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CN110958905A - Server device, its control method and its control program - Google Patents

Server device, its control method and its control program
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Publication number
CN110958905A
CN110958905ACN201880049038.4ACN201880049038ACN110958905ACN 110958905 ACN110958905 ACN 110958905ACN 201880049038 ACN201880049038 ACN 201880049038ACN 110958905 ACN110958905 ACN 110958905A
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China
Prior art keywords
game
fighting
game device
unit
player
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CN201880049038.4A
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Chinese (zh)
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CN110958905B (en
Inventor
野崎隼人
清水章吾
神保友香
青木义明
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Sega Corp
Dartslive Co Ltd
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Dartslive Co Ltd
Sega Games Co Ltd
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Abstract

Translated fromChinese

提供能够使多名玩家参加的游戏活动高效地进行的游戏系统。一种服务器装置,经由网络而与执行对战游戏的多个游戏装置连接,该服务器装置的特征在于,具备:存储部,其存储多名玩家参加的游戏活动的对战表;对战组合分配部,其将对战表所包含的多个对战组合分配给多个游戏装置中的规定的游戏装置;发送部,其将与由对战组合分配部分配的多个对战组合相关的信息向规定的游戏装置发送;和游戏控制部,其在从规定的游戏装置接收到与多个对战组合中的在规定的游戏装置中被选择的对战组合相关的玩家的全员的认证请求的情况下,将与该对战组合相关的对战游戏的开始许可向规定的游戏装置发送。

Figure 201880049038

Provided is a game system capable of efficiently progressing a game event in which a plurality of players participate. A server device connected to a plurality of game devices executing a battle game via a network, the server device is characterized by comprising: a storage unit that stores a battle table of game activities participated by a plurality of players; and a battle combination allocation unit that assigning a plurality of battle combinations included in the battle table to a predetermined game device among the plurality of game devices; a transmitting unit that transmits information related to the plurality of battle combinations assigned by the battle combination allocation unit to the predetermined game device; and a game control unit that, when receiving an authentication request from a predetermined game device for all players related to a competition combination selected in a predetermined game device among a plurality of competition combinations, controls the competition combination with the competition combination The start permission of the related competition game is transmitted to a predetermined game device.

Figure 201880049038

Description

Server device, control method thereof, and control program thereof
Technical Field
The invention relates to a server apparatus, a control method thereof, and a control program thereof.
Background
Conventionally, a game machine prepared in a shop (including a event venue) is used, and a match-up game executed by the game machine performs a game event in which a plurality of players match up with each other to determine the result of each player.
For example,patent document 1 discloses a game system including: a game device for a plurality of players participating in a game event to engage in a match with each other; and a server connected to the game device via a network. The server provided in the game system includes: a matching processing unit for selecting a player to be a competitor from a plurality of players; and an active game progress information generation unit for determining the order of each match to be performed between the players selected by the matching processing unit.
The game device provided in the game system displays only the name of the player associated with the next fighting with each other based on the information on the order of the fighting transmitted from the server. When all the players who are displayed in association with the next pair of games are authenticated by the server via the game device, the server transmits a game start permission to the game device, and the game device starts the game.
Documents of the prior art
Patent document
Patent document 1: japanese patent laid-open publication No. 2015-36008
Disclosure of Invention
However, when the game device displays only the player's name related to the next round of play, if one of the displayed players is located at a place distant from the game device, the next round of play cannot be started. Moreover, the start of the subsequent match-up is delayed in turn, and as a result, the game play is delayed as a whole. Therefore, the host of the game event has to spend a lot of labor on the behavior management of each player in order to avoid as much as possible the occurrence of a time zone in which the next round of play cannot be started, and the game event cannot be performed efficiently.
The present invention has been made to solve the above problems, and an object of the present invention is to efficiently perform a game activity in which a plurality of players participate.
A server device according to the present invention is a server device connected to a plurality of game devices that execute a match-up game via a network, the server device including: a storage unit that stores a battle table of game activities in which a plurality of players participate; a fighting combination allocation unit that allocates a plurality of fighting combinations included in a fighting table to a predetermined game device among the plurality of game devices; a transmission unit that transmits information on the plurality of fighting combinations allocated by the fighting combination allocation unit to a predetermined game device; and a game control unit that, when receiving, from a predetermined game device, an authentication request for a member of the whole of a player associated with a play combination selected in the predetermined game device among the plurality of play combinations, transmits, to the predetermined game device, a start permission for a play game associated with the play combination.
According to this aspect, since players related to a plurality of matches are displayed on the game device, the game can be played from a match in which all players have reached the match, according to the judgment of the players. Therefore, the occurrence of a time zone in which the next round of play cannot be started can be suppressed. Thus, the game activity can be efficiently performed without taking a large amount of labor for the behavior management of each player.
Effects of the invention
According to the present invention, a game activity can be efficiently performed.
Drawings
Fig. 1 is a network configuration diagram showing an example of agame system 1.
Fig. 2 is a block diagram showing a functional configuration of theserver 10.
Fig. 3 (a) is a diagram showing an example of a hotlist, (b) is a diagram showing an example of a battle list, and (c) is a diagram showing an example of a battle sequence list.
Fig. 4 is a schematic external view of thegame device 20A.
Fig. 5 is a block diagram showing a functional configuration of thegame device 20A.
Fig. 6 is a block diagram showing a functional configuration of thestore terminal 30.
Fig. 7 is a block diagram showing a functional configuration of theplayer terminal 40.
Fig. 8 is a block diagram showing a functional configuration of thehost terminal 60.
Fig. 9 is a diagram showing an example of an operation sequence related to the activity registration process of thegame system 1.
Fig. 10 is a diagram showing an example of an operation sequence related to the player registration process of thegame system 1.
