けるゲームを選択データに基づいて多数決により決定するようにしてもよい。ただし、この変形例では、一部のゲーム選択の内容とは無関係に、参加するプレイに係るゲームが特定されてしまう虞がある。例えば、規定数が3の場合、二つの選択データが選択データ受信部に受信されており、これらの選択データがいずれも一つのゲームを示している場合、残る一つの選択データが如何なるゲームを示していても、結成されるグループには、既に受信した二つの選択データが示すゲームが対応付けられてしまう。つまり、三つめの選択データが示すゲームとは無関係に、参加するプレイに係るゲームが特定されてしまう。これに対して、ゲームシステム100では、各回のグルーピングにおいて、結成するグループに係る規定数の選択データから一つがランダムに選択され、選択された選択データで示されるゲームが結成するグループに対応付けられるから、参加するプレイに係るゲームがゲーム選択の内容とは無関係に特定される虞がない。また、ゲームシステム100では、同一のゲームを示す選択データが多いほど当該ゲームの選択確率が高くなるから、選択したゲームと異なるゲームのプレイに参加させられるプレイヤを少なくすることができる。 Alternatively, the game system 100 may be modified so that a game associated with the group to be formed is determined by majority based on the selection data. However, in this modification, there is a possibility that a game related to a play to participate is specified regardless of the contents of some game selections. For example, when the specified number is 3, when two selection data are received by the selection data receiving unit, and both of these selection data indicate one game, the remaining one selection data indicates any game. Even so, the group formed is associated with the game indicated by the already received two selection data. That is, regardless of the game indicated by the third selection data, the game related to the participating play is specified. On the other hand, in the game system 100, in each grouping, one is randomly selected from a specified number of selection data related to the group to be formed, and is associated with the group formed by the game indicated by the selected selection data. Therefore, there is no possibility that the game related to the play to participate is specified regardless of the content of the game selection. Further, in the game system 100, the more selection data indicating the same game, the higher the selection probability of the game. Therefore, it is possible to reduce the number of players who can participate in playing a game different from the selected game.
 また、ゲームシステム100では、複数のゲーム端末が複数のゲーム場に分散して配置され、各回のグルーピングにおいて、結成するグループに係る規定数のゲーム端末が配置されたゲーム場の数が1の場合には、当該規定数の選択データから一つがランダムに選択され、選択された選択データで示されるゲームが当該グループに対応付けられる一方、当該グループに係る規定数のゲーム端末が配置されたゲーム場の数が2以上の場合には、これらのゲーム場の各々に一つのゲームが対応付けられ、これらのゲーム場から一つがランダムに選択され、選択されたゲーム場に対応するゲームが当該グループに対応付けられるから、当該グループに、このグループに係る規定数のゲーム端末のうちの多数が配置されたゲーム場に対応するゲームが対応付けられる確率と、少数が配置されたゲーム場に対応するゲームが対応付けられる確率とが等しくなる。したがって、配置されたゲーム端末の数が少ないゲーム場を利用する人や同じゲーム場を利用する知人の少ない人が不利になる事態を回避することができる。 Further, in the game system 100, a plurality of game terminals are distributed and arranged in a plurality of game fields, and the number of game fields in which a prescribed number of game terminals related to the group to be formed is one in each grouping is 1. The game field in which one of the specified number of selection data is randomly selected and the game indicated by the selected selection data is associated with the group, while the specified number of game terminals related to the group is arranged. When the number of games is two or more, one game is associated with each of these game fields, one is randomly selected from these game fields, and the game corresponding to the selected game field is assigned to the group. Since it is associated, a game corresponding to a game field in which a large number of a prescribed number of game terminals related to this group are arranged in the group. A probability associated, and the probability of the game corresponding to the game field a few are arranged associated equal. Accordingly, it is possible to avoid a situation in which a person using a game place with a small number of arranged game terminals or a person having few acquaintances using the same game place is disadvantageous.
