WO2013018832A1 - Game system with matching function - Google Patents

Game system with matching function Download PDF

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Publication number
WO2013018832A1
WO2013018832A1 PCT/JP2012/069600 JP2012069600W WO2013018832A1 WO 2013018832 A1 WO2013018832 A1 WO 2013018832A1 JP 2012069600 W JP2012069600 W JP 2012069600W WO 2013018832 A1 WO2013018832 A1 WO 2013018832A1
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WO
WIPO (PCT)
Prior art keywords
matching
game
play
players
range
Prior art date
Application number
PCT/JP2012/069600
Other languages
French (fr)
Japanese (ja)
Inventor
康資 三戸
秀和 清水
正典 幸野
牧野 鉱次
豊和 酒井
将之 社本
哲史 土田
兵吾 ▲高▼橋
友博 稲見
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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Publication of WO2013018832A1 publication Critical patent/WO2013018832A1/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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/814Musical performances, e.g. by evaluating the player's ability to follow a notation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/49Saving the game status; Pausing or ending the game
    • A63F13/493Resuming a game, e.g. after pausing, malfunction or power failure
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/843Special adaptations for executing a specific game genre or game mode involving concurrently two or more players on the same game device, e.g. requiring the use of a plurality of controllers or of a specific view of game data for each player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5566Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style

Definitions

  • the present invention relates to a game system having a matching function.
  • a game system in which a plurality of game machines are connected to each other via a network, and a plurality of players can play a common game using communication between the game machines.
  • a participation request from a game machine is received by a server device (sometimes referred to as a lobby server) as a method for determining a plurality of players to participate in a common game
  • the server device When a participation request from a game machine is received by a server device (sometimes referred to as a lobby server) as a method for determining a plurality of players to participate in a common game, the server device Thus, a mechanism is adopted in which other players satisfying a predetermined matching condition are searched and these players are matched with each other.
  • a game system that relaxes the matching condition and increases the possibility of matching when a player that satisfies the matching condition is not detected within a predetermined time limit (see, for example, Patent Document 1).
  • a conventional game system such as Patent Document 1 is configured on the assumption that a large number of game machines are connected to a wide area network. That is, since a number of game machine players are included in the search range, the matching condition is relaxed when a matching condition is set relatively rigorously to search for a player in a wide range and no player satisfying the matching condition is detected. Thus, it is possible to take a procedure of increasing the possibility of matching.
  • the game system may be configured to search for a matching partner limited to players of a relatively narrow range of game machines.
  • a matching partner limited to players of a relatively narrow range of game machines.
  • the present invention provides a game system that can sufficiently give players an opportunity to play a common game by controlling a search range of players to be matched by a method different from the conventional method. For the purpose.
  • the present invention provides a game system including a plurality of game machines connected to a network, wherein two or more predetermined number of players can play a common game using communication via the network.
  • First matching means for matching players of game machines belonging to a range
  • second matching means for matching players of game machines belonging to a second range set wider than the first range. Then, in response to a request from a player of the gaming machine belonging to the first range, matching by the first matching unit is attempted, and the first matching unit does not complete the predetermined number of matches.
  • Both matching means are associated so that matching by the two matching means is attempted.
  • the first matching means tries whether or not a predetermined number of players can be matched using the players of the game machine belonging to the first range as a search range. If the matching is not completed by the first matching means, the second matching means tries matching with the player of the game machine belonging to the second range wider than the first range as the search range.
  • the network includes a wide area network and a local area network connected to the wide area network
  • the first range includes game machines accommodated in the same local area network.
  • the second range may be set to include a game machine connected to the game machine in the first range via the wide area network.
  • the first range is set to a range of game machines accommodated in a local area network within a single facility
  • the second range is a range of the first range via the wide area network. You may set so that the game machine in the other facility connected with the game machine may be included.
  • the opportunity to play a common game in the facility is not impaired.
  • the possibility of matching can be increased by trying the matching by including the players of game machines in other facilities in the search range.
  • the facility may be a place provided with equipment for operating the game machine, and it does not matter whether the purpose of the installation is commercial, public, or personal.
  • a computer device accommodated in the local area network functions as the first matching means
  • a server device connected to each game machine via the wide area network functions as the second matching means. Also good. According to this, matching in the local area network is attempted by the computer device accommodated in the network, and when matching is not completed in the local area network, matching by the server device is attempted. As a result, the burden on the system related to matching can be distributed, and in particular, the burden on the server device can be reduced.
  • each of the plurality of game machines is configured to select one play unit from a plurality of play units prepared in advance and play the play unit, and the common game is The predetermined number of players participate in the same play unit and play, and the first matching means is a player of a game machine belonging to the first range when the matching of the predetermined number of players is not completed.
  • the second matching means While providing information specifying the play unit selected by the second matching means, the second matching means requests matching, and the second matching means responds to the matching request from the first matching means.
  • the players of the game machines belonging to the second range are subject to the condition that the selected play units match. It may be an attempt to quenching.
  • the game system may further include matching management means for managing matching so that matching by the second matching means is canceled while matching is continued in a play unit.
  • the matching of the player by the second matching means is released with the end of play of one play unit, and the matching by the second matching means may be attempted and the new player may be matched in the next play unit. Rise. Thereby, the opportunity to play a game common with various players can be provided.
  • each of the plurality of game machines causes the player to select one music from a plurality of songs prepared in advance, and instructs the player to perform a series of operations according to the music
  • the play unit may be set so that a play of a game corresponding to one piece of music becomes one play unit. According to this, it is possible to sufficiently provide an opportunity for players of a plurality of music game machines to select the same music and play a music game.
  • the first matching unit tries to match a game machine player belonging to a relatively narrow first range as a search range, and matching of a predetermined number of people is not completed. Since the game machine players belonging to the second range wider than the first range are used as the search range and the matching by the second matching means is tried, the game machine players in a relatively narrow range are common. An opportunity to play a common game can be sufficiently provided to players without impairing the opportunity to play the game.
  • the flowchart which shows procedures, such as a login process performed when a player starts a game.
  • the flowchart which shows the procedure of the matching process which a game machine performs.
  • the flowchart which shows the procedure of an online matching process.
  • the game system 1 includes a plurality of game machines 2A and 2B and a server group 3 as a server device.
  • Each of the game machines 2A and 2B instructs the player to perform a series of operations in accordance with the music, generates a musical sound according to the player's operation, and based on the relationship between the instructed operation and the operation actually performed by the player. It is configured as a music game machine that evaluates player operations.
  • the game machine 2A has an operation unit 2a simulating a drum set of a musical instrument, and the game machine 2B has two operation units 2b simulating a guitar of a musical instrument.
  • the game machine 2A is configured assuming that one player operates the operation unit 2a.
  • the game machine 2B is configured assuming that one player operates one operation unit 2b and the other one player operates the other operation unit 2b. That is, the game machine 2B has a configuration that allows two players to play a game simultaneously. Of course, one player can play a game on the game machine 2B.
  • the game machine 2A may be referred to as a drum game machine 2A
  • the game machine 2B may be referred to as a guitar game machine 2B.
  • game machines 2A and 2B they may be referred to as game machines 2.
  • Each game machine 2 is installed in a commercial facility such as a store 4 and is a commercial (business) game machine that allows a user to play a predetermined range of games in exchange for payment of a predetermined amount of play fee. It is configured.
  • a person who enjoys the service provided by the game system 1 is collectively referred to as a user, and the user may be referred to as a player particularly when the user plays a game on the game machine 2.
  • An appropriate number of game machines 2 are installed in each store 4.
  • the drum game machine 2A and the guitar game machine 2B are installed in each store 4 in a mixed manner.
  • the store 4 where only one of the drum game machine 2A and the guitar game machine 2B is installed may exist in a part.
  • the server group 3 is installed by an operator of the game system 1 and includes a game server 3A and a Web server 3B.
  • the game server 3A and the web server 3B may be configured by independent physical computer devices, or the game server 3A and the web server 3B may be logically configured on one physical computer device. Good.
  • at least one of the game server 3A and the web server 3B may be configured as one logical server 3A or 3B by a set of a plurality of physical computer devices.
  • the servers 3A and 3B may be constructed by cloud computing.
  • the game machine 2 and the server group 3 are connected via a network 5 so that they can communicate with each other.
  • the network 5 includes a WAN (wide area network) 5A, a LAN (local area network) 5B that is constructed for each store 4 and accommodates these game machines 2, and a server group 3 that contains the servers 3A and 3B.
  • LAN 5C connected to each other.
  • the WAN 5A the Internet that implements network communication using the TCP / IP protocol is used.
  • the LANs 5B and 5C are also constructed by an intranet using the TCP / IP protocol.
  • the LANs 5B and 5C are connected to the WAN 5A via the router 6.
  • a local server may be installed between the game machine 2 and the router 6 of the store 4, and the game machine 2 may be connected to the server group 3 via the local server.
  • the server group 3 may be constructed using the WAN 5A instead of or in addition to the LAN 5C.
  • the server group 3 provides various services via the network 5 to the game machine 2 or a user (player) of the game machine 2.
  • the game server 3A is installed for the main purpose of providing various game services to the game machine 2 or its players.
  • the game server 3A authenticates a game program or data update service for the game machine 2 and the user of the game machine 2, and receives play data including the play history of the user from the game machine 2.
  • a service provided to the game machine 2 a matching service between users when a plurality of users play a common game via the network 5, and the like.
  • the Web server 3B is installed mainly for providing various Web services to the user terminal 7 accessed via the network 5.
  • the web service examples include a service that provides a user with various information about a game through a website, and a community service that provides a place for exchange such as information transmission, exchange, and sharing by the user.
  • the user terminal 7 is a computer unit that functions as a personal communication terminal capable of network connection, such as a personal computer (hereinafter abbreviated as PC) 7a or a mobile phone (including a smartphone) 7b. This may be used as appropriate.
  • the server group 3 is also provided with a billing server that charges the user who has accessed from the game machine 2 or the user terminal 7 as a fee for providing the paid service and collects the fee according to the user's operation. ing. However, the illustration is omitted.
  • the billing server collects charges by exchanging electronic information. For example, the service fee is collected by means such as withdrawal of virtual currency or settlement by credit card. The play fee in the game machine 2 may also be charged by the charging server and collected.
  • the game machine 2 and the servers 3A, 3B are assigned unique IP addresses for identifying them on the network 5.
  • a communication partner is specified using the IP address.
  • the WAN 5A is a public network such as the Internet
  • a unique fixed address on the WAN 5A is set in each router 6.
  • a private address for uniquely identifying the game machine 2 on the network 5 is set as an IP address in combination with the fixed address.
  • a virtual private network VPN is constructed between the game machine 2 and the servers 3A and 3B, or between the game machines 2, and each game machine 2 is uniquely assigned using a private address on the VPN. Identified.
  • the user terminal 7 is also given a unique IP address for uniquely identifying the user terminal 7 on the network 5.
  • the IP address may be a so-called dynamic address that changes every time it is connected to the network 5 or may be a fixed address that does not change.
  • address information information for identifying the game machine 2, the servers 3A and 3B, and the user terminal 7 on the network 5 is referred to as address information.
  • address information information for identifying the game machine 2, the servers 3A and 3B, and the user terminal 7 on the network 5 is referred to as address information.
  • address information information for identifying the game machine 2, the servers 3A and 3B, and the user terminal 7 on the network 5
  • address information In communication via the network 5, it is assumed that a communication partner is specified based on the address information unless otherwise specified.
  • FIG. 2 is a functional block diagram of the main part of the game system 1.
  • the specific differences such as the operation units 2a and 2b existing between the drum game machine 2A and the guitar game machine 2B and the game programs corresponding to these operation units 2a and 2b are considered. Instead, only a single game machine 2 is shown as those game machines 2A and 2B basically having a common function.
  • the game server 3 ⁇ / b> A is provided with a game service management unit 11 for providing various game services to the game machine 2, and the Web server 3 ⁇ / b> B is provided with various types of games for users of the game system 1.
  • a community service management unit 12 is provided for providing the community service.
  • Each of these management units 11 and 12 is a logical device realized by a combination of a computer unit constituting the server group 3 and software.
  • the game machine 2 is provided with a game service processing unit 21 for realizing a game service in cooperation with the game service management unit 11 of the game server 3A, and the user terminal 7 includes a community service of the Web server 3B.
  • a community service processing unit 22 is provided for realizing community service in cooperation with the management unit 12.
  • These processing units 21 and 22 are both logical devices realized by a combination of a computer unit and software constituting the game machine 2 and the user terminal 7.
  • the community service management unit 12 of the Web server 3B and the community service processing unit 22 of the user terminal 7 are information transmission, exchange, sharing, and friends of users realized by a known communication service such as a social networking service (SNS).
  • the exchange service providing means for providing the user with an exchange place such as the formation of the network, and the functions thereof are configured using software implemented in each of the Web server and the user terminal by a known communication service. Can do.
  • Storage devices 31 and 32 are provided in the game server 3A and the Web server 3B.
  • a group of ID management data 33 and play data 34 is recorded in the storage device 31 for the game server 3A.
  • a group of ID management data 35 and community data 36 is recorded in the storage device 32 for the Web server 3B.
  • the ID management data 33 and 35 are data for managing the correspondence between various IDs set as information necessary for specifying a user.
  • the type of ID and the management method thereof may be set as appropriate as long as the user can specify them, but an example is as follows.
  • the game machine 2 specifies a user using the card 8.
  • a unique card ID is recorded on the card 8 for each card.
  • the game machine 2 has a function of reading the card ID recorded on the card 8 and transmitting it to the game server 3A.
  • the game server 3A specifies a user by using a user ID uniquely assigned to each user.
  • the ID management data 33 describes the correspondence between the card ID and the user ID.
  • the game server 3 ⁇ / b> A specifies a user ID corresponding to the card ID sent from the game machine 2 based on the ID management data 33.
  • the card ID is read for each user and sent to the game server 3A.
  • the Web server 3B also manages users using user IDs, but regarding community services, manages users in association with community IDs that are issued separately from user IDs.
  • the ID management data 35 describes the correspondence between the user ID and the community ID.
  • the Web server 3B can specify the user ID corresponding to the community ID, or can specify the community ID corresponding to the user ID. In this way, all IDs can be identified with each other by referring to the ID management data 33 and 35 as appropriate.
  • the correspondence between the card ID and the user ID and the correspondence between the user ID and the community ID can be newly set and changed by accessing the user management site of the Web server 3B from the user terminal 7. is there. Further, another ID may be interposed between these IDs.
  • the card ID, the user ID, and the community ID is determined by allowing the user to specify one card ID and one community ID that are valid for the user ID, the other IDs are also unambiguous. It is possible to maintain the correspondence relationship determined in.
  • a single card ID and a community ID are associated with each user ID.
  • user nicknames can be set for the user ID and community ID, and nicknames associated with these IDs are also registered in the ID management data 33 and 35.
  • the user ID is further associated with personal information such as the user name and address.
  • the play data 34 is data in which various types of information to be referred to when the user plays a game on the game machine 2 and is created for each user ID. For example, information such as the play history in the game machine 2 and the rank or level of the user set according to the play result is recorded in the play data 34.
  • the community data 36 is data in which various types of information to be referred to when the user uses the community service, and is created for each community ID.
  • the community data 36 includes, for example, information such as community IDs and nicknames for specifying other users registered by the user as friends, and a log of comments transmitted from the user or received from the friends. Recorded in the community data 36.
  • “Friend” is a term used as a concept indicating that a predetermined personal connection exists between users.