Fig. 11 is a diagram showing an example of an operation sequence related to the battle table creation process of thegame system 1.
Fig. 12 is a diagram showing an example of an operation sequence related to the registration process of thegame system 1.
Fig. 13 is a diagram showing an example of an operation sequence related to the battle sequence table creation process of thegame system 1.
Fig. 14 is a diagram showing an example of an operation sequence related to the game start process of thegame system 1.
Fig. 15 (a) is a diagram showing an example of a match-up sequence screen, (b) is a diagram showing an example of a filtering screen, and (c) is a diagram showing an example of a game progress screen.
Fig. 16 is a diagram showing another example of the battle sequence screen.
Detailed Description
Hereinafter, various embodiments of the present invention will be described with reference to the drawings. However, the technical scope of the present invention is not limited to the embodiments, and is intended to be construed in accordance with the invention described in the claims and their equivalents.
(1) Structure ofgame system 1
Fig. 1 is a network configuration diagram showing an example of agame system 1.
Thegame system 1 includes aserver 10, a plurality ofgame devices 20A to 20C, astore terminal 30, aplayer terminal 40, and ahost terminal 60. Thegaming devices 20A to 20C and thestore terminal 30 are provided in the store 3A so as to be able to communicate with each other. The plurality ofgame devices 20A to 20C and thestore terminals 30 are connected to each other via the in-store network of the store 3A. The in-store network of the store 3A is communicably connected to theserver 10 via acommunication network 2 such as the internet. In addition, theshop 3B and theshop 3C are also provided with the same in-shop network as that of the shop 3A. Theplayer terminal 40 can be connected to the in-store network of the store 3A and thecommunication network 2 by wired or wireless communication. In addition, thehost terminal 60 can be connected to thecommunication network 2.
(2) Structure of each device
(2-1) Structure ofServer 10
Fig. 2 is a block diagram showing a functional configuration of theserver 10.
Theserver 10 includes aserver communication unit 11, aserver storage unit 12, and aserver processing unit 13. Theserver 10 is an information processing device (for example, a workstation, a personal computer, or the like) used by a system administrator or the like to operate and manage game services.
Theserver communication unit 11 includes a communication interface circuit for connecting theserver 10 to thecommunication network 2, and performs communication with thecommunication network 2. Theserver communication unit 11 supplies data received from thegame devices 20A to 20C, thestore terminals 30, theplayer terminals 40, thehost terminal 60, and the like to theserver processing unit 13. Theserver communication unit 11 transmits the data supplied from theserver processing unit 13 to thegame devices 20A to 20C, thestore terminals 30, theplayer terminals 40, thehost terminal 60, and the like.
Theserver storage unit 12 includes at least one of a magnetic tape device, a magnetic disk device, and an optical disk device, for example. Theserver storage unit 12 stores an operating system program, a driver program, an application program, data, and the like used for processing in theserver processing unit 13. For example, theserver storage unit 12 stores, as an application program, a game program or the like for causing a game to progress and generating display data relating to the result thereof. The computer program may be installed in theserver storage unit 12 from a computer-readable portable recording medium such as a CD-ROM or a DVD-ROM using a known installation program.
Theserver storage unit 12 stores, as data, a play list shown in fig. 3 (a), a battle list shown in fig. 3 (b), a battle sequence list shown in fig. 3 (c), and the like. Theserver storage unit 12 may temporarily store temporary data related to a predetermined process.
Fig. 3 (a) shows an activity table. The event table includes items such as "event name", "game condition", "participating player (card ID)", and "battle table" associated with each event ID. The "activity ID" is identification information for identifying a game activity in which a plurality of players play against each other based on a play game. The "event name" is information indicating a name given to each game event, such as "knockout game T1". The "game conditions" are information indicating various rules of the battle game such as the number of players per team (for example, single, double, and triple), the number of rounds, and the like. "participating player (card ID)" is information indicating a player participating in a game event and a card ID of agame card 50 possessed by the player. Thegame card 50 is an IC card for recording various information (user ID, point, etc.) on the battle game by the owner (player) of thegame card 50.
Fig. 3 (b) shows a battle table. A Pair Table is an example of a Pair Table for a gaming activity. The match table includes items such as "game ID", "game play", "team/player", "registration", "win or loss", "score", and "status". The "game ID" is identification information for identifying an individual match constituting a game event. "match" is information indicating the number of matches in the elimination match. The "team/player" is a team name and/or a player name related to a player who plays a match in the game match. The "registration" is information indicating whether each player has performed registration described later in a meeting place of the game event. For example, "already" indicates that the registration is completed, and "not" indicates that the registration is not completed. "win or loss" is information indicating the result of the game play. The "score" is information indicating a score obtained by each player in the game play. The "state" is information indicating the progress of the game play.
The pair battle table shown in fig. 3 (b) is a pair battle table for a game activity in the form of a knockout match. That is, in the game activity of the present embodiment, the game play is performed in order from the 1 st play (game ID: "E01-G01") of the 1 st play, and the game play is terminated in the 7 th play (game ID: "E01-G07") of the 3 rd play (winning play). The match table is not limited to the elimination match format, and may be a tournament format or the like.
Fig. 3 (c) shows a battle sequence table. The play list is a list of a plurality of previously planned play combinations executed by each game device and distributed by the playlist processing unit 133 described later. Fig. 3 (c) shows, as an example, a match sequence table assigned to thegame device 20A.
The match sequence table includes items such as "order", "game ID", "team/player", "registration", and "waiting time". The "order" is the order in which the respective battles are executed, which is temporarily determined by the host of the game event. The "order" is an order that is temporarily determined by the host of the gaming activity in any way in order to facilitate the playing of the gaming activity. As described later, each player can start the match-up under a predetermined condition without following the "order" according to his own judgment. The "waiting time" is an expected time taken until each match is started in the case where each match is executed as shown in the "order". The play order table may include the start time of each play when each play is executed as shown in the "order" instead of the "waiting time".