 また、ゲームシステム100を変形し、ゲーム端末(CPU200)が、予定期間における当該予定期間に対応するゲーム以外のゲームの選択を禁止するようにしてもよい。この変形例における選択画面の一例を図18に示す。図18は図16に対応するものであり、図16の選択画面ではゲームGA、GB、GC及びGDを仮選択および選択可能であるのに対し、図18の選択画面において仮選択または選択可能なのはゲームGCのみである。これは、図18の選択画面が、ゲームGCと対応する予定期間における選択画面だからである。この変形例によれば、予定期間において、当該予定期間に対応するゲーム以外のゲームが選択されることがないから、選択したゲームと異なるゲームのプレイに参加させられるプレイヤを皆無とすることができる。 Further, the game system 100 may be modified so that the game terminal (CPU 200) prohibits selection of a game other than the game corresponding to the scheduled period in the scheduled period. An example of the selection screen in this modification is shown in FIG. FIG. 18 corresponds to FIG. 16, while the games GA, GB, GC, and GD can be provisionally selected and selected on the selection screen of FIG. 16, whereas provisional selection or selection is possible on the selection screen of FIG. 18. Only game GC. This is because the selection screen in FIG. 18 is a selection screen in a scheduled period corresponding to the game GC. According to this modified example, no game other than the game corresponding to the scheduled period is selected in the scheduled period, and therefore, there can be no player who can participate in playing a game different from the selected game. .
 この変形例を更に変形し、ゲームの選択ではなく、そのゲームのグループでのプレイを禁止するようにしてもよい。この変形例における選択画面の例を図19及び図20に示す。図19の選択画面では、ゲームGCが仮選択されており、ゲームGCのグループでのプレイが仮選択されているが、図20の選択画面では、ゲームGAが仮選択されているが、ゲームGAのグループでのプレイを仮選択することはできない。 This modification may be further modified so that play in a group of the game is prohibited instead of game selection. Examples of selection screens in this modification are shown in FIGS. In the selection screen of FIG. 19, the game GC is provisionally selected and play in the group of games GC is provisionally selected. On the selection screen of FIG. 20, the game GA is provisionally selected. It is not possible to tentatively select play in the group.
 また、ゲームシステム100を変形し、前述の複数の計数期間を廃し、前述の複数の予定期間に代えて互いに重ならない第1予定期間と第1予定期間よりも長い第2予定期間とを採用してもよい。この場合、選択回数は、ロビーサーバー装置が起動されて以来の選択回数となる。そして、予定データを、選択回数が最多の第1ゲームと第1予定期間とを対応付けるとともに第1ゲームとは異なる第2ゲームと第2予定期間とを対応付けるデータとし、ゲーム端末において表示する予定表を、第1予定期間における第1ゲームの選択を促すとともに、第2予定期間における第2ゲームの選択を促す情報としてもよい。この変形例では、選択確率の高い第1ゲームの選択を促す第1予定期間が選択確率の低い第2ゲームの選択を促す第2予定期間よりも長くなる。したがって、このゲームシステムでも、所望のゲームのプレイへの参加を断念する人を少なくすることができる。 Further, the game system 100 is modified to eliminate the plurality of counting periods described above, and adopt a first scheduled period that does not overlap with each other and a second scheduled period that is longer than the first scheduled period, instead of the plurality of scheduled periods described above. May be. In this case, the number of selections is the number of selections since the lobby server device was activated. Then, the schedule data is data that associates the first game with the largest number of selections with the first schedule period and associates the second game different from the first game with the second schedule period, and displays the schedule table on the game terminal. May be information prompting selection of the first game in the first scheduled period and prompting selection of the second game in the second scheduled period. In this modification, the first scheduled period for prompting selection of the first game with a high selection probability is longer than the second scheduled period for prompting selection of the second game with a low selection probability. Therefore, even in this game system, it is possible to reduce the number of people who give up participation in the play of a desired game.