  • friends There are two types of friends, “group” and “friend”.
  • the community data 36 information necessary for specifying a group to which the user belongs and other users registered as friends by the user are recorded in an appropriate format.
  • the community ID of the user in the group and the community ID of the user set as a friend may be described in the community data 36 in association with the community ID of the user.
  • the procedure for setting and registering friends is similar to that of general community services.
  • the terminal device 7 accesses the Web server 3B and sends an invitation as a friend to another user, or the Web server 3B.
  • the process of applying for registration of a friend may be performed, and detailed description thereof is omitted.
  • registration of a friend in the community data 36 is not limited to online processing via the network 5, but may be applied offline, even if the operator of the server group 3 describes the application contents in the community data 36 at an appropriate time. Good.
  • various data are prepared in the game system 1.
  • the storage device of the game machine 2 as data necessary for executing a music game, music data for reproducing and outputting music, and a sequence for instructing a player a series of operations to be performed in accordance with the music Data, image data for generating a game screen, and the like are recorded. It is sufficient to prepare these data in the same manner as existing music game machines, and a detailed description thereof will be omitted.
  • a plurality of music pieces are prepared in advance as selection items on the game. The player can select one music piece from a plurality of music pieces within a selectable range and play a game having contents corresponding to the music piece.
  • the game system 1 has a game mode in which three players can experience the same play as a music session by playing a game with the same music.
  • a session play mode corresponds to a common game in the present invention, and the session play mode is executed with one piece of music as one play unit.
  • the session play mode includes a local session realized by three players participating between the game machines 2 in the same store 4 and an online session realized through matching by the game server 3A.
  • the online session includes a case where two or three players in the same store 4 are matched as a result of matching by the game server 3A.
  • matching a player between the game machines 2 of the same store 4 is called local matching
  • matching a player in the game server 3A is called online matching.
  • a set of players matched by local matching may be called a local member
  • a set of players matched by online matching may be called an online member.
  • the matching procedure when the game is played in the session play mode is generally as follows.
  • the game system 1 when the player desires to start the game in the session play mode, first, the game machines 2 in the same store 4 communicate with each other to try local matching.
  • the game machines 2 in the same store 4 communicate with each other to try local matching.
  • online matching is not performed and a local session is started.
  • online matching is requested from the game machine 2 to the game server 3A, and online matching is attempted by the game server 3A.
  • a shortage of players in local matching is searched according to a predetermined matching condition.
  • players who satisfy the matching condition are searched for within the range of players of all game machines 2 connected to the game server 3A via the network 5.
  • a login process executed when the player starts a game on the game machine 2
  • the game machine 2 starts the log-in process, and first requests the player to read the card 8, and detects the corresponding read operation and needs to log in.
  • Information (login information) is acquired from the card 8 (step S11).
  • the information necessary for login includes at least a card ID.
  • the game machine 2 transmits the acquired login information to the game server 3A and requests a player login process (step S12).
  • the game server 3A also starts a login process, and first acquires login information sent from the game machine 2 (step S21).
  • the game server 3A refers to the ID management data 33 to determine a user ID corresponding to the card ID included in the login information (step S22). At this time, the game server 3A notifies the web server 3A of the user ID, and requests the web server 3B to transmit the information of the friend corresponding to the user ID. In response to this, the Web server 3B starts the fellow information providing process, acquires the community ID associated with the given user ID from the ID management data 35, and registers it in the community data 36 in association with the community ID. The information of the friend who is done, for example, the community ID of the user registered as a group, and the community ID of the user registered as a friend are detected (step S31). Thereafter, the Web server 3B transmits the detected friend information to the game server 3A (step S32), and thereafter ends the friend information providing process.
  • the game server 3A extracts the play data 34 corresponding to the user ID determined in step S22 (step S23). Thereafter, the game server 3A transmits the extracted play data 34 to the game machine 2 that has transmitted the login request (step S24). At this time, the game server 3 ⁇ / b> A also transfers the friend information transmitted from the Web server 3 ⁇ / b> B to the game machine 2 together with the play data 34. The game machine 2 receives the play data 34 and the information of the friends sent from the game server 3A (step S13), and records those data in the internal storage device of the game machine 2 (step S14). The login process is thus completed.
  • the player By performing the login process, the player can play the game from the previous continuation on the game machine 2, but in addition, information that identifies the group and friends that the player has set as friends in the community service (Community ID and the like) are also held on the game machine 2.
  • the community ID is provided from the server group 3 to the game machine 2 as friend information.
  • the friend community ID is converted into a user ID according to the ID management table 35, and this is used as friend information.
  • the game machine 2 may be provided. When two players play the guitar game machine 2B, the above-described login process is performed for each player.
  • FIG. 4 shows a matching process executed by the game machine 2 to match local members or online members.
  • the matching process is executed every time the player plays one piece of music. Further, the matching process is executed in a state where the above-described login process of FIG. 3 is completed.
  • the game machine 2 first determines in step S101 whether or not a local member exists for the player of the own machine.
  • step S101 determines whether or not a local member exists for the player of the own machine.
  • the first piece of music is played in the session play mode after the login process of the player is completed, a negative determination is made in step S101 because local matching has not been completed.
  • the member is maintained until the session play mode ends. Therefore, when the second music piece or later music piece in the session play mode is played, an affirmative determination is made in step S101.
  • step S101 the game machine 2 proceeds to step S102, and determines whether or not the player of the own machine desires a local session. If so, the game machine 2 proceeds to step S103 and executes a local matching process.
  • the local matching process notifies other game machines 2 in the same store 4 of a request for local matching, and if there is another game machine 2 requesting local matching, between those game machines 2 A master machine and a slave machine are determined, and the master machine and its game machine 2 are identified by the master machine and the matching result is notified to the slave machine.
  • step S104 displays the result of the local matching process to the player, and stores the result in the storage device of the own machine.
  • step S106 the game machine 2 determines whether or not matching is completed, that is, whether or not three players are gathered by local matching.
  • the other player also plays the music selected by one player.
  • one player of the drum game machine 2A or the guitar game machine 2B in the same store 4 desires a local session, it is determined that the local matching is completed by those three players.
  • step S101 If a positive determination is made in step S101, steps S102 to S104 are skipped, and the process in step S105 is performed. In this case, if there are three local members already formed, it is determined that the matching is completed, and if there are two or less local members, it is determined that the matching is not completed.
  • step S105 If it is determined in step S105 that matching has been completed, the game machine 2 skips steps S106 to S108 and ends the matching process. On the other hand, if it is determined in step S105 that the matching is not completed, the game machine 2 proceeds to step S106 and executes an online matching process. That is, in the local matching, when the number of players (three players) necessary for the session play mode are not collected, the game machine 2 requests the game server 3A to match the insufficient number of players. When the players of the two game machines 2 are matched by local matching, one game machine 2 requests online matching from the game server 3A as a master machine, and the other game machine 2 that has become a slave machine becomes a master. Follow the machine instructions. Details of the online matching process will be described later.
  • the game machine 2 displays the result for the player and stores the result in the storage device of the own machine. Thereafter, the game machine 2 ends the matching process.
  • a local session is started.
  • an online session is started.
  • FIG. 5 shows an online matching process (the process of step S106 in FIG. 4) executed by the game machine 2 and a process executed by the server group 3 corresponding thereto. Since the online matching process in the game machine 2 is different between the master machine and the slave machine, FIG. 5 shows the process of the game machine 2 separately for the master and the slave. In the following description, the game machine 2 may be expressed separately from the master machine 2m and the slave machine 2s.
  • the master machine 2m first requests the game server 3A to provide music selection information in step S111 as preparation for requesting the online matching to the game server 3A.
  • the music selection information is a part of information necessary for the player to specify the music selection status of the user registered as a friend using the community service.
  • the game server 3A receives the request from the master machine 2m, the game server 3A starts the on-lion matching process of FIG. 5, and first, in step S201, determines the music selection status of all the players currently requesting online matching. That is, in the matching request from the game machine 2 (step S114 to be described later), information for specifying the music piece desired for the session is provided from the master machine 2m to the game server 3A, and the players with matching music pieces are matched.
  • the game server 3A can grasp the music selection status of all the players who have requested online matching. Therefore, when the game server 3A is requested to transmit music selection information as part of the online matching process from the master machine 2m, the game server 3A specifies information identifying all players who are requesting online matching at that time, and those players. And the information specifying the music selected by. When the game server 3A determines the music selection status in step S201, the game server 3A proceeds to step S202 to generate music selection information (information specifying the music and the player who has selected them) corresponding to the determination result, and the master machine Send to 2m.
  • the master machine 2m receives the music selection information in step S112, and in the subsequent step S113, causes the player to select the music for which a session is desired. At this time, based on the music selection information received in step S112 and the friend information acquired during the login process, it is determined whether or not the player's friends are waiting for online matching. The selected music is identified. That is, at the time of the login process, community IDs or user IDs of the users are provided to the game machine 2 as information for identifying users registered as friends (groups, friends) by the player. Accordingly, the master machine 2m can determine whether or not the music piece selection information provided from the game server 3A includes a friend ID (the community ID or user ID of the friend) for the player of the player. .
  • the music which the friend has selected can be discriminate
  • the music selection information received in step S112 may be further provided to the slave device 2s. In that case, the slave device 2s receives the music selection information from the master device 2m in step S121, and executes a music selection process in cooperation with the master device 2m in the subsequent step S122.
  • FIG. 6 shows an example in which information for discriminating a music piece selected by a friend is displayed on the music selection screen 100 displayed on the game machine 2.
  • this screen 100 is an example of a screen displayed on the guitar game machine 2B.
  • title images 101 symbolizing music that can be selected by the player are displayed side by side so as to form a title column 102 in the left-right direction.
  • the title column 102 is scrolled to the left and right according to a predetermined selection operation on the operation unit 2b.
  • a temporary selection unit 102 a is provided at the center of the title column 102.
  • the title image 101 located in the temporary selection unit 102a is enlarged and displayed on the enlarged display unit 103 above it.
  • a group icon 104a indicating a song selected by a player in the group to which the player of the player belongs and a player of the player himself / herself are used as indicators for discriminating the song being selected by the fellow player.
  • a friend icon 104b indicating a music piece selected by a player registered as a friend is displayed.
  • the music selection screen 100 may be displayed not only on the master machine 2m but also on the slave machine 2s. Not only the information specifying the player of the master machine 2m but also the information specifying the player of the slave machine 2s is notified to the game server 3A, and the music selection status of the fellow is determined for each player, and the determination results thereof May be included in the music selection information.
  • the music selection screen 100 of the master device 2m displays icons 104a and 104b indicating the music being selected by the players of the master device 2m.
  • the music selection screen 100 of the slave device 2s displays the slave device 2s.
  • the icons 104a and 104b may be displayed indicating the music being selected by the players of the player.
  • the music is selected in cooperation in steps S113 and S122, only the player of the master machine 2m can determine the music, and the selection process may be presented to the player of the slave machine 2s.
  • the player of the slave machine 2s may be able to notify the desired music to the player of the master machine 2m, and the player of the master machine 2m may determine the music while referring to the notification.
  • the music selection screen 100 is displayed on each game device 2 of the local member, as illustrated in FIG. 6, a player icon 105 indicating a music that another player desires to select may be displayed.
  • the master machine 2m proceeds to step S114 and requests online matching from the game server 3A.
  • information necessary for specifying the music selected by the master machine 2m is provided from the master machine 2m to the game server 3A.
  • the information necessary for specifying the music may be a unique music code for each music, for example.
  • the master machine 2m provides the game server 3A with information necessary for specifying all players included in the local members.
  • the information is, for example, a card ID.
  • the user ID of the player of the master machine 2m can be specified based on the play data 34 provided to the master machine 2m, the user ID may be notified to the game server 3A.
  • the community ID of the player is also provided to the game machine 2
  • the community ID may be provided to the game server 3A in addition to the card ID or the user ID.
  • the game server 3A requested to perform online matching from the master machine 2m proceeds to step S203 and executes online matching processing.
  • the processing secures a matching table storage area 40 on the internal storage device of the game server 3A, generates matching tables TB1, TB2,.
  • the procedure is such that the user ID of the player who requested the matching is sequentially stored in the corresponding music table.
  • the master machine 2m provides the game server 3A with the card IDs of two players at the time of online matching request, that is, the two players are locally matched, and the lacking one player is online matched.
  • FIG. 7 shows a state in which only the user ID is stored in the tables TB1 and TB2, a community ID corresponding to the user ID may be further recorded.
  • the community ID can be obtained by searching the community data 36 in cooperation with the Web server 3B based on the card ID or the user ID provided from the master device 2m.
  • the community ID may be provided from the master machine 2m.
  • information for specifying the game machine 2 of the player or information for specifying the store 4 in which the game machine 2 is installed may be recorded in the tables TB1, TB2,.
  • step S204 the game server 3A proceeds to step S204, and notifies the master machine 2m of the result of the online matching process.
  • the master machine 2m receives the matching result from the game server 3A and provides it to the slave machine 2s.
  • the slave device 2s receives the matching result in step S123.
  • the master machine 2m executes a process such as setting a communication environment necessary for starting an online session with the game machine 2 of the player that has been matched online. Thereafter, an online session is started between the game machines 2 of the matched players.
  • FIG. 8 shows the unmatching process executed by the master machine 2m when the play of one song game by the online session is completed.
  • the master machine 2m first cancels the online matching currently formed in step S131.
  • information relating to settings necessary for communication between the online member player and the game machine 2 of the player is deleted.
  • the master unit 2m determines whether or not the local member wishes to continue the play, that is, the next music session, and if so, the process proceeds to step S133 to perform the matching process of FIG. Let it begin. Thereafter, the master machine 2m finishes the process of FIG.
  • the matching process of FIG. 4 is started, if a local member has already been formed, an affirmative determination is made in step S101. If the local member does not wish to continue playing in step S132, the master machine 2m skips step S133 and ends the process of FIG. In this case, the master machine 2m executes a predetermined process necessary for the end of the game.
  • the game system 1 of the present embodiment when a player desires to play in the session play mode, first, local matching in the same store 4 is first attempted, and the local matching is performed in a predetermined manner.
  • the number of players (three players) are matched, the local session by the local member is started without performing online matching. Thereby, there is no possibility that the opportunity for the player in the same store 4 to play a game in session play mode will be impaired.
  • a predetermined number (three) of players are not gathered by local matching, online matching is requested by designating a music piece desired to be played. The player whose machine 2 matches the range is searched for, and if the player is found, the player is matched as an online member. Therefore, the possibility of matching is increased, and it is possible to sufficiently provide the player with an opportunity to play the game in the session play mode.
  • the local members once formed are maintained while the session play mode is continued over a plurality of music pieces. Therefore, when a player having a certain relationship such as friends desires to play the session play mode in the same store 4, the matching between the players is not canceled against the wish, and the player's desire is met. The session play mode can be continued. On the other hand, for online members, when the play of one piece of music is completed, the matching between them is canceled. For this reason, in the next song, there is a high possibility of playing the game in the session play mode together with a new player. Thereby, it is possible to enjoy sessions with various players.
  • the range of the game machines 2A and 2B accommodated in the local area network 5B of one store 4 corresponds to the first range of the present invention, and all the games connected via the wide area network 5A.
  • the range of the machines 2A and 2B corresponds to the second range.
  • the second range may be set so that matching is attempted in the range of two. In the above embodiment, the second range is set to include the first range.
  • the player may be matched in the game server 3A.