Theserver processing unit 13 includes one or more processors and peripheral circuits thereof. Theserver Processing Unit 13 is, for example, a CPU (Central Processing Unit), and integrally controls the overall operation of theserver 10. Theserver processing unit 13 controls the operations of theserver communication unit 11 and the like so as to execute various processes of theserver 10 in accordance with appropriate procedures based on a program and the like stored in theserver storage unit 12. Theserver processing unit 13 executes processing based on programs (an operating system program, a driver program, an application program, and the like) stored in theserver storage unit 12. Theserver processing unit 13 can execute a plurality of programs (application programs and the like) in parallel.
Theserver processing unit 13 includes ahotlist processing unit 131, a battlelist processing unit 132, a battle orderlist processing unit 133, agame control unit 134, and acard authentication unit 135. These units are functional modules realized by a program executed by a processor provided in theserver processing unit 13. Alternatively, these components may be installed in theserver 10 as firmware.
The activitytable processing unit 131 performs registration, update processing, and the like of the activity table stored in theserver storage unit 12. The battlelist processing unit 132 performs registration, update processing, and the like of the battle list stored in theserver storage unit 12. The match sequencetable processing unit 133 is an example of a match combination assigning unit, and performs registration, update processing, and the like of the match sequence table stored in theserver storage unit 12. Thegame control unit 134 controls the progress of a battle game, which is a multiplayer participation type game. Thecard authentication unit 135 authenticates the card ID received from thegame device 20A or the like.
(2-2) Structure ofGame device 20A
Fig. 4 is a schematic external view of thegame device 20A. Fig. 5 is a block diagram showing a functional configuration of thegame device 20A.
Thegame device 20A of the present embodiment is a game device that is installed in the store 3A and executes each game play constituting a game event. In the present embodiment, a dart game is played as an example of the game.
Thegame device 20A includes a gamedevice communication unit 21, a gamedevice storage unit 22, a gamedevice operation unit 23, a gamedevice display unit 24, a gamedevice processing unit 25, adartboard 26, anarea detection unit 27, a card slot CS, a game devicecard RW unit 28, and acoin insertion unit 29.
The gamedevice communication unit 21 includes a communication interface circuit for connecting thegame device 20A to the in-store network of the store 3A and thecommunication network 2, and performs communication with the in-store network of the store 3A and thecommunication network 2. The gamedevice communication unit 21 supplies data received from theserver 10, thestore terminals 30, and the like to the gamedevice processing unit 25. The gamedevice communication unit 21 transmits the data supplied from the gamedevice processing unit 25 to theserver 10, thestore terminal 30, and the like.
The gamedevice storage unit 22 includes at least one of a magnetic tape device, a magnetic disk device, and an optical disk device, for example. The gamedevice storage unit 22 stores an operating system program, a driver program, an application program, data, and the like used for processing in the gamedevice processing unit 25. For example, the gamedevice storage unit 22 stores, as an application program, a game program or the like for causing a game to progress and generating display data relating to the result thereof. The computer program may be installed in the gamedevice storage unit 22 from a computer-readable portable recording medium such as a CD-ROM or a DVD-ROM using a known installation program.
The gamedevice operation unit 23 is used for various operations by a host of a game event, a player, and the like, and is implemented by, for example, operation buttons provided on an operation panel. In the present embodiment, the gamedevice operation unit 23 is used by the host of the game event or the player when selecting the type of the dart game.
The gamedevice display unit 24 may be any device as long as it can display video, images, and the like, and examples thereof include a liquid crystal display, an organic EL (Electro-Luminescence) display, and the like. The gamedevice display unit 24 may be integrated with the gamedevice operation unit 23 by, for example, a liquid crystal touch panel display. The gamedevice display unit 24 displays a video corresponding to the video data supplied from the gamedevice processing unit 25, an image corresponding to the image data, and the like.
The gamedevice processing unit 25 includes one or more processors and peripheral circuits thereof. The gamedevice processing unit 25 is, for example, a CPU, and integrally controls the overall operation of thegame device 20A. The gamedevice processing unit 25 controls the operations of the gamedevice communication unit 21 and the like so that various processes of thegame device 20A are executed in appropriate steps based on a program or the like stored in the gamedevice storage unit 22. The gamedevice processing unit 25 executes processing based on programs (an operating system program, a driver program, an application program, and the like) stored in the gamedevice storage unit 22. The gamedevice processing unit 25 can execute a plurality of programs (application programs and the like) in parallel.
The gamedevice processing unit 25 includes a screendisplay control unit 251, a gameprogress control unit 252, and a cardinformation control unit 253. These units are functional blocks realized by a program executed by a processor provided in the gamedevice processing unit 25. Alternatively, these components may be mounted on thegame device 20A as firmware.
The screendisplay control unit 251 controls the screen display of the gamedevice display unit 24 based on the screen display information received from theserver 10. The gameprogress control unit 252 controls the progress of the game in thegame device 20A. The cardinformation control unit 253 controls the authentication process of the card ID of thegame card 50 inserted into the card slot CS described later.
Thedart board 26 is a board surface as a target of a dart game. Thedart board 26 of the present embodiment is divided into a plurality oftarget areas 26A. Eachtarget region 26A is provided with a plurality of pores. The tip portion of the dart thrown by the player is housed in one of a plurality of holes provided in thetarget region 26A (the dart strikes thetarget region 26A).
Thearea detection unit 27 is for detecting the dart piercing into thetarget area 26A, and a plurality of area detection units are provided corresponding to thetarget areas 26A, respectively. In the present embodiment, when the dart pierces thetarget region 26A, thetarget region 26A moves slightly rearward due to the impact of the dart. When detecting the displacement of thetarget region 26A, theregion detection unit 27 transmits a detection signal to the gamedevice processing unit 25.