 また、ゲームシステム100を変形し、図21に示すように、各ゲーム端末に、1週間周期で更新される予定表が表示されるようにしてもよい。あるいは、月曜日から金曜日までを一つの予定期間とし、土曜日から日曜日までを別の一つの予定期間としてもよい。さらには、平日の期間が連続する期間を一つの予定期間とし、休日が連続する期間を別の一つの予定期間としてもよい。計数期間は、予定期間の設定に応じて任意に変更される。
 また、予定表の表示を音声による通知に変更してもよい。
In addition, the game system 100 may be modified such that a schedule updated every week is displayed on each game terminal as shown in FIG. Alternatively, Monday to Friday may be one scheduled period, and Saturday to Sunday may be another scheduled period. Further, a period in which weekday periods are continued may be one scheduled period, and a period in which holidays are consecutive may be another scheduled period. The counting period is arbitrarily changed according to the setting of the scheduled period.
In addition, the display of the schedule may be changed to voice notification.
 また、ゲームシステム100を変形し、計数期間を一つとしてもよいし、予定期間を一つとしてもよいし、規定数を2としても4以上としてもよいし、各ゲーム場に配置されるゲーム端末の数を2または4以上としてもよいし、一つのゲーム場に総てのゲーム端末が配置されるようにしてもよいし、プレイに使用可能なゲームの数を2または3あるいは5以上としてもよいし、カーラリー以外のゲームに適用してもよい。 Further, the game system 100 may be modified to have one counting period, one scheduled period, a prescribed number of 2 or 4 or more, and a game arranged in each game place The number of terminals may be 2 or 4 or more, all game terminals may be arranged in one game place, and the number of games that can be used for play is 2 or 3 or 5 or more It may also be applied to games other than car rally.

Claims (9)

  1.  ゲームプログラムを実行可能なゲーム端末を複数備えるとともに、前記複数のゲーム端末を2以上の規定数ずつグルーピングして複数のグループを結成し、前記複数のグループの各々にゲームを対応付けるロビーサーバー装置を備え、前記複数のグループの各々に属する総てのゲーム端末はそのグループに対応するゲームのプレイに用いられるゲームシステムであって、
     前記複数のゲーム端末の各々は、
     操作部と、
     前記操作部の操作に基づいて複数のゲームから一つを選択する選択部と、
     前記選択部の選択結果を示す選択データを前記ロビーサーバー装置へ送信する選択データ送信部とを備え、
     前記ロビーサーバー装置は、
     前記複数のゲーム端末の各々から前記選択データを受信する選択データ受信部と、
     前記選択データ受信部に受信された前記選択データの送信元のゲーム端末を前記選択データの先着順に前記規定数ずつグルーピングして複数のグループを結成し、各回のグルーピングでは、結成するグループに係る前記規定数の選択データに基づいて一つのゲームを特定し、特定したゲームを前記結成するグループに対応付けるグルーピング部と、
     前記選択データを用いて前記複数のゲームの各々の選択回数を計数する計数部と、
     前記計数部に計数された選択回数に基づいて、選択回数が最多のゲームと予定期間とを対応付ける予定データを生成する予定データ生成部と、
     前記予定データを前記複数のゲーム端末の各々へ送信する予定データ送信部とを備え、
     前記複数のゲーム端末の各々は、さらに、
     前記ロビーサーバー装置から前記予定データを受信する予定データ受信部と、
     前記予定データに基づいて、前記予定期間における前記予定期間に対応するゲームの選択を促す情報を出力する情報出力部とを備える、
     ことを特徴とするゲームシステム。
    A plurality of game terminals capable of executing a game program; and a lobby server device that groups the plurality of game terminals by a prescribed number of two or more to form a plurality of groups and associates a game with each of the plurality of groups , All game terminals belonging to each of the plurality of groups are game systems used for playing a game corresponding to the group,
    Each of the plurality of game terminals includes:
    An operation unit;
    A selection unit for selecting one from a plurality of games based on the operation of the operation unit;
    A selection data transmission unit that transmits selection data indicating a selection result of the selection unit to the lobby server device;
    The lobby server device
    A selection data receiving unit that receives the selection data from each of the plurality of game terminals;
    Grouping the specified number of game terminals from which the selection data received by the selection data receiving unit is received in the order of arrival of the selection data to form a plurality of groups, and in each grouping, the group related to the group to be formed A grouping unit that identifies one game based on a specified number of selection data, and associates the identified game with the group that forms the game;
    A counting unit that counts the number of times each of the plurality of games is selected using the selection data;
    Based on the number of selections counted by the counting unit, a schedule data generation unit that generates schedule data for associating a game with the largest number of selections with a schedule period;
    A schedule data transmitter for transmitting the schedule data to each of the plurality of game terminals,
    Each of the plurality of game terminals further includes:
    A schedule data receiving unit for receiving the schedule data from the lobby server device;
    An information output unit that outputs information prompting selection of a game corresponding to the scheduled period in the scheduled period based on the scheduled data;
    A game system characterized by that.