  • the second range is wider than the first range, it may be set so as not to include at least a part of the first range.
  • the game service processing unit 21 of the game machine 2 as the master machine functions as the first matching means by executing the process of step S103 of FIG. 4, and the game service management unit 11 of the game server 3A is shown in FIG. By performing step S204 of No. 5, it functions as the second matching means.
  • the game machine 2 as a master machine functions as a computer device that tries local matching, and also functions as matching management means by executing the processing of FIG.
  • the first matching means and the second matching means can be appropriately changed according to the configuration of the network and the connection form of the game machine to the network.
  • the computer device may function as the first matching means.
  • the group of the game machines 2 may function as the second matching means.
  • the game machine 2 is configured as a commercial game machine installed in a commercial facility.
  • the game machine is not limited to a commercial game machine, and may be a personal game machine.
  • the facility where the game machine is installed is not limited to a commercial facility, and may be a public facility or a personal facility.
  • the game machine is not limited to a music game machine, and any game machine may be used as long as a predetermined number of players can participate and play a common game, and the play unit in the common game is not limited to the example divided by music.
  • a play unit may be set according to a distinguishable unit such as a stage, a map, and a scenario.
  • the common game is not limited to an example in which a plurality of players cooperate to play a game, and players may play against each other.

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Abstract

This game system (1) includes multiple game machines (2A, 2B) connected to a network (5) and utilizes communication over the network (5) to enable a prescribed number of two or more players to play a common game. This game system is provided with a first matching means which matches the players of game machines (2A, 2B) belonging to a first scope, and a second matching means which matches players of game machines belonging to a second scope broader than the first scope. In response to a request from a player of a game machine (2A, 2B) belonging to the first scope, matching is attempted with the first matching means, and if the matching of the prescribed number of players is not completed with the first matching means, the two matching means are associated so that matching is attempted by the second matching means.

Description

マッチング機能を備えたゲームシステムGame system with matching function
 本発明は、マッチング機能を備えたゲームシステムに関する。 The present invention relates to a game system having a matching function.
 複数のゲーム機がネットワークで相互に接続され、それらのゲーム機間の通信を利用して複数のプレイヤが共通のゲームをプレイ可能とされたゲームシステムが知られている。この種のゲームシステムでは、共通のゲームに参加すべき複数のプレイヤを決定する手法として、ゲーム機からの参加要求をサーバ装置(ロビーサーバと呼ばれることがある。)にて受け付けると、そのサーバ装置にて、所定のマッチング条件を満たす他のプレイヤが検索され、それらのプレイヤ同士がマッチングされる仕組みが採用されている。マッチング条件を満たすプレイヤが所定の制限時間内に検出されない場合、マッチング条件を緩和してマッチングが成立する可能性を高めたゲームシステムも提案されている(例えば特許文献1参照)。 A game system is known in which a plurality of game machines are connected to each other via a network, and a plurality of players can play a common game using communication between the game machines. In this type of game system, when a participation request from a game machine is received by a server device (sometimes referred to as a lobby server) as a method for determining a plurality of players to participate in a common game, the server device Thus, a mechanism is adopted in which other players satisfying a predetermined matching condition are searched and these players are matched with each other. There has also been proposed a game system that relaxes the matching condition and increases the possibility of matching when a player that satisfies the matching condition is not detected within a predetermined time limit (see, for example, Patent Document 1).
特開2011-004799号公報JP 2011-004799 A
 特許文献1のような従来のゲームシステムは、広域のネットワークに多数のゲーム機が接続されていることを前提として構成されている。すなわち、多数のゲーム機のプレイヤが検索範囲に含まれるため、マッチング条件を比較的厳格に設定して広い範囲でプレイヤを検索し、マッチング条件を満たすプレイヤが検出されないときに、マッチング条件を緩和してマッチングが成立する可能性を高めるという手順を踏むことができる。 A conventional game system such as Patent Document 1 is configured on the assumption that a large number of game machines are connected to a wide area network. That is, since a number of game machine players are included in the search range, the matching condition is relaxed when a matching condition is set relatively rigorously to search for a player in a wide range and no player satisfying the matching condition is detected. Thus, it is possible to take a procedure of increasing the possibility of matching.
 しかしながら、ゲームの種類等によっては、比較的狭い範囲のゲーム機のプレイヤに限定してマッチング相手を検索するようにゲームシステムが構成される場合がある。例えば、同一店舗に設置されたゲーム機のプレイヤに限ってマッチングを試みるゲームシステムが存在する。その場合、検索範囲に含まれるゲーム機の台数が少なく、プレイヤの人数も少ないため、マッチング条件を相当に緩く設定せざるを得ない。したがって、マッチングが成立しない場合の対応策として、マッチング条件をさらに緩和することは困難である。 However, depending on the type of game or the like, the game system may be configured to search for a matching partner limited to players of a relatively narrow range of game machines. For example, there is a game system in which matching is attempted only by players of game machines installed in the same store. In that case, since the number of game machines included in the search range is small and the number of players is also small, the matching conditions have to be set fairly loosely. Therefore, it is difficult to further relax the matching conditions as a countermeasure when matching is not established.
 そこで、本発明は、マッチングされるべきプレイヤの検索範囲を従来とは異なる手法で制御することにより、共通のゲームをプレイする機会をプレイヤに対して十分に与えることが可能なゲームシステムを提供することを目的とする。 Therefore, the present invention provides a game system that can sufficiently give players an opportunity to play a common game by controlling a search range of players to be matched by a method different from the conventional method. For the purpose.
 本発明は、ネットワークに接続された複数のゲーム機を含み、前記ネットワークを介した通信を利用して2以上の所定人数のプレイヤが共通のゲームをプレイ可能とされたゲームシステムにおいて、第1の範囲に属するゲーム機のプレイヤ同士をマッチングする第1マッチング手段と、前記第1の範囲よりも広く設定された第2の範囲に属するゲーム機のプレイヤ同士をマッチングする第2マッチング手段と、を具備し、前記第1の範囲に属するゲーム機のプレイヤからの要求に応答して前記第1マッチング手段によるマッチングが試行され、該第1マッチング手段にて前記所定人数のマッチングが完成しない場合に前記第2マッチング手段によるマッチングが試行されるように、両マッチング手段が関連付けられたものである。 The present invention provides a game system including a plurality of game machines connected to a network, wherein two or more predetermined number of players can play a common game using communication via the network. First matching means for matching players of game machines belonging to a range; and second matching means for matching players of game machines belonging to a second range set wider than the first range. Then, in response to a request from a player of the gaming machine belonging to the first range, matching by the first matching unit is attempted, and the first matching unit does not complete the predetermined number of matches. Both matching means are associated so that matching by the two matching means is attempted.
 本発明によれば、まず、第1の範囲に属するゲーム機のプレイヤを検索範囲として、所定人数のプレイヤをマッチングさせることができるか否かが第1マッチング手段で試みられる。第1マッチング手段にてマッチングが完成しない場合には、第2マッチング手段により、第1の範囲よりも広い第2の範囲に属するゲーム機のプレイヤを検索範囲としてマッチングが試みられる。これにより、第1の範囲が比較的狭く設定されている場合であっても、マッチングが完成しなければそれを補うべく広範囲でプレイヤが検索され、その結果、マッチングが成立する可能性が高まる。よって、共通のゲームをプレイする機会をプレイヤに対して十分に提供することができる。 According to the present invention, first, the first matching means tries whether or not a predetermined number of players can be matched using the players of the game machine belonging to the first range as a search range. If the matching is not completed by the first matching means, the second matching means tries matching with the player of the game machine belonging to the second range wider than the first range as the search range. As a result, even if the first range is set to be relatively narrow, if matching is not completed, players are searched over a wide range to compensate for it, and as a result, the possibility of matching is increased. Therefore, it is possible to sufficiently provide the player with an opportunity to play a common game.
 本発明の一形態において、前記ネットワークは、ワイドエリアネットワークと、そのワイドエリアネットワークに接続されたローカルエリアネットワークとを含み、前記第1の範囲は、同一のローカルエリアネットワークに収容されたゲーム機の範囲に設定され、前記第2の範囲は、前記ワイドエリアネットワークを介して前記第1の範囲のゲーム機と接続されたゲーム機を含むように設定されてもよい。この形態によれば、ローカルエリアネットワーク内のゲーム機のプレイヤを対象としてマッチングが試みられ、所定人数のマッチングが完成しない場合に、ワイドエリアネットワークを介して接続された他のゲーム機も含む広い範囲でマッチングが試みられる。このようにネットワークの規模に応じて段階的に検索範囲を広げていくことにより、比較的狭い範囲でプレイヤがマッチングされる可能性を損なうことなく、そのマッチングが成立しなかった場合でもゲーム機の範囲を広げてプレイヤを検索することにより、マッチングが成立する可能性を高めることができる。 In one embodiment of the present invention, the network includes a wide area network and a local area network connected to the wide area network, and the first range includes game machines accommodated in the same local area network. The second range may be set to include a game machine connected to the game machine in the first range via the wide area network. According to this aspect, when matching is attempted for players of game machines in the local area network and matching of a predetermined number of people is not completed, a wide range including other game machines connected via the wide area network is also included. Attempts to match. By expanding the search range step by step according to the scale of the network in this way, even if the matching is not established without impairing the possibility that the player is matched in a relatively narrow range, By expanding the range and searching for players, it is possible to increase the possibility of matching.
 さらに、前記第1の範囲は、単一の施設内のローカルエリアネットワークに収容されたゲーム機の範囲に設定され、前記第2の範囲は、前記ワイドエリアネットワークを介して前記第1の範囲のゲーム機と接続された他の施設内のゲーム機を含むように設定されてもよい。この形態によれば、まずは同一の施設内のゲーム機のプレイヤ間でマッチングが試みられるので、その施設内で共通のゲームがプレイされる機会が損なわれることがない。同一施設内でマッチングが完成しない場合には、他の施設内のゲーム機のプレイヤを検索範囲に含めてマッチングが試行されることにより、マッチングが成立する可能性を高めることができる。なお、施設とは、ゲーム機を稼動させる設備を備えた場所であれば足り、設置の目的が商業的、公共的、又は個人的のいずれであるかを問わない。 Further, the first range is set to a range of game machines accommodated in a local area network within a single facility, and the second range is a range of the first range via the wide area network. You may set so that the game machine in the other facility connected with the game machine may be included. According to this embodiment, since matching is first attempted between players of game machines in the same facility, the opportunity to play a common game in the facility is not impaired. When matching is not completed in the same facility, the possibility of matching can be increased by trying the matching by including the players of game machines in other facilities in the search range. Note that the facility may be a place provided with equipment for operating the game machine, and it does not matter whether the purpose of the installation is commercial, public, or personal.
 さらに、前記ローカルエリアネットワーク内に収容されたコンピュータ装置が、前記1マッチング手段として機能し、前記ワイドエリアネットワークを介して各ゲーム機と接続されるサーバ装置が前記第2マッチング手段として機能するものとしてもよい。これによれば、ローカルエリアネットワーク内でのマッチングがそのネットワークに収容されたコンピュータ装置によって試みられ、そのローカルエリアネットワーク内でマッチングが完成しない場合に、サーバ装置によるマッチングが試みられる。これにより、マッチングに関するシステムの負担を分散し、特にサーバ装置の負担軽減を図ることができる。 Further, a computer device accommodated in the local area network functions as the first matching means, and a server device connected to each game machine via the wide area network functions as the second matching means. Also good. According to this, matching in the local area network is attempted by the computer device accommodated in the network, and when matching is not completed in the local area network, matching by the server device is attempted. As a result, the burden on the system related to matching can be distributed, and in particular, the burden on the server device can be reduced.
 本発明の一形態において、前記複数のゲーム機のそれぞれは、予め用意された複数のプレイ単位から一のプレイ単位を選択して当該プレイ単位をプレイできるように構成され、前記共通のゲームは、同一のプレイ単位に前記所定人数のプレイヤが参加してプレイするように構成され、前記第1マッチング手段は、前記所定人数のプレイヤのマッチングが完成しない場合、当該第1範囲に属するゲーム機のプレイヤが選択したプレイ単位を特定する情報を前記第2マッチング手段に提供しつつ当該第2マッチング手段に対してマッチングを要求し、前記第2マッチング手段は、前記第1マッチング手段からのマッチングの要求に応答して、前記選択したプレイ単位が一致することを条件に前記第2の範囲に属するゲーム機のプレイヤ同士のマッチングを試みるものとしてもよい。これによれば、第1マッチング手段にて所定人数のマッチングが完成しない場合、プレイヤが希望するプレイ単位を特定する情報が第2マッチング手段に提供され、同一のプレイ単位を選択したプレイヤ同士のマッチングがその第2マッチング手段にて試みられる。したがって、プレイヤが希望するプレイ単位を共通のゲームとしてプレイする機会をプレイヤに対して十分に提供することができる。 In one form of the present invention, each of the plurality of game machines is configured to select one play unit from a plurality of play units prepared in advance and play the play unit, and the common game is The predetermined number of players participate in the same play unit and play, and the first matching means is a player of a game machine belonging to the first range when the matching of the predetermined number of players is not completed. While providing information specifying the play unit selected by the second matching means, the second matching means requests matching, and the second matching means responds to the matching request from the first matching means. In response, the players of the game machines belonging to the second range are subject to the condition that the selected play units match. It may be an attempt to quenching. According to this, when the matching of a predetermined number of persons is not completed by the first matching means, information for specifying the play unit desired by the player is provided to the second matching means, and matching between players who have selected the same play unit is performed. Is attempted in the second matching means. Therefore, it is possible to sufficiently provide the player with an opportunity to play the play unit desired by the player as a common game.
 上記の形態においては、一のプレイ単位に関する共通のゲームのプレイが終了して次のプレイ単位へと前記共通のゲームが続けられる場合、前記第1マッチング手段にてマッチングされたプレイヤが前記次のプレイ単位でも続けてマッチングされる一方で、前記第2マッチング手段によるマッチングが解除されるようにマッチングを管理するマッチング管理手段をゲームシステムがさらに備えてもよい。これによれば、複数のプレイ単位に亘って共通のゲームを続ける場合、比較的狭い範囲に属するゲーム機のプレイヤ間ではマッチングが維持されて次のプレイ単位でも同一メンバーでゲームがプレイされる。したがって、仲間同士が同一施設内で共通のゲームをプレイする場合のように、一定の関係があるプレイヤ同士が同一場所でプレイを続けることを希望する場合、その希望に則して共通のゲームを継続的にプレイさせることができる。一方、第2マッチング手段によるプレイヤのマッチングは一つのプレイ単位のプレイの終了に伴って解除され、次のプレイ単位では第2マッチング手段によるマッチングが試みられて新たなプレイヤがマッチングされる可能性が高まる。これにより、様々なプレイヤと共通のゲームをプレイする機会を提供することができる。 In the above embodiment, when the play of the common game relating to one play unit is completed and the common game is continued to the next play unit, the player matched by the first matching means The game system may further include matching management means for managing matching so that matching by the second matching means is canceled while matching is continued in a play unit. According to this, when a common game is continued over a plurality of play units, matching is maintained between players of game machines belonging to a relatively narrow range, and the game is played by the same member even in the next play unit. Therefore, when players who have a certain relationship want to continue playing at the same place, such as when friends play a common game in the same facility, You can play continuously. On the other hand, the matching of the player by the second matching means is released with the end of play of one play unit, and the matching by the second matching means may be attempted and the new player may be matched in the next play unit. Rise. Thereby, the opportunity to play a game common with various players can be provided.