The card slot CS is an insertion slot into which a player inserts the heldgame card 50. In thegame device 20A of the present embodiment, four card slots CS are provided so that a maximum of four players can play a game match. In addition, more than four card slots CS may be provided so that the number of players can play the game.
The game devicecard RW unit 28 can read a card ID or the like recorded on thegame card 50 held by the player in the store, and write information or the like obtained in the game result.
Thecoin insertion section 29 includes: a coin inlet for inputting coins; and a sensor for detecting the coin inserted from the insertion opening. In the present embodiment, the player may be able to play the game by inserting a predetermined number of coins from the coin insertion slot. Alternatively, the game may be played without inserting coins from the coin insertion slot.
(2-3) Structure ofstore terminal 30
Fig. 6 is a block diagram showing a functional configuration of thestore terminal 30.
Thestore terminal 30 includes a storeterminal communication unit 31, a storeterminal storage unit 32, a storeterminal processing unit 33, a storeterminal display unit 34, a storeterminal operation unit 35, and a store terminalcard RW unit 36. Thestore terminal 30 is an information processing device (for example, a workstation, a personal computer, or the like) used when a game service is operated and managed, such as a host of a game event.
The storeterminal communication unit 31 includes a communication interface circuit for connecting thestore terminal 30 to the in-store network of the store 3A and thecommunication network 2, and communicates with the in-store network of the store 3A and thecommunication network 2. The storeterminal communication unit 31 supplies data received from theserver 10, thegame device 20A, and the like to the storeterminal processing unit 33. The storeterminal communication unit 31 transmits the data supplied from the storeterminal processing unit 33 to theserver 10, thegame device 20A, and the like.
The storeterminal storage unit 32 includes at least one of a magnetic tape device, a magnetic disk device, and an optical disk device, for example. The storeterminal storage unit 32 stores an operating system program, a driver program, an application program, data, and the like used for processing in the storeterminal processing unit 33. For example, the storeterminal storage unit 32 stores, as an application program, a game program or the like for causing a game to progress and generating display data relating to the result thereof. The computer program may be installed in the storeterminal storage unit 32 from a computer-readable portable recording medium such as a CD-ROM or a DVD-ROM using a known installation program or the like.
The storeterminal processing unit 33 includes one or more processors and peripheral circuits thereof. The storeterminal processing unit 33 is, for example, a CPU, and integrally controls the overall operation of thestore terminal 30. The storeterminal processing unit 33 controls the operation of the storeterminal communication unit 31 and the like so as to execute various processes of thestore terminal 30 in accordance with appropriate procedures based on a program and the like stored in the storeterminal storage unit 32. The storeterminal processing unit 33 executes processing based on programs (operating system programs, driver programs, application programs, and the like) stored in the storeterminal storage unit 32. The storeterminal processing unit 33 can execute a plurality of programs (application programs and the like) in parallel.
The storeterminal display unit 34 may be any device as long as it can display video, images, and the like, and examples thereof include a liquid crystal display, an organic EL (Electro-Luminescence) display, and the like. The storeterminal display unit 34 may be integrated with the storeterminal operation unit 35 by, for example, a liquid crystal touch panel display. The storeterminal display unit 34 displays a video corresponding to the video data supplied from the storeterminal processing unit 33, an image corresponding to the image data, and the like.
The storeterminal operation unit 35 may be any device as long as it can operate thestore terminal 30, and may be, for example, a touch panel, a key, or the like. The host of the game event can input characters, numerals, symbols, and the like using the storeterminal operation unit 35. When an operation is performed by the host of the game event, the storeterminal operation unit 35 generates a signal corresponding to the operation. The generated signal is supplied to the storeterminal processing unit 33 as an instruction of the player.
The store terminalcard RW unit 36 reads a card ID or the like recorded in agame card 50 held by a player in the store, and writes information or the like obtained as a result of the game into thegame card 50.
(2-4) Structure ofPlayer terminal 40
Fig. 7 is a block diagram showing a functional configuration of theplayer terminal 40.
Theplayer terminal 40 includes a playerterminal communication unit 41, a playerterminal storage unit 42, a playerterminal processing unit 43, a playerterminal display unit 44, and a playerterminal operation unit 45.
The playerterminal communication unit 41 includes a communication interface circuit for connecting theplayer terminal 40 to the in-store network of the store 3A and thecommunication network 2, and performs communication with the in-store network of the store 3A and thecommunication network 2. The playerterminal communication unit 41 supplies data received from theserver 10, thegame device 20A, and the like to the playerterminal processing unit 43. The playerterminal communication unit 41 transmits the data supplied from the playerterminal processing unit 43 to thegame device 20A, theplayer terminal 40, and the like.
The playerterminal storage unit 42 includes at least one of a magnetic tape device, a magnetic disk device, and an optical disk device, for example. The playerterminal storage unit 42 stores an operating system program, a driver program, an application program, data, and the like used for processing in the playerterminal processing unit 43. For example, the playerterminal storage unit 42 stores, as an application program, a game program or the like for causing a game to progress and generating display data relating to the result thereof. The computer program may be installed in the playerterminal storage unit 42 from a computer-readable portable recording medium such as a CD-ROM or a DVD-ROM using a known installation program. Alternatively, the computer program may be downloaded from theserver 10 or the like via thecommunication network 2 and installed in the playerterminal storage unit 42. Alternatively, the playerterminal storage unit 42 may store a Web browser, and in this case, the player can operate an application stored in theserver 10 or the like on the Web browser via the Web browser.