  2.  前記予定期間は複数であり、
     前記複数の予定期間は互いに重ならず、
     前記計数部が計数する選択回数は、互いに重ならない複数の計数期間の各々における前記複数のゲームの各々の選択回数であり、
     前記複数の計数期間と前記複数の予定期間はそれぞれ対応しており、
     前記予定データは、前記複数の予定期間の各々と、その予定期間に対応する計数期間における選択回数が最多のゲームとを対応付けるデータであり、
     前記情報出力部が出力する情報は、前記複数の予定期間の各々におけるその予定期間に対応するゲームの選択を促す情報である、
     ことを特徴とする請求項1に記載のゲームシステム。
    The scheduled period is plural,
    The plurality of scheduled periods do not overlap each other,
    The number of selections counted by the counting unit is the number of selections of each of the plurality of games in each of a plurality of counting periods that do not overlap each other,
    The plurality of counting periods correspond to the plurality of scheduled periods, respectively.
    The schedule data is data that associates each of the plurality of schedule periods with a game having the largest number of selections in a counting period corresponding to the schedule period,
    The information output by the information output unit is information prompting selection of a game corresponding to the scheduled period in each of the plurality of scheduled periods.
    The game system according to claim 1.
  3.  前記予定期間は複数であり、
     前記複数の予定期間は互いに重ならず、
     前記計数部が計数する選択回数は、互いに重ならない複数の計数期間の各々における前記複数のゲームの各々の選択回数であり、
     前記複数の計数期間と前記複数の予定期間はそれぞれ対応しており、
     前記予定データ生成部は、前記計数部に計数された選択回数に基づいて、前記複数の予定期間の各々と、その予定期間に対応する計数期間における選択回数が最多のゲームとを対応付けるデータを生成し、前記複数の予定期間のいずれにも対応付けられないゲームが前記複数のゲームに含まれる場合には、前記複数のゲームの各々が前記複数の予定期間のうちのいずれかに対応付けられるように前記データを変更し、当該変更したデータを前記予定データとし、他の場合には前記データを前記予定データとし、
     前記情報出力部が出力する情報は、前記複数の予定期間の各々におけるその予定期間に対応するゲームの選択を促す情報である、
     ことを特徴とする請求項1に記載のゲームシステム。
    The scheduled period is plural,
    The plurality of scheduled periods do not overlap each other,
    The number of selections counted by the counting unit is the number of selections of each of the plurality of games in each of a plurality of counting periods that do not overlap each other,
    The plurality of counting periods correspond to the plurality of scheduled periods, respectively.
    The scheduled data generation unit generates data that associates each of the plurality of scheduled periods with the game having the largest number of selections in the counting period corresponding to the scheduled period, based on the number of selections counted by the counting unit. When the games that are not associated with any of the plurality of scheduled periods are included in the plurality of games, each of the plurality of games is associated with any of the plurality of scheduled periods. The data is changed, the changed data is the schedule data, and in other cases the data is the schedule data,
    The information output by the information output unit is information prompting selection of a game corresponding to the scheduled period in each of the plurality of scheduled periods.