 さらに、上記の形態においては、前記複数のゲーム機のそれぞれが、予め用意された複数の楽曲から一の楽曲をプレイヤに選択させ、当該楽曲に合わせた一連の操作をプレイヤに指示する音楽ゲーム機として構成され、一の楽曲に対応したゲームのプレイが一つのプレイ単位となるように前記プレイ単位が設定されてもよい。これによれば、複数の音楽ゲーム機のプレイヤが同一の楽曲を選んで音楽ゲームをプレイする機会を十分に提供することが可能である。 Furthermore, in the above embodiment, each of the plurality of game machines causes the player to select one music from a plurality of songs prepared in advance, and instructs the player to perform a series of operations according to the music The play unit may be set so that a play of a game corresponding to one piece of music becomes one play unit. According to this, it is possible to sufficiently provide an opportunity for players of a plurality of music game machines to select the same music and play a music game.
 以上に説明したように、本発明によれば、まず、比較的狭い第1の範囲に属するゲーム機のプレイヤを検索範囲として第1マッチング手段がマッチングを試行し、所定人数のマッチングが完成しない場合には、第1の範囲よりも広い第2の範囲に属するゲーム機のプレイヤを検索範囲として第2マッチング手段によるマッチングを試行するようにしたので、比較的狭い範囲のゲーム機のプレイヤが共通のゲームをプレイする機会を損なうことなく、共通のゲームをプレイする機会をプレイヤに対して十分に提供することができる。 As described above, according to the present invention, first, the first matching unit tries to match a game machine player belonging to a relatively narrow first range as a search range, and matching of a predetermined number of people is not completed. Since the game machine players belonging to the second range wider than the first range are used as the search range and the matching by the second matching means is tried, the game machine players in a relatively narrow range are common. An opportunity to play a common game can be sufficiently provided to players without impairing the opportunity to play the game.
本発明の一形態に係るゲームシステムの全体構成を示す図。The figure which shows the whole structure of the game system which concerns on one form of this invention. ゲームシステムの要部における機能ブロック図。The functional block diagram in the principal part of a game system. プレイヤがゲームを開始する際に行われるログイン処理等の手順を示すフローチャート。The flowchart which shows procedures, such as a login process performed when a player starts a game. ゲーム機が実行するマッチング処理の手順を示すフローチャート。The flowchart which shows the procedure of the matching process which a game machine performs. オンラインマッチング処理の手順を示すフローチャート。The flowchart which shows the procedure of an online matching process. 仲間のプレイヤの楽曲選択状況が表示された楽曲選択画面の一例を示す図。The figure which shows an example of the music selection screen on which the music selection condition of the fellow player was displayed. ゲームサーバによるマッチング時に生成されるマッチングテーブルを概念的に示す図。The figure which shows notionally the matching table produced | generated at the time of the matching by a game server. 一曲の楽曲のプレイが終了したときにゲーム機が実行するマッチング解除処理を示す図。The figure which shows the matching cancellation | release process which a game machine performs when the play of one music is complete | finished.
 まず、図1を参照して、本発明の一形態に係るゲームシステムの全体構成を説明する。ゲームシステム1は、複数のゲーム機2A、2Bと、サーバ装置としてのサーバ群3とを含む。各ゲーム機2A、2Bは、音楽に合わせた一連の操作をプレイヤに指示し、プレイヤの操作に応じた楽音を発生させるとともに、指示した操作とプレイヤが実際に行った操作との関係に基づいてプレイヤの操作を評価する音楽ゲーム機として構成されている。 First, an overall configuration of a game system according to an embodiment of the present invention will be described with reference to FIG. The game system 1 includes a plurality of game machines 2A and 2B and a server group 3 as a server device. Each of the game machines 2A and 2B instructs the player to perform a series of operations in accordance with the music, generates a musical sound according to the player's operation, and based on the relationship between the instructed operation and the operation actually performed by the player. It is configured as a music game machine that evaluates player operations.
 ゲーム機2Aは、楽器のドラムセットを模した操作部2aを有し、ゲーム機2Bは楽器のギターを模した二つの操作部2bを有している。ゲーム機2Aは一人のプレイヤが操作部2aを操作することを想定して構成されている。一方、ゲーム機2Bは、一人のプレイヤが一方の操作部2bを操作し、他の一人のプレイヤが他方の操作部2bを操作することを想定して構成されている。つまり、ゲーム機2Bは、二人のプレイヤが同時にゲームをプレイすることが可能な構成を備えている。もちろん、一人のプレイヤがゲーム機2Bにてゲームをプレイすることも可能である。以下では、ゲーム機2Aをドラムゲーム機2Aと、ゲーム機2Bをギターゲーム機2Bと呼ぶことがある。また、これらのゲーム機2A、2Bを区別する必要がないときは、ゲーム機2と表記することがある。 The game machine 2A has an operation unit 2a simulating a drum set of a musical instrument, and the game machine 2B has two operation units 2b simulating a guitar of a musical instrument. The game machine 2A is configured assuming that one player operates the operation unit 2a. On the other hand, the game machine 2B is configured assuming that one player operates one operation unit 2b and the other one player operates the other operation unit 2b. That is, the game machine 2B has a configuration that allows two players to play a game simultaneously. Of course, one player can play a game on the game machine 2B. Hereinafter, the game machine 2A may be referred to as a drum game machine 2A, and the game machine 2B may be referred to as a guitar game machine 2B. Further, when it is not necessary to distinguish between these game machines 2A and 2B, they may be referred to as game machines 2.
 各ゲーム機2は、店舗4等の商業施設に設置され、所定額のプレイ料金の支払いと引き換えに、ユーザに対して所定範囲のゲームのプレイを許可する商業用(業務用)のゲーム機として構成されている。なお、本明細書においては、ゲームシステム1によるサービスを享受する者をユーザと総称し、そのユーザが特にゲーム機2でゲームをプレイする場合に当該ユーザをプレイヤと呼ぶことがある。各店舗4には適宜数のゲーム機2が設置される。図1の例では、各店舗4に、ドラムゲーム機2Aとギターゲーム機2Bとが混在するように設置されている。ただし、ドラムゲーム機2A又はギターゲーム機2Bのいずれか一方のみが設置された店舗4が一部に存在していてもよい。 Each game machine 2 is installed in a commercial facility such as a store 4 and is a commercial (business) game machine that allows a user to play a predetermined range of games in exchange for payment of a predetermined amount of play fee. It is configured. In this specification, a person who enjoys the service provided by the game system 1 is collectively referred to as a user, and the user may be referred to as a player particularly when the user plays a game on the game machine 2. An appropriate number of game machines 2 are installed in each store 4. In the example of FIG. 1, the drum game machine 2A and the guitar game machine 2B are installed in each store 4 in a mixed manner. However, the store 4 where only one of the drum game machine 2A and the guitar game machine 2B is installed may exist in a part.
 サーバ群3は、ゲームシステム1の運営者によって設置され、ゲームサーバ3AとWebサーバ3Bとを含む。ゲームサーバ3A及びWebサーバ3Bは、それぞれ独立した物理的なコンピュータ装置によって構成されてもよいし、一台の物理的なコンピュータ装置上にゲームサーバ3A及びWebサーバ3Bが論理的に構成されてもよい。あるいは、ゲームサーバ3A及びWebサーバ3Bの少なくともいずれか一方が、複数の物理的なコンピュータ装置の集合によって一台の論理的なサーバ3A又は3Bとして構成されてもよい。一例として、クラウドコンピューティングによりサーバ3A、3Bが構築されてもよい。 The server group 3 is installed by an operator of the game system 1 and includes a game server 3A and a Web server 3B. The game server 3A and the web server 3B may be configured by independent physical computer devices, or the game server 3A and the web server 3B may be logically configured on one physical computer device. Good. Alternatively, at least one of the game server 3A and the web server 3B may be configured as one logical server 3A or 3B by a set of a plurality of physical computer devices. As an example, the servers 3A and 3B may be constructed by cloud computing.
 ゲーム機2及びサーバ群3はネットワーク5を介して相互に通信可能に接続されている。ネットワーク5は、WAN(ワイドエリアネットワーク)5Aと、店舗4毎に構築されてそれらのゲーム機2を収容するLAN(ローカルエリアネットワーク)5Bと、サーバ群3を収容してそのサーバ3A、3Bを相互に接続するLAN5Cとを含んでいる。WAN5Aには、一例として、TCP/IPプロトコルを利用してネットワーク通信を実現するインターネットが用いられる。LAN5B、5CもTCP/IPプロトコルを利用するイントラネットによって構築される。LAN5B、5Cはルータ6を介してWAN5Aに接続される。なお、ゲーム機2と店舗4のルータ6との間にローカルサーバが設置され、そのローカルサーバを介してゲーム機2がサーバ群3と通信可能に接続されてもよい。サーバ群3はLAN5Cに代えて、又は加えてWAN5Aを利用して構築される場合もある。 The game machine 2 and the server group 3 are connected via a network 5 so that they can communicate with each other. The network 5 includes a WAN (wide area network) 5A, a LAN (local area network) 5B that is constructed for each store 4 and accommodates these game machines 2, and a server group 3 that contains the servers 3A and 3B. LAN 5C connected to each other. As an example of the WAN 5A, the Internet that implements network communication using the TCP / IP protocol is used. The LANs 5B and 5C are also constructed by an intranet using the TCP / IP protocol. The LANs 5B and 5C are connected to the WAN 5A via the router 6. A local server may be installed between the game machine 2 and the router 6 of the store 4, and the game machine 2 may be connected to the server group 3 via the local server. The server group 3 may be constructed using the WAN 5A instead of or in addition to the LAN 5C.
 サーバ群3は、ゲーム機2又はそのゲーム機2のユーザ(プレイヤ)に対してネットワーク5を介した各種のサービスを提供する。ゲームサーバ3Aは、ゲーム機2又はそのプレイヤに対して各種のゲームサービスを提供することを主目的として設置されている。一例として、ゲームサーバ3Aは、ゲーム機2を介したゲーム用のプログラムあるいはデータの更新サービス、ゲーム機2のユーザを認証し、そのユーザのプレイ履歴等を含んだプレイデータをゲーム機2から受け取って保存し、あるいはゲーム機2に提供するサービス、ネットワーク5を介して複数のユーザが共通のゲームをプレイする際のユーザ間のマッチングサービス等を提供する。一方、Webサーバ3Bは、ネットワーク5を介してアクセスするユーザ端末7に各種のWebサービスを提供することを主目的として設置されている。Webサービスとしては、例えば、Webサイトを通じてゲームに関する各種の情報をユーザに提供するサービス、ユーザによる情報発信、交換、共有といった交流の場を提供するコミュニティサービスといったサービスがある。ユーザ端末7は、例えばパーソナルコンピュータ(以下、PCと略称する。)7a、あるいは携帯電話(スマートフォンを含む。)7bのように、ネットワーク接続が可能な個人用の通信端末装置として機能するコンピュータユニットであれば適宜にこれを利用してよい。 The server group 3 provides various services via the network 5 to the game machine 2 or a user (player) of the game machine 2. The game server 3A is installed for the main purpose of providing various game services to the game machine 2 or its players. As an example, the game server 3A authenticates a game program or data update service for the game machine 2 and the user of the game machine 2, and receives play data including the play history of the user from the game machine 2. Or a service provided to the game machine 2, a matching service between users when a plurality of users play a common game via the network 5, and the like. On the other hand, the Web server 3B is installed mainly for providing various Web services to the user terminal 7 accessed via the network 5. Examples of the web service include a service that provides a user with various information about a game through a website, and a community service that provides a place for exchange such as information transmission, exchange, and sharing by the user. The user terminal 7 is a computer unit that functions as a personal communication terminal capable of network connection, such as a personal computer (hereinafter abbreviated as PC) 7a or a mobile phone (including a smartphone) 7b. This may be used as appropriate.
 サーバ群3には、ゲーム機2又はユーザ端末7からアクセスしたユーザに対して、有償サービスを提供する対価としての料金を課金し、ユーザの操作に応じてその料金を徴収する課金サーバも設けられている。ただし、その図示は省略した。課金サーバは、電子的情報の交換によって料金を徴収する。例えば、仮想通貨の引き落とし、クレジットカードによる決済といった手段によりサービス料金が徴収される。ゲーム機2におけるプレイ料金もその課金サーバによって課金され、徴収されてもよい。 The server group 3 is also provided with a billing server that charges the user who has accessed from the game machine 2 or the user terminal 7 as a fee for providing the paid service and collects the fee according to the user's operation. ing. However, the illustration is omitted. The billing server collects charges by exchanging electronic information. For example, the service fee is collected by means such as withdrawal of virtual currency or settlement by credit card. The play fee in the game machine 2 may also be charged by the charging server and collected.
 ゲーム機2及びサーバ3A、3Bには、ネットワーク5上でそれらを識別するためのユニークなIPアドレスが付されている。ゲーム機2同士あるいはゲーム機2とサーバ3A、3Bとの間の通信では、そのIPアドレスを利用して通信相手が特定される。WAN5Aがインターネットのように公開性のあるネットワークの場合には、各ルータ6にWAN5A上でユニークな固定アドレスが設定される。ゲーム機2には、その固定アドレスとの組み合わせによってネットワーク5上でゲーム機2を一意に識別するためのプライベートアドレスがIPアドレスとして設定される。この場合、ゲーム機2とサーバ3A、3Bとの間、あるいはゲーム機2同士の間には仮想プライベートネットワーク(VPN)が構築され、そのVPN上で各ゲーム機2がプライベートアドレスを用いて一意に特定される。ユーザ端末7にもネットワーク5上でユーザ端末7を一意に識別するためのユニークなIPアドレスが付与される。そのIPアドレスは、ネットワーク5への接続される毎に変化するいわゆる動的アドレスでもよいし、不変の固定アドレスであってもよい。以下では、ゲーム機2、サーバ3A、3B、ユーザ端末7をネットワーク5上で識別するための情報をアドレス情報と呼ぶ。ネットワーク5を介した通信では、特に断りのない限り、そのアドレス情報に基づいて通信すべき相手が特定されることを前提とする。 The game machine 2 and the servers 3A, 3B are assigned unique IP addresses for identifying them on the network 5. In communication between the game machines 2 or between the game machine 2 and the servers 3A and 3B, a communication partner is specified using the IP address. When the WAN 5A is a public network such as the Internet, a unique fixed address on the WAN 5A is set in each router 6. In the game machine 2, a private address for uniquely identifying the game machine 2 on the network 5 is set as an IP address in combination with the fixed address. In this case, a virtual private network (VPN) is constructed between the game machine 2 and the servers 3A and 3B, or between the game machines 2, and each game machine 2 is uniquely assigned using a private address on the VPN. Identified. The user terminal 7 is also given a unique IP address for uniquely identifying the user terminal 7 on the network 5. The IP address may be a so-called dynamic address that changes every time it is connected to the network 5 or may be a fixed address that does not change. Hereinafter, information for identifying the game machine 2, the servers 3A and 3B, and the user terminal 7 on the network 5 is referred to as address information. In communication via the network 5, it is assumed that a communication partner is specified based on the address information unless otherwise specified.