The playerterminal processing unit 43 includes one or more processors and peripheral circuits thereof. The playerterminal processing unit 43 is, for example, a CPU, and integrally controls the overall operation of theplayer terminal 40. The playerterminal processing unit 43 controls the operations of the playerterminal communication unit 41 and the like so as to execute various processes of theplayer terminal 40 in accordance with appropriate procedures based on a program or the like stored in the playerterminal storage unit 42. The playerterminal processing unit 43 executes processing based on programs (an operating system program, a driver program, an application program, and the like) stored in the playerterminal storage unit 42. The playerterminal processing unit 43 can execute a plurality of programs (application programs and the like) in parallel.
The playerterminal display unit 44 may be any device as long as it can display video, images, and the like, and may be, for example, a liquid crystal display, an organic EL (Electro-Luminescence) display, or the like. The playerterminal display unit 44 may be integrated with the playerterminal operation unit 45 by, for example, a liquid crystal touch panel display. The playerterminal display unit 44 displays a video corresponding to the video data supplied from the playerterminal processing unit 43, an image corresponding to the image data, and the like.
The playerterminal operation unit 45 may be any device as long as it can operate theplayer terminal 40, and may be, for example, a touch panel or a key. The host of the game event can input characters, numerals, symbols, and the like using the playerterminal operation unit 45. When the player performs an operation, the playerterminal operation unit 45 generates a signal corresponding to the operation. The generated signal is supplied to the playerterminal processing unit 43 as an instruction of the player.
(2-5) Structure ofhost terminal 60
Fig. 8 is a block diagram showing a functional configuration of thehost terminal 60.
Thehost terminal 60 has a hostterminal communication section 61, a hostterminal storage section 62, a hostterminal processing section 63, a hostterminal display section 64, and a hostterminal operation section 65. Thehost terminal 60 is an information processing device (for example, a workstation, a personal computer, or the like) used when the host of the game event or the like operates and manages the game service.
The hostterminal communication unit 61 includes a communication interface circuit for connecting thehost terminal 60 to thecommunication network 2, and performs communication with thecommunication network 2. The hostterminal communication unit 61 supplies the data received from theserver 10, thegame device 20A, and the like to the hostterminal processing unit 63. The hostterminal communication unit 61 transmits the data supplied from the hostterminal processing unit 63 to thegame device 20A, thehost terminal 60, and the like.
The hostterminal storage unit 62 includes at least one of a tape device, a magnetic disk device, and an optical disk device, for example. The hostterminal storage unit 62 stores an operating system program, a driver program, an application program, data, and the like used for processing in the hostterminal processing unit 63. For example, the hostterminal storage unit 62 stores, as an application program, a game program or the like for causing a game to progress and generating display data relating to the result thereof. The computer program may be installed in the hostterminal storage unit 62 using a known installation program or the like from a computer-readable portable recording medium such as a CD-ROM or a DVD-ROM.
The hostterminal processing unit 63 includes one or more processors and peripheral circuits thereof. The hostterminal processing unit 63 is, for example, a CPU, and integrally controls the overall operation of thehost terminal 60. The hostterminal processing unit 63 controls the operations of the hostterminal communication unit 61 and the like so that various processes of thehost terminal 60 are executed in accordance with appropriate procedures based on a program and the like stored in the hostterminal storage unit 62. The hostterminal processing section 63 executes processing based on programs (operating system programs, driver programs, application programs, and the like) stored in the hostterminal storage section 62. The hostterminal processing unit 63 can execute a plurality of programs (applications, etc.) in parallel.
The hostterminal display unit 64 may be any device as long as it can display video, images, and the like, and may be, for example, a liquid crystal display, an organic EL (Electro-Luminescence) display, or the like. The hostterminal display unit 64 may be integrated with the hostterminal operation unit 65 by a liquid crystal touch panel display, for example. The hostterminal display unit 64 displays a video corresponding to the video data supplied from the hostterminal processing unit 63, an image corresponding to the image data, and the like.
The hostterminal operation unit 65 may be any device as long as it can operate thehost terminal 60, and may be, for example, a touch panel or a key. The host of the game event can input characters, numerals, symbols, and the like using the hostterminal operation unit 65. When the hostterminal operation unit 65 is operated by the host, it generates a signal corresponding to the operation. The generated signal is supplied to the hostterminal processing unit 63 as an instruction of the host.
(3) Actions of theGame System 1
(3-1) Activity Login processing
Fig. 9 is a diagram showing an example of an operation sequence related to the activity registration process of thegame system 1. The operation sequence is executed in cooperation with the respective elements of theserver 10 and thehost terminal 60 mainly by theserver processing unit 13 and the hostterminal processing unit 63 based on programs stored in advance in theserver storage unit 12 and the hostterminal storage unit 62.
(step S101)
The hostterminal operation unit 65 of thehost terminal 60 receives an input of a game registration instruction by the host of the game event. That is, the host of the game event selects the game conditions (for example, the number of players and rounds of a team) by operating the hostterminal operating unit 65, and inputs the event registration instruction including information such as the game conditions to thehost terminal 60. Then, the process shifts to step S102.
(step S102)
The hostterminal processing unit 63 of thehost terminal 60 transmits the event registration request based on the event registration instruction to theserver 10. Then, the process shifts to step S103.
(step S103)
The activitytable processing unit 131 of theserver 10 performs activity registration processing. That is, the eventtable processing unit 131 issues a new event ID, associates information included in the event registration request received from thehost terminal 60 with the new event ID, and registers the information in the event table stored in theserver storage unit 12. Then, the process shifts to step S104.
(step S104)
The eventtable processing unit 131 of theserver 10 notifies thehost terminal 60 of the end of the event registration. Then, the process shifts to step S105.
(step S105)
The hostterminal processing unit 63 of thehost terminal 60 performs the event registration completion processing.
(3-2) Player Login Process
Fig. 10 is a diagram showing an example of an operation sequence related to the player registration process of thegame system 1. The operation sequence is executed in cooperation with the respective elements of theserver 10 and theplayer terminal 40 mainly by theserver processing unit 13 and the playerterminal processing unit 43 based on programs stored in advance in theserver storage unit 12 and the playerterminal storage unit 42.