    The game system according to claim 1.
  4.  前記予定期間には、第1予定期間と、前記第1予定期間よりも短い第2予定期間とがあり、
     前記第1予定期間と前記第2予定期間とは互いに重ならず、
     前記予定データは、選択回数が最多の第1ゲームと前記第1予定期間とを対応付けるとともに前記第1ゲームとは異なる第2ゲームと前記第2予定期間とを対応付けるデータであり、
     前記情報出力部が出力する情報は、前記第1予定期間における前記第1ゲームの選択を促すとともに、前記第2予定期間における前記第2ゲームの選択を促す情報である、
     ことを特徴とする請求項1に記載のゲームシステム。
    The schedule period includes a first schedule period and a second schedule period shorter than the first schedule period,
    The first scheduled period and the second scheduled period do not overlap each other,
    The schedule data is data that associates the first game with the largest number of selections with the first schedule period and associates a second game different from the first game with the second schedule period,
    The information output by the information output unit is information prompting selection of the first game in the first scheduled period and prompting selection of the second game in the second scheduled period.
    The game system according to claim 1.
  5.  前記ゲーム端末は、前記予定期間において、前記予定期間に対応するゲーム以外のゲームの選択を禁止する、
     ことを特徴とする請求項1に記載のゲームシステム。
    The game terminal prohibits selection of a game other than a game corresponding to the scheduled period in the scheduled period;
    The game system according to claim 1.
  6.  前記グルーピング部は、各回のグルーピングにおいて、前記結成するグループに係る前記規定数の選択データから一つをランダムに選択し、選択した選択データで示されるゲームを前記結成するグループに対応付ける、
     ことを特徴とする請求項1乃至5のいずれか一項に記載のゲームシステム。
    The grouping unit randomly selects one of the specified number of selection data related to the group to be formed in each grouping, and associates the game indicated by the selected selection data with the group to be formed.
    The game system according to any one of claims 1 to 5, wherein:
  7.  前記複数のゲーム端末は複数のゲーム場に分散して配置され、
     前記グルーピング部は、各回のグルーピングにおいて、前記結成するグループに係る前記規定数のゲーム端末が配置されたゲーム場の数が1の場合には、前記結成するグループに係る前記規定数の選択データから一つをランダムに選択し、選択した選択データで示されるゲームを前記結成するグループに対応付け、
     前記グルーピング部は、各回のグルーピングにおいて、前記結成するグループに係る前記規定数のゲーム端末が配置されたゲーム場の数が2以上の場合には、前記2以上のゲーム場の各々に一つのゲームを対応付けるとともに前記2以上のゲーム場から一つをランダムに選択し、選択したゲーム場に対応するゲームを前記結成するグループに対応付ける、
     ことを特徴とする請求項1乃至5のいずれか一項に記載のゲームシステム。
    The plurality of game terminals are distributed in a plurality of game fields,
    In each grouping, when the number of game halls where the specified number of game terminals related to the group to be formed is 1 in each grouping, the grouping unit uses the specified number of selection data related to the group to be formed Randomly select one and associate the game indicated by the selected selection data with the group to be formed,
    In each grouping, when the number of game halls where the prescribed number of game terminals related to the group to be formed is two or more, each grouping unit has one game for each of the two or more game halls. And randomly selecting one of the two or more game venues and associating a game corresponding to the selected game venue with the group formed.