 図2は、ゲームシステム1の主要部の機能ブロック図である。なお、ゲーム機2に関しては、ドラムゲーム機2Aとギターゲーム機2Bとの間に存在する操作部2a、2b、及びそれらの操作部2a、2bに対応したゲームプログラム等の具体的相違は考慮せず、それらのゲーム機2A、2Bが基本的には共通の機能を有するものとして、単一のゲーム機2のみを示している。 FIG. 2 is a functional block diagram of the main part of the game system 1. In addition, regarding the game machine 2, the specific differences such as the operation units 2a and 2b existing between the drum game machine 2A and the guitar game machine 2B and the game programs corresponding to these operation units 2a and 2b are considered. Instead, only a single game machine 2 is shown as those game machines 2A and 2B basically having a common function.
 ゲームシステム1において、ゲームサーバ3Aには、ゲーム機2に対して各種のゲームサービスを提供するためのゲームサービス管理部11が設けられ、Webサーバ3Bには、ゲームシステム1のユーザに対して各種のコミュニティサービスを提供するためのコミュニティサービス管理部12が設けられている。これらの管理部11、12は、いずれもサーバ群3を構成するコンピュータユニットとソフトウエアとの組合せによって実現される論理的装置である。また、ゲーム機2には、ゲームサーバ3Aのゲームサービス管理部11と協働してゲームサービスを実現するためのゲームサービス処理部21が設けられ、ユーザ端末7には、Webサーバ3Bのコミュニティサービス管理部12と協働してコミュニティサービスを実現するためのコミュニティサービス処理部22が設けられている。これらの処理部21、22は、いずれもゲーム機2及びユーザ端末7を構成するコンピュータユニットとソフトウエアとの組合せによって実現される論理的装置である。なお、Webサーバ3Bのコミュニティサービス管理部12及びユーザ端末7のコミュニティサービス処理部22は、ソーシャルネットワーキングサービス(SNS)等の公知のコミュニケーションサービスにて実現されるユーザの情報発信、交換、共有、仲間の形成といった交流の場をユーザに提供する交流サービス提供手段であって、それらの機能は、公知のコミュニケーションサービスにてWebサーバ及びユーザ端末のそれぞれに実装されるソフトウエアを利用して構成することができる。 In the game system 1, the game server 3 </ b> A is provided with a game service management unit 11 for providing various game services to the game machine 2, and the Web server 3 </ b> B is provided with various types of games for users of the game system 1. A community service management unit 12 is provided for providing the community service. Each of these management units 11 and 12 is a logical device realized by a combination of a computer unit constituting the server group 3 and software. Further, the game machine 2 is provided with a game service processing unit 21 for realizing a game service in cooperation with the game service management unit 11 of the game server 3A, and the user terminal 7 includes a community service of the Web server 3B. A community service processing unit 22 is provided for realizing community service in cooperation with the management unit 12. These processing units 21 and 22 are both logical devices realized by a combination of a computer unit and software constituting the game machine 2 and the user terminal 7. Note that the community service management unit 12 of the Web server 3B and the community service processing unit 22 of the user terminal 7 are information transmission, exchange, sharing, and friends of users realized by a known communication service such as a social networking service (SNS). The exchange service providing means for providing the user with an exchange place such as the formation of the network, and the functions thereof are configured using software implemented in each of the Web server and the user terminal by a known communication service. Can do.
 ゲームサーバ3A及びWebサーバ3Bには記憶装置31、32が設けられている。ゲームサーバ3Aに対する記憶装置31にはID管理データ33、及びプレイデータ34の群が記録される。Webサーバ3Bに対する記憶装置32には、ID管理データ35及びコミュニティデータ36の群が記録される。ID管理データ33、35は、ユーザを特定するために必要な情報として設定される各種のIDの対応関係を管理するデータである。IDの種類及びその管理方法は、ユーザが特定できる限りにおいて適宜に設定してよいが、一例を挙げれば以下の通りである。まず、ゲーム機2は、カード8を利用してユーザを特定する。カード8には、カード毎にユニークなカードIDが記録されている。ゲーム機2は、カード8に記録されたカードIDを読み取ってこれをゲームサーバ3Aに送信する機能を有している。一方、ゲームサーバ3Aは、ユーザ毎にユニークに付されたユーザIDを利用してユーザを特定している。ID管理データ33には、カードIDとユーザIDとの対応関係が記述されている。ゲームサーバ3Aはゲーム機2から送られたカードIDに対応するユーザIDをID管理データ33に基づいて特定する。なお、一台のギターゲーム機2Bを二人のユーザが同時にプレイする場合、ユーザ毎にカードIDが読み取られてゲームサーバ3Aに送られる。 Storage devices 31 and 32 are provided in the game server 3A and the Web server 3B. A group of ID management data 33 and play data 34 is recorded in the storage device 31 for the game server 3A. A group of ID management data 35 and community data 36 is recorded in the storage device 32 for the Web server 3B. The ID management data 33 and 35 are data for managing the correspondence between various IDs set as information necessary for specifying a user. The type of ID and the management method thereof may be set as appropriate as long as the user can specify them, but an example is as follows. First, the game machine 2 specifies a user using the card 8. A unique card ID is recorded on the card 8 for each card. The game machine 2 has a function of reading the card ID recorded on the card 8 and transmitting it to the game server 3A. On the other hand, the game server 3A specifies a user by using a user ID uniquely assigned to each user. The ID management data 33 describes the correspondence between the card ID and the user ID. The game server 3 </ b> A specifies a user ID corresponding to the card ID sent from the game machine 2 based on the ID management data 33. When two users play one guitar game machine 2B at the same time, the card ID is read for each user and sent to the game server 3A.
 Webサーバ3BもまたユーザIDを利用してユーザを管理するが、コミュニティサービスに関しては、ユーザIDとは別に発行されるコミュニティIDと対応付けてユーザを管理する。ID管理データ35には、そのユーザIDとコミュニティIDとの対応関係が記述されている。Webサーバ3Bは、ID管理データ35を参照することにより、コミュニティIDに対応するユーザIDを特定し、あるいはユーザIDに対応するコミュニティIDを特定することができる。このように、全てのIDは、ID管理データ33、35を適宜に参照することで相互に対応関係を特定することができる。なお、カードIDとユーザIDとの対応関係、ユーザIDとコミュニティIDとの対応関係は、ユーザ端末7からWebサーバ3Bのユーザ管理サイトにアクセスすることにより新規に設定し、変更することが可能である。なお、これらのID間にはさらに別のIDが介在してもよい。ユーザIDは一人のユーザに対して一つのみ発行されるが、カードID及びコミュニティIDは、一人のユーザに対してそれぞれ複数発行されてもよい。この場合、ユーザIDに対して有効な一つのカードID及び一つのコミュニティIDをユーザに指定させることにより、カードID、ユーザID及びコミュニティIDのいずれか一つが判別すれば、他のIDも一義的に定まる対応関係を維持することができる。以下の説明では、ユーザIDに対してそれぞれ単一のカードID及びコミュニティIDが対応付けられているものとする。なお、ユーザID及びコミュニティIDには、それぞれユーザのニックネームを設定することが可能であり、ID管理データ33、35にはそれらのIDに対応付けられたニックネームも併せて登録される。ユーザIDにはさらにユーザの名称、住所といった個人情報が対応付けられる。 The Web server 3B also manages users using user IDs, but regarding community services, manages users in association with community IDs that are issued separately from user IDs. The ID management data 35 describes the correspondence between the user ID and the community ID. By referring to the ID management data 35, the Web server 3B can specify the user ID corresponding to the community ID, or can specify the community ID corresponding to the user ID. In this way, all IDs can be identified with each other by referring to the ID management data 33 and 35 as appropriate. The correspondence between the card ID and the user ID and the correspondence between the user ID and the community ID can be newly set and changed by accessing the user management site of the Web server 3B from the user terminal 7. is there. Further, another ID may be interposed between these IDs. Only one user ID is issued to one user, but a plurality of card IDs and community IDs may be issued to one user. In this case, if any one of the card ID, the user ID, and the community ID is determined by allowing the user to specify one card ID and one community ID that are valid for the user ID, the other IDs are also unambiguous. It is possible to maintain the correspondence relationship determined in. In the following description, it is assumed that a single card ID and a community ID are associated with each user ID. Note that user nicknames can be set for the user ID and community ID, and nicknames associated with these IDs are also registered in the ID management data 33 and 35. The user ID is further associated with personal information such as the user name and address.
 プレイデータ34は、ユーザがゲーム機2にてゲームをプレイする際に参照されるべき各種の情報を記録したデータであって、ユーザID毎に作成される。例えば、ゲーム機2におけるプレイ履歴、プレイ結果に応じて設定されるユーザのランク、あるいはレベルといった情報がプレイデータ34に記録される。一方、コミュニティデータ36は、ユーザがコミュニティサービスを利用する際に参照されるべき各種の情報を記録したデータであって、コミュニティID毎に作成される。コミュニティデータ36には、例えば、ユーザが仲間として登録した他のユーザを特定するためのコミュニティID、ニックネームといった情報、及び、ユーザが仲間に対して発信し、あるいは仲間から受信したコメントのログ等がコミュニティデータ36に記録される。「仲間」は、ユーザ間に所定の人的な結び付きが存在することを示す概念として使用される用語である。仲間には、「グループ」及び「フレンド」の2種類の態様が存在する。コミュニティデータ36には、ユーザが所属するグループ及びユーザがフレンドとして登録した他のユーザを特定するために必要な情報が適宜の形式で記録される。例えば、ユーザのコミュニティIDと対応付けて、グループ内のユーザのコミュニティID、フレンドとして設定したユーザのコミュニティIDをコミュニティデータ36に記述すればよい。なお、仲間の設定や登録の手順は、一般的なコミュニティサービスのそれと同様に、端末装置7からWebサーバ3Bにアクセスして他のユーザに仲間としての招待を送信し、又はWebサーバ3Bに対して仲間の登録を申請する、といった処理を行えばよく、その詳細な説明は省略する。ただし、コミュニティデータ36への仲間の登録はネットワーク5を介したオンライン処理に限らず、オフラインで申請され、サーバ群3の運営者が適当な時期にコミュニティデータ36にその申請内容を記述してもよい。 The play data 34 is data in which various types of information to be referred to when the user plays a game on the game machine 2 and is created for each user ID. For example, information such as the play history in the game machine 2 and the rank or level of the user set according to the play result is recorded in the play data 34. On the other hand, the community data 36 is data in which various types of information to be referred to when the user uses the community service, and is created for each community ID. The community data 36 includes, for example, information such as community IDs and nicknames for specifying other users registered by the user as friends, and a log of comments transmitted from the user or received from the friends. Recorded in the community data 36. “Friend” is a term used as a concept indicating that a predetermined personal connection exists between users. There are two types of friends, “group” and “friend”. In the community data 36, information necessary for specifying a group to which the user belongs and other users registered as friends by the user are recorded in an appropriate format. For example, the community ID of the user in the group and the community ID of the user set as a friend may be described in the community data 36 in association with the community ID of the user. The procedure for setting and registering friends is similar to that of general community services. The terminal device 7 accesses the Web server 3B and sends an invitation as a friend to another user, or the Web server 3B. The process of applying for registration of a friend may be performed, and detailed description thereof is omitted. However, registration of a friend in the community data 36 is not limited to online processing via the network 5, but may be applied offline, even if the operator of the server group 3 describes the application contents in the community data 36 at an appropriate time. Good.
 上述したデータ33~36の他にも、ゲームシステム1には様々なデータが用意される。例えば、ゲーム機2の記憶装置には、音楽ゲームを実行するために必要なデータとして、楽曲を再生出力するための楽曲データ、楽曲に合わせて行うべき一連の操作をプレイヤに指示するためのシーケンスデータ、ゲーム画面を生成するための画像データ等が記録される。これらのデータは既存の音楽ゲーム機と同様に用意すれば足り、それらの詳細な説明は省略する。ゲーム機2では、予め複数の楽曲がゲーム上の選択項目として用意されている。プレイヤは、選択可能な範囲にある複数の楽曲から一つの楽曲を選択し、その楽曲に応じた内容のゲームをプレイすることができる。 In addition to the data 33 to 36 described above, various data are prepared in the game system 1. For example, in the storage device of the game machine 2, as data necessary for executing a music game, music data for reproducing and outputting music, and a sequence for instructing a player a series of operations to be performed in accordance with the music Data, image data for generating a game screen, and the like are recorded. It is sufficient to prepare these data in the same manner as existing music game machines, and a detailed description thereof will be omitted. In the game machine 2, a plurality of music pieces are prepared in advance as selection items on the game. The player can select one music piece from a plurality of music pieces within a selectable range and play a game having contents corresponding to the music piece.
 ゲームシステム1では、三人のプレイヤが同一の楽曲でゲームをプレイすることにより、音楽のセッションと同様のプレイを体験できるようなゲームモードが用意されている。以下、これをセッションプレイモードと呼ぶ。セッションプレイモードは、本発明における共通のゲームに相当し、そのセッションプレイモードは一つの楽曲を一つのプレイ単位として実行される。セッションプレイモードには、同一店舗4のゲーム機2間で三人のプレイヤが参加して実現されるローカルセッションと、ゲームサーバ3Aによるマッチングを経て実現されるオンラインセッションとが存在する。なお、オンラインセッションは、ゲームサーバ3Aによるマッチングを経て、結果的に同一店舗4内の二人又は三人のプレイヤがマッチングされる場合をその一形態に含む。以下では、同一店舗4のゲーム機2間でプレイヤをマッチングすることをローカルマッチングと呼び、ゲームサーバ3Aにてプレイヤをマッチングすることをオンラインマッチングと呼ぶ。また、ローカルマッチングによってマッチングされたプレイヤの集合をローカルメンバーと呼び、オンラインマッチングによってマッチングされたプレイヤの集合をオンラインメンバーと呼ぶことがある。 The game system 1 has a game mode in which three players can experience the same play as a music session by playing a game with the same music. Hereinafter, this is referred to as a session play mode. The session play mode corresponds to a common game in the present invention, and the session play mode is executed with one piece of music as one play unit. The session play mode includes a local session realized by three players participating between the game machines 2 in the same store 4 and an online session realized through matching by the game server 3A. Note that the online session includes a case where two or three players in the same store 4 are matched as a result of matching by the game server 3A. Below, matching a player between the game machines 2 of the same store 4 is called local matching, and matching a player in the game server 3A is called online matching. In addition, a set of players matched by local matching may be called a local member, and a set of players matched by online matching may be called an online member.