(step S201)
The playerterminal operation unit 45 of theplayer terminal 40 performs a player registration acceptance process. That is, a player who wishes to participate in a game event inputs information (for example, a card ID or the like) relating to theplayer terminal 40 by operating the playerterminal operating unit 45. Then, the process shifts to step S202.
(step S202)
The playerterminal processing unit 43 of theplayer terminal 40 transmits a player registration request to theserver 10. The player login request includes the above-mentioned information related to the player. Then, the process shifts to step S203.
(step S203)
Thehotlist processing unit 131 of theserver 10 performs a process of registering a player. That is, the eventtable processing unit 131 adds the player to the "participating player" column of the event table stored in theserver storage unit 12, and updates the event table. Then, the process shifts to step S204.
When the player registration completion condition is satisfied, the eventtable processing unit 131 may notify theplayer terminal 40 of completion of the player registration without performing the player registration process. The player registration completion condition may be any condition such as that the number of registered participating players in the game event reaches a predetermined number, that a predetermined period of time has elapsed since the reception of the player registration, and that the end instruction operation is performed by the host of the game event.
(step S204)
Thehotlist processing unit 131 of theserver 10 notifies theplayer terminal 40 of the completion of the player login. Then, the process shifts to step S205.
(step S205)
The playerterminal processing unit 43 of theplayer terminal 40 performs a player registration completion process.
(3-3) battle-table creation processing
Fig. 11 is a diagram showing an example of an operation sequence related to the battle table creation process of thegame system 1. The operation sequence is executed in cooperation with the respective elements of theserver 10 and thehost terminal 60 mainly by theserver processing unit 13 and the hostterminal processing unit 63 based on programs stored in advance in theserver storage unit 12 and the hostterminal storage unit 62.
(step S301)
The hostterminal operation unit 65 of thehost terminal 60 receives an input of a battle form generation instruction by the host of the game event. That is, the host of the game event operates the hostterminal operation unit 65 to input the battle table creation instruction associated with the predetermined event ID to thehost terminal 60. Then, the process shifts to step S302.
(step S302)
The hostterminal processing unit 63 of thehost terminal 60 transmits the battle form generation request to theserver 10. Then, the process shifts to step S303.
(step S303)
The battletable processing unit 132 of theserver 10 performs battle table generation processing. That is, first, the match-table processing unit 132 extracts the participating players associated with the predetermined event ID of the event table stored in theserver storage unit 12. Next, the matchtable processing unit 132 determines the extracted match combination of the participating players. The method of determining the match-up combination may be any method specified by the host of the game event, such as a random method or a method based on the ranking of players. Next, the matchtable processing unit 132 generates a match table for sequentially performing the determined match combinations (see fig. 3 (b)). Then, the process shifts to step S304.
(step S304)
The battletable processing unit 132 of theserver 10 notifies thehost terminal 60 of the completion of the generation of the battle table. Then, the process shifts to step S305.
(step S305)
The hostterminal processing unit 63 of thehost terminal 60 performs the battle list generation completion process.
(3-4) registration processing
Fig. 12 is a diagram showing an example of an operation sequence related to the registration process of thegame system 1. The operation sequence is executed in cooperation with each element of theserver 10 and thestore terminal 30 mainly by theserver processing unit 13 and the storeterminal processing unit 33 based on programs stored in advance in theserver storage unit 12 and the storeterminal storage unit 32.
(step S401)
The storeterminal operation unit 35 of thestore terminal 30 performs registration acceptance processing. That is, a player arriving at the game event venue or a host of a game event inputs information (for example, a card ID) related to the player to thestore terminal 30 by operating the storeterminal operating unit 35. Then, the process shifts to step S402.
(step S402)
The storeterminal processing unit 33 of thestore terminal 30 transmits a registration request to theserver 10. The registration request contains the above-mentioned information relating to the player. Then, the process shifts to step S403.
(step S403)
The battlelist processing unit 132 of theserver 10 performs an update process of the battle list. That is, the battletable processing unit 132 changes "not" to "already" and updates the battle table for the player of the battle table stored in theserver storage unit 12, which is associated with the received registration request in the "registration" column. Then, the process shifts to step S404.
(step S404)
The battlelist processing unit 132 of theserver 10 notifies the end of updating the battle list to thestore terminal 30. Then, the process shifts to step S405.
(step S405)
The storeterminal processing unit 33 of thestore terminal 30 performs registration completion processing.
(3-5) Contra sequence Table Generation processing
Fig. 13 is a diagram showing an example of an operation sequence related to the battle sequence table creation process of thegame system 1. The operation sequence is executed in cooperation with the respective elements of theserver 10 and thehost terminal 60 mainly by theserver processing unit 13, the gamedevice processing unit 25, and the hostterminal processing unit 63 based on programs stored in advance in theserver storage unit 12, the gamedevice storage unit 22, and the hostterminal storage unit 62.
(step S501)
The hostterminal operation unit 65 of thehost terminal 60 receives an input of a battle order table generation instruction based on the host of the game event. That is, the host of the game event operates the hostterminal operating unit 65 to input the instruction generated by the match-up sequence table relating to the predetermined game device (for example, thegame device 20A) to thehost terminal 60. Then, the process shifts to step S502.
(step S502)
The hostterminal processing unit 63 of thehost terminal 60 transmits a battle order table generation request concerning thegame device 20A to theserver 10. Then, the process shifts to step S503.