    The game system according to any one of claims 1 to 5, wherein:
  8.  ゲームプログラムを実行可能なゲーム端末を複数備えるゲームシステムにおけるロビーサーバー装置であって、
     前記複数のゲーム端末は2以上の規定数ずつのグループとしてグルーピングされ、前記グループに属する総てのゲーム端末はそのグループに対応付けられたゲームのプレイに用いられ、
     当該ロビーサーバー装置は、
     前記複数のゲーム端末の各々から前記ゲームのプレイヤが選択した、複数のゲームのうちのいずれかを示す選択データを受信する選択データ受信部と、
     前記選択データ受信部に受信された前記選択データの送信元のゲーム端末を前記選択データの先着順に規定数ずつグルーピングして複数のグループを結成し、各回のグルーピングでは、結成するグループに係る前記規定数の選択データに基づいて一つのゲームを特定し、特定したゲームを前記結成するグループに対応付けるグルーピング部と、
     前記選択データを用いて前記複数のゲームの各々の選択回数を計数する計数部と、
     前記計数部に計数された選択回数に基づいて、選択回数が最多のゲームと予定期間とを対応付ける予定データを生成する予定データ生成部と、
     前記予定データを前記複数のゲーム端末の各々へ送信し、当該予定データを受信したゲーム端末において、当該予定データに基づいて情報が出力されるようにする、予定データ送信部とを備える、
     ことを特徴とするロビーサーバー装置。
    A lobby server device in a game system including a plurality of game terminals capable of executing a game program,
    The plurality of game terminals are grouped into groups each having a prescribed number of 2 or more, and all game terminals belonging to the group are used for playing a game associated with the group,
    The lobby server device
    A selection data receiving unit that receives selection data indicating any of the plurality of games selected by the player of the game from each of the plurality of game terminals;
    Grouping the game terminals that are the transmission source of the selection data received by the selection data receiving unit in a prescribed number in the order of arrival of the selection data to form a plurality of groups, and in each grouping, the rules relating to the group to be formed A grouping unit that identifies one game based on the selection data of the number, and associates the identified game with the group to be formed;
    A counting unit that counts the number of times each of the plurality of games is selected using the selection data;
    Based on the number of selections counted by the counting unit, a schedule data generation unit that generates schedule data that associates a game with the largest number of selections with a schedule period;
    A schedule data transmission unit configured to transmit the schedule data to each of the plurality of game terminals and to output information based on the schedule data in the game terminal that has received the schedule data;
    A lobby server device characterized by that.
  9.  ゲームプログラムを実行可能なゲーム端末を複数備えるとともに、前記複数のゲーム端末を2以上の規定数ずつグルーピングして複数のグループを結成し、前記複数のグループの各々にゲームを対応付けるロビーサーバー装置とを備え、前記複数のグループの各々に属する総てのゲーム端末はそのグループに対応するゲームのプレイに用いられる、ゲームシステムにおけるゲーム端末であって、
     操作部と、
     前記操作部の操作に基づいて複数のゲームから一つを選択する選択部と、
     前記選択部の選択結果を示す前記選択データを前記ロビーサーバー装置へ送信する選択データ送信部と、
     前記ロビーサーバー装置から、選択回数が最多のゲームと予定期間とを対応付けた予定データを受信する予定データ受信部と、
     前記予定データに基づいて、前記予定期間における前記予定期間に対応するゲームの選択を促す情報を出力する情報出力部とを備える、
     ことを特徴とするゲーム端末。
     
    A lobby server device comprising a plurality of game terminals capable of executing a game program, grouping the plurality of game terminals by two or more prescribed numbers to form a plurality of groups, and associating a game with each of the plurality of groups; And all the game terminals belonging to each of the plurality of groups are game terminals in a game system used for playing a game corresponding to the group,
    An operation unit;
    A selection unit for selecting one from a plurality of games based on the operation of the operation unit;
    A selection data transmission unit that transmits the selection data indicating the selection result of the selection unit to the lobby server device;
    From the lobby server device, a schedule data receiving unit that receives schedule data in which a game with the largest number of selections is associated with a schedule period;
    An information output unit that outputs information prompting selection of a game corresponding to the scheduled period in the scheduled period based on the scheduled data;
    A game terminal characterized by that.
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