 セッションプレイモードにてゲームがプレイされる場合のマッチング手順は概ね次の通りである。ゲームシステム1では、プレイヤがセッションプレイモードでゲームを開始することを希望した場合、まず同一店舗4内のゲーム機2同士が通信して、ローカルマッチングが試みられる。ローカルマッチングで三人のプレイヤが集まった場合にはオンラインマッチングは行われず、ローカルセッションが開始される。一方、ローカルマッチングで三人のプレイヤが集まらなかった場合には、ゲーム機2からゲームサーバ3Aに対してオンラインマッチングが要求され、ゲームサーバ3Aにてオンラインマッチングが試みられる。そのオンラインマッチングでは、ローカルマッチングにおける不足人数のプレイヤが所定のマッチング条件に従って検索される。オンラインマッチングでは、ゲームサーバ3Aとネットワーク5を介して接続された全てのゲーム機2のプレイヤを範囲としてマッチング条件を満たすプレイヤが検索される。オンラインマッチングにて不足人数のプレイヤが検出されるとオンラインマッチングが完成し、マッチングされたプレイヤ間でオンラインセッションが開始される。セッションプレイモードが複数の楽曲に亘って続けられる場合、そのモードが終了するまで、ローカルメンバーは継続して維持される。一方、オンラインメンバーは一曲をプレイする間のみ維持され、一曲のプレイの終了により解除される。次の楽曲では新たにオンラインマッチングが試みられる。ローカルマッチングされたプレイヤのゲーム機2間における通信の制御は、いずれか一台のゲーム機2がマスター機としてこれを司る。ゲーム機2とサーバ群3との間の通信、又は他店舗のゲーム機2との間の通信に関しても同様にマスター機がそれらの制御を司る。 The matching procedure when the game is played in the session play mode is generally as follows. In the game system 1, when the player desires to start the game in the session play mode, first, the game machines 2 in the same store 4 communicate with each other to try local matching. When three players gather by local matching, online matching is not performed and a local session is started. On the other hand, when three players are not gathered by local matching, online matching is requested from the game machine 2 to the game server 3A, and online matching is attempted by the game server 3A. In the online matching, a shortage of players in local matching is searched according to a predetermined matching condition. In online matching, players who satisfy the matching condition are searched for within the range of players of all game machines 2 connected to the game server 3A via the network 5. When an insufficient number of players are detected by online matching, online matching is completed, and an online session is started between the matched players. If the session play mode is continued across multiple songs, the local members are continuously maintained until the mode ends. On the other hand, an online member is maintained only while playing one song, and is released when the play of one song is finished. The next song will try online matching. Control of communication between the game machines 2 of the players that are locally matched is controlled by any one game machine 2 as a master machine. Similarly, the master machine controls the communication between the game machine 2 and the server group 3 or the communication with the game machine 2 at another store.
 以下、図3~図8を参照して、ローカルマッチング及びオンラインマッチングに関連してゲームシステム1で行われる各種の処理をより詳細に説明する。なお、以下の処理は、ゲーム機2のゲームサービス処理部21、ゲームサーバ3Aのゲームサービス管理部11、及びWebサーバ3Bのコミュニティサービス管理部12が適宜に協働して実現されるものであるが、以下では簡略化のため、それらの処理の実行主体をゲーム機2、及びサーバ3A、3Bとして説明することがある。 Hereinafter, with reference to FIGS. 3 to 8, various processes performed in the game system 1 in relation to local matching and online matching will be described in more detail. The following processing is realized by appropriately cooperating the game service processing unit 21 of the game machine 2, the game service management unit 11 of the game server 3A, and the community service management unit 12 of the Web server 3B. However, for the sake of simplicity, the execution subject of these processes may be described as the game machine 2 and the servers 3A and 3B below.
 まず、プレイヤがゲーム機2にてゲームを開始する際に実行されるログイン処理(認証処理)を図3により説明する。プレイヤがゲーム機2に対してログインを要求すると、ゲーム機2はそのログイン処理を開始し、まずプレイヤにカード8の読み取り操作を要求し、これに対応する読み取り操作を検出してログインに必要な情報(ログイン情報)をカード8から取得する(ステップS11)。ログインに必要な情報には少なくともカードIDが含まれる。続いて、ゲーム機2は、取得したログイン情報をゲームサーバ3Aに送信してプレイヤのログイン処理を要求する(ステップS12)。これを受けて、ゲームサーバ3Aもログイン処理を開始し、まずゲーム機2から送られたログイン情報を取得する(ステップS21)。続いて、ゲームサーバ3AはID管理データ33を参照してログイン情報に含まれるカードIDに対応するユーザIDを判別する(ステップS22)。このとき、ゲームサーバ3AはWebサーバ3AにユーザIDを通知して、そのユーザIDに対応する仲間の情報を送信するようにWebサーバ3Bに要求する。Webサーバ3Bはこれに応答して仲間情報提供処理を開始し、与えられたユーザIDに対応付けられたコミュニティIDをID管理データ35より取得し、そのコミュニティIDに対応付けてコミュニティデータ36に登録されている仲間の情報、例えば、グループとして登録されたユーザのコミュニティID、及びフレンドとして要録されたユーザのコミュニティIDを検出する(ステップS31)。その後、Webサーバ3Bは、検出した仲間の情報をゲームサーバ3Aに送信し(ステップS32)、その後に仲間情報提供処理を終える。 First, a login process (authentication process) executed when the player starts a game on the game machine 2 will be described with reference to FIG. When the player requests the game machine 2 to log in, the game machine 2 starts the log-in process, and first requests the player to read the card 8, and detects the corresponding read operation and needs to log in. Information (login information) is acquired from the card 8 (step S11). The information necessary for login includes at least a card ID. Subsequently, the game machine 2 transmits the acquired login information to the game server 3A and requests a player login process (step S12). In response to this, the game server 3A also starts a login process, and first acquires login information sent from the game machine 2 (step S21). Subsequently, the game server 3A refers to the ID management data 33 to determine a user ID corresponding to the card ID included in the login information (step S22). At this time, the game server 3A notifies the web server 3A of the user ID, and requests the web server 3B to transmit the information of the friend corresponding to the user ID. In response to this, the Web server 3B starts the fellow information providing process, acquires the community ID associated with the given user ID from the ID management data 35, and registers it in the community data 36 in association with the community ID. The information of the friend who is done, for example, the community ID of the user registered as a group, and the community ID of the user registered as a friend are detected (step S31). Thereafter, the Web server 3B transmits the detected friend information to the game server 3A (step S32), and thereafter ends the friend information providing process.
 Webサーバ3Bの仲間情報提供処理と並行して、ゲームサーバ3Aは、ステップS22で判別したユーザIDに対応するプレイデータ34を抽出する(ステップS23)。その後、ゲームサーバ3Aは、抽出したプレイデータ34を、ログイン要求を送信したゲーム機2に対して送信する(ステップS24)。このとき、ゲームサーバ3Aは、Webサーバ3Bから送信される仲間の情報も、プレイデータ34と一緒にゲーム機2に転送する。ゲーム機2は、ゲームサーバ3Aから送られたプレイデータ34及び仲間の情報を受信し(ステップS13)、それらのデータをゲーム機2の内部記憶装置に記録する(ステップS14)。以上によりログイン処理が終了する。ログイン処理が行われることにより、プレイヤはゲーム機2上で前回の続きからゲームをプレイすることが可能となるが、それに加えて、プレイヤがコミュニティサービスで仲間として設定したグループ及びフレンドを特定する情報(コミュニティID等)もゲーム機2上に保持される。なお、上記では、サーバ群3からゲーム機2に、仲間の情報としてコミュニティIDを提供するものとしたが、仲間のコミュニティIDをID管理テーブル35に従ってユーザIDに変換し、これを仲間の情報としてゲーム機2に提供してもよい。ギターゲーム機2Bを二人のプレイヤがプレイする場合には、各プレイヤについて上述したログイン処理理が行われる。 In parallel with the fellow information providing process of the Web server 3B, the game server 3A extracts the play data 34 corresponding to the user ID determined in step S22 (step S23). Thereafter, the game server 3A transmits the extracted play data 34 to the game machine 2 that has transmitted the login request (step S24). At this time, the game server 3 </ b> A also transfers the friend information transmitted from the Web server 3 </ b> B to the game machine 2 together with the play data 34. The game machine 2 receives the play data 34 and the information of the friends sent from the game server 3A (step S13), and records those data in the internal storage device of the game machine 2 (step S14). The login process is thus completed. By performing the login process, the player can play the game from the previous continuation on the game machine 2, but in addition, information that identifies the group and friends that the player has set as friends in the community service (Community ID and the like) are also held on the game machine 2. In the above description, the community ID is provided from the server group 3 to the game machine 2 as friend information. However, the friend community ID is converted into a user ID according to the ID management table 35, and this is used as friend information. The game machine 2 may be provided. When two players play the guitar game machine 2B, the above-described login process is performed for each player.
 図4は、ローカルメンバー又はオンラインメンバーをマッチングするためにゲーム機2が実行するマッチング処理を示している。マッチング処理は、プレイヤが一曲の楽曲をプレイするごとに実行される。また、マッチング処理は、上述した図3のログイン処理が完了している状態で実行される。ゲーム機2は、図4のマッチング処理を開始すると、まずステップS101で、自機のプレイヤに関してローカルメンバーが存在するか否かを判別する。プレイヤのログイン処理の完了後、セッションプレイモードで最初の楽曲がプレイされる場合には、ローカルマッチングが未了であるためにステップS101では否定判断がなされる。一方、ログイン処理後、ローカルメンバーが一旦形成されると、セッションプレイモードが終了するまでそのメンバーが維持される。そのため、セッションプレイモードにおける2曲目又はそれ以降の楽曲がプレイされる場合にはステップS101では肯定判断がなされる。 FIG. 4 shows a matching process executed by the game machine 2 to match local members or online members. The matching process is executed every time the player plays one piece of music. Further, the matching process is executed in a state where the above-described login process of FIG. 3 is completed. When the matching process of FIG. 4 is started, the game machine 2 first determines in step S101 whether or not a local member exists for the player of the own machine. When the first piece of music is played in the session play mode after the login process of the player is completed, a negative determination is made in step S101 because local matching has not been completed. On the other hand, once a local member is formed after the login process, the member is maintained until the session play mode ends. Therefore, when the second music piece or later music piece in the session play mode is played, an affirmative determination is made in step S101.
 ステップS101が否定判断された場合、ゲーム機2はステップS102に進み、自機のプレイヤがローカルセッションを希望するか否かを判別する。希望している場合、ゲーム機2はステップS103に進み、ローカルマッチング処理を実行する。そのローカルマッチング処理は、同一店舗4内の他のゲーム機2に対してローカルマッチングの要求を通知し、他にローカルマッチングを要求しているゲーム機2があれば、それらのゲーム機2間でマスター機とスレーブ機とを決定し、マスター機によりローカルメンバーを形成すべきプレイヤ及びそのゲーム機2を特定してスレーブ機にマッチング結果を通知する、といった手順で行われる。 When a negative determination is made in step S101, the game machine 2 proceeds to step S102, and determines whether or not the player of the own machine desires a local session. If so, the game machine 2 proceeds to step S103 and executes a local matching process. The local matching process notifies other game machines 2 in the same store 4 of a request for local matching, and if there is another game machine 2 requesting local matching, between those game machines 2 A master machine and a slave machine are determined, and the master machine and its game machine 2 are identified by the master machine and the matching result is notified to the slave machine.
 ローカルマッチング処理が終わると、ゲーム機2はステップS104に進み、ローカルマッチング処理の結果をプレイヤに対して表示し、かつその結果を自機の記憶装置に記憶する。続くステップS106にて、ゲーム機2はマッチングが完成しているか否か、つまり、ローカルマッチングによって三人のプレイヤが集まったか否かを判別する。なお、一台のギターゲーム機2Bで二人のプレイヤがプレイする場合には、一方のプレイヤが選択した楽曲を他方のプレイヤもプレイすることになる。この場合には、そのギターゲーム機2Bに関して、既に二人のプレイヤがローカルセッションを希望していると扱われる。このとき、同一店舗4内のドラムゲーム機2A又はギターゲーム機2Bの一人のプレイヤがローカルセッションを希望すれば、それらの三人のプレイヤによってローカルマッチングが完成したと判断される。ステップS101が肯定判断された場合には、ステップS102~S104がスキップされてステップS105の処理が行われる。この場合には、既に形成されているローカルメンバーが三人であればマッチングが完成と判断され、二人以下であればマッチングが完成してないと判断される。 When the local matching process is completed, the game machine 2 proceeds to step S104, displays the result of the local matching process to the player, and stores the result in the storage device of the own machine. In subsequent step S106, the game machine 2 determines whether or not matching is completed, that is, whether or not three players are gathered by local matching. In addition, when two players play with one guitar game machine 2B, the other player also plays the music selected by one player. In this case, regarding the guitar game machine 2B, it is handled that two players already desire a local session. At this time, if one player of the drum game machine 2A or the guitar game machine 2B in the same store 4 desires a local session, it is determined that the local matching is completed by those three players. If a positive determination is made in step S101, steps S102 to S104 are skipped, and the process in step S105 is performed. In this case, if there are three local members already formed, it is determined that the matching is completed, and if there are two or less local members, it is determined that the matching is not completed.
 ステップS105でマッチングが完成していると判断された場合、ゲーム機2はステップS106~S108をスキップしてマッチング処理を終了する。一方、ステップS105でマッチングが完成していないと判断された場合、ゲーム機2はステップS106に進み、オンラインマッチング処理を実行する。つまり、ローカルマッチングでは、セッションプレイモードに必要な人数(三人)のプレイヤが集まらなかった場合、ゲーム機2はゲームサーバ3Aに対して、不足する人数のプレイヤのマッチングを要求する。なお、ローカルマッチングで二台のゲーム機2のプレイヤがマッチングされた場合、一方のゲーム機2がマスター機としてゲームサーバ3Aにオンラインマッチングを要求し、スレーブ機となった他方のゲーム機2はマスター機の指示に従う。オンラインマッチング処理の詳細は後述する。オンラインマッチング処理が終わると、ゲーム機2はその結果をプレイヤに対して表示し、かつその結果を自機の記憶装置に記憶する。その後、ゲーム機2はマッチング処理を終了する。ローカルマッチングにて三人のプレイヤがマッチングされた場合には、ローカルセッショが開始される。一方、オンラインマッチングによって三人のプレイヤがマッチングされた場合には、オンラインセッションが開始される。 If it is determined in step S105 that matching has been completed, the game machine 2 skips steps S106 to S108 and ends the matching process. On the other hand, if it is determined in step S105 that the matching is not completed, the game machine 2 proceeds to step S106 and executes an online matching process. That is, in the local matching, when the number of players (three players) necessary for the session play mode are not collected, the game machine 2 requests the game server 3A to match the insufficient number of players. When the players of the two game machines 2 are matched by local matching, one game machine 2 requests online matching from the game server 3A as a master machine, and the other game machine 2 that has become a slave machine becomes a master. Follow the machine instructions. Details of the online matching process will be described later. When the online matching process is completed, the game machine 2 displays the result for the player and stores the result in the storage device of the own machine. Thereafter, the game machine 2 ends the matching process. When three players are matched by local matching, a local session is started. On the other hand, when three players are matched by online matching, an online session is started.
 図5は、ゲーム機2にて実行されるオンラインマッチング処理(図4のステップS106の処理)と、これに対応してサーバ群3にて実行される処理とを示している。ゲーム機2におけるオンラインマッチング処理は、マスター機とスレーブ機とで相違するので、図5ではゲーム機2の処理をマスター及びスレーブで区別して示している。以下の説明では、ゲーム機2を、マスター機2m、及びスレーブ機2sと区別して表現する場合がある。 FIG. 5 shows an online matching process (the process of step S106 in FIG. 4) executed by the game machine 2 and a process executed by the server group 3 corresponding thereto. Since the online matching process in the game machine 2 is different between the master machine and the slave machine, FIG. 5 shows the process of the game machine 2 separately for the master and the slave. In the following description, the game machine 2 may be expressed separately from the master machine 2m and the slave machine 2s.