(step S503)
The fighting sequencetable processing unit 133 of theserver 10 performs the fighting sequence table creation process. That is, the match sequencetable processing unit 133 refers to all the event tables stored in theserver storage unit 12 according to a predetermined method, and allocates a plurality of games to thegame device 20A, thereby generating a match sequence table as shown in fig. 3 (c). The predetermined method may be any method specified by the host of the game event, such as a random method or a method based on the ranking of players. Then, the process shifts to step S504.
(step S504)
The playlist processing unit 133 of theserver 10 transmits information on the play list to thegame device 20A.
(3-6) Game Start processing
Fig. 14 is a diagram showing an example of an operation sequence related to the game start process of thegame system 1. The operation sequence is executed in cooperation with the elements of theserver 10 and thegame device 20A mainly by theserver processing unit 13 and the gamedevice processing unit 25 based on programs stored in advance in theserver storage unit 12 and the gamedevice storage unit 22.
(step S601)
The screendisplay control unit 251 of thegame device 20A displays a screen (match-up sequence screen) as shown in fig. 15 (a) on the gamedevice display unit 24 based on the information on the match-up sequence table. Then, the process shifts to step S602.
Here, as shown in fig. 15 (a), the match-up sequence screen displays a game list assigned to thegame device 20A. The match sequence screen includes items such as "order", "eliminated match name", "team/player", and "waiting time". As described above, the "order" is the order in which the respective battles are executed, which is temporarily determined by the host of the game event. The "order" is an order temporarily determined for the convenience of game play, and each player can start a match-up under a predetermined condition without following the "order" according to his own judgment.
(step S602)
Thegame device 20A accepts selection of a match-up combination. That is, the player operates the gamedevice operation unit 23 to select the match combination of the player on the match sequence screen.
Here, for example, it is assumed that, while a player a among competitors of a game having the sequence "1" on the competition sequence screen is standing by near thegame device 20A, a player B is not near thegame device 20A. On the other hand, it is assumed that both player C and player D, which are competitors of the game with the order "2" on the competition sequence screen, are on standby in the vicinity of thegame device 20A.
Then, the player C selects its own match-up combination (i.e., a match-up combination of the player C with the player D) on the match-up sequence screen by operating the gamedevice operation unit 23. Then, the process shifts to step S603.
(step S603)
By this selection, the screendisplay control unit 251 of thegame device 20A displays a screen (screening screen) as shown in fig. 15 (b) on the gamedevice display unit 24. As shown in fig. 15 (b), the filtering screen is a screen for displaying only the fighting combination selected by the player among the fighting combinations assigned to thegame device 20A. Further, the selected fighting combination may be displayed in a manner more conspicuous than other fighting combinations. Then, the process shifts to step S604.
(step S604)
Thegame device 20A receives an input of the card ID of the player C. That is, player C inserts his card into card slot CS ofgame device 20A, and inputs the card ID intogame device 20A. Then, the process proceeds to step S605.
(step S605)
The cardinformation control unit 253 of thegame device 20A transmits the received authentication request for the card ID of the player C to theserver 10. Then, the process shifts to step S606.
(step S606)
Thecard authentication unit 135 of theserver 10 performs authentication of the card ID related to the player C included in the authentication request. That is, thecard authentication unit 135 determines whether or not a game including a player associated with the card ID as a player is included in the match-up sequence table stored in theserver storage unit 12. Then, the process shifts to step S607.
(step S607)
Thecard authentication unit 135 of theserver 10 transmits the authentication result to thegame device 20A. Then, the process shifts to step S608.
(step S608)
Thegame device 20A also accepts input of a card ID of another player. Here, for example, thegame device 20A receives an input of a card ID of the player D. Then, the process shifts to step S609.
(step S609)
The cardinformation control unit 253 of thegame device 20A transmits the received request for authentication of the card ID associated with the player D to theserver 10. Then, the process shifts to step S610.
(step S610)
Thecard authentication unit 135 of theserver 10 authenticates the card ID associated with the player D included in the authentication request. That is, thecard authentication unit 135 refers to the match sequence table stored in theserver storage unit 12, and determines whether or not the player D is a player for the player C who has performed the authentication process in step S606. Then, the process shifts to step S611.
(step S611)
Thegame control unit 134 of theserver 10 transmits the game start permission to thegame device 20A. Then, the process shifts to step S612.
(step S612)
Upon receiving the game start permission from theserver 10, the screendisplay control unit 251 of thegame device 20A displays a screen (game progress screen) as shown in fig. 15 (c) on the gamedevice display unit 24. Then, the gameprogress control unit 252 of thegame device 20A plays the game of the player C to the player D.
As described above, according to thegame system 1, thegame device 20A displays not only the player name relating to the next fighting of the pair but also the player names relating to a plurality of matches based on the information relating to the fighting order (information relating to the fighting sequence table) transmitted from theserver 10. Therefore, each player can start the game in which all players are present, based on his or her own judgment. Therefore, the host of the game event can efficiently progress the game event without taking much labor for the behavior management of each player.
(4) Modification example
The present invention is not limited to the above embodiments. That is, the present invention obtained by appropriately modifying the design of the above-described embodiment by those skilled in the art is also included in the scope of the present invention as long as the present invention has the features of the present invention. The elements included in the above embodiments can be technically combined as much as possible, and an invention obtained by combining the above embodiments is also included in the scope of the present invention as long as the invention includes the features of the present invention.
For example, in the case where the player is authenticated in step S606, theplayer terminal 40 owned by the player who is the opponent of the authenticated player or the player who is the teammate of the authenticated player may be notified that the player is authenticated. Thus, even when a certain player is not in the vicinity of the game device, the player can immediately know that the player is waiting by authenticating the opponent or the teammate, and thus can efficiently play the game. The notification may include information relating to the game device into which the authenticated player inserted thegame card 50.
The "match-up sequence screen" in step S601 is not limited to the mode shown in fig. 15 (a). Fig. 16 is a diagram showing another example of the battle sequence screen. For example, as shown in fig. 16, a knockout table may be displayed for each game play. In the case of a tournament, the tournament table may be displayed for each game event. With these configurations, the player can immediately confirm his/her battle combination and the like.
In the battle order table creation process of step S503, the players registered as "not" may be excluded from the battle order table creation process to create the battle order table. According to this configuration, since the match-up sequence table can exclude the match-up combination which has been determined in advance because of the miss and which does not require execution of the game, and the match-up sequence table is simplified, the player can immediately confirm the match-up combination of the player and the like.
In addition, the game event is not limited to an event held in a single store. For example, a game event may be held simultaneously in a plurality of stores.
At any time during the game event, thehost terminal 60, thestore terminal 30, and the like may confirm a predetermined table or the like stored in theserver 10 or the like and notify theplayer terminal 40 held by the player registered as "not". The notification may include, for example, a message to prompt registration.
The notification may be performed a predetermined number of times. Theserver 10 may disqualify the player if the player is not registered even after the predetermined number of notifications has elapsed (if the registered item is not changed from "not" to "already"). Disqualified players may be removed from the various tables, such as the event table, the battle table, and the battle order table.
In the battle table creation process (fig. 11) and the battle sequence table creation process (fig. 13), thehost terminal 60 transmits a request for creating each table to the server 10 (steps S301 to S302, S501 to S502). However, the request for generating each table to be transmitted to theserver 10 may be made by thestore terminal 30 or another terminal (not shown) connected to the in-store network.
In steps S604 to S611 of the game start process (fig. 14), thecard authentication unit 135 of theserver 10 performs a card ID authentication process. However, the card ID authentication process may be performed by the gamedevice processing unit 25 of thegame device 20A. Specifically, when the playlist processing unit 133 of theserver 10 transmits the play list to thegame device 20A (step S504), the card IDs of the players included in the play list are transmitted at the same time. When thegame device 20A receives the input of the card ID of each player, the gamedevice processing unit 25 determines whether or not the card ID matches any of the card IDs received from theserver 10, and authenticates the card ID.
The present invention is not limited to the above-described embodiments, and can be implemented in other various forms without departing from the scope of the present invention. Therefore, the above embodiments are merely illustrative in all aspects and are not to be construed as limiting. For example, the above-described processing steps can be arbitrarily changed in order or executed in parallel within a range where the processing contents do not contradict each other. Further, other steps may be added between the respective processing steps. Further, a step described as one step may be divided into a plurality of steps to be executed, or a step described as divided into a plurality of steps may be grasped as one step.
Description of the reference numerals
1 … gaming system, 2 … communication network, 10 … server, 20A, 20B, 20C … gaming device, 30 … store terminal, 40 … player terminal, 50 … game card, 60 … host terminal.

Claims (6)

1. A server device connected to a plurality of game devices that execute a match-up game via a network, the server device comprising:
a storage unit that stores a battle table of game activities in which a plurality of players participate;
a fighting combination allocation unit that allocates a plurality of fighting combinations included in the fighting list to a predetermined game device among the plurality of game devices;
a transmission unit that transmits information on the plurality of fighting combinations allocated by the fighting combination allocation unit to the predetermined game device; and
and a game control unit that, when receiving, from the predetermined game device, an authentication request for a member of all of the players associated with a play combination selected in the predetermined game device among the plurality of play combinations, transmits, to the predetermined game device, a start permission of the play game associated with the play combination.
2. The server apparatus according to claim 1,
the fighting combination allocation unit allocates the plurality of fighting combinations to the predetermined game device in the order of the respective play combinations.
3. The server apparatus according to claim 2,
the fighting combination allocation unit calculates, for each of the plurality of fighting combinations allocated to the predetermined game device, a required time for executing the plurality of fighting combinations in sequence in accordance with the sequence.
4. A game device for executing a match-up game, the game device being characterized in that,
connected to a server device via a network, wherein the server device includes: a storage unit that stores a battle table of game activities in which a plurality of players participate; a fighting combination allocation unit that allocates a plurality of fighting combinations included in the fighting list to the game device; and a transmission unit that transmits information on the plurality of fighting combinations assigned by the fighting combination assignment unit to the game device,
the game device is provided with:
a receiving unit that receives the information on the plurality of fighting combinations included in the fighting list from the server device;
a display unit that displays a list of the plurality of fighting combinations based on the information received by the receiving unit; and
and a selection unit that selects at least one of the fighting combinations from the list of the plurality of fighting combinations.
5. A method for controlling a server device that is provided with a storage unit and is connected to a plurality of game devices that execute a match-up game via a network, the method comprising:
a step of storing a match table of game activities in which a plurality of players participate in the game in the storage unit;
distributing a plurality of fighting combinations included in the pair battle table to a predetermined game device among the plurality of game devices;
transmitting information on the plurality of allocated fighting combinations to the predetermined game device; and
and a step of transmitting, when an authentication request of a member of all players related to a fighting combination selected in the predetermined game device among the plurality of fighting combinations is received from the predetermined game device, a start permission of a fighting game related to the fighting combination to the predetermined game device.
6. A control program for a server device that is provided with a storage unit and is connected to a plurality of game devices that execute a match-up game via a network, the control program causing the server device to execute:
a step of storing a match table of game activities in which a plurality of players participate in the game in the storage unit;
distributing a plurality of fighting combinations included in the pair battle table to a predetermined game device among the plurality of game devices;
transmitting information on the plurality of allocated fighting combinations to the predetermined game device; and
and a step of transmitting, when an authentication request of a member of all players related to a fighting combination selected in the predetermined game device among the plurality of fighting combinations is received from the predetermined game device, a start permission of a fighting game related to the fighting combination to the predetermined game device.
CN201880049038.4A2017-07-312018-07-26 Server device, its control method, game device, and recording mediumActiveCN110958905B (en)

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