 オンラインマッチング処理において、マスター機2mは、まずゲームサーバ3Aに対してオンラインマッチングを要求するための準備として、ステップS111にて楽曲選択情報の提供をゲームサーバ3Aに対して要求する。楽曲選択情報は、プレイヤがコミュニティサービスを利用して、仲間として登録したユーザの楽曲選択状況を特定するために必要な情報の一部である。ゲームサーバ3Aは、マスター機2mからの要求を受けると図5のオンライオンマッチング処理を開始し、まずステップS201で、現在、オンラインマッチングを要求している全てのプレイヤの楽曲選択状況を判別する。つまり、ゲーム機2からのマッチングの要求(後述するステップS114)では、セッションを希望する楽曲を特定する情報がマスター機2mからゲームサーバ3Aに提供され、楽曲が一致しているプレイヤ同士がマッチングされる。したがって、ゲームサーバ3Aは、オンラインマッチングを要求した全てのプレイヤの楽曲選択状況を把握することができる。そのため、ゲームサーバ3Aは、マスター機2mからオンラインマッチング処理の一環として楽曲選択情報の送信が要求された場合、その時点でオンラインマッチングを要求している全てのプレイヤを特定する情報と、それらのプレイヤが選択した楽曲を特定する情報とを検出する。ゲームサーバ3Aは、ステップS201で楽曲選択状況を判別すると、ステップS202に進んでその判別結果に対応する楽曲選択情報(楽曲及びそれらを選択しているプレイヤを
特定する情報)を生成してマスター機2mに送信する。
In the online matching process, the master machine 2m first requests the game server 3A to provide music selection information in step S111 as preparation for requesting the online matching to the game server 3A. The music selection information is a part of information necessary for the player to specify the music selection status of the user registered as a friend using the community service. When the game server 3A receives the request from the master machine 2m, the game server 3A starts the on-lion matching process of FIG. 5, and first, in step S201, determines the music selection status of all the players currently requesting online matching. That is, in the matching request from the game machine 2 (step S114 to be described later), information for specifying the music piece desired for the session is provided from the master machine 2m to the game server 3A, and the players with matching music pieces are matched. The Therefore, the game server 3A can grasp the music selection status of all the players who have requested online matching. Therefore, when the game server 3A is requested to transmit music selection information as part of the online matching process from the master machine 2m, the game server 3A specifies information identifying all players who are requesting online matching at that time, and those players. And the information specifying the music selected by. When the game server 3A determines the music selection status in step S201, the game server 3A proceeds to step S202 to generate music selection information (information specifying the music and the player who has selected them) corresponding to the determination result, and the master machine Send to 2m.
 マスター機2mは、ステップS112で楽曲選択情報を受信し、続くステップS113にて、セッションを希望する楽曲をプレイヤに選択させる。このとき、ステップS112で受信した楽曲選択情報と、ログイン処理時に取得した仲間の情報とに基づいて、プレイヤの仲間がオンラインマッチングを待っているか否かが判別され、仲間がいるときはその者が選択した楽曲が判別される。すなわち、ログイン処理時には、プレイヤが仲間(グループ、フレンド)として登録したユーザを特定する情報として、それらのユーザのコミュニティID又はユーザIDがゲーム機2に提供されている。したがって、マスター機2mは、ゲームサーバ3Aから提供された楽曲選択情報において、自機のプレイヤに対する仲間のID(その仲間のコミュニティID又はユーザID)が含まれているか否かを判別することができる。そして、仲間のIDが含まれていれば、その仲間が選択している楽曲を楽曲選択情報から判別することができる。そして、そのような仲間がいる場合には、その仲間が選択している楽曲を判別するための情報がプレイヤに対して提示される。なお、ステップS112で受信した楽曲選択情報はスレーブ機2sにさらに提供されてもよい。その場合、スレーブ機2sはマスター機2mからの楽曲選択情報をステップS121で受信し、続くステップS122でマスター機2mと協働して楽曲選択処理を実行する。 The master machine 2m receives the music selection information in step S112, and in the subsequent step S113, causes the player to select the music for which a session is desired. At this time, based on the music selection information received in step S112 and the friend information acquired during the login process, it is determined whether or not the player's friends are waiting for online matching. The selected music is identified. That is, at the time of the login process, community IDs or user IDs of the users are provided to the game machine 2 as information for identifying users registered as friends (groups, friends) by the player. Accordingly, the master machine 2m can determine whether or not the music piece selection information provided from the game server 3A includes a friend ID (the community ID or user ID of the friend) for the player of the player. . And if a friend's ID is contained, the music which the friend has selected can be discriminate | determined from music selection information. And when there exists such a friend, the information for discriminating the music which the friend has selected is shown with respect to a player. Note that the music selection information received in step S112 may be further provided to the slave device 2s. In that case, the slave device 2s receives the music selection information from the master device 2m in step S121, and executes a music selection process in cooperation with the master device 2m in the subsequent step S122.
 図6は、ゲーム機2上に表示される楽曲選択画面100に、仲間が選択中の楽曲を判別するための情報を表示した例を示している。ただし、この画面100は、ギターゲーム機2Bにて表示される画面の一例である。楽曲選択画面100では、プレイヤが選択可能な楽曲を象徴するタイトル画像101が、左右方向のタイトル列102を形成するように並べて表示されている。タイトル列102は、操作部2bに対する所定の選択操作に応じて左右にスクロールされる。タイトル列102の中央には仮選択部102aが設けられている。その仮選択部102aに位置するタイトル画像101は、その上方の拡大表示部103に拡大表示される。タイトル列102には、仲間のプレイヤが選択中の楽曲を判別するための標識として、自機のプレイヤが所属するグループ内のプレイヤが選択中の楽曲を示すグループアイコン104a、及び自機のプレイヤがフレンドとして登録したプレイヤが選択中の楽曲を示すフレンドアイコン104bが表示されている。このように仲間が選択中の楽曲を判別するための情報が提示されることにより、プレイヤはそれらのアイコン104a、104bが表示された楽曲を選択すれば、仲間とオンラインマッチングされて、オンラインセッションをプレイできる可能性があることを知ることができる。これにより、コミュニティ機能を利用して形成された仲間同士によるオンラインセッションの実現を支援することが可能である。あるいは、敢えて異なる楽曲を選択して仲間以外のプレイヤとのオンラインマッチングを期待することもできる。 FIG. 6 shows an example in which information for discriminating a music piece selected by a friend is displayed on the music selection screen 100 displayed on the game machine 2. However, this screen 100 is an example of a screen displayed on the guitar game machine 2B. On the music selection screen 100, title images 101 symbolizing music that can be selected by the player are displayed side by side so as to form a title column 102 in the left-right direction. The title column 102 is scrolled to the left and right according to a predetermined selection operation on the operation unit 2b. A temporary selection unit 102 a is provided at the center of the title column 102. The title image 101 located in the temporary selection unit 102a is enlarged and displayed on the enlarged display unit 103 above it. In the title column 102, a group icon 104a indicating a song selected by a player in the group to which the player of the player belongs and a player of the player himself / herself are used as indicators for discriminating the song being selected by the fellow player. A friend icon 104b indicating a music piece selected by a player registered as a friend is displayed. Thus, by presenting information for discriminating the music that is selected by the fellow, if the player selects the music on which the icons 104a and 104b are displayed, the online matching is performed with the fellow and the online session is performed. You can know that there is a possibility of playing. Thereby, it is possible to support the realization of an online session between friends formed using the community function. Alternatively, it is possible to expect different online music matching with players other than friends by selecting different music pieces.
 なお、マスター機2mからスレーブ機2sにも楽曲選択情報が提供される場合には、マスター機2mのみならず、スレーブ機2sでも楽曲選択画面100を表示させてもよい。ゲームサーバ3Aに対して、マスター機2mのプレイヤを特定する情報のみならず、スレーブ機2sのプレイヤを特定する情報をも通知し、プレイヤ毎に仲間の楽曲選択状況を判別してそれらの判別結果を楽曲選択情報に含めてもよい。この場合、マスター機2mの楽曲選択画面100には当該マスター機2mのプレイヤの仲間が選択中の楽曲を示すアイコン104a、104bを表示し、スレーブ機2sの楽曲選択画面100には当該スレーブ機2sのプレイヤの仲間が選択中の楽曲を示すアイコン104a、104bを表示してもよい。ステップS113及びS122で協働して楽曲を選択する場合、マスター機2mのプレイヤのみが楽曲を決定可能とし、その選択過程をスレーブ機2sのプレイヤに提示するものとしてもよい。あるいは、スレーブ機2sのプレイヤがマスター機2mのプレイヤに対して希望する楽曲を通知可能とし、マスター機2mのプレイヤがその通知を参照しつつ楽曲を決定してもよい。ローカルメンバーの各ゲーム機2に楽曲選択画面100を表示する場合、図6に例示したように、他のプレイヤが選択を希望する楽曲を示すプレイヤアイコン105を表示してもよい。 If the music selection information is provided from the master machine 2m to the slave machine 2s, the music selection screen 100 may be displayed not only on the master machine 2m but also on the slave machine 2s. Not only the information specifying the player of the master machine 2m but also the information specifying the player of the slave machine 2s is notified to the game server 3A, and the music selection status of the fellow is determined for each player, and the determination results thereof May be included in the music selection information. In this case, the music selection screen 100 of the master device 2m displays icons 104a and 104b indicating the music being selected by the players of the master device 2m. The music selection screen 100 of the slave device 2s displays the slave device 2s. The icons 104a and 104b may be displayed indicating the music being selected by the players of the player. When the music is selected in cooperation in steps S113 and S122, only the player of the master machine 2m can determine the music, and the selection process may be presented to the player of the slave machine 2s. Alternatively, the player of the slave machine 2s may be able to notify the desired music to the player of the master machine 2m, and the player of the master machine 2m may determine the music while referring to the notification. When the music selection screen 100 is displayed on each game device 2 of the local member, as illustrated in FIG. 6, a player icon 105 indicating a music that another player desires to select may be displayed.
 図5に戻って説明を続ける。ステップS113にて楽曲が選択された場合、マスター機2mはステップS114に進み、ゲームサーバ3Aに対してオンラインマッチングを要求する。このとき、マスター機2mにて選択された楽曲を特定するために必要な情報がマスター機2mからゲームサーバ3Aに提供される。楽曲を特定するために必要な情報は、例えば楽曲毎にユニークな曲コードとすればよい。また、ステップS114にてオンラインマッチングを要求する際には、マスター機2mからゲームサーバ3Aに対してローカルメンバーに含まれる全てのプレイヤを特定するために必要な情報が提供される。その情報は例えばカードIDである。マスター機2mに提供されているプレイデータ34に基づいてマスター機2mのプレイヤのユーザIDを特定できる場合には、そのユーザIDをゲームサーバ3Aに通知してもよい。ログイン処理時において、ゲーム機2にプレイヤのコミュニティIDも提供されている場合には、カードID又はユーザIDに加えて、そのコミュニティIDがゲームサーバ3Aに提供されてもよい。 Referring back to FIG. When the music is selected in step S113, the master machine 2m proceeds to step S114 and requests online matching from the game server 3A. At this time, information necessary for specifying the music selected by the master machine 2m is provided from the master machine 2m to the game server 3A. The information necessary for specifying the music may be a unique music code for each music, for example. When requesting online matching in step S114, the master machine 2m provides the game server 3A with information necessary for specifying all players included in the local members. The information is, for example, a card ID. When the user ID of the player of the master machine 2m can be specified based on the play data 34 provided to the master machine 2m, the user ID may be notified to the game server 3A. In the log-in process, when the community ID of the player is also provided to the game machine 2, the community ID may be provided to the game server 3A in addition to the card ID or the user ID.
 マスター機2mからオンラインマッチングを要求されたゲームサーバ3Aは、ステップS203に進んでオンラインマッチング処理を実行する。その処理は、図7に示したように、ゲームサーバ3Aの内部記憶装置上にマッチングテーブル記憶領域40を確保し、その記憶領域40内に楽曲毎のマッチングテーブルTB1、TB2…を生成し、オンラインマッチングを要求したプレイヤのユーザIDを対応する楽曲のテーブルに順次収容するといった手順で行われる。オンラインマッチングの要求時に既に同一楽曲のテーブルが存在するときはそのテーブルに新たなプレイヤのユーザIDが収容され、同一楽曲のテーブルが存在しないときは新たにテーブルが生成される。なお、オンラインマッチングの要求時にマスター機2mからゲームサーバ3Aに二人のプレイヤのカードID等が提供された場合、つまり、二人のプレイヤがローカルマッチングされ、不足する一人のプレイヤをオンラインマッチングにて探し出す場合には、そのローカルメンバーを形成するプレイヤのユーザIDは同一のテーブルに収容される。なお、図7ではユーザIDのみがテーブルTB1、TB2に格納された状態を示しているが、ユーザIDに対応するコミュニティIDがさらに記録されてもよい。コミュニティIDは、マスター機2mから提供されるカードID又はユーザIDに基づいて、Webサーバ3Bと協働してコミュニティデータ36を検索して取得することができる。あるいは、ゲーム機2がログイン時にコミュニティデータIDを取得する場合には、そのコミュニティIDをマスター機2mから提供させてもよい。また、プレイヤのゲーム機2を特定するための情報、あるいはそのゲーム機2が設置された店舗4を特定するための情報等も必要に応じてテーブルTB1、TB2…に記録されてもよい。 The game server 3A requested to perform online matching from the master machine 2m proceeds to step S203 and executes online matching processing. As shown in FIG. 7, the processing secures a matching table storage area 40 on the internal storage device of the game server 3A, generates matching tables TB1, TB2,. The procedure is such that the user ID of the player who requested the matching is sequentially stored in the corresponding music table. When a table for the same music already exists when online matching is requested, the user ID of the new player is accommodated in the table, and a new table is generated when there is no table for the same music. When the master machine 2m provides the game server 3A with the card IDs of two players at the time of online matching request, that is, the two players are locally matched, and the lacking one player is online matched. When searching, the user ID of the player who forms the local member is accommodated in the same table. Although FIG. 7 shows a state in which only the user ID is stored in the tables TB1 and TB2, a community ID corresponding to the user ID may be further recorded. The community ID can be obtained by searching the community data 36 in cooperation with the Web server 3B based on the card ID or the user ID provided from the master device 2m. Alternatively, when the game machine 2 acquires the community data ID at the time of login, the community ID may be provided from the master machine 2m. Further, information for specifying the game machine 2 of the player or information for specifying the store 4 in which the game machine 2 is installed may be recorded in the tables TB1, TB2,.
 図5に戻って説明を続ける。ゲームサーバ3Aは、オンラインマッチング処理を終了するとステップS204に進み、オンラインマッチング処理の結果をマスター機2mに通知する。マッチングが完成した場合には、マッチングされたプレイヤのユーザID、そのプレイヤのゲーム機2をネットワーク5上で特定するために必要なアドレス情報等がマスター機2に提供される。マスター機2mはステップS115でゲームサーバ3Aからのマッチング結果を受信し、これをスレーブ機2sに提供する。スレーブ機2sはステップS123でマッチング結果を受信する。以上により、ゲーム機2のオンラインマッチング処理が終了する。オンラインマッチング処理を経て三人のプレイヤがマッチングされた場合、マスター機2mでは、オンラインマッチングされたプレイヤのゲーム機2との間でオンラインセッションを開始するために必要な通信環境の設定といった処理が実行され、その後、マッチングされたプレイヤのゲーム機2間でオンラインセッションが開始される。 Referring back to FIG. When the game server 3A ends the online matching process, the game server 3A proceeds to step S204, and notifies the master machine 2m of the result of the online matching process. When the matching is completed, the user ID of the matched player, address information necessary for specifying the player's game machine 2 on the network 5, and the like are provided to the master machine 2. In step S115, the master machine 2m receives the matching result from the game server 3A and provides it to the slave machine 2s. The slave device 2s receives the matching result in step S123. Thus, the online matching process of the game machine 2 is completed. When three players are matched through the online matching process, the master machine 2m executes a process such as setting a communication environment necessary for starting an online session with the game machine 2 of the player that has been matched online. Thereafter, an online session is started between the game machines 2 of the matched players.
 図8はオンラインセッションによる一曲のゲームのプレイが終了した時にマスター機2mにて実行されるマッチング解除処理を示している。この処理において、マスター機2mは、まずステップS131で現時点で形成されているオンラインマッチングを解除する。この処理は、オンラインメンバープレイヤ及びそのプレイヤのゲーム機2との間で通信するために必要な設定等に関する情報が削除される。続くステップS132にて、マスター機2mは、ローカルメンバーがプレイ継続、すなわち次の楽曲のセッションを希望するか否かを判別し、希望しているときはステップS133に進んで図4のマッチング処理を開始させる。その後、マスター機2mは図8の処理を終える。図4のマッチング処理が開始された場合、既にローカルメンバーが形成されていれば、ステップS101では肯定判断がなされる。なお、ステップS132でローカルメンバーがプレイ継続を希望していない場合、マスター機2mはステップS133をスキップして図8の処理を終了する。この場合、マスター機2mはゲームの終了に必要な所定の処理を実行する。 FIG. 8 shows the unmatching process executed by the master machine 2m when the play of one song game by the online session is completed. In this process, the master machine 2m first cancels the online matching currently formed in step S131. In this process, information relating to settings necessary for communication between the online member player and the game machine 2 of the player is deleted. In subsequent step S132, the master unit 2m determines whether or not the local member wishes to continue the play, that is, the next music session, and if so, the process proceeds to step S133 to perform the matching process of FIG. Let it begin. Thereafter, the master machine 2m finishes the process of FIG. When the matching process of FIG. 4 is started, if a local member has already been formed, an affirmative determination is made in step S101. If the local member does not wish to continue playing in step S132, the master machine 2m skips step S133 and ends the process of FIG. In this case, the master machine 2m executes a predetermined process necessary for the end of the game.
 以上に説明したように、本形態のゲームシステム1によれば、プレイヤがセッションプレイモードでプレイすることを希望すると、まず同一店舗4内におけるローカルマッチングが先行して試みられ、そのローカルマッチングで所定人数(三人)のプレイヤがマッチングされた場合には、オンラインマッチングが行われることなく、ローカルメンバーによるローカルセッションが開始される。これにより、同一店舗4内のプレイヤがセッションプレイモードでゲームをプレイする機会が損なわれるおそれがない。一方、ローカルマッチングで所定人数(三人)のプレイヤが集まらなかった場合には、プレイを希望する楽曲を指定してオンラインマッチングが要求され、これを受けてゲームサーバ3Aが、全店舗4のゲーム機2のプレイヤを範囲として、楽曲が一致するプレイヤを検索し、見つかればそのプレイヤをオンラインメンバーとしてマッチングする。したがって、マッチングが成立する可能性が高まり、セッションプレイモードでゲームをプレイする機会をプレイヤに対して十分に提供することができる。 As described above, according to the game system 1 of the present embodiment, when a player desires to play in the session play mode, first, local matching in the same store 4 is first attempted, and the local matching is performed in a predetermined manner. When the number of players (three players) are matched, the local session by the local member is started without performing online matching. Thereby, there is no possibility that the opportunity for the player in the same store 4 to play a game in session play mode will be impaired. On the other hand, when a predetermined number (three) of players are not gathered by local matching, online matching is requested by designating a music piece desired to be played. The player whose machine 2 matches the range is searched for, and if the player is found, the player is matched as an online member. Therefore, the possibility of matching is increased, and it is possible to sufficiently provide the player with an opportunity to play the game in the session play mode.
 ゲームシステム1では、複数の楽曲に亘ってセッションプレイモードが続けられる間、一旦形成されたローカルメンバーが維持される。したがって、友人同士といった一定の関係を有するプレイヤが同一店舗4でセッションプレイモードをプレイすることを希望した場合、その希望に反してプレイヤ同士のマッチングが解除されることがなく、プレイヤの希望に則してセッションプレイモードを継続させることができる。一方、オンラインメンバーについては、一つの楽曲のプレイが終了すれば、それらの間のマッチングが解除される。このため、次の曲では新たなプレイヤと一緒にセッションプレイモードでゲームをプレイする可能性が高い。これにより、様々なプレイヤとセッションを楽しむことができる。 In the game system 1, the local members once formed are maintained while the session play mode is continued over a plurality of music pieces. Therefore, when a player having a certain relationship such as friends desires to play the session play mode in the same store 4, the matching between the players is not canceled against the wish, and the player's desire is met. The session play mode can be continued. On the other hand, for online members, when the play of one piece of music is completed, the matching between them is canceled. For this reason, in the next song, there is a high possibility of playing the game in the session play mode together with a new player. Thereby, it is possible to enjoy sessions with various players.
 上述した形態では、一つの店舗4のローカルエリアネットワーク5Bに収容されたゲーム機2A、2Bの範囲が本発明の第1の範囲に相当し、ワイドエリアネットワーク5Aを介して接続された全てのゲーム機2A、2Bの範囲が第2の範囲に相当する。ただし、第2の範囲は第1の範囲よりも広く設定されていれば足りる。よって、ワイドエリアネットワーク5Aを介して相互に接続されたゲーム機2を幾つかのグループに区分し、同一店舗4内でマッチングが完成しなかったときにその店舗4を含む同一グループ内のゲーム機2の範囲でマッチングが試みられるように第2の範囲が設定されてもよい。上記の形態では、第2の範囲が第1の範囲を含むように設定されている。すわなち、同一店舗4内のローカルマッチングで所定人数のプレイヤをマッチングできなかった場合でも、オンラインマッチングに移行した段階で同一店舗4内のゲーム機2から同一楽曲を選択したプレイヤが新たにオンラインマッチングを希望した場合には、そのプレイヤがゲームサーバ3Aにてマッチングされる可能性がある。しかし、第2の範囲は第1の範囲よりも広い限り、第1の範囲の少なくとも一部を含まないように設定されてもよい。 In the above-described form, the range of the game machines 2A and 2B accommodated in the local area network 5B of one store 4 corresponds to the first range of the present invention, and all the games connected via the wide area network 5A. The range of the machines 2A and 2B corresponds to the second range. However, it is sufficient that the second range is set wider than the first range. Therefore, the game machines 2 connected to each other via the wide area network 5A are divided into several groups, and when matching is not completed in the same store 4, the game machines in the same group including the store 4 The second range may be set so that matching is attempted in the range of two. In the above embodiment, the second range is set to include the first range. That is, even when a predetermined number of players cannot be matched by local matching in the same store 4, a player who has selected the same music from the game machine 2 in the same store 4 at the stage of shifting to online matching is newly online. If matching is desired, the player may be matched in the game server 3A. However, as long as the second range is wider than the first range, it may be set so as not to include at least a part of the first range.
 上記の形態では、マスター機としてのゲーム機2のゲームサービス処理部21が図4のステップS103の処理を実行することにより第1マッチング手段として機能し、ゲームサーバ3Aのゲームサービス管理部11が図5のステップS204を実行することにより第2マッチング手段として機能する。また、マスター機としてのゲーム機2はローカルマッチングを試行するコンピュータ装置として機能し、かつ、図8の処理を実行することにより、マッチング管理手段として機能する。 In the above embodiment, the game service processing unit 21 of the game machine 2 as the master machine functions as the first matching means by executing the process of step S103 of FIG. 4, and the game service management unit 11 of the game server 3A is shown in FIG. By performing step S204 of No. 5, it functions as the second matching means. Further, the game machine 2 as a master machine functions as a computer device that tries local matching, and also functions as matching management means by executing the processing of FIG.
 本発明において、第1マッチング手段及び第2マッチング手段は、ネットワークの構成及びそのネットワークに対するゲーム機の接続形態に応じて適宜に変更可能である。例えば、店舗4内のLAN5Bにゲーム機2とは異なるコンピュータ装置が接続されている場合、そのコンピュータ装置を第1マッチング手段として機能させてもよい。複数のゲーム機2にオンラインマッチング処理を分散して処理させることにより、それらのゲーム機2の群を第2マッチング手段として機能させてもよい。 In the present invention, the first matching means and the second matching means can be appropriately changed according to the configuration of the network and the connection form of the game machine to the network. For example, when a computer device different from the game machine 2 is connected to the LAN 5B in the store 4, the computer device may function as the first matching means. By distributing the online matching process to a plurality of game machines 2, the group of the game machines 2 may function as the second matching means.
 上記の形態ではゲーム機2が商業施設に設置される商業用のゲーム機として構成されている。しかし、ゲーム機は商業用ゲーム機に限らず、個人用のゲーム機であってもよい。ゲーム機が設置される施設も商業施設に限らず、公共的な施設、あるいは個人的な施設であってもよい。本発明において、ゲーム機は音楽ゲーム機に限らず、所定人数のプレイヤが参加して共通のゲームをプレイできるものであればよく、共通のゲームにおけるプレイ単位も楽曲によって区切られる例に限らない。例えば、ステージ、マップ、シナリオといった区分可能な単位に従ってプレイ単位が設定されてよい。共通のゲームも、複数のプレイヤが協力してゲームをプレイする例に限らず、プレイヤが対戦するものであってもよい。 In the above embodiment, the game machine 2 is configured as a commercial game machine installed in a commercial facility. However, the game machine is not limited to a commercial game machine, and may be a personal game machine. The facility where the game machine is installed is not limited to a commercial facility, and may be a public facility or a personal facility. In the present invention, the game machine is not limited to a music game machine, and any game machine may be used as long as a predetermined number of players can participate and play a common game, and the play unit in the common game is not limited to the example divided by music. For example, a play unit may be set according to a distinguishable unit such as a stage, a map, and a scenario. The common game is not limited to an example in which a plurality of players cooperate to play a game, and players may play against each other.

Claims (7)

  1.  ネットワークに接続された複数のゲーム機を含み、前記ネットワークを介した通信を利用して2以上の所定人数のプレイヤが共通のゲームをプレイ可能とされたゲームシステムにおいて、
     第1の範囲に属するゲーム機のプレイヤ同士をマッチングする第1マッチング手段と、
     前記第1の範囲よりも広く設定された第2の範囲に属するゲーム機のプレイヤ同士をマッチングする第2マッチング手段と、を具備し、
     前記第1の範囲に属するゲーム機のプレイヤからの要求に応答して前記第1マッチング手段によるマッチングが試行され、該第1マッチング手段にて前記所定人数のマッチングが完成しない場合に前記第2マッチング手段によるマッチングが試行されるように、両マッチング手段が関連付けられているゲームシステム。
    In a game system including a plurality of game machines connected to a network, wherein a predetermined number of players of two or more can play a common game using communication via the network,
    First matching means for matching players of game machines belonging to the first range;
    Second matching means for matching players of game machines belonging to a second range set wider than the first range,
    In response to a request from a player of the game machine belonging to the first range, matching is attempted by the first matching means, and the second matching is performed when the predetermined number of matching is not completed by the first matching means. A game system in which both matching means are associated so that matching by means is attempted.
  2.  前記ネットワークは、ワイドエリアネットワークと、そのワイドエリアネットワークに接続されたローカルエリアネットワークとを含み、
     前記第1の範囲は、同一のローカルエリアネットワークに収容されたゲーム機の範囲に設定され、
     前記第2の範囲は、前記ワイドエリアネットワークを介して前記第1の範囲のゲーム機と接続されたゲーム機を含むように設定されている請求項1に記載のゲームシステム。
    The network includes a wide area network and a local area network connected to the wide area network,
    The first range is set to a range of game machines accommodated in the same local area network,
    The game system according to claim 1, wherein the second range is set to include a game machine connected to the game machine in the first range via the wide area network.
  3.  前記第1の範囲は、単一の施設内のローカルエリアネットワークに収容されたゲーム機の範囲に設定され、前記第2の範囲は、前記ワイドエリアネットワークを介して前記第1の範囲のゲーム機と接続された他の施設内のゲーム機を含むように設定されている請求項2に記載のゲームシステム。 The first range is set to a range of game machines accommodated in a local area network in a single facility, and the second range is set to a game machine in the first range via the wide area network. The game system according to claim 2, wherein the game system is set so as to include a game machine in another facility connected to.
  4.  前記ローカルエリアネットワーク内に収容されたコンピュータ装置が、前記1マッチング手段として機能し、前記ワイドエリアネットワークを介して各ゲーム機と接続されるサーバ装置が前記第2マッチング手段として機能する請求項2又は3に記載のゲームシステム。 The computer apparatus accommodated in the said local area network functions as said 1 matching means, and the server apparatus connected with each game machine via the said wide area network functions as said 2nd matching means. 3. The game system according to 3.
  5.  前記複数のゲーム機のそれぞれは、予め用意された複数のプレイ単位から一のプレイ単位を選択して当該プレイ単位をプレイできるように構成され、
     前記共通のゲームは、同一のプレイ単位に前記所定人数のプレイヤが参加してプレイするように構成され、
     前記第1マッチング手段は、前記所定人数のプレイヤのマッチングが完成しない場合、前記第1の範囲に属するゲーム機のプレイヤが選択したプレイ単位を特定する情報を前記第2マッチング手段に提供しつつ当該第2マッチング手段に対してマッチングを要求し、
     前記第2マッチング手段は、前記第1マッチング手段からのマッチングの要求に応答して、前記選択したプレイ単位が一致することを条件に前記第2の範囲に属するゲーム機のプレイヤ同士のマッチングを試みる請求項1~4のいずれか一項に記載のゲームシステム。
    Each of the plurality of game machines is configured to play a play unit by selecting one play unit from a plurality of play units prepared in advance.
    The common game is configured such that the predetermined number of players participate and play in the same play unit,
    When the matching of the predetermined number of players is not completed, the first matching unit provides the second matching unit with information for specifying a play unit selected by a player of the game machine belonging to the first range. Request matching from the second matching means,
    In response to the matching request from the first matching means, the second matching means attempts to match players of game machines belonging to the second range on condition that the selected play units match. The game system according to any one of claims 1 to 4.
  6.  一のプレイ単位に関する共通のゲームのプレイが終了して次のプレイ単位へと前記共通ゲームが続けられる場合、前記第1マッチング手段にてマッチングされたプレイヤが前記次のプレイ単位でも続けてマッチングされる一方で、前記第2マッチング手段によるマッチングが解除されるようにマッチングを管理するマッチング管理手段をさらに備えた請求項5に記載のゲームシステム。 When the play of the common game relating to one play unit ends and the common game is continued to the next play unit, the players matched by the first matching means are also matched in the next play unit. 6. The game system according to claim 5, further comprising matching management means for managing matching so that matching by the second matching means is canceled.
  7.  前記複数のゲーム機のそれぞれが、予め用意された複数の楽曲から一の楽曲をプレイヤに選択させ、当該楽曲に合わせた一連の操作をプレイヤに指示する音楽ゲーム機として構成され、一の楽曲に対応したゲームのプレイが一つのプレイ単位となるように前記プレイ単位が設定されている、請求項5又は6に記載のゲームシステム。 Each of the plurality of game machines is configured as a music game machine that causes a player to select one music from a plurality of songs prepared in advance and instructs the player to perform a series of operations in accordance with the music. The game system according to claim 5 or 6, wherein the play unit is set so that a corresponding game play becomes one play unit.
PCT/JP2012/069600 2011-08-04 2012-08-01 Game system with matching function WO2013018832A1 (en)